// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // 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. // //----------------------------------------------------------------------------- // // Parses "Misc" sections in dehacked files // //----------------------------------------------------------------------------- #include #include #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 = DEH_DEFAULT_INITIAL_HEALTH; // 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 = DEH_DEFAULT_INITIAL_BULLETS; // 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 = DEH_DEFAULT_MAX_HEALTH; // 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 = DEH_DEFAULT_MAX_ARMOR; // 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 // // DOS dehacked only modifies the behavior of the green armor shirt, // the armor class set by armor helmets is not affected. int deh_green_armor_class = DEH_DEFAULT_GREEN_ARMOR_CLASS; // 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 // // DOS dehacked only modifies the MegaArmor behavior and not // the MegaSphere, which always gives armor type 2. int deh_blue_armor_class = DEH_DEFAULT_BLUE_ARMOR_CLASS; // 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 = DEH_DEFAULT_MAX_SOULSPHERE; // 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 = DEH_DEFAULT_SOULSPHERE_HEALTH; // 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 = DEH_DEFAULT_MEGASPHERE_HEALTH; // 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 = DEH_DEFAULT_GOD_MODE_HEALTH; // 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 = DEH_DEFAULT_IDFA_ARMOR; // 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 = DEH_DEFAULT_IDFA_ARMOR_CLASS; // 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 = DEH_DEFAULT_IDKFA_ARMOR; // 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 = DEH_DEFAULT_IDKFA_ARMOR_CLASS; // 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 = DEH_DEFAULT_BFG_CELLS_PER_SHOT; // 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 = DEH_DEFAULT_SPECIES_INFIGHTING; 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; size_t 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