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https://github.com/ZDoom/raze-gles.git
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fe2e96d3a6
# Conflicts: # source/games/duke/src/duke3d.h
412 lines
8.8 KiB
C++
412 lines
8.8 KiB
C++
#pragma once
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#include <memory>
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#include "c_cvars.h"
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#include "zstring.h"
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#include "inputstate.h"
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#include "gamecvars.h"
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#include "tarray.h"
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#include "name.h"
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#include "memarena.h"
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#include "stats.h"
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#include "i_time.h"
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#include "palentry.h"
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#include "pragmas.h"
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#include "binaryangle.h"
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extern FString currentGame;
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extern FString LumpFilter;
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class FArgs;
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extern bool GUICapture;
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extern bool AppActive;
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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extern bool r_NoInterpolate;
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struct MapRecord;
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extern MapRecord* g_nextmap;
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extern int g_nextskill;
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extern FMemArena dump; // this is for memory blocks than cannot be deallocated without some huge effort. Put them in here so that they do not register on shutdown.
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int CONFIG_Init();
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// I am not sure if anything below will survive for long...
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#define MAXMOUSEAXES 2
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#define MAXMOUSEDIGITAL (MAXMOUSEAXES*2)
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// default mouse scale
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#define DEFAULTMOUSEANALOGUESCALE 65536
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// default joystick settings
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#define DEFAULTJOYSTICKANALOGUESCALE 65536
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#define DEFAULTJOYSTICKANALOGUEDEAD 1000
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#define DEFAULTJOYSTICKANALOGUESATURATE 9500
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void CONFIG_SetupJoystick(void);
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void CONFIG_SetGameControllerDefaultsClear();
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extern FStringCVar* const CombatMacros[];
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void CONFIG_ReadCombatMacros();
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int GameMain();
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int GetAutomapZoom(int gZoom);
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void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color = 0xffffffff);
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void updatePauseStatus();
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void DeferedStartGame(MapRecord* map, int skill, bool nostopsound = false);
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void ChangeLevel(MapRecord* map, int skill);
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void CompleteLevel(MapRecord* map);
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int getincangle(int c, int n);
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fixed_t getincangleq16(fixed_t c, fixed_t n);
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struct PlayerHorizon
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{
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fixedhoriz horiz, ohoriz, horizoff, ohorizoff;
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fixed_t target;
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double adjustment;
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void backup()
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{
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ohoriz = horiz;
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ohorizoff = horizoff;
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}
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void restore()
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{
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horiz = ohoriz;
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horizoff = ohorizoff;
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}
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void addadjustment(double value)
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{
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if (!cl_syncinput)
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{
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adjustment += value;
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}
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else
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{
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horiz += q16horiz(FloatToFixed(value));
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}
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}
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void resetadjustment()
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{
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adjustment = 0;
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}
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void settarget(double value, bool backup = false)
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{
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if (!cl_syncinput)
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{
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target = FloatToFixed(value);
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if (target == 0) target += 1;
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}
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else
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{
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horiz = q16horiz(FloatToFixed(value));
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if (backup) ohoriz = horiz;
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}
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}
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void processhelpers(double const scaleAdjust)
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{
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if (target)
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{
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horiz += q16horiz(xs_CRoundToInt(scaleAdjust * (target - horiz.asq16())));
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if (abs(horiz.asq16() - target) < FRACUNIT)
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{
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horiz = q16horiz(target);
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target = 0;
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}
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}
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else if (adjustment)
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{
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horiz += q16horiz(FloatToFixed(scaleAdjust * adjustment));
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}
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}
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fixedhoriz sum()
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{
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return horiz + horizoff;
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}
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fixedhoriz interpolatedsum(double const smoothratio)
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{
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double const ratio = smoothratio / FRACUNIT;
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fixed_t const prev = (ohoriz + ohorizoff).asq16();
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fixed_t const curr = (horiz + horizoff).asq16();
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return q16horiz(prev + xs_CRoundToInt(ratio * (curr - prev)));
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}
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};
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struct PlayerAngle
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{
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binangle ang, oang;
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lookangle look_ang, olook_ang, rotscrnang, orotscrnang, spin;
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double adjustment, target;
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void backup()
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{
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oang = ang;
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olook_ang = look_ang;
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orotscrnang = rotscrnang;
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}
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void restore()
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{
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ang = oang;
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look_ang = olook_ang;
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rotscrnang = orotscrnang;
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}
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void addadjustment(double value)
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{
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if (!cl_syncinput)
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{
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adjustment += value;
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}
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else
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{
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ang += bamang(xs_CRoundToUInt(value * BAMUNIT));
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}
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}
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void resetadjustment()
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{
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adjustment = 0;
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}
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void settarget(double value, bool backup = false)
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{
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if (!cl_syncinput)
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{
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if (value == 0) value += (1. / BAMUNIT);
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target = xs_CRoundToUInt(value * BAMUNIT);
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}
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else
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{
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ang = bamang(xs_CRoundToUInt(value * BAMUNIT));
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if (backup) oang = ang;
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}
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}
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void processhelpers(double const scaleAdjust)
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{
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if (target)
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{
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ang = bamang(ang.asbam() + xs_CRoundToInt(scaleAdjust * (target - ang.asbam())));
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if (ang.asbam() - target < BAMUNIT)
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{
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ang = bamang(target);
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target = 0;
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}
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}
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else if (adjustment)
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{
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ang += bamang(xs_CRoundToUInt(scaleAdjust * adjustment * BAMUNIT));
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}
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}
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binangle sum()
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{
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return bamang(ang.asbam() + look_ang.asbam());
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}
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binangle interpolatedsum(double const smoothratio)
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{
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double const ratio = smoothratio / FRACUNIT;
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int32_t const dang = UINT32_MAX / 2;
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int64_t const prev = oang.asbam() + olook_ang.asbam();
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int64_t const curr = ang.asbam() + look_ang.asbam();
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return bamang(prev + xs_CRoundToUInt(ratio * (((curr + dang - prev) & 0xFFFFFFFF) - dang)));
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}
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lookangle interpolatedrotscrn(double const smoothratio)
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{
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double const ratio = smoothratio / FRACUNIT;
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return bamlook(orotscrnang.asbam() + xs_CRoundToInt(ratio * (rotscrnang.asbam() - orotscrnang.asbam())));
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}
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};
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void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);
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void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double const scaleAdjust);
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void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust, bool const crouching);
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struct UserConfig
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{
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FString gamegrp;
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FString CommandMap;
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FString DefaultDef;
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FString DefaultCon;
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FString CommandDemo;
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FString CommandName;
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FString CommandIni;
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std::unique_ptr<FArgs> AddDefs;
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std::unique_ptr<FArgs> AddCons;
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std::unique_ptr<FArgs> AddFiles;
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std::unique_ptr<FArgs> AddFilesPre; //To be added before the main directory. Only for legacy options.
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std::unique_ptr<FArgs> AddArt;
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TArray<FString> toBeDeleted;
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bool nomonsters = false;
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bool nosound = false;
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//bool nomusic = false;
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bool nologo = false;
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int setupstate = -1;
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void ProcessOptions();
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};
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extern UserConfig userConfig;
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extern int nomusic;
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extern bool nosound;
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inline bool MusicEnabled()
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{
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return mus_enabled && !nomusic;
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}
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inline bool SoundEnabled()
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{
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return snd_enabled && !nosound;
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}
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enum
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{
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GAMEFLAG_DUKE = 0x00000001,
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GAMEFLAG_NAM = 0x00000002,
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GAMEFLAG_NAPALM = 0x00000004,
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GAMEFLAG_WW2GI = 0x00000008,
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GAMEFLAG_ADDON = 0x00000010,
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GAMEFLAG_SHAREWARE = 0x00000020,
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GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta
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GAMEFLAG_PLUTOPAK = 0x00000080,
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GAMEFLAG_RR = 0x00000100,
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GAMEFLAG_RRRA = 0x00000200,
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GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
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GAMEFLAG_BLOOD = 0x00000800,
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GAMEFLAG_SW = 0x00001000,
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GAMEFLAG_POWERSLAVE = 0x00002000,
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GAMEFLAG_EXHUMED = 0x00004000,
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GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher.
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GAMEFLAG_WORLDTOUR = 0x00008000,
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GAMEFLAG_DUKEDC = 0x00010000,
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GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
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// We still need these for the parsers.
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GAMEFLAG_FURY = 0,
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GAMEFLAG_DEER = 0,
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};
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struct GrpInfo
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{
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FString name;
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FString scriptname;
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FString defname;
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FString rtsname;
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FString gamefilter;
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uint32_t CRC = 0;
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uint32_t dependencyCRC = 0;
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size_t size = 0;
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int flags = 0;
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bool loaddirectory = false;
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bool isAddon = false;
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TArray<FString> mustcontain;
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TArray<FString> tobedeleted;
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TArray<FString> loadfiles;
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TArray<FString> loadart;
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};
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struct GrpEntry
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{
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FString FileName;
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GrpInfo FileInfo;
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uint32_t FileIndex;
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};
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extern int g_gameType;
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const char* G_DefaultDefFile(void);
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const char* G_DefFile(void);
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void LoadDefinitions();
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// game check shortcuts
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inline bool isNam()
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{
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return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM);
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}
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inline bool isNamWW2GI()
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{
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return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI);
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}
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inline bool isWW2GI()
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{
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return g_gameType & (GAMEFLAG_WW2GI);
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}
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inline bool isRR()
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{
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return g_gameType & (GAMEFLAG_RRALL);
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}
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inline bool isRRRA()
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{
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return g_gameType & (GAMEFLAG_RRRA);
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}
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inline bool isWorldTour()
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{
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return g_gameType & GAMEFLAG_WORLDTOUR;
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}
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inline bool isPlutoPak()
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{
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return g_gameType & GAMEFLAG_PLUTOPAK;
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}
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TArray<GrpEntry> GrpScan();
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void S_PauseSound(bool notmusic, bool notsfx);
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void S_ResumeSound(bool notsfx);
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void S_SetSoundPaused(int state);
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void G_FatalEngineError(void);
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enum
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{
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MaxSmoothRatio = FRACUNIT
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};
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FString G_GetDemoPath();
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enum
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{
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PAUSESFX_MENU = 1,
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PAUSESFX_CONSOLE = 2
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};
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extern int paused;
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extern int chatmodeon;
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extern bool sendPause;
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extern int lastTic;
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//---------------------------------------------------------------------------
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//
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// Return half player's q16look_ang directly or interpolated as required.
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//
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//---------------------------------------------------------------------------
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inline double getHalfLookAng(fixed_t const oq16look_ang, fixed_t const q16look_ang, bool interpolate, double smoothratio)
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{
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return (!interpolate ? q16look_ang : oq16look_ang + fmulscale16(q16look_ang - oq16look_ang, smoothratio)) * (0.5 / FRACUNIT);
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}
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