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a9f152c1fe
Most importantly: Use dynamic buffers for managing the labels instead of hijacking some other storage space.
86 lines
No EOL
1.8 KiB
C
86 lines
No EOL
1.8 KiB
C
#pragma once
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#include "gstrings.h"
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#include "cmdlib.h"
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#include "quotemgr.h"
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#ifdef GetMessage
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#undef GetMessage // Windows strikes...
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#endif
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// Localization capable replacement of the game specific solutions.
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inline void MakeStringLocalizable(FString "e)
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{
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// Only prepend a quote if the string is localizable.
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if (quote.Len() > 0 && quote[0] != '$' && GStrings[quote]) quote.Insert(0, "$");
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}
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enum
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{
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MI_FORCEEOG = 1,
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MI_USERMAP = 2,
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};
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struct MapRecord
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{
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int parTime = 0;
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int designerTime = 0;
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FString fileName;
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FString labelName;
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FString name;
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FString music;
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int cdSongId = -1;
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int flags = 0;
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int levelNumber = -1;
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// The rest is only used by Blood
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int nextLevel = -1;
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int nextSecret = -1;
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int messageStart = 0; // messages are stored in the quote array to reduce clutter.
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FString author;
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int8_t fog = -1, weather = -1; // Blood defines these but they aren't used.
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const char* LabelName() const
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{
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if (flags & MI_USERMAP) return GStrings("TXT_USERMAP");
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return labelName;
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}
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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);
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}
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void SetName(const char *n)
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{
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name = n;
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MakeStringLocalizable(name);
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}
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void SetFileName(const char* n)
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{
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fileName = n;
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FixPathSeperator(fileName);
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labelName = ExtractFileBase(n);
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}
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const char* GetMessage(int num)
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{
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return quoteMgr.GetQuote(messageStart + num);
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}
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};
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extern MapRecord mapList[512];
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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);
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MapRecord *FindMapByLevelNum(int num);
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MapRecord *FindNextMap(MapRecord *thismap);
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MapRecord* SetupUserMap(const char* boardfilename, const char *defaultmusic = nullptr);
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MapRecord* AllocateMap();
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enum
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{
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RRENDSLOT = 127
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}; |