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https://github.com/ZDoom/raze-gles.git
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43033e830a
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
109 lines
3 KiB
C
109 lines
3 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 Nuke.YKT
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This file is part of NBlood.
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NBlood 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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#pragma once
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#include "levels.h"
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#include "resource.h"
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#include "db.h"
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BEGIN_BLD_NS
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struct INIDESCRIPTION {
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const char *pzName;
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const char *pzFilename;
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const char **pzArts;
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int nArts;
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};
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struct INICHAIN {
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INICHAIN *pNext;
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char zName[BMAX_PATH];
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INIDESCRIPTION *pDescription;
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};
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extern INICHAIN *pINIChain;
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enum INPUT_MODE {
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kInputGame = 0,
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kInputMessage,
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kInputEndGame,
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};
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extern INPUT_MODE gInputMode;
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extern int32_t gNoSetup;
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extern short BloodVersion;
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extern int gNetPlayers;
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extern bool gRestartGame;
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#define GAMEUPDATEAVGTIMENUMSAMPLES 100
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extern double g_gameUpdateTime, g_gameUpdateAndDrawTime;
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extern double g_gameUpdateAvgTime;
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extern int blood_globalflags;
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extern int gSaveGameNum;
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extern bool gPaused;
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extern bool gSaveGameActive;
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extern bool gSavingGame;
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extern bool gQuitGame;
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extern int gQuitRequest;
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extern int gCacheMiss;
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extern int gDoQuickSave;
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void QuitGame(void);
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void PreloadCache(void);
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void StartLevel(GAMEOPTIONS *gameOptions);
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void ProcessFrame(void);
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void ScanINIFiles(void);
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bool DemoRecordStatus(void);
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bool VanillaMode(void);
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bool fileExistsRFF(int id, const char* ext);
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int sndTryPlaySpecialMusic(int nMusic);
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void sndPlaySpecialMusicOrNothing(int nMusic);
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struct GameInterface : ::GameInterface
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{
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void faketimerhandler() override;
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int app_main() override;
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void FreeGameData() override;
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bool validate_hud(int) override;
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void set_hud_layout(int size) override;
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void set_hud_scale(int size) override;
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FString statFPS() override;
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FSavegameInfo GetSaveSig() override;
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void MenuOpened() override;
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void MenuClosed() override;
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bool CanSave() override;
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void StartGame(FGameStartup& gs) 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 DrawMenuCaption(const DVector2& origin, const char* text) override;
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bool SaveGame(FSaveGameNode*) override;
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bool LoadGame(FSaveGameNode*) override;
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void DoPrintMessage(int prio, const char*) override;
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void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg);
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void QuitToTitle() override;
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FString GetCoordString() override;
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GameStats getStats() override;
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};
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END_BLD_NS
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