gzdoom-gles/src/d_main.h

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2016-03-01 15:47:10 +00:00
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __D_MAIN__
#define __D_MAIN__
#include "doomtype.h"
#include "gametype.h"
struct event_t;
//
// D_DoomMain()
// Not a globally visible function, just included for source reference,
// calls all startup code, parses command line options.
// If not overrided by user input, calls N_AdvanceDemo.
//
struct CRestartException
{
char dummy;
};
void D_DoomMain (void);
void D_Display ();
//
// BASE LEVEL
//
void D_PageTicker (void);
void D_PageDrawer (void);
void D_AdvanceDemo (void);
void D_StartTitle (void);
bool D_AddFile (TArray<FString> &wadfiles, const char *file, bool check = true, int position = -1);
// [RH] Set this to something to draw an icon during the next screen refresh.
extern const char *D_DrawIcon;
struct WadStuff
{
WadStuff() : Type(0) {}
FString Path;
FString Name;
int Type;
};
struct FIWADInfo
{
FString Name; // Title banner text for this IWAD
FString Autoname; // Name of autoload ini section for this IWAD
FString Configname; // Name of config section for this IWAD
FString Required; // Requires another IWAD
DWORD FgColor; // Foreground color for title banner
DWORD BkColor; // Background color for title banner
EGameType gametype; // which game are we playing?
FString MapInfo; // Base mapinfo to load
TArray<FString> Load; // Wads to be loaded with this one.
TArray<FString> Lumps; // Lump names for identification
int flags;
int preload;
FIWADInfo() { flags = 0; preload = -1; FgColor = 0; BkColor= 0xc0c0c0; gametype = GAME_Doom; }
};
struct FStartupInfo
{
FString Name;
DWORD FgColor; // Foreground color for title banner
DWORD BkColor; // Background color for title banner
FString Song;
int Type;
enum
{
DefaultStartup,
DoomStartup,
HereticStartup,
HexenStartup,
StrifeStartup,
};
};
extern FStartupInfo DoomStartupInfo;
//==========================================================================
//
// IWAD identifier class
//
//==========================================================================
class FIWadManager
{
TArray<FIWADInfo> mIWads;
TArray<FString> mIWadNames;
TArray<int> mLumpsFound;
void ParseIWadInfo(const char *fn, const char *data, int datasize);
void ClearChecks();
void CheckLumpName(const char *name);
int GetIWadInfo();
int ScanIWAD (const char *iwad);
int CheckIWAD (const char *doomwaddir, WadStuff *wads);
int IdentifyVersion (TArray<FString> &wadfiles, const char *iwad, const char *zdoom_wad);
public:
void ParseIWadInfos(const char *fn);
const FIWADInfo *FindIWAD(TArray<FString> &wadfiles, const char *iwad, const char *basewad);
const FString *GetAutoname(unsigned int num) const
{
if (num < mIWads.Size()) return &mIWads[num].Autoname;
else return NULL;
}
int GetIWadFlags(unsigned int num) const
{
if (num < mIWads.Size()) return mIWads[num].flags;
else return false;
}
};
#endif