mirror of
https://github.com/ZDoom/Raze.git
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272dfa762d
* I tried to make this work in 2020 but its been nothing but headache. It's something for the game to control via a flag, not the backend to determine. * For SW, this restores its original implementation.
268 lines
6.2 KiB
C++
268 lines
6.2 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 deftile, 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 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 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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