gzdoom-gles/src/info.h

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/*
** info.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 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.
**---------------------------------------------------------------------------
**
*/
#ifndef __INFO_H__
#define __INFO_H__
#include <stddef.h>
#if !defined(_WIN32)
#include <inttypes.h> // for intptr_t
#elif !defined(_MSC_VER)
#include <stdint.h> // for mingw
#endif
#include "dobject.h"
#include "doomdef.h"
#include "vm.h"
#include "s_sound.h"
struct Baggage;
class FScanner;
struct FActorInfo;
2008-09-15 00:47:31 +00:00
class FArchive;
// Sprites that are fixed in position because they can have special meanings.
enum
{
SPR_TNT1, // The empty sprite
SPR_FIXED, // Do not change sprite or frame
SPR_NOCHANGE, // Do not change sprite (frame change is okay)
};
struct FState
{
WORD sprite;
SWORD Tics;
int Misc1; // Was changed to SBYTE, reverted to long for MBF compat
int Misc2; // Was changed to BYTE, reverted to long for MBF compat
BYTE Frame:6;
BYTE Fullbright:1; // State is fullbright
BYTE SameFrame:1; // Ignore Frame (except when spawning actor)
BYTE DefineFlags; // Unused byte so let's use it during state creation.
short Light;
FState *NextState;
VMFunction *ActionFunc;
inline int GetFrame() const
{
return Frame;
}
inline bool GetSameFrame() const
{
return SameFrame;
}
inline int GetFullbright() const
{
return Fullbright ? 0x10 /*RF_FULLBRIGHT*/ : 0;
}
inline int GetTics() const
{
return Tics;
}
inline int GetMisc1() const
{
return Misc1;
}
inline int GetMisc2() const
{
return Misc2;
}
inline FState *GetNextState() const
{
return NextState;
}
inline void SetFrame(BYTE frame)
{
Frame = frame - 'A';
}
void SetAction(VMFunction *func) { ActionFunc = func; }
bool CallAction(AActor *self, AActor *stateowner, StateCallData *statecall = NULL);
static PClassActor *StaticFindStateOwner (const FState *state);
static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info);
};
struct FStateLabels;
struct FStateLabel
{
FName Label;
FState *State;
FStateLabels *Children;
};
struct FStateLabels
{
int NumLabels;
FStateLabel Labels[1];
FStateLabel *FindLabel (FName label);
void Destroy(); // intentionally not a destructor!
};
FArchive &operator<< (FArchive &arc, FState *&state);
#include "gametype.h"
typedef TMap<FName, fixed_t> DmgFactors;
typedef TMap<FName, int> PainChanceList;
class DDropItem;
class PClassActor : public PClass
{
DECLARE_CLASS(PClassActor, PClass);
HAS_OBJECT_POINTERS;
protected:
virtual void Derive(PClass *newclass);
public:
static void StaticInit ();
static void StaticSetActorNums ();
PClassActor();
~PClassActor();
void BuildDefaults();
void ApplyDefaults(BYTE *defaults);
void RegisterIDs();
void SetDamageFactor(FName type, fixed_t factor);
void SetPainChance(FName type, int chance);
size_t PropagateMark();
void InitializeNativeDefaults();
FState *FindState(int numnames, FName *names, bool exact=false) const;
FState *FindStateByString(const char *name, bool exact=false);
FState *FindState(FName name) const
{
return FindState(1, &name);
}
PClassActor *GetReplacement(bool lookskill=true);
PClassActor *GetReplacee(bool lookskill=true);
FState *OwnedStates;
PClassActor *Replacement;
PClassActor *Replacee;
int NumOwnedStates;
BYTE GameFilter;
BYTE SpawnID;
SWORD DoomEdNum;
FStateLabels *StateList;
DmgFactors *DamageFactors;
PainChanceList *PainChances;
FString Obituary; // Player was killed by this actor
FString HitObituary; // Player was killed by this actor in melee
fixed_t DeathHeight; // Height on normal death
fixed_t BurnHeight; // Height on burning death
PalEntry BloodColor; // Colorized blood
int GibHealth; // Negative health below which this monster dies an extreme death
int WoundHealth; // Health needed to enter wound state
int PoisonDamage; // Amount of poison damage
fixed_t FastSpeed; // Speed in fast mode
fixed_t RDFactor; // Radius damage factor
fixed_t CameraHeight; // Height of camera when used as such
FSoundID HowlSound; // Sound being played when electrocuted or poisoned
FName BloodType; // Blood replacement type
FName BloodType2; // Bloopsplatter replacement type
FName BloodType3; // AxeBlood replacement type
DDropItem *DropItems;
FString SourceLumpName;
// Old Decorate compatibility stuff
bool DontHurtShooter;
int ExplosionRadius;
int ExplosionDamage;
int MeleeDamage;
FSoundID MeleeSound;
FName MissileName;
fixed_t MissileHeight;
// For those times when being able to scan every kind of actor is convenient
static TArray<PClassActor *> AllActorClasses;
};
inline PClassActor *PClass::FindActor(FName name)
{
return dyn_cast<PClassActor>(FindClass(name));
}
class FDoomEdMap
{
public:
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
~FDoomEdMap();
PClassActor *FindType (int doomednum) const;
void AddType (int doomednum, PClassActor *type, bool temporary = false);
void DelType (int doomednum);
void Empty ();
static void DumpMapThings ();
private:
enum { DOOMED_HASHSIZE = 256 };
struct FDoomEdEntry
{
FDoomEdEntry *HashNext;
PClassActor *Type;
int DoomEdNum;
bool temp;
};
static FDoomEdEntry *DoomEdHash[DOOMED_HASHSIZE];
};
extern FDoomEdMap DoomEdMap;
int GetSpriteIndex(const char * spritename);
TArray<FName> &MakeStateNameList(const char * fname);
void AddStateLight(FState *state, const char *lname);
// Standard parameters for all action functons
// self - Actor this action is to operate on (player if a weapon)
// stateowner - Actor this action really belongs to (may be a weapon)
// callingstate - State this action was called from
// statecall - CustomInventory stuff
#define PARAM_ACTION_PROLOGUE_TYPE(type) \
PARAM_PROLOGUE; \
PARAM_OBJECT (self, type); \
PARAM_OBJECT_OPT (stateowner, AActor) { stateowner = self; } \
PARAM_STATE_OPT (callingstate) { callingstate = NULL; } \
PARAM_POINTER_OPT(statecall, StateCallData) { statecall = NULL; }
#define PARAM_ACTION_PROLOGUE PARAM_ACTION_PROLOGUE_TYPE(AActor)
// Number of action paramaters
#define NAP 4
#endif // __INFO_H__