raze/source/games/duke/src/duke3d.h
2020-07-05 00:39:34 +02:00

223 lines
6.5 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 "baselayer.h"
#include "build.h"
#include "compat.h"
#include "pragmas.h"
#include "polymost.h"
#include "gamecvars.h"
#include "menu/menu.h"
BEGIN_DUKE_NS
#define VOLUMEALL (g_Shareware == 0)
#define PLUTOPAK (true)//g_scriptVersion >= 14)
#define VOLUMEONE (g_Shareware == 1)
// increase by 3, because atomic GRP adds 1, and Shareware adds 2
// Non-Lua build
# define BYTEVERSION_EDUKE32 336
//#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 256
#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_VIEWSCR (MAXTILES-5)
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
END_DUKE_NS
#include "zz_actors.h"
#include "common_game.h"
#include "gamecontrol.h"
#include "game.h"
#include "gamedef.h"
#include "gameexec.h"
#include "gamevar.h"
#include "global.h"
#include "inv.h"
#include "macros.h"
#include "names.h"
#include "net.h"
#include "player.h"
#include "quotes.h"
#include "rts.h"
#include "sector.h"
#include "sounds.h"
#include "soundefs.h"
BEGIN_DUKE_NS
extern FFont* IndexFont;
extern FFont* DigiFont;
// 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, // CCMD
gamefunc_Weapon_2, // CCMD
gamefunc_Weapon_3, // CCMD
gamefunc_Weapon_4, // CCMD
gamefunc_Weapon_5, // CCMD
gamefunc_Weapon_6, // CCMD
gamefunc_Weapon_7, // CCMD
gamefunc_Weapon_8, // CCMD
gamefunc_Weapon_9, // CCMD
gamefunc_Weapon_10, // CCMD
gamefunc_Inventory, // CCMD
gamefunc_Inventory_Left, // CCMD
gamefunc_Inventory_Right, // CCMD
gamefunc_Holo_Duke, // CCMD // Duke3D, RR
gamefunc_Jetpack, // CCMD
gamefunc_NightVision, // CCMD
gamefunc_MedKit, // CCMD
gamefunc_TurnAround,
gamefunc_SendMessage,
gamefunc_Map, // CCMD
gamefunc_Shrink_Screen, // CCMD
gamefunc_Enlarge_Screen, // CCMD
gamefunc_Center_View, // CCMD
gamefunc_Holster_Weapon, // CCMD
gamefunc_Show_Opponents_Weapon, // CCMD
gamefunc_Map_Follow_Mode, // CCMD
gamefunc_See_Coop_View, // CCMD
gamefunc_Mouse_Aiming, // CCMD
gamefunc_Toggle_Crosshair, // CCMD
gamefunc_Steroids, // CCMD
gamefunc_Quick_Kick, // CCMD
gamefunc_Next_Weapon, // CCMD
gamefunc_Previous_Weapon, // CCMD
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Last_Weapon, // CCMD
gamefunc_Alt_Weapon,
gamefunc_Third_Person_View, // CCMD
gamefunc_Show_DukeMatch_Scores, // CCMD
gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
NUM_ACTIONS
};
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;
void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
void MenuOpened() override;
void MenuSound(EMenuSounds snd) override;
void MenuClosed() override;
bool CanSave() override;
void StartGame(FNewGameStartup& gs) override;
FSavegameInfo GetSaveSig() override;
void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg) override;
double SmallFontScale() override { return isRR() ? 0.5 : 1.; }
void DrawMenuCaption(const DVector2& origin, const char* text) override;
bool SaveGame(FSaveGameNode*) override;
bool LoadGame(FSaveGameNode*) override;
void QuitToTitle() override;
FString GetCoordString() override;
bool CheatAllowed(bool printmsg) override;
};
END_DUKE_NS
#endif