%%%%%
%%
%% This .cls file contains basic customizations for your game, such as
%% the title and date.  It also serves as the root of everything.
%%
%% \gamedate, \gamedateabbrev, and \takedownby all might be based on
%% \gamerun.  \run\choice, documented in gametex.sty, is used to
%% specify run-conditional information.  For example:
%%
%%   \def\gamedate{\run\choice April 2003\or May 2003\endchoice}
%%
%% When \gamerun is set to 1, \gamedate will be "April 2003".  When
%% \gamerun is set to 2, \gamedate will be "May 2003".
%%
%%%%%


%%%%%
%% \gameclassname
%%
%% When you change this, make sure the name of this file and the name
%% of the game's environment variable both match it.  See ../README.
\def\gameclassname{game}


%%%%%
%% \gamerun
\def\gamerun{1}


%%%%%
%% \gamename
%% \gamedate
%%
%% Basic custom game information; gets used everywhere.  Don't put
%% linebreaks in these and keep their lengths reasonable.
\def\gamename{Test Game}
\def\gamedate{Test Date}


%%%%%
%% \gamedraft
%%
%% \gamedraft can be defined as either \Draft or \Final.  This will be
%% the default draft state for the game.  \Draft is normal for
%% writing, \Final specifies that any \TODO commands remaining in the
%% text of the game will not typeset any todo info (they will still
%% output info to the terminal).
\def\gamedraft{\Draft}


%%%%%
%% \gamenameabbrev
%% \gamedateabbrev
%%
%% These are used on cards and other places where the name and date
%% used need to be small.  If \gamename and \gamedate are long,
%% \gamenameabbrev and \gamedateabbrev should have shorter values.
%%
%% \gamedateabbrev is also used on transferrable things.  If you have
%% multiple runs close together, you may want to keep \gamedate
%% general, like "September 2002", while \gamedateabbrev shorter and
%% more specific, like "Sept run 1" and "Sept run 2".
\def\gamenameabbrev{\gamename}
\def\gamedateabbrev{\gamedate}


%%%%%
%% \takedownby
%% \signdate
%%
%% \takedownby is the date printed on signs (see the signs option) as
%% a label for when they will be taken down after the game ends.  This
%% is usually set to the day after the last day of game, or something
%% like "noon on Friday".
%%
%% Define \signdate as either \gamedate or \gamedateabbrev.  If you
%% plan to leave signs up between different runs, \gamedate may be
%% better.
\def\takedownby{Testember Nth, 2001}
\def\signdate{\gamedateabbrev}


%%%%%
%% \defaultnamemappings
%%
%% \defaultnamemappings contains the default settings for the
%% namemapping macros.  See Extras/README-namemappings.
\def\defaultnamemappings{
  \titlemap{\full}
  \mapnickinformal
}


%%%%%
%% \badgemap
%%
%% \badgemap lists the Char fields used to generate namebages.  You
%% can disable parts with \unskip.  For example, to have badges
%% without character names, use:
%%
%%   \def\badgemap{{\unskip}{\MYnumber}{\MYplayer}{\MYdesc}}
%%
%% and for badges without descriptions:
%%
%%   \def\badgemap{{\MYname}{\MYnumber}{\MYplayer}{\unskip}}
\def\badgemap{{\MYname}{\MYnumber}{\MYplayer}{\MYdesc}}


%%%%%
%% \badgedagger
%%
%% For an "old-school" feel, \badgedagger can be used to put a dagger
%% image as the background to PC namebadges.  It can have 1 of 3 values:
%%
%%   \def\badgedagger{\nobadgedagger} %% no daggers on badges
%%   \def\badgedagger{\bigbadgedagger} %% 'classic' big daggers on badges
%%   \def\badgedagger{\smallbadgedagger} %% 'smooth' small  daggers on badges
\def\badgedagger{\nobadgedagger}


%%%%%
%% \playerlistproduction
%% \playerlistcompendium
%% \charactergrouping
%% \playergrouping
%%
%% \playerlistproduction and \playerlistcompendium are, respectively,
%% what \production and \compendium are defined as for the playerlist.
%% Possible simple values are \longgameplayers (player, email,
%% address, phone, notes), \longgamechars (same plus character name),
%% \shortgameplayers (player, email, notes), and \shortgamechars (same
%% plus character name).
%%
%% \charactergrouping defines how characters (and GMs) are grouped for
%% \longgamechars and \shortgamechars.  \playergrouping is the same
%% for \longgameplayers and \shortgameplayers.
%%
%% Within the grouping commands, you can use \mark, \group,
%% \groupasis, \allchars, \allplayers, and \allgms, all of which are
%% documented in comments in Handouts/playerlist.tex.
\def\playerlistproduction{\longgameplayers}
\def\playerlistcompendium{\longgamechars}

\def\charactergrouping{
  \mark{GMs}\allgms
  \mark{Characters}\allchars
}

\def\playergrouping{
  \mark{GMs}\allgms
  \mark{Players}\allplayers
}


%%%%%
%% \theboxpref
%%
%% \theboxpref can be set to \boxbyplayer, which means labels in the
%% GM Box will print by player name, and \boxbycharacter, which means
%% labels will print by character name.
\def\theboxpref{\boxbyplayer}


%%%%%
%% \charsproduction
%%
%% \charsproduction can be defined as either \charsbyname,
%% \charsbyplayer, or \charsasis.  If it is defined as
%% \charsbycharacter, characters and their elements will be produced
%% sorted by character name.  If it is \charsbyplayer, they will be
%% produced sorted by player name.  If \charsasis, they will be
%% produced in the order they were created.
\def\charsproduction{\charsbycharacter}


%%%%%
%% \usetags
%%
%% \usetags can be defined as either \tagstrue or \tagsfalse.
%% \tagstrue specifies that \starttag{<tag>} <elements> \endtag
%% entries will be extracted from character sheets.  \tagsfalse turns
%% this off, which makes production files latex more quickly if your
%% game does not use character sheet tags.
\def\usetags{\tagstrue}


%%%%%
%% \charsheetlists
%%
%% \charsheetlists defines the lists printed at the end of a character
%% sheet.  It is built from tlist environments.  You can redefine it
%% to change the lists.  For example, if your game has no ability
%% cards of any sort, everyone knows this, and you don't want everyone
%% to have an empty ability list on their sheet, remove (or comment
%% out) the tlist environment that corresponds to abilities.
\def\charsheetlists{%
  %% listed mempackets
  \begin{tlist}{Memory/Event Packets}
    \MYmems
  \end{tlist}
  %% listed bluesheets
  \begin{tlist}{Bluesheets}
    \MYblues
  \end{tlist}
  %% listed greensheets
  \begin{tlist}{Greensheets}
    \MYgreens
  \end{tlist}
  %% listed abilities
  \begin{tlist}{Abilities}
    \MYabils
    \MYskills
  \end{tlist}
  %% listed items, etc
  \begin{tlist}{Items}
    \MYitems
    \MYwhites
    \MYcash
  \end{tlist}
  %% listed stats
  \begin{tlist}{Stats}
    \MYstats
  \end{tlist}
}


%%%%%
%% \gamepath, etc.
%%
%% \gamepath is the path to the game's location.  It is pulled from
%% the game's environment variable, the name of which matches
%% \gameclassname.  This works because kpathsea can expand environment
%% variables in filepaths.
%%
%% The other path macros are built on \gamepath, so they can be used
%% like relative filepaths.  Change them if you change the directory
%% structure.  This file is at \latex/\gameclassname.cls.
\edef\gamepath{\string${\gameclassname}} %$
\def\blues{\gamepath/Bluesheets}
\def\chars{\gamepath/Charsheets}
\def\greens{\gamepath/Greensheets}
\def\latex{\gamepath/LaTeX}
\def\lists{\gamepath/Lists}
\def\notebooks{\gamepath/Notebooks}
\def\postscript{\gamepath/Postscript}
\def\whites{\gamepath/Whitesheets}


%%%%%
%% Lastly, gametex.sty is input, making everything work.
\input \latex/gametex.sty
