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g_game.h
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/*
==============================================================================
DOOM Retro
The classic, refined DOOM source port. For Windows PC.
==============================================================================
Copyright © 1993-2024 by id Software LLC, a ZeniMax Media company.
Copyright © 2013-2024 by Brad Harding <mailto:[email protected]>.
This file is a part of DOOM Retro.
DOOM Retro is free software: you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the
Free Software Foundation, either version 3 of the license, or (at your
option) any later version.
DOOM Retro is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
along with DOOM Retro. If not, see <https://www.gnu.org/licenses/>.
DOOM is a registered trademark of id Software LLC, a ZeniMax Media
company, in the US and/or other countries, and is used without
permission. All other trademarks are the property of their respective
holders. DOOM Retro is in no way affiliated with nor endorsed by
id Software.
==============================================================================
*/
#pragma once
#include "d_event.h"
#include "i_video.h"
#include "w_file.h"
#define NUMKEYS 512
#define FORWARDMOVE0 0x19
#define FORWARDMOVE1 0x32
#define SIDEMOVE0 0x18
#define SIDEMOVE1 0x28
#define CONTROLLERANGLETURN 5120
#define MAXPLMOVE forwardmove[1]
#define NUMWEAPONKEYS 7
#define SLOWTURNTICS 6
//
// GAME
//
void G_InitNew(skill_t skill, int ep, int map);
// 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_DeferredInitNew(skill_t skill, int ep, int map);
void G_DeferredLoadLevel(skill_t skill, int ep, int map);
// Can be called by the startup code or M_Responder,
// calls P_SetupLevel.
void G_LoadGame(const char *name);
void G_DoLoadGame(void);
void G_DoLoadLevel(void);
// Called by M_Responder.
void G_SaveGame(const int slot, const char *description, const char *name);
void G_ExitLevel(void);
void G_SecretExitLevel(void);
int G_GetParTime(void);
void G_WorldDone(void);
// Read current data from inputs and build a player movement command.
void G_BuildTiccmd(ticcmd_t *cmd);
void G_Ticker(void);
bool G_Responder(const event_t *ev);
void G_PlayerReborn(void);
void G_ScreenShot(void);
void G_SetFastParms(bool fast_pending);
void G_SetMovementSpeed(int scale);
void G_ToggleAlwaysRun(evtype_t type);
void G_NextWeapon(void);
void G_PrevWeapon(void);
void G_RemoveChoppers(void);
void G_LoadedGameMessage(void);
extern fixed_t forwardmove[2];
extern fixed_t sidemove[2];
extern fixed_t angleturn[3];
extern bool gamekeydown[NUMKEYS];
extern bool *mousebuttons;
extern bool controllerpress;
extern char lbmname1[MAX_PATH];
extern char lbmpath1[MAX_PATH];
extern char lbmpath2[MAX_PATH];
extern char keyactionlist[NUMKEYS][255];
extern char mouseactionlist[MAXMOUSEBUTTONS + 2][255];
extern int st_facecount;
extern char savename[MAX_PATH];
extern bool usefreelook;
extern bool secretexit;
extern gameaction_t loadaction;
extern bool newpars;
extern int pars[10][10];
extern int cpars[100];