mirror of
https://github.com/ZDoom/qzdoom.git
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83182b703d
This is a skill setting only, no "always slow" or "never slow" actor flags, and no DM flags.
313 lines
8 KiB
C++
313 lines
8 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 "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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actionf_p 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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int ParameterIndex;
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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(PSymbolActionFunction *func, bool setdefaultparams = true)
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{
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if (func != NULL)
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{
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ActionFunc = func->Function;
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if (setdefaultparams) ParameterIndex = func->defaultparameterindex+1;
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}
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else
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{
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ActionFunc = NULL;
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if (setdefaultparams) ParameterIndex = 0;
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}
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}
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inline bool CallAction(AActor *self, AActor *stateowner, StateCallData *statecall = NULL)
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{
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if (ActionFunc != NULL)
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{
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ActionFunc(self, stateowner, this, ParameterIndex-1, statecall);
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return true;
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}
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else
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{
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return false;
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}
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}
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static const PClass *StaticFindStateOwner (const FState *state);
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static const PClass *StaticFindStateOwner (const FState *state, const FActorInfo *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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// Standard pre-defined skin colors
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struct FPlayerColorSet
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{
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struct ExtraRange
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{
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BYTE RangeStart, RangeEnd; // colors to remap
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BYTE FirstColor, LastColor; // colors to map to
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};
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FName Name; // Name of this color
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int Lump; // Lump to read the translation from, otherwise use next 2 fields
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BYTE FirstColor, LastColor; // Describes the range of colors to use for the translation
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BYTE RepresentativeColor; // A palette entry representative of this translation,
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// for map arrows and status bar backgrounds and such
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BYTE NumExtraRanges;
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ExtraRange Extra[6];
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};
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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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typedef TMap<FName, PalEntry> PainFlashList;
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typedef TMap<int, FPlayerColorSet> FPlayerColorSetMap;
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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 const 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 const type);
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static bool IgnoreArmor(FName const type);
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static int ApplyMobjDamageFactor(int damage, FName const type, DmgFactors const * const factors);
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};
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struct FActorInfo
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{
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static void StaticInit ();
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static void StaticSetActorNums ();
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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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void SetPainFlash(FName type, PalEntry color);
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bool GetPainFlash(FName type, PalEntry *color) const;
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void SetColorSet(int index, const FPlayerColorSet *set);
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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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FActorInfo *GetReplacement (bool lookskill=true);
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FActorInfo *GetReplacee (bool lookskill=true);
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PClass *Class;
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FState *OwnedStates;
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FActorInfo *Replacement;
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FActorInfo *Replacee;
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int NumOwnedStates;
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BYTE GameFilter;
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BYTE SpawnID;
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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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PainFlashList *PainFlashes;
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FPlayerColorSetMap *ColorSets;
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TArray<const PClass *> VisibleToPlayerClass;
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TArray<const PClass *> RestrictedToPlayerClass;
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TArray<const PClass *> ForbiddenToPlayerClass;
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};
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class FDoomEdMap
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{
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public:
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~FDoomEdMap();
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const PClass *FindType (int doomednum) const;
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void AddType (int doomednum, const PClass *type, bool temporary = false);
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void DelType (int doomednum);
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void Empty ();
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static void DumpMapThings ();
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private:
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enum { DOOMED_HASHSIZE = 256 };
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struct FDoomEdEntry
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{
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FDoomEdEntry *HashNext;
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const PClass *Type;
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int DoomEdNum;
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bool temp;
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};
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static FDoomEdEntry *DoomEdHash[DOOMED_HASHSIZE];
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};
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extern FDoomEdMap DoomEdMap;
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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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#endif // __INFO_H__
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