
* split get_blips into two functions Because otherwise it would always return only what was read from char.ini, and we want it to be able to read our custom QLineEdit too, right? * include new function, rewrite description * check for custom blips support in packet * add custom blips enabled bool * increase MS_MAXIMUM, add custom blips QLineEdit * add BLIPNAME to chat message * introducing custom blips * introducing custom blips I said * unfold if * unfold other if * retool custom blips code, add ini parser * remove extraneous debug calls * fix incorrect default value on get_showname * restructure ini format * fix parser again --------- Co-authored-by: Lernos <lernoskey@gmail.com> Co-authored-by: stonedDiscord <Tukz@gmx.de>
138 lines
2.0 KiB
C
138 lines
2.0 KiB
C
#ifndef DATATYPES_H
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#define DATATYPES_H
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#include <QMap>
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#include <QString>
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enum connection_type {
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TCP,
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WEBSOCKETS,
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};
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static QMap<QString, connection_type> to_connection_type = {
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{"tcp", connection_type::TCP},
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{"ws", connection_type::WEBSOCKETS}
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};
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struct server_type {
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QString name;
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QString desc;
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QString ip;
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int port;
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connection_type socket_type;
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};
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struct emote_type {
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QString comment;
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QString preanim;
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QString anim;
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int mod;
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QString sfx_name;
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int sfx_delay;
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int sfx_duration;
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};
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struct char_type {
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QString name;
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QString description;
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QString evidence_string;
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bool taken;
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};
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struct evi_type {
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QString name;
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QString description;
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QString image;
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};
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struct chatmessage_type {
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QString message;
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QString character;
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QString side;
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QString sfx_name;
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QString pre_emote;
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QString emote;
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int emote_modifier;
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int objection_modifier;
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int realization;
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int text_color;
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int evidence;
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int cid;
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int sfx_delay;
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int flip;
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};
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struct area_type {
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QString name;
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QString background;
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bool passworded;
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};
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struct pos_type {
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int x;
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int y;
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};
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struct pos_size_type {
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int x = 0;
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int y = 0;
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int width = 0;
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int height = 0;
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};
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enum CHAT_MESSAGE {
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DESK_MOD = 0,
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PRE_EMOTE,
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CHAR_NAME,
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EMOTE,
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MESSAGE,
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SIDE,
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SFX_NAME,
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EMOTE_MOD,
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CHAR_ID,
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SFX_DELAY,
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OBJECTION_MOD,
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EVIDENCE_ID,
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FLIP,
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REALIZATION,
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TEXT_COLOR,
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SHOWNAME,
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OTHER_CHARID,
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OTHER_NAME,
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OTHER_EMOTE,
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SELF_OFFSET,
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OTHER_OFFSET,
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OTHER_FLIP,
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IMMEDIATE,
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LOOPING_SFX,
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SCREENSHAKE,
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FRAME_SCREENSHAKE,
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FRAME_REALIZATION,
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FRAME_SFX,
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ADDITIVE,
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EFFECTS,
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BLIPNAME,
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};
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enum EMOTE_MOD_TYPE {
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IDLE = 0,
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PREANIM = 1,
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ZOOM = 5,
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PREANIM_ZOOM = 6,
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};
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enum DESK_MOD_TYPE {
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DESK_HIDE = 0,
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DESK_SHOW,
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DESK_EMOTE_ONLY,
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DESK_PRE_ONLY,
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DESK_EMOTE_ONLY_EX,
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DESK_PRE_ONLY_EX,
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//"EX" for "expanded"
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//dumb, i know, but throw the first stone if you have a better idea
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};
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enum MUSIC_EFFECT { FADE_IN = 1, FADE_OUT = 2, SYNC_POS = 4 };
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#endif // DATATYPES_H
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