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