raze-gles/source/core/mapinfo.h
2021-04-30 20:08:32 +02:00

185 lines
3.9 KiB
C++

#pragma once
#include "gstrings.h"
#include "cmdlib.h"
#include "quotemgr.h"
#ifdef GetMessage
#undef GetMessage // Windows strikes...
#endif
enum EMax
{
MAXSKILLS = 7,
MAXVOLUMES = 7,
MAXMENUGAMEPLAYENTRIES = 7,
};
enum EVolFlags
{
EF_HIDEFROMSP = 1,
EF_GOTONEXTVOLUME = 2, // for RR which continues the game in the next volume
};
// These get filled in by the map definition parsers of the front ends.
extern FString gSkillNames[MAXSKILLS];
extern int gDefaultVolume, gDefaultSkill;
// Localization capable replacement of the game specific solutions.
inline void MakeStringLocalizable(FString &quote)
{
// 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,
};
enum {
MAX_MESSAGES = 32
};
// Cutscene rules for maps are as follows:
// * when an episode is started, the episode intro will play, if none is defined, the map's intro will play.
// * when an episde is ended, the episode outro will play after the summary screen.
// * when a map ends, its own outro scene will play before the summary screen, if none is defined, use the default map outro handler.
// * 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.
// * setting any of these fields to 'none' will override any default and play nothing, even if a default is set.
class DObject;
struct CutsceneDef
{
FString video;
FString function;
int sound = 0;
int framespersec = 0; // only relevant for ANM.
void Create(DObject* runner);
};
struct GlobalCutscenes
{
CutsceneDef Intro;
CutsceneDef DefaultMapIntro;
CutsceneDef DefaultMapOutro;
FString MPSummaryScreen;
FString SummaryScreen;
};
struct VolumeRecord
{
FString name;
FString subtitle;
CutsceneDef intro;
CutsceneDef outro;
int32_t flags = 0;
};
struct MapRecord
{
int parTime = 0;
int designerTime = 0;
FString fileName;
FString labelName;
FString name;
FString music;
CutsceneDef intro;
CutsceneDef outro;
int cdSongId = -1;
int flags = 0;
int levelNumber = -1;
// The rest is only used by Blood
int nextLevel = -1;
int nextSecret = -1;
FString messages[MAX_MESSAGES];
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)
{
if (*n == '/' || *n == '\\') n++;
fileName = n;
FixPathSeperator(fileName);
labelName = ExtractFileBase(n);
}
const char* GetMessage(int num)
{
if (num < 0 || num>= MAX_MESSAGES) return "";
return GStrings(messages[num]);
}
void AddMessage(int num, const FString &msg)
{
messages[num] = msg;
}
};
struct SummaryInfo
{
int kills;
int maxkills;
int secrets;
int maxsecrets;
int supersecrets;
int time;
int playercount;
bool cheated;
bool endofgame;
};
extern GlobalCutscenes globalCutscenes;
extern VolumeRecord volumeList[MAXVOLUMES];
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();
// These should be the only places converting between level numbers and volume/map pairs
constexpr inline int levelnum(int vol, int map)
{
return vol * 1000 + map;
}
constexpr inline int volfromlevelnum(int num)
{
return num >= 0 ? num / 1000 : 0;
}
constexpr inline int mapfromlevelnum(int num)
{
return num >= 0 ? num % 1000 : -1;
}
enum
{
RRENDSLOT = 127
};