mirror of
https://github.com/ZDoom/gzdoom.git
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148 lines
3.5 KiB
C++
148 lines
3.5 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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