mirror of
https://github.com/ZDoom/Raze.git
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f5f012ccb9
- Added names for system RX/TX channels - Detect if map requires new features to work properly via special TX and command - Effect Gen update # Conflicts: # source/blood/src/actor.cpp # source/blood/src/eventq.h # source/blood/src/triggers.cpp # source/blood/src/triggers.h
171 lines
4.2 KiB
C++
171 lines
4.2 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "compat.h"
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#include "build.h"
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#include "player.h"
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BEGIN_BLD_NS
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#define kMessageLogSize 32
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#define kMaxMessageTextLength 81
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enum MESSAGE_PRIORITY {
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MESSAGE_PRIORITY_PICKUP = -10,
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MESSAGE_PRIORITY_NORMAL = 0,
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MESSAGE_PRIORITY_SECRET = 10,
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MESSAGE_PRIORITY_INI = 20,
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MESSAGE_PRIORITY_SYSTEM = 100
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};
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class CGameMessageMgr
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{
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public:
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struct messageStruct
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{
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ClockTicks lastTickWhenVisible;
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char text[kMaxMessageTextLength];
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int pal;
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MESSAGE_PRIORITY priority;
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bool deleted = false;
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};
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char state;
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int x;
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int y;
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ClockTicks at9;
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ClockTicks atd;
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int nFont;
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int fontHeight;
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int maxNumberOfMessagesToDisplay;
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int visibilityDurationInSecs;
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char messageFlags;
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int numberOfDisplayedMessages;
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int messagesIndex;
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int nextMessagesIndex;
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messageStruct messages[kMessageLogSize];
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CGameMessageMgr();
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void SetState(char state);
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void Add(const char *pText, char a2, const int pal = 0, const MESSAGE_PRIORITY priority = MESSAGE_PRIORITY_NORMAL);
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void Display(void);
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void Clear();
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void SetMaxMessages(int nMessages);
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void SetFont(int nFont);
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void SetCoordinates(int x, int y);
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void SetMessageTime(int nTime);
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void SetMessageFlags(unsigned int nFlags);
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private:
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void SortMessagesByPriority(messageStruct** messages, int count);
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void SortMessagesByTime(messageStruct** messages, int count);
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};
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class CPlayerMsg
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{
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public:
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int at0;
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char text[41];
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CPlayerMsg() { at0 = 0; text[0] = 0; }
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void Clear(void);
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void Term(void);
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void Draw(void);
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bool AddChar(char);
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void DelChar(void);
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void Set(const char *pzString);
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void Send(void);
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void ProcessKeys(void);
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private:
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bool IsWhitespaceOnly(const char* const pzString);
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};
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class CCheatMgr
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{
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public:
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static bool m_bPlayerCheated;
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enum CHEATCODE
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{
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kCheatNone = 0,
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kCheat1, // refills ammo, no cheat code for it
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kCheatGriswold,
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kCheatSatchel,
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kCheatEvaGalli,
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kCheatMpkfa,
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kCheatCapInMyAss,
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kCheatNoCapInMyAss,
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kCheatIdaho,
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kCheatKevorkian,
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kCheatMcGee,
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kCheatEdmark,
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kCheatKrueger,
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kCheatSterno,
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kCheat14, // quake effect, not used
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kCheatSpork,
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kCheatGoonies,
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kCheatClarice,
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kCheatFrankenstein,
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kCheatCheeseHead,
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kCheatTequila,
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kCheatFunkyShoes,
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kCheatKeyMaster,
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kCheatOneRing,
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kCheatVoorhees,
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kCheatJoJo,
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kCheatGateKeeper,
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kCheatRate,
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kCheatMario,
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kCheatLaraCroft,
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kCheatHongKong,
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kCheatMontana,
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kCheatBunz,
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kCheatCousteau,
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kCheatForkYou,
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kCheatLieberMan,
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kCheatSpielberg,
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kCheatCalgon,
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kCheatMax
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};
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struct CHEATINFO
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{
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const char* pzString;
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CHEATCODE id;
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int flags;
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};
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static CHEATINFO s_CheatInfo[];
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CCheatMgr() {}
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bool Check(char *pzString);
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void Process(CHEATCODE nCheatCode, char* pzArgs);
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void sub_5BCF4(void);
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};
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extern CPlayerMsg gPlayerMsg;
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extern CCheatMgr gCheatMgr;
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void SetAmmo(bool stat);
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void SetWeapons(bool stat);
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void SetToys(bool stat);
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void SetArmor(bool stat);
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void SetKeys(bool stat);
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void SetGodMode(bool god);
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void SetClipMode(bool noclip);
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END_BLD_NS
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