dxx-rebirth/common/main/game.h
2019-07-28 21:09:07 +00:00

415 lines
11 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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.
*/
/*
*
* Constants & prototypes which pertain to the game only
*
*/
#pragma once
#include <physfs.h>
#include "maths.h"
#ifdef __cplusplus
#include <cstdint>
#include "pack.h"
#include "fwd-object.h"
#include "fwd-player.h"
#include "fwd-segment.h"
#include "fwd-window.h"
#define DESIGNATED_GAME_FPS 30 // assuming the original intended Framerate was 30
#define DESIGNATED_GAME_FRAMETIME (F1_0/DESIGNATED_GAME_FPS)
#ifdef NDEBUG
#define MINIMUM_FPS DESIGNATED_GAME_FPS
#define MAXIMUM_FPS 200
#else
#define MINIMUM_FPS 1
#define MAXIMUM_FPS 1000
#endif
extern class window *Game_wind;
// from mglobal.c
namespace dcx {
extern fix FrameTime; // time in seconds since last frame
extern fix64 GameTime64; // time in game (sum of FrameTime)
extern int d_tick_count; // increments according to DESIGNATED_GAME_FRAMETIME
extern int d_tick_step; // true once in interval of DESIGNATED_GAME_FRAMETIME
}
#if defined(DXX_BUILD_DESCENT_II)
class object_signature_t;
namespace dsx {
extern struct object *Missile_viewer;
extern object_signature_t Missile_viewer_sig;
#define CV_NONE 0
#define CV_ESCORT 1
#define CV_REAR 2
#define CV_COOP 3
#define CV_MARKER 4
extern array<unsigned, 2> Coop_view_player; // left & right
extern array<unsigned, 2> Marker_viewer_num; // left & right
}
#endif
// The following bits define the game modes.
//#define GM_EDITOR 1 // You came into the game from the editor. Now obsolete - FYI only
// #define GM_SERIAL 2 // You are in serial mode // OBSOLETE
#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 // OBSOLETE
#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
#if defined(DXX_BUILD_DESCENT_I)
#define GM_BOUNTY 512 // New bounty mode by Matt1360
#elif defined(DXX_BUILD_DESCENT_II)
#define GM_CAPTURE 512 // Capture the flag mode for D2
#define GM_HOARD 1024 // New hoard mode for D2 Christmas
#define GM_BOUNTY 2048 /* New bounty mode by Matt1360 */
#endif
#define GM_NORMAL 0 // You are in normal play mode, no multiplayer stuff
#define GM_MULTI GM_NETWORK // You are in some type of multiplayer game (GM_NETWORK /* | GM_SERIAL | GM_MODEM */)
#define NDL 5 // Number of difficulty levels.
namespace dcx {
extern int Game_mode;
extern screen_mode Game_screen_mode;
}
#ifndef NDEBUG // if debugging, these are variables
extern int Slew_on; // in slew or sim mode?
#else // if not debugging, these are constants
#define Slew_on 0 // no slewing in real game
#endif
// Suspend flags
#define SUSP_ROBOTS 1 // Robot AI doesn't move
#define SHOW_EXIT_PATH 1
// from game.c
void close_game(void);
void calc_frame_time(void);
namespace dcx {
void calc_d_tick();
extern int Game_suspended; // if non-zero, nothing moves but player
enum Difficulty_level_type : unsigned
{
Difficulty_0,
Difficulty_1,
Difficulty_2,
Difficulty_3,
Difficulty_4,
};
constexpr Difficulty_level_type DEFAULT_DIFFICULTY = Difficulty_1;
static inline Difficulty_level_type cast_clamp_difficulty(const unsigned d)
{
return (d <= Difficulty_4) ? static_cast<Difficulty_level_type>(d) : Difficulty_4;
}
struct d_game_unique_state
{
using savegame_file_path = array<char, PATH_MAX>;
Difficulty_level_type Difficulty_level; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest
fix Boss_gate_interval;
unsigned accumulated_robots;
unsigned total_hostages;
};
extern d_game_unique_state GameUniqueState;
extern int Global_missile_firing_count;
extern int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
}
#define MAX_PALETTE_ADD 30
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
namespace dsx {
void game();
void init_game();
void init_cockpit();
extern void PALETTE_FLASH_ADD(int dr, int dg, int db);
}
#endif
//sets the rgb values for palette flash
#define PALETTE_FLASH_SET(_r,_g,_b) PaletteRedAdd=(_r), PaletteGreenAdd=(_g), PaletteBlueAdd=(_b)
namespace dcx {
void game_flush_respawn_inputs();
extern int last_drawn_cockpit;
class pause_game_world_time
{
public:
pause_game_world_time();
~pause_game_world_time();
};
void stop_time();
void start_time();
void reset_time(); // called when starting level
}
#if DXX_USE_SCREENSHOT
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
namespace dcx {
// If automap_flag == 1, then call automap routine to write message.
#if DXX_USE_SCREENSHOT_FORMAT_LEGACY
void write_bmp(PHYSFS_File *, unsigned w, unsigned h);
#endif
extern void save_screen_shot(int automap_flag);
}
#endif
#endif
enum cockpit_mode_t
{
//valid modes for cockpit
CM_FULL_COCKPIT, // normal screen with cockpit
CM_REAR_VIEW, // looking back with bitmap
CM_STATUS_BAR, // small status bar, w/ reticle
CM_FULL_SCREEN, // full screen, no cockpit (w/ reticle)
CM_LETTERBOX // half-height window (for cutscenes)
};
extern int Rear_view; // if true, looking back.
#ifdef dsx
namespace dsx {
void game_flush_inputs(); // clear all inputs
// initalize flying
}
#endif
// selects a given cockpit (or lack of one).
void select_cockpit(cockpit_mode_t mode);
// force cockpit redraw next time. call this if you've trashed the screen
namespace dcx {
void fly_init(object_base &obj);
void reset_cockpit(); // called if you've trashed the screen
// functions to save, clear, and resture palette flash effects
void reset_palette_add(void);
}
#ifdef dsx
namespace dsx {
void palette_restore(void);
}
#endif
#if defined(DXX_BUILD_DESCENT_I)
void palette_save();
static inline void full_palette_save(void)
{
palette_save();
}
#elif defined(DXX_BUILD_DESCENT_II)
void full_palette_save(void); // all of the above plus gr_palette_load(gr_palette)
#endif
// put up the help message
void show_help();
void show_netgame_help();
void show_newdemo_help();
// show a message in a nice little box
void show_boxed_message(const char *msg, int RenderFlag);
// turns off rear view & rear view cockpit
void reset_rear_view(void);
namespace dcx {
void game_init_render_sub_buffers(int x, int y, int w, int h);
// Sets up the canvases we will be rendering to
static inline void game_init_render_buffers (int render_max_w, int render_max_h)
{
game_init_render_sub_buffers( 0, 0, render_max_w, render_max_h );
}
extern int netplayerinfo_on;
}
#ifdef dsx
namespace dsx {
#if defined(DXX_BUILD_DESCENT_I)
static inline int game_mode_capture_flag()
{
return 0;
}
static inline int game_mode_hoard()
{
return 0;
}
#elif defined(DXX_BUILD_DESCENT_II)
static inline int game_mode_capture_flag()
{
return (Game_mode & GM_CAPTURE);
}
static inline int game_mode_hoard()
{
return (Game_mode & GM_HOARD);
}
//Flickering light system
struct flickering_light {
segnum_t segnum;
uint8_t sidenum;
uint32_t mask; // determines flicker pattern
fix timer; // time until next change
fix delay; // time between changes
};
struct d_flickering_light_state
{
using Flickering_light_array_t = array<flickering_light, 100>;
unsigned Num_flickering_lights;
Flickering_light_array_t Flickering_lights;
};
extern d_flickering_light_state Flickering_light_state;
extern int BigWindowSwitch;
void compute_slide_segs();
// turn flickering off (because light has been turned off)
void disable_flicker(d_flickering_light_state &fls, vmsegidx_t segnum, unsigned sidenum);
// turn flickering off (because light has been turned on)
void enable_flicker(d_flickering_light_state &fls, vmsegidx_t segnum, unsigned sidenum);
/*
* reads a flickering_light structure from a PHYSFS_File
*/
void flickering_light_read(flickering_light &fl, PHYSFS_File *fp);
void flickering_light_write(const flickering_light &fl, PHYSFS_File *fp);
#endif
void game_render_frame_mono();
static inline void game_render_frame_mono(int skip_flip)
{
game_render_frame_mono();
if (!skip_flip)
gr_flip();
}
}
#endif
void game_leave_menus(void);
//Cheats
#ifdef dsx
namespace dsx {
struct game_cheats : prohibit_void_ptr<game_cheats>
{
int enabled;
int wowie;
int allkeys;
int invul;
int shields;
int killreactor;
int exitpath;
int levelwarp;
int fullautomap;
int ghostphysics;
int rapidfire;
int turbo;
int robotfiringsuspended;
int acid;
#if defined(DXX_BUILD_DESCENT_I)
int wowie2;
int cloak;
int extralife;
int baldguy;
#elif defined(DXX_BUILD_DESCENT_II)
int lamer;
int accessory;
int bouncyfire;
int homingfire;
int killallrobots;
int robotskillrobots;
int monsterdamage;
int buddyclone;
int buddyangry;
#endif
};
extern game_cheats cheats;
window *game_setup();
window_event_result game_handler(window *wind,const d_event &event, const unused_window_userdata_t *);
window_event_result ReadControls(const d_event &event);
bool allowed_to_fire_laser(const player_info &);
void reset_globals_for_new_game();
}
#endif
int cheats_enabled();
void game_disable_cheats();
void check_rear_view(void);
int create_special_path(void);
window_event_result ReadControls(const d_event &event);
void toggle_cockpit(void);
void game_render_frame();
extern fix Show_view_text_timer;
extern fix ThisLevelTime;
extern int Last_level_path_created;
namespace dcx {
extern int force_cockpit_redraw;
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
extern ubyte DemoDoingRight,DemoDoingLeft;
extern fix64 Time_flash_last_played;
}
#endif
#if DXX_USE_EDITOR
#ifdef dsx
namespace dsx {
void dump_used_textures_all();
void move_player_2_segment(vmsegptridx_t seg, unsigned side);
}
#endif
#endif
#endif