//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include #include #include "compat.h" #include "common_game.h" #include "blood.h" #include "globals.h" #include "endgame.h" #include "inifile.h" #include "levels.h" #include "loadsave.h" #include "messages.h" #include "seq.h" #include "sound.h" #include "view.h" #include "eventq.h" #include "razemenu.h" BEGIN_BLD_NS GAMEOPTIONS gGameOptions; GAMEOPTIONS gSingleGameOptions = { 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 2, 3600, 1800, 1800, 7200 }; EPISODEINFO gEpisodeInfo[kMaxEpisodes+1]; int gSkill = 2; int gEpisodeCount; int gNextLevel; // fixme: let this contain a full level number. char BloodIniFile[BMAX_PATH] = "BLOOD.INI"; bool bINIOverride = false; IniFile *BloodINI; void levelInitINI(const char *pzIni) { if (!fileSystem.FileExists(pzIni)) I_Error("Initialization: %s does not exist", pzIni); BloodINI = new IniFile(pzIni); strncpy(BloodIniFile, pzIni, BMAX_PATH); } void levelOverrideINI(const char *pzIni) { bINIOverride = true; strcpy(BloodIniFile, pzIni); } void levelClearSecrets(void) { gSecretMgr.Clear(); } void levelSetupSecret(int nCount) { gSecretMgr.SetCount(nCount); } void levelTriggerSecret(int nSecret) { gSecretMgr.Found(nSecret); } void CheckSectionAbend(const char *pzSection) { if (!pzSection || !BloodINI->SectionExists(pzSection)) I_Error("Section [%s] expected in BLOOD.INI", pzSection); } void CheckKeyAbend(const char *pzSection, const char *pzKey) { dassert(pzSection != NULL); if (!pzKey || !BloodINI->KeyExists(pzSection, pzKey)) I_Error("Key %s expected in section [%s] of BLOOD.INI", pzKey, pzSection); } void levelLoadMapInfo(IniFile *pIni, MapRecord *pLevelInfo, const char *pzSection, int epinum, int mapnum) { char buffer[16]; pLevelInfo->SetName(pIni->GetKeyString(pzSection, "Title", pLevelInfo->labelName)); pLevelInfo->author = pIni->GetKeyString(pzSection, "Author", ""); pLevelInfo->music = pIni->GetKeyString(pzSection, "Song", ""); DefaultExtension(pLevelInfo->music, ".mid"); pLevelInfo->cdSongId = pIni->GetKeyInt(pzSection, "Track", -1); pLevelInfo->nextLevel = pIni->GetKeyInt(pzSection, "EndingA", -1); pLevelInfo->nextSecret = pIni->GetKeyInt(pzSection, "EndingB", -1); pLevelInfo->fog = pIni->GetKeyInt(pzSection, "Fog", -0); pLevelInfo->weather = pIni->GetKeyInt(pzSection, "Weather", -0); for (int i = 0; i < kMaxMessages; i++) { sprintf(buffer, "Message%d", i+1); auto msg = pIni->GetKeyString(pzSection, buffer, ""); pLevelInfo->AddMessage(i, msg); } } static const char* DefFile(void) { // The command line parser stores this in the CON field. return userConfig.DefaultCon.IsNotEmpty() ? userConfig.DefaultCon.GetChars() : "blood.ini"; } void levelLoadDefaults(void) { char buffer[64]; char buffer2[16]; levelInitINI(DefFile()); memset(gEpisodeInfo, 0, sizeof(gEpisodeInfo)); quoteMgr.InitializeQuote(MUS_INTRO, "PESTIS.MID"); int i; for (i = 0; i < kMaxEpisodes; i++) { sprintf(buffer, "Episode%d", i+1); if (!BloodINI->SectionExists(buffer)) break; EPISODEINFO *pEpisodeInfo = &gEpisodeInfo[i]; auto ep_str = BloodINI->GetKeyString(buffer, "Title", buffer); gVolumeNames[i] = ep_str; // only keep one table for the names. Todo: Consolidate this across games. strncpy(pEpisodeInfo->cutsceneAName, BloodINI->GetKeyString(buffer, "CutSceneA", ""), BMAX_PATH); pEpisodeInfo->at9028 = BloodINI->GetKeyInt(buffer, "CutWavA", -1); if (pEpisodeInfo->at9028 == 0) strncpy(pEpisodeInfo->cutsceneASound, BloodINI->GetKeyString(buffer, "CutWavA", ""), BMAX_PATH); else pEpisodeInfo->cutsceneASound[0] = 0; strncpy(pEpisodeInfo->cutsceneBName, BloodINI->GetKeyString(buffer, "CutSceneB", ""), BMAX_PATH); pEpisodeInfo->at902c = BloodINI->GetKeyInt(buffer, "CutWavB", -1); if (pEpisodeInfo->at902c == 0) strncpy(pEpisodeInfo->cutsceneBSound, BloodINI->GetKeyString(buffer, "CutWavB", ""), BMAX_PATH); else pEpisodeInfo->cutsceneBSound[0] = 0; pEpisodeInfo->bloodbath = BloodINI->GetKeyInt(buffer, "BloodBathOnly", 0); pEpisodeInfo->cutALevel = BloodINI->GetKeyInt(buffer, "CutSceneALevel", 0); if (pEpisodeInfo->cutALevel > 0) pEpisodeInfo->cutALevel--; int j; for (j = 0; j < kMaxLevels; j++) { sprintf(buffer2, "Map%d", j+1); if (!BloodINI->KeyExists(buffer, buffer2)) break; auto pLevelInfo = AllocateMap(); const char *pMap = BloodINI->GetKeyString(buffer, buffer2, NULL); CheckSectionAbend(pMap); pLevelInfo->levelNumber = levelnum(i, j); pLevelInfo->labelName = pMap; pLevelInfo->fileName.Format("%s.map", pMap); levelLoadMapInfo(BloodINI, pLevelInfo, pMap, i, j); } pEpisodeInfo->nLevels = j; } gEpisodeCount = i; } void levelGetNextLevels(int *pnEndingA, int *pnEndingB) { dassert(pnEndingA != NULL && pnEndingB != NULL); int nEndingA = currentLevel->nextLevel; if (nEndingA >= 0) nEndingA--; int nEndingB = currentLevel->nextSecret; if (nEndingB >= 0) nEndingB--; *pnEndingA = nEndingA; *pnEndingB = nEndingB; } void levelEndLevel(int arg) { int nEndingA, nEndingB; auto episode = volfromlevelnum(currentLevel->levelNumber); EPISODEINFO *pEpisodeInfo = &gEpisodeInfo[episode]; gGameOptions.uGameFlags |= GF_AdvanceLevel; levelGetNextLevels(&nEndingA, &nEndingB); switch (arg) { case 0: if (nEndingA == -1) { if (pEpisodeInfo->cutsceneBName[0]) gGameOptions.uGameFlags |= GF_PlayCutscene; gGameOptions.uGameFlags |= GF_EndGame; } else gNextLevel = nEndingA; break; case 1: if (nEndingB == -1) { if (episode + 1 < gEpisodeCount) { if (pEpisodeInfo->cutsceneBName[0]) gGameOptions.uGameFlags |= GF_PlayCutscene; gGameOptions.uGameFlags |= GF_EndGame; } else { gGameOptions.uGameFlags |= GF_AdvanceLevel; } } else gNextLevel = nEndingB; break; } } void levelTryPlayMusic() { FString buffer; if (mus_redbook && currentLevel->cdSongId > 0) buffer.Format("blood%02i.ogg", currentLevel->cdSongId); else { buffer = currentLevel->music; if (Mus_Play(currentLevel->labelName, buffer, true)) return; DefaultExtension(buffer, ".mid"); } if (!Mus_Play(currentLevel->labelName, buffer, true)) { Mus_Play("", "", true); } } class LevelsLoadSave : public LoadSave { virtual void Load(void); virtual void Save(void); }; void LevelsLoadSave::Load(void) { Read(&gNextLevel, sizeof(gNextLevel)); Read(&gGameOptions, sizeof(gGameOptions)); } void LevelsLoadSave::Save(void) { Write(&gNextLevel, sizeof(gNextLevel)); Write(&gGameOptions, sizeof(gGameOptions)); } void LevelsLoadSaveConstruct(void) { new LevelsLoadSave(); } END_BLD_NS