mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-18 10:31:42 +00:00
cecc1912fe
No idea if this compiles yet (let alone if what is there works at all), just getting this out the way so I can work on certain other things *cough plane displacement cough*
492 lines
15 KiB
C
492 lines
15 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) 1999-2016 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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#define MUSIC_TRACKMASK 0x0FFF // ----************
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#define MUSIC_RELOADRESET 0x8000 // *---------------
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// Use other bits if necessary.
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extern INT16 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 boolean gamecomplete;
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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 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 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 nomidimusic; // defined in d_main.c
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extern boolean nosound;
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extern boolean nodigimusic;
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extern boolean music_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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extern boolean gamedataloaded;
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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;
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extern INT16 sstage_start;
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extern INT16 sstage_end;
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extern boolean looptitle;
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extern boolean useNightsSS;
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// CTF colors.
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extern UINT8 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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typedef struct
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{
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UINT8 numpics;
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char picname[8][8];
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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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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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// For the Custom Exit linedef.
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extern INT16 nextmapoverride;
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extern boolean skipstats;
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extern UINT32 totalrings; // Total # of rings 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[22]; ///< Level name without "Zone". (21 character limit instead of 32, 21 characters can display on screen max anyway)
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char subttl[33]; ///< Subtitle for level
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UINT8 actnum; ///< Act number or 0 for none.
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UINT16 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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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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char forcecharacter[17]; ///< (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]; ///< 320x200 patch to display at intermission.
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char runsoc[33]; ///< SOC to execute at start of level (32 character limit instead of 63)
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char scriptname[33]; ///< 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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UINT8 levelflags; ///< LF_flags: merged eight booleans into one UINT8 for space, see below
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UINT8 menuflags; ///< LF2_flags: options that affect record attack / nights mode menus
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// Freed animals stuff.
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UINT8 numAnimals; ///< Internal. For freed animal support.
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mobjtype_t *animals; ///< List of freeable animals 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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// 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 ///< True if the script is a file, not a lump.
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#define LF_SPEEDMUSIC 2 ///< Speed up act music for super sneakers
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#define LF_NOSSMUSIC 4 ///< Disable Super Sonic music
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#define LF_NORELOAD 8 ///< Don't reload level on death
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#define LF_NOZONE 16 ///< Don't include "ZONE" on level title
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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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extern mapheader_t* mapheaderinfo[NUMMAPS];
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enum TypeOfLevel
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{
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TOL_SP = 0x01, ///< Single Player
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TOL_COOP = 0x02, ///< Cooperative
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TOL_COMPETITION = 0x04, ///< Competition
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TOL_RACE = 0x08, ///< Race
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// Single Player default = 15
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TOL_MATCH = 0x10, ///< Match
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TOL_TAG = 0x20, ///< Tag
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// Match/Tag default = 48
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TOL_CTF = 0x40, ///< Capture the Flag
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// CTF default = 64
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TOL_CUSTOM = 0x80, ///< Custom (Lua-scripted, etc.)
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TOL_2D = 0x0100, ///< 2D
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TOL_MARIO = 0x0200, ///< Mario
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TOL_NIGHTS = 0x0400, ///< NiGHTS
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TOL_ERZ3 = 0x0800, ///< ERZ3
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TOL_XMAS = 0x1000 ///< Christmas NiGHTS
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};
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// Gametypes
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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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NUMGAMETYPES
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};
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// If you alter this list, update gametype_cons_t in m_menu.c
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extern tic_t totalplaytime;
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extern UINT8 stagefailed;
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// Emeralds stored as bits to throw savegame hackers off.
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extern UINT16 emeralds;
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#define EMERALD1 1
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#define EMERALD2 2
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#define EMERALD3 4
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#define EMERALD4 8
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#define EMERALD5 16
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#define EMERALD6 32
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#define EMERALD7 64
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#define ALL7EMERALDS(v) ((v & (EMERALD1|EMERALD2|EMERALD3|EMERALD4|EMERALD5|EMERALD6|EMERALD7)) == (EMERALD1|EMERALD2|EMERALD3|EMERALD4|EMERALD5|EMERALD6|EMERALD7))
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extern INT32 nummaprings; //keep track of spawned rings/coins
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/** Time attack information, currently a very small structure.
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*/
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typedef struct
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{
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tic_t time; ///< Time in which the level was finished.
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UINT32 score; ///< Score when the level was finished.
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UINT16 rings; ///< Rings when the level was finished.
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} recorddata_t;
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/** Setup for one NiGHTS map.
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* These are dynamically allocated because I am insane
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*/
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#define GRADE_F 0
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#define GRADE_E 1
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#define GRADE_D 2
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#define GRADE_C 3
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#define GRADE_B 4
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#define GRADE_A 5
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#define GRADE_S 6
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typedef struct
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{
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// 8 mares, 1 overall (0)
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UINT8 nummares;
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UINT32 score[9];
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UINT8 grade[9];
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tic_t time[9];
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} nightsdata_t;
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extern nightsdata_t *nightsrecords[NUMMAPS];
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extern recorddata_t *mainrecords[NUMMAPS];
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// mapvisited is now a set of flags that says what we've done in the map.
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#define MV_VISITED 1
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#define MV_BEATEN 2
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#define MV_ALLEMERALDS 4
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#define MV_ULTIMATE 8
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#define MV_PERFECT 16
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#define MV_MAX 31 // used in gamedata check
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extern UINT8 mapvisited[NUMMAPS];
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// Temporary holding place for nights data for the current map
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nightsdata_t ntemprecords;
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extern UINT32 token; ///< Number of tokens collected in a level
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extern UINT32 tokenlist; ///< List of tokens collected
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extern INT32 tokenbits; ///< Used for setting token bits
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extern INT32 sstimer; ///< Time allotted in the special stage
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extern UINT32 bluescore; ///< Blue Team Scores
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extern UINT32 redscore; ///< Red Team Scores
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// Eliminates unnecessary searching.
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extern boolean CheckForBustableBlocks;
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extern boolean CheckForBouncySector;
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extern boolean CheckForQuicksand;
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extern boolean CheckForMarioBlocks;
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extern boolean CheckForFloatBob;
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extern boolean CheckForReverseGravity;
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// Powerup durations
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extern UINT16 invulntics;
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extern UINT16 sneakertics;
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extern UINT16 flashingtics;
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extern UINT16 tailsflytics;
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extern UINT16 underwatertics;
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extern UINT16 spacetimetics;
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extern UINT16 extralifetics;
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extern UINT8 introtoplay;
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extern UINT8 creditscutscene;
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extern UINT8 use1upSound;
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extern UINT8 maxXtraLife; // Max extra lives from rings
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extern mobj_t *hunt1, *hunt2, *hunt3; // Emerald hunt locations
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// For racing
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extern UINT32 countdown;
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extern UINT32 countdown2;
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extern fixed_t gravity;
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//for CTF balancing
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extern INT16 autobalance;
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extern INT16 teamscramble;
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extern INT16 scrambleplayers[MAXPLAYERS]; //for CTF team scramble
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extern INT16 scrambleteams[MAXPLAYERS]; //for CTF team scramble
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extern INT16 scrambletotal; //for CTF team scramble
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extern INT16 scramblecount; //for CTF team scramble
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extern INT32 cheats;
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extern tic_t hidetime;
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extern UINT32 timesBeaten; // # of times the game has been beaten.
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extern UINT32 timesBeatenWithEmeralds;
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extern UINT32 timesBeatenUltimate;
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// ===========================
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// Internal parameters, fixed.
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// ===========================
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// These are set by the engine, and not changed
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// according to user inputs. Partly load from
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// WAD, partly set at startup time.
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extern tic_t gametic;
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#define localgametic leveltime
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// Player spawn spots.
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extern mapthing_t *playerstarts[MAXPLAYERS]; // Cooperative
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extern mapthing_t *bluectfstarts[MAXPLAYERS]; // CTF
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extern mapthing_t *redctfstarts[MAXPLAYERS]; // CTF
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// =====================================
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// Internal parameters, used for engine.
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// =====================================
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#if defined (macintosh)
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#define DEBFILE(msg) I_OutputMsg(msg)
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extern FILE *debugfile;
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#else
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#define DEBUGFILE
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#ifdef DEBUGFILE
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#define DEBFILE(msg) { if (debugfile) { fputs(msg, debugfile); fflush(debugfile); } }
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extern FILE *debugfile;
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#else
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#define DEBFILE(msg) {}
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extern FILE *debugfile;
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#endif
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#endif
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#ifdef DEBUGFILE
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extern INT32 debugload;
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#endif
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// if true, load all graphics at level load
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extern boolean precache;
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// wipegamestate can be set to -1
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// to force a wipe on the next draw
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extern gamestate_t wipegamestate;
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// debug flag to cancel adaptiveness
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extern boolean singletics;
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// =============
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// Netgame stuff
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// =============
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#include "d_clisrv.h"
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extern consvar_t cv_timetic; // display high resolution timer
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extern consvar_t cv_forceskin; // force clients to use the server's skin
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extern consvar_t cv_downloading; // allow clients to downloading WADs.
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extern ticcmd_t netcmds[BACKUPTICS][MAXPLAYERS];
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extern INT32 adminplayer, serverplayer;
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/// \note put these in d_clisrv outright?
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#endif //__DOOMSTAT__
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