freedoom/graphics/text/config.py
2017-03-14 17:59:34 -07:00

251 lines
6.2 KiB
Python

# SPDX-License-Identifier: BSD-3-Clause
#
# Configuration file for textgen. This file defines the graphic lumps
# that are generated, and the text to show in each one.
#
import re
# Adjustments for character position based on character pairs. Some
# pairs of characters can fit more snugly together, which looks more
# visually appealing. This is highly dependent on the font graphics,
# and if the font is changed this probably needs to be redone.
# TODO: Add more rule for lower-case characters.
FONT_KERNING_RULES = {
# Right character fits under left character:
r'[TY][07ACOSZ]': -2,
r'[TYty][a]': -2,
r'P[A]': -3,
r'P[7]': -2,
r'P[Z]': -1,
r'7[Z]': -1,
r'[0OQ]A': -1,
r'S[A]': -1,
r'V[0OC]': -2,
# Left character fits under right character:
r'L[TY]': -4,
r'L[014COQV]': -3,
r'L[O09]': -2,
r'[0O][4TY]': -2,
r'[0O][1]': -1,
r'Q[1T]': -2,
r'Q[Y]': -1,
r'A[TYV]': -2,
r'A[GC]': -1,
r'a[TYty]': -2,
r'a[vV]': -2,
r'a[g]': -1,
# Fits into "hole" in left character:
r'[BCX8][0CGOQ]': -2,
r'Z[0CO]': -2,
r'Z[GQ]': -1,
r'I[0COQ]': -1,
r'K[0CO]': -4,
r'K[GQ]': -3,
r'K[E]': -1,
r'[PR][0COQ]': -1,
# Fits into "hole" in right character:
r'[O0Q][X]': -3,
r'[O0Q][28]': -2,
r'[O0Q][9IK]': -1,
# Just because.
r'[O0][O0]': -1,
}
white_graphics = {
'wibp1': 'P1',
'wibp2': 'P2',
'wibp3': 'P3',
'wibp4': 'P4',
'wicolon': ':',
# These files are for the title screens of Phase 1 and Phase 2
't_phase1': 'PHASE 1',
't_phase2': 'PHASE 2',
# Note: level names are also included in this dictionary, with
# the data added programatically from the DEHACKED lump, see
# code below.
}
blue_graphics = {
'm_disopt': 'DISPLAY OPTIONS',
'm_episod': 'Choose Chapter:',
'm_optttl': 'OPTIONS',
'm_skill': 'Choose Skill Level:',
}
red_graphics = {
# Title for the HELP/HELP1 screen:
'helpttl': 'Help',
# Title for CREDIT
'freettl': 'Freedoom',
'm_ngame': 'New Game',
'm_option': 'Options',
'm_loadg': 'Load Game',
'm_saveg': 'Save Game',
'm_rdthis': 'Read This!',
'm_quitg': 'Quit Game',
'm_newg': 'NEW GAME',
'm_epi1': 'Outpost Outbreak',
'm_epi2': 'Military Labs',
'm_epi3': 'Event Horizon',
'm_epi4': 'Double Impact',
'm_jkill': 'Please don\'t kill me!',
'm_rough': 'Will this hurt?',
'm_hurt': 'Bring on the pain.',
'm_ultra': 'Extreme Carnage',
'm_nmare': 'INSANITY!',
'm_lgttl': 'LOAD GAME',
'm_sgttl': 'SAVE GAME',
'm_endgam': 'End Game',
'm_messg': 'Messages:',
'm_msgoff': 'off',
'm_msgon': 'on',
'm_msens': 'Mouse Sensitivity',
'm_detail': 'Graphic Detail:',
'm_gdhigh': 'high',
'm_gdlow': 'low',
'm_scrnsz': 'Screen Size',
'm_svol': 'Sound Volume',
'm_sfxvol': 'Sfx Volume',
'm_musvol': 'Music Volume',
'm_disp': 'Display',
'wif': 'finished',
'wiostk': 'kills',
'wiosti': 'items',
'wiscrt2': 'secret',
'wiosts': 'scrt',
'wifrgs': 'frgs',
'witime': 'Time:',
'wisucks': 'sucks',
'wimstt': 'Total:',
'wipar': 'Par:',
'wip1': 'P1', 'wip2': 'P2', 'wip3': 'P3', 'wip4': 'P4',
'wiostf': 'f.',
'wimstar': 'you',
'winum0': '0', 'winum1': '1', 'winum2': '2', 'winum3': '3',
'winum4': '4', 'winum5': '5', 'winum6': '6', 'winum7': '7',
'winum8': '8', 'winum9': '9',
'wipcnt': '%',
'wiminus': '-',
'wienter': 'ENTERING',
'm_pause': 'pause',
# Extra graphics used in PrBoom's menus. Generate these as well
# so that when we play in PrBoom the menus look consistent.
'prboom': 'PrBoom',
'm_generl': 'General',
'm_setup': 'Setup',
'm_keybnd': 'Key Bindings',
'm_weap': 'Weapons',
'm_stat': 'Status Bar/HUD',
'm_auto': 'Automap',
'm_enem': 'Enemies',
'm_mess': 'Messages',
'm_chat': 'Chat Strings',
'm_horsen': 'horizontal',
'm_versen': 'vertical',
'm_loksen': 'mouse look',
'm_accel': 'acceleration',
# Extra graphics from SMMU/Eternity Engine:
'm_about': 'about',
'm_chatm': 'Chat Strings',
'm_compat': 'Compatibility',
'm_demos': 'demos',
'm_dmflag': 'deathmatch flags',
'm_etcopt': 'eternity options',
'm_feat': 'Features',
'm_gset': 'game settings',
'm_hud': 'heads up display',
'm_joyset': 'joysticks',
'm_ldsv': 'Load/Save',
'm_menus': 'Menu Options',
'm_mouse': 'mouse options',
'm_player': 'player setup',
'm_serial': 'serial connection',
'm_sound': 'sound options',
'm_status': 'status bar',
'm_tcpip': 'tcp/ip connection',
'm_video': 'video options',
'm_wad': 'load wad',
'm_wadopt': 'wad options',
# This is from SMMU too, and if we follow things to the letter,
# ought to be all lower-case. However, same lump name is used
# by other ports (Zandronum) which expect a taller graphic to
# match the other main menu graphics. Eternity Engine doesn't
# use it any more, and on SMMU there's enough space for it.
'm_multi': 'Multiplayer',
}
def read_bex_lump(filename):
"""Read the BEX (Dehacked) lump from the given filename.
Returns:
Dictionary mapping from name to value.
"""
result = {}
with open(filename) as f:
for line in f:
# Ignore comments:
line = line.strip()
if len(line) == 0 or line[0] in '#;':
continue
# Just split on '=' and interpret that as an
# assignment. This is primitive and doesn't read
# like a full BEX parser should, but it's good
# enough for our purposes here.
assign = line.split('=', 2)
if len(assign) != 2:
continue
result[assign[0].strip()] = assign[1].strip()
return result
def update_level_name(lumpname, bexdata, bexname):
"""Set the level name for the given graphic from BEX file.
Args:
lumpname: Name of output graphic file.
bexdata: Dictionary of data read from BEX file.
bexname: Name of entry in BEX file to use.
"""
if bexname not in bexdata:
raise Exception('Level name %s not defined in '
'DEHACKED lump!' % bexname)
# Strip "MAP01: " or "E1M2: " etc. from start, if present:
levelname = re.sub('^\w*\d:\s*', '', bexdata[bexname])
white_graphics[lumpname] = levelname
freedoom_bex = read_bex_lump('../../lumps/dehacked.lmp')
freedm_bex = read_bex_lump('../../lumps/fdm_deh.lmp')
for e in range(4):
for m in range(9):
# HUSTR_E1M1 from BEX => wilv00
update_level_name('wilv%i%i' % (e, m), freedoom_bex,
'HUSTR_E%iM%i' % (e + 1, m + 1))
for m in range(32):
# HUSTR_1 => cwilv00
update_level_name('cwilv%02i' % m, freedoom_bex, 'HUSTR_%i' % (m + 1))
# HUSTR_1 => dmwilv00 (from freedm.bex)
update_level_name('dmwilv%02i' % m, freedm_bex, 'HUSTR_%i' % (m + 1))