ref: 00b50443326b087a2a947d7aa00b868856555130
dir: /src/deh_misc.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: deh_misc.c 282 2006-01-12 00:21:29Z fraggle $
//
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// $Log$
// Revision 1.9 2006/01/12 00:21:29 fraggle
// Interpret the dehacked "max health" setting properly.
//
// Revision 1.8 2005/10/17 22:07:25 fraggle
// Fix "Monsters Infight"
//
// Revision 1.7 2005/10/17 21:20:27 fraggle
// Add note that the "Monsters Infight" setting is not supported.
//
// Revision 1.6 2005/10/17 21:09:01 fraggle
// Dehacked Misc support: Controls for the armor and armor class set when
// using the ammo cheats.
//
// Revision 1.5 2005/10/17 21:02:57 fraggle
// Dehacked Misc support: Max soulsphere, Soulsphere+Megasphere health bonus
// values, God mode health value
//
// Revision 1.4 2005/10/17 20:49:42 fraggle
// Add dehacked "Misc" implementations for max armor+health, blue+green
// armor classes
//
// Revision 1.3 2005/10/17 20:27:05 fraggle
// Start of Dehacked 'Misc' section support. Initial Health+Bullets,
// and bfg cells/shot are supported.
//
// Revision 1.2 2005/10/08 20:54:16 fraggle
// Proper dehacked error/warning framework. Catch a load more errors.
//
// Revision 1.1 2005/10/04 22:10:32 fraggle
// Dehacked "Misc" section parser (currently a dummy)
//
//
//-----------------------------------------------------------------------------
//
// Parses "Misc" sections in dehacked files
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <string.h>
#include "doomdef.h"
#include "doomtype.h"
#include "deh_defs.h"
#include "deh_io.h"
#include "deh_main.h"
#include "deh_misc.h"
// Dehacked: "Initial Health"
// This is the initial health a player has when starting anew.
// See G_PlayerReborn in g_game.c
int deh_initial_health = 100;
// Dehacked: "Initial bullets"
// This is the number of bullets the player has when starting anew.
// See G_PlayerReborn in g_game.c
int deh_initial_bullets = 50;
// Dehacked: "Max Health"
// This is the maximum health that can be reached using medikits
// alone. See P_TouchSpecialThing in p_inter.c
int deh_max_health = 200;
// Dehacked: "Max Armor"
// This is the maximum armor which can be reached by picking up
// armor helmets. See P_TouchSpecialThing in p_inter.c
int deh_max_armor = 200;
// Dehacked: "Green Armor Class"
// This is the armor class that is given when picking up the green
// armor or an armor helmet. See P_TouchSpecialThing in p_inter.c
//
// Question: Does DOS dehacked modify the armor helmet behavior
// as well as the green armor behavior? I am currently following
// the Boom behavior, which is "yes".
int deh_green_armor_class = 1;
// Dehacked: "Blue Armor Class"
// This is the armor class that is given when picking up the blue
// armor or a megasphere. See P_TouchSpecialThing in p_inter.c
//
// Question: Does DOS dehacked modify the megasphere behavior
// as well as the blue armor behavior? I am currently following
// the Boom behavior, which is "yes".
int deh_blue_armor_class = 2;
// Dehacked: "Max soulsphere"
// The maximum health which can be reached by picking up the
// soulsphere. See P_TouchSpecialThing in p_inter.c
int deh_max_soulsphere = 200;
// Dehacked: "Soulsphere health"
// The amount of health bonus that picking up a soulsphere
// gives. See P_TouchSpecialThing in p_inter.c
int deh_soulsphere_health = 100;
// Dehacked: "Megasphere health"
// This is what the health is set to after picking up a
// megasphere. See P_TouchSpecialThing in p_inter.c
int deh_megasphere_health = 200;
// Dehacked: "God mode health"
// This is what the health value is set to when cheating using
// the IDDQD god mode cheat. See ST_Responder in st_stuff.c
int deh_god_mode_health = 100;
// Dehacked: "IDFA Armor"
// This is what the armor is set to when using the IDFA cheat.
// See ST_Responder in st_stuff.c
int deh_idfa_armor = 200;
// Dehacked: "IDFA Armor Class"
// This is what the armor class is set to when using the IDFA cheat.
// See ST_Responder in st_stuff.c
int deh_idfa_armor_class = 2;
// Dehacked: "IDKFA Armor"
// This is what the armor is set to when using the IDKFA cheat.
// See ST_Responder in st_stuff.c
int deh_idkfa_armor = 200;
// Dehacked: "IDKFA Armor Class"
// This is what the armor class is set to when using the IDKFA cheat.
// See ST_Responder in st_stuff.c
int deh_idkfa_armor_class = 2;
// Dehacked: "BFG Cells/Shot"
// This is the number of CELLs firing the BFG uses up.
// See P_CheckAmmo and A_FireBFG in p_pspr.c
int deh_bfg_cells_per_shot = 40;
// Dehacked: "Monsters infight"
// This controls whether monsters can harm other monsters of the same
// species. For example, whether an imp fireball will damage other
// imps. The value of this in dehacked patches is weird - '202' means
// off, while '221' means on.
//
// See PIT_CheckThing in p_map.c
int deh_species_infighting = 0;
static struct
{
char *deh_name;
int *value;
} misc_settings[] = {
{"Initial Health", &deh_initial_health},
{"Initial Bullets", &deh_initial_bullets},
{"Max Health", &deh_max_health},
{"Max Armor", &deh_max_armor},
{"Green Armor Class", &deh_green_armor_class},
{"Blue Armor Class", &deh_blue_armor_class},
{"Max Soulsphere", &deh_max_soulsphere},
{"Soulsphere Health", &deh_soulsphere_health},
{"Megasphere Health", &deh_megasphere_health},
{"God Mode Health", &deh_god_mode_health},
{"IDFA Armor", &deh_idfa_armor},
{"IDFA Armor Class", &deh_idfa_armor_class},
{"IDKFA Armor", &deh_idkfa_armor},
{"IDKFA Armor Class", &deh_idkfa_armor_class},
{"BFG Cells/Shot", &deh_bfg_cells_per_shot},
};
static void *DEH_MiscStart(deh_context_t *context, char *line)
{
return NULL;
}
static void DEH_MiscParseLine(deh_context_t *context, char *line, void *tag)
{
char *variable_name, *value;
int ivalue;
int i;
if (!DEH_ParseAssignment(line, &variable_name, &value))
{
// Failed to parse
DEH_Warning(context, "Failed to parse assignment");
return;
}
ivalue = atoi(value);
if (!strcasecmp(variable_name, "Monsters Infight"))
{
// See notes above.
if (ivalue == 202)
{
deh_species_infighting = 0;
}
else if (ivalue == 221)
{
deh_species_infighting = 1;
}
else
{
DEH_Warning(context,
"Invalid value for 'Monsters Infight': %i", ivalue);
}
return;
}
for (i=0; i<sizeof(misc_settings) / sizeof(*misc_settings); ++i)
{
if (!strcasecmp(variable_name, misc_settings[i].deh_name))
{
*misc_settings[i].value = ivalue;
return;
}
}
DEH_Warning(context, "Unknown Misc variable '%s'", variable_name);
}
deh_section_t deh_section_misc =
{
"Misc",
NULL,
DEH_MiscStart,
DEH_MiscParseLine,
NULL,
};