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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 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 doomdef.h
/// \brief Internally used data structures for virtually everything,
/// key definitions, lots of other stuff.
#ifndef __DOOMDEF__
#define __DOOMDEF__
// Sound system select
// This should actually be in the makefile,
// but I can't stand that gibberish. D:
#define SOUND_DUMMY 0
#define SOUND_SDL 1
#define SOUND_MIXER 2
#define SOUND_FMOD 3
#ifndef SOUND
// Use Mixer interface?
#ifdef HAVE_MIXER
//#if !defined(DC) && !defined(_WIN32_WCE) && !defined(_XBOX) && !defined(GP2X)
#define SOUND SOUND_MIXER
#ifdef HW3SOUND
#undef HW3SOUND
#endif
//#endif
#endif
// Use generic SDL interface.
#ifndef SOUND
#define SOUND SOUND_SDL
#endif
#else // No SDL.
// Use FMOD?
#ifdef HAVE_FMOD
#define SOUND SOUND_FMOD
#ifdef HW3SOUND
#undef HW3SOUND
#endif
#else
// No more interfaces. :(
#define SOUND SOUND_DUMMY
#endif
#endif
#endif
#ifdef _WINDOWS
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#if !defined (HWRENDER) && !defined (NOHW)
#define HWRENDER
#endif
#endif
#if defined (_WIN32) || defined (_WIN32_WCE)
#define ASMCALL __cdecl
#else
#define ASMCALL
#endif
#ifdef _MSC_VER
#pragma warning(disable : 4127 4152 4213 4514)
#ifdef _WIN64
#pragma warning(disable : 4306)
#endif
#endif
// warning level 4
// warning C4127: conditional expression is constant
// warning C4152: nonstandard extension, function/data pointer conversion in expression
// warning C4213: nonstandard extension used : cast on l-value
#if defined (_WIN32_WCE) && defined (DEBUG) && defined (ARM)
#if defined (ARMV4) || defined (ARMV4I)
//#pragma warning(disable : 1166)
// warning LNK1166: cannot adjust code at offset=
#endif
#endif
#include "doomtype.h"
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define _USE_MATH_DEFINES // fixes M_PI errors in r_plane.c for Visual Studio
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#include <math.h>
#ifdef GETTEXT
#include <libintl.h>
#include <locale.h>
#endif
#if !defined (_WIN32_WCE)
#include <sys/types.h>
#include <sys/stat.h>
#endif
#include <ctype.h>
#if ((defined (_WIN32) && !defined (_WIN32_WCE)) || defined (__DJGPP__)) && !defined (_XBOX)
#include <io.h>
#endif
#ifdef PC_DOS
#include <conio.h>
#endif
//#define NOMD5
// Uncheck this to compile debugging code
//#define RANGECHECK
//#ifndef PARANOIA
//#define PARANOIA // do some tests that never fail but maybe
// turn this on by make etc.. DEBUGMODE = 1 or use the Debug profile in the VC++ projects
//#endif
#if defined (_WIN32) || (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON) || defined (macintosh)
#define LOGMESSAGES // write message in log.txt
#endif
#ifdef LOGMESSAGES
extern FILE *logstream;
//#define DEVELOP // Disable this for release builds to remove excessive cheat commands and enable MD5 checking and stuff, all in one go. :3
#define VERSION 0 // Game version
#define SUBVERSION 0 // more precise version number
// most interface strings are ignored in development mode.
// we use comprevision and compbranch instead.
#define VERSIONSTRING "v1.5"
#define VERSIONSTRINGW L"v1.5"
// Hey! If you change this, add 1 to the MODVERSION below! Otherwise we can't force updates!
// And change CMakeLists.txt (not src/, but in root), for CMake users!
// AND appveyor.yml, for the build bots!
// Maintain compatibility with 1.0.x record attack replays?
#define DEMO_COMPAT_100
// Does this version require an added patch file?
// Comment or uncomment this as necessary.
//#define USE_PATCH_DTA
// Kart has it's own, as well.
// Use .kart extension addons
// Modification options
// If you want to take advantage of the Master Server's ability to force clients to update
// to the latest version, fill these out. Otherwise, just comment out UPDATE_ALERT and leave
// the other options the same.
// Comment out this line to completely disable update alerts (recommended for testing, but not for release)
#define UPDATE_ALERT
// The string used in the alert that pops up in the event of an update being available.
// Please change to apply to your modification (we don't want everyone asking where your mod is on SRB2.org!).
#define UPDATE_ALERT_STRING \
"A new update is available for SRB2Kart.\n"\
"\n"\
"You are using version: %s\n"\
"The newest version is: %s\n"\
"\n"\
"(Press a key)\n"
// For future use, the codebase is the version of SRB2 that the modification is based on,
// and should not be changed unless you have merged changes between versions of SRB2
// (such as 2.0.4 to 2.0.5, etc) into your working copy.
// Will always resemble the versionstring, 205 = 2.0.5, 210 = 2.1, etc.
#define CODEBASE 210
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// The Modification ID; must be obtained from Rob ( https://mb.srb2.org/private.php?do=newpm&u=546 ).
// DO NOT try to set this otherwise, or your modification will be unplayable through the Master Server.
// "12" is the default mod ID for version 2.1
// The Modification Version, starting from 1. Do not follow your version string for this,
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
// Increment MINOREXECVERSION whenever a config change is needed that does not correspond
// to an increment in MODVERSION. This might never happen in practice.
// If MODVERSION increases, set MINOREXECVERSION to 0.
#define MAJOREXECVERSION MODVERSION
// (It would have been nice to use VERSION and SUBVERSION but those are zero'd out for DEVELOP builds)
// Macros
#define GETMAJOREXECVERSION(v) (v & 0xFFFF)
#define GETMINOREXECVERSION(v) (v >> 16)
#define GETEXECVERSION(major,minor) (major + (minor << 16))
#define EXECVERSION GETEXECVERSION(MAJOREXECVERSION, MINOREXECVERSION)
// =========================================================================
// The maximum number of players, multiplayer/networking.
// NOTE: it needs more than this to increase the number of players...
#define MAXPLAYERS 16
#define PLAYERSMASK (MAXPLAYERS-1)
#define MAXPLAYERNAME 21
// Master Server compatibility ONLY
#define MSCOMPAT_MAXPLAYERS (32)
typedef enum
{
SKINCOLOR_NONE = 0,
SKINCOLOR_WHITE,
SKINCOLOR_SILVER,
SKINCOLOR_GREY,
SKINCOLOR_KETCHUP,
SKINCOLOR_MUSTARD,
SKINCOLOR_CAMOUFLAGE,
SKINCOLOR_ROBOHOOD,
SKINCOLOR_AQUA,
SKINCOLOR_JAWZ, // Oni's torment
SKINCOLOR_SAPPHIRE, // sweet mother, i cannot weave - slender aphrodite has overcome me with longing for a girl
// "Careful! MAXSKINCOLORS cannot be greater than 0x40 -- Which it is now."
// (This comment is a dirty liar! This is only limited by the integer type, so 255 for UINT8.)
MAXSKINCOLORS,
// Super special awesome Super flashing colors!
SKINCOLOR_SUPER1 = MAXSKINCOLORS,
SKINCOLOR_SUPER2,
SKINCOLOR_SUPER3,
SKINCOLOR_SUPER4,
SKINCOLOR_SUPER5,
SKINCOLOR_TSUPER1,
SKINCOLOR_TSUPER2,
SKINCOLOR_TSUPER3,
SKINCOLOR_TSUPER4,
SKINCOLOR_TSUPER5,
SKINCOLOR_KSUPER1,
SKINCOLOR_KSUPER2,
SKINCOLOR_KSUPER3,
SKINCOLOR_KSUPER4,
SKINCOLOR_KSUPER5,
// Hyper Sonic Pink
SKINCOLOR_PSUPER1,
SKINCOLOR_PSUPER2,
SKINCOLOR_PSUPER3,
SKINCOLOR_PSUPER4,
SKINCOLOR_PSUPER5,
// Hyper Sonic Blue
SKINCOLOR_BSUPER1,
SKINCOLOR_BSUPER2,
SKINCOLOR_BSUPER3,
SKINCOLOR_BSUPER4,
SKINCOLOR_BSUPER5,
// Aqua Super
SKINCOLOR_ASUPER1,
SKINCOLOR_ASUPER2,
SKINCOLOR_ASUPER3,
SKINCOLOR_ASUPER4,
SKINCOLOR_ASUPER5,
// Hyper Sonic Green
SKINCOLOR_GSUPER1,
SKINCOLOR_GSUPER2,
SKINCOLOR_GSUPER3,
SKINCOLOR_GSUPER4,
SKINCOLOR_GSUPER5,
// Hyper Sonic White
SKINCOLOR_WSUPER1,
SKINCOLOR_WSUPER2,
SKINCOLOR_WSUPER3,
SKINCOLOR_WSUPER4,
SKINCOLOR_WSUPER5,
// Creamy Super (Shadow?)
SKINCOLOR_CSUPER1,
SKINCOLOR_CSUPER2,
SKINCOLOR_CSUPER3,
SKINCOLOR_CSUPER4,
SKINCOLOR_CSUPER5,
MAXTRANSLATIONS
} skincolors_t;
// State updates, number of tics / second.
// NOTE: used to setup the timer rate, see I_StartupTimer().
#define TICRATE 35
#define NEWTICRATERATIO 1 // try 4 for 140 fps :)
#define NEWTICRATE (TICRATE*NEWTICRATERATIO)
#define MUSICRATE 1000 // sound timing is calculated by milliseconds
#define RING_DIST 1280*FRACUNIT // how close you need to be to a ring to attract it
#define PUSHACCEL (2*FRACUNIT) // Acceleration for MF2_SLIDEPUSH items.
// Special linedef executor tag numbers!
enum {
LE_PINCHPHASE = -2, // A boss entered pinch phase (and, in most cases, is preparing their pinch phase attack!)
LE_ALLBOSSESDEAD = -3, // All bosses in the map are dead (Egg capsule raise)
LE_BOSSDEAD = -4, // A boss in the map died (Chaos mode boss tally)
LE_BOSS4DROP = -5, // CEZ boss dropped its cage
LE_BRAKVILEATACK = -6 // Brak's doing his LOS attack, oh noes
};
// Name of local directory for config files and savegames
#if !defined(_arch_dreamcast) && !defined(_WIN32_WCE) && !defined(GP2X) && !defined(_WII) && !defined(_PS3)
#if (((defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON)) && !defined (__CYGWIN__)) && !defined (__APPLE__)
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#endif
#endif
#include "g_state.h"
// commonly used routines - moved here for include convenience
/** \brief The I_Error function
\param error the error message
\return void
*/
void I_Error(const char *error, ...) FUNCIERROR;
/** \brief write a message to stderr (use before I_Quit) for when you need to quit with a msg, but need
the return code 0 of I_Quit();
\param error message string
\return void
*/
void I_OutputMsg(const char *error, ...) FUNCPRINTF;
// console.h
typedef enum
{
CONS_NOTICE,
CONS_WARNING,
CONS_ERROR
} alerttype_t;
void CONS_Printf(const char *fmt, ...) FUNCPRINTF;
void CONS_Alert(alerttype_t level, const char *fmt, ...) FUNCDEBUG;
void CONS_Debug(INT32 debugflags, const char *fmt, ...) FUNCDEBUG;
// For help debugging functions.
#define POTENTIALLYUNUSED CONS_Alert(CONS_WARNING, "(%s:%d) Unused code appears to be used.\n", __FILE__, __LINE__)
#include "m_swap.h"
// Things that used to be in dstrings.h
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extern char savegamename[256];
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// m_misc.h
#ifdef GETTEXT
#define M_GetText(String) gettext(String)
void M_StartupLocale(void);
#else
// If no translations are to be used, make a stub
// M_GetText function that just returns the string.
#define M_GetText(x) (x)
#endif
extern void *(*M_Memcpy)(void* dest, const void* src, size_t n) FUNCNONNULL;
char *va(const char *format, ...) FUNCPRINTF;
char *M_GetToken(const char *inputString);
char *sizeu1(size_t num);
char *sizeu2(size_t num);
char *sizeu3(size_t num);
char *sizeu4(size_t num);
char *sizeu5(size_t num);
// d_main.c
extern boolean devparm; // development mode (-debug)
// d_netcmd.c
extern INT32 cv_debug;
#define DBG_BASIC 0x0001
#define DBG_DETAILED 0x0002
#define DBG_RANDOMIZER 0x0004
#define DBG_RENDER 0x0008
#define DBG_NIGHTSBASIC 0x0010
#define DBG_NIGHTS 0x0020
#define DBG_POLYOBJ 0x0040
#define DBG_GAMELOGIC 0x0080
#define DBG_NETPLAY 0x0100
#define DBG_MEMORY 0x0200
#define DBG_SETUP 0x0400
#define DBG_LUA 0x0800
// =======================
// Misc stuff for later...
// =======================
// Modifier key variables, accessible anywhere
extern UINT8 shiftdown, ctrldown, altdown;
// WARNING: a should be unsigned but to add with 2048, it isn't!
#define AIMINGTODY(a) (FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)
// if we ever make our alloc stuff...
#define ZZ_Alloc(x) Z_Malloc(x, PU_STATIC, NULL)
// i_system.c, replace getchar() once the keyboard has been appropriated
INT32 I_GetKey(void);
#ifndef min // Double-Check with WATTCP-32's cdefs.h
#define min(x, y) (((x) < (y)) ? (x) : (y))
#endif
#ifndef max // Double-Check with WATTCP-32's cdefs.h
#define max(x, y) (((x) > (y)) ? (x) : (y))
#endif
#ifndef M_PIl
#define M_PIl 3.1415926535897932384626433832795029L
#endif
// Floating point comparison epsilons from float.h
#define FLT_EPSILON 1.1920928955078125e-7f
#endif
#ifndef DBL_EPSILON
// An assert-type mechanism.
#ifdef PARANOIA
#define I_Assert(e) ((e) ? (void)0 : I_Error("assert failed: %s, file %s, line %d", #e, __FILE__, __LINE__))
#else
#define I_Assert(e) ((void)0)
#endif
// The character that separates pathnames. Forward slash on
// most systems, but reverse solidus (\) on Windows and DOS.
#if defined (PC_DOS) || defined (_WIN32)
#define PATHSEP "\\"
#else
#define PATHSEP "/"
#endif
// Compile date and time and revision.
extern const char *compdate, *comptime, *comprevision, *compbranch;
// Disabled code and code under testing
// None of these that are disabled in the normal build are guaranteed to work perfectly
// Compile them at your own risk!
/// Kalaron/Eternity Engine slope code (SRB2CB ported)
#define ESLOPE
/// Backwards compatibility with SRB2CB's slope linedef types.
/// \note A simple shim that prints a warning.
#define ESLOPE_TYPESHIM
/// Delete file while the game is running.
/// \note EXTREMELY buggy, tends to crash game.
//#define DELFILE
/// Allows the use of devmode in multiplayer. AKA "fishcake"
//#define NETGAME_DEVMODE
/// Allows gravity changes in netgames, no questions asked.
//#define NETGAME_GRAVITY
/// Dumps the contents of a network save game upon consistency failure for debugging.
//#define DUMPCONSISTENCY
/// Polyobject fake flat code
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/// See name of player in your crosshair
#define SEENAMES
/// Who put weights on my recycler? ... Inuyasha did.
/// \note XMOD port.
//#define WEIGHTEDRECYCLER
/// Allow loading of savegames between different versions of the game.
/// \note XMOD port.
/// Most modifications should probably enable this.
//#define SAVEGAME_OTHERVERSIONS
#if !defined (_NDS) && !defined (_PSP)
/// Allow the use of the SOC RESETINFO command.
/// \note Builds that are tight on memory should disable this.
/// This stops the game from storing backups of the states, sprites, and mobjinfo tables.
/// Though this info is compressed under normal circumstances, it's still a lot of extra
/// memory that never gets touched.
#define ALLOW_RESETDATA
#endif
#ifndef NONET
/// Display a connection screen on join attempts.
#define CLIENT_LOADINGSCREEN
#endif
/// Experimental tweaks to analog mode. (Needs a lot of work before it's ready for primetime.)
//#define REDSANALOG
/// Backwards compatibility with musicslots.
/// \note You should leave this enabled unless you're working with a future SRB2 version.
#define MUSICSLOT_COMPATIBILITY
/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
#define SECTORSPECIALSAFTERTHINK
/// SRB2Kart: Camera always has noclip.
/// SRB2Kart: MIDI support is shitty and busted and we don't want it, lets throw it behind a define
#define NO_MIDI
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/// FINALLY some real clipping that doesn't make walls dissappear AND speeds the game up
/// (that was the original comment from SRB2CB, sadly it is a lie and actually slows game down)
/// on the bright side it fixes some weird issues with translucent walls
/// \note SRB2CB port.
/// SRB2CB itself ported this from PrBoom+
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#define MASTERSERVER
#else
#undef UPDATE_ALERT
#endif