mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-13 14:10:42 +00:00
cdff5bdc08
The old code went through a list of predefined file names and looked each of them up in a list of predefined directories until it found a match. This made it nearly impossible to add custom IWAD support because the list of valid file names could not be extended. This has now been switched around to run a scan for matching files on each given directory. With this approach it can look for *.iwad and *.ipk3 as IWAD extensions as well and read an IWADINFO out of these files that can be added to the internal list of IWADs, making it finally possible to define custom IWADs without having to add them to the internal list. (This isn't fully tested yet so some errors may still occur.)
166 lines
4.4 KiB
C++
166 lines
4.4 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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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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// [SP] Store the capabilities of the renderer in a global variable, to prevent excessive per-frame processing
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extern uint32_t r_renderercaps;
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struct WadStuff
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{
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FString Path;
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FString Name;
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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 IWadname; // Default name this game would use - this is for IWAD detection in GAMEINFO.
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int prio = 0; // selection priority for given IWAD name.
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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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uint32_t FgColor = 0; // Foreground color for title banner
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uint32_t BkColor = 0xc0c0c0; // Background color for title banner
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EGameType gametype = GAME_Doom; // 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 = 0;
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};
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struct FFoundWadInfo
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{
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FString mFullPath;
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FString mRequiredPath;
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int mInfoIndex = -1; // must be an index because of reallocation
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FFoundWadInfo() {}
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FFoundWadInfo(const FString &s1, const FString &s2, int index)
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: mFullPath(s1), mRequiredPath(s2), mInfoIndex(index)
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{
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}
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};
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struct FStartupInfo
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{
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FString Name;
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uint32_t FgColor; // Foreground color for title banner
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uint32_t 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> mIWadInfos;
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TArray<FString> mIWadNames;
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TArray<FString> mSearchPaths;
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TArray<FString> mOrderNames;
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TArray<FFoundWadInfo> mFoundWads;
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TArray<int> mLumpsFound;
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void ParseIWadInfo(const char *fn, const char *data, int datasize, FIWADInfo *result = nullptr);
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int ScanIWAD (const char *iwad);
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int CheckIWADInfo(const char *iwad);
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int IdentifyVersion (TArray<FString> &wadfiles, const char *iwad, const char *zdoom_wad);
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void CollectSearchPaths();
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void AddIWADCandidates(const char *dir);
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void ValidateIWADs();
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public:
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FIWadManager(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 < mIWadInfos.Size()) return &mIWadInfos[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 < mIWadInfos.Size()) return mIWadInfos[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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