h1-mod/src/client/game/game.cpp

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#include <std_include.hpp>
#include "game.hpp"
namespace game
{
int Cmd_Argc()
{
return cmd_args->argc[cmd_args->nesting];
}
const char* Cmd_Argv(const int index)
{
return cmd_args->argv[cmd_args->nesting][index];
}
int SV_Cmd_Argc()
{
return sv_cmd_args->argc[sv_cmd_args->nesting];
}
const char* SV_Cmd_Argv(const int index)
{
return sv_cmd_args->argv[sv_cmd_args->nesting][index];
}
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bool VirtualLobby_Loaded()
{
return !game::environment::is_sp() && *mp::virtualLobby_loaded == 1;
}
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namespace environment
{
launcher::mode mode = launcher::mode::none;
launcher::mode translate_surrogate(const launcher::mode _mode)
{
switch (_mode)
{
case launcher::mode::survival:
case launcher::mode::zombies:
return launcher::mode::multiplayer;
default:
return _mode;
}
}
launcher::mode get_real_mode()
{
if (mode == launcher::mode::none)
{
throw std::runtime_error("Launcher mode not valid. Something must be wrong.");
}
return mode;
}
launcher::mode get_mode()
{
return translate_surrogate(get_real_mode());
}
bool is_sp()
{
return get_mode() == launcher::mode::singleplayer;
}
bool is_mp()
{
return get_mode() == launcher::mode::multiplayer;
}
bool is_dedi()
{
return get_mode() == launcher::mode::server;
}
void set_mode(const launcher::mode _mode)
{
mode = _mode;
}
std::string get_string()
{
const auto current_mode = get_real_mode();
switch (current_mode)
{
case launcher::mode::server:
return "Dedicated Server";
case launcher::mode::multiplayer:
return "Multiplayer";
case launcher::mode::singleplayer:
return "Singleplayer";
case launcher::mode::none:
return "None";
default:
return "Unknown (" + std::to_string(static_cast<int>(mode)) + ")";
}
}
}
}