raze/source/core/mapinfo.h

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#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 &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,
};
struct MapRecord
{
int parTime = -1;
int designerTime = -1;
FString fileName;
FString labelName;
FString name;
FString music;
int cdSongId = -1;
int flags = 0;
// 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 *DisplayName()
{
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 userMapRecord;
extern MapRecord *currentLevel;
extern MapRecord* lastLevel;
inline void InitRREndMap()
{
// RR defines its end map ad-hoc so give it a proper entry to reference (the last one in episode 2 because it needs to be in Ep. 2.)
mapList[127].SetName("$TXT_CLOSEENCOUNTERS");
mapList[127].SetFileName("endgame.map");
}
enum
{
RRENDSLOT = 127
};