gzdoom-gles/src/info.cpp

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/*
** info.cpp
** Keeps track of available actors and their states
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 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.
**---------------------------------------------------------------------------
**
** This is completely different from Doom's info.c.
**
*/
#include "doomstat.h"
#include "info.h"
#include "m_fixed.h"
#include "c_dispatch.h"
#include "d_net.h"
#include "v_text.h"
#include "gi.h"
#include "actor.h"
#include "r_state.h"
#include "i_system.h"
#include "p_local.h"
#include "templates.h"
#include "cmdlib.h"
#include "g_level.h"
#include "stats.h"
#include "thingdef.h"
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#include "d_player.h"
#include "doomerrors.h"
#include "events.h"
#include "types.h"
#include "vm.h"
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extern void LoadActors ();
extern void InitBotStuff();
extern void ClearStrifeTypes();
TArray<PClassActor *> PClassActor::AllActorClasses;
FRandom FState::pr_statetics("StateTics");
cycle_t ActionCycles;
//==========================================================================
//
// special type for the native ActorInfo. This allows to let this struct
// be handled by the generic object constructors for the VM.
//
//==========================================================================
class PActorInfo : public PCompoundType
{
public:
PActorInfo()
:PCompoundType(sizeof(FActorInfo), alignof(FActorInfo))
{
}
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void SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset> *special) override
{
if (base != nullptr) new((uint8_t *)base + offset) FActorInfo;
if (special != nullptr)
{
special->Push(std::make_pair(this, offset));
}
}
void InitializeValue(void *addr, const void *def) const override
{
if (def == nullptr)
{
new(addr) FActorInfo;
}
else
{
new(addr) FActorInfo(*(const FActorInfo*)def);
}
}
void DestroyValue(void *addr) const override
{
FActorInfo *self = (FActorInfo*)addr;
self->~FActorInfo();
}
};
void AddActorInfo(PClass *cls)
{
auto type = new PActorInfo;
TypeTable.AddType(type, NAME_Actor);
cls->AddField("*", type, VARF_Meta);
}
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void FState::SetAction(const char *name)
{
ActionFunc = FindVMFunction(RUNTIME_CLASS(AActor), name);
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}
bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info, FState **stateret)
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{
if (ActionFunc != nullptr)
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{
ActionCycles.Clock();
VMValue params[3] = { self, stateowner, VMValue(info) };
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// If the function returns a state, store it at *stateret.
// If it doesn't return a state but stateret is non-nullptr, we need
// to set *stateret to nullptr.
if (stateret != nullptr)
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{
*stateret = nullptr;
if (ActionFunc->Proto == nullptr ||
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ActionFunc->Proto->ReturnTypes.Size() == 0 ||
ActionFunc->Proto->ReturnTypes[0] != TypeState)
{
stateret = nullptr;
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}
}
try
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{
if (stateret == nullptr)
{
VMCall(ActionFunc, params, ActionFunc->ImplicitArgs, nullptr, 0);
}
else
{
VMReturn ret;
ret.PointerAt((void **)stateret);
VMCall(ActionFunc, params, ActionFunc->ImplicitArgs, &ret, 1);
}
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}
catch (CVMAbortException &err)
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{
err.MaybePrintMessage();
const char *callinfo = "";
if (info != nullptr && info->mStateType == STATE_Psprite)
{
if (stateowner->IsKindOf(NAME_Weapon) && stateowner != self) callinfo = "weapon ";
else callinfo = "overlay ";
}
err.stacktrace.AppendFormat("Called from %sstate %s in %s\n", callinfo, FState::StaticGetStateName(this).GetChars(), stateowner->GetClass()->TypeName.GetChars());
throw;
throw;
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}
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ActionCycles.Unclock();
return true;
}
else
{
return false;
}
}
//==========================================================================
//
//
//==========================================================================
int GetSpriteIndex(const char * spritename, bool add)
{
static char lastsprite[5];
static int lastindex;
// Make sure that the string is upper case and 4 characters long
char upper[5]={0,0,0,0,0};
for (int i = 0; spritename[i] != 0 && i < 4; i++)
{
upper[i] = toupper (spritename[i]);
}
// cache the name so if the next one is the same the function doesn't have to perform a search.
if (!strcmp(upper, lastsprite))
{
return lastindex;
}
strcpy(lastsprite, upper);
for (unsigned i = 0; i < sprites.Size (); ++i)
{
if (strcmp (sprites[i].name, upper) == 0)
{
return (lastindex = (int)i);
}
}
if (!add)
{
return (lastindex = -1);
}
spritedef_t temp;
strcpy (temp.name, upper);
temp.numframes = 0;
temp.spriteframes = 0;
return (lastindex = (int)sprites.Push (temp));
}
DEFINE_ACTION_FUNCTION(AActor, GetSpriteIndex)
{
PARAM_PROLOGUE;
PARAM_NAME(sprt);
ACTION_RETURN_INT(GetSpriteIndex(sprt.GetChars(), false));
}
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//==========================================================================
//
// PClassActor :: StaticInit STATIC
//
//==========================================================================
void PClassActor::StaticInit()
{
sprites.Clear();
if (sprites.Size() == 0)
{
spritedef_t temp;
// Sprite 0 is always TNT1
memcpy (temp.name, "TNT1", 5);
temp.numframes = 0;
temp.spriteframes = 0;
sprites.Push (temp);
// Sprite 1 is always ----
memcpy (temp.name, "----", 5);
sprites.Push (temp);
// Sprite 2 is always ####
memcpy (temp.name, "####", 5);
sprites.Push (temp);
}
if (!batchrun) Printf ("LoadActors: Load actor definitions.\n");
ClearStrifeTypes();
LoadActors ();
InitBotStuff();
// reinit GLOBAL static stuff from gameinfo, once classes are loaded.
E_InitStaticHandlers(false);
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}
//==========================================================================
//
// PClassActor :: StaticSetActorNums STATIC
//
// Called after Dehacked patches are applied
//
//==========================================================================
void PClassActor::StaticSetActorNums()
{
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
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PClassActor::AllActorClasses[i]->RegisterIDs();
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}
}
//==========================================================================
//
// PClassActor :: SetReplacement
//
// Sets as a replacement class for another class.
//
//==========================================================================
bool PClassActor::SetReplacement(FName replaceName)
{
// Check for "replaces"
if (replaceName != NAME_None)
{
// Get actor name
PClassActor *replacee = PClass::FindActor(replaceName);
if (replacee == nullptr)
{
return false;
}
if (replacee != nullptr)
{
replacee->ActorInfo()->Replacement = this;
ActorInfo()->Replacee = replacee;
}
}
return true;
}
//==========================================================================
//
// PClassActor :: Finalize
//
// Installs the parsed states and does some sanity checking
//
//==========================================================================
void AActor::Finalize(FStateDefinitions &statedef)
{
AActor *defaults = this;
try
{
statedef.FinishStates(GetClass(), defaults);
}
catch (CRecoverableError &)
{
statedef.MakeStateDefines(nullptr);
throw;
}
statedef.InstallStates(GetClass(), defaults);
statedef.MakeStateDefines(nullptr);
}
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//==========================================================================
//
// PClassActor :: RegisterIDs
//
// Registers this class's SpawnID and DoomEdNum in the appropriate tables.
//
//==========================================================================
void PClassActor::RegisterIDs()
{
PClassActor *cls = PClass::FindActor(TypeName);
if (cls == nullptr)
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{
Printf(TEXTCOLOR_RED"The actor '%s' has been hidden by a non-actor of the same name\n", TypeName.GetChars());
return;
}
FActorInfo *actorInfo = ActorInfo();
if (nullptr == actorInfo)
{
// Undefined class, exiting
return;
}
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// Conversation IDs have never been filtered by game so we cannot start doing that.
auto ConversationID = actorInfo->ConversationID;
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if (ConversationID > 0)
{
StrifeTypes[ConversationID] = cls;
if (cls != this)
{
Printf(TEXTCOLOR_RED"Conversation ID %d refers to hidden class type '%s'\n", ConversationID, cls->TypeName.GetChars());
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}
}
if (actorInfo->GameFilter == GAME_Any || (ActorInfo()->GameFilter & gameinfo.gametype))
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{
auto SpawnID = actorInfo->SpawnID;
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if (SpawnID > 0)
{
SpawnableThings[SpawnID] = cls;
if (cls != this)
{
Printf(TEXTCOLOR_RED"Spawn ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
}
}
auto DoomEdNum = actorInfo->DoomEdNum;
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if (DoomEdNum != -1)
{
FDoomEdEntry *oldent = DoomEdMap.CheckKey(DoomEdNum);
if (oldent != nullptr && oldent->Special == -2)
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{
Printf(TEXTCOLOR_RED"Editor number %d defined twice for classes '%s' and '%s'\n", DoomEdNum, cls->TypeName.GetChars(), oldent->Type->TypeName.GetChars());
}
FDoomEdEntry ent;
memset(&ent, 0, sizeof(ent));
ent.Type = cls;
ent.Special = -2; // use -2 instead of -1 so that we can recognize DECORATE defined entries and print a warning message if duplicates occur.
DoomEdMap.Insert(DoomEdNum, ent);
if (cls != this)
{
Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
}
}
}
}
//==========================================================================
//
// PClassActor :: GetReplacement
//
//==========================================================================
PClassActor *PClassActor::GetReplacement(bool lookskill)
{
FName skillrepname;
if (lookskill && AllSkills.Size() > (unsigned)gameskill)
{
skillrepname = AllSkills[gameskill].GetReplacement(TypeName);
if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == nullptr)
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{
Printf("Warning: incorrect actor name in definition of skill %s: \n"
"class %s is replaced by non-existent class %s\n"
"Skill replacement will be ignored for this actor.\n",
AllSkills[gameskill].Name.GetChars(),
TypeName.GetChars(), skillrepname.GetChars());
AllSkills[gameskill].SetReplacement(TypeName, NAME_None);
AllSkills[gameskill].SetReplacedBy(skillrepname, NAME_None);
lookskill = false; skillrepname = NAME_None;
}
}
auto Replacement = ActorInfo()->Replacement;
if (Replacement == nullptr && (!lookskill || skillrepname == NAME_None))
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{
return this;
}
// The Replacement field is temporarily NULLed to prevent
// potential infinite recursion.
ActorInfo()->Replacement = nullptr;
PClassActor *rep = Replacement;
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// Handle skill-based replacement here. It has precedence on DECORATE replacement
// in that the skill replacement is applied first, followed by DECORATE replacement
// on the actor indicated by the skill replacement.
if (lookskill && (skillrepname != NAME_None))
{
rep = PClass::FindActor(skillrepname);
}
// Now handle DECORATE replacement chain
// Skill replacements are not recursive, contrarily to DECORATE replacements
rep = rep->GetReplacement(false);
// Reset the temporarily NULLed field
ActorInfo()->Replacement = Replacement;
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return rep;
}
DEFINE_ACTION_FUNCTION(AActor, GetReplacement)
{
PARAM_PROLOGUE;
PARAM_POINTER(c, PClassActor);
ACTION_RETURN_POINTER(c->GetReplacement());
}
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//==========================================================================
//
// PClassActor :: GetReplacee
//
//==========================================================================
PClassActor *PClassActor::GetReplacee(bool lookskill)
{
FName skillrepname;
if (lookskill && AllSkills.Size() > (unsigned)gameskill)
{
skillrepname = AllSkills[gameskill].GetReplacedBy(TypeName);
if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == nullptr)
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{
Printf("Warning: incorrect actor name in definition of skill %s: \n"
"non-existent class %s is replaced by class %s\n"
"Skill replacement will be ignored for this actor.\n",
AllSkills[gameskill].Name.GetChars(),
skillrepname.GetChars(), TypeName.GetChars());
AllSkills[gameskill].SetReplacedBy(TypeName, NAME_None);
AllSkills[gameskill].SetReplacement(skillrepname, NAME_None);
lookskill = false;
}
}
PClassActor *savedrep = ActorInfo()->Replacee;
if (savedrep == nullptr && (!lookskill || skillrepname == NAME_None))
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{
return this;
}
// The Replacee field is temporarily NULLed to prevent
// potential infinite recursion.
ActorInfo()->Replacee = nullptr;
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PClassActor *rep = savedrep;
if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != nullptr))
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{
rep = PClass::FindActor(skillrepname);
}
rep = rep->GetReplacee(false);
ActorInfo()->Replacee = savedrep;
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return rep;
}
DEFINE_ACTION_FUNCTION(AActor, GetReplacee)
{
PARAM_PROLOGUE;
PARAM_POINTER(c, PClassActor);
ACTION_RETURN_POINTER(c->GetReplacee());
}
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//==========================================================================
//
// PClassActor :: SetDamageFactor
//
//==========================================================================
void PClassActor::SetDamageFactor(FName type, double factor)
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{
for (auto & p : ActorInfo()->DamageFactors)
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{
if (p.first == type)
{
p.second = factor;
return;
}
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}
ActorInfo()->DamageFactors.Push({ type, factor });
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}
//==========================================================================
//
// PClassActor :: SetPainChance
//
//==========================================================================
void PClassActor::SetPainChance(FName type, int chance)
{
for (auto & p : ActorInfo()->PainChances)
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{
if (p.first == type)
{
p.second = chance;
return;
}
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}
if (chance >= 0)
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{
ActorInfo()->PainChances.Push({ type, MIN(chance, 256) });
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}
}
//==========================================================================
//
// DmgFactors :: CheckFactor
//
// Checks for the existance of a certain damage type. If that type does not
// exist, the damage factor for type 'None' will be returned, if present.
//
//==========================================================================
int DmgFactors::Apply(FName type, int damage)
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{
double factor = -1.;
for (auto & p : *this)
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{
if (p.first == type)
{
factor = p.second;
break;
}
if (p.first == NAME_None)
{
factor = p.second;
}
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}
if (factor < 0.) return damage;
return int(damage * factor);
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}
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static void SummonActor (int command, int command2, FCommandLine argv)
{
if (CheckCheatmode ())
return;
if (argv.argc() > 1)
{
PClassActor *type = PClass::FindActor(argv[1]);
if (type == nullptr)
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{
Printf ("Unknown actor '%s'\n", argv[1]);
return;
}
Net_WriteByte (argv.argc() > 2 ? command2 : command);
Net_WriteString (type->TypeName.GetChars());
if (argv.argc () > 2)
{
Net_WriteWord (atoi (argv[2])); // angle
Net_WriteWord ((argv.argc() > 3) ? atoi(argv[3]) : 0); // TID
Net_WriteByte ((argv.argc() > 4) ? atoi(argv[4]) : 0); // special
for (int i = 5; i < 10; i++)
{ // args[5]
Net_WriteLong((i < argv.argc()) ? atoi(argv[i]) : 0);
}
}
}
}
CCMD (summon)
{
SummonActor (DEM_SUMMON, DEM_SUMMON2, argv);
}
CCMD (summonfriend)
{
SummonActor (DEM_SUMMONFRIEND, DEM_SUMMONFRIEND2, argv);
}
CCMD (summonmbf)
{
SummonActor (DEM_SUMMONMBF, DEM_SUMMONFRIEND2, argv);
}
CCMD (summonfoe)
{
SummonActor (DEM_SUMMONFOE, DEM_SUMMONFOE2, argv);
}
// Damage type defaults / global settings
TMap<FName, DamageTypeDefinition> GlobalDamageDefinitions;
void DamageTypeDefinition::Apply(FName type)
{
GlobalDamageDefinitions[type] = *this;
}
DamageTypeDefinition *DamageTypeDefinition::Get(FName type)
{
return GlobalDamageDefinitions.CheckKey(type);
}
bool DamageTypeDefinition::IgnoreArmor(FName type)
{
DamageTypeDefinition *dtd = Get(type);
if (dtd) return dtd->NoArmor;
return false;
}
DEFINE_ACTION_FUNCTION(_DamageTypeDefinition, IgnoreArmor)
{
PARAM_PROLOGUE;
PARAM_NAME(type);
ACTION_RETURN_BOOL(DamageTypeDefinition::IgnoreArmor(type));
}
FString DamageTypeDefinition::GetObituary(FName type)
{
DamageTypeDefinition *dtd = Get(type);
if (dtd) return dtd->Obituary;
return "";
}
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//==========================================================================
//
// DamageTypeDefinition :: ApplyMobjDamageFactor
//
// Calculates mobj damage based on original damage, defined damage factors
// and damage type.
//
// If the specific damage type is not defined, the damage factor for
// type 'None' will be used (with 1.0 as a default value).
//
// Globally declared damage types may override or multiply the damage
// factor when 'None' is used as a fallback in this function.
//
//==========================================================================
double DamageTypeDefinition::GetMobjDamageFactor(FName type, DmgFactors const * const factors)
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{
double defaultfac = -1.;
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if (factors)
{
// If the actor has named damage factors, look for a specific factor
for (auto & p : *factors)
{
if (p.first == type) return p.second; // type specific damage type
if (p.first == NAME_None) defaultfac = p.second;
}
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// If this was nonspecific damage, don't fall back to nonspecific search
if (type == NAME_None) return 1.;
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}
// If this was nonspecific damage, don't fall back to nonspecific search
else if (type == NAME_None)
{
return 1.;
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}
else
{
// Normal is unsupplied / 1.0, so there's no difference between modifying and overriding
DamageTypeDefinition *dtd = Get(type);
return dtd ? dtd->DefaultFactor : 1.;
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}
{
DamageTypeDefinition *dtd = Get(type);
// Here we are looking for modifications to untyped damage
// If the calling actor defines untyped damage factor, that is contained in "pdf".
if (defaultfac >= 0.) // normal damage available
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{
if (dtd)
{
if (dtd->ReplaceFactor) return dtd->DefaultFactor; // use default instead of untyped factor
return defaultfac * dtd->DefaultFactor; // use default as modification of untyped factor
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}
return defaultfac; // there was no default, so actor default is used
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}
else if (dtd)
{
return dtd->DefaultFactor; // implicit untyped factor 1.0 does not need to be applied/replaced explicitly
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}
}
return 1.;
}
int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors)
{
double factor = GetMobjDamageFactor(type, factors);
return int(damage * factor);
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}
//==========================================================================
//
// Reads a damage definition
//
//==========================================================================
void FMapInfoParser::ParseDamageDefinition()
{
sc.MustGetString();
FName damageType = sc.String;
DamageTypeDefinition dtd;
ParseOpenBrace();
while (sc.MustGetAnyToken(), sc.TokenType != '}')
{
if (sc.Compare("FACTOR"))
{
sc.MustGetStringName("=");
sc.MustGetFloat();
dtd.DefaultFactor = sc.Float;
if (dtd.DefaultFactor == 0) dtd.ReplaceFactor = true;
}
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else if (sc.Compare("OBITUARY"))
{
sc.MustGetStringName("=");
sc.MustGetString();
dtd.Obituary = sc.String;
}
else if (sc.Compare("REPLACEFACTOR"))
{
dtd.ReplaceFactor = true;
}
else if (sc.Compare("NOARMOR"))
{
dtd.NoArmor = true;
}
else
{
sc.ScriptError("Unexpected data (%s) in damagetype definition.", sc.String);
}
}
dtd.Apply(damageType);
}