raze-gles/source/blood/src/blood.h
2020-01-14 21:20:46 +01:00

111 lines
3.1 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 "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