//------------------------------------------------------------------------- /* 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" 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; extern short BloodVersion; extern int gNetPlayers; extern bool gRestartGame; extern int blood_globalflags; extern bool gSavingGame; extern bool gQuitGame; extern int gQuitRequest; void QuitGame(void); void PreloadCache(void); void StartLevel(MapRecord *gameOptions); void ProcessFrame(void); void ScanINIFiles(void); 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 RunGameFrame() override; bool GenerateSavePic() override; void FreeGameData() 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; ReservedSpace GetReservedScreenSpace(int viewsize) override; void UpdateSounds() override; GameStats getStats() override; }; END_BLD_NS