mirror of
https://github.com/ZDoom/gzdoom-gles.git
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dfda74ffe3
This has an important implication: Previously the config was loaded before IWADINFO so in order to allow the config to access the data this had to be switched around. This means that zdoom.pk3 will not be looked for in the global IWAD search paths anymore, but since it shouldn't be there to begin with it should be an acceptable compromise.
148 lines
3.7 KiB
C++
148 lines
3.7 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// System specific interface stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __D_MAIN__
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#define __D_MAIN__
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#include "doomtype.h"
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#include "gametype.h"
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struct event_t;
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//
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// D_DoomMain()
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// Not a globally visible function, just included for source reference,
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// calls all startup code, parses command line options.
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// If not overrided by user input, calls N_AdvanceDemo.
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//
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struct CRestartException
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{
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char dummy;
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};
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void D_DoomMain (void);
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void D_Display ();
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//
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// BASE LEVEL
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//
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void D_PageTicker (void);
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void D_PageDrawer (void);
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void D_AdvanceDemo (void);
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void D_StartTitle (void);
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bool D_AddFile (TArray<FString> &wadfiles, const char *file, bool check = true, int position = -1);
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// [RH] Set this to something to draw an icon during the next screen refresh.
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extern const char *D_DrawIcon;
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struct WadStuff
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{
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WadStuff() : Type(0) {}
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FString Path;
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FString Name;
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int Type;
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};
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struct FIWADInfo
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{
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FString Name; // Title banner text for this IWAD
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FString Autoname; // Name of autoload ini section for this IWAD
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FString Configname; // Name of config section for this IWAD
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FString Required; // Requires another IWAD
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DWORD FgColor; // Foreground color for title banner
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DWORD BkColor; // Background color for title banner
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EGameType gametype; // which game are we playing?
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FString MapInfo; // Base mapinfo to load
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TArray<FString> Load; // Wads to be loaded with this one.
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TArray<FString> Lumps; // Lump names for identification
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int flags;
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int preload;
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FIWADInfo() { flags = 0; preload = -1; FgColor = 0; BkColor= 0xc0c0c0; gametype = GAME_Doom; }
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};
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struct FStartupInfo
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{
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FString Name;
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DWORD FgColor; // Foreground color for title banner
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DWORD BkColor; // Background color for title banner
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FString Song;
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int Type;
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enum
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{
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DefaultStartup,
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DoomStartup,
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HereticStartup,
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HexenStartup,
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StrifeStartup,
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};
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};
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extern FStartupInfo DoomStartupInfo;
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//==========================================================================
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//
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// IWAD identifier class
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//
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//==========================================================================
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class FIWadManager
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{
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TArray<FIWADInfo> mIWads;
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TArray<FString> mIWadNames;
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TArray<int> mLumpsFound;
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void ParseIWadInfo(const char *fn, const char *data, int datasize);
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void ClearChecks();
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void CheckLumpName(const char *name);
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int GetIWadInfo();
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int ScanIWAD (const char *iwad);
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int CheckIWAD (const char *doomwaddir, WadStuff *wads);
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int IdentifyVersion (TArray<FString> &wadfiles, const char *iwad, const char *zdoom_wad);
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public:
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void ParseIWadInfos(const char *fn);
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const FIWADInfo *FindIWAD(TArray<FString> &wadfiles, const char *iwad, const char *basewad);
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const FString *GetAutoname(unsigned int num) const
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{
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if (num < mIWads.Size()) return &mIWads[num].Autoname;
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else return NULL;
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}
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int GetIWadFlags(unsigned int num) const
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{
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if (num < mIWads.Size()) return mIWads[num].flags;
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else return false;
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}
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};
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#endif
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