mirror of
https://github.com/ZDoom/qzdoom.git
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2ae8d39441
Automatically optimized by CLion IDE with manual corrections
776 lines
20 KiB
C++
776 lines
20 KiB
C++
/*
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** info.cpp
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** Keeps track of available actors and their states
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 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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** This is completely different from Doom's info.c.
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**
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*/
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#include "doomstat.h"
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#include "info.h"
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#include "c_dispatch.h"
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#include "d_net.h"
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#include "v_text.h"
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#include "gi.h"
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#include "actor.h"
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#include "r_state.h"
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#include "p_local.h"
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#include "stats.h"
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#include "thingdef.h"
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#include "d_player.h"
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#include "events.h"
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#include "types.h"
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extern void LoadActors ();
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extern void InitBotStuff();
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extern void ClearStrifeTypes();
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TArray<PClassActor *> PClassActor::AllActorClasses;
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FRandom FState::pr_statetics("StateTics");
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cycle_t ActionCycles;
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//==========================================================================
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//
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// special type for the native ActorInfo. This allows to let this struct
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// be handled by the generic object constructors for the VM.
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//
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//==========================================================================
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class PActorInfo : public PCompoundType
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{
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public:
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PActorInfo()
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:PCompoundType(sizeof(FActorInfo), alignof(FActorInfo))
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{
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}
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void SetDefaultValue(void *base, unsigned offset, TArray<FTypeAndOffset> *special) override
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{
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if (base != nullptr) new((uint8_t *)base + offset) FActorInfo;
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if (special != nullptr)
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{
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special->Push(std::make_pair(this, offset));
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}
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}
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void InitializeValue(void *addr, const void *def) const override
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{
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if (def == nullptr)
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{
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new(addr) FActorInfo;
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}
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else
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{
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new(addr) FActorInfo(*(const FActorInfo*)def);
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}
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}
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void DestroyValue(void *addr) const override
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{
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FActorInfo *self = (FActorInfo*)addr;
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self->~FActorInfo();
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}
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};
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void AddActorInfo(PClass *cls)
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{
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auto type = new PActorInfo;
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TypeTable.AddType(type, NAME_Actor);
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cls->AddField("*", type, VARF_Meta);
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}
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void FState::SetAction(const char *name)
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{
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ActionFunc = FindVMFunction(RUNTIME_CLASS(AActor), name);
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}
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bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info, FState **stateret)
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{
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if (ActionFunc != nullptr)
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{
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ActionCycles.Clock();
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VMValue params[3] = { self, stateowner, VMValue(info) };
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// If the function returns a state, store it at *stateret.
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// If it doesn't return a state but stateret is non-nullptr, we need
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// to set *stateret to nullptr.
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if (stateret != nullptr)
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{
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*stateret = nullptr;
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if (ActionFunc->Proto == nullptr ||
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ActionFunc->Proto->ReturnTypes.Size() == 0 ||
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ActionFunc->Proto->ReturnTypes[0] != TypeState)
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{
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stateret = nullptr;
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}
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}
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try
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{
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if (stateret == nullptr)
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{
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VMCall(ActionFunc, params, ActionFunc->ImplicitArgs, nullptr, 0);
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}
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else
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{
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VMReturn ret;
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ret.PointerAt((void **)stateret);
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VMCall(ActionFunc, params, ActionFunc->ImplicitArgs, &ret, 1);
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}
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}
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catch (CVMAbortException &err)
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{
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err.MaybePrintMessage();
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const char *callinfo = "";
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if (info != nullptr && info->mStateType == STATE_Psprite)
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{
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if (stateowner->IsKindOf(NAME_Weapon) && stateowner != self) callinfo = "weapon ";
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else callinfo = "overlay ";
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}
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err.stacktrace.AppendFormat("Called from %sstate %s in %s\n", callinfo, FState::StaticGetStateName(this).GetChars(), stateowner->GetClass()->TypeName.GetChars());
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throw;
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throw;
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}
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ActionCycles.Unclock();
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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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//==========================================================================
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//
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//
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//==========================================================================
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int GetSpriteIndex(const char * spritename, bool add)
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{
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static char lastsprite[5];
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static int lastindex;
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// Make sure that the string is upper case and 4 characters long
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char upper[5]={0,0,0,0,0};
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for (int i = 0; spritename[i] != 0 && i < 4; i++)
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{
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upper[i] = toupper (spritename[i]);
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}
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// cache the name so if the next one is the same the function doesn't have to perform a search.
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if (!strcmp(upper, lastsprite))
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{
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return lastindex;
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}
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strcpy(lastsprite, upper);
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for (unsigned i = 0; i < sprites.Size (); ++i)
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{
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if (strcmp (sprites[i].name, upper) == 0)
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{
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return (lastindex = (int)i);
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}
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}
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if (!add)
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{
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return (lastindex = -1);
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}
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spritedef_t temp;
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strcpy (temp.name, upper);
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temp.numframes = 0;
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temp.spriteframes = 0;
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return (lastindex = (int)sprites.Push (temp));
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}
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DEFINE_ACTION_FUNCTION(AActor, GetSpriteIndex)
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{
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PARAM_PROLOGUE;
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PARAM_NAME(sprt);
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ACTION_RETURN_INT(GetSpriteIndex(sprt.GetChars(), false));
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}
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//==========================================================================
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//
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// PClassActor :: StaticInit STATIC
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//
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//==========================================================================
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void PClassActor::StaticInit()
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{
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sprites.Clear();
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if (sprites.Size() == 0)
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{
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spritedef_t temp;
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// Sprite 0 is always TNT1
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memcpy (temp.name, "TNT1", 5);
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temp.numframes = 0;
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temp.spriteframes = 0;
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sprites.Push (temp);
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// Sprite 1 is always ----
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memcpy (temp.name, "----", 5);
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sprites.Push (temp);
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// Sprite 2 is always ####
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memcpy (temp.name, "####", 5);
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sprites.Push (temp);
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}
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if (!batchrun) Printf ("LoadActors: Load actor definitions.\n");
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ClearStrifeTypes();
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LoadActors ();
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InitBotStuff();
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// reinit GLOBAL static stuff from gameinfo, once classes are loaded.
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E_InitStaticHandlers(false);
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}
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//==========================================================================
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//
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// PClassActor :: StaticSetActorNums STATIC
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//
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// Called after Dehacked patches are applied
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//
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//==========================================================================
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void PClassActor::StaticSetActorNums()
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{
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for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
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{
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PClassActor::AllActorClasses[i]->RegisterIDs();
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}
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}
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//==========================================================================
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//
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// PClassActor :: SetReplacement
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//
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// Sets as a replacement class for another class.
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//
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//==========================================================================
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bool PClassActor::SetReplacement(FName replaceName)
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{
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// Check for "replaces"
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if (replaceName != NAME_None)
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{
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// Get actor name
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PClassActor *replacee = PClass::FindActor(replaceName);
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if (replacee == nullptr)
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{
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return false;
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}
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if (replacee != nullptr)
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{
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replacee->ActorInfo()->Replacement = this;
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ActorInfo()->Replacee = replacee;
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}
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}
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return true;
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}
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//==========================================================================
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//
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// PClassActor :: Finalize
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//
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// Installs the parsed states and does some sanity checking
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//
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//==========================================================================
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void AActor::Finalize(FStateDefinitions &statedef)
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{
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try
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{
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statedef.FinishStates(GetClass());
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}
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catch (CRecoverableError &)
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{
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statedef.MakeStateDefines(nullptr);
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throw;
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}
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statedef.InstallStates(GetClass(), this);
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statedef.MakeStateDefines(nullptr);
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}
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//==========================================================================
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//
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// PClassActor :: RegisterIDs
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//
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// Registers this class's SpawnID and DoomEdNum in the appropriate tables.
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//
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//==========================================================================
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void PClassActor::RegisterIDs()
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{
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PClassActor *cls = PClass::FindActor(TypeName);
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if (cls == nullptr)
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{
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Printf(TEXTCOLOR_RED"The actor '%s' has been hidden by a non-actor of the same name\n", TypeName.GetChars());
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return;
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}
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FActorInfo *actorInfo = ActorInfo();
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if (nullptr == actorInfo)
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{
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// Undefined class, exiting
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return;
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}
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// Conversation IDs have never been filtered by game so we cannot start doing that.
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auto ConversationID = actorInfo->ConversationID;
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if (ConversationID > 0)
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{
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StrifeTypes[ConversationID] = cls;
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if (cls != this)
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{
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Printf(TEXTCOLOR_RED"Conversation ID %d refers to hidden class type '%s'\n", ConversationID, cls->TypeName.GetChars());
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}
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}
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if (actorInfo->GameFilter == GAME_Any || (ActorInfo()->GameFilter & gameinfo.gametype))
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{
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auto SpawnID = actorInfo->SpawnID;
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if (SpawnID > 0)
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{
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SpawnableThings[SpawnID] = cls;
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if (cls != this)
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{
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Printf(TEXTCOLOR_RED"Spawn ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
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}
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}
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auto DoomEdNum = actorInfo->DoomEdNum;
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if (DoomEdNum != -1)
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{
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FDoomEdEntry *oldent = DoomEdMap.CheckKey(DoomEdNum);
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if (oldent != nullptr && oldent->Special == -2)
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{
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Printf(TEXTCOLOR_RED"Editor number %d defined twice for classes '%s' and '%s'\n", DoomEdNum, cls->TypeName.GetChars(), oldent->Type->TypeName.GetChars());
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}
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FDoomEdEntry ent;
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memset(&ent, 0, sizeof(ent));
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ent.Type = cls;
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ent.Special = -2; // use -2 instead of -1 so that we can recognize DECORATE defined entries and print a warning message if duplicates occur.
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DoomEdMap.Insert(DoomEdNum, ent);
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if (cls != this)
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{
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Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
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}
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}
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}
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}
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//==========================================================================
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//
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// PClassActor :: GetReplacement
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//
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//==========================================================================
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PClassActor *PClassActor::GetReplacement(bool lookskill)
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{
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FName skillrepname;
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if (lookskill && AllSkills.Size() > (unsigned)gameskill)
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{
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skillrepname = AllSkills[gameskill].GetReplacement(TypeName);
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if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == nullptr)
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{
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Printf("Warning: incorrect actor name in definition of skill %s: \n"
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"class %s is replaced by non-existent class %s\n"
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"Skill replacement will be ignored for this actor.\n",
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AllSkills[gameskill].Name.GetChars(),
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TypeName.GetChars(), skillrepname.GetChars());
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AllSkills[gameskill].SetReplacement(TypeName, NAME_None);
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AllSkills[gameskill].SetReplacedBy(skillrepname, NAME_None);
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lookskill = false; skillrepname = NAME_None;
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}
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}
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auto Replacement = ActorInfo()->Replacement;
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if (Replacement == nullptr && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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}
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// The Replacement field is temporarily NULLed to prevent
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// potential infinite recursion.
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ActorInfo()->Replacement = nullptr;
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PClassActor *rep = Replacement;
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// Handle skill-based replacement here. It has precedence on DECORATE replacement
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// in that the skill replacement is applied first, followed by DECORATE replacement
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// on the actor indicated by the skill replacement.
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if (lookskill && (skillrepname != NAME_None))
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{
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rep = PClass::FindActor(skillrepname);
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}
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// Now handle DECORATE replacement chain
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// Skill replacements are not recursive, contrarily to DECORATE replacements
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rep = rep->GetReplacement(false);
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// Reset the temporarily NULLed field
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ActorInfo()->Replacement = Replacement;
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return rep;
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}
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DEFINE_ACTION_FUNCTION(AActor, GetReplacement)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(c, PClassActor);
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ACTION_RETURN_POINTER(c->GetReplacement());
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}
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//==========================================================================
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//
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// PClassActor :: GetReplacee
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//
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//==========================================================================
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PClassActor *PClassActor::GetReplacee(bool lookskill)
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{
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FName skillrepname;
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if (lookskill && AllSkills.Size() > (unsigned)gameskill)
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{
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skillrepname = AllSkills[gameskill].GetReplacedBy(TypeName);
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if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == nullptr)
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{
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Printf("Warning: incorrect actor name in definition of skill %s: \n"
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"non-existent class %s is replaced by class %s\n"
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"Skill replacement will be ignored for this actor.\n",
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AllSkills[gameskill].Name.GetChars(),
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skillrepname.GetChars(), TypeName.GetChars());
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AllSkills[gameskill].SetReplacedBy(TypeName, NAME_None);
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AllSkills[gameskill].SetReplacement(skillrepname, NAME_None);
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lookskill = false;
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}
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}
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PClassActor *savedrep = ActorInfo()->Replacee;
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if (savedrep == nullptr && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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}
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// The Replacee field is temporarily NULLed to prevent
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// potential infinite recursion.
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ActorInfo()->Replacee = nullptr;
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PClassActor *rep = savedrep;
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if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != nullptr))
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{
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rep = PClass::FindActor(skillrepname);
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}
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rep = rep->GetReplacee(false);
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ActorInfo()->Replacee = savedrep;
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return rep;
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}
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DEFINE_ACTION_FUNCTION(AActor, GetReplacee)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(c, PClassActor);
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ACTION_RETURN_POINTER(c->GetReplacee());
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}
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//==========================================================================
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//
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// PClassActor :: SetDamageFactor
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//
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//==========================================================================
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void PClassActor::SetDamageFactor(FName type, double factor)
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{
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for (auto & p : ActorInfo()->DamageFactors)
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{
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if (p.first == type)
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{
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p.second = factor;
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return;
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}
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}
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ActorInfo()->DamageFactors.Push({ type, factor });
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}
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//==========================================================================
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//
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// PClassActor :: SetPainChance
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//
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//==========================================================================
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void PClassActor::SetPainChance(FName type, int chance)
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{
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for (auto & p : ActorInfo()->PainChances)
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{
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if (p.first == type)
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{
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p.second = chance;
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return;
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}
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}
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if (chance >= 0)
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{
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ActorInfo()->PainChances.Push({ type, MIN(chance, 256) });
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}
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}
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//==========================================================================
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//
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// DmgFactors :: CheckFactor
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//
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// Checks for the existance of a certain damage type. If that type does not
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// exist, the damage factor for type 'None' will be returned, if present.
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//
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//==========================================================================
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int DmgFactors::Apply(FName type, int damage)
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{
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double factor = -1.;
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for (auto & p : *this)
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|
{
|
|
if (p.first == type)
|
|
{
|
|
factor = p.second;
|
|
break;
|
|
}
|
|
if (p.first == NAME_None)
|
|
{
|
|
factor = p.second;
|
|
}
|
|
}
|
|
|
|
if (factor < 0.) return damage;
|
|
return int(damage * factor);
|
|
}
|
|
|
|
|
|
static void SummonActor (int command, int command2, FCommandLine argv)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
PClassActor *type = PClass::FindActor(argv[1]);
|
|
if (type == nullptr)
|
|
{
|
|
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;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_DamageTypeDefinition, IgnoreArmor)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_NAME(type);
|
|
ACTION_RETURN_BOOL(DamageTypeDefinition::IgnoreArmor(type));
|
|
}
|
|
|
|
FString DamageTypeDefinition::GetObituary(FName type)
|
|
{
|
|
DamageTypeDefinition *dtd = Get(type);
|
|
if (dtd) return dtd->Obituary;
|
|
return "";
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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.
|
|
//
|
|
//==========================================================================
|
|
|
|
double DamageTypeDefinition::GetMobjDamageFactor(FName type, DmgFactors const * const factors)
|
|
{
|
|
double defaultfac = -1.;
|
|
if (factors)
|
|
{
|
|
// If the actor has named damage factors, look for a specific factor
|
|
for (auto & p : *factors)
|
|
{
|
|
if (p.first == type) return p.second; // type specific damage type
|
|
if (p.first == NAME_None) defaultfac = p.second;
|
|
}
|
|
// If this was nonspecific damage, don't fall back to nonspecific search
|
|
if (type == NAME_None) return 1.;
|
|
}
|
|
|
|
// If this was nonspecific damage, don't fall back to nonspecific search
|
|
else if (type == NAME_None)
|
|
{
|
|
return 1.;
|
|
}
|
|
else
|
|
{
|
|
// Normal is unsupplied / 1.0, so there's no difference between modifying and overriding
|
|
DamageTypeDefinition *dtd = Get(type);
|
|
return dtd ? dtd->DefaultFactor : 1.;
|
|
}
|
|
|
|
{
|
|
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 (defaultfac >= 0.) // normal damage available
|
|
{
|
|
if (dtd)
|
|
{
|
|
if (dtd->ReplaceFactor) return dtd->DefaultFactor; // use default instead of untyped factor
|
|
return defaultfac * dtd->DefaultFactor; // use default as modification of untyped factor
|
|
}
|
|
return defaultfac; // there was no default, so actor default is used
|
|
}
|
|
else if (dtd)
|
|
{
|
|
return dtd->DefaultFactor; // implicit untyped factor 1.0 does not need to be applied/replaced explicitly
|
|
}
|
|
}
|
|
return 1.;
|
|
}
|
|
|
|
int DamageTypeDefinition::ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors)
|
|
{
|
|
double factor = GetMobjDamageFactor(type, factors);
|
|
return int(damage * factor);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Reads a damage definition
|
|
//
|
|
//==========================================================================
|
|
|
|
void FMapInfoParser::ParseDamageDefinition()
|
|
{
|
|
sc.MustGetString();
|
|
FName damageType = sc.String;
|
|
|
|
DamageTypeDefinition dtd;
|
|
|
|
ParseOpenBrace();
|
|
while (sc.MustGetAnyToken(), sc.TokenType != '}')
|
|
{
|
|
if (sc.Compare("FACTOR"))
|
|
{
|
|
sc.MustGetStringName("=");
|
|
sc.MustGetFloat();
|
|
dtd.DefaultFactor = sc.Float;
|
|
if (dtd.DefaultFactor == 0) dtd.ReplaceFactor = true;
|
|
}
|
|
else if (sc.Compare("OBITUARY"))
|
|
{
|
|
sc.MustGetStringName("=");
|
|
sc.MustGetString();
|
|
dtd.Obituary = sc.String;
|
|
}
|
|
else if (sc.Compare("REPLACEFACTOR"))
|
|
{
|
|
dtd.ReplaceFactor = true;
|
|
}
|
|
else if (sc.Compare("NOARMOR"))
|
|
{
|
|
dtd.NoArmor = true;
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Unexpected data (%s) in damagetype definition.", sc.String);
|
|
}
|
|
}
|
|
|
|
dtd.Apply(damageType);
|
|
}
|