2016-03-01 15:47:10 +00:00
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/*
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** g_skill.cpp
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** Skill level handling
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**
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**---------------------------------------------------------------------------
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** Copyright 2008-2009 Christoph Oelckers
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** Copyright 2008-2009 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <ctype.h>
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#include "doomstat.h"
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#include "d_player.h"
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#include "g_level.h"
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#include "g_game.h"
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#include "gi.h"
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#include "templates.h"
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#include "v_font.h"
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#include "m_fixed.h"
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#include "gstrings.h"
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2017-01-08 17:45:30 +00:00
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#include "g_levellocals.h"
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2016-03-01 15:47:10 +00:00
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TArray<FSkillInfo> AllSkills;
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int DefaultSkill = -1;
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//==========================================================================
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//
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// ParseSkill
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//
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//==========================================================================
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void FMapInfoParser::ParseSkill ()
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{
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FSkillInfo skill;
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bool thisisdefault = false;
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bool acsreturnisset = false;
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2016-03-24 00:46:11 +00:00
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skill.AmmoFactor = 1.;
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skill.DoubleAmmoFactor = 2.;
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skill.DropAmmoFactor = -1.;
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2016-03-21 23:06:58 +00:00
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skill.DamageFactor = 1.;
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2016-03-24 00:46:11 +00:00
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skill.ArmorFactor = 1.;
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skill.HealthFactor = 1.;
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2016-03-01 15:47:10 +00:00
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skill.FastMonsters = false;
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skill.SlowMonsters = false;
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skill.DisableCheats = false;
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skill.EasyBossBrain = false;
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skill.EasyKey = false;
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skill.AutoUseHealth = false;
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skill.RespawnCounter = 0;
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skill.RespawnLimit = 0;
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2016-03-24 00:46:11 +00:00
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skill.Aggressiveness = 1.;
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2016-03-01 15:47:10 +00:00
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skill.SpawnFilter = 0;
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skill.ACSReturn = 0;
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skill.MustConfirm = false;
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skill.Shortcut = 0;
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skill.TextColor = "";
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skill.Replace.Clear();
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skill.Replaced.Clear();
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2016-03-24 00:46:11 +00:00
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skill.MonsterHealth = 1.;
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skill.FriendlyHealth = 1.;
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2016-03-01 15:47:10 +00:00
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skill.NoPain = false;
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skill.Infighting = 0;
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sc.MustGetString();
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skill.Name = sc.String;
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ParseOpenBrace();
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while (sc.GetString ())
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{
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if (sc.Compare ("ammofactor"))
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{
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ParseAssign();
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sc.MustGetFloat ();
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2016-03-24 00:46:11 +00:00
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skill.AmmoFactor = sc.Float;
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2016-03-01 15:47:10 +00:00
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}
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else if (sc.Compare ("doubleammofactor"))
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{
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ParseAssign();
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sc.MustGetFloat ();
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2016-03-24 00:46:11 +00:00
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skill.DoubleAmmoFactor = sc.Float;
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2016-03-01 15:47:10 +00:00
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}
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else if (sc.Compare ("dropammofactor"))
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{
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ParseAssign();
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sc.MustGetFloat ();
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2016-03-24 00:46:11 +00:00
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skill.DropAmmoFactor = sc.Float;
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2016-03-01 15:47:10 +00:00
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}
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else if (sc.Compare ("damagefactor"))
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{
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ParseAssign();
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sc.MustGetFloat ();
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2016-03-21 23:06:58 +00:00
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skill.DamageFactor = sc.Float;
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2016-03-01 15:47:10 +00:00
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}
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else if (sc.Compare ("fastmonsters"))
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{
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skill.FastMonsters = true;
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}
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else if (sc.Compare ("slowmonsters"))
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{
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skill.SlowMonsters = true;
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}
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else if (sc.Compare ("disablecheats"))
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{
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skill.DisableCheats = true;
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}
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else if (sc.Compare ("easybossbrain"))
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{
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skill.EasyBossBrain = true;
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}
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else if (sc.Compare ("easykey"))
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{
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skill.EasyKey = true;
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}
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else if (sc.Compare("autousehealth"))
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{
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skill.AutoUseHealth = true;
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}
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else if (sc.Compare("respawntime"))
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{
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ParseAssign();
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sc.MustGetFloat ();
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skill.RespawnCounter = int(sc.Float*TICRATE);
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}
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else if (sc.Compare("respawnlimit"))
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{
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ParseAssign();
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sc.MustGetNumber ();
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skill.RespawnLimit = sc.Number;
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}
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else if (sc.Compare("Aggressiveness"))
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{
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ParseAssign();
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sc.MustGetFloat ();
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2016-03-24 00:46:11 +00:00
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skill.Aggressiveness = 1. - clamp(sc.Float, 0.,1.);
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2016-03-01 15:47:10 +00:00
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}
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else if (sc.Compare("SpawnFilter"))
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{
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ParseAssign();
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if (sc.CheckNumber())
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{
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if (sc.Number > 0) skill.SpawnFilter |= (1<<(sc.Number-1));
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}
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else
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{
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sc.MustGetString ();
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if (sc.Compare("baby")) skill.SpawnFilter |= 1;
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else if (sc.Compare("easy")) skill.SpawnFilter |= 2;
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else if (sc.Compare("normal")) skill.SpawnFilter |= 4;
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else if (sc.Compare("hard")) skill.SpawnFilter |= 8;
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else if (sc.Compare("nightmare")) skill.SpawnFilter |= 16;
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}
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}
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else if (sc.Compare("ACSReturn"))
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{
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ParseAssign();
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sc.MustGetNumber ();
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skill.ACSReturn = sc.Number;
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acsreturnisset = true;
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}
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else if (sc.Compare("ReplaceActor"))
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{
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ParseAssign();
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sc.MustGetString();
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FName replaced = sc.String;
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ParseComma();
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sc.MustGetString();
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FName replacer = sc.String;
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skill.SetReplacement(replaced, replacer);
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skill.SetReplacedBy(replacer, replaced);
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}
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else if (sc.Compare("Name"))
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{
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ParseAssign();
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sc.MustGetString ();
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skill.MenuName = sc.String;
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}
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else if (sc.Compare("PlayerClassName"))
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{
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ParseAssign();
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sc.MustGetString ();
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FName pc = sc.String;
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ParseComma();
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sc.MustGetString ();
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skill.MenuNamesForPlayerClass[pc]=sc.String;
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}
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else if (sc.Compare("PicName"))
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{
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ParseAssign();
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sc.MustGetString ();
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skill.PicName = sc.String;
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}
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else if (sc.Compare("MustConfirm"))
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{
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skill.MustConfirm = true;
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if (format_type == FMT_New)
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{
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if (CheckAssign())
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{
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sc.MustGetString();
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skill.MustConfirmText = sc.String;
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}
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}
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else
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{
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if (sc.CheckToken(TK_StringConst))
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{
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skill.MustConfirmText = sc.String;
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}
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}
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}
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else if (sc.Compare("Key"))
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{
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ParseAssign();
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sc.MustGetString();
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skill.Shortcut = tolower(sc.String[0]);
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}
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else if (sc.Compare("TextColor"))
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{
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ParseAssign();
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sc.MustGetString();
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skill.TextColor.Format("[%s]", sc.String);
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}
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else if (sc.Compare("MonsterHealth"))
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{
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ParseAssign();
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sc.MustGetFloat();
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2016-03-24 00:46:11 +00:00
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skill.MonsterHealth = sc.Float;
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2016-03-01 15:47:10 +00:00
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}
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else if (sc.Compare("FriendlyHealth"))
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{
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ParseAssign();
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sc.MustGetFloat();
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2016-03-24 00:46:11 +00:00
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skill.FriendlyHealth = sc.Float;
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2016-03-01 15:47:10 +00:00
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}
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else if (sc.Compare("NoPain"))
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{
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skill.NoPain = true;
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}
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else if (sc.Compare("ArmorFactor"))
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{
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ParseAssign();
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sc.MustGetFloat();
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2016-03-24 00:46:11 +00:00
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skill.ArmorFactor = sc.Float;
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2016-03-01 15:47:10 +00:00
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}
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else if (sc.Compare("HealthFactor"))
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{
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ParseAssign();
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sc.MustGetFloat();
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2016-03-24 00:46:11 +00:00
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skill.HealthFactor = sc.Float;
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2016-03-01 15:47:10 +00:00
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}
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else if (sc.Compare("NoInfighting"))
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{
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skill.Infighting = LEVEL2_NOINFIGHTING;
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}
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else if (sc.Compare("TotalInfighting"))
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{
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skill.Infighting = LEVEL2_TOTALINFIGHTING;
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}
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else if (sc.Compare("DefaultSkill"))
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{
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if (DefaultSkill >= 0)
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{
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sc.ScriptError("%s is already the default skill\n", AllSkills[DefaultSkill].Name.GetChars());
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}
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thisisdefault = true;
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}
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else if (!ParseCloseBrace())
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{
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// Unknown
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sc.ScriptMessage("Unknown property '%s' found in skill definition\n", sc.String);
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SkipToNext();
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}
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else
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{
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break;
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}
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}
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CheckEndOfFile("skill");
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for(unsigned int i = 0; i < AllSkills.Size(); i++)
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{
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if (AllSkills[i].Name == skill.Name)
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{
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if (!acsreturnisset)
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{ // Use the ACS return for the skill we are overwriting.
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skill.ACSReturn = AllSkills[i].ACSReturn;
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}
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AllSkills[i] = skill;
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if (thisisdefault)
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{
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DefaultSkill = i;
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}
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return;
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}
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}
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if (!acsreturnisset)
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{
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skill.ACSReturn = AllSkills.Size();
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}
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if (thisisdefault)
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{
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DefaultSkill = AllSkills.Size();
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}
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AllSkills.Push(skill);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int G_SkillProperty(ESkillProperty prop)
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{
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if (AllSkills.Size() > 0)
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{
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switch(prop)
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{
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case SKILLP_FastMonsters:
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return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
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case SKILLP_SlowMonsters:
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return AllSkills[gameskill].SlowMonsters;
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case SKILLP_Respawn:
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if (dmflags & DF_MONSTERS_RESPAWN && AllSkills[gameskill].RespawnCounter==0)
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return TICRATE * gameinfo.defaultrespawntime;
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return AllSkills[gameskill].RespawnCounter;
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case SKILLP_RespawnLimit:
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return AllSkills[gameskill].RespawnLimit;
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case SKILLP_DisableCheats:
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return AllSkills[gameskill].DisableCheats;
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case SKILLP_AutoUseHealth:
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return AllSkills[gameskill].AutoUseHealth;
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case SKILLP_EasyBossBrain:
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return AllSkills[gameskill].EasyBossBrain;
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case SKILLP_EasyKey:
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return AllSkills[gameskill].EasyKey;
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case SKILLP_SpawnFilter:
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return AllSkills[gameskill].SpawnFilter;
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case SKILLP_ACSReturn:
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return AllSkills[gameskill].ACSReturn;
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case SKILLP_NoPain:
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return AllSkills[gameskill].NoPain;
|
|
|
|
|
|
|
|
case SKILLP_Infight:
|
|
|
|
// This property also needs to consider the level flags for the same info.
|
|
|
|
if (level.flags2 & LEVEL2_TOTALINFIGHTING) return 1;
|
|
|
|
if (level.flags2 & LEVEL2_NOINFIGHTING) return -1;
|
|
|
|
if (AllSkills[gameskill].Infighting == LEVEL2_TOTALINFIGHTING) return 1;
|
|
|
|
if (AllSkills[gameskill].Infighting == LEVEL2_NOINFIGHTING) return -1;
|
|
|
|
return infighting;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2016-11-18 21:12:53 +00:00
|
|
|
DEFINE_ACTION_FUNCTION(DObject, G_SkillPropertyInt)
|
|
|
|
{
|
|
|
|
PARAM_PROLOGUE;
|
|
|
|
PARAM_INT(which);
|
|
|
|
ACTION_RETURN_INT(G_SkillProperty((ESkillProperty)which));
|
|
|
|
}
|
|
|
|
|
2016-03-21 23:06:58 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
double G_SkillProperty(EFSkillProperty prop)
|
|
|
|
{
|
|
|
|
if (AllSkills.Size() > 0)
|
|
|
|
{
|
|
|
|
switch (prop)
|
|
|
|
{
|
2016-03-24 00:46:11 +00:00
|
|
|
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_ArmorFactor:
|
|
|
|
return AllSkills[gameskill].ArmorFactor;
|
|
|
|
|
|
|
|
case SKILLP_HealthFactor:
|
|
|
|
return AllSkills[gameskill].HealthFactor;
|
|
|
|
|
2016-03-21 23:06:58 +00:00
|
|
|
case SKILLP_DamageFactor:
|
|
|
|
return AllSkills[gameskill].DamageFactor;
|
2016-03-24 00:46:11 +00:00
|
|
|
|
|
|
|
case SKILLP_Aggressiveness:
|
|
|
|
return AllSkills[gameskill].Aggressiveness;
|
|
|
|
|
|
|
|
case SKILLP_MonsterHealth:
|
|
|
|
return AllSkills[gameskill].MonsterHealth;
|
|
|
|
|
|
|
|
case SKILLP_FriendlyHealth:
|
|
|
|
return AllSkills[gameskill].FriendlyHealth;
|
|
|
|
|
2016-03-21 23:06:58 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2016-11-18 21:12:53 +00:00
|
|
|
DEFINE_ACTION_FUNCTION(DObject, G_SkillPropertyFloat)
|
|
|
|
{
|
|
|
|
PARAM_PROLOGUE;
|
|
|
|
PARAM_INT(which);
|
|
|
|
ACTION_RETURN_FLOAT(G_SkillProperty((EFSkillProperty)which));
|
|
|
|
}
|
|
|
|
|
2016-03-21 23:06:58 +00:00
|
|
|
|
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
const char * G_SkillName()
|
|
|
|
{
|
|
|
|
const char *name = AllSkills[gameskill].MenuName;
|
|
|
|
|
|
|
|
player_t *player = &players[consoleplayer];
|
|
|
|
const char *playerclass = player->mo->GetClass()->DisplayName;
|
|
|
|
|
|
|
|
if (playerclass != NULL)
|
|
|
|
{
|
|
|
|
FString * pmnm = AllSkills[gameskill].MenuNamesForPlayerClass.CheckKey(playerclass);
|
|
|
|
if (pmnm != NULL) name = *pmnm;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (*name == '$') name = GStrings(name+1);
|
|
|
|
return name;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
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;
|
|
|
|
SlowMonsters = other.SlowMonsters;
|
|
|
|
DisableCheats = other.DisableCheats;
|
|
|
|
AutoUseHealth = other.AutoUseHealth;
|
|
|
|
EasyBossBrain = other.EasyBossBrain;
|
|
|
|
EasyKey = other.EasyKey;
|
|
|
|
RespawnCounter= other.RespawnCounter;
|
|
|
|
RespawnLimit= other.RespawnLimit;
|
|
|
|
Aggressiveness= other.Aggressiveness;
|
|
|
|
SpawnFilter = other.SpawnFilter;
|
|
|
|
ACSReturn = other.ACSReturn;
|
|
|
|
MenuName = other.MenuName;
|
|
|
|
PicName = other.PicName;
|
|
|
|
MenuNamesForPlayerClass = other.MenuNamesForPlayerClass;
|
|
|
|
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;
|
|
|
|
Infighting = other.Infighting;
|
|
|
|
ArmorFactor = other.ArmorFactor;
|
|
|
|
HealthFactor = other.HealthFactor;
|
|
|
|
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;
|
|
|
|
}
|