mirror of
https://github.com/DrBeef/Raze.git
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1fde9f2173
This disables the boss's death in L4 ending the game and just advances to the next level. This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
234 lines
5.9 KiB
C++
234 lines
5.9 KiB
C++
/*
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** mapinfo.cpp
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**
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** Map record management
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "c_dispatch.h"
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#include "mapinfo.h"
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#include "raze_music.h"
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#include "filesystem.h"
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#include "printf.h"
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#include "gamecontrol.h"
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#include "raze_sound.h"
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FString gSkillNames[MAXSKILLS];
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int gDefaultVolume = 0, gDefaultSkill = 1;
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GlobalCutscenes globalCutscenes;
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TArray<ClusterDef> clusters;
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TArray<VolumeRecord> volumes;
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TArray<TPointer<MapRecord>> mapList; // must be allocated as pointers because it can whack the currentlLevel pointer if this was a flat array.
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MapRecord *currentLevel; // level that is currently played.
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MapRecord* lastLevel; // Same here, for the last level.
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CCMD(listmaps)
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{
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for (auto& map : mapList)
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{
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int lump = fileSystem.FindFile(map->fileName);
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if (lump >= 0)
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{
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int rfnum = fileSystem.GetFileContainer(lump);
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Printf("%s - %s (%s)\n", map->LabelName(), map->DisplayName(), fileSystem.GetResourceFileName(rfnum));
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}
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else
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{
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Printf("%s - %s (defined but does not exist)\n", map->fileName.GetChars(), map->DisplayName());
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}
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}
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}
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MapRecord *FindMapByName(const char *nm)
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{
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if (!nm || !*nm) return nullptr;
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for (auto& map : mapList)
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{
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if (map->labelName.CompareNoCase(nm) == 0)
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{
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return map.Data();
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}
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}
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return nullptr;
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}
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MapRecord *FindMapByLevelNum(int num)
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{
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for (auto& map : mapList)
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{
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if (map->levelNumber == num)
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{
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return map.Data();
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}
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}
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return nullptr;
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}
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VolumeRecord* FindVolume(int index)
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{
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for (auto& vol : volumes)
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{
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if (vol.index == index) return &vol;
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}
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return nullptr;
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}
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ClusterDef* FindCluster(int index)
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{
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for (auto& vol : clusters)
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{
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if (vol.index == index) return &vol;
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}
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return nullptr;
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}
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ClusterDef* AllocateCluster()
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{
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return &clusters[clusters.Reserve(1)];
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}
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VolumeRecord* AllocateVolume()
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{
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return &volumes[volumes.Reserve(1)];
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}
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MapRecord* FindMapByIndexOnly(int cluster, int num)
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{
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int levelnum = makelevelnum(cluster, num);
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for (auto& map : mapList)
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{
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if (map->levelNumber == levelnum) return map.Data();
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}
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return nullptr;
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}
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MapRecord* FindMapByIndex(int cluster, int num)
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{
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auto map = FindMapByLevelNum(num);
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if (!map && num < 1000) map = FindMapByLevelNum(makelevelnum(cluster, num));
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return map;
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}
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MapRecord* FindNextMap(MapRecord* thismap)
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{
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MapRecord* next = nullptr;
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if (!thismap->NextMap.Compare("-")) return nullptr; // '-' means to forcibly end the game here.
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if (thismap->NextMap.IsNotEmpty()) next = FindMapByName(thismap->NextMap);
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if (!next) next = FindMapByLevelNum(thismap->levelNumber + 1);
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return next;
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}
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MapRecord* FindNextSecretMap(MapRecord* thismap)
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{
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MapRecord* next = nullptr;
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if (!thismap->NextSecret.Compare("-")) return nullptr; // '-' means to forcibly end the game here.
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if (thismap->NextSecret.IsNotEmpty()) next = FindMapByName(thismap->NextSecret);
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return next? next : FindNextMap(thismap);
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}
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bool SetMusicForMap(const char* mapname, const char* music, bool namehack)
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{
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static const char* specials[] = { "intro", "briefing", "loading" };
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for (unsigned i = 0; i < 3; i++)
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{
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if (!stricmp(mapname, specials[i]))
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{
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if (specialmusic.Size() <= i) specialmusic.Resize(i + 1);
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specialmusic[i] = music;
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return true;
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}
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}
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auto index = FindMapByName(mapname);
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// This is for the DEFS parser's MUSIC command which never bothered to check for the real map name.
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if (index == nullptr && namehack)
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{
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int lev, ep;
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signed char b1, b2;
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int numMatches = sscanf(mapname, "%c%d%c%d", &b1, &ep, &b2, &lev);
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if (numMatches != 4 || toupper(b1) != 'E' || toupper(b2) != 'L')
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return false;
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index = FindMapByIndexOnly(ep, lev);
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}
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if (index != nullptr)
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{
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index->music = music;
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return true;
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}
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return false;
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}
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MapRecord *AllocateMap()
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{
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auto&p = mapList[mapList.Reserve(1)];
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p.Alloc();
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return p.Data();
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}
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MapRecord* SetupUserMap(const char* boardfilename, const char *defaultmusic)
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{
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if (g_gameType & GAMEFLAG_SHAREWARE)
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{
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Printf(PRINT_BOLD, "Cannot use user maps in shareware.\n");
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return nullptr;
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}
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for (auto& map : mapList)
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{
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if (map->fileName.CompareNoCase(boardfilename) == 0)
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{
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return map.Data();
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}
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}
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if (!fileSystem.FileExists(boardfilename))
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{
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Printf(TEXTCOLOR_RED "map: file \"%s\" not found.\n", boardfilename);
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return nullptr;
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}
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auto map = AllocateMap();
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map->name = "";
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map->SetFileName(boardfilename);
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map->flags = MI_USERMAP|MI_FORCEEOG;
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map->music = G_SetupFilenameBasedMusic(boardfilename, defaultmusic);
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return map;
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}
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