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https://github.com/ZDoom/gzdoom.git
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c0eb8f3b96
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.
373 lines
12 KiB
C++
373 lines
12 KiB
C++
/*
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** gi.cpp
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** Holds same game-dependant info
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 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 <stdlib.h>
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#include "info.h"
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#include "gi.h"
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#include "m_fixed.h"
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#include "v_palette.h"
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#include "sc_man.h"
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#include "w_wad.h"
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#include "i_system.h"
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#include "v_video.h"
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#include "g_level.h"
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gameinfo_t gameinfo;
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const char *GameNames[17] =
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{
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NULL, "Doom", "Heretic", NULL, "Hexen", NULL, NULL, NULL, "Strife", NULL, NULL, NULL, NULL, NULL, NULL, NULL, "Chex"
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};
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static staticgameborder_t DoomBorder =
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{
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8, 8,
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"brdr_tl", "brdr_t", "brdr_tr",
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"brdr_l", "brdr_r",
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"brdr_bl", "brdr_b", "brdr_br"
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};
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static staticgameborder_t HereticBorder =
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{
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4, 16,
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"bordtl", "bordt", "bordtr",
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"bordl", "bordr",
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"bordbl", "bordb", "bordbr"
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};
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static staticgameborder_t StrifeBorder =
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{
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8, 8,
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"brdr_tl", "brdr_t", "brdr_tr",
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"brdr_l", "brdr_r",
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"brdr_bl", "brdr_b", "brdr_br"
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};
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// Custom GAMEINFO ------------------------------------------------------------
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const char* GameInfoBorders[] =
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{
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"DoomBorder",
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"HereticBorder",
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"StrifeBorder",
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NULL
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};
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#define GAMEINFOKEY_CSTRING(key, variable, length) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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sc.MustGetToken(TK_StringConst); \
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if(strlen(sc.String) > length) \
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{ \
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sc.ScriptError("Value for '%s' can not be longer than %d characters.", #key, length); \
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} \
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strcpy(gameinfo.key, sc.String); \
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}
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#define GAMEINFOKEY_STRINGARRAY(key, variable, length, clear) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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if (clear) gameinfo.key.Clear(); \
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do \
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{ \
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sc.MustGetToken(TK_StringConst); \
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if(length > 0 && strlen(sc.String) > length) \
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{ \
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sc.ScriptError("Value for '%s' can not be longer than %d characters.", #key, length); \
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} \
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gameinfo.key[gameinfo.key.Reserve(1)] = sc.String; \
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} \
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while (sc.CheckToken(',')); \
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}
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#define GAMEINFOKEY_STRING(key, variable) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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sc.MustGetToken(TK_StringConst); \
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gameinfo.key = sc.String; \
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}
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#define GAMEINFOKEY_INT(key, variable) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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sc.MustGetNumber(); \
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gameinfo.key = sc.Number; \
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}
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#define GAMEINFOKEY_FLOAT(key, variable) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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sc.MustGetFloat(); \
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gameinfo.key = static_cast<float> (sc.Float); \
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}
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#define GAMEINFOKEY_DOUBLE(key, variable) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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sc.MustGetFloat(); \
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gameinfo.key = sc.Float; \
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}
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#define GAMEINFOKEY_COLOR(key, variable) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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sc.MustGetToken(TK_StringConst); \
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FString color = sc.String; \
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FString colorName = V_GetColorStringByName(color); \
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if(!colorName.IsEmpty()) \
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color = colorName; \
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gameinfo.key = V_GetColorFromString(NULL, color); \
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}
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#define GAMEINFOKEY_BOOL(key, variable) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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if(sc.CheckToken(TK_False)) \
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gameinfo.key = false; \
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else \
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{ \
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sc.MustGetToken(TK_True); \
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gameinfo.key = true; \
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} \
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}
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#define GAMEINFOKEY_FONT(key, variable) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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sc.MustGetToken(TK_StringConst); \
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gameinfo.key.fontname = sc.String; \
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if (sc.CheckToken(',')) { \
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sc.MustGetToken(TK_StringConst); \
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gameinfo.key.color = sc.String; \
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} else { \
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gameinfo.key.color = NAME_None; \
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} \
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}
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#define GAMEINFOKEY_PATCH(key, variable) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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sc.MustGetToken(TK_StringConst); \
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gameinfo.key.fontname = sc.String; \
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gameinfo.key.color = NAME_Null; \
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}
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#define GAMEINFOKEY_MUSIC(key, order, variable) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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sc.MustGetToken(TK_StringConst); \
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gameinfo.order = 0; \
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char *colon = strchr (sc.String, ':'); \
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if (colon) \
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{ \
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gameinfo.order = atoi(colon+1); \
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*colon = 0; \
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} \
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gameinfo.key = sc.String; \
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}
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void FMapInfoParser::ParseGameInfo()
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{
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sc.MustGetToken('{');
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while(sc.GetToken())
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{
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if (sc.TokenType == '}') return;
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sc.TokenMustBe(TK_Identifier);
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FString nextKey = sc.String;
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sc.MustGetToken('=');
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if (nextKey.CompareNoCase("weaponslot") == 0)
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{
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sc.MustGetToken(TK_IntConst);
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if (sc.Number < 0 || sc.Number >= 10)
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{
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sc.ScriptError("Weapon slot index must be in range [0..9].\n");
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}
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int i = sc.Number;
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gameinfo.DefaultWeaponSlots[i].Clear();
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sc.MustGetToken(',');
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do
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{
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sc.MustGetString();
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FName val = sc.String;
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gameinfo.DefaultWeaponSlots[i].Push(val);
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}
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while (sc.CheckToken(','));
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}
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else if(nextKey.CompareNoCase("border") == 0)
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{
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staticgameborder_t *b;
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if (sc.CheckToken(TK_Identifier))
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{
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switch(sc.MustMatchString(GameInfoBorders))
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{
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default:
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b = &DoomBorder;
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break;
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case 1:
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b = &HereticBorder;
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break;
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case 2:
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b = &StrifeBorder;
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break;
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}
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gameinfo.Border = *b;
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}
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else
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{
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// border = {size, offset, tr, t, tl, r, l ,br, b, bl};
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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 };
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sc.MustGetToken(TK_IntConst);
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gameinfo.Border.offset = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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gameinfo.Border.size = sc.Number;
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for(int i = 0;i < 8;i++)
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{
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sc.MustGetToken(',');
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sc.MustGetToken(TK_StringConst);
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(*graphics[i]) = sc.String;
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}
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}
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}
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else if(nextKey.CompareNoCase("armoricons") == 0)
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{
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sc.MustGetToken(TK_StringConst);
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gameinfo.ArmorIcon1 = sc.String;
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if (sc.CheckToken(','))
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{
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sc.MustGetToken(TK_FloatConst);
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gameinfo.Armor2Percent = sc.Float;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_StringConst);
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gameinfo.ArmorIcon2 = sc.String;
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}
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}
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else if(nextKey.CompareNoCase("maparrow") == 0)
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{
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sc.MustGetToken(TK_StringConst);
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gameinfo.mMapArrow = sc.String;
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if (sc.CheckToken(','))
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{
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sc.MustGetToken(TK_StringConst);
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gameinfo.mCheatMapArrow = sc.String;
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}
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else gameinfo.mCheatMapArrow = "";
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}
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// Insert valid keys here.
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GAMEINFOKEY_STRING(mCheatKey, "cheatKey")
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GAMEINFOKEY_STRING(mEasyKey, "easyKey")
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GAMEINFOKEY_STRING(TitlePage, "titlePage")
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GAMEINFOKEY_STRINGARRAY(creditPages, "addcreditPage", 8, false)
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GAMEINFOKEY_STRINGARRAY(creditPages, "CreditPage", 8, true)
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GAMEINFOKEY_STRINGARRAY(PlayerClasses, "addplayerclasses", 0, false)
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GAMEINFOKEY_STRINGARRAY(PlayerClasses, "playerclasses", 0, true)
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GAMEINFOKEY_MUSIC(titleMusic, titleOrder, "titleMusic")
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GAMEINFOKEY_FLOAT(titleTime, "titleTime")
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GAMEINFOKEY_FLOAT(advisoryTime, "advisoryTime")
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GAMEINFOKEY_FLOAT(pageTime, "pageTime")
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GAMEINFOKEY_STRING(chatSound, "chatSound")
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GAMEINFOKEY_MUSIC(finaleMusic, finaleOrder, "finaleMusic")
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GAMEINFOKEY_STRING(FinaleFlat, "finaleFlat")
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GAMEINFOKEY_STRINGARRAY(finalePages, "finalePage", 8, true)
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GAMEINFOKEY_STRINGARRAY(infoPages, "addinfoPage", 8, false)
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GAMEINFOKEY_STRINGARRAY(infoPages, "infoPage", 8, true)
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GAMEINFOKEY_STRING(PauseSign, "pausesign")
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GAMEINFOKEY_STRING(quitSound, "quitSound")
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GAMEINFOKEY_STRING(BorderFlat, "borderFlat")
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GAMEINFOKEY_DOUBLE(telefogheight, "telefogheight")
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GAMEINFOKEY_DOUBLE(gibfactor, "gibfactor")
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GAMEINFOKEY_INT(defKickback, "defKickback")
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GAMEINFOKEY_STRING(SkyFlatName, "SkyFlatName")
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GAMEINFOKEY_STRING(translator, "translator")
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GAMEINFOKEY_COLOR(pickupcolor, "pickupcolor")
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GAMEINFOKEY_COLOR(defaultbloodcolor, "defaultbloodcolor")
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GAMEINFOKEY_COLOR(defaultbloodparticlecolor, "defaultbloodparticlecolor")
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GAMEINFOKEY_STRING(backpacktype, "backpacktype")
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GAMEINFOKEY_STRING(statusbar, "statusbar")
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GAMEINFOKEY_MUSIC(intermissionMusic, intermissionOrder, "intermissionMusic")
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GAMEINFOKEY_STRING(CursorPic, "CursorPic")
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GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic")
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GAMEINFOKEY_BOOL(drawreadthis, "drawreadthis")
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GAMEINFOKEY_BOOL(swapmenu, "swapmenu")
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GAMEINFOKEY_BOOL(dontcrunchcorpses, "dontcrunchcorpses")
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GAMEINFOKEY_BOOL(intermissioncounter, "intermissioncounter")
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GAMEINFOKEY_BOOL(nightmarefast, "nightmarefast")
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GAMEINFOKEY_COLOR(dimcolor, "dimcolor")
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GAMEINFOKEY_FLOAT(dimamount, "dimamount")
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GAMEINFOKEY_INT(definventorymaxamount, "definventorymaxamount")
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GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime")
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GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime")
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GAMEINFOKEY_INT(defaultdropstyle, "defaultdropstyle")
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GAMEINFOKEY_STRING(Endoom, "endoom")
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GAMEINFOKEY_STRINGARRAY(quitmessages, "addquitmessages", 0, false)
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GAMEINFOKEY_STRINGARRAY(quitmessages, "quitmessages", 0, true)
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GAMEINFOKEY_STRING(mTitleColor, "menufontcolor_title")
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GAMEINFOKEY_STRING(mFontColor, "menufontcolor_label")
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GAMEINFOKEY_STRING(mFontColorValue, "menufontcolor_value")
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GAMEINFOKEY_STRING(mFontColorMore, "menufontcolor_action")
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GAMEINFOKEY_STRING(mFontColorHeader, "menufontcolor_header")
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GAMEINFOKEY_STRING(mFontColorHighlight, "menufontcolor_highlight")
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GAMEINFOKEY_STRING(mFontColorSelection, "menufontcolor_selection")
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GAMEINFOKEY_STRING(mBackButton, "menubackbutton")
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GAMEINFOKEY_INT(TextScreenX, "textscreenx")
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GAMEINFOKEY_INT(TextScreenY, "textscreeny")
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GAMEINFOKEY_STRING(DefaultEndSequence, "defaultendsequence")
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GAMEINFOKEY_FONT(mStatscreenMapNameFont, "statscreen_mapnamefont")
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GAMEINFOKEY_FONT(mStatscreenFinishedFont, "statscreen_finishedfont")
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GAMEINFOKEY_FONT(mStatscreenEnteringFont, "statscreen_enteringfont")
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GAMEINFOKEY_PATCH(mStatscreenFinishedFont, "statscreen_finishedpatch")
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GAMEINFOKEY_PATCH(mStatscreenEnteringFont, "statscreen_enteringpatch")
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GAMEINFOKEY_BOOL(norandomplayerclass, "norandomplayerclass")
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GAMEINFOKEY_BOOL(forcekillscripts, "forcekillscripts") // [JM] Force kill scripts on thing death. (MF7_NOKILLSCRIPTS overrides.)
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else
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{
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// ignore unkown keys.
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sc.UnGet();
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SkipToNext();
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}
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}
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}
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const char *gameinfo_t::GetFinalePage(unsigned int num) const
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{
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if (finalePages.Size() == 0) return "-NOFLAT-";
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else if (num < 1 || num > finalePages.Size()) return finalePages[0];
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else return finalePages[num-1];
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}
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