raze/source/core/mapinfo.cpp

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/*
** mapinfo.cpp
**
** Map record management
**
**---------------------------------------------------------------------------
** Copyright 2020 Christoph Oelckers
** 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 "c_dispatch.h"
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#include "mapinfo.h"
#include "raze_music.h"
#include "filesystem.h"
#include "printf.h"
#include "gamecontrol.h"
#include "raze_sound.h"
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FString gSkillNames[MAXSKILLS];
int gDefaultVolume = 0, gDefaultSkill = 1;
GlobalCutscenes globalCutscenes;
TArray<ClusterDef> clusters;
TArray<VolumeRecord> volumes;
TArray<TPointer<MapRecord>> mapList; // must be allocated as pointers because it can whack the currentlLevel pointer if this was a flat array.
MapRecord *currentLevel; // level that is currently played.
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MapRecord* lastLevel; // Same here, for the last level.
CCMD(listmaps)
{
for (auto& map : mapList)
{
int lump = fileSystem.FindFile(map->fileName);
if (lump >= 0)
{
int rfnum = fileSystem.GetFileContainer(lump);
Printf("%s - %s (%s)\n", map->LabelName(), map->DisplayName(), fileSystem.GetResourceFileName(rfnum));
}
else
{
Printf("%s - %s (defined but does not exist)\n", map->fileName.GetChars(), map->DisplayName());
}
}
}
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MapRecord *FindMapByName(const char *nm)
{
if (!nm || !*nm) return nullptr;
for (auto& map : mapList)
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{
if (map->labelName.CompareNoCase(nm) == 0)
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{
return map.Data();
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}
}
return nullptr;
}
MapRecord *FindMapByLevelNum(int num)
{
for (auto& map : mapList)
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{
if (map->levelNumber == num)
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{
return map.Data();
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}
}
return nullptr;
}
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VolumeRecord* FindVolume(int index)
{
for (auto& vol : volumes)
{
if (vol.index == index) return &vol;
}
return nullptr;
}
ClusterDef* FindCluster(int index)
{
for (auto& vol : clusters)
{
if (vol.index == index) return &vol;
}
return nullptr;
}
ClusterDef* AllocateCluster()
{
return &clusters[clusters.Reserve(1)];
}
VolumeRecord* AllocateVolume()
{
return &volumes[volumes.Reserve(1)];
}
MapRecord* FindMapByIndexOnly(int cluster, int num)
{
int levelnum = makelevelnum(cluster, num);
for (auto& map : mapList)
{
if (map->levelNumber == levelnum) return map.Data();
}
return nullptr;
}
MapRecord* FindMapByIndex(int cluster, int num)
{
auto map = FindMapByLevelNum(num);
if (!map && num < 1000) map = FindMapByLevelNum(makelevelnum(cluster, num));
return map;
}
MapRecord* FindNextMap(MapRecord* thismap)
{
MapRecord* next = nullptr;
if (!thismap->NextMap.Compare("-")) return nullptr; // '-' means to forcibly end the game here.
if (thismap->NextMap.IsNotEmpty()) next = FindMapByName(thismap->NextMap);
if (!next) next = FindMapByLevelNum(thismap->levelNumber + 1);
return next;
}
MapRecord* FindNextSecretMap(MapRecord* thismap)
{
MapRecord* next = nullptr;
if (!thismap->NextSecret.Compare("-")) return nullptr; // '-' means to forcibly end the game here.
if (thismap->NextSecret.IsNotEmpty()) next = FindMapByName(thismap->NextSecret);
return next? next : FindNextMap(thismap);
}
bool SetMusicForMap(const char* mapname, const char* music, bool namehack)
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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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{
if (!stricmp(mapname, specials[i]))
{
if (specialmusic.Size() <= i) specialmusic.Resize(i + 1);
specialmusic[i] = music;
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return true;
}
}
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.
if (index == nullptr && namehack)
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{
int lev, ep;
signed char b1, b2;
int numMatches = sscanf(mapname, "%c%d%c%d", &b1, &ep, &b2, &lev);
if (numMatches != 4 || toupper(b1) != 'E' || toupper(b2) != 'L')
return false;
index = FindMapByIndexOnly(ep, lev);
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}
if (index != nullptr)
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{
index->music = music;
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return true;
}
return false;
}
MapRecord *AllocateMap()
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{
auto&p = mapList[mapList.Reserve(1)];
p.Alloc();
return p.Data();
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}
MapRecord* SetupUserMap(const char* boardfilename, const char *defaultmusic)
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{
if (g_gameType & GAMEFLAG_SHAREWARE)
{
Printf(PRINT_BOLD, "Cannot use user maps in shareware.\n");
return nullptr;
}
for (auto& map : mapList)
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{
if (map->fileName.CompareNoCase(boardfilename) == 0)
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{
return map.Data();
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}
}
if (!fileSystem.FileExists(boardfilename))
{
Printf(TEXTCOLOR_RED "map: file \"%s\" not found.\n", boardfilename);
return nullptr;
}
auto map = AllocateMap();
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map->name = "";
map->SetFileName(boardfilename);
map->flags = MI_USERMAP|MI_FORCEEOG;
map->music = G_SetupFilenameBasedMusic(boardfilename, defaultmusic);
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return map;
}