raze/source/games/exhumed/src/exhumed.h

248 lines
5.8 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed 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.
*/
//-------------------------------------------------------------------------
#pragma once
#include "v_text.h"
#include "printf.h"
#include "gamecvars.h"
#include "m_argv.h"
#include "gamecontrol.h"
#include "c_buttons.h"
#include <algorithm>
#include "tarray.h"
#include "zstring.h"
#include "filesystem.h"
#include "screenjob.h"
#include "gamestruct.h"
#include "names.h"
#include "exhumedactor.h"
#include "serialize_obj.h"
BEGIN_PS_NS
enum { kTimerTicks = 120 };
const int ITEM_MAGIC = 0x4711;
enum basepal_t {
BASEPAL = 0,
ANIMPAL,
BASEPALCOUNT
};
void DebugOut(const char *fmt, ...);
int ExhumedMain(int argc, char *argv[]);
void ResetEngine();
void SetHiRes();
void BlackOut();
void DoGameOverScene(bool finallevel);
extern uint8_t curpal[];
void TintPalette(int a, int b, int c);
void EraseScreen(int eax);
void DeleteActor(DExhumedActor* actor);
void GrabPalette();
void StartFadeIn();
void InitSpiritHead();
// TODO - relocate
void StatusMessage(int messageTime, const char *fmt, ...);
void DoSpiritHead();
void InitLevel(MapRecord*);
void InitNewGame();
void menu_DoPlasma();
void DoEnergyTile();
void InitEnergyTile();
extern int EndLevel;
extern int32_t g_commandSetup;
extern int32_t g_noSetup;
extern char sHollyStr[];
extern int selectedlevelnew;
extern int nNetPlayerCount;
extern int nNetTime;
extern int nTotalPlayers;
extern int nFontFirstChar;
extern int nBackgroundPic;
extern int nShadowPic;
extern int nCreaturesTotal, nCreaturesKilled;
extern int lLocalButtons;
extern int nEnergyTowers;
extern int nEnergyChan;
extern TObjPtr<DExhumedActor*> pSpiritSprite;
extern bool bInDemo;
extern int nFreeze;
extern int nCurBodyNum;
extern int nBodyTotal;
extern bool bSnakeCam;
extern int nButtonColor;
extern int nHeadStage;
extern int flash;
extern int nSnakeCam;
extern bool bCoordinates;
extern int totalmoves;
extern int lCountDown;
extern int nAlarmTicks;
extern int nRedTicks;
extern int nClockVal;
extern bool bSlipMode;
extern bool bDoFlashes;
extern int bVanilla;
inline int GameLogo()
{
return (g_gameType & GAMEFLAG_EXHUMED) ? kExhumedLogo : kPowerslaveLogo;
}
extern double g_frameDelay;
enum {
kPalNormal = 0,
kPalNoDim,
kPalTorch,
kPalNoTorch,
kPalBrite,
kPalRedBrite,
kPalGreenBrite,
kPalNormal2,
kPalNoDim2,
kPalTorch2,
kPalNoTorch2,
kPalBrite2
};
class TextOverlay
{
FFont* font;
double nCrawlY;
int16_t nLeft[50];
int nHeight;
double lastclock;
TArray<FString> screentext;
int currentCinemaPalette = 0;
public:
void Start(double starttime);
void ComputeCinemaText();
void ReadyCinemaText(const char* nVal);
void DisplayText();
bool AdvanceCinemaText(double clock);
void SetPalette(int pal) { currentCinemaPalette = pal; }
void Create(const FString& text, int pal);
};
extern char g_modDir[BMAX_PATH];
void G_LoadGroupsInDir(const char* dirname);
void G_DoAutoload(const char* dirname);
void DrawRel(int tile, double x, double y, int shade = 0);
void LevelFinished();
// savegame.
int savegame(int nSlot);
int loadgame(int nSlot);
const uint32_t kSpiritX = 106;
const uint32_t kSpiritY = 97;
const uint32_t WorktileSize = kSpiritX * 2 * kSpiritY * 2;
struct GameInterface : public ::GameInterface
{
const char* Name() override { return "Exhumed"; }
void app_init() override;
void clearlocalinputstate() override;
void loadPalette() override;
bool GenerateSavePic() override;
void MenuOpened() override;
void MenuSound(EMenuSounds snd) override;
FSavegameInfo GetSaveSig() override;
void SerializeGameState(FSerializer& arc);
bool CanSave() override;
ReservedSpace GetReservedScreenSpace(int viewsize) override { return { 0, 24 }; }
void UpdateSounds() override;
void ErrorCleanup() override;
void Ticker() override;
void DrawBackground() override;
void Render() override;
//void DrawWeapons() override;
void GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* packet = nullptr) override;
void Startup() override;
const char* GenericCheat(int player, int cheat) override;
void NewGame(MapRecord *map, int skill, bool) override;
void LevelCompleted(MapRecord *map, int skill) override;
void NextLevel(MapRecord *map, int skill) override;
bool DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a, double const smoothratio) override;
fixed_t playerHorizMin() override { return IntToFixed(-150); }
fixed_t playerHorizMax() override { return IntToFixed(150); }
int playerKeyMove() override { return 6; }
void WarpToCoords(int x, int y, int z, int a, int h) override;
void ToggleThirdPerson() override;
vec3_t chaseCamPos(DAngle ang, fixedhoriz horiz) { return vec3_t(int(-ang.Cos() * 1536.), int(-ang.Sin() * 1536.), (horiz.asq16() * 3) >> 10); }
void processSprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, DAngle viewang, double smoothRatio) override;
int GetCurrentSkill() override;
::GameStats getStats() override;
};
END_PS_NS