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"
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BEGIN_BLD_NS
// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire, // Duke3D, Blood
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_SendMessage,
gamefunc_Map,
gamefunc_Shrink_Screen,
gamefunc_Enlarge_Screen,
gamefunc_Show_Opponents_Weapon,
gamefunc_Map_Follow_Mode,
gamefunc_See_Coop_View,
gamefunc_Mouse_Aiming,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Third_Person_View,
gamefunc_Toggle_Crouch,
NUM_ACTIONS
};
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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 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 bool gSavingGame;
extern bool gQuitGame;
extern int gQuitRequest;
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void QuitGame(void);
void PreloadCache(void);
void StartLevel(MapRecord *gameOptions);
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void ProcessFrame(void);
void ScanINIFiles(void);
bool DemoRecordStatus(void);
bool VanillaMode(void);
int sndTryPlaySpecialMusic(int nMusic);
void sndPlaySpecialMusicOrNothing(int nMusic);
struct GameInterface : ::GameInterface
{
const char* Name() override { return "Blood"; }
int app_main() override;
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bool GenerateSavePic() override;
void FreeGameData() override;
FString statFPS() override;
FSavegameInfo GetSaveSig() override;
void MenuOpened() override;
void MenuClosed() override;
bool CanSave() override;
void StartGame(FNewGameStartup& 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;
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bool SaveGame(FSaveGameNode*) override;
bool LoadGame(FSaveGameNode*) override;
void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg) override;
void QuitToTitle() override;
FString GetCoordString() override;
void clearlocalinputstate() override;
ReservedSpace GetReservedScreenSpace(int viewsize) override;
GameStats getStats() override;
};
END_BLD_NS