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277 lines
9.1 KiB
C
277 lines
9.1 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 g_game.h
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/// \brief Game loop, events handling.
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#ifndef __G_GAME__
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#define __G_GAME__
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#include "doomdef.h"
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#include "doomstat.h"
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#include "d_event.h"
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#include "g_demo.h"
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#include "m_cheat.h" // objectplacing
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#include "m_cond.h"
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extern char gamedatafilename[64];
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extern char timeattackfolder[64];
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extern char customversionstring[32];
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#define GAMEDATASIZE (4*8192)
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extern player_t *seenplayer;
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extern char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
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extern INT32 player_name_changes[MAXPLAYERS];
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extern player_t players[MAXPLAYERS];
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extern boolean playeringame[MAXPLAYERS];
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// gametic at level start
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extern tic_t levelstarttic;
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// for modding?
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extern INT16 prevmap, nextmap;
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extern INT32 gameovertics;
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extern UINT8 ammoremovaltics;
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extern tic_t timeinmap; // Ticker for time spent in level (used for levelcard display)
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extern INT16 rw_maximums[NUM_WEAPONS];
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extern INT32 pausedelay;
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extern boolean pausebreakkey;
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extern boolean promptactive;
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extern consvar_t cv_pauseifunfocused;
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extern consvar_t cv_instantretry;
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// used in game menu
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extern consvar_t cv_tutorialprompt;
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extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection, cv_chatspamspeed, cv_chatspamburst, cv_compactscoreboard;
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extern consvar_t cv_crosshair, cv_crosshair2;
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extern consvar_t cv_invertmouse, cv_alwaysfreelook, cv_chasefreelook, cv_mousemove;
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extern consvar_t cv_invertmouse2, cv_alwaysfreelook2, cv_chasefreelook2, cv_mousemove2;
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extern consvar_t cv_useranalog[2], cv_analog[2];
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extern consvar_t cv_directionchar[2];
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typedef enum {
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CS_LEGACY,
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CS_LMAOGALOG,
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CS_STANDARD,
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CS_SIMPLE = CS_LMAOGALOG|CS_STANDARD,
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} controlstyle_e;
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#define G_ControlStyle(ssplayer) (cv_directionchar[(ssplayer)-1].value == 3 ? CS_LMAOGALOG : ((!objectplacing && cv_analog[(ssplayer)-1].value ? CS_LMAOGALOG : 0) | (cv_directionchar[(ssplayer)-1].value ? CS_STANDARD : 0)))
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#define P_ControlStyle(player) ((((player)->pflags & PF_ANALOGMODE) ? CS_LMAOGALOG : 0) | (((player)->pflags & PF_DIRECTIONCHAR) ? CS_STANDARD : 0))
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extern consvar_t cv_autobrake, cv_autobrake2;
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extern consvar_t cv_sideaxis, cv_turnaxis, cv_moveaxis, cv_lookaxis, cv_jumpaxis, cv_spinaxis, cv_shieldaxis, cv_fireaxis, cv_firenaxis, cv_deadzone, cv_digitaldeadzone;
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extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_jumpaxis2,cv_spinaxis2,cv_shieldaxis2,cv_fireaxis2,cv_firenaxis2,cv_deadzone2,cv_digitaldeadzone2;
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extern consvar_t cv_ghost_bestscore, cv_ghost_besttime, cv_ghost_bestrings, cv_ghost_last, cv_ghost_guest;
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// hi here's some new controls
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extern consvar_t cv_cam_shiftfacing[2], cv_cam_turnfacing[2],
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cv_cam_turnfacingability[2], cv_cam_turnfacingspindash[2], cv_cam_turnfacinginput[2],
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cv_cam_centertoggle[2], cv_cam_lockedinput[2], cv_cam_lockonboss[2];
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typedef enum
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{
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LOCK_BOSS = 1<<0,
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LOCK_ENEMY = 1<<1,
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LOCK_INTERESTS = 1<<2,
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} lockassist_e;
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typedef enum
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{
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JA_NONE = 0,
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JA_TURN,
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JA_MOVE,
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JA_LOOK,
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JA_STRAFE,
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JA_DIGITAL, // axes henceforth use digital deadzone
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JA_JUMP = JA_DIGITAL,
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JA_SPIN,
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JA_SHIELD,
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JA_FIRE,
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JA_FIRENORMAL,
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} joyaxis_e;
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INT32 JoyAxis(joyaxis_e axissel);
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INT32 Joy2Axis(joyaxis_e axissel);
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// mouseaiming (looking up/down with the mouse or keyboard)
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#define KB_LOOKSPEED (1<<25)
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#define MAXPLMOVE (50)
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#define SLOWTURNTICS (6)
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// build an internal map name MAPxx from map number
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const char *G_BuildMapName(INT32 map);
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extern INT16 ticcmd_oldangleturn[2];
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extern boolean ticcmd_centerviewdown[2]; // For simple controls, lock the camera behind the player
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extern mobj_t *ticcmd_ztargetfocus[2]; // Locking onto an object?
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void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer);
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// copy ticcmd_t to and fro the normal way
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ticcmd_t *G_CopyTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n);
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// copy ticcmd_t to and fro network packets
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ticcmd_t *G_MoveTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n);
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// clip the console player aiming to the view
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INT16 G_ClipAimingPitch(INT32 *aiming);
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INT16 G_SoftwareClipAimingPitch(INT32 *aiming);
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extern angle_t localangle, localangle2;
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extern INT32 localaiming, localaiming2; // should be an angle_t but signed
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//
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// GAME
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//
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void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo);
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void G_DoReborn(INT32 playernum);
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void G_PlayerReborn(INT32 player, boolean betweenmaps);
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void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer,
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boolean skipprecutscene, boolean FLS);
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char *G_BuildMapTitle(INT32 mapnum);
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struct searchdim
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{
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UINT8 pos;
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UINT8 siz;
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};
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typedef struct
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{
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INT16 mapnum;
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UINT8 matchc;
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struct searchdim *matchd;/* offset that a pattern was matched */
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UINT8 keywhc;
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struct searchdim *keywhd;/* ...in KEYWORD */
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UINT8 total;/* total hits */
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}
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mapsearchfreq_t;
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INT32 G_FindMap(const char *query, char **foundmapnamep,
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mapsearchfreq_t **freqp, INT32 *freqc);
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void G_FreeMapSearch(mapsearchfreq_t *freq, INT32 freqc);
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/* Match map name by search + 2 digit map code or map number. */
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INT32 G_FindMapByNameOrCode(const char *query, char **foundmapnamep);
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// XMOD spawning
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mapthing_t *G_FindCTFStart(INT32 playernum);
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mapthing_t *G_FindMatchStart(INT32 playernum);
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mapthing_t *G_FindCoopStart(INT32 playernum);
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mapthing_t *G_FindMapStart(INT32 playernum);
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void G_MovePlayerToSpawnOrStarpost(INT32 playernum);
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void G_SpawnPlayer(INT32 playernum);
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// Can be called by the startup code or M_Responder.
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// A normal game starts at map 1, but a warp test can start elsewhere
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void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 character, boolean SSSG, boolean FLS);
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void G_DoLoadLevel(boolean resetplayer);
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void G_StartTitleCard(void);
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void G_PreLevelTitleCard(void);
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boolean G_IsTitleCardAvailable(void);
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// Can be called by the startup code or M_Responder, calls P_SetupLevel.
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void G_LoadGame(UINT32 slot, INT16 mapoverride);
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void G_SaveGameData(gamedata_t *data);
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void G_SaveGame(UINT32 slot, INT16 mapnum);
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void G_SaveGameOver(UINT32 slot, boolean modifylives);
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extern UINT32 gametypedefaultrules[NUMGAMETYPES];
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extern UINT32 gametypetol[NUMGAMETYPES];
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extern INT16 gametyperankings[NUMGAMETYPES];
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void G_SetGametype(INT16 gametype);
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INT16 G_AddGametype(UINT32 rules);
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void G_AddGametypeConstant(INT16 gtype, const char *newgtconst);
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void G_UpdateGametypeSelections(void);
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void G_AddTOL(UINT32 newtol, const char *tolname);
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void G_AddGametypeTOL(INT16 gtype, UINT32 newtol);
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void G_SetGametypeDescription(INT16 gtype, char *descriptiontext, UINT8 leftcolor, UINT8 rightcolor);
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INT32 G_GetGametypeByName(const char *gametypestr);
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boolean G_IsSpecialStage(INT32 mapnum);
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boolean G_GametypeUsesLives(void);
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boolean G_GametypeUsesCoopLives(void);
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boolean G_GametypeUsesCoopStarposts(void);
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boolean G_GametypeHasTeams(void);
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boolean G_GametypeHasSpectators(void);
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boolean G_RingSlingerGametype(void);
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boolean G_PlatformGametype(void);
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boolean G_CoopGametype(void);
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boolean G_TagGametype(void);
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boolean G_CompetitionGametype(void);
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boolean G_EnoughPlayersFinished(void);
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INT16 G_GetNextMap(boolean ignoretokens, boolean silent);
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void G_ExitLevel(void);
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void G_NextLevel(void);
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void G_Continue(void);
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void G_UseContinue(void);
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void G_AfterIntermission(void);
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void G_EndGame(void); // moved from y_inter.c/h and renamed
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void G_Ticker(boolean run);
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boolean G_Responder(event_t *ev);
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boolean G_LuaResponder(event_t *ev);
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void G_AddPlayer(INT32 playernum);
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void G_SetExitGameFlag(void);
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void G_ClearExitGameFlag(void);
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boolean G_GetExitGameFlag(void);
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void G_SetRetryFlag(void);
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void G_ClearRetryFlag(void);
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boolean G_GetRetryFlag(void);
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void G_SetModeAttackRetryFlag(void);
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void G_ClearModeAttackRetryFlag(void);
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boolean G_GetModeAttackRetryFlag(void);
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void G_LoadGameData(gamedata_t *data);
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void G_LoadGameSettings(void);
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void G_SetGameModified(boolean silent);
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void G_SetUsedCheats(boolean silent);
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void G_SetGamestate(gamestate_t newstate);
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// Gamedata record shit
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void G_AllocMainRecordData(INT16 i, gamedata_t *data);
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void G_AllocNightsRecordData(INT16 i, gamedata_t *data);
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void G_ClearRecords(gamedata_t *data);
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UINT32 G_GetBestScore(INT16 map, gamedata_t *data);
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tic_t G_GetBestTime(INT16 map, gamedata_t *data);
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UINT16 G_GetBestRings(INT16 map, gamedata_t *data);
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UINT32 G_GetBestNightsScore(INT16 map, UINT8 mare, gamedata_t *data);
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tic_t G_GetBestNightsTime(INT16 map, UINT8 mare, gamedata_t *data);
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UINT8 G_GetBestNightsGrade(INT16 map, UINT8 mare, gamedata_t *data);
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void G_AddTempNightsRecords(player_t *player, UINT32 pscore, tic_t ptime, UINT8 mare);
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FUNCMATH INT32 G_TicsToHours(tic_t tics);
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FUNCMATH INT32 G_TicsToMinutes(tic_t tics, boolean full);
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FUNCMATH INT32 G_TicsToSeconds(tic_t tics);
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FUNCMATH INT32 G_TicsToCentiseconds(tic_t tics);
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FUNCMATH INT32 G_TicsToMilliseconds(tic_t tics);
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// Don't split up TOL handling
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UINT32 G_TOLFlag(INT32 pgametype);
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#endif
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