mirror of
https://github.com/ZDoom/Raze.git
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bf577916ec
With the exception of isWorldTour, isPlutoPak and isShareware when playing Duke these are always constant and this way can be used to completely eliminate unneeded code.
278 lines
6.3 KiB
C++
278 lines
6.3 KiB
C++
#pragma once
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#include <memory>
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#include "c_cvars.h"
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#include "zstring.h"
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#include "inputstate.h"
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#include "gamecvars.h"
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#include "tarray.h"
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#include "name.h"
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#include "memarena.h"
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#include "stats.h"
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#include "i_time.h"
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#include "palentry.h"
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#include "build.h"
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EXTERN_CVAR(Bool, hud_textfont)
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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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extern FString currentGame;
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extern FString LumpFilter;
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extern int PlayClock;
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class FArgs;
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extern bool GUICapture;
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extern bool AppActive;
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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extern bool r_NoInterpolate;
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struct MapRecord;
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extern MapRecord* g_nextmap;
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extern int g_nextskill;
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extern int g_bossexit;
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extern FStringCVarRef* const CombatMacros[];
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void CONFIG_ReadCombatMacros();
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int GameMain();
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int GetAutomapZoom(int gZoom);
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void DrawCrosshair(int health, double xdelta, double ydelta, double scale, DAngle angle, PalEntry color = 0xffffffff);
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void updatePauseStatus();
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void DeferredStartGame(MapRecord* map, int skill, bool nostopsound = false);
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void ChangeLevel(MapRecord* map, int skill, bool bossexit = false);
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void CompleteLevel(MapRecord* map);
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bool CheckCheatmode(bool printmsg = true, bool sponly = false);
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void setVideoMode();
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bool SyncInput();
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void setForcedSyncInput(const int playeridx);
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void resetForcedSyncInput();
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void TITLE_InformName(const char* newname);
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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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FString UserDef;
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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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TArray<FString> toBeDeleted;
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bool nomonsters = false;
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bool nosound = false;
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//bool nomusic = false;
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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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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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GAMEFLAG_PLUTOPAK = 0x00000080,
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GAMEFLAG_RR = 0x00000100,
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GAMEFLAG_RRRA = 0x00000200,
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GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
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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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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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GAMEFLAG_DUKECOMPAT = GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL,
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GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
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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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};
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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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FString gameid;
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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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bool loaddirectory = false;
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bool isAddon = false;
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int index = -1;
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TArray<FString> mustcontain;
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TArray<FString> tobedeleted;
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TArray<FString> loadfiles;
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TArray<FString> loadart;
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TArray<FString> exclepisodes;
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uint32_t FgColor = 0, BgColor = 0;
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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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extern int g_gameType;
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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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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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inline bool isWW2GI()
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{
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return g_gameType & (GAMEFLAG_WW2GI);
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}
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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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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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inline bool isRoute66()
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{
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return g_gameType & (GAMEFLAG_ROUTE66);
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}
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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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inline bool isPlutoPak()
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{
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return g_gameType & GAMEFLAG_PLUTOPAK;
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}
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inline bool isVacation()
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{
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return g_gameType & GAMEFLAG_DUKEVACA;
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}
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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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inline bool isDukeLike()
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{
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return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI | GAMEFLAG_DUKE);
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}
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inline bool isDukeEngine()
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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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inline bool isBlood()
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{
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return g_gameType & GAMEFLAG_BLOOD;
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}
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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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inline bool isExhumed()
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{
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return g_gameType & GAMEFLAG_PSEXHUMED;
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}
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TArray<GrpEntry> GrpScan();
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void S_PauseSound(bool notmusic, bool notsfx);
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void S_ResumeSound(bool notsfx);
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void S_SetSoundPaused(int state);
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FString G_GetDemoPath();
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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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extern int paused;
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extern int chatmodeon;
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extern int PlayClock;
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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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