2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
22 //#include "segment.h"
25 extern ubyte Scanline_double;
29 typedef struct cockpit_span_line {
36 extern cockpit_span_line win_cockpit_mask[480];
42 extern fix FrameTime; //time in seconds since last frame
43 extern fix RealFrameTime; //time in seconds since last frame
44 extern fix GameTime; //time in game (sum of FrameTime)
45 extern int FrameCount; //how many frames rendered
46 extern fix Next_laser_fire_time; // Time at which player can next fire his selected laser.
47 extern fix Last_laser_fired_time;
48 extern fix Next_missile_fire_time; // Time at which player can next fire his selected missile.
49 extern fix Laser_delay_time; // Delay between laser fires.
50 extern int Cheats_enabled;
52 extern int Missile_view_enabled;
54 extern object *Missile_viewer;
62 extern int Cockpit_3d_view[2]; //left & right
63 extern int Coop_view_player[2]; //left & right
64 extern int Marker_viewer_num[2]; //left & right
66 //constants for ft_preference
69 #define FP_FORWARD 2 //this is the default
72 #define FP_FIRST_TIME 5
74 extern int ft_preference;
76 // The following bits define the game modes.
77 #define GM_EDITOR 1 // You came into the game from the editor
78 #define GM_SERIAL 2 // You are in serial mode
79 #define GM_NETWORK 4 // You are in network mode
80 #define GM_MULTI_ROBOTS 8 // You are in a multiplayer mode with robots.
81 #define GM_MULTI_COOP 16 // You are in a multiplayer mode and can't hurt other players.
82 #define GM_MODEM 32 // You are in a modem (serial) game
84 #define GM_UNKNOWN 64 // You are not in any mode, kind of dangerous...
85 #define GM_GAME_OVER 128 // Game has been finished
87 #define GM_TEAM 256 // Team mode for network play
88 #define GM_CAPTURE 512 // Capture the flag mode for D2
89 #define GM_HOARD 1024 // New hoard mode for D2 Christmas
91 #define GM_NORMAL 0 // You are in normal play mode, no multiplayer stuff
92 #define GM_MULTI 38 // You are in some type of multiplayer game
95 // Deathmatch mode on a network is GM_NETWORK
96 // Deathmatch mode via modem with robots is GM_MODEM | GM_MULTI_ROBOTS
97 // Cooperative mode via serial link is GM_SERIAL | GM_MULTI_COOP
99 #define NDL 5 // Number of difficulty levels.
100 #define NUM_DETAIL_LEVELS 6
102 extern int Game_mode;
104 extern int Game_paused;
105 extern int gauge_message_on;
107 #ifndef NDEBUG //if debugging, these are variables
109 extern int Slew_on; //in slew or sim mode?
110 extern int Game_double_buffer; //double buffering?
113 #else //if not debugging, these are constants
115 #define Slew_on 0 //no slewing in real game
116 #define Game_double_buffer 1 //always double buffer in real game
123 #define Scanline_double 0 // PC doesn't do scanline doubling
127 extern ubyte Scanline_double; // but the Macintosh does
133 #define SUSP_NONE 0 //Everything moving normally
134 #define SUSP_ROBOTS 1 //Robot AI doesn't move
135 #define SUSP_WEAPONS 2 //Lasers, etc. don't move
137 extern int Game_suspended; //if non-zero, nothing moves but player
140 void init_game(void);
142 void close_game(void);
143 void init_cockpit(void);
144 void calc_frame_time(void);
146 int do_flythrough(object *obj,int first_time);
148 extern jmp_buf LeaveGame; // Do a long jump to this when game is over.
149 extern int Difficulty_level; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest
150 extern int Detail_level; // Detail level in 0..NUM_DETAIL_LEVELS-1, 0 = boringest, NUM_DETAIL_LEVELS = coolest
151 extern int Global_laser_firing_count;
152 extern int Global_missile_firing_count;
153 extern int Render_depth;
154 extern fix Auto_fire_fusion_cannon_time, Fusion_charge;
156 extern int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
158 #define MAX_PALETTE_ADD 30
160 extern void PALETTE_FLASH_ADD(int dr, int dg, int db);
162 //sets the rgb values for palette flash
163 #define PALETTE_FLASH_SET(_r,_g,_b) PaletteRedAdd=(_r), PaletteGreenAdd=(_g), PaletteBlueAdd=(_b)
165 extern int draw_gauges_on;
167 extern void init_game_screen(void);
169 extern void game_flush_inputs(); // clear all inputs
171 extern int Playing_game; // True if playing game
172 extern int Auto_flythrough; //if set, start flythough automatically
173 extern int Mark_count; // number of debugging marks set
174 extern char faded_in;
176 extern void stop_time(void);
177 extern void start_time(void);
178 extern void reset_time(void); //called when starting level
180 // If automap_flag == 1, then call automap routine to write message.
181 extern void save_screen_shot(int automap_flag);
184 extern grs_canvas * get_current_game_screen();
187 //valid modes for cockpit
188 #define CM_FULL_COCKPIT 0 //normal screen with cockput
189 #define CM_REAR_VIEW 1 //looking back with bitmap
190 #define CM_STATUS_BAR 2 //small status bar, w/ reticle
191 #define CM_FULL_SCREEN 3 //full screen, no cockpit (w/ reticle)
192 #define CM_LETTERBOX 4 //half-height window (for cutscenes)
194 extern int Cockpit_mode; //what sort of cockpit or window is up?
195 extern int Game_window_w, //width and height of player's game window
198 extern int Rear_view; //if true, looking back.
201 void fly_init(object *obj);
203 //selects a given cockpit (or lack of one).
204 void select_cockpit(int mode);
206 //force cockpit redraw next time. call this if you've trashed the screen
207 void reset_cockpit(void); //called if you've trashed the screen
209 //functions to save, clear, and resture palette flash effects
210 void palette_save(void);
211 void reset_palette_add(void);
212 void palette_restore(void);
214 //put up the help message
217 //show a message in a nice little box
218 void show_boxed_message(char *msg);
220 //erases message drawn with show_boxed_message()
221 void clear_boxed_message();
223 //turns off rear view & rear view cockpit
224 void reset_rear_view(void);
226 extern int Game_turbo_mode;
228 //returns ptr to escort robot, or NULL
229 object *find_escort();
231 extern void apply_modified_palette(void);
233 //Flickering light system
235 short segnum,sidenum;
236 ulong mask; // determines flicker pattern
237 fix timer; // time until next change
238 fix delay; // time between changes
241 #define MAX_FLICKERING_LIGHTS 100
243 extern flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
244 extern int Num_flickering_lights;
246 //returns ptr to flickering light structure, or NULL if can't find
247 flickering_light *find_flicker(int segnum,int sidenum);
249 //turn flickering off (because light has been turned off)
250 void disable_flicker(int segnum,int sidenum);
252 //turn flickering off (because light has been turned on)
253 void enable_flicker(int segnum,int sidenum);
255 //returns 1 if ok, 0 if error
256 int add_flicker(int segnum,int sidenum,fix delay,ulong mask);
258 int gr_toggle_fullscreen_game(void);
261 * reads a flickering_light structure from a CFILE
263 void flickering_light_read(flickering_light *fl, CFILE *fp);