home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga ACS 1998 #6
/
amigaacscoverdisc1998-061998.iso
/
games
/
descent
/
source
/
main
/
game.h
< prev
next >
Wrap
Text File
|
1998-06-08
|
14KB
|
403 lines
/*
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