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bf577916ec
With the exception of isWorldTour, isPlutoPak and isShareware when playing Duke these are always constant and this way can be used to completely eliminate unneeded code.
540 lines
16 KiB
Text
540 lines
16 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 ETexFlags
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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_CLEARINVENTORY = 1 << 2, // really dumb Duke stuff...
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TFLAG_DOORWALL = 1 << 3,
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TFLAG_BLOCKDOOR = 1 << 4,
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TFLAG_NOBLOODSPLAT = 1 << 5,
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TFLAG_NOCIRCLEREFLECT = 1 << 6,
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TFLAG_SEASICKWALL = 1 << 7,
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TFLAG_FORCEFIELD = 1 << 8,
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TFLAG_ANIMFORCEFIELD = 1 << 9,
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TFLAG_ANIMSCREEN = 1 << 10,
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TFLAG_ANIMSCREENNOISE = 1 << 11,
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};
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enum ETexSurfaces
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{
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TSURF_NONE = 0,
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TSURF_ELECTRIC = 1,
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TSURF_SLIME = 2,
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TSURF_OUTERSPACE = 3,
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TSURF_MUDDY = 4,
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TSURF_PURPLELAVA = 5, // very special kind of terrain type.
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TSURF_SCROLLSKY = 6,
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TSURF_THUNDERSKY = 7,
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TSURF_PLASMA = 8,
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TSURF_MAGMA = 9,
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TSURF_METALDUCTS = 10,
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TSURF_OIL = 11,
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TSURF_DEEPMUD = 12, // also affects motorcycle
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TSURF_SPECIALWATER = 13,
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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 = SB_AIM_UP|SB_CENTERVIEW,
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SB_LOOK_DOWN = SB_AIM_DOWN|SB_CENTERVIEW,
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SB_CROUCH = 1 << 25,
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SB_CROUCH_LOCK = 1 << 26,
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SB_RUN = 1 << 27,
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SB_JUMP = 1 << 28,
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SB_FIRE = 1 << 29,
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SB_ALTFIRE = 1 << 30,
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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|SB_QUICK_KICK, // 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), // 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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native static void updatepindisplay(int tag, int pinmask);
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native static bool StartCommentary(int tag, DukeActor act);
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native static void StopCommentary();
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static native int getPlayerIndex(DukePlayer p);
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static native void setlastvisinc(int amount);
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static native bool isaccessswitch(TextureID tex);
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static native bool isshootableswitch(TextureID tex);
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static native bool CheckSprite(class<DukeActor> tex);
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static native bool setnextmap(bool checksecret);
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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 (!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 ? 0.175 : 0.35);
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Screen.DrawText(myfont, Font.CR_UNTRANSLATED, x, y - 12, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, 0.35, DTA_ScaleY, 0.35, 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 (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 vector3 vel;
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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;
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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 double 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 MotoSpeed;
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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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native bool hitablockingwall();
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native double getPitchWithView();
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native void setbobpos();
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native void StartMotorcycle();
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native void StartBoat();
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native void checkhitswitch(walltype wal, DukeActor act);
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native void playerkick(DukeActor target);
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native void playerstomp(DukeActor target);
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native void addphealth(int amount, bool bigitem = false);
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native void wackplayer();
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native void checkweapons();
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native void playerreset(DukeActor ac);
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native void FTA(int num);
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native bool playercheckinventory(DukeActor item, int type, int amount);
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native void playeraddinventory(DukeActor item, int type, int amount);
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native bool playeraddweapon(int type, int amount);
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native bool playeraddammo(int type, int amount);
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native void forceplayerangle();
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native bool playereat(int amount, bool bigitem);
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native void playerdrink(int amount);
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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;
|
|
readonly native double playerheight;
|
|
readonly native double gutsscale;
|
|
readonly native int displayflags;
|
|
readonly native int tripbombcontrol;
|
|
readonly native int stickybomb_lifetime;
|
|
readonly native int stickybomb_lifetime_var;
|
|
readonly native int grenade_lifetime;
|
|
readonly native int grenade_lifetime_var;
|
|
readonly native class<DukeActor> weaponsandammosprites[15];
|
|
|
|
}
|
|
|
|
enum mapflags_t
|
|
{
|
|
MFLAG_ALLSECTORTYPES =2, // enables RRRA's sector types regardless of the game being played.
|
|
};
|
|
|
|
struct DukeUserDefs native
|
|
{
|
|
native readonly int mapflags;
|
|
native uint8 god, cashman, eog;
|
|
native readonly uint8 clipping;
|
|
native readonly uint8 user_pals[MAXPLAYERS];
|
|
native readonly int16 from_bonus;
|
|
native int16 last_level, secretlevel;
|
|
native readonly int const_visibility;
|
|
native readonly int coop;
|
|
native readonly int respawn_monsters, respawn_items, respawn_inventory, recstat, monsters_off, brightness;
|
|
native readonly int ffire, multimode;
|
|
native readonly int player_skill, marker;
|
|
|
|
native int earthquaketime, chickenplant;
|
|
native uint8 ufospawnsminion, pistonsound, fogactive;
|
|
native int16 bomb_tag;
|
|
native DukeActor cameraactor;
|
|
native bool joe9000;
|
|
}
|
|
|
|
struct ActorMove native
|
|
{
|
|
native Name qualifiedName; // this is only used for serialization.
|
|
native Name name;
|
|
native float movex, movez;
|
|
}
|
|
|
|
struct ActorAction native
|
|
{
|
|
native Name qualifiedName; // this is only used for serialization.
|
|
native Name name;
|
|
native TextureID base;
|
|
native int offset;
|
|
native int16 numframes;
|
|
native int16 rotationtype;
|
|
native int16 increment;
|
|
native int16 delay;
|
|
};
|