//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #pragma once #include "compat.h" #include "build.h" #include "player.h" BEGIN_BLD_NS #define kMessageLogSize 32 #define kMaxMessageTextLength 81 enum MESSAGE_PRIORITY { MESSAGE_PRIORITY_PICKUP = -10, MESSAGE_PRIORITY_NORMAL = 0, MESSAGE_PRIORITY_SECRET = 10, MESSAGE_PRIORITY_INI = 20, MESSAGE_PRIORITY_SYSTEM = 100 }; class CGameMessageMgr { public: struct messageStruct { ClockTicks lastTickWhenVisible; char text[kMaxMessageTextLength]; int pal; MESSAGE_PRIORITY priority; bool deleted = false; }; char state; int x; int y; ClockTicks at9; ClockTicks atd; int nFont; int fontHeight; int maxNumberOfMessagesToDisplay; int visibilityDurationInSecs; char messageFlags; int numberOfDisplayedMessages; int messagesIndex; int nextMessagesIndex; messageStruct messages[kMessageLogSize]; CGameMessageMgr(); void SetState(char state); void Add(const char *pText, char a2, const int pal = 0, const MESSAGE_PRIORITY priority = MESSAGE_PRIORITY_NORMAL); void Display(void); void Clear(); void SetMaxMessages(int nMessages); void SetFont(int nFont); void SetCoordinates(int x, int y); void SetMessageTime(int nTime); void SetMessageFlags(unsigned int nFlags); private: void SortMessagesByPriority(messageStruct** messages, int count); void SortMessagesByTime(messageStruct** messages, int count); }; class CPlayerMsg { public: int at0; char text[41]; CPlayerMsg() { at0 = 0; text[0] = 0; } void Clear(void); void Term(void); void Draw(void); bool AddChar(char); void DelChar(void); void Set(const char *pzString); void Send(void); void ProcessKeys(void); private: bool IsWhitespaceOnly(const char* const pzString); }; class CCheatMgr { public: static bool m_bPlayerCheated; enum CHEATCODE { kCheatNone = 0, kCheat1, // refills ammo, no cheat code for it kCheatGriswold, kCheatSatchel, kCheatEvaGalli, kCheatMpkfa, kCheatCapInMyAss, kCheatNoCapInMyAss, kCheatIdaho, kCheatKevorkian, kCheatMcGee, kCheatEdmark, kCheatKrueger, kCheatSterno, kCheat14, // quake effect, not used kCheatSpork, kCheatGoonies, kCheatClarice, kCheatFrankenstein, kCheatCheeseHead, kCheatTequila, kCheatFunkyShoes, kCheatKeyMaster, kCheatOneRing, kCheatVoorhees, kCheatJoJo, kCheatGateKeeper, kCheatRate, kCheatMario, kCheatLaraCroft, kCheatHongKong, kCheatMontana, kCheatBunz, kCheatCousteau, kCheatForkYou, kCheatLieberMan, kCheatSpielberg, kCheatCalgon, kCheatMax }; struct CHEATINFO { const char* pzString; CHEATCODE id; int flags; }; static CHEATINFO s_CheatInfo[]; CCheatMgr() {} bool Check(char *pzString); void Process(CHEATCODE nCheatCode, char* pzArgs); void sub_5BCF4(void); }; extern CPlayerMsg gPlayerMsg; extern CCheatMgr gCheatMgr; void SetAmmo(bool stat); void SetWeapons(bool stat); void SetToys(bool stat); void SetArmor(bool stat); void SetKeys(bool stat); void SetGodMode(bool god); void SetClipMode(bool noclip); END_BLD_NS