//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __D_MAIN__ #define __D_MAIN__ #include "doomtype.h" #include "gametype.h" struct event_t; // // D_DoomMain() // Not a globally visible function, just included for source reference, // calls all startup code, parses command line options. // If not overrided by user input, calls N_AdvanceDemo. // struct CRestartException { char dummy; }; int D_DoomMain (void); void D_Display (); // // BASE LEVEL // void D_PageTicker (void); void D_PageDrawer (void); void D_AdvanceDemo (void); void D_StartTitle (void); // [RH] Set this to something to draw an icon during the next screen refresh. extern const char *D_DrawIcon; // [SP] Store the capabilities of the renderer in a global variable, to prevent excessive per-frame processing extern uint32_t r_renderercaps; struct WadStuff { FString Path; FString Name; }; struct FStartupInfo { FString Name; uint32_t FgColor; // Foreground color for title banner uint32_t BkColor; // Background color for title banner FString Song; int Type; int LoadLights = -1; int LoadBrightmaps = -1; enum { DefaultStartup, DoomStartup, HereticStartup, HexenStartup, StrifeStartup, }; }; struct FIWADInfo { FString Name; // Title banner text for this IWAD FString Autoname; // Name of autoload ini section for this IWAD FString IWadname; // Default name this game would use - this is for IWAD detection in GAMEINFO. int prio = 0; // selection priority for given IWAD name. FString Configname; // Name of config section for this IWAD FString Required; // Requires another IWAD uint32_t FgColor = 0; // Foreground color for title banner uint32_t BkColor = 0xc0c0c0; // Background color for title banner FString Song; EGameType gametype = GAME_Doom; // which game are we playing? int StartupType = FStartupInfo::DefaultStartup; // alternate startup type FString MapInfo; // Base mapinfo to load bool nokeyboardcheats = false; // disable keyboard cheats TArray Load; // Wads to be loaded with this one. TArray Lumps; // Lump names for identification TArray DeleteLumps; // Lumps which must be deleted from the directory. int flags = 0; }; struct FFoundWadInfo { FString mFullPath; FString mRequiredPath; int mInfoIndex = -1; // must be an index because of reallocation FFoundWadInfo() {} FFoundWadInfo(const FString &s1, const FString &s2, int index) : mFullPath(s1), mRequiredPath(s2), mInfoIndex(index) { } }; extern FStartupInfo DoomStartupInfo; //========================================================================== // // IWAD identifier class // //========================================================================== class FIWadManager { TArray mIWadInfos; TArray mIWadNames; TArray mSearchPaths; TArray mOrderNames; TArray mFoundWads; TArray mLumpsFound; void ParseIWadInfo(const char *fn, const char *data, int datasize, FIWADInfo *result = nullptr); int ScanIWAD (const char *iwad); int CheckIWADInfo(const char *iwad); int IdentifyVersion (TArray &wadfiles, const char *iwad, const char *zdoom_wad, const char *optional_wad); void CollectSearchPaths(); void AddIWADCandidates(const char *dir); void ValidateIWADs(); public: FIWadManager(const char *fn, const char *fnopt); const FIWADInfo *FindIWAD(TArray &wadfiles, const char *iwad, const char *basewad, const char *optionalwad); const FString *GetAutoname(unsigned int num) const { if (num < mIWadInfos.Size()) return &mIWadInfos[num].Autoname; else return NULL; } int GetIWadFlags(unsigned int num) const { if (num < mIWadInfos.Size()) return mIWadInfos[num].flags; else return 0; } }; #endif