So you don't like macros?

This commit is contained in:
James R 2019-11-12 16:08:41 -08:00
parent fb9421893e
commit 5fd6561d46

View file

@ -1719,16 +1719,49 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
}
}
/*
Easy macro; declare parm_*id* and define acceptableargc; put in the parameter
to match as a string as *name*. Set *argn* to the number of extra arguments
following the parameter. parm_*id* is filled with the index of the parameter
found and acceptableargc is incremented to match the macro parameters.
Returned is whether the parameter was found.
*/
#define CHECKPARM( id, name, argn ) \
( (( parm_ ## id = COM_CheckParm(name) )) &&\
( acceptableargc += 1 + argn ) )
enum
{
MAP_COMMAND_FORCE_OPTION,
MAP_COMMAND_GAMETYPE_OPTION,
MAP_COMMAND_NORESETPLAYERS_OPTION,
NUM_MAP_COMMAND_OPTIONS
};
static size_t CheckOptions(
int num_options,
size_t *user_options,
const char ***option_names,
int *option_num_arguments
)
{
int arguments_used;
int i;
const char **pp;
const char *name;
size_t n;
arguments_used = 0;
for (i = 0; i < num_options; ++i)
{
pp = option_names[i];
name = *pp;
do
{
if (( n = COM_CheckParm(name) ))
{
user_options[i] = n;
arguments_used += 1 + option_num_arguments[i];
}
}
while (( name = *++pp )) ;
}
return arguments_used;
}
//
// Warp to map code.
// Called either from map <mapname> console command, or idclev cheat.
@ -1737,12 +1770,42 @@ Returned is whether the parameter was found.
//
static void Command_Map_f(void)
{
size_t acceptableargc;
size_t parm_force;
size_t parm_gametype;
const char *force_option_names[] =
{
"-force",
"-f",
NULL
};
const char *gametype_option_names[] =
{
"-gametype",
"-g",
"-gt",
NULL
};
const char *noresetplayers_option_names[] =
{
"-noresetplayers",
NULL
};
const char **option_names[] =
{
force_option_names,
gametype_option_names,
noresetplayers_option_names,
};
int option_num_arguments[] =
{
0,/* -force */
1,/* -gametype */
0,/* -noresetplayers */
};
size_t acceptableargc;/* (this includes the command name itself!) */
size_t user_options [NUM_MAP_COMMAND_OPTIONS] = {0};
const char *arg_gametype;
/* debug? */
size_t parm_noresetplayers;
boolean newresetplayers;
boolean mustmodifygame;
@ -1765,29 +1828,17 @@ static void Command_Map_f(void)
return;
}
acceptableargc = 2;/* map name */
/* map name + options */
acceptableargc = 2 + CheckOptions(NUM_MAP_COMMAND_OPTIONS,
user_options, option_names, option_num_arguments);
(void)
(
CHECKPARM (force, "-force", 0) ||
CHECKPARM (force, "-f", 0)
);
(void)
(
CHECKPARM (gametype, "-gametype", 1) ||
CHECKPARM (gametype, "-g", 1) ||
CHECKPARM (gametype, "-gt", 1)
);
(void)CHECKPARM (noresetplayers, "-noresetplayers", 0);
newresetplayers = !parm_noresetplayers;
newresetplayers = !user_options[MAP_COMMAND_NORESETPLAYERS_OPTION];
mustmodifygame =
!( netgame || multiplayer ) &&
(!modifiedgame || savemoddata );
if (mustmodifygame && !parm_force)
if (mustmodifygame && !user_options[MAP_COMMAND_FORCE_OPTION])
{
/* May want to be more descriptive? */
CONS_Printf(M_GetText("Sorry, level change disabled in single player.\n"));
@ -1800,7 +1851,7 @@ static void Command_Map_f(void)
return;
}
if (parm_gametype && !multiplayer)
if (user_options[MAP_COMMAND_GAMETYPE_OPTION] && !multiplayer)
{
CONS_Printf(M_GetText("You can't switch gametypes in single player!\n"));
return;
@ -1866,16 +1917,16 @@ static void Command_Map_f(void)
realmapname = G_BuildMapTitle(newmapnum);
}
if (mustmodifygame && parm_force)
if (mustmodifygame && user_options[MAP_COMMAND_FORCE_OPTION])
{
G_SetGameModified(false);
}
// new gametype value
// use current one by default
if (parm_gametype)
if (user_options[MAP_COMMAND_GAMETYPE_OPTION])
{
arg_gametype = COM_Argv(parm_gametype + 1);
arg_gametype = COM_Argv(user_options[MAP_COMMAND_GAMETYPE_OPTION] + 1);
newgametype = G_GetGametypeByName(arg_gametype);
@ -1889,7 +1940,7 @@ static void Command_Map_f(void)
}
// don't use a gametype the map doesn't support
if (cv_debug || parm_force || cv_skipmapcheck.value)
if (cv_debug || user_options[MAP_COMMAND_FORCE_OPTION] || cv_skipmapcheck.value)
fromlevelselect = false; // The player wants us to trek on anyway. Do so.
// G_TOLFlag handles both multiplayer gametype and ignores it for !multiplayer
else