// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file g_game.h /// \brief Game loop, events handling. #ifndef __G_GAME__ #define __G_GAME__ #include "doomdef.h" #include "doomstat.h" #include "d_event.h" #include "g_demo.h" #include "m_cheat.h" // objectplacing #ifdef __cplusplus extern "C" { #endif extern char gamedatafilename[64]; extern char timeattackfolder[64]; extern char customversionstring[32]; extern char player_names[MAXPLAYERS][MAXPLAYERNAME+1]; extern INT32 player_name_changes[MAXPLAYERS]; extern player_t players[MAXPLAYERS]; extern boolean playeringame[MAXPLAYERS]; // gametic at level start extern tic_t levelstarttic; // for modding? extern INT16 prevmap, nextmap; // see also G_MapNumber typedef enum { NEXTMAP_RESERVED = INT16_MAX, // so nextmap+1 doesn't roll over -- remove when gamemap is made 0-indexed NEXTMAP_TITLE = INT16_MAX-1, NEXTMAP_EVALUATION = INT16_MAX-2, NEXTMAP_CREDITS = INT16_MAX-3, NEXTMAP_CEREMONY = INT16_MAX-4, NEXTMAP_VOTING = INT16_MAX-5, NEXTMAP_INVALID = INT16_MAX-6, // Always last NEXTMAP_SPECIAL = NEXTMAP_INVALID } nextmapspecial_t; extern INT32 gameovertics; extern UINT8 ammoremovaltics; extern tic_t timeinmap; // Ticker for time spent in level (used for levelcard display) extern INT32 pausedelay; extern boolean pausebreakkey; extern boolean promptactive; extern consvar_t cv_tutorialprompt; extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection; extern consvar_t cv_shoutname, cv_shoutcolor, cv_autoshout; extern consvar_t cv_songcredits; extern consvar_t cv_pauseifunfocused; extern consvar_t cv_invertmouse; extern consvar_t cv_kickstartaccel[MAXSPLITSCREENPLAYERS]; extern consvar_t cv_shrinkme[MAXSPLITSCREENPLAYERS]; extern consvar_t cv_turnaxis[MAXSPLITSCREENPLAYERS]; extern consvar_t cv_moveaxis[MAXSPLITSCREENPLAYERS]; extern consvar_t cv_brakeaxis[MAXSPLITSCREENPLAYERS]; extern consvar_t cv_aimaxis[MAXSPLITSCREENPLAYERS]; extern consvar_t cv_lookaxis[MAXSPLITSCREENPLAYERS]; extern consvar_t cv_fireaxis[MAXSPLITSCREENPLAYERS]; extern consvar_t cv_driftaxis[MAXSPLITSCREENPLAYERS]; extern consvar_t cv_deadzone[MAXSPLITSCREENPLAYERS]; extern consvar_t cv_ghost_besttime, cv_ghost_bestlap, cv_ghost_last, cv_ghost_guest, cv_ghost_staff; extern consvar_t cv_invincmusicfade; extern consvar_t cv_growmusicfade; extern consvar_t cv_resetspecialmusic; extern consvar_t cv_resume; // mouseaiming (looking up/down with the mouse or keyboard) #define KB_LOOKSPEED (1<<25) #define MAXPLMOVE (50) #define SLOWTURNTICS (6) const char *G_BuildMapName(INT32 map); INT32 G_MapNumber(const char *mapname); void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer); // copy ticcmd_t to and fro the normal way ticcmd_t *G_CopyTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n); // copy ticcmd_t to and fro network packets ticcmd_t *G_MoveTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n); // clip the console player aiming to the view INT32 G_ClipAimingPitch(INT32 *aiming); INT16 G_SoftwareClipAimingPitch(INT32 *aiming); extern angle_t localangle[MAXSPLITSCREENPLAYERS]; extern INT32 localaiming[MAXSPLITSCREENPLAYERS]; // should be an angle_t but signed extern INT32 localsteering[MAXSPLITSCREENPLAYERS]; INT32 G_PlayerInputAnalog(UINT8 p, INT32 gc, UINT8 menuPlayers); boolean G_PlayerInputDown(UINT8 p, INT32 gc, UINT8 menuPlayers); // // GAME // void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo); void G_DoReborn(INT32 playernum); void G_PlayerReborn(INT32 player, boolean betweenmaps); void G_InitNew(UINT8 pencoremode, INT32 map, boolean resetplayer, boolean skipprecutscene, boolean FLS); char *G_BuildMapTitle(INT32 mapnum); struct searchdim { UINT8 pos; UINT8 siz; }; struct mapsearchfreq_t { INT16 mapnum; UINT8 matchc; struct searchdim *matchd;/* offset that a pattern was matched */ UINT8 keywhc; struct searchdim *keywhd;/* ...in KEYWORD */ UINT8 total;/* total hits */ }; INT32 G_FindMap(const char *query, char **foundmapnamep, mapsearchfreq_t **freqp, INT32 *freqc); void G_FreeMapSearch(mapsearchfreq_t *freq, INT32 freqc); /* Match map name by search + 2 digit map code or map number. */ INT32 G_FindMapByNameOrCode(const char *query, char **foundmapnamep); // XMOD spawning mapthing_t *G_FindTeamStart(INT32 playernum); mapthing_t *G_FindBattleStart(INT32 playernum); mapthing_t *G_FindRaceStart(INT32 playernum); mapthing_t *G_FindPodiumStart(INT32 playernum); mapthing_t *G_FindMapStart(INT32 playernum); void G_MovePlayerToSpawnOrStarpost(INT32 playernum); void G_SpawnPlayer(INT32 playernum); // Can be called by the startup code or M_Responder. // A normal game starts at map 1, but a warp test can start elsewhere void G_DeferedInitNew(boolean pencoremode, INT32 map, INT32 pickedchar, UINT8 ssplayers, boolean FLS); void G_DoLoadLevelEx(boolean resetplayer, gamestate_t newstate); void G_DoLoadLevel(boolean resetplayer); void G_StartTitleCard(void); void G_PreLevelTitleCard(void); boolean G_IsTitleCardAvailable(void); // Can be called by the startup code or M_Responder, calls P_SetupLevel. void G_LoadGame(UINT32 slot, INT16 mapoverride); void G_SaveGameData(void); void G_DirtyGameData(void); void G_SaveGame(UINT32 slot, INT16 mapnum); void G_SaveGameOver(UINT32 slot, boolean modifylives); void G_SetGametype(INT16 gametype); char *G_PrepareGametypeConstant(const char *newgtconst); void G_AddTOL(UINT32 newtol, const char *tolname); INT32 G_GetGametypeByName(const char *gametypestr); INT32 G_GuessGametypeByTOL(UINT32 tol); boolean G_GametypeUsesLives(void); boolean G_GametypeHasTeams(void); boolean G_GametypeHasSpectators(void); #define VOTEMODIFIER_ENCORE 0x80 INT16 G_SometimesGetDifferentGametype(void); void G_ExitLevel(void); void G_NextLevel(void); void G_Continue(void); void G_UseContinue(void); void G_AfterIntermission(void); void G_EndGame(void); // moved from y_inter.c/h and renamed #define MAXMEDALVISIBLECOUNT 3 extern struct stickermedalinfo { UINT8 visiblecount; UINT8 jitter; boolean norecord; tic_t timetoreach; emblem_t *emblems[MAXMEDALVISIBLECOUNT]; emblem_t *regenemblem; char targettext[9]; } stickermedalinfo; void G_UpdateTimeStickerMedals(UINT16 map, boolean showownrecord); void G_TickTimeStickerMedals(void); void G_UpdateRecords(void); void G_Ticker(boolean run); boolean G_Responder(event_t *ev); boolean G_CouldView(INT32 playernum); boolean G_CanView(INT32 playernum, UINT8 viewnum, boolean onlyactive); INT32 G_FindView(INT32 startview, UINT8 viewnum, boolean onlyactive, boolean reverse); INT32 G_CountPlayersPotentiallyViewable(boolean active); void G_ResetViews(void); void G_ResetView(UINT8 viewnum, INT32 playernum, boolean onlyactive); void G_AdjustView(UINT8 viewnum, INT32 offset, boolean onlyactive); void G_AddPartyMember (INT32 party_member, INT32 new_party_member); void G_RemovePartyMember (INT32 party_member); void G_ResetSplitscreen (INT32 playernum); void G_AddPlayer(INT32 playernum); void G_SetExitGameFlag(void); void G_ClearExitGameFlag(void); boolean G_GetExitGameFlag(void); void G_SetRetryFlag(void); void G_ClearRetryFlag(void); boolean G_GetRetryFlag(void); void G_SetModeAttackRetryFlag(void); void G_ClearModeAttackRetryFlag(void); boolean G_GetModeAttackRetryFlag(void); void G_LoadGameData(void); void G_LoadGameSettings(void); void G_SetGameModified(boolean silent, boolean major); void G_SetUsedCheats(void); // Gamedata record shit void G_AllocMainRecordData(INT16 i); void G_ClearRecords(void); tic_t G_GetBestTime(INT16 map); FUNCMATH INT32 G_TicsToHours(tic_t tics); FUNCMATH INT32 G_TicsToMinutes(tic_t tics, boolean full); FUNCMATH INT32 G_TicsToSeconds(tic_t tics); FUNCMATH INT32 G_TicsToCentiseconds(tic_t tics); FUNCMATH INT32 G_TicsToMilliseconds(tic_t tics); // Don't split up TOL handling UINT32 G_TOLFlag(INT32 pgametype); INT16 G_GetFirstMapOfGametype(UINT8 pgametype); INT16 G_RandMap(UINT32 tolflags, INT16 pprevmap, UINT8 ignorebuffer, UINT8 maphell, boolean callagainsoon, INT16 *extbuffer); void G_AddMapToBuffer(INT16 map); #ifdef __cplusplus } // extern "C" #endif #endif