//------------------------------------------------------------------------- /* 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 "a.h" #include "baselayer.h" #include "build.h" #include "cache1d.h" #include "compat.h" #include "fx_man.h" #include "keyboard.h" #include "pragmas.h" #ifdef POLYMER #include "polymer.h" #else #ifdef USE_OPENGL #include "polymost.h" #endif #endif #define HEAD2 APPNAME #ifdef EDUKE32_STANDALONE #define VOLUMEALL (1) #define PLUTOPAK (1) #define VOLUMEONE (0) #else #define VOLUMEALL (g_Shareware == 0) #define PLUTOPAK (g_scriptVersion >= 14) #define VOLUMEONE (g_Shareware == 1) #endif // increase by 3, because atomic GRP adds 1, and Shareware adds 2 #ifdef LUNATIC // Lunatic # define BYTEVERSION_EDUKE32 339 #else // Non-Lua build # define BYTEVERSION_EDUKE32 339 #endif //#define BYTEVERSION_13 27 //#define BYTEVERSION_14 116 //#define BYTEVERSION_15 117 #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 // KEEPINSYNC lunatic/con_lang.lua #define MAXVOLUMES 7 #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, }; ////////// 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 // 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 "_rts.h" #include "actors.h" #include "common_game.h" #include "config.h" #include "control.h" #include "function.h" #include "game.h" #include "gamedef.h" #include "gamedefs.h" #include "gameexec.h" #include "gamevars.h" #include "global.h" #include "inv.h" #include "macros.h" #include "music.h" #include "namesdyn.h" #include "network.h" #include "player.h" #include "quotes.h" #include "rts.h" #include "screentext.h" #include "sector.h" #include "sounds.h" #include "soundsdyn.h" #ifdef LUNATIC # include "lunatic_game.h" #endif static inline int32_t G_HaveActor(int spriteNum) { #ifdef LUNATIC return El_HaveActor(spriteNum); #else return g_tile[spriteNum].execPtr!=NULL; #endif } static inline int32_t G_DefaultActorHealth(int spriteNum) { #ifdef LUNATIC return g_elActors[spriteNum].strength; #else return G_HaveActor(spriteNum) ? g_tile[spriteNum].execPtr[0] : 0; #endif } #endif