SRB2/src/doomstat.h
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00

488 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) 1999-2016 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 doomstat.h
/// \brief All the global variables that store the internal state.
///
/// Theoretically speaking, the internal state of the engine
/// should be found by looking at the variables collected
/// here, and every relevant module will have to include
/// this header file. In practice... things are a bit messy.
#ifndef __DOOMSTAT__
#define __DOOMSTAT__
// We need globally shared data structures, for defining the global state variables.
#include "doomdata.h"
// We need the player data structure as well.
#include "d_player.h"
// =============================
// Selected map etc.
// =============================
// Selected by user.
extern INT16 gamemap;
extern char mapmusname[7];
extern UINT16 mapmusflags;
#define MUSIC_TRACKMASK 0x0FFF // ----************
#define MUSIC_RELOADRESET 0x8000 // *---------------
// Use other bits if necessary.
extern INT16 maptol;
extern UINT8 globalweather;
extern INT32 curWeather;
extern INT32 cursaveslot;
extern INT16 lastmapsaved;
extern boolean gamecomplete;
#define PRECIP_NONE 0
#define PRECIP_STORM 1
#define PRECIP_SNOW 2
#define PRECIP_RAIN 3
#define PRECIP_BLANK 4
#define PRECIP_STORM_NORAIN 5
#define PRECIP_STORM_NOSTRIKES 6
// Set if homebrew PWAD stuff has been added.
extern boolean modifiedgame;
extern UINT16 mainwads;
extern boolean savemoddata; // This mod saves time/emblem data.
extern boolean disableSpeedAdjust; // Don't alter the duration of player states if true
extern boolean imcontinuing; // Temporary flag while continuing
extern boolean metalrecording;
#define ATTACKING_NONE 0
#define ATTACKING_RECORD 1
#define ATTACKING_NIGHTS 2
extern UINT8 modeattacking;
// menu demo things
extern UINT8 numDemos;
extern UINT32 demoDelayTime;
extern UINT32 demoIdleTime;
// Netgame? only true in a netgame
extern boolean netgame;
extern boolean addedtogame; // true after the server has added you
// Only true if >1 player. netgame => multiplayer but not (multiplayer=>netgame)
extern boolean multiplayer;
extern INT16 gametype;
extern boolean splitscreen;
extern boolean circuitmap; // Does this level have 'circuit mode'?
extern boolean fromlevelselect;
// ========================================
// Internal parameters for sound rendering.
// ========================================
extern boolean nomidimusic; // defined in d_main.c
extern boolean nosound;
extern boolean nodigimusic;
extern boolean music_disabled;
extern boolean sound_disabled;
extern boolean digital_disabled;
// =========================
// Status flags for refresh.
// =========================
//
extern boolean menuactive; // Menu overlaid?
extern UINT8 paused; // Game paused?
extern UINT8 window_notinfocus; // are we in focus? (backend independant -- handles auto pausing and display of "focus lost" message)
extern boolean nodrawers;
extern boolean noblit;
extern boolean lastdraw;
extern postimg_t postimgtype;
extern INT32 postimgparam;
extern postimg_t postimgtype2;
extern INT32 postimgparam2;
extern INT32 viewwindowx, viewwindowy;
extern INT32 viewwidth, scaledviewwidth;
extern boolean gamedataloaded;
// Player taking events, and displaying.
extern INT32 consoleplayer;
extern INT32 displayplayer;
extern INT32 secondarydisplayplayer; // for splitscreen
// Maps of special importance
extern INT16 spstage_start;
extern INT16 sstage_start;
extern INT16 sstage_end;
extern boolean looptitle;
extern boolean useNightsSS;
// CTF colors.
extern UINT8 skincolor_redteam, skincolor_blueteam, skincolor_redring, skincolor_bluering;
extern tic_t countdowntimer;
extern boolean countdowntimeup;
typedef struct
{
UINT8 numpics;
char picname[8][8];
UINT8 pichires[8];
char *text;
UINT16 xcoord[8];
UINT16 ycoord[8];
UINT16 picduration[8];
UINT8 musicloop;
UINT16 textxpos;
UINT16 textypos;
char musswitch[7];
UINT16 musswitchflags;
UINT8 fadecolor; // Color number for fade, 0 means don't do the first fade
UINT8 fadeinid; // ID of the first fade, to a color -- ignored if fadecolor is 0
UINT8 fadeoutid; // ID of the second fade, to the new screen
} scene_t; // TODO: It would probably behoove us to implement subsong/track selection here, too, but I'm lazy -SH
typedef struct
{
scene_t scene[128]; // 128 scenes per cutscene.
INT32 numscenes; // Number of scenes in this cutscene
} cutscene_t;
extern cutscene_t *cutscenes[128];
// For the Custom Exit linedef.
extern INT16 nextmapoverride;
extern boolean skipstats;
extern UINT32 totalrings; // Total # of rings in a level
// Fun extra stuff
extern INT16 lastmap; // Last level you were at (returning from special stages).
extern mobj_t *redflag, *blueflag; // Pointers to physical flags
extern mapthing_t *rflagpoint, *bflagpoint; // Pointers to the flag spawn locations
#define GF_REDFLAG 1
#define GF_BLUEFLAG 2
// A single point in space.
typedef struct
{
fixed_t x, y, z;
} mappoint_t;
extern struct quake
{
// camera offsets and duration
fixed_t x,y,z;
UINT16 time;
// location, radius, and intensity...
mappoint_t *epicenter;
fixed_t radius, intensity;
} quake;
// NiGHTS grades
typedef struct
{
UINT32 grade[6]; // D, C, B, A, S, X (F: failed to reach any of these)
} nightsgrades_t;
// Custom Lua values
// (This is not ifdeffed so the map header structure can stay identical, just in case.)
typedef struct
{
char option[32]; // 31 usable characters
char value[256]; // 255 usable characters. If this seriously isn't enough then wtf.
} customoption_t;
/** Map header information.
*/
typedef struct
{
// The original eight, plus one.
char lvlttl[22]; ///< Level name without "Zone". (21 character limit instead of 32, 21 characters can display on screen max anyway)
char subttl[33]; ///< Subtitle for level
UINT8 actnum; ///< Act number or 0 for none.
UINT16 typeoflevel; ///< Combination of typeoflevel flags.
INT16 nextlevel; ///< Map number of next level, or 1100-1102 to end.
char musname[7]; ///< Music track to play. "" for no music.
UINT16 mustrack; ///< Subsong to play. Only really relevant for music modules and specific formats supported by GME. 0 to ignore.
char forcecharacter[17]; ///< (SKINNAMESIZE+1) Skin to switch to or "" to disable.
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.
INT16 skynum; ///< Sky number to use.
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.)
INT16 skybox_scaley; ///< Skybox Y axis scale.
INT16 skybox_scalez; ///< Skybox Z axis scale.
// Extra information.
char interscreen[8]; ///< 320x200 patch to display at intermission.
char runsoc[33]; ///< SOC to execute at start of level (32 character limit instead of 63)
char scriptname[33]; ///< Script to use when the map is switched to. (32 character limit instead of 191)
UINT8 precutscenenum; ///< Cutscene number to play BEFORE a level starts.
UINT8 cutscenenum; ///< Cutscene number to use, 0 for none.
INT16 countdown; ///< Countdown until level end?
UINT16 palette; ///< PAL lump to use on this map
UINT8 numlaps; ///< Number of laps in circuit mode, unless overridden.
SINT8 unlockrequired; ///< Is an unlockable required to play this level? -1 if no.
UINT8 levelselect; ///< Is this map available in the level select? If so, which map list is it available in?
SINT8 bonustype; ///< What type of bonus does this level have? (-1 for null.)
UINT8 levelflags; ///< LF_flags: merged eight booleans into one UINT8 for space, see below
UINT8 menuflags; ///< LF2_flags: options that affect record attack / nights mode menus
// NiGHTS stuff.
UINT8 numGradedMares; ///< Internal. For grade support.
nightsgrades_t *grades; ///< NiGHTS grades. Allocated dynamically for space reasons. Be careful.
// Lua stuff.
// (This is not ifdeffed so the map header structure can stay identical, just in case.)
UINT8 numCustomOptions; ///< Internal. For Lua custom value support.
customoption_t *customopts; ///< Custom options. Allocated dynamically for space reasons. Be careful.
} mapheader_t;
// level flags
#define LF_SCRIPTISFILE 1 ///< True if the script is a file, not a lump.
#define LF_SPEEDMUSIC 2 ///< Speed up act music for super sneakers
#define LF_NOSSMUSIC 4 ///< Disable Super Sonic music
#define LF_NORELOAD 8 ///< Don't reload level on death
#define LF_NOZONE 16 ///< Don't include "ZONE" on level title
#define LF2_HIDEINMENU 1 ///< Hide in the multiplayer menu
#define LF2_HIDEINSTATS 2 ///< Hide in the statistics screen
#define LF2_RECORDATTACK 4 ///< Show this map in Time Attack
#define LF2_NIGHTSATTACK 8 ///< Show this map in NiGHTS mode menu
#define LF2_NOVISITNEEDED 16 ///< Available in time attack/nights mode without visiting the level
extern mapheader_t* mapheaderinfo[NUMMAPS];
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
TOL_CUSTOM = 0x80, ///< Custom (Lua-scripted, etc.)
TOL_2D = 0x0100, ///< 2D
TOL_MARIO = 0x0200, ///< Mario
TOL_NIGHTS = 0x0400, ///< NiGHTS
TOL_ERZ3 = 0x0800, ///< ERZ3
TOL_XMAS = 0x1000 ///< Christmas NiGHTS
};
// Gametypes
enum GameType
{
GT_COOP = 0, // also used in single player
GT_COMPETITION, // Classic "Race"
GT_RACE,
GT_MATCH,
GT_TEAMMATCH,
GT_TAG,
GT_HIDEANDSEEK,
GT_CTF, // capture the flag
NUMGAMETYPES
};
// If you alter this list, update gametype_cons_t in m_menu.c
extern tic_t totalplaytime;
extern UINT8 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))
extern INT32 nummaprings; //keep track of spawned rings/coins
/** Time attack information, currently a very small structure.
*/
typedef struct
{
tic_t time; ///< Time in which the level was finished.
UINT32 score; ///< Score when the level was finished.
UINT16 rings; ///< Rings when the level was finished.
} recorddata_t;
/** Setup for one NiGHTS map.
* These are dynamically allocated because I am insane
*/
#define GRADE_F 0
#define GRADE_E 1
#define GRADE_D 2
#define GRADE_C 3
#define GRADE_B 4
#define GRADE_A 5
#define GRADE_S 6
typedef struct
{
// 8 mares, 1 overall (0)
UINT8 nummares;
UINT32 score[9];
UINT8 grade[9];
tic_t time[9];
} nightsdata_t;
extern nightsdata_t *nightsrecords[NUMMAPS];
extern recorddata_t *mainrecords[NUMMAPS];
// mapvisited is now a set of flags that says what we've done in the map.
#define MV_VISITED 1
#define MV_BEATEN 2
#define MV_ALLEMERALDS 4
#define MV_ULTIMATE 8
#define MV_PERFECT 16
#define MV_MAX 31 // used in gamedata check
extern UINT8 mapvisited[NUMMAPS];
// Temporary holding place for nights data for the current map
nightsdata_t ntemprecords;
extern UINT32 token; ///< Number of tokens collected in a level
extern UINT32 tokenlist; ///< List of tokens collected
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 UINT8 introtoplay;
extern UINT8 creditscutscene;
extern UINT8 use1upSound;
extern UINT8 maxXtraLife; // Max extra lives from rings
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;
extern UINT32 timesBeaten; // # of times the game has been beaten.
extern UINT32 timesBeatenWithEmeralds;
extern UINT32 timesBeatenUltimate;
// ===========================
// 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
// =====================================
// Internal parameters, used for engine.
// =====================================
#if defined (macintosh)
#define DEBFILE(msg) I_OutputMsg(msg)
extern FILE *debugfile;
#else
#define DEBUGFILE
#ifdef DEBUGFILE
#define DEBFILE(msg) { if (debugfile) { fputs(msg, debugfile); fflush(debugfile); } }
extern FILE *debugfile;
#else
#define DEBFILE(msg) {}
extern FILE *debugfile;
#endif
#endif
#ifdef 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;
// debug flag to cancel adaptiveness
extern boolean singletics;
// =============
// Netgame stuff
// =============
#include "d_clisrv.h"
extern consvar_t cv_timetic; // display high resolution timer
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 adminplayer, serverplayer;
/// \note put these in d_clisrv outright?
#endif //__DOOMSTAT__