mirror of
https://github.com/ZDoom/Raze.git
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b5a9085aed
* Use `maphoriz(-11)` instead of some voodoo degree amount so it's clear when comparing sources. * Don't stop interpolating while doing Ramses. * Apply Ramses pitch amount to `nVertDestPan`, just like the original. * Don't reset all angles when initialising Ramses, just set the yaw angle. * Don't return player's view to center when doing Ramses, use the delta between `nDestVertPan` and the player's pitch, using same formula as original. * Comment in how normal/non-ramses `nDestVertPan` setting should be 8x the sprite Z move delta, not 2x. I know it's not correct, but its been this way for a long time and we probably should CVAR it. * When doing the player's death pitch, it's 40.156 degrees (horizon of 108), not 38 degrees (horizon of 100). This was a misread of mine way back when.
255 lines
5.5 KiB
C++
255 lines
5.5 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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#include "palentry.h"
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#include "vectors.h"
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#include "screenjob.h"
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#include "maptypes.h"
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#ifdef GetMessage
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#undef GetMessage // Windows strikes...
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#endif
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enum EMax
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{
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MAXSKILLS = 7,
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MAXMENUGAMEPLAYENTRIES = 7,
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};
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enum EVolFlags
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{
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VF_HIDEFROMSP = 1,
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VF_OPTIONAL = 2,
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VF_SHAREWARELOCK = 4, // show in shareware but lock access.
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VF_NOSKILL = 8,
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};
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enum EMapFlags
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{
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LEVEL_NOINTERMISSION = 1,
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LEVEL_SECRETEXITOVERRIDE = 2, // when given an explicit level number, override with secret exit in the map, mainly for compiling episodes out of single levels.
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LEVEL_CLEARINVENTORY = 4,
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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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};
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enum EMapGameFlags
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{
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LEVEL_RR_HULKSPAWN = 1,
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LEVEL_RR_CLEARMOONSHINE = 2,
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LEVEL_EX_COUNTDOWN = 4,
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LEVEL_EX_TRAINING = 8,
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LEVEL_EX_ALTSOUND = 16,
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LEVEL_EX_MULTI = 32,
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LEVEL_SW_SPAWNMINES = 64,
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LEVEL_SW_BOSSMETER_SERPENT = 128,
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LEVEL_SW_BOSSMETER_SUMO = 256,
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LEVEL_SW_BOSSMETER_ZILLA = 512,
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LEVEL_SW_DEATHEXIT_SERPENT = 1024,
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LEVEL_SW_DEATHEXIT_SUMO = 2048,
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LEVEL_SW_DEATHEXIT_ZILLA = 4096,
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LEVEL_SW_DEATHEXIT_SERPENT_NEXT = 8192,
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LEVEL_WT_BOSSSPAWN = 16384,
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LEVEL_BOSSONLYCUTSCENE = 32768,
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};
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// These get filled in by the map definition parsers of the front ends.
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extern FString gSkillNames[MAXSKILLS];
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extern int gDefaultVolume, gDefaultSkill;
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// Localization capable replacement of the game specific solutions.
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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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enum {
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MAX_MESSAGES = 32
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};
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class DObject;
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struct MapRecord;
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struct GlobalCutscenes
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{
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CutsceneDef Intro;
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CutsceneDef DefaultMapIntro;
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CutsceneDef DefaultMapOutro;
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CutsceneDef DefaultGameover;
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CutsceneDef SharewareEnd;
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CutsceneDef LoadingScreen;
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FString MPSummaryScreen;
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FString SummaryScreen;
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FString StatusBarClass;
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};
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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.
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CutsceneDef intro; // plays when entering this cluster
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CutsceneDef outro; // plays when leaving this cluster
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CutsceneDef gameover; // when defined, plays when the player dies in this cluster
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FString InterBackground;
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int index = -1;
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int flags = 0; // engine and common flags
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};
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struct VolumeRecord // episodes
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{
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FString startmap;
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FString name;
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FString subtitle;
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int index = -1;
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int flags = 0;
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int shortcut = 0;
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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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FString Author;
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FString NextMap;
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FString NextSecret;
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int cdSongId = -1;
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int musicorder = -1;
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CutsceneDef intro;
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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 cluster = -1;
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PalEntry fadeto = 0;
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int fogdensity = 0;
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int skyfog = 0;
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FString BorderTexture;
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FString InterBackground;
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TArray<FString> PrecacheTextures;
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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
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int rr_startsound = 0;
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int rr_mamaspawn = 15;
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DAngle ex_ramses_horiz = maphoriz(-11);
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int ex_ramses_cdtrack = -1; // this is not music, it is the actual dialogue!
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FString ex_ramses_pup;
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FString ex_ramses_text;
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const char* LabelName() const
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{
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if (flags & MI_USERMAP) return GStrings("MNU_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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name.StripRight();
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name = FStringTable::MakeMacro(name);
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}
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void SetFileName(const char* n)
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{
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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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}
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const char* GetMessage(int num)
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{
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if (num < 0 || num>= MAX_MESSAGES) return "";
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return GStrings(messages[num]);
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}
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void AddMessage(int num, const FString &msg)
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{
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messages[num] = msg;
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}
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};
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struct SummaryInfo
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{
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int kills;
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int maxkills;
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int secrets;
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int maxsecrets;
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int supersecrets;
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int time;
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int totaltime;
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int playercount;
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bool cheated;
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bool endofgame;
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};
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extern GlobalCutscenes globalCutscenes;
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extern MapRecord *currentLevel;
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void SetMusicReplacement(const char *mapname, const char *music);
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void ReplaceMusics(bool namehack = false);
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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* FindMapByIndexOnly(int clst, int num); // this is for map setup where fallbacks are undesirable.
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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);
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MapRecord* AllocateMap();
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VolumeRecord* FindVolume(int index);
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ClusterDef* FindCluster(int index);
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ClusterDef* AllocateCluster();
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VolumeRecord* AllocateVolume();
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void SetLevelNum(MapRecord* info, int num);
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inline VolumeRecord* MustFindVolume(int index)
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{
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auto r = FindVolume(index);
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if (r) return r;
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r = AllocateVolume();
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r->index = index;
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return r;
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}
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inline ClusterDef* MustFindCluster(int index)
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{
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auto r = FindCluster(index);
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if (r) return r;
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r = AllocateCluster();
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r->index = index;
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return r;
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}
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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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{
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return vol * 1000 + map;
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}
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enum
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{
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RRENDSLOT = 127
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};
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