mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-15 15:11:01 +00:00
0a14982d4e
git-svn-id: https://svn.eduke32.com/eduke32@5979 1a8010ca-5511-0410-912e-c29ae57300e0
545 lines
17 KiB
C
545 lines
17 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2016 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#ifndef game_h_
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#define game_h_
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#include "premap.h" // XXX
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Compile game-side legacy Room over Room code?
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#define LEGACY_ROR 1
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#define USERQUOTE_LEFTOFFSET 5
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#define USERQUOTE_RIGHTOFFSET 14
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#define MAXRIDECULE 10
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#define MAXRIDECULELENGTH 40
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#define MAXSAVEGAMES 10
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#define MAXSAVEGAMENAME 22
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#define MAXPWLOCKOUT 128
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#define MAXRTSNAME 128
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#if defined(GEKKO) || defined(__OPENDINGUX__)
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# define VIEWSCREENFACTOR 0
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#elif defined(__ANDROID__)
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# define VIEWSCREENFACTOR 1
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#else
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# define VIEWSCREENFACTOR 2
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#endif
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enum GametypeFlags_t {
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GAMETYPE_COOP = 0x00000001,
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GAMETYPE_WEAPSTAY = 0x00000002,
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GAMETYPE_FRAGBAR = 0x00000004,
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GAMETYPE_SCORESHEET = 0x00000008,
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GAMETYPE_DMSWITCHES = 0x00000010,
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GAMETYPE_COOPSPAWN = 0x00000020,
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GAMETYPE_ACCESSCARDSPRITES = 0x00000040,
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GAMETYPE_COOPVIEW = 0x00000080,
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GAMETYPE_COOPSOUND = 0x00000100,
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GAMETYPE_OTHERPLAYERSINMAP = 0x00000200,
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GAMETYPE_ITEMRESPAWN = 0x00000400,
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GAMETYPE_MARKEROPTION = 0x00000800,
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GAMETYPE_PLAYERSFRIENDLY = 0x00001000,
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GAMETYPE_FIXEDRESPAWN = 0x00002000,
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GAMETYPE_ACCESSATSTART = 0x00004000,
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GAMETYPE_PRESERVEINVENTORYDEATH = 0x00008000,
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GAMETYPE_TDM = 0x00010000,
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GAMETYPE_TDMSPAWN = 0x00020000
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};
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// logo control
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enum LogoFlags_t {
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LOGO_ENABLED = 0x00000001,
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LOGO_PLAYANIM = 0x00000002,
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LOGO_PLAYMUSIC = 0x00000004,
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LOGO_3DRSCREEN = 0x00000008,
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LOGO_TITLESCREEN = 0x00000010,
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LOGO_DUKENUKEM = 0x00000020,
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LOGO_THREEDEE = 0x00000040,
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LOGO_PLUTOPAKSPRITE = 0x00000080,
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LOGO_SHAREWARESCREENS = 0x00000100,
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LOGO_TENSCREEN = 0x00000200,
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LOGO_STOPANIMSOUNDS = 0x00000400,
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LOGO_NOE4CUTSCENE = 0x00000800,
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LOGO_NOE1BONUSSCENE = 0x00001000,
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LOGO_NOE2BONUSSCENE = 0x00002000,
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LOGO_NOE3BONUSSCENE = 0x00004000,
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LOGO_NOE4BONUSSCENE = 0x00008000,
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LOGO_NOE1ENDSCREEN = 0x00010000,
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LOGO_NOE2ENDSCREEN = 0x00020000,
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LOGO_NOE3RADLOGO = 0x00040000,
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LOGO_NODUKETEAMTEXT = 0x00080000,
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LOGO_NODUKETEAMPIC = 0x00100000,
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};
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void A_DeleteSprite(int spriteNum);
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static inline int32_t G_GetLogoFlags(void)
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{
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#if !defined LUNATIC
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return Gv_GetVarByLabel("LOGO_FLAGS",255, -1, -1);
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#else
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extern int32_t g_logoFlags;
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return g_logoFlags;
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#endif
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}
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#ifdef LUNATIC
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typedef struct {
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vec3_t pos;
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int32_t dist, clock;
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int16_t ang, horiz, sect;
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} camera_t;
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extern camera_t g_camera;
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# define CAMERA(Membname) (g_camera.Membname)
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# define CAMERADIST (g_camera.dist)
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# define CAMERACLOCK (g_camera.clock)
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#else
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# define CAMERA(Membname) (ud.camera ## Membname)
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# define CAMERADIST g_cameraDistance
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# define CAMERACLOCK g_cameraClock
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#endif
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// KEEPINSYNC lunatic/defs.ilua
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typedef struct {
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#if !defined LUNATIC
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vec3_t camerapos;
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#endif
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int32_t const_visibility,uw_framerate;
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int32_t camera_time,folfvel,folavel,folx,foly,fola;
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int32_t reccnt,crosshairscale;
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int32_t runkey_mode,statusbarscale,mouseaiming,weaponswitch,drawweapon; // JBF 20031125
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int32_t democams,color,msgdisptime,statusbarmode;
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int32_t m_noexits,noexits,autovote,automsg,idplayers;
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int32_t team, viewbob, weaponsway, althud, weaponscale, textscale;
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int32_t entered_name,screen_tilting,shadows,fta_on,executions,auto_run;
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int32_t coords,tickrate,levelstats,m_coop,coop,screen_size,lockout,crosshair;
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int32_t playerai,angleinterpolation,obituaries;
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int32_t respawn_monsters,respawn_items,respawn_inventory,recstat,monsters_off,brightness;
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int32_t m_respawn_items,m_respawn_monsters,m_respawn_inventory,m_recstat,m_monsters_off,detail;
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int32_t m_ffire,ffire,m_player_skill,m_level_number,m_volume_number,multimode;
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int32_t player_skill,level_number,volume_number,m_marker,marker,mouseflip;
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vec2_t m_origin;
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int32_t playerbest;
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int32_t configversion;
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#if !defined LUNATIC
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int16_t cameraang, camerasect, camerahoriz;
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#endif
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int16_t pause_on,from_bonus;
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int16_t camerasprite,last_camsprite;
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int16_t last_level,secretlevel, bgstretch;
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struct {
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int32_t UseJoystick;
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int32_t UseMouse;
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int32_t AutoAim;
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int32_t ShowOpponentWeapons;
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int32_t MouseDeadZone,MouseBias;
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int32_t SmoothInput;
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// JBF 20031211: Store the input settings because
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// (currently) jmact can't regurgitate them
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int32_t MouseFunctions[MAXMOUSEBUTTONS][2];
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int32_t MouseDigitalFunctions[MAXMOUSEAXES][2];
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int32_t MouseAnalogueAxes[MAXMOUSEAXES];
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int32_t MouseAnalogueScale[MAXMOUSEAXES];
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int32_t JoystickFunctions[MAXJOYBUTTONSANDHATS][2];
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int32_t JoystickDigitalFunctions[MAXJOYAXES][2];
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int32_t JoystickAnalogueAxes[MAXJOYAXES];
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int32_t JoystickAnalogueScale[MAXJOYAXES];
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int32_t JoystickAnalogueDead[MAXJOYAXES];
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int32_t JoystickAnalogueSaturate[MAXJOYAXES];
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uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2];
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//
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// Sound variables
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//
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int32_t MasterVolume;
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int32_t FXVolume;
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int32_t MusicVolume;
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int32_t SoundToggle;
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int32_t MusicToggle;
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int32_t VoiceToggle;
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int32_t AmbienceToggle;
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int32_t NumVoices;
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int32_t NumChannels;
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int32_t NumBits;
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int32_t MixRate;
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int32_t ReverseStereo;
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//
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// Screen variables
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//
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int32_t ScreenMode;
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int32_t ScreenWidth;
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int32_t ScreenHeight;
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int32_t ScreenBPP;
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int32_t ForceSetup;
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int32_t NoAutoLoad;
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int32_t scripthandle;
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int32_t setupread;
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int32_t CheckForUpdates;
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int32_t LastUpdateCheck;
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int32_t useprecache;
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} config;
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char overhead_on,last_overhead,showweapons;
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char god,warp_on,cashman,eog,showallmap;
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char show_help,scrollmode,noclip;
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char ridecule[MAXRIDECULE][MAXRIDECULELENGTH];
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char savegame[MAXSAVEGAMES][MAXSAVEGAMENAME];
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char pwlockout[MAXPWLOCKOUT],rtsname[MAXRTSNAME];
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char display_bonus_screen;
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char show_level_text;
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char wchoice[MAX_WEAPONS];
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} user_defs;
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// this is checked against http://eduke32.com/VERSION
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extern const char *s_buildDate;
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extern const char *g_rtsNamePtr;
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extern char boardfilename[BMAX_PATH], currentboardfilename[BMAX_PATH];
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extern char boardfilename[BMAX_PATH];
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extern const char *defaultrtsfilename[GAMECOUNT];
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extern const char *G_DefaultRtsFile(void);
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#ifdef LEGACY_ROR
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extern char ror_protectedsectors[MAXSECTORS];
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#endif
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extern float r_ambientlight;
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extern int32_t g_Debug;
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extern int32_t g_Shareware;
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#if !defined LUNATIC
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extern int32_t g_cameraClock;
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extern int32_t g_cameraDistance;
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#endif
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extern int32_t g_crosshairSum;
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extern int32_t g_doQuickSave;
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extern int32_t g_forceWeaponChoice;
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extern int32_t g_fakeMultiMode;
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extern int32_t g_levelTextTime;
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extern int32_t g_noSetup;
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extern int32_t g_quitDeadline;
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extern int32_t g_restorePalette;
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extern int32_t hud_glowingquotes;
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extern int32_t hud_showmapname;
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extern int32_t quotebot;
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extern int32_t quotebotgoal;
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extern int32_t r_maxfps;
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extern int32_t tempwallptr;
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extern int32_t ticrandomseed;
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extern int32_t vote_map;
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extern int32_t voting;
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extern int32_t MAXCACHE1DSIZE;
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//extern int8_t cheatbuf[MAXCHEATLEN],cheatbuflen;
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#define CROSSHAIR_PAL (MAXPALOOKUPS-RESERVEDPALS-1)
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extern palette_t CrosshairColors;
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extern palette_t DefaultCrosshairColors;
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extern uint32_t g_frameDelay;
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extern user_defs ud;
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int32_t A_CheckInventorySprite(spritetype *s);
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int32_t A_InsertSprite(int16_t whatsect, int32_t s_x, int32_t s_y, int32_t s_z, int16_t s_pn, int8_t s_s, uint8_t s_xr,
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uint8_t s_yr, int16_t s_a, int16_t s_ve, int16_t s_zv, int16_t s_ow, int16_t s_ss);
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int A_Spawn(int j,int pn);
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int G_DoMoveThings(void);
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//int32_t G_EndOfLevel(void);
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#ifdef YAX_ENABLE
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void Yax_SetBunchZs(int32_t sectnum, int32_t cf, int32_t daz);
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#else
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#define Yax_SetBunchZs(sectnum, cf, daz)
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#endif
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#ifdef LUNATIC
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void El_CreateGameState(void);
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#endif
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void G_PostCreateGameState(void);
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void A_SpawnCeilingGlass(int spriteNum,int sectNum,int glassCnt);
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void A_SpawnGlass(int spriteNum,int glassCnt);
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void A_SpawnRandomGlass(int spriteNum,int wallNum,int glassCnt);
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void A_SpawnWallGlass(int i,int wallnum,int n);
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void G_AddUserQuote(const char *daquote);
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void G_BackToMenu(void);
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void G_DumpDebugInfo(void);
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const char* G_PrintYourTime(void);
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const char* G_PrintParTime(void);
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const char* G_PrintDesignerTime(void);
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const char* G_PrintBestTime(void);
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void G_BonusScreen(int32_t bonusonly);
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//void G_CheatGetInv(void);
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void G_DisplayRest(int32_t smoothratio);
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void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothratio);
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void G_DrawBackground(void);
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void G_DrawFrags(void);
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void G_HandleMirror(int32_t x, int32_t y, int32_t z, int32_t a, int32_t horiz, int32_t smoothratio);
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void G_DrawRooms(int32_t snum,int32_t smoothratio);
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void G_DrawTXDigiNumZ(int32_t starttile,int32_t x,int32_t y,int32_t n,int32_t s,int32_t pal,int32_t cs,int32_t x1,int32_t y1,int32_t x2,int32_t y2,int32_t z);
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void G_FadePalette(int32_t r,int32_t g,int32_t b,int32_t e);
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void G_GameExit(const char *t) ATTRIBUTE((noreturn));
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void G_GameQuit(void);
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void G_GetCrosshairColor(void);
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void G_HandleLocalKeys(void);
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void G_HandleSpecialKeys(void);
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void G_UpdateAppTitle(void);
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void G_PrintGameQuotes(int32_t snum);
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//void G_SE40(int32_t smoothratio);
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void G_SetCrosshairColor(int32_t r,int32_t g,int32_t b);
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void G_Shutdown(void);
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void G_UpdatePlayerFromMenu(void);
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void M32RunScript(const char *s);
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void P_DoQuote(int32_t q,DukePlayer_t *p);
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void P_SetGamePalette(DukePlayer_t *player, uint32_t palid, int32_t set);
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#define NEG_ALPHA_TO_BLEND(alpha, blend, orientation) do { \
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if (alpha < 0) { blend = -alpha; alpha = 0; orientation |= RS_TRANS1; } \
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} while (0)
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// Cstat protection mask for (currently) spawned MASKWALL* sprites.
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// TODO: look at more cases of cstat=(cstat&PROTECTED)|ADDED in A_Spawn()?
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// 2048+(32+16)+8+4
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#define SPAWN_PROTECT_CSTAT_MASK (CSTAT_SPRITE_NOSHADE|CSTAT_SPRITE_SLAB|CSTAT_SPRITE_XFLIP|CSTAT_SPRITE_YFLIP);
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void fadepal(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step);
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//void fadepaltile(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step,int32_t tile);
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void G_InitTimer(int32_t ticpersec);
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static inline int32_t G_GetTeamPalette(int32_t team)
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{
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int8_t pal[] = { 3, 10, 11, 12 };
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if ((unsigned)team >= ARRAY_SIZE(pal))
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return 0;
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return pal[team];
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}
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#define A_CheckSpriteFlags(spriteNum, iType) (((g_tile[sprite[spriteNum].picnum].flags^actor[spriteNum].flags) & iType) != 0)
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// (unsigned)iPicnum check: AMC TC Rusty Nails, bayonet MG alt. fire, iPicnum == -1 (via aplWeaponShoots)
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#define A_CheckSpriteTileFlags(iPicnum, iType) (((unsigned)iPicnum < MAXTILES) && (g_tile[iPicnum].flags & iType) != 0)
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#define S_StopSound(num) S_StopEnvSound(num, -1)
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extern int G_StartRTS(int lumpNum, int localPlayer);
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extern void G_MaybeAllocPlayer(int32_t pnum);
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static inline void G_HandleAsync(void)
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{
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handleevents();
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Net_GetPackets();
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}
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static inline int32_t calc_smoothratio(int32_t totalclk, int32_t ototalclk)
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{
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return clamp((totalclk-ototalclk)*(65536/TICSPERFRAME), 0, 65536);
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}
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// sector effector lotags
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enum
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{
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SE_0_ROTATING_SECTOR = 0,
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SE_1_PIVOT = 1,
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SE_2_EARTHQUAKE = 2,
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SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT = 3,
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SE_4_RANDOM_LIGHTS = 4,
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SE_5 = 5,
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SE_6_SUBWAY = 6,
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// ^^ potentially incomplete substitution in code
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// vv almost surely complete substitution
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SE_7_TELEPORT = 7,
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SE_8_UP_OPEN_DOOR_LIGHTS = 8,
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SE_9_DOWN_OPEN_DOOR_LIGHTS = 9,
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SE_10_DOOR_AUTO_CLOSE = 10,
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SE_11_SWINGING_DOOR = 11,
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SE_12_LIGHT_SWITCH = 12,
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SE_13_EXPLOSIVE = 13,
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SE_14_SUBWAY_CAR = 14,
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SE_15_SLIDING_DOOR = 15,
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SE_16_REACTOR = 16,
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SE_17_WARP_ELEVATOR = 17,
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SE_18_INCREMENTAL_SECTOR_RISE_FALL = 18,
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SE_19_EXPLOSION_LOWERS_CEILING = 19,
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SE_20_STRETCH_BRIDGE = 20,
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SE_21_DROP_FLOOR = 21,
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SE_22_TEETH_DOOR = 22,
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SE_23_ONE_WAY_TELEPORT = 23,
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SE_24_CONVEYOR = 24,
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SE_25_PISTON = 25,
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SE_26 = 26,
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SE_27_DEMO_CAM = 27,
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SE_28_LIGHTNING = 28,
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SE_29_WAVES = 29,
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SE_30_TWO_WAY_TRAIN = 30,
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SE_31_FLOOR_RISE_FALL = 31,
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SE_32_CEILING_RISE_FALL = 32,
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SE_33_QUAKE_DEBRIS = 33,
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SE_34 = 34, // XXX
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SE_35 = 35, // XXX
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SE_36_PROJ_SHOOTER = 36,
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SE_49_POINT_LIGHT = 49,
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SE_50_SPOT_LIGHT = 50,
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SE_130 = 130,
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SE_131 = 131,
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};
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// sector lotags
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enum
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{
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ST_0_NO_EFFECT = 0,
|
|
ST_1_ABOVE_WATER = 1,
|
|
ST_2_UNDERWATER = 2,
|
|
ST_3 = 3,
|
|
// ^^^ maybe not complete substitution in code
|
|
ST_9_SLIDING_ST_DOOR = 9,
|
|
ST_15_WARP_ELEVATOR = 15,
|
|
ST_16_PLATFORM_DOWN = 16,
|
|
ST_17_PLATFORM_UP = 17,
|
|
ST_18_ELEVATOR_DOWN = 18,
|
|
ST_19_ELEVATOR_UP = 19,
|
|
ST_20_CEILING_DOOR = 20,
|
|
ST_21_FLOOR_DOOR = 21,
|
|
ST_22_SPLITTING_DOOR = 22,
|
|
ST_23_SWINGING_DOOR = 23,
|
|
ST_25_SLIDING_DOOR = 25,
|
|
ST_26_SPLITTING_ST_DOOR = 26,
|
|
ST_27_STRETCH_BRIDGE = 27,
|
|
ST_28_DROP_FLOOR = 28,
|
|
ST_29_TEETH_DOOR = 29,
|
|
ST_30_ROTATE_RISE_BRIDGE = 30,
|
|
ST_31_TWO_WAY_TRAIN = 31,
|
|
// left: ST 32767, 65534, 65535
|
|
};
|
|
|
|
|
|
#define G_ModDirSnprintf(buf, size, basename, ...) \
|
|
\
|
|
(((g_modDir[0] != '/') ? Bsnprintf(buf, size, "%s/" basename, g_modDir, ##__VA_ARGS__) \
|
|
: Bsnprintf(buf, size, basename, ##__VA_ARGS__)) >= ((int32_t)size) - 1\
|
|
)
|
|
|
|
static inline void G_NewGame_EnterLevel(void)
|
|
{
|
|
G_NewGame(ud.m_volume_number, ud.m_level_number, ud.m_player_skill);
|
|
|
|
if (G_EnterLevel(MODE_GAME))
|
|
G_BackToMenu();
|
|
}
|
|
|
|
static inline int G_GetMusicIdx(const char *str)
|
|
{
|
|
int32_t lev, ep;
|
|
char b1, b2;
|
|
|
|
int numMatches = sscanf(str, "%c%d%c%d", &b1,&ep, &b2,&lev);
|
|
|
|
if (numMatches != 4 || Btoupper(b1) != 'E' || Btoupper(b2) != 'L')
|
|
return -1;
|
|
|
|
if ((unsigned)--lev >= MAXLEVELS || (unsigned)--ep >= MAXVOLUMES)
|
|
return -2;
|
|
|
|
return (ep * MAXLEVELS) + lev;
|
|
}
|
|
|
|
static inline int G_GetViewscreenSizeShift(const uspritetype *tspr)
|
|
{
|
|
#if VIEWSCREENFACTOR == 0
|
|
UNREFERENCED_PARAMETER(tspr);
|
|
return VIEWSCREENFACTOR;
|
|
#else
|
|
static const int mask = (1<<VIEWSCREENFACTOR)-1;
|
|
const int rem = (tspr->xrepeat & mask) | (tspr->yrepeat & mask);
|
|
|
|
for (bssize_t i=0; i < VIEWSCREENFACTOR; i++)
|
|
if (rem & (1<<i))
|
|
return i;
|
|
|
|
return VIEWSCREENFACTOR;
|
|
#endif
|
|
}
|
|
|
|
extern void G_StartMusic(void);
|
|
|
|
#ifdef LUNATIC
|
|
void El_SetCON(const char *conluacode);
|
|
#endif
|
|
|
|
EXTERN_INLINE_HEADER void G_SetStatusBarScale(int32_t sc);
|
|
|
|
EXTERN_INLINE_HEADER void SetIfGreater(int32_t *variable, int32_t potentialValue);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#if defined game_c_ || !defined DISABLE_INLINING
|
|
|
|
EXTERN_INLINE void G_SetStatusBarScale(int32_t sc)
|
|
{
|
|
ud.statusbarscale = clamp(sc, 36, 100);
|
|
G_UpdateScreenArea();
|
|
}
|
|
|
|
// the point of this is to prevent re-running a function or calculation passed to potentialValue
|
|
// without making a new variable under each individual circumstance
|
|
EXTERN_INLINE void SetIfGreater(int32_t *variable, int32_t potentialValue)
|
|
{
|
|
if (potentialValue > *variable)
|
|
*variable = potentialValue;
|
|
}
|
|
|
|
#endif
|
|
|
|
#endif
|