277 lines
8.5 KiB
C
277 lines
8.5 KiB
C
/* $Id: game.h,v 1.9 2004-08-28 23:17:45 schaffner 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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*/
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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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//added 3/24/99 by Owen Evans
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extern u_int32_t Game_screen_mode;
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//end added - OE
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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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extern fix Rear_view_leave_time;// how long until we decide key is down
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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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unsigned long 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, unsigned long 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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