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https://github.com/ZDoom/qzdoom.git
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78fb48302c
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)
277 lines
8.1 KiB
C++
277 lines
8.1 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 gameborder_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 gameborder_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 gameborder_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* GameInfoBoarders[] =
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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) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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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(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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FName val = sc.String; \
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gameinfo.key.Push(val); \
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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_FIXED(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<int> (sc.Float*FRACUNIT); \
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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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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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if(sc.CheckToken(TK_Identifier))
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{
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switch(sc.MustMatchString(GameInfoBoarders))
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{
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default:
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gameinfo.border = &DoomBorder;
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break;
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case 1:
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gameinfo.border = &HereticBorder;
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break;
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case 2:
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gameinfo.border = &StrifeBorder;
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break;
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}
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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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char *graphics[8] = {DoomBorder.tr, DoomBorder.t, DoomBorder.tl, DoomBorder.r, DoomBorder.l, DoomBorder.br, DoomBorder.b, DoomBorder.bl};
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sc.MustGetToken('{');
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sc.MustGetToken(TK_IntConst);
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DoomBorder.offset = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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DoomBorder.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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int len = int(strlen(sc.String));
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if(len > 8)
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sc.ScriptError("Border graphic can not be more than 8 characters long.\n");
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memcpy(graphics[i], sc.String, len);
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if(len < 8) // end with a null byte if the string is less than 8 chars.
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graphics[i][len] = 0;
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}
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sc.MustGetToken('}');
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}
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}
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// Insert valid keys here.
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GAMEINFOKEY_CSTRING(titlePage, "titlePage", 8)
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GAMEINFOKEY_STRINGARRAY(creditPages, "creditPage", 8)
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GAMEINFOKEY_STRING(titleMusic, "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_STRING(finaleMusic, "finaleMusic")
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GAMEINFOKEY_CSTRING(finaleFlat, "finaleFlat", 8)
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GAMEINFOKEY_STRINGARRAY(finalePages, "finalePage", 8)
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GAMEINFOKEY_STRINGARRAY(infoPages, "infoPage", 8)
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GAMEINFOKEY_STRING(quitSound, "quitSound")
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GAMEINFOKEY_CSTRING(borderFlat, "borderFlat", 8)
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GAMEINFOKEY_FIXED(telefogheight, "telefogheight")
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GAMEINFOKEY_INT(defKickback, "defKickback")
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GAMEINFOKEY_CSTRING(SkyFlatName, "SkyFlatName", 8)
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GAMEINFOKEY_STRING(translator, "translator")
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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_STRING(intermissionMusic, "intermissionMusic")
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GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic")
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GAMEINFOKEY_BOOL(drawreadthis, "drawreadthis")
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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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