raze/source/blood/src/levels.h
2019-09-22 08:39:22 +02:00

146 lines
4.1 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 "common_game.h"
#include "inifile.h"
BEGIN_BLD_NS
#define kMaxMessages 32
#define kMaxEpisodes 7
#define kMaxLevels 16
#pragma pack(push, 1)
struct GAMEOPTIONS {
char nGameType;
char nDifficulty;
int nEpisode;
int nLevel;
char zLevelName[BMAX_PATH];
char zLevelSong[BMAX_PATH];
int nTrackNumber; //at12a;
char szSaveGameName[BMAX_PATH];
char szUserGameName[BMAX_PATH];
short nSaveGameSlot;
int picEntry;
unsigned int uMapCRC;
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_FIRST_SPECIAL = kMaxEpisodes*kMaxLevels,
MUS_INTRO = MUS_FIRST_SPECIAL,
MUS_LOADING = MUS_FIRST_SPECIAL + 1,
};
struct LEVELINFO
{
char at0[BMAX_PATH]; // Filename
char at90[32]; // Title
char atb0[32]; // Author
char atd0[BMAX_PATH]; // Song;
int ate0; // SongId
int ate4; // EndingA
int ate8; // EndingB
char atec[kMaxMessages][64]; // Messages
char at8ec; // Fog
char at8ed; // Weather
}; // 0x8ee bytes
struct EPISODEINFO
{
char at0[32];
int nLevels;
unsigned int bloodbath : 1;
unsigned int cutALevel : 4;
LEVELINFO at28[kMaxLevels];
char at8f08[BMAX_PATH];
char at8f98[BMAX_PATH];
int at9028;
int at902c;
char at9030[BMAX_PATH];
char at90c0[BMAX_PATH];
};
extern EPISODEINFO gEpisodeInfo[];
extern GAMEOPTIONS gSingleGameOptions;
extern GAMEOPTIONS gGameOptions;
extern int gSkill;
extern char BloodIniFile[];
extern char BloodIniPre[];
extern bool bINIOverride;
extern int gEpisodeCount;
extern int gNextLevel;
extern bool gGameStarted;
extern int gLevelTime;
void levelInitINI(const char *pzIni);
void levelOverrideINI(const char *pzIni);
void levelPlayIntroScene(int nEpisode);
void levelPlayEndScene(int nEpisode);
void levelClearSecrets(void);
void levelSetupSecret(int nCount);
void levelTriggerSecret(int nSecret);
void CheckSectionAbend(const char *pzSection);
void CheckKeyAbend(const char *pzSection, const char *pzKey);
LEVELINFO * levelGetInfoPtr(int nEpisode, int nLevel);
char * levelGetFilename(int nEpisode, int nLevel);
char * levelGetMessage(int nMessage);
char * levelGetTitle(void);
char * levelGetAuthor(void);
void levelSetupOptions(int nEpisode, int nLevel);
void levelLoadMapInfo(IniFile *pIni, LEVELINFO *pLevelInfo, const char *pzSection);
void levelLoadDefaults(void);
void levelAddUserMap(const char *pzMap);
// EndingA is normal ending, EndingB is secret level
void levelGetNextLevels(int nEpisode, int nLevel, int *pnEndingA, int *pnEndingB);
// arg: 0 is normal exit, 1 is secret level
void levelEndLevel(int arg);
// By NoOne: custom level selection via numbered command which sent to TX ID 6.
void levelEndLevelCustom(int nLevel);
void levelRestart(void);
int levelGetMusicIdx(const char *str);
bool levelTryPlayMusic(int nEpisode, int nlevel, bool bSetLevelSong = false);
void levelTryPlayMusicOrNothing(int nEpisode, int nLevel);
END_BLD_NS