gzdoom/src/gamedata/gi.h
Christoph Oelckers a8c47408fa - implemented 'deletelumps' feature and add Chex Quest 3 texts.
The episode titles required a workaround because the CQ3 episodes do not contain names in text form: If this is the case, the patch name will be used as a string table identifier to get a matching text for localization.
2019-04-14 22:46:03 +02:00

222 lines
5.5 KiB
C

/*
** 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
enum
{
GI_MAPxx = 0x00000001,
GI_SHAREWARE = 0x00000002,
GI_MENUHACK_EXTENDED = 0x00000004, // (Heretic)
GI_TEASER2 = 0x00000008, // Alternate version of the Strife Teaser
GI_COMPATSHORTTEX = 0x00000010, // always force COMPAT_SHORTTEX for IWAD maps.
GI_COMPATSTAIRS = 0x00000020, // same for stairbuilding
GI_COMPATPOLY1 = 0x00000040, // Hexen's MAP36 needs old polyobject drawing
GI_COMPATPOLY2 = 0x00000080, // so does HEXDD's MAP47
GI_IGNORETITLEPATCHES = 0x00000200, // Ignore the map name graphics when not runnning in English language
};
#include "gametype.h"
extern const char *GameNames[17];
struct staticgameborder_t
{
uint8_t offset;
uint8_t 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 gameborder_t
{
uint8_t offset;
uint8_t size;
FString tl;
FString t;
FString tr;
FString l;
FString r;
FString bl;
FString b;
FString br;
gameborder_t &operator=(staticgameborder_t &other)
{
offset = other.offset;
size = other.size;
tl = other.tl;
t = other.t;
tr = other.tr;
l = other.l;
r = other.r;
bl = other.bl;
b = other.b;
br = other.br;
return *this;
}
};
struct FGIFont
{
FName fontname;
FName color;
};
struct gameinfo_t
{
int flags;
EGameType gametype;
FString ConfigName;
FString TitlePage;
bool drawreadthis;
bool noloopfinalemusic;
bool intermissioncounter;
bool nightmarefast;
bool swapmenu;
bool dontcrunchcorpses;
bool correctprintbold;
bool forcetextinmenus;
bool forcenogfxsubstitution;
TArray<FName> creditPages;
TArray<FName> finalePages;
TArray<FName> infoPages;
TArray<FName> DefaultWeaponSlots[10];
TArray<FName> PlayerClasses;
TArray<FName> PrecachedClasses;
TArray<FString> PrecachedTextures;
TArray<int> PrecachedSounds;
TArray<FString> EventHandlers;
FString titleMusic;
int titleOrder;
float titleTime;
float advisoryTime;
float pageTime;
FString chatSound;
FString finaleMusic;
int finaleOrder;
FString FinaleFlat;
FString BorderFlat;
FString SkyFlatName;
FString ArmorIcon1;
FString ArmorIcon2;
FString PauseSign;
FString Endoom;
double Armor2Percent;
FString quitSound;
gameborder_t Border;
double telefogheight;
int defKickback;
FString translator;
uint32_t defaultbloodcolor;
uint32_t defaultbloodparticlecolor;
FString statusbar;
int statusbarfile = -1;
FName statusbarclass;
int statusbarclassfile = -1;
FName MessageBoxClass;
FName backpacktype;
FString intermissionMusic;
int intermissionOrder;
FString CursorPic;
uint32_t dimcolor;
float dimamount;
float bluramount;
int definventorymaxamount;
int defaultrespawntime;
int defaultdropstyle;
uint32_t pickupcolor;
TArray<FString> quitmessages;
FName mTitleColor;
FName mFontColor;
FName mFontColorValue;
FName mFontColorMore;
FName mFontColorHeader;
FName mFontColorHighlight;
FName mFontColorSelection;
FName mSliderColor;
FString mBackButton;
double gibfactor;
int TextScreenX;
int TextScreenY;
FName DefaultConversationMenuClass;
FName DefaultEndSequence;
FString mMapArrow, mCheatMapArrow;
FString mEasyKey, mCheatKey;
FString Dialogue;
FGIFont mStatscreenMapNameFont;
FGIFont mStatscreenFinishedFont;
FGIFont mStatscreenEnteringFont;
bool norandomplayerclass;
bool forcekillscripts;
FName statusscreen_single;
FName statusscreen_coop;
FName statusscreen_dm;
int healthpic; // These get filled in from ALTHUDCF
int berserkpic;
double normforwardmove[2];
double normsidemove[2];
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__