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https://github.com/ZDoom/raze-gles.git
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185 lines
3.9 KiB
C++
185 lines
3.9 KiB
C++
#pragma once
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#include "gstrings.h"
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#include "cmdlib.h"
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#include "quotemgr.h"
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#ifdef GetMessage
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#undef GetMessage // Windows strikes...
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#endif
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enum EMax
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{
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MAXSKILLS = 7,
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MAXVOLUMES = 7,
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MAXMENUGAMEPLAYENTRIES = 7,
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};
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enum EVolFlags
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{
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EF_HIDEFROMSP = 1,
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EF_GOTONEXTVOLUME = 2, // for RR which continues the game in the next volume
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};
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// These get filled in by the map definition parsers of the front ends.
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extern FString gSkillNames[MAXSKILLS];
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extern int gDefaultVolume, gDefaultSkill;
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// Localization capable replacement of the game specific solutions.
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inline void MakeStringLocalizable(FString "e)
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{
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// Only prepend a quote if the string is localizable.
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if (quote.Len() > 0 && quote[0] != '$' && GStrings[quote]) quote.Insert(0, "$");
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}
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enum
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{
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MI_FORCEEOG = 1,
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MI_USERMAP = 2,
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};
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enum {
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MAX_MESSAGES = 32
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};
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// Cutscene rules for maps are as follows:
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// * when an episode is started, the episode intro will play, if none is defined, the map's intro will play.
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// * when an episde is ended, the episode outro will play after the summary screen.
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// * when a map ends, its own outro scene will play before the summary screen, if none is defined, use the default map outro handler.
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// * when a new map starts after the summary screen, its own intro scene will play, if none is defined, use the default map intro handler.
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// * setting any of these fields to 'none' will override any default and play nothing, even if a default is set.
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class DObject;
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struct CutsceneDef
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{
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FString video;
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FString function;
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int sound = 0;
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int framespersec = 0; // only relevant for ANM.
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void Create(DObject* runner);
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};
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struct GlobalCutscenes
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{
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CutsceneDef Intro;
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CutsceneDef DefaultMapIntro;
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CutsceneDef DefaultMapOutro;
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FString MPSummaryScreen;
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FString SummaryScreen;
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};
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struct VolumeRecord
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{
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FString name;
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FString subtitle;
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CutsceneDef intro;
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CutsceneDef outro;
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int32_t flags = 0;
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};
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struct MapRecord
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{
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int parTime = 0;
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int designerTime = 0;
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FString fileName;
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FString labelName;
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FString name;
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FString music;
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CutsceneDef intro;
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CutsceneDef outro;
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int cdSongId = -1;
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int flags = 0;
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int levelNumber = -1;
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// The rest is only used by Blood
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int nextLevel = -1;
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int nextSecret = -1;
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FString messages[MAX_MESSAGES];
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FString author;
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int8_t fog = -1, weather = -1; // Blood defines these but they aren't used.
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const char* LabelName() const
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{
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if (flags & MI_USERMAP) return GStrings("TXT_USERMAP");
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return labelName;
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}
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const char *DisplayName() const
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{
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if (name.IsEmpty()) return labelName;
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return GStrings.localize(name);
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}
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void SetName(const char *n)
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{
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name = n;
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MakeStringLocalizable(name);
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}
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void SetFileName(const char* n)
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{
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if (*n == '/' || *n == '\\') n++;
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fileName = n;
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FixPathSeperator(fileName);
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labelName = ExtractFileBase(n);
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}
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const char* GetMessage(int num)
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{
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if (num < 0 || num>= MAX_MESSAGES) return "";
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return GStrings(messages[num]);
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}
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void AddMessage(int num, const FString &msg)
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{
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messages[num] = msg;
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}
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};
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struct SummaryInfo
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{
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int kills;
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int maxkills;
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int secrets;
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int maxsecrets;
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int supersecrets;
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int time;
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int playercount;
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bool cheated;
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bool endofgame;
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};
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extern GlobalCutscenes globalCutscenes;
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extern VolumeRecord volumeList[MAXVOLUMES];
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extern MapRecord *currentLevel;
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bool SetMusicForMap(const char* mapname, const char* music, bool namehack = false);
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MapRecord *FindMapByName(const char *nm);
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MapRecord *FindMapByLevelNum(int num);
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MapRecord *FindNextMap(MapRecord *thismap);
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MapRecord* SetupUserMap(const char* boardfilename, const char *defaultmusic = nullptr);
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MapRecord* AllocateMap();
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// These should be the only places converting between level numbers and volume/map pairs
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constexpr inline int levelnum(int vol, int map)
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{
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return vol * 1000 + map;
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}
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constexpr inline int volfromlevelnum(int num)
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{
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return num >= 0 ? num / 1000 : 0;
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}
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constexpr inline int mapfromlevelnum(int num)
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{
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return num >= 0 ? num % 1000 : -1;
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}
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enum
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{
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RRENDSLOT = 127
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};
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