コード例 #1
0
ファイル: e_inventory.cpp プロジェクト: doomtech/eternity
//
// E_ProcessInventory
//
// Generalized code to process the data for a single inventory definition
// structure. Doubles as code for inventory and inventorydelta.
//
static void E_ProcessInventory(inventory_t *inv, cfg_t *invsec, cfg_t *pcfg, bool def)
{
   //int tempint;
   const char *tempstr;
   bool inherits = false;

   // possible when inheriting from an inventory def of a previous EDF generation
   if(!invsec) 
      return;

   // Process inheritance (not in deltas)
   if(def)
   {
      // if this inventory is already processed via recursion due to
      // inheritance, don't process it again
      if(inv->processed)
         return;
      
      if(cfg_size(invsec, ITEM_INVENTORY_INHERITS) > 0)
      {
         cfg_t *parent_invsec;
         
         // resolve parent inventory def
         inventory_t *parent = E_GetInventoryForName(cfg_getstr(invsec, ITEM_INVENTORY_INHERITS));

         // check against cyclic inheritance
         if(!E_CheckInventoryInherit(parent))
         {
            E_EDFLoggedErr(2, 
               "E_ProcessInventory: cyclic inheritance detected in inventory '%s'\n",
               inv->name);
         }
         
         // add to inheritance stack
         E_AddInventoryToPStack(parent);

         // process parent recursively
         parent_invsec = cfg_gettsec(pcfg, EDF_SEC_INVENTORY, parent->name);
         E_ProcessInventory(parent, parent_invsec, pcfg, true);
         
         // copy parent to this thing
         E_CopyInventory(inv, parent);

         // keep track of parent explicitly
         inv->parent = parent;
         
         // we inherit, so treat defaults as no value
         inherits = true;
      }
      else
         inv->parent = NULL; // no parent.

      // mark this inventory def as processed
      inv->processed = true;
   }

   // field processing
   
   if(IS_SET(ITEM_INVENTORY_CLASS))
   {
      const char *classname = cfg_getstr(invsec, ITEM_INVENTORY_CLASS);
      int classtype = E_StrToNumLinear(inventoryClassNames, INV_CLASS_NUMCLASSES, classname);

      if(classtype == INV_CLASS_NUMCLASSES)
      {
         E_EDFLoggedWarning(2, "Warning: unknown inventory class %s\n", classname);
         classtype = INV_CLASS_NONE;
      }

      inv->classtype = classtype;
   }

#ifdef RANGECHECK
   if(inv->classtype < 0 || inv->classtype >= INV_CLASS_NUMCLASSES)
      E_EDFLoggedErr(2, "E_ProcessInventory: internal error - bad classtype %d\n", inv->classtype);
#endif

   // process subclass fields
   inventorySubClasses[inv->classtype](inv, invsec, def, inherits);

   if(IS_SET(ITEM_INVENTORY_AMOUNT))
      inv->amount = cfg_getint(invsec, ITEM_INVENTORY_AMOUNT);

   if(IS_SET(ITEM_INVENTORY_MAXAMOUNT))
      inv->maxAmount = cfg_getint(invsec, ITEM_INVENTORY_MAXAMOUNT);

   if(IS_SET(ITEM_INVENTORY_INTERHUBAMOUNT))
      inv->interHubAmount = cfg_getint(invsec, ITEM_INVENTORY_INTERHUBAMOUNT);

   if(IS_SET(ITEM_INVENTORY_ICON))
      E_ReplaceString(inv->icon, cfg_getstrdup(invsec, ITEM_INVENTORY_ICON));

   if(IS_SET(ITEM_INVENTORY_PICKUPMESSAGE))
      E_ReplaceString(inv->pickUpMessage, cfg_getstrdup(invsec, ITEM_INVENTORY_PICKUPMESSAGE));

   if(IS_SET(ITEM_INVENTORY_PICKUPSOUND))
      E_ReplaceString(inv->pickUpSound, cfg_getstrdup(invsec, ITEM_INVENTORY_PICKUPSOUND));

   if(IS_SET(ITEM_INVENTORY_PICKUPFLASH))
      E_ReplaceString(inv->pickUpFlash, cfg_getstrdup(invsec, ITEM_INVENTORY_PICKUPFLASH));

   if(IS_SET(ITEM_INVENTORY_USESOUND))
      E_ReplaceString(inv->useSound, cfg_getstrdup(invsec, ITEM_INVENTORY_USESOUND));

   if(IS_SET(ITEM_INVENTORY_RESPAWNTICS))
      inv->respawnTics = cfg_getint(invsec, ITEM_INVENTORY_RESPAWNTICS);

   if(IS_SET(ITEM_INVENTORY_GIVEQUEST))
      inv->giveQuest = cfg_getint(invsec, ITEM_INVENTORY_GIVEQUEST);

   if(IS_SET(ITEM_INVENTORY_FLAGS))
   {
      tempstr = cfg_getstr(invsec, ITEM_INVENTORY_FLAGS);
      if(*tempstr == '\0')
         inv->flags = 0;
      else
         inv->flags = E_ParseFlags(tempstr, &inventory_flagset);
   }
   
   // TODO: addflags/remflags   
}
コード例 #2
0
//
// E_processGamePropsBlock
//
// Process a single gameproperties block.
//
static void E_processGamePropsBlock(cfg_t *props)
{
   // Flags

   if(IS_SET(ITEM_GPROP_FLAGSADD))
   {
      const char *flagstr = cfg_getstr(props, ITEM_GPROP_FLAGSADD);

      GameModeInfo->flags |= E_ParseFlags(flagstr, &gmi_flagset);
   }

   if(IS_SET(ITEM_GPROP_FLAGSREM))
   {
      const char *flagstr = cfg_getstr(props, ITEM_GPROP_FLAGSREM);
      unsigned int curFlags = GameModeInfo->flags;

      GameModeInfo->flags &= ~E_ParseFlags(flagstr, &gmi_flagset);

      GameModeInfo->flags |= (curFlags & GIF_SHAREWARE); // nice try, bitch.
   }

   if(IS_SET(ITEM_GPROP_MFLAGSADD))
   {
      const char *flagstr = cfg_getstr(props, ITEM_GPROP_MFLAGSADD);

      GameModeInfo->missionInfo->flags |= E_ParseFlags(flagstr, &mission_flagset);
   }

   if(IS_SET(ITEM_GPROP_MFLAGSREM))
   {
      const char *flagstr = cfg_getstr(props, ITEM_GPROP_MFLAGSREM);

      GameModeInfo->missionInfo->flags &= ~E_ParseFlags(flagstr, &mission_flagset);
   }

   // Demo Loop Properties

   if(IS_SET(ITEM_GPROP_TITLETICS))
      GameModeInfo->titleTics = cfg_getint(props, ITEM_GPROP_TITLETICS);
   
   if(IS_SET(ITEM_GPROP_ADVISORTICS))
      GameModeInfo->advisorTics = cfg_getint(props, ITEM_GPROP_ADVISORTICS);
   
   if(IS_SET(ITEM_GPROP_PAGETICS))
      GameModeInfo->pageTics = cfg_getint(props, ITEM_GPROP_PAGETICS);

   // Menu Properties
   if(IS_SET(ITEM_GPROP_MENUBKGND))
   {
      E_setDynamicString(GameModeInfo->menuBackground, GI_STR_MENUBKGND, 
                         cfg_getstr(props, ITEM_GPROP_MENUBKGND));
   }

   if(IS_SET(ITEM_GPROP_TRANSFRAME))
   {
      int stateNum = E_StateNumForName(cfg_getstr(props, ITEM_GPROP_TRANSFRAME));

      if(stateNum >= 0 &&
         (states[stateNum]->dehnum >= 0 || E_AutoAllocStateDEHNum(stateNum)))
      {
         GameModeInfo->transFrame = states[stateNum]->dehnum;
      }
   }

   if(IS_SET(ITEM_GPROP_MENUSKVASND))
   {
      sfxinfo_t *snd = E_SoundForName(cfg_getstr(props, ITEM_GPROP_MENUSKVASND));

      if(snd && (snd->dehackednum >= 0 || E_AutoAllocSoundDEHNum(snd)))
         GameModeInfo->skvAtkSound = snd->dehackednum;
   }

   if(IS_SET(ITEM_GPROP_MENUOFFSET))
      GameModeInfo->menuOffset = cfg_getint(props, ITEM_GPROP_MENUOFFSET);

   if(IS_SET(ITEM_GPROP_MENUPTR1) && GameModeInfo->menuCursor->numpatches >= 1)
   {
      E_setDynamicString(GameModeInfo->menuCursor->patches[0], GI_STR_MENUPTR1,
                         cfg_getstr(props, ITEM_GPROP_MENUPTR1));
   }

   if(IS_SET(ITEM_GPROP_MENUPTR2) && GameModeInfo->menuCursor->numpatches >= 2)
   {
      E_setDynamicString(GameModeInfo->menuCursor->patches[1], GI_STR_MENUPTR2,
                         cfg_getstr(props, ITEM_GPROP_MENUPTR2));
   }

   // Border Properties

   if(IS_SET(ITEM_GPROP_BORDERFLAT))
   {
      E_setDynamicString(GameModeInfo->borderFlat, GI_STR_BORDERFLAT,
                         cfg_getstr(props, ITEM_GPROP_BORDERFLAT));
   }

   if(IS_SET(ITEM_GPROP_BORDERTL))
   {
      E_setDynamicString(GameModeInfo->border->c_tl, GI_STR_BORDERTL, 
                         cfg_getstr(props, ITEM_GPROP_BORDERTL));
   }

   if(IS_SET(ITEM_GPROP_BORDERTOP))
   {
      E_setDynamicString(GameModeInfo->border->top, GI_STR_BORDERTOP, 
                         cfg_getstr(props, ITEM_GPROP_BORDERTOP));
   }

   if(IS_SET(ITEM_GPROP_BORDERTR))
   {
      E_setDynamicString(GameModeInfo->border->c_tr, GI_STR_BORDERTR, 
                         cfg_getstr(props, ITEM_GPROP_BORDERTR));
   }

   if(IS_SET(ITEM_GPROP_BORDERLEFT))
   {
      E_setDynamicString(GameModeInfo->border->left, GI_STR_BORDERLEFT, 
                         cfg_getstr(props, ITEM_GPROP_BORDERLEFT));
   }

   if(IS_SET(ITEM_GPROP_BORDERRIGHT))
   {
      E_setDynamicString(GameModeInfo->border->right, GI_STR_BORDERRIGHT, 
                         cfg_getstr(props, ITEM_GPROP_BORDERRIGHT));
   }

   if(IS_SET(ITEM_GPROP_BORDERBL))
   {
      E_setDynamicString(GameModeInfo->border->c_bl, GI_STR_BORDERBL, 
                         cfg_getstr(props, ITEM_GPROP_BORDERBL));
   }

   if(IS_SET(ITEM_GPROP_BORDERBOTT))
   {
      E_setDynamicString(GameModeInfo->border->bottom, GI_STR_BORDERBOTT, 
                         cfg_getstr(props, ITEM_GPROP_BORDERBOTT));
   }

   if(IS_SET(ITEM_GPROP_BORDERBR))
   {
      E_setDynamicString(GameModeInfo->border->c_br, GI_STR_BORDERBR, 
                         cfg_getstr(props, ITEM_GPROP_BORDERBR));
   }

   // Console Properties

   if(IS_SET(ITEM_GPROP_CCHARSPERLN))
      GameModeInfo->c_numCharsPerLine = cfg_getint(props, ITEM_GPROP_CCHARSPERLN);

   if(IS_SET(ITEM_GPROP_CBELLSOUND))
   {
      sfxinfo_t *snd = E_SoundForName(cfg_getstr(props, ITEM_GPROP_CBELLSOUND));

      if(snd && (snd->dehackednum >= 0 || E_AutoAllocSoundDEHNum(snd)))
         GameModeInfo->c_BellSound = snd->dehackednum;
   }

   if(IS_SET(ITEM_GPROP_CCHATSOUND))
   {
      sfxinfo_t *snd = E_SoundForName(cfg_getstr(props, ITEM_GPROP_CCHATSOUND));

      if(snd && (snd->dehackednum >= 0 || E_AutoAllocSoundDEHNum(snd)))
         GameModeInfo->c_ChatSound = snd->dehackednum;
   }

   if(IS_SET(ITEM_GPROP_CBACKDROP))
   {
      E_setDynamicString(GameModeInfo->consoleBack, GI_STR_CBACKDROP,
                         cfg_getstr(props, ITEM_GPROP_CBACKDROP));
   }

   // HUD Properties

   if(IS_SET(ITEM_GPROP_PAUSEPATCH))
   {
      E_setDynamicString(GameModeInfo->pausePatch, GI_STR_PAUSEPATCH,
                         cfg_getstr(props, ITEM_GPROP_PAUSEPATCH));
   }

   // Gamesim Properties

   if(IS_SET(ITEM_GPROP_PUFFTYPE))
   {
      const char *name = cfg_getstr(props, ITEM_GPROP_PUFFTYPE);

      if(E_ThingNumForName(name) >= 0)
         E_setDynamicString(GameModeInfo->puffType, GI_STR_PUFFTYPE, name);
   }

   if(IS_SET(ITEM_GPROP_TELEFOGTYPE))
   {
      const char *name = cfg_getstr(props, ITEM_GPROP_TELEFOGTYPE);

      if(E_ThingNumForName(name) >= 0)
         E_setDynamicString(GameModeInfo->teleFogType, GI_STR_TELEFOGTYPE, name);
   }

   if(IS_SET(ITEM_GPROP_TELEFOGHT))
   {
      int num = cfg_getint(props, ITEM_GPROP_TELEFOGHT);

      GameModeInfo->teleFogHeight = num * FRACUNIT;
   }

   if(IS_SET(ITEM_GPROP_TELESOUND))
   {
      sfxinfo_t *snd = E_SoundForName(cfg_getstr(props, ITEM_GPROP_TELESOUND));

      if(snd && (snd->dehackednum >= 0 || E_AutoAllocSoundDEHNum(snd)))
         GameModeInfo->teleSound = snd->dehackednum;
   }

   if(IS_SET(ITEM_GPROP_THRUSTFACTR))
      GameModeInfo->thrustFactor = (int16_t)cfg_getint(props, ITEM_GPROP_THRUSTFACTR);

   if(IS_SET(ITEM_GPROP_DEFPCLASS))
   {
      E_setDynamicString(GameModeInfo->defPClassName, GI_STR_DEFPCLASS,
                         cfg_getstr(props, ITEM_GPROP_DEFPCLASS));
   }

   // Determines behavior of the Teleport_EndGame line special when LevelInfo
   // has not provided a specific finale type for the level.
   if(IS_SET(ITEM_GPROP_FINTYPE))
   {
      int finaleType = E_StrToNumLinear(finaleTypeStrs, FINALE_NUMFINALES, 
                                        cfg_getstr(props, ITEM_GPROP_FINTYPE));

      if(finaleType >= 0 && finaleType < FINALE_NUMFINALES)
         GameModeInfo->teleEndGameFinaleType = finaleType;
   }

   // Finale Properties

   if(IS_SET(ITEM_GPROP_FINALEX))
      GameModeInfo->fTextPos->x = cfg_getint(props, ITEM_GPROP_FINALEX);

   if(IS_SET(ITEM_GPROP_FINALEY))
      GameModeInfo->fTextPos->y = cfg_getint(props, ITEM_GPROP_FINALEY);

   if(IS_SET(ITEM_GPROP_CASTTITLEY))
      GameModeInfo->castTitleY = cfg_getint(props, ITEM_GPROP_CASTTITLEY);

   if(IS_SET(ITEM_GPROP_CASTNAMEY))
      GameModeInfo->castNameY = cfg_getint(props, ITEM_GPROP_CASTNAMEY);

   // Intermission Properties

   if(IS_SET(ITEM_GPROP_INTERPIC))
   {
      E_setDynamicString(GameModeInfo->interPic, GI_STR_INTERPIC,
                         cfg_getstr(props, ITEM_GPROP_INTERPIC));
   }

   // Sound Properties

   if(IS_SET(ITEM_GPROP_DEFMUSNAME))
   {
      E_setDynamicString(GameModeInfo->defMusName, GI_STR_DEFMUSNAME,
                         cfg_getstr(props, ITEM_GPROP_DEFMUSNAME));
   }

   if(IS_SET(ITEM_GPROP_DEFSNDNAME))
   {
      E_setDynamicString(GameModeInfo->defSoundName, GI_STR_DEFSNDNAME,
                         cfg_getstr(props, ITEM_GPROP_DEFSNDNAME));
   }
   
   // Credit Screen Properties

   if(IS_SET(ITEM_GPROP_CREDITBKGND))
   {
      E_setDynamicString(GameModeInfo->creditBackground, GI_STR_CREDITBKGND,
                         cfg_getstr(props, ITEM_GPROP_CREDITBKGND));
   }

   if(IS_SET(ITEM_GPROP_CREDITY))
      GameModeInfo->creditY = cfg_getint(props, ITEM_GPROP_CREDITY);

   if(IS_SET(ITEM_GPROP_CREDITTSTEP))
      GameModeInfo->creditTitleStep = cfg_getint(props, ITEM_GPROP_CREDITTSTEP);
   
   // Exit Properties
   
   if(IS_SET(ITEM_GPROP_ENDTEXTNAME))
   {
      E_setDynamicString(GameModeInfo->endTextName, GI_STR_ENDTEXTNAME,
                         cfg_getstr(props, ITEM_GPROP_ENDTEXTNAME));
   }
}