298 lines
7.2 KiB
C++
298 lines
7.2 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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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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*/
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#pragma once
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#include "fwd-game.h"
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#include "pack.h"
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#include "fwd-segment.h"
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#include "window.h"
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#include "wall.h"
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#include "d_underlying_value.h"
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namespace dcx {
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enum class game_mode_flag : uint16_t
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{
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normal = 0,
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network = 1u << 2,
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multi_robots = 1u << 3,
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multi_coop = 1u << 4,
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unknown = 1u << 6,
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team = 1u << 8,
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bounty = 1u << 9,
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/* if DXX_BUILD_DESCENT_II */
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capture = 1u << 10,
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hoard = 1u << 11,
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/* endif */
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};
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enum class game_mode_flags : uint16_t
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{
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normal = 0,
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anarchy_no_robots = static_cast<uint16_t>(game_mode_flag::network),
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team_anarchy_no_robots = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::team),
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anarchy_with_robots = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::multi_robots),
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cooperative = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::multi_robots) | static_cast<uint16_t>(game_mode_flag::multi_coop),
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bounty = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::bounty),
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/* if DXX_BUILD_DESCENT_II */
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capture_flag = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::team) | static_cast<uint16_t>(game_mode_flag::capture),
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hoard = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::hoard),
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team_hoard = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::team) | static_cast<uint16_t>(game_mode_flag::hoard),
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/* endif */
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};
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static constexpr auto operator&(const game_mode_flags game_mode, const game_mode_flag f)
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{
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return underlying_value(game_mode) & underlying_value(f);
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}
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/* This must be a signed type. Some sites, such as `bump_this_object`,
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* use Difficulty_level_type in arithmetic expressions, and those
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* expressions must be signed to produce the correct result.
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*/
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enum Difficulty_level_type : signed int
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{
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Difficulty_0,
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Difficulty_1,
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Difficulty_2,
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Difficulty_3,
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Difficulty_4,
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};
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constexpr Difficulty_level_type DEFAULT_DIFFICULTY = Difficulty_1;
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static inline Difficulty_level_type cast_clamp_difficulty(const unsigned d)
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{
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return (d <= Difficulty_4) ? static_cast<Difficulty_level_type>(d) : Difficulty_4;
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}
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struct d_game_shared_state
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{
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};
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struct d_game_unique_state
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{
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using savegame_file_path = std::array<char, PATH_MAX>;
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/* 20 is required by the save game ABI and the multiplayer
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* save/restore command ABI.
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*/
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using savegame_description = std::array<char, 20>;
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static constexpr std::integral_constant<unsigned, 11> MAXIMUM_SAVE_SLOTS{};
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enum class save_slot : unsigned
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{
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_0,
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_1,
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_2,
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_3,
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_4,
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_5,
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_6,
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_7,
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_8,
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_9,
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_autosave,
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secret_save_filename_override = MAXIMUM_SAVE_SLOTS + 1,
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None = UINT32_MAX
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};
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Difficulty_level_type Difficulty_level; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest
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fix Boss_gate_interval;
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unsigned accumulated_robots;
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unsigned total_hostages;
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std::chrono::steady_clock::time_point Next_autosave;
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save_slot quicksave_selection = save_slot::None;
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static constexpr unsigned valid_save_slot(const save_slot s)
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{
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return static_cast<unsigned>(s) < static_cast<unsigned>(save_slot::_autosave);
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}
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static constexpr unsigned valid_load_slot(const save_slot s)
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{
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return static_cast<unsigned>(s) <= static_cast<unsigned>(save_slot::_autosave);
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}
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};
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// Stereo viewport formats
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enum class StereoFormat : uint8_t
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{
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None = 0,
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AboveBelow,
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SideBySideFullHeight,
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SideBySideHalfHeight,
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AboveBelowSync,
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HighestFormat = AboveBelowSync
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};
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}
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#ifdef dsx
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namespace dsx {
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struct game_window : window
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{
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using window::window;
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virtual window_event_result event_handler(const d_event &) override;
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};
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struct d_game_shared_state : ::dcx::d_game_shared_state
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{
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wall_animations_array WallAnims;
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};
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#if defined(DXX_BUILD_DESCENT_II)
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struct d_game_unique_state : ::dcx::d_game_unique_state
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{
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fix Final_boss_countdown_time;
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};
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struct d_level_shared_seismic_state
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{
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fix Level_shake_frequency;
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fix Level_shake_duration;
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};
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struct d_level_unique_seismic_state
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{
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fix64 Seismic_disturbance_end_time;
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fix64 Next_seismic_sound_time;
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int Seismic_tremor_volume;
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fix Seismic_tremor_magnitude;
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std::array<fix64, 4> Earthshaker_detonate_times;
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};
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#endif
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}
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#endif
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namespace dcx {
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class pause_game_world_time
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{
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public:
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pause_game_world_time();
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~pause_game_world_time();
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};
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enum class cockpit_mode_t : uint8_t
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{
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//valid modes for cockpit
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full_cockpit, // normal screen with cockpit
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rear_view, // looking back with bitmap
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status_bar, // small status bar, w/ reticle
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full_screen, // full screen, no cockpit (w/ reticle)
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letterbox // half-height window (for cutscenes)
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};
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}
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#ifdef dsx
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#if defined(DXX_BUILD_DESCENT_I)
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static inline void full_palette_save(void)
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{
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palette_save();
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}
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#endif
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namespace dsx {
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#if defined(DXX_BUILD_DESCENT_I)
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static inline int game_mode_capture_flag()
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{
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return 0;
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}
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static inline int game_mode_hoard()
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{
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return 0;
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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static inline int game_mode_capture_flag()
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{
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return (Game_mode & GM_CAPTURE);
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}
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static inline int game_mode_hoard()
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{
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return (Game_mode & GM_HOARD);
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}
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//Flickering light system
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struct flickering_light {
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segnum_t segnum;
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sidenum_t sidenum;
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uint32_t 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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};
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struct d_flickering_light_state
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{
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using Flickering_light_array_t = std::array<flickering_light, 100>;
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unsigned Num_flickering_lights;
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Flickering_light_array_t Flickering_lights;
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};
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#endif
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static inline void game_render_frame_mono(int skip_flip, const control_info &Controls)
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{
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game_render_frame_mono(Controls);
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if (!skip_flip)
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gr_flip();
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}
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//Cheats
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struct game_cheats : prohibit_void_ptr<game_cheats>
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{
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int enabled;
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int wowie;
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int allkeys;
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int invul;
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int shields;
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int killreactor;
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int exitpath;
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int levelwarp;
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int fullautomap;
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int ghostphysics;
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int rapidfire;
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int turbo;
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int robotfiringsuspended;
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int acid;
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#if defined(DXX_BUILD_DESCENT_I)
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int wowie2;
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int cloak;
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int extralife;
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int baldguy;
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#elif defined(DXX_BUILD_DESCENT_II)
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int lamer;
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int accessory;
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int bouncyfire;
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int homingfire;
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int killallrobots;
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int robotskillrobots;
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int monsterdamage;
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int buddyclone;
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int buddyangry;
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#endif
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};
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}
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#endif
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