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- /*
- 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/game.h $
- * $Revision: 2.1 $
- * $Author: john $
- * $Date: 1995/03/06 15:23:22 $
- *
- * Constants & prototypes which pertain to the game only
- *
- * $Log: game.h $
- * Revision 2.1 1995/03/06 15:23:22 john
- * New screen techniques.
- *
- * Revision 2.0 1995/02/27 11:28:21 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.79 1995/02/13 10:37:17 john
- * Saved Buggin' cheat mode to save file.
- *
- * Revision 1.78 1995/02/01 16:34:12 john
- * Linted.
- *
- * Revision 1.77 1995/01/29 21:37:14 mike
- * initialize variables on game load so you don't drain your energy when you fire.
- *
- * Revision 1.76 1995/01/26 22:11:36 mike
- * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
- *
- * Revision 1.75 1995/01/26 16:45:31 mike
- * Add autofire fusion cannon stuff.
- *
- * Revision 1.74 1994/12/11 23:18:06 john
- * Added -nomusic.
- * Added RealFrameTime.
- * Put in a pause when sound initialization error.
- * Made controlcen countdown and framerate use RealFrameTime.
- *
- * Revision 1.73 1994/12/09 00:41:24 mike
- * fix hang in automap print screen
- *
- * Revision 1.72 1994/12/04 13:47:00 mike
- * enhance custom detail level support.
- *
- * Revision 1.71 1994/12/02 15:05:44 matt
- * Added new "official" cheats
- *
- * Revision 1.70 1994/11/28 18:14:09 rob
- * Added game_mode flag for team games.
- *
- * Revision 1.69 1994/11/15 16:51:13 matt
- * Made rear view only switch to rear cockpit if cockpit on in front view
- *
- * Revision 1.68 1994/11/04 16:26:10 john
- * Fixed bug with letterbox mode game after you finish a game.
- *
- * Revision 1.67 1994/11/02 11:59:48 john
- * Moved menu out of game into inferno main loop.
- *
- * Revision 1.66 1994/10/26 23:02:19 matt
- * Made palette flash saturate negative values
- *
- * Revision 1.65 1994/10/26 15:21:05 mike
- * Detail level stuff. Make Render_depth public.
- *
- * Revision 1.64 1994/10/19 00:13:01 matt
- * Added prototypes
- *
- * Revision 1.63 1994/10/09 14:54:39 matt
- * Made player cockpit state & window size save/restore with saved games & automap
- *
- * Revision 1.62 1994/10/08 19:56:32 matt
- * Added prototype
- *
- * Revision 1.61 1994/10/07 22:19:32 mike
- * Increase number of difficulty levels from 4 to 5.
- *
- * Revision 1.60 1994/10/06 14:14:11 matt
- * Added new function to reset time (to prevent big FrameTime) at start of level
- *
- * Revision 1.59 1994/10/05 17:08:43 matt
- * Changed order of cockpit bitmaps, since there's no longer a full-screen cockpit
- *
- * Revision 1.58 1994/10/03 23:44:13 matt
- * Save & restore palette effect around menus & pause message
- *
- * Revision 1.57 1994/09/29 17:42:12 matt
- * Cleaned up game_mode a little
- *
- * Revision 1.56 1994/09/28 23:12:01 matt
- * Macroized palette flash system
- *
- * Revision 1.55 1994/09/24 16:56:13 rob
- * Added new fields for the Game_mode bitvector for modem play.
- *
- * Revision 1.54 1994/09/24 14:16:20 mike
- * Added new game mode constants.
- *
- * Revision 1.53 1994/09/22 19:00:57 mike
- * Move NDL from robot.h to here.
- *
- * Revision 1.52 1994/09/22 10:46:51 mike
- * Add difficulty levels.
- *
- * Revision 1.51 1994/09/17 01:39:52 matt
- * Added status bar/sizable window mode, and in the process revamped the
- * whole cockpit mode system.
- *
- * Revision 1.50 1994/09/15 21:23:10 matt
- * Changed system to keep track of whether & what cockpit is up
- *
- * Revision 1.49 1994/09/15 16:11:33 john
- * Added support for VFX1 head tracking. Fixed bug with memory over-
- * write when using stereo mode.
- *
- * Revision 1.48 1994/09/13 16:40:10 mike
- * Prototype Global_missile_firing_count.
- *
- * Revision 1.47 1994/09/13 11:19:05 mike
- * Add Next_missile_fire_time.
- *
- * Revision 1.46 1994/09/12 09:52:50 john
- * Made global flush function that flushes keyboard,mouse, and joystick.
- *
- * Revision 1.45 1994/09/03 15:24:14 mike
- * Make global Global_laser_firing_count.
- *
- * Revision 1.44 1994/08/31 19:26:57 mike
- * Prototypes for Next_laser_fire_time, Laser_delay_time.
- *
- * Revision 1.43 1994/08/18 10:47:22 john
- * Cleaned up game sequencing and player death stuff
- * in preparation for making the player explode into
- * pieces when dead.
- *
- * Revision 1.42 1994/08/11 18:03:53 matt
- * Added prototype
- *
- * Revision 1.41 1994/06/29 20:41:38 matt
- * Added new pause mode; cleaned up countdown & game startup code
- *
- * Revision 1.40 1994/06/24 17:03:49 john
- * Added VFX support. Also took all game sequencing stuff like
- * EndGame out and put it into gameseq.c
- *
- * Revision 1.39 1994/06/20 15:01:08 yuan
- * Added death when mine blows up...
- * Continues onto next level.
- *
- * Revision 1.38 1994/06/17 18:07:20 matt
- * Moved some vars out of ifdef
- *
- * Revision 1.37 1994/06/15 11:09:22 yuan
- * Moved gauge_message to mono screen for now.
- *
- * Revision 1.36 1994/05/30 20:22:11 yuan
- * New triggers.
- *
- * Revision 1.35 1994/05/27 10:32:48 yuan
- * New dialog boxes (Walls and Triggers) added.
- *
- *
- * Revision 1.34 1994/05/20 11:56:45 matt
- * Cleaned up find_vector_intersection() interface
- * Killed check_point_in_seg(), check_player_seg(), check_object_seg()
- *
- * Revision 1.33 1994/05/19 21:45:21 matt
- * Removed unused prototypes
- *
- * Revision 1.32 1994/05/19 18:53:17 yuan
- * Changing player structure...
- *
- * Revision 1.31 1994/05/16 16:38:35 yuan
- * Fixed palette add so it doesn't show up in the menu.
- *
- * Revision 1.30 1994/05/16 09:28:17 matt
- * Renamed init_player() to be init_player_stats(), added new funtion
- * init_player_object()
- *
- * Revision 1.29 1994/05/14 17:14:57 matt
- * Got rid of externs in source (non-header) files
- *
- */
- #ifndef _GAME_H
- #define _GAME_H
- #include <setjmp.h>
- #include "vecmat.h"
- #include "object.h"
- //#include "segment.h"
- //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;
- //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_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
- //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 calc_frame_time(void);
- 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
- //adds to rgb values for palette flash
- #define PALETTE_FLASH_ADD(_dr,_dg,_db) \
- do { \
- if ((PaletteRedAdd+=(_dr)) > MAX_PALETTE_ADD) \
- PaletteRedAdd = MAX_PALETTE_ADD; \
- if ((PaletteGreenAdd+=(_dg)) > MAX_PALETTE_ADD) \
- PaletteGreenAdd = MAX_PALETTE_ADD; \
- if ((PaletteBlueAdd+=(_db)) > MAX_PALETTE_ADD) \
- PaletteBlueAdd = MAX_PALETTE_ADD; \
- if (PaletteRedAdd < -MAX_PALETTE_ADD) \
- PaletteRedAdd = -MAX_PALETTE_ADD; \
- if (PaletteGreenAdd < -MAX_PALETTE_ADD) \
- PaletteGreenAdd = -MAX_PALETTE_ADD; \
- if (PaletteBlueAdd < -MAX_PALETTE_ADD) \
- PaletteBlueAdd = -MAX_PALETTE_ADD; \
- } while (0)
- //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);
- extern grs_canvas * get_current_game_screen();
- //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.
- //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
- show_boxed_message(char *msg);
- //erases message drawn with show_boxed_message()
- clear_boxed_message();
- //turns off rear view & rear view cockpit
- void reset_rear_view(void);
- extern int Game_turbo_mode;
- #define VR_NONE 0 //viewing the game screen
- #define VR_AREA_DET 1 //viewing with the stereo area determined method
- #define VR_INTERLACED 2 //viewing with the stereo interlaced method
- extern ubyte VR_use_paging;
- extern ubyte VR_current_page;
- extern ubyte VR_switch_eyes;
- extern fix VR_eye_width;
- extern int VR_screen_mode;
- extern int VR_render_width;
- extern int VR_render_height;
- extern int VR_render_mode;
- extern int VR_compatible_menus;
- extern grs_canvas *VR_offscreen_buffer; // The offscreen data buffer
- extern grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
- extern grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
- extern grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
- extern grs_canvas VR_screen_sub_pages[2]; // Two sub pages of VRAM if paging is available
- void game_init_render_buffers(int screen_mode, int render_max_w, int render_max_h, int use_paging, int render_method, int compatible_menus );
- #endif
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