/* ** info.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2007 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __INFO_H__ #define __INFO_H__ #include #if !defined(_WIN32) #include // for intptr_t #elif !defined(_MSC_VER) #include // for mingw #endif #include "dobject.h" #include "doomdef.h" #include "vm.h" #include "s_sound.h" #include "m_fixed.h" struct Baggage; class FScanner; struct FActorInfo; class FArchive; // Sprites that are fixed in position because they can have special meanings. enum { SPR_TNT1, // The empty sprite SPR_FIXED, // Do not change sprite or frame SPR_NOCHANGE, // Do not change sprite (frame change is okay) }; struct FState { WORD sprite; SWORD Tics; int Misc1; // Was changed to SBYTE, reverted to long for MBF compat int Misc2; // Was changed to BYTE, reverted to long for MBF compat BYTE Frame; BYTE DefineFlags; // Unused byte so let's use it during state creation. short Light; BYTE Fullbright:1; // State is fullbright BYTE SameFrame:1; // Ignore Frame (except when spawning actor) BYTE Fast:1; FState *NextState; VMFunction *ActionFunc; inline int GetFrame() const { return Frame; } inline bool GetSameFrame() const { return SameFrame; } inline int GetFullbright() const { return Fullbright ? 0x10 /*RF_FULLBRIGHT*/ : 0; } inline int GetTics() const { return Tics; } inline int GetMisc1() const { return Misc1; } inline int GetMisc2() const { return Misc2; } inline FState *GetNextState() const { return NextState; } inline void SetFrame(BYTE frame) { Frame = frame - 'A'; } void SetAction(VMFunction *func) { ActionFunc = func; } bool CallAction(AActor *self, AActor *stateowner, StateCallData *statecall = NULL); static PClassActor *StaticFindStateOwner (const FState *state); static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info); }; struct FStateLabels; struct FStateLabel { FName Label; FState *State; FStateLabels *Children; }; struct FStateLabels { int NumLabels; FStateLabel Labels[1]; FStateLabel *FindLabel (FName label); void Destroy(); // intentionally not a destructor! }; FArchive &operator<< (FArchive &arc, FState *&state); #include "gametype.h" struct DmgFactors : public TMap { fixed_t *CheckFactor(FName type); }; typedef TMap PainChanceList; typedef TMap PainFlashList; struct DamageTypeDefinition { public: DamageTypeDefinition() { Clear(); } fixed_t DefaultFactor; bool ReplaceFactor; bool NoArmor; void Apply(FName const type); void Clear() { DefaultFactor = FRACUNIT; ReplaceFactor = false; NoArmor = false; } static DamageTypeDefinition *Get(FName const type); static bool IgnoreArmor(FName const type); static int ApplyMobjDamageFactor(int damage, FName const type, DmgFactors const * const factors); }; class DDropItem; class PClassPlayerPawn; class PClassActor : public PClass { DECLARE_CLASS(PClassActor, PClass); HAS_OBJECT_POINTERS; protected: virtual void Derive(PClass *newclass); public: static void StaticInit (); static void StaticSetActorNums (); PClassActor(); ~PClassActor(); void BuildDefaults(); void ApplyDefaults(BYTE *defaults); void RegisterIDs(); void SetDamageFactor(FName type, fixed_t factor); void SetPainChance(FName type, int chance); size_t PropagateMark(); void InitializeNativeDefaults(); void SetPainFlash(FName type, PalEntry color); FState *FindState(int numnames, FName *names, bool exact=false) const; FState *FindStateByString(const char *name, bool exact=false); FState *FindState(FName name) const { return FindState(1, &name); } bool OwnsState(const FState *state) { return state >= OwnedStates && state < OwnedStates + NumOwnedStates; } PClassActor *GetReplacement(bool lookskill=true); PClassActor *GetReplacee(bool lookskill=true); FState *OwnedStates; PClassActor *Replacement; PClassActor *Replacee; int NumOwnedStates; BYTE GameFilter; BYTE SpawnID; SWORD DoomEdNum; FStateLabels *StateList; DmgFactors *DamageFactors; PainChanceList *PainChances; PainFlashList *PainFlashes; TArray VisibleToPlayerClass; TArray RestrictedToPlayerClass; TArray ForbiddenToPlayerClass; FString Obituary; // Player was killed by this actor FString HitObituary; // Player was killed by this actor in melee fixed_t DeathHeight; // Height on normal death fixed_t BurnHeight; // Height on burning death PalEntry BloodColor; // Colorized blood int GibHealth; // Negative health below which this monster dies an extreme death int WoundHealth; // Health needed to enter wound state int PoisonDamage; // Amount of poison damage fixed_t FastSpeed; // Speed in fast mode fixed_t RDFactor; // Radius damage factor fixed_t CameraHeight; // Height of camera when used as such FSoundID HowlSound; // Sound being played when electrocuted or poisoned FName BloodType; // Blood replacement type FName BloodType2; // Bloopsplatter replacement type FName BloodType3; // AxeBlood replacement type DDropItem *DropItems; FString SourceLumpName; // Old Decorate compatibility stuff bool DontHurtShooter; int ExplosionRadius; int ExplosionDamage; int MeleeDamage; FSoundID MeleeSound; FName MissileName; fixed_t MissileHeight; // For those times when being able to scan every kind of actor is convenient static TArray AllActorClasses; }; inline PClassActor *PClass::FindActor(FName name) { return dyn_cast(FindClass(name)); } class FDoomEdMap { public: ~FDoomEdMap(); PClassActor *FindType (int doomednum) const; void AddType (int doomednum, PClassActor *type, bool temporary = false); void DelType (int doomednum); void Empty (); static void DumpMapThings (); private: enum { DOOMED_HASHSIZE = 256 }; struct FDoomEdEntry { FDoomEdEntry *HashNext; PClassActor *Type; int DoomEdNum; bool temp; }; static FDoomEdEntry *DoomEdHash[DOOMED_HASHSIZE]; }; extern FDoomEdMap DoomEdMap; int GetSpriteIndex(const char * spritename, bool add = true); TArray &MakeStateNameList(const char * fname); void AddStateLight(FState *state, const char *lname); // Standard parameters for all action functons // self - Actor this action is to operate on (player if a weapon) // stateowner - Actor this action really belongs to (may be a weapon) // callingstate - State this action was called from // statecall - CustomInventory stuff #define PARAM_ACTION_PROLOGUE_TYPE(type) \ PARAM_PROLOGUE; \ PARAM_OBJECT (self, type); \ PARAM_OBJECT_OPT (stateowner, AActor) { stateowner = self; } \ PARAM_STATE_OPT (callingstate) { callingstate = NULL; } \ PARAM_POINTER_OPT(statecall, StateCallData) { statecall = NULL; } #define PARAM_ACTION_PROLOGUE PARAM_ACTION_PROLOGUE_TYPE(AActor) // Number of action paramaters #define NAP 4 #endif // __INFO_H__