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https://github.com/ZDoom/Raze.git
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223 lines
6.5 KiB
C
223 lines
6.5 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 "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 "menu/menu.h"
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BEGIN_DUKE_NS
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#define VOLUMEALL (g_Shareware == 0)
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#define PLUTOPAK (true)//g_scriptVersion >= 14)
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#define VOLUMEONE (g_Shareware == 1)
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// increase by 3, because atomic GRP adds 1, and Shareware adds 2
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// Non-Lua build
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# define BYTEVERSION_EDUKE32 336
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//#define BYTEVERSION_13 27
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//#define BYTEVERSION_14 116
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//#define BYTEVERSION_15 117
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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 256
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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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};
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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_VIEWSCR (MAXTILES-5)
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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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END_DUKE_NS
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#include "zz_actors.h"
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#include "common_game.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 "gamevar.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 "names.h"
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#include "net.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 "sector.h"
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#include "sounds.h"
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#include "soundefs.h"
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BEGIN_DUKE_NS
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extern FFont* IndexFont;
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extern FFont* DigiFont;
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// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
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enum GameFunction_t
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{
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gamefunc_Move_Forward,
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gamefunc_Move_Backward,
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gamefunc_Turn_Left,
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gamefunc_Turn_Right,
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gamefunc_Strafe,
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gamefunc_Fire,
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gamefunc_Open,
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gamefunc_Run,
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gamefunc_Alt_Fire, // Duke3D, Blood
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gamefunc_Jump,
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gamefunc_Crouch,
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gamefunc_Look_Up,
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gamefunc_Look_Down,
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gamefunc_Look_Left,
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gamefunc_Look_Right,
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gamefunc_Strafe_Left,
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gamefunc_Strafe_Right,
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gamefunc_Aim_Up,
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gamefunc_Aim_Down,
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gamefunc_Weapon_1, // CCMD
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gamefunc_Weapon_2, // CCMD
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gamefunc_Weapon_3, // CCMD
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gamefunc_Weapon_4, // CCMD
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gamefunc_Weapon_5, // CCMD
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gamefunc_Weapon_6, // CCMD
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gamefunc_Weapon_7, // CCMD
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gamefunc_Weapon_8, // CCMD
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gamefunc_Weapon_9, // CCMD
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gamefunc_Weapon_10, // CCMD
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gamefunc_Inventory, // CCMD
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gamefunc_Inventory_Left, // CCMD
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gamefunc_Inventory_Right, // CCMD
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gamefunc_Holo_Duke, // CCMD // Duke3D, RR
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gamefunc_Jetpack, // CCMD
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gamefunc_NightVision, // CCMD
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gamefunc_MedKit, // CCMD
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gamefunc_TurnAround,
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gamefunc_SendMessage,
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gamefunc_Map, // CCMD
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gamefunc_Shrink_Screen, // CCMD
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gamefunc_Enlarge_Screen, // CCMD
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gamefunc_Center_View, // CCMD
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gamefunc_Holster_Weapon, // CCMD
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gamefunc_Show_Opponents_Weapon, // CCMD
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gamefunc_Map_Follow_Mode, // CCMD
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gamefunc_See_Coop_View, // CCMD
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gamefunc_Mouse_Aiming, // CCMD
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gamefunc_Toggle_Crosshair, // CCMD
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gamefunc_Steroids, // CCMD
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gamefunc_Quick_Kick, // CCMD
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gamefunc_Next_Weapon, // CCMD
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gamefunc_Previous_Weapon, // CCMD
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gamefunc_Dpad_Select,
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gamefunc_Dpad_Aiming,
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gamefunc_Last_Weapon, // CCMD
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gamefunc_Alt_Weapon,
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gamefunc_Third_Person_View, // CCMD
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gamefunc_Show_DukeMatch_Scores, // CCMD
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gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
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NUM_ACTIONS
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};
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struct GameInterface : ::GameInterface
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{
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const char* Name() override { return "Duke"; }
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int app_main() override;
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void UpdateScreenSize() override;
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void FreeGameData() override;
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bool GenerateSavePic() 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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void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
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void MenuOpened() override;
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void MenuSound(EMenuSounds snd) override;
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void MenuClosed() override;
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bool CanSave() override;
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void StartGame(FNewGameStartup& gs) override;
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FSavegameInfo GetSaveSig() override;
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void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg) override;
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double SmallFontScale() override { return isRR() ? 0.5 : 1.; }
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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 QuitToTitle() override;
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FString GetCoordString() override;
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bool CheatAllowed(bool printmsg) override;
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};
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END_DUKE_NS
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#endif
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