mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
ab9c532d89
This makes it a lot easier to debug and test than binary blobs.
173 lines
4.3 KiB
C++
173 lines
4.3 KiB
C++
#include "c_dispatch.h"
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#include "cache1d.h"
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#include "printf.h"
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#include "v_text.h"
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#include "tarray.h"
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#include "c_cvars.h"
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#include "v_font.h"
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#include "v_draw.h"
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#include "sjson.h"
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#include "savegamehelp.h"
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// Unlike in GZDoom we have to maintain this list here, because we got different game frontents that all store this info differently.
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// So the games will have to report the credited secrets so that this code can keep track of how to display them.
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static TArray<int> discovered_secrets;
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CVAR(Bool, secret_notify, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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FString mapfile, maptitle;
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//-----------------------------------------------------------------------------
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//
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// Print secret info (submitted by Karl Murks)
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//
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//-----------------------------------------------------------------------------
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static void PrintSecretString(const char *string, bool thislevel)
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{
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const char *colstr = thislevel? TEXTCOLOR_YELLOW : TEXTCOLOR_CYAN;
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if (string != NULL)
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{
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if (*string == '$')
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{
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if (string[1] == 'S' || string[1] == 's')
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{
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auto secnum = (unsigned)strtoull(string+2, (char**)&string, 10);
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if (*string == ';') string++;
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colstr = discovered_secrets.Find(secnum) == discovered_secrets.Size() ? TEXTCOLOR_RED : TEXTCOLOR_GREEN;
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}
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}
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auto brok = V_BreakLines(NewConsoleFont, screen->GetWidth()*95/100, string);
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for (auto &line : brok)
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{
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Printf("%s%s\n", colstr, line.Text.GetChars());
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}
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}
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}
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//============================================================================
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//
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// Print secret hints
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//
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//============================================================================
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CCMD(secret)
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{
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const char *mapname = argv.argc() < 2? mapfile.GetChars() : argv[1];
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bool thislevel = !stricmp(mapname, mapfile.GetChars());
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bool foundsome = false;
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int lumpno=fileSystem.FindFile("secrets.txt");
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if (lumpno < 0) return;
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auto lump = fileSystem.OpenFileReader(lumpno);
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FString maphdr;
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maphdr.Format("[%s]", mapname);
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FString linebuild;
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char readbuffer[1024];
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bool inlevel = false;
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while (lump.Gets(readbuffer, 1024))
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{
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if (!inlevel)
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{
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if (readbuffer[0] == '[')
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{
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inlevel = !strnicmp(readbuffer, maphdr, maphdr.Len());
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if (!foundsome)
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{
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FString levelname;
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if (thislevel) levelname.Format("%s - %s", mapname, maptitle.GetChars());
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else levelname = mapname;
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Printf(TEXTCOLOR_YELLOW "%s\n", levelname.GetChars());
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size_t llen = levelname.Len();
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levelname = "";
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for(size_t ii=0; ii<llen; ii++) levelname += '-';
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Printf(TEXTCOLOR_YELLOW "%s\n", levelname.GetChars());
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foundsome = true;
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}
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}
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continue;
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}
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else
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{
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if (readbuffer[0] != '[')
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{
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linebuild += readbuffer;
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if (linebuild.Len() < 1023 || linebuild[1022] == '\n')
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{
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// line complete so print it.
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linebuild.Substitute("\r", "");
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linebuild.StripRight(" \t\n");
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PrintSecretString(linebuild, thislevel);
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linebuild = "";
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}
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}
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else inlevel = false;
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}
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}
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}
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void SECRET_Save()
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{
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sjson_context* ctx = sjson_create_context(0, 0, NULL);
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if (!ctx)
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{
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return;
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}
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sjson_node* root = sjson_mkobject(ctx);
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sjson_put_ints(ctx, root, "secrets", discovered_secrets.Data(), discovered_secrets.Size());
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char* encoded = sjson_stringify(ctx, root, " ");
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FileWriter* fil = WriteSavegameChunk("secrets.json");
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if (!fil)
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{
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sjson_destroy_context(ctx);
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return;
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}
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fil->Write(encoded, strlen(encoded));
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sjson_free_string(ctx, encoded);
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sjson_destroy_context(ctx);
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}
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bool SECRET_Load()
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{
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auto fil = ReadSavegameChunk("statistics.json");
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if (!fil.isOpen())
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{
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return false;
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}
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auto text = fil.ReadPadded(1);
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fil.Close();
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if (text.Size() == 0)
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{
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return false;
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}
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sjson_context* ctx = sjson_create_context(0, 0, NULL);
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sjson_node* root = sjson_decode(ctx, (const char*)text.Data());
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discovered_secrets.Resize(1000); // Retarted interface alert
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int realsize = sjson_get_ints(discovered_secrets.Data(), 1000, root, "secrets");
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discovered_secrets.Resize(realsize);
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sjson_destroy_context(ctx);
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return true;
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}
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void SECRET_SetMapName(const char *filename, const char *_maptitle)
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{
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mapfile = filename;
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maptitle = _maptitle;
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}
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void SECRET_Trigger(int num)
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{
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if (secret_notify) Printf(PRINT_NONOTIFY, "Secret #%d found\n", num);
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if (discovered_secrets.Find(num) == discovered_secrets.Size())
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discovered_secrets.Push(num);
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}
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