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cfaa3e3fa9
With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
746 lines
20 KiB
C++
746 lines
20 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 "doomstat.h"
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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 "vm.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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#include "stats.h"
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#include "thingdef/thingdef.h"
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#include "d_player.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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TArray<PClassActor *> PClassActor::AllActorClasses;
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FRandom FState::pr_statetics("StateTics");
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cycle_t ActionCycles;
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void FState::SetAction(const char *name)
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{
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ActionFunc = FindGlobalActionFunction(name)->Variants[0].Implementation;
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}
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bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info, FState **stateret)
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{
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if (ActionFunc != NULL)
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{
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ActionCycles.Clock();
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static VMFrameStack stack;
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VMValue params[3] = { self, stateowner, VMValue(info, ATAG_STATEINFO) };
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// If the function returns a state, store it at *stateret.
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// If it doesn't return a state but stateret is non-NULL, we need
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// to set *stateret to NULL.
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if (stateret != NULL)
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{
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*stateret = NULL;
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if (ActionFunc->Proto == NULL ||
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ActionFunc->Proto->ReturnTypes.Size() == 0 ||
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ActionFunc->Proto->ReturnTypes[0] != TypeState)
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{
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stateret = NULL;
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}
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}
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if (stateret == NULL)
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{
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stack.Call(ActionFunc, params, countof(params), NULL, 0, NULL);
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}
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else
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{
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VMReturn ret;
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ret.PointerAt((void **)stateret);
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stack.Call(ActionFunc, params, countof(params), &ret, 1, NULL);
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}
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ActionCycles.Unclock();
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return true;
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}
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else
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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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//==========================================================================
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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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IMPLEMENT_POINTY_CLASS(PClassActor)
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DECLARE_POINTER(DropItems)
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END_POINTERS
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//==========================================================================
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//
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// PClassActor :: StaticInit STATIC
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//
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//==========================================================================
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void PClassActor::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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if (!batchrun) 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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// PClassActor :: StaticSetActorNums STATIC
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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 PClassActor::StaticSetActorNums()
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{
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for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
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{
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static_cast<PClassActor *>(PClassActor::AllActorClasses[i])->RegisterIDs();
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}
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}
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//==========================================================================
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//
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// PClassActor Constructor
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//
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//==========================================================================
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PClassActor::PClassActor()
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{
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GameFilter = GAME_Any;
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SpawnID = 0;
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DoomEdNum = -1;
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OwnedStates = NULL;
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NumOwnedStates = 0;
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Replacement = NULL;
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Replacee = NULL;
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StateList = NULL;
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DamageFactors = NULL;
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PainChances = NULL;
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DeathHeight = -1;
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BurnHeight = -1;
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GibHealth = INT_MIN;
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WoundHealth = 6;
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PoisonDamage = 0;
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FastSpeed = -1.;
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RDFactor = 1.;
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CameraHeight = INT_MIN;
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DropItems = NULL;
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DontHurtShooter = false;
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ExplosionRadius = -1;
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MeleeDamage = 0;
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// Record this in the master list.
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AllActorClasses.Push(this);
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}
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//==========================================================================
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//
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// PClassActor Destructor
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//
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//==========================================================================
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PClassActor::~PClassActor()
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{
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if (OwnedStates != NULL)
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{
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delete[] OwnedStates;
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}
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if (DamageFactors != NULL)
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{
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delete DamageFactors;
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}
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if (PainChances != NULL)
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{
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delete PainChances;
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}
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if (StateList != NULL)
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{
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StateList->Destroy();
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M_Free(StateList);
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}
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}
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//==========================================================================
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//
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// PClassActor :: Derive
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//
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//==========================================================================
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void PClassActor::DeriveData(PClass *newclass)
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{
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assert(newclass->IsKindOf(RUNTIME_CLASS(PClassActor)));
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PClassActor *newa = static_cast<PClassActor *>(newclass);
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newa->Obituary = Obituary;
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newa->HitObituary = HitObituary;
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newa->DeathHeight = DeathHeight;
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newa->BurnHeight = BurnHeight;
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newa->BloodColor = BloodColor;
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newa->GibHealth = GibHealth;
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newa->WoundHealth = WoundHealth;
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newa->PoisonDamage = PoisonDamage;
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newa->FastSpeed = FastSpeed;
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newa->RDFactor = RDFactor;
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newa->CameraHeight = CameraHeight;
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newa->HowlSound = HowlSound;
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newa->BloodType = BloodType;
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newa->BloodType2 = BloodType2;
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newa->BloodType3 = BloodType3;
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newa->distancecheck = distancecheck;
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newa->DropItems = DropItems;
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newa->DontHurtShooter = DontHurtShooter;
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newa->ExplosionRadius = ExplosionRadius;
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newa->ExplosionDamage = ExplosionDamage;
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newa->MeleeDamage = MeleeDamage;
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newa->MeleeSound = MeleeSound;
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newa->MissileName = MissileName;
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newa->MissileHeight = MissileHeight;
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newa->VisibleToPlayerClass = VisibleToPlayerClass;
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if (DamageFactors != NULL)
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{
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// copy damage factors from parent
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newa->DamageFactors = new DmgFactors;
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*newa->DamageFactors = *DamageFactors;
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}
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if (PainChances != NULL)
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{
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// copy pain chances from parent
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newa->PainChances = new PainChanceList;
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*newa->PainChances = *PainChances;
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}
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}
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//==========================================================================
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//
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// PClassActor :: PropagateMark
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//
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//==========================================================================
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size_t PClassActor::PropagateMark()
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{
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// Mark state functions
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for (int i = 0; i < NumOwnedStates; ++i)
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{
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if (OwnedStates[i].ActionFunc != NULL)
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{
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GC::Mark(OwnedStates[i].ActionFunc);
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}
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}
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// Mark damage function
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if (Defaults != NULL)
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{
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GC::Mark(((AActor *)Defaults)->Damage);
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}
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// marked += ActorInfo->NumOwnedStates * sizeof(FState);
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return Super::PropagateMark();
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}
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//==========================================================================
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//
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// PClassActor :: InitializeNativeDefaults
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//
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// This is used by DECORATE to assign ActorInfos to internal classes
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//
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//==========================================================================
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void PClassActor::InitializeNativeDefaults()
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{
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Symbols.SetParentTable(&ParentClass->Symbols);
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assert(Defaults == NULL);
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Defaults = (BYTE *)M_Malloc(Size);
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if (ParentClass->Defaults != NULL)
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{
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memcpy(Defaults, ParentClass->Defaults, ParentClass->Size);
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if (Size > ParentClass->Size)
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{
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memset(Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
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}
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}
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else
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{
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memset (Defaults, 0, Size);
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}
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}
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//==========================================================================
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//
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// PClassActor :: RegisterIDs
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//
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// Registers this class's SpawnID and DoomEdNum in the appropriate tables.
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//
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//==========================================================================
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void PClassActor::RegisterIDs()
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{
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PClassActor *cls = PClass::FindActor(TypeName);
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if (cls == NULL)
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{
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Printf(TEXTCOLOR_RED"The actor '%s' has been hidden by a non-actor of the same name\n", TypeName.GetChars());
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return;
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}
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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 != this)
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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 != this)
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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 != this)
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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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// PClassActor :: GetReplacement
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//
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//==========================================================================
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PClassActor *PClassActor::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(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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TypeName.GetChars(), skillrepname.GetChars());
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AllSkills[gameskill].SetReplacement(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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PClassActor *savedrep = Replacement;
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Replacement = NULL;
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PClassActor *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::FindActor(skillrepname);
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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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// PClassActor :: GetReplacee
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//
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//==========================================================================
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PClassActor *PClassActor::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(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(), TypeName.GetChars());
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AllSkills[gameskill].SetReplacedBy(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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PClassActor *savedrep = Replacee;
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Replacee = NULL;
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PClassActor *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::FindActor(skillrepname);
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}
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rep = rep->GetReplacee(false);
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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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// PClassActor :: SetDamageFactor
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//
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//==========================================================================
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|
void PClassActor::SetDamageFactor(FName type, double factor)
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|
{
|
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if (DamageFactors == NULL)
|
|
{
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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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// PClassActor :: SetPainChance
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//
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//==========================================================================
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|
|
|
void PClassActor::SetPainChance(FName type, int chance)
|
|
{
|
|
if (chance >= 0)
|
|
{
|
|
if (PainChances == NULL)
|
|
{
|
|
PainChances = new PainChanceList;
|
|
}
|
|
PainChances->Insert(type, MIN(chance, 256));
|
|
}
|
|
else if (PainChances != NULL)
|
|
{
|
|
PainChances->Remove(type);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: ReplaceClassRef
|
|
//
|
|
//==========================================================================
|
|
|
|
void PClassActor::ReplaceClassRef(PClass *oldclass, PClass *newclass)
|
|
{
|
|
for (unsigned i = 0; i < VisibleToPlayerClass.Size(); i++)
|
|
{
|
|
if (VisibleToPlayerClass[i] == oldclass)
|
|
VisibleToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
|
|
}
|
|
AActor *def = (AActor*)Defaults;
|
|
if (def != NULL)
|
|
{
|
|
if (def->TeleFogSourceType == oldclass) def->TeleFogSourceType = static_cast<PClassActor *>(newclass);
|
|
if (def->TeleFogDestType == oldclass) def->TeleFogDestType = static_cast<PClassActor *>(newclass);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
auto pdf = CheckKey(type);
|
|
if (pdf == NULL && type != NAME_None)
|
|
{
|
|
pdf = CheckKey(NAME_None);
|
|
}
|
|
if (!pdf) return damage;
|
|
return int(damage * *pdf);
|
|
}
|
|
|
|
|
|
static void SummonActor (int command, int command2, FCommandLine argv)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
PClassActor *type = PClass::FindActor(argv[1]);
|
|
if (type == NULL)
|
|
{
|
|
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;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
if (factors)
|
|
{
|
|
// If the actor has named damage factors, look for a specific factor
|
|
|
|
auto pdf = factors->CheckKey(type);
|
|
if (pdf) return *pdf; // type specific damage type
|
|
|
|
// If this was nonspecific damage, don't fall back to nonspecific search
|
|
if (type == NAME_None) return 1.;
|
|
}
|
|
|
|
// If this was nonspecific damage, don't fall back to nonspecific search
|
|
else if (type == NAME_None)
|
|
{
|
|
return 1.;
|
|
}
|
|
else
|
|
{
|
|
// Normal is unsupplied / 1.0, so there's no difference between modifying and overriding
|
|
DamageTypeDefinition *dtd = Get(type);
|
|
return dtd ? dtd->DefaultFactor : 1.;
|
|
}
|
|
|
|
{
|
|
auto pdf = factors->CheckKey(NAME_None);
|
|
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 (pdf) // normal damage available
|
|
{
|
|
if (dtd)
|
|
{
|
|
if (dtd->ReplaceFactor) return dtd->DefaultFactor; // use default instead of untyped factor
|
|
return *pdf * dtd->DefaultFactor; // use default as modification of untyped factor
|
|
}
|
|
return *pdf; // there was no default, so actor default is used
|
|
}
|
|
else if (dtd)
|
|
{
|
|
return dtd->DefaultFactor; // implicit untyped factor 1.0 does not need to be applied/replaced explicitly
|
|
}
|
|
}
|
|
return 1.;
|
|
}
|
|
|
|
int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors)
|
|
{
|
|
double factor = GetMobjDamageFactor(type, factors);
|
|
return int(damage * factor);
|
|
}
|