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0bc9023e17
The mortars were split off because they made the code too convoluted.
460 lines
13 KiB
Text
460 lines
13 KiB
Text
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2020-2021 Christoph Oelckers
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This file is part of Raze.
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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aint with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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( not much left of the original code, though... ;) )
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*/
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//-------------------------------------------------------------------------
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// contains all global Duke definitions
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struct Duke native
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{
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enum ESpecialMusic
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{
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MUS_INTRO = 0,
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MUS_BRIEFING = 1,
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MUS_LOADING = 2,
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};
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enum EPalette
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{
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BASEPAL = 0,
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WATERPAL,
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SLIMEPAL,
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TITLEPAL,
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DREALMSPAL,
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ENDINGPAL, // 5
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ANIMPAL, // not used anymore. The anim code now generates true color textures.
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DRUGPAL,
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BASEPALCOUNT
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};
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enum dukeinvicon_t
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{
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ICON_NONE, // 0
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ICON_FIRSTAID,
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ICON_STEROIDS,
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ICON_HOLODUKE,
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ICON_JETPACK,
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ICON_HEATS, // 5
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ICON_SCUBA,
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ICON_BOOTS,
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ICON_MAX
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};
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enum EClipMask
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{
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CLIPMASK0 = (1 << 16) + 1,
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CLIPMASK1 = (256 << 16) + 64
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}
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enum ETextureFlags
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{
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TFLAG_WALLSWITCH = 1 << 0,
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TFLAG_ADULT = 1 << 1,
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TFLAG_ELECTRIC = 1 << 2,
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TFLAG_CLEARINVENTORY = 1 << 3, // really dumb Duke stuff...
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TFLAG_SLIME = 1 << 4,
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TFLAG_DOORWALL = 1 << 5,
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TFLAG_BLOCKDOOR = 1 << 6,
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TFLAG_OUTERSPACE = 1 << 7,
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TFLAG_NOBLOODSPLAT = 1 << 8,
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TFLAG_NOCIRCLEREFLECT = 1 << 9,
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};
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enum ESoundFlags
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{
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SF_LOOP = 1,
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SF_MSFX = 2,
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SF_TALK = 4,
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SF_ADULT = 8,
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SF_GLOBAL = 16,
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SF_ONEINST_INTERNAL = 32,
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SF_DTAG = 128,
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};
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enum ESyncBits
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{
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SB_FIRST_WEAPON_BIT = 1 << 0,
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SB_ITEM_BIT_1 = 1 << 4,
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SB_ITEM_BIT_2 = 1 << 5,
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SB_ITEM_BIT_3 = 1 << 6,
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SB_ITEM_BIT_4 = 1 << 7,
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SB_ITEM_BIT_5 = 1 << 8,
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SB_ITEM_BIT_6 = 1 << 9,
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SB_ITEM_BIT_7 = 1 << 10,
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SB_INVPREV = 1 << 11,
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SB_INVNEXT = 1 << 12,
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SB_INVUSE = 1 << 13,
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SB_CENTERVIEW = 1 << 14,
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SB_TURNAROUND = 1 << 15,
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SB_HOLSTER = 1 << 16,
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SB_OPEN = 1 << 17,
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SB_AIMMODE = 1 << 18,
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SB_QUICK_KICK = 1 << 19,
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SB_ESCAPE = 1 << 20,
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SB_AIM_UP = 1 << 21,
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SB_AIM_DOWN = 1 << 22,
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SB_LOOK_LEFT = 1 << 23,
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SB_LOOK_RIGHT = 1 << 24,
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SB_LOOK_UP = 1 << 25,
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SB_LOOK_DOWN = 1 << 26,
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SB_RUN = 1 << 27,
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SB_JUMP = 1 << 28,
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SB_CROUCH = 1 << 29,
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SB_FIRE = 1 << 30,
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SB_ALTFIRE = 1u << 31,
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SB_WEAPONMASK_BITS = (15u * SB_FIRST_WEAPON_BIT), // Weapons take up 4 bits
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SB_ITEMUSE_BITS = (127u * SB_ITEM_BIT_1),
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SB_BUTTON_MASK = SB_ALTFIRE|SB_FIRE|SB_CROUCH|SB_JUMP|SB_LOOK_UP|SB_LOOK_DOWN|SB_AIM_UP|SB_AIM_DOWN|SB_LOOK_LEFT|SB_LOOK_RIGHT, // all input from buttons (i.e. active while held)
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SB_INTERFACE_MASK = (SB_INVPREV|SB_INVNEXT|SB_INVUSE|SB_CENTERVIEW|SB_TURNAROUND|SB_HOLSTER|SB_OPEN|SB_ESCAPE|SB_QUICK_KICK), // all input from CCMDs
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SB_INTERFACE_BITS = (SB_WEAPONMASK_BITS | SB_ITEMUSE_BITS | SB_INTERFACE_MASK),
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SB_ALL = ~0u
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};
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const SLEEPTIME = 1536;
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native static void PlaySpecialMusic(int which);
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native static int PlaySound(Sound num, int channel = CHAN_AUTO, int flags = 0, float vol =0.8f);
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native static void StopSound(Sound num);
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native static bool CheckSoundPlaying(Sound num);
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native static DukePlayer GetViewPlayer();
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native static DukePlayer GetLocalPlayer();
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native static int MaxAmmoAmount(int weap);
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native static DukePlayer checkcursectnums(sectortype sect);
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native static int global_random();
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native static int GetSoundFlags(Sound snd);
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native static int badguyID(int id);
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static int rnd(int val)
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{
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return (random(0, 255) >= (255 - (val)));
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}
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static void PlayBonusMusic()
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{
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if (System.MusicEnabled())
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PlaySound("BONUSMUSIC", CHAN_AUTO, CHANF_UI);
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}
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//==========================================================================
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//
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// wrappers around DrawText to allow easier reuse of the old code.
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// The vertical displacements are to have the same positioning as with the original code.
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//
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//==========================================================================
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static void BigText(double x, double y, String text, int align = -1, double alpha = 1.)
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{
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let myfont = Raze.PickBigFont();
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if (!Raze.isRR())
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{
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if (align != -1) x -= myfont.StringWidth(text) * (align == 0 ? 0.5 : 1);
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Screen.DrawText(myfont, Font.CR_UNTRANSLATED, x, y - 12, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Alpha, alpha);
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}
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else
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{
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if (align != -1) x -= myfont.StringWidth(text) * (align == 0 ? 0.2 : 0.4);
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Screen.DrawText(myfont, Font.CR_UNTRANSLATED, x, y - 12, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, 0.4, DTA_ScaleY, 0.4, DTA_Alpha, alpha);
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}
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}
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static void GameText(double x, double y, String t, int shade, int align = -1, int trans = 0)
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{
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let myfont = Raze.PickSmallFont();
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int fsmode = FSMode_Fit320x200;
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if (Raze.isRR())
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{
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x *= 2;
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y *= 2;
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fsmode = FSMode_Fit640x400;
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}
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if (align != -1) x -= myfont.StringWidth(t) * (align == 0 ? 0.5 : 1);
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Screen.DrawText(myfont, Font.CR_NATIVEPAL, x, y + 2, t, DTA_FullscreenScale, fsmode, DTA_TranslationIndex, Translation.MakeID(Translation_Remap, trans), DTA_Color, Raze.shadeToLight(shade));
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}
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}
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struct DukePlayer native
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{
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/*
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// player's horizon and angle structs.
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PlayerHorizon horizon;
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PlayerAngle angle;
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uint16_t frags[MAXPLAYERS];
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*/
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native bool gotweapon[DukeWpn.MAX_WEAPONS];
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// Palette management uses indices into the engine's palette table now.
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native color pals;
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// this was a global variable originally.
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native Vector2 fric;
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// weapon drawer variables and their interpolation counterparts.
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native int weapon_sway;
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native int oweapon_sway;
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native int16 weapon_pos, kickback_pic, random_club_frame;
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native int16 oweapon_pos, okickback_pic, orandom_club_frame;
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native uint8 hard_landing;
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native uint8 ohard_landing;
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// Store current psectlotag as determined in processinput() for use with scaling angle aiming.
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native int16 psectlotag;
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native Vector2 loogie[64];
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native int numloogs, loogcnt;
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native int invdisptime;
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native double pyoff, opyoff;
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native int last_pissed_time;
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native double truefz, truecz;
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native int player_par, visibility;
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native int bobcounter;
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native int randomflamex, crack_time;
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native int aim_mode, ftt;
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//native int cursectnum;// , one_parallax_sectnum
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//native walltype access_wall; // can't do yet.
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native int16 last_extra, subweapon;
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native int16 ammo_amount[DukeWpn.MAX_WEAPONS], frag, fraggedself;
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native int16 curr_weapon, last_weapon, tipincs, wantweaponfire;
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native int16 holoduke_amount, hurt_delay, hbomb_hold_delay;
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native int16 jumping_counter, airleft, knee_incs, access_incs;
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native int16 ftq;
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native int16 got_access, weapon_ang, firstaid_amount;
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native int16 over_shoulder_on, fist_incs;
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native int16 cheat_phase;
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native int16 extra_extra8, quick_kick, last_quick_kick;
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native int16 heat_amount, timebeforeexit, customexitsound;
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native DukeActor actor, actorsqu, wackedbyactor, on_crane, somethingonplayer, access_spritenum, dummyplayersprite, newOwner, holoduke_on;
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native sectortype cursector;
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native uint interface_toggle_flag;
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native int16 dead_flag, show_empty_weapon; // JBF 20031220: added orotscrnang
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native int16 scuba_amount, jetpack_amount, steroids_amount, shield_amount;
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native int16 pycount, frag_ps;
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native int16 transporter_hold, last_full_weapon, footprintshade, boot_amount;
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native uint8 on_warping_sector, footprintcount;
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native uint8 hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
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//char name[32];
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native uint8 inven_icon, buttonpalette;
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native uint8 jetpack_on, spritebridge, lastrandomspot;
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native uint8 scuba_on, footprintpal, heat_on;
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native uint8 holster_weapon;
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native uint8 falling_counter;
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native uint8 refresh_inventory;
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native uint8 toggle_key_flag, knuckle_incs; // ,select_dir;
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native uint8 walking_snd_toggle, palookup;
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native bool quick_kick_msg;
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native int max_secret_rooms, secret_rooms, max_actors_killed, actors_killed;
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native bool resurrected;
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// Redneck Rampage additions. Those which did not have names in the reconstructed source got one from either RedneckGDX or RedNukem.
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// Items were reordered by size.
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native int stairs;
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native int detonate_count; // at57e
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native double noise_radius; // at286, at28a, at290
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native int drink_timer; // at58e
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native int eat_timer; // at592
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native int SlotWin;
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native int16 recoil;
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native int16 detonate_time; // at57c
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native int16 yehaa_timer;
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native int16 drink_amt, eat, drunkang, eatang;
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native uint8 shotgun_state[2];
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native uint8 donoise; // at28e
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native uint8 keys[5];
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// RRRA. The same as for the RR block applies.
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native int drug_aspect;
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native int drug_timer;
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native int SeaSick;
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native int16 MamaEnd; // raat609
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native int16 moto_drink;
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native float TiltStatus, oTiltStatus;
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native double VBumpNow, VBumpTarget;
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native int16 TurbCount;
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native int16 drug_stat[3]; // raat5f1..5
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native uint8 DrugMode, lotag800kill;
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native uint8 sea_sick_stat; // raat5dd
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native uint8 hurt_delay2, nocheat;
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native uint8 OnMotorcycle, OnBoat, moto_underwater, NotOnWater, MotoOnGround;
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native uint8 moto_do_bump, moto_bump_fast, moto_on_oil, moto_on_mud;
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native double vehForwardScale, vehReverseScale, MotoSpeed;
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native bool vehTurnLeft, vehTurnRight, vehBraking;
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// input stuff.
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//InputPacket sync;
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/*
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DDukeActor* GetActor();
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int GetPlayerNum();
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void apply_seasick(double factor);
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void backuppos(bool noclipping = false);
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void backupweapon();
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void checkhardlanding();
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void playerweaponsway(double xvel);
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float adjustavel(float avel)
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{
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return (psectlotag == ST_2_UNDERWATER)? avel * 0.875f : avel;
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}
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*/
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native bool IsFrozen();
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native int GetGameVar(String varname, int defval);
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native void backuppos();
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native void backupxyz();
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native void setpos(Vector3 pos);
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native void addpos(Vector3 pos);
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native void settargetangle(double angle, bool backup = false);
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native double angle();
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native void clearcameras();
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native void quickkill();
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native void addPitch(double p);
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native void centerView();
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native int playerinput(int bit);
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native int CheckWeapRec(DukeActor item, bool checkonly);
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native void addammo(int type, int amount);
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native void addweapon(int type, bool switchit);
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}
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struct DukeWpn
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{
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enum dukeweapon_t
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{
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KNEE_WEAPON, // 0
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PISTOL_WEAPON,
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SHOTGUN_WEAPON,
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CHAINGUN_WEAPON,
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RPG_WEAPON,
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HANDBOMB_WEAPON, // 5
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SHRINKER_WEAPON,
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DEVISTATOR_WEAPON,
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TRIPBOMB_WEAPON,
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FREEZE_WEAPON,
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HANDREMOTE_WEAPON, // 10
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GROW_WEAPON,
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FLAMETHROWER_WEAPON, // World Tour
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MIN_WEAPON = 0,
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MAX_WEAPON = 9,
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MAX_WEAPONS = 17
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}
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}
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struct RRWpn
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{
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enum redneck_weapon_t
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{
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// These names have been pieced together from RedneckGDX and RedNukem because the reconstructed source recycled Duke's names for the first 11 weapons.
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// Names for 0-2 are the same
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KNEE_WEAPON, // 0
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PISTOL_WEAPON,
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SHOTGUN_WEAPON,
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RIFLEGUN_WEAPON,
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DYNAMITE_WEAPON,
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CROSSBOW_WEAPON, // 5
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THROWSAW_WEAPON,
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ALIENBLASTER_WEAPON,
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POWDERKEG_WEAPON,
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TIT_WEAPON,
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THROWINGDYNAMITE_WEAPON, // 10
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BUZZSAW_WEAPON,
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BOWLING_WEAPON,
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MOTORCYCLE_WEAPON,
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BOAT_WEAPON,
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SLINGBLADE_WEAPON, // 15
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CHICKEN_WEAPON,
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MAX_WEAPONS
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}
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}
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struct DukeGameInfo native
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{
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// Static constant global state
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readonly native double playerfriction;
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readonly native double gravity;
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readonly native int16 max_ammo_amount[RRWpn.MAX_WEAPONS];
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readonly native int respawnactortime;
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readonly native int bouncemineblastradius;
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readonly native int respawnitemtime;
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readonly native int morterblastradius;
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readonly native int numfreezebounces;
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readonly native int pipebombblastradius;
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readonly native int rpgblastradius;
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readonly native int seenineblastradius;
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readonly native int shrinkerblastradius;
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readonly native int tripbombblastradius;
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readonly native int camerashitable;
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readonly native int max_player_health;
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readonly native int max_armour_amount;
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readonly native int lasermode;
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readonly native int freezerhurtowner;
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readonly native int impact_damage;
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readonly native double playerheight;
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readonly native double gutsscale;
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readonly native int displayflags;
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}
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struct DukeUserDefs native
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{
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native readonly uint8 god, cashman, eog;
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native readonly uint8 clipping;
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native readonly uint8 user_pals[MAXPLAYERS];
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native readonly int16 from_bonus;
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native readonly int16 last_level, secretlevel;
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native readonly int const_visibility;
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native readonly int coop;
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native readonly int respawn_monsters, respawn_items, respawn_inventory, recstat, monsters_off, brightness;
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native readonly int ffire, multimode;
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native readonly int player_skill, marker, chickenplant;
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native int earthquaketime;
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native uint8 ufospawnsminion;
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native int16 bomb_tag;
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native DukeActor cameraactor;
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}
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