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e79a693313
All functions and definitions was moved to nnexts.h and nnexts.cpp files to minimize ifdefs and generally make code more clear # Conflicts: # GNUmakefile # platform/Windows/nblood.vcxproj # platform/Windows/nblood.vcxproj.filters # platform/Windows/props/build_common.props # source/blood/src/actor.cpp # source/blood/src/ai.h # source/blood/src/aiunicult.cpp # source/blood/src/blood.cpp # source/blood/src/db.cpp # source/blood/src/eventq.cpp # source/blood/src/gameutil.cpp # source/blood/src/gameutil.h # source/blood/src/loadsave.cpp # source/blood/src/player.cpp # source/blood/src/player.h # source/blood/src/triggers.h # source/blood/src/view.cpp
125 lines
3.6 KiB
C
125 lines
3.6 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 "common_game.h"
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#include "inifile.h"
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#include "mapinfo.h"
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BEGIN_BLD_NS
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#define kMaxMessages 32
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#define kMaxEpisodes 7
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#define kMaxLevels 16
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#pragma pack(push, 1)
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struct GAMEOPTIONS {
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unsigned char nGameType;
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unsigned char nDifficulty;
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int nEpisode;
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int nLevel;
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char zLevelName[BMAX_PATH];
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int nTrackNumber; //at12a;
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short nSaveGameSlot;
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int picEntry;
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unsigned int uMapCRC;
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char nMonsterSettings;
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int uGameFlags;
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int uNetGameFlags;
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char nWeaponSettings;
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char nItemSettings;
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char nRespawnSettings;
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char nTeamSettings;
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int nMonsterRespawnTime;
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int nWeaponRespawnTime;
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int nItemRespawnTime;
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int nSpecialRespawnTime;
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int weaponsV10x;
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bool bFriendlyFire;
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bool bKeepKeysOnRespawn;
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};
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#pragma pack(pop)
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enum {
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MUS_FIRST_SPECIAL = kMaxEpisodes*kMaxLevels,
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MUS_INTRO = MUS_FIRST_SPECIAL,
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MUS_LOADING = MUS_FIRST_SPECIAL + 1,
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};
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struct EPISODEINFO
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{
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//char at0[32]; removed, so that the global episode name table can be used for consistency
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int nLevels;
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unsigned int bloodbath : 1;
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unsigned int cutALevel : 4;
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MapRecord* levels; // points into the global table.
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char at8f08[BMAX_PATH];
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char at8f98[BMAX_PATH];
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int at9028;
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int at902c;
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char at9030[BMAX_PATH];
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char at90c0[BMAX_PATH];
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};
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extern EPISODEINFO gEpisodeInfo[];
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extern GAMEOPTIONS gSingleGameOptions;
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extern GAMEOPTIONS gGameOptions;
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extern int gSkill;
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extern char BloodIniFile[];
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extern char BloodIniPre[];
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extern bool bINIOverride;
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extern int gEpisodeCount;
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extern int gNextLevel;
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extern bool gGameStarted;
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extern int gLevelTime;
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void levelInitINI(const char *pzIni);
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void levelOverrideINI(const char *pzIni);
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void levelPlayIntroScene(int nEpisode);
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void levelPlayEndScene(int nEpisode);
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void levelClearSecrets(void);
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void levelSetupSecret(int nCount);
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void levelTriggerSecret(int nSecret);
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void CheckSectionAbend(const char *pzSection);
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void CheckKeyAbend(const char *pzSection, const char *pzKey);
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MapRecord * levelGetInfoPtr(int nEpisode, int nLevel);
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const char * levelGetFilename(int nEpisode, int nLevel);
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const char * levelGetMessage(int nMessage);
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const char * levelGetTitle(void);
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const char * levelGetAuthor(void);
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void levelSetupOptions(int nEpisode, int nLevel);
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void levelLoadDefaults(void);
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void levelAddUserMap(const char *pzMap);
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// EndingA is normal ending, EndingB is secret level
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void levelGetNextLevels(int nEpisode, int nLevel, int *pnEndingA, int *pnEndingB);
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// arg: 0 is normal exit, 1 is secret level
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void levelEndLevel(int arg);
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void levelRestart(void);
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int levelGetMusicIdx(const char *str);
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bool levelTryPlayMusic(int nEpisode, int nlevel, bool bSetLevelSong = false);
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void levelTryPlayMusicOrNothing(int nEpisode, int nLevel);
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END_BLD_NS
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