//------------------------------------------------------------------------- /* 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" 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_Toggle_Crosshair, gamefunc_Dpad_Select, gamefunc_Dpad_Aiming, gamefunc_Third_Person_View, gamefunc_Toggle_Crouch, NUM_ACTIONS }; 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; 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; void QuitGame(void); void PreloadCache(void); void StartLevel(GAMEOPTIONS *gameOptions); 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; 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; 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