raze-gles/polymer/eduke32/source/duke3d.h

894 lines
27 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2004, 2007 - EDuke32 developers
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#define VERSION " 1.4.0 svn"
#define HEAD "EDuke32"VERSION" (shareware mode)"
#define HEAD2 "EDuke32"VERSION
#include "compat.h"
#ifdef __cplusplus
extern "C" {
#endif
// JBF
#include "compat.h"
#include "a.h"
#include "build.h"
#if defined(POLYMOST) && defined(USE_OPENGL)
# include "polymer.h"
#endif
#include "cache1d.h"
#include "pragmas.h"
#include "mmulti.h"
#include "baselayer.h"
#include "function.h"
extern int conversion, shareware, gametype;
#define GAMEDUKE 0
#define GAMENAM 1
#define GAMEWW2 3
#define VOLUMEALL (shareware==0)
#define PLUTOPAK (conversion==14)
#define VOLUMEONE (shareware==1)
#define NAM (gametype&1)
#define WW2GI (gametype&2)
#define MAXSLEEPDIST 16384
#define SLEEPTIME 24*64
#define BYTEVERSION_13 27
#define BYTEVERSION_14 116
#define BYTEVERSION_15 117
#define BYTEVERSION_JF 174 // increase by 3, because atomic GRP adds 1, and Shareware adds 2
#define BYTEVERSION (BYTEVERSION_JF+(PLUTOPAK?1:(VOLUMEONE<<1))) // JBF 20040116: different data files give different versions
#define NUMPAGES 1
#define AUTO_AIM_ANGLE 48
#define RECSYNCBUFSIZ 2520 //2520 is the (LCM of 1-8)*3
#define MOVEFIFOSIZ 256
#define FOURSLEIGHT (1<<8)
#define MAXVOLUMES 7
#define MAXLEVELS 32
#include "types.h"
#include "file_lib.h"
#include "develop.h"
#include "gamedefs.h"
#include "keyboard.h"
#include "util_lib.h"
#include "mathutil.h"
#include "function.h"
#include "fx_man.h"
#include "config.h"
#include "sounds.h"
#include "control.h"
#include "_rts.h"
#include "rts.h"
#include "soundefs.h"
#include "music.h"
#include "namesdyn.h"
#include "funct.h"
#define TICRATE (120)
#define TICSPERFRAME (TICRATE/26)
// #define GC (TICSPERFRAME*44)
#define NUM_SOUNDS 1500
/*
#pragma aux sgn =\
"add ebx, ebx",\
"sbb eax, eax",\
"cmp eax, ebx",\
"adc eax, 0",\
parm [ebx]\
*/
#define ALT_IS_PRESSED ( KB_KeyPressed( sc_RightAlt ) || KB_KeyPressed( sc_LeftAlt ) )
#define SHIFTS_IS_PRESSED ( KB_KeyPressed( sc_RightShift ) || KB_KeyPressed( sc_LeftShift ) )
#define RANDOMSCRAP EGS(s->sectnum,s->x+(TRAND&255)-128,s->y+(TRAND&255)-128,s->z-(8<<8)-(TRAND&8191),SCRAP6+(TRAND&15),-8,48,48,TRAND&2047,(TRAND&63)+64,-512-(TRAND&2047),i,5)
#define PHEIGHT (38<<8)
// #define P(X) printf("%ld\n",X);
#define WAIT(X) ototalclock=totalclock+(X);while(totalclock<ototalclock)getpackets()
enum gamemodes {
MODE_MENU = 1,
MODE_DEMO = 2,
MODE_GAME = 4,
MODE_EOL = 8,
MODE_TYPE = 16,
MODE_RESTART = 32,
MODE_SENDTOWHOM = 64,
MODE_END = 128
};
#define MAXANIMWALLS 512
#define MAXINTERPOLATIONS MAXSPRITES
#define MAXQUOTES 16384
#define PPDEATHSTRINGS MAXQUOTES-128
#define PSDEATHSTRINGS MAXQUOTES-32
#define MAXCYCLERS 1024
#define MAXSCRIPTSIZE 98304
#define MAXANIMATES 256
#define SP sprite[i].yvel
#define SX sprite[i].x
#define SY sprite[i].y
#define SZ sprite[i].z
#define SS sprite[i].shade
#define PN sprite[i].picnum
#define SA sprite[i].ang
#define SV sprite[i].xvel
#define ZV sprite[i].zvel
#define RX sprite[i].xrepeat
#define RY sprite[i].yrepeat
#define OW sprite[i].owner
#define CS sprite[i].cstat
#define SH sprite[i].extra
#define CX sprite[i].xoffset
#define CY sprite[i].yoffset
#define CD sprite[i].clipdist
#define PL sprite[i].pal
#define SLT sprite[i].lotag
#define SHT sprite[i].hitag
#define SECT sprite[i].sectnum
// Defines the motion characteristics of an actor
enum actormotion {
face_player = 1,
geth = 2,
getv = 4,
random_angle = 8,
face_player_slow = 16,
spin = 32,
face_player_smart = 64,
fleeenemy = 128,
jumptoplayer = 257,
seekplayer = 512,
furthestdir = 1024,
dodgebullet = 4096
};
// Some misc #defines
#define NO 0
#define YES 1
// Defines for 'useractor' keyword
enum useractortypes {
notenemy,
enemy,
enemystayput
};
// Player Actions.
enum playeractions {
pstanding = 1,
pwalking = 2,
prunning = 4,
pducking = 8,
pfalling = 16,
pjumping = 32,
phigher = 64,
pwalkingback = 128,
prunningback = 256,
pkicking = 512,
pshrunk = 1024,
pjetpack = 2048,
ponsteroids = 4096,
ponground = 8192,
palive = 16384,
pdead = 32768,
pfacing = 65536
};
enum inventory {
GET_STEROIDS,
GET_SHIELD,
GET_SCUBA,
GET_HOLODUKE,
GET_JETPACK,
GET_ACCESS = 6,
GET_HEATS,
GET_FIRSTAID = 9,
GET_BOOTS
};
#define TRAND krand()
enum weapons {
KNEE_WEAPON,
PISTOL_WEAPON,
SHOTGUN_WEAPON,
CHAINGUN_WEAPON,
RPG_WEAPON,
HANDBOMB_WEAPON,
SHRINKER_WEAPON,
DEVISTATOR_WEAPON,
TRIPBOMB_WEAPON,
FREEZE_WEAPON,
HANDREMOTE_WEAPON,
GROW_WEAPON,
MAX_WEAPONS
};
#define T1 hittype[i].temp_data[0]
#define T2 hittype[i].temp_data[1]
#define T3 hittype[i].temp_data[2]
#define T4 hittype[i].temp_data[3]
#define T5 hittype[i].temp_data[4]
#define T6 hittype[i].temp_data[5]
#define T7 hittype[i].temp_data[6]
#define T8 hittype[i].temp_data[7]
#define T9 hittype[i].temp_data[8]
#define ESCESCAPE if(KB_KeyPressed( sc_Escape ) ) gameexit(" ");
#define IFWITHIN(B,E) if((PN)>=(B) && (PN)<=(E))
#define KILLIT(KX) {deletesprite(KX);goto BOLT;}
#define IFMOVING if(ssp(i,CLIPMASK0))
#define IFHIT j=ifhitbyweapon(i);if(j >= 0)
#define IFHITSECT j=ifhitsectors(s->sectnum);if(j >= 0)
#define AFLAMABLE(X) (X==BOX||X==TREE1||X==TREE2||X==TIRE||X==CONE)
#define IFSKILL1 if(player_skill<1)
#define IFSKILL2 if(player_skill<2)
#define IFSKILL3 if(player_skill<3)
#define IFSKILL4 if(player_skill<4)
#define rnd(X) ((TRAND>>8)>=(255-(X)))
typedef struct {
short i;
int voice;
} SOUNDOWNER;
#define __USRHOOKS_H
enum USRHOOKS_Errors {
USRHOOKS_Warning = -2,
USRHOOKS_Error = -1,
USRHOOKS_Ok = 0
};
typedef struct {
signed char avel, horz;
short fvel, svel;
unsigned long bits, extbits;
} input;
#define sync dsync // JBF 20040604: sync is a function on some platforms
extern input inputfifo[MOVEFIFOSIZ][MAXPLAYERS], sync[MAXPLAYERS];
extern input recsync[RECSYNCBUFSIZ];
extern long movefifosendplc;
typedef struct {
char *ptr;
volatile char lock;
int length, num;
} SAMPLE;
struct animwalltype {
short wallnum;
long tag;
};
extern struct animwalltype animwall[MAXANIMWALLS];
extern short numanimwalls;
extern int probey;
extern char typebuflen,typebuf[141];
extern char MusicPtr[72000*2];
extern long msx[2048],msy[2048];
extern short cyclers[MAXCYCLERS][6],numcyclers;
extern char myname[32];
struct savehead {
char name[19];
int32 numplr,volnum,levnum,plrskl;
char boardfn[BMAX_PATH];
};
struct user_defs {
char god,warp_on,cashman,eog,showallmap;
char show_help,scrollmode,clipping;
char user_name[MAXPLAYERS][32];
char ridecule[10][40];
char savegame[10][22];
char pwlockout[128],rtsname[128];
char overhead_on,last_overhead,showweapons;
short pause_on,from_bonus;
short camerasprite,last_camsprite;
short last_level,secretlevel;
short cameraang, camerasect, camerahoriz;
long camerax,cameray,cameraz;
long const_visibility,uw_framerate;
long camera_time,folfvel,folavel,folx,foly,fola;
long reccnt;
int32 runkey_mode,statusbarscale,mouseaiming,weaponswitch,drawweapon; // JBF 20031125
int32 democams,color,pcolor[MAXPLAYERS],msgdisptime,statusbarmode;
int32 m_noexits,noexits,autovote,automsg,idplayers;
int32 team, pteam[MAXPLAYERS];
int32 entered_name,screen_tilting,shadows,fta_on,executions,auto_run;
int32 coords,tickrate,levelstats,m_coop,coop,screen_size,lockout,crosshair;
int32 wchoice[MAXPLAYERS][MAX_WEAPONS],playerai;
int32 respawn_monsters,respawn_items,respawn_inventory,recstat,monsters_off,brightness;
int32 m_respawn_items,m_respawn_monsters,m_respawn_inventory,m_recstat,m_monsters_off,detail;
int32 m_ffire,ffire,m_player_skill,m_level_number,m_volume_number,multimode;
int32 player_skill,level_number,volume_number,m_marker,marker,mouseflip;
};
struct player_orig {
long ox,oy,oz;
short oa,os;
};
extern char numplayersprites;
extern char picsiz[MAXTILES];
extern long fricxv,fricyv;
struct player_struct {
long zoom,exitx,exity,loogiex[64],loogiey[64],numloogs,loogcnt;
long posx, posy, posz, horiz, ohoriz, ohorizoff, invdisptime;
long bobposx,bobposy,oposx,oposy,oposz,pyoff,opyoff;
long posxv,posyv,poszv,last_pissed_time,truefz,truecz;
long player_par,visibility;
long bobcounter,weapon_sway;
long pals_time,randomflamex,crack_time;
char aim_mode,auto_aim,weaponswitch;
short ang,oang,angvel,cursectnum,look_ang,last_extra,subweapon;
short ammo_amount[MAX_WEAPONS],wackedbyactor,frag,fraggedself;
short curr_weapon, last_weapon, tipincs, horizoff, wantweaponfire;
short holoduke_amount,newowner,hurt_delay,hbomb_hold_delay;
short jumping_counter,airleft,knee_incs,access_incs;
short fta,ftq,access_wallnum,access_spritenum;
short kickback_pic,got_access,weapon_ang,firstaid_amount;
short somethingonplayer,on_crane,i,one_parallax_sectnum;
short over_shoulder_on,random_club_frame,fist_incs;
short one_eighty_count,cheat_phase;
short dummyplayersprite,extra_extra8,quick_kick;
short heat_amount,actorsqu,timebeforeexit,customexitsound;
short weaprecs[16],weapreccnt;
unsigned long interface_toggle_flag;
short orotscrnang,rotscrnang,dead_flag,show_empty_weapon; // JBF 20031220: added orotscrnang
short scuba_amount,jetpack_amount,steroids_amount,shield_amount;
short holoduke_on,pycount,weapon_pos,frag_ps;
short transporter_hold,last_full_weapon,footprintshade,boot_amount;
int scream_voice;
char gm,on_warping_sector,footprintcount;
char hbomb_on,jumping_toggle,rapid_fire_hold,on_ground;
char name[32],inven_icon,buttonpalette;
char jetpack_on,spritebridge,lastrandomspot;
char scuba_on,footprintpal,heat_on;
char holster_weapon,falling_counter;
char gotweapon[MAX_WEAPONS],refresh_inventory,*palette;
char toggle_key_flag,knuckle_incs; // ,select_dir;
char walking_snd_toggle, palookup, hard_landing;
char /*fire_flag,*/pals[3];
char return_to_center, reloading;
long max_secret_rooms,secret_rooms,max_actors_killed,actors_killed;
long runspeed, movement_lock, team;
short sbs, sound_pitch;
};
extern char tempbuf[2048], packbuf[576];
extern long gc,max_player_health,max_armour_amount,max_ammo_amount[MAX_WEAPONS];
extern long impact_damage,respawnactortime,respawnitemtime;
#define MOVFIFOSIZ 256
extern short spriteq[1024],spriteqloc,spriteqamount;
extern struct player_struct ps[MAXPLAYERS];
extern struct player_orig po[MAXPLAYERS];
extern struct user_defs ud;
extern short int moustat;
extern short int global_random;
extern long scaredfallz;
extern char buf[1024]; //My own generic input buffer
#define MAXQUOTELEN 128
extern char *fta_quotes[MAXQUOTES],*redefined_quotes[MAXQUOTES];
extern char scantoasc[128],ready2send;
extern char scantoascwithshift[128];
//extern fx_device device;
extern SAMPLE Sound[ NUM_SOUNDS ];
extern int32 VoiceToggle,AmbienceToggle;
extern SOUNDOWNER SoundOwner[NUM_SOUNDS][4];
extern char playerreadyflag[MAXPLAYERS],playerquitflag[MAXPLAYERS];
extern char sounds[NUM_SOUNDS][BMAX_PATH];
// JBF 20040531: adding 16 extra to the script so we have some leeway
// to (hopefully) safely abort when hitting the limit
extern long script[MAXSCRIPTSIZE+16],*scriptptr,*insptr,*labelcode,labelcnt,defaultlabelcnt,*labeltype;
extern char *label;
extern long *actorscrptr[MAXTILES],*parsing_actor;
extern long *actorLoadEventScrptr[MAXTILES];
extern char actortype[MAXTILES];
extern char *music_pointer;
extern char *music_fn[MAXVOLUMES+1][MAXLEVELS],music_select;
extern char env_music_fn[MAXVOLUMES+1][BMAX_PATH];
extern short camsprite;
// extern char gotz;
extern char inspace(short sectnum);
struct weaponhit {
char cgg;
short picnum,ang,extra,owner,movflag;
short tempang,actorstayput,dispicnum;
short timetosleep;
long floorz,ceilingz,lastvx,lastvy,bposx,bposy,bposz;
long temp_data[10];
};
extern struct weaponhit hittype[MAXSPRITES];
extern input loc;
extern input recsync[RECSYNCBUFSIZ];
extern long avgfvel, avgsvel, avgavel, avghorz, avgbits, avgextbits;
extern long numplayers, myconnectindex;
extern long connecthead, connectpoint2[MAXPLAYERS]; //Player linked list variables (indeces, not connection numbers)
extern short screenpeek;
extern int current_menu;
extern long tempwallptr,animatecnt;
extern long lockclock,frameplace;
extern char display_mirror,loadfromgrouponly,rtsplaying;
extern long movefifoend[MAXPLAYERS], groupfile;
extern long ototalclock;
extern long *animateptr[MAXANIMATES], animategoal[MAXANIMATES];
extern long animatevel[MAXANIMATES];
// extern long oanimateval[MAXANIMATES];
extern short neartagsector, neartagwall, neartagsprite;
extern long neartaghitdist;
extern short animatesect[MAXANIMATES];
extern long movefifoplc, vel,svel,angvel,horiz;
extern short mirrorwall[64], mirrorsector[64], mirrorcnt;
#define NUMKEYS 19
#include "funct.h"
extern int screencapt;
extern short soundps[NUM_SOUNDS],soundpe[NUM_SOUNDS],soundvo[NUM_SOUNDS];
extern char soundpr[NUM_SOUNDS],soundm[NUM_SOUNDS];
extern long soundsiz[NUM_SOUNDS];
extern char *level_names[MAXVOLUMES*MAXLEVELS];
extern long partime[MAXVOLUMES*MAXLEVELS],designertime[MAXVOLUMES*MAXLEVELS];
extern char volume_names[MAXVOLUMES][33];
extern char skill_names[5][33];
extern int framerate;
#define MAXGAMETYPES 16
extern char gametype_names[MAXGAMETYPES][33];
extern int gametype_flags[MAXGAMETYPES];
extern char num_gametypes;
enum gametypeflags {
GAMETYPE_FLAG_COOP = 1,
GAMETYPE_FLAG_WEAPSTAY = 2,
GAMETYPE_FLAG_FRAGBAR = 4,
GAMETYPE_FLAG_SCORESHEET = 8,
GAMETYPE_FLAG_DMSWITCHES = 16,
GAMETYPE_FLAG_COOPSPAWN = 32,
GAMETYPE_FLAG_ACCESSCARDSPRITES = 64,
GAMETYPE_FLAG_COOPVIEW = 128,
GAMETYPE_FLAG_COOPSOUND = 256,
GAMETYPE_FLAG_OTHERPLAYERSINMAP = 512,
GAMETYPE_FLAG_ITEMRESPAWN = 1024,
GAMETYPE_FLAG_MARKEROPTION = 2048,
GAMETYPE_FLAG_PLAYERSFRIENDLY = 4096,
GAMETYPE_FLAG_FIXEDRESPAWN = 8192,
GAMETYPE_FLAG_ACCESSATSTART = 16384,
GAMETYPE_FLAG_PRESERVEINVENTORYDEATH = 32768,
GAMETYPE_FLAG_TDM = 65536,
GAMETYPE_FLAG_TDMSPAWN = 131072
};
#define GTFLAGS(x) (gametype_flags[ud.coop] & x)
extern char *level_file_names[MAXVOLUMES*MAXLEVELS];
extern char num_volumes;
extern int32 SoundToggle,MusicToggle;
extern int lastsavedpos;
extern int restorepalette;
extern long cachecount;
extern char boardfilename[BMAX_PATH],waterpal[768],slimepal[768],titlepal[768],drealms[768],endingpal[768],animpal[768];
extern char cachedebug,earthquaketime;
extern char networkmode;
extern char lumplockbyte[11];
//DUKE3D.H - replace the end "my's" with this
extern long myx, omyx, myxvel, myy, omyy, myyvel, myz, omyz, myzvel;
extern short myhoriz, omyhoriz, myhorizoff, omyhorizoff, globalskillsound;
extern short myang, omyang, mycursectnum, myjumpingcounter;
extern char myjumpingtoggle, myonground, myhardlanding,myreturntocenter;
extern long fakemovefifoplc;
extern long myxbak[MOVEFIFOSIZ], myybak[MOVEFIFOSIZ], myzbak[MOVEFIFOSIZ];
extern long myhorizbak[MOVEFIFOSIZ];
extern short myangbak[MOVEFIFOSIZ];
extern short weaponsandammosprites[15];
//DUKE3D.H:
typedef struct {
short frag[MAXPLAYERS], got_access, last_extra, shield_amount, curr_weapon;
short ammo_amount[MAX_WEAPONS], holoduke_on;
char gotweapon[MAX_WEAPONS], inven_icon, jetpack_on, heat_on;
short firstaid_amount, steroids_amount, holoduke_amount, jetpack_amount;
short heat_amount, scuba_amount, boot_amount;
short last_weapon, weapon_pos, kickback_pic;
} STATUSBARTYPE;
extern STATUSBARTYPE sbar;
extern short frags[MAXPLAYERS][MAXPLAYERS];
extern long cameradist, cameraclock, dukefriction,show_shareware;
extern char networkmode, movesperpacket;
extern char gamequit;
extern char pus,pub,camerashitable,freezerhurtowner,lasermode;
extern char syncstat, syncval[MAXPLAYERS][MOVEFIFOSIZ];
extern signed char multiwho, multipos, multiwhat, multiflag;
extern long syncvalhead[MAXPLAYERS], syncvaltail, syncvaltottail;
extern long numfreezebounces,rpgblastradius,pipebombblastradius,tripbombblastradius,shrinkerblastradius,morterblastradius,bouncemineblastradius,seenineblastradius;
extern char stereo,playerswhenstarted,everyothertime;
extern long myminlag[MAXPLAYERS], mymaxlag, otherminlag, bufferjitter;
extern long numinterpolations, startofdynamicinterpolations;
extern long oldipos[MAXINTERPOLATIONS];
extern long bakipos[MAXINTERPOLATIONS];
extern long *curipos[MAXINTERPOLATIONS];
extern short numclouds,clouds[128],cloudx[128],cloudy[128];
extern long cloudtotalclock,totalmemory;
extern long stereomode, stereowidth, stereopixelwidth;
extern long myaimmode, myaimstat, omyaimstat;
#define IFISGLMODE if (getrendermode() >= 3)
#define IFISSOFTMODE if (getrendermode() < 3)
#define TILE_SAVESHOT (MAXTILES-1)
#define TILE_LOADSHOT (MAXTILES-3)
#define TILE_TILT (MAXTILES-2)
#define TILE_ANIM (MAXTILES-4)
#define TILE_VIEWSCR (MAXTILES-5)
extern char useprecache;
enum events {
EVENT_INIT,
EVENT_ENTERLEVEL,
EVENT_RESETWEAPONS,
EVENT_RESETINVENTORY,
EVENT_HOLSTER,
EVENT_LOOKLEFT,
EVENT_LOOKRIGHT,
EVENT_SOARUP,
EVENT_SOARDOWN,
EVENT_CROUCH,
EVENT_JUMP,
EVENT_RETURNTOCENTER,
EVENT_LOOKUP,
EVENT_LOOKDOWN,
EVENT_AIMUP,
EVENT_FIRE,
EVENT_CHANGEWEAPON,
EVENT_GETSHOTRANGE,
EVENT_GETAUTOAIMANGLE,
EVENT_GETLOADTILE,
EVENT_CHEATGETSTEROIDS,
EVENT_CHEATGETHEAT,
EVENT_CHEATGETBOOT,
EVENT_CHEATGETSHIELD,
EVENT_CHEATGETSCUBA,
EVENT_CHEATGETHOLODUKE,
EVENT_CHEATGETJETPACK,
EVENT_CHEATGETFIRSTAID,
EVENT_QUICKKICK,
EVENT_INVENTORY,
EVENT_USENIGHTVISION,
EVENT_USESTEROIDS,
EVENT_INVENTORYLEFT,
EVENT_INVENTORYRIGHT,
EVENT_HOLODUKEON,
EVENT_HOLODUKEOFF,
EVENT_USEMEDKIT,
EVENT_USEJETPACK,
EVENT_TURNAROUND,
EVENT_DISPLAYWEAPON,
EVENT_FIREWEAPON,
EVENT_SELECTWEAPON,
EVENT_MOVEFORWARD,
EVENT_MOVEBACKWARD,
EVENT_TURNLEFT,
EVENT_TURNRIGHT,
EVENT_STRAFELEFT,
EVENT_STRAFERIGHT,
EVENT_WEAPKEY1,
EVENT_WEAPKEY2,
EVENT_WEAPKEY3,
EVENT_WEAPKEY4,
EVENT_WEAPKEY5,
EVENT_WEAPKEY6,
EVENT_WEAPKEY7,
EVENT_WEAPKEY8,
EVENT_WEAPKEY9,
EVENT_WEAPKEY10,
EVENT_DRAWWEAPON,
EVENT_DISPLAYCROSSHAIR,
EVENT_DISPLAYREST,
EVENT_DISPLAYSBAR,
EVENT_RESETPLAYER,
EVENT_INCURDAMAGE,
EVENT_AIMDOWN,
EVENT_GAME,
EVENT_PREVIOUSWEAPON,
EVENT_NEXTWEAPON,
EVENT_SWIMUP,
EVENT_SWIMDOWN,
EVENT_GETMENUTILE,
EVENT_SPAWN,
EVENT_LOGO,
EVENT_EGS,
EVENT_DOFIRE,
EVENT_PRESSEDFIRE,
EVENT_USE,
EVENT_PROCESSINPUT,
EVENT_FAKEDOMOVETHINGS,
EVENT_DISPLAYROOMS
};
// store global game definitions
enum gamevarflags {
MAXGAMEVARS = 2048,
MAXVARLABEL = 26,
GAMEVAR_FLAG_NORMAL = 0, // normal
GAMEVAR_FLAG_PERPLAYER = 1, // per-player variable
GAMEVAR_FLAG_PERACTOR = 2, // per-actor variable
GAMEVAR_FLAG_USER_MASK = 3,
GAMEVAR_FLAG_DEFAULT = 256, // allow override
GAMEVAR_FLAG_SECRET = 512, // don't dump...
GAMEVAR_FLAG_NODEFAULT = 1024, // don't reset on actor spawn
GAMEVAR_FLAG_SYSTEM = 2048, // cannot change mode flags...(only default value)
GAMEVAR_FLAG_READONLY = 4096, // values are read-only (no setvar allowed)
GAMEVAR_FLAG_PLONG = 8192, // plValue is a pointer to a long
GAMEVAR_FLAG_SYNCCHECK = 16384, // check event sync when translating
GAMEVAR_FLAG_PSHORT = 32768, // plValue is a pointer to a short
GAMEVAR_FLAG_PCHAR = 65536 // plValue is a pointer to a char
};
typedef struct {
long lValue;
char *szLabel;
unsigned long dwFlags;
long *plValues; // array of values when 'per-player', or 'per-actor'
} MATTGAMEVAR;
extern MATTGAMEVAR aGameVars[MAXGAMEVARS];
extern MATTGAMEVAR aDefaultGameVars[MAXGAMEVARS];
extern int iGameVarCount;
extern int spriteflags[MAXTILES], actorspriteflags[MAXSPRITES];
enum spriteflags {
SPRITE_FLAG_SHADOW = 1,
SPRITE_FLAG_NVG = 2,
SPRITE_FLAG_NOSHADE = 4,
SPRITE_FLAG_PROJECTILE = 8,
SPRITE_FLAG_DECAL = 16,
SPRITE_FLAG_BADGUY = 32
};
extern short spritecache[MAXTILES][3];
extern int g_iReturnVarID;
extern int g_iWeaponVarID;
extern int g_iWorksLikeVarID;
extern int g_iZRangeVarID;
extern int g_iAngRangeVarID;
extern int g_iAimAngleVarID;
extern int g_iLoTagID; // var ID of "LOTAG"
extern int g_iHiTagID; // ver ID of "HITAG"
extern int g_iTextureID; // ver ID of "TEXTURE"
extern char g_bEnhanced; // are we 'enhanced' (more minerals, etc)
extern char g_szBuf[1024];
#define NAM_GRENADE_LIFETIME 120
#define NAM_GRENADE_LIFETIME_VAR 30
extern long *aplWeaponClip[MAX_WEAPONS]; // number of items in clip
extern long *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire)
extern long *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire
extern long *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none)
extern long *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire.
extern long *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon
extern long *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots
extern long *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item
extern long *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn
extern long *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst'
extern long *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like
extern long *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound
extern long *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic)
extern long *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time
extern long *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID
extern long *aplWeaponReloadSound1[MAX_WEAPONS]; // Sound of magazine being removed
extern long *aplWeaponReloadSound2[MAX_WEAPONS]; // Sound of magazine being inserted
extern short timer;
enum weaponflags {
WEAPON_FLAG_HOLSTER_CLEARS_CLIP = 1, // 'holstering' clears the current clip
WEAPON_FLAG_GLOWS = 2, // weapon 'glows' (shrinker and grower)
WEAPON_FLAG_AUTOMATIC = 4, // automatic fire (continues while 'fire' is held down
WEAPON_FLAG_FIREEVERYOTHER = 8, // during 'hold time' fire every frame
WEAPON_FLAG_FIREEVERYTHIRD = 16, // during 'hold time' fire every third frame
WEAPON_FLAG_RANDOMRESTART = 32, // restart for automatic is 'randomized' by RND 3
WEAPON_FLAG_AMMOPERSHOT = 64, // uses ammo for each shot (for automatic)
WEAPON_FLAG_BOMB_TRIGGER = 128, // weapon is the 'bomb' trigger
WEAPON_FLAG_NOVISIBLE = 256, // weapon use does not cause user to become 'visible'
WEAPON_FLAG_THROWIT = 512, // weapon 'throws' the 'shoots' item...
WEAPON_FLAG_CHECKATRELOAD = 1024, // check weapon availability at 'reload' time
WEAPON_FLAG_STANDSTILL = 2048, // player stops jumping before actual fire (like tripbomb in duke)
WEAPON_FLAG_SPAWNTYPE1 = 0, // just spawn
WEAPON_FLAG_SPAWNTYPE2 = 4096, // spawn like shotgun shells
WEAPON_FLAG_SPAWNTYPE3 = 8192, // spawn like chaingun shells
WEAPON_FLAG_SEMIAUTO = 16384, // cancel button press after each shot
WEAPON_FLAG_RELOAD_TIMING = 32768, // special casing for pistol reload sounds
WEAPON_FLAG_RESET = 65536 // cycle weapon back to frame 1 if fire is held, 0 if not
};
#define TRIPBOMB_TRIPWIRE 1
#define TRIPBOMB_TIMER 2
#define PIPEBOMB_REMOTE 1
#define PIPEBOMB_TIMER 2
// custom projectiles
enum projectileflags {
PROJECTILE_FLAG_HITSCAN = 1,
PROJECTILE_FLAG_RPG = 2,
PROJECTILE_FLAG_BOUNCESOFFWALLS = 4,
PROJECTILE_FLAG_BOUNCESOFFMIRRORS = 8,
PROJECTILE_FLAG_KNEE = 16,
PROJECTILE_FLAG_WATERBUBBLES = 32,
PROJECTILE_FLAG_TIMED = 64,
PROJECTILE_FLAG_BOUNCESOFFSPRITES = 128,
PROJECTILE_FLAG_SPIT = 256,
PROJECTILE_FLAG_COOLEXPLOSION1 = 512,
PROJECTILE_FLAG_BLOOD = 1024,
PROJECTILE_FLAG_LOSESVELOCITY = 2048,
PROJECTILE_FLAG_NOAIM = 4096,
PROJECTILE_FLAG_RANDDECALSIZE = 8192,
PROJECTILE_FLAG_EXPLODEONTIMER = 16384,
PROJECTILE_FLAG_RPG_IMPACT = 32768,
PROJECTILE_FLAG_RADIUS_PICNUM = 65536,
PROJECTILE_FLAG_ACCURATE_AUTOAIM = 131072
};
typedef struct {
int workslike, extra, cstat, extra_rand, hitradius, range;
short spawns, sound, isound, vel, decal, trail, tnum, drop, clipdist, offset, bounces, bsound, toffset;
signed char sxrepeat, syrepeat, txrepeat, tyrepeat, shade, xrepeat, yrepeat, pal, velmult;
} proj_struct;
extern proj_struct projectile[MAXTILES], thisprojectile[MAXSPRITES], defaultprojectile[MAXTILES];
// logo control
enum logoflags {
LOGO_FLAG_ENABLED = 1,
LOGO_FLAG_PLAYANIM = 2,
LOGO_FLAG_PLAYMUSIC = 4,
LOGO_FLAG_3DRSCREEN = 8,
LOGO_FLAG_TITLESCREEN = 16,
LOGO_FLAG_DUKENUKEM = 32,
LOGO_FLAG_THREEDEE = 64,
LOGO_FLAG_PLUTOPAKSPRITE = 128
};
extern char numl, condebug;
#define MAXCHEATLEN 20
#define NUMCHEATCODES (signed int)(sizeof(cheatquotes)/sizeof(cheatquotes[MAXCHEATLEN]))
extern char cheatkey[2];
extern char cheatquotes[][MAXCHEATLEN];
extern short weapon_sprites[MAX_WEAPONS];
extern int redefined_quote_count;
extern char setupfilename[BMAX_PATH];
#ifdef __cplusplus
}
#endif