/* ** 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. **--------------------------------------------------------------------------- ** ** Important restrictions because of the way FState is structured: ** ** The range of Frame is [0,63]. Since sprite naming conventions ** are even more restrictive than this, this isn't something to ** really worry about. ** ** The range of Tics is [-1,65534]. If Misc1 is important, then ** the range of Tics is reduced to [-1,254], because Misc1 also ** doubles as the high byte of the tic. ** ** The range of Misc1 is [-128,127] and Misc2's range is [0,255]. ** ** When compiled with Visual C++, this struct is 16 bytes. With ** any other compiler (assuming a 32-bit architecture), it is 20 bytes. ** This is because with VC++, I can use the charizing operator to ** initialize the name array to exactly 4 chars. If GCC would ** compile something like char t = "PLYR"[0]; as char t = 'P'; then GCC ** could also use the 16-byte version. Unfortunately, GCC compiles it ** more like: ** ** char t; ** void initializer () { ** static const char str[]="PLYR"; ** t = str[0]; ** } ** ** While this does allow the use of a 16-byte FState, the additional ** code amounts to more than 4 bytes. ** ** If C++ would allow char name[4] = "PLYR"; without an error (as C does), ** I could just initialize the name as a regular string and be done with it. */ #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 "dthinker.h" #include "farchive.h" #include "doomdef.h" #include "name.h" #include "tarray.h" const BYTE SF_FULLBRIGHT = 0x40; struct Baggage; class FScanner; struct FActorInfo; struct FState { WORD sprite; SWORD Tics; SBYTE Misc1; BYTE Misc2; BYTE Frame; FState *NextState; actionf_p ActionFunc; int ParameterIndex; inline int GetFrame() const { return Frame & ~(SF_FULLBRIGHT); } inline int GetFullbright() const { return Frame & SF_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 & SF_FULLBRIGHT) | (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) { if (ActionFunc != NULL) { ActionFunc(self, this, ParameterIndex); return true; } else { return false; } } static const PClass *StaticFindStateOwner (const FState *state); static const PClass *StaticFindStateOwner (const FState *state, const FActorInfo *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); #ifndef EGAMETYPE #define EGAMETYPE enum EGameType { GAME_Any = 0, GAME_Doom = 1, GAME_Heretic = 2, GAME_Hexen = 4, GAME_Strife = 8, GAME_Raven = GAME_Heretic|GAME_Hexen, GAME_DoomStrife = GAME_Doom|GAME_Strife }; #endif typedef TMap DmgFactors; typedef TMap PainChanceList; struct FActorInfo { static void StaticInit (); static void StaticSetActorNums (); void BuildDefaults (); void ApplyDefaults (BYTE *defaults); void RegisterIDs (); FState *FindState (FName name) const; FState *FindState (int numnames, FName *names, bool exact=false) const; FActorInfo *GetReplacement (); FActorInfo *GetReplacee (); PClass *Class; FState *OwnedStates; FActorInfo *Replacement; FActorInfo *Replacee; int NumOwnedStates; BYTE GameFilter; BYTE SpawnID; SWORD DoomEdNum; FStateLabels * StateList; DmgFactors *DamageFactors; PainChanceList * PainChances; }; class FDoomEdMap { public: ~FDoomEdMap(); const PClass *FindType (int doomednum) const; void AddType (int doomednum, const PClass *type); void DelType (int doomednum); void Empty (); static void DumpMapThings (); private: enum { DOOMED_HASHSIZE = 256 }; struct FDoomEdEntry { FDoomEdEntry *HashNext; const PClass *Type; int DoomEdNum; }; static FDoomEdEntry *DoomEdHash[DOOMED_HASHSIZE]; }; extern FDoomEdMap DoomEdMap; int GetSpriteIndex(const char * spritename); void MakeStateNameList(const char * fname, TArray * out); #endif // __INFO_H__