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//
// Copyright(C) 2005-2014 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.
//
//
// Parses "Misc" sections in dehacked files
//
#include <stdlib.h>
#include <string.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<arrlen(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);
}
static void DEH_MiscSHA1Sum(sha1_context_t *context)
{
unsigned int i;
for (i=0; i<arrlen(misc_settings); ++i)
{
SHA1_UpdateInt32(context, *misc_settings[i].value);
}
}
deh_section_t deh_section_misc =
{
"Misc",
NULL,
DEH_MiscStart,
DEH_MiscParseLine,
NULL,
DEH_MiscSHA1Sum,
};
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