/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Constants & prototypes which pertain to the game only * */ #pragma once #include #include "maths.h" #include #include #include "pack.h" #include "fwd-object.h" #include "fwd-player.h" #include "fwd-segment.h" #include "window.h" #include "d_array.h" #include "kconfig.h" #include "wall.h" #include "d_underlying_value.h" #define DESIGNATED_GAME_FPS 30 // assuming the original intended Framerate was 30 #define DESIGNATED_GAME_FRAMETIME (F1_0/DESIGNATED_GAME_FPS) #ifdef NDEBUG #define MINIMUM_FPS DESIGNATED_GAME_FPS #define MAXIMUM_FPS 200 #else #define MINIMUM_FPS 1 #define MAXIMUM_FPS 1000 #endif // from mglobal.c namespace dcx { using d_time_fix = std::chrono::duration>; extern fix FrameTime; // time in seconds since last frame extern fix64 GameTime64; // time in game (sum of FrameTime) extern int d_tick_count; // increments according to DESIGNATED_GAME_FRAMETIME extern int d_tick_step; // true once in interval of DESIGNATED_GAME_FRAMETIME enum class gauge_inset_window_view : unsigned; } #if defined(DXX_BUILD_DESCENT_II) namespace dsx { extern struct object *Missile_viewer; extern object_signature_t Missile_viewer_sig; extern enumerated_array Coop_view_player; // left & right extern enumerated_array Marker_viewer_num; // left & right } #endif #define NDL 5 // Number of difficulty levels. namespace dcx { enum class game_mode_flag : uint16_t { normal = 0, network = 1u << 2, multi_robots = 1u << 3, multi_coop = 1u << 4, unknown = 1u << 6, team = 1u << 8, bounty = 1u << 9, /* if DXX_BUILD_DESCENT_II */ capture = 1u << 10, hoard = 1u << 11, /* endif */ }; enum class game_mode_flags : uint16_t { normal = 0, anarchy_no_robots = static_cast(game_mode_flag::network), team_anarchy_no_robots = static_cast(game_mode_flag::network) | static_cast(game_mode_flag::team), anarchy_with_robots = static_cast(game_mode_flag::network) | static_cast(game_mode_flag::multi_robots), cooperative = static_cast(game_mode_flag::network) | static_cast(game_mode_flag::multi_robots) | static_cast(game_mode_flag::multi_coop), bounty = static_cast(game_mode_flag::network) | static_cast(game_mode_flag::bounty), /* if DXX_BUILD_DESCENT_II */ capture_flag = static_cast(game_mode_flag::network) | static_cast(game_mode_flag::team) | static_cast(game_mode_flag::capture), hoard = static_cast(game_mode_flag::network) | static_cast(game_mode_flag::hoard), team_hoard = static_cast(game_mode_flag::network) | static_cast(game_mode_flag::team) | static_cast(game_mode_flag::hoard), /* endif */ }; // The following bits define the game modes. #define GM_NETWORK game_mode_flag::network // You are in network mode #define GM_MULTI_ROBOTS game_mode_flag::multi_robots // You are in a multiplayer mode with robots. #define GM_MULTI_COOP game_mode_flag::multi_coop // You are in a multiplayer mode and can't hurt other players. #define GM_UNKNOWN game_mode_flag::unknown // You are not in any mode, kind of dangerous... #define GM_TEAM game_mode_flag::team // Team mode for network play #define GM_BOUNTY game_mode_flag::bounty // New bounty mode by Matt1360 #define GM_CAPTURE game_mode_flag::capture // Capture the flag mode for D2 #define GM_HOARD game_mode_flag::hoard // New hoard mode for D2 Christmas #define GM_NORMAL game_mode_flags::normal // You are in normal play mode, no multiplayer stuff #define GM_MULTI GM_NETWORK // You are in some type of multiplayer game (GM_NETWORK /* | GM_SERIAL | GM_MODEM */) extern game_mode_flags Game_mode; extern game_mode_flags Newdemo_game_mode; extern screen_mode Game_screen_mode; static constexpr auto operator&(const game_mode_flags game_mode, const game_mode_flag f) { return underlying_value(game_mode) & underlying_value(f); } } #ifndef NDEBUG // if debugging, these are variables extern int Slew_on; // in slew or sim mode? #else // if not debugging, these are constants #define Slew_on 0 // no slewing in real game #endif // Suspend flags #define SUSP_ROBOTS 1 // Robot AI doesn't move #define SHOW_EXIT_PATH 1 // from game.c void close_game(void); void calc_frame_time(void); namespace dcx { void calc_d_tick(); extern int Game_suspended; // if non-zero, nothing moves but player /* This must be a signed type. Some sites, such as `bump_this_object`, * use Difficulty_level_type in arithmetic expressions, and those * expressions must be signed to produce the correct result. */ enum Difficulty_level_type : signed int { Difficulty_0, Difficulty_1, Difficulty_2, Difficulty_3, Difficulty_4, }; constexpr Difficulty_level_type DEFAULT_DIFFICULTY = Difficulty_1; static inline Difficulty_level_type cast_clamp_difficulty(const unsigned d) { return (d <= Difficulty_4) ? static_cast(d) : Difficulty_4; } struct d_game_shared_state { }; struct d_game_unique_state { using savegame_file_path = std::array; /* 20 is required by the save game ABI and the multiplayer * save/restore command ABI. */ using savegame_description = std::array; static constexpr std::integral_constant MAXIMUM_SAVE_SLOTS{}; enum class save_slot : unsigned { _0, _1, _2, _3, _4, _5, _6, _7, _8, _9, _autosave, secret_save_filename_override = MAXIMUM_SAVE_SLOTS + 1, None = UINT32_MAX }; Difficulty_level_type Difficulty_level; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest fix Boss_gate_interval; unsigned accumulated_robots; unsigned total_hostages; std::chrono::steady_clock::time_point Next_autosave; save_slot quicksave_selection = save_slot::None; static constexpr unsigned valid_save_slot(const save_slot s) { return static_cast(s) < static_cast(save_slot::_autosave); } static constexpr unsigned valid_load_slot(const save_slot s) { return static_cast(s) <= static_cast(save_slot::_autosave); } }; extern int Global_missile_firing_count; extern int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd; // Stereo viewport formats enum class StereoFormat : uint8_t { None = 0, AboveBelow, SideBySideFullHeight, SideBySideHalfHeight, AboveBelowSync, HighestFormat = AboveBelowSync }; extern StereoFormat VR_stereo; extern fix VR_eye_width; extern int VR_eye_offset; extern int VR_sync_width; extern grs_subcanvas VR_hud_left; extern grs_subcanvas VR_hud_right; } #define MAX_PALETTE_ADD 30 #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) namespace dsx { struct game_window : window { using window::window; virtual window_event_result event_handler(const d_event &) override; }; extern game_window *Game_wind; void game(); void init_game(); void init_stereo(); void init_cockpit(); extern void PALETTE_FLASH_ADD(int dr, int dg, int db); struct d_game_shared_state : ::dcx::d_game_shared_state { wall_animations_array WallAnims; }; #if defined(DXX_BUILD_DESCENT_II) struct d_game_unique_state : ::dcx::d_game_unique_state { fix Final_boss_countdown_time; }; struct d_level_shared_seismic_state { fix Level_shake_frequency; fix Level_shake_duration; }; struct d_level_unique_seismic_state { fix64 Seismic_disturbance_end_time; fix64 Next_seismic_sound_time; int Seismic_tremor_volume; fix Seismic_tremor_magnitude; std::array Earthshaker_detonate_times; }; extern d_level_shared_seismic_state LevelSharedSeismicState; extern d_level_unique_seismic_state LevelUniqueSeismicState; #endif extern d_game_shared_state GameSharedState; extern d_game_unique_state GameUniqueState; void game_render_frame(const control_info &Controls); } #endif //sets the rgb values for palette flash #define PALETTE_FLASH_SET(_r,_g,_b) PaletteRedAdd=(_r), PaletteGreenAdd=(_g), PaletteBlueAdd=(_b) namespace dcx { extern int last_drawn_cockpit; class pause_game_world_time { public: pause_game_world_time(); ~pause_game_world_time(); }; void stop_time(); void start_time(); void reset_time(); // called when starting level } #if DXX_USE_SCREENSHOT #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) namespace dcx { // If automap_flag == 1, then call automap routine to write message. #if DXX_USE_SCREENSHOT_FORMAT_LEGACY void write_bmp(PHYSFS_File *, unsigned w, unsigned h); #endif extern void save_screen_shot(int automap_flag); } #endif #endif enum cockpit_mode_t { //valid modes for cockpit CM_FULL_COCKPIT, // normal screen with cockpit CM_REAR_VIEW, // looking back with bitmap CM_STATUS_BAR, // small status bar, w/ reticle CM_FULL_SCREEN, // full screen, no cockpit (w/ reticle) CM_LETTERBOX // half-height window (for cutscenes) }; extern int Rear_view; // if true, looking back. #ifdef dsx namespace dsx { void game_flush_respawn_inputs(control_info &Controls); void game_flush_inputs(control_info &Controls); // clear all inputs // initalize flying } #endif // selects a given cockpit (or lack of one). void select_cockpit(cockpit_mode_t mode); // force cockpit redraw next time. call this if you've trashed the screen namespace dcx { void fly_init(object_base &obj); void reset_cockpit(); // called if you've trashed the screen // functions to save, clear, and resture palette flash effects void reset_palette_add(void); } #ifdef dsx namespace dsx { void palette_restore(void); void show_help(); void show_netgame_help(); // put up the help message void show_newdemo_help(); } #endif #if defined(DXX_BUILD_DESCENT_I) void palette_save(); static inline void full_palette_save(void) { palette_save(); } #endif // show a message in a nice little box void show_boxed_message(grs_canvas &, const char *msg); // turns off rear view & rear view cockpit void reset_rear_view(void); namespace dcx { void game_init_render_sub_buffers(grs_canvas &, int x, int y, int w, int h); // Sets up the canvases we will be rendering to extern int netplayerinfo_on; } #ifdef dsx namespace dsx { #if defined(DXX_BUILD_DESCENT_I) static inline int game_mode_capture_flag() { return 0; } static inline int game_mode_hoard() { return 0; } #elif defined(DXX_BUILD_DESCENT_II) void full_palette_save(); // all of the above plus gr_palette_load(gr_palette) static inline int game_mode_capture_flag() { return (Game_mode & GM_CAPTURE); } static inline int game_mode_hoard() { return (Game_mode & GM_HOARD); } //Flickering light system struct flickering_light { segnum_t segnum; sidenum_t sidenum; uint32_t mask; // determines flicker pattern fix timer; // time until next change fix delay; // time between changes }; struct d_flickering_light_state { using Flickering_light_array_t = std::array; unsigned Num_flickering_lights; Flickering_light_array_t Flickering_lights; }; extern d_flickering_light_state Flickering_light_state; extern int BigWindowSwitch; void compute_slide_segs(); // turn flickering off (because light has been turned off) void disable_flicker(d_flickering_light_state &fls, vmsegidx_t segnum, unsigned sidenum); // turn flickering off (because light has been turned on) void enable_flicker(d_flickering_light_state &fls, vmsegidx_t segnum, unsigned sidenum); /* * reads a flickering_light structure from a PHYSFS_File */ void flickering_light_read(flickering_light &fl, PHYSFS_File *fp); void flickering_light_write(const flickering_light &fl, PHYSFS_File *fp); #endif void game_render_frame_mono(const control_info &Controls); static inline void game_render_frame_mono(int skip_flip, const control_info &Controls) { game_render_frame_mono(Controls); if (!skip_flip) gr_flip(); } } #endif void game_leave_menus(void); //Cheats #ifdef dsx namespace dsx { struct game_cheats : prohibit_void_ptr { int enabled; int wowie; int allkeys; int invul; int shields; int killreactor; int exitpath; int levelwarp; int fullautomap; int ghostphysics; int rapidfire; int turbo; int robotfiringsuspended; int acid; #if defined(DXX_BUILD_DESCENT_I) int wowie2; int cloak; int extralife; int baldguy; #elif defined(DXX_BUILD_DESCENT_II) int lamer; int accessory; int bouncyfire; int homingfire; int killallrobots; int robotskillrobots; int monsterdamage; int buddyclone; int buddyangry; #endif }; extern game_cheats cheats; game_window *game_setup(); window_event_result ReadControls(const d_event &event, control_info &Controls); bool allowed_to_fire_laser(const player_info &); void reset_globals_for_new_game(); void check_rear_view(control_info &Controls); int create_special_path(); } #endif int cheats_enabled(); void game_disable_cheats(); void toggle_cockpit(void); extern fix Show_view_text_timer; extern d_time_fix ThisLevelTime; namespace dcx { extern int force_cockpit_redraw; } #if defined(DXX_BUILD_DESCENT_II) namespace dsx { extern ubyte DemoDoingRight,DemoDoingLeft; extern fix64 Time_flash_last_played; playernum_t get_marker_owner(game_mode_flags, game_marker_index, unsigned max_numplayers); } #endif #if DXX_USE_EDITOR #ifdef dsx namespace dsx { void dump_used_textures_all(); void move_player_2_segment(vmsegptridx_t seg, unsigned side); } #endif #endif