コード例 #1
0
// -------------------------------------------------------------------------------------------------
// gamesnd_parse_soundstbl() will parse the sounds.tbl file, and load the specified sounds.
//
//
void gamesnd_parse_soundstbl()
{
	int		rval;
	int		num_game_sounds = 0;
	int		num_iface_sounds = 0;

	// open localization
	lcl_ext_open();

	gamesnd_init_sounds();

	if ((rval = setjmp(parse_abort)) != 0) {
		Error(LOCATION, "Unable to parse sounds.tbl!  Code = %i.\n", rval);
	}
	else {
		read_file_text("sounds.tbl");
		reset_parse();		
	}

	// Parse the gameplay sounds section
	required_string("#Game Sounds Start");
	while (required_string_either("#Game Sounds End","$Name:")) {
		Assert( num_game_sounds < MAX_GAME_SOUNDS);
		gamesnd_parse_line( &Snds[num_game_sounds], "$Name:" );
		num_game_sounds++;
	}
	required_string("#Game Sounds End");

	// Parse the interface sounds section
	required_string("#Interface Sounds Start");
	while (required_string_either("#Interface Sounds End","$Name:")) {
		Assert( num_iface_sounds < MAX_INTERFACE_SOUNDS);
		gamesnd_parse_line(&Snds_iface[num_iface_sounds], "$Name:");
		num_iface_sounds++;
	}
	required_string("#Interface Sounds End");

	// parse flyby sound section	
	required_string("#Flyby Sounds Start");

	// read 2 terran sounds
	gamesnd_parse_line(&Snds_flyby[SPECIES_TERRAN][0], "$Terran:");
	gamesnd_parse_line(&Snds_flyby[SPECIES_TERRAN][1], "$Terran:");

	// 2 vasudan sounds
	gamesnd_parse_line(&Snds_flyby[SPECIES_VASUDAN][0], "$Vasudan:");
	gamesnd_parse_line(&Snds_flyby[SPECIES_VASUDAN][1], "$Vasudan:");

	gamesnd_parse_line(&Snds_flyby[SPECIES_SHIVAN][0], "$Shivan:");
	gamesnd_parse_line(&Snds_flyby[SPECIES_SHIVAN][1], "$Shivan:");
	
	required_string("#Flyby Sounds End");

	// close localization
	lcl_ext_close();
}
コード例 #2
0
void parse_rank_tbl()
{
	atexit(scoreing_close);
	char buf[MULTITEXT_LENGTH];
	int rval, idx, persona;

	if ((rval = setjmp(parse_abort)) != 0) {
		mprintf(("TABLES: Unable to parse '%s'!  Error code = %i.\n", "rank.tbl", rval));
		return;
	} 

	read_file_text("rank.tbl", CF_TYPE_TABLES);
	reset_parse();

	// parse in all the rank names
	idx = 0;
	skip_to_string("[RANK NAMES]");
	ignore_white_space();
	while ( required_string_either("#End", "$Name:") ) {
		Assert ( idx < NUM_RANKS );
		required_string("$Name:");
		stuff_string( Ranks[idx].name, F_NAME, NAME_LENGTH );
		required_string("$Points:");
		stuff_int( &Ranks[idx].points );
		required_string("$Bitmap:");
		stuff_string( Ranks[idx].bitmap, F_NAME, MAX_FILENAME_LEN );
		required_string("$Promotion Voice Base:");
		stuff_string( Ranks[idx].promotion_voice_base, F_NAME, MAX_FILENAME_LEN );
		while (check_for_string("$Promotion Text:")) {
			required_string("$Promotion Text:");
			stuff_string(buf, F_MULTITEXT, sizeof(buf));
			drop_white_space(buf);
			compact_multitext_string(buf);
			persona = -1;
			if (optional_string("+Persona:")) {
				stuff_int(&persona);
				if (persona < 0) {
					Warning(LOCATION, "Debriefing text for %s rank is assigned to an invalid persona: %i (must be 0 or greater).\n", Ranks[idx].name, persona);
					continue;
				}
			}
			Ranks[idx].promotion_text[persona] = vm_strdup(buf);
		}
		if (Ranks[idx].promotion_text.find(-1) == Ranks[idx].promotion_text.end()) {
			Warning(LOCATION, "%s rank is missing default debriefing text.\n", Ranks[idx].name);
			Ranks[idx].promotion_text[-1] = "";
		}
		idx++;
	}

	required_string("#End");

	// be sure that all rank points are in order
#ifndef NDEBUG
	for ( idx = 0; idx < NUM_RANKS-1; idx++ ) {
		if ( Ranks[idx].points >= Ranks[idx+1].points )
			Int3();
	}
#endif
}
コード例 #3
0
ファイル: font.cpp プロジェクト: n-kawamt/fs2open_snapshot
void parse_fonts_tbl(char *only_parse_first_font, size_t only_parse_first_font_size)
{
	int rval;
	char *filename;
	
	// choose file name
	// (this can be done within the function, as opposed to being passed as a parameter,
	// because fonts.tbl doesn't have a modular counterpart)
	if ( cf_exists_full("fonts.tbl", CF_TYPE_TABLES) ) {
		filename = "fonts.tbl";
	} else {
		filename = NULL;
	}

	if ((rval = setjmp(parse_abort)) != 0) {
		mprintf(("TABLES: Unable to parse '%s'!  Error code = %i.\n", (filename) ? filename : NOX("<default fonts.tbl>"), rval));
		return;
	}

	if (filename != NULL) {
		read_file_text(filename, CF_TYPE_TABLES);
	} else {
		read_file_text_from_array(defaults_get_file("fonts.tbl"));
	}

	reset_parse();		

	// start parsing
	required_string("#Fonts");

	// read fonts
	while (required_string_either("#End","$Font:")) {
		char font_filename[MAX_FILENAME_LEN];

		// grab font
		required_string("$Font:");
		stuff_string(font_filename, F_NAME, MAX_FILENAME_LEN);

		// if we only need the first font, copy it and bail
		if (only_parse_first_font != NULL) {
			strcpy_s(only_parse_first_font, only_parse_first_font_size, font_filename);
			return;
		}

		// create font
		int font_id = gr_create_font(font_filename);
		if (font_id < 0) {
			Warning(LOCATION, "Could not create font from typeface '%s'!", font_filename);
		}
	}

	// done parsing
	required_string("#End");

	// double check
	if (Num_fonts < 3) {
		Error(LOCATION, "There must be at least three fonts in %s!", (filename) ? filename : NOX("<default fonts.tbl>"));
	}
}
コード例 #4
0
// initialization stuff for cutscenes
void cutscene_init()
{
	atexit(cutscene_close);
	char buf[MULTITEXT_LENGTH];
	int rval;
    cutscene_info cutinfo;

	if ((rval = setjmp(parse_abort)) != 0) {
		mprintf(("TABLES: Unable to parse '%s'!  Error code = %i.\n", "cutscenes.tbl", rval));
		return;
	}

	read_file_text("cutscenes.tbl", CF_TYPE_TABLES);
	reset_parse();

	// parse in all the cutscenes
	Cutscenes.clear();
	skip_to_string("#Cutscenes");
	ignore_white_space();

	bool isFirstCutscene = true;

	while ( required_string_either("#End", "$Filename:") ) 
    {
		required_string("$Filename:");
		stuff_string( cutinfo.filename, F_PATHNAME, MAX_FILENAME_LEN );

		required_string("$Name:");
		stuff_string( cutinfo.name, F_NAME, NAME_LENGTH );

		required_string("$Description:");
		stuff_string(buf, F_MULTITEXT, sizeof(buf));
		drop_white_space(buf);
		compact_multitext_string(buf);
		cutinfo.description = vm_strdup(buf);

		if (optional_string("$cd:"))
			stuff_int( &cutinfo.cd );
		else
			cutinfo.cd = 0;

		cutinfo.viewable = false;

		if (isFirstCutscene) {
			isFirstCutscene = false;
			// The original code assumes the first movie is the intro, so always viewable
			cutinfo.viewable = true;
		}

		if (optional_string("$Always Viewable:")) {
			stuff_boolean(&cutinfo.viewable);
		}

        Cutscenes.push_back(cutinfo);
	}

	required_string("#End");
}
コード例 #5
0
// parses the string.tbl to see which languages are supported. Doesn't read in any strings.
void parse_stringstbl_quick(const char *filename)
{
	lang_info language;
	int lang_idx;
	int i;

	read_file_text(filename, CF_TYPE_TABLES);
	reset_parse();

	if (optional_string("#Supported Languages")) {
		while (required_string_either("#End","$Language:")) {			
			required_string("$Language:");
			stuff_string(language.lang_name, F_RAW, LCL_LANG_NAME_LEN + 1);
			required_string("+Extension:");
			stuff_string(language.lang_ext, F_RAW, LCL_LANG_NAME_LEN + 1);
			required_string("+Special Character Index:");
			stuff_ubyte(&language.special_char_indexes[0]);
			for (i = 1; i < LCL_MAX_FONTS; ++i) {
				// default to "none"/0 except for font03 which defaults to 176
				// NOTE: fonts.tbl may override these values
				if (i == font::FONT3) {
					language.special_char_indexes[i] = 176;
				} else {
					language.special_char_indexes[i] = 0;
				}
			}

			lang_idx = -1;

			// see if we already have this language
			for (i = 0; i < (int)Lcl_languages.size(); i++) {
				if (!strcmp(Lcl_languages[i].lang_name, language.lang_name)) {
					strcpy_s(Lcl_languages[i].lang_ext, language.lang_ext); 
					Lcl_languages[i].special_char_indexes[0] = language.special_char_indexes[0];
					lang_idx = i;
					break;
				}
			}

			// if we have a new language, add it.
			if (lang_idx == -1) {
				Lcl_languages.push_back(language);
			}
		}
	}
}
コード例 #6
0
ファイル: Cutscenes.cpp プロジェクト: RandomTiger/fs2_Unity
// initialization stuff for cutscenes
void cutscene_init()
{
	char buf[MULTITEXT_LENGTH];
	int rval;

	if ((rval = setjmp(parse_abort)) != 0) {
		Error(LOCATION, "Error parsing 'rank.tbl'\r\nError code = %i.\r\n", rval);
	} 

	// open localization
	lcl_ext_open();

	read_file_text("cutscenes.tbl");
	reset_parse();

	// parse in all the rank names
	Num_cutscenes = 0;
	skip_to_string("#Cutscenes");
	ignore_white_space();
	while ( required_string_either("#End", "$Filename:") ) {
		Assert ( Num_cutscenes < MAX_CUTSCENES );
		required_string("$Filename:");
		stuff_string( Cutscenes[Num_cutscenes].filename, F_PATHNAME, NULL );
		required_string("$Name:");
		stuff_string( Cutscenes[Num_cutscenes].name, F_NAME, NULL );
		required_string("$Description:");
		stuff_string(buf, F_MULTITEXT, NULL);
		drop_white_space(buf);
		compact_multitext_string(buf);
		Cutscenes[Num_cutscenes].description = strdup(buf);
		required_string("$cd:");
		stuff_int( &Cutscenes[Num_cutscenes].cd );

		Num_cutscenes++;
	}

	required_string("#End");

	Cutscenes_viewable = INTRO_CUTSCENE_FLAG;

	// close localization
	lcl_ext_close();
}
コード例 #7
0
/**
 * @brief Parses controlconfigdefault.tbl, and overrides the default control configuration for each valid entry in the .tbl
 */
void control_config_common_load_overrides()
{
	LoadEnumsIntoMaps();

	try {
		if (cf_exists_full("controlconfigdefaults.tbl", CF_TYPE_TABLES)) {
			read_file_text("controlconfigdefaults.tbl", CF_TYPE_TABLES);
		} else {
			read_file_text_from_default(defaults_get_file("controlconfigdefaults.tbl"));
		}

		reset_parse();

		// start parsing
		// TODO: Split this out into more helps. Too many tabs!
		while(optional_string("#ControlConfigOverride")) {
			config_item *cfg_preset = new config_item[CCFG_MAX + 1];
			std::copy(Control_config, Control_config + CCFG_MAX + 1, cfg_preset);
			Control_config_presets.push_back(cfg_preset);

			SCP_string preset_name;
			if (optional_string("$Name:")) {
				stuff_string_line(preset_name);
			} else {
				preset_name = "<unnamed preset>";
			}
			Control_config_preset_names.push_back(preset_name);

			while (required_string_either("#End","$Bind Name:")) {
				const int iBufferLength = 64;
				char szTempBuffer[iBufferLength];

				required_string("$Bind Name:");
				stuff_string(szTempBuffer, F_NAME, iBufferLength);

				const size_t cCntrlAryLength = sizeof(Control_config) / sizeof(Control_config[0]);
				for (size_t i = 0; i < cCntrlAryLength; ++i) {
					config_item& r_ccConfig = cfg_preset[i];

					if (!strcmp(szTempBuffer, r_ccConfig.text)) {
						/**
                        * short key_default;
                        * short joy_default;
                        * char tab;
                        * bool hasXSTR;
                        * char type;
                        */

						int iTemp;

						if (optional_string("$Key Default:")) {
							if (optional_string("NONE")) {
								r_ccConfig.key_default = (short)-1;
							} else {
								stuff_string(szTempBuffer, F_NAME, iBufferLength);
								r_ccConfig.key_default = (short)mKeyNameToVal[szTempBuffer];
							}
						}

						if (optional_string("$Joy Default:")) {
							stuff_int(&iTemp);
							r_ccConfig.joy_default = (short)iTemp;
						}

						if (optional_string("$Key Mod Shift:")) {
							stuff_int(&iTemp);
							r_ccConfig.key_default |= (iTemp == 1) ? KEY_SHIFTED : 0;
						}

						if (optional_string("$Key Mod Alt:")) {
							stuff_int(&iTemp);
							r_ccConfig.key_default |= (iTemp == 1) ? KEY_ALTED : 0;
						}

						if (optional_string("$Key Mod Ctrl:")) {
							stuff_int(&iTemp);
							r_ccConfig.key_default |= (iTemp == 1) ? KEY_CTRLED : 0;
						}

						if (optional_string("$Category:")) {
							stuff_string(szTempBuffer, F_NAME, iBufferLength);
							r_ccConfig.tab = (char)mCCTabNameToVal[szTempBuffer];
						}

						if (optional_string("$Has XStr:")) {
							stuff_int(&iTemp);
							r_ccConfig.hasXSTR = (iTemp == 1);
						}

						if (optional_string("$Type:")) {
							stuff_string(szTempBuffer, F_NAME, iBufferLength);
							r_ccConfig.type = (char)mCCTypeNameToVal[szTempBuffer];
						}

						if (optional_string("+Disable")) {
							r_ccConfig.disabled = true;
						}
						if (optional_string("$Disable:")) {
							stuff_boolean(&r_ccConfig.disabled);
						}

						// Nerf the buffer now.
						szTempBuffer[0] = '\0';
					} else if ((i + 1) == cCntrlAryLength) {
						error_display(1, "Bind Name not found: %s\n", szTempBuffer);
						advance_to_eoln(NULL);
						ignore_white_space();
						return;
					}
				}
			}

			required_string("#End");
		}
	}
	catch (const parse::ParseException& e)
	{
		mprintf(("TABLES: Unable to parse 'controlconfigdefaults.tbl'!  Error message = %s.\n", e.what()));
		return;
	}

	// Overwrite the control config with the first preset that was found
	if (!Control_config_presets.empty()) {
		std::copy(Control_config_presets[0], Control_config_presets[0] + CCFG_MAX + 1, Control_config);
	}
}
コード例 #8
0
void parse_ai_profiles_tbl(const char *filename)
{
	int i;
	char profile_name[NAME_LENGTH];
	ai_profile_t dummy_profile;
	char *saved_Mp = NULL;
	char buf[NAME_LENGTH];

	try
	{
		if (filename == NULL)
			read_file_text_from_default(defaults_get_file("ai_profiles.tbl"));
		else
			read_file_text(filename, CF_TYPE_TABLES);

		reset_parse();


		// start parsing
		required_string("#AI Profiles");

		// new default?
		if (optional_string("$Default Profile:"))
			stuff_string(Default_profile_name, F_NAME, NAME_LENGTH);

		// begin reading data
		while (required_string_either("#End", "$Profile Name:"))
		{
			ai_profile_t *profile = &dummy_profile;
			ai_profile_t *previous_profile = NULL;
			bool no_create = false;

			// get the name
			required_string("$Profile Name:");
			stuff_string(profile_name, F_NAME, NAME_LENGTH);

			// see if it exists
			for (i = 0; i < Num_ai_profiles; i++)
			{
				if (!stricmp(Ai_profiles[i].profile_name, profile_name))
				{
					previous_profile = &Ai_profiles[i];
					break;
				}
			}

			// modular table stuff
			if (optional_string("+nocreate"))
			{
				no_create = true;

				// use the previous one if possible,
				// otherwise continue to use the dummy one
				if (previous_profile != NULL)
					profile = previous_profile;
			}
			else
			{
				// don't create multiple profiles with the same name
				if (previous_profile != NULL)
				{
					Warning(LOCATION, "An ai profile named '%s' already exists!  The new one will not be created.\n", profile_name);
				}
				else
				{
					// make sure we're under the limit
					if (Num_ai_profiles >= MAX_AI_PROFILES)
					{
						Warning(LOCATION, "Too many profiles in ai_profiles.tbl!  Max is %d.\n", MAX_AI_PROFILES - 1);	// -1 because one is built-in
						skip_to_string("#End", NULL);
						break;
					}

					profile = &Ai_profiles[Num_ai_profiles];
					Num_ai_profiles++;
				}
			}

			// initialize profile if we're not building from a previously parsed one
			if (!no_create)
			{
				// base profile, so zero it out
				if (profile == &Ai_profiles[0])
				{
                    profile->reset();
				}
				// brand new profile, so set it to the base defaults
				else
				{
                    *profile = Ai_profiles[0];
				}
			}

			// set the name
			strcpy_s(profile->profile_name, profile_name);


			// fill in any and all settings; they're all optional and can be in any order
			while (!check_for_string("$Profile Name:") && !check_for_string("#End"))
			{
				if (optional_string("$Player Afterburner Recharge Scale:"))
					parse_float_list(profile->afterburner_recharge_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Max Beam Friendly Fire Damage:"))
					parse_float_list(profile->beam_friendly_damage_cap, NUM_SKILL_LEVELS);

				if (optional_string("$Player Countermeasure Life Scale:"))
					parse_float_list(profile->cmeasure_life_scale, NUM_SKILL_LEVELS);

				if (optional_string("$AI Countermeasure Firing Chance:"))
					parse_float_list(profile->cmeasure_fire_chance, NUM_SKILL_LEVELS);

				if (optional_string("$AI In Range Time:"))
					parse_float_list(profile->in_range_time, NUM_SKILL_LEVELS);

				if (optional_string("$AI Always Links Ammo Weapons:"))
					parse_float_list(profile->link_ammo_levels_always, NUM_SKILL_LEVELS);

				if (optional_string("$AI Maybe Links Ammo Weapons:"))
					parse_float_list(profile->link_ammo_levels_maybe, NUM_SKILL_LEVELS);

				if (optional_string("$Primary Ammo Burst Multiplier:"))
					parse_float_list(profile->primary_ammo_burst_mult, NUM_SKILL_LEVELS);

				if (optional_string("$AI Always Links Energy Weapons:"))
					parse_float_list(profile->link_energy_levels_always, NUM_SKILL_LEVELS);

				if (optional_string("$AI Maybe Links Energy Weapons:"))
					parse_float_list(profile->link_energy_levels_maybe, NUM_SKILL_LEVELS);

				if (optional_string("$Max Missles Locked on Player:") || optional_string("$Max Missiles Locked on Player:"))
					parse_int_list(profile->max_allowed_player_homers, NUM_SKILL_LEVELS);

				if (optional_string("$Max Player Attackers:"))
					parse_int_list(profile->max_attackers, NUM_SKILL_LEVELS);

				if (optional_string("$Max Incoming Asteroids:"))
					parse_int_list(profile->max_incoming_asteroids, NUM_SKILL_LEVELS);

				if (optional_string("$Player Damage Factor:") || optional_string("$AI Damage Reduction to Player Hull:"))
					parse_float_list(profile->player_damage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Player Subsys Damage Factor:") || optional_string("$AI Damage Reduction to Player Subsys:"))
					parse_float_list(profile->subsys_damage_scale, NUM_SKILL_LEVELS);

				// represented in fractions of F1_0
				if (optional_string("$Predict Position Delay:"))
				{
					int iLoop;
					float temp_list[NUM_SKILL_LEVELS];

					parse_float_list(temp_list, NUM_SKILL_LEVELS);

					for (iLoop = 0; iLoop < NUM_SKILL_LEVELS; iLoop++)
						profile->predict_position_delay[iLoop] = fl2f(temp_list[iLoop]);
				}

				if (optional_string("$AI Shield Manage Delay:") || optional_string("$AI Shield Manage Delays:"))
					parse_float_list(profile->shield_manage_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Friendly AI Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_delay_scale_friendly, NUM_SKILL_LEVELS);

				if (optional_string("$Hostile AI Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_delay_scale_hostile, NUM_SKILL_LEVELS);

				if (optional_string("$Friendly AI Secondary Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_secondary_delay_scale_friendly, NUM_SKILL_LEVELS);

				if (optional_string("$Hostile AI Secondary Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_secondary_delay_scale_hostile, NUM_SKILL_LEVELS);

				if (optional_string("$AI Turn Time Scale:"))
					parse_float_list(profile->turn_time_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Glide Attack Percent:")) {
					parse_float_list(profile->glide_attack_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->glide_attack_percent[i] < 0.0f || profile->glide_attack_percent[i] > 100.0f) {
							Warning(LOCATION, "$Glide Attack Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_attack_percent[i]);
							profile->glide_attack_percent[i] = 0.0f;
						}
						profile->glide_attack_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Circle Strafe Percent:")) {
					parse_float_list(profile->circle_strafe_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->circle_strafe_percent[i] < 0.0f || profile->circle_strafe_percent[i] > 100.0f) {
							Warning(LOCATION, "$Circle Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->circle_strafe_percent[i]);
							profile->circle_strafe_percent[i] = 0.0f;
						}
						profile->circle_strafe_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Glide Strafe Percent:")) {
					parse_float_list(profile->glide_strafe_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->glide_strafe_percent[i] < 0.0f || profile->glide_strafe_percent[i] > 100.0f) {
							Warning(LOCATION, "$Glide Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_strafe_percent[i]);
							profile->glide_strafe_percent[i] = 0.0f;
						}
						profile->glide_strafe_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Random Sidethrust Percent:")) {
					parse_float_list(profile->random_sidethrust_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->random_sidethrust_percent[i] < 0.0f || profile->random_sidethrust_percent[i] > 100.0f) {
							Warning(LOCATION, "$Random Sidethrust Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->random_sidethrust_percent[i]);
							profile->random_sidethrust_percent[i] = 0.0f;
						}
						profile->random_sidethrust_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Stalemate Time Threshold:"))
					parse_float_list(profile->stalemate_time_thresh, NUM_SKILL_LEVELS);

				if (optional_string("$Stalemate Distance Threshold:"))
					parse_float_list(profile->stalemate_dist_thresh, NUM_SKILL_LEVELS);

				if (optional_string("$Player Shield Recharge Scale:"))
					parse_float_list(profile->shield_energy_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Player Weapon Recharge Scale:"))
					parse_float_list(profile->weapon_energy_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Max Turret Target Ownage:"))
					parse_int_list(profile->max_turret_ownage_target, NUM_SKILL_LEVELS);

				if (optional_string("$Max Turret Player Ownage:"))
					parse_int_list(profile->max_turret_ownage_player, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Required For Kill Scale:"))
					parse_float_list(profile->kill_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Required For Assist Scale:"))
					parse_float_list(profile->assist_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Awarded For Capship Assist:"))
					parse_float_list(profile->assist_award_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Repair Penalty:"))
					parse_int_list(profile->repair_penalty, NUM_SKILL_LEVELS);

				if (optional_string("$Delay Before Allowing Bombs to Be Shot Down:"))
					parse_float_list(profile->delay_bomb_arm_timer, NUM_SKILL_LEVELS);

				if (optional_string("$Chance AI Has to Fire Missiles at Player:"))
					parse_int_list(profile->chance_to_use_missiles_on_plr, NUM_SKILL_LEVELS);

				if (optional_string("$Max Aim Update Delay:"))
					parse_float_list(profile->max_aim_update_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Turret Max Aim Update Delay:"))
					parse_float_list(profile->turret_max_aim_update_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Player Autoaim FOV:"))
				{
					float fov_list[NUM_SKILL_LEVELS];
					parse_float_list(fov_list, NUM_SKILL_LEVELS);
					for (i = 0; i < NUM_SKILL_LEVELS; i++)
					{
						//Enforce range
						if (fov_list[i] < 0.0f || fov_list[i] >= 360.0f)
						{
							Warning(LOCATION, "$Player Autoaim FOV should be >= 0 and < 360.0 (read %f). Setting to 0.", fov_list[i]);
							fov_list[i] = 0.0f;
						}

						//Convert units
						profile->player_autoaim_fov[i] = fov_list[i] * PI / 180.0f;
					}
				}

				if (optional_string("$Detail Distance Multiplier:"))
					parse_float_list(profile->detail_distance_mult, MAX_DETAIL_LEVEL + 1);

				set_flag(profile, "$big ships can attack beam turrets on untargeted ships:", AI::Profile_Flags::Big_ships_can_attack_beam_turrets_on_untargeted_ships);

				set_flag(profile, "$smart primary weapon selection:", AI::Profile_Flags::Smart_primary_weapon_selection);

				set_flag(profile, "$smart secondary weapon selection:", AI::Profile_Flags::Smart_secondary_weapon_selection);

				set_flag(profile, "$smart shield management:", AI::Profile_Flags::Smart_shield_management);

				set_flag(profile, "$smart afterburner management:", AI::Profile_Flags::Smart_afterburner_management);

				set_flag(profile, "$free afterburner use:", AI::Profile_Flags::Free_afterburner_use);

				set_flag(profile, "$allow rapid secondary dumbfire:", AI::Profile_Flags::Allow_rapid_secondary_dumbfire);

				set_flag(profile, "$huge turret weapons ignore bombs:", AI::Profile_Flags::Huge_turret_weapons_ignore_bombs);

				set_flag(profile, "$don't insert random turret fire delay:", AI::Profile_Flags::Dont_insert_random_turret_fire_delay);

				set_flag(profile, "$hack improve non-homing swarm turret fire accuracy:", AI::Profile_Flags::Hack_improve_non_homing_swarm_turret_fire_accuracy);

				set_flag(profile, "$shockwaves damage small ship subsystems:", AI::Profile_Flags::Shockwaves_damage_small_ship_subsystems);

				set_flag(profile, "$navigation subsystem governs warpout capability:", AI::Profile_Flags::Navigation_subsys_governs_warp);

				set_flag(profile, "$ignore lower bound for minimum speed of docked ship:", AI::Profile_Flags::No_min_dock_speed_cap);

				set_flag(profile, "$disable linked fire penalty:", AI::Profile_Flags::Disable_linked_fire_penalty);

				set_flag(profile, "$disable weapon damage scaling:", AI::Profile_Flags::Disable_weapon_damage_scaling);

				set_flag(profile, "$use additive weapon velocity:", AI::Profile_Flags::Use_additive_weapon_velocity);

				set_flag(profile, "$use newtonian dampening:", AI::Profile_Flags::Use_newtonian_dampening);

				set_flag(profile, "$include beams for kills and assists:", AI::Profile_Flags::Include_beams_in_stat_calcs);

				set_flag(profile, "$score kills based on damage caused:", AI::Profile_Flags::Kill_scoring_scales_with_damage);

				set_flag(profile, "$score assists based on damage caused:", AI::Profile_Flags::Assist_scoring_scales_with_damage);

				set_flag(profile, "$allow event and goal scoring in multiplayer:", AI::Profile_Flags::Allow_multi_event_scoring);

				set_flag(profile, "$fix linked primary weapon decision bug:", AI::Profile_Flags::Fix_linked_primary_bug);

				set_flag(profile, "$prevent turrets targeting too distant bombs:", AI::Profile_Flags::Prevent_targeting_bombs_beyond_range);

				set_flag(profile, "$smart subsystem targeting for turrets:", AI::Profile_Flags::Smart_subsystem_targeting_for_turrets);

				set_flag(profile, "$fix heat seekers homing on stealth ships bug:", AI::Profile_Flags::Fix_heat_seeker_stealth_bug);

				set_flag(profile, "$multi allow empty primaries:", AI::Profile_Flags::Multi_allow_empty_primaries);

				set_flag(profile, "$multi allow empty secondaries:", AI::Profile_Flags::Multi_allow_empty_secondaries);

				set_flag(profile, "$allow turrets target weapons freely:", AI::Profile_Flags::Allow_turrets_target_weapons_freely);

				set_flag(profile, "$use only single fov for turrets:", AI::Profile_Flags::Use_only_single_fov_for_turrets);

				set_flag(profile, "$allow vertical dodge:", AI::Profile_Flags::Allow_vertical_dodge);

				set_flag(profile, "$force beam turrets to use normal fov:", AI::Profile_Flags::Force_beam_turret_fov);

				set_flag(profile, "$fix ai class bug:", AI::Profile_Flags::Fix_ai_class_bug);

				set_flag(profile, "$turrets ignore targets radius in range checks:", AI::Profile_Flags::Turrets_ignore_target_radius);

				set_flag(profile, "$no extra collision avoidance vs player:", AI::Profile_Flags::No_special_player_avoid);

				set_flag(profile, "$perform fewer checks for death screams:", AI::Profile_Flags::Perform_fewer_scream_checks);

				set_flag(profile, "$advanced turret fov edge checks:", AI::Profile_Flags::Advanced_turret_fov_edge_checks);

				set_flag(profile, "$require turrets to have target in fov:", AI::Profile_Flags::Require_turret_to_have_target_in_fov);

				set_flag(profile, "$all ships manage shields:", AI::Profile_Flags::All_ships_manage_shields);

				set_flag(profile, "$ai aims from ship center:", AI::Profile_Flags::Ai_aims_from_ship_center);

				set_flag(profile, "$allow primary link at mission start:", AI::Profile_Flags::Allow_primary_link_at_start);

				set_flag(profile, "$allow beams to damage bombs:", AI::Profile_Flags::Beams_damage_weapons);

				set_flag(profile, "$disable weapon damage scaling for player:", AI::Profile_Flags::Player_weapon_scale_fix);

				set_flag(profile, "$countermeasures affect aspect seekers:", AI::Profile_Flags::Aspect_lock_countermeasure);

				set_flag(profile, "$ai guards specific ship in wing:", AI::Profile_Flags::Ai_guards_specific_ship_in_wing);

				profile->ai_path_mode = AI_PATH_MODE_NORMAL;
				if (optional_string("$ai path mode:"))
				{
					stuff_string(buf, F_NAME, NAME_LENGTH);
					int j = ai_path_type_match(buf);
					if (j >= 0) {
						profile->ai_path_mode = j;
					}
					else {
						Warning(LOCATION, "Invalid ai path mode '%s' specified", buf);
					}
				}

				set_flag(profile, "$no warp camera:", AI::Profile_Flags::No_warp_camera);

				set_flag(profile, "$fix ai path order bug:", AI::Profile_Flags::Fix_ai_path_order_bug);

				set_flag(profile, "$strict turret-tagged-only targeting:", AI::Profile_Flags::Strict_turred_tagged_only_targeting);

				set_flag(profile, "$aspect bomb invulnerability fix:", AI::Profile_Flags::Aspect_invulnerability_fix);

				set_flag(profile, "$glide decay requires thrust:", AI::Profile_Flags::Glide_decay_requires_thrust);

				set_flag(profile, "$ai can slow down when attacking big ships:", AI::Profile_Flags::Ai_can_slow_down_attacking_big_ships);

				set_flag(profile, "$use actual primary range:", AI::Profile_Flags::Use_actual_primary_range);

				profile->bay_arrive_speed_mult = 1.0f;
				profile->bay_depart_speed_mult = 1.0f;
				if (optional_string("$bay arrive speed multiplier:")) {
					stuff_float(&profile->bay_arrive_speed_mult);
				}
				if (optional_string("$bay depart speed multiplier:")) {
					stuff_float(&profile->bay_depart_speed_mult);
				}

				// ----------

				// compatibility
				if (optional_string("$perform less checks for death screams:"))
				{
					mprintf(("Warning: \"$perform less checks for death screams\" flag is deprecated in favor of \"$perform fewer checks for death screams\"\n"));
					bool temp;
					stuff_boolean(&temp);
                    profile->flags.set(AI::Profile_Flags::Perform_fewer_scream_checks, temp);
				}
				if (optional_string("$allow primary link delay:"))
				{
					mprintf(("Warning: \"$allow primary link delay\" flag is deprecated in favor of \"$allow primary link at mission start\"\n"));
					bool temp;
					stuff_boolean(&temp);
                    profile->flags.set(AI::Profile_Flags::Allow_primary_link_at_start, !temp);
				}


				// if we've been through once already and are at the same place, force a move
				if (saved_Mp && (saved_Mp == Mp))
				{
					char tmp[60];
					memset(tmp, 0, 60);
					strncpy(tmp, Mp, 59);
					mprintf(("WARNING: Unrecognized parameter in ai_profiles: %s\n", tmp));

					Mp++;
				}

				// find next valid option
				if (!skip_to_start_of_string_either("$", "#"))
					break;
				saved_Mp = Mp;
			}
		}

		required_string("#End");
	}
	catch (const parse::ParseException& e)
	{
		mprintf(("TABLES: Unable to parse '%s'!  Error message = %s.\n", (filename) ? filename : "<default ai_profiles.tbl>", e.what()));
		return;
	}

	// add tbl/tbm to multiplayer validation list
	extern void fs2netd_add_table_validation(const char *tblname);
	fs2netd_add_table_validation(filename);
}
コード例 #9
0
void parse_species_tbl(const char *filename)
{
	int i, rval;
	char species_name[NAME_LENGTH];

	if ((rval = setjmp(parse_abort)) != 0)
	{
		mprintf(("TABLES: Unable to parse '%s'!  Error code = %i.\n", (filename) ? filename : NOX("<default species_defs.tbl>"), rval));
		return;
	}

	if (filename == NULL)
		read_file_text_from_array(defaults_get_file("species_defs.tbl"));
	else
		read_file_text(filename, CF_TYPE_TABLES);

	reset_parse();		


	// start parsing
	required_string("#SPECIES DEFS");

	// no longer required: counted automatically
	if (optional_string("$NumSpecies:"))
	{
		int temp;
		stuff_int(&temp);
	}

	// begin reading data
	while (required_string_either("#END","$Species_Name:"))
	{
		bool no_create = false;
		species_info *species, new_species;

		species = &new_species;

		// Start Species - Get its name
		required_string("$Species_Name:");
		stuff_string(species_name, F_NAME, NAME_LENGTH);

		if (optional_string("+nocreate"))
		{
			no_create = true;

			for (i = 0; i < (int)Species_info.size(); i++)
			{
				if (!stricmp(Species_info[i].species_name, species_name))
				{
					species = &Species_info[i];
					break;
				}
			}
		}
		else
		{
			strcpy_s(species->species_name, species_name);
		}

		// Goober5000 - IFF
		if (optional_string("$Default IFF:"))
		{
			bool iff_found = false;
			char temp_name[NAME_LENGTH];
			stuff_string(temp_name, F_NAME, NAME_LENGTH);

			// search for it in iffs
			for (int iLoop = 0; iLoop < Num_iffs; iLoop++)
			{
				if (!stricmp(Iff_info[iLoop].iff_name, temp_name))
				{
					species->default_iff = iLoop;
					iff_found = true;
				}
			}

			if (!iff_found)
			{
				species->default_iff = 0;
				Warning(LOCATION, "Species %s default IFF %s not found in iff_defs.tbl!  Defaulting to %s.\n", species->species_name, temp_name, Iff_info[species->default_iff].iff_name);
			}
		}
		else if (!no_create)
		{
			// we have no idea which it could be, so default to 0
			species->default_iff = 0;

			// let them know
			Warning(LOCATION, "$Default IFF not specified for species %s in species_defs.tbl!  Defaulting to %s.\n", species->species_name, Iff_info[species->default_iff].iff_name);
		}

		// Goober5000 - FRED color
		if (optional_string("$FRED Color:") || optional_string("$FRED Colour:"))
		{
			stuff_int_list(species->fred_color.a1d, 3, RAW_INTEGER_TYPE);
		}
		else if (!no_create)
		{
			// set defaults to Volition's originals
			if (!stricmp(species->species_name, "Terran"))
			{
				species->fred_color.rgb.r = 0;
				species->fred_color.rgb.g = 0;
				species->fred_color.rgb.b = 192;
			}
			else if (!stricmp(species->species_name, "Vasudan"))
			{
				species->fred_color.rgb.r = 0;
				species->fred_color.rgb.g = 128;
				species->fred_color.rgb.b = 0;
			}
			else if (!stricmp(species->species_name, "Shivan"))
			{
				species->fred_color.rgb.r = 192;
				species->fred_color.rgb.g = 0;
				species->fred_color.rgb.b = 0;
			}
			else if (!stricmp(species->species_name, "Ancients") || !stricmp(species->species_name, "Ancient"))
			{
				species->fred_color.rgb.r = 192;
				species->fred_color.rgb.g = 0;
				species->fred_color.rgb.b = 192;
			}
			else
			{
				species->fred_color.rgb.r = 0;
				species->fred_color.rgb.g = 0;
				species->fred_color.rgb.b = 0;
			}

			// let them know
			Warning(LOCATION, "$FRED Color not specified for species %s in species_defs.tbl!  Defaulting to (%d, %d, %d).\n", species->species_name, species->fred_color.rgb.r, species->fred_color.rgb.g, species->fred_color.rgb.b);
		}

		// stuff
		optional_string("$MiscAnims:");

		// Get its Debris Texture
		if ((!no_create && required_string("+Debris_Texture:")) || optional_string("+Debris_Texture:"))
		{
			generic_bitmap_init(&species->debris_texture, NULL);
			stuff_string(species->debris_texture.filename, F_NAME, MAX_FILENAME_LEN);
		}


		// Shield Hit Animation
        if (optional_string("+Shield_Hit_ani:")) // Shouldn't be required -- LPine
		{
			generic_anim_init(&species->shield_anim, NULL);
			stuff_string(species->shield_anim.filename, F_NAME, MAX_FILENAME_LEN);
		}
        else if (!no_create)
        {
            species->shield_anim.filename[0] = '\0';
            species->shield_anim.first_frame = -1; // Landmine to trip up anyone who does end up using this
        }


		// Thruster Anims
		parse_thrust_anims(species, no_create);

		// Thruster Glow Anims
		parse_thrust_glows(species, no_create);


		// Goober5000 - AWACS multiplier
		if (optional_string("$AwacsMultiplier:"))
		{
			stuff_float(&species->awacs_multiplier);
		}
		else if (!no_create)
		{
			// set defaults to Volition's originals
			if (!stricmp(species->species_name, "Vasudan"))
				species->awacs_multiplier = 1.25f;
			else if (!stricmp(species->species_name, "Shivan"))
				species->awacs_multiplier = 1.50f;
			else
				species->awacs_multiplier = 1.0f;

			// let them know
			Warning(LOCATION, "$AwacsMultiplier not specified for species %s in species_defs.tbl!  Defaulting to %.2d.\n", species->species_name, species->awacs_multiplier);
		}

		// Goober5000 - countermeasure type
		// (we won't be able to resolve it until after we've parsed the weapons table)
		if (optional_string("$Countermeasure type:"))
			stuff_string(species->cmeasure_name, F_NAME, NAME_LENGTH);

		// don't add new entry if this is just a modified one
		if ( !no_create )
			Species_info.push_back( new_species );
	}
	
	required_string("#END");

	// add tbl/tbm to multiplayer validation list
	extern void fs2netd_add_table_validation(const char *tblname);
	fs2netd_add_table_validation(filename);
}
コード例 #10
0
void parse_sound_environments()
{
	char name[65] = { '\0' };
	char template_name[65] = { '\0' };
	EFXREVERBPROPERTIES *props;

	while (required_string_either("#Sound Environments End", "$Name:"))
	{
		required_string("$Name:");
		stuff_string(name, F_NAME, sizeof(name)-1);

		if (optional_string("$Template:"))
		{
			stuff_string(template_name, F_NAME, sizeof(template_name)-1);
		}
		else
		{
			template_name[0] = '\0';
		}

		ds_eax_get_prop(&props, name, template_name);

		if (optional_string("+Density:"))
		{
			stuff_float(&props->flDensity);
			CLAMP(props->flDensity, 0.0f, 1.0f);
		}

		if (optional_string("+Diffusion:"))
		{
			stuff_float(&props->flDiffusion);
			CLAMP(props->flDiffusion, 0.0f, 1.0f);
		}

		if (optional_string("+Gain:"))
		{
			stuff_float(&props->flGain);
			CLAMP(props->flGain, 0.0f, 1.0f);
		}

		if (optional_string("+Gain HF:"))
		{
			stuff_float(&props->flGainHF);
			CLAMP(props->flGainHF, 0.0f, 1.0f);
		}

		if (optional_string("+Gain LF:"))
		{
			stuff_float(&props->flGainLF);
			CLAMP(props->flGainLF, 0.0f, 1.0f);
		}

		if (optional_string("+Decay Time:"))
		{
			stuff_float(&props->flDecayTime);
			CLAMP(props->flDecayTime, 0.01f, 20.0f);
		}

		if (optional_string("+Decay HF Ratio:"))
		{
			stuff_float(&props->flDecayHFRatio);
			CLAMP(props->flDecayHFRatio, 0.1f, 20.0f);
		}

		if (optional_string("+Decay LF Ratio:"))
		{
			stuff_float(&props->flDecayLFRatio);
			CLAMP(props->flDecayLFRatio, 0.1f, 20.0f);
		}

		if (optional_string("+Reflections Gain:"))
		{
			stuff_float(&props->flReflectionsGain);
			CLAMP(props->flReflectionsGain, 0.0f, 3.16f);
		}

		if (optional_string("+Reflections Delay:"))
		{
			stuff_float(&props->flReflectionsDelay);
			CLAMP(props->flReflectionsDelay, 0.0f, 0.3f);
		}

		if (optional_string("+Reflections Pan:"))
		{
			stuff_float_list(props->flReflectionsPan, 3);
			CLAMP(props->flReflectionsPan[0], 0.0f, 1.0f);
			CLAMP(props->flReflectionsPan[1], 0.0f, 1.0f);
			CLAMP(props->flReflectionsPan[2], 0.0f, 1.0f);
		}

		if (optional_string("+Late Reverb Gain:"))
		{
			stuff_float(&props->flLateReverbGain);
			CLAMP(props->flLateReverbGain, 0.0f, 10.0f);
		}

		if (optional_string("+Late Reverb Delay:"))
		{
			stuff_float(&props->flLateReverbDelay);
			CLAMP(props->flLateReverbDelay, 0.0f, 0.1f);
		}

		if (optional_string("+Late Reverb Pan:"))
		{
			stuff_float_list(props->flLateReverbPan, 3);
			CLAMP(props->flLateReverbPan[0], 0.0f, 1.0f);
			CLAMP(props->flLateReverbPan[1], 0.0f, 1.0f);
			CLAMP(props->flLateReverbPan[2], 0.0f, 1.0f);
		}

		if (optional_string("+Echo Time:"))
		{
			stuff_float(&props->flEchoTime);
			CLAMP(props->flEchoTime, 0.075f, 0.25f);
		}

		if (optional_string("+Echo Depth:"))
		{
			stuff_float(&props->flEchoDepth);
			CLAMP(props->flEchoDepth, 0.0f, 1.0f);
		}

		if (optional_string("+Modulation Time:"))
		{
			stuff_float(&props->flModulationTime);
			CLAMP(props->flModulationTime, 0.004f, 4.0f);
		}

		if (optional_string("+Modulation Depth:"))
		{
			stuff_float(&props->flModulationDepth);
			CLAMP(props->flModulationDepth, 0.0f, 1.0f);
		}

		if (optional_string("+HF Reference:"))
		{
			stuff_float(&props->flHFReference);
			CLAMP(props->flHFReference, 1000.0f, 20000.0f);
		}

		if (optional_string("+LF Reference:"))
		{
			stuff_float(&props->flLFReference);
			CLAMP(props->flLFReference, 20.0f, 1000.0f);
		}

		if (optional_string("+Room Rolloff Factor:"))
		{
			stuff_float(&props->flRoomRolloffFactor);
			CLAMP(props->flRoomRolloffFactor, 0.0f, 10.0f);
		}

		if (optional_string("+Air Absorption Gain HF:"))
		{
			stuff_float(&props->flAirAbsorptionGainHF);
			CLAMP(props->flAirAbsorptionGainHF, 0.892f, 1.0f);
		}

		if (optional_string("+Decay HF Limit:"))
		{
			stuff_int(&props->iDecayHFLimit);
			CLAMP(props->iDecayHFLimit, 0, 1);
		}
	}

	required_string("#Sound Environments End");
}
コード例 #11
0
void parse_ssm(const char *filename)
{
	char weapon_name[NAME_LENGTH];

	try
	{
		read_file_text(filename, CF_TYPE_TABLES);
		reset_parse();

		// parse the table
		while(required_string_either("#end", "$SSM:")) {
			required_string("$SSM:");
			ssm_info s;
			int string_index;

			// name
			stuff_string(s.name, F_NAME, NAME_LENGTH);
			if (*s.name == 0) {
				sprintf(s.name, "SSM " SIZE_T_ARG, Ssm_info.size());
				mprintf(("Found an SSM entry without a name.  Assigning \"%s\".\n", s.name));
			}

			// stuff data
			required_string("+Weapon:");
			stuff_string(weapon_name, F_NAME, NAME_LENGTH);

			string_index = optional_string_either("+Count:", "+Min Count:");
			if (string_index == 0) {
				stuff_int(&s.count);
				s.max_count = -1;
			} else if (string_index == 1) {
				stuff_int(&s.count);
				required_string("+Max Count:");
				stuff_int(&s.max_count);
			} else {
				s.count = 1;
				s.max_count = -1;
			}

			required_string("+WarpRadius:");
			stuff_float(&s.warp_radius);

			if (optional_string("+WarpTime:")) {
				stuff_float(&s.warp_time);
				// According to fireballs.cpp, "Warp lifetime must be at least 4 seconds!"
				if ( (s.warp_time) < 4.0f) {
					// So let's warn them before they try to use it, shall we?
					Warning(LOCATION, "Expected a '+WarpTime:' value equal or greater than 4.0, found '%f' in weapon '%s'.\n Setting to 4.0, please check and set to a number 4.0 or greater!\n", s.warp_time, weapon_name);
					// And then make the Assert obsolete -- Zacam
					s.warp_time = 4.0f;
				}
			} else {
				s.warp_time = 4.0f;
			}

			string_index = required_string_either("+Radius:", "+Min Radius:");
			if (string_index == 0) {
				required_string("+Radius:");
				stuff_float(&s.radius);
				s.max_radius = -1.0f;
			} else {
				required_string("+Min Radius:");
				stuff_float(&s.radius);
				required_string("+Max Radius:");
				stuff_float(&s.max_radius);
			}

			string_index = optional_string_either("+Offset:", "+Min Offset:");
			if (string_index == 0) {
				stuff_float(&s.offset);
				s.max_offset = -1.0f;
			} else if (string_index == 1) {
				stuff_float(&s.offset);
				required_string("+Max Offset:");
				stuff_float(&s.max_offset);
			} else {
				s.offset = 0.0f;
				s.max_offset = -1.0f;
			}
			
			if (optional_string("+Shape:")) {
				switch(required_string_one_of(3, "Point", "Circle", "Sphere")) {
				case 0:
					required_string("Point");
					s.shape = SSM_SHAPE_POINT;
					break;
				case 1:
					required_string("Circle");
				case -1:	// If we're ignoring parse errors and can't identify the shape, go with a circle.
					s.shape = SSM_SHAPE_CIRCLE;
					break;
				case 2:
					required_string("Sphere");
					s.shape = SSM_SHAPE_SPHERE;
					break;
				default:
					Assertion(false, "Impossible return value from required_string_one_of(); get a coder!\n");
				}
			} else {
				s.shape = SSM_SHAPE_CIRCLE;
			}

			if (optional_string("+HUD Message:"))
				stuff_boolean(&s.send_message);
			else
				s.send_message = true;

			if (optional_string("+Custom Message:")) {
				stuff_string(s.message, F_NAME, NAME_LENGTH);
				s.use_custom_message = true;
			}

			s.sound_index = -1;
			parse_sound("+Alarm Sound:", &s.sound_index, s.name);

			// see if we have a valid weapon
			s.weapon_info_index = weapon_info_lookup(weapon_name);
			if(s.weapon_info_index >= 0) {
				// valid
				int existing = ssm_info_lookup(s.name);
				if (existing >= 0) {	// Redefined the existing entry instead of adding a duplicate.
					Ssm_info[existing] = s;
				} else {
					Ssm_info.push_back(s);
				}
			}
		}
	}
	catch (const parse::ParseException& e)
	{
		mprintf(("TABLES: Unable to parse '%s'!  Error message = %s.\n", filename, e.what()));
		return;
	}
}
コード例 #12
0
/**
 * Parse the table
 */
void iff_init()
{
	char traitor_name[NAME_LENGTH];
	char attack_names[MAX_IFFS][MAX_IFFS][NAME_LENGTH];
	struct {
		char iff_name[NAME_LENGTH];
		int color_index;
	} observed_color_table[MAX_IFFS][MAX_IFFS];

	int num_attack_names[MAX_IFFS];
	int num_observed_colors[MAX_IFFS];
	int i, j, k;
	int string_idx;

	try
	{
		// Goober5000 - if table doesn't exist, use the default table
		if (cf_exists_full("iff_defs.tbl", CF_TYPE_TABLES))
			read_file_text("iff_defs.tbl", CF_TYPE_TABLES);
		else
			read_file_text_from_array(defaults_get_file("iff_defs.tbl"));

		reset_parse();

		// parse the table --------------------------------------------------------

		required_string("#IFFs");

		// get the traitor
		required_string("$Traitor IFF:");
		stuff_string(traitor_name, F_NAME, NAME_LENGTH);

		int rgb[3];

		// check if alternate colours are wanted to be used for these
		// Marks various stuff... like asteroids
		if ((optional_string("$Selection Color:")) || (optional_string("$Selection Colour:")))
		{
			stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
			iff_init_color(rgb[0], rgb[1], rgb[2]);
		}
		else
			iff_init_color(0xff, 0xff, 0xff);

		// Marks the ship currently saying something
		if ((optional_string("$Message Color:")) || (optional_string("$Message Colour:")))
		{
			stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
			iff_init_color(rgb[0], rgb[1], rgb[2]);
		}
		else
			iff_init_color(0x7f, 0x7f, 0x7f);

		// Marks the tagged ships
		if ((optional_string("$Tagged Color:")) || (optional_string("$Tagged Colour:")))
		{
			stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
			iff_init_color(rgb[0], rgb[1], rgb[2]);
		}
		else
			iff_init_color(0xff, 0xff, 0x00);

		// init radar blips colour table
		int a_bright, a_dim;
		bool alternate_blip_color = false;
		for (i = 0; i < 5; i++)
		{
			for (j = 0; j < 2; j++)
			{
				for (k = 0; k < 3; k++)
				{
					radar_iff_color[i][j][k] = -1;
				}
			}
		}

		// if the bright/dim scaling is wanted to be changed
		if (optional_string("$Dimmed IFF brightness:"))
		{
			int dim_iff_brightness;
			stuff_int(&dim_iff_brightness);
			Assert(dim_iff_brightness >= 0 && dim_iff_brightness <= HUD_COLOR_ALPHA_MAX);
			*iff_color_brightness = dim_iff_brightness;
		}
		else
			*iff_color_brightness = 4;

		// alternate = use same method as with ship blips
		// retail = use 1/2 intensities
		if (optional_string("$Use Alternate Blip Coloring:") || optional_string("$Use Alternate Blip Colouring:"))
		{
			stuff_boolean(&alternate_blip_color);
		}

		// Parse blip colours, their order is hardcoded.
		if ((optional_string("$Missile Blip Color:")) || (optional_string("$Missile Blip Colour:")))
		{
			stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
			for (i = 0; i < 3; i++)
			{
				Assert(rgb[i] >= 0 && rgb[i] <= 255);
				radar_iff_color[0][1][i] = rgb[i];
				radar_iff_color[0][0][i] = rgb[i] / 2;
			}
		}

		if ((optional_string("$Navbuoy Blip Color:")) || (optional_string("$Navbuoy Blip Colour:")))
		{
			stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
			for (i = 0; i < 3; i++)
			{
				Assert(rgb[i] >= 0 && rgb[i] <= 255);
				radar_iff_color[1][1][i] = rgb[i];
				radar_iff_color[1][0][i] = rgb[i] / 2;
			}
		}

		if ((optional_string("$Warping Blip Color:")) || (optional_string("$Warping Blip Colour:")))
		{
			stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
			for (i = 0; i < 3; i++)
			{
				Assert(rgb[i] >= 0 && rgb[i] <= 255);
				radar_iff_color[2][1][i] = rgb[i];
				radar_iff_color[2][0][i] = rgb[i] / 2;
			}
		}

		if ((optional_string("$Node Blip Color:")) || (optional_string("$Node Blip Colour:")))
		{
			stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
			for (i = 0; i < 3; i++)
			{
				Assert(rgb[i] >= 0 && rgb[i] <= 255);
				radar_iff_color[3][1][i] = rgb[i];
				radar_iff_color[3][0][i] = rgb[i] / 2;
			}
		}

		if ((optional_string("$Tagged Blip Color:")) || (optional_string("$Tagged Blip Colour:")))
		{
			stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
			for (i = 0; i < 3; i++)
			{
				Assert(rgb[i] >= 0 && rgb[i] <= 255);
				radar_iff_color[4][1][i] = rgb[i];
				radar_iff_color[4][0][i] = rgb[i] / 2;
			}
		}

		if (alternate_blip_color == true)
		{
			a_bright = iff_get_alpha_value(true);
			a_dim = iff_get_alpha_value(false);
			for (i = 0; i < 5; i++)
			{
				if (radar_iff_color[i][0][0] >= 0)
				{
					for (j = 0; j < 3; j++)
					{
						radar_iff_color[i][0][j] = radar_iff_color[i][1][j];
					}

					radar_iff_color[i][1][3] = a_bright;
					radar_iff_color[i][0][3] = a_dim;
				}
			}
		}
		else
		{
			for (i = 0; i < 5; i++)
			{
				if (radar_iff_color[i][0][0] >= 0)
				{
					radar_iff_color[i][0][3] = 255;
					radar_iff_color[i][1][3] = 255;
				}
			}
		}

		if (optional_string("$Radar Target ID Flags:")) {
			parse_string_flag_list((int*)&radar_target_id_flags, rti_flags, Num_rti_flags);
			if (optional_string("+reset"))
				radar_target_id_flags = 0;
		}

		// begin reading data
		Num_iffs = 0;
		while (required_string_either("#End", "$IFF Name:"))
		{
			iff_info *iff;
			int cur_iff;

			// make sure we're under the limit
			if (Num_iffs >= MAX_IFFS)
			{
				Warning(LOCATION, "Too many iffs in iffs_defs.tbl!  Max is %d.\n", MAX_IFFS);
				skip_to_start_of_string("#End", NULL);
				break;
			}

			// add new IFF
			iff = &Iff_info[Num_iffs];
			cur_iff = Num_iffs;
			Num_iffs++;


			// get required IFF info ----------------------------------------------

			// get the iff name
			required_string("$IFF Name:");
			stuff_string(iff->iff_name, F_NAME, NAME_LENGTH);

			// get the iff color
			if (check_for_string("$Colour:"))
				required_string("$Colour:");
			else
				required_string("$Color:");
			stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
			iff->color_index = iff_init_color(rgb[0], rgb[1], rgb[2]);


			// get relationships between IFFs -------------------------------------

			// get the list of iffs attacked
			if (optional_string("$Attacks:"))
				num_attack_names[cur_iff] = stuff_string_list(attack_names[cur_iff], MAX_IFFS);
			else
				num_attack_names[cur_iff] = 0;

			// get the list of observed colors
			num_observed_colors[cur_iff] = 0;
			while (optional_string("+Sees"))
			{
				// get iff observed
				stuff_string_until(observed_color_table[cur_iff][num_observed_colors[cur_iff]].iff_name, "As:", NAME_LENGTH);
				required_string("As:");

				// get color observed
				stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
				observed_color_table[cur_iff][num_observed_colors[cur_iff]].color_index = iff_init_color(rgb[0], rgb[1], rgb[2]);

				// increment
				num_observed_colors[cur_iff]++;
			}


			// get flags ----------------------------------------------------------

			// get iff flags
			iff->flags = 0;
			if (optional_string("$Flags:"))
			{
				char flag_strings[MAX_IFF_FLAGS][NAME_LENGTH];

				int num_strings = stuff_string_list(flag_strings, MAX_IFF_FLAGS);
				for (string_idx = 0; string_idx < num_strings; string_idx++)
				{
					if (!stricmp(NOX("support allowed"), flag_strings[string_idx]))
						iff->flags |= IFFF_SUPPORT_ALLOWED;
					else if (!stricmp(NOX("exempt from all teams at war"), flag_strings[string_idx]))
						iff->flags |= IFFF_EXEMPT_FROM_ALL_TEAMS_AT_WAR;
					else if (!stricmp(NOX("orders hidden"), flag_strings[string_idx]))
						iff->flags |= IFFF_ORDERS_HIDDEN;
					else if (!stricmp(NOX("orders shown"), flag_strings[string_idx]))
						iff->flags |= IFFF_ORDERS_SHOWN;
					else if (!stricmp(NOX("wing name hidden"), flag_strings[string_idx]))
						iff->flags |= IFFF_WING_NAME_HIDDEN;
					else
						Warning(LOCATION, "Bogus string in iff flags: %s\n", flag_strings[string_idx]);
				}
			}

			// get default ship flags
			iff->default_parse_flags = 0;
			if (optional_string("$Default Ship Flags:"))
			{
				i = 0;
				j = 0;
				char flag_strings[MAX_PARSE_OBJECT_FLAGS][NAME_LENGTH];
				int num_strings = stuff_string_list(flag_strings, MAX_PARSE_OBJECT_FLAGS);
				for (i = 0; i < num_strings; i++)
				{
					for (j = 0; j < MAX_PARSE_OBJECT_FLAGS; j++)
					{
						if (!stricmp(flag_strings[i], Parse_object_flags[j]))
						{
							iff->default_parse_flags |= (1 << j);
							break;
						}
					}
				}

				if (j == MAX_PARSE_OBJECT_FLAGS)
					Warning(LOCATION, "Bogus string in iff default ship flags: %s\n", flag_strings[i]);
			}

			// again
			iff->default_parse_flags2 = 0;
			if (optional_string("$Default Ship Flags2:"))
			{
				i = 0;
				j = 0;
				char flag_strings[MAX_PARSE_OBJECT_FLAGS_2][NAME_LENGTH];
				int num_strings = stuff_string_list(flag_strings, MAX_PARSE_OBJECT_FLAGS_2);
				for (i = 0; i < num_strings; i++)
				{
					for (j = 0; j < MAX_PARSE_OBJECT_FLAGS_2; j++)
					{
						if (!stricmp(flag_strings[i], Parse_object_flags_2[j]))
						{
							iff->default_parse_flags2 |= (1 << j);
							break;
						}
					}
				}

				if (j == MAX_PARSE_OBJECT_FLAGS_2)
					Warning(LOCATION, "Bogus string in iff default ship flags2: %s\n", flag_strings[i]);
			}

			// this is cleared between each level but let's just set it here for thoroughness
			iff->ai_rearm_timestamp = timestamp(-1);
		}

		required_string("#End");


		// now resolve the relationships ------------------------------------------

		// first get the traitor
		Iff_traitor = iff_lookup(traitor_name);
		if (Iff_traitor < 0)
		{
			Iff_traitor = 0;
			Warning(LOCATION, "Traitor IFF %s not found in iff_defs.tbl!  Defaulting to %s.\n", traitor_name, Iff_info[Iff_traitor].iff_name);
		}

		// next get the attackees and colors
		for (int cur_iff = 0; cur_iff < Num_iffs; cur_iff++)
		{
			iff_info *iff = &Iff_info[cur_iff];

			// clear the iffs to be attacked
			iff->attackee_bitmask = 0;
			iff->attackee_bitmask_all_teams_at_war = 0;

			// clear the observed colors
			for (j = 0; j < MAX_IFFS; j++)
				iff->observed_color_index[j] = -1;

			// resolve the list names
			for (int list_index = 0; list_index < MAX_IFFS; list_index++)
			{
				// are we within the number of attackees listed?
				if (list_index < num_attack_names[cur_iff])
				{
					// find out who
					int target_iff = iff_lookup(attack_names[cur_iff][list_index]);

					// valid?
					if (target_iff >= 0)
						iff->attackee_bitmask |= iff_get_mask(target_iff);
					else
						Warning(LOCATION, "Attack target IFF %s not found for IFF %s in iff_defs.tbl!\n", attack_names[cur_iff][list_index], iff->iff_name);
				}

				// are we within the number of colors listed?
				if (list_index < num_observed_colors[cur_iff])
				{
					// find out who
					int target_iff = iff_lookup(observed_color_table[cur_iff][list_index].iff_name);

					// valid?
					if (target_iff >= 0)
						iff->observed_color_index[target_iff] = observed_color_table[cur_iff][list_index].color_index;
					else
						Warning(LOCATION, "Observed color IFF %s not found for IFF %s in iff_defs.tbl!\n", observed_color_table[cur_iff][list_index].iff_name, iff->iff_name);
				}
			}

			// resolve the all teams at war relationships
			if (iff->flags & IFFF_EXEMPT_FROM_ALL_TEAMS_AT_WAR)
			{
				// exempt, so use standard attacks
				iff->attackee_bitmask_all_teams_at_war = iff->attackee_bitmask;
			}
			else
			{
				// nonexempt, so build bitmask of all other nonexempt teams
				for (int other_iff = 0; other_iff < Num_iffs; other_iff++)
				{
					// skip myself (unless I attack myself normally)
					if ((other_iff == cur_iff) && !iff_x_attacks_y(cur_iff, cur_iff))
						continue;

					// skip anyone exempt
					if (Iff_info[other_iff].flags & IFFF_EXEMPT_FROM_ALL_TEAMS_AT_WAR)
						continue;

					// add everyone else
					iff->attackee_bitmask_all_teams_at_war |= iff_get_mask(other_iff);
				}
			}
		}

		// add tbl/tbm to multiplayer validation list
		extern void fs2netd_add_table_validation(const char *tblname);
		fs2netd_add_table_validation("iff_defs.tbl");
	}
	catch (const parse::ParseException& e)
	{
		mprintf(("TABLES: Unable to parse '%s'!  Error message = %s.\n", "iff_defs.tbl", e.what()));
		return;
	}
}
コード例 #13
0
// -------------------------------------------------------------------------------------------------
// gamesnd_parse_soundstbl() will parse the sounds.tbl file, and load the specified sounds.
//
//
void gamesnd_parse_soundstbl()
{
	int rval;
	int num_game_sounds = 0;
	int num_iface_sounds = 0;
	int i;
	char cstrtemp[NAME_LENGTH+3];
	char* missing_species_names = NULL;
	ubyte* missing_species = NULL;
	int sanity_check = 0;

	gamesnd_init_sounds();

	// open localization
	lcl_ext_open();

	if ((rval = setjmp(parse_abort)) != 0)
	{
		mprintf(("TABLES: Unable to parse '%s'!  Error code = %i.\n", "sounds.tbl", rval));
		lcl_ext_close();
		return;
	}

	read_file_text("sounds.tbl", CF_TYPE_TABLES);
	reset_parse();

	// Parse the gameplay sounds section
	required_string("#Game Sounds Start");
	while (required_string_either("#Game Sounds End", "$Name:"))
	{
		Assert(num_game_sounds < Num_game_sounds);
		gamesnd_parse_line(&Snds[num_game_sounds], "$Name:");
		num_game_sounds++;
		gamesnd_add_sound_slot(GAME_SND, num_game_sounds);
	}
	required_string("#Game Sounds End");

	// Parse the interface sounds section
	required_string("#Interface Sounds Start");
	while (required_string_either("#Interface Sounds End", "$Name:"))
	{
		Assert(num_iface_sounds < Num_iface_sounds);
		gamesnd_parse_line(&Snds_iface[num_iface_sounds], "$Name:");
		num_iface_sounds++;
		gamesnd_add_sound_slot(IFACE_SND, num_iface_sounds);
	}
	required_string("#Interface Sounds End");

	// parse flyby sound section	
	required_string("#Flyby Sounds Start");

	missing_species_names = new char[Species_info.size() * (NAME_LENGTH + 2)];
	missing_species = new ubyte[Species_info.size()];

	memset(missing_species_names, 0, Species_info.size() * (NAME_LENGTH + 2));
	memset(missing_species, 1, Species_info.size());	// assume they are all missing

	while (!check_for_string("#Flyby Sounds End") && (sanity_check <= (int)Species_info.size()))
	{
		for (i = 0; i < (int)Species_info.size(); i++)
		{
			species_info* species = &Species_info[i];

			sprintf(cstrtemp, "$%s:", species->species_name);

			if (check_for_string(cstrtemp))
			{
				gamesnd_parse_line(&species->snd_flyby_fighter, cstrtemp);
				gamesnd_parse_line(&species->snd_flyby_bomber, cstrtemp);
				missing_species[i] = 0;
				sanity_check--;
			}
			else
			{
				sanity_check++;
			}
		}
	}

	// if we are missing any species then report it
	for (i = 0; i < (int)Species_info.size(); i++)
	{
		if (missing_species[i])
		{
			strcat(missing_species_names, Species_info[i].species_name);
			strcat(missing_species_names, "\n");
		}
	}

	if (strlen(missing_species_names))
	{
		Error(LOCATION, "The following species are missing flyby sounds in sounds.tbl:\n%s", missing_species_names);
	}

	delete[] missing_species_names;
	delete[] missing_species;

	required_string("#Flyby Sounds End");

	// close localization
	lcl_ext_close();
}
コード例 #14
0
void parse_medal_tbl()
{
	int rval, i;
	int num_badges = 0;

	// open localization
	lcl_ext_open();

	if ((rval = setjmp(parse_abort)) != 0)
	{
		mprintf(("TABLES: Unable to parse '%s'!  Error code = %i.\n", "medals.tbl", rval));
		lcl_ext_close();
		return;
	}

	read_file_text("medals.tbl", CF_TYPE_TABLES);
	reset_parse();

	// parse in all the rank names
	Num_medals = 0;
	required_string("#Medals");
	while (required_string_either("#End", "$Name:"))
	{
		medal_stuff temp_medal;

		required_string("$Name:");
		stuff_string(temp_medal.name, F_NAME, NAME_LENGTH);

		required_string("$Bitmap:");
		stuff_string(temp_medal.bitmap, F_NAME, MAX_FILENAME_LEN);

		required_string("$Num mods:");
		stuff_int(&temp_medal.num_versions);

		// some medals are based on kill counts.  When string +Num Kills: is present, we know that
		// this medal is a badge and should be treated specially
		if (optional_string("+Num Kills:"))
		{
			char buf[MULTITEXT_LENGTH];

			stuff_int(&temp_medal.kills_needed);

			if (optional_string("$Wavefile 1:"))
				stuff_string(temp_medal.voice_base, F_NAME, MAX_FILENAME_LEN);
			if (optional_string("$Wavefile 2:"))
				stuff_string(temp_medal.voice_base, F_NAME, MAX_FILENAME_LEN);
			//stuff_string(Badge_info[bi].wave2, F_NAME, NULL, MAX_FILENAME_LEN);

			if (optional_string("$Wavefile Base:"))
				stuff_string(temp_medal.voice_base, F_NAME, MAX_FILENAME_LEN);

			//required_string("$Wavefile 2:");
			//stuff_string(Badge_info[bi].wave2, F_NAME, NULL, MAX_FILENAME_LEN);

			required_string("$Promotion Text:");
			stuff_string(buf, F_MULTITEXT, sizeof(buf));
			temp_medal.promotion_text = vm_strdup(buf);

			// since badges (ace ranks) are handled a little differently we need to know
			// which we are in the list of badges.
			temp_medal.badge_num = num_badges++;
		}

		Medals.push_back(temp_medal);
	}

	required_string("#End");

	Num_medals = Medals.size();
	Assert(Num_medals == MAX_MEDALS);

	// be sure that the badges kill numbers show up in order
	//WMC - I don't think this is needed anymore due to my changes to post-mission functions
	//but I'm keeping it here to be sure.
	int prev_badge_kills = 0;
	for (i = 0; i < Num_medals; i++)
	{
		if (Medals[i].kills_needed < prev_badge_kills && Medals[i].kills_needed != 0)
			Error(LOCATION,
				"Badges must appear sorted by lowest kill # first in medals.tbl\nFind Allender for most information.");

		if (Medals[i].kills_needed > 0)
			prev_badge_kills = Medals[i].kills_needed;
	}

	// close localization
	lcl_ext_close();
}
コード例 #15
0
void parse_ai_profiles_tbl(const char *filename)
{
	int i;
	char profile_name[NAME_LENGTH];
	ai_profile_t dummy_profile;
	char *saved_Mp = NULL;
	char buf[NAME_LENGTH];

	try
	{
		if (filename == NULL)
			read_file_text_from_default(defaults_get_file("ai_profiles.tbl"));
		else
			read_file_text(filename, CF_TYPE_TABLES);

		reset_parse();


		// start parsing
		required_string("#AI Profiles");

		// new default?
		if (optional_string("$Default Profile:"))
			stuff_string(Default_profile_name, F_NAME, NAME_LENGTH);

		// begin reading data
		while (required_string_either("#End", "$Profile Name:"))
		{
			ai_profile_t *profile = &dummy_profile;
			ai_profile_t *previous_profile = NULL;
			bool no_create = false;

			// get the name
			required_string("$Profile Name:");
			stuff_string(profile_name, F_NAME, NAME_LENGTH);

			// see if it exists
			for (i = 0; i < Num_ai_profiles; i++)
			{
				if (!stricmp(Ai_profiles[i].profile_name, profile_name))
				{
					previous_profile = &Ai_profiles[i];
					break;
				}
			}

			// modular table stuff
			if (optional_string("+nocreate"))
			{
				no_create = true;

				// use the previous one if possible,
				// otherwise continue to use the dummy one
				if (previous_profile != NULL)
					profile = previous_profile;
			}
			else
			{
				// don't create multiple profiles with the same name
				if (previous_profile != NULL)
				{
					Warning(LOCATION, "An ai profile named '%s' already exists!  The new one will not be created.\n", profile_name);
				}
				else
				{
					// make sure we're under the limit
					if (Num_ai_profiles >= MAX_AI_PROFILES)
					{
						Warning(LOCATION, "Too many profiles in ai_profiles.tbl!  Max is %d.\n", MAX_AI_PROFILES - 1);	// -1 because one is built-in
						skip_to_string("#End", NULL);
						break;
					}

					profile = &Ai_profiles[Num_ai_profiles];
					Num_ai_profiles++;
				}
			}

			// initialize profile if we're not building from a previously parsed one
			if (!no_create)
			{
				// base profile, so zero it out
				if (profile == &Ai_profiles[0])
				{
					memset(profile, 0, sizeof(ai_profile_t));
				}
				// brand new profile, so set it to the base defaults
				else
				{
					memcpy(profile, &Ai_profiles[0], sizeof(ai_profile_t));
				}
			}

			// set the name
			strcpy_s(profile->profile_name, profile_name);


			// fill in any and all settings; they're all optional and can be in any order
			while (!check_for_string("$Profile Name:") && !check_for_string("#End"))
			{
				if (optional_string("$Player Afterburner Recharge Scale:"))
					parse_float_list(profile->afterburner_recharge_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Max Beam Friendly Fire Damage:"))
					parse_float_list(profile->beam_friendly_damage_cap, NUM_SKILL_LEVELS);

				if (optional_string("$Player Countermeasure Life Scale:"))
					parse_float_list(profile->cmeasure_life_scale, NUM_SKILL_LEVELS);

				if (optional_string("$AI Countermeasure Firing Chance:"))
					parse_float_list(profile->cmeasure_fire_chance, NUM_SKILL_LEVELS);

				if (optional_string("$AI In Range Time:"))
					parse_float_list(profile->in_range_time, NUM_SKILL_LEVELS);

				if (optional_string("$AI Always Links Ammo Weapons:"))
					parse_float_list(profile->link_ammo_levels_always, NUM_SKILL_LEVELS);

				if (optional_string("$AI Maybe Links Ammo Weapons:"))
					parse_float_list(profile->link_ammo_levels_maybe, NUM_SKILL_LEVELS);

				if (optional_string("$Primary Ammo Burst Multiplier:"))
					parse_float_list(profile->primary_ammo_burst_mult, NUM_SKILL_LEVELS);

				if (optional_string("$AI Always Links Energy Weapons:"))
					parse_float_list(profile->link_energy_levels_always, NUM_SKILL_LEVELS);

				if (optional_string("$AI Maybe Links Energy Weapons:"))
					parse_float_list(profile->link_energy_levels_maybe, NUM_SKILL_LEVELS);

				if (optional_string("$Max Missles Locked on Player:") || optional_string("$Max Missiles Locked on Player:"))
					parse_int_list(profile->max_allowed_player_homers, NUM_SKILL_LEVELS);

				if (optional_string("$Max Player Attackers:"))
					parse_int_list(profile->max_attackers, NUM_SKILL_LEVELS);

				if (optional_string("$Max Incoming Asteroids:"))
					parse_int_list(profile->max_incoming_asteroids, NUM_SKILL_LEVELS);

				if (optional_string("$Player Damage Factor:") || optional_string("$AI Damage Reduction to Player Hull:"))
					parse_float_list(profile->player_damage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Player Subsys Damage Factor:") || optional_string("$AI Damage Reduction to Player Subsys:"))
					parse_float_list(profile->subsys_damage_scale, NUM_SKILL_LEVELS);

				// represented in fractions of F1_0
				if (optional_string("$Predict Position Delay:"))
				{
					int iLoop;
					float temp_list[NUM_SKILL_LEVELS];

					parse_float_list(temp_list, NUM_SKILL_LEVELS);

					for (iLoop = 0; iLoop < NUM_SKILL_LEVELS; iLoop++)
						profile->predict_position_delay[iLoop] = fl2f(temp_list[iLoop]);
				}

				if (optional_string("$AI Shield Manage Delay:") || optional_string("$AI Shield Manage Delays:"))
					parse_float_list(profile->shield_manage_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Friendly AI Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_delay_scale_friendly, NUM_SKILL_LEVELS);

				if (optional_string("$Hostile AI Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_delay_scale_hostile, NUM_SKILL_LEVELS);

				if (optional_string("$Friendly AI Secondary Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_secondary_delay_scale_friendly, NUM_SKILL_LEVELS);

				if (optional_string("$Hostile AI Secondary Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_secondary_delay_scale_hostile, NUM_SKILL_LEVELS);

				if (optional_string("$AI Turn Time Scale:"))
					parse_float_list(profile->turn_time_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Glide Attack Percent:")) {
					parse_float_list(profile->glide_attack_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->glide_attack_percent[i] < 0.0f || profile->glide_attack_percent[i] > 100.0f) {
							Warning(LOCATION, "$Glide Attack Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_attack_percent[i]);
							profile->glide_attack_percent[i] = 0.0f;
						}
						profile->glide_attack_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Circle Strafe Percent:")) {
					parse_float_list(profile->circle_strafe_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->circle_strafe_percent[i] < 0.0f || profile->circle_strafe_percent[i] > 100.0f) {
							Warning(LOCATION, "$Circle Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->circle_strafe_percent[i]);
							profile->circle_strafe_percent[i] = 0.0f;
						}
						profile->circle_strafe_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Glide Strafe Percent:")) {
					parse_float_list(profile->glide_strafe_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->glide_strafe_percent[i] < 0.0f || profile->glide_strafe_percent[i] > 100.0f) {
							Warning(LOCATION, "$Glide Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_strafe_percent[i]);
							profile->glide_strafe_percent[i] = 0.0f;
						}
						profile->glide_strafe_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Random Sidethrust Percent:")) {
					parse_float_list(profile->random_sidethrust_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->random_sidethrust_percent[i] < 0.0f || profile->random_sidethrust_percent[i] > 100.0f) {
							Warning(LOCATION, "$Random Sidethrust Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->random_sidethrust_percent[i]);
							profile->random_sidethrust_percent[i] = 0.0f;
						}
						profile->random_sidethrust_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Stalemate Time Threshold:"))
					parse_float_list(profile->stalemate_time_thresh, NUM_SKILL_LEVELS);

				if (optional_string("$Stalemate Distance Threshold:"))
					parse_float_list(profile->stalemate_dist_thresh, NUM_SKILL_LEVELS);

				if (optional_string("$Player Shield Recharge Scale:"))
					parse_float_list(profile->shield_energy_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Player Weapon Recharge Scale:"))
					parse_float_list(profile->weapon_energy_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Max Turret Target Ownage:"))
					parse_int_list(profile->max_turret_ownage_target, NUM_SKILL_LEVELS);

				if (optional_string("$Max Turret Player Ownage:"))
					parse_int_list(profile->max_turret_ownage_player, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Required For Kill Scale:"))
					parse_float_list(profile->kill_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Required For Assist Scale:"))
					parse_float_list(profile->assist_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Awarded For Capship Assist:"))
					parse_float_list(profile->assist_award_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Repair Penalty:"))
					parse_int_list(profile->repair_penalty, NUM_SKILL_LEVELS);

				if (optional_string("$Delay Before Allowing Bombs to Be Shot Down:"))
					parse_float_list(profile->delay_bomb_arm_timer, NUM_SKILL_LEVELS);

				if (optional_string("$Chance AI Has to Fire Missiles at Player:"))
					parse_int_list(profile->chance_to_use_missiles_on_plr, NUM_SKILL_LEVELS);

				if (optional_string("$Max Aim Update Delay:"))
					parse_float_list(profile->max_aim_update_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Turret Max Aim Update Delay:"))
					parse_float_list(profile->turret_max_aim_update_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Player Autoaim FOV:"))
				{
					float fov_list[NUM_SKILL_LEVELS];
					parse_float_list(fov_list, NUM_SKILL_LEVELS);
					for (i = 0; i < NUM_SKILL_LEVELS; i++)
					{
						//Enforce range
						if (fov_list[i] < 0.0f || fov_list[i] >= 360.0f)
						{
							Warning(LOCATION, "$Player Autoaim FOV should be >= 0 and < 360.0 (read %f). Setting to 0.", fov_list[i]);
							fov_list[i] = 0.0f;
						}

						//Convert units
						profile->player_autoaim_fov[i] = fov_list[i] * PI / 180.0f;
					}
				}

				if (optional_string("$Detail Distance Multiplier:"))
					parse_float_list(profile->detail_distance_mult, NUM_SKILL_LEVELS);

				set_flag(profile, "$big ships can attack beam turrets on untargeted ships:", AIPF_BIG_SHIPS_CAN_ATTACK_BEAM_TURRETS_ON_UNTARGETED_SHIPS, AIP_FLAG);

				set_flag(profile, "$smart primary weapon selection:", AIPF_SMART_PRIMARY_WEAPON_SELECTION, AIP_FLAG);

				set_flag(profile, "$smart secondary weapon selection:", AIPF_SMART_SECONDARY_WEAPON_SELECTION, AIP_FLAG);

				set_flag(profile, "$smart shield management:", AIPF_SMART_SHIELD_MANAGEMENT, AIP_FLAG);

				set_flag(profile, "$smart afterburner management:", AIPF_SMART_AFTERBURNER_MANAGEMENT, AIP_FLAG);

				set_flag(profile, "$allow rapid secondary dumbfire:", AIPF_ALLOW_RAPID_SECONDARY_DUMBFIRE, AIP_FLAG);

				set_flag(profile, "$huge turret weapons ignore bombs:", AIPF_HUGE_TURRET_WEAPONS_IGNORE_BOMBS, AIP_FLAG);

				set_flag(profile, "$don't insert random turret fire delay:", AIPF_DONT_INSERT_RANDOM_TURRET_FIRE_DELAY, AIP_FLAG);

				set_flag(profile, "$hack improve non-homing swarm turret fire accuracy:", AIPF_HACK_IMPROVE_NON_HOMING_SWARM_TURRET_FIRE_ACCURACY, AIP_FLAG);

				set_flag(profile, "$shockwaves damage small ship subsystems:", AIPF_SHOCKWAVES_DAMAGE_SMALL_SHIP_SUBSYSTEMS, AIP_FLAG);

				set_flag(profile, "$navigation subsystem governs warpout capability:", AIPF_NAVIGATION_SUBSYS_GOVERNS_WARP, AIP_FLAG);

				set_flag(profile, "$ignore lower bound for minimum speed of docked ship:", AIPF_NO_MIN_DOCK_SPEED_CAP, AIP_FLAG);

				set_flag(profile, "$disable linked fire penalty:", AIPF_DISABLE_LINKED_FIRE_PENALTY, AIP_FLAG);

				set_flag(profile, "$disable weapon damage scaling:", AIPF_DISABLE_WEAPON_DAMAGE_SCALING, AIP_FLAG);

				set_flag(profile, "$use additive weapon velocity:", AIPF_USE_ADDITIVE_WEAPON_VELOCITY, AIP_FLAG);

				set_flag(profile, "$use newtonian dampening:", AIPF_USE_NEWTONIAN_DAMPENING, AIP_FLAG);

				set_flag(profile, "$include beams for kills and assists:", AIPF_INCLUDE_BEAMS_IN_STAT_CALCS, AIP_FLAG);

				set_flag(profile, "$score kills based on damage caused:", AIPF_KILL_SCORING_SCALES_WITH_DAMAGE, AIP_FLAG);

				set_flag(profile, "$score assists based on damage caused:", AIPF_ASSIST_SCORING_SCALES_WITH_DAMAGE, AIP_FLAG);

				set_flag(profile, "$allow event and goal scoring in multiplayer:", AIPF_ALLOW_MULTI_EVENT_SCORING, AIP_FLAG);

				set_flag(profile, "$fix linked primary weapon decision bug:", AIPF_FIX_LINKED_PRIMARY_BUG, AIP_FLAG);

				set_flag(profile, "$prevent turrets targeting too distant bombs:", AIPF_PREVENT_TARGETING_BOMBS_BEYOND_RANGE, AIP_FLAG);

				set_flag(profile, "$smart subsystem targeting for turrets:", AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS, AIP_FLAG);

				set_flag(profile, "$fix heat seekers homing on stealth ships bug:", AIPF_FIX_HEAT_SEEKER_STEALTH_BUG, AIP_FLAG);

				set_flag(profile, "$multi allow empty primaries:", AIPF_MULTI_ALLOW_EMPTY_PRIMARIES, AIP_FLAG);

				set_flag(profile, "$multi allow empty secondaries:", AIPF_MULTI_ALLOW_EMPTY_SECONDARIES, AIP_FLAG);

				set_flag(profile, "$allow turrets target weapons freely:", AIPF_ALLOW_TURRETS_TARGET_WEAPONS_FREELY, AIP_FLAG);

				set_flag(profile, "$use only single fov for turrets:", AIPF_USE_ONLY_SINGLE_FOV_FOR_TURRETS, AIP_FLAG);

				set_flag(profile, "$allow vertical dodge:", AIPF_ALLOW_VERTICAL_DODGE, AIP_FLAG);

				set_flag(profile, "$force beam turrets to use normal fov:", AIPF_FORCE_BEAM_TURRET_FOV, AIP_FLAG);

				set_flag(profile, "$fix ai class bug:", AIPF_FIX_AI_CLASS_BUG, AIP_FLAG);

				set_flag(profile, "$turrets ignore targets radius in range checks:", AIPF2_TURRETS_IGNORE_TARGET_RADIUS, AIP_FLAG2);

				set_flag(profile, "$no extra collision avoidance vs player:", AIPF2_NO_SPECIAL_PLAYER_AVOID, AIP_FLAG2);

				set_flag(profile, "$perform fewer checks for death screams:", AIPF2_PERFORM_FEWER_SCREAM_CHECKS, AIP_FLAG2);

				set_flag(profile, "$advanced turret fov edge checks:", AIPF2_ADVANCED_TURRET_FOV_EDGE_CHECKS, AIP_FLAG2);

				set_flag(profile, "$require turrets to have target in fov:", AIPF2_REQUIRE_TURRET_TO_HAVE_TARGET_IN_FOV, AIP_FLAG2);

				set_flag(profile, "$all ships manage shields:", AIPF2_ALL_SHIPS_MANAGE_SHIELDS, AIP_FLAG2);

				set_flag(profile, "$ai aims from ship center:", AIPF2_AI_AIMS_FROM_SHIP_CENTER, AIP_FLAG2);

				set_flag(profile, "$allow primary link at mission start:", AIPF2_ALLOW_PRIMARY_LINK_AT_START, AIP_FLAG2);

				set_flag(profile, "$allow beams to damage bombs:", AIPF2_BEAMS_DAMAGE_WEAPONS, AIP_FLAG2);

				set_flag(profile, "$disable weapon damage scaling for player:", AIPF2_PLAYER_WEAPON_SCALE_FIX, AIP_FLAG2);

				set_flag(profile, "$countermeasures affect aspect seekers:", AIPF2_ASPECT_LOCK_COUNTERMEASURE, AIP_FLAG2);

				set_flag(profile, "$ai guards specific ship in wing:", AIPF2_AI_GUARDS_SPECIFIC_SHIP_IN_WING, AIP_FLAG2);

				profile->ai_path_mode = AI_PATH_MODE_NORMAL;
				if (optional_string("$ai path mode:"))
				{
					stuff_string(buf, F_NAME, NAME_LENGTH);
					int j = ai_path_type_match(buf);
					if (j >= 0) {
						profile->ai_path_mode = j;
					}
					else {
						Warning(LOCATION, "Invalid ai path mode '%s' specified", buf);
					}
				}

				set_flag(profile, "$no warp camera:", AIPF2_NO_WARP_CAMERA, AIP_FLAG2);

				set_flag(profile, "$fix ai path order bug:", AIPF2_FIX_AI_PATH_ORDER_BUG, AIP_FLAG2);

				set_flag(profile, "$strict turret-tagged-only targeting:", AIPF2_STRICT_TURRET_TAGGED_ONLY_TARGETING, AIP_FLAG2);

				set_flag(profile, "$aspect bomb invulnerability fix:", AIPF2_ASPECT_INVULNERABILITY_FIX, AIP_FLAG2);

				set_flag(profile, "$glide decay requires thrust:", AIPF2_GLIDE_DECAY_REQUIRES_THRUST, AIP_FLAG2);

				set_flag(profile, "$ai can slow down when attacking big ships:", AIPF2_AI_CAN_SLOW_DOWN_ATTACKING_BIG_SHIPS, AIP_FLAG2);

				profile->bay_arrive_speed_mult = 1.0f;
				profile->bay_depart_speed_mult = 1.0f;
				if (optional_string("$bay arrive speed multiplier:")) {
					stuff_float(&profile->bay_arrive_speed_mult);
				}
				if (optional_string("$bay depart speed multiplier:")) {
					stuff_float(&profile->bay_depart_speed_mult);
				}

				// ----------

				// compatibility
				if (optional_string("$perform less checks for death screams:"))
				{
					mprintf(("Warning: \"$perform less checks for death screams\" flag is deprecated in favor of \"$perform fewer checks for death screams\"\n"));
					bool temp;
					stuff_boolean(&temp);
					if (temp)
						profile->flags2 |= AIPF2_PERFORM_FEWER_SCREAM_CHECKS;
					else
						profile->flags2 &= ~AIPF2_PERFORM_FEWER_SCREAM_CHECKS;
				}
				if (optional_string("$allow primary link delay:"))
				{
					mprintf(("Warning: \"$allow primary link delay\" flag is deprecated in favor of \"$allow primary link at mission start\"\n"));
					bool temp;
					stuff_boolean(&temp);
					if (temp)
						profile->flags2 &= ~AIPF2_ALLOW_PRIMARY_LINK_AT_START;
					else
						profile->flags2 |= AIPF2_ALLOW_PRIMARY_LINK_AT_START;
				}


				// if we've been through once already and are at the same place, force a move
				if (saved_Mp && (saved_Mp == Mp))
				{
					char tmp[60];
					memset(tmp, 0, 60);
					strncpy(tmp, Mp, 59);
					mprintf(("WARNING: Unrecognized parameter in ai_profiles: %s\n", tmp));

					Mp++;
				}

				// find next valid option
				skip_to_start_of_string_either("$", "#");
				saved_Mp = Mp;
			}
		}

		required_string("#End");
	}
	catch (const parse::ParseException& e)
	{
		mprintf(("TABLES: Unable to parse '%s'!  Error message = %s.\n", (filename) ? filename : "<default ai_profiles.tbl>", e.what()));
		return;
	}

	// add tbl/tbm to multiplayer validation list
	extern void fs2netd_add_table_validation(const char *tblname);
	fs2netd_add_table_validation(filename);
}
コード例 #16
0
void parse_medal_tbl()
{
	int i;

	try
	{
		read_file_text("medals.tbl", CF_TYPE_TABLES);
		reset_parse();

		required_string("#Medals");

		// special background information
		if (optional_string("+Background Bitmap:")) {
			stuff_string(Medals_background_filename, F_NAME, NAME_LENGTH);
		}
		else {
			strcpy_s(Medals_background_filename, Default_medals_background_filename);
		}

		// special mask information
		if (optional_string("+Mask Bitmap:")) {
			stuff_string(Medals_mask_filename, F_NAME, NAME_LENGTH);
		}
		else {
			strcpy_s(Medals_mask_filename, Default_medals_mask_filename);
		}

		// configurable hotspot for the exit button
		if (optional_string("+Exit Button Hotspot Index:")) {
			stuff_int(&Exit_button_hotspot_override);
		}

		// special positioning for player callsign
		if (optional_string("+Callsign Position 640:")) {
			stuff_int(&Medals_callsign_coords[GR_640].x);
			stuff_int(&Medals_callsign_coords[GR_640].y);
		}
		else {
			Medals_callsign_coords[GR_640].x = Default_medals_callsign_coords[GR_640][0];
			Medals_callsign_coords[GR_640].y = Default_medals_callsign_coords[GR_640][1];
		}
		if (optional_string("+Callsign Position 1024:")) {
			stuff_int(&Medals_callsign_coords[GR_1024].x);
			stuff_int(&Medals_callsign_coords[GR_1024].y);
		}
		else {
			Medals_callsign_coords[GR_1024].x = Default_medals_callsign_coords[GR_1024][0];
			Medals_callsign_coords[GR_1024].y = Default_medals_callsign_coords[GR_1024][1];
		}

		// special positioning for medal label
		if (optional_string("+Label Position 640:")) {
			stuff_int(&Medals_label_coords[GR_640].x);
			stuff_int(&Medals_label_coords[GR_640].y);
			stuff_int(&Medals_label_coords[GR_640].w);
		}
		else {
			Medals_label_coords[GR_640].x = Default_medals_label_coords[GR_640][0];
			Medals_label_coords[GR_640].y = Default_medals_label_coords[GR_640][1];
			Medals_label_coords[GR_640].w = Default_medals_label_coords[GR_640][2];
		}
		if (optional_string("+Label Position 1024:")) {
			stuff_int(&Medals_label_coords[GR_1024].x);
			stuff_int(&Medals_label_coords[GR_1024].y);
			stuff_int(&Medals_label_coords[GR_1024].w);
		}
		else {
			Medals_label_coords[GR_1024].x = Default_medals_label_coords[GR_1024][0];
			Medals_label_coords[GR_1024].y = Default_medals_label_coords[GR_1024][1];
			Medals_label_coords[GR_1024].w = Default_medals_label_coords[GR_1024][2];
		}

		// parse in all the medal names
		Num_medals = 0;
		while (required_string_either("#End", "$Name:"))
		{
			medal_stuff temp_medal;
			medal_display_info temp_display;

			required_string("$Name:");
			stuff_string(temp_medal.name, F_NAME, NAME_LENGTH);

			// is this rank?  if so, save it
			if (!stricmp(temp_medal.name, "Rank"))
				Rank_medal_index = Num_medals;

			required_string("$Bitmap:");
			stuff_string(temp_medal.bitmap, F_NAME, MAX_FILENAME_LEN);

			if (optional_string("+Position 640:")) {
				stuff_int(&temp_display.coords[GR_640].x);
				stuff_int(&temp_display.coords[GR_640].y);
			}
			else if (Num_medals < NUM_MEDALS_FS2) {
				temp_display.coords[GR_640].x = Default_medal_coords[GR_640][Num_medals][0];
				temp_display.coords[GR_640].y = Default_medal_coords[GR_640][Num_medals][1];
			}
			else {
				Warning(LOCATION, "No default GR_640 position for medal '%s'!", temp_medal.name);
				temp_display.coords[GR_640].x = 0;
				temp_display.coords[GR_640].y = 0;
			}
			if (optional_string("+Position 1024:")) {
				stuff_int(&temp_display.coords[GR_1024].x);
				stuff_int(&temp_display.coords[GR_1024].y);
			}
			else if (Num_medals < NUM_MEDALS_FS2) {
				temp_display.coords[GR_1024].x = Default_medal_coords[GR_1024][Num_medals][0];
				temp_display.coords[GR_1024].y = Default_medal_coords[GR_1024][Num_medals][1];
			}
			else {
				Warning(LOCATION, "No default GR_1024 position for medal '%s'!", temp_medal.name);
				temp_display.coords[GR_1024].x = 0;
				temp_display.coords[GR_1024].y = 0;
			}

			if (optional_string("+Debriefing Bitmap:")) {
				stuff_string(temp_medal.debrief_bitmap, F_NAME, MAX_FILENAME_LEN);
			}
			else if (Num_medals < NUM_MEDALS_FS2) {
				strcpy_s(temp_medal.debrief_bitmap, Default_debriefing_bitmaps[Num_medals]);
			}
			else {
				Warning(LOCATION, "No default debriefing bitmap for medal '%s'!", temp_medal.name);
				strcpy_s(temp_medal.debrief_bitmap, "");
			}

			required_string("$Num mods:");
			stuff_int(&temp_medal.num_versions);

			// this is dumb
			temp_medal.version_starts_at_1 = (Num_medals == Rank_medal_index);
			if (optional_string("+Version starts at 1:")) {
				stuff_boolean(&temp_medal.version_starts_at_1);
			}

			if (optional_string("+Available From Start:")) {
				stuff_boolean(&temp_medal.available_from_start);
			}

			// some medals are based on kill counts.  When string +Num Kills: is present, we know that
			// this medal is a badge and should be treated specially
			if (optional_string("+Num Kills:")) {
				char buf[MULTITEXT_LENGTH];
				int persona;
				stuff_int(&temp_medal.kills_needed);

				if (optional_string("$Wavefile 1:"))
					stuff_string(temp_medal.voice_base, F_NAME, MAX_FILENAME_LEN);

				if (optional_string("$Wavefile 2:"))
					stuff_string(temp_medal.voice_base, F_NAME, MAX_FILENAME_LEN);

				if (optional_string("$Wavefile Base:"))
					stuff_string(temp_medal.voice_base, F_NAME, MAX_FILENAME_LEN);

				while (check_for_string("$Promotion Text:")) {
					required_string("$Promotion Text:");
					stuff_string(buf, F_MULTITEXT, sizeof(buf));
					persona = -1;
					if (optional_string("+Persona:")) {
						stuff_int(&persona);
						if (persona < 0) {
							Warning(LOCATION, "Debriefing text for %s is assigned to an invalid persona: %i (must be 0 or greater).\n", temp_medal.name, persona);
							continue;
						}
					}
					temp_medal.promotion_text[persona] = SCP_string(buf);
				}
				if (temp_medal.promotion_text.find(-1) == temp_medal.promotion_text.end()) {
					Warning(LOCATION, "%s medal is missing default debriefing text.\n", temp_medal.name);
					temp_medal.promotion_text[-1] = "";
				}
			}

			Medals.push_back(temp_medal);
			Medal_display_info.push_back(temp_display);
			Num_medals++;
		}

		required_string("#End");

		// be sure that we know where the rank is
		if (Rank_medal_index < 0)
		{
			Warning(LOCATION, "Could not find the 'Rank' medal!");
			Rank_medal_index = 0;
		}

		// be sure that the badges kill numbers show up in order
		//WMC - I don't think this is needed anymore due to my changes to post-mission functions
		//but I'm keeping it here to be sure.
		int prev_badge_kills = 0;
		for (i = 0; i < Num_medals; i++)
		{
			if (Medals[i].kills_needed < prev_badge_kills && Medals[i].kills_needed != 0)
				Error(LOCATION, "Badges must appear sorted by lowest kill # first in medals.tbl\nFind Allender for most information.");

			if (Medals[i].kills_needed > 0)
				prev_badge_kills = Medals[i].kills_needed;
		}
	}
	catch (const parse::ParseException& e)
	{
		mprintf(("TABLES: Unable to parse '%s'!  Error message = %s.\n", "medals.tbl", e.what()));
		return;
	}
}
コード例 #17
0
void parse_everything_else(const char *filename)
{
	Assertion(filename != NULL, "parse_everything_else() called on NULL; get a coder!\n");
	read_file_text(filename, CF_TYPE_TABLES);

	int err_code;
	if ((err_code = setjmp(parse_abort)) != 0) {
		mprintf(("TABLES: Unable to parse '%s'!  Error code = %d.\n", filename, err_code));
		return;
	}

	reset_parse();

	int rgba[4] = {0,0,0,0};

	// reusable temp vars
	int i, j;
	SCP_string temp;

	if (optional_string("#Start Colors")) {
		// Skip this section; we already parsed it in every file.
		skip_to_string("#End", NULL);
	}

	//Team coloring
	if (optional_string("#Team Colors")) {

		while (required_string_either("#End", "$Team Name:")) {
			required_string("$Team Name:"); // required to move the parse pointer forward
			team_color temp_color;

			char temp2[NAME_LENGTH];
			stuff_string(temp2, F_NAME, NAME_LENGTH);
			temp = temp2;

			if (!stricmp(temp2, "none")) {
				Warning(LOCATION, "Team color in '%s' defined with a name of '%s'; this won't be usable due to 'None' being used for a lack of a team color by the engine.\n", filename, temp2);
			}

			if (required_string("$Team Stripe Color:")) {
				int rgb[3];
				stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
				for (i = 0; i < 3; i++) {
					CLAMP(rgb[i], 0, 255);
				}
				
				temp_color.stripe.r = rgb[0] / 255.0f;
				temp_color.stripe.g = rgb[1] / 255.0f;
				temp_color.stripe.b = rgb[2] / 255.0f;
			}

			if (required_string("$Team Base Color:")) {
				int rgb[3];
				stuff_int_list(rgb, 3, RAW_INTEGER_TYPE);
				for (i = 0; i < 3; i++) {
					CLAMP(rgb[i], 0, 255);
				}

				temp_color.base.r = rgb[0] / 255.0f;
				temp_color.base.g = rgb[1] / 255.0f;
				temp_color.base.b = rgb[2] / 255.0f;
			}

			if (Team_Colors.find(temp) == Team_Colors.end()) {	// Only push to the vector if the team isn't already defined.
				Team_Names.push_back(temp);
			}
			Team_Colors[temp] = temp_color;
		}
		required_string("#End");
	}

	// Previously-hardcoded interface colors
	if (optional_string("#Interface Colors")) {
		char *color_names[INTERFACE_COLORS] = {
			"$Text Normal:",
			"$Text Subselected:",
			"$Text Selected:",
			"$Text Error:",
			"$Text Error Highlighted:",
			"$Text Active:",
			"$Text Active Highlighted:",
			"$Text Heading:",
			"$More Indicator:",
			"$Bright More Indicator:",
			"$Bright:",
			"$Normal:",
		};

		// now for each color, check if its corresponding string is there
		for (i = 0; i < INTERFACE_COLORS; i++) {
			if (optional_string(color_names[i])) {
				// if so, get its rgba values and initialise it using them
				mprintf(("'%s' has been redefined.\n", color_names[i]));
				if ( check_for_string("(") ) {
					// If we have a list of integers, use them.
					stuff_int_list(rgba, 4, RAW_INTEGER_TYPE);
					for (j = 0; j < 4; j++) {
						if (rgba[j] < 0)
						{
							Warning(LOCATION, "RGBA value for '%s' in %s too low (%d), capping to 0.\n", color_names[i], filename, rgba[j]);
							rgba[j] = 0;
						}
						else if (rgba[j] > 255)
						{
							Warning(LOCATION, "RGBA value for '%s' in %s too high (%d), capping to 255.\n", color_names[i], filename, rgba[j]);
							rgba[j] = 255;
						}
					}
					gr_init_alphacolor(interface_colors[i], rgba[0], rgba[1], rgba[2], rgba[3]);
				//} else if (check_for_string("#")) {
				//	stuff_hex_list(rgba, 4);
				//	gr_init_alphacolor(interface_colors[i], rgba[0], rgba[1], rgba[2], rgba[3]);
				} else {
					// We have a string; it should be the name of a color to use.
					stuff_string(temp, F_NAME);
					for (j = 0; j < TOTAL_COLORS; j++) {
						if ( !temp.compare(COLOR_NAMES[j]) ) {
							break;
						}
					}
					if ( j == TOTAL_COLORS ) {
						Warning(LOCATION, "Unknown color '%s' in %s, for definition of '%s'; using default ('%s').\n", temp.c_str(), filename, color_names[i], COLOR_NAMES[interface_defaults[i]]);
					} else {
						Assertion(j >= 0 && j < TOTAL_COLORS, "Attempting to copy nonexistant color (%d out of 0-%d)!\n", j, TOTAL_COLORS-1);
						memcpy(interface_colors[i], COLOR_LIST[j], sizeof(color));
					}
				}
			}
		}
		required_string("#End");
	}

	// Text color tags; for briefings, command briefings, debriefings, and the fiction viewer
	if (optional_string("#Color Tags")) {
		while (required_string_either("$Tag:", "#End") < 1) {
			required_string("$Tag:");
			color temp_color;
			char tag;

			stuff_string(temp, F_RAW);
			if (temp[0] == '$') {
				if (temp[1] == '\0') {
					Error(LOCATION, "%s - found a '$Tag:' entry with a solitary '$'.\n", filename);
				}
				tag = temp[1];
				if (temp[2] != '\0') {
					Warning(LOCATION, "%s - tag '$%c' has extra text in its definition.\n", filename, tag);
				}
			} else if (temp[0] == '\0') {
				Error(LOCATION, "%s - found a '$Tag:' entry with no tag.\n", filename);
			} else {
				tag = temp[0];
				if (temp[1] != '\0') {
					Warning(LOCATION, "%s - tag '$%c' has extra text in its definition.\n", filename, tag);
				}
			}

			if (Tagged_Colors.find(tag) == Tagged_Colors.end()) {	// Only push the tag to our list of tags if it's actually new, not just a redefinition.
				Color_Tags.push_back(tag);
			}

			switch(required_string_one_of(4, "+Color:", "+Friendly", "+Hostile", "+Neutral")) {
			case 0:	// +Color
				required_string("+Color:");

				rgba[0] = rgba[1] = rgba[2] = 0;
				rgba[3] = 255;	// Odds are pretty high you want it to have full alpha...

				if ( check_for_string("(") ) {
					stuff_int_list(rgba, 4, RAW_INTEGER_TYPE);
					for (j = 0; j < 4; j++) {
						if (rgba[j] < 0)
						{
							Warning(LOCATION, "RGBA value for '$%c' in %s too low (%d), capping to 0.\n", tag, filename, rgba[j]);
							rgba[j] = 0;
						}
						else if (rgba[j] > 255)
						{
							Warning(LOCATION, "RGBA value for '$%c' in %s too high (%d), capping to 255.\n", tag, filename, rgba[j]);
							rgba[j] = 255;
						}
					}
					gr_init_alphacolor(&temp_color, rgba[0], rgba[1], rgba[2], rgba[3]);
					Custom_Colors[tag] = temp_color;
					Tagged_Colors[tag] = &Custom_Colors[tag];
				//} else if ( check_for_string ("#") ) {
				//	stuff_hex_list(rgba, 4);
				//	gr_init_alphacolor(&temp_color, rgba[0], rgba[1], rgba[2], rgba[3]);
				//	Custom_Colors[tag] = temp_color;
				//	Tagged_Colors[tag] = &Custom_Colors[tag];
				} else {
					// We have a string; it should be the name of a color to use.
					stuff_string(temp, F_NAME);
					for (j = 0; j < TOTAL_COLORS; j++) {
						if ( !temp.compare(COLOR_NAMES[j]) ) {
							break;
						}
					}
					if ( j == TOTAL_COLORS ) {
						Error(LOCATION, "Unknown color '%s' in %s, for definition of tag '$%c'.\n", temp.c_str(), filename, tag);
					}
					Tagged_Colors[tag] = COLOR_LIST[j];
				}
				break;
			case 1:	// +Friendly
				required_string("+Friendly");
				Tagged_Colors[tag] = &Brief_color_green;
				break;
			case 2:	// +Hostile
				required_string("+Hostile");
				Tagged_Colors[tag] = &Brief_color_red;
				break;
			case 3:	// +Neutral
				required_string("+Neutral");
				Tagged_Colors[tag] = &Brief_color_legacy_neutral;
				break;
			case -1:
				// -noparseerrors is set
				if (Tagged_Colors.find(tag) == Tagged_Colors.end()) {	// It was a new color, but since we haven't actually defined it...
					Color_Tags.pop_back();
				}
				break;
			default:
				Assertion(false, "MageKing17 made a coding error somewhere, and you should laugh at him (and report this error).\n");
				break;
			}
		}

		required_string("#End");
	}
	Assertion(Color_Tags.size() == Tagged_Colors.size(), "Color_Tags and Tagged_Colors size mismatch; get a coder!\n");

	if (optional_string("#Default Text Colors")) {

		char* color_names[MAX_DEFAULT_TEXT_COLORS] = {
			"$Fiction Viewer:",
			"$Command Briefing:",
			"$Briefing:",
			"$Redalert Briefing:",
			"$Debriefing:",
			"$Recommendation:",
			"$Loop Briefing:",
		};

		char *color_value[MAX_DEFAULT_TEXT_COLORS] = {
			&default_fiction_viewer_color,
			&default_command_briefing_color,
			&default_briefing_color,
			&default_redalert_briefing_color,
			&default_debriefing_color,
			&default_recommendation_color,
			&default_loop_briefing_color,
		};

		for (i = 0; i < MAX_DEFAULT_TEXT_COLORS; i++) {
			if ( optional_string(color_names[i]) ) {
				stuff_string(temp, F_RAW);
				if (temp[0] == '$') {
					if (temp[1] == '\0') {
						Error(LOCATION, "%s - default text color '%s' entry with a solitary '$'.\n", filename, color_names[i]);
					}
					*color_value[i] = temp[1];
					if (temp[2] != '\0') {
						Warning(LOCATION, "%s - default text color '%s' has extra text after the tag '$%c'.\n", filename, color_names[i], *color_value[i]);
					}
				} else if (temp[0] == '\0') {
					Error(LOCATION, "%s - default text color '%s' entry with no tag.\n", filename, color_names[i]);
				} else {
					*color_value[i] = temp[0];
					if (temp[1] != '\0') {
						Warning(LOCATION, "%s - default text color '%s' has extra text after the tag '$%c'.\n", filename, color_names[i], *color_value[i]);
					}
				}
				if (Tagged_Colors.find(*color_value[i]) == Tagged_Colors.end()) {
					// Just mprintf() this information instead of complaining with a Warning(); the tag might be defined in a later-loading TBM, and if it isn't, nothing too terrible will happen.
					mprintf(("%s - default text color '%s' set to non-existant tag '$%c'.\n", filename, color_names[i], *color_value[i]));
				}
			}
		}
		required_string("#End");
	}
}
コード例 #18
0
// -------------------------------------------------------------------------------------------------
// gamesnd_parse_soundstbl() will parse the sounds.tbl file, and load the specified sounds.
//
//
void gamesnd_parse_soundstbl()
{
	int		rval;
	int		num_game_sounds = 0;
	int		num_iface_sounds = 0;

	// open localization
	lcl_ext_open();

	gamesnd_init_sounds();

	if ((rval = setjmp(parse_abort)) != 0) {
		Error(LOCATION, "Unable to parse sounds.tbl!  Code = %i.\n", rval);
	}
	else {
		read_file_text("sounds.tbl");
		reset_parse();		
	}

	// Parse the gameplay sounds section
	required_string("#Game Sounds Start");
	while (required_string_either("#Game Sounds End","$Name:")) {
		Assert( num_game_sounds < MAX_GAME_SOUNDS);
		gamesnd_parse_line( &Snds[num_game_sounds], "$Name:" );
		num_game_sounds++;
	}
	required_string("#Game Sounds End");

	// Parse the interface sounds section
	required_string("#Interface Sounds Start");
	while (required_string_either("#Interface Sounds End","$Name:")) {
		Assert( num_iface_sounds < MAX_INTERFACE_SOUNDS);
		gamesnd_parse_line(&Snds_iface[num_iface_sounds], "$Name:");
		num_iface_sounds++;
	}
	required_string("#Interface Sounds End");

	// parse flyby sound section
	// flyby sounds are now read from the craft data in ships.tbl
	/*required_string("#Flyby Sounds Start");

#if defined(MORE_SPECIES)
	char cstrtemp[SPECIES_NAME_MAXLEN+3];

	for (int i = 0; i < True_NumSpecies; i++)
	{
		sprintf(cstrtemp, "$%s:", Species_names[i]);
		gamesnd_parse_line(&Snds_flyby[i][0], cstrtemp);
		gamesnd_parse_line(&Snds_flyby[i][1], cstrtemp);	
	}
#else
	// read 2 terran sounds
	gamesnd_parse_line(&Snds_flyby[SPECIES_TERRAN][0], "$Terran:");
	gamesnd_parse_line(&Snds_flyby[SPECIES_TERRAN][1], "$Terran:");

	// 2 vasudan sounds
	gamesnd_parse_line(&Snds_flyby[SPECIES_VASUDAN][0], "$Vasudan:");
	gamesnd_parse_line(&Snds_flyby[SPECIES_VASUDAN][1], "$Vasudan:");

	gamesnd_parse_line(&Snds_flyby[SPECIES_SHIVAN][0], "$Shivan:");
	gamesnd_parse_line(&Snds_flyby[SPECIES_SHIVAN][1], "$Shivan:");
#endif
	
	required_string("#Flyby Sounds End");*/

	// close localization
	lcl_ext_close();
}