raze-gles/polymer/eduke32/source/game.h

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