raze/source/blood/src/blood.h

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//-------------------------------------------------------------------------
/*
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 "misc.h"
#include "db.h"
#include "mapinfo.h"
#include "gamestruct.h"
#include "mapinfo.h"
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BEGIN_BLD_NS
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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;
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extern int gNetPlayers;
extern int blood_globalflags;
void QuitGame(void);
void PreloadCache(void);
void StartLevel(MapRecord *gameOptions);
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void ProcessFrame(void);
void ScanINIFiles(void);
void EndLevel();
inline bool DemoRecordStatus(void)
{
return false;
}
inline bool VanillaMode()
{
return false;
}
void sndPlaySpecialMusicOrNothing(int nMusic);
struct GameInterface : ::GameInterface
{
const char* Name() override { return "Blood"; }
void app_init() override;
void SerializeGameState(FSerializer& arc) override;
void loadPalette() override;
void clearlocalinputstate() override;
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bool GenerateSavePic() override;
void FreeLevelData() override;
void FreeGameData() override;
FSavegameInfo GetSaveSig() override;
void MenuOpened() override;
void MenuClosed() override;
bool CanSave() override;
bool StartGame(FNewGameStartup& gs) override;
void QuitToTitle() override;
FString GetCoordString() override;
ReservedSpace GetReservedScreenSpace(int viewsize) override;
void UpdateSounds() override;
void GetInput(InputPacket* packet, ControlInfo* const hidInput) override;
void Ticker() override;
void DrawBackground() override;
void Startup() override;
void Render() override;
const char* GenericCheat(int player, int cheat) override;
void NewGame(MapRecord *sng, int skill) override;
void NextLevel(MapRecord* map, int skill) override;
void LevelCompleted(MapRecord* map, int skill) override;
bool DrawAutomapPlayer(int x, int y, int z, int a) override;
void SetTileProps(int til, int surf, int vox, int shade) override;
fixed_t playerHorizMin() override { return IntToFixed(-180); }
fixed_t playerHorizMax() override { return IntToFixed(120); }
int playerKeyMove() override { return 1024; }
GameStats getStats() override;
};
END_BLD_NS