/* ** gi.cpp ** Holds same game-dependant info ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include "info.h" #include "gi.h" #include "m_fixed.h" #include "v_palette.h" #include "sc_man.h" #include "w_wad.h" #include "i_system.h" #include "v_video.h" #include "g_level.h" gameinfo_t gameinfo; const char *GameNames[17] = { NULL, "Doom", "Heretic", NULL, "Hexen", NULL, NULL, NULL, "Strife", NULL, NULL, NULL, NULL, NULL, NULL, NULL, "Chex" }; static gameborder_t DoomBorder = { 8, 8, "brdr_tl", "brdr_t", "brdr_tr", "brdr_l", "brdr_r", "brdr_bl", "brdr_b", "brdr_br" }; static gameborder_t HereticBorder = { 4, 16, "bordtl", "bordt", "bordtr", "bordl", "bordr", "bordbl", "bordb", "bordbr" }; static gameborder_t StrifeBorder = { 8, 8, "brdr_tl", "brdr_t", "brdr_tr", "brdr_l", "brdr_r", "brdr_bl", "brdr_b", "brdr_br" }; // Custom GAMEINFO ------------------------------------------------------------ const char* GameInfoBoarders[] = { "DoomBorder", "HereticBorder", "StrifeBorder", NULL }; #define GAMEINFOKEY_CSTRING(key, variable, length) \ else if(nextKey.CompareNoCase(variable) == 0) \ { \ sc.MustGetToken(TK_StringConst); \ if(strlen(sc.String) > length) \ { \ sc.ScriptError("Value for '%s' can not be longer than %d characters.", #key, length); \ } \ strcpy(gameinfo.key, sc.String); \ } #define GAMEINFOKEY_STRINGARRAY(key, variable, length) \ else if(nextKey.CompareNoCase(variable) == 0) \ { \ gameinfo.key.Clear(); \ do \ { \ sc.MustGetToken(TK_StringConst); \ if(length > 0 && strlen(sc.String) > length) \ { \ sc.ScriptError("Value for '%s' can not be longer than %d characters.", #key, length); \ } \ gameinfo.key[gameinfo.key.Reserve(1)] = sc.String; \ } \ while (sc.CheckToken(',')); \ } #define GAMEINFOKEY_STRING(key, variable) \ else if(nextKey.CompareNoCase(variable) == 0) \ { \ sc.MustGetToken(TK_StringConst); \ gameinfo.key = sc.String; \ } #define GAMEINFOKEY_INT(key, variable) \ else if(nextKey.CompareNoCase(variable) == 0) \ { \ sc.MustGetNumber(); \ gameinfo.key = sc.Number; \ } #define GAMEINFOKEY_FLOAT(key, variable) \ else if(nextKey.CompareNoCase(variable) == 0) \ { \ sc.MustGetFloat(); \ gameinfo.key = static_cast (sc.Float); \ } #define GAMEINFOKEY_FIXED(key, variable) \ else if(nextKey.CompareNoCase(variable) == 0) \ { \ sc.MustGetFloat(); \ gameinfo.key = static_cast (sc.Float*FRACUNIT); \ } #define GAMEINFOKEY_COLOR(key, variable) \ else if(nextKey.CompareNoCase(variable) == 0) \ { \ sc.MustGetToken(TK_StringConst); \ FString color = sc.String; \ FString colorName = V_GetColorStringByName(color); \ if(!colorName.IsEmpty()) \ color = colorName; \ gameinfo.key = V_GetColorFromString(NULL, color); \ } #define GAMEINFOKEY_BOOL(key, variable) \ else if(nextKey.CompareNoCase(variable) == 0) \ { \ if(sc.CheckToken(TK_False)) \ gameinfo.key = false; \ else \ { \ sc.MustGetToken(TK_True); \ gameinfo.key = true; \ } \ } void FMapInfoParser::ParseGameInfo() { sc.MustGetToken('{'); while(sc.GetToken()) { if (sc.TokenType == '}') return; sc.TokenMustBe(TK_Identifier); FString nextKey = sc.String; sc.MustGetToken('='); if (nextKey.CompareNoCase("weaponslot") == 0) { sc.MustGetToken(TK_IntConst); if (sc.Number < 0 || sc.Number >= 10) { sc.ScriptError("Weapon slot index must be in range [0..9].\n"); } int i = sc.Number; gameinfo.DefaultWeaponSlots[i].Clear(); sc.MustGetToken(','); do { sc.MustGetString(); FName val = sc.String; gameinfo.DefaultWeaponSlots[i].Push(val); } while (sc.CheckToken(',')); } else if(nextKey.CompareNoCase("border") == 0) { if(sc.CheckToken(TK_Identifier)) { switch(sc.MustMatchString(GameInfoBoarders)) { default: gameinfo.border = &DoomBorder; break; case 1: gameinfo.border = &HereticBorder; break; case 2: gameinfo.border = &StrifeBorder; break; } } else { // border = {size, offset, tr, t, tl, r, l ,br, b, bl}; char *graphics[8] = {DoomBorder.tr, DoomBorder.t, DoomBorder.tl, DoomBorder.r, DoomBorder.l, DoomBorder.br, DoomBorder.b, DoomBorder.bl}; sc.MustGetToken(TK_IntConst); DoomBorder.offset = sc.Number; sc.MustGetToken(','); sc.MustGetToken(TK_IntConst); DoomBorder.size = sc.Number; for(int i = 0;i < 8;i++) { sc.MustGetToken(','); sc.MustGetToken(TK_StringConst); int len = int(strlen(sc.String)); if(len > 8) sc.ScriptError("Border graphic can not be more than 8 characters long.\n"); memcpy(graphics[i], sc.String, len); if(len < 8) // end with a null byte if the string is less than 8 chars. graphics[i][len] = 0; } } } else if(nextKey.CompareNoCase("armoricons") == 0) { sc.MustGetToken(TK_StringConst); strncpy(gameinfo.ArmorIcon1, sc.String, 8); gameinfo.ArmorIcon1[8] = 0; if (sc.CheckToken(',')) { sc.MustGetToken(TK_FloatConst); gameinfo.Armor2Percent = FLOAT2FIXED(sc.Float); sc.MustGetToken(','); sc.MustGetToken(TK_StringConst); strncpy(gameinfo.ArmorIcon2, sc.String, 8); gameinfo.ArmorIcon2[8] = 0; } } // Insert valid keys here. GAMEINFOKEY_CSTRING(titlePage, "titlePage", 8) GAMEINFOKEY_STRINGARRAY(creditPages, "creditPage", 8) GAMEINFOKEY_STRING(titleMusic, "titleMusic") GAMEINFOKEY_FLOAT(titleTime, "titleTime") GAMEINFOKEY_FLOAT(advisoryTime, "advisoryTime") GAMEINFOKEY_FLOAT(pageTime, "pageTime") GAMEINFOKEY_STRING(chatSound, "chatSound") GAMEINFOKEY_STRING(finaleMusic, "finaleMusic") GAMEINFOKEY_CSTRING(finaleFlat, "finaleFlat", 8) GAMEINFOKEY_STRINGARRAY(finalePages, "finalePage", 8) GAMEINFOKEY_STRINGARRAY(infoPages, "infoPage", 8) GAMEINFOKEY_STRING(quitSound, "quitSound") GAMEINFOKEY_CSTRING(borderFlat, "borderFlat", 8) GAMEINFOKEY_FIXED(telefogheight, "telefogheight") GAMEINFOKEY_INT(defKickback, "defKickback") GAMEINFOKEY_CSTRING(SkyFlatName, "SkyFlatName", 8) GAMEINFOKEY_STRING(translator, "translator") GAMEINFOKEY_COLOR(pickupcolor, "pickupcolor") GAMEINFOKEY_COLOR(defaultbloodcolor, "defaultbloodcolor") GAMEINFOKEY_COLOR(defaultbloodparticlecolor, "defaultbloodparticlecolor") GAMEINFOKEY_STRING(backpacktype, "backpacktype") GAMEINFOKEY_STRING(statusbar, "statusbar") GAMEINFOKEY_STRING(intermissionMusic, "intermissionMusic") GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic") GAMEINFOKEY_BOOL(drawreadthis, "drawreadthis") GAMEINFOKEY_BOOL(intermissioncounter, "intermissioncounter") GAMEINFOKEY_COLOR(dimcolor, "dimcolor") GAMEINFOKEY_FLOAT(dimamount, "dimamount") GAMEINFOKEY_INT(definventorymaxamount, "definventorymaxamount") GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime") GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime") GAMEINFOKEY_INT(defaultdropstyle, "defaultdropstyle") GAMEINFOKEY_CSTRING(Endoom, "endoom", 8) GAMEINFOKEY_INT(player5start, "player5start") GAMEINFOKEY_STRINGARRAY(quitmessages, "quitmessages", 0) GAMEINFOKEY_STRING(mTitleColor, "menufontcolor_title") GAMEINFOKEY_STRING(mFontColor, "menufontcolor_label") GAMEINFOKEY_STRING(mFontColorValue, "menufontcolor_value") GAMEINFOKEY_STRING(mFontColorMore, "menufontcolor_action") GAMEINFOKEY_STRING(mFontColorHeader, "menufontcolor_header") GAMEINFOKEY_STRING(mFontColorHighlight, "menufontcolor_highlight") GAMEINFOKEY_STRING(mFontColorSelection, "menufontcolor_selection") GAMEINFOKEY_CSTRING(mBackButton, "menubackbutton", 8) else { // ignore unkown keys. sc.UnGet(); SkipToNext(); } } } const char *gameinfo_t::GetFinalePage(unsigned int num) const { if (finalePages.Size() == 0) return "-NOFLAT-"; else if (num < 1 || num > finalePages.Size()) return finalePages[0]; else return finalePages[num-1]; }