raze/source/games/blood/src/levels.cpp

258 lines
8.6 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 "blood.h"
#include "inifile.h"
#include "razemenu.h"
BEGIN_BLD_NS
GAMEOPTIONS gGameOptions;
GAMEOPTIONS gSingleGameOptions = {
0, 2, 0, 0, 0, 0, 0, 0, 2, 3600, 1800, 1800, 7200
};
int gSkill = 2;
MapRecord* gNextLevel;
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-1);
}
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)
{
assert(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, int* nextmap, int* nextsecret)
{
char buffer[16];
pLevelInfo->SetName(pIni->GetKeyString(pzSection, "Title", pLevelInfo->labelName));
pLevelInfo->Author = pIni->GetKeyString(pzSection, "Author", "");
pLevelInfo->music = pIni->GetKeyString(pzSection, "Song", ""); if (pLevelInfo->music.IsNotEmpty()) DefaultExtension(pLevelInfo->music, ".mid");
pLevelInfo->cdSongId = pIni->GetKeyInt(pzSection, "Track", -1);
*nextmap = pIni->GetKeyInt(pzSection, "EndingA", 0);
*nextsecret = pIni->GetKeyInt(pzSection, "EndingB", 0);
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)
{
int found = -1;
if (userConfig.DefaultCon.IsEmpty() || userConfig.DefaultCon.CompareNoCase("blood.ini") == 0)
{
int numlumps = fileSystem.GetNumEntries();
for (int i = numlumps - 1; i >= 0; i--)
{
int fileno = fileSystem.GetFileContainer(i);
if (fileno != -1 && fileno <= fileSystem.GetMaxIwadNum()) continue;
FString fn = fileSystem.GetFileFullName(i, false);
FString ext = fn.Right(4);
if (ext.CompareNoCase(".ini") == 0)
{
if (fileSystem.CheckNumForFullName(fn) != i) continue;
if (found == -1)
{
IniFile inif(fn);
for (int j = 1; j <= 6; j++)
{
FStringf key("Episode%d", j);
if (inif.SectionExists(key))
{
found = i;
break;
}
}
}
else
{
found = -1;
break;
}
}
}
}
if (found >= 0) return fileSystem.GetFileFullName(found);
// The command line parser stores this in the CON field.
return userConfig.DefaultCon.IsNotEmpty() ? userConfig.DefaultCon.GetChars() : "blood.ini";
}
static FString cleanPath(const char* pth)
{
FString path = pth;
FixPathSeperator(path);
if (fileSystem.FileExists(path)) return path;
if (path.Len() > 3 && path[1] == ':' && isalpha(path[0]) && path[2] == '/')
{
path = path.Mid(3);
if (fileSystem.FileExists(path)) return path;
}
// optionally strip the first path component to account for poor logic of the DOS EXE.
auto pos = path.IndexOf("/");
if (pos >= 0)
{
auto npath = path.Mid(pos + 1);
if (fileSystem.FileExists(npath)) return npath;
}
return path;
}
void levelLoadDefaults(void)
{
char buffer[64];
char buffer2[16];
int cutALevel = 0;
levelInitINI(DefFile());
int i;
for (i = 1; i <= kMaxEpisodes; i++)
{
sprintf(buffer, "Episode%d", i);
if (!BloodINI->SectionExists(buffer))
break;
auto cluster = MustFindCluster(i);
auto volume = MustFindVolume(i);
CutsceneDef &csB = cluster->outro;
FString ep_str = BloodINI->GetKeyString(buffer, "Title", buffer);
ep_str.StripRight();
cluster->name = volume->name = FStringTable::MakeMacro(ep_str);
if (i > 1) volume->flags |= VF_SHAREWARELOCK;
if (BloodINI->GetKeyInt(buffer, "BloodBathOnly", 0)) volume->flags |= VF_HIDEFROMSP;
csB.video = cleanPath(BloodINI->GetKeyString(buffer, "CutSceneB", ""));
int soundint = BloodINI->GetKeyInt(buffer, "CutWavB", -1);
if (soundint > 0) csB.soundID = soundint + 0x40000000;
else csB.soundName = cleanPath(BloodINI->GetKeyString(buffer, "CutWavB", ""));
//pEpisodeInfo->bloodbath = BloodINI->GetKeyInt(buffer, "BloodBathOnly", 0);
cutALevel = BloodINI->GetKeyInt(buffer, "CutSceneALevel", 0);
if (cutALevel < 1) cutALevel = 1;
int nextmaps[kMaxLevels]{}, nextsecrets[kMaxLevels]{};
for (int j = 1; j <= kMaxLevels; j++)
{
sprintf(buffer2, "Map%d", j);
if (!BloodINI->KeyExists(buffer, buffer2))
break;
auto pLevelInfo = AllocateMap();
const char *pMap = BloodINI->GetKeyString(buffer, buffer2, NULL);
CheckSectionAbend(pMap);
SetLevelNum(pLevelInfo, makelevelnum(i, j));
pLevelInfo->cluster = i;
pLevelInfo->labelName = pMap;
if (j == 1) volume->startmap = pLevelInfo->labelName;
pLevelInfo->fileName.Format("%s.map", pMap);
levelLoadMapInfo(BloodINI, pLevelInfo, pMap, i, j, &nextmaps[j - 1], &nextsecrets[j - 1]);
if (j == cutALevel)
{
CutsceneDef& csA = pLevelInfo->intro;
csA.video = cleanPath(BloodINI->GetKeyString(buffer, "CutSceneA", ""));
int soundint = BloodINI->GetKeyInt(buffer, "CutWavA", -1);
if (soundint > 0) csA.soundID = soundint + 0x40000000;
else csA.soundName = cleanPath(BloodINI->GetKeyString(buffer, "CutWavA", ""));
}
}
// Now resolve the level links
for (int j = 1; j <= kMaxLevels; j++)
{
auto map = FindMapByIndexOnly(i, j);
if (map)
{
if (nextmaps[j - 1] > 0)
{
auto nmap = FindMapByIndexOnly(i, nextmaps[j - 1]);
if (nmap) map->NextMap = nmap->labelName;
else map->NextMap = "-";
}
else map->NextMap = "-";
if (nextsecrets[j - 1] > 0)
{
auto nmap = FindMapByIndexOnly(i, nextsecrets[j - 1]);
if (nmap) map->NextSecret = nmap->labelName;
else map->NextSecret = "-";
}
else map->NextSecret = "-";
}
}
}
}
void levelEndLevel(int secret)
{
gGameOptions.uGameFlags |= GF_AdvanceLevel;
if (!secret) gNextLevel = FindNextMap(currentLevel);
else gNextLevel = FindNextSecretMap(currentLevel);
}
void levelTryPlayMusic()
{
FString buffer;
if (mus_redbook && currentLevel->cdSongId > 0)
buffer.Format("blood%02i.ogg", currentLevel->cdSongId);
else
{
buffer = currentLevel->music;
if (Mus_Play(buffer, true)) return;
if (buffer.IsNotEmpty()) DefaultExtension(buffer, ".mid");
}
if (!Mus_Play(buffer, true))
{
Mus_Play("", true);
}
}
END_BLD_NS