vkdoom_m/src/gamedata/options.cpp
Christoph Oelckers 344c6348fd - sprite lightlevel cleanup and fixes.
* consolidated the getter functions on the game data side
* better handling of per-sprite lighting with fog
* allow negative values for additive per-sprite lighting.
* also fixed return type of UpdateWaterDepth.
2022-06-01 08:37:13 +02:00

205 lines
6.2 KiB
C++

//
// Copyright(C) 2020 by Ryan Krafnick
//
// 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.
//
// DESCRIPTION:
// DSDA Options Lump
//
#include "filesystem.h"
#include "g_mapinfo.h"
#include "doomdef.h"
#include "templates.h"
struct dsda_options
{
int monsters_remember = -1;
int monster_infighting = -1;
int monster_backing = -1;
int monster_avoid_hazards = -1;
int monster_friction = -1;
int help_friends = 0;
int player_helpers = 0;
int friend_distance = 128;
int dog_jumping = -1;
int comp_dropoff = -1;
int comp_vile = -1;
int comp_pain = -1;
int comp_doorlight = -1;
int comp_model = -1;
int comp_floors = -1;
int comp_pursuit = -1; // 1 for 'latest'
int comp_staylift = -1;
int comp_stairs = -1;
int comp_ledgeblock = -1;
int comp_friendlyspawn = -1;
};
struct dsda_option_t
{
const char* key;
int dsda_options::* value;
int min;
int max;
};
static dsda_option_t option_list[] = {
{ "monsters_remember", &dsda_options::monsters_remember, 0, 1 },
{ "monster_infighting", &dsda_options::monster_infighting, 0, 1 },
{ "monster_backing", &dsda_options::monster_backing, 0, 1 },
{ "monster_avoid_hazards", &dsda_options::monster_avoid_hazards, 0, 1 },
{ "monster_friction", &dsda_options::monster_friction, 0, 1 },
{ "help_friends", &dsda_options::help_friends, 0, 1 },
{ "player_helpers", &dsda_options::player_helpers, 0, 3 },
{ "friend_distance", &dsda_options::friend_distance, 0, 999 },
{ "dog_jumping", &dsda_options::dog_jumping, 0, 1 },
{ "comp_dropoff", &dsda_options::comp_dropoff, 0, 1 },
{ "comp_vile", &dsda_options::comp_vile, 0, 1 },
{ "comp_pain", &dsda_options::comp_pain, 0, 1 },
{ "comp_doorlight", &dsda_options::comp_doorlight, 0, 1 },
{ "comp_model", &dsda_options::comp_model, 0, 1 },
{ "comp_floors", &dsda_options::comp_floors, 0, 1 },
{ "comp_pursuit", &dsda_options::comp_pursuit, 0, 1 },
{ "comp_staylift", &dsda_options::comp_staylift, 0, 1 },
{ "comp_stairs", &dsda_options::comp_stairs, 0, 1 },
{ "comp_ledgeblock", &dsda_options::comp_ledgeblock, 0, 1 },
{ "comp_friendlyspawn", &dsda_options::comp_friendlyspawn, 0, 1 },
{ 0 }
};
enum { OPTIONS_LINE_LENGTH = 80 };
struct options_lump_t
{
const char* data;
int length;
};
static const char* dsda_ReadOption(char* buf, size_t size, options_lump_t* lump)
{
if (lump->length <= 0)
return nullptr;
while (size > 1 && *lump->data && lump->length)
{
size--;
lump->length--;
if ((*buf++ = *lump->data++) == '\n')
break;
}
*buf = '\0';
return lump->data;
}
static struct dsda_options dsda_LumpOptions(int lumpnum)
{
struct dsda_options mbf_options;
options_lump_t lump;
char buf[OPTIONS_LINE_LENGTH];
char key[OPTIONS_LINE_LENGTH];
char* scan;
int value, count;
dsda_option_t* option;
lump.length = fileSystem.FileLength(lumpnum);
auto data = fileSystem.ReadFile(lumpnum);
lump.data = (char*)data.GetMem();
while (dsda_ReadOption(buf, OPTIONS_LINE_LENGTH, &lump))
{
if (buf[0] == '#')
continue;
scan = buf;
count = sscanf(scan, "%79s %d", key, &value);
if (count != 2)
continue;
for (option = option_list; option->value; option++)
{
if (!strncmp(key, option->key, OPTIONS_LINE_LENGTH))
{
mbf_options.*option->value = clamp(option->min, option->max, value);
//lprintf(LO_INFO, "dsda_LumpOptions: %s = %d\n", key, value);
break;
}
}
}
return mbf_options;
}
void parseOptions()
{
int lumpnum = fileSystem.FindFile("OPTIONS");
if (lumpnum == -1)
return;
auto opt = dsda_LumpOptions(lumpnum);
auto setflag = [](auto& flag, auto mask, bool set)
{
if (set) flag |= mask;
else flag &= ~mask;
};
for (auto& lev : wadlevelinfos)
{
setflag(lev.flags2, LEVEL2_NOINFIGHTING, opt.monster_infighting);
setflag(lev.flags3, LEVEL3_AVOIDMELEE, opt.monster_backing);
setflag(lev.compatflags2, COMPATF2_AVOID_HAZARDS, opt.monster_avoid_hazards);
setflag(lev.compatmask2, COMPATF2_AVOID_HAZARDS, opt.monster_avoid_hazards);
setflag(lev.compatflags, COMPATF_MBFMONSTERMOVE, opt.monster_friction);
setflag(lev.compatmask, COMPATF_MBFMONSTERMOVE, opt.monster_friction);
setflag(lev.compatflags, COMPATF_DROPOFF, opt.comp_dropoff);
setflag(lev.compatmask, COMPATF_DROPOFF, opt.comp_dropoff);
setflag(lev.compatflags, COMPATF_DROPOFF, opt.comp_dropoff);
setflag(lev.compatmask, COMPATF_DROPOFF, opt.comp_dropoff);
setflag(lev.compatflags, COMPATF_CORPSEGIBS, opt.comp_vile);
setflag(lev.compatmask, COMPATF_CORPSEGIBS, opt.comp_vile);
setflag(lev.flags3, LEVEL3_VILEOPTION, opt.comp_vile);
setflag(lev.flags3, LEVEL3_NOJUMPDOWN, !opt.dog_jumping); // this one's rather pointless, but well...
setflag(lev.compatflags, COMPATF_LIMITPAIN, opt.comp_pain);
setflag(lev.compatmask, COMPATF_LIMITPAIN, opt.comp_pain);
setflag(lev.compatflags, COMPATF_NODOORLIGHT, opt.comp_doorlight);
setflag(lev.compatmask, COMPATF_NODOORLIGHT, opt.comp_doorlight);
setflag(lev.compatflags, COMPATF_LIGHT | COMPATF_SHORTTEX, opt.comp_model); // only the relevant parts of this catch-all option.
setflag(lev.compatmask, COMPATF_LIGHT | COMPATF_SHORTTEX, opt.comp_model);
setflag(lev.compatflags2, COMPATF2_FLOORMOVE, opt.comp_floors);
setflag(lev.compatmask2, COMPATF2_FLOORMOVE, opt.comp_floors);
setflag(lev.compatflags2, COMPATF2_STAYONLIFT, opt.comp_staylift);
setflag(lev.compatmask2, COMPATF2_STAYONLIFT, opt.comp_staylift);
setflag(lev.compatflags, COMPATF_STAIRINDEX, opt.comp_stairs);
setflag(lev.compatmask, COMPATF_STAIRINDEX, opt.comp_stairs);
setflag(lev.compatflags, COMPATF_CROSSDROPOFF, opt.comp_ledgeblock);
setflag(lev.compatmask, COMPATF_CROSSDROPOFF, opt.comp_ledgeblock);
/* later. these should be supported but are not implemented yet.
if (opt.monsters_remember == 0)
if (opt.comp_pursuit)
if (opt.comp_friendlyspawn == 0)
int help_friends = 0;
int player_helpers = 0;
int friend_distance = 128;
*/
}
}