qzdoom/src/g_skill.cpp

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/*
** g_skill.cpp
** Skill level handling
**
**---------------------------------------------------------------------------
** Copyright 2008-2009 Christoph Oelckers
** Copyright 2008-2009 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <ctype.h>
#include "doomstat.h"
#include "d_player.h"
#include "g_level.h"
#include "g_game.h"
#include "gi.h"
#include "templates.h"
#include "v_font.h"
#include "m_fixed.h"
#include "gstrings.h"
#include "g_levellocals.h"
#include "vm.h"
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TArray<FSkillInfo> AllSkills;
int DefaultSkill = -1;
//==========================================================================
//
// ParseSkill
//
//==========================================================================
void FMapInfoParser::ParseSkill ()
{
FSkillInfo skill;
bool thisisdefault = false;
bool acsreturnisset = false;
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skill.NoMenu = false;
skill.AmmoFactor = 1.;
skill.DoubleAmmoFactor = 2.;
skill.DropAmmoFactor = -1.;
skill.DamageFactor = 1.;
skill.ArmorFactor = 1.;
skill.HealthFactor = 1.;
skill.KickbackFactor = 1.;
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skill.FastMonsters = false;
skill.SlowMonsters = false;
skill.DisableCheats = false;
skill.EasyBossBrain = false;
skill.EasyKey = false;
skill.AutoUseHealth = false;
skill.RespawnCounter = 0;
skill.RespawnLimit = 0;
skill.Aggressiveness = 1.;
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skill.SpawnFilter = 0;
skill.ACSReturn = 0;
skill.MustConfirm = false;
skill.Shortcut = 0;
skill.TextColor = "";
skill.Replace.Clear();
skill.Replaced.Clear();
skill.MonsterHealth = 1.;
skill.FriendlyHealth = 1.;
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skill.NoPain = false;
skill.Infighting = 0;
sc.MustGetString();
skill.Name = sc.String;
ParseOpenBrace();
while (sc.GetString ())
{
if (sc.Compare ("ammofactor"))
{
ParseAssign();
sc.MustGetFloat ();
skill.AmmoFactor = sc.Float;
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}
else if (sc.Compare ("doubleammofactor"))
{
ParseAssign();
sc.MustGetFloat ();
skill.DoubleAmmoFactor = sc.Float;
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}
else if (sc.Compare ("dropammofactor"))
{
ParseAssign();
sc.MustGetFloat ();
skill.DropAmmoFactor = sc.Float;
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}
else if (sc.Compare ("damagefactor"))
{
ParseAssign();
sc.MustGetFloat ();
skill.DamageFactor = sc.Float;
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}
else if (sc.Compare("kickbackfactor"))
{
ParseAssign();
sc.MustGetFloat();
skill.KickbackFactor = sc.Float;
}
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else if (sc.Compare ("fastmonsters"))
{
skill.FastMonsters = true;
}
else if (sc.Compare ("slowmonsters"))
{
skill.SlowMonsters = true;
}
else if (sc.Compare ("disablecheats"))
{
skill.DisableCheats = true;
}
else if (sc.Compare ("easybossbrain"))
{
skill.EasyBossBrain = true;
}
else if (sc.Compare ("easykey"))
{
skill.EasyKey = true;
}
else if (sc.Compare("autousehealth"))
{
skill.AutoUseHealth = true;
}
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else if (sc.Compare("nomenu"))
{
skill.NoMenu = true;
}
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else if (sc.Compare("respawntime"))
{
ParseAssign();
sc.MustGetFloat ();
skill.RespawnCounter = int(sc.Float*TICRATE);
}
else if (sc.Compare("respawnlimit"))
{
ParseAssign();
sc.MustGetNumber ();
skill.RespawnLimit = sc.Number;
}
else if (sc.Compare("Aggressiveness"))
{
ParseAssign();
sc.MustGetFloat ();
skill.Aggressiveness = 1. - clamp(sc.Float, 0.,1.);
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}
else if (sc.Compare("SpawnFilter"))
{
ParseAssign();
if (sc.CheckNumber())
{
if (sc.Number > 0) skill.SpawnFilter |= (1<<(sc.Number-1));
}
else
{
sc.MustGetString ();
if (sc.Compare("baby")) skill.SpawnFilter |= 1;
else if (sc.Compare("easy")) skill.SpawnFilter |= 2;
else if (sc.Compare("normal")) skill.SpawnFilter |= 4;
else if (sc.Compare("hard")) skill.SpawnFilter |= 8;
else if (sc.Compare("nightmare")) skill.SpawnFilter |= 16;
}
}
else if (sc.Compare("ACSReturn"))
{
ParseAssign();
sc.MustGetNumber ();
skill.ACSReturn = sc.Number;
acsreturnisset = true;
}
else if (sc.Compare("ReplaceActor"))
{
ParseAssign();
sc.MustGetString();
FName replaced = sc.String;
ParseComma();
sc.MustGetString();
FName replacer = sc.String;
skill.SetReplacement(replaced, replacer);
skill.SetReplacedBy(replacer, replaced);
}
else if (sc.Compare("Name"))
{
ParseAssign();
sc.MustGetString ();
skill.MenuName = sc.String;
}
else if (sc.Compare("PlayerClassName"))
{
ParseAssign();
sc.MustGetString ();
FName pc = sc.String;
ParseComma();
sc.MustGetString ();
skill.MenuNamesForPlayerClass[pc]=sc.String;
}
else if (sc.Compare("PicName"))
{
ParseAssign();
sc.MustGetString ();
skill.PicName = sc.String;
}
else if (sc.Compare("MustConfirm"))
{
skill.MustConfirm = true;
if (format_type == FMT_New)
{
if (CheckAssign())
{
sc.MustGetString();
skill.MustConfirmText = sc.String;
}
}
else
{
if (sc.CheckToken(TK_StringConst))
{
skill.MustConfirmText = sc.String;
}
}
}
else if (sc.Compare("Key"))
{
ParseAssign();
sc.MustGetString();
skill.Shortcut = tolower(sc.String[0]);
}
else if (sc.Compare("TextColor"))
{
ParseAssign();
sc.MustGetString();
skill.TextColor.Format("[%s]", sc.String);
}
else if (sc.Compare("MonsterHealth"))
{
ParseAssign();
sc.MustGetFloat();
skill.MonsterHealth = sc.Float;
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}
else if (sc.Compare("FriendlyHealth"))
{
ParseAssign();
sc.MustGetFloat();
skill.FriendlyHealth = sc.Float;
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}
else if (sc.Compare("NoPain"))
{
skill.NoPain = true;
}
else if (sc.Compare("ArmorFactor"))
{
ParseAssign();
sc.MustGetFloat();
skill.ArmorFactor = sc.Float;
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}
else if (sc.Compare("HealthFactor"))
{
ParseAssign();
sc.MustGetFloat();
skill.HealthFactor = sc.Float;
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}
else if (sc.Compare("NoInfighting"))
{
skill.Infighting = LEVEL2_NOINFIGHTING;
}
else if (sc.Compare("TotalInfighting"))
{
skill.Infighting = LEVEL2_TOTALINFIGHTING;
}
else if (sc.Compare("DefaultSkill"))
{
if (DefaultSkill >= 0)
{
sc.ScriptError("%s is already the default skill\n", AllSkills[DefaultSkill].Name.GetChars());
}
thisisdefault = true;
}
else if (!ParseCloseBrace())
{
// Unknown
sc.ScriptMessage("Unknown property '%s' found in skill definition\n", sc.String);
SkipToNext();
}
else
{
break;
}
}
CheckEndOfFile("skill");
for(unsigned int i = 0; i < AllSkills.Size(); i++)
{
if (AllSkills[i].Name == skill.Name)
{
if (!acsreturnisset)
{ // Use the ACS return for the skill we are overwriting.
skill.ACSReturn = AllSkills[i].ACSReturn;
}
AllSkills[i] = skill;
if (thisisdefault)
{
DefaultSkill = i;
}
return;
}
}
if (!acsreturnisset)
{
skill.ACSReturn = AllSkills.Size();
}
if (thisisdefault)
{
DefaultSkill = AllSkills.Size();
}
AllSkills.Push(skill);
}
//==========================================================================
//
//
//
//==========================================================================
int G_SkillProperty(ESkillProperty prop)
{
if (AllSkills.Size() > 0)
{
switch(prop)
{
case SKILLP_FastMonsters:
return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
case SKILLP_SlowMonsters:
return AllSkills[gameskill].SlowMonsters;
case SKILLP_Respawn:
if (dmflags & DF_MONSTERS_RESPAWN && AllSkills[gameskill].RespawnCounter==0)
return TICRATE * gameinfo.defaultrespawntime;
return AllSkills[gameskill].RespawnCounter;
case SKILLP_RespawnLimit:
return AllSkills[gameskill].RespawnLimit;
case SKILLP_DisableCheats:
return AllSkills[gameskill].DisableCheats;
case SKILLP_AutoUseHealth:
return AllSkills[gameskill].AutoUseHealth;
case SKILLP_EasyBossBrain:
return AllSkills[gameskill].EasyBossBrain;
case SKILLP_EasyKey:
return AllSkills[gameskill].EasyKey;
case SKILLP_SpawnFilter:
return AllSkills[gameskill].SpawnFilter;
case SKILLP_ACSReturn:
return AllSkills[gameskill].ACSReturn;
case SKILLP_NoPain:
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;
}
DEFINE_ACTION_FUNCTION(DObject, G_SkillPropertyInt)
{
PARAM_PROLOGUE;
PARAM_INT(which);
ACTION_RETURN_INT(G_SkillProperty((ESkillProperty)which));
}
//==========================================================================
//
//
//
//==========================================================================
double G_SkillProperty(EFSkillProperty prop)
{
if (AllSkills.Size() > 0)
{
switch (prop)
{
case SKILLP_AmmoFactor:
if (dmflags2 & DF2_YES_DOUBLEAMMO)
{
return AllSkills[gameskill].DoubleAmmoFactor;
}
return AllSkills[gameskill].AmmoFactor;
case SKILLP_DropAmmoFactor:
return AllSkills[gameskill].DropAmmoFactor;
case SKILLP_ArmorFactor:
return AllSkills[gameskill].ArmorFactor;
case SKILLP_HealthFactor:
return AllSkills[gameskill].HealthFactor;
case SKILLP_DamageFactor:
return AllSkills[gameskill].DamageFactor;
case SKILLP_Aggressiveness:
return AllSkills[gameskill].Aggressiveness;
case SKILLP_MonsterHealth:
return AllSkills[gameskill].MonsterHealth;
case SKILLP_FriendlyHealth:
return AllSkills[gameskill].FriendlyHealth;
case SKILLP_KickbackFactor:
return AllSkills[gameskill].KickbackFactor;
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(DObject, G_SkillPropertyFloat)
{
PARAM_PROLOGUE;
PARAM_INT(which);
ACTION_RETURN_FLOAT(G_SkillProperty((EFSkillProperty)which));
}
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//==========================================================================
//
//
//
//==========================================================================
const char * G_SkillName()
{
const char *name = AllSkills[gameskill].MenuName;
player_t *player = &players[consoleplayer];
const char *playerclass = player->mo->GetInfo()->DisplayName;
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if (playerclass != NULL)
{
FString * pmnm = AllSkills[gameskill].MenuNamesForPlayerClass.CheckKey(playerclass);
if (pmnm != NULL) name = *pmnm;
}
if (*name == '$') name = GStrings(name+1);
return name;
}
DEFINE_ACTION_FUNCTION(DObject, G_SkillName)
{
PARAM_PROLOGUE;
ACTION_RETURN_STRING(G_SkillName());
}
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//==========================================================================
//
//
//
//==========================================================================
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;
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NoMenu = other.NoMenu;
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DoubleAmmoFactor = other.DoubleAmmoFactor;
DropAmmoFactor = other.DropAmmoFactor;
DamageFactor = other.DamageFactor;
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KickbackFactor = other.KickbackFactor;
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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;
}
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const uint8_t *cp = (const uint8_t *)TextColor.GetChars();
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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;
}