- allow the language table to supersede the title patches, if appropriate

For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.

This also required removing the 'en' label from the default table,  because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.

Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.
This commit is contained in:
Christoph Oelckers 2019-02-15 00:29:24 +01:00
parent 44c8c2a79c
commit aa550310f6
20 changed files with 114 additions and 58 deletions

View File

@ -163,6 +163,13 @@ void FIWadManager::ParseIWadInfo(const char *fn, const char *data, int datasize,
sc.MustGetString();
iwad->BkColor = V_GetColor(NULL, sc);
}
else if (sc.Compare("IgnoreTitlePatches"))
{
sc.MustGetStringName("=");
sc.MustGetNumber();
if (sc.Number) iwad->flags |= GI_IGNORETITLEPATCHES;
else iwad->flags &= ~GI_IGNORETITLEPATCHES;
}
else if (sc.Compare("Load"))
{
sc.MustGetStringName("=");

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@ -160,7 +160,7 @@ public:
int GetIWadFlags(unsigned int num) const
{
if (num < mIWadInfos.Size()) return mIWadInfos[num].flags;
else return false;
else return 0;
}
};

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@ -174,9 +174,7 @@ uint8_t* zdembodyend; // end of ZDEM BODY chunk
bool singledemo; // quit after playing a demo from cmdline
bool precache = true; // if true, load all graphics at start
wbstartstruct_t wminfo; // parms for world map / intermission
short consistancy[MAXPLAYERS][BACKUPTICS];

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@ -129,12 +129,13 @@ void G_LeavingHub(FLevelLocals *Level, int mode, cluster_info_t * cluster, wbsta
{
if (cluster->flags & CLUSTER_LOOKUPNAME)
{
Level->LevelName = GStrings(cluster->ClusterName);
wbs->thisname = GStrings(cluster->ClusterName);
}
else
{
Level->LevelName = cluster->ClusterName;
wbs->thisname = cluster->ClusterName;
}
wbs->LName0.SetInvalid(); // The level's own name was just invalidated, and so was its name patch.
}
}
}

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@ -81,6 +81,7 @@
#include "a_dynlight.h"
#include "p_conversation.h"
#include "p_effect.h"
#include "stringtable.h"
#include "gi.h"
@ -779,6 +780,8 @@ void G_DoCompleted (void)
// Close the conversation menu if open.
P_FreeStrifeConversations ();
wbstartstruct_t wminfo; // parms for world map / intermission
if (primaryLevel->DoCompleted(nextlevel, wminfo))
{
gamestate = GS_INTERMISSION;
@ -802,12 +805,14 @@ bool FLevelLocals::DoCompleted (FString nextlevel, wbstartstruct_t &wminfo)
if (!(flags & LEVEL_CHANGEMAPCHEAT))
FindLevelInfo (MapName)->flags |= LEVEL_VISITED;
uint32_t langtable[2] = {};
wminfo.finished_ep = cluster - 1;
wminfo.LName0 = TexMan.CheckForTexture(info->PName, ETextureType::MiscPatch);
wminfo.thisname = info->LookupLevelName(&langtable[0]); // re-get the name so we have more info about its origin.
wminfo.current = MapName;
if (deathmatch &&
(dmflags & DF_SAME_LEVEL) &&
(*dmflags & DF_SAME_LEVEL) &&
!(flags & LEVEL_CHANGEMAPCHEAT))
{
wminfo.next = MapName;
@ -818,13 +823,37 @@ bool FLevelLocals::DoCompleted (FString nextlevel, wbstartstruct_t &wminfo)
level_info_t *nextinfo = FindLevelInfo (nextlevel, false);
if (nextinfo == NULL || strncmp (nextlevel, "enDSeQ", 6) == 0)
{
wminfo.next = nextlevel;
wminfo.next = "";
wminfo.LName1.SetInvalid();
wminfo.nextname = "";
}
else
{
wminfo.next = nextinfo->MapName;
wminfo.LName1 = TexMan.CheckForTexture(nextinfo->PName, ETextureType::MiscPatch);
wminfo.nextname = info->LookupLevelName(&langtable[1]);
}
}
// Ignore the (C)WILVxx lumps from the original Doom IWADs so that the name can be localized properly, if the retrieved text does not come from the default table.
// This is only active for those IWADS where the style of these graphics matches the provided BIGFONT for the respective game.
if (gameinfo.flags & GI_IGNORETITLEPATCHES)
{
FTextureID *texids[] = { &wminfo.LName0, &wminfo.LName1 };
for (int i = 0; i < 2; i++)
{
if (texids[i]->isValid() && langtable[i] != FStringTable::default_table)
{
FTexture *tex = TexMan.GetTexture(*texids[i]);
if (tex != nullptr)
{
int filenum = Wads.GetLumpFile(tex->GetSourceLump());
if (filenum >= 0 && filenum <= Wads.GetIwadNum())
{
texids[i]->SetInvalid();
}
}
}
}
}
@ -1296,7 +1325,7 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, WorldDone)
void G_DoWorldDone (void)
{
gamestate = GS_LEVEL;
if (wminfo.next[0] == 0)
if (nextlevel.IsEmpty())
{
// Don't crash if no next map is given. Just repeat the current one.
Printf ("No next map specified.\n");

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@ -299,14 +299,14 @@ void level_info_t::Reset()
//
//==========================================================================
FString level_info_t::LookupLevelName()
FString level_info_t::LookupLevelName(uint32_t *langtable)
{
// All IWAD names that may be substituted by a graphics patch are declared as language strings.
if (langtable) *langtable = 0;
if (flags & LEVEL_LOOKUPLEVELNAME)
{
const char *thename;
const char *lookedup;
lookedup = GStrings[LevelName];
const char *lookedup = GStrings.GetString(LevelName, langtable);
if (lookedup == NULL)
{
thename = LevelName;

View File

@ -400,7 +400,7 @@ struct level_info_t
}
void Reset();
bool isValid();
FString LookupLevelName ();
FString LookupLevelName (uint32_t *langtable = nullptr);
void ClearDefered()
{
deferred.Clear();

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@ -38,15 +38,19 @@
#include "zstring.h"
// Flags are not user configurable and only depend on the standard IWADs
#define GI_MAPxx 0x00000001
#define GI_SHAREWARE 0x00000002
#define GI_MENUHACK_EXTENDED 0x00000004 // (Heretic)
#define GI_TEASER2 0x00000008 // Alternate version of the Strife Teaser
#define GI_COMPATSHORTTEX 0x00000010 // always force COMPAT_SHORTTEX for IWAD maps.
#define GI_COMPATSTAIRS 0x00000020 // same for stairbuilding
#define GI_COMPATPOLY1 0x00000040 // Hexen's MAP36 needs old polyobject drawing
#define GI_COMPATPOLY2 0x00000080 // so does HEXDD's MAP47
#define GI_NOTEXTCOLOR 0x00000100 // Chex Quest 3 would have everything green
enum
{
GI_MAPxx = 0x00000001,
GI_SHAREWARE = 0x00000002,
GI_MENUHACK_EXTENDED = 0x00000004, // (Heretic)
GI_TEASER2 = 0x00000008, // Alternate version of the Strife Teaser
GI_COMPATSHORTTEX = 0x00000010, // always force COMPAT_SHORTTEX for IWAD maps.
GI_COMPATSTAIRS = 0x00000020, // same for stairbuilding
GI_COMPATPOLY1 = 0x00000040, // Hexen's MAP36 needs old polyobject drawing
GI_COMPATPOLY2 = 0x00000080, // so does HEXDD's MAP47
GI_NOTEXTCOLOR = 0x00000100, // Chex Quest 3 would have everything green
GI_IGNORETITLEPATCHES = 0x00000200, // Ignore the map name graphics when not runnning in English language
};
#include "gametype.h"

View File

@ -83,11 +83,11 @@ void FStringTable::LoadLanguage (int lumpnum)
}
if (len == 1 && sc.String[0] == '*')
{
activeMaps.Push(MAKE_ID('*', 0, 0, 0));
activeMaps.Push(global_table);
}
else if (len == 7 && stricmp (sc.String, "default") == 0)
{
activeMaps.Push(MAKE_ID('*', '*', 0, 0));
activeMaps.Push(default_table);
}
else
{
@ -167,18 +167,18 @@ void FStringTable::UpdateLanguage()
auto checkone = [&](uint32_t lang_id)
{
auto list = allStrings.CheckKey(lang_id);
if (list && currentLanguageSet.Find(list) == currentLanguageSet.Size())
currentLanguageSet.Push(list);
if (list && currentLanguageSet.FindEx([&](const auto &element) { return element.first == lang_id; }) == currentLanguageSet.Size())
currentLanguageSet.Push(std::make_pair(lang_id, list));
};
checkone(MAKE_ID('*', '*', '*', 0));
checkone(MAKE_ID('*', 0, 0, 0));
checkone(dehacked_table);
checkone(global_table);
for (int i = 0; i < 4; ++i)
{
checkone(LanguageIDs[i]);
checkone(LanguageIDs[i] & MAKE_ID(0xff, 0xff, 0, 0));
}
checkone(MAKE_ID('*', '*', 0, 0));
checkone(default_table);
}
// Replace \ escape sequences in a string with the escaped characters.
@ -219,7 +219,7 @@ bool FStringTable::exists(const char *name)
FName nm(name, true);
if (nm != NAME_None)
{
uint32_t defaultStrings[] = { MAKE_ID('*', '*', '*', 0), MAKE_ID('*', 0, 0, 0), MAKE_ID('*', '*', 0, 0) };
uint32_t defaultStrings[] = { default_table, global_table, dehacked_table };
for (auto mapid : defaultStrings)
{
@ -235,7 +235,7 @@ bool FStringTable::exists(const char *name)
}
// Finds a string by name and returns its value
const char *FStringTable::operator[] (const char *name) const
const char *FStringTable::GetString(const char *name, uint32_t *langtable) const
{
if (name == nullptr || *name == 0)
{
@ -246,8 +246,12 @@ const char *FStringTable::operator[] (const char *name) const
{
for (auto map : currentLanguageSet)
{
auto item = map->CheckKey(nm);
if (item) return item->GetChars();
auto item = map.second->CheckKey(nm);
if (item)
{
if (langtable) *langtable = map.first;
return item->GetChars();
}
}
}
return nullptr;

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@ -58,25 +58,36 @@ public:
class FStringTable
{
public:
enum : uint32_t
{
default_table = MAKE_ID('*', '*', 0, 0),
global_table = MAKE_ID('*', 0, 0, 0),
dehacked_table = MAKE_ID('*', '*', '*', 0)
};
using LangMap = TMap<uint32_t, StringMap>;
void LoadStrings ();
void UpdateLanguage();
StringMap GetDefaultStrings() { return allStrings[MAKE_ID('*', '*', 0, 0)]; } // Dehacked needs these for comparison
StringMap GetDefaultStrings() { return allStrings[default_table]; } // Dehacked needs these for comparison
void SetDehackedStrings(StringMap && map)
{
allStrings.Insert(MAKE_ID('*', '*', '*', 0), map);
allStrings.Insert(dehacked_table, map);
UpdateLanguage();
}
const char *GetString(const char *name, uint32_t *langtable) const;
const char *operator() (const char *name) const; // Never returns NULL
const char *operator[] (const char *name) const; // Can return NULL
const char *operator[] (const char *name) const
{
return GetString(name, nullptr);
}
bool exists(const char *name);
private:
LangMap allStrings;
TArray<StringMap*> currentLanguageSet;
TArray<std::pair<uint32_t, StringMap*>> currentLanguageSet;
void LoadLanguage (int lumpnum);
static size_t ProcessEscapes (char *str);

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@ -260,8 +260,7 @@ void FLevelLocals::ClearLevelData()
ClearAllSubsectorLinks(); // can't be done as part of the polyobj deletion process.
total_monsters = total_items = total_secrets =
killed_monsters = found_items = found_secrets =
wminfo.maxfrags = 0;
killed_monsters = found_items = found_secrets = 0;
for (int i = 0; i < 4; i++)
{
@ -375,7 +374,6 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
// This is motivated as follows:
Level->maptype = MAPTYPE_UNKNOWN;
wminfo.partime = 180;
if (!savegamerestore)
{

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@ -322,7 +322,7 @@ static FxExpression *StringConstToChar(FxExpression *basex)
int chr = str.GetNextCharacter(position);
// Only succeed if the full string is consumed, i.e. it contains only one code point.
if (position == str.Len())
if (position == (int)str.Len())
{
return new FxConstant(chr, basex->ScriptPosition);
}

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@ -485,7 +485,7 @@ void FString::DeleteLastCharacter()
{
if (Len() == 0) return;
auto pos = Len() - 1;
while (pos > 0 && Chars[pos] >= 0x80 && Chars[pos] < 0xc0) pos--;
while (pos > 0 && uint8_t(Chars[pos]) >= 0x80 && uint8_t(Chars[pos]) < 0xc0) pos--;
if (pos <= 0)
{
Data()->Release();

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@ -760,13 +760,7 @@ void WI_Start(wbstartstruct_t *wbstartstruct)
I_FatalError("Cannot create status screen");
}
}
// Set up some global stuff that is always needed.
auto info = FindLevelInfo(wbstartstruct->next, false);
if (info == nullptr)
{
wbstartstruct->next = "";
}
else wbstartstruct->nextname = info->LookupLevelName();
V_SetBlend(0, 0, 0, 0);
S_StopAllChannels();
for (auto Level : AllLevels())
@ -863,6 +857,7 @@ DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, next_ep);
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, current);
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, next);
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, nextname);
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, thisname);
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, LName0);
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, LName1);
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, maxkills);

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@ -30,6 +30,7 @@
#include "doomdef.h"
class FTexture;
struct FLevelLocals;
//
// INTERMISSION
@ -54,6 +55,7 @@ struct wbstartstruct_t
FString current; // [RH] Name of map just finished
FString next; // next level, [RH] actual map name
FString nextname; // printable name for next level.
FString thisname; // printable name for next level.
FTextureID LName0;
FTextureID LName1;
@ -78,8 +80,6 @@ struct wbstartstruct_t
// Intermission stats.
// Parameters for world map / intermission.
extern wbstartstruct_t wminfo;
// Called by main loop, animate the intermission.
void WI_Ticker ();

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@ -318,6 +318,7 @@ IWad
"DPHOOF","BFGGA0","HEADA1","CYBRA1","SPIDA1D1", "E4M2",
"DMENUPIC", "M_ACPT", "M_CAN", "M_EXITO", "M_CHG"
BannerColors = "54 54 54", "a8 a8 a8"
IgnoreTitlePatches = 1
}
IWad
@ -330,6 +331,7 @@ IWad
Compatibility = "Shorttex"
MustContain = "SMOOSHED", "ANIMDEFS", "LANGUAGE", "MAPINFO", "ENDOOM", "M_DOOM", "TITLEPIC", "TEXTURES"
BannerColors = "a8 00 00", "a8 a8 a8"
IgnoreTitlePatches = 1
}
IWad
@ -345,6 +347,7 @@ IWad
"E3M1","E3M2","E3M3","E3M4","E3M5","E3M6","E3M7","E3M8","E3M9",
"DPHOOF","BFGGA0","HEADA1","CYBRA1","SPIDA1D1", "E4M2"
BannerColors = "54 54 54", "a8 a8 a8"
IgnoreTitlePatches = 1
}
IWad
@ -360,6 +363,7 @@ IWad
"E3M1","E3M2","E3M3","E3M4","E3M5","E3M6","E3M7","E3M8","E3M9",
"DPHOOF","BFGGA0","HEADA1","CYBRA1","SPIDA1D1"
BannerColors = "54 54 54", "a8 a8 a8"
IgnoreTitlePatches = 1
}
IWad
@ -371,6 +375,7 @@ IWad
Compatibility = "Shareware", "Shorttex"
MustContain = "E1M1"
BannerColors = "54 54 54", "a8 a8 a8"
IgnoreTitlePatches = 1
}
IWad
@ -384,6 +389,7 @@ IWad
Compatibility = "Shorttex", "Stairs"
MustContain = "MAP01", "REDTNT2"
BannerColors = "a8 00 00", "a8 a8 a8"
IgnoreTitlePatches = 1
}
IWad
@ -397,6 +403,7 @@ IWad
Compatibility = "Shorttex"
MustContain = "MAP01", "CAMO1"
BannerColors = "a8 00 00", "a8 a8 a8"
IgnoreTitlePatches = 1
}
IWad
@ -411,9 +418,10 @@ IWad
MustContain = "MAP01", "DMENUPIC", "M_ACPT", "M_CAN", "M_EXITO", "M_CHG"
BannerColors = "a8 00 00", "a8 a8 a8"
Load = "nerve.wad"
IgnoreTitlePatches = 1
}
// Doom 2 must be last to be checked becaude MAP01 is its only requirement
// Doom 2 must be last to be checked because MAP01 is its only requirement
IWad
{
Name = "DOOM 2: Hell on Earth"
@ -426,6 +434,7 @@ IWad
MustContain = "MAP01"
BannerColors = "a8 00 00", "a8 a8 a8"
Load = "nerve.wad"
IgnoreTitlePatches = 1
}

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@ -1,6 +1,6 @@
/* U.S. English. (Sorry, it's not English English.) */
[en default]
[default]
SECRETMESSAGE = "A secret is revealed!";

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@ -705,8 +705,7 @@ class StatusScreen abstract play version("2.5")
Sucks = TexMan.CheckForTexture("WISUCKS", TexMan.Type_MiscPatch); // "sucks"
Par = TexMan.CheckForTexture("WIPAR", TexMan.Type_MiscPatch); // "par"
// Use the local level structure which can be overridden by hubs
lnametexts[0] = Level.LevelName;
lnametexts[0] = wbstartstruct.thisname;
lnametexts[1] = wbstartstruct.nextname;
bg = InterBackground.Create(wbs);

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@ -23,6 +23,7 @@ struct WBStartStruct native version("2.4")
native String current; // [RH] Name of map just finished
native String next; // next level, [RH] actual map name
native String nextname; // next level, printable name
native String thisname; // this level, printable name
native TextureID LName0;
native TextureID LName1;

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@ -1,4 +1,4 @@
[en default]
[default]
// Strings from Hexen's IWAD scripts. Technically they are not needed here for English, they are mainly meant to be documentation for translating.