mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-03 01:12:23 +00:00
528 lines
15 KiB
C++
528 lines
15 KiB
C++
/*
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** info.cpp
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** Keeps track of available actors and their states
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This is completely different from Doom's info.c.
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**
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*/
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#include "info.h"
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#include "m_fixed.h"
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#include "c_dispatch.h"
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#include "d_net.h"
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#include "v_text.h"
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#include "gi.h"
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#include "actor.h"
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#include "r_state.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "g_level.h"
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extern void LoadActors ();
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extern void InitBotStuff();
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extern void ClearStrifeTypes();
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FRandom FState::pr_statetics("StateTics");
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//==========================================================================
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//
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//
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//==========================================================================
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int GetSpriteIndex(const char * spritename, bool add)
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{
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static char lastsprite[5];
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static int lastindex;
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// Make sure that the string is upper case and 4 characters long
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char upper[5]={0,0,0,0,0};
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for (int i = 0; spritename[i] != 0 && i < 4; i++)
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{
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upper[i] = toupper (spritename[i]);
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}
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// cache the name so if the next one is the same the function doesn't have to perform a search.
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if (!strcmp(upper, lastsprite))
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{
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return lastindex;
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}
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strcpy(lastsprite, upper);
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for (unsigned i = 0; i < sprites.Size (); ++i)
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{
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if (strcmp (sprites[i].name, upper) == 0)
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{
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return (lastindex = (int)i);
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}
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}
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if (!add)
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{
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return (lastindex = -1);
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}
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spritedef_t temp;
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strcpy (temp.name, upper);
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temp.numframes = 0;
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temp.spriteframes = 0;
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return (lastindex = (int)sprites.Push (temp));
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::StaticInit ()
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{
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sprites.Clear();
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if (sprites.Size() == 0)
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{
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spritedef_t temp;
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// Sprite 0 is always TNT1
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memcpy (temp.name, "TNT1", 5);
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temp.numframes = 0;
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temp.spriteframes = 0;
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sprites.Push (temp);
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// Sprite 1 is always ----
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memcpy (temp.name, "----", 5);
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sprites.Push (temp);
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// Sprite 2 is always ####
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memcpy (temp.name, "####", 5);
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sprites.Push (temp);
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}
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Printf ("LoadActors: Load actor definitions.\n");
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ClearStrifeTypes();
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LoadActors ();
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InitBotStuff();
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}
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//==========================================================================
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//
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// Called after Dehacked patches are applied
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//
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//==========================================================================
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void FActorInfo::StaticSetActorNums ()
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{
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for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
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{
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PClass::m_RuntimeActors[i]->ActorInfo->RegisterIDs ();
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::RegisterIDs ()
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{
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const PClass *cls = PClass::FindClass(Class->TypeName);
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// Conversation IDs have never been filtered by game so we cannot start doing that.
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if (ConversationID > 0)
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{
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StrifeTypes[ConversationID] = cls;
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if (cls != Class)
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{
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Printf(TEXTCOLOR_RED"Conversation ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
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}
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}
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if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
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{
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if (SpawnID > 0)
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{
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SpawnableThings[SpawnID] = cls;
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if (cls != Class)
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{
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Printf(TEXTCOLOR_RED"Spawn ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
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}
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}
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if (DoomEdNum != -1)
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{
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FDoomEdEntry *oldent = DoomEdMap.CheckKey(DoomEdNum);
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if (oldent != NULL && oldent->Special == -2)
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{
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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());
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}
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FDoomEdEntry ent;
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memset(&ent, 0, sizeof(ent));
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ent.Type = cls;
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ent.Special = -2; // use -2 instead of -1 so that we can recognize DECORATE defined entries and print a warning message if duplicates occur.
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DoomEdMap.Insert(DoomEdNum, ent);
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if (cls != Class)
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{
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Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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FActorInfo *FActorInfo::GetReplacement (bool lookskill)
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{
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FName skillrepname;
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if (lookskill && AllSkills.Size() > (unsigned)gameskill)
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{
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skillrepname = AllSkills[gameskill].GetReplacement(this->Class->TypeName);
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if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
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{
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Printf("Warning: incorrect actor name in definition of skill %s: \n"
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"class %s is replaced by non-existent class %s\n"
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"Skill replacement will be ignored for this actor.\n",
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AllSkills[gameskill].Name.GetChars(),
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this->Class->TypeName.GetChars(), skillrepname.GetChars());
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AllSkills[gameskill].SetReplacement(this->Class->TypeName, NAME_None);
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AllSkills[gameskill].SetReplacedBy(skillrepname, NAME_None);
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lookskill = false; skillrepname = NAME_None;
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}
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}
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if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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}
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// The Replacement field is temporarily NULLed to prevent
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// potential infinite recursion.
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FActorInfo *savedrep = Replacement;
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Replacement = NULL;
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FActorInfo *rep = savedrep;
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// Handle skill-based replacement here. It has precedence on DECORATE replacement
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// in that the skill replacement is applied first, followed by DECORATE replacement
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// on the actor indicated by the skill replacement.
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if (lookskill && (skillrepname != NAME_None))
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{
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rep = PClass::FindClass(skillrepname)->ActorInfo;
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}
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// Now handle DECORATE replacement chain
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// Skill replacements are not recursive, contrarily to DECORATE replacements
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rep = rep->GetReplacement(false);
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// Reset the temporarily NULLed field
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Replacement = savedrep;
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return rep;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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FActorInfo *FActorInfo::GetReplacee (bool lookskill)
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{
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FName skillrepname;
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if (lookskill && AllSkills.Size() > (unsigned)gameskill)
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{
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skillrepname = AllSkills[gameskill].GetReplacedBy(this->Class->TypeName);
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if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
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{
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Printf("Warning: incorrect actor name in definition of skill %s: \n"
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"non-existent class %s is replaced by class %s\n"
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"Skill replacement will be ignored for this actor.\n",
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AllSkills[gameskill].Name.GetChars(),
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skillrepname.GetChars(), this->Class->TypeName.GetChars());
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AllSkills[gameskill].SetReplacedBy(this->Class->TypeName, NAME_None);
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AllSkills[gameskill].SetReplacement(skillrepname, NAME_None);
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lookskill = false;
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}
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}
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if (Replacee == NULL && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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}
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// The Replacee field is temporarily NULLed to prevent
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// potential infinite recursion.
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FActorInfo *savedrep = Replacee;
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Replacee = NULL;
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FActorInfo *rep = savedrep;
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if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL))
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{
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rep = PClass::FindClass(skillrepname)->ActorInfo;
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}
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rep = rep->GetReplacee (false); Replacee = savedrep;
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return rep;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::SetDamageFactor(FName type, fixed_t factor)
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{
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if (DamageFactors == NULL)
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{
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DamageFactors = new DmgFactors;
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}
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DamageFactors->Insert(type, factor);
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::SetPainChance(FName type, int chance)
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{
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if (chance >= 0)
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{
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if (PainChances == NULL) PainChances=new PainChanceList;
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PainChances->Insert(type, MIN(chance, 256));
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}
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else
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{
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if (PainChances != NULL)
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PainChances->Remove(type);
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::SetPainFlash(FName type, PalEntry color)
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{
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if (PainFlashes == NULL)
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PainFlashes = new PainFlashList;
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PainFlashes->Insert(type, color);
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}
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//==========================================================================
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//
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//
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//==========================================================================
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bool FActorInfo::GetPainFlash(FName type, PalEntry *color) const
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{
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const FActorInfo *info = this;
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while (info != NULL)
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{
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if (info->PainFlashes != NULL)
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{
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PalEntry *flash = info->PainFlashes->CheckKey(type);
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if (flash != NULL)
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{
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*color = *flash;
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return true;
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}
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}
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// Try parent class
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info = info->Class->ParentClass->ActorInfo;
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}
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return false;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::SetColorSet(int index, const FPlayerColorSet *set)
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{
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if (set != NULL)
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{
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if (ColorSets == NULL) ColorSets = new FPlayerColorSetMap;
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ColorSets->Insert(index, *set);
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}
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else
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{
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if (ColorSets != NULL)
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ColorSets->Remove(index);
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}
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}
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//==========================================================================
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//
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// DmgFactors :: CheckFactor
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//
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// Checks for the existance of a certain damage type. If that type does not
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// exist, the damage factor for type 'None' will be returned, if present.
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//
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//==========================================================================
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fixed_t *DmgFactors::CheckFactor(FName type)
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{
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fixed_t *pdf = CheckKey(type);
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if (pdf == NULL && type != NAME_None)
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{
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pdf = CheckKey(NAME_None);
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}
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return pdf;
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}
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static void SummonActor (int command, int command2, FCommandLine argv)
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{
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if (CheckCheatmode ())
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return;
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if (argv.argc() > 1)
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{
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const PClass *type = PClass::FindClass (argv[1]);
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if (type == NULL)
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{
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Printf ("Unknown class '%s'\n", argv[1]);
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return;
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}
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Net_WriteByte (argv.argc() > 2 ? command2 : command);
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Net_WriteString (type->TypeName.GetChars());
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if (argv.argc () > 2) {
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Net_WriteWord (atoi (argv[2])); // angle
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if (argv.argc () > 3) Net_WriteWord (atoi (argv[3])); // TID
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else Net_WriteWord (0);
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if (argv.argc () > 4) Net_WriteByte (atoi (argv[4])); // special
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else Net_WriteByte (0);
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for(int i = 5; i < 10; i++) { // args[5]
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if(i < argv.argc()) Net_WriteLong (atoi (argv[i]));
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else Net_WriteLong (0);
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}
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}
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}
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}
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CCMD (summon)
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{
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SummonActor (DEM_SUMMON, DEM_SUMMON2, argv);
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}
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CCMD (summonfriend)
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{
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SummonActor (DEM_SUMMONFRIEND, DEM_SUMMONFRIEND2, argv);
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}
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CCMD (summonmbf)
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{
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SummonActor (DEM_SUMMONMBF, DEM_SUMMONFRIEND2, argv);
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}
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CCMD (summonfoe)
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{
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SummonActor (DEM_SUMMONFOE, DEM_SUMMONFOE2, argv);
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}
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// Damage type defaults / global settings
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TMap<FName, DamageTypeDefinition> GlobalDamageDefinitions;
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void DamageTypeDefinition::Apply(FName type)
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{
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GlobalDamageDefinitions[type] = *this;
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}
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DamageTypeDefinition *DamageTypeDefinition::Get(FName type)
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{
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return GlobalDamageDefinitions.CheckKey(type);
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}
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bool DamageTypeDefinition::IgnoreArmor(FName type)
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{
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DamageTypeDefinition *dtd = Get(type);
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if (dtd) return dtd->NoArmor;
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return false;
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}
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//==========================================================================
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//
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// DamageTypeDefinition :: ApplyMobjDamageFactor
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//
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// Calculates mobj damage based on original damage, defined damage factors
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// and damage type.
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//
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// If the specific damage type is not defined, the damage factor for
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// type 'None' will be used (with 1.0 as a default value).
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//
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// Globally declared damage types may override or multiply the damage
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// factor when 'None' is used as a fallback in this function.
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//
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//==========================================================================
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int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors)
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{
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if (factors)
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{
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// If the actor has named damage factors, look for a specific factor
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fixed_t const *pdf = factors->CheckKey(type);
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if (pdf) return FixedMul(damage, *pdf); // type specific damage type
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// If this was nonspecific damage, don't fall back to nonspecific search
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if (type == NAME_None) return damage;
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}
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// If this was nonspecific damage, don't fall back to nonspecific search
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else if (type == NAME_None)
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{
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return damage;
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}
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else
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{
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// Normal is unsupplied / 1.0, so there's no difference between modifying and overriding
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DamageTypeDefinition *dtd = Get(type);
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return dtd ? FixedMul(damage, dtd->DefaultFactor) : damage;
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}
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{
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fixed_t const *pdf = factors->CheckKey(NAME_None);
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DamageTypeDefinition *dtd = Get(type);
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// Here we are looking for modifications to untyped damage
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// If the calling actor defines untyped damage factor, that is contained in "pdf".
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if (pdf) // normal damage available
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{
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if (dtd)
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{
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if (dtd->ReplaceFactor) return FixedMul(damage, dtd->DefaultFactor); // use default instead of untyped factor
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return FixedMul(damage, FixedMul(*pdf, dtd->DefaultFactor)); // use default as modification of untyped factor
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}
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return FixedMul(damage, *pdf); // there was no default, so actor default is used
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}
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else if (dtd)
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{
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return FixedMul(damage, dtd->DefaultFactor); // implicit untyped factor 1.0 does not need to be applied/replaced explicitly
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}
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}
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return damage;
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}
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