gzdoom-gles/src/info.h
Christoph Oelckers 9ae272d753 - scriptified Heretic's blaster.
- scriptified all Effect functions of Fastprojectile's children
- implemented access to class meta data.
- added a VM instruction to retrieve the class metadata, to eliminate the overhead of the function call that would otherwise be needed.
- made GetClass() a builtin so that it can use the new instruction

Important note about this commit: Scriptifying CFlameMissile::Effect revealed a problem with the virtual function interface: In order to work, this needs to be explicitly enabled for each single native class that may be used as a base for a scripted class. Needless to say, this will end up way too much work, as there are over 100 native classes, excluding those which will be scriptified. But in order to fix the problem this partially broken state needs to be committed first.
2016-11-24 20:02:44 +01:00

417 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 DamageTypeDefinition *Get(FName type);
static bool IgnoreArmor(FName type);
static double GetMobjDamageFactor(FName type, DmgFactors const * const factors);
static int ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors);
};
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 void ReplaceClassRef(PClass *oldclass, PClass *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__