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a9f152c1fe
Most importantly: Use dynamic buffers for managing the labels instead of hijacking some other storage space.
319 lines
8.2 KiB
C
319 lines
8.2 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef global_h_
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#define global_h_
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#include "build.h"
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#include "compat.h"
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#include "duke3d.h"
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#include "mmulti.h"
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#include "quotemgr.h"
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#include "sounds.h"
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#include "constants.h"
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BEGIN_DUKE_NS
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#define VOLUMEALL (g_Shareware == 0)
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#define PLUTOPAK (true)//g_scriptVersion >= 14)
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#define VOLUMEONE (g_Shareware == 1)
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#define MOVEFIFOSIZ 256
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#define MAXGAMETYPES 16
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enum {
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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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#define MAXMINECARTS 16
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#define MAXJAILDOORS 32
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#define MAXLIGHTNINSECTORS 64
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#define MAXTORCHSECTORS 64
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#define MAXGEOSECTORS 64
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#ifdef global_c_
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#define G_EXTERN
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#else
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#define G_EXTERN extern
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#endif
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#define MAXINTERPOLATIONS MAXSPRITES
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G_EXTERN int32_t duke3d_globalflags;
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// KEEPINSYNC astub.c (used values only)
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enum DUKE3D_GLOBALFLAGS {
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DUKE3D_NO_WIDESCREEN_PINNING = 1<<0,
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DUKE3D_NO_HARDCODED_FOGPALS = 1<<1,
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DUKE3D_NO_PALETTE_CHANGES = 1<<2,
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};
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struct animwalltype
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{
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int16_t wallnum, tag;
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};
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G_EXTERN animwalltype animwall[MAXANIMWALLS];
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enum
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{
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MAXLABELLEN = 64
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};
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G_EXTERN char g_loadFromGroupOnly;
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G_EXTERN char g_skillCnt;
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G_EXTERN char pus,pub;
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G_EXTERN char ready2send;
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#define MAXPLAYERNAME 32
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G_EXTERN char tempbuf[MAXSECTORS<<1],buf[1024];
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G_EXTERN input_t localInput;
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G_EXTERN int32_t avgfvel, avgsvel, avgbits;
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G_EXTERN fix16_t avgavel, avghorz;
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G_EXTERN int8_t avgextbits;
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G_EXTERN int32_t movefifosendplc;
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G_EXTERN int32_t predictfifoplc;
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G_EXTERN int32_t g_networkBroadcastMode, g_movesPerPacket;
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G_EXTERN int32_t g_animWallCnt;
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#define numanimwalls g_animWallCnt
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G_EXTERN int32_t g_animateCnt;
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#define animatecnt g_animateCnt
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G_EXTERN int32_t numclouds;
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G_EXTERN int32_t camsprite;
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G_EXTERN int32_t g_frameRate;
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G_EXTERN int32_t g_cyclerCnt;
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#define numcyclers g_cyclerCnt
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G_EXTERN int32_t g_damageCameras;
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#define camerashitable g_damageCameras
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G_EXTERN int32_t g_defaultLabelCnt;
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G_EXTERN int32_t g_doQuickSave;
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G_EXTERN int32_t g_earthquakeTime;
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#define earthquaketime g_earthquakeTime
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G_EXTERN int32_t g_freezerSelfDamage;
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#define freezerhurtowner g_freezerSelfDamage
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G_EXTERN int32_t g_gameQuit;
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G_EXTERN int32_t global_random;
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G_EXTERN int32_t impact_damage;
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G_EXTERN int32_t g_maxPlayerHealth;
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G_EXTERN int32_t mirrorcnt;
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G_EXTERN int32_t playerswhenstarted;
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G_EXTERN int32_t g_musicSize;
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G_EXTERN int32_t numplayersprites;
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G_EXTERN int32_t g_scriptDebug;
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G_EXTERN int32_t show_shareware;
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G_EXTERN int32_t g_spriteDeleteQueuePos;
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G_EXTERN int32_t max_player_health;
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G_EXTERN int32_t max_armour_amount;
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G_EXTERN int32_t lasermode;
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G_EXTERN int32_t screenpeek;
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G_EXTERN int16_t g_animateSect[MAXANIMATES];
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#define animatesect g_animateSect
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G_EXTERN int32_t *g_animatePtr[MAXANIMATES];
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#define animateptr g_animatePtr
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G_EXTERN int32_t g_animateGoal[MAXANIMATES];
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#define animategoal g_animateGoal
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G_EXTERN int32_t g_animateVel[MAXANIMATES];
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#define animatevel g_animateVel
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G_EXTERN int16_t clouds[256];
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G_EXTERN int16_t cloudx;
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G_EXTERN int16_t cloudy;
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G_EXTERN ClockTicks cloudtotalclock;
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G_EXTERN int16_t SpriteDeletionQueue[1024];
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G_EXTERN int16_t g_cyclers[MAXCYCLERS][6];
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#define cyclers g_cyclers
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G_EXTERN int16_t mirrorsector[64];
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G_EXTERN int16_t mirrorwall[64];
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G_EXTERN ClockTicks lockclock;
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G_EXTERN ClockTicks ototalclock;
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G_EXTERN int32_t wupass;
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G_EXTERN int32_t chickenplant;
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G_EXTERN int32_t thunderon;
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G_EXTERN int32_t g_ufoSpawn;
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#define ufospawn g_ufoSpawn
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G_EXTERN int32_t g_ufoCnt;
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#define ufocnt g_ufoCnt
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G_EXTERN int32_t g_hulkSpawn;
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#define hulkspawn g_hulkSpawn
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G_EXTERN int32_t g_lastLevel;
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#define lastlevel g_lastLevel
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G_EXTERN int32_t geosectorwarp[MAXGEOSECTORS];
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G_EXTERN int32_t geosectorwarp2[MAXGEOSECTORS];
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G_EXTERN int32_t geosector[MAXGEOSECTORS];
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G_EXTERN int32_t geox[MAXGEOSECTORS];
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G_EXTERN int32_t geoy[MAXGEOSECTORS];
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G_EXTERN int32_t geox2[MAXGEOSECTORS];
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G_EXTERN int32_t geoy2[MAXGEOSECTORS];
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G_EXTERN uint32_t geocnt;
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G_EXTERN int32_t g_thunderFlash;
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G_EXTERN int32_t g_thunderTime;
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G_EXTERN int32_t g_winderFlash;
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G_EXTERN int32_t g_winderTime;
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G_EXTERN int32_t g_brightness;
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G_EXTERN int16_t ambientlotag[64];
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G_EXTERN int16_t ambienthitag[64];
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G_EXTERN uint32_t ambientfx;
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G_EXTERN vec2_t g_origins[MAXANIMPOINTS];
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struct msx_
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{
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int &operator[](int v) { return g_origins[v].x; }
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};
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struct msy_
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{
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int &operator[](int v) { return g_origins[v].y; }
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};
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G_EXTERN msx_ msx;
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G_EXTERN msy_ msy;
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G_EXTERN int32_t WindTime, WindDir;
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G_EXTERN int16_t fakebubba_spawn, mamaspawn_count, banjosound, g_bellTime, BellSprite;
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#define BellTime g_bellTime
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#define word_119BE0 BellSprite
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G_EXTERN uint8_t g_spriteExtra[MAXSPRITES], g_sectorExtra[MAXSECTORS]; // move these back into the base structs!
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G_EXTERN uint8_t enemysizecheat, ufospawnsminion, pistonsound, chickenphase, RRRA_ExitedLevel, fogactive;
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G_EXTERN int32_t g_cdTrack;
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#define raat607 enemysizecheat // only as a reminder
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#define raat605 chickenphase
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#define at59d yeehaa_timer
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// XXX: I think this pragma pack is meaningless here.
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// MSDN (https://msdn.microsoft.com/en-us/library/2e70t5y1%28VS.80%29.aspx) says:
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// "pack takes effect at the first struct, union, or class declaration after
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// the pragma is seen; pack has no effect on definitions."
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#pragma pack(push,1)
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#ifdef global_c_
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static playerdata_t g_player_s[1 + MAXPLAYERS];
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playerdata_t *const g_player = &g_player_s[1];
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#else
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extern playerdata_t *const g_player;
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#endif
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G_EXTERN player_orig po[MAXPLAYERS];
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#pragma pack(pop)
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G_EXTERN uint32_t everyothertime;
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G_EXTERN double g_gameUpdateTime;
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G_EXTERN double g_gameUpdateAndDrawTime;
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#define GAMEUPDATEAVGTIMENUMSAMPLES 100
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extern float g_gameUpdateAvgTime;
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#ifndef global_c_
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extern char CheatKeys[2];
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extern char g_gametypeNames[MAXGAMETYPES][33];
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extern int32_t respawnactortime;
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extern int32_t bouncemineblastradius;
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extern int32_t g_deleteQueueSize;
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extern int32_t g_gametypeCnt;
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extern int32_t respawnitemtime;
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extern int32_t g_morterRadius;
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#define morterblastradius g_morterRadius
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extern int32_t numfreezebounces;
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extern int32_t g_pipebombRadius;
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#define pipebombblastradius g_pipebombRadius
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extern int32_t dukefriction;
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extern int32_t rpgblastradius;
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extern int32_t g_scriptSize;
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extern int32_t g_seenineRadius;
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#define seenineblastradius g_seenineRadius
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extern int32_t g_shrinkerRadius;
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#define shrinkerblastradius g_shrinkerRadius
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extern int32_t g_spriteGravity;
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extern int32_t g_timerTicsPerSecond;
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extern int32_t g_tripbombRadius;
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#define tripbombblastradius g_tripbombRadius
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#define powderkegblastradius g_tripbombRadius
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extern int32_t g_volumeCnt;
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#define gc g_spriteGravity
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extern int16_t weaponsandammosprites[15];
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extern int32_t g_gametypeFlags[MAXGAMETYPES];
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#endif
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enum
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{
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EF_HIDEFROMSP = 1<<0,
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};
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// Interpolation code is the same in all games with slightly different naming - this needs to be unified and cleaned up.
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extern int32_t numinterpolations;
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extern int32_t* curipos[MAXINTERPOLATIONS];
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extern int32_t bakipos[MAXINTERPOLATIONS];
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// old names as porting help.
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void updateinterpolations();
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void restoreinterpolations();
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void setinterpolation(int* posptr);
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void stopinterpolation(int* posptr);
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void dointerpolations(int smoothratio);
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extern player_struct ps[MAXPLAYERS];
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extern int spriteqamount;
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#define spriteq SpriteDeletionQueue
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#define spriteqloc g_spriteDeleteQueuePos
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enum
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{
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kHitTypeMask = 0xC000,
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//kHitIndexMask = 0x3FFF,
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kHitSector = 0x4000,
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kHitWall = 0x8000,
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kHitSprite = 0xC000,
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};
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extern uint8_t shadedsector[MAXSECTORS];
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END_DUKE_NS
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#include "inlines.h"
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#endif
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