// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file g_game.h /// \brief Game loop, events handling. #ifndef __G_GAME__ #define __G_GAME__ #include "doomdef.h" #include "doomstat.h" #include "d_event.h" #include "g_demo.h" extern char gamedatafilename[64]; extern char timeattackfolder[64]; extern char customversionstring[32]; #define GAMEDATASIZE (4*8192) #ifdef SEENAMES extern player_t *seenplayer; #endif extern char player_names[MAXPLAYERS][MAXPLAYERNAME+1]; extern player_t players[MAXPLAYERS]; extern boolean playeringame[MAXPLAYERS]; // gametic at level start extern tic_t levelstarttic; // for modding? extern INT16 prevmap, nextmap; extern INT32 gameovertics; extern UINT8 ammoremovaltics; extern tic_t timeinmap; // Ticker for time spent in level (used for levelcard display) extern INT16 rw_maximums[NUM_WEAPONS]; extern INT32 pausedelay; extern boolean pausebreakkey; extern boolean promptactive; extern consvar_t cv_pauseifunfocused; // used in game menu extern consvar_t cv_tutorialprompt; extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection, cv_compactscoreboard; extern consvar_t cv_crosshair, cv_crosshair2; extern consvar_t cv_invertmouse, cv_alwaysfreelook, cv_chasefreelook, cv_mousemove; extern consvar_t cv_invertmouse2, cv_alwaysfreelook2, cv_chasefreelook2, cv_mousemove2; extern consvar_t cv_useranalog[2], cv_analog[2]; extern consvar_t cv_directionchar[2]; typedef enum { CS_LEGACY, CS_LMAOGALOG, CS_STANDARD, CS_SIMPLE = CS_LMAOGALOG|CS_STANDARD, } controlstyle_e; #define G_ControlStyle(ssplayer) (cv_directionchar[(ssplayer)-1].value == 3 ? CS_LMAOGALOG : ((cv_analog[(ssplayer)-1].value ? CS_LMAOGALOG : 0) | (cv_directionchar[(ssplayer)-1].value ? CS_STANDARD : 0))) #define P_ControlStyle(player) ((((player)->pflags & PF_ANALOGMODE) ? CS_LMAOGALOG : 0) | (((player)->pflags & PF_DIRECTIONCHAR) ? CS_STANDARD : 0)) extern consvar_t cv_autobrake, cv_autobrake2; extern consvar_t cv_sideaxis,cv_turnaxis,cv_moveaxis,cv_lookaxis,cv_jumpaxis,cv_spinaxis,cv_fireaxis,cv_firenaxis,cv_deadzone,cv_digitaldeadzone; extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_jumpaxis2,cv_spinaxis2,cv_fireaxis2,cv_firenaxis2,cv_deadzone2,cv_digitaldeadzone2; extern consvar_t cv_ghost_bestscore, cv_ghost_besttime, cv_ghost_bestrings, cv_ghost_last, cv_ghost_guest; // hi here's some new controls extern consvar_t cv_cam_shiftfacing[2], cv_cam_turnfacing[2], cv_cam_turnfacingability[2], cv_cam_turnfacingspindash[2], cv_cam_turnfacinginput[2], cv_cam_centertoggle[2], cv_cam_lockedinput[2], cv_cam_lockonboss[2]; typedef enum { LOCK_BOSS = 1<<0, LOCK_ENEMY = 1<<1, LOCK_INTERESTS = 1<<2, } lockassist_e; // mouseaiming (looking up/down with the mouse or keyboard) #define KB_LOOKSPEED (1<<25) #define MAXPLMOVE (50) #define SLOWTURNTICS (6) // build an internal map name MAPxx from map number const char *G_BuildMapName(INT32 map); extern boolean ticcmd_centerviewdown[2]; // For simple controls, lock the camera behind the player extern mobj_t *ticcmd_ztargetfocus[2]; // Locking onto an object? void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer); // copy ticcmd_t to and fro the normal way ticcmd_t *G_CopyTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n); // copy ticcmd_t to and fro network packets ticcmd_t *G_MoveTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n); // clip the console player aiming to the view INT16 G_ClipAimingPitch(INT32 *aiming); INT16 G_SoftwareClipAimingPitch(INT32 *aiming); extern angle_t localangle, localangle2; extern INT32 localaiming, localaiming2; // should be an angle_t but signed // // GAME // void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo); void G_DoReborn(INT32 playernum); void G_PlayerReborn(INT32 player, boolean betweenmaps); void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean skipprecutscene, boolean FLS); char *G_BuildMapTitle(INT32 mapnum); struct searchdim { UINT8 pos; UINT8 siz; }; typedef struct { INT16 mapnum; UINT8 matchc; struct searchdim *matchd;/* offset that a pattern was matched */ UINT8 keywhc; struct searchdim *keywhd;/* ...in KEYWORD */ UINT8 total;/* total hits */ } mapsearchfreq_t; INT32 G_FindMap(const char *query, char **foundmapnamep, mapsearchfreq_t **freqp, INT32 *freqc); void G_FreeMapSearch(mapsearchfreq_t *freq, INT32 freqc); /* Match map name by search + 2 digit map code or map number. */ INT32 G_FindMapByNameOrCode(const char *query, char **foundmapnamep); // XMOD spawning mapthing_t *G_FindCTFStart(INT32 playernum); mapthing_t *G_FindMatchStart(INT32 playernum); mapthing_t *G_FindCoopStart(INT32 playernum); mapthing_t *G_FindMapStart(INT32 playernum); void G_MovePlayerToSpawnOrStarpost(INT32 playernum); void G_SpawnPlayer(INT32 playernum); // Can be called by the startup code or M_Responder. // A normal game starts at map 1, but a warp test can start elsewhere void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, boolean SSSG, boolean FLS); void G_DoLoadLevel(boolean resetplayer); void G_StartTitleCard(void); void G_PreLevelTitleCard(void); boolean G_IsTitleCardAvailable(void); // Can be called by the startup code or M_Responder, calls P_SetupLevel. void G_LoadGame(UINT32 slot, INT16 mapoverride); void G_SaveGameData(void); void G_SaveGame(UINT32 slot); void G_SaveGameOver(UINT32 slot, boolean modifylives); extern UINT32 gametypedefaultrules[NUMGAMETYPES]; extern UINT32 gametypetol[NUMGAMETYPES]; extern INT16 gametyperankings[NUMGAMETYPES]; void G_SetGametype(INT16 gametype); INT16 G_AddGametype(UINT32 rules); void G_AddGametypeConstant(INT16 gtype, const char *newgtconst); void G_UpdateGametypeSelections(void); void G_AddTOL(UINT32 newtol, const char *tolname); void G_AddGametypeTOL(INT16 gtype, UINT32 newtol); void G_SetGametypeDescription(INT16 gtype, char *descriptiontext, UINT8 leftcolor, UINT8 rightcolor); INT32 G_GetGametypeByName(const char *gametypestr); boolean G_IsSpecialStage(INT32 mapnum); boolean G_GametypeUsesLives(void); boolean G_GametypeUsesCoopLives(void); boolean G_GametypeUsesCoopStarposts(void); boolean G_GametypeHasTeams(void); boolean G_GametypeHasSpectators(void); boolean G_RingSlingerGametype(void); boolean G_PlatformGametype(void); boolean G_TagGametype(void); boolean G_CompetitionGametype(void); boolean G_EnoughPlayersFinished(void); void G_ExitLevel(void); void G_NextLevel(void); void G_Continue(void); void G_UseContinue(void); void G_AfterIntermission(void); void G_EndGame(void); // moved from y_inter.c/h and renamed void G_Ticker(boolean run); boolean G_Responder(event_t *ev); void G_AddPlayer(INT32 playernum); void G_SetExitGameFlag(void); void G_ClearExitGameFlag(void); boolean G_GetExitGameFlag(void); void G_SetRetryFlag(void); void G_ClearRetryFlag(void); boolean G_GetRetryFlag(void); void G_SetModeAttackRetryFlag(void); void G_ClearModeAttackRetryFlag(void); boolean G_GetModeAttackRetryFlag(void); void G_LoadGameData(void); void G_LoadGameSettings(void); void G_SetGameModified(boolean silent); void G_SetGamestate(gamestate_t newstate); // Gamedata record shit void G_AllocMainRecordData(INT16 i); void G_AllocNightsRecordData(INT16 i); void G_ClearRecords(void); UINT32 G_GetBestScore(INT16 map); tic_t G_GetBestTime(INT16 map); UINT16 G_GetBestRings(INT16 map); UINT32 G_GetBestNightsScore(INT16 map, UINT8 mare); tic_t G_GetBestNightsTime(INT16 map, UINT8 mare); UINT8 G_GetBestNightsGrade(INT16 map, UINT8 mare); void G_AddTempNightsRecords(UINT32 pscore, tic_t ptime, UINT8 mare); void G_SetNightsRecords(void); FUNCMATH INT32 G_TicsToHours(tic_t tics); FUNCMATH INT32 G_TicsToMinutes(tic_t tics, boolean full); FUNCMATH INT32 G_TicsToSeconds(tic_t tics); FUNCMATH INT32 G_TicsToCentiseconds(tic_t tics); FUNCMATH INT32 G_TicsToMilliseconds(tic_t tics); // Don't split up TOL handling INT16 G_TOLFlag(INT32 pgametype); #endif