mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 12:51:27 +00:00
344 lines
9.1 KiB
C++
344 lines
9.1 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 "vm.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 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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VMFunction *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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BYTE CanRaise:1; // Allows a monster to be resurrected without waiting for an infinate frame
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BYTE Slow:1; // Inverse of fast
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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 bool GetCanRaise() const
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{
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return CanRaise;
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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(VMFunction *func) { ActionFunc = func; }
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bool CallAction(AActor *self, AActor *stateowner);
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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 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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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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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 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 type);
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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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};
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class DDropItem;
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class PClassPlayerPawn;
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class PClassActor : public PClass
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{
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DECLARE_CLASS(PClassActor, PClass);
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HAS_OBJECT_POINTERS;
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protected:
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virtual void Derive(PClass *newclass);
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public:
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static void StaticInit ();
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static void StaticSetActorNums ();
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PClassActor();
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~PClassActor();
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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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size_t PropagateMark();
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void InitializeNativeDefaults();
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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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PClassActor *GetReplacement(bool lookskill=true);
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PClassActor *GetReplacee(bool lookskill=true);
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FState *OwnedStates;
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PClassActor *Replacement;
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PClassActor *Replacee;
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int NumOwnedStates;
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BYTE GameFilter;
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WORD SpawnID;
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WORD ConversationID;
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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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TArray<PClassPlayerPawn *> VisibleToPlayerClass;
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TArray<PClassPlayerPawn *> RestrictedToPlayerClass;
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TArray<PClassPlayerPawn *> ForbiddenToPlayerClass;
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FString Obituary; // Player was killed by this actor
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FString HitObituary; // Player was killed by this actor in melee
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fixed_t DeathHeight; // Height on normal death
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fixed_t BurnHeight; // Height on burning death
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PalEntry BloodColor; // Colorized blood
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int GibHealth; // Negative health below which this monster dies an extreme death
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int WoundHealth; // Health needed to enter wound state
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int PoisonDamage; // Amount of poison damage
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fixed_t FastSpeed; // Speed in fast mode
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fixed_t RDFactor; // Radius damage factor
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fixed_t CameraHeight; // Height of camera when used as such
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FSoundID HowlSound; // Sound being played when electrocuted or poisoned
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FName BloodType; // Blood replacement type
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FName BloodType2; // Bloopsplatter replacement type
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FName BloodType3; // AxeBlood replacement type
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DDropItem *DropItems;
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FString SourceLumpName;
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// Old Decorate compatibility stuff
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bool DontHurtShooter;
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int ExplosionRadius;
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int ExplosionDamage;
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int MeleeDamage;
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FSoundID MeleeSound;
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FName MissileName;
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fixed_t MissileHeight;
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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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inline PClassActor *PClass::FindActor(FName name)
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{
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return dyn_cast<PClassActor>(FindClass(name));
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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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int Args[5];
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};
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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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// Standard parameters for all action functons
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// self - Actor this action is to operate on (player if a weapon)
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// stateowner - Actor this action really belongs to (may be an item)
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// callingstate - State this action was called from
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#define PARAM_ACTION_PROLOGUE_TYPE(type) \
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PARAM_PROLOGUE; \
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PARAM_OBJECT (self, type); \
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PARAM_OBJECT_OPT (stateowner, AActor) { stateowner = self; } \
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PARAM_STATE_OPT (callingstate) { callingstate = NULL; } \
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#define PARAM_ACTION_PROLOGUE PARAM_ACTION_PROLOGUE_TYPE(AActor)
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// Number of action paramaters
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#define NAP 3
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#endif // __INFO_H__
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