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Wolf3D-iOS/wolf3d/code/iphone/iphone_wolf.h

269 lines
7.5 KiB
C

/*
Copyright (C) 2009 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// define this to get only the first episode on selections, and the
// automatic sell screen at the end of episode 1
//#define EPISODE_ONE_ONLY
// this is the version number displayed on the menu screen
#define WOLF_IPHONE_VERSION 1.2//1.1
extern viddef_t viddef;
typedef enum menuState {
IPM_GAME,
IPM_MAIN,
IPM_SKILL,
IPM_EPISODE,
IPM_MAPS,
IPM_MAPSELECTOR, //gsh
IPM_CONTROLS,
IPM_INTERMISSION,
IPM_VICTORY,
IPM_AUTOMAP,
IPM_STATS,
IPM_HUDEDIT,
IPM_DOWNLOADPROGRESS, //gsh
IPM_STOREKIT, //gsh
// IPM_LOADING, //gsh
IPM_TRIVIA, //gsh
IPM_MORE, //gsh
IPM_DOWNLOADINSTRUCTIONS, //gsh
} menuState_t;
extern menuState_t menuState;
void iphoneDrawMenus();
// bumped to 107 on moving powerups structure into leveldata
// bumped to 108 with custom huds
#define SAVEGAME_VERSION 108
#define MAX_SKILLS 4
#define MAX_MAPS 81 //60 changed by gsh to allow for SOD levels
#define MF_TRIED 1
#define MF_COMPLETED 2
#define MF_KILLS 4
#define MF_SECRETS 8
#define MF_TREASURE 16
#define MF_TIME 32
typedef struct {
int episode;
int map;
int skill;
int levelCompleted; // already at intermission when saved
int version;
int mapFlags[MAX_SKILLS][MAX_MAPS];
} currentMap_t;
//gsh
typedef struct {
int x;
int y;
int width;
int height;
} rect_t;
rect_t RectMake(int x, int y, int width, int height);
extern currentMap_t currentMap;
void iphoneStartMap( int episodeNum, int mapNum, int skillLevel );
void iphoneStartUserMap( int episodeNum, int mapNum, int skillLevel, char *mapName ); //gsh
extern char iphoneDocDirectory[1024];
extern char iphoneAppDirectory[1024];
extern texture_t *numberPics[10];
#define NUM_MUGSHOTS 26//23
extern char *mugshotnames[ NUM_MUGSHOTS ];
extern vec3_t vnull;
void Client_PrepRefresh( const char *r_mapname );
extern int iphoneFrameNum;
extern int intermissionTriggerFrame;
extern int consoleActive;
extern cvar_t *controlScheme;
extern cvar_t *sensitivity;
extern cvar_t *stickTurnBase;
extern cvar_t *stickTurnScale;
extern cvar_t *stickMoveBase;
extern cvar_t *stickMoveScale;
extern cvar_t *stickDeadBand;
extern cvar_t *tiltTurn;
extern cvar_t *tiltMove;
extern cvar_t *tiltDeadBand;
extern cvar_t *tiltAverages;
extern cvar_t *tiltFire;
#ifdef VOLUMEHACK
extern cvar_t *volumeFireUp; //gsh
extern cvar_t *volumeFireDown; //gsh
extern cvar_t *volumeFireUpSetting; //gsh
extern cvar_t *volumeFireDownSetting; //gsh
#endif
extern cvar_t *hudAlpha; //gsh
extern cvar_t *music;
extern cvar_t *showTilt;
extern cvar_t *showTime;
extern cvar_t *cropSprites;
extern cvar_t *blends;
extern cvar_t *gunFrame;
extern cvar_t *slowAI;
extern cvar_t *revLand;
extern cvar_t *mapScale;
extern cvar_t *hideControls;
extern cvar_t *autoFire;
// the native iPhone code should set the following each frame:
extern int numTouches;
extern int touches[5][2]; // [0] = x, [1] = y in landscape mode, raster order with y = 0 at top
extern int isTouchMoving; //gsh
extern float tilt; // -1.0 to 1.0
extern float tiltPitch;
// so we can detect button releases
extern int numPrevTouches;
extern int prevTouches[5][2];
typedef struct {
int enterFrame;
int beforeSwap;
int afterSwap;
} logTime_t;
#define MAX_LOGGED_TIMES 512
extern logTime_t loggedTimes[MAX_LOGGED_TIMES]; // indexed by iphoneFrameNum
void LoadWallTexture( int wallPicNum );
int TouchDown( int x, int y, int w, int h );
int TouchReleased( int x, int y, int w, int h );
int iphoneCenterText( int x, int y, const char *str );
void iphoneCenterTextWithColor( int x, int y, const char *str, colour4_t color ); //gsh
int iphoneDrawText( int x, int y, int width, int height, const char *str ); //gsh
int iphoneDrawArialText( int x, int y, float scale, const char *str ); //gsh
int iphoneCenterArialText( int x, int y, float scale, const char *str ); //gsh
int iphoneDrawArialTextInBox( rect_t paragraph, int lineLength, const char *str, rect_t boxRect ); //gsh
void iphoneDrawTextWithColor( rect_t rect, const char *str, float colors[4] ); //gsh
void iphoneDrawMapName( rect_t rect, const char *str ); //gsh
int iphoneDrawTextInBox( rect_t paragraph, int lineLength, const char *str, rect_t boxRect ); //gsh
void iphoneDrawNumber( int x, int y, int number, int charWidth, int charHeight );
void iphoneDrawPic( int x, int y, int w, int h, const char *pic );
int iphoneDrawPicWithTouch( int x, int y, int w, int h, const char *pic );
void iphoneDrawPicNum( int x, int y, int w, int h, int glTexNum );
void R_Draw_Blend( int x, int y, int w, int h, colour4_t c );
void SaveTheGame();
int LoadTheGame();
void StartGame();
void iphoneOpenAutomap();
void iphoneDrawFace();
void iphoneDrawNotifyText();
void iphonePreloadBeforePlay();
void InitImmediateModeGL();
void iphoneRotateForLandscape();
void iphoneCheckForLandscapeReverse();
extern colour4_t colorPressed;
extern int damageflash;
extern int bonusFrameNum;
extern int attackDirTime[2];
#define HF_DISABLED 1
typedef struct {
int x, y;
int width, height;
int glTexNum;
int hudFlags;
int drawWidth, drawHeight; //from here down (in the struct) is from doom iphone... gsh
int touchWidth, touchHeight;
texture_t *texture;
bool drawAsLimit;
float touchState;
//struct touch_s *touch;
} hudPic_t;
//#define ALLOW_MAP_VIEW_HUD
typedef struct {
hudPic_t forwardStick;
hudPic_t sideStick;
hudPic_t turnStick;
hudPic_t fire;
hudPic_t menu;
hudPic_t map;
hudPic_t ammo;
#ifdef ALLOW_MAP_VIEW_HUD
hudPic_t mapView;
#endif
} hud_t;
extern hud_t huds;
void HudSetForScheme( int schemeNum );
void HudSetTexnums();
void HudEditFrame();
void iphoneHudEditFrame();
//---------------------------------------
// interfaces from the original game code
//---------------------------------------
void iphoneStartBonusFlash();
void iphoneStartDamageFlash( int points );
void iphoneSetAttackDirection( int dir );
void iphoneStartIntermission( int framesFromNow );
void iphoneSetNotifyText( const char *str, ... );
void iphoneSetLevelNotifyText(); //gsh
//---------------------------------------
// interfaces to Objective-C land
//---------------------------------------
void SysIPhoneSwapBuffers();
void SysIPhoneVibrate();
void SysIPhoneOpenURL( const char *url );
void SysIPhoneSetUIKitOrientation( int isLandscapeRight );
void SysIPhoneLoadJPG( W8* jpegData, int jpegBytes, W8 **pic, W16 *width, W16 *height, W16 *bytes );
const char * SysIPhoneGetConsoleTextField();
void SysIPhoneSetConsoleTextField(const char *);
void SysIPhoneInitAudioSession();
int SysIPhoneOtherAudioIsPlaying();
const char *SysIPhoneGetOSVersion();
//---------------------------------------
// interfaces from Objective-C land
//---------------------------------------
void iphoneStartup();
void iphoneShutdown();
void iphoneFrame();
void iphoneTiltEvent( float *tilts );
void iphoneTouchEvent( int numTouches, int touches[16] );
void iphoneActivateConsole();
void iphoneDeactivateConsole();
void iphoneExecuteCommandLine();