456 lines
14 KiB
C
456 lines
14 KiB
C
/* $Id: game.h,v 1.5 2003-10-10 09:36:35 btb Exp $ */
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Constants & prototypes which pertain to the game only
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*
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* Old Log:
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* Revision 1.3 1995/09/14 13:44:34 allender
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* fixed function prototypes to have void return value to satify
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* moto compiler
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*
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* Revision 1.2 1995/08/17 09:25:05 allender
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* externed Scanline_double variable
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*
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* Revision 1.1 1995/05/16 15:56:46 allender
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* Initial revision
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*
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* Revision 2.1 1995/03/06 15:23:22 john
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* New screen techniques.
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*
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* Revision 2.0 1995/02/27 11:28:21 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.79 1995/02/13 10:37:17 john
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* Saved Buggin' cheat mode to save file.
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*
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* Revision 1.78 1995/02/01 16:34:12 john
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* Linted.
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*
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* Revision 1.77 1995/01/29 21:37:14 mike
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* initialize variables on game load so you don't drain your energy when you fire.
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*
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* Revision 1.76 1995/01/26 22:11:36 mike
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* Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
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*
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* Revision 1.75 1995/01/26 16:45:31 mike
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* Add autofire fusion cannon stuff.
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*
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* Revision 1.74 1994/12/11 23:18:06 john
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* Added -nomusic.
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* Added RealFrameTime.
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* Put in a pause when sound initialization error.
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* Made controlcen countdown and framerate use RealFrameTime.
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*
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* Revision 1.73 1994/12/09 00:41:24 mike
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* fix hang in automap print screen
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*
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* Revision 1.72 1994/12/04 13:47:00 mike
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* enhance custom detail level support.
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*
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* Revision 1.71 1994/12/02 15:05:44 matt
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* Added new "official" cheats
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*
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* Revision 1.70 1994/11/28 18:14:09 rob
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* Added game_mode flag for team games.
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*
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* Revision 1.69 1994/11/15 16:51:13 matt
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* Made rear view only switch to rear cockpit if cockpit on in front view
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*
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* Revision 1.68 1994/11/04 16:26:10 john
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* Fixed bug with letterbox mode game after you finish a game.
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*
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* Revision 1.67 1994/11/02 11:59:48 john
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* Moved menu out of game into inferno main loop.
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*
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* Revision 1.66 1994/10/26 23:02:19 matt
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* Made palette flash saturate negative values
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*
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* Revision 1.65 1994/10/26 15:21:05 mike
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* Detail level stuff. Make Render_depth public.
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*
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* Revision 1.64 1994/10/19 00:13:01 matt
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* Added prototypes
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*
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* Revision 1.63 1994/10/09 14:54:39 matt
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* Made player cockpit state & window size save/restore with saved games & automap
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*
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* Revision 1.62 1994/10/08 19:56:32 matt
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* Added prototype
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*
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* Revision 1.61 1994/10/07 22:19:32 mike
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* Increase number of difficulty levels from 4 to 5.
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*
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* Revision 1.60 1994/10/06 14:14:11 matt
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* Added new function to reset time (to prevent big FrameTime) at start of level
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*
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* Revision 1.59 1994/10/05 17:08:43 matt
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* Changed order of cockpit bitmaps, since there's no longer a full-screen cockpit
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*
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* Revision 1.58 1994/10/03 23:44:13 matt
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* Save & restore palette effect around menus & pause message
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*
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* Revision 1.57 1994/09/29 17:42:12 matt
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* Cleaned up game_mode a little
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*
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* Revision 1.56 1994/09/28 23:12:01 matt
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* Macroized palette flash system
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*
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* Revision 1.55 1994/09/24 16:56:13 rob
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* Added new fields for the Game_mode bitvector for modem play.
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*
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* Revision 1.54 1994/09/24 14:16:20 mike
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* Added new game mode constants.
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*
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* Revision 1.53 1994/09/22 19:00:57 mike
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* Move NDL from robot.h to here.
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*
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* Revision 1.52 1994/09/22 10:46:51 mike
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* Add difficulty levels.
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*
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* Revision 1.51 1994/09/17 01:39:52 matt
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* Added status bar/sizable window mode, and in the process revamped the
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* whole cockpit mode system.
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*
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* Revision 1.50 1994/09/15 21:23:10 matt
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* Changed system to keep track of whether & what cockpit is up
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*
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* Revision 1.49 1994/09/15 16:11:33 john
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* Added support for VFX1 head tracking. Fixed bug with memory over-
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* write when using stereo mode.
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*
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* Revision 1.48 1994/09/13 16:40:10 mike
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* Prototype Global_missile_firing_count.
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*
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* Revision 1.47 1994/09/13 11:19:05 mike
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* Add Next_missile_fire_time.
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*
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* Revision 1.46 1994/09/12 09:52:50 john
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* Made global flush function that flushes keyboard,mouse, and joystick.
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*
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* Revision 1.45 1994/09/03 15:24:14 mike
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* Make global Global_laser_firing_count.
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*
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* Revision 1.44 1994/08/31 19:26:57 mike
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* Prototypes for Next_laser_fire_time, Laser_delay_time.
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*
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* Revision 1.43 1994/08/18 10:47:22 john
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* Cleaned up game sequencing and player death stuff
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* in preparation for making the player explode into
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* pieces when dead.
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*
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* Revision 1.42 1994/08/11 18:03:53 matt
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* Added prototype
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*
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* Revision 1.41 1994/06/29 20:41:38 matt
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* Added new pause mode; cleaned up countdown & game startup code
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*
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* Revision 1.40 1994/06/24 17:03:49 john
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* Added VFX support. Also took all game sequencing stuff like
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* EndGame out and put it into gameseq.c
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*
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* Revision 1.39 1994/06/20 15:01:08 yuan
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* Added death when mine blows up...
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* Continues onto next level.
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*
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* Revision 1.38 1994/06/17 18:07:20 matt
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* Moved some vars out of ifdef
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*
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* Revision 1.37 1994/06/15 11:09:22 yuan
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* Moved gauge_message to mono screen for now.
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*
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* Revision 1.36 1994/05/30 20:22:11 yuan
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* New triggers.
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*
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* Revision 1.35 1994/05/27 10:32:48 yuan
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* New dialog boxes (Walls and Triggers) added.
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*
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*
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* Revision 1.34 1994/05/20 11:56:45 matt
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* Cleaned up find_vector_intersection() interface
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* Killed check_point_in_seg(), check_player_seg(), check_object_seg()
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*
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* Revision 1.33 1994/05/19 21:45:21 matt
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* Removed unused prototypes
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*
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* Revision 1.32 1994/05/19 18:53:17 yuan
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* Changing player structure...
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*
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* Revision 1.31 1994/05/16 16:38:35 yuan
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* Fixed palette add so it doesn't show up in the menu.
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*
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* Revision 1.30 1994/05/16 09:28:17 matt
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* Renamed init_player() to be init_player_stats(), added new funtion
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* init_player_object()
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*
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* Revision 1.29 1994/05/14 17:14:57 matt
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* Got rid of externs in source (non-header) files
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*
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*/
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#ifndef _GAME_H
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#define _GAME_H
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#include <setjmp.h>
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#include "vecmat.h"
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#include "object.h"
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//#include "segment.h"
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#ifdef MACINTOSH
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extern ubyte Scanline_double;
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#endif
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#ifdef WINDOWS
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typedef struct cockpit_span_line {
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short num;
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struct {
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short xmin, xmax;
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} span[5];
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} cockpit_span_line;
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extern cockpit_span_line win_cockpit_mask[480];
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#endif
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// from mglobal.c
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extern fix FrameTime; // time in seconds since last frame
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extern fix RealFrameTime; // time in seconds since last frame
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extern fix GameTime; // time in game (sum of FrameTime)
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extern int FrameCount; // how many frames rendered
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extern fix Next_laser_fire_time; // Time at which player can next fire his selected laser.
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extern fix Last_laser_fired_time;
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extern fix Next_missile_fire_time; // Time at which player can next fire his selected missile.
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extern fix Laser_delay_time; // Delay between laser fires.
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extern int Cheats_enabled;
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extern int Missile_view_enabled;
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extern object *Missile_viewer;
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#define CV_NONE 0
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#define CV_ESCORT 1
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#define CV_REAR 2
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#define CV_COOP 3
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#define CV_MARKER 4
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extern int Cockpit_3d_view[2]; // left & right
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extern int Coop_view_player[2]; // left & right
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extern int Marker_viewer_num[2]; // left & right
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// constants for ft_preference
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#define FP_RIGHT 0
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#define FP_UP 1
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#define FP_FORWARD 2 // this is the default
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#define FP_LEFT 3
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#define FP_DOWN 4
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#define FP_FIRST_TIME 5
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extern int ft_preference;
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// The following bits define the game modes.
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#define GM_EDITOR 1 // You came into the game from the editor
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#define GM_SERIAL 2 // You are in serial mode
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#define GM_NETWORK 4 // You are in network mode
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#define GM_MULTI_ROBOTS 8 // You are in a multiplayer mode with robots.
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#define GM_MULTI_COOP 16 // You are in a multiplayer mode and can't hurt other players.
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#define GM_MODEM 32 // You are in a modem (serial) game
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#define GM_UNKNOWN 64 // You are not in any mode, kind of dangerous...
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#define GM_GAME_OVER 128 // Game has been finished
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#define GM_TEAM 256 // Team mode for network play
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#define GM_CAPTURE 512 // Capture the flag mode for D2
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#define GM_HOARD 1024 // New hoard mode for D2 Christmas
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#define GM_NORMAL 0 // You are in normal play mode, no multiplayer stuff
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#define GM_MULTI 38 // You are in some type of multiplayer game
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// Examples:
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// Deathmatch mode on a network is GM_NETWORK
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// Deathmatch mode via modem with robots is GM_MODEM | GM_MULTI_ROBOTS
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// Cooperative mode via serial link is GM_SERIAL | GM_MULTI_COOP
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#define NDL 5 // Number of difficulty levels.
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#define NUM_DETAIL_LEVELS 6
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extern int Game_mode;
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extern int Game_paused;
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extern int gauge_message_on;
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#ifndef NDEBUG // if debugging, these are variables
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extern int Slew_on; // in slew or sim mode?
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extern int Game_double_buffer; // double buffering?
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#else // if not debugging, these are constants
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#define Slew_on 0 // no slewing in real game
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#define Game_double_buffer 1 // always double buffer in real game
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#endif
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#ifndef MACINTOSH
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#define Scanline_double 0 // PC doesn't do scanline doubling
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#else
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extern ubyte Scanline_double; // but the Macintosh does
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#endif
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// Suspend flags
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#define SUSP_NONE 0 // Everything moving normally
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#define SUSP_ROBOTS 1 // Robot AI doesn't move
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#define SUSP_WEAPONS 2 // Lasers, etc. don't move
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extern int Game_suspended; // if non-zero, nothing moves but player
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// from game.c
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void init_game(void);
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void game(void);
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void close_game(void);
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void init_cockpit(void);
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void calc_frame_time(void);
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int do_flythrough(object *obj,int first_time);
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extern jmp_buf LeaveGame; // Do a long jump to this when game is over.
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extern int Difficulty_level; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest
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extern int Detail_level; // Detail level in 0..NUM_DETAIL_LEVELS-1, 0 = boringest, NUM_DETAIL_LEVELS = coolest
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extern int Global_laser_firing_count;
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extern int Global_missile_firing_count;
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extern int Render_depth;
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extern fix Auto_fire_fusion_cannon_time, Fusion_charge;
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extern int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
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#define MAX_PALETTE_ADD 30
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extern void PALETTE_FLASH_ADD(int dr, int dg, int db);
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//sets the rgb values for palette flash
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#define PALETTE_FLASH_SET(_r,_g,_b) PaletteRedAdd=(_r), PaletteGreenAdd=(_g), PaletteBlueAdd=(_b)
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extern int draw_gauges_on;
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extern void init_game_screen(void);
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extern void game_flush_inputs(); // clear all inputs
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extern int Playing_game; // True if playing game
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extern int Auto_flythrough; // if set, start flythough automatically
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extern int Mark_count; // number of debugging marks set
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extern char faded_in;
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extern void stop_time(void);
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extern void start_time(void);
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extern void reset_time(void); // called when starting level
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// If automap_flag == 1, then call automap routine to write message.
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extern void save_screen_shot(int automap_flag);
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#ifndef WINDOWS
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extern grs_canvas * get_current_game_screen();
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#endif
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//valid modes for cockpit
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#define CM_FULL_COCKPIT 0 // normal screen with cockput
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#define CM_REAR_VIEW 1 // looking back with bitmap
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#define CM_STATUS_BAR 2 // small status bar, w/ reticle
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#define CM_FULL_SCREEN 3 // full screen, no cockpit (w/ reticle)
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#define CM_LETTERBOX 4 // half-height window (for cutscenes)
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extern int Cockpit_mode; // what sort of cockpit or window is up?
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extern int Game_window_w, // width and height of player's game window
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Game_window_h;
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extern int Rear_view; // if true, looking back.
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// initalize flying
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void fly_init(object *obj);
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// selects a given cockpit (or lack of one).
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void select_cockpit(int mode);
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// force cockpit redraw next time. call this if you've trashed the screen
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void reset_cockpit(void); // called if you've trashed the screen
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// functions to save, clear, and resture palette flash effects
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void palette_save(void);
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void reset_palette_add(void);
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void palette_restore(void);
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// put up the help message
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void do_show_help();
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// show a message in a nice little box
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void show_boxed_message(char *msg);
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// erases message drawn with show_boxed_message()
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void clear_boxed_message();
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// turns off rear view & rear view cockpit
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void reset_rear_view(void);
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extern int Game_turbo_mode;
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// returns ptr to escort robot, or NULL
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object *find_escort();
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extern void apply_modified_palette(void);
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//Flickering light system
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typedef struct {
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short segnum, sidenum;
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ulong mask; // determines flicker pattern
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fix timer; // time until next change
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fix delay; // time between changes
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} flickering_light;
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#define MAX_FLICKERING_LIGHTS 100
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extern flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
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extern int Num_flickering_lights;
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// returns ptr to flickering light structure, or NULL if can't find
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flickering_light *find_flicker(int segnum, int sidenum);
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// turn flickering off (because light has been turned off)
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void disable_flicker(int segnum, int sidenum);
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// turn flickering off (because light has been turned on)
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void enable_flicker(int segnum, int sidenum);
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// returns 1 if ok, 0 if error
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int add_flicker(int segnum, int sidenum, fix delay, ulong mask);
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int gr_toggle_fullscreen_game(void);
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/*
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* reads a flickering_light structure from a CFILE
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*/
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void flickering_light_read(flickering_light *fl, CFILE *fp);
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extern int maxfps;
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#endif /* _GAME_H */
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