raze/source/blood/src/levels.h
Christoph Oelckers 9a4073508d - Blood: Savegame fully transitioned to JSON
not tested yet.
2020-11-23 09:53:58 +01:00

111 lines
2.8 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 "screenjob.h"
#include "common_game.h"
#include "inifile.h"
#include "mapinfo.h"
BEGIN_BLD_NS
enum
{
kMaxMessages = 32,
kMaxEpisodes = 7,
kMaxLevels = 16
};
#pragma pack(push, 1)
enum EGameFlag
{
GF_AdvanceLevel = 1,
GF_EndGame = 2,
// 4 was for playing intro cutscenes but is no longer used.
GF_PlayCutscene = 8,
};
struct GAMEOPTIONS {
unsigned char nGameType;
unsigned char nDifficulty;
char nMonsterSettings;
int uGameFlags;
int uNetGameFlags;
char nWeaponSettings;
char nItemSettings;
char nRespawnSettings;
char nTeamSettings;
int nMonsterRespawnTime;
int nWeaponRespawnTime;
int nItemRespawnTime;
int nSpecialRespawnTime;
int weaponsV10x;
bool bFriendlyFire;
bool bKeepKeysOnRespawn;
};
#pragma pack(pop)
enum {
MUS_INTRO = 0,
MUS_LOADING = 1,
};
struct EPISODEINFO
{
int nLevels;
unsigned int bloodbath : 1;
unsigned int cutALevel : 4;
char cutsceneAName[BMAX_PATH];
char cutsceneBName[BMAX_PATH];
int at9028;
int at902c;
char cutsceneASound[BMAX_PATH];
char cutsceneBSound[BMAX_PATH];
};
extern EPISODEINFO gEpisodeInfo[];
extern GAMEOPTIONS gSingleGameOptions;
extern GAMEOPTIONS gGameOptions;
extern int gSkill;
extern char BloodIniFile[];
extern bool bINIOverride;
extern int gEpisodeCount;
extern int gNextLevel;
extern bool gGameStarted;
void levelInitINI(const char *pzIni);
void levelOverrideINI(const char *pzIni);
void levelPlayIntroScene(int nEpisode, CompletionFunc completion);
void levelPlayEndScene(int nEpisode, CompletionFunc completion);
void levelSetupSecret(int nCount);
void levelTriggerSecret(int nSecret);
void CheckSectionAbend(const char *pzSection);
void CheckKeyAbend(const char *pzSection, const char *pzKey);
void levelLoadDefaults(void);
// arg: 0 is normal exit, 1 is secret level
void levelEndLevel(int arg);
void levelTryPlayMusic();
END_BLD_NS