mirror of
https://github.com/ZDoom/qzdoom.git
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d11b33e8fd
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions. All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
215 lines
5.4 KiB
C
215 lines
5.4 KiB
C
/*
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** gi.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __GI_H__
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#define __GI_H__
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#include "basictypes.h"
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#include "zstring.h"
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// Flags are not user configurable and only depend on the standard IWADs
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#define GI_MAPxx 0x00000001
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#define GI_SHAREWARE 0x00000002
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#define GI_MENUHACK_EXTENDED 0x00000004 // (Heretic)
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#define GI_TEASER2 0x00000008 // Alternate version of the Strife Teaser
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#define GI_COMPATSHORTTEX 0x00000010 // always force COMPAT_SHORTTEX for IWAD maps.
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#define GI_COMPATSTAIRS 0x00000020 // same for stairbuilding
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#define GI_COMPATPOLY1 0x00000040 // Hexen's MAP36 needs old polyobject drawing
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#define GI_COMPATPOLY2 0x00000080 // so does HEXDD's MAP47
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#define GI_NOTEXTCOLOR 0x00000100 // Chex Quest 3 would have everything green
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#include "gametype.h"
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extern const char *GameNames[17];
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struct staticgameborder_t
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{
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uint8_t offset;
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uint8_t size;
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char tl[8];
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char t[8];
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char tr[8];
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char l[8];
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char r[8];
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char bl[8];
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char b[8];
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char br[8];
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};
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struct gameborder_t
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{
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uint8_t offset;
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uint8_t size;
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FString tl;
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FString t;
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FString tr;
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FString l;
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FString r;
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FString bl;
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FString b;
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FString br;
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gameborder_t &operator=(staticgameborder_t &other)
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{
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offset = other.offset;
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size = other.size;
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tl = other.tl;
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t = other.t;
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tr = other.tr;
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l = other.l;
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r = other.r;
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bl = other.bl;
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b = other.b;
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br = other.br;
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return *this;
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}
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};
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struct FGIFont
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{
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FName fontname;
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FName color;
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};
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struct gameinfo_t
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{
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int flags;
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EGameType gametype;
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FString ConfigName;
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FString TitlePage;
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bool drawreadthis;
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bool noloopfinalemusic;
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bool intermissioncounter;
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bool nightmarefast;
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bool swapmenu;
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bool dontcrunchcorpses;
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bool correctprintbold;
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TArray<FName> creditPages;
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TArray<FName> finalePages;
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TArray<FName> infoPages;
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TArray<FName> DefaultWeaponSlots[10];
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TArray<FName> PlayerClasses;
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TArray<FName> PrecachedClasses;
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TArray<FString> PrecachedTextures;
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TArray<int> PrecachedSounds;
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TArray<FString> EventHandlers;
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FString titleMusic;
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int titleOrder;
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float titleTime;
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float advisoryTime;
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float pageTime;
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FString chatSound;
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FString finaleMusic;
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int finaleOrder;
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FString FinaleFlat;
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FString BorderFlat;
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FString SkyFlatName;
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FString ArmorIcon1;
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FString ArmorIcon2;
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FString PauseSign;
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FString Endoom;
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double Armor2Percent;
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FString quitSound;
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gameborder_t Border;
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double telefogheight;
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int defKickback;
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FString translator;
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uint32_t defaultbloodcolor;
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uint32_t defaultbloodparticlecolor;
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FString statusbar;
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int statusbarfile = -1;
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FName statusbarclass;
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int statusbarclassfile = -1;
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FName MessageBoxClass;
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FName backpacktype;
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FString intermissionMusic;
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int intermissionOrder;
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FString CursorPic;
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uint32_t dimcolor;
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float dimamount;
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float bluramount;
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int definventorymaxamount;
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int defaultrespawntime;
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int defaultdropstyle;
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uint32_t pickupcolor;
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TArray<FString> quitmessages;
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FName mTitleColor;
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FName mFontColor;
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FName mFontColorValue;
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FName mFontColorMore;
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FName mFontColorHeader;
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FName mFontColorHighlight;
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FName mFontColorSelection;
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FName mSliderColor;
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FString mBackButton;
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double gibfactor;
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int TextScreenX;
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int TextScreenY;
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FName DefaultConversationMenuClass;
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FName DefaultEndSequence;
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FString mMapArrow, mCheatMapArrow;
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FString mEasyKey, mCheatKey;
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FString Dialogue;
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FGIFont mStatscreenMapNameFont;
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FGIFont mStatscreenFinishedFont;
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FGIFont mStatscreenEnteringFont;
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bool norandomplayerclass;
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bool forcekillscripts;
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FName statusscreen_single;
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FName statusscreen_coop;
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FName statusscreen_dm;
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int healthpic; // These get filled in from ALTHUDCF
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int berserkpic;
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const char *GetFinalePage(unsigned int num) const;
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};
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extern gameinfo_t gameinfo;
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inline const char *GameTypeName()
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{
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return GameNames[gameinfo.gametype];
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}
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inline bool CheckGame(const char *string, bool chexisdoom)
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{
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int test = gameinfo.gametype;
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if (test == GAME_Chex && chexisdoom) test = GAME_Doom;
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return !stricmp(string, GameNames[test]);
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}
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#endif //__GI_H__
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