raze/source/blood/src/levels.cpp
Christoph Oelckers 1579bec714 - Blood: got rid of ThrowError.
Use I_Error directly.
2020-10-11 14:30:44 +02:00

277 lines
8.1 KiB
C++

//-------------------------------------------------------------------------
/*
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 <stdlib.h>
#include <string.h>
#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