/* ** infodefaults.cpp ** Parses default lists to create default copies of actors ** **--------------------------------------------------------------------------- ** 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. **--------------------------------------------------------------------------- ** */ #include #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" #include "thingdef.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 (); Class->Meta = parent->Meta; 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 >= 0 && 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_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_Obituary: sgClass->Meta.SetMetaString (AMETA_Obituary, datastr); break; case ADEF_HitObituary: sgClass->Meta.SetMetaString (AMETA_HitObituary, datastr); break; case ADEF_Inventory_PickupMsg: sgClass->Meta.SetMetaString (AIMETA_PickupMessage, datastr); 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; 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; 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; 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; 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; case ADEF_BounceFactor: actor->bouncefactor = dataint; break; case ADEF_BounceCount: actor->bouncecount = dataint; break; case ADEF_RDFactor: sgClass->Meta.SetMetaFixed (AMETA_RDFactor, 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_Ammo_DropAmount: sgClass->Meta.SetMetaInt (AIMETA_DropAmount, 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 = fuglyname(datastr); break; case ADEF_Weapon_ProjectileType:weapon->ProjectileType = datatype; break; case ADEF_Weapon_AmmoType1: weapon->AmmoType1 = fuglyname(datastr); break; case ADEF_Weapon_AmmoType2: weapon->AmmoType2 = fuglyname(datastr); 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; } }