qzdoom/src/gi.cpp
Christoph Oelckers 78fb48302c - fixed: Any player class inheriting directly from PlayerPawn was left with
empty weapon slots due to the recent rewrite of the weapon slot assignment
  code. To handle such classes each game now defines a default weapon slot
  setting in its gameinfo. This will be used when a player class without any
  weapon slot settings is used.


SVN r1521 (trunk)
2009-04-04 17:46:33 +00:00

277 lines
8.1 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 gameborder_t DoomBorder =
{
8, 8,
"brdr_tl", "brdr_t", "brdr_tr",
"brdr_l", "brdr_r",
"brdr_bl", "brdr_b", "brdr_br"
};
static gameborder_t HereticBorder =
{
4, 16,
"bordtl", "bordt", "bordtr",
"bordl", "bordr",
"bordbl", "bordb", "bordbr"
};
static gameborder_t StrifeBorder =
{
8, 8,
"brdr_tl", "brdr_t", "brdr_tr",
"brdr_l", "brdr_r",
"brdr_bl", "brdr_b", "brdr_br"
};
// Custom GAMEINFO ------------------------------------------------------------
const char* GameInfoBoarders[] =
{
"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) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
gameinfo.key.Clear(); \
do \
{ \
sc.MustGetToken(TK_StringConst); \
if(strlen(sc.String) > length) \
{ \
sc.ScriptError("Value for '%s' can not be longer than %d characters.", #key, length); \
} \
FName val = sc.String; \
gameinfo.key.Push(val); \
} \
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_FIXED(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetFloat(); \
gameinfo.key = static_cast<int> (sc.Float*FRACUNIT); \
}
#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; \
} \
}
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)
{
if(sc.CheckToken(TK_Identifier))
{
switch(sc.MustMatchString(GameInfoBoarders))
{
default:
gameinfo.border = &DoomBorder;
break;
case 1:
gameinfo.border = &HereticBorder;
break;
case 2:
gameinfo.border = &StrifeBorder;
break;
}
}
else
{
// border = {size, offset, tr, t, tl, r, l ,br, b, bl};
char *graphics[8] = {DoomBorder.tr, DoomBorder.t, DoomBorder.tl, DoomBorder.r, DoomBorder.l, DoomBorder.br, DoomBorder.b, DoomBorder.bl};
sc.MustGetToken('{');
sc.MustGetToken(TK_IntConst);
DoomBorder.offset = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
DoomBorder.size = sc.Number;
for(int i = 0;i < 8;i++)
{
sc.MustGetToken(',');
sc.MustGetToken(TK_StringConst);
int len = int(strlen(sc.String));
if(len > 8)
sc.ScriptError("Border graphic can not be more than 8 characters long.\n");
memcpy(graphics[i], sc.String, len);
if(len < 8) // end with a null byte if the string is less than 8 chars.
graphics[i][len] = 0;
}
sc.MustGetToken('}');
}
}
// Insert valid keys here.
GAMEINFOKEY_CSTRING(titlePage, "titlePage", 8)
GAMEINFOKEY_STRINGARRAY(creditPages, "creditPage", 8)
GAMEINFOKEY_STRING(titleMusic, "titleMusic")
GAMEINFOKEY_FLOAT(titleTime, "titleTime")
GAMEINFOKEY_FLOAT(advisoryTime, "advisoryTime")
GAMEINFOKEY_FLOAT(pageTime, "pageTime")
GAMEINFOKEY_STRING(chatSound, "chatSound")
GAMEINFOKEY_STRING(finaleMusic, "finaleMusic")
GAMEINFOKEY_CSTRING(finaleFlat, "finaleFlat", 8)
GAMEINFOKEY_STRINGARRAY(finalePages, "finalePage", 8)
GAMEINFOKEY_STRINGARRAY(infoPages, "infoPage", 8)
GAMEINFOKEY_STRING(quitSound, "quitSound")
GAMEINFOKEY_CSTRING(borderFlat, "borderFlat", 8)
GAMEINFOKEY_FIXED(telefogheight, "telefogheight")
GAMEINFOKEY_INT(defKickback, "defKickback")
GAMEINFOKEY_CSTRING(SkyFlatName, "SkyFlatName", 8)
GAMEINFOKEY_STRING(translator, "translator")
GAMEINFOKEY_COLOR(defaultbloodcolor, "defaultbloodcolor")
GAMEINFOKEY_COLOR(defaultbloodparticlecolor, "defaultbloodparticlecolor")
GAMEINFOKEY_STRING(backpacktype, "backpacktype")
GAMEINFOKEY_STRING(statusbar, "statusbar")
GAMEINFOKEY_STRING(intermissionMusic, "intermissionMusic")
GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic")
GAMEINFOKEY_BOOL(drawreadthis, "drawreadthis")
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];
}