//------------------------------------------------------------------------- /* Copyright (C) 2016 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #ifndef duke3d_h_ #define duke3d_h_ // JBF #include "baselayer.h" #include "build.h" #include "compat.h" #include "pragmas.h" #include "polymost.h" #include "gamecvars.h" #include "gamecontrol.h" #include "menu.h" #include "memarena.h" #include "sector.h" #ifdef EDUKE32_STANDALONE #define VOLUMEALL (1) #define PLUTOPAK (1) #define WORLDTOUR (0) #define VOLUMEONE (0) #else #define VOLUMEALL (g_Shareware == 0) #define PLUTOPAK (g_scriptVersion >= 14) #define WORLDTOUR (DUKE && g_scriptVersion >= 16) #define VOLUMEONE (g_Shareware == 1) #endif # define BYTEVERSION_EDUKE32 339 #define BYTEVERSION (BYTEVERSION_EDUKE32+(PLUTOPAK?1:(VOLUMEONE<<1))) #define NUMPAGES 1 #define RECSYNCBUFSIZ 2520 //2520 is the (LCM of 1-8)*3 #define MOVEFIFOSIZ 2 #define MAXLEVELS 64 #define MAXGAMETYPES 16 enum { MUS_FIRST_SPECIAL = MAXVOLUMES*MAXLEVELS, MUS_INTRO = MUS_FIRST_SPECIAL, MUS_BRIEFING = MUS_FIRST_SPECIAL + 1, MUS_LOADING = MUS_FIRST_SPECIAL + 2, MUS_USERMAP = MUS_FIRST_SPECIAL + 3, }; ////////// TIMING CONSTANTS ////////// // The number of 'totalclock' increments per second: #define TICRATE 120 // The number of game state updates per second: #define REALGAMETICSPERSEC 30 // The number of 'totalclock' increments per game state update: // NOTE: calling a game state update a 'frame' is really weird. // (This used to be TICRATE/GAMETICSPERSEC, which was 120/26 = 4.615~ truncated // to 4 by integer division.) #define TICSPERFRAME (TICRATE/REALGAMETICSPERSEC) // Used as a constant to satisfy all of the calculations written with ticrate = // 26 in mind: #define GAMETICSPERSEC 26 #define PACKBUF_SIZE 32768 #define TILE_SAVESHOT (MAXTILES-1) #define TILE_LOADSHOT (MAXTILES-3) #define TILE_TILT (MAXTILES-2) #define TILE_ANIM (MAXTILES-4) #define TILE_VIEWSCR (MAXTILES-5) // Reserved: TILE_VIEWSCR_1 (MAXTILES-6) // Reserved: TILE_VIEWSCR_2 (MAXTILES-7) EDUKE32_STATIC_ASSERT(7 <= MAXTILES-MAXUSERTILES); // sprites with these statnums should be considered for fixing #define ROTFIXSPR_STATNUMP(k) ((k)==STAT_DEFAULT || (k)==STAT_STANDABLE || (k)==STAT_FX || \ (k)==STAT_FALLER || (k)==STAT_LIGHT) #define ROTFIXSPR_MAGIC 0x18190000 // JBF 20040604: sync is a function on some platforms #define sync dsync #define WT_WIDE(x) (WORLDTOUR ? (x ## WIDE) : (x)) // Uncomment the following to remove calls to a.nasm functions with the GL renderers // so that debugging with valgrind --smc-check=none is possible: //#define DEBUG_VALGRIND_NO_SMC #include "actors.h" #include "common_game.h" #include "config.h" #include "gamecontrol.h" #include "game.h" #include "gamedef.h" #include "gameexec.h" #include "gamevars.h" #include "global.h" #include "inv.h" #include "macros.h" #include "namesdyn.h" #include "network.h" #include "player.h" #include "quotes.h" #include "rts.h" #include "sector.h" #include "sounds.h" #include "soundsdyn.h" #include "text.h" BEGIN_EDUKE_NS // Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name. enum GameFunction_t { gamefunc_Move_Forward, gamefunc_Move_Backward, gamefunc_Turn_Left, gamefunc_Turn_Right, gamefunc_Strafe, gamefunc_Fire, gamefunc_Open, gamefunc_Run, gamefunc_Alt_Fire, // Duke3D, Blood gamefunc_Jump, gamefunc_Crouch, gamefunc_Look_Up, gamefunc_Look_Down, gamefunc_Look_Left, gamefunc_Look_Right, gamefunc_Strafe_Left, gamefunc_Strafe_Right, gamefunc_Aim_Up, gamefunc_Aim_Down, gamefunc_Weapon_1, gamefunc_Weapon_2, gamefunc_Weapon_3, gamefunc_Weapon_4, gamefunc_Weapon_5, gamefunc_Weapon_6, gamefunc_Weapon_7, gamefunc_Weapon_8, gamefunc_Weapon_9, gamefunc_Weapon_10, gamefunc_Inventory, gamefunc_Inventory_Left, gamefunc_Inventory_Right, gamefunc_Holo_Duke, // Duke3D, RR gamefunc_Jetpack, gamefunc_NightVision, gamefunc_MedKit, gamefunc_TurnAround, gamefunc_SendMessage, gamefunc_Map, gamefunc_Shrink_Screen, gamefunc_Enlarge_Screen, gamefunc_Center_View, gamefunc_Holster_Weapon, gamefunc_Show_Opponents_Weapon, gamefunc_Map_Follow_Mode, gamefunc_See_Coop_View, gamefunc_Mouse_Aiming, gamefunc_Toggle_Crosshair, gamefunc_Steroids, gamefunc_Quick_Kick, gamefunc_Next_Weapon, gamefunc_Previous_Weapon, gamefunc_Show_Console, // unused, but re-inserted for padding/compatibility for IF. gamefunc_Show_DukeMatch_Scores, gamefunc_Dpad_Select, gamefunc_Dpad_Aiming, gamefunc_AutoRun, // unused, but re-inserted for padding/compatibility for IF. gamefunc_Last_Weapon, gamefunc_Quick_Save, // unused, but re-inserted for padding/compatibility for IF. gamefunc_Quick_Load, // unused, but re-inserted for padding/compatibility for IF. gamefunc_Alt_Weapon, gamefunc_Third_Person_View, gamefunc_Toggle_Crouch, // This is the last one used by EDuke32. NUM_ACTIONS }; static inline int32_t G_TileHasActor(int const tileNum){ return g_tile[tileNum].execPtr!=NULL; } static inline int32_t G_DefaultActorHealthForTile(int const tileNum) { return G_TileHasActor(tileNum) ? g_tile[tileNum].execPtr[0] : 0; } struct GameInterface : ::GameInterface { const char* Name() override { return "Duke"; } int app_main() override; void UpdateScreenSize() override; void FreeGameData() override; bool GenerateSavePic() override; bool validate_hud(int) override; void set_hud_layout(int size) override; void set_hud_scale(int size) override; FString statFPS() override; GameStats getStats() override; // Access to the front end specific menu code. Use is restricted to the main menu, the ingame menu and the skill/episode selection. // Everything else is either custom screens or will use the generic option menu style. void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int orientation) override; void MenuOpened() override; void MenuClosed() override; void MenuSound(EMenuSounds snd) override; bool CanSave() override; void CustomMenuSelection(int menu, int item) override; void StartGame(FNewGameStartup& gs) override; FSavegameInfo GetSaveSig() override; bool DrawSpecialScreen(const DVector2 &origin, int tilenum) override; void DrawCenteredTextScreen(const DVector2 &origin, const char *text, int position, bool bg) override; void DrawMenuCaption(const DVector2& origin, const char* text) override; bool SaveGame(FSaveGameNode*) override; bool LoadGame(FSaveGameNode*) override; void DoPrintMessage(int prio, const char*) override; void DrawPlayerSprite(const DVector2& origin, bool onteam) override; void QuitToTitle() override; FString GetCoordString() override; int GetStringTile(int font, const char* t, int f) override; }; END_EDUKE_NS #endif