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game.h
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game.h
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#ifndef _LCR_GAME_H
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#define _LCR_GAME_H
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/**
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game: this file implements the backend of a complete, actually playable
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game, and is meant to be included and used by specific frontends (which
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will handle each platform's hardware details and I/O).
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/*
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Licar: game module
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TODO: more documentation
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This file implements the backend of a complete, actually playable game with
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graphics, sound etc., and is meant to be included and used by specific
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frontends (which will handle each platform's hardware details and I/O). See
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the frontend info below for help with porting the game to a new platform.
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The code uses LCR_ (or _LCR) prefix as a kind of namespace preventing
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collision with 3rd party identifiers.
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UNITS: There are various kinds of units used to ensure independence of the
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game modules. Here is a summary:
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modules. Here is a summary:
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- LCR_GameUnit: data type, abstract unit of the game (racing module). One map
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square is LCR_GAME_UNITs long, a full angle is also LCR_GAME_UNITs.
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their coordinate system (X right, Y up, Z forward) and rotations (Euler
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angles, by Z, then by X, then Y).
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RESOURCE FILE: The game uses so called data file to store various resources,
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DATA FILE: The game uses so called data file to store various resources,
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mainly maps and replays. There is considered to be one abstract global file
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which is just a long text string. Internally the global file is composed of
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a hardcoded internal data file string (stored in assets) with very basic maps,
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#define LCR_KEYS_TOTAL 6
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/*
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FOR FRONTENDS:
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FOR FRONTENDS (porting to other platforms):
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- Implement the below described functions according to their description.
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- Implement the main program and game loop.
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- Call the below described functions as described.
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