mirror of
https://github.com/ZDoom/raze-gles.git
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62e9112133
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
176 lines
5.5 KiB
C
176 lines
5.5 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2016 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef duke3d_h_
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#define duke3d_h_
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// JBF
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#include "a.h"
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#include "baselayer.h"
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#include "build.h"
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#include "compat.h"
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#include "pragmas.h"
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#include "polymost.h"
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#include "gamecvars.h"
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#include "gamecontrol.h"
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#include "menu/menu.h"
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#include "memarena.h"
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#ifdef EDUKE32_STANDALONE
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#define VOLUMEALL (1)
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#define PLUTOPAK (1)
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#define VOLUMEONE (0)
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#else
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#define VOLUMEALL (g_Shareware == 0)
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#define PLUTOPAK (g_scriptVersion >= 14)
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#define VOLUMEONE (g_Shareware == 1)
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#endif
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# define BYTEVERSION_EDUKE32 339
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#define BYTEVERSION (BYTEVERSION_EDUKE32+(PLUTOPAK?1:(VOLUMEONE<<1)))
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#define NUMPAGES 1
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#define RECSYNCBUFSIZ 2520 //2520 is the (LCM of 1-8)*3
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#define MOVEFIFOSIZ 2
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// KEEPINSYNC lunatic/con_lang.lua
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#define MAXLEVELS 64
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#define MAXGAMETYPES 16
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enum {
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MUS_FIRST_SPECIAL = MAXVOLUMES*MAXLEVELS,
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MUS_INTRO = MUS_FIRST_SPECIAL,
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MUS_BRIEFING = MUS_FIRST_SPECIAL + 1,
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MUS_LOADING = MUS_FIRST_SPECIAL + 2,
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MUS_USERMAP = MUS_FIRST_SPECIAL + 3,
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};
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////////// TIMING CONSTANTS //////////
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// The number of 'totalclock' increments per second:
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#define TICRATE 120
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// The number of game state updates per second:
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#define REALGAMETICSPERSEC 30
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// The number of 'totalclock' increments per game state update:
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// NOTE: calling a game state update a 'frame' is really weird.
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// (This used to be TICRATE/GAMETICSPERSEC, which was 120/26 = 4.615~ truncated
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// to 4 by integer division.)
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#define TICSPERFRAME (TICRATE/REALGAMETICSPERSEC)
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// Used as a constant to satisfy all of the calculations written with ticrate =
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// 26 in mind:
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#define GAMETICSPERSEC 26
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#define PACKBUF_SIZE 32768
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#define TILE_SAVESHOT (MAXTILES-1)
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#define TILE_LOADSHOT (MAXTILES-3)
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#define TILE_TILT (MAXTILES-2)
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#define TILE_ANIM (MAXTILES-4)
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#define TILE_VIEWSCR (MAXTILES-5)
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// Reserved: TILE_VIEWSCR_1 (MAXTILES-6)
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// Reserved: TILE_VIEWSCR_2 (MAXTILES-7)
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EDUKE32_STATIC_ASSERT(7 <= MAXTILES-MAXUSERTILES);
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// sprites with these statnums should be considered for fixing
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#define ROTFIXSPR_STATNUMP(k) ((k)==STAT_DEFAULT || (k)==STAT_STANDABLE || (k)==STAT_FX || \
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(k)==STAT_FALLER || (k)==STAT_LIGHT)
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#define ROTFIXSPR_MAGIC 0x18190000
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// JBF 20040604: sync is a function on some platforms
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#define sync dsync
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// Uncomment the following to remove calls to a.nasm functions with the GL renderers
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// so that debugging with valgrind --smc-check=none is possible:
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//#define DEBUG_VALGRIND_NO_SMC
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#include "actors.h"
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#include "common_game.h"
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#include "config.h"
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#include "gamecontrol.h"
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#include "game.h"
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#include "gamedef.h"
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#include "gameexec.h"
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#include "gamevars.h"
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#include "global.h"
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#include "inv.h"
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#include "macros.h"
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#include "namesdyn.h"
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#include "network.h"
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#include "player.h"
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#include "quotes.h"
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#include "rts.h"
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#include "screentext.h"
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#include "sector.h"
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#include "sounds.h"
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#include "soundsdyn.h"
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BEGIN_DUKE_NS
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static inline int32_t G_HaveActor(int spriteNum)
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{
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return g_tile[spriteNum].execPtr!=NULL;
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}
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static inline int32_t G_DefaultActorHealth(int spriteNum)
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{
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return G_HaveActor(spriteNum) ? g_tile[spriteNum].execPtr[0] : 0;
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}
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struct GameInterface : ::GameInterface
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{
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int app_main() override;
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void FreeGameData() override;
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bool validate_hud(int) override;
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void set_hud_layout(int size) override;
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void set_hud_scale(int size) override;
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FString statFPS() override;
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GameStats getStats() override;
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// Access to the front end specific menu code. Use is restricted to the main menu, the ingame menu and the skill/episode selection.
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// Everything else is either custom screens or will use the generic option menu style.
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void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int orientation) override;
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void MenuOpened() override;
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void MenuClosed() override;
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void MenuSound(EMenuSounds snd) override;
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bool CanSave() override;
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void CustomMenuSelection(int menu, int item) override;
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void StartGame(FGameStartup& gs) override;
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FSavegameInfo GetSaveSig() override;
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bool DrawSpecialScreen(const DVector2 &origin, int tilenum) override;
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void DrawCenteredTextScreen(const DVector2 &origin, const char *text, int position, bool bg) override;
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void DrawMenuCaption(const DVector2& origin, const char* text) override;
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bool SaveGame(FSaveGameNode*) override;
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bool LoadGame(FSaveGameNode*) override;
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void DoPrintMessage(int prio, const char*) override;
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void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
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void QuitToTitle() override;
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FString GetCoordString() override;
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};
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END_DUKE_NS
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#endif
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