#pragma once #include "gstrings.h" #include "cmdlib.h" #include "quotemgr.h" #ifdef GetMessage #undef GetMessage // Windows strikes... #endif // Localization capable replacement of the game specific solutions. inline void MakeStringLocalizable(FString "e) { // Only prepend a quote if the string is localizable. if (quote.Len() > 0 && quote[0] != '$' && GStrings[quote]) quote.Insert(0, "$"); } enum { MI_FORCEEOG = 1, MI_USERMAP = 2, }; struct MapRecord { int parTime = 0; int designerTime = 0; FString fileName; FString labelName; FString name; FString music; int cdSongId = -1; int flags = 0; int levelNumber = -1; // The rest is only used by Blood int nextLevel = -1; int nextSecret = -1; int messageStart = 0; // messages are stored in the quote array to reduce clutter. FString author; int8_t fog = -1, weather = -1; // Blood defines these but they aren't used. const char* LabelName() const { if (flags & MI_USERMAP) return GStrings("TXT_USERMAP"); return labelName; } const char *DisplayName() const { if (name.IsEmpty()) return labelName; return GStrings.localize(name); } void SetName(const char *n) { name = n; MakeStringLocalizable(name); } void SetFileName(const char* n) { fileName = n; FixPathSeperator(fileName); labelName = ExtractFileBase(n); } const char* GetMessage(int num) { return quoteMgr.GetQuote(messageStart + num); } }; extern MapRecord mapList[512]; extern MapRecord *currentLevel; bool SetMusicForMap(const char* mapname, const char* music, bool namehack = false); MapRecord *FindMapByName(const char *nm); MapRecord *FindMapByLevelNum(int num); MapRecord *FindNextMap(MapRecord *thismap); MapRecord* SetupUserMap(const char* boardfilename, const char *defaultmusic = nullptr); MapRecord* AllocateMap(); enum { RRENDSLOT = 127 };