/* ** 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 creditPages; TArray finalePages; TArray infoPages; TArray DefaultWeaponSlots[10]; TArray 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 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__