/* 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Constants & prototypes which pertain to the game only * */ #ifndef _GAME_H #define _GAME_H #include "vecmat.h" #include "object.h" #include "checker.h" #ifdef NDEBUG #define MAXIMUM_FPS 200 #else #define MAXIMUM_FPS 1000 #endif //from mglobal.c extern fix FrameTime; //time in seconds since last frame extern fix GameTime; //time in game (sum of FrameTime) extern int FrameCount; //how many frames rendered extern int FixedStep; //fixed time bytes stored here extern fix Next_laser_fire_time; // Time at which player can next fire his selected laser. extern fix Last_laser_fired_time; extern fix Next_missile_fire_time; // Time at which player can next fire his selected missile. extern fix Laser_delay_time; // Delay between laser fires. extern int Cheats_enabled; // bits for FixedStep #define EPS4 1 #define EPS20 2 #define EPS30 4 //constants for ft_preference #define FP_RIGHT 0 #define FP_UP 1 #define FP_FORWARD 2 //this is the default #define FP_LEFT 3 #define FP_DOWN 4 #define FP_FIRST_TIME 5 extern int ft_preference; // The following bits define the game modes. #define GM_EDITOR 1 // You came into the game from the editor // #define GM_SERIAL 2 // You are in serial mode // OBSOLETE #define GM_NETWORK 4 // You are in network mode #define GM_MULTI_ROBOTS 8 // You are in a multiplayer mode with robots. #define GM_MULTI_COOP 16 // You are in a multiplayer mode and can't hurt other players. // #define GM_MODEM 32 // You are in a modem (serial) game // OBSOLETE #define GM_UNKNOWN 64 // You are not in any mode, kind of dangerous... #define GM_GAME_OVER 128 // Game has been finished #define GM_TEAM 256 // Team mode for network play #define GM_NORMAL 0 // You are in normal play mode, no multiplayer stuff #define GM_MULTI 38 // You are in some type of multiplayer game #define NDL 5 // Number of difficulty levels. extern int Game_mode; //added 3/24/99 by Owen Evans extern u_int32_t Game_screen_mode; //end added - OE extern int Game_paused; extern int gauge_message_on; #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 #define Game_double_buffer 1 //always double buffer in real game #endif /* */ //Suspend flags #define SUSP_NONE 0 //Everything moving normally #define SUSP_ROBOTS 1 //Robot AI doesn't move #define SUSP_WEAPONS 2 //Lasers, etc. don't move extern int Game_suspended; //if non-zero, nothing moves but player //from game.c void init_game (void); void game (void); void close_game (void); void calc_frame_time (void); void FixedStepCalc(); void do_flythrough (object * obj, int first_time); extern jmp_buf LeaveGame; // Do a long jump to this when game is over. extern int Difficulty_level; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest extern int Global_laser_firing_count; extern int Global_missile_firing_count; extern int Render_depth; extern fix Auto_fire_fusion_cannon_time, Fusion_charge; extern int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd; #define MAX_PALETTE_ADD 30 // DPH (17/9/98): Change to static inline function under linux as linux // has problems with linefeed characters. #ifdef __LINUX__ static inline void PALETTE_FLASH_ADD(int _dr, int _dg, int _db) { do { if ((PaletteRedAdd+=(_dr)) > MAX_PALETTE_ADD) PaletteRedAdd = MAX_PALETTE_ADD; if ((PaletteGreenAdd+=(_dg)) > MAX_PALETTE_ADD) PaletteGreenAdd = MAX_PALETTE_ADD; if ((PaletteBlueAdd+=(_db)) > MAX_PALETTE_ADD) PaletteBlueAdd = MAX_PALETTE_ADD; if (PaletteRedAdd < -MAX_PALETTE_ADD) PaletteRedAdd = -MAX_PALETTE_ADD; if (PaletteGreenAdd < -MAX_PALETTE_ADD) PaletteGreenAdd = -MAX_PALETTE_ADD; if (PaletteBlueAdd < -MAX_PALETTE_ADD) PaletteBlueAdd = -MAX_PALETTE_ADD; } while (0); } #else //adds to rgb values for palette flash #define PALETTE_FLASH_ADD(_dr,_dg,_db) \ do { \ if ((PaletteRedAdd+=(_dr)) > MAX_PALETTE_ADD) \ PaletteRedAdd = MAX_PALETTE_ADD; \ if ((PaletteGreenAdd+=(_dg)) > MAX_PALETTE_ADD) \ PaletteGreenAdd = MAX_PALETTE_ADD; \ if ((PaletteBlueAdd+=(_db)) > MAX_PALETTE_ADD) \ PaletteBlueAdd = MAX_PALETTE_ADD; \ if (PaletteRedAdd < -MAX_PALETTE_ADD) \ PaletteRedAdd = -MAX_PALETTE_ADD; \ if (PaletteGreenAdd < -MAX_PALETTE_ADD) \ PaletteGreenAdd = -MAX_PALETTE_ADD; \ if (PaletteBlueAdd < -MAX_PALETTE_ADD) \ PaletteBlueAdd = -MAX_PALETTE_ADD; \ } while (0) #endif //sets the rgb values for palette flash #define PALETTE_FLASH_SET(_r,_g,_b) PaletteRedAdd=(_r), PaletteGreenAdd=(_g), PaletteBlueAdd=(_b) extern int draw_gauges_on; extern void init_game_screen (void); extern void game_flush_inputs (); // clear all inputs extern int Playing_game; // True if playing game extern int Auto_flythrough; //if set, start flythough automatically extern int Mark_count; // number of debugging marks set extern char faded_in; extern int last_drawn_cockpit; extern void stop_time (void); extern void start_time (void); extern void reset_time (void); //called when starting level extern void save_screen_shot (int automap_flag); //valid modes for cockpit #define CM_FULL_COCKPIT 0 //normal screen with cockput #define CM_REAR_VIEW 1 //looking back with bitmap #define CM_STATUS_BAR 2 //small status bar, w/ reticle #define CM_FULL_SCREEN 3 //full screen, no cockpit (w/ reticle) #define CM_LETTERBOX 4 //half-height window (for cutscenes) extern int Game_window_w, //width and height of player's game window Game_window_h, max_window_h; extern int Rear_view; //if true, looking back. //selects a given cockpit (or lack of one). void select_cockpit (int mode); //force cockpit redraw next time. call this if you've trashed the screen void reset_cockpit (void); //called if you've trashed the screen //functions to save, clear, and resture palette flash effects void palette_save (void); void reset_palette_add (void); void palette_restore (void); //put up the help message void show_help(); void show_netgame_help(); void show_newdemo_help(); //show a message in a nice little box void show_boxed_message (char *msg, int RenderFlag); //turns off rear view & rear view cockpit void reset_rear_view (void); void init_cockpit (); extern int Game_turbo_mode; #define VR_NONE 0 //viewing the game screen #define VR_AREA_DET 1 //viewing with the stereo area determined method #define VR_INTERLACED 2 //viewing with the stereo interlaced method extern ubyte VR_switch_eyes; extern fix VR_eye_width; extern int VR_render_mode; extern int VR_compatible_menus; extern grs_canvas *VR_offscreen_buffer; // The offscreen data buffer extern grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes. extern grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes. extern grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available extern grs_canvas VR_screen_sub_pages[2]; // Two sub pages of VRAM if paging is available extern grs_canvas *VR_offscreen_menu; // The offscreen data buffer for menus void game_init_render_buffers (int render_max_w, int render_max_h, int render_method); void game_do_render_frame(int flip); extern int Allow_primary_cycle; extern int Allow_secondary_cycle; #endif