mirror of
https://github.com/ZDoom/gzdoom.git
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fbaab5044d
Conflicts: src/d_dehacked.cpp src/decallib.cpp src/g_hexen/a_clericstaff.cpp src/p_interaction.cpp src/p_local.h src/thingdef/thingdef_codeptr.cpp wadsrc/static/actors/constants.txt wadsrc/static/actors/shared/inventory.txt
565 lines
14 KiB
C++
565 lines
14 KiB
C++
/*
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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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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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skill.AmmoFactor = FRACUNIT;
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skill.DoubleAmmoFactor = 2*FRACUNIT;
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skill.DropAmmoFactor = -1;
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skill.DamageFactor = FRACUNIT;
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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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skill.Aggressiveness = FRACUNIT;
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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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skill.MonsterHealth = FRACUNIT;
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skill.FriendlyHealth = FRACUNIT;
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skill.NoPain = false;
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skill.ArmorFactor = FRACUNIT;
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skill.Infighting = 0;
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skill.HealthFactor = FRACUNIT;
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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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skill.AmmoFactor = FLOAT2FIXED(sc.Float);
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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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skill.DoubleAmmoFactor = FLOAT2FIXED(sc.Float);
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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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skill.DropAmmoFactor = FLOAT2FIXED(sc.Float);
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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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skill.DamageFactor = FLOAT2FIXED(sc.Float);
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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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skill.Aggressiveness = FRACUNIT - FLOAT2FIXED(clamp(sc.Float, 0.,1.));
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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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skill.MonsterHealth = FLOAT2FIXED(sc.Float);
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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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skill.FriendlyHealth = FLOAT2FIXED(sc.Float);
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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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skill.ArmorFactor = FLOAT2FIXED(sc.Float);
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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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skill.HealthFactor = FLOAT2FIXED(sc.Float);
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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_AmmoFactor:
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if (dmflags2 & DF2_YES_DOUBLEAMMO)
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{
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return AllSkills[gameskill].DoubleAmmoFactor;
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}
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return AllSkills[gameskill].AmmoFactor;
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case SKILLP_DropAmmoFactor:
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return AllSkills[gameskill].DropAmmoFactor;
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case SKILLP_DamageFactor:
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return AllSkills[gameskill].DamageFactor;
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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_Aggressiveness:
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return AllSkills[gameskill].Aggressiveness;
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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_MonsterHealth:
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return AllSkills[gameskill].MonsterHealth;
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case SKILLP_FriendlyHealth:
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return AllSkills[gameskill].FriendlyHealth;
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case SKILLP_NoPain:
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return AllSkills[gameskill].NoPain;
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case SKILLP_ArmorFactor:
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return AllSkills[gameskill].ArmorFactor;
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case SKILLP_HealthFactor:
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return AllSkills[gameskill].HealthFactor;
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case SKILLP_Infight:
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// This property also needs to consider the level flags for the same info.
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if (level.flags2 & LEVEL2_TOTALINFIGHTING) return 1;
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if (level.flags2 & LEVEL2_NOINFIGHTING) return -1;
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if (AllSkills[gameskill].Infighting == LEVEL2_TOTALINFIGHTING) return 1;
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if (AllSkills[gameskill].Infighting == LEVEL2_NOINFIGHTING) return -1;
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return infighting;
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}
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}
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return 0;
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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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const char * G_SkillName()
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{
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const char *name = AllSkills[gameskill].MenuName;
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player_t *player = &players[consoleplayer];
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const char *playerclass = player->mo->GetClass()->DisplayName;
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if (playerclass != NULL)
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{
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FString * pmnm = AllSkills[gameskill].MenuNamesForPlayerClass.CheckKey(playerclass);
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if (pmnm != NULL) name = *pmnm;
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}
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if (*name == '$') name = GStrings(name+1);
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return name;
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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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void G_VerifySkill()
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{
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if (gameskill >= (int)AllSkills.Size())
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gameskill = AllSkills.Size()-1;
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else if (gameskill < 0)
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gameskill = 0;
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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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FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
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{
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Name = other.Name;
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AmmoFactor = other.AmmoFactor;
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DoubleAmmoFactor = other.DoubleAmmoFactor;
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DropAmmoFactor = other.DropAmmoFactor;
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DamageFactor = other.DamageFactor;
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FastMonsters = other.FastMonsters;
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SlowMonsters = other.SlowMonsters;
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DisableCheats = other.DisableCheats;
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AutoUseHealth = other.AutoUseHealth;
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EasyBossBrain = other.EasyBossBrain;
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EasyKey = other.EasyKey;
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RespawnCounter= other.RespawnCounter;
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RespawnLimit= other.RespawnLimit;
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Aggressiveness= other.Aggressiveness;
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SpawnFilter = other.SpawnFilter;
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ACSReturn = other.ACSReturn;
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MenuName = other.MenuName;
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PicName = other.PicName;
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MenuNamesForPlayerClass = other.MenuNamesForPlayerClass;
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MustConfirm = other.MustConfirm;
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MustConfirmText = other.MustConfirmText;
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Shortcut = other.Shortcut;
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TextColor = other.TextColor;
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Replace = other.Replace;
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Replaced = other.Replaced;
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MonsterHealth = other.MonsterHealth;
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FriendlyHealth = other.FriendlyHealth;
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NoPain = other.NoPain;
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Infighting = other.Infighting;
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ArmorFactor = other.ArmorFactor;
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HealthFactor = other.HealthFactor;
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return *this;
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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 FSkillInfo::GetTextColor() const
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{
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if (TextColor.IsEmpty())
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{
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return CR_UNTRANSLATED;
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}
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const BYTE *cp = (const BYTE *)TextColor.GetChars();
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int color = V_ParseFontColor(cp, 0, 0);
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if (color == CR_UNDEFINED)
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{
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Printf("Undefined color '%s' in definition of skill %s\n", TextColor.GetChars(), Name.GetChars());
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color = CR_UNTRANSLATED;
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}
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return color;
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}
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//==========================================================================
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//
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// FSkillInfo::SetReplacement
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//
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//==========================================================================
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void FSkillInfo::SetReplacement(FName a, FName b)
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{
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Replace[a] = b;
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}
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//==========================================================================
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//
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// FSkillInfo::GetReplacement
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//
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//==========================================================================
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FName FSkillInfo::GetReplacement(FName a)
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{
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if (Replace.CheckKey(a)) return Replace[a];
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else return NAME_None;
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}
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//==========================================================================
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//
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// FSkillInfo::SetReplaced
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//
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//==========================================================================
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void FSkillInfo::SetReplacedBy(FName b, FName a)
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{
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Replaced[b] = a;
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}
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//==========================================================================
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//
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// FSkillInfo::GetReplaced
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//
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//==========================================================================
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FName FSkillInfo::GetReplacedBy(FName b)
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{
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if (Replaced.CheckKey(b)) return Replaced[b];
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else return NAME_None;
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}
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