2019-10-25 22:32:49 +00:00
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#pragma once
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2020-05-22 16:28:03 +00:00
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#include <memory>
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2019-10-27 07:14:58 +00:00
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#include "c_cvars.h"
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#include "zstring.h"
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2019-10-27 23:24:09 +00:00
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#include "inputstate.h"
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2019-10-28 21:19:50 +00:00
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#include "gamecvars.h"
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2019-11-28 00:02:45 +00:00
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#include "tarray.h"
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#include "name.h"
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2019-12-24 17:53:29 +00:00
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#include "memarena.h"
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2020-08-30 10:02:32 +00:00
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#include "stats.h"
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2020-08-30 22:16:43 +00:00
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#include "i_time.h"
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2020-09-05 11:57:26 +00:00
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#include "palentry.h"
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2021-05-03 22:03:01 +00:00
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#include "build.h"
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2019-10-27 07:14:58 +00:00
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2021-05-26 22:32:57 +00:00
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EXTERN_CVAR(Bool, hud_textfont)
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2021-05-11 22:21:26 +00:00
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extern bool sendsave;
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extern FString savedescription;
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extern FString savegamefile;
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2019-10-27 07:14:58 +00:00
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extern FString currentGame;
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2019-11-01 23:38:30 +00:00
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extern FString LumpFilter;
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2021-04-04 08:33:29 +00:00
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extern int PlayClock;
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2019-10-28 21:19:50 +00:00
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class FArgs;
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2020-04-23 19:18:40 +00:00
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extern bool GUICapture;
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2020-08-30 07:32:34 +00:00
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extern bool AppActive;
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2020-08-30 10:02:32 +00:00
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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2020-08-30 17:59:46 +00:00
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extern bool r_NoInterpolate;
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2020-11-07 20:30:48 +00:00
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extern bool crouch_toggle;
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2019-10-25 22:32:49 +00:00
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2020-09-03 21:10:28 +00:00
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struct MapRecord;
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extern MapRecord* g_nextmap;
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2020-10-08 20:20:41 +00:00
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extern int g_nextskill;
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2021-08-13 20:25:13 +00:00
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extern int g_bossexit;
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2020-09-03 21:10:28 +00:00
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2019-10-27 07:14:58 +00:00
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extern FStringCVar* const CombatMacros[];
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void CONFIG_ReadCombatMacros();
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2019-10-27 12:40:24 +00:00
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2019-12-22 19:55:47 +00:00
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int GameMain();
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2020-09-04 22:58:25 +00:00
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int GetAutomapZoom(int gZoom);
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2020-09-06 08:42:39 +00:00
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2020-09-21 21:29:52 +00:00
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void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color = 0xffffffff);
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2020-08-30 17:59:46 +00:00
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void updatePauseStatus();
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2021-07-20 08:41:39 +00:00
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void DeferredStartGame(MapRecord* map, int skill, bool nostopsound = false);
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2021-08-13 20:25:13 +00:00
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void ChangeLevel(MapRecord* map, int skill, bool bossexit = false);
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2020-09-03 21:10:28 +00:00
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void CompleteLevel(MapRecord* map);
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2019-10-28 21:19:50 +00:00
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struct UserConfig
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{
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FString gamegrp;
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FString CommandMap;
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2021-04-07 19:46:44 +00:00
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FString UserDef;
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2019-10-28 21:19:50 +00:00
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FString DefaultDef;
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FString DefaultCon;
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FString CommandDemo;
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FString CommandName;
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FString CommandIni;
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std::unique_ptr<FArgs> AddDefs;
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std::unique_ptr<FArgs> AddCons;
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std::unique_ptr<FArgs> AddFiles;
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std::unique_ptr<FArgs> AddFilesPre; //To be added before the main directory. Only for legacy options.
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std::unique_ptr<FArgs> AddArt;
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2020-01-10 20:36:46 +00:00
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TArray<FString> toBeDeleted;
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2019-10-28 21:19:50 +00:00
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bool nomonsters = false;
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bool nosound = false;
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2020-04-12 06:07:48 +00:00
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//bool nomusic = false;
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2019-10-28 21:19:50 +00:00
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bool nologo = false;
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int setupstate = -1;
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void ProcessOptions();
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};
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extern UserConfig userConfig;
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2019-10-30 17:09:00 +00:00
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enum
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{
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GAMEFLAG_DUKE = 0x00000001,
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GAMEFLAG_NAM = 0x00000002,
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GAMEFLAG_NAPALM = 0x00000004,
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GAMEFLAG_WW2GI = 0x00000008,
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GAMEFLAG_ADDON = 0x00000010,
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GAMEFLAG_SHAREWARE = 0x00000020,
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GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta
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2020-07-19 19:04:22 +00:00
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GAMEFLAG_PLUTOPAK = 0x00000080,
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2019-10-30 17:09:00 +00:00
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GAMEFLAG_RR = 0x00000100,
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2019-11-02 17:28:50 +00:00
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GAMEFLAG_RRRA = 0x00000200,
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2020-07-19 19:04:22 +00:00
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GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
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2020-02-26 19:16:27 +00:00
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GAMEFLAG_BLOOD = 0x00000800,
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GAMEFLAG_SW = 0x00001000,
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GAMEFLAG_POWERSLAVE = 0x00002000,
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GAMEFLAG_EXHUMED = 0x00004000,
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GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher.
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2021-04-25 23:24:57 +00:00
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GAMEFLAG_WORLDTOUR = 0x00008000,
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GAMEFLAG_DUKEDC = 0x00010000,
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GAMEFLAG_DUKENW = 0x00020000,
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GAMEFLAG_DUKEVACA = 0x00040000,
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GAMEFLAG_BLOODCP = 0x00080000,
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GAMEFLAG_ROUTE66 = 0x00100000,
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GAMEFLAG_SWWANTON = 0x00200000,
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GAMEFLAG_SWTWINDRAG = 0x00400000,
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2021-02-06 09:56:11 +00:00
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GAMEFLAG_DUKECOMPAT = GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL,
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2020-05-07 07:49:05 +00:00
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GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
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2019-10-30 17:09:00 +00:00
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2020-07-19 19:04:22 +00:00
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// We still need these for the parsers.
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GAMEFLAG_FURY = 0,
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GAMEFLAG_DEER = 0,
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2019-10-30 23:41:56 +00:00
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};
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struct GrpInfo
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{
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FString name;
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FString scriptname;
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FString defname;
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FString rtsname;
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FString gamefilter;
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2021-04-13 15:05:53 +00:00
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FString gameid;
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2019-10-30 23:41:56 +00:00
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uint32_t CRC = 0;
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uint32_t dependencyCRC = 0;
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size_t size = 0;
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int flags = 0;
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2019-11-01 18:25:42 +00:00
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bool loaddirectory = false;
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2020-02-01 20:12:09 +00:00
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bool isAddon = false;
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2021-03-12 22:45:03 +00:00
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int index = -1;
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2019-11-01 18:25:42 +00:00
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TArray<FString> mustcontain;
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2019-12-26 09:47:10 +00:00
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TArray<FString> tobedeleted;
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2019-10-30 23:41:56 +00:00
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TArray<FString> loadfiles;
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TArray<FString> loadart;
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2021-07-19 02:24:47 +00:00
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TArray<FString> exclepisodes;
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2021-04-10 17:14:30 +00:00
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uint32_t FgColor = 0, BgColor = 0;
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2019-10-30 23:41:56 +00:00
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};
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struct GrpEntry
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{
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FString FileName;
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GrpInfo FileInfo;
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};
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2019-11-01 18:25:42 +00:00
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extern int g_gameType;
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const char* G_DefaultDefFile(void);
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const char* G_DefFile(void);
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2020-09-16 14:42:44 +00:00
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void LoadDefinitions();
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2019-10-30 23:41:56 +00:00
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2020-05-06 14:10:44 +00:00
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// game check shortcuts
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inline bool isNam()
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{
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return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM);
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}
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2020-05-08 22:34:48 +00:00
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inline bool isNamWW2GI()
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{
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return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI);
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}
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2020-05-06 14:10:44 +00:00
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inline bool isWW2GI()
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{
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return g_gameType & (GAMEFLAG_WW2GI);
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}
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2021-04-24 18:00:54 +00:00
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inline bool isDuke()
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{
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return g_gameType & (GAMEFLAG_DUKE);
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}
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2020-05-06 14:10:44 +00:00
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inline bool isRR()
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{
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return g_gameType & (GAMEFLAG_RRALL);
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}
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inline bool isRRRA()
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{
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return g_gameType & (GAMEFLAG_RRRA);
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}
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2020-05-07 07:49:05 +00:00
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inline bool isWorldTour()
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{
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return g_gameType & GAMEFLAG_WORLDTOUR;
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}
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2020-07-19 19:04:22 +00:00
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inline bool isPlutoPak()
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{
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return g_gameType & GAMEFLAG_PLUTOPAK;
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}
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2020-10-11 09:39:51 +00:00
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inline bool isShareware()
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{
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return g_gameType & GAMEFLAG_SHAREWARE;
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}
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2021-11-20 16:35:41 +00:00
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inline bool isDukeLike()
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{
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return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI | GAMEFLAG_DUKE | GAMEFLAG_RRALL);
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}
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2021-01-02 03:46:58 +00:00
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inline bool isBlood()
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{
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return g_gameType & GAMEFLAG_BLOOD;
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}
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2021-07-11 02:08:12 +00:00
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inline bool isSWALL()
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{
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return g_gameType & (GAMEFLAG_SW | GAMEFLAG_SWWANTON | GAMEFLAG_SWTWINDRAG);
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}
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2021-11-20 19:52:29 +00:00
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inline bool isExhumed()
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{
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return g_gameType & GAMEFLAG_PSEXHUMED;
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}
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2019-10-30 23:41:56 +00:00
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TArray<GrpEntry> GrpScan();
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2020-05-28 23:22:45 +00:00
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void S_PauseSound(bool notmusic, bool notsfx);
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void S_ResumeSound(bool notsfx);
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2019-12-22 19:55:47 +00:00
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void S_SetSoundPaused(int state);
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2019-12-24 18:59:14 +00:00
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2021-11-02 22:31:09 +00:00
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const int MaxSmoothRatio = FRACUNIT;
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2020-01-11 16:05:25 +00:00
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2020-02-05 11:57:17 +00:00
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FString G_GetDemoPath();
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2020-04-12 06:09:38 +00:00
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enum
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{
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PAUSESFX_MENU = 1,
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PAUSESFX_CONSOLE = 2
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};
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2020-05-28 23:22:45 +00:00
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extern int paused;
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2020-07-21 20:59:24 +00:00
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extern int chatmodeon;
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2020-08-24 17:31:43 +00:00
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2020-08-24 18:34:18 +00:00
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extern bool sendPause;
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2020-08-25 23:41:23 +00:00
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extern int lastTic;
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2020-11-30 20:31:47 +00:00
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2021-02-18 10:46:36 +00:00
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extern int PlayClock;
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2020-11-30 20:31:47 +00:00
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2021-05-22 11:02:34 +00:00
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enum gameaction_t : int
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{
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ga_nothing,
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ga_level, // Switch to play mode without any initialization
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ga_intro,
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ga_intermission,
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ga_startup, // go back to intro after uninitializing the game state
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ga_mainmenu, // go back to main menu after uninitializing the game state
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ga_mainmenunostopsound, // Same but doesn't stop playing sounds.
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ga_creditsmenu, // go to the credits menu after uninitializing the game state
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ga_newgame, // start a new game
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ga_recordgame, // start a new demo recording (later)
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ga_loadgame, // load a savegame and resume play.
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ga_loadgameplaydemo, // load a savegame and play a demo.
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ga_autoloadgame, // load last autosave and resume play.
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ga_savegame, // save the game
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ga_autosave, // autosave the game (for triggering a save from within the game.)
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ga_completed, // Level was exited.
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ga_nextlevel, // Actually start the next level.
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ga_loadgamehidecon,
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ga_newgamenostopsound, // start a new game
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ga_endscreenjob,
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ga_fullconsole,
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};
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extern gameaction_t gameaction;
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