dxx-rebirth/main/game.h

252 lines
8.9 KiB
C
Executable file

/*
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"
//added 05/17/99 Matt Mueller - need to redefine setjmp/longjmp if using checker
//--in checker.h now-- #include <setjmp.h>
#include "checker.h"
//end addition -MM
//#include "segment.h"
//from mglobal.c
extern fix FrameTime; //time in seconds since last frame
extern fix RealFrameTime; //time in seconds since last frame
extern fix GameTime; //time in game (sum of FrameTime)
extern int FrameCount; //how many frames rendered
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;
//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
#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
#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
// Examples:
// Deathmatch mode on a network is GM_NETWORK
// Deathmatch mode via modem with robots is GM_MODEM | GM_MULTI_ROBOTS
// Cooperative mode via serial link is GM_SERIAL | GM_MULTI_COOP
#define NDL 5 // Number of difficulty levels.
#define NUM_DETAIL_LEVELS 6
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?
extern int Game_double_buffer; //double buffering?
#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 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 Detail_level; // Detail level in 0..NUM_DETAIL_LEVELS-1, 0 = boringest, NUM_DETAIL_LEVELS = coolest
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 Cockpit_mode; //what sort of cockpit or window is up?
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 do_show_help ();
//show a message in a nice little box
void show_boxed_message (char *msg);
//erases message drawn with show_boxed_message()
void clear_boxed_message ();
//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_use_paging;
extern ubyte VR_current_page;
extern ubyte VR_switch_eyes;
extern fix VR_eye_width;
extern u_int32_t VR_screen_mode;
extern int VR_render_width;
extern int VR_render_height;
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 (u_int32_t screen_mode, int render_max_w, int render_max_h, int render_method);
extern int maxfps;
extern int use_nice_fps;
extern int Allow_primary_cycle;
extern int Allow_secondary_cycle;
void vr_reset_display();
#endif