//------------------------------------------------------------------------- /* 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 "levels.h" #include "resource.h" #include "db.h" BEGIN_BLD_NS struct INIDESCRIPTION { const char *pzName; const char *pzFilename; const char **pzArts; int nArts; }; struct INICHAIN { INICHAIN *pNext; char zName[BMAX_PATH]; INIDESCRIPTION *pDescription; }; extern INICHAIN *pINIChain; enum INPUT_MODE { kInputGame = 0, kInputMessage, kInputEndGame, }; extern INPUT_MODE gInputMode; extern int32_t gNoSetup; extern short BloodVersion; extern int gNetPlayers; extern bool gRestartGame; #define GAMEUPDATEAVGTIMENUMSAMPLES 100 extern double g_gameUpdateTime, g_gameUpdateAndDrawTime; extern double g_gameUpdateAvgTime; extern int blood_globalflags; extern int gSaveGameNum; extern bool gPaused; extern bool gSaveGameActive; extern bool gSavingGame; extern bool gQuitGame; extern int gQuitRequest; extern int gCacheMiss; extern int gDoQuickSave; void QuitGame(void); void PreloadCache(void); void StartLevel(GAMEOPTIONS *gameOptions); void ProcessFrame(void); void ScanINIFiles(void); bool DemoRecordStatus(void); bool VanillaMode(void); bool fileExistsRFF(int id, const char* ext); int sndTryPlaySpecialMusic(int nMusic); void sndPlaySpecialMusicOrNothing(int nMusic); struct GameInterface : ::GameInterface { void faketimerhandler() override; int app_main() override; void UpdateScreenSize() override; bool GenerateSavePic() override; void FreeGameData() override; bool validate_hud(int) override; void set_hud_layout(int size) override; void set_hud_scale(int size) override; FString statFPS() override; FSavegameInfo GetSaveSig() override; void MenuOpened() override; void MenuClosed() override; bool CanSave() override; void StartGame(FGameStartup& gs) override; void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override; void DrawMenuCaption(const DVector2& origin, const char* text) override; bool SaveGame(FSaveGameNode*) override; bool LoadGame(FSaveGameNode*) override; void DoPrintMessage(int prio, const char*) override; void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg) override; void QuitToTitle() override; FString GetCoordString() override; GameStats getStats() override; }; END_BLD_NS