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0e19a0e330
When set, the actor will run this state during its first tick. This means Spawn states may now run an action function if you set this flag. Note that this action function is executed during the actor's first tick, which is not the same as when it is spawned. SVN r4240 (trunk)
307 lines
7.9 KiB
C++
307 lines
7.9 KiB
C++
/*
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** info.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 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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*/
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#ifndef __INFO_H__
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#define __INFO_H__
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#include <stddef.h>
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#if !defined(_WIN32)
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#include <inttypes.h> // for intptr_t
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#elif !defined(_MSC_VER)
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#include <stdint.h> // for mingw
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#endif
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#include "dobject.h"
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#include "doomdef.h"
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#include "m_fixed.h"
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#include "m_random.h"
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struct Baggage;
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class FScanner;
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struct FActorInfo;
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class FArchive;
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// Sprites that are fixed in position because they can have special meanings.
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enum
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{
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SPR_TNT1, // The empty sprite
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SPR_FIXED, // Do not change sprite or frame
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SPR_NOCHANGE, // Do not change sprite (frame change is okay)
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};
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struct FState
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{
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FState *NextState;
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actionf_p ActionFunc;
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WORD sprite;
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SWORD Tics;
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WORD TicRange;
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BYTE Frame;
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BYTE DefineFlags; // Unused byte so let's use it during state creation.
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int Misc1; // Was changed to SBYTE, reverted to long for MBF compat
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int Misc2; // Was changed to BYTE, reverted to long for MBF compat
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short Light;
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BYTE Fullbright:1; // State is fullbright
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BYTE SameFrame:1; // Ignore Frame (except when spawning actor)
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BYTE Fast:1;
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BYTE NoDelay:1; // Spawn states executes its action normally
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int ParameterIndex;
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inline int GetFrame() const
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{
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return Frame;
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}
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inline bool GetSameFrame() const
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{
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return SameFrame;
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}
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inline int GetFullbright() const
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{
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return Fullbright ? 0x10 /*RF_FULLBRIGHT*/ : 0;
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}
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inline int GetTics() const
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{
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if (TicRange == 0)
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{
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return Tics;
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}
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return Tics + pr_statetics.GenRand32() % (TicRange + 1);
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}
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inline int GetMisc1() const
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{
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return Misc1;
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}
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inline int GetMisc2() const
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{
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return Misc2;
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}
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inline FState *GetNextState() const
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{
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return NextState;
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}
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inline bool GetNoDelay() const
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{
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return NoDelay;
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}
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inline void SetFrame(BYTE frame)
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{
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Frame = frame - 'A';
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}
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void SetAction(PSymbolActionFunction *func, bool setdefaultparams = true)
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{
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if (func != NULL)
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{
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ActionFunc = func->Function;
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if (setdefaultparams) ParameterIndex = func->defaultparameterindex+1;
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}
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else
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{
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ActionFunc = NULL;
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if (setdefaultparams) ParameterIndex = 0;
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}
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}
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inline bool CallAction(AActor *self, AActor *stateowner, StateCallData *statecall = NULL)
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{
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if (ActionFunc != NULL)
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{
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ActionFunc(self, stateowner, this, ParameterIndex-1, statecall);
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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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static const PClass *StaticFindStateOwner (const FState *state);
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static const PClass *StaticFindStateOwner (const FState *state, const FActorInfo *info);
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static FRandom pr_statetics;
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};
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struct FStateLabels;
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struct FStateLabel
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{
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FName Label;
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FState *State;
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FStateLabels *Children;
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};
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struct FStateLabels
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{
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int NumLabels;
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FStateLabel Labels[1];
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FStateLabel *FindLabel (FName label);
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void Destroy(); // intentionally not a destructor!
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};
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FArchive &operator<< (FArchive &arc, FState *&state);
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#include "gametype.h"
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// Standard pre-defined skin colors
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struct FPlayerColorSet
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{
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struct ExtraRange
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{
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BYTE RangeStart, RangeEnd; // colors to remap
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BYTE FirstColor, LastColor; // colors to map to
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};
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FName Name; // Name of this color
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int Lump; // Lump to read the translation from, otherwise use next 2 fields
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BYTE FirstColor, LastColor; // Describes the range of colors to use for the translation
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BYTE RepresentativeColor; // A palette entry representative of this translation,
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// for map arrows and status bar backgrounds and such
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BYTE NumExtraRanges;
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ExtraRange Extra[6];
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};
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struct DmgFactors : public TMap<FName, fixed_t>
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{
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fixed_t *CheckFactor(FName type);
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};
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typedef TMap<FName, int> PainChanceList;
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typedef TMap<FName, PalEntry> PainFlashList;
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typedef TMap<int, FPlayerColorSet> FPlayerColorSetMap;
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struct DamageTypeDefinition
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{
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public:
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DamageTypeDefinition() { Clear(); }
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fixed_t DefaultFactor;
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bool ReplaceFactor;
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bool NoArmor;
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void Apply(FName const type);
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void Clear()
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{
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DefaultFactor = FRACUNIT;
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ReplaceFactor = false;
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NoArmor = false;
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}
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static DamageTypeDefinition *Get(FName const type);
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static bool IgnoreArmor(FName const type);
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static int ApplyMobjDamageFactor(int damage, FName const type, DmgFactors const * const factors);
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};
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struct FActorInfo
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{
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static void StaticInit ();
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static void StaticSetActorNums ();
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void BuildDefaults ();
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void ApplyDefaults (BYTE *defaults);
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void RegisterIDs ();
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void SetDamageFactor(FName type, fixed_t factor);
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void SetPainChance(FName type, int chance);
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void SetPainFlash(FName type, PalEntry color);
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bool GetPainFlash(FName type, PalEntry *color) const;
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void SetColorSet(int index, const FPlayerColorSet *set);
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FState *FindState (int numnames, FName *names, bool exact=false) const;
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FState *FindStateByString(const char *name, bool exact=false);
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FState *FindState (FName name) const
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{
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return FindState(1, &name);
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}
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bool OwnsState(const FState *state)
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{
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return state >= OwnedStates && state < OwnedStates + NumOwnedStates;
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}
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FActorInfo *GetReplacement (bool lookskill=true);
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FActorInfo *GetReplacee (bool lookskill=true);
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PClass *Class;
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FState *OwnedStates;
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FActorInfo *Replacement;
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FActorInfo *Replacee;
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int NumOwnedStates;
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BYTE GameFilter;
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BYTE SpawnID;
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SWORD DoomEdNum;
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FStateLabels *StateList;
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DmgFactors *DamageFactors;
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PainChanceList *PainChances;
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PainFlashList *PainFlashes;
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FPlayerColorSetMap *ColorSets;
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TArray<const PClass *> VisibleToPlayerClass;
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TArray<const PClass *> RestrictedToPlayerClass;
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TArray<const PClass *> ForbiddenToPlayerClass;
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};
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class FDoomEdMap
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{
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public:
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~FDoomEdMap();
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const PClass *FindType (int doomednum) const;
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void AddType (int doomednum, const PClass *type, bool temporary = false);
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void DelType (int doomednum);
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void Empty ();
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static void DumpMapThings ();
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private:
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enum { DOOMED_HASHSIZE = 256 };
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struct FDoomEdEntry
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{
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FDoomEdEntry *HashNext;
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const PClass *Type;
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int DoomEdNum;
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bool temp;
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};
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static FDoomEdEntry *DoomEdHash[DOOMED_HASHSIZE];
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};
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extern FDoomEdMap DoomEdMap;
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int GetSpriteIndex(const char * spritename, bool add = true);
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TArray<FName> &MakeStateNameList(const char * fname);
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void AddStateLight(FState *state, const char *lname);
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#endif // __INFO_H__
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