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- /*
-
- 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 DOOM_IPHONE_VERSION 0.1
- // if defined, the game runs in a separate thread from the app event loop
- #define USE_GAME_THREAD
- typedef enum menuState {
- IPM_GAME,
- IPM_MAIN,
- IPM_MAPS,
- IPM_MULTIPLAYER,
- IPM_MASTER,
- IPM_CONTROLS,
- IPM_OPTIONS,
- IPM_HUDEDIT
- } menuState_t;
- extern menuState_t menuState;
- void iphoneDrawMenus();
- #define VID_WIDTH 480
- #define VID_HEIGHT 320
- #define MAX_SKILLS 5
- #define MAX_MAPS 200
- #define MF_TRIED 1
- #define MF_COMPLETED 2
- #define MF_KILLS 4
- #define MF_SECRETS 8
- #define MF_TREASURE 16
- #define MF_TIME 32
- // we want to track mapStats for downloaded content, so we
- // won't have a known number of these
- typedef struct {
- int dataset;
- int episode;
- int map;
-
- int completionFlags[MAX_SKILLS];
- } mapStats_t;
-
- // this structure is saved out at the head of the binary save file,
- // and allows all the menus to work without having to load a game save
- typedef struct {
- int version;
- int episode;
- int map;
- int skill;
-
- int mapsStarted; // when 0, resume game will just be a new game
-
- // if someone downloads more than MAX_MAPS, they won't get stat tracking on them.
- int numMapStats;
- mapStats_t mapStats[MAX_MAPS];
- } currentMap_t;
- extern currentMap_t currentMap;
- extern boolean levelHasBeenLoaded; // determines if "resume game" does a loadGame and exiting does a saveGame
- extern pkTexture_t *fontTexture;
- extern pkTexture_t *numberPics[10];
- extern int iphoneFrameNum;
- extern int levelLoadFrameNum;
- extern int consoleActive;
- extern cvar_t *skill;
- extern cvar_t *episode;
- extern cvar_t *controlScheme;
- extern cvar_t *stickMove;
- extern cvar_t *stickTurn;
- extern cvar_t *rotorTurn;
- extern cvar_t *stickDeadBand;
- extern cvar_t *tiltTurn;
- extern cvar_t *tiltMove;
- extern cvar_t *tiltDeadBand;
- extern cvar_t *tiltAverages;
- extern cvar_t *music;
- extern cvar_t *showTilt;
- extern cvar_t *showTime;
- extern cvar_t *cropSprites;
- extern cvar_t *revLand;
- extern cvar_t *mapScale;
- extern cvar_t *hideControls;
- extern cvar_t *tapFire;
- extern cvar_t *skipSleep;
- extern cvar_t *autoUse;
- extern cvar_t *statusBar;
- extern cvar_t *touchClick;
- extern int numTouches;
- extern int touches[5][2]; // [0] = x, [1] = y in landscape mode, raster order with y = 0 at top
- // so we can detect button releases
- extern int numPrevTouches;
- extern int prevTouches[5][2];
- extern float tilt; // -1.0 to 1.0
- extern float tiltPitch;
- extern boolean drawWeaponSelect; // true when the weapon select overlay is up
- extern int weaponSelected; // -1 for no change
- typedef unsigned char color4_t[4];
- typedef unsigned char color3_t[3];
- typedef struct {
- int enterFrame;
- int beforeSwap;
- int afterSwap;
- int afterSleep;
- } 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 iphoneDrawText( int x, int y, const char *str );
- int iphoneCenterText( int x, int y, const char *str );
- 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 StartGame();
- void iphoneOpenAutomap();
- void iphoneDrawNotifyText();
- void iphoneSet2D( void );
- bool TextButton( const char *title, int x, int y, int w, int h );
- void R_Draw_Fill( int x, int y, int w, int h, color3_t c );
- void R_Draw_Blend( int x, int y, int w, int h, color4_t c );
- void InitImmediateModeGL();
- int iphoneRotateForLandscape();
- void iphoneCheckForLandscapeReverse();
- void iphonePacifierUpdate();
- void iphoneDrawScreen();
-
- extern int damageflash;
- extern int bonusFrameNum;
- extern int attackDirTime[2];
- #define HF_DISABLED 1
- #define HF_NODRAW 2 // invisible button
- typedef struct {
- int x, y; // mdpoint
- int drawWidth, drawHeight;
- int touchWidth, touchHeight; // allow touches outside the actual bounds
- pkTexture_t *texture;
- boolean drawAsLimit; // draw with red tint to show further movement won't do anything
- float touchState;
- float drawState; // offsets for rotors
- int hudFlags;
- struct touch_s *touch;
- } hudPic_t;
- typedef struct {
- hudPic_t forwardStick;
- hudPic_t sideStick;
- hudPic_t turnStick;
- hudPic_t turnRotor;
- hudPic_t fire;
- hudPic_t menu;
- hudPic_t map;
- hudPic_t weaponSelect;
- } hud_t;
- extern hud_t huds;
- void HudSetForScheme( int schemeNum );
- void HudSetTexnums();
- void HudEditFrame();
- void Sound_StartLocalSound( const char *sound );
- void Sound_StartLocalSoundAtVolume( const char *sound, float volume );
- int BackButton();
- void ResumeGame();
- //---------------------------------------
- // Touch and button
- //---------------------------------------
- typedef struct touch_s {
- boolean down;
- int x, y;
- int prevX, prevY; // will be set to x, y on first touch, copied after each game frame
- int stateCount; // set to 1 on first event that state changes, incremented each game frame
- void *controlOwner;
- void *identification;
- } touch_t;
- #define MAX_TOUCHES 5
- extern touch_t sysTouches[MAX_TOUCHES];
- extern touch_t gameTouches[MAX_TOUCHES];
- extern pthread_mutex_t eventMutex; // used to sync between game and event threads
- touch_t *TapInBounds( int x, int y, int w, int h );
- touch_t *TouchInBounds( int x, int y, int w, int h );
- touch_t *UpdateHudTouch( hudPic_t *hud );
- typedef struct {
- pkTexture_t *texture;
- const char *title;
- int x, y, w, h;
- touch_t *touch;
- float scale; // ramps up and down after touches
- int frameNum; // reset scale if not checked on previous frame
- } ibutton_t;
- void SetButtonPics( ibutton_t *button, const char *picName, const char *title, int x, int y );
- void SetButtonText( ibutton_t *button, const char *title, int x, int y, int w, int h );
- boolean HandleButton( ibutton_t *button );
- //---------------------------------------
- // Doom stuff we call directly
- //---------------------------------------
- void G_DoSaveGame (boolean menu);
- //---------------------------------------
- // iphone_mapSelect.c
- //---------------------------------------
- void DisplayLoadingScreen();
- void iphoneMapSelectMenu();
- //---------------------------------------
- // interfaces from the original game code
- //---------------------------------------
- void iphoneSetNotifyText( const char *str, ... );
- void iphoneIntermission( wbstartstruct_t* wbstartstruct );
- //---------------------------------------
- // interfaces to Objective-C land
- //---------------------------------------
- // The event thread will fill this after hitting enter
- // on the console. The game thread should check it,
- // execute it, and clear it under mutex.
- extern char consoleCommand[1024];
- void SysIPhoneSwapBuffers();
- void SysIPhoneVibrate();
- void SysIPhoneOpenURL( const char *url );
- void SysIPhoneSetUIKitOrientation( int isLandscapeRight );
- const char * SysIPhoneGetConsoleTextField();
- void SysIPhoneSetConsoleTextField(const char *);
- void SysIPhoneInitAudioSession();
- int SysIPhoneOtherAudioIsPlaying();
- int SysIphoneMilliseconds();
- int SysIphoneMicroseconds();
- const char * SysIphoneGetAppDir();
- const char * SysIphoneGetDocDir();
- //---------------------------------------
- // 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();
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