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# pragma once
# include "gstrings.h"
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# include "cmdlib.h"
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# include "quotemgr.h"
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# include "palentry.h"
# include "vectors.h"
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# include "screenjob.h"
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# include "maptypes.h"
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# include "d_net.h"
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# ifdef GetMessage
# undef GetMessage // Windows strikes...
# endif
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enum EMax
{
MAXSKILLS = 7 ,
MAXMENUGAMEPLAYENTRIES = 7 ,
} ;
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enum EVolFlags
{
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VF_HIDEFROMSP = 1 ,
VF_OPTIONAL = 2 ,
VF_SHAREWARELOCK = 4 , // show in shareware but lock access.
VF_NOSKILL = 8 ,
} ;
enum EMapFlags
{
LEVEL_NOINTERMISSION = 1 ,
LEVEL_SECRETEXITOVERRIDE = 2 , // when given an explicit level number, override with secret exit in the map, mainly for compiling episodes out of single levels.
LEVEL_CLEARINVENTORY = 4 ,
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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} ;
enum EMapGameFlags
{
LEVEL_RR_HULKSPAWN = 1 ,
LEVEL_RR_CLEARMOONSHINE = 2 ,
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LEVEL_EX_COUNTDOWN = 4 ,
LEVEL_EX_TRAINING = 8 ,
LEVEL_EX_ALTSOUND = 16 ,
LEVEL_EX_MULTI = 32 ,
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LEVEL_SW_SPAWNMINES = 64 ,
LEVEL_SW_BOSSMETER_SERPENT = 128 ,
LEVEL_SW_BOSSMETER_SUMO = 256 ,
LEVEL_SW_BOSSMETER_ZILLA = 512 ,
LEVEL_SW_DEATHEXIT_SERPENT = 1024 ,
LEVEL_SW_DEATHEXIT_SUMO = 2048 ,
LEVEL_SW_DEATHEXIT_ZILLA = 4096 ,
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LEVEL_SW_DEATHEXIT_SERPENT_NEXT = 8192 ,
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LEVEL_WT_BOSSSPAWN = 16384 ,
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LEVEL_BOSSONLYCUTSCENE = 32768 ,
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} ;
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// These get filled in by the map definition parsers of the front ends.
extern FString gSkillNames [ MAXSKILLS ] ;
extern int gDefaultVolume , gDefaultSkill ;
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// Localization capable replacement of the game specific solutions.
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enum
{
MI_FORCEEOG = 1 ,
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MI_USERMAP = 2 ,
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} ;
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enum {
MAX_MESSAGES = 32
} ;
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class DObject ;
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struct MapRecord ;
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struct GlobalCutscenes
{
CutsceneDef Intro ;
CutsceneDef DefaultMapIntro ;
CutsceneDef DefaultMapOutro ;
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CutsceneDef DefaultGameover ;
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CutsceneDef SharewareEnd ;
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CutsceneDef LoadingScreen ;
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FString MPSummaryScreen ;
FString SummaryScreen ;
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FString StatusBarClass ;
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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.
CutsceneDef intro ; // plays when entering this cluster
CutsceneDef outro ; // plays when leaving this cluster
CutsceneDef gameover ; // when defined, plays when the player dies in this cluster
FString InterBackground ;
int index = - 1 ;
int flags = 0 ; // engine and common flags
} ;
struct VolumeRecord // episodes
{
FString startmap ;
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FString name ;
FString subtitle ;
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int index = - 1 ;
int flags = 0 ;
int shortcut = 0 ;
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} ;
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struct MapRecord
{
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int parTime = 0 ;
int designerTime = 0 ;
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FString fileName ;
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FString labelName ;
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FString name ;
FString music ;
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FString Author ;
FString NextMap ;
FString NextSecret ;
int cdSongId = - 1 ;
int musicorder = - 1 ;
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CutsceneDef intro ;
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 cluster = - 1 ;
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PalEntry fadeto = 0 ;
int fogdensity = 0 ;
int skyfog = 0 ;
FString BorderTexture ;
FString InterBackground ;
TArray < FString > PrecacheTextures ;
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
int rr_startsound = 0 ;
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int rr_mamaspawn = 15 ;
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DAngle ex_ramses_horiz = maphoriz ( - 11 ) ;
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int ex_ramses_cdtrack = - 1 ; // this is not music, it is the actual dialogue!
FString ex_ramses_pup ;
FString ex_ramses_text ;
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const char * LabelName ( ) const
{
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if ( flags & MI_USERMAP ) return GStrings ( " MNU_USERMAP " ) ;
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return labelName ;
}
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 ) ;
}
void SetName ( const char * n )
{
name = n ;
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name . StripRight ( ) ;
name = FStringTable : : MakeMacro ( name ) ;
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}
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void SetFileName ( const char * n )
{
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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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const char * GetMessage ( int num )
{
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if ( num < 0 | | num > = MAX_MESSAGES ) return " " ;
return GStrings ( messages [ num ] ) ;
}
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void AddMessage ( int num , const FString & msg )
{
messages [ num ] = msg ;
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}
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} ;
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struct StatRecord
{
int max ;
int got ;
int player [ MAXPLAYERS ] ;
void addTotal ( int amount = 1 )
{
max + = amount ;
if ( amount < 0 & & max < 0 ) max = 0 ;
}
void add ( int playerno , int amount = 1 )
{
got + = amount ;
if ( amount < 0 & & got < 0 ) got = 0 ;
if ( playerno > = 0 & & playerno < MAXPLAYERS )
{
player [ playerno ] + = amount ;
if ( amount < 0 & & player [ playerno ] < 0 ) player [ playerno ] = 0 ;
}
}
void clear ( )
{
memset ( this , 0 , sizeof ( * this ) ) ;
}
} ;
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struct SummaryInfo
{
int kills ;
int maxkills ;
int secrets ;
int maxsecrets ;
int supersecrets ;
int time ;
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int totaltime ;
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int playercount ;
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bool cheated ;
bool endofgame ;
} ;
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struct MapLocals
{
StatRecord kills , secrets , superSecrets ;
void fillSummary ( SummaryInfo & sum )
{
sum . kills = kills . got ;
sum . maxkills = kills . max ;
sum . secrets = secrets . got ;
sum . maxsecrets = std : : max ( secrets . got , secrets . max ) ; // If we found more than there are, increase the total. Blood's secret maintenance is too broken to get right.
sum . supersecrets = superSecrets . got ;
// todo: centralize the remaining info as well.
}
void clearStats ( )
{
kills . clear ( ) ;
secrets . clear ( ) ;
superSecrets . clear ( ) ;
}
void setKills ( int num )
{
kills . clear ( ) ;
kills . max = num ;
}
void setSecrets ( int num , int supernum = 0 )
{
secrets . clear ( ) ;
secrets . max = num ;
superSecrets . clear ( ) ;
superSecrets . max = supernum ;
}
void addKillCount ( int amount = 1 )
{
kills . addTotal ( amount ) ;
}
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void addSecretCount ( int amount = 1 )
{
secrets . addTotal ( amount ) ;
}
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void addKill ( int playerno , int amount = 1 )
{
kills . add ( playerno , amount ) ;
}
void addSecret ( int playerno , int amount = 1 )
{
secrets . add ( playerno , amount ) ;
}
void addSuperSecret ( int playerno , int amount = 1 )
{
superSecrets . add ( playerno , amount ) ;
}
} ;
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extern GlobalCutscenes globalCutscenes ;
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extern MapRecord * currentLevel ; // level that is currently played.
extern MapLocals Level ;
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void SetMusicReplacement ( const char * mapname , const char * music ) ;
void ReplaceMusics ( bool namehack = false ) ;
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bool SetMusicForMap ( const char * mapname , const char * music , bool namehack = false ) ;
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MapRecord * FindMapByName ( const char * nm ) ;
MapRecord * FindMapByLevelNum ( int num ) ;
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MapRecord * FindMapByIndexOnly ( int clst , int num ) ; // this is for map setup where fallbacks are undesirable.
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 ) ;
MapRecord * AllocateMap ( ) ;
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VolumeRecord * FindVolume ( int index ) ;
ClusterDef * FindCluster ( int index ) ;
ClusterDef * AllocateCluster ( ) ;
VolumeRecord * AllocateVolume ( ) ;
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void SetLevelNum ( MapRecord * info , int num ) ;
inline VolumeRecord * MustFindVolume ( int index )
{
auto r = FindVolume ( index ) ;
if ( r ) return r ;
r = AllocateVolume ( ) ;
r - > index = index ;
return r ;
}
inline ClusterDef * MustFindCluster ( int index )
{
auto r = FindCluster ( index ) ;
if ( r ) return r ;
r = AllocateCluster ( ) ;
r - > index = index ;
return r ;
}
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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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{
return vol * 1000 + map ;
}
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enum
{
RRENDSLOT = 127
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} ;