//------------------------------------------------------------------------- /* 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(int spriteNum); 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,showfps,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); int A_Spawn(int j,int pn); int 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(int spriteNum,int sectNum,int glassCnt); void A_SpawnGlass(int spriteNum,int glassCnt); void A_SpawnRandomGlass(int spriteNum,int wallNum,int glassCnt); void A_SpawnWallGlass(int i,int wallnum,int 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(spriteNum, iType) (((g_tile[sprite[spriteNum].picnum].flags^actor[spriteNum].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 int G_StartRTS(int lumpNum, int localPlayer); 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_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<xrepeat & mask) | (tspr->yrepeat & mask); for (bssize_t i=0; i < VIEWSCREENFACTOR; i++) if (rem & (1< *variable) *variable = potentialValue; } #endif #endif