356 lines
10 KiB
C++
356 lines
10 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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#ifndef _GAME_H
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#define _GAME_H
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#include <physfs.h>
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#include "pstypes.h"
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#include "window.h"
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#ifdef __cplusplus
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#include <cstdint>
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#define DESIGNATED_GAME_FPS 30 // assuming the original intended Framerate was 30
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#define DESIGNATED_GAME_FRAMETIME (F1_0/DESIGNATED_GAME_FPS)
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#ifdef NDEBUG
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#define MINIMUM_FPS DESIGNATED_GAME_FPS
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#define MAXIMUM_FPS 200
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#else
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#define MINIMUM_FPS 1
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#define MAXIMUM_FPS 1000
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#endif
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struct object;
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extern struct window *Game_wind;
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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 fix64 GameTime64; // time in game (sum of FrameTime)
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extern int d_tick_count; // increments according to DESIGNATED_GAME_FRAMETIME
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extern int d_tick_step; // true once in interval of DESIGNATED_GAME_FRAMETIME
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extern fix64 Next_laser_fire_time; // Time at which player can next fire his selected laser.
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extern fix64 Last_laser_fired_time;
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extern fix64 Next_missile_fire_time; // Time at which player can next fire his selected missile.
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extern fix64 Next_flare_fire_time;
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extern fix Laser_delay_time; // Delay between laser fires.
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#if defined(DXX_BUILD_DESCENT_II)
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extern struct object *Missile_viewer;
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extern int Missile_viewer_sig;
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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 Coop_view_player[2]; // left & right
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extern int Marker_viewer_num[2]; // left & right
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#endif
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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 // OBSOLETE
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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 // OBSOLETE
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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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#if defined(DXX_BUILD_DESCENT_I)
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#define GM_BOUNTY 512 // New bounty mode by Matt1360
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#elif defined(DXX_BUILD_DESCENT_II)
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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_BOUNTY 2048 /* New bounty mode by Matt1360 */
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#endif
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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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#define NDL 5 // Number of difficulty levels.
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extern int Game_mode;
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extern u_int32_t Game_screen_mode;
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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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#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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// 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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#define SHOW_EXIT_PATH 1
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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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void calc_d_tick();
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int do_flythrough(struct object *obj,int first_time);
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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 Global_laser_firing_count;
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extern int Global_missile_firing_count;
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extern fix64 Auto_fire_fusion_cannon_time;
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extern fix 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 int last_drawn_cockpit;
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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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enum cockpit_mode_t
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{
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//valid modes for cockpit
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CM_FULL_COCKPIT, // normal screen with cockpit
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CM_REAR_VIEW, // looking back with bitmap
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CM_STATUS_BAR, // small status bar, w/ reticle
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CM_FULL_SCREEN, // full screen, no cockpit (w/ reticle)
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CM_LETTERBOX // half-height window (for cutscenes)
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};
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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(struct object *obj);
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// selects a given cockpit (or lack of one).
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void select_cockpit(cockpit_mode_t 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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#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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#elif defined(DXX_BUILD_DESCENT_II)
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void full_palette_save(void); // all of the above plus gr_palette_load(gr_palette)
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#endif
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// put up the help message
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void show_help();
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void show_netgame_help();
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void show_newdemo_help();
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// show a message in a nice little box
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void show_boxed_message(const char *msg, int RenderFlag);
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// turns off rear view & rear view cockpit
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void reset_rear_view(void);
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void game_init_render_sub_buffers(int x, int y, int w, int h);
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// Sets up the canvases we will be rendering to
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static inline void game_init_render_buffers (int render_max_w, int render_max_h)
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{
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game_init_render_sub_buffers( 0, 0, render_max_w, render_max_h );
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}
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extern int netplayerinfo_on;
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extern int Slide_segs_computed;
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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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// returns ptr to escort robot, or NULL
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struct object *find_escort();
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//Flickering light system
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struct flickering_light {
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short segnum, 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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#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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extern int BigWindowSwitch;
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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, uint32_t mask);
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/*
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* reads a flickering_light structure from a PHYSFS_file
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*/
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void flickering_light_read(flickering_light *fl, PHYSFS_file *fp);
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void flickering_light_write(flickering_light *fl, PHYSFS_file *fp);
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#endif
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void game_render_frame_mono(int flip);
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void game_leave_menus(void);
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//Cheats
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struct 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 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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} __pack__;
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extern game_cheats cheats;
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void game_disable_cheats();
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struct segment;
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void move_player_2_segment(struct segment *seg, int side);
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int allowed_to_fire_laser(void);
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int allowed_to_fire_flare(void);
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int allowed_to_fire_missile(void);
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void check_rear_view(void);
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window *game_setup(void);
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int create_special_path(void);
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int ReadControls(d_event *event);
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void toggle_cockpit(void);
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void game_render_frame();
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extern fix Show_view_text_timer;
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extern fix ThisLevelTime;
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extern int Last_level_path_created;
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extern int force_cockpit_redraw;
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extern ubyte DemoDoingRight,DemoDoingLeft;
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extern fix64 Time_flash_last_played;
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int game_handler(window *wind, d_event *event, unused_window_userdata_t *);
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#ifdef EDITOR
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void dump_used_textures_all();
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#endif
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#endif
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#endif /* _GAME_H */
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