raze/source/games/blood/src/blood.h
2021-12-26 23:09:58 +01:00

166 lines
4.8 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood 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 "build.h"
#include "gamestruct.h"
#include "mapinfo.h"
#include "d_net.h"
#include "serialize_obj.h"
#include "common_game.h"
#include "fx.h"
#include "gameutil.h"
#include "db.h"
#include "actor.h"
#include "ai.h"
#include "aistate.h"
#include "aiunicult.h"
#include "callback.h"
#include "db.h"
#include "endgame.h"
#include "eventq.h"
#include "gib.h"
#include "globals.h"
#include "levels.h"
#include "misc.h"
#include "player.h"
#include "seq.h"
#include "sound.h"
#include "triggers.h"
#include "view.h"
#include "nnexts.h"
#include "player.h"
#include "misc.h"
#include "sectorfx.h"
#include "bloodactor.h"
BEGIN_BLD_NS
struct INIDESCRIPTION {
const char *pzName;
const char *pzFilename;
const char **pzArts;
int nArts;
};
struct INICHAIN {
INICHAIN *pNext;
char zName[BMAX_PATH];
INIDESCRIPTION *pDescription;
};
extern INICHAIN *pINIChain;
extern int gNetPlayers;
extern int blood_globalflags;
void QuitGame(void);
void PreloadCache(void);
void ProcessFrame(void);
void ScanINIFiles(void);
void EndLevel(bool);
struct MIRROR
{
int type;
int link;
int dx;
int dy;
int dz;
int wallnum;
};
extern MIRROR mirror[16];
extern int mirrorcnt, mirrorsector, mirrorwall[4];
//polymost needs to do some voodoo for mirrors.
void InitPolymostMirrorHack();
void PolymostAllocFakeSector();
inline bool DemoRecordStatus(void)
{
return false;
}
inline bool VanillaMode()
{
return false;
}
void sndPlaySpecialMusicOrNothing(int nMusic);
struct GameInterface : public ::GameInterface
{
const char* Name() override { return "Blood"; }
void app_init() override;
void SerializeGameState(FSerializer& arc) override;
void loadPalette() override;
void clearlocalinputstate() override;
bool GenerateSavePic() override;
void FreeLevelData() override;
void FreeGameData() override;
FSavegameInfo GetSaveSig() override;
void MenuOpened() override;
void MenuClosed() override;
bool CanSave() override;
FString GetCoordString() override;
ReservedSpace GetReservedScreenSpace(int viewsize) override;
void UpdateSounds() override;
void GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* packet = nullptr) override;
void Ticker() override;
void DrawBackground() override;
void Startup() override;
void Render() override;
const char* GenericCheat(int player, int cheat) override;
void NewGame(MapRecord *sng, int skill, bool) override;
void NextLevel(MapRecord* map, int skill) override;
void LevelCompleted(MapRecord* map, int skill) override;
bool DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a, double const smoothratio) override;
void SetTileProps(int til, int surf, int vox, int shade) override;
fixed_t playerHorizMin() override { return IntToFixed(-180); }
fixed_t playerHorizMax() override { return IntToFixed(120); }
int playerKeyMove() override { return 1024; }
void WarpToCoords(int x, int y, int z, int a, int h) override;
void ToggleThirdPerson() override;
void SwitchCoopView() override;
void ToggleShowWeapon() override;
int chaseCamX(binangle ang) override { return MulScale(-Cos(ang.asbuild()), 1280, 30); }
int chaseCamY(binangle ang) override { return MulScale(-Sin(ang.asbuild()), 1280, 30); }
int chaseCamZ(fixedhoriz horiz) override { return FixedToInt(MulScale(horiz.asq16(), 1280, 3)) - (16 << 8); }
void processSprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) override;
void EnterPortal(spritetype* viewer, int type) override;
void LeavePortal(spritetype* viewer, int type) override;
void LoadGameTextures() override;
int GetCurrentSkill() override;
bool IsQAVInterpTypeValid(const FString& type) override;
void AddQAVInterpProps(const int res_id, const FString& interptype, const bool loopable, const TMap<int, TArray<int>>&& ignoredata) override;
void RemoveQAVInterpProps(const int res_id) override;
GameStats getStats() override;
};
END_BLD_NS