qzdoom/src/info.cpp

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/*
** info.cpp
** Keeps track of available actors and their states
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 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.
**---------------------------------------------------------------------------
**
** This is completely different from Doom's info.c.
**
*/
#include "doomstat.h"
#include "info.h"
#include "m_fixed.h"
#include "c_dispatch.h"
#include "d_net.h"
#include "v_text.h"
#include "gi.h"
#include "vm.h"
#include "actor.h"
#include "r_state.h"
#include "i_system.h"
#include "p_local.h"
#include "templates.h"
#include "cmdlib.h"
#include "g_level.h"
#include "stats.h"
#include "thingdef/thingdef.h"
#include "d_player.h"
extern void LoadActors ();
extern void InitBotStuff();
extern void ClearStrifeTypes();
TArray<PClassActor *> PClassActor::AllActorClasses;
FRandom FState::pr_statetics("StateTics");
cycle_t ActionCycles;
void FState::SetAction(const char *name)
{
ActionFunc = FindGlobalActionFunction(name)->Variants[0].Implementation;
}
bool FState::CallAction(AActor *self, AActor *stateowner, FState **stateret)
{
if (ActionFunc != NULL)
{
ActionCycles.Clock();
static VMFrameStack stack;
VMValue params[3] = { self, stateowner, VMValue(this, ATAG_STATE) };
// If the function returns a state, store it at *stateret.
// If it doesn't return a state but stateret is non-NULL, we need
// to set *stateret to NULL.
if (stateret != NULL)
{
*stateret = NULL;
if (ActionFunc->Proto == NULL ||
ActionFunc->Proto->ReturnTypes.Size() == 0 ||
ActionFunc->Proto->ReturnTypes[0] != TypeState)
{
stateret = NULL;
}
}
if (stateret == NULL)
{
stack.Call(ActionFunc, params, countof(params), NULL, 0, NULL);
}
else
{
VMReturn ret;
ret.PointerAt((void **)stateret);
stack.Call(ActionFunc, params, countof(params), &ret, 1, NULL);
}
ActionCycles.Unclock();
return true;
}
else
{
return false;
}
}
//==========================================================================
//
//
//==========================================================================
int GetSpriteIndex(const char * spritename, bool add)
{
static char lastsprite[5];
static int lastindex;
// Make sure that the string is upper case and 4 characters long
char upper[5]={0,0,0,0,0};
for (int i = 0; spritename[i] != 0 && i < 4; i++)
{
upper[i] = toupper (spritename[i]);
}
// cache the name so if the next one is the same the function doesn't have to perform a search.
if (!strcmp(upper, lastsprite))
{
return lastindex;
}
strcpy(lastsprite, upper);
for (unsigned i = 0; i < sprites.Size (); ++i)
{
if (strcmp (sprites[i].name, upper) == 0)
{
return (lastindex = (int)i);
}
}
if (!add)
{
return (lastindex = -1);
}
spritedef_t temp;
strcpy (temp.name, upper);
temp.numframes = 0;
temp.spriteframes = 0;
return (lastindex = (int)sprites.Push (temp));
}
IMPLEMENT_POINTY_CLASS(PClassActor)
DECLARE_POINTER(DropItems)
END_POINTERS
//==========================================================================
//
// PClassActor :: StaticInit STATIC
//
//==========================================================================
void PClassActor::StaticInit()
{
sprites.Clear();
if (sprites.Size() == 0)
{
spritedef_t temp;
// Sprite 0 is always TNT1
memcpy (temp.name, "TNT1", 5);
temp.numframes = 0;
temp.spriteframes = 0;
sprites.Push (temp);
// Sprite 1 is always ----
memcpy (temp.name, "----", 5);
sprites.Push (temp);
// Sprite 2 is always ####
memcpy (temp.name, "####", 5);
sprites.Push (temp);
}
if (!batchrun) Printf ("LoadActors: Load actor definitions.\n");
ClearStrifeTypes();
LoadActors ();
InitBotStuff();
}
//==========================================================================
//
// PClassActor :: StaticSetActorNums STATIC
//
// Called after Dehacked patches are applied
//
//==========================================================================
void PClassActor::StaticSetActorNums()
{
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
static_cast<PClassActor *>(PClassActor::AllActorClasses[i])->RegisterIDs();
}
}
//==========================================================================
//
// PClassActor Constructor
//
//==========================================================================
PClassActor::PClassActor()
{
GameFilter = GAME_Any;
SpawnID = 0;
DoomEdNum = -1;
OwnedStates = NULL;
NumOwnedStates = 0;
Replacement = NULL;
Replacee = NULL;
StateList = NULL;
DamageFactors = NULL;
PainChances = NULL;
DeathHeight = -1;
BurnHeight = -1;
GibHealth = INT_MIN;
WoundHealth = 6;
PoisonDamage = 0;
FastSpeed = -1.;
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RDFactor = FRACUNIT;
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CameraHeight = INT_MIN;
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DropItems = NULL;
DontHurtShooter = false;
ExplosionRadius = -1;
MeleeDamage = 0;
// Record this in the master list.
AllActorClasses.Push(this);
}
//==========================================================================
//
// PClassActor Destructor
//
//==========================================================================
PClassActor::~PClassActor()
{
if (OwnedStates != NULL)
{
delete[] OwnedStates;
}
if (DamageFactors != NULL)
{
delete DamageFactors;
}
if (PainChances != NULL)
{
delete PainChances;
}
if (StateList != NULL)
{
StateList->Destroy();
M_Free(StateList);
}
}
//==========================================================================
//
// PClassActor :: Derive
//
//==========================================================================
void PClassActor::DeriveData(PClass *newclass)
{
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassActor)));
PClassActor *newa = static_cast<PClassActor *>(newclass);
newa->Obituary = Obituary;
newa->HitObituary = HitObituary;
newa->DeathHeight = DeathHeight;
newa->BurnHeight = BurnHeight;
newa->BloodColor = BloodColor;
newa->GibHealth = GibHealth;
newa->WoundHealth = WoundHealth;
newa->PoisonDamage = PoisonDamage;
newa->FastSpeed = FastSpeed;
newa->RDFactor = RDFactor;
newa->CameraHeight = CameraHeight;
newa->HowlSound = HowlSound;
newa->BloodType = BloodType;
newa->BloodType2 = BloodType2;
newa->BloodType3 = BloodType3;
newa->DropItems = DropItems;
newa->DontHurtShooter = DontHurtShooter;
newa->ExplosionRadius = ExplosionRadius;
newa->ExplosionDamage = ExplosionDamage;
newa->MeleeDamage = MeleeDamage;
newa->MeleeSound = MeleeSound;
newa->MissileName = MissileName;
newa->MissileHeight = MissileHeight;
newa->VisibleToPlayerClass = VisibleToPlayerClass;
if (DamageFactors != NULL)
{
// copy damage factors from parent
newa->DamageFactors = new DmgFactors;
*newa->DamageFactors = *DamageFactors;
}
if (PainChances != NULL)
{
// copy pain chances from parent
newa->PainChances = new PainChanceList;
*newa->PainChances = *PainChances;
}
}
//==========================================================================
//
// PClassActor :: PropagateMark
//
//==========================================================================
size_t PClassActor::PropagateMark()
{
// Mark state functions
for (int i = 0; i < NumOwnedStates; ++i)
{
if (OwnedStates[i].ActionFunc != NULL)
{
GC::Mark(OwnedStates[i].ActionFunc);
}
}
// Mark damage function
if (Defaults != NULL)
{
GC::Mark(((AActor *)Defaults)->Damage);
}
// marked += ActorInfo->NumOwnedStates * sizeof(FState);
return Super::PropagateMark();
}
//==========================================================================
//
// PClassActor :: InitializeNativeDefaults
//
// This is used by DECORATE to assign ActorInfos to internal classes
//
//==========================================================================
void PClassActor::InitializeNativeDefaults()
{
Symbols.SetParentTable(&ParentClass->Symbols);
assert(Defaults == NULL);
Defaults = (BYTE *)M_Malloc(Size);
if (ParentClass->Defaults != NULL)
{
memcpy(Defaults, ParentClass->Defaults, ParentClass->Size);
if (Size > ParentClass->Size)
{
memset(Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
}
}
else
{
memset (Defaults, 0, Size);
}
}
//==========================================================================
//
// PClassActor :: RegisterIDs
//
// Registers this class's SpawnID and DoomEdNum in the appropriate tables.
//
//==========================================================================
void PClassActor::RegisterIDs()
{
PClassActor *cls = PClass::FindActor(TypeName);
if (cls == NULL)
{
Printf(TEXTCOLOR_RED"The actor '%s' has been hidden by a non-actor of the same name\n", TypeName.GetChars());
return;
}
// Conversation IDs have never been filtered by game so we cannot start doing that.
if (ConversationID > 0)
{
StrifeTypes[ConversationID] = cls;
if (cls != this)
{
Printf(TEXTCOLOR_RED"Conversation ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
}
}
if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
{
if (SpawnID > 0)
{
SpawnableThings[SpawnID] = cls;
if (cls != this)
{
Printf(TEXTCOLOR_RED"Spawn ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
}
}
if (DoomEdNum != -1)
{
FDoomEdEntry *oldent = DoomEdMap.CheckKey(DoomEdNum);
if (oldent != NULL && oldent->Special == -2)
{
Printf(TEXTCOLOR_RED"Editor number %d defined twice for classes '%s' and '%s'\n", DoomEdNum, cls->TypeName.GetChars(), oldent->Type->TypeName.GetChars());
}
FDoomEdEntry ent;
memset(&ent, 0, sizeof(ent));
ent.Type = cls;
ent.Special = -2; // use -2 instead of -1 so that we can recognize DECORATE defined entries and print a warning message if duplicates occur.
DoomEdMap.Insert(DoomEdNum, ent);
if (cls != this)
{
Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
}
}
}
}
//==========================================================================
//
// PClassActor :: GetReplacement
//
//==========================================================================
PClassActor *PClassActor::GetReplacement(bool lookskill)
{
FName skillrepname;
if (lookskill && AllSkills.Size() > (unsigned)gameskill)
{
skillrepname = AllSkills[gameskill].GetReplacement(TypeName);
if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
{
Printf("Warning: incorrect actor name in definition of skill %s: \n"
"class %s is replaced by non-existent class %s\n"
"Skill replacement will be ignored for this actor.\n",
AllSkills[gameskill].Name.GetChars(),
TypeName.GetChars(), skillrepname.GetChars());
AllSkills[gameskill].SetReplacement(TypeName, NAME_None);
AllSkills[gameskill].SetReplacedBy(skillrepname, NAME_None);
lookskill = false; skillrepname = NAME_None;
}
}
if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
{
return this;
}
// The Replacement field is temporarily NULLed to prevent
// potential infinite recursion.
PClassActor *savedrep = Replacement;
Replacement = NULL;
PClassActor *rep = savedrep;
// Handle skill-based replacement here. It has precedence on DECORATE replacement
// in that the skill replacement is applied first, followed by DECORATE replacement
// on the actor indicated by the skill replacement.
if (lookskill && (skillrepname != NAME_None))
{
rep = PClass::FindActor(skillrepname);
}
// Now handle DECORATE replacement chain
// Skill replacements are not recursive, contrarily to DECORATE replacements
rep = rep->GetReplacement(false);
// Reset the temporarily NULLed field
Replacement = savedrep;
return rep;
}
//==========================================================================
//
// PClassActor :: GetReplacee
//
//==========================================================================
PClassActor *PClassActor::GetReplacee(bool lookskill)
{
FName skillrepname;
if (lookskill && AllSkills.Size() > (unsigned)gameskill)
{
skillrepname = AllSkills[gameskill].GetReplacedBy(TypeName);
if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
{
Printf("Warning: incorrect actor name in definition of skill %s: \n"
"non-existent class %s is replaced by class %s\n"
"Skill replacement will be ignored for this actor.\n",
AllSkills[gameskill].Name.GetChars(),
skillrepname.GetChars(), TypeName.GetChars());
AllSkills[gameskill].SetReplacedBy(TypeName, NAME_None);
AllSkills[gameskill].SetReplacement(skillrepname, NAME_None);
lookskill = false;
}
}
if (Replacee == NULL && (!lookskill || skillrepname == NAME_None))
{
return this;
}
// The Replacee field is temporarily NULLed to prevent
// potential infinite recursion.
PClassActor *savedrep = Replacee;
Replacee = NULL;
PClassActor *rep = savedrep;
if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL))
{
rep = PClass::FindActor(skillrepname);
}
rep = rep->GetReplacee(false);
Replacee = savedrep;
return rep;
}
//==========================================================================
//
// PClassActor :: SetDamageFactor
//
//==========================================================================
void PClassActor::SetDamageFactor(FName type, fixed_t factor)
{
if (DamageFactors == NULL)
{
DamageFactors = new DmgFactors;
}
DamageFactors->Insert(type, factor);
}
//==========================================================================
//
// PClassActor :: SetPainChance
//
//==========================================================================
void PClassActor::SetPainChance(FName type, int chance)
{
if (chance >= 0)
{
if (PainChances == NULL)
{
PainChances = new PainChanceList;
}
PainChances->Insert(type, MIN(chance, 256));
}
else if (PainChances != NULL)
{
PainChances->Remove(type);
}
}
//==========================================================================
//
// PClassActor :: ReplaceClassRef
//
//==========================================================================
void PClassActor::ReplaceClassRef(PClass *oldclass, PClass *newclass)
{
for (unsigned i = 0; i < VisibleToPlayerClass.Size(); i++)
{
if (VisibleToPlayerClass[i] == oldclass)
VisibleToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
}
AActor *def = (AActor*)Defaults;
if (def != NULL)
{
if (def->TeleFogSourceType == oldclass) def->TeleFogSourceType = static_cast<PClassActor *>(newclass);
if (def->TeleFogDestType == oldclass) def->TeleFogDestType = static_cast<PClassActor *>(newclass);
}
}
//==========================================================================
//
// DmgFactors :: CheckFactor
//
// Checks for the existance of a certain damage type. If that type does not
// exist, the damage factor for type 'None' will be returned, if present.
//
//==========================================================================
fixed_t *DmgFactors::CheckFactor(FName type)
{
fixed_t *pdf = CheckKey(type);
if (pdf == NULL && type != NAME_None)
{
pdf = CheckKey(NAME_None);
}
return pdf;
}
static void SummonActor (int command, int command2, FCommandLine argv)
{
if (CheckCheatmode ())
return;
if (argv.argc() > 1)
{
PClassActor *type = PClass::FindActor(argv[1]);
if (type == NULL)
{
Printf ("Unknown actor '%s'\n", argv[1]);
return;
}
Net_WriteByte (argv.argc() > 2 ? command2 : command);
Net_WriteString (type->TypeName.GetChars());
if (argv.argc () > 2)
{
Net_WriteWord (atoi (argv[2])); // angle
Net_WriteWord ((argv.argc() > 3) ? atoi(argv[3]) : 0); // TID
Net_WriteByte ((argv.argc() > 4) ? atoi(argv[4]) : 0); // special
for (int i = 5; i < 10; i++)
{ // args[5]
Net_WriteLong((i < argv.argc()) ? atoi(argv[i]) : 0);
}
}
}
}
CCMD (summon)
{
SummonActor (DEM_SUMMON, DEM_SUMMON2, argv);
}
CCMD (summonfriend)
{
SummonActor (DEM_SUMMONFRIEND, DEM_SUMMONFRIEND2, argv);
}
CCMD (summonmbf)
{
SummonActor (DEM_SUMMONMBF, DEM_SUMMONFRIEND2, argv);
}
CCMD (summonfoe)
{
SummonActor (DEM_SUMMONFOE, DEM_SUMMONFOE2, argv);
}
// Damage type defaults / global settings
TMap<FName, DamageTypeDefinition> GlobalDamageDefinitions;
void DamageTypeDefinition::Apply(FName type)
{
GlobalDamageDefinitions[type] = *this;
}
DamageTypeDefinition *DamageTypeDefinition::Get(FName type)
{
return GlobalDamageDefinitions.CheckKey(type);
}
bool DamageTypeDefinition::IgnoreArmor(FName type)
{
DamageTypeDefinition *dtd = Get(type);
if (dtd) return dtd->NoArmor;
return false;
}
//==========================================================================
//
// DamageTypeDefinition :: ApplyMobjDamageFactor
//
// Calculates mobj damage based on original damage, defined damage factors
// and damage type.
//
// If the specific damage type is not defined, the damage factor for
// type 'None' will be used (with 1.0 as a default value).
//
// Globally declared damage types may override or multiply the damage
// factor when 'None' is used as a fallback in this function.
//
//==========================================================================
int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors)
{
if (factors)
{
// If the actor has named damage factors, look for a specific factor
fixed_t const *pdf = factors->CheckKey(type);
if (pdf) return FixedMul(damage, *pdf); // type specific damage type
// If this was nonspecific damage, don't fall back to nonspecific search
if (type == NAME_None) return damage;
}
// If this was nonspecific damage, don't fall back to nonspecific search
else if (type == NAME_None)
{
return damage;
}
else
{
// Normal is unsupplied / 1.0, so there's no difference between modifying and overriding
DamageTypeDefinition *dtd = Get(type);
return dtd ? FixedMul(damage, dtd->DefaultFactor) : damage;
}
{
fixed_t const *pdf = factors->CheckKey(NAME_None);
DamageTypeDefinition *dtd = Get(type);
// Here we are looking for modifications to untyped damage
// If the calling actor defines untyped damage factor, that is contained in "pdf".
if (pdf) // normal damage available
{
if (dtd)
{
if (dtd->ReplaceFactor) return FixedMul(damage, dtd->DefaultFactor); // use default instead of untyped factor
return FixedMul(damage, FixedMul(*pdf, dtd->DefaultFactor)); // use default as modification of untyped factor
}
return FixedMul(damage, *pdf); // there was no default, so actor default is used
}
else if (dtd)
{
return FixedMul(damage, dtd->DefaultFactor); // implicit untyped factor 1.0 does not need to be applied/replaced explicitly
}
}
return damage;
}