mirror of
https://github.com/ZDoom/gzdoom.git
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050acc9271
* all new things got either an sctor definition or are explicitly deleted through the 'doomednums' section in MAPINFO. CTC related actors are non-functional! * added a 'noskillflags' option to 'doomednums' so that the lightmap definition things in the maps can be repurposed as dynamic lights. * added the new dagger powerup. * added MAPINFO entries for the added maps.
445 lines
10 KiB
C++
445 lines
10 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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#include <stdint.h>
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#include "dobject.h"
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#include "doomdef.h"
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#include "s_sound.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 FIntCVar;
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class FStateDefinitions;
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class FInternalLightAssociation;
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enum EStateDefineFlags
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{
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SDF_NEXT = 0,
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SDF_STATE = 1,
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SDF_STOP = 2,
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SDF_WAIT = 3,
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SDF_LABEL = 4,
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SDF_INDEX = 5,
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SDF_MASK = 7,
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};
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enum EStateFlags
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{
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STF_SLOW = 1, // State duration is extended when slow monsters is on.
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STF_FAST = 2, // State duration is shortened when fast monsters is on.
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STF_FULLBRIGHT = 4, // State is fullbright
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STF_NODELAY = 8, // Spawn states executes its action normally
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STF_SAMEFRAME = 16, // Ignore Frame (except when spawning actor)
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STF_CANRAISE = 32, // Allows a monster to be resurrected without waiting for an infinate frame
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STF_DEHACKED = 64, // Modified by Dehacked
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};
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enum EStateUseFlags
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{
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SUF_ACTOR = 1,
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SUF_OVERLAY = 2,
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SUF_WEAPON = 4,
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SUF_ITEM = 8,
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};
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enum EStateType : int // this must ensure proper alignment.
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{
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STATE_Actor,
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STATE_Psprite,
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STATE_StateChain,
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};
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struct FStateParamInfo
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{
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FState *mCallingState;
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EStateType mStateType;
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int mPSPIndex;
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};
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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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VMFunction *ActionFunc;
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int32_t sprite;
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int16_t Tics;
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uint16_t TicRange;
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int16_t Light;
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uint16_t StateFlags;
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uint8_t Frame;
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uint8_t UseFlags;
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uint8_t DefineFlags;
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int32_t Misc1; // Was changed to int8_t, reverted to long for MBF compat
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int32_t Misc2; // Was changed to uint8_t, reverted to long for MBF compat
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public:
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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 !!(StateFlags & STF_SAMEFRAME);
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}
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inline int GetFullbright() const
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{
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return (StateFlags & STF_FULLBRIGHT)? 0x10 /*RF_FULLBRIGHT*/ : 0;
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}
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inline bool GetFast() const
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{
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return !!(StateFlags & STF_FAST);
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}
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inline bool GetSlow() const
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{
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return !!(StateFlags & STF_SLOW);
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}
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inline bool GetNoDelay() const
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{
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return !!(StateFlags & STF_NODELAY);
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}
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inline bool GetCanRaise() const
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{
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return !!(StateFlags & STF_CANRAISE);
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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 void SetFrame(uint8_t frame)
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{
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Frame = frame - 'A';
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}
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void SetAction(VMFunction *func) { ActionFunc = func; }
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void ClearAction() { ActionFunc = NULL; }
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void SetAction(const char *name);
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bool CallAction(AActor *self, AActor *stateowner, FStateParamInfo *stateinfo, FState **stateret);
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static PClassActor *StaticFindStateOwner (const FState *state);
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static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info);
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static FString StaticGetStateName(const FState *state);
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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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#include "gametype.h"
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struct DmgFactors : public TArray<std::pair<FName, double>>
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{
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int Apply(FName type, int damage);
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};
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typedef TArray<std::pair<FName, int>> PainChanceList;
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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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FString Obituary;
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double DefaultFactor;
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bool ReplaceFactor;
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bool NoArmor;
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void Apply(FName type);
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void Clear()
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{
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Obituary = "";
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DefaultFactor = 1.;
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ReplaceFactor = false;
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NoArmor = false;
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}
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static bool IgnoreArmor(FName type);
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static int ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors);
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static FString GetObituary(FName type);
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private:
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static double GetMobjDamageFactor(FName type, DmgFactors const * const factors);
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static DamageTypeDefinition *Get(FName type);
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};
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struct FDropItem;
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struct FActorInfo
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{
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TArray<FInternalLightAssociation *> LightAssociations;
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PClassActor *Replacement = nullptr;
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PClassActor *Replacee = nullptr;
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FState *OwnedStates = nullptr;
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int NumOwnedStates = 0;
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uint8_t GameFilter = GAME_Any;
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uint16_t SpawnID = 0;
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uint16_t ConversationID = 0;
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int16_t DoomEdNum = -1;
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FStateLabels *StateList = nullptr;
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DmgFactors DamageFactors;
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PainChanceList PainChances;
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TArray<PClassActor *> VisibleToPlayerClass;
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FDropItem *DropItems;
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FIntCVar *distancecheck;
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// This is from PClassPlayerPawn
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FString DisplayName;
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uint8_t DefaultStateUsage = 0; // state flag defaults for blocks without a qualifier.
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FActorInfo() {}
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FActorInfo(const FActorInfo & other)
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{
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// only copy the fields that get inherited
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DefaultStateUsage = other.DefaultStateUsage;
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DamageFactors = other.DamageFactors;
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PainChances = other.PainChances;
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VisibleToPlayerClass = other.VisibleToPlayerClass;
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DropItems = other.DropItems;
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distancecheck = other.distancecheck;
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DisplayName = other.DisplayName;
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}
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~FActorInfo()
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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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// This is now merely a wrapper that adds actor-specific functionality to PClass.
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// No objects of this type will be created ever - its only use is to static_casr
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// PClass to it.
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class PClassActor : public PClass
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{
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protected:
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public:
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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(uint8_t *defaults);
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void RegisterIDs();
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void SetDamageFactor(FName type, double factor);
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void SetPainChance(FName type, int chance);
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bool SetReplacement(FName replaceName);
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FActorInfo *ActorInfo() const
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{
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return (FActorInfo*)Meta;
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}
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void SetDropItems(FDropItem *drops)
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{
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ActorInfo()->DropItems = drops;
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}
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const FString &GetDisplayName() const
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{
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return ActorInfo()->DisplayName;
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}
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FState *GetStates() const
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{
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return ActorInfo()->OwnedStates;
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}
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unsigned GetStateCount() const
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{
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return ActorInfo()->NumOwnedStates;
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}
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FStateLabels *GetStateLabels() const
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{
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return ActorInfo()->StateList;
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}
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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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auto i = ActorInfo();
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return state >= i->OwnedStates && state < i->OwnedStates + i->NumOwnedStates;
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}
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PClassActor *GetReplacement(bool lookskill=true);
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PClassActor *GetReplacee(bool lookskill=true);
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// For those times when being able to scan every kind of actor is convenient
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static TArray<PClassActor *> AllActorClasses;
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};
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struct FDoomEdEntry
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{
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PClassActor *Type;
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short Special;
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signed char ArgsDefined;
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bool NoSkillFlags;
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int Args[5];
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};
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struct FStateLabelStorage
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{
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TArray<uint8_t> Storage;
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int AddPointer(FState *ptr)
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{
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if (ptr != nullptr)
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{
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int pos = Storage.Reserve(sizeof(ptr) + sizeof(int));
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memset(&Storage[pos], 0, sizeof(int));
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memcpy(&Storage[pos + sizeof(int)], &ptr, sizeof(ptr));
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return pos / 4 + 1;
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}
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else return 0;
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}
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int AddNames(TArray<FName> &names)
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{
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int siz = names.Size();
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if (siz > 1)
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{
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int pos = Storage.Reserve(sizeof(int) + sizeof(FName) * names.Size());
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memcpy(&Storage[pos], &siz, sizeof(int));
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memcpy(&Storage[pos + sizeof(int)], &names[0], sizeof(FName) * names.Size());
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return pos / 4 + 1;
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}
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else
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{
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// don't store single name states in the array.
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return names[0].GetIndex() + 0x10000000;
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}
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}
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FState *GetState(int pos, PClassActor *cls, bool exact = false);
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};
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extern FStateLabelStorage StateLabels;
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enum ESpecialMapthings
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{
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SMT_Player1Start = 1,
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SMT_Player2Start,
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SMT_Player3Start,
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SMT_Player4Start,
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SMT_Player5Start,
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SMT_Player6Start,
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SMT_Player7Start,
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SMT_Player8Start,
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SMT_DeathmatchStart,
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SMT_SSeqOverride,
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SMT_PolyAnchor,
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SMT_PolySpawn,
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SMT_PolySpawnCrush,
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SMT_PolySpawnHurt,
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SMT_SlopeFloorPointLine,
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SMT_SlopeCeilingPointLine,
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SMT_SetFloorSlope,
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SMT_SetCeilingSlope,
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SMT_VavoomFloor,
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SMT_VavoomCeiling,
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SMT_CopyFloorPlane,
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SMT_CopyCeilingPlane,
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SMT_VertexFloorZ,
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SMT_VertexCeilingZ,
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SMT_EDThing,
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};
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typedef TMap<int, FDoomEdEntry> FDoomEdMap;
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extern FDoomEdMap DoomEdMap;
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void InitActorNumsFromMapinfo();
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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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