qzdoom/src/info.h
Christoph Oelckers cfaa3e3fa9 - changed action function interface so that callers can be identified directly, instead of guessing it from looking at the parameters.
With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
2016-06-16 16:16:27 +02:00

367 lines
9.2 KiB
C++

/*
** info.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __INFO_H__
#define __INFO_H__
#include <stddef.h>
#if !defined(_WIN32)
#include <inttypes.h> // for intptr_t
#else
#include <stdint.h> // for mingw
#endif
#include "dobject.h"
#include "doomdef.h"
#include "vm.h"
#include "s_sound.h"
#include "m_fixed.h"
#include "m_random.h"
struct Baggage;
class FScanner;
struct FActorInfo;
class FArchive;
class FIntCVar;
enum EStateType
{
STATE_Actor,
STATE_Psprite,
STATE_StateChain,
};
struct FStateParamInfo
{
FState *mCallingState;
EStateType mStateType;
int mPSPIndex;
};
// Sprites that are fixed in position because they can have special meanings.
enum
{
SPR_TNT1, // The empty sprite
SPR_FIXED, // Do not change sprite or frame
SPR_NOCHANGE, // Do not change sprite (frame change is okay)
};
struct FState
{
FState *NextState;
VMFunction *ActionFunc;
WORD sprite;
SWORD Tics;
WORD TicRange;
BYTE Frame;
BYTE DefineFlags; // Unused byte so let's use it during state creation.
int Misc1; // Was changed to SBYTE, reverted to long for MBF compat
int Misc2; // Was changed to BYTE, reverted to long for MBF compat
short Light;
BYTE Fullbright:1; // State is fullbright
BYTE SameFrame:1; // Ignore Frame (except when spawning actor)
BYTE Fast:1;
BYTE NoDelay:1; // Spawn states executes its action normally
BYTE CanRaise:1; // Allows a monster to be resurrected without waiting for an infinate frame
BYTE Slow:1; // Inverse of fast
inline int GetFrame() const
{
return Frame;
}
inline bool GetSameFrame() const
{
return SameFrame;
}
inline int GetFullbright() const
{
return Fullbright ? 0x10 /*RF_FULLBRIGHT*/ : 0;
}
inline int GetTics() const
{
if (TicRange == 0)
{
return Tics;
}
return Tics + pr_statetics.GenRand32() % (TicRange + 1);
}
inline int GetMisc1() const
{
return Misc1;
}
inline int GetMisc2() const
{
return Misc2;
}
inline FState *GetNextState() const
{
return NextState;
}
inline bool GetNoDelay() const
{
return NoDelay;
}
inline bool GetCanRaise() const
{
return CanRaise;
}
inline void SetFrame(BYTE frame)
{
Frame = frame - 'A';
}
void SetAction(VMFunction *func) { ActionFunc = func; }
void ClearAction() { ActionFunc = NULL; }
void SetAction(const char *name);
bool CallAction(AActor *self, AActor *stateowner, FStateParamInfo *stateinfo, FState **stateret);
static PClassActor *StaticFindStateOwner (const FState *state);
static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info);
static FRandom pr_statetics;
};
struct FStateLabels;
struct FStateLabel
{
FName Label;
FState *State;
FStateLabels *Children;
};
struct FStateLabels
{
int NumLabels;
FStateLabel Labels[1];
FStateLabel *FindLabel (FName label);
void Destroy(); // intentionally not a destructor!
};
FArchive &operator<< (FArchive &arc, FState *&state);
#include "gametype.h"
struct DmgFactors : public TMap<FName, double>
{
int Apply(FName type, int damage);
};
typedef TMap<FName, int> PainChanceList;
struct DamageTypeDefinition
{
public:
DamageTypeDefinition() { Clear(); }
double DefaultFactor;
bool ReplaceFactor;
bool NoArmor;
void Apply(FName type);
void Clear()
{
DefaultFactor = 1.;
ReplaceFactor = false;
NoArmor = false;
}
static DamageTypeDefinition *Get(FName type);
static bool IgnoreArmor(FName type);
static double GetMobjDamageFactor(FName type, DmgFactors const * const factors);
static int ApplyMobjDamageFactor(int damage, FName type, DmgFactors const * const factors);
};
class DDropItem;
class PClassPlayerPawn;
class PClassActor : public PClass
{
DECLARE_CLASS(PClassActor, PClass);
HAS_OBJECT_POINTERS;
protected:
public:
static void StaticInit ();
static void StaticSetActorNums ();
virtual void DeriveData(PClass *newclass);
PClassActor();
~PClassActor();
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
void BuildDefaults();
void ApplyDefaults(BYTE *defaults);
void RegisterIDs();
void SetDamageFactor(FName type, double factor);
void SetPainChance(FName type, int chance);
size_t PropagateMark();
void InitializeNativeDefaults();
FState *FindState(int numnames, FName *names, bool exact=false) const;
FState *FindStateByString(const char *name, bool exact=false);
FState *FindState(FName name) const
{
return FindState(1, &name);
}
bool OwnsState(const FState *state)
{
return state >= OwnedStates && state < OwnedStates + NumOwnedStates;
}
PClassActor *GetReplacement(bool lookskill=true);
PClassActor *GetReplacee(bool lookskill=true);
FState *OwnedStates;
PClassActor *Replacement;
PClassActor *Replacee;
int NumOwnedStates;
BYTE GameFilter;
WORD SpawnID;
WORD ConversationID;
SWORD DoomEdNum;
FStateLabels *StateList;
DmgFactors *DamageFactors;
PainChanceList *PainChances;
TArray<PClassPlayerPawn *> VisibleToPlayerClass;
FString Obituary; // Player was killed by this actor
FString HitObituary; // Player was killed by this actor in melee
double DeathHeight; // Height on normal death
double BurnHeight; // Height on burning death
PalEntry BloodColor; // Colorized blood
int GibHealth; // Negative health below which this monster dies an extreme death
int WoundHealth; // Health needed to enter wound state
int PoisonDamage; // Amount of poison damage
double FastSpeed; // speed in fast mode
double RDFactor; // Radius damage factor
double CameraHeight; // Height of camera when used as such
FSoundID HowlSound; // Sound being played when electrocuted or poisoned
FName BloodType; // Blood replacement type
FName BloodType2; // Bloopsplatter replacement type
FName BloodType3; // AxeBlood replacement type
DDropItem *DropItems;
FString SourceLumpName;
FIntCVar *distancecheck;
// Old Decorate compatibility stuff
bool DontHurtShooter;
int ExplosionRadius;
int ExplosionDamage;
int MeleeDamage;
FSoundID MeleeSound;
FName MissileName;
double MissileHeight;
// For those times when being able to scan every kind of actor is convenient
static TArray<PClassActor *> AllActorClasses;
};
inline PClassActor *PClass::FindActor(FName name)
{
return dyn_cast<PClassActor>(FindClass(name));
}
struct FDoomEdEntry
{
PClassActor *Type;
short Special;
signed char ArgsDefined;
int Args[5];
};
enum ESpecialMapthings
{
SMT_Player1Start = 1,
SMT_Player2Start,
SMT_Player3Start,
SMT_Player4Start,
SMT_Player5Start,
SMT_Player6Start,
SMT_Player7Start,
SMT_Player8Start,
SMT_DeathmatchStart,
SMT_SSeqOverride,
SMT_PolyAnchor,
SMT_PolySpawn,
SMT_PolySpawnCrush,
SMT_PolySpawnHurt,
SMT_SlopeFloorPointLine,
SMT_SlopeCeilingPointLine,
SMT_SetFloorSlope,
SMT_SetCeilingSlope,
SMT_VavoomFloor,
SMT_VavoomCeiling,
SMT_CopyFloorPlane,
SMT_CopyCeilingPlane,
SMT_VertexFloorZ,
SMT_VertexCeilingZ,
SMT_EDThing,
};
typedef TMap<int, FDoomEdEntry> FDoomEdMap;
extern FDoomEdMap DoomEdMap;
void InitActorNumsFromMapinfo();
int GetSpriteIndex(const char * spritename, bool add = true);
TArray<FName> &MakeStateNameList(const char * fname);
void AddStateLight(FState *state, const char *lname);
// Standard parameters for all action functons
// self - Actor this action is to operate on (player if a weapon)
// stateowner - Actor this action really belongs to (may be an item)
// callingstate - State this action was called from
#define PARAM_ACTION_PROLOGUE_TYPE(type) \
PARAM_PROLOGUE; \
PARAM_OBJECT (self, type); \
PARAM_OBJECT_OPT (stateowner, AActor) { stateowner = self; } \
PARAM_STATEINFO_OPT (stateinfo) { stateinfo = nullptr; } \
#define PARAM_ACTION_PROLOGUE PARAM_ACTION_PROLOGUE_TYPE(AActor)
// Number of action paramaters
#define NAP 3
#define PARAM_SELF_PROLOGUE(type) \
PARAM_PROLOGUE; \
PARAM_OBJECT(self, type);
#endif // __INFO_H__