dxx-rebirth/main/game.h
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

260 lines
7.6 KiB
C

/*
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.
*/
#ifndef _GAME_H
#define _GAME_H
#include <setjmp.h>
#include "vecmat.h"
#include "object.h"
//#include "segment.h"
#ifdef MACINTOSH
extern ubyte Scanline_double;
#endif
#ifdef WINDOWS
typedef struct cockpit_span_line {
short num;
struct {
short xmin, xmax;
} span[5];
} cockpit_span_line;
extern cockpit_span_line win_cockpit_mask[480];
#endif
//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;
extern int Missile_view_enabled;
extern object *Missile_viewer;
#define CV_NONE 0
#define CV_ESCORT 1
#define CV_REAR 2
#define CV_COOP 3
#define CV_MARKER 4
extern int Cockpit_3d_view[2]; //left & right
extern int Coop_view_player[2]; //left & right
extern int Marker_viewer_num[2]; //left & right
//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_CAPTURE 512 // Capture the flag mode for D2
#define GM_HOARD 1024 // New hoard mode for D2 Christmas
#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;
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
#ifndef MACINTOSH
#define Scanline_double 0 // PC doesn't do scanline doubling
#else
extern ubyte Scanline_double; // but the Macintosh does
#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 init_cockpit(void);
void calc_frame_time(void);
int 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
extern void PALETTE_FLASH_ADD(int dr, int dg, int db);
//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 void stop_time(void);
extern void start_time(void);
extern void reset_time(void); //called when starting level
// If automap_flag == 1, then call automap routine to write message.
extern void save_screen_shot(int automap_flag);
#ifndef WINDOWS
extern grs_canvas * get_current_game_screen();
#endif
//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;
extern int Rear_view; //if true, looking back.
//initalize flying
void fly_init(object *obj);
//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);
extern int Game_turbo_mode;
//returns ptr to escort robot, or NULL
object *find_escort();
extern void apply_modified_palette(void);
//Flickering light system
typedef struct {
short segnum,sidenum;
ulong mask; // determines flicker pattern
fix timer; // time until next change
fix delay; // time between changes
} flickering_light;
#define MAX_FLICKERING_LIGHTS 100
extern flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
extern int Num_flickering_lights;
//returns ptr to flickering light structure, or NULL if can't find
flickering_light *find_flicker(int segnum,int sidenum);
//turn flickering off (because light has been turned off)
void disable_flicker(int segnum,int sidenum);
//turn flickering off (because light has been turned on)
void enable_flicker(int segnum,int sidenum);
//returns 1 if ok, 0 if error
int add_flicker(int segnum,int sidenum,fix delay,ulong mask);
#endif