mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-11 13:21:56 +00:00
33c1ac33f5
# Conflicts: # src/d_netcmd.c
512 lines
15 KiB
C
512 lines
15 KiB
C
// SONIC ROBO BLAST 2
|
|
//-----------------------------------------------------------------------------
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
// Copyright (C) 1998-2000 by DooM Legacy Team.
|
|
// Copyright (C) 1999-2018 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
|
|
//#if !defined(DC) && !defined(_WIN32_WCE) && !defined(_XBOX) && !defined(GP2X)
|
|
#define SOUND SOUND_MIXER
|
|
#define NOHS // No HW3SOUND
|
|
#ifdef HW3SOUND
|
|
#undef HW3SOUND
|
|
#endif
|
|
//#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
|
|
|
|
#if defined (_WIN32) || defined (_WIN32_WCE)
|
|
#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
|
|
|
|
#if defined (_WIN32_WCE) && defined (DEBUG) && defined (ARM)
|
|
#if defined (ARMV4) || defined (ARMV4I)
|
|
//#pragma warning(disable : 1166)
|
|
// warning LNK1166: cannot adjust code at offset=
|
|
#endif
|
|
#endif
|
|
|
|
|
|
#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
|
|
|
|
#if !defined (_WIN32_WCE)
|
|
#include <sys/types.h>
|
|
#include <sys/stat.h>
|
|
#endif
|
|
#include <ctype.h>
|
|
|
|
#if ((defined (_WIN32) && !defined (_WIN32_WCE)) || defined (__DJGPP__)) && !defined (_XBOX)
|
|
#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;
|
|
#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 201 // Game version
|
|
#define SUBVERSION 21 // more precise version number
|
|
#define VERSIONSTRING "v2.1.21"
|
|
#define VERSIONSTRINGW L"v2.1.21"
|
|
// 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
|
|
|
|
// 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 210
|
|
|
|
// 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.
|
|
// "12" is the default mod ID for version 2.1
|
|
#define MODID 12
|
|
|
|
// 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 v2.1.0 is not version "1".
|
|
#define MODVERSION 26
|
|
|
|
// =========================================================================
|
|
|
|
// The maximum number of players, multiplayer/networking.
|
|
// NOTE: it needs more than this to increase the number of players...
|
|
|
|
#define MAXPLAYERS 32
|
|
#define MAXSKINS MAXPLAYERS
|
|
#define PLAYERSMASK (MAXPLAYERS-1)
|
|
#define MAXPLAYERNAME 21
|
|
|
|
typedef enum
|
|
{
|
|
SKINCOLOR_NONE = 0,
|
|
SKINCOLOR_WHITE,
|
|
SKINCOLOR_SILVER,
|
|
SKINCOLOR_GREY,
|
|
SKINCOLOR_BLACK,
|
|
SKINCOLOR_CYAN,
|
|
SKINCOLOR_TEAL,
|
|
SKINCOLOR_STEELBLUE,
|
|
SKINCOLOR_BLUE,
|
|
SKINCOLOR_PEACH,
|
|
SKINCOLOR_TAN,
|
|
SKINCOLOR_PINK,
|
|
SKINCOLOR_LAVENDER,
|
|
SKINCOLOR_PURPLE,
|
|
SKINCOLOR_ORANGE,
|
|
SKINCOLOR_ROSEWOOD,
|
|
SKINCOLOR_BEIGE,
|
|
SKINCOLOR_BROWN,
|
|
SKINCOLOR_RED,
|
|
SKINCOLOR_DARKRED,
|
|
SKINCOLOR_NEONGREEN,
|
|
SKINCOLOR_GREEN,
|
|
SKINCOLOR_ZIM,
|
|
SKINCOLOR_OLIVE,
|
|
SKINCOLOR_YELLOW,
|
|
SKINCOLOR_GOLD,
|
|
|
|
// Careful! MAXSKINCOLORS cannot be greater than 0x20!
|
|
MAXSKINCOLORS,
|
|
|
|
// Super special awesome Super flashing colors!
|
|
SKINCOLOR_SUPER1 = MAXSKINCOLORS,
|
|
SKINCOLOR_SUPER2,
|
|
SKINCOLOR_SUPER3,
|
|
SKINCOLOR_SUPER4,
|
|
SKINCOLOR_SUPER5,
|
|
|
|
// Super Tails
|
|
SKINCOLOR_TSUPER1,
|
|
SKINCOLOR_TSUPER2,
|
|
SKINCOLOR_TSUPER3,
|
|
SKINCOLOR_TSUPER4,
|
|
SKINCOLOR_TSUPER5,
|
|
|
|
// Super Knuckles
|
|
SKINCOLOR_KSUPER1,
|
|
SKINCOLOR_KSUPER2,
|
|
SKINCOLOR_KSUPER3,
|
|
SKINCOLOR_KSUPER4,
|
|
SKINCOLOR_KSUPER5,
|
|
|
|
MAXTRANSLATIONS
|
|
} 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 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
|
|
LE_BRAKVILEATACK = -6 // Brak's doing his LOS attack, oh noes
|
|
};
|
|
|
|
// Name of local directory for config files and savegames
|
|
#if !defined(_arch_dreamcast) && !defined(_WIN32_WCE) && !defined(GP2X) && !defined(_WII) && !defined(_PS3)
|
|
#if (((defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON)) && !defined (__CYGWIN__)) && !defined (__APPLE__)
|
|
#define DEFAULTDIR ".srb2"
|
|
#else
|
|
#define DEFAULTDIR "srb2"
|
|
#endif
|
|
#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);
|
|
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_RANDOMIZER 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
|
|
|
|
// =======================
|
|
// Misc stuff for later...
|
|
// =======================
|
|
|
|
// Modifier key variables, accessible anywhere
|
|
extern UINT8 shiftdown, ctrldown, altdown;
|
|
|
|
// if we ever make our alloc stuff...
|
|
#define ZZ_Alloc(x) Z_Malloc(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
|
|
|
|
// 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
|
|
|
|
/// Delete file while the game is running.
|
|
/// \note EXTREMELY buggy, tends to crash game.
|
|
//#define DELFILE
|
|
|
|
/// 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
|
|
|
|
/// Improved way of dealing with ping values and a ping limit.
|
|
#define NEWPING
|
|
|
|
/// 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
|
|
|
|
#if !defined (_NDS) && !defined (_PSP)
|
|
/// Shuffle's incomplete OpenGL sorting code.
|
|
#define SHUFFLE // This has nothing to do with sorting, why was it disabled?
|
|
#endif
|
|
|
|
#if !defined (_NDS) && !defined (_PSP)
|
|
/// 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
|
|
#endif
|
|
|
|
#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
|
|
|
|
/// 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
|
|
|
|
#endif // __DOOMDEF__
|