1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
|
// 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 <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,
};
|