mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 16:40:40 +00:00
258 lines
5.9 KiB
C++
258 lines
5.9 KiB
C++
#pragma once
|
|
|
|
#include <memory>
|
|
#include "c_cvars.h"
|
|
#include "zstring.h"
|
|
#include "inputstate.h"
|
|
#include "gamecvars.h"
|
|
#include "tarray.h"
|
|
#include "name.h"
|
|
#include "memarena.h"
|
|
#include "stats.h"
|
|
#include "i_time.h"
|
|
#include "palentry.h"
|
|
#include "build.h"
|
|
|
|
EXTERN_CVAR(Bool, hud_textfont)
|
|
|
|
extern bool sendsave;
|
|
extern FString savedescription;
|
|
extern FString savegamefile;
|
|
|
|
extern FString currentGame;
|
|
extern FString LumpFilter;
|
|
extern int PlayClock;
|
|
class FArgs;
|
|
extern bool GUICapture;
|
|
extern bool AppActive;
|
|
extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
|
|
extern bool r_NoInterpolate;
|
|
extern bool crouch_toggle;
|
|
|
|
struct MapRecord;
|
|
extern MapRecord* g_nextmap;
|
|
extern int g_nextskill;
|
|
|
|
extern FMemArena dump; // this is for memory blocks than cannot be deallocated without some huge effort. Put them in here so that they do not register on shutdown.
|
|
|
|
extern FStringCVar* const CombatMacros[];
|
|
void CONFIG_ReadCombatMacros();
|
|
|
|
int GameMain();
|
|
int GetAutomapZoom(int gZoom);
|
|
|
|
void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color = 0xffffffff);
|
|
void updatePauseStatus();
|
|
void DeferredStartGame(MapRecord* map, int skill, bool nostopsound = false);
|
|
void ChangeLevel(MapRecord* map, int skill);
|
|
void CompleteLevel(MapRecord* map);
|
|
|
|
struct UserConfig
|
|
{
|
|
FString gamegrp;
|
|
FString CommandMap;
|
|
FString UserDef;
|
|
FString DefaultDef;
|
|
FString DefaultCon;
|
|
FString CommandDemo;
|
|
FString CommandName;
|
|
FString CommandIni;
|
|
std::unique_ptr<FArgs> AddDefs;
|
|
std::unique_ptr<FArgs> AddCons;
|
|
std::unique_ptr<FArgs> AddFiles;
|
|
std::unique_ptr<FArgs> AddFilesPre; //To be added before the main directory. Only for legacy options.
|
|
std::unique_ptr<FArgs> AddArt;
|
|
TArray<FString> toBeDeleted;
|
|
|
|
bool nomonsters = false;
|
|
bool nosound = false;
|
|
//bool nomusic = false;
|
|
bool nologo = false;
|
|
int setupstate = -1;
|
|
|
|
void ProcessOptions();
|
|
};
|
|
|
|
extern UserConfig userConfig;
|
|
|
|
|
|
enum
|
|
{
|
|
GAMEFLAG_DUKE = 0x00000001,
|
|
GAMEFLAG_NAM = 0x00000002,
|
|
GAMEFLAG_NAPALM = 0x00000004,
|
|
GAMEFLAG_WW2GI = 0x00000008,
|
|
GAMEFLAG_ADDON = 0x00000010,
|
|
GAMEFLAG_SHAREWARE = 0x00000020,
|
|
GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta
|
|
GAMEFLAG_PLUTOPAK = 0x00000080,
|
|
GAMEFLAG_RR = 0x00000100,
|
|
GAMEFLAG_RRRA = 0x00000200,
|
|
GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
|
|
GAMEFLAG_BLOOD = 0x00000800,
|
|
GAMEFLAG_SW = 0x00001000,
|
|
GAMEFLAG_POWERSLAVE = 0x00002000,
|
|
GAMEFLAG_EXHUMED = 0x00004000,
|
|
GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher.
|
|
GAMEFLAG_WORLDTOUR = 0x00008000,
|
|
GAMEFLAG_DUKEDC = 0x00010000,
|
|
GAMEFLAG_DUKENW = 0x00020000,
|
|
GAMEFLAG_DUKEVACA = 0x00040000,
|
|
GAMEFLAG_BLOODCP = 0x00080000,
|
|
GAMEFLAG_ROUTE66 = 0x00100000,
|
|
GAMEFLAG_SWWANTON = 0x00200000,
|
|
GAMEFLAG_SWTWINDRAG = 0x00400000,
|
|
|
|
GAMEFLAG_DUKECOMPAT = GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL,
|
|
GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
|
|
|
|
// We still need these for the parsers.
|
|
GAMEFLAG_FURY = 0,
|
|
GAMEFLAG_DEER = 0,
|
|
|
|
};
|
|
|
|
|
|
struct GrpInfo
|
|
{
|
|
FString name;
|
|
FString scriptname;
|
|
FString defname;
|
|
FString rtsname;
|
|
FString gamefilter;
|
|
FString gameid;
|
|
uint32_t CRC = 0;
|
|
uint32_t dependencyCRC = 0;
|
|
size_t size = 0;
|
|
int flags = 0;
|
|
bool loaddirectory = false;
|
|
bool isAddon = false;
|
|
int index = -1;
|
|
TArray<FString> mustcontain;
|
|
TArray<FString> tobedeleted;
|
|
TArray<FString> loadfiles;
|
|
TArray<FString> loadart;
|
|
TArray<FString> exclepisodes;
|
|
uint32_t FgColor = 0, BgColor = 0;
|
|
};
|
|
|
|
|
|
struct GrpEntry
|
|
{
|
|
FString FileName;
|
|
GrpInfo FileInfo;
|
|
};
|
|
extern int g_gameType;
|
|
const char* G_DefaultDefFile(void);
|
|
const char* G_DefFile(void);
|
|
void LoadDefinitions();
|
|
|
|
// game check shortcuts
|
|
inline bool isNam()
|
|
{
|
|
return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM);
|
|
}
|
|
|
|
inline bool isNamWW2GI()
|
|
{
|
|
return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI);
|
|
}
|
|
|
|
inline bool isWW2GI()
|
|
{
|
|
return g_gameType & (GAMEFLAG_WW2GI);
|
|
}
|
|
|
|
inline bool isDuke()
|
|
{
|
|
return g_gameType & (GAMEFLAG_DUKE);
|
|
}
|
|
|
|
inline bool isRR()
|
|
{
|
|
return g_gameType & (GAMEFLAG_RRALL);
|
|
}
|
|
|
|
inline bool isRRRA()
|
|
{
|
|
return g_gameType & (GAMEFLAG_RRRA);
|
|
}
|
|
|
|
inline bool isWorldTour()
|
|
{
|
|
return g_gameType & GAMEFLAG_WORLDTOUR;
|
|
}
|
|
|
|
inline bool isPlutoPak()
|
|
{
|
|
return g_gameType & GAMEFLAG_PLUTOPAK;
|
|
}
|
|
|
|
inline bool isShareware()
|
|
{
|
|
return g_gameType & GAMEFLAG_SHAREWARE;
|
|
}
|
|
|
|
inline bool isBlood()
|
|
{
|
|
return g_gameType & GAMEFLAG_BLOOD;
|
|
}
|
|
|
|
inline bool isSWALL()
|
|
{
|
|
return g_gameType & (GAMEFLAG_SW | GAMEFLAG_SWWANTON | GAMEFLAG_SWTWINDRAG);
|
|
}
|
|
|
|
TArray<GrpEntry> GrpScan();
|
|
void S_PauseSound(bool notmusic, bool notsfx);
|
|
void S_ResumeSound(bool notsfx);
|
|
void S_SetSoundPaused(int state);
|
|
|
|
enum
|
|
{
|
|
MaxSmoothRatio = FRACUNIT
|
|
};
|
|
|
|
FString G_GetDemoPath();
|
|
|
|
enum
|
|
{
|
|
PAUSESFX_MENU = 1,
|
|
PAUSESFX_CONSOLE = 2
|
|
};
|
|
|
|
extern int paused;
|
|
extern int chatmodeon;
|
|
|
|
extern bool sendPause;
|
|
extern int lastTic;
|
|
|
|
extern int PlayClock;
|
|
|
|
enum gameaction_t : int
|
|
{
|
|
ga_nothing,
|
|
ga_level, // Switch to play mode without any initialization
|
|
ga_intro,
|
|
ga_intermission,
|
|
|
|
ga_startup, // go back to intro after uninitializing the game state
|
|
ga_mainmenu, // go back to main menu after uninitializing the game state
|
|
ga_mainmenunostopsound, // Same but doesn't stop playing sounds.
|
|
ga_creditsmenu, // go to the credits menu after uninitializing the game state
|
|
ga_newgame, // start a new game
|
|
ga_recordgame, // start a new demo recording (later)
|
|
ga_loadgame, // load a savegame and resume play.
|
|
ga_loadgameplaydemo, // load a savegame and play a demo.
|
|
ga_autoloadgame, // load last autosave and resume play.
|
|
ga_savegame, // save the game
|
|
ga_autosave, // autosave the game (for triggering a save from within the game.)
|
|
ga_completed, // Level was exited.
|
|
ga_nextlevel, // Actually start the next level.
|
|
ga_loadgamehidecon,
|
|
ga_newgamenostopsound, // start a new game
|
|
ga_endscreenjob,
|
|
|
|
ga_fullconsole,
|
|
};
|
|
extern gameaction_t gameaction;
|