raze/source/exhumed/src/exhumed.h
Christoph Oelckers 7909f29691 - allow starting Duke, NAM and WW2GI with the RedNukem-based game code for Redneck Rampage.
This mainly required some rework of the menu setup to be less explicit about the frontend's menu classes.
2020-02-12 20:25:59 +01:00

302 lines
6.2 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed 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.
*/
//-------------------------------------------------------------------------
#ifndef __exhumed_h__
#define __exhumed_h__
#include "compat.h"
#include "baselayer.h"
#include "v_text.h"
#include "printf.h"
#include "gamecvars.h"
#include "m_argv.h"
#include "gamecontrol.h"
#include "c_buttons.h"
#include <algorithm>
#include "tarray.h"
#include "save.h"
#include "zstring.h"
#include "filesystem/filesystem.h"
BEGIN_PS_NS
#define kTimerTicks 120
#ifdef __WATCOMC__
void handleevents();
#endif
enum basepal_t {
BASEPAL = 0,
ANIMPAL,
BASEPALCOUNT
};
#pragma pack(push, 1)
struct demo_header
{
uint8_t nMap;
int16_t nWeapons;
int16_t nCurrentWeapon;
int16_t clip;
int16_t items;
int16_t nHealth;
int16_t field_2;
int16_t nAction;
int16_t nSprite;
int16_t bIsMummified;
int16_t someNetVal;
int16_t invincibility;
int16_t nAir;
int16_t nSeq;
int16_t nMaskAmount;
uint16_t keys;
int16_t nMagic;
uint8_t item[8];
int16_t nAmmo[7]; // TODO - kMaxWeapons?
int16_t pad[2];
int16_t nCurrentWeapon2;
int16_t field_3FOUR;
int16_t bIsFiring;
int16_t field_38;
int16_t field_3A;
int16_t field_3C;
int16_t nRun;
int16_t nLives;
};
struct demo_input
{
int32_t moveframes;
int32_t xVel;
int32_t yVel;
int16_t nAngle;
uint16_t buttons;
int16_t nTarget;
uint8_t horizon;
int8_t nItem;
int32_t h;
uint8_t i;
uint8_t pad[11];
};
#pragma pack(pop)
void ExitGame();
void ShutDown(void);
void DebugOut(const char *fmt, ...);
int ExhumedMain(int argc, char *argv[]);
void FinishLevel();
void SetHiRes();
void BlackOut();
void DoGameOverScene();
int Query(short n, short l, ...);
extern unsigned char curpal[];
void TintPalette(int a, int b, int c);
//void MySetPalette(unsigned char *palette);
//void GetCurPal(unsigned char *palette);
void EraseScreen(int eax);
void RestorePalette();
int FindGString(const char *str);
void WaitTicks(int nTicks);
void FadeIn();
void FadeOut(int bFadeMusic);
int myprintext(int x, int y, const char *str, int shade);
int MyGetStringWidth(const char *str);
void mychangespritesect(int nSprite, int nSector);
void mydeletesprite(int nSprite);
void GrabPalette();
void mysetbrightness(char nBrightness);
void StartFadeIn();
int DoFadeIn();
void DoPassword(int nPassword);
void InitSpiritHead();
int CopyCharToBitmap(char nChar, int nTile, int xPos, int yPos);
// TODO - relocate
void StatusMessage(int messageTime, const char *fmt, ...);
int DoSpiritHead();
void UpdateScreenSize();
void HandleAsync();
extern int32_t g_commandSetup;
extern int32_t g_noSetup;
extern char sHollyStr[];
extern int localclock;
extern int moveframes;
extern short bSerialPlay;
extern int nNetPlayerCount;
extern int htimer;
extern int nNetTime;
extern short nTotalPlayers;
extern short nFontFirstChar;
extern short nBackgroundPic;
extern short nShadowPic;
extern short nCreaturesLeft;
extern int lLocalButtons;
extern short nEnergyTowers;
extern short nEnergyChan;
extern short nSpiritSprite;
extern short bInDemo;
extern short nFreeze;
extern short nCurBodyNum;
extern short nBodyTotal;
extern short bSnakeCam;
extern short levelnum;
//extern short nScreenWidth;
//extern short nScreenHeight;
extern short nMapMode;
extern short nButtonColor;
extern short nHeadStage;
extern short lastfps;
extern int flash;
extern short bNoCreatures;
extern short nLocalSpr;
extern short levelnew;
extern short textpages;
extern short nSnakeCam;
extern short bHiRes;
extern short bCoordinates;
extern short bFullScreen;
extern short bHolly;
extern short screensize;
extern int totalmoves;
extern int lCountDown;
extern short bSlipMode;
extern short nItemTextIndex;
extern const char* gString[];
extern const char* gPSDemoString[];
extern const char* gEXDemoString[];
extern int bVanilla;
#define POWERSLAVE (g_gameType & GAMEFLAG_POWERSLAVE)
#define EXHUMED (g_gameType & GAMEFLAG_EXHUMED)
#define ISDEMOVER (g_gameType & GAMEFLAG_SHAREWARE)
extern double g_frameDelay;
enum {
kPalNormal = 0,
kPalNoDim,
kPalTorch,
kPalNoTorch,
kPalBrite,
kPalRedBrite,
kPalGreenBrite,
kPalNormal2,
kPalNoDim2,
kPalTorch2,
kPalNoTorch2,
kPalBrite2
};
extern char g_modDir[BMAX_PATH];
extern int loaddefinitions_game(const char* fn, int32_t preload);
void G_LoadGroupsInDir(const char* dirname);
void G_DoAutoload(const char* dirname);
struct GameInterface : ::GameInterface
{
const char* Name() override { return "Exhumed"; }
int app_main() override;
void UpdateScreenSize() override;
bool GenerateSavePic() override;
bool validate_hud(int) override { return true; }
void set_hud_layout(int size) override;
void set_hud_scale(int size) override {}
void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
void MenuOpened() override;
void MenuSound(EMenuSounds snd) override;
void MenuClosed() override;
void StartGame(FGameStartup& gs) override;
FSavegameInfo GetSaveSig() override;
void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg) override;
void DrawMenuCaption(const DVector2& origin, const char* text) override;
bool LoadGame(FSaveGameNode* sv) override;
bool SaveGame(FSaveGameNode* sv) override;
bool CanSave() override;
FString statFPS() override;
//GameStats getStats() override;
};
END_PS_NS
#endif