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dbd179be5c
* E1L7 abuses an 'end the game' command to progress to E2L1, this needs special treatment. * handle ENDGAME.MAP more cleanly by injecting an 'engine.con' into the compilation chain to define its map record. The main issue with this is that it needs to be defined before the regular CONs run. * check the already defined 'clearinventory' and 'clearweapons' flags that are exposed through RMAPINFO (Duke/RR only so far.)
247 lines
5.5 KiB
C++
247 lines
5.5 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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#include "palentry.h"
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#include "vectors.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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MAXMENUGAMEPLAYENTRIES = 7,
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};
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enum EVolFlags
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{
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VF_HIDEFROMSP = 1,
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VF_OPTIONAL = 2,
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VF_SHAREWARELOCK = 4, // show in shareware but lock access.
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VF_NOSKILL = 8,
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};
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enum EMapFlags
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{
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LEVEL_NOINTERMISSION = 1,
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LEVEL_SECRETEXITOVERRIDE = 2, // when given an explicit level number, override with secret exit in the map, mainly for compiling episodes out of single levels.
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LEVEL_CLEARINVENTORY = 4,
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LEVEL_CLEARWEAPONS = 8,
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LEVEL_FORCENOEOG = 16, // RR E1L7 needs this to override its boss's death ending the game.
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};
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enum EMapGameFlags
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{
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LEVEL_RR_HULKSPAWN = 1,
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LEVEL_RR_CLEARMOONSHINE = 2,
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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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class DObject;
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struct MapRecord;
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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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FString soundName;
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int soundID; // ResID not SoundID!
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int sound = 0;
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int framespersec = 0; // only relevant for ANM.
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bool transitiononly = false; // only play when transitioning between maps, but not when starting on a map or ending a game.
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void Create(DObject* runner);
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bool Create(DObject* runner, MapRecord* map, bool transition);
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bool isdefined() { return video.IsNotEmpty() || function.IsNotEmpty(); }
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int GetSound();
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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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CutsceneDef SharewareEnd;
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CutsceneDef LoadingScreen;
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FString MPSummaryScreen;
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FString SummaryScreen;
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};
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struct ClusterDef
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{
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FString name; // What gets displayed for this cluster. In Duke this is normally the corresponding volume name but does not have to be.
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CutsceneDef intro; // plays when entering this cluster
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CutsceneDef outro; // plays when leaving this cluster
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CutsceneDef gameover; // when defined, plays when the player dies in this cluster
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FString InterBackground;
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int index = -1;
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int flags = 0; // engine and common flags
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int gameflags = 0; // game specific flags.
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};
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struct VolumeRecord // episodes
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{
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FString startmap;
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FString name;
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FString subtitle;
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int index = -1;
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int flags = 0;
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int shortcut = 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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FString Author;
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FString NextMap;
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FString NextSecret;
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int cdSongId = -1;
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int musicorder = -1;
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CutsceneDef intro;
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CutsceneDef outro;
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int flags = 0;
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int gameflags = 0;
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int levelNumber = -1;
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int mapindex = -1; // index in the episode. This only for finding the next map in the progression when nothing explicit is defined.
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int cluster = -1;
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PalEntry fadeto = 0;
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int fogdensity = 0;
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int skyfog = 0;
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FString BorderTexture;
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FString InterBackground;
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TArray<FString> PrecacheTextures;
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FVector4 skyrotatevector;
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// The rest is only used by Blood
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FString messages[MAX_MESSAGES];
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int8_t fog = -1, weather = -1; // Blood defines these but they aren't used.
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// game specific stuff
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int rr_startsound = 0;
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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 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* FindMapByIndexOnly(int clst, int num); // this is for map setup where fallbacks are undesirable.
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MapRecord* FindMapByIndex(int clst, int num);
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MapRecord *FindNextMap(MapRecord *thismap);
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MapRecord* FindNextSecretMap(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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VolumeRecord* FindVolume(int index);
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ClusterDef* FindCluster(int index);
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ClusterDef* AllocateCluster();
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VolumeRecord* AllocateVolume();
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void SetLevelNum(MapRecord* info, int num);
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inline VolumeRecord* MustFindVolume(int index)
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{
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auto r = FindVolume(index);
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if (r) return r;
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r = AllocateVolume();
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r->index = index;
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return r;
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}
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inline ClusterDef* MustFindCluster(int index)
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{
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auto r = FindCluster(index);
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if (r) return r;
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r = AllocateCluster();
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r->index = index;
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return r;
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}
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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 makelevelnum(int vol, int map)
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{
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return vol * 1000 + map;
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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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