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dc1f56e8f9
# Conflicts: # source/core/inputstate.cpp # source/exhumed/src/exhumed.h
263 lines
5.6 KiB
C++
263 lines
5.6 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 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed 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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#ifndef __exhumed_h__
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#define __exhumed_h__
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#include "compat.h"
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#include "v_text.h"
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#include "printf.h"
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#include "gamecvars.h"
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#include "m_argv.h"
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#include "gamecontrol.h"
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#include "c_buttons.h"
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#include <algorithm>
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#include "tarray.h"
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#include "zstring.h"
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#include "filesystem.h"
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#include "screenjob.h"
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#include "gamestruct.h"
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BEGIN_PS_NS
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#define kTimerTicks 120
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enum basepal_t {
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BASEPAL = 0,
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ANIMPAL,
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BASEPALCOUNT
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};
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void ExitGame();
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void ShutDown(void);
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void DebugOut(const char *fmt, ...);
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int ExhumedMain(int argc, char *argv[]);
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void ResetEngine();
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void SetHiRes();
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void BlackOut();
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void DoGameOverScene(bool finallevel);
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void DoAfterCinemaScene(int nLevel, TArray<JobDesc> &jobs);
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void DoBeforeCinemaScene(int nLevel, TArray<JobDesc>& jobs);
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int Query(short n, short l, ...);
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extern unsigned char curpal[];
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void TintPalette(int a, int b, int c);
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//void MySetPalette(unsigned char *palette);
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//void GetCurPal(unsigned char *palette);
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void EraseScreen(int eax);
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void mychangespritesect(int nSprite, int nSector);
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void mydeletesprite(int nSprite);
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void GrabPalette();
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void mysetbrightness(char nBrightness);
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void StartFadeIn();
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void InitSpiritHead();
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// TODO - relocate
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void StatusMessage(int messageTime, const char *fmt, ...);
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int DoSpiritHead();
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void CheckKeys();
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void CheckKeys2();
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void GameTicker();
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void InitLevel(int);
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void InitNewGame();
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void startmainmenu();
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int showmap(short nLevel, short nLevelNew, short nLevelBest);
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void menu_DoPlasma();
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void menu_DrawTheMap(int nLevel, int nLevelNew, int nLevelBest, TArray<JobDesc>& jobs);
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void DoEnergyTile();
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void InitEnergyTile();
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extern int EndLevel;
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extern int32_t g_commandSetup;
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extern int32_t g_noSetup;
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extern char sHollyStr[];
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extern int selectedlevelnew;
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extern int GameAction;
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extern int nNetPlayerCount;
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extern int htimer;
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extern int nNetTime;
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extern short nTotalPlayers;
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extern short nFontFirstChar;
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extern short nBackgroundPic;
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extern short nShadowPic;
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extern short nCreaturesTotal, nCreaturesKilled;
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extern int leveltime;
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extern int lLocalButtons;
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extern short nEnergyTowers;
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extern short nEnergyChan;
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extern short nSpiritSprite;
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extern short bInDemo;
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extern short nFreeze;
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extern short nCurBodyNum;
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extern short nBodyTotal;
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extern short bSnakeCam;
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extern uint8_t nCinemaSeen;
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extern short nButtonColor;
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extern short nHeadStage;
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extern short lastfps;
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extern int flash;
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extern short nLocalSpr;
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extern short nSnakeCam;
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extern short bCoordinates;
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extern int totalmoves;
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extern int lCountDown;
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extern short nAlarmTicks;
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extern short nRedTicks;
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extern short nClockVal;
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extern short bSlipMode;
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extern int bVanilla;
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#define POWERSLAVE (g_gameType & GAMEFLAG_POWERSLAVE)
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#define EXHUMED (g_gameType & GAMEFLAG_EXHUMED)
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#define ISDEMOVER (g_gameType & GAMEFLAG_SHAREWARE)
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extern double g_frameDelay;
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enum {
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kPalNormal = 0,
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kPalNoDim,
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kPalTorch,
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kPalNoTorch,
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kPalBrite,
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kPalRedBrite,
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kPalGreenBrite,
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kPalNormal2,
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kPalNoDim2,
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kPalTorch2,
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kPalNoTorch2,
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kPalBrite2
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};
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class TextOverlay
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{
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double nCrawlY;
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short nLeft[50];
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int nHeight;
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int lastclock;
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TArray<FString> screentext;
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public:
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void Start(int starttime);
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void ComputeCinemaText();
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void ReadyCinemaText(uint16_t nVal);
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void DisplayText();
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bool AdvanceCinemaText(int gameclock);
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};
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extern char g_modDir[BMAX_PATH];
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void G_LoadGroupsInDir(const char* dirname);
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void G_DoAutoload(const char* dirname);
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void DrawRel(int tile, double x, double y, int shade = 0);
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// savegame.
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int savegame(int nSlot);
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int loadgame(int nSlot);
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const uint32_t kSpiritX = 106;
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const uint32_t kSpiritY = 97;
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const uint32_t WorktileSize = kSpiritX * 2 * kSpiritY * 2;
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struct SavegameHelper
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{
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FString Name;
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TArray<std::pair<void*, size_t>> Elements;
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SavegameHelper(const char* name, ...);
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void Load();
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void Save();
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};
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#define SV(v) &v, sizeof(v)
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#define SA(a) &a, sizeof(a)
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struct GameInterface : ::GameInterface
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{
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const char* Name() override { return "Exhumed"; }
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void app_init() override;
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void RunGameFrame() override;
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bool GenerateSavePic() override;
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void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
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void MenuOpened() override;
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void MenuSound(EMenuSounds snd) override;
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void MenuClosed() override;
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void StartGame(FNewGameStartup& gs) override;
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FSavegameInfo GetSaveSig() override;
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void DrawMenuCaption(const DVector2& origin, const char* text) override;
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bool LoadGame(FSaveGameNode* sv) override;
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bool SaveGame(FSaveGameNode* sv) override;
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bool CanSave() override;
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ReservedSpace GetReservedScreenSpace(int viewsize) override { return { 0, 24 }; }
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void QuitToTitle() override;
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FString statFPS() override;
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::GameStats getStats() override;
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};
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END_PS_NS
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#endif
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