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5e5f3c4fa7
Renderer switching See merge request STJr/SRB2!550
643 lines
18 KiB
C
643 lines
18 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2019 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file doomdef.h
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/// \brief Internally used data structures for virtually everything,
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/// key definitions, lots of other stuff.
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#ifndef __DOOMDEF__
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#define __DOOMDEF__
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// Sound system select
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// This should actually be in the makefile,
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// but I can't stand that gibberish. D:
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#define SOUND_DUMMY 0
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#define SOUND_SDL 1
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#define SOUND_MIXER 2
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#define SOUND_FMOD 3
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#ifndef SOUND
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#ifdef HAVE_SDL
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// Use Mixer interface?
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#ifdef HAVE_MIXER
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#define SOUND SOUND_MIXER
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#define NOHS // No HW3SOUND
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#ifdef HW3SOUND
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#undef HW3SOUND
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#endif
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#endif
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// Use generic SDL interface.
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#ifndef SOUND
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#define SOUND SOUND_SDL
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#endif
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#else // No SDL.
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// Use FMOD?
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#ifdef HAVE_FMOD
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#define SOUND SOUND_FMOD
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#define NOHS // No HW3SOUND
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#ifdef HW3SOUND
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#undef HW3SOUND
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#endif
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#else
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// No more interfaces. :(
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#define SOUND SOUND_DUMMY
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#endif
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#endif
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#endif
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#ifdef _WINDOWS
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#define NONET
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#if !defined (HWRENDER) && !defined (NOHW)
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#define HWRENDER
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#endif
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// judgecutor: 3D sound support
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#if !defined(HW3SOUND) && !defined (NOHS)
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#define HW3SOUND
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#endif
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#endif
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#ifdef _WIN32
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#define ASMCALL __cdecl
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#else
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#define ASMCALL
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#endif
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#ifdef _MSC_VER
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#pragma warning(disable : 4127 4152 4213 4514)
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#ifdef _WIN64
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#pragma warning(disable : 4306)
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#endif
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#endif
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// warning level 4
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// warning C4127: conditional expression is constant
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// warning C4152: nonstandard extension, function/data pointer conversion in expression
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// warning C4213: nonstandard extension used : cast on l-value
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#include "doomtype.h"
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#define _USE_MATH_DEFINES // fixes M_PI errors in r_plane.c for Visual Studio
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#include <math.h>
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#ifdef GETTEXT
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#include <libintl.h>
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#include <locale.h>
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#endif
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <ctype.h>
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#if defined (_WIN32) || defined (__DJGPP__)
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#include <io.h>
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#endif
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#ifdef PC_DOS
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#include <conio.h>
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#endif
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//#define NOMD5
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// Uncheck this to compile debugging code
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//#define RANGECHECK
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//#ifndef PARANOIA
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//#define PARANOIA // do some tests that never fail but maybe
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// turn this on by make etc.. DEBUGMODE = 1 or use the Debug profile in the VC++ projects
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//#endif
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#if defined (_WIN32) || (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON) || defined (macintosh)
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#define LOGMESSAGES // write message in log.txt
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#endif
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#ifdef LOGMESSAGES
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extern FILE *logstream;
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extern char logfilename[1024];
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#endif
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//#define DEVELOP // Disable this for release builds to remove excessive cheat commands and enable MD5 checking and stuff, all in one go. :3
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#ifdef DEVELOP
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#define VERSION 0 // Game version
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#define SUBVERSION 0 // more precise version number
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#define VERSIONSTRING "Development EXE"
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#define VERSIONSTRINGW L"Development EXE"
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// most interface strings are ignored in development mode.
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// we use comprevision and compbranch instead.
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#else
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#define VERSION 202 // Game version
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#define SUBVERSION 0 // more precise version number
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#define VERSIONSTRING "v2.2.0"
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#define VERSIONSTRINGW L"v2.2.0"
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// Hey! If you change this, add 1 to the MODVERSION below!
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// Otherwise we can't force updates!
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#endif
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// Does this version require an added patch file?
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// Comment or uncomment this as necessary.
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//#define USE_PATCH_DTA
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// Use .kart extension addons
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//#define USE_KART
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// Modification options
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// If you want to take advantage of the Master Server's ability to force clients to update
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// to the latest version, fill these out. Otherwise, just comment out UPDATE_ALERT and leave
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// the other options the same.
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// Comment out this line to completely disable update alerts (recommended for testing, but not for release)
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#define UPDATE_ALERT
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// The string used in the alert that pops up in the event of an update being available.
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// Please change to apply to your modification (we don't want everyone asking where your mod is on SRB2.org!).
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#define UPDATE_ALERT_STRING \
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"A new update is available for SRB2.\n"\
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"Please visit SRB2.org to download it.\n"\
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"\n"\
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"You are using version: %s\n"\
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"The newest version is: %s\n"\
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"\n"\
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"This update is required for online\n"\
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"play using the Master Server.\n"\
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"You will not be able to connect to\n"\
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"the Master Server until you update to\n"\
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"the newest version of the game.\n"\
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"\n"\
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"(Press a key)\n"
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// The string used in the I_Error alert upon trying to host through command line parameters.
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// Generally less filled with newlines, since Windows gives you lots more room to work with.
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#define UPDATE_ALERT_STRING_CONSOLE \
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"A new update is available for SRB2.\n"\
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"Please visit SRB2.org to download it.\n"\
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"\n"\
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"You are using version: %s\n"\
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"The newest version is: %s\n"\
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"\n"\
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"This update is required for online play using the Master Server.\n"\
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"You will not be able to connect to the Master Server\n"\
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"until you update to the newest version of the game.\n"
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// For future use, the codebase is the version of SRB2 that the modification is based on,
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// and should not be changed unless you have merged changes between versions of SRB2
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// (such as 2.0.4 to 2.0.5, etc) into your working copy.
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// Will always resemble the versionstring, 205 = 2.0.5, 210 = 2.1, etc.
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#define CODEBASE 220
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// The Modification ID; must be obtained from Rob ( https://mb.srb2.org/private.php?do=newpm&u=546 ).
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// DO NOT try to set this otherwise, or your modification will be unplayable through the Master Server.
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// "18" is the default mod ID for version 2.2
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#define MODID 18
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// The Modification Version, starting from 1. Do not follow your version string for this,
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// it's only for detection of the version the player is using so the MS can alert them of an update.
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// Only set it higher, not lower, obviously.
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// Note that we use this to help keep internal testing in check; this is why v2.2.0 is not version "1".
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#define MODVERSION 40
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// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
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// Increment MINOREXECVERSION whenever a config change is needed that does not correspond
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// to an increment in MODVERSION. This might never happen in practice.
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// If MODVERSION increases, set MINOREXECVERSION to 0.
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#define MAJOREXECVERSION MODVERSION
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#define MINOREXECVERSION 0
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// (It would have been nice to use VERSION and SUBVERSION but those are zero'd out for DEVELOP builds)
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// Macros
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#define GETMAJOREXECVERSION(v) (v & 0xFFFF)
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#define GETMINOREXECVERSION(v) (v >> 16)
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#define GETEXECVERSION(major,minor) (major + (minor << 16))
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#define EXECVERSION GETEXECVERSION(MAJOREXECVERSION, MINOREXECVERSION)
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// =========================================================================
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// The maximum number of players, multiplayer/networking.
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// NOTE: it needs more than this to increase the number of players...
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#define MAXPLAYERS 32
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#define MAXSKINS 32
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#define PLAYERSMASK (MAXPLAYERS-1)
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#define MAXPLAYERNAME 21
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typedef enum
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{
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SKINCOLOR_NONE = 0,
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// Greyscale ranges
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SKINCOLOR_WHITE,
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SKINCOLOR_BONE,
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SKINCOLOR_CLOUDY,
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SKINCOLOR_GREY,
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SKINCOLOR_SILVER,
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SKINCOLOR_CARBON,
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SKINCOLOR_JET,
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SKINCOLOR_BLACK,
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// Desaturated
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SKINCOLOR_AETHER,
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SKINCOLOR_SLATE,
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SKINCOLOR_PINK,
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SKINCOLOR_YOGURT,
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SKINCOLOR_BROWN,
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SKINCOLOR_TAN,
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SKINCOLOR_BEIGE,
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SKINCOLOR_MOSS,
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SKINCOLOR_AZURE,
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SKINCOLOR_LAVENDER,
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// Viv's vivid colours (toast 21/07/17)
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SKINCOLOR_RUBY,
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SKINCOLOR_SALMON,
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SKINCOLOR_RED,
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SKINCOLOR_CRIMSON,
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SKINCOLOR_FLAME,
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SKINCOLOR_PEACHY,
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SKINCOLOR_QUAIL,
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SKINCOLOR_SUNSET,
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SKINCOLOR_APRICOT,
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SKINCOLOR_ORANGE,
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SKINCOLOR_RUST,
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SKINCOLOR_GOLD,
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SKINCOLOR_SANDY,
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SKINCOLOR_YELLOW,
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SKINCOLOR_OLIVE,
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SKINCOLOR_LIME,
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SKINCOLOR_PERIDOT,
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SKINCOLOR_GREEN,
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SKINCOLOR_FOREST,
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SKINCOLOR_EMERALD,
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SKINCOLOR_MINT,
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SKINCOLOR_SEAFOAM,
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SKINCOLOR_AQUA,
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SKINCOLOR_TEAL,
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SKINCOLOR_WAVE,
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SKINCOLOR_CYAN,
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SKINCOLOR_SKY,
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SKINCOLOR_CERULEAN,
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SKINCOLOR_ICY,
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SKINCOLOR_SAPPHIRE, // sweet mother, i cannot weave – slender aphrodite has overcome me with longing for a girl
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SKINCOLOR_CORNFLOWER,
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SKINCOLOR_BLUE,
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SKINCOLOR_COBALT,
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SKINCOLOR_VAPOR,
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SKINCOLOR_DUSK,
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SKINCOLOR_PASTEL,
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SKINCOLOR_PURPLE,
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SKINCOLOR_BUBBLEGUM,
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SKINCOLOR_MAGENTA,
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SKINCOLOR_NEON,
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SKINCOLOR_VIOLET,
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SKINCOLOR_LILAC,
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SKINCOLOR_PLUM,
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SKINCOLOR_ROSY,
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// SKINCOLOR_? - one left before we bump up against 0x39, which isn't a HARD limit anymore but would be excessive
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MAXSKINCOLORS,
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// Super special awesome Super flashing colors!
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SKINCOLOR_SUPERSILVER1 = MAXSKINCOLORS,
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SKINCOLOR_SUPERSILVER2,
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SKINCOLOR_SUPERSILVER3,
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SKINCOLOR_SUPERSILVER4,
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SKINCOLOR_SUPERSILVER5,
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SKINCOLOR_SUPERRED1,
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SKINCOLOR_SUPERRED2,
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SKINCOLOR_SUPERRED3,
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SKINCOLOR_SUPERRED4,
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SKINCOLOR_SUPERRED5,
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SKINCOLOR_SUPERORANGE1,
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SKINCOLOR_SUPERORANGE2,
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SKINCOLOR_SUPERORANGE3,
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SKINCOLOR_SUPERORANGE4,
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SKINCOLOR_SUPERORANGE5,
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SKINCOLOR_SUPERGOLD1,
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SKINCOLOR_SUPERGOLD2,
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SKINCOLOR_SUPERGOLD3,
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SKINCOLOR_SUPERGOLD4,
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SKINCOLOR_SUPERGOLD5,
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SKINCOLOR_SUPERPERIDOT1,
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SKINCOLOR_SUPERPERIDOT2,
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SKINCOLOR_SUPERPERIDOT3,
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SKINCOLOR_SUPERPERIDOT4,
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SKINCOLOR_SUPERPERIDOT5,
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SKINCOLOR_SUPERSKY1,
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SKINCOLOR_SUPERSKY2,
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SKINCOLOR_SUPERSKY3,
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SKINCOLOR_SUPERSKY4,
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SKINCOLOR_SUPERSKY5,
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SKINCOLOR_SUPERPURPLE1,
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SKINCOLOR_SUPERPURPLE2,
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SKINCOLOR_SUPERPURPLE3,
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SKINCOLOR_SUPERPURPLE4,
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SKINCOLOR_SUPERPURPLE5,
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SKINCOLOR_SUPERRUST1,
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SKINCOLOR_SUPERRUST2,
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SKINCOLOR_SUPERRUST3,
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SKINCOLOR_SUPERRUST4,
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SKINCOLOR_SUPERRUST5,
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SKINCOLOR_SUPERTAN1,
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SKINCOLOR_SUPERTAN2,
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SKINCOLOR_SUPERTAN3,
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SKINCOLOR_SUPERTAN4,
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SKINCOLOR_SUPERTAN5,
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MAXTRANSLATIONS,
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NUMSUPERCOLORS = ((MAXTRANSLATIONS - MAXSKINCOLORS)/5)
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} skincolors_t;
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// State updates, number of tics / second.
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// NOTE: used to setup the timer rate, see I_StartupTimer().
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#define TICRATE 35
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#define NEWTICRATERATIO 1 // try 4 for 140 fps :)
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#define NEWTICRATE (TICRATE*NEWTICRATERATIO)
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#define MUSICRATE 1000 // sound timing is calculated by milliseconds
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#define RING_DIST 512*FRACUNIT // how close you need to be to a ring to attract it
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#define PUSHACCEL (2*FRACUNIT) // Acceleration for MF2_SLIDEPUSH items.
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// Special linedef executor tag numbers!
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enum {
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LE_PINCHPHASE = -2, // A boss entered pinch phase (and, in most cases, is preparing their pinch phase attack!)
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LE_ALLBOSSESDEAD = -3, // All bosses in the map are dead (Egg capsule raise)
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LE_BOSSDEAD = -4, // A boss in the map died (Chaos mode boss tally)
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LE_BOSS4DROP = -5, // CEZ boss dropped its cage (also subtract the number of hitpoints it's lost)
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LE_BRAKVILEATACK = -6, // Brak's doing his LOS attack, oh noes
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LE_TURRET = 32000, // THZ turret
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LE_BRAKPLATFORM = 4200, // v2.0 Black Eggman destroys platform
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LE_CAPSULE2 = 682, // Egg Capsule
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LE_CAPSULE1 = 681, // Egg Capsule
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LE_CAPSULE0 = 680, // Egg Capsule
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LE_KOOPA = 650, // Distant cousin to Gay Bowser
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LE_AXE = 649, // MKB Axe object
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LE_PARAMWIDTH = -100 // If an object that calls LinedefExecute has a nonzero parameter value, this times the parameter will be subtracted. (Mostly for the purpose of coexisting bosses...)
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};
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// Name of local directory for config files and savegames
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#if (((defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON)) && !defined (__CYGWIN__)) && !defined (__APPLE__)
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#define DEFAULTDIR ".srb2"
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#else
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#define DEFAULTDIR "srb2"
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#endif
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#include "g_state.h"
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// commonly used routines - moved here for include convenience
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/** \brief The I_Error function
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\param error the error message
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\return void
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*/
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void I_Error(const char *error, ...) FUNCIERROR;
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/** \brief write a message to stderr (use before I_Quit) for when you need to quit with a msg, but need
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the return code 0 of I_Quit();
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\param error message string
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\return void
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*/
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void I_OutputMsg(const char *error, ...) FUNCPRINTF;
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// console.h
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typedef enum
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{
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CONS_NOTICE,
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CONS_WARNING,
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CONS_ERROR
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} alerttype_t;
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void CONS_Printf(const char *fmt, ...) FUNCPRINTF;
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void CONS_Alert(alerttype_t level, const char *fmt, ...) FUNCDEBUG;
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void CONS_Debug(INT32 debugflags, const char *fmt, ...) FUNCDEBUG;
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// For help debugging functions.
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#define POTENTIALLYUNUSED CONS_Alert(CONS_WARNING, "(%s:%d) Unused code appears to be used.\n", __FILE__, __LINE__)
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#include "m_swap.h"
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// Things that used to be in dstrings.h
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#define SAVEGAMENAME "srb2sav"
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char savegamename[256];
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// m_misc.h
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#ifdef GETTEXT
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#define M_GetText(String) gettext(String)
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void M_StartupLocale(void);
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#else
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// If no translations are to be used, make a stub
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// M_GetText function that just returns the string.
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#define M_GetText(x) (x)
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#endif
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extern void *(*M_Memcpy)(void* dest, const void* src, size_t n) FUNCNONNULL;
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char *va(const char *format, ...) FUNCPRINTF;
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char *M_GetToken(const char *inputString);
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void M_UnGetToken(void);
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char *sizeu1(size_t num);
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char *sizeu2(size_t num);
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char *sizeu3(size_t num);
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char *sizeu4(size_t num);
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char *sizeu5(size_t num);
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// d_main.c
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extern boolean devparm; // development mode (-debug)
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// d_netcmd.c
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extern INT32 cv_debug;
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#define DBG_BASIC 0x0001
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#define DBG_DETAILED 0x0002
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#define DBG_PLAYER 0x0004
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#define DBG_RENDER 0x0008
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#define DBG_NIGHTSBASIC 0x0010
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#define DBG_NIGHTS 0x0020
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#define DBG_POLYOBJ 0x0040
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#define DBG_GAMELOGIC 0x0080
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#define DBG_NETPLAY 0x0100
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#define DBG_MEMORY 0x0200
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#define DBG_SETUP 0x0400
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#define DBG_LUA 0x0800
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#define DBG_RANDOMIZER 0x1000
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// =======================
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// Misc stuff for later...
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// =======================
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#define ANG2RAD(angle) ((float)((angle)*M_PI)/ANGLE_180)
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// Modifier key variables, accessible anywhere
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extern UINT8 shiftdown, ctrldown, altdown;
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extern boolean capslock;
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// if we ever make our alloc stuff...
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||
#define ZZ_Alloc(x) Z_Malloc(x, PU_STATIC, NULL)
|
||
#define ZZ_Calloc(x) Z_Calloc(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
|
||
|
||
// Max gamepad/joysticks that can be detected/used.
|
||
#define MAX_JOYSTICKS 4
|
||
|
||
#ifndef M_PIl
|
||
#define M_PIl 3.1415926535897932384626433832795029L
|
||
#endif
|
||
|
||
// Floating point comparison epsilons from float.h
|
||
#ifndef FLT_EPSILON
|
||
#define FLT_EPSILON 1.1920928955078125e-7f
|
||
#endif
|
||
|
||
#ifndef DBL_EPSILON
|
||
#define DBL_EPSILON 2.2204460492503131e-16l
|
||
#endif
|
||
|
||
// 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
|
||
|
||
#ifdef ESLOPE
|
||
/// Backwards compatibility with SRB2CB's slope linedef types.
|
||
/// \note A simple shim that prints a warning.
|
||
#define ESLOPE_TYPESHIM
|
||
#endif
|
||
|
||
/// 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
|
||
#define POLYOBJECTS_PLANES
|
||
|
||
/// 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
|
||
|
||
/// Shuffle's incomplete OpenGL sorting code.
|
||
#define SHUFFLE // This has nothing to do with sorting, why was it disabled?
|
||
|
||
/// 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
|
||
|
||
#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
|
||
|
||
/// Experimental attempts at preventing MF_PAPERCOLLISION objects from getting stuck in walls.
|
||
//#define PAPER_COLLISIONCORRECTION
|
||
|
||
/// 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+
|
||
#define NEWCLIP
|
||
|
||
/// 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
|
||
|
||
/// 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+
|
||
#define NEWCLIP
|
||
|
||
/// Cache patches in Lua in a way that renderer switching will work flawlessly.
|
||
//#define LUA_PATCH_SAFETY
|
||
|
||
/// Sprite rotation
|
||
#define ROTSPRITE
|
||
#define ROTANGLES 24 // Needs to be a divisor of 360 (45, 60, 90, 120...)
|
||
#define ROTANGDIFF (360 / ROTANGLES)
|
||
|
||
/// PNG support
|
||
#ifndef HAVE_PNG
|
||
#define NO_PNG_LUMPS
|
||
#endif
|
||
|
||
/// Render flats on walls
|
||
#define WALLFLATS
|
||
|
||
#endif // __DOOMDEF__
|