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