gzdoom-gles/src/g_skill.cpp
Randy Heit 8a2e03c9cb - Fixed: Redefining an existing skill would set that skills ACSReturn to be
the same as the next new skill defined, if neither definition explicitly set
  the value for ACSReturn.
- Added a DefaultSkill property. Adding it to a skill will cause that skill
  to be the default one selected in the menu. If none is specified as the
  default, then the middle skill is the default.


SVN r1731 (trunk)
2009-07-23 04:33:07 +00:00

484 lines
12 KiB
C++

/*
** g_skill.cpp
** Skill level handling
**
**---------------------------------------------------------------------------
** Copyright 2008-2009 Christoph Oelckers
** Copyright 2008-2009 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <ctype.h>
#include "doomstat.h"
#include "g_level.h"
#include "g_game.h"
#include "gi.h"
#include "templates.h"
#include "v_font.h"
TArray<FSkillInfo> AllSkills;
int DefaultSkill = -1;
//==========================================================================
//
// ParseSkill
//
//==========================================================================
void FMapInfoParser::ParseSkill ()
{
FSkillInfo skill;
bool thisisdefault = false;
bool acsreturnisset = false;
skill.AmmoFactor = FRACUNIT;
skill.DoubleAmmoFactor = 2*FRACUNIT;
skill.DropAmmoFactor = -1;
skill.DamageFactor = FRACUNIT;
skill.FastMonsters = false;
skill.DisableCheats = false;
skill.EasyBossBrain = false;
skill.AutoUseHealth = false;
skill.RespawnCounter = 0;
skill.RespawnLimit = 0;
skill.Aggressiveness = FRACUNIT;
skill.SpawnFilter = 0;
skill.ACSReturn = 0;
skill.MenuNameIsLump = false;
skill.MustConfirm = false;
skill.Shortcut = 0;
skill.TextColor = "";
skill.Replace.Clear();
skill.Replaced.Clear();
skill.MonsterHealth = FRACUNIT;
skill.FriendlyHealth = FRACUNIT;
skill.NoPain = false;
sc.MustGetString();
skill.Name = sc.String;
ParseOpenBrace();
while (sc.GetString ())
{
if (sc.Compare ("ammofactor"))
{
ParseAssign();
sc.MustGetFloat ();
skill.AmmoFactor = FLOAT2FIXED(sc.Float);
}
else if (sc.Compare ("doubleammofactor"))
{
ParseAssign();
sc.MustGetFloat ();
skill.DoubleAmmoFactor = FLOAT2FIXED(sc.Float);
}
else if (sc.Compare ("dropammofactor"))
{
ParseAssign();
sc.MustGetFloat ();
skill.DropAmmoFactor = FLOAT2FIXED(sc.Float);
}
else if (sc.Compare ("damagefactor"))
{
ParseAssign();
sc.MustGetFloat ();
skill.DamageFactor = FLOAT2FIXED(sc.Float);
}
else if (sc.Compare ("fastmonsters"))
{
skill.FastMonsters = true;
}
else if (sc.Compare ("disablecheats"))
{
skill.DisableCheats = true;
}
else if (sc.Compare ("easybossbrain"))
{
skill.EasyBossBrain = true;
}
else if (sc.Compare("autousehealth"))
{
skill.AutoUseHealth = true;
}
else if (sc.Compare("respawntime"))
{
ParseAssign();
sc.MustGetFloat ();
skill.RespawnCounter = int(sc.Float*TICRATE);
}
else if (sc.Compare("respawnlimit"))
{
ParseAssign();
sc.MustGetNumber ();
skill.RespawnLimit = sc.Number;
}
else if (sc.Compare("Aggressiveness"))
{
ParseAssign();
sc.MustGetFloat ();
skill.Aggressiveness = FRACUNIT - FLOAT2FIXED(clamp(sc.Float, 0.,1.));
}
else if (sc.Compare("SpawnFilter"))
{
ParseAssign();
if (sc.CheckNumber())
{
if (sc.Number > 0) skill.SpawnFilter |= (1<<(sc.Number-1));
}
else
{
sc.MustGetString ();
if (sc.Compare("baby")) skill.SpawnFilter |= 1;
else if (sc.Compare("easy")) skill.SpawnFilter |= 2;
else if (sc.Compare("normal")) skill.SpawnFilter |= 4;
else if (sc.Compare("hard")) skill.SpawnFilter |= 8;
else if (sc.Compare("nightmare")) skill.SpawnFilter |= 16;
}
}
else if (sc.Compare("ACSReturn"))
{
ParseAssign();
sc.MustGetNumber ();
skill.ACSReturn = sc.Number;
acsreturnisset = true;
}
else if (sc.Compare("ReplaceActor"))
{
ParseAssign();
sc.MustGetString();
FName replaced = sc.String;
ParseComma();
sc.MustGetString();
FName replacer = sc.String;
skill.SetReplacement(replaced, replacer);
skill.SetReplacedBy(replacer, replaced);
}
else if (sc.Compare("Name"))
{
ParseAssign();
sc.MustGetString ();
skill.MenuName = sc.String;
skill.MenuNameIsLump = false;
}
else if (sc.Compare("PlayerClassName"))
{
ParseAssign();
sc.MustGetString ();
FName pc = sc.String;
ParseComma();
sc.MustGetString ();
skill.MenuNamesForPlayerClass[pc]=sc.String;
}
else if (sc.Compare("PicName"))
{
ParseAssign();
sc.MustGetString ();
skill.MenuName = sc.String;
skill.MenuNameIsLump = true;
}
else if (sc.Compare("MustConfirm"))
{
skill.MustConfirm = true;
if (format_type == FMT_New)
{
if (CheckAssign())
{
sc.MustGetString();
skill.MustConfirmText = sc.String;
}
}
else
{
if (sc.CheckToken(TK_StringConst))
{
skill.MustConfirmText = sc.String;
}
}
}
else if (sc.Compare("Key"))
{
ParseAssign();
sc.MustGetString();
skill.Shortcut = tolower(sc.String[0]);
}
else if (sc.Compare("TextColor"))
{
ParseAssign();
sc.MustGetString();
skill.TextColor.Format("[%s]", sc.String);
}
else if (sc.Compare("MonsterHealth"))
{
ParseAssign();
sc.MustGetFloat();
skill.MonsterHealth = FLOAT2FIXED(sc.Float);
}
else if (sc.Compare("FriendlyHealth"))
{
ParseAssign();
sc.MustGetFloat();
skill.FriendlyHealth = FLOAT2FIXED(sc.Float);
}
else if (sc.Compare("NoPain"))
{
skill.NoPain = true;
}
else if (sc.Compare("DefaultSkill"))
{
if (DefaultSkill >= 0)
{
sc.ScriptError("%s is already the default skill\n", AllSkills[DefaultSkill].Name.GetChars());
}
thisisdefault = true;
}
else if (!ParseCloseBrace())
{
// Unknown
sc.ScriptMessage("Unknown property '%s' found in skill definition\n", sc.String);
SkipToNext();
}
else
{
break;
}
}
CheckEndOfFile("skill");
for(unsigned int i = 0; i < AllSkills.Size(); i++)
{
if (AllSkills[i].Name == skill.Name)
{
if (!acsreturnisset)
{ // Use the ACS return for the skill we are overwriting.
skill.ACSReturn = AllSkills[i].ACSReturn;
}
AllSkills[i] = skill;
if (thisisdefault)
{
DefaultSkill = i;
}
return;
}
}
if (!acsreturnisset)
{
skill.ACSReturn = AllSkills.Size();
}
if (thisisdefault)
{
DefaultSkill = AllSkills.Size();
}
AllSkills.Push(skill);
}
//==========================================================================
//
//
//
//==========================================================================
int G_SkillProperty(ESkillProperty prop)
{
if (AllSkills.Size() > 0)
{
switch(prop)
{
case SKILLP_AmmoFactor:
if (dmflags2 & DF2_YES_DOUBLEAMMO)
{
return AllSkills[gameskill].DoubleAmmoFactor;
}
return AllSkills[gameskill].AmmoFactor;
case SKILLP_DropAmmoFactor:
return AllSkills[gameskill].DropAmmoFactor;
case SKILLP_DamageFactor:
return AllSkills[gameskill].DamageFactor;
case SKILLP_FastMonsters:
return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
case SKILLP_Respawn:
if (dmflags & DF_MONSTERS_RESPAWN && AllSkills[gameskill].RespawnCounter==0)
return TICRATE * (gameinfo.gametype != GAME_Strife ? 12 : 16);
return AllSkills[gameskill].RespawnCounter;
case SKILLP_RespawnLimit:
return AllSkills[gameskill].RespawnLimit;
case SKILLP_Aggressiveness:
return AllSkills[gameskill].Aggressiveness;
case SKILLP_DisableCheats:
return AllSkills[gameskill].DisableCheats;
case SKILLP_AutoUseHealth:
return AllSkills[gameskill].AutoUseHealth;
case SKILLP_EasyBossBrain:
return AllSkills[gameskill].EasyBossBrain;
case SKILLP_SpawnFilter:
return AllSkills[gameskill].SpawnFilter;
case SKILLP_ACSReturn:
return AllSkills[gameskill].ACSReturn;
case SKILLP_MonsterHealth:
return AllSkills[gameskill].MonsterHealth;
case SKILLP_FriendlyHealth:
return AllSkills[gameskill].FriendlyHealth;
case SKILLP_NoPain:
return AllSkills[gameskill].NoPain;
}
}
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
void G_VerifySkill()
{
if (gameskill >= (int)AllSkills.Size())
gameskill = AllSkills.Size()-1;
else if (gameskill < 0)
gameskill = 0;
}
//==========================================================================
//
//
//
//==========================================================================
FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
{
Name = other.Name;
AmmoFactor = other.AmmoFactor;
DoubleAmmoFactor = other.DoubleAmmoFactor;
DropAmmoFactor = other.DropAmmoFactor;
DamageFactor = other.DamageFactor;
FastMonsters = other.FastMonsters;
DisableCheats = other.DisableCheats;
AutoUseHealth = other.AutoUseHealth;
EasyBossBrain = other.EasyBossBrain;
RespawnCounter= other.RespawnCounter;
RespawnLimit= other.RespawnLimit;
Aggressiveness= other.Aggressiveness;
SpawnFilter = other.SpawnFilter;
ACSReturn = other.ACSReturn;
MenuName = other.MenuName;
MenuNamesForPlayerClass = other.MenuNamesForPlayerClass;
MenuNameIsLump = other.MenuNameIsLump;
MustConfirm = other.MustConfirm;
MustConfirmText = other.MustConfirmText;
Shortcut = other.Shortcut;
TextColor = other.TextColor;
Replace = other.Replace;
Replaced = other.Replaced;
MonsterHealth = other.MonsterHealth;
FriendlyHealth = other.FriendlyHealth;
NoPain = other.NoPain;
return *this;
}
//==========================================================================
//
//
//
//==========================================================================
int FSkillInfo::GetTextColor() const
{
if (TextColor.IsEmpty())
{
return CR_UNTRANSLATED;
}
const BYTE *cp = (const BYTE *)TextColor.GetChars();
int color = V_ParseFontColor(cp, 0, 0);
if (color == CR_UNDEFINED)
{
Printf("Undefined color '%s' in definition of skill %s\n", TextColor.GetChars(), Name.GetChars());
color = CR_UNTRANSLATED;
}
return color;
}
//==========================================================================
//
// FSkillInfo::SetReplacement
//
//==========================================================================
void FSkillInfo::SetReplacement(FName a, FName b)
{
Replace[a] = b;
}
//==========================================================================
//
// FSkillInfo::GetReplacement
//
//==========================================================================
FName FSkillInfo::GetReplacement(FName a)
{
if (Replace.CheckKey(a)) return Replace[a];
else return NAME_None;
}
//==========================================================================
//
// FSkillInfo::SetReplaced
//
//==========================================================================
void FSkillInfo::SetReplacedBy(FName b, FName a)
{
Replaced[b] = a;
}
//==========================================================================
//
// FSkillInfo::GetReplaced
//
//==========================================================================
FName FSkillInfo::GetReplacedBy(FName b)
{
if (Replaced.CheckKey(b)) return Replaced[b];
else return NAME_None;
}