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652 lines
23 KiB
C
652 lines
23 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2023 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file doomstat.h
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/// \brief All the global variables that store the internal state.
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///
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/// Theoretically speaking, the internal state of the engine
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/// should be found by looking at the variables collected
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/// here, and every relevant module will have to include
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/// this header file. In practice... things are a bit messy.
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#ifndef __DOOMSTAT__
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#define __DOOMSTAT__
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// We need globally shared data structures, for defining the global state variables.
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#include "doomdata.h"
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// We need the player data structure as well.
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#include "d_player.h"
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// =============================
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// Selected map etc.
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// =============================
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// Selected by user.
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extern INT16 gamemap;
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extern char mapmusname[7];
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extern UINT16 mapmusflags;
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extern UINT32 mapmusposition;
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#define MUSIC_TRACKMASK 0x0FFF // ----************
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#define MUSIC_RELOADRESET 0x8000 // *---------------
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#define MUSIC_FORCERESET 0x4000 // -*--------------
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// Use other bits if necessary.
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extern UINT32 maptol;
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extern UINT8 globalweather;
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extern INT32 curWeather;
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extern INT32 cursaveslot;
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//extern INT16 lastmapsaved;
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extern INT16 lastmaploaded;
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extern UINT8 gamecomplete;
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// Extra abilities/settings for skins (combinable stuff)
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typedef enum
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{
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MA_RUNNING = 1, // In action
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MA_INIT = 1<<1, // Initialisation
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MA_NOCUTSCENES = 1<<2, // No cutscenes
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MA_INGAME = 1<<3 // Timer ignores loads
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} marathonmode_t;
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extern marathonmode_t marathonmode;
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extern tic_t marathontime;
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#define maxgameovers 13
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extern UINT8 numgameovers;
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extern SINT8 startinglivesbalance[maxgameovers+1];
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#define PRECIP_NONE 0
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#define PRECIP_STORM 1
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#define PRECIP_SNOW 2
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#define PRECIP_RAIN 3
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#define PRECIP_BLANK 4
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#define PRECIP_STORM_NORAIN 5
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#define PRECIP_STORM_NOSTRIKES 6
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// Set if homebrew PWAD stuff has been added.
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extern boolean modifiedgame;
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extern UINT16 mainwads;
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extern boolean savemoddata; // This mod saves time/emblem data.
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extern boolean usedCheats;
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extern boolean disableSpeedAdjust; // Don't alter the duration of player states if true
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extern boolean imcontinuing; // Temporary flag while continuing
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extern boolean metalrecording;
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#define ATTACKING_NONE 0
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#define ATTACKING_RECORD 1
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#define ATTACKING_NIGHTS 2
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extern UINT8 modeattacking;
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// menu demo things
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extern UINT8 numDemos;
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extern UINT32 demoDelayTime;
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extern UINT32 demoIdleTime;
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// Netgame? only true in a netgame
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extern boolean netgame;
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extern boolean addedtogame; // true after the server has added you
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// Only true if >1 player. netgame => multiplayer but not (multiplayer=>netgame)
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extern boolean multiplayer;
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extern INT16 gametype;
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extern UINT32 gametyperules;
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extern INT16 gametypecount;
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extern boolean splitscreen;
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extern boolean circuitmap; // Does this level have 'circuit mode'?
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extern boolean fromlevelselect;
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// ========================================
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// Internal parameters for sound rendering.
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// ========================================
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extern boolean midi_disabled;
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extern boolean sound_disabled;
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extern boolean digital_disabled;
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// =========================
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// Status flags for refresh.
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// =========================
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//
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extern boolean menuactive; // Menu overlaid?
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extern UINT8 paused; // Game paused?
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extern UINT8 window_notinfocus; // are we in focus? (backend independant -- handles auto pausing and display of "focus lost" message)
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extern boolean nodrawers;
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extern boolean noblit;
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extern boolean lastdraw;
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extern postimg_t postimgtype;
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extern INT32 postimgparam;
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extern postimg_t postimgtype2;
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extern INT32 postimgparam2;
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extern INT32 viewwindowx, viewwindowy;
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extern INT32 viewwidth, scaledviewwidth;
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// Player taking events, and displaying.
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extern INT32 consoleplayer;
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extern INT32 displayplayer;
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extern INT32 secondarydisplayplayer; // for splitscreen
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// Maps of special importance
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extern INT16 spstage_start, spmarathon_start;
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extern INT16 sstage_start, sstage_end, smpstage_start, smpstage_end;
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extern INT16 titlemap;
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extern boolean hidetitlepics;
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extern INT16 bootmap; //bootmap for loading a map on startup
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extern INT16 tutorialmap; // map to load for tutorial
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extern boolean tutorialmode; // are we in a tutorial right now?
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extern INT32 tutorialgcs; // which control scheme is loaded?
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extern INT32 tutorialusemouse; // store cv_usemouse user value
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extern INT32 tutorialfreelook; // store cv_alwaysfreelook user value
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extern INT32 tutorialmousemove; // store cv_mousemove user value
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extern INT32 tutorialanalog; // store cv_analog[0] user value
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extern boolean looptitle;
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// CTF colors.
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extern UINT16 skincolor_redteam, skincolor_blueteam, skincolor_redring, skincolor_bluering;
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extern tic_t countdowntimer;
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extern boolean countdowntimeup;
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extern boolean exitfadestarted;
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typedef struct
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{
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UINT8 numpics;
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char picname[8][8+1];
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UINT8 pichires[8];
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char *text;
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UINT16 xcoord[8];
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UINT16 ycoord[8];
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UINT16 picduration[8];
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UINT8 musicloop;
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UINT16 textxpos;
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UINT16 textypos;
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char musswitch[7];
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UINT16 musswitchflags;
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UINT32 musswitchposition;
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UINT8 fadecolor; // Color number for fade, 0 means don't do the first fade
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UINT8 fadeinid; // ID of the first fade, to a color -- ignored if fadecolor is 0
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UINT8 fadeoutid; // ID of the second fade, to the new screen
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} scene_t; // TODO: It would probably behoove us to implement subsong/track selection here, too, but I'm lazy -SH
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typedef struct
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{
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scene_t scene[128]; // 128 scenes per cutscene.
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INT32 numscenes; // Number of scenes in this cutscene
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} cutscene_t;
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extern cutscene_t *cutscenes[128];
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// Reserve prompt space for tutorials
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#define TUTORIAL_PROMPT 201 // one-based
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#define TUTORIAL_AREAS 6
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#define TUTORIAL_AREA_PROMPTS 5
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#define MAX_PROMPTS (TUTORIAL_PROMPT+TUTORIAL_AREAS*TUTORIAL_AREA_PROMPTS*3) // 3 control modes
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#define MAX_PAGES 128
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#define PROMPT_PIC_PERSIST 0
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#define PROMPT_PIC_LOOP 1
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#define PROMPT_PIC_DESTROY 2
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#define MAX_PROMPT_PICS 8
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typedef struct
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{
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UINT8 numpics;
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UINT8 picmode; // sequence mode after displaying last pic, 0 = persist, 1 = loop, 2 = destroy
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UINT8 pictoloop; // if picmode == loop, which pic to loop to?
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UINT8 pictostart; // initial pic number to show
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char picname[MAX_PROMPT_PICS][8];
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UINT8 pichires[MAX_PROMPT_PICS];
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UINT16 xcoord[MAX_PROMPT_PICS]; // gfx
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UINT16 ycoord[MAX_PROMPT_PICS]; // gfx
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UINT16 picduration[MAX_PROMPT_PICS];
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char musswitch[7];
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UINT16 musswitchflags;
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UINT8 musicloop;
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char tag[33]; // page tag
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char name[34]; // narrator name, extra char for color
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char iconname[8]; // narrator icon lump
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boolean rightside; // narrator side, false = left, true = right
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boolean iconflip; // narrator flip icon horizontally
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UINT8 hidehud; // hide hud, 0 = show all, 1 = hide depending on prompt position (top/bottom), 2 = hide all
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UINT8 lines; // # of lines to show. If name is specified, name takes one of the lines. If 0, defaults to 4.
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INT32 backcolor; // see CON_SetupBackColormap: 0-11, INT32_MAX for user-defined (CONS_BACKCOLOR)
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UINT8 align; // text alignment, 0 = left, 1 = right, 2 = center
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UINT8 verticalalign; // vertical text alignment, 0 = top, 1 = bottom, 2 = middle
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UINT8 textspeed; // text speed, delay in tics between characters.
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sfxenum_t textsfx; // sfx_ id for printing text
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UINT8 nextprompt; // next prompt to jump to, one-based. 0 = current prompt
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UINT8 nextpage; // next page to jump to, one-based. 0 = next page within prompt->numpages
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char nexttag[33]; // next tag to jump to. If set, this overrides nextprompt and nextpage.
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INT32 timetonext; // time in tics to jump to next page automatically. 0 = don't jump automatically
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char *text;
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} textpage_t;
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typedef struct
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{
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textpage_t page[MAX_PAGES];
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INT32 numpages; // Number of pages in this prompt
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} textprompt_t;
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extern textprompt_t *textprompts[MAX_PROMPTS];
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// For the Custom Exit linedef.
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extern INT16 nextmapoverride;
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extern UINT8 skipstats;
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extern INT16 nextgametype;
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extern UINT32 ssspheres; // Total # of spheres in a level
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// Fun extra stuff
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extern INT16 lastmap; // Last level you were at (returning from special stages).
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extern mobj_t *redflag, *blueflag; // Pointers to physical flags
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extern mapthing_t *rflagpoint, *bflagpoint; // Pointers to the flag spawn locations
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#define GF_REDFLAG 1
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#define GF_BLUEFLAG 2
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// A single point in space.
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typedef struct
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{
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fixed_t x, y, z;
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} mappoint_t;
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extern struct quake
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{
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// camera offsets and duration
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fixed_t x,y,z;
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UINT16 time;
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// location, radius, and intensity...
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mappoint_t *epicenter;
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fixed_t radius, intensity;
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} quake;
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// NiGHTS grades
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typedef struct
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{
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UINT32 grade[6]; // D, C, B, A, S, X (F: failed to reach any of these)
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} nightsgrades_t;
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// Custom Lua values
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// (This is not ifdeffed so the map header structure can stay identical, just in case.)
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typedef struct
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{
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char option[32]; // 31 usable characters
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char value[256]; // 255 usable characters. If this seriously isn't enough then wtf.
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} customoption_t;
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/** Map header information.
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*/
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typedef struct
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{
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// The original eight, plus one.
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char lvlttl[21+1]; ///< Level name without "Zone". (21 character limit instead of 32, 21 characters can display on screen max anyway)
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char subttl[32+1]; ///< Subtitle for level
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UINT8 actnum; ///< Act number or 0 for none.
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UINT32 typeoflevel; ///< Combination of typeoflevel flags.
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INT16 nextlevel; ///< Map number of next level, or 1100-1102 to end.
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INT16 marathonnext; ///< See nextlevel, but for Marathon mode. Necessary to support hub worlds ala SUGOI.
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char keywords[32+1]; ///< Keywords separated by space to search for. 32 characters.
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char musname[7]; ///< Music track to play. "" for no music.
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UINT16 mustrack; ///< Subsong to play. Only really relevant for music modules and specific formats supported by GME. 0 to ignore.
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UINT32 muspos; ///< Music position to jump to.
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char forcecharacter[16+1]; ///< (SKINNAMESIZE+1) Skin to switch to or "" to disable.
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UINT8 weather; ///< 0 = sunny day, 1 = storm, 2 = snow, 3 = rain, 4 = blank, 5 = thunder w/o rain, 6 = rain w/o lightning, 7 = heat wave.
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INT16 skynum; ///< Sky number to use.
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INT16 skybox_scalex; ///< Skybox X axis scale. (0 = no movement, 1 = 1:1 movement, 16 = 16:1 slow movement, -4 = 1:4 fast movement, etc.)
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INT16 skybox_scaley; ///< Skybox Y axis scale.
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INT16 skybox_scalez; ///< Skybox Z axis scale.
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// Extra information.
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char interscreen[8+1]; ///< 320x200 patch to display at intermission.
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char runsoc[32+1]; ///< SOC to execute at start of level (32 character limit instead of 63)
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char scriptname[32+1]; ///< Script to use when the map is switched to. (32 character limit instead of 191)
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UINT8 precutscenenum; ///< Cutscene number to play BEFORE a level starts.
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UINT8 cutscenenum; ///< Cutscene number to use, 0 for none.
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INT16 countdown; ///< Countdown until level end?
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UINT16 palette; ///< PAL lump to use on this map
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UINT8 numlaps; ///< Number of laps in circuit mode, unless overridden.
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SINT8 unlockrequired; ///< Is an unlockable required to play this level? -1 if no.
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UINT8 levelselect; ///< Is this map available in the level select? If so, which map list is it available in?
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SINT8 bonustype; ///< What type of bonus does this level have? (-1 for null.)
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SINT8 maxbonuslives; ///< How many bonus lives to award at Intermission? (-1 for unlimited.)
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UINT16 levelflags; ///< LF_flags: merged booleans into one UINT16 for space, see below
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UINT8 menuflags; ///< LF2_flags: options that affect record attack / nights mode menus
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char selectheading[22]; ///< Level select heading. Allows for controllable grouping.
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UINT16 startrings; ///< Number of rings players start with.
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INT32 sstimer; ///< Timer for special stages.
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UINT32 ssspheres; ///< Sphere requirement in special stages.
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fixed_t gravity; ///< Map-wide gravity.
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UINT16 nightstimer[8]; ///< Per-mare time limits for NiGHTS stages.
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// Title card.
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char ltzzpatch[8+1]; ///< Zig zag patch.
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char ltzztext[8+1]; ///< Zig zag text.
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char ltactdiamond[8+1]; ///< Act diamond.
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// Freed animals stuff.
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UINT8 numFlickies; ///< Internal. For freed flicky support.
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mobjtype_t *flickies; ///< List of freeable flickies in this level. Allocated dynamically for space reasons. Be careful.
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// NiGHTS stuff.
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UINT8 numGradedMares; ///< Internal. For grade support.
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nightsgrades_t *grades; ///< NiGHTS grades. Allocated dynamically for space reasons. Be careful.
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// Music stuff.
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UINT32 musinterfadeout; ///< Fade out level music on intermission screen in milliseconds
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char musintername[7]; ///< Intermission screen music.
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char muspostbossname[7]; ///< Post-bossdeath music.
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UINT16 muspostbosstrack; ///< Post-bossdeath track.
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UINT32 muspostbosspos; ///< Post-bossdeath position
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UINT32 muspostbossfadein; ///< Post-bossdeath fade-in milliseconds.
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SINT8 musforcereset; ///< Force resetmusic (-1 for default; 0 for force off; 1 for force on)
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// Lua stuff.
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// (This is not ifdeffed so the map header structure can stay identical, just in case.)
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UINT8 numCustomOptions; ///< Internal. For Lua custom value support.
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customoption_t *customopts; ///< Custom options. Allocated dynamically for space reasons. Be careful.
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} mapheader_t;
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// level flags
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#define LF_SCRIPTISFILE (1<<0) ///< True if the script is a file, not a lump.
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#define LF_SPEEDMUSIC (1<<1) ///< Speed up act music for super sneakers
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#define LF_NOSSMUSIC (1<<2) ///< Disable Super Sonic music
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#define LF_NORELOAD (1<<3) ///< Don't reload level on death
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#define LF_NOZONE (1<<4) ///< Don't include "ZONE" on level title
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#define LF_SAVEGAME (1<<5) ///< Save the game upon loading this level
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#define LF_MIXNIGHTSCOUNTDOWN (1<<6) ///< Play sfx_timeup instead of music change for NiGHTS countdown
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#define LF_WARNINGTITLE (1<<7) ///< WARNING! WARNING! WARNING! WARNING!
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#define LF_NOTITLECARDFIRST (1<<8)
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#define LF_NOTITLECARDRESPAWN (1<<9)
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#define LF_NOTITLECARDRECORDATTACK (1<<10)
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#define LF_NOTITLECARD (LF_NOTITLECARDFIRST|LF_NOTITLECARDRESPAWN|LF_NOTITLECARDRECORDATTACK) ///< Don't start the title card at all
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#define LF2_HIDEINMENU 1 ///< Hide in the multiplayer menu
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#define LF2_HIDEINSTATS 2 ///< Hide in the statistics screen
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#define LF2_RECORDATTACK 4 ///< Show this map in Time Attack
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#define LF2_NIGHTSATTACK 8 ///< Show this map in NiGHTS mode menu
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#define LF2_NOVISITNEEDED 16 ///< Available in time attack/nights mode without visiting the level
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#define LF2_WIDEICON 32 ///< If you're in a circumstance where it fits, use a wide map icon
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extern mapheader_t* mapheaderinfo[NUMMAPS];
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// Gametypes
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#define NUMGAMETYPEFREESLOTS 128
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enum GameType
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{
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GT_COOP = 0, // also used in single player
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GT_COMPETITION, // Classic "Race"
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GT_RACE,
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GT_MATCH,
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GT_TEAMMATCH,
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GT_TAG,
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GT_HIDEANDSEEK,
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GT_CTF, // capture the flag
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GT_FIRSTFREESLOT,
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GT_LASTFREESLOT = GT_FIRSTFREESLOT + NUMGAMETYPEFREESLOTS - 1,
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NUMGAMETYPES
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};
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// If you alter this list, update deh_tables.c, MISC_ChangeGameTypeMenu in m_menu.c, and Gametype_Names in g_game.c
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// Gametype rules
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enum GameTypeRules
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{
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GTR_CAMPAIGN = 1, // Linear Co-op map progression, don't allow random maps
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GTR_RINGSLINGER = 1<<1, // Outside of Co-op, Competition, and Race (overriden by cv_ringslinger)
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GTR_SPECTATORS = 1<<2, // Outside of Co-op, Competition, and Race
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GTR_LIVES = 1<<3, // Co-op and Competition
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GTR_TEAMS = 1<<4, // Team Match, CTF
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GTR_FIRSTPERSON = 1<<5, // First person camera
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GTR_POWERSTONES = 1<<6, // Power stones (Match and CTF)
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GTR_TEAMFLAGS = 1<<7, // Gametype has team flags (CTF)
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GTR_FRIENDLY = 1<<8, // Co-op
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GTR_SPECIALSTAGES = 1<<9, // Allow special stages
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GTR_EMERALDTOKENS = 1<<10, // Spawn emerald tokens
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GTR_EMERALDHUNT = 1<<11, // Emerald Hunt
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GTR_RACE = 1<<12, // Race and Competition
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GTR_TAG = 1<<13, // Tag and Hide and Seek
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GTR_POINTLIMIT = 1<<14, // Ringslinger point limit
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GTR_TIMELIMIT = 1<<15, // Ringslinger time limit
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GTR_OVERTIME = 1<<16, // Allow overtime
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GTR_HURTMESSAGES = 1<<17, // Hit and death messages
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GTR_FRIENDLYFIRE = 1<<18, // Always allow friendly fire
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GTR_STARTCOUNTDOWN = 1<<19, // Hide time countdown (Tag and Hide and Seek)
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GTR_HIDEFROZEN = 1<<20, // Frozen after hide time (Hide and Seek, but not Tag)
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GTR_BLINDFOLDED = 1<<21, // Blindfolded view (Tag and Hide and Seek)
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GTR_RESPAWNDELAY = 1<<22, // Respawn delay
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GTR_PITYSHIELD = 1<<23, // Award pity shield
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GTR_DEATHPENALTY = 1<<24, // Death score penalty
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GTR_NOSPECTATORSPAWN = 1<<25, // Use with GTR_SPECTATORS, spawn in the map instead of with the spectators
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|
GTR_DEATHMATCHSTARTS = 1<<26, // Use deathmatch starts
|
|
GTR_SPAWNINVUL = 1<<27, // Babysitting deterrent
|
|
GTR_SPAWNENEMIES = 1<<28, // Spawn enemies
|
|
GTR_ALLOWEXIT = 1<<29, // Allow exit sectors
|
|
GTR_NOTITLECARD = 1<<30, // Don't show the title card
|
|
GTR_CUTSCENES = 1<<31, // Play cutscenes, ending, credits, and evaluation
|
|
};
|
|
|
|
// String names for gametypes
|
|
extern const char *Gametype_Names[NUMGAMETYPES];
|
|
extern const char *Gametype_ConstantNames[NUMGAMETYPES];
|
|
|
|
// Point and time limits for every gametype
|
|
extern INT32 pointlimits[NUMGAMETYPES];
|
|
extern INT32 timelimits[NUMGAMETYPES];
|
|
|
|
// TypeOfLevel things
|
|
enum TypeOfLevel
|
|
{
|
|
TOL_SP = 0x01, ///< Single Player
|
|
TOL_COOP = 0x02, ///< Cooperative
|
|
TOL_COMPETITION = 0x04, ///< Competition
|
|
TOL_RACE = 0x08, ///< Race
|
|
// Single Player default = 15
|
|
|
|
TOL_MATCH = 0x10, ///< Match
|
|
TOL_TAG = 0x20, ///< Tag
|
|
// Match/Tag default = 48
|
|
|
|
TOL_CTF = 0x40, ///< Capture the Flag
|
|
// CTF default = 64
|
|
|
|
// 0x80 was here
|
|
|
|
TOL_2D = 0x0100, ///< 2D
|
|
TOL_MARIO = 0x0200, ///< Mario
|
|
TOL_NIGHTS = 0x0400, ///< NiGHTS
|
|
TOL_ERZ3 = 0x0800, ///< ERZ3
|
|
TOL_XMAS = 0x1000, ///< Christmas NiGHTS
|
|
};
|
|
|
|
#define MAXTOL (1<<31)
|
|
#define NUMBASETOLNAMES (19)
|
|
#define NUMTOLNAMES (NUMBASETOLNAMES + NUMGAMETYPEFREESLOTS)
|
|
|
|
typedef struct
|
|
{
|
|
const char *name;
|
|
UINT32 flag;
|
|
} tolinfo_t;
|
|
extern tolinfo_t TYPEOFLEVEL[NUMTOLNAMES];
|
|
extern UINT32 lastcustomtol;
|
|
|
|
extern boolean stagefailed;
|
|
|
|
// Emeralds stored as bits to throw savegame hackers off.
|
|
extern UINT16 emeralds;
|
|
#define EMERALD1 1
|
|
#define EMERALD2 2
|
|
#define EMERALD3 4
|
|
#define EMERALD4 8
|
|
#define EMERALD5 16
|
|
#define EMERALD6 32
|
|
#define EMERALD7 64
|
|
#define ALL7EMERALDS(v) ((v & (EMERALD1|EMERALD2|EMERALD3|EMERALD4|EMERALD5|EMERALD6|EMERALD7)) == (EMERALD1|EMERALD2|EMERALD3|EMERALD4|EMERALD5|EMERALD6|EMERALD7))
|
|
|
|
#define NUM_LUABANKS 16 // please only make this number go up between versions, never down. you'll break saves otherwise. also, must fit in UINT8
|
|
extern INT32 luabanks[NUM_LUABANKS];
|
|
|
|
extern INT32 nummaprings; //keep track of spawned rings/coins
|
|
|
|
extern UINT32 token; ///< Number of tokens collected in a level
|
|
extern UINT32 tokenlist; ///< List of tokens collected
|
|
extern boolean gottoken; ///< Did you get a token? Used for end of act
|
|
extern INT32 tokenbits; ///< Used for setting token bits
|
|
extern INT32 sstimer; ///< Time allotted in the special stage
|
|
extern UINT32 bluescore; ///< Blue Team Scores
|
|
extern UINT32 redscore; ///< Red Team Scores
|
|
|
|
// Eliminates unnecessary searching.
|
|
extern boolean CheckForBustableBlocks;
|
|
extern boolean CheckForBouncySector;
|
|
extern boolean CheckForQuicksand;
|
|
extern boolean CheckForMarioBlocks;
|
|
extern boolean CheckForFloatBob;
|
|
extern boolean CheckForReverseGravity;
|
|
|
|
// Powerup durations
|
|
extern UINT16 invulntics;
|
|
extern UINT16 sneakertics;
|
|
extern UINT16 flashingtics;
|
|
extern UINT16 tailsflytics;
|
|
extern UINT16 underwatertics;
|
|
extern UINT16 spacetimetics;
|
|
extern UINT16 extralifetics;
|
|
extern UINT16 nightslinktics;
|
|
|
|
extern UINT8 introtoplay;
|
|
extern UINT8 creditscutscene;
|
|
extern UINT8 useBlackRock;
|
|
|
|
extern UINT8 use1upSound;
|
|
extern UINT8 maxXtraLife; // Max extra lives from rings
|
|
|
|
extern UINT8 useContinues;
|
|
#define continuesInSession (!multiplayer && (ultimatemode || (useContinues && !marathonmode) || (!modeattacking && !(cursaveslot > 0))))
|
|
|
|
extern UINT8 shareEmblems;
|
|
|
|
extern mobj_t *hunt1, *hunt2, *hunt3; // Emerald hunt locations
|
|
|
|
// For racing
|
|
extern UINT32 countdown;
|
|
extern UINT32 countdown2;
|
|
|
|
extern fixed_t gravity;
|
|
|
|
//for CTF balancing
|
|
extern INT16 autobalance;
|
|
extern INT16 teamscramble;
|
|
extern INT16 scrambleplayers[MAXPLAYERS]; //for CTF team scramble
|
|
extern INT16 scrambleteams[MAXPLAYERS]; //for CTF team scramble
|
|
extern INT16 scrambletotal; //for CTF team scramble
|
|
extern INT16 scramblecount; //for CTF team scramble
|
|
|
|
extern INT32 cheats;
|
|
|
|
extern tic_t hidetime;
|
|
|
|
// ===========================
|
|
// Internal parameters, fixed.
|
|
// ===========================
|
|
// These are set by the engine, and not changed
|
|
// according to user inputs. Partly load from
|
|
// WAD, partly set at startup time.
|
|
|
|
extern tic_t gametic;
|
|
#define localgametic leveltime
|
|
|
|
// Player spawn spots.
|
|
extern mapthing_t *playerstarts[MAXPLAYERS]; // Cooperative
|
|
extern mapthing_t *bluectfstarts[MAXPLAYERS]; // CTF
|
|
extern mapthing_t *redctfstarts[MAXPLAYERS]; // CTF
|
|
|
|
#define WAYPOINTSEQUENCESIZE 256
|
|
#define NUMWAYPOINTSEQUENCES 256
|
|
extern mobj_t *waypoints[NUMWAYPOINTSEQUENCES][WAYPOINTSEQUENCESIZE];
|
|
extern UINT16 numwaypoints[NUMWAYPOINTSEQUENCES];
|
|
|
|
void P_AddWaypoint(UINT8 sequence, UINT8 id, mobj_t *waypoint);
|
|
mobj_t *P_GetFirstWaypoint(UINT8 sequence);
|
|
mobj_t *P_GetLastWaypoint(UINT8 sequence);
|
|
mobj_t *P_GetPreviousWaypoint(mobj_t *current, boolean wrap);
|
|
mobj_t *P_GetNextWaypoint(mobj_t *current, boolean wrap);
|
|
mobj_t *P_GetClosestWaypoint(UINT8 sequence, mobj_t *mo);
|
|
boolean P_IsDegeneratedWaypointSequence(UINT8 sequence);
|
|
|
|
// =====================================
|
|
// Internal parameters, used for engine.
|
|
// =====================================
|
|
|
|
#if defined (macintosh)
|
|
#define DEBFILE(msg) I_OutputMsg(msg)
|
|
#else
|
|
#define DEBUGFILE
|
|
#ifdef DEBUGFILE
|
|
#define DEBFILE(msg) { if (debugfile) { fputs(msg, debugfile); fflush(debugfile); } }
|
|
#else
|
|
#define DEBFILE(msg) {}
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef DEBUGFILE
|
|
extern FILE *debugfile;
|
|
extern INT32 debugload;
|
|
#endif
|
|
|
|
// if true, load all graphics at level load
|
|
extern boolean precache;
|
|
|
|
// wipegamestate can be set to -1
|
|
// to force a wipe on the next draw
|
|
extern gamestate_t wipegamestate;
|
|
extern INT16 wipetypepre;
|
|
extern INT16 wipetypepost;
|
|
|
|
// debug flag to cancel adaptiveness
|
|
extern boolean singletics;
|
|
|
|
// =============
|
|
// Netgame stuff
|
|
// =============
|
|
|
|
#include "netcode/d_clisrv.h"
|
|
|
|
extern consvar_t cv_timetic; // display high resolution timer
|
|
extern consvar_t cv_powerupdisplay; // display powerups
|
|
extern consvar_t cv_showinput; // display input viewer outside of time attack
|
|
extern consvar_t cv_showinputjoy; // display joystick in time attack
|
|
extern consvar_t cv_forceskin; // force clients to use the server's skin
|
|
extern consvar_t cv_downloading; // allow clients to downloading WADs.
|
|
extern ticcmd_t netcmds[BACKUPTICS][MAXPLAYERS];
|
|
extern INT32 serverplayer;
|
|
extern INT32 adminplayers[MAXPLAYERS];
|
|
|
|
/// \note put these in d_clisrv outright?
|
|
|
|
#endif //__DOOMSTAT__
|