RingRacers/src/doomstat.h
Eidolon 22b20b5877 Add netgame voice chat
Implemented using libopus for the Opus codec, same as is used in Discord.
This adds the following cvars:

- `voice_chat` On/Off, triggers self-deafen state on server via weaponprefs
- `voice_mode` Activity/PTT
- `voice_selfmute` On/Off, triggers self-mute state on server via weaponprefs
- `voice_inputamp` -30 to 30, scales input by value in decibels
- `voice_activationthreshold` -30 to 0, if any peak in a frame is higher, activates voice
- `voice_loopback` On/Off, plays back local transcoded voice
- `voice_proximity` On/Off, enables proximity effects for server
- `voice_distanceattenuation_distance` distance in fracunits to scale voice volume over
- `voice_distanceattenuation_factor` distance in logarithmic factor to scale voice volume by distance to. e.g. 0.5 for "half as loud" at or above max distance
- `voice_stereopanning_factor` at 1.0, player voices are panned to left or right speaker, scaling to no effect at 0.0
- `voice_concurrentattenuation_factor` the logarithmic factor to attenuate player voices with concurrent speakers
- `voice_concurrentattenuation_min` the minimum concurrent speakers before global concurrent speaker attenuation
- `voice_concurrentattenuation_max` the maximum concurrent speakers for full global concurrent speaker attenuation
- `voice_servermute` whether voice chat is enabled on this server. visible from MS via bitflag
- `voicevolume` local volume of all voice playback

A Voice Options menu is added with a subset of these options, and Server Options has server mute.
2024-12-13 17:12:14 -06:00

975 lines
29 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Kart Krew.
// Copyright (C) 2020 by Sonic Team Junior.
// Copyright (C) 2000 by DooM Legacy Team.
// Copyright (C) 1996 by id Software, Inc.
//
// 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 doomstat.h
/// \brief All the global variables that store the internal state.
///
/// Theoretically speaking, the internal state of the engine
/// should be found by looking at the variables collected
/// here, and every relevant module will have to include
/// this header file. In practice... things are a bit messy.
#ifndef __DOOMSTAT__
#define __DOOMSTAT__
// We need globally shared data structures, for defining the global state variables.
#include "doomdata.h"
// We need the player data structure as well.
#include "d_player.h"
// For lumpnum_t.
#include "w_wad.h"
#ifdef __cplusplus
extern "C" {
#endif
// =============================
// Selected map etc.
// =============================
#define ROUNDQUEUE_MAX 10 // sane max? maybe make dynamically allocated later
// These two live in gametype field of packets
#define ROUNDQUEUE_CMD_CLEAR UINT16_MAX
#define ROUNDQUEUE_CMD_SHOW UINT16_MAX-1
// The roundqueue itself is resident in g_game.h
// Selected by user.
extern INT16 gamemap;
extern boolean g_reloadingMap;
extern char mapmusname[7];
extern UINT32 mapmusposition;
extern UINT32 mapmusresume;
extern UINT8 mapmusrng;
#define MUSIC_TRACKMASK 0x0FFF // ----************
#define MUSIC_RELOADRESET 0x8000 // *---------------
#define MUSIC_FORCERESET 0x4000 // -*--------------
// Use other bits if necessary.
extern UINT32 maptol;
extern INT32 cursaveslot;
extern UINT8 gamecomplete;
#define CUPMENU_COLUMNS 7
#define CUPMENU_ROWS 2
// Extra abilities/settings for skins (combinable stuff)
typedef enum
{
MA_RUNNING = 1, // In action
MA_INIT = 1<<1, // Initialisation
MA_NOCUTSCENES = 1<<2, // No cutscenes
MA_INGAME = 1<<3 // Timer ignores loads
} marathonmode_t;
extern marathonmode_t marathonmode;
extern tic_t marathontime;
#define maxgameovers 13
extern UINT8 numgameovers;
extern SINT8 startinglivesbalance[maxgameovers+1];
#define NUMPRECIPFREESLOTS 64
typedef enum
{
PRECIP_NONE = 0,
PRECIP_RAIN,
PRECIP_SNOW,
PRECIP_BLIZZARD,
PRECIP_STORM,
PRECIP_STORM_NORAIN,
PRECIP_STORM_NOSTRIKES,
PRECIP_FIRSTFREESLOT,
PRECIP_LASTFREESLOT = PRECIP_FIRSTFREESLOT + NUMPRECIPFREESLOTS - 1,
MAXPRECIP
} preciptype_t;
typedef enum
{
PRECIPFX_THUNDER = 1,
PRECIPFX_LIGHTNING = 1<<1,
PRECIPFX_WATERPARTICLES = 1<<2
} precipeffect_t;
struct precipprops_t
{
const char *name;
mobjtype_t type;
precipeffect_t effects;
};
extern precipprops_t precipprops[MAXPRECIP];
extern preciptype_t precip_freeslot;
extern preciptype_t globalweather;
extern preciptype_t curWeather;
/** Time attack information, currently a very small structure.
*/
struct skinrecord_t
{
UINT32 wins;
UINT32 rounds;
UINT32 timeplayed;
UINT32 modetimeplayed[GDGT_MAX];
UINT32 tumbletime;
};
struct unloaded_skin_t
{
char name[SKINNAMESIZE+1];
UINT32 namehash;
skinrecord_t records;
unloaded_skin_t *next;
};
extern unloaded_skin_t *unloadedskins;
struct skinreference_t
{
unloaded_skin_t *unloaded;
UINT8 id;
};
// mapvisited is now a set of flags that says what we've done in the map.
#define MV_VISITED (1)
#define MV_BEATEN (1<<1)
#define MV_ENCORE (1<<2)
#define MV_SPBATTACK (1<<3)
#define MV_MYSTICMELODY (1<<4)
#define MV_MAX (MV_VISITED|MV_BEATEN|MV_ENCORE|MV_SPBATTACK|MV_MYSTICMELODY)
struct recordtimes_t
{
tic_t time; ///< Time in which the level was finished.
tic_t lap; ///< Best lap time for this level.
};
struct recorddata_t
{
UINT8 mapvisited;
recordtimes_t timeattack; ///< Best times for Time Attack
recordtimes_t spbattack; ///< Best times for SPB Attack
UINT32 timeplayed;
UINT32 netgametimeplayed;
UINT32 modetimeplayed[GDGT_MAX];
UINT32 timeattacktimeplayed;
UINT32 spbattacktimeplayed;
UINT32 rounds;
UINT32 wins;
};
#define KARTSPEED_AUTO -1
#define KARTSPEED_EASY 0
#define KARTSPEED_NORMAL 1
#define KARTSPEED_HARD 2
#define KARTGP_MASTER 3 // Not a speed setting, gives the hardest speed with maxed out bots
#define KARTGP_MAX 4
typedef enum
{
GRADE_INVALID = -1,
GRADE_E,
GRADE_D,
GRADE_C,
GRADE_B,
GRADE_A,
GRADE_S
} gp_rank_e;
struct cupwindata_t
{
UINT8 best_placement;
gp_rank_e best_grade;
boolean got_emerald;
skinreference_t best_skin;
};
// Set if homebrew PWAD stuff has been added.
extern boolean modifiedgame;
extern boolean majormods;
extern UINT16 mainwads;
extern UINT16 musicwads;
extern boolean savemoddata; // This mod saves time/emblem data.
extern boolean usedCheats;
extern boolean imcontinuing; // Temporary flag while continuing
#define ATTACKING_NONE 0
#define ATTACKING_TIME 1
#define ATTACKING_LAP (1<<1)
#define ATTACKING_SPB (1<<2)
extern UINT8 modeattacking;
// menu demo things
extern UINT8 numDemos;
extern UINT32 demoDelayTime;
extern UINT32 demoIdleTime;
// Netgame? only true in a netgame
extern boolean netgame;
extern boolean addedtogame; // true after the server has added you
// Only true if >1 player. netgame => multiplayer but not (multiplayer=>netgame)
extern boolean multiplayer;
extern UINT8 splitscreen;
extern int r_splitscreen;
extern boolean forceresetplayers, deferencoremode, forcespecialstage;
// ========================================
// Internal parameters for sound rendering.
// ========================================
extern boolean sound_disabled;
extern boolean digital_disabled;
extern boolean g_voice_disabled;
// =========================
// Status flags for refresh.
// =========================
//
extern boolean menuactive; // Menu overlaid?
extern UINT8 paused; // Game paused?
extern UINT8 window_notinfocus; // are we in focus? (backend independant -- handles auto pausing and display of "focus lost" message)
extern INT32 window_x;
extern INT32 window_y;
extern boolean nodrawers;
extern boolean noblit;
extern boolean lastdraw;
extern postimg_t postimgtype[MAXSPLITSCREENPLAYERS];
extern INT32 postimgparam[MAXSPLITSCREENPLAYERS];
extern INT32 viewwindowx, viewwindowy;
extern INT32 viewwidth, scaledviewwidth;
// Player taking events, and displaying.
extern INT32 consoleplayer;
extern INT32 displayplayers[MAXSPLITSCREENPLAYERS];
/* g_localplayers[0] = consoleplayer */
extern INT32 g_localplayers[MAXSPLITSCREENPLAYERS];
extern char * titlemap;
extern boolean hidetitlepics;
extern boolean looptitle;
extern char * bootmap; //bootmap for loading a map on startup
extern char * podiummap; // map to load for podium
extern char * tutorialchallengemap; // map to load for tutorial skip
extern UINT8 tutorialchallenge;
#define TUTORIALSKIP_NONE 0
#define TUTORIALSKIP_FAILED 1
#define TUTORIALSKIP_INPROGRESS 2
extern boolean exitfadestarted;
struct scene_t
{
UINT8 numpics;
char picname[8][8];
UINT8 pichires[8];
char *text;
UINT16 xcoord[8];
UINT16 ycoord[8];
UINT16 picduration[8];
UINT8 musicloop;
UINT16 textxpos;
UINT16 textypos;
char musswitch[7];
UINT16 musswitchflags;
UINT32 musswitchposition;
UINT8 fadecolor; // Color number for fade, 0 means don't do the first fade
UINT8 fadeinid; // ID of the first fade, to a color -- ignored if fadecolor is 0
UINT8 fadeoutid; // ID of the second fade, to the new screen
}; // TODO: It would probably behoove us to implement subsong/track selection here, too, but I'm lazy -SH
struct cutscene_t
{
scene_t scene[128]; // 128 scenes per cutscene.
INT32 numscenes; // Number of scenes in this cutscene
};
extern cutscene_t *cutscenes[128];
// Reserve prompt space for tutorials
#define TUTORIAL_PROMPT 201 // one-based
#define TUTORIAL_AREAS 6
#define TUTORIAL_AREA_PROMPTS 5
#define MAX_PROMPTS (TUTORIAL_PROMPT+TUTORIAL_AREAS*TUTORIAL_AREA_PROMPTS*3) // 3 control modes
#define MAX_PAGES 128
#define PROMPT_PIC_PERSIST 0
#define PROMPT_PIC_LOOP 1
#define PROMPT_PIC_DESTROY 2
#define MAX_PROMPT_PICS 8
struct textpage_t
{
UINT8 numpics;
UINT8 picmode; // sequence mode after displaying last pic, 0 = persist, 1 = loop, 2 = destroy
UINT8 pictoloop; // if picmode == loop, which pic to loop to?
UINT8 pictostart; // initial pic number to show
char picname[MAX_PROMPT_PICS][8];
UINT8 pichires[MAX_PROMPT_PICS];
UINT16 xcoord[MAX_PROMPT_PICS]; // gfx
UINT16 ycoord[MAX_PROMPT_PICS]; // gfx
UINT16 picduration[MAX_PROMPT_PICS];
char musswitch[7];
UINT16 musswitchflags;
UINT8 musicloop;
char tag[33]; // page tag
char name[34]; // narrator name, extra char for color
char iconname[8]; // narrator icon lump
boolean rightside; // narrator side, false = left, true = right
boolean iconflip; // narrator flip icon horizontally
UINT8 hidehud; // hide hud, 0 = show all, 1 = hide depending on prompt position (top/bottom), 2 = hide all
UINT8 lines; // # of lines to show. If name is specified, name takes one of the lines. If 0, defaults to 4.
INT32 backcolor; // see CON_SetupBackColormap: 0-11, INT32_MAX for user-defined (CONS_BACKCOLOR)
UINT8 align; // text alignment, 0 = left, 1 = right, 2 = center
UINT8 verticalalign; // vertical text alignment, 0 = top, 1 = bottom, 2 = middle
UINT8 textspeed; // text speed, delay in tics between characters.
sfxenum_t textsfx; // sfx_ id for printing text
UINT8 nextprompt; // next prompt to jump to, one-based. 0 = current prompt
UINT8 nextpage; // next page to jump to, one-based. 0 = next page within prompt->numpages
char nexttag[33]; // next tag to jump to. If set, this overrides nextprompt and nextpage.
INT32 timetonext; // time in tics to jump to next page automatically. 0 = don't jump automatically
char *text;
};
struct textprompt_t
{
textpage_t page[MAX_PAGES];
INT32 numpages; // Number of pages in this prompt
};
extern textprompt_t *textprompts[MAX_PROMPTS];
// For the Custom Exit linedef.
extern UINT16 nextmapoverride;
extern UINT8 skipstats;
// Fun extra stuff
extern INT16 lastmap; // Last level you were at (returning from special stages).
// A single point in space.
struct mappoint_t
{
fixed_t x, y, z;
};
struct quake_t
{
tic_t time, startTime;
fixed_t intensity;
// optional intensity modulation based on position
fixed_t radius;
mappoint_t *epicenter;
mobj_t *mobj;
// linked list
quake_t *next;
quake_t *prev;
};
extern quake_t *g_quakes;
// Custom Lua values
struct customoption_t
{
char option[32]; // 31 usable characters
char value[256]; // 255 usable characters. If this seriously isn't enough then wtf.
};
// This could support more, but is that a good idea?
// Keep in mind that it may encourage people making overly long cups just because they "can", and would be a waste of memory.
#define MAXLEVELLIST 5
#define CUPCACHE_BONUS MAXLEVELLIST
#define MAXBONUSLIST 2
#define CUPCACHE_SPECIAL (CUPCACHE_BONUS+MAXBONUSLIST)
#define CUPCACHE_PODIUM (CUPCACHE_SPECIAL+1)
#define CUPCACHE_MAX (CUPCACHE_PODIUM+1)
#define MAXCUPNAME 16 // includes \0, for cleaner savedata
struct cupheader_t
{
UINT16 id; ///< Cup ID
UINT8 monitor; ///< Monitor graphic 1-9 or A-Z
char name[MAXCUPNAME]; ///< Cup title
UINT32 namehash; ///< Cup title hash
char realname[MAXCUPNAME]; ///< Cup nomme de gurre
char icon[9]; ///< Name of the icon patch
char *levellist[CUPCACHE_MAX]; ///< List of levels that belong to this cup
INT16 cachedlevels[CUPCACHE_MAX]; ///< IDs in levellist, bonusgame, and specialstage
UINT8 numlevels; ///< Number of levels defined in levellist
UINT8 numbonus; ///< Number of bonus stages defined
UINT8 emeraldnum; ///< ID of Emerald to use for special stage (1-7 for Chaos Emeralds, 8-14 for Super Emeralds, 0 for no emerald)
boolean playcredits; ///< Play the credits?
UINT16 cache_cuplock; ///< Cached Unlockable ID
cupwindata_t windata[4]; ///< Data for cup visitation
cupheader_t *next; ///< Next cup in linked list
};
extern cupheader_t *kartcupheaders; // Start of cup linked list
extern UINT16 numkartcupheaders, basenumkartcupheaders;
struct unloaded_cupheader_t
{
char name[MAXCUPNAME];
UINT32 namehash;
cupwindata_t windata[4];
unloaded_cupheader_t *next;
};
extern unloaded_cupheader_t *unloadedcupheaders;
#define MAXMAPLUMPNAME 64 // includes \0, for cleaner savedata
struct staffbrief_t
{
UINT16 wad;
UINT16 lump;
char name[MAXPLAYERNAME+1];
tic_t time;
tic_t lap;
};
#define MAXMUSNAMES 3 // maximum definable music tracks per level
#define MAXDESTRUCTIBLES 3
#define MAXHEADERFOLLOWERS 32
struct mapheader_lighting_t
{
UINT8 light_contrast; ///< Range of wall lighting. 0 is no lighting.
SINT8 sprite_backlight; ///< Subtract from wall lighting for sprites only.
boolean use_light_angle; ///< When false, wall lighting is evenly distributed. When true, wall lighting is directional.
angle_t light_angle; ///< Angle of directional wall lighting.
};
/** Map header information.
*/
struct mapheader_t
{
// Core game information, not user-modifiable directly
char *lumpname; ///< Lump name can be really long
UINT32 lumpnamehash; ///< quickncasehash(->lumpname, MAXMAPLUMPNAME)
lumpnum_t lumpnum; ///< Lump number for the map, used by vres_GetMap
void *thumbnailPic; ///< Lump data for the level select thumbnail.
void *minimapPic; ///< Lump data for the minimap graphic.
void *encoreLump; ///< Lump data for the Encore Mode remap.
void *tweakLump; ///< Lump data for the palette tweak remap.
// Staff Ghost information
UINT8 ghostCount; ///< Count of valid staff ghosts
UINT32 ghostBriefSize; ///< Size of ghostBrief vector allocation
staffbrief_t **ghostBrief; ///< Valid staff ghosts, pointers are owned
tic_t automedaltime[4]; ///< Auto Medal times derived from ghost times, best to worst
recorddata_t records; ///< Stores completion/record attack data
cupheader_t *cup; ///< Cached cup
size_t justPlayed; ///< Prevent this map from showing up in votes if it was recently picked.
size_t anger; ///< No one picked this map... it's mad now.
// Titlecard information
char lvlttl[22]; ///< Level name without "Zone". (21 character limit instead of 32, 21 characters can display on screen max anyway)
char menuttl[22]; ///< Menu title for level
char zonttl[22]; ///< "ZONE" replacement name
UINT8 actnum; ///< Act number or 0 for none.
// Selection metadata
char keywords[33]; ///< Keywords separated by space to search for. 32 characters.
UINT8 levelselect; ///< Is this map available in the level select? If so, which map list is it available in?
UINT16 menuflags; ///< LF2_flags: options that affect record attack menus
UINT8 playerLimit; ///< This map does not appear in multiplayer vote if there are too many players
// Operational metadata
UINT16 levelflags; ///< LF_flags: merged booleans into one UINT16 for space, see below
UINT32 typeoflevel; ///< Combination of typeoflevel flags.
UINT8 numlaps; ///< Number of laps in circuit mode, unless overridden.
UINT8 lapspersection; ///< Number of laps per section in hybrid section-circuit maps.
fixed_t gravity; ///< Map-wide gravity.
char relevantskin[SKINNAMESIZE+1]; ///< Skin to use for tutorial (if not provided, uses Eggman.)
// Music information
char musname[MAXMUSNAMES][7]; ///< Music tracks to play. First dimension is the track number, second is the music string. "" for no music.
char encoremusname[MAXMUSNAMES][7]; ///< Music tracks to play in Encore. First dimension is the track number, second is the music string. "" for no music.
UINT16 cache_muslock[MAXMUSNAMES-1]; ///< Cached Alt Music IDs
char associatedmus[MAXMUSNAMES][7]; ///< Associated music tracks for sound test unlock.
char positionmus[7]; ///< Custom Position track. Doesn't play in Encore or other fun game-controlled contexts
UINT8 musname_size; ///< Number of music tracks defined
UINT8 encoremusname_size; ///< Number of Encore music tracks defined
UINT8 associatedmus_size; ///< Number of associated music tracks defined
UINT16 mustrack; ///< Subsong to play. Only really relevant for music modules and specific formats supported by GME. 0 to ignore.
UINT32 muspos; ///< Music position to jump to.
// Sky information
UINT8 weather; ///< See preciptype_t
char skytexture[9]; ///< Sky texture to use.
INT16 skybox_scalex; ///< Skybox X axis scale. (0 = no movement, 1 = 1:1 movement, 16 = 16:1 slow movement, -4 = 1:4 fast movement, etc.)
INT16 skybox_scaley; ///< Skybox Y axis scale.
INT16 skybox_scalez; ///< Skybox Z axis scale.
fixed_t darkness; ///< Pohbee darkness multiplier
// Distance information
fixed_t mobj_scale; ///< Defines the size all object calculations are relative to
fixed_t default_waypoint_radius; ///< 0 is a special value for DEFAULT_WAYPOINT_RADIUS, but scaled with mobjscale
// Visual information
UINT16 palette; ///< PAL lump to use on this map
UINT16 encorepal; ///< PAL for encore mode
mapheader_lighting_t lighting; ///< Wall and sprite lighting
mapheader_lighting_t lighting_encore; ///< Alternative lighting for Encore mode
boolean use_encore_lighting; ///< Whether to use separate Encore lighting
// Audience information
UINT8 numFollowers; ///< Internal. For audience support.
INT16 *followers; ///< List of audience followers in this level. Allocated dynamically for space reasons. Be careful.
// Script information
char runsoc[33]; ///< SOC to execute at start of level (32 character limit instead of 63)
char scriptname[33]; ///< Script to use when the map is switched to. (32 character limit instead of 191)
// Cutscene information
UINT8 precutscenenum; ///< Cutscene number to play BEFORE a level starts.
UINT8 cutscenenum; ///< Cutscene number to use, 0 for none.
mobjtype_t destroyforchallenge[MAXDESTRUCTIBLES]; ///< Assistive for UCRP_MAPDESTROYOBJECTS
UINT8 destroyforchallenge_size; ///< Number for above
UINT16 cache_spraycan; ///< Cached Spraycan ID
UINT16 cache_maplock; ///< Cached Unlockable ID
// Lua information
UINT8 numCustomOptions; ///< Internal. For Lua custom value support.
customoption_t *customopts; ///< Custom options. Allocated dynamically for space reasons. Be careful.
};
// level flags
//#define LF_(this slot is free) (1<<0)
#define LF_NOZONE (1<<1) ///< Don't include "ZONE" on level title
#define LF_SECTIONRACE (1<<2) ///< Section race level
#define LF_SUBTRACTNUM (1<<3) ///< Use subtractive position number (for bright levels)
#define LF2_HIDEINMENU (1<<0) ///< Hide in the multiplayer menu
#define LF2_NOTIMEATTACK (1<<1) ///< Hide this map in Time Attack modes
#define LF2_NOVISITNEEDED (1<<2) ///< Map does not require visitation to be selectable
#define LF2_FINISHNEEDED (1<<3) ///< Not available in Time Attack modes until you beat the level
extern mapheader_t** mapheaderinfo;
extern INT32 nummapheaders, basenummapheaders, mapallocsize;
struct unloaded_mapheader_t
{
char *lumpname;
UINT32 lumpnamehash;
recorddata_t records;
unloaded_mapheader_t *next;
};
extern unloaded_mapheader_t *unloadedmapheaders;
// Gametypes
#define NUMGAMETYPEFREESLOTS (128)
#define MAXGAMETYPELENGTH (32)
enum GameType
{
GT_RACE = 0,
GT_BATTLE,
GT_SPECIAL,
GT_VERSUS,
GT_TUTORIAL,
GT_FIRSTFREESLOT,
GT_LASTFREESLOT = GT_FIRSTFREESLOT + NUMGAMETYPEFREESLOTS - 1,
MAXGAMETYPES
};
// If you alter this list, update defaultgametypes and *gametypes in g_game.c
#define MAXTOL (1<<31)
#define NUMBASETOLNAMES (5)
#define NUMTOLNAMES (NUMBASETOLNAMES + NUMGAMETYPEFREESLOTS)
struct gametype_t
{
const char *name;
const char *constant;
UINT32 rules;
UINT32 tol;
UINT8 intermission;
SINT8 speed;
INT32 pointlimit;
INT32 timelimit;
char gppic[9];
char gppicmini[9];
};
extern gametype_t *gametypes[MAXGAMETYPES+1];
extern INT16 numgametypes;
extern INT16 gametype, g_lastgametype;
// Gametype rules
enum GameTypeRules
{
// Race rules
GTR_CIRCUIT = 1, // Enables the finish line, laps, and the waypoint system.
GTR_BOTS = 1<<1, // Allows bots in this gametype. Combine with BotTiccmd hooks to make bots support your gametype.
// Battle gametype rules
GTR_BUMPERS = 1<<2, // Enables the bumper health system
GTR_SPHERES = 1<<3, // Replaces rings with blue spheres
GTR_CLOSERPLAYERS = 1<<4, // Buffs spindash and draft power to bring everyone together, nerfs invincibility and grow to prevent excessive combos
GTR_BATTLESTARTS = 1<<5, // Use Battle Mode start positions.
GTR_PAPERITEMS = 1<<6, // Replaces item boxes with paper item spawners
GTR_POWERSTONES = 1<<7, // Battle Emerald collectables.
GTR_KARMA = 1<<8, // Enables the Karma system if you're out of bumpers
// 1<<9 - UNUSED
// Bonus gametype rules
GTR_CHECKPOINTS = 1<<10, // Player respawns at specific checkpoints
GTR_PRISONS = 1<<11, // Can enter Prison Break mode
GTR_CATCHER = 1<<12, // UFO Catcher (only works with GTR_CIRCUIT)
GTR_ROLLINGSTART = 1<<13, // Rolling start (only works with GTR_CIRCUIT)
GTR_SPECIALSTART = 1<<14, // White fade instant start
GTR_BOSS = 1<<15, // Boss intro and spawning
// General purpose rules
GTR_POINTLIMIT = 1<<16, // Reaching point limit ends the round
GTR_TIMELIMIT = 1<<17, // Reaching time limit ends the round
GTR_OVERTIME = 1<<18, // Allow overtime behavior
GTR_ENCORE = 1<<19, // Alternate Encore mirroring, scripting, and texture remapping
GTR_TEAMS = 1<<20, // Teams are forced on
GTR_NOTEAMS = 1<<21, // Teams are forced off
GTR_TEAMSTARTS = 1<<22, // Use team-based start positions
GTR_NOMP = 1<<23, // No multiplayer
GTR_NOCUPSELECT = 1<<24, // Your maps are not selected via cup.
GTR_NOPOSITION = 1<<25, // No POSITION
// free: to and including 1<<31
};
// Remember to update GAMETYPERULE_LIST in deh_soc.c
#define GTR_FORBIDMP (GTR_NOMP|GTR_CATCHER|GTR_BOSS)
// TODO: replace every instance
#define gametyperules (gametypes[gametype]->rules)
// TypeOfLevel things
enum TypeOfLevel
{
// Gametypes
TOL_RACE = 0x0001, ///< Race
TOL_BATTLE = 0x0002, ///< Battle
TOL_SPECIAL = 0x0004, ///< Special Stage (variant of race, but forbidden)
TOL_VERSUS = 0x0008, ///< Versus (variant of battle, but forbidden)
TOL_TUTORIAL = 0x0010, ///< Tutorial (variant of race, but forbidden)
// Modifiers
TOL_TV = 0x0100 ///< Midnight Channel specific: draw TV like overlay on HUD
};
// Make sure to update TYPEOFLEVEL too
#define MAXTOL (1<<31)
#define NUMBASETOLNAMES (5)
#define NUMTOLNAMES (NUMBASETOLNAMES + NUMGAMETYPEFREESLOTS)
struct tolinfo_t
{
const char *name;
UINT32 flag;
};
extern tolinfo_t TYPEOFLEVEL[NUMTOLNAMES];
extern UINT32 lastcustomtol;
extern UINT8 stagefailed;
// Emeralds stored as bits to throw savegame hackers off.
typedef enum
{
EMERALD_CHAOS1 = 1,
EMERALD_CHAOS2 = 1<<1,
EMERALD_CHAOS3 = 1<<2,
EMERALD_CHAOS4 = 1<<3,
EMERALD_CHAOS5 = 1<<4,
EMERALD_CHAOS6 = 1<<5,
EMERALD_CHAOS7 = 1<<6,
EMERALD_ALLCHAOS = EMERALD_CHAOS1|EMERALD_CHAOS2|EMERALD_CHAOS3|EMERALD_CHAOS4|EMERALD_CHAOS5|EMERALD_CHAOS6|EMERALD_CHAOS7,
EMERALD_SUPER1 = 1<<7,
EMERALD_SUPER2 = 1<<8,
EMERALD_SUPER3 = 1<<9,
EMERALD_SUPER4 = 1<<10,
EMERALD_SUPER5 = 1<<11,
EMERALD_SUPER6 = 1<<12,
EMERALD_SUPER7 = 1<<13,
EMERALD_ALLSUPER = EMERALD_SUPER1|EMERALD_SUPER2|EMERALD_SUPER3|EMERALD_SUPER4|EMERALD_SUPER5|EMERALD_SUPER6|EMERALD_SUPER7,
EMERALD_ALL = EMERALD_ALLCHAOS|EMERALD_ALLSUPER
} emeraldflags_t;
#define ALLCHAOSEMERALDS(v) ((v & EMERALD_ALLCHAOS) == EMERALD_ALLCHAOS)
#define ALLSUPEREMERALDS(v) ((v & EMERALD_ALLSUPER) == EMERALD_ALLSUPER)
#define ALLEMERALDS(v) ((v & EMERALD_ALL) == EMERALD_ALL)
#define NUM_LUABANKS 16 // please only make this number go up between versions, never down. you'll break saves otherwise. also, must fit in UINT8
extern INT32 luabanks[NUM_LUABANKS];
extern INT32 nummaprings; //keep track of spawned rings/coins
extern UINT8 nummapspraycans;
extern UINT16 numchallengedestructibles;
// Teamplay
typedef enum
{
TEAM_UNASSIGNED = 0,
TEAM_ORANGE,
TEAM_BLUE,
TEAM__MAX
} team_e;
struct teaminfo_t
{
const char *name;
skincolornum_t color;
UINT32 chat_color;
};
extern teaminfo_t g_teaminfo[TEAM__MAX];
extern UINT32 g_teamscores[TEAM__MAX];
// Eliminates unnecessary searching.
extern boolean CheckForBustableBlocks;
extern boolean CheckForBouncySector;
extern boolean CheckForQuicksand;
extern boolean CheckForMarioBlocks;
extern boolean CheckForFloatBob;
extern boolean CheckForReverseGravity;
// Powerup durations
extern UINT16 invulntics;
extern UINT16 sneakertics;
extern UINT16 flashingtics;
extern UINT16 tailsflytics;
extern UINT16 underwatertics;
extern UINT16 spacetimetics;
extern UINT16 extralifetics;
extern UINT16 nightslinktics;
// SRB2kart
extern tic_t introtime;
extern tic_t starttime;
extern const tic_t bulbtime;
extern UINT8 numbulbs;
extern INT32 hyudorotime;
extern INT32 stealtime;
extern INT32 sneakertime;
extern INT32 itemtime;
extern INT32 bubbletime;
extern INT32 comebacktime;
extern INT32 bumptime;
extern INT32 ebraketime;
extern INT32 greasetics;
extern INT32 wipeoutslowtime;
extern INT32 wantedreduce;
extern INT32 wantedfrequency;
extern UINT8 introtoplay;
extern UINT8 g_credits_cutscene;
extern UINT8 useSeal;
extern UINT8 use1upSound;
extern UINT8 maxXtraLife; // Max extra lives from rings
struct exitcondition_t
{
boolean losing;
boolean retry;
};
// For racing
extern tic_t racecountdown, exitcountdown, musiccountdown;
extern exitcondition_t g_exit;
#define DARKNESS_FADE_TIME (8)
extern struct darkness_t
{
tic_t start, end;
fixed_t value[MAXSPLITSCREENPLAYERS];
} g_darkness;
extern struct musicfade_t
{
tic_t start, end, fade;
boolean ticked;
} g_musicfade;
#define DEFAULT_GRAVITY (4*FRACUNIT/5)
extern fixed_t gravity;
extern fixed_t mapobjectscale;
extern struct maplighting
{
UINT8 contrast;
SINT8 backlight;
boolean directional;
angle_t angle;
} maplighting;
// SRB2kart
extern UINT8 numlaps;
extern UINT8 gamespeed;
extern boolean franticitems;
extern boolean encoremode, prevencoremode;
extern boolean g_teamplay;
extern tic_t wantedcalcdelay;
extern tic_t itemCooldowns[NUMKARTITEMS - 1];
extern tic_t mapreset;
extern boolean thwompsactive;
extern UINT8 lastLowestLap;
extern SINT8 spbplace;
extern boolean rainbowstartavailable;
extern tic_t linecrossed;
extern boolean inDuel;
extern tic_t bombflashtimer; // Used to avoid causing seizures if multiple mines explode close to you :)
extern boolean legitimateexit;
extern boolean comebackshowninfo;
#define VOTE_SPECIAL (MAXPLAYERS)
#define VOTE_TOTAL (MAXPLAYERS+1)
extern UINT16 g_voteLevels[4][2];
extern SINT8 g_votes[VOTE_TOTAL];
extern SINT8 g_pickedVote;
// ===========================
// Internal parameters, fixed.
// ===========================
// These are set by the engine, and not changed
// according to user inputs. Partly load from
// WAD, partly set at startup time.
extern tic_t gametic;
#define localgametic leveltime
// Player spawn spots.
extern mapthing_t *playerstarts[MAXPLAYERS]; // Cooperative
extern mapthing_t *teamstarts[TEAM__MAX][MAXPLAYERS]; // Teamplay
extern mapthing_t *faultstart; // Kart Fault
#define TUBEWAYPOINTSEQUENCESIZE 256
#define NUMTUBEWAYPOINTSEQUENCES 256
extern mobj_t *tubewaypoints[NUMTUBEWAYPOINTSEQUENCES][TUBEWAYPOINTSEQUENCESIZE];
extern UINT16 numtubewaypoints[NUMTUBEWAYPOINTSEQUENCES];
void P_AddTubeWaypoint(UINT8 sequence, UINT8 id, mobj_t *waypoint);
mobj_t *P_GetFirstTubeWaypoint(UINT8 sequence);
mobj_t *P_GetLastTubeWaypoint(UINT8 sequence);
mobj_t *P_GetPreviousTubeWaypoint(mobj_t *current, boolean wrap);
mobj_t *P_GetNextTubeWaypoint(mobj_t *current, boolean wrap);
mobj_t *P_GetClosestTubeWaypoint(UINT8 sequence, mobj_t *mo);
boolean P_IsDegeneratedTubeWaypointSequence(UINT8 sequence);
// =====================================
// Internal parameters, used for engine.
// =====================================
#if defined (macintosh)
#define DEBFILE(msg) I_OutputMsg(msg)
#else
#define DEBUGFILE
#ifdef DEBUGFILE
#define DEBFILE(msg) { if (debugfile) { fputs(msg, debugfile); fflush(debugfile); } }
#else
#define DEBFILE(msg) {}
#endif
#endif
#ifdef DEBUGFILE
extern FILE *debugfile;
extern INT32 debugload;
#endif
// if true, load all graphics at level load
extern boolean precache;
// wipegamestate can be set to -1
// to force a wipe on the next draw
extern gamestate_t wipegamestate;
extern INT16 wipetypepre;
extern INT16 wipetypepost;
// debug flag to cancel adaptiveness
extern boolean g_singletics;
extern tic_t g_fast_forward;
extern tic_t g_fast_forward_clock_stop;
#define singletics (g_singletics == true || g_fast_forward > 0)
// =============
// Netgame stuff
// =============
#include "d_clisrv.h"
extern consvar_t cv_forceskin; // force clients to use the server's skin
extern consvar_t cv_downloading; // allow clients to downloading WADs.
extern consvar_t cv_nettimeout; // SRB2Kart: Advanced server options menu
extern consvar_t cv_jointimeout;
extern ticcmd_t netcmds[BACKUPTICS][MAXPLAYERS];
extern INT32 serverplayer;
extern INT32 adminplayers[MAXPLAYERS];
/// \note put these in d_clisrv outright?
#ifdef __cplusplus
} // extern "C"
#endif
#endif //__DOOMSTAT__