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2a42291b30
# Conflicts: # src/d_netcmd.c
229 lines
7.1 KiB
C
229 lines
7.1 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) 1999-2016 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 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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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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#ifdef SEENAMES
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extern player_t *seenplayer;
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#endif
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extern char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
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extern player_t players[MAXPLAYERS];
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extern boolean playeringame[MAXPLAYERS];
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// ======================================
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// DEMO playback/recording related stuff.
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// ======================================
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// demoplaying back and demo recording
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extern boolean demoplayback, titledemo, demorecording, timingdemo;
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// Quit after playing a demo from cmdline.
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extern boolean singledemo;
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extern boolean demo_start;
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extern boolean demosynced;
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extern mobj_t *metalplayback;
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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 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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// used in game menu
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extern consvar_t cv_crosshair, cv_crosshair2;
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extern consvar_t cv_invertmouse, cv_alwaysfreelook, cv_mousemove;
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extern consvar_t cv_invertmouse2, cv_alwaysfreelook2, cv_mousemove2;
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extern consvar_t cv_useranalog, cv_useranalog2;
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extern consvar_t cv_analog, cv_analog2;
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extern consvar_t cv_directionchar, cv_directionchar2;
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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_fireaxis,cv_firenaxis;
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extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_jumpaxis2,cv_spinaxis2,cv_fireaxis2,cv_firenaxis2;
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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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// 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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void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics);
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void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics);
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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);
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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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// 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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void G_SpawnPlayer(INT32 playernum, boolean starpost);
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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 pickedchar,
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boolean SSSG, boolean FLS);
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void G_DoLoadLevel(boolean resetplayer);
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void G_DeferedPlayDemo(const char *demo);
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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(void);
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void G_SaveGame(UINT32 slot);
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void G_SaveGameOver(UINT32 slot, boolean modifylives);
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// Only called by startup code.
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void G_RecordDemo(const char *name);
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void G_RecordMetal(void);
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void G_BeginRecording(void);
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void G_BeginMetal(void);
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// Only called by shutdown code.
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void G_SetDemoTime(UINT32 ptime, UINT32 pscore, UINT16 prings);
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UINT8 G_CmpDemoTime(char *oldname, char *newname);
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typedef enum
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{
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GHC_NORMAL = 0,
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GHC_SUPER,
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GHC_FIREFLOWER,
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GHC_INVINCIBLE
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} ghostcolor_t;
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// Record/playback tics
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void G_ReadDemoTiccmd(ticcmd_t *cmd, INT32 playernum);
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void G_WriteDemoTiccmd(ticcmd_t *cmd, INT32 playernum);
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void G_GhostAddThok(void);
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void G_GhostAddSpin(void);
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void G_GhostAddRev(void);
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void G_GhostAddColor(ghostcolor_t color);
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void G_GhostAddFlip(void);
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void G_GhostAddScale(fixed_t scale);
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void G_GhostAddHit(mobj_t *victim);
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void G_WriteGhostTic(mobj_t *ghost);
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void G_ConsGhostTic(void);
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void G_GhostTicker(void);
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void G_ReadMetalTic(mobj_t *metal);
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void G_WriteMetalTic(mobj_t *metal);
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void G_SaveMetal(UINT8 **buffer);
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void G_LoadMetal(UINT8 **buffer);
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void G_DoPlayDemo(char *defdemoname);
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void G_TimeDemo(const char *name);
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void G_AddGhost(char *defdemoname);
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void G_DoPlayMetal(void);
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void G_DoneLevelLoad(void);
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void G_StopMetalDemo(void);
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ATTRNORETURN void FUNCNORETURN G_StopMetalRecording(void);
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void G_StopDemo(void);
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boolean G_CheckDemoStatus(void);
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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_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_TagGametype(void);
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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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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_LoadGameData(void);
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void G_LoadGameSettings(void);
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void G_SetGameModified(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);
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void G_AllocNightsRecordData(INT16 i);
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void G_ClearRecords(void);
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UINT32 G_GetBestScore(INT16 map);
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tic_t G_GetBestTime(INT16 map);
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UINT16 G_GetBestRings(INT16 map);
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UINT32 G_GetBestNightsScore(INT16 map, UINT8 mare);
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tic_t G_GetBestNightsTime(INT16 map, UINT8 mare);
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UINT8 G_GetBestNightsGrade(INT16 map, UINT8 mare);
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void G_AddTempNightsRecords(UINT32 pscore, tic_t ptime, UINT8 mare);
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void G_SetNightsRecords(void);
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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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INT16 G_TOLFlag(INT32 pgametype);
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#endif
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