gzdoom-gles/src/gi.h

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/*
** gi.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __GI_H__
#define __GI_H__
#include "basictypes.h"
#include "zstring.h"
// Flags are not user configurable and only depend on the standard IWADs
#define GI_MAPxx 0x00000001
#define GI_SHAREWARE 0x00000002
#define GI_MENUHACK_EXTENDED 0x00000004 // (Heretic)
#define GI_TEASER2 0x00000008 // Alternate version of the Strife Teaser
#define GI_COMPATSHORTTEX 0x00000010 // always force COMPAT_SHORTTEX for IWAD maps.
#define GI_COMPATSTAIRS 0x00000020 // same for stairbuilding
#define GI_COMPATPOLY1 0x00000040 // Hexen's MAP36 needs old polyobject drawing
#define GI_COMPATPOLY2 0x00000080 // so does HEXDD's MAP47
#define GI_NOTEXTCOLOR 0x00000100 // Chex Quest 3 would have everything green
#include "gametype.h"
extern const char *GameNames[17];
struct gameborder_t
{
BYTE offset;
BYTE size;
char tl[8];
char t[8];
char tr[8];
char l[8];
char r[8];
char bl[8];
char b[8];
char br[8];
};
struct FGIFont
{
FName fontname;
FName color;
};
struct gameinfo_t
{
int flags;
EGameType gametype;
FString ConfigName;
char titlePage[9];
bool drawreadthis;
bool noloopfinalemusic;
bool intermissioncounter;
bool nightmarefast;
bool swapmenu;
TArray<FName> creditPages;
TArray<FName> finalePages;
TArray<FName> infoPages;
TArray<FName> DefaultWeaponSlots[10];
TArray<FName> PlayerClasses;
FString titleMusic;
float titleTime;
float advisoryTime;
float pageTime;
FString chatSound;
FString finaleMusic;
char finaleFlat[9];
char borderFlat[9];
char SkyFlatName[9];
char ArmorIcon1[9];
char ArmorIcon2[9];
char PauseSign[9];
char Endoom[9];
fixed_t Armor2Percent;
FString quitSound;
gameborder_t *border;
int telefogheight;
int defKickback;
FString translator;
DWORD defaultbloodcolor;
DWORD defaultbloodparticlecolor;
FString backpacktype;
FString statusbar;
FString intermissionMusic;
FString CursorPic;
DWORD dimcolor;
float dimamount;
int definventorymaxamount;
int defaultrespawntime;
int defaultdropstyle;
int player5start;
DWORD pickupcolor;
TArray<FString> quitmessages;
FName mTitleColor;
FName mFontColor;
FName mFontColorValue;
FName mFontColorMore;
FName mFontColorHeader;
FName mFontColorHighlight;
FName mFontColorSelection;
char mBackButton[9];
fixed_t gibfactor;
int TextScreenX;
int TextScreenY;
FName DefaultEndSequence;
FString mMapArrow, mCheatMapArrow;
FGIFont mStatscreenMapNameFont;
FGIFont mStatscreenFinishedFont;
FGIFont mStatscreenEnteringFont;
const char *GetFinalePage(unsigned int num) const;
};
extern gameinfo_t gameinfo;
inline const char *GameTypeName()
{
return GameNames[gameinfo.gametype];
}
inline bool CheckGame(const char *string, bool chexisdoom)
{
int test = gameinfo.gametype;
if (test == GAME_Chex && chexisdoom) test = GAME_Doom;
return !stricmp(string, GameNames[test]);
}
#endif //__GI_H__