2006-02-24 04:48:15 +00:00
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/*
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** infodefaults.cpp
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** Parses default lists to create default copies of actors
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2005 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "actor.h"
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#include "info.h"
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#include "s_sound.h"
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#include "p_conversation.h"
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#include "a_pickups.h"
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#include "gi.h"
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#include "a_artifacts.h"
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#include "a_keys.h"
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#include "i_system.h"
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#include "r_data.h"
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#include "w_wad.h"
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#include "a_strifeglobal.h"
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void FActorInfo::BuildDefaults ()
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{
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if (Defaults == NULL)
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{
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Defaults = new BYTE[Class->SizeOf];
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if (Class == RUNTIME_CLASS(AActor))
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{
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memset (Defaults, 0, Class->SizeOf);
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}
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else
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{
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TypeInfo *parent;
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parent = Class->ParentType;
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parent->ActorInfo->BuildDefaults ();
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assert (Class->SizeOf >= parent->SizeOf);
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memcpy (Defaults, parent->ActorInfo->Defaults, parent->SizeOf);
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if (Class->SizeOf > parent->SizeOf)
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{
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memset (Defaults + parent->SizeOf, 0, Class->SizeOf - parent->SizeOf);
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}
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if (parent == RUNTIME_CLASS(AActor) && OwnedStates == NULL)
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{ // Stateless actors that are direct subclasses of AActor
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// have their spawnstate default to something that won't
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// immediately destroy them.
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((AActor *)(Defaults))->SpawnState = &AActor::States[0];
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}
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}
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ApplyDefaults (Defaults);
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}
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}
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static FState *DefaultStates (TypeInfo *type)
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{
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FState *states = type->ActorInfo->OwnedStates;
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if (states == NULL)
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{
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do
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{
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type = type->ParentType;
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states = type->ActorInfo->OwnedStates;
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} while (states == NULL && type != RUNTIME_CLASS(AActor));
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}
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return states;
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}
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static TypeInfo *sgClass;
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static BYTE *sgDefaults;
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static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
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{
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int datasound = 0;
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FState *datastate = NULL;
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const TypeInfo *datatype;
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if (defnum <= ADEF_LastString)
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{
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if (defnum <= ADEF_Inventory_PickupSound)
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{
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datasound = S_FindSound (datastr);
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}
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}
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else if (defnum > ADEF_LastString && dataint < 255)
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{
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datastate = DefaultStates (sgClass) + dataint;
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}
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// Different casts for the same thing
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AActor *const actor = (AActor *)sgDefaults;
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APowerupGiver *const giver = (APowerupGiver *)sgDefaults;
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AInventory *const item = (AInventory *)sgDefaults;
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ABasicArmorBonus *const armorb = (ABasicArmorBonus *)sgDefaults;
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ABasicArmorPickup *const armorp = (ABasicArmorPickup *)sgDefaults;
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APuzzleItem *const puzzl = (APuzzleItem *)sgDefaults;
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APowerup *const power = (APowerup *)sgDefaults;
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AKey *const key = (AKey *)sgDefaults;
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AWeapon *const weapon = (AWeapon *)sgDefaults;
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ASigil *const sigil = (ASigil *)sgDefaults;
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AAmmo *const ammo = (AAmmo *)sgDefaults;
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switch (defnum)
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{
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case ADEF_Weapon_AmmoType1:
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case ADEF_Weapon_AmmoType2:
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case ADEF_Weapon_SisterType:
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case ADEF_Weapon_ProjectileType:
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case ADEF_PowerupGiver_Powerup:
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datatype = TypeInfo::FindType (datastr);
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if (datatype == NULL)
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{
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I_FatalError ("Unknown class %s in %s's default list", datastr, sgClass->Name+1);
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}
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break;
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default:
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datatype = NULL;
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}
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switch (defnum)
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{
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case ADEF_SeeSound: actor->SeeSound = datasound; break;
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case ADEF_AttackSound: actor->AttackSound = datasound; break;
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case ADEF_PainSound: actor->PainSound = datasound; break;
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case ADEF_DeathSound: actor->DeathSound = datasound; break;
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case ADEF_ActiveSound: actor->ActiveSound = datasound; break;
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case ADEF_UseSound: actor->UseSound = datasound; break;
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case ADEF_Tag:
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{
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char name[256];
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int i;
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// Replace underscores with spaces
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i = 0;
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do
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{
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name[i] = datastr[i] == '_' ? ' ' : datastr[i];
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} while (datastr[i++] != 0);
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sgClass->Meta.SetMetaString (AMETA_StrifeName, name);
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break;
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}
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case ADEF_PowerupGiver_Powerup:
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giver->PowerupType = datatype;
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break;
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case ADEF_Inventory_Icon:
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item->Icon = TexMan.AddPatch (datastr);
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if (item->Icon <= 0)
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{
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item->Icon = TexMan.AddPatch (datastr, ns_sprites);
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}
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break;
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case ADEF_XScale: actor->xscale = dataint; break;
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case ADEF_YScale: actor->yscale = dataint; break;
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case ADEF_SpawnHealth: actor->health = dataint; break;
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case ADEF_ReactionTime: actor->reactiontime = dataint; break;
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case ADEF_PainChance: actor->PainChance = dataint; break;
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case ADEF_Speed: actor->Speed = dataint; break;
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case ADEF_Radius: actor->radius = dataint; break;
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case ADEF_Height: actor->height = dataint; break;
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case ADEF_Mass: actor->Mass = dataint; break;
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case ADEF_Damage: actor->damage = dataint; break;
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case ADEF_DamageType: actor->DamageType = dataint; break;
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case ADEF_Flags: actor->flags = dataint; break;
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case ADEF_Flags2: actor->flags2 = dataint; break;
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case ADEF_Flags3: actor->flags3 = dataint; break;
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case ADEF_Flags4: actor->flags4 = dataint; break;
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2006-04-16 13:29:50 +00:00
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case ADEF_Flags5: actor->flags5 = dataint; break;
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2006-02-24 04:48:15 +00:00
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case ADEF_FlagsSet: actor->flags |= dataint; break;
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case ADEF_Flags2Set: actor->flags2 |= dataint; break;
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case ADEF_Flags3Set: actor->flags3 |= dataint; break;
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case ADEF_Flags4Set: actor->flags4 |= dataint; break;
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2006-04-16 13:29:50 +00:00
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case ADEF_Flags5Set: actor->flags5 |= dataint; break;
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2006-02-24 04:48:15 +00:00
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case ADEF_FlagsClear: actor->flags &= ~dataint; break;
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case ADEF_Flags2Clear: actor->flags2 &= ~dataint; break;
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case ADEF_Flags3Clear: actor->flags3 &= ~dataint; break;
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case ADEF_Flags4Clear: actor->flags4 &= ~dataint; break;
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2006-04-16 13:29:50 +00:00
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case ADEF_Flags5Clear: actor->flags5 &= ~dataint; break;
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2006-02-24 04:48:15 +00:00
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case ADEF_Alpha: actor->alpha = dataint; break;
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case ADEF_RenderStyle: actor->RenderStyle = dataint; break;
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case ADEF_RenderFlags: actor->renderflags = dataint; break;
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case ADEF_Translation: actor->Translation = dataint; break;
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case ADEF_MinMissileChance: actor->MinMissileChance = dataint; break;
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case ADEF_MeleeRange: actor->meleerange = dataint; break;
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case ADEF_MaxDropOffHeight: actor->MaxDropOffHeight = dataint; break;
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case ADEF_MaxStepHeight: actor->MaxStepHeight = dataint; break;
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2006-04-11 16:27:41 +00:00
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case ADEF_BounceFactor: actor->bouncefactor = dataint; break;
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2006-04-18 22:15:05 +00:00
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case ADEF_BounceCount: actor->bouncecount = dataint; break;
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2006-02-24 04:48:15 +00:00
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case ADEF_SpawnState: actor->SpawnState = datastate; break;
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case ADEF_SeeState: actor->SeeState = datastate; break;
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case ADEF_PainState: actor->PainState = datastate; break;
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case ADEF_MeleeState: actor->MeleeState = datastate; break;
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case ADEF_MissileState: actor->MissileState = datastate; break;
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case ADEF_CrashState: actor->CrashState = datastate; break;
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case ADEF_DeathState: actor->DeathState = datastate; break;
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case ADEF_XDeathState: actor->XDeathState = datastate; break;
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case ADEF_BDeathState: actor->BDeathState = datastate; break;
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case ADEF_IDeathState: actor->IDeathState = datastate; break;
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case ADEF_EDeathState: actor->EDeathState = datastate; break;
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case ADEF_RaiseState: actor->RaiseState = datastate; break;
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case ADEF_WoundState: actor->WoundState = datastate; break;
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case ADEF_YesState: actor->YesState = datastate; break;
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case ADEF_NoState: actor->NoState = datastate; break;
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case ADEF_GreetingsState: actor->GreetingsState = datastate; break;
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case ADEF_StrifeType: if (!(gameinfo.flags & GI_SHAREWARE)) StrifeTypes[dataint] = sgClass; break;
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case ADEF_StrifeTeaserType:
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if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE))
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StrifeTypes[dataint] = sgClass;
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break;
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case ADEF_StrifeTeaserType2:
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if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE|GI_TEASER2))
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StrifeTypes[dataint] = sgClass;
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break;
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case ADEF_Inventory_FlagsSet: item->ItemFlags |= dataint; break;
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case ADEF_Inventory_FlagsClear: item->ItemFlags &= ~dataint; break;
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case ADEF_Inventory_Amount: item->Amount = dataint; break;
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case ADEF_Inventory_RespawnTics:item->RespawnTics = dataint; break;
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case ADEF_Inventory_MaxAmount: item->MaxAmount = dataint; break;
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case ADEF_Inventory_DefMaxAmount:
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// In Heretic, the maximum number of artifacts of one kind you can carry is 16.
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// In Hexen, it was upped to 25.
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item->MaxAmount = gameinfo.gametype == GAME_Heretic ? 16 : 25;
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break;
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case ADEF_Inventory_PickupSound:item->PickupSound = datasound; break;
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case ADEF_BasicArmorPickup_SavePercent: armorp->SavePercent = dataint; break;
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case ADEF_BasicArmorPickup_SaveAmount: armorp->SaveAmount = dataint; break;
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case ADEF_BasicArmorBonus_SavePercent: armorb->SavePercent = dataint; break;
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case ADEF_BasicArmorBonus_SaveAmount: armorb->SaveAmount = dataint; break;
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case ADEF_BasicArmorBonus_MaxSaveAmount: armorb->MaxSaveAmount = dataint; break;
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case ADEF_HexenArmor_ArmorAmount: item->Amount = dataint; break;
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case ADEF_PuzzleItem_Number: puzzl->PuzzleItemNumber = dataint; break;
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case ADEF_PowerupGiver_EffectTics:giver->EffectTics = dataint; break;
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case ADEF_Powerup_EffectTics: power->EffectTics = dataint; break;
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case ADEF_Powerup_Color: power->BlendColor = dataint; break;
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case ADEF_Ammo_BackpackAmount: ammo->BackpackAmount = dataint; break;
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case ADEF_Ammo_BackpackMaxAmount:ammo->BackpackMaxAmount = dataint; break;
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case ADEF_Weapon_Flags: weapon->WeaponFlags = dataint; break;
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case ADEF_Weapon_FlagsSet: weapon->WeaponFlags |= dataint; break;
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case ADEF_Weapon_UpSound: weapon->UpSound = datasound; break;
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case ADEF_Weapon_ReadySound: weapon->ReadySound = datasound; break;
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case ADEF_Weapon_SisterType: weapon->SisterWeaponType = datatype; break;
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case ADEF_Weapon_ProjectileType:weapon->ProjectileType = datatype; break;
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case ADEF_Weapon_AmmoType1: weapon->AmmoType1 = datatype; break;
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case ADEF_Weapon_AmmoType2: weapon->AmmoType2 = datatype; break;
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case ADEF_Weapon_AmmoGive1: weapon->AmmoGive1 = dataint; break;
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case ADEF_Weapon_AmmoGive2: weapon->AmmoGive2 = dataint; break;
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case ADEF_Weapon_AmmoUse1: weapon->AmmoUse1 = dataint; break;
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case ADEF_Weapon_AmmoUse2: weapon->AmmoUse2 = dataint; break;
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case ADEF_Weapon_Kickback: weapon->Kickback = dataint; break;
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case ADEF_Weapon_YAdjust: weapon->YAdjust = (dataint<<8)>>8; break;
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case ADEF_Weapon_SelectionOrder:weapon->SelectionOrder = dataint; break;
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case ADEF_Weapon_MoveCombatDist:weapon->MoveCombatDist = dataint; break;
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case ADEF_Weapon_UpState: weapon->UpState = datastate; break;
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case ADEF_Weapon_DownState: weapon->DownState = datastate; break;
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case ADEF_Weapon_ReadyState: weapon->ReadyState = datastate; break;
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case ADEF_Weapon_AtkState: weapon->AtkState = datastate; break;
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case ADEF_Weapon_HoldAtkState: weapon->HoldAtkState = datastate; break;
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case ADEF_Weapon_AltAtkState: weapon->AltAtkState = datastate; break;
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case ADEF_Weapon_AltHoldAtkState:weapon->AltHoldAtkState = datastate; break;
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case ADEF_Weapon_FlashState: weapon->FlashState = datastate; break;
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case ADEF_Sigil_NumPieces: sigil->NumPieces = dataint; break;
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}
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}
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#ifndef _MSC_VER
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void ApplyActorDefault (int defnum, const char *datastr)
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{
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ApplyActorDefault (defnum, datastr, 0);
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}
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void ApplyActorDefault (int defnum, int dataint)
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{
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ApplyActorDefault (defnum, 0, dataint);
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}
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#endif
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void FActorInfo::ApplyDefaults (BYTE *defaults)
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{
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sgClass = Class;
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sgDefaults = defaults;
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#if _MSC_VER
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const BYTE *parser = DefaultList;
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const char *datastr = NULL;
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int dataint = 0;
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int defnum;
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int deftype;
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while ((defnum = *(WORD *)parser) != ADEF_EOL)
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{
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deftype = defnum >> (16-2);
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defnum &= 0x3FFF;
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parser += 2;
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if (defnum <= ADEF_LastString)
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{
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datastr = (const char *)parser;
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parser = (const BYTE *)datastr + strlen (datastr) + 1;
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}
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else
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{
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switch (deftype)
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{
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case 0: // byte
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dataint = *parser;
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parser++;
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break;
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case 1: // byte * FRACUNIT;
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dataint = *parser << FRACBITS;
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parser++;
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break;
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case 2: // word
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dataint = *(WORD *)parser;
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parser += 2;
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break;
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case 3: // long
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dataint = *(DWORD *)parser;
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parser += 4;
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break;
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}
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defnum &= ~ADEFTYPE_MASK;
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}
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ApplyActorDefault (defnum, datastr, dataint);
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}
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#else
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DefaultsConstructor ();
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#endif
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// Anything that is CountKill is also a monster, even if it doesn't specify it.
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if (((AActor *)defaults)->flags & MF_COUNTKILL)
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{
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((AActor *)defaults)->flags3 |= MF3_ISMONSTER;
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}
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}
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