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fs2open.github.com/code/mod_table/mod_table.cpp
T
asarium 5c07d181ad Test Windows compilation with Travis CI
Travis CI recently added support for running builds in Windows. This
adds support for testing compilation on Windows using that feature.

The newer version of Visual Studio and MinGW required some code changes
and an update of Google Test which is included in this commit.
2018-10-20 23:44:10 +02:00

477 lines
15 KiB
C++

/*
* Created by Hassan "Karajorma" Kazmi for the FreeSpace2 Source Code Project.
* You may not sell or otherwise commercially exploit the source or things you
* create based on the source.
*/
#include "gamesnd/eventmusic.h"
#include "def_files/def_files.h"
#include "globalincs/version.h"
#include "localization/localize.h"
#include "mission/missioncampaign.h"
#include "mission/missionload.h"
#include "mission/missionmessage.h"
#include "missionui/fictionviewer.h"
#include "mod_table/mod_table.h"
#include "parse/parselo.h"
#include "sound/sound.h"
#include "playerman/player.h"
int Directive_wait_time;
bool True_loop_argument_sexps;
bool Fixed_turret_collisions;
bool Damage_impacted_subsystem_first;
bool Cutscene_camera_displays_hud;
bool Alternate_chaining_behavior;
int Default_ship_select_effect;
int Default_weapon_select_effect;
int Default_fiction_viewer_ui;
bool Enable_external_shaders;
bool Enable_external_default_scripts;
int Default_detail_level;
bool Full_color_head_anis;
bool Weapons_inherit_parent_collision_group;
bool Flight_controls_follow_eyepoint_orientation;
int FS2NetD_port;
float Briefing_window_FOV;
bool Disable_hc_message_ani;
bool Red_alert_applies_to_delayed_ships;
bool Beams_use_damage_factors;
float Generic_pain_flash_factor;
float Shield_pain_flash_factor;
gameversion::version Targetted_version; // Defaults to retail
SCP_string Window_title;
bool Unicode_text_mode;
SCP_string Movie_subtitle_font;
bool Enable_scripts_in_fred; // By default FRED does not initialize the scripting system
SCP_string Window_icon_path;
bool Disable_built_in_translations;
bool Weapon_shockwaves_respect_huge;
void parse_mod_table(const char *filename)
{
// SCP_vector<SCP_string> lines;
try
{
if (filename == NULL)
read_file_text_from_default(defaults_get_file("game_settings.tbl"));
else
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
// start parsing
optional_string("#GAME SETTINGS");
if (optional_string("$Minimum version:") || optional_string("$Target Version:")) {
Targetted_version = gameversion::parse_version();
mprintf(("Game Settings Table: Parsed target version of %s\n", gameversion::format_version(Targetted_version).c_str()));
if (!gameversion::check_at_least(Targetted_version)) {
Error(LOCATION, "This modification needs at least version %s of FreeSpace Open. However, the current is only %s!",
gameversion::format_version(Targetted_version).c_str(),
gameversion::format_version(gameversion::get_executable_version()).c_str());
}
}
if (optional_string("$Window title:")) {
stuff_string(Window_title, F_NAME);
}
if (optional_string("$Window icon:")) {
stuff_string(Window_icon_path, F_NAME);
}
if (optional_string("$Unicode mode:")) {
stuff_boolean(&Unicode_text_mode);
mprintf(("Game settings table: Unicode mode: %s\n", Unicode_text_mode ? "yes" : "no"));
}
optional_string("#CAMPAIGN SETTINGS");
if (optional_string("$Default Campaign File Name:")) {
char temp[MAX_FILENAME_LEN];
stuff_string(temp, F_NAME, MAX_FILENAME_LEN);
// remove extension?
if (drop_extension(temp)) {
mprintf(("Game Settings Table: Removed extension on default campaign file name %s\n", temp));
}
// check length
size_t maxlen = (MAX_FILENAME_LEN - 4);
auto len = strlen(temp);
if (len > maxlen) {
error_display(0, "Token too long: [%s]. Length = " SIZE_T_ARG ". Max is " SIZE_T_ARG ".", temp, len, maxlen);
temp[maxlen] = 0;
}
strcpy_s(Default_campaign_file_name, temp);
}
if (optional_string("#Ignored Campaign File Names")) {
SCP_string campaign_name;
while (optional_string("$Campaign File Name:")) {
stuff_string(campaign_name, F_NAME);
// remove extension?
if (drop_extension(campaign_name)) {
mprintf(("Game Settings Table: Removed extension on ignored campaign file name %s\n", campaign_name.c_str()));
}
// we want case-insensitive matching, so make this lowercase
std::transform(campaign_name.begin(), campaign_name.end(), campaign_name.begin(),
[](char c) { return (char)::tolower(c); });
Ignored_campaigns.push_back(campaign_name);
}
}
// Note: this feature does not ignore missions that are contained in campaigns
if (optional_string("#Ignored Mission File Names")) {
SCP_string mission_name;
while (optional_string("$Mission File Name:")) {
stuff_string(mission_name, F_NAME);
// remove extension?
if (drop_extension(mission_name)) {
mprintf(("Game Settings Table: Removed extension on ignored mission file name %s\n", mission_name.c_str()));
}
// we want case-insensitive matching, so make this lowercase
std::transform(mission_name.begin(), mission_name.end(), mission_name.begin(),
[](char c) { return (char)::tolower(c); });
Ignored_missions.push_back(mission_name);
}
}
if (optional_string("$Red-alert applies to delayed ships:")) {
stuff_boolean(&Red_alert_applies_to_delayed_ships);
if (Red_alert_applies_to_delayed_ships) {
mprintf(("Game Settings Table: Red-alert stats will be loaded for ships that arrive later in missions\n"));
}
else {
mprintf(("Game Settings Table: Red-alert stats will NOT be loaded for ships that arrive later in missions (this is retail behavior)\n"));
}
}
optional_string("#HUD SETTINGS");
// how long should the game wait before displaying a directive?
if (optional_string("$Directive Wait Time:")) {
stuff_int(&Directive_wait_time);
}
if (optional_string("$Cutscene camera displays HUD:")) {
stuff_boolean(&Cutscene_camera_displays_hud);
}
// compatibility
if (optional_string("$Cutscene camera disables HUD:")) {
mprintf(("Game Settings Table: \"$$Cutscene camera disables HUD\" is deprecated in favor of \"$Cutscene camera displays HUD\"\n"));
bool temp;
stuff_boolean(&temp);
Cutscene_camera_displays_hud = !temp;
}
if (optional_string("$Full color head animations:")) {
stuff_boolean(&Full_color_head_anis);
}
// compatibility
if (optional_string("$Color head animations with hud colors:")) {
mprintf(("Game Settings Table: \"$Color head animations with hud colors\" is deprecated in favor of \"$Full color head animations\"\n"));
bool temp;
stuff_boolean(&temp);
Full_color_head_anis = !temp;
}
optional_string("#SEXP SETTINGS");
if (optional_string("$Loop SEXPs Then Arguments:")) {
stuff_boolean(&True_loop_argument_sexps);
if (True_loop_argument_sexps) {
mprintf(("Game Settings Table: Using Reversed Loops For SEXP Arguments\n"));
}
else {
mprintf(("Game Settings Table: Using Standard Loops For SEXP Arguments\n"));
}
}
if (optional_string("$Use Alternate Chaining Behavior:")) {
stuff_boolean(&Alternate_chaining_behavior);
if (Alternate_chaining_behavior) {
mprintf(("Game Settings Table: Using alternate event chaining behavior\n"));
}
else {
mprintf(("Game Settings Table: Using standard event chaining behavior\n"));
}
}
optional_string("#GRAPHICS SETTINGS");
if (optional_string("$Enable External Shaders:")) {
stuff_boolean(&Enable_external_shaders);
if (Enable_external_shaders)
mprintf(("Game Settings Table: External shaders are enabled\n"));
else
mprintf(("Game Settings Table: External shaders are DISABLED\n"));
}
if (optional_string("$Default Detail Level:")) {
int detail_level;
stuff_int(&detail_level);
mprintf(("Game Settings Table: Setting default detail level to %i of %i-%i\n", detail_level, 0, NUM_DEFAULT_DETAIL_LEVELS - 1));
if (detail_level < 0 || detail_level > NUM_DEFAULT_DETAIL_LEVELS - 1) {
error_display(0, "Invalid detail level: %i, setting to %i", detail_level, Default_detail_level);
}
else {
Default_detail_level = detail_level;
}
}
if (optional_string("$Briefing Window FOV:")) {
float fov;
stuff_float(&fov);
mprintf(("Game Settings Table: Setting briefing window FOV from %f to %f\n", Briefing_window_FOV, fov));
Briefing_window_FOV = fov;
}
if (optional_string("$Generic Pain Flash Factor:")) {
stuff_float(&Generic_pain_flash_factor);
if (Generic_pain_flash_factor != 1.0f)
mprintf(("Game Settings Table: Setting generic pain flash factor to %.2f\n", Generic_pain_flash_factor));
}
if (optional_string("$Shield Pain Flash Factor:")) {
stuff_float(&Shield_pain_flash_factor);
if (Shield_pain_flash_factor != 0.0f)
mprintf(("Game Settings Table: Setting shield pain flash factor to %.2f\n", Shield_pain_flash_factor));
}
if (optional_string("$BMPMAN Slot Limit:")) {
int tmp;
stuff_int(&tmp);
mprintf(("Game Settings Table: $BMPMAN Slot Limit is deprecated and should be removed. It is not needed anymore.\n"));
}
optional_string("#NETWORK SETTINGS");
if (optional_string("$FS2NetD port:")) {
stuff_int(&FS2NetD_port);
if (FS2NetD_port)
mprintf(("Game Settings Table: FS2NetD connecting to port %i\n", FS2NetD_port));
}
optional_string("#SOUND SETTINGS");
if (optional_string("$Default Sound Volume:")) {
stuff_float(&Master_sound_volume);
}
if (optional_string("$Default Music Volume:")) {
stuff_float(&Master_event_music_volume);
}
if (optional_string("$Default Voice Volume:")) {
stuff_float(&Master_voice_volume);
}
optional_string("#FRED SETTINGS");
if (optional_string("$Disable Hard Coded Message Head Ani Files:")) {
stuff_boolean(&Disable_hc_message_ani);
if (Disable_hc_message_ani) {
mprintf(("Game Settings Table: FRED - Disabling Hard Coded Message Ani Files\n"));
}
else {
mprintf(("Game Settings Table: FRED - Using Hard Coded Message Ani Files\n"));
}
}
if (optional_string("$Enable scripting in FRED:")) {
stuff_boolean(&Enable_scripts_in_fred);
if (Enable_scripts_in_fred) {
mprintf(("Game Settings Table: FRED - Scripts will be executed when running FRED.\n"));
}
else {
mprintf(("Game Settings Table: FRED - Scripts will not be executed when running FRED.\n"));
}
}
optional_string("#OTHER SETTINGS");
if (optional_string("$Fixed Turret Collisions:")) {
stuff_boolean(&Fixed_turret_collisions);
}
if (optional_string("$Damage Impacted Subsystem First:")) {
stuff_boolean(&Damage_impacted_subsystem_first);
}
if (optional_string("$Default ship select effect:")) {
char effect[NAME_LENGTH];
stuff_string(effect, F_NAME, NAME_LENGTH);
if (!stricmp(effect, "FS2"))
Default_ship_select_effect = 2;
else if (!stricmp(effect, "FS1"))
Default_ship_select_effect = 1;
else if (!stricmp(effect, "off"))
Default_ship_select_effect = 0;
}
if (optional_string("$Default weapon select effect:")) {
char effect[NAME_LENGTH];
stuff_string(effect, F_NAME, NAME_LENGTH);
if (!stricmp(effect, "FS2"))
Default_weapon_select_effect = 2;
else if (!stricmp(effect, "FS1"))
Default_weapon_select_effect = 1;
else if (!stricmp(effect, "off"))
Default_weapon_select_effect = 0;
}
if (optional_string("$Weapons inherit parent collision group:")) {
stuff_boolean(&Weapons_inherit_parent_collision_group);
if (Weapons_inherit_parent_collision_group)
mprintf(("Game Settings Table: Weapons inherit parent collision group\n"));
}
if (optional_string("$Flight controls follow eyepoint orientation:")) {
stuff_boolean(&Flight_controls_follow_eyepoint_orientation);
if (Flight_controls_follow_eyepoint_orientation)
mprintf(("Game Settings Table: Flight controls follow eyepoint orientation\n"));
}
if (optional_string("$Beams Use Damage Factors:")) {
stuff_boolean(&Beams_use_damage_factors);
if (Beams_use_damage_factors) {
mprintf(("Game Settings Table: Beams will use Damage Factors\n"));
}
else {
mprintf(("Game Settings Table: Beams will ignore Damage Factors (retail behavior)\n"));
}
}
if (optional_string("$Default fiction viewer UI:")) {
char ui_name[NAME_LENGTH];
stuff_string(ui_name, F_NAME, NAME_LENGTH);
if (!stricmp(ui_name, "auto"))
Default_fiction_viewer_ui = -1;
else {
int ui_index = fiction_viewer_ui_name_to_index(ui_name);
if (ui_index >= 0)
Default_fiction_viewer_ui = ui_index;
else
error_display(0, "Unrecognized fiction viewer UI: %s", ui_name);
}
}
if (optional_string("$Movie subtitle font:")) {
// Fonts have not been parsed at this point so we can't validate the font name here
stuff_string(Movie_subtitle_font, F_NAME);
}
if (optional_string("$Disable built-in translations:")) {
stuff_boolean(&Disable_built_in_translations);
}
if (optional_string("$Weapon shockwave damage respects huge ship flags:")) {
stuff_boolean(&Weapon_shockwaves_respect_huge);
}
if (optional_string("$Enable external default scripts:")) {
stuff_boolean(&Enable_external_default_scripts);
if (Enable_external_default_scripts) {
mprintf(("Game Settings Table: Enabled external default scripts.\n"));
} else {
mprintf(("Game Settings Table: Disabled external default scripts.\n"));
}
}
if (optional_string("$Player warpout speed:")) {
stuff_float(&Player_warpout_speed);
}
if (optional_string("$Target warpout match percent:")) {
stuff_float(&Target_warpout_match_percent);
}
if (optional_string("$Minimum player warpout time:")) {
stuff_float(&Minimum_player_warpout_time);
}
required_string("#END");
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", (filename) ? filename : "<default game_settings.tbl>", e.what()));
return;
}
}
void mod_table_init()
{
mod_table_reset();
// first parse the default table
parse_mod_table(NULL);
// if a mod.tbl exists read it
if (cf_exists_full("game_settings.tbl", CF_TYPE_TABLES)) {
parse_mod_table("game_settings.tbl");
}
// parse any modular tables
parse_modular_table("*-mod.tbm", parse_mod_table);
}
bool mod_supports_version(int major, int minor, int build) {
return Targetted_version >= gameversion::version(major, minor, build, 0);
}
void mod_table_reset() {
Directive_wait_time = 3000;
True_loop_argument_sexps = false;
Fixed_turret_collisions = false;
Damage_impacted_subsystem_first = false;
Cutscene_camera_displays_hud = false;
Alternate_chaining_behavior = false;
Default_ship_select_effect = 2;
Default_weapon_select_effect = 2;
Default_fiction_viewer_ui = -1;
Enable_external_shaders = false;
Enable_external_default_scripts = false;
Default_detail_level = 3; // "very high" seems a reasonable default in 2012 -zookeeper
Full_color_head_anis = false;
Weapons_inherit_parent_collision_group = false;
Flight_controls_follow_eyepoint_orientation = false;
FS2NetD_port = 0;
Briefing_window_FOV = 0.29375f;
Disable_hc_message_ani = false;
Red_alert_applies_to_delayed_ships = false;
Beams_use_damage_factors = false;
Generic_pain_flash_factor = 1.0f;
Shield_pain_flash_factor = 0.0f;
Targetted_version = gameversion::version(2, 0, 0, 0); // Defaults to retail
Window_title = "";
Unicode_text_mode = false;
Movie_subtitle_font = "font01.vf";
Enable_scripts_in_fred = false;
Window_icon_path = "app_icon_sse";
Disable_built_in_translations = false;
Weapon_shockwaves_respect_huge = false;
}