raze/source/core/gamecontrol.h

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C
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#pragma once
#include <memory>
#include "c_cvars.h"
#include "zstring.h"
#include "inputstate.h"
#include "gamecvars.h"
#include "tarray.h"
#include "name.h"
#include "memarena.h"
#include "stats.h"
#include "i_time.h"
#include "palentry.h"
#include "build.h"
EXTERN_CVAR(Bool, hud_textfont)
extern bool sendsave;
extern FString savedescription;
extern FString savegamefile;
extern FString currentGame;
extern FString LumpFilter;
extern int PlayClock;
class FArgs;
extern bool GUICapture;
extern bool AppActive;
extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
extern bool r_NoInterpolate;
extern bool crouch_toggle;
struct MapRecord;
extern MapRecord* g_nextmap;
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extern int g_nextskill;
extern FMemArena dump; // this is for memory blocks than cannot be deallocated without some huge effort. Put them in here so that they do not register on shutdown.
extern FStringCVar* const CombatMacros[];
void CONFIG_ReadCombatMacros();
int GameMain();
int GetAutomapZoom(int gZoom);
void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color = 0xffffffff);
void updatePauseStatus();
void DeferedStartGame(MapRecord* map, int skill, bool nostopsound = false);
void ChangeLevel(MapRecord* map, int skill);
void CompleteLevel(MapRecord* map);
struct UserConfig
{
FString gamegrp;
FString CommandMap;
FString UserDef;
FString DefaultDef;
FString DefaultCon;
FString CommandDemo;
FString CommandName;
FString CommandIni;
std::unique_ptr<FArgs> AddDefs;
std::unique_ptr<FArgs> AddCons;
std::unique_ptr<FArgs> AddFiles;
std::unique_ptr<FArgs> AddFilesPre; //To be added before the main directory. Only for legacy options.
std::unique_ptr<FArgs> AddArt;
TArray<FString> toBeDeleted;
bool nomonsters = false;
bool nosound = false;
//bool nomusic = false;
bool nologo = false;
int setupstate = -1;
void ProcessOptions();
};
extern UserConfig userConfig;
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enum
{
GAMEFLAG_DUKE = 0x00000001,
GAMEFLAG_NAM = 0x00000002,
GAMEFLAG_NAPALM = 0x00000004,
GAMEFLAG_WW2GI = 0x00000008,
GAMEFLAG_ADDON = 0x00000010,
GAMEFLAG_SHAREWARE = 0x00000020,
GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta
GAMEFLAG_PLUTOPAK = 0x00000080,
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GAMEFLAG_RR = 0x00000100,
GAMEFLAG_RRRA = 0x00000200,
GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
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GAMEFLAG_BLOOD = 0x00000800,
GAMEFLAG_SW = 0x00001000,
GAMEFLAG_POWERSLAVE = 0x00002000,
GAMEFLAG_EXHUMED = 0x00004000,
GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher.
GAMEFLAG_WORLDTOUR = 0x00008000,
GAMEFLAG_DUKEDC = 0x00010000,
GAMEFLAG_DUKENW = 0x00020000,
GAMEFLAG_DUKEVACA = 0x00040000,
GAMEFLAG_BLOODCP = 0x00080000,
GAMEFLAG_ROUTE66 = 0x00100000,
GAMEFLAG_SWWANTON = 0x00200000,
GAMEFLAG_SWTWINDRAG = 0x00400000,
GAMEFLAG_DUKECOMPAT = GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL,
GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
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// We still need these for the parsers.
GAMEFLAG_FURY = 0,
GAMEFLAG_DEER = 0,
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};
struct GrpInfo
{
FString name;
FString scriptname;
FString defname;
FString rtsname;
FString gamefilter;
FString gameid;
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uint32_t CRC = 0;
uint32_t dependencyCRC = 0;
size_t size = 0;
int flags = 0;
bool loaddirectory = false;
bool isAddon = false;
int index = -1;
TArray<FString> mustcontain;
TArray<FString> tobedeleted;
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TArray<FString> loadfiles;
TArray<FString> loadart;
uint32_t FgColor = 0, BgColor = 0;
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};
struct GrpEntry
{
FString FileName;
GrpInfo FileInfo;
};
extern int g_gameType;
const char* G_DefaultDefFile(void);
const char* G_DefFile(void);
void LoadDefinitions();
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// game check shortcuts
inline bool isNam()
{
return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM);
}
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inline bool isNamWW2GI()
{
return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI);
}
inline bool isWW2GI()
{
return g_gameType & (GAMEFLAG_WW2GI);
}
inline bool isDuke()
{
return g_gameType & (GAMEFLAG_DUKE);
}
inline bool isRR()
{
return g_gameType & (GAMEFLAG_RRALL);
}
inline bool isRRRA()
{
return g_gameType & (GAMEFLAG_RRRA);
}
inline bool isWorldTour()
{
return g_gameType & GAMEFLAG_WORLDTOUR;
}
inline bool isPlutoPak()
{
return g_gameType & GAMEFLAG_PLUTOPAK;
}
inline bool isShareware()
{
return g_gameType & GAMEFLAG_SHAREWARE;
}
inline bool isBlood()
{
return g_gameType & GAMEFLAG_BLOOD;
}
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TArray<GrpEntry> GrpScan();
void S_PauseSound(bool notmusic, bool notsfx);
void S_ResumeSound(bool notsfx);
void S_SetSoundPaused(int state);
enum
{
MaxSmoothRatio = FRACUNIT
};
FString G_GetDemoPath();
enum
{
PAUSESFX_MENU = 1,
PAUSESFX_CONSOLE = 2
};
extern int paused;
extern int chatmodeon;
extern bool sendPause;
extern int lastTic;
extern int PlayClock;
enum gameaction_t : int
{
ga_nothing,
ga_level, // Switch to play mode without any initialization
ga_intro,
ga_intermission,
ga_startup, // go back to intro after uninitializing the game state
ga_mainmenu, // go back to main menu after uninitializing the game state
ga_mainmenunostopsound, // Same but doesn't stop playing sounds.
ga_creditsmenu, // go to the credits menu after uninitializing the game state
ga_newgame, // start a new game
ga_recordgame, // start a new demo recording (later)
ga_loadgame, // load a savegame and resume play.
ga_loadgameplaydemo, // load a savegame and play a demo.
ga_autoloadgame, // load last autosave and resume play.
ga_savegame, // save the game
ga_autosave, // autosave the game (for triggering a save from within the game.)
ga_completed, // Level was exited.
ga_nextlevel, // Actually start the next level.
ga_loadgamehidecon,
ga_newgamenostopsound, // start a new game
ga_endscreenjob,
ga_fullconsole,
};
extern gameaction_t gameaction;