SRB2/src/doomdef.h
James R 5e5f3c4fa7 Merge branch 'renderswitch' into 'master'
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See merge request STJr/SRB2!550
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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2019 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 doomdef.h
/// \brief Internally used data structures for virtually everything,
/// key definitions, lots of other stuff.
#ifndef __DOOMDEF__
#define __DOOMDEF__
// Sound system select
// This should actually be in the makefile,
// but I can't stand that gibberish. D:
#define SOUND_DUMMY 0
#define SOUND_SDL 1
#define SOUND_MIXER 2
#define SOUND_FMOD 3
#ifndef SOUND
#ifdef HAVE_SDL
// Use Mixer interface?
#ifdef HAVE_MIXER
#define SOUND SOUND_MIXER
#define NOHS // No HW3SOUND
#ifdef HW3SOUND
#undef HW3SOUND
#endif
#endif
// Use generic SDL interface.
#ifndef SOUND
#define SOUND SOUND_SDL
#endif
#else // No SDL.
// Use FMOD?
#ifdef HAVE_FMOD
#define SOUND SOUND_FMOD
#define NOHS // No HW3SOUND
#ifdef HW3SOUND
#undef HW3SOUND
#endif
#else
// No more interfaces. :(
#define SOUND SOUND_DUMMY
#endif
#endif
#endif
#ifdef _WINDOWS
#define NONET
#if !defined (HWRENDER) && !defined (NOHW)
#define HWRENDER
#endif
// judgecutor: 3D sound support
#if !defined(HW3SOUND) && !defined (NOHS)
#define HW3SOUND
#endif
#endif
#ifdef _WIN32
#define ASMCALL __cdecl
#else
#define ASMCALL
#endif
#ifdef _MSC_VER
#pragma warning(disable : 4127 4152 4213 4514)
#ifdef _WIN64
#pragma warning(disable : 4306)
#endif
#endif
// warning level 4
// warning C4127: conditional expression is constant
// warning C4152: nonstandard extension, function/data pointer conversion in expression
// warning C4213: nonstandard extension used : cast on l-value
#include "doomtype.h"
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define _USE_MATH_DEFINES // fixes M_PI errors in r_plane.c for Visual Studio
#include <math.h>
#ifdef GETTEXT
#include <libintl.h>
#include <locale.h>
#endif
#include <sys/types.h>
#include <sys/stat.h>
#include <ctype.h>
#if defined (_WIN32) || defined (__DJGPP__)
#include <io.h>
#endif
#ifdef PC_DOS
#include <conio.h>
#endif
//#define NOMD5
// Uncheck this to compile debugging code
//#define RANGECHECK
//#ifndef PARANOIA
//#define PARANOIA // do some tests that never fail but maybe
// turn this on by make etc.. DEBUGMODE = 1 or use the Debug profile in the VC++ projects
//#endif
#if defined (_WIN32) || (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON) || defined (macintosh)
#define LOGMESSAGES // write message in log.txt
#endif
#ifdef LOGMESSAGES
extern FILE *logstream;
extern char logfilename[1024];
#endif
//#define DEVELOP // Disable this for release builds to remove excessive cheat commands and enable MD5 checking and stuff, all in one go. :3
#ifdef DEVELOP
#define VERSION 0 // Game version
#define SUBVERSION 0 // more precise version number
#define VERSIONSTRING "Development EXE"
#define VERSIONSTRINGW L"Development EXE"
// most interface strings are ignored in development mode.
// we use comprevision and compbranch instead.
#else
#define VERSION 202 // Game version
#define SUBVERSION 0 // more precise version number
#define VERSIONSTRING "v2.2.0"
#define VERSIONSTRINGW L"v2.2.0"
// Hey! If you change this, add 1 to the MODVERSION below!
// Otherwise we can't force updates!
#endif
// Does this version require an added patch file?
// Comment or uncomment this as necessary.
//#define USE_PATCH_DTA
// Use .kart extension addons
//#define USE_KART
// Modification options
// If you want to take advantage of the Master Server's ability to force clients to update
// to the latest version, fill these out. Otherwise, just comment out UPDATE_ALERT and leave
// the other options the same.
// Comment out this line to completely disable update alerts (recommended for testing, but not for release)
#define UPDATE_ALERT
// The string used in the alert that pops up in the event of an update being available.
// Please change to apply to your modification (we don't want everyone asking where your mod is on SRB2.org!).
#define UPDATE_ALERT_STRING \
"A new update is available for SRB2.\n"\
"Please visit SRB2.org to download it.\n"\
"\n"\
"You are using version: %s\n"\
"The newest version is: %s\n"\
"\n"\
"This update is required for online\n"\
"play using the Master Server.\n"\
"You will not be able to connect to\n"\
"the Master Server until you update to\n"\
"the newest version of the game.\n"\
"\n"\
"(Press a key)\n"
// The string used in the I_Error alert upon trying to host through command line parameters.
// Generally less filled with newlines, since Windows gives you lots more room to work with.
#define UPDATE_ALERT_STRING_CONSOLE \
"A new update is available for SRB2.\n"\
"Please visit SRB2.org to download it.\n"\
"\n"\
"You are using version: %s\n"\
"The newest version is: %s\n"\
"\n"\
"This update is required for online play using the Master Server.\n"\
"You will not be able to connect to the Master Server\n"\
"until you update to the newest version of the game.\n"
// For future use, the codebase is the version of SRB2 that the modification is based on,
// and should not be changed unless you have merged changes between versions of SRB2
// (such as 2.0.4 to 2.0.5, etc) into your working copy.
// Will always resemble the versionstring, 205 = 2.0.5, 210 = 2.1, etc.
#define CODEBASE 220
// The Modification ID; must be obtained from Rob ( https://mb.srb2.org/private.php?do=newpm&u=546 ).
// DO NOT try to set this otherwise, or your modification will be unplayable through the Master Server.
// "18" is the default mod ID for version 2.2
#define MODID 18
// The Modification Version, starting from 1. Do not follow your version string for this,
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.2.0 is not version "1".
#define MODVERSION 40
// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
// Increment MINOREXECVERSION whenever a config change is needed that does not correspond
// to an increment in MODVERSION. This might never happen in practice.
// If MODVERSION increases, set MINOREXECVERSION to 0.
#define MAJOREXECVERSION MODVERSION
#define MINOREXECVERSION 0
// (It would have been nice to use VERSION and SUBVERSION but those are zero'd out for DEVELOP builds)
// Macros
#define GETMAJOREXECVERSION(v) (v & 0xFFFF)
#define GETMINOREXECVERSION(v) (v >> 16)
#define GETEXECVERSION(major,minor) (major + (minor << 16))
#define EXECVERSION GETEXECVERSION(MAJOREXECVERSION, MINOREXECVERSION)
// =========================================================================
// The maximum number of players, multiplayer/networking.
// NOTE: it needs more than this to increase the number of players...
#define MAXPLAYERS 32
#define MAXSKINS 32
#define PLAYERSMASK (MAXPLAYERS-1)
#define MAXPLAYERNAME 21
typedef enum
{
SKINCOLOR_NONE = 0,
// Greyscale ranges
SKINCOLOR_WHITE,
SKINCOLOR_BONE,
SKINCOLOR_CLOUDY,
SKINCOLOR_GREY,
SKINCOLOR_SILVER,
SKINCOLOR_CARBON,
SKINCOLOR_JET,
SKINCOLOR_BLACK,
// Desaturated
SKINCOLOR_AETHER,
SKINCOLOR_SLATE,
SKINCOLOR_PINK,
SKINCOLOR_YOGURT,
SKINCOLOR_BROWN,
SKINCOLOR_TAN,
SKINCOLOR_BEIGE,
SKINCOLOR_MOSS,
SKINCOLOR_AZURE,
SKINCOLOR_LAVENDER,
// Viv's vivid colours (toast 21/07/17)
SKINCOLOR_RUBY,
SKINCOLOR_SALMON,
SKINCOLOR_RED,
SKINCOLOR_CRIMSON,
SKINCOLOR_FLAME,
SKINCOLOR_PEACHY,
SKINCOLOR_QUAIL,
SKINCOLOR_SUNSET,
SKINCOLOR_APRICOT,
SKINCOLOR_ORANGE,
SKINCOLOR_RUST,
SKINCOLOR_GOLD,
SKINCOLOR_SANDY,
SKINCOLOR_YELLOW,
SKINCOLOR_OLIVE,
SKINCOLOR_LIME,
SKINCOLOR_PERIDOT,
SKINCOLOR_GREEN,
SKINCOLOR_FOREST,
SKINCOLOR_EMERALD,
SKINCOLOR_MINT,
SKINCOLOR_SEAFOAM,
SKINCOLOR_AQUA,
SKINCOLOR_TEAL,
SKINCOLOR_WAVE,
SKINCOLOR_CYAN,
SKINCOLOR_SKY,
SKINCOLOR_CERULEAN,
SKINCOLOR_ICY,
SKINCOLOR_SAPPHIRE, // sweet mother, i cannot weave – slender aphrodite has overcome me with longing for a girl
SKINCOLOR_CORNFLOWER,
SKINCOLOR_BLUE,
SKINCOLOR_COBALT,
SKINCOLOR_VAPOR,
SKINCOLOR_DUSK,
SKINCOLOR_PASTEL,
SKINCOLOR_PURPLE,
SKINCOLOR_BUBBLEGUM,
SKINCOLOR_MAGENTA,
SKINCOLOR_NEON,
SKINCOLOR_VIOLET,
SKINCOLOR_LILAC,
SKINCOLOR_PLUM,
SKINCOLOR_ROSY,
// SKINCOLOR_? - one left before we bump up against 0x39, which isn't a HARD limit anymore but would be excessive
MAXSKINCOLORS,
// Super special awesome Super flashing colors!
SKINCOLOR_SUPERSILVER1 = MAXSKINCOLORS,
SKINCOLOR_SUPERSILVER2,
SKINCOLOR_SUPERSILVER3,
SKINCOLOR_SUPERSILVER4,
SKINCOLOR_SUPERSILVER5,
SKINCOLOR_SUPERRED1,
SKINCOLOR_SUPERRED2,
SKINCOLOR_SUPERRED3,
SKINCOLOR_SUPERRED4,
SKINCOLOR_SUPERRED5,
SKINCOLOR_SUPERORANGE1,
SKINCOLOR_SUPERORANGE2,
SKINCOLOR_SUPERORANGE3,
SKINCOLOR_SUPERORANGE4,
SKINCOLOR_SUPERORANGE5,
SKINCOLOR_SUPERGOLD1,
SKINCOLOR_SUPERGOLD2,
SKINCOLOR_SUPERGOLD3,
SKINCOLOR_SUPERGOLD4,
SKINCOLOR_SUPERGOLD5,
SKINCOLOR_SUPERPERIDOT1,
SKINCOLOR_SUPERPERIDOT2,
SKINCOLOR_SUPERPERIDOT3,
SKINCOLOR_SUPERPERIDOT4,
SKINCOLOR_SUPERPERIDOT5,
SKINCOLOR_SUPERSKY1,
SKINCOLOR_SUPERSKY2,
SKINCOLOR_SUPERSKY3,
SKINCOLOR_SUPERSKY4,
SKINCOLOR_SUPERSKY5,
SKINCOLOR_SUPERPURPLE1,
SKINCOLOR_SUPERPURPLE2,
SKINCOLOR_SUPERPURPLE3,
SKINCOLOR_SUPERPURPLE4,
SKINCOLOR_SUPERPURPLE5,
SKINCOLOR_SUPERRUST1,
SKINCOLOR_SUPERRUST2,
SKINCOLOR_SUPERRUST3,
SKINCOLOR_SUPERRUST4,
SKINCOLOR_SUPERRUST5,
SKINCOLOR_SUPERTAN1,
SKINCOLOR_SUPERTAN2,
SKINCOLOR_SUPERTAN3,
SKINCOLOR_SUPERTAN4,
SKINCOLOR_SUPERTAN5,
MAXTRANSLATIONS,
NUMSUPERCOLORS = ((MAXTRANSLATIONS - MAXSKINCOLORS)/5)
} skincolors_t;
// State updates, number of tics / second.
// NOTE: used to setup the timer rate, see I_StartupTimer().
#define TICRATE 35
#define NEWTICRATERATIO 1 // try 4 for 140 fps :)
#define NEWTICRATE (TICRATE*NEWTICRATERATIO)
#define MUSICRATE 1000 // sound timing is calculated by milliseconds
#define RING_DIST 512*FRACUNIT // how close you need to be to a ring to attract it
#define PUSHACCEL (2*FRACUNIT) // Acceleration for MF2_SLIDEPUSH items.
// Special linedef executor tag numbers!
enum {
LE_PINCHPHASE = -2, // A boss entered pinch phase (and, in most cases, is preparing their pinch phase attack!)
LE_ALLBOSSESDEAD = -3, // All bosses in the map are dead (Egg capsule raise)
LE_BOSSDEAD = -4, // A boss in the map died (Chaos mode boss tally)
LE_BOSS4DROP = -5, // CEZ boss dropped its cage (also subtract the number of hitpoints it's lost)
LE_BRAKVILEATACK = -6, // Brak's doing his LOS attack, oh noes
LE_TURRET = 32000, // THZ turret
LE_BRAKPLATFORM = 4200, // v2.0 Black Eggman destroys platform
LE_CAPSULE2 = 682, // Egg Capsule
LE_CAPSULE1 = 681, // Egg Capsule
LE_CAPSULE0 = 680, // Egg Capsule
LE_KOOPA = 650, // Distant cousin to Gay Bowser
LE_AXE = 649, // MKB Axe object
LE_PARAMWIDTH = -100 // If an object that calls LinedefExecute has a nonzero parameter value, this times the parameter will be subtracted. (Mostly for the purpose of coexisting bosses...)
};
// Name of local directory for config files and savegames
#if (((defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON)) && !defined (__CYGWIN__)) && !defined (__APPLE__)
#define DEFAULTDIR ".srb2"
#else
#define DEFAULTDIR "srb2"
#endif
#include "g_state.h"
// commonly used routines - moved here for include convenience
/** \brief The I_Error function
\param error the error message
\return void
*/
void I_Error(const char *error, ...) FUNCIERROR;
/** \brief write a message to stderr (use before I_Quit) for when you need to quit with a msg, but need
the return code 0 of I_Quit();
\param error message string
\return void
*/
void I_OutputMsg(const char *error, ...) FUNCPRINTF;
// console.h
typedef enum
{
CONS_NOTICE,
CONS_WARNING,
CONS_ERROR
} alerttype_t;
void CONS_Printf(const char *fmt, ...) FUNCPRINTF;
void CONS_Alert(alerttype_t level, const char *fmt, ...) FUNCDEBUG;
void CONS_Debug(INT32 debugflags, const char *fmt, ...) FUNCDEBUG;
// For help debugging functions.
#define POTENTIALLYUNUSED CONS_Alert(CONS_WARNING, "(%s:%d) Unused code appears to be used.\n", __FILE__, __LINE__)
#include "m_swap.h"
// Things that used to be in dstrings.h
#define SAVEGAMENAME "srb2sav"
char savegamename[256];
// m_misc.h
#ifdef GETTEXT
#define M_GetText(String) gettext(String)
void M_StartupLocale(void);
#else
// If no translations are to be used, make a stub
// M_GetText function that just returns the string.
#define M_GetText(x) (x)
#endif
extern void *(*M_Memcpy)(void* dest, const void* src, size_t n) FUNCNONNULL;
char *va(const char *format, ...) FUNCPRINTF;
char *M_GetToken(const char *inputString);
void M_UnGetToken(void);
char *sizeu1(size_t num);
char *sizeu2(size_t num);
char *sizeu3(size_t num);
char *sizeu4(size_t num);
char *sizeu5(size_t num);
// d_main.c
extern boolean devparm; // development mode (-debug)
// d_netcmd.c
extern INT32 cv_debug;
#define DBG_BASIC 0x0001
#define DBG_DETAILED 0x0002
#define DBG_PLAYER 0x0004
#define DBG_RENDER 0x0008
#define DBG_NIGHTSBASIC 0x0010
#define DBG_NIGHTS 0x0020
#define DBG_POLYOBJ 0x0040
#define DBG_GAMELOGIC 0x0080
#define DBG_NETPLAY 0x0100
#define DBG_MEMORY 0x0200
#define DBG_SETUP 0x0400
#define DBG_LUA 0x0800
#define DBG_RANDOMIZER 0x1000
// =======================
// Misc stuff for later...
// =======================
#define ANG2RAD(angle) ((float)((angle)*M_PI)/ANGLE_180)
// Modifier key variables, accessible anywhere
extern UINT8 shiftdown, ctrldown, altdown;
extern boolean capslock;
// if we ever make our alloc stuff...
#define ZZ_Alloc(x) Z_Malloc(x, PU_STATIC, NULL)
#define ZZ_Calloc(x) Z_Calloc(x, PU_STATIC, NULL)
// i_system.c, replace getchar() once the keyboard has been appropriated
INT32 I_GetKey(void);
#ifndef min // Double-Check with WATTCP-32's cdefs.h
#define min(x, y) (((x) < (y)) ? (x) : (y))
#endif
#ifndef max // Double-Check with WATTCP-32's cdefs.h
#define max(x, y) (((x) > (y)) ? (x) : (y))
#endif
// Max gamepad/joysticks that can be detected/used.
#define MAX_JOYSTICKS 4
#ifndef M_PIl
#define M_PIl 3.1415926535897932384626433832795029L
#endif
// Floating point comparison epsilons from float.h
#ifndef FLT_EPSILON
#define FLT_EPSILON 1.1920928955078125e-7f
#endif
#ifndef DBL_EPSILON
#define DBL_EPSILON 2.2204460492503131e-16l
#endif
// An assert-type mechanism.
#ifdef PARANOIA
#define I_Assert(e) ((e) ? (void)0 : I_Error("assert failed: %s, file %s, line %d", #e, __FILE__, __LINE__))
#else
#define I_Assert(e) ((void)0)
#endif
// The character that separates pathnames. Forward slash on
// most systems, but reverse solidus (\) on Windows and DOS.
#if defined (PC_DOS) || defined (_WIN32)
#define PATHSEP "\\"
#else
#define PATHSEP "/"
#endif
// Compile date and time and revision.
extern const char *compdate, *comptime, *comprevision, *compbranch;
// Disabled code and code under testing
// None of these that are disabled in the normal build are guaranteed to work perfectly
// Compile them at your own risk!
/// Kalaron/Eternity Engine slope code (SRB2CB ported)
#define ESLOPE
#ifdef ESLOPE
/// Backwards compatibility with SRB2CB's slope linedef types.
/// \note A simple shim that prints a warning.
#define ESLOPE_TYPESHIM
#endif
/// Allows the use of devmode in multiplayer. AKA "fishcake"
//#define NETGAME_DEVMODE
/// Allows gravity changes in netgames, no questions asked.
//#define NETGAME_GRAVITY
/// Dumps the contents of a network save game upon consistency failure for debugging.
//#define DUMPCONSISTENCY
/// Polyobject fake flat code
#define POLYOBJECTS_PLANES
/// See name of player in your crosshair
#define SEENAMES
/// Who put weights on my recycler? ... Inuyasha did.
/// \note XMOD port.
//#define WEIGHTEDRECYCLER
/// Allow loading of savegames between different versions of the game.
/// \note XMOD port.
/// Most modifications should probably enable this.
//#define SAVEGAME_OTHERVERSIONS
/// Shuffle's incomplete OpenGL sorting code.
#define SHUFFLE // This has nothing to do with sorting, why was it disabled?
/// Allow the use of the SOC RESETINFO command.
/// \note Builds that are tight on memory should disable this.
/// This stops the game from storing backups of the states, sprites, and mobjinfo tables.
/// Though this info is compressed under normal circumstances, it's still a lot of extra
/// memory that never gets touched.
#define ALLOW_RESETDATA
#ifndef NONET
/// Display a connection screen on join attempts.
#define CLIENT_LOADINGSCREEN
#endif
/// Experimental tweaks to analog mode. (Needs a lot of work before it's ready for primetime.)
//#define REDSANALOG
/// Backwards compatibility with musicslots.
/// \note You should leave this enabled unless you're working with a future SRB2 version.
#define MUSICSLOT_COMPATIBILITY
/// Experimental attempts at preventing MF_PAPERCOLLISION objects from getting stuck in walls.
//#define PAPER_COLLISIONCORRECTION
/// FINALLY some real clipping that doesn't make walls dissappear AND speeds the game up
/// (that was the original comment from SRB2CB, sadly it is a lie and actually slows game down)
/// on the bright side it fixes some weird issues with translucent walls
/// \note SRB2CB port.
/// SRB2CB itself ported this from PrBoom+
#define NEWCLIP
/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
#define SECTORSPECIALSAFTERTHINK
/// FINALLY some real clipping that doesn't make walls dissappear AND speeds the game up
/// (that was the original comment from SRB2CB, sadly it is a lie and actually slows game down)
/// on the bright side it fixes some weird issues with translucent walls
/// \note SRB2CB port.
/// SRB2CB itself ported this from PrBoom+
#define NEWCLIP
/// Cache patches in Lua in a way that renderer switching will work flawlessly.
//#define LUA_PATCH_SAFETY
/// Sprite rotation
#define ROTSPRITE
#define ROTANGLES 24 // Needs to be a divisor of 360 (45, 60, 90, 120...)
#define ROTANGDIFF (360 / ROTANGLES)
/// PNG support
#ifndef HAVE_PNG
#define NO_PNG_LUMPS
#endif
/// Render flats on walls
#define WALLFLATS
#endif // __DOOMDEF__