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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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# 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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} ;
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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.
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 , " $ " ) ;
}
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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 CutsceneDef
{
FString video ;
FString function ;
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FString soundName ;
int soundID ; // ResID not SoundID!
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int sound = 0 ;
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 ( ) ; }
int GetSound ( ) ;
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} ;
struct GlobalCutscenes
{
CutsceneDef Intro ;
CutsceneDef DefaultMapIntro ;
CutsceneDef DefaultMapOutro ;
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CutsceneDef SharewareEnd ;
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CutsceneDef LoadingScreen ;
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FString MPSummaryScreen ;
FString SummaryScreen ;
} ;
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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
int gameflags = 0 ; // game specific 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 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 ;
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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const char * LabelName ( ) const
{
if ( flags & MI_USERMAP ) return GStrings ( " TXT_USERMAP " ) ;
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 ;
MakeStringLocalizable ( name ) ;
}
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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 ] ) ;
}
void AddMessage ( int num , const FString & msg )
{
messages [ num ] = msg ;
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}
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} ;
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struct SummaryInfo
{
int kills ;
int maxkills ;
int secrets ;
int maxsecrets ;
int supersecrets ;
int time ;
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int playercount ;
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bool cheated ;
bool endofgame ;
} ;
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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 ) ;
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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} ;