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422 lines
11 KiB
C++
422 lines
11 KiB
C++
/*
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** info.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2005 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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** Important restrictions because of the way FState is structured:
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**
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** The range of Frame is [0,63]. Since sprite naming conventions
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** are even more restrictive than this, this isn't something to
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** really worry about.
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**
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** The range of Tics is [-1,65534]. If Misc1 is important, then
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** the range of Tics is reduced to [-1,254], because Misc1 also
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** doubles as the high byte of the tic.
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**
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** The range of Misc1 is [-128,127] and Misc2's range is [0,255].
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**
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** When compiled with Visual C++, this struct is 16 bytes. With
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** any other compiler (assuming a 32-bit architecture), it is 20 bytes.
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** This is because with VC++, I can use the charizing operator to
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** initialize the name array to exactly 4 chars. If GCC would
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** compile something like char t = "PLYR"[0]; as char t = 'P'; then GCC
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** could also use the 16-byte version. Unfortunately, GCC compiles it
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** more like:
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**
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** char t;
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** void initializer () {
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** static const char str[]="PLYR";
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** t = str[0];
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** }
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**
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** While this does allow the use of a 16-byte FState, the additional
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** code amounts to more than 4 bytes.
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**
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** If C++ would allow char name[4] = "PLYR"; without an error (as C does),
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** I could just initialize the name as a regular string and be done with it.
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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 "dthinker.h"
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#include "farchive.h"
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#include "doomdef.h"
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#include "name.h"
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const BYTE SF_STATEPARAM = 0x20;
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const BYTE SF_FULLBRIGHT = 0x40;
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const BYTE SF_BIGTIC = 0x80;
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// All state parameters are stored in this array now.
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// The first 2 parameters for each function call represent
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// the old misc1/misc2 values, even for non-weapons
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extern TArray<int> StateParameters;
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struct FState
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{
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union
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{
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#if _MSC_VER
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char name[4];
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#else
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char name[8]; // 4 for name, 1 for '\0', 3 for pad
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#endif
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int index;
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} sprite;
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BYTE Tics;
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SBYTE Misc1;
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BYTE Misc2;
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BYTE Frame;
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actionf_p Action;
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FState *NextState;
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inline int GetFrame() const
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{
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return Frame & ~(SF_FULLBRIGHT|SF_BIGTIC|SF_STATEPARAM);
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}
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inline int GetFullbright() const
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{
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return Frame & SF_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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int tics;
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#ifdef WORDS_BIGENDIAN
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tics = Frame & SF_BIGTIC ? (Tics|((BYTE)Misc1<<8))-1 : Tics-1;
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#else
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// Use some trickery to help the compiler create this without
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// using any jumps.
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tics = ((*(SDWORD *)&Tics) & ((*(SDWORD *)&Tics) < 0 ? 0xffff : 0xff)) - 1;
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#endif
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#if TICRATE == 35
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return tics;
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#else
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return tics > 0 ? tics * TICRATE / 35 : tics;
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#endif
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}
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inline int GetMisc1() const
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{
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return Frame & SF_BIGTIC ? 0 : 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 int GetMisc1_2() const
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{
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return ((*(DWORD *)&Tics) >> 8) & 0xFFFF;
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}
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inline void SetMisc1_2 (WORD val)
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{
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DWORD x = *(DWORD *)&Tics;
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x &= 0xFF0000FF;
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x |= (DWORD)val << 8;
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*(DWORD *)&Tics = x;
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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 actionf_p GetAction() const
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{
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return Action;
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}
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inline void SetFrame(BYTE frame)
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{
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Frame = (Frame & (SF_FULLBRIGHT|SF_BIGTIC)) | (frame-'A');
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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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};
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// A truly awful hack to get to the state that called an action function
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// without knowing whether it has been called from a weapon or actor.
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extern FState * CallingState;
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int CheckIndex(int paramsize, FState ** pcallstate=NULL);
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FArchive &operator<< (FArchive &arc, FState *&state);
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#if _MSC_VER
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#define _S__SPRITE_(spr) \
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{ {{(char)(#@spr>>24),(char)(#@spr>>16),(char)(#@spr>>8),(char)#@spr}}
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#else
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#define _S__SPRITE_(spr) \
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{ {{#spr}}
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#endif
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#define _S__FR_TIC_(spr,frm,tic,m1,m2,cmd,next) \
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_S__SPRITE_(spr), (tic+1)&255, m1|((tic+1)>>8), m2, (tic>254)?SF_BIGTIC|(frm):(frm), cmd, next }
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#define S_NORMAL2(spr,frm,tic,cmd,next,m1,m2) \
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_S__FR_TIC_(spr, (frm) - 'A', tic, m1, m2, cmd, next)
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#define S_BRIGHT2(spr,frm,tic,cmd,next,m1,m2) \
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_S__FR_TIC_(spr, (frm) - 'A' | SF_FULLBRIGHT, tic, m1, m2, cmd, next)
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/* <winbase.h> #defines its own, completely unrelated S_NORMAL.
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* Since winbase.h will only be included in Win32-specific files that
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* don't define any actors, we can safely avoid defining it here.
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*/
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#ifndef S_NORMAL
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#define S_NORMAL(spr,frm,tic,cmd,next) S_NORMAL2(spr,frm,tic,cmd,next,0,0)
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#endif
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#define S_BRIGHT(spr,frm,tic,cmd,next) S_BRIGHT2(spr,frm,tic,cmd,next,0,0)
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#ifndef EGAMETYPE
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#define EGAMETYPE
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enum EGameType
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{
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GAME_Any = 0,
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GAME_Doom = 1,
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GAME_Heretic = 2,
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GAME_Hexen = 4,
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GAME_Strife = 8,
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GAME_Raven = GAME_Heretic|GAME_Hexen,
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GAME_DoomStrife = GAME_Doom|GAME_Strife
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};
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#endif
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enum
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{
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ADEFTYPE_Byte = 0x0000,
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ADEFTYPE_FixedMul = 0x4000, // one byte, multiplied by FRACUNIT
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ADEFTYPE_Word = 0x8000,
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ADEFTYPE_Long = 0xC000,
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ADEFTYPE_MASK = 0xC000,
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// These first properties are always strings
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ADEF_SeeSound = 1,
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ADEF_AttackSound,
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ADEF_PainSound,
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ADEF_DeathSound,
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ADEF_ActiveSound,
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ADEF_UseSound,
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ADEF_Weapon_UpSound,
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ADEF_Weapon_ReadySound,
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ADEF_Inventory_PickupSound,
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ADEF_Tag, // Used by Strife to name items
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ADEF_Weapon_AmmoType1,
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ADEF_Weapon_AmmoType2,
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ADEF_Weapon_SisterType,
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ADEF_Weapon_ProjectileType,
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ADEF_PowerupGiver_Powerup,
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ADEF_Inventory_Icon,
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ADEF_LastString = ADEF_Inventory_Icon,
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// The rest of the properties use their type field (upper 2 bits)
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ADEF_XScale,
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ADEF_YScale,
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ADEF_SpawnHealth,
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ADEF_ReactionTime,
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ADEF_PainChance,
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ADEF_Speed,
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ADEF_Radius,
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ADEF_Height,
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ADEF_Mass,
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ADEF_Damage,
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ADEF_DamageType,
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ADEF_Flags, // Use these flags exactly
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ADEF_Flags2, // "
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ADEF_Flags3, // "
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ADEF_Flags4, // "
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ADEF_Flags5, // "
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ADEF_FlagsSet, // Or these flags with previous
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ADEF_Flags2Set, // "
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ADEF_Flags3Set, // "
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ADEF_Flags4Set, // "
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ADEF_Flags5Set, // "
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ADEF_FlagsClear, // Clear these flags from previous
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ADEF_Flags2Clear, // "
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ADEF_Flags3Clear, // "
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ADEF_Flags4Clear, // "
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ADEF_Flags5Clear, // "
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ADEF_Alpha,
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ADEF_RenderStyle,
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ADEF_RenderFlags,
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ADEF_Translation,
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ADEF_MinMissileChance,
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ADEF_MeleeRange,
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ADEF_MaxDropOffHeight,
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ADEF_MaxStepHeight,
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ADEF_BounceFactor,
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ADEF_BounceCount,
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ADEF_FloatSpeed,
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ADEF_SpawnState,
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ADEF_SeeState,
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ADEF_PainState,
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ADEF_MeleeState,
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ADEF_MissileState,
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ADEF_CrashState,
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ADEF_DeathState,
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ADEF_XDeathState,
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ADEF_BDeathState,
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ADEF_IDeathState,
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ADEF_EDeathState,
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ADEF_RaiseState,
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ADEF_WoundState,
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ADEF_YesState,
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ADEF_NoState,
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ADEF_GreetingsState,
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ADEF_StrifeType, // Not really a property. Used to init StrifeTypes[] in p_conversation.h.
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ADEF_StrifeTeaserType,
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ADEF_StrifeTeaserType2,
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ADEF_Inventory_Amount,
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ADEF_Inventory_MaxAmount,
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ADEF_Inventory_DefMaxAmount,
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ADEF_Inventory_RespawnTics,
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ADEF_Inventory_FlagsSet,
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ADEF_Inventory_FlagsClear,
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ADEF_PuzzleItem_Number, // Identifies the puzzle item for UsePuzzleItem
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ADEF_BasicArmorPickup_SavePercent,
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ADEF_BasicArmorPickup_SaveAmount,
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ADEF_BasicArmorBonus_SavePercent,
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ADEF_BasicArmorBonus_SaveAmount,
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ADEF_BasicArmorBonus_MaxSaveAmount,
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ADEF_HexenArmor_ArmorAmount,
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ADEF_Powerup_EffectTics,
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ADEF_Powerup_Color,
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ADEF_PowerupGiver_EffectTics,
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ADEF_Ammo_BackpackAmount,
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ADEF_Ammo_BackpackMaxAmount,
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ADEF_Weapon_Flags,
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ADEF_Weapon_FlagsSet,
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ADEF_Weapon_AmmoGive1,
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ADEF_Weapon_AmmoGive2,
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ADEF_Weapon_AmmoUse1,
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ADEF_Weapon_AmmoUse2,
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ADEF_Weapon_Kickback,
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ADEF_Weapon_YAdjust,
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ADEF_Weapon_SelectionOrder,
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ADEF_Weapon_MoveCombatDist,
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ADEF_Weapon_UpState,
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ADEF_Weapon_DownState,
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ADEF_Weapon_ReadyState,
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ADEF_Weapon_AtkState,
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ADEF_Weapon_HoldAtkState,
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ADEF_Weapon_AltAtkState,
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ADEF_Weapon_AltHoldAtkState,
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ADEF_Weapon_FlashState,
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ADEF_Sigil_NumPieces,
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// The following are not properties but affect how the list is parsed
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ADEF_FirstCommand,
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ADEF_SkipSuper = ADEF_FirstCommand, // Take defaults from AActor instead of superclass(es)
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ADEF_EOL = 0xED5E // End Of List
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};
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#if _MSC_VER
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// nonstandard extension used : zero-sized array in struct/union
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#pragma warning(disable:4200)
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#endif
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struct FActorInfo
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{
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static void StaticInit ();
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static void StaticGameSet ();
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static void StaticSetActorNums ();
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static void StaticSpeedSet ();
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void BuildDefaults ();
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void ApplyDefaults (BYTE *defaults);
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void RegisterIDs ();
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PClass *Class;
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FState *OwnedStates;
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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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#if _MSC_VER
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// A 0-terminated list of default properties
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BYTE DefaultList[];
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#else
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// A function to initialize the defaults for this actor
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void (*DefaultsConstructor)();
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#endif
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};
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#if _MSC_VER
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#pragma warning(default:4200)
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#endif
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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);
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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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};
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static FDoomEdEntry *DoomEdHash[DOOMED_HASHSIZE];
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};
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extern FDoomEdMap DoomEdMap;
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#include "infomacros.h"
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#endif // __INFO_H__
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