gzdoom/src/gi.cpp
Jordon Moss c0eb8f3b96 Added KILL Script type and associated flags and GameInfo keyword.
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
2016-07-28 08:34:23 +02:00

373 lines
12 KiB
C++

/*
** gi.cpp
** Holds same game-dependant info
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 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 <stdlib.h>
#include "info.h"
#include "gi.h"
#include "m_fixed.h"
#include "v_palette.h"
#include "sc_man.h"
#include "w_wad.h"
#include "i_system.h"
#include "v_video.h"
#include "g_level.h"
gameinfo_t gameinfo;
const char *GameNames[17] =
{
NULL, "Doom", "Heretic", NULL, "Hexen", NULL, NULL, NULL, "Strife", NULL, NULL, NULL, NULL, NULL, NULL, NULL, "Chex"
};
static staticgameborder_t DoomBorder =
{
8, 8,
"brdr_tl", "brdr_t", "brdr_tr",
"brdr_l", "brdr_r",
"brdr_bl", "brdr_b", "brdr_br"
};
static staticgameborder_t HereticBorder =
{
4, 16,
"bordtl", "bordt", "bordtr",
"bordl", "bordr",
"bordbl", "bordb", "bordbr"
};
static staticgameborder_t StrifeBorder =
{
8, 8,
"brdr_tl", "brdr_t", "brdr_tr",
"brdr_l", "brdr_r",
"brdr_bl", "brdr_b", "brdr_br"
};
// Custom GAMEINFO ------------------------------------------------------------
const char* GameInfoBorders[] =
{
"DoomBorder",
"HereticBorder",
"StrifeBorder",
NULL
};
#define GAMEINFOKEY_CSTRING(key, variable, length) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetToken(TK_StringConst); \
if(strlen(sc.String) > length) \
{ \
sc.ScriptError("Value for '%s' can not be longer than %d characters.", #key, length); \
} \
strcpy(gameinfo.key, sc.String); \
}
#define GAMEINFOKEY_STRINGARRAY(key, variable, length, clear) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
if (clear) gameinfo.key.Clear(); \
do \
{ \
sc.MustGetToken(TK_StringConst); \
if(length > 0 && strlen(sc.String) > length) \
{ \
sc.ScriptError("Value for '%s' can not be longer than %d characters.", #key, length); \
} \
gameinfo.key[gameinfo.key.Reserve(1)] = sc.String; \
} \
while (sc.CheckToken(',')); \
}
#define GAMEINFOKEY_STRING(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetToken(TK_StringConst); \
gameinfo.key = sc.String; \
}
#define GAMEINFOKEY_INT(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetNumber(); \
gameinfo.key = sc.Number; \
}
#define GAMEINFOKEY_FLOAT(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetFloat(); \
gameinfo.key = static_cast<float> (sc.Float); \
}
#define GAMEINFOKEY_DOUBLE(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetFloat(); \
gameinfo.key = sc.Float; \
}
#define GAMEINFOKEY_COLOR(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetToken(TK_StringConst); \
FString color = sc.String; \
FString colorName = V_GetColorStringByName(color); \
if(!colorName.IsEmpty()) \
color = colorName; \
gameinfo.key = V_GetColorFromString(NULL, color); \
}
#define GAMEINFOKEY_BOOL(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
if(sc.CheckToken(TK_False)) \
gameinfo.key = false; \
else \
{ \
sc.MustGetToken(TK_True); \
gameinfo.key = true; \
} \
}
#define GAMEINFOKEY_FONT(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetToken(TK_StringConst); \
gameinfo.key.fontname = sc.String; \
if (sc.CheckToken(',')) { \
sc.MustGetToken(TK_StringConst); \
gameinfo.key.color = sc.String; \
} else { \
gameinfo.key.color = NAME_None; \
} \
}
#define GAMEINFOKEY_PATCH(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetToken(TK_StringConst); \
gameinfo.key.fontname = sc.String; \
gameinfo.key.color = NAME_Null; \
}
#define GAMEINFOKEY_MUSIC(key, order, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetToken(TK_StringConst); \
gameinfo.order = 0; \
char *colon = strchr (sc.String, ':'); \
if (colon) \
{ \
gameinfo.order = atoi(colon+1); \
*colon = 0; \
} \
gameinfo.key = sc.String; \
}
void FMapInfoParser::ParseGameInfo()
{
sc.MustGetToken('{');
while(sc.GetToken())
{
if (sc.TokenType == '}') return;
sc.TokenMustBe(TK_Identifier);
FString nextKey = sc.String;
sc.MustGetToken('=');
if (nextKey.CompareNoCase("weaponslot") == 0)
{
sc.MustGetToken(TK_IntConst);
if (sc.Number < 0 || sc.Number >= 10)
{
sc.ScriptError("Weapon slot index must be in range [0..9].\n");
}
int i = sc.Number;
gameinfo.DefaultWeaponSlots[i].Clear();
sc.MustGetToken(',');
do
{
sc.MustGetString();
FName val = sc.String;
gameinfo.DefaultWeaponSlots[i].Push(val);
}
while (sc.CheckToken(','));
}
else if(nextKey.CompareNoCase("border") == 0)
{
staticgameborder_t *b;
if (sc.CheckToken(TK_Identifier))
{
switch(sc.MustMatchString(GameInfoBorders))
{
default:
b = &DoomBorder;
break;
case 1:
b = &HereticBorder;
break;
case 2:
b = &StrifeBorder;
break;
}
gameinfo.Border = *b;
}
else
{
// border = {size, offset, tr, t, tl, r, l ,br, b, bl};
FString *graphics[8] = { &gameinfo.Border.tr, &gameinfo.Border.t, &gameinfo.Border.tl, &gameinfo.Border.r, &gameinfo.Border.l, &gameinfo.Border.br, &gameinfo.Border.b, &gameinfo.Border.bl };
sc.MustGetToken(TK_IntConst);
gameinfo.Border.offset = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
gameinfo.Border.size = sc.Number;
for(int i = 0;i < 8;i++)
{
sc.MustGetToken(',');
sc.MustGetToken(TK_StringConst);
(*graphics[i]) = sc.String;
}
}
}
else if(nextKey.CompareNoCase("armoricons") == 0)
{
sc.MustGetToken(TK_StringConst);
gameinfo.ArmorIcon1 = sc.String;
if (sc.CheckToken(','))
{
sc.MustGetToken(TK_FloatConst);
gameinfo.Armor2Percent = sc.Float;
sc.MustGetToken(',');
sc.MustGetToken(TK_StringConst);
gameinfo.ArmorIcon2 = sc.String;
}
}
else if(nextKey.CompareNoCase("maparrow") == 0)
{
sc.MustGetToken(TK_StringConst);
gameinfo.mMapArrow = sc.String;
if (sc.CheckToken(','))
{
sc.MustGetToken(TK_StringConst);
gameinfo.mCheatMapArrow = sc.String;
}
else gameinfo.mCheatMapArrow = "";
}
// Insert valid keys here.
GAMEINFOKEY_STRING(mCheatKey, "cheatKey")
GAMEINFOKEY_STRING(mEasyKey, "easyKey")
GAMEINFOKEY_STRING(TitlePage, "titlePage")
GAMEINFOKEY_STRINGARRAY(creditPages, "addcreditPage", 8, false)
GAMEINFOKEY_STRINGARRAY(creditPages, "CreditPage", 8, true)
GAMEINFOKEY_STRINGARRAY(PlayerClasses, "addplayerclasses", 0, false)
GAMEINFOKEY_STRINGARRAY(PlayerClasses, "playerclasses", 0, true)
GAMEINFOKEY_MUSIC(titleMusic, titleOrder, "titleMusic")
GAMEINFOKEY_FLOAT(titleTime, "titleTime")
GAMEINFOKEY_FLOAT(advisoryTime, "advisoryTime")
GAMEINFOKEY_FLOAT(pageTime, "pageTime")
GAMEINFOKEY_STRING(chatSound, "chatSound")
GAMEINFOKEY_MUSIC(finaleMusic, finaleOrder, "finaleMusic")
GAMEINFOKEY_STRING(FinaleFlat, "finaleFlat")
GAMEINFOKEY_STRINGARRAY(finalePages, "finalePage", 8, true)
GAMEINFOKEY_STRINGARRAY(infoPages, "addinfoPage", 8, false)
GAMEINFOKEY_STRINGARRAY(infoPages, "infoPage", 8, true)
GAMEINFOKEY_STRING(PauseSign, "pausesign")
GAMEINFOKEY_STRING(quitSound, "quitSound")
GAMEINFOKEY_STRING(BorderFlat, "borderFlat")
GAMEINFOKEY_DOUBLE(telefogheight, "telefogheight")
GAMEINFOKEY_DOUBLE(gibfactor, "gibfactor")
GAMEINFOKEY_INT(defKickback, "defKickback")
GAMEINFOKEY_STRING(SkyFlatName, "SkyFlatName")
GAMEINFOKEY_STRING(translator, "translator")
GAMEINFOKEY_COLOR(pickupcolor, "pickupcolor")
GAMEINFOKEY_COLOR(defaultbloodcolor, "defaultbloodcolor")
GAMEINFOKEY_COLOR(defaultbloodparticlecolor, "defaultbloodparticlecolor")
GAMEINFOKEY_STRING(backpacktype, "backpacktype")
GAMEINFOKEY_STRING(statusbar, "statusbar")
GAMEINFOKEY_MUSIC(intermissionMusic, intermissionOrder, "intermissionMusic")
GAMEINFOKEY_STRING(CursorPic, "CursorPic")
GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic")
GAMEINFOKEY_BOOL(drawreadthis, "drawreadthis")
GAMEINFOKEY_BOOL(swapmenu, "swapmenu")
GAMEINFOKEY_BOOL(dontcrunchcorpses, "dontcrunchcorpses")
GAMEINFOKEY_BOOL(intermissioncounter, "intermissioncounter")
GAMEINFOKEY_BOOL(nightmarefast, "nightmarefast")
GAMEINFOKEY_COLOR(dimcolor, "dimcolor")
GAMEINFOKEY_FLOAT(dimamount, "dimamount")
GAMEINFOKEY_INT(definventorymaxamount, "definventorymaxamount")
GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime")
GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime")
GAMEINFOKEY_INT(defaultdropstyle, "defaultdropstyle")
GAMEINFOKEY_STRING(Endoom, "endoom")
GAMEINFOKEY_STRINGARRAY(quitmessages, "addquitmessages", 0, false)
GAMEINFOKEY_STRINGARRAY(quitmessages, "quitmessages", 0, true)
GAMEINFOKEY_STRING(mTitleColor, "menufontcolor_title")
GAMEINFOKEY_STRING(mFontColor, "menufontcolor_label")
GAMEINFOKEY_STRING(mFontColorValue, "menufontcolor_value")
GAMEINFOKEY_STRING(mFontColorMore, "menufontcolor_action")
GAMEINFOKEY_STRING(mFontColorHeader, "menufontcolor_header")
GAMEINFOKEY_STRING(mFontColorHighlight, "menufontcolor_highlight")
GAMEINFOKEY_STRING(mFontColorSelection, "menufontcolor_selection")
GAMEINFOKEY_STRING(mBackButton, "menubackbutton")
GAMEINFOKEY_INT(TextScreenX, "textscreenx")
GAMEINFOKEY_INT(TextScreenY, "textscreeny")
GAMEINFOKEY_STRING(DefaultEndSequence, "defaultendsequence")
GAMEINFOKEY_FONT(mStatscreenMapNameFont, "statscreen_mapnamefont")
GAMEINFOKEY_FONT(mStatscreenFinishedFont, "statscreen_finishedfont")
GAMEINFOKEY_FONT(mStatscreenEnteringFont, "statscreen_enteringfont")
GAMEINFOKEY_PATCH(mStatscreenFinishedFont, "statscreen_finishedpatch")
GAMEINFOKEY_PATCH(mStatscreenEnteringFont, "statscreen_enteringpatch")
GAMEINFOKEY_BOOL(norandomplayerclass, "norandomplayerclass")
GAMEINFOKEY_BOOL(forcekillscripts, "forcekillscripts") // [JM] Force kill scripts on thing death. (MF7_NOKILLSCRIPTS overrides.)
else
{
// ignore unkown keys.
sc.UnGet();
SkipToNext();
}
}
}
const char *gameinfo_t::GetFinalePage(unsigned int num) const
{
if (finalePages.Size() == 0) return "-NOFLAT-";
else if (num < 1 || num > finalePages.Size()) return finalePages[0];
else return finalePages[num-1];
}