gzdoom-gles/src/info.h

419 lines
10 KiB
C++

/*
** 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
#else
#include <stdint.h> // for mingw
#endif
#include "dobject.h"
#include "doomdef.h"
#include "s_sound.h"
#include "m_fixed.h"
#include "m_random.h"
struct Baggage;
class FScanner;
struct FActorInfo;
class FIntCVar;
class FStateDefinitions;
enum EStateDefineFlags
{
SDF_NEXT = 0,
SDF_STATE = 1,
SDF_STOP = 2,
SDF_WAIT = 3,
SDF_LABEL = 4,
SDF_INDEX = 5,
SDF_MASK = 7,
};
enum EStateFlags
{
STF_SLOW = 1, // State duration is extended when slow monsters is on.
STF_FAST = 2, // State duration is shortened when fast monsters is on.
STF_FULLBRIGHT = 4, // State is fullbright
STF_NODELAY = 8, // Spawn states executes its action normally
STF_SAMEFRAME = 16, // Ignore Frame (except when spawning actor)
STF_CANRAISE = 32, // Allows a monster to be resurrected without waiting for an infinate frame
STF_DEHACKED = 64, // Modified by Dehacked
};
enum EStateUseFlags
{
SUF_ACTOR = 1,
SUF_OVERLAY = 2,
SUF_WEAPON = 4,
SUF_ITEM = 8,
};
enum EStateType : int // this must ensure proper alignment.
{
STATE_Actor,
STATE_Psprite,
STATE_StateChain,
};
struct FStateParamInfo
{
FState *mCallingState;
EStateType mStateType;
int mPSPIndex;
};
// 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
{
FState *NextState;
VMFunction *ActionFunc;
int32_t sprite;
int16_t Tics;
uint16_t TicRange;
int16_t Light;
uint16_t StateFlags;
uint8_t Frame;
uint8_t UseFlags;
uint8_t DefineFlags; // Unused byte so let's use it during state creation.
int32_t Misc1; // Was changed to SBYTE, reverted to long for MBF compat
int32_t Misc2; // Was changed to BYTE, reverted to long for MBF compat
public:
inline int GetFrame() const
{
return Frame;
}
inline bool GetSameFrame() const
{
return !!(StateFlags & STF_SAMEFRAME);
}
inline int GetFullbright() const
{
return (StateFlags & STF_FULLBRIGHT)? 0x10 /*RF_FULLBRIGHT*/ : 0;
}
inline bool GetFast() const
{
return !!(StateFlags & STF_FAST);
}
inline bool GetSlow() const
{
return !!(StateFlags & STF_SLOW);
}
inline bool GetNoDelay() const
{
return !!(StateFlags & STF_NODELAY);
}
inline bool GetCanRaise() const
{
return !!(StateFlags & STF_CANRAISE);
}
inline int GetTics() const
{
if (TicRange == 0)
{
return Tics;
}
return Tics + pr_statetics.GenRand32() % (TicRange + 1);
}
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; }
void ClearAction() { ActionFunc = NULL; }
void SetAction(const char *name);
bool CallAction(AActor *self, AActor *stateowner, FStateParamInfo *stateinfo, FState **stateret);
static PClassActor *StaticFindStateOwner (const FState *state);
static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info);
static FRandom pr_statetics;
};
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!
};
#include "gametype.h"
struct DmgFactors : public TMap<FName, double>
{
int Apply(FName type, int damage);
};
typedef TMap<FName, int> PainChanceList;
struct DamageTypeDefinition
{
public:
DamageTypeDefinition() { Clear(); }
double DefaultFactor;
bool ReplaceFactor;
bool NoArmor;
void Apply(FName type);
void Clear()
{
DefaultFactor = 1.;
ReplaceFactor = false;
NoArmor = false;
}
static bool IgnoreArmor(FName type);
static int ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors);
private:
static double GetMobjDamageFactor(FName type, DmgFactors const * const factors);
static DamageTypeDefinition *Get(FName type);
};
class DDropItem;
class PClassPlayerPawn;
class PClassActor : public PClass
{
DECLARE_CLASS(PClassActor, PClass);
HAS_OBJECT_POINTERS;
protected:
public:
static void StaticInit ();
static void StaticSetActorNums ();
virtual void DeriveData(PClass *newclass);
PClassActor();
~PClassActor();
virtual size_t PointerSubstitution(DObject *oldclass, DObject *newclass);
void BuildDefaults();
void ApplyDefaults(BYTE *defaults);
void RegisterIDs();
void SetDamageFactor(FName type, double factor);
void SetPainChance(FName type, int chance);
size_t PropagateMark();
bool SetReplacement(FName replaceName);
void SetDropItems(DDropItem *drops);
virtual void Finalize(FStateDefinitions &statedef);
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);
}
bool OwnsState(const FState *state)
{
return state >= OwnedStates && state < OwnedStates + NumOwnedStates;
}
PClassActor *GetReplacement(bool lookskill=true);
PClassActor *GetReplacee(bool lookskill=true);
FState *OwnedStates;
PClassActor *Replacement;
PClassActor *Replacee;
int NumOwnedStates;
BYTE GameFilter;
uint8_t DefaultStateUsage; // state flag defaults for blocks without a qualifier.
WORD SpawnID;
WORD ConversationID;
SWORD DoomEdNum;
FStateLabels *StateList;
DmgFactors *DamageFactors;
PainChanceList *PainChances;
TArray<PClassPlayerPawn *> VisibleToPlayerClass;
FString Obituary; // Player was killed by this actor
FString HitObituary; // Player was killed by this actor in melee
double DeathHeight; // Height on normal death
double 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
double FastSpeed; // speed in fast mode
double RDFactor; // Radius damage factor
double 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;
FIntCVar *distancecheck;
// Old Decorate compatibility stuff
bool DontHurtShooter;
int ExplosionRadius;
int ExplosionDamage;
int MeleeDamage;
FSoundID MeleeSound;
FName MissileName;
double 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));
}
struct FDoomEdEntry
{
PClassActor *Type;
short Special;
signed char ArgsDefined;
int Args[5];
};
struct FStateLabelStorage
{
TArray<uint8_t> Storage;
int AddPointer(FState *ptr)
{
if (ptr != nullptr)
{
int pos = Storage.Reserve(sizeof(ptr) + sizeof(int));
memset(&Storage[pos], 0, sizeof(int));
memcpy(&Storage[pos + sizeof(int)], &ptr, sizeof(ptr));
return pos / 4 + 1;
}
else return 0;
}
int AddNames(TArray<FName> &names)
{
int siz = names.Size();
if (siz > 1)
{
int pos = Storage.Reserve(sizeof(int) + sizeof(FName) * names.Size());
memcpy(&Storage[pos], &siz, sizeof(int));
memcpy(&Storage[pos + sizeof(int)], &names[0], sizeof(FName) * names.Size());
return pos / 4 + 1;
}
else
{
// don't store single name states in the array.
return names[0].GetIndex() + 0x10000000;
}
}
FState *GetState(int pos, PClassActor *cls, bool exact = false);
};
extern FStateLabelStorage StateLabels;
enum ESpecialMapthings
{
SMT_Player1Start = 1,
SMT_Player2Start,
SMT_Player3Start,
SMT_Player4Start,
SMT_Player5Start,
SMT_Player6Start,
SMT_Player7Start,
SMT_Player8Start,
SMT_DeathmatchStart,
SMT_SSeqOverride,
SMT_PolyAnchor,
SMT_PolySpawn,
SMT_PolySpawnCrush,
SMT_PolySpawnHurt,
SMT_SlopeFloorPointLine,
SMT_SlopeCeilingPointLine,
SMT_SetFloorSlope,
SMT_SetCeilingSlope,
SMT_VavoomFloor,
SMT_VavoomCeiling,
SMT_CopyFloorPlane,
SMT_CopyCeilingPlane,
SMT_VertexFloorZ,
SMT_VertexCeilingZ,
SMT_EDThing,
};
typedef TMap<int, FDoomEdEntry> FDoomEdMap;
extern FDoomEdMap DoomEdMap;
void InitActorNumsFromMapinfo();
int GetSpriteIndex(const char * spritename, bool add = true);
TArray<FName> &MakeStateNameList(const char * fname);
void AddStateLight(FState *state, const char *lname);
#endif // __INFO_H__