// interfacing between CGame and entities #ifndef SE_INCL_GAMEINTERFACE_H #define SE_INCL_GAMEINTERFACE_H #ifdef PRAGMA_ONCE #pragma once #endif // controls' declarations // these define address and size of player controls structure DECL_DLL extern void *ctl_pvPlayerControls; DECL_DLL extern const SLONG ctl_slPlayerControlsSize; // called to compose action packet from current controls DECL_DLL extern void ctl_ComposeActionPacket(const CPlayerCharacter &pc, CPlayerAction &paAction, BOOL bPreScan); // game sets this for player hud and statistics DECL_DLL extern INDEX plr_iHiScore; // computer's declarations // type of computer message enum CompMsgType { CMT_INFORMATION = 0, CMT_BACKGROUND = 1, CMT_WEAPONS = 2, CMT_ENEMIES = 3, CMT_STATISTICS = 4, CMT_COUNT = 5, }; // type of statistic comp message enum CompStatType { CST_SHORT = 1, CST_DETAIL = 2, }; // identifier of a computer message class DECL_DLL CCompMessageID { public: enum CompMsgType cmi_cmtType; // message category CTFileName cmi_fnmFileName; // message filename BOOL cmi_bRead; // true if message is read ULONG cmi_ulHash; // filename hash for fast searching void Clear(void); void Read_t(CTStream &strm); // throw char * void Write_t(CTStream &strm); // throw char * void NewMessage(const CTFileName &fnm); }; // !=NULL if some player wants to call computer DECL_DLL extern class CPlayer *cmp_ppenPlayer; // !=NULL for rendering computer on secondary display in dualhead DECL_DLL extern class CPlayer *cmp_ppenDHPlayer; // set to update current message in background mode (for dualhead) DECL_DLL extern BOOL cmp_bUpdateInBackground; // set for initial calling computer without rendering game DECL_DLL extern BOOL cmp_bInitialStart; #endif /* include-once check. */