raze/source/blood/src/messages.h
Grind Core f5f012ccb9 - Added names for statnums
- 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
2019-10-08 22:27:45 +02:00

171 lines
4.2 KiB
C++

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