gzdoom-gles/src/infodefaults.cpp

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/*
** infodefaults.cpp
** Parses default lists to create default copies of actors
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
#include "actor.h"
#include "info.h"
#include "s_sound.h"
#include "p_conversation.h"
#include "a_pickups.h"
#include "gi.h"
#include "a_artifacts.h"
#include "a_keys.h"
#include "i_system.h"
#include "r_data.h"
#include "w_wad.h"
#include "a_strifeglobal.h"
void FActorInfo::BuildDefaults ()
{
if (Class->Defaults == NULL)
{
Class->Defaults = new BYTE[Class->Size];
if (Class == RUNTIME_CLASS(AActor))
{
memset (Class->Defaults, 0, Class->Size);
}
else
{
PClass *parent;
parent = Class->ParentClass;
parent->ActorInfo->BuildDefaults ();
assert (Class->Size >= parent->Size);
memcpy (Class->Defaults, parent->Defaults, parent->Size);
if (Class->Size > parent->Size)
{
memset (Class->Defaults + parent->Size, 0, Class->Size - parent->Size);
}
if (parent == RUNTIME_CLASS(AActor) && OwnedStates == NULL)
{ // Stateless actors that are direct subclasses of AActor
// have their spawnstate default to something that won't
// immediately destroy them.
((AActor *)(Class->Defaults))->SpawnState = &AActor::States[0];
}
}
ApplyDefaults (Class->Defaults);
}
}
static FState *DefaultStates (PClass *type)
{
FState *states = type->ActorInfo->OwnedStates;
if (states == NULL)
{
do
{
type = type->ParentClass;
states = type->ActorInfo->OwnedStates;
} while (states == NULL && type != RUNTIME_CLASS(AActor));
}
return states;
}
static PClass *sgClass;
static BYTE *sgDefaults;
static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
{
int datasound = 0;
FState *datastate = NULL;
const PClass *datatype;
if (defnum <= ADEF_LastString)
{
if (defnum <= ADEF_Inventory_PickupSound)
{
datasound = S_FindSound (datastr);
}
}
else if (defnum > ADEF_LastString && dataint < 255)
{
datastate = DefaultStates (sgClass) + dataint;
}
// Different casts for the same thing
AActor *const actor = (AActor *)sgDefaults;
APowerupGiver *const giver = (APowerupGiver *)sgDefaults;
AInventory *const item = (AInventory *)sgDefaults;
ABasicArmorBonus *const armorb = (ABasicArmorBonus *)sgDefaults;
ABasicArmorPickup *const armorp = (ABasicArmorPickup *)sgDefaults;
APuzzleItem *const puzzl = (APuzzleItem *)sgDefaults;
APowerup *const power = (APowerup *)sgDefaults;
AKey *const key = (AKey *)sgDefaults;
AWeapon *const weapon = (AWeapon *)sgDefaults;
ASigil *const sigil = (ASigil *)sgDefaults;
AAmmo *const ammo = (AAmmo *)sgDefaults;
switch (defnum)
{
case ADEF_Weapon_AmmoType1:
case ADEF_Weapon_AmmoType2:
case ADEF_Weapon_SisterType:
case ADEF_Weapon_ProjectileType:
case ADEF_PowerupGiver_Powerup:
datatype = PClass::FindClass (datastr);
if (datatype == NULL)
{
I_FatalError ("Unknown class %s in %s's default list", datastr, sgClass->TypeName.GetChars());
}
break;
default:
datatype = NULL;
}
switch (defnum)
{
case ADEF_SeeSound: actor->SeeSound = datasound; break;
case ADEF_AttackSound: actor->AttackSound = datasound; break;
case ADEF_PainSound: actor->PainSound = datasound; break;
case ADEF_DeathSound: actor->DeathSound = datasound; break;
case ADEF_ActiveSound: actor->ActiveSound = datasound; break;
case ADEF_UseSound: actor->UseSound = datasound; break;
case ADEF_Tag:
{
char name[256];
int i;
// Replace underscores with spaces
i = 0;
do
{
name[i] = datastr[i] == '_' ? ' ' : datastr[i];
} while (datastr[i++] != 0);
sgClass->Meta.SetMetaString (AMETA_StrifeName, name);
break;
}
case ADEF_PowerupGiver_Powerup:
giver->PowerupType = datatype;
break;
case ADEF_Inventory_Icon:
item->Icon = TexMan.AddPatch (datastr);
if (item->Icon <= 0)
{
item->Icon = TexMan.AddPatch (datastr, ns_sprites);
}
break;
case ADEF_XScale: actor->xscale = dataint; break;
case ADEF_YScale: actor->yscale = dataint; break;
case ADEF_SpawnHealth: actor->health = dataint; break;
case ADEF_ReactionTime: actor->reactiontime = dataint; break;
case ADEF_PainChance: actor->PainChance = dataint; break;
case ADEF_Speed: actor->Speed = dataint; break;
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case ADEF_FloatSpeed: actor->FloatSpeed = dataint; break;
case ADEF_Radius: actor->radius = dataint; break;
case ADEF_Height: actor->height = dataint; break;
case ADEF_Mass: actor->Mass = dataint; break;
case ADEF_Damage: actor->damage = dataint; break;
case ADEF_DamageType: actor->DamageType = dataint; break;
case ADEF_Flags: actor->flags = dataint; break;
case ADEF_Flags2: actor->flags2 = dataint; break;
case ADEF_Flags3: actor->flags3 = dataint; break;
case ADEF_Flags4: actor->flags4 = dataint; break;
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case ADEF_Flags5: actor->flags5 = dataint; break;
case ADEF_FlagsSet: actor->flags |= dataint; break;
case ADEF_Flags2Set: actor->flags2 |= dataint; break;
case ADEF_Flags3Set: actor->flags3 |= dataint; break;
case ADEF_Flags4Set: actor->flags4 |= dataint; break;
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case ADEF_Flags5Set: actor->flags5 |= dataint; break;
case ADEF_FlagsClear: actor->flags &= ~dataint; break;
case ADEF_Flags2Clear: actor->flags2 &= ~dataint; break;
case ADEF_Flags3Clear: actor->flags3 &= ~dataint; break;
case ADEF_Flags4Clear: actor->flags4 &= ~dataint; break;
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case ADEF_Flags5Clear: actor->flags5 &= ~dataint; break;
case ADEF_Alpha: actor->alpha = dataint; break;
case ADEF_RenderStyle: actor->RenderStyle = dataint; break;
case ADEF_RenderFlags: actor->renderflags = dataint; break;
case ADEF_Translation: actor->Translation = dataint; break;
case ADEF_MinMissileChance: actor->MinMissileChance = dataint; break;
case ADEF_MeleeRange: actor->meleerange = dataint; break;
case ADEF_MaxDropOffHeight: actor->MaxDropOffHeight = dataint; break;
case ADEF_MaxStepHeight: actor->MaxStepHeight = dataint; break;
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case ADEF_BounceFactor: actor->bouncefactor = dataint; break;
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case ADEF_BounceCount: actor->bouncecount = dataint; break;
case ADEF_SpawnState: actor->SpawnState = datastate; break;
case ADEF_SeeState: actor->SeeState = datastate; break;
case ADEF_PainState: actor->PainState = datastate; break;
case ADEF_MeleeState: actor->MeleeState = datastate; break;
case ADEF_MissileState: actor->MissileState = datastate; break;
case ADEF_CrashState: actor->CrashState = datastate; break;
case ADEF_DeathState: actor->DeathState = datastate; break;
case ADEF_XDeathState: actor->XDeathState = datastate; break;
case ADEF_BDeathState: actor->BDeathState = datastate; break;
case ADEF_IDeathState: actor->IDeathState = datastate; break;
case ADEF_EDeathState: actor->EDeathState = datastate; break;
case ADEF_RaiseState: actor->RaiseState = datastate; break;
case ADEF_WoundState: actor->WoundState = datastate; break;
case ADEF_YesState: actor->YesState = datastate; break;
case ADEF_NoState: actor->NoState = datastate; break;
case ADEF_GreetingsState: actor->GreetingsState = datastate; break;
case ADEF_StrifeType: if (!(gameinfo.flags & GI_SHAREWARE)) StrifeTypes[dataint] = sgClass; break;
case ADEF_StrifeTeaserType:
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE))
StrifeTypes[dataint] = sgClass;
break;
case ADEF_StrifeTeaserType2:
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE|GI_TEASER2))
StrifeTypes[dataint] = sgClass;
break;
case ADEF_Inventory_FlagsSet: item->ItemFlags |= dataint; break;
case ADEF_Inventory_FlagsClear: item->ItemFlags &= ~dataint; break;
case ADEF_Inventory_Amount: item->Amount = dataint; break;
case ADEF_Inventory_RespawnTics:item->RespawnTics = dataint; break;
case ADEF_Inventory_MaxAmount: item->MaxAmount = dataint; break;
case ADEF_Inventory_DefMaxAmount:
// In Heretic, the maximum number of artifacts of one kind you can carry is 16.
// In Hexen, it was upped to 25.
item->MaxAmount = gameinfo.gametype == GAME_Heretic ? 16 : 25;
break;
case ADEF_Inventory_PickupSound:item->PickupSound = datasound; break;
case ADEF_BasicArmorPickup_SavePercent: armorp->SavePercent = dataint; break;
case ADEF_BasicArmorPickup_SaveAmount: armorp->SaveAmount = dataint; break;
case ADEF_BasicArmorBonus_SavePercent: armorb->SavePercent = dataint; break;
case ADEF_BasicArmorBonus_SaveAmount: armorb->SaveAmount = dataint; break;
case ADEF_BasicArmorBonus_MaxSaveAmount: armorb->MaxSaveAmount = dataint; break;
case ADEF_HexenArmor_ArmorAmount: item->Amount = dataint; break;
case ADEF_PuzzleItem_Number: puzzl->PuzzleItemNumber = dataint; break;
case ADEF_PowerupGiver_EffectTics:giver->EffectTics = dataint; break;
case ADEF_Powerup_EffectTics: power->EffectTics = dataint; break;
case ADEF_Powerup_Color: power->BlendColor = dataint; break;
case ADEF_Ammo_BackpackAmount: ammo->BackpackAmount = dataint; break;
case ADEF_Ammo_BackpackMaxAmount:ammo->BackpackMaxAmount = dataint; break;
case ADEF_Weapon_Flags: weapon->WeaponFlags = dataint; break;
case ADEF_Weapon_FlagsSet: weapon->WeaponFlags |= dataint; break;
case ADEF_Weapon_UpSound: weapon->UpSound = datasound; break;
case ADEF_Weapon_ReadySound: weapon->ReadySound = datasound; break;
case ADEF_Weapon_SisterType: weapon->SisterWeaponType = datatype; break;
case ADEF_Weapon_ProjectileType:weapon->ProjectileType = datatype; break;
case ADEF_Weapon_AmmoType1: weapon->AmmoType1 = datatype; break;
case ADEF_Weapon_AmmoType2: weapon->AmmoType2 = datatype; break;
case ADEF_Weapon_AmmoGive1: weapon->AmmoGive1 = dataint; break;
case ADEF_Weapon_AmmoGive2: weapon->AmmoGive2 = dataint; break;
case ADEF_Weapon_AmmoUse1: weapon->AmmoUse1 = dataint; break;
case ADEF_Weapon_AmmoUse2: weapon->AmmoUse2 = dataint; break;
case ADEF_Weapon_Kickback: weapon->Kickback = dataint; break;
case ADEF_Weapon_YAdjust: weapon->YAdjust = (dataint<<8)>>8; break;
case ADEF_Weapon_SelectionOrder:weapon->SelectionOrder = dataint; break;
case ADEF_Weapon_MoveCombatDist:weapon->MoveCombatDist = dataint; break;
case ADEF_Weapon_UpState: weapon->UpState = datastate; break;
case ADEF_Weapon_DownState: weapon->DownState = datastate; break;
case ADEF_Weapon_ReadyState: weapon->ReadyState = datastate; break;
case ADEF_Weapon_AtkState: weapon->AtkState = datastate; break;
case ADEF_Weapon_HoldAtkState: weapon->HoldAtkState = datastate; break;
case ADEF_Weapon_AltAtkState: weapon->AltAtkState = datastate; break;
case ADEF_Weapon_AltHoldAtkState:weapon->AltHoldAtkState = datastate; break;
case ADEF_Weapon_FlashState: weapon->FlashState = datastate; break;
case ADEF_Sigil_NumPieces: sigil->NumPieces = dataint; break;
}
}
#ifndef _MSC_VER
void ApplyActorDefault (int defnum, const char *datastr)
{
ApplyActorDefault (defnum, datastr, 0);
}
void ApplyActorDefault (int defnum, int dataint)
{
ApplyActorDefault (defnum, 0, dataint);
}
#endif
void FActorInfo::ApplyDefaults (BYTE *defaults)
{
sgClass = Class;
sgDefaults = defaults;
#if _MSC_VER
const BYTE *parser = DefaultList;
const char *datastr = NULL;
int dataint = 0;
int defnum;
int deftype;
while ((defnum = *(WORD *)parser) != ADEF_EOL)
{
deftype = defnum >> (16-2);
defnum &= 0x3FFF;
parser += 2;
if (defnum <= ADEF_LastString)
{
datastr = (const char *)parser;
parser = (const BYTE *)datastr + strlen (datastr) + 1;
}
else
{
switch (deftype)
{
case 0: // byte
dataint = *parser;
parser++;
break;
case 1: // byte * FRACUNIT;
dataint = *parser << FRACBITS;
parser++;
break;
case 2: // word
dataint = *(WORD *)parser;
parser += 2;
break;
case 3: // long
dataint = *(DWORD *)parser;
parser += 4;
break;
}
defnum &= ~ADEFTYPE_MASK;
}
ApplyActorDefault (defnum, datastr, dataint);
}
#else
DefaultsConstructor ();
#endif
// Anything that is CountKill is also a monster, even if it doesn't specify it.
if (((AActor *)defaults)->flags & MF_COUNTKILL)
{
((AActor *)defaults)->flags3 |= MF3_ISMONSTER;
}
// Any default projectile in Raven's games produces blood splatter
if (gameinfo.gametype & GAME_Raven && ((AActor *)defaults)->flags & MF_MISSILE)
{
((AActor *)defaults)->flags5 |= MF5_BLOODSPLATTER;
}
}