qzdoom-gpl/src/info.h
Gaerzi 83182b703d Added slow monsters, the inverse of fast monsters
This is a skill setting only, no "always slow" or "never slow" actor
flags, and no DM flags.
2014-04-15 21:01:49 +02:00

313 lines
8 KiB
C++

/*
** 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 <stddef.h>
#if !defined(_WIN32)
#include <inttypes.h> // for intptr_t
#elif !defined(_MSC_VER)
#include <stdint.h> // for mingw
#endif
#include "dobject.h"
#include "doomdef.h"
#include "m_fixed.h"
#include "m_random.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
{
FState *NextState;
actionf_p ActionFunc;
WORD sprite;
SWORD Tics;
WORD TicRange;
BYTE Frame;
BYTE DefineFlags; // Unused byte so let's use it during state creation.
int Misc1; // Was changed to SBYTE, reverted to long for MBF compat
int Misc2; // Was changed to BYTE, reverted to long for MBF compat
short Light;
BYTE Fullbright:1; // State is fullbright
BYTE SameFrame:1; // Ignore Frame (except when spawning actor)
BYTE Fast:1;
BYTE NoDelay:1; // Spawn states executes its action normally
BYTE CanRaise:1; // Allows a monster to be resurrected without waiting for an infinate frame
BYTE Slow:1; // Inverse of fast
int ParameterIndex;
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
{
if (TicRange == 0)
{
return Tics;
}
return Tics + pr_statetics.GenRand32() % (TicRange + 1);
}
inline int GetMisc1() const
{
return Misc1;
}
inline int GetMisc2() const
{
return Misc2;
}
inline FState *GetNextState() const
{
return NextState;
}
inline bool GetNoDelay() const
{
return NoDelay;
}
inline bool GetCanRaise() const
{
return CanRaise;
}
inline void SetFrame(BYTE frame)
{
Frame = frame - 'A';
}
void SetAction(PSymbolActionFunction *func, bool setdefaultparams = true)
{
if (func != NULL)
{
ActionFunc = func->Function;
if (setdefaultparams) ParameterIndex = func->defaultparameterindex+1;
}
else
{
ActionFunc = NULL;
if (setdefaultparams) ParameterIndex = 0;
}
}
inline bool CallAction(AActor *self, AActor *stateowner, StateCallData *statecall = NULL)
{
if (ActionFunc != NULL)
{
ActionFunc(self, stateowner, this, ParameterIndex-1, statecall);
return true;
}
else
{
return false;
}
}
static const PClass *StaticFindStateOwner (const FState *state);
static const PClass *StaticFindStateOwner (const FState *state, const FActorInfo *info);
static FRandom pr_statetics;
};
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"
// Standard pre-defined skin colors
struct FPlayerColorSet
{
struct ExtraRange
{
BYTE RangeStart, RangeEnd; // colors to remap
BYTE FirstColor, LastColor; // colors to map to
};
FName Name; // Name of this color
int Lump; // Lump to read the translation from, otherwise use next 2 fields
BYTE FirstColor, LastColor; // Describes the range of colors to use for the translation
BYTE RepresentativeColor; // A palette entry representative of this translation,
// for map arrows and status bar backgrounds and such
BYTE NumExtraRanges;
ExtraRange Extra[6];
};
struct DmgFactors : public TMap<FName, fixed_t>
{
fixed_t *CheckFactor(FName type);
};
typedef TMap<FName, int> PainChanceList;
typedef TMap<FName, PalEntry> PainFlashList;
typedef TMap<int, FPlayerColorSet> FPlayerColorSetMap;
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);
};
struct FActorInfo
{
static void StaticInit ();
static void StaticSetActorNums ();
void BuildDefaults ();
void ApplyDefaults (BYTE *defaults);
void RegisterIDs ();
void SetDamageFactor(FName type, fixed_t factor);
void SetPainChance(FName type, int chance);
void SetPainFlash(FName type, PalEntry color);
bool GetPainFlash(FName type, PalEntry *color) const;
void SetColorSet(int index, const FPlayerColorSet *set);
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;
}
FActorInfo *GetReplacement (bool lookskill=true);
FActorInfo *GetReplacee (bool lookskill=true);
PClass *Class;
FState *OwnedStates;
FActorInfo *Replacement;
FActorInfo *Replacee;
int NumOwnedStates;
BYTE GameFilter;
BYTE SpawnID;
SWORD DoomEdNum;
FStateLabels *StateList;
DmgFactors *DamageFactors;
PainChanceList *PainChances;
PainFlashList *PainFlashes;
FPlayerColorSetMap *ColorSets;
TArray<const PClass *> VisibleToPlayerClass;
TArray<const PClass *> RestrictedToPlayerClass;
TArray<const PClass *> ForbiddenToPlayerClass;
};
class FDoomEdMap
{
public:
~FDoomEdMap();
const PClass *FindType (int doomednum) const;
void AddType (int doomednum, const PClass *type, bool temporary = false);
void DelType (int doomednum);
void Empty ();
static void DumpMapThings ();
private:
enum { DOOMED_HASHSIZE = 256 };
struct FDoomEdEntry
{
FDoomEdEntry *HashNext;
const PClass *Type;
int DoomEdNum;
bool temp;
};
static FDoomEdEntry *DoomEdHash[DOOMED_HASHSIZE];
};
extern FDoomEdMap DoomEdMap;
int GetSpriteIndex(const char * spritename, bool add = true);
TArray<FName> &MakeStateNameList(const char * fname);
void AddStateLight(FState *state, const char *lname);
#endif // __INFO_H__