qzdoom/src/gi.h
Christoph Oelckers 78fb48302c - fixed: Any player class inheriting directly from PlayerPawn was left with
empty weapon slots due to the recent rewrite of the weapon slot assignment
  code. To handle such classes each game now defines a default weapon slot
  setting in its gameinfo. This will be used when a player class without any
  weapon slot settings is used.


SVN r1521 (trunk)
2009-04-04 17:46:33 +00:00

103 lines
3 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
#define GI_MAPxx 0x00000001
#define GI_SHAREWARE 0x00000002
#define GI_MENUHACK_EXTENDED 0x00000004 // (Heretic)
#define GI_TEASER2 0x00000008 // Alternate version of the Strife Teaser
#include "gametype.h"
extern const char *GameNames[17];
struct gameborder_t
{
BYTE offset;
BYTE 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 gameinfo_t
{
int flags;
EGameType gametype;
char titlePage[9];
bool drawreadthis;
bool noloopfinalemusic;
TArray<FName> creditPages;
TArray<FName> finalePages;
TArray<FName> infoPages;
TArray<FName> DefaultWeaponSlots[10];
FString titleMusic;
float titleTime;
float advisoryTime;
float pageTime;
FString chatSound;
FString finaleMusic;
char finaleFlat[9];
FString quitSound;
char borderFlat[9];
gameborder_t *border;
int telefogheight;
int defKickback;
char SkyFlatName[9];
FString translator;
DWORD defaultbloodcolor;
DWORD defaultbloodparticlecolor;
FString backpacktype;
FString statusbar;
FString intermissionMusic;
const char *GetFinalePage(unsigned int num) const;
};
extern gameinfo_t gameinfo;
#endif //__GI_H__