raze-gles/source/duke3d/src/duke3d.h
Christoph Oelckers 62e9112133 - renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
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.
2019-12-26 14:04:53 +01:00

176 lines
5.5 KiB
C

//-------------------------------------------------------------------------
/*
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 "compat.h"
#include "pragmas.h"
#include "polymost.h"
#include "gamecvars.h"
#include "gamecontrol.h"
#include "menu/menu.h"
#include "memarena.h"
#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
# 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
// KEEPINSYNC lunatic/con_lang.lua
#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
// 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 "screentext.h"
#include "sector.h"
#include "sounds.h"
#include "soundsdyn.h"
BEGIN_DUKE_NS
static inline int32_t G_HaveActor(int spriteNum)
{
return g_tile[spriteNum].execPtr!=NULL;
}
static inline int32_t G_DefaultActorHealth(int spriteNum)
{
return G_HaveActor(spriteNum) ? g_tile[spriteNum].execPtr[0] : 0;
}
struct GameInterface : ::GameInterface
{
int app_main() override;
void FreeGameData() 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(FGameStartup& 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;
};
END_DUKE_NS
#endif