mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-05 20:41:02 +00:00
745 lines
20 KiB
C++
745 lines
20 KiB
C++
/*
|
|
** info.cpp
|
|
** Keeps track of available actors and their states
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2006 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.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
** This is completely different from Doom's info.c.
|
|
**
|
|
*/
|
|
|
|
|
|
#include "doomstat.h"
|
|
#include "info.h"
|
|
#include "m_fixed.h"
|
|
#include "c_dispatch.h"
|
|
#include "d_net.h"
|
|
#include "v_text.h"
|
|
|
|
#include "gi.h"
|
|
#include "vm.h"
|
|
#include "actor.h"
|
|
#include "r_state.h"
|
|
#include "i_system.h"
|
|
#include "p_local.h"
|
|
#include "templates.h"
|
|
#include "cmdlib.h"
|
|
#include "g_level.h"
|
|
#include "stats.h"
|
|
#include "thingdef/thingdef.h"
|
|
#include "d_player.h"
|
|
|
|
extern void LoadActors ();
|
|
extern void InitBotStuff();
|
|
extern void ClearStrifeTypes();
|
|
|
|
TArray<PClassActor *> PClassActor::AllActorClasses;
|
|
FRandom FState::pr_statetics("StateTics");
|
|
|
|
cycle_t ActionCycles;
|
|
|
|
void FState::SetAction(const char *name)
|
|
{
|
|
ActionFunc = FindGlobalActionFunction(name)->Variants[0].Implementation;
|
|
}
|
|
|
|
bool FState::CallAction(AActor *self, AActor *stateowner, FState **stateret)
|
|
{
|
|
if (ActionFunc != NULL)
|
|
{
|
|
ActionCycles.Clock();
|
|
|
|
static VMFrameStack stack;
|
|
VMValue params[3] = { self, stateowner, VMValue(this, ATAG_STATE) };
|
|
// If the function returns a state, store it at *stateret.
|
|
// If it doesn't return a state but stateret is non-NULL, we need
|
|
// to set *stateret to NULL.
|
|
if (stateret != NULL)
|
|
{
|
|
*stateret = NULL;
|
|
if (ActionFunc->Proto == NULL ||
|
|
ActionFunc->Proto->ReturnTypes.Size() == 0 ||
|
|
ActionFunc->Proto->ReturnTypes[0] != TypeState)
|
|
{
|
|
stateret = NULL;
|
|
}
|
|
}
|
|
if (stateret == NULL)
|
|
{
|
|
stack.Call(ActionFunc, params, countof(params), NULL, 0, NULL);
|
|
}
|
|
else
|
|
{
|
|
VMReturn ret;
|
|
ret.PointerAt((void **)stateret);
|
|
stack.Call(ActionFunc, params, countof(params), &ret, 1, NULL);
|
|
}
|
|
ActionCycles.Unclock();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int GetSpriteIndex(const char * spritename, bool add)
|
|
{
|
|
static char lastsprite[5];
|
|
static int lastindex;
|
|
|
|
// Make sure that the string is upper case and 4 characters long
|
|
char upper[5]={0,0,0,0,0};
|
|
for (int i = 0; spritename[i] != 0 && i < 4; i++)
|
|
{
|
|
upper[i] = toupper (spritename[i]);
|
|
}
|
|
|
|
// cache the name so if the next one is the same the function doesn't have to perform a search.
|
|
if (!strcmp(upper, lastsprite))
|
|
{
|
|
return lastindex;
|
|
}
|
|
strcpy(lastsprite, upper);
|
|
|
|
for (unsigned i = 0; i < sprites.Size (); ++i)
|
|
{
|
|
if (strcmp (sprites[i].name, upper) == 0)
|
|
{
|
|
return (lastindex = (int)i);
|
|
}
|
|
}
|
|
if (!add)
|
|
{
|
|
return (lastindex = -1);
|
|
}
|
|
spritedef_t temp;
|
|
strcpy (temp.name, upper);
|
|
temp.numframes = 0;
|
|
temp.spriteframes = 0;
|
|
return (lastindex = (int)sprites.Push (temp));
|
|
}
|
|
|
|
IMPLEMENT_POINTY_CLASS(PClassActor)
|
|
DECLARE_POINTER(DropItems)
|
|
END_POINTERS
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: StaticInit STATIC
|
|
//
|
|
//==========================================================================
|
|
|
|
void PClassActor::StaticInit()
|
|
{
|
|
sprites.Clear();
|
|
if (sprites.Size() == 0)
|
|
{
|
|
spritedef_t temp;
|
|
|
|
// Sprite 0 is always TNT1
|
|
memcpy (temp.name, "TNT1", 5);
|
|
temp.numframes = 0;
|
|
temp.spriteframes = 0;
|
|
sprites.Push (temp);
|
|
|
|
// Sprite 1 is always ----
|
|
memcpy (temp.name, "----", 5);
|
|
sprites.Push (temp);
|
|
|
|
// Sprite 2 is always ####
|
|
memcpy (temp.name, "####", 5);
|
|
sprites.Push (temp);
|
|
}
|
|
|
|
if (!batchrun) Printf ("LoadActors: Load actor definitions.\n");
|
|
ClearStrifeTypes();
|
|
LoadActors ();
|
|
InitBotStuff();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: StaticSetActorNums STATIC
|
|
//
|
|
// Called after Dehacked patches are applied
|
|
//
|
|
//==========================================================================
|
|
|
|
void PClassActor::StaticSetActorNums()
|
|
{
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
static_cast<PClassActor *>(PClassActor::AllActorClasses[i])->RegisterIDs();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor Constructor
|
|
//
|
|
//==========================================================================
|
|
|
|
PClassActor::PClassActor()
|
|
{
|
|
GameFilter = GAME_Any;
|
|
SpawnID = 0;
|
|
DoomEdNum = -1;
|
|
OwnedStates = NULL;
|
|
NumOwnedStates = 0;
|
|
Replacement = NULL;
|
|
Replacee = NULL;
|
|
StateList = NULL;
|
|
DamageFactors = NULL;
|
|
PainChances = NULL;
|
|
|
|
DeathHeight = -1;
|
|
BurnHeight = -1;
|
|
GibHealth = INT_MIN;
|
|
WoundHealth = 6;
|
|
PoisonDamage = 0;
|
|
FastSpeed = -1.;
|
|
RDFactor = 1.;
|
|
CameraHeight = INT_MIN;
|
|
|
|
DropItems = NULL;
|
|
|
|
DontHurtShooter = false;
|
|
ExplosionRadius = -1;
|
|
MeleeDamage = 0;
|
|
|
|
// Record this in the master list.
|
|
AllActorClasses.Push(this);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor Destructor
|
|
//
|
|
//==========================================================================
|
|
|
|
PClassActor::~PClassActor()
|
|
{
|
|
if (OwnedStates != NULL)
|
|
{
|
|
delete[] OwnedStates;
|
|
}
|
|
if (DamageFactors != NULL)
|
|
{
|
|
delete DamageFactors;
|
|
}
|
|
if (PainChances != NULL)
|
|
{
|
|
delete PainChances;
|
|
}
|
|
if (StateList != NULL)
|
|
{
|
|
StateList->Destroy();
|
|
M_Free(StateList);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: Derive
|
|
//
|
|
//==========================================================================
|
|
|
|
void PClassActor::DeriveData(PClass *newclass)
|
|
{
|
|
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassActor)));
|
|
PClassActor *newa = static_cast<PClassActor *>(newclass);
|
|
|
|
newa->Obituary = Obituary;
|
|
newa->HitObituary = HitObituary;
|
|
newa->DeathHeight = DeathHeight;
|
|
newa->BurnHeight = BurnHeight;
|
|
newa->BloodColor = BloodColor;
|
|
newa->GibHealth = GibHealth;
|
|
newa->WoundHealth = WoundHealth;
|
|
newa->PoisonDamage = PoisonDamage;
|
|
newa->FastSpeed = FastSpeed;
|
|
newa->RDFactor = RDFactor;
|
|
newa->CameraHeight = CameraHeight;
|
|
newa->HowlSound = HowlSound;
|
|
newa->BloodType = BloodType;
|
|
newa->BloodType2 = BloodType2;
|
|
newa->BloodType3 = BloodType3;
|
|
|
|
newa->DropItems = DropItems;
|
|
|
|
newa->DontHurtShooter = DontHurtShooter;
|
|
newa->ExplosionRadius = ExplosionRadius;
|
|
newa->ExplosionDamage = ExplosionDamage;
|
|
newa->MeleeDamage = MeleeDamage;
|
|
newa->MeleeSound = MeleeSound;
|
|
newa->MissileName = MissileName;
|
|
newa->MissileHeight = MissileHeight;
|
|
|
|
newa->VisibleToPlayerClass = VisibleToPlayerClass;
|
|
|
|
if (DamageFactors != NULL)
|
|
{
|
|
// copy damage factors from parent
|
|
newa->DamageFactors = new DmgFactors;
|
|
*newa->DamageFactors = *DamageFactors;
|
|
}
|
|
if (PainChances != NULL)
|
|
{
|
|
// copy pain chances from parent
|
|
newa->PainChances = new PainChanceList;
|
|
*newa->PainChances = *PainChances;
|
|
}
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: PropagateMark
|
|
//
|
|
//==========================================================================
|
|
|
|
size_t PClassActor::PropagateMark()
|
|
{
|
|
// Mark state functions
|
|
for (int i = 0; i < NumOwnedStates; ++i)
|
|
{
|
|
if (OwnedStates[i].ActionFunc != NULL)
|
|
{
|
|
GC::Mark(OwnedStates[i].ActionFunc);
|
|
}
|
|
}
|
|
// Mark damage function
|
|
if (Defaults != NULL)
|
|
{
|
|
GC::Mark(((AActor *)Defaults)->Damage);
|
|
}
|
|
|
|
// marked += ActorInfo->NumOwnedStates * sizeof(FState);
|
|
return Super::PropagateMark();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: InitializeNativeDefaults
|
|
//
|
|
// This is used by DECORATE to assign ActorInfos to internal classes
|
|
//
|
|
//==========================================================================
|
|
|
|
void PClassActor::InitializeNativeDefaults()
|
|
{
|
|
Symbols.SetParentTable(&ParentClass->Symbols);
|
|
assert(Defaults == NULL);
|
|
Defaults = (BYTE *)M_Malloc(Size);
|
|
if (ParentClass->Defaults != NULL)
|
|
{
|
|
memcpy(Defaults, ParentClass->Defaults, ParentClass->Size);
|
|
if (Size > ParentClass->Size)
|
|
{
|
|
memset(Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
memset (Defaults, 0, Size);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: RegisterIDs
|
|
//
|
|
// Registers this class's SpawnID and DoomEdNum in the appropriate tables.
|
|
//
|
|
//==========================================================================
|
|
|
|
void PClassActor::RegisterIDs()
|
|
{
|
|
PClassActor *cls = PClass::FindActor(TypeName);
|
|
|
|
if (cls == NULL)
|
|
{
|
|
Printf(TEXTCOLOR_RED"The actor '%s' has been hidden by a non-actor of the same name\n", TypeName.GetChars());
|
|
return;
|
|
}
|
|
|
|
// Conversation IDs have never been filtered by game so we cannot start doing that.
|
|
if (ConversationID > 0)
|
|
{
|
|
StrifeTypes[ConversationID] = cls;
|
|
if (cls != this)
|
|
{
|
|
Printf(TEXTCOLOR_RED"Conversation ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
|
|
}
|
|
}
|
|
if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
|
|
{
|
|
if (SpawnID > 0)
|
|
{
|
|
SpawnableThings[SpawnID] = cls;
|
|
if (cls != this)
|
|
{
|
|
Printf(TEXTCOLOR_RED"Spawn ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
|
|
}
|
|
}
|
|
if (DoomEdNum != -1)
|
|
{
|
|
FDoomEdEntry *oldent = DoomEdMap.CheckKey(DoomEdNum);
|
|
if (oldent != NULL && oldent->Special == -2)
|
|
{
|
|
Printf(TEXTCOLOR_RED"Editor number %d defined twice for classes '%s' and '%s'\n", DoomEdNum, cls->TypeName.GetChars(), oldent->Type->TypeName.GetChars());
|
|
}
|
|
FDoomEdEntry ent;
|
|
memset(&ent, 0, sizeof(ent));
|
|
ent.Type = cls;
|
|
ent.Special = -2; // use -2 instead of -1 so that we can recognize DECORATE defined entries and print a warning message if duplicates occur.
|
|
DoomEdMap.Insert(DoomEdNum, ent);
|
|
if (cls != this)
|
|
{
|
|
Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: GetReplacement
|
|
//
|
|
//==========================================================================
|
|
|
|
PClassActor *PClassActor::GetReplacement(bool lookskill)
|
|
{
|
|
FName skillrepname;
|
|
|
|
if (lookskill && AllSkills.Size() > (unsigned)gameskill)
|
|
{
|
|
skillrepname = AllSkills[gameskill].GetReplacement(TypeName);
|
|
if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
|
|
{
|
|
Printf("Warning: incorrect actor name in definition of skill %s: \n"
|
|
"class %s is replaced by non-existent class %s\n"
|
|
"Skill replacement will be ignored for this actor.\n",
|
|
AllSkills[gameskill].Name.GetChars(),
|
|
TypeName.GetChars(), skillrepname.GetChars());
|
|
AllSkills[gameskill].SetReplacement(TypeName, NAME_None);
|
|
AllSkills[gameskill].SetReplacedBy(skillrepname, NAME_None);
|
|
lookskill = false; skillrepname = NAME_None;
|
|
}
|
|
}
|
|
if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
|
|
{
|
|
return this;
|
|
}
|
|
// The Replacement field is temporarily NULLed to prevent
|
|
// potential infinite recursion.
|
|
PClassActor *savedrep = Replacement;
|
|
Replacement = NULL;
|
|
PClassActor *rep = savedrep;
|
|
// Handle skill-based replacement here. It has precedence on DECORATE replacement
|
|
// in that the skill replacement is applied first, followed by DECORATE replacement
|
|
// on the actor indicated by the skill replacement.
|
|
if (lookskill && (skillrepname != NAME_None))
|
|
{
|
|
rep = PClass::FindActor(skillrepname);
|
|
}
|
|
// Now handle DECORATE replacement chain
|
|
// Skill replacements are not recursive, contrarily to DECORATE replacements
|
|
rep = rep->GetReplacement(false);
|
|
// Reset the temporarily NULLed field
|
|
Replacement = savedrep;
|
|
return rep;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: GetReplacee
|
|
//
|
|
//==========================================================================
|
|
|
|
PClassActor *PClassActor::GetReplacee(bool lookskill)
|
|
{
|
|
FName skillrepname;
|
|
|
|
if (lookskill && AllSkills.Size() > (unsigned)gameskill)
|
|
{
|
|
skillrepname = AllSkills[gameskill].GetReplacedBy(TypeName);
|
|
if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
|
|
{
|
|
Printf("Warning: incorrect actor name in definition of skill %s: \n"
|
|
"non-existent class %s is replaced by class %s\n"
|
|
"Skill replacement will be ignored for this actor.\n",
|
|
AllSkills[gameskill].Name.GetChars(),
|
|
skillrepname.GetChars(), TypeName.GetChars());
|
|
AllSkills[gameskill].SetReplacedBy(TypeName, NAME_None);
|
|
AllSkills[gameskill].SetReplacement(skillrepname, NAME_None);
|
|
lookskill = false;
|
|
}
|
|
}
|
|
if (Replacee == NULL && (!lookskill || skillrepname == NAME_None))
|
|
{
|
|
return this;
|
|
}
|
|
// The Replacee field is temporarily NULLed to prevent
|
|
// potential infinite recursion.
|
|
PClassActor *savedrep = Replacee;
|
|
Replacee = NULL;
|
|
PClassActor *rep = savedrep;
|
|
if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL))
|
|
{
|
|
rep = PClass::FindActor(skillrepname);
|
|
}
|
|
rep = rep->GetReplacee(false);
|
|
Replacee = savedrep;
|
|
return rep;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: SetDamageFactor
|
|
//
|
|
//==========================================================================
|
|
|
|
void PClassActor::SetDamageFactor(FName type, double factor)
|
|
{
|
|
if (DamageFactors == NULL)
|
|
{
|
|
DamageFactors = new DmgFactors;
|
|
}
|
|
DamageFactors->Insert(type, factor);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: SetPainChance
|
|
//
|
|
//==========================================================================
|
|
|
|
void PClassActor::SetPainChance(FName type, int chance)
|
|
{
|
|
if (chance >= 0)
|
|
{
|
|
if (PainChances == NULL)
|
|
{
|
|
PainChances = new PainChanceList;
|
|
}
|
|
PainChances->Insert(type, MIN(chance, 256));
|
|
}
|
|
else if (PainChances != NULL)
|
|
{
|
|
PainChances->Remove(type);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PClassActor :: ReplaceClassRef
|
|
//
|
|
//==========================================================================
|
|
|
|
void PClassActor::ReplaceClassRef(PClass *oldclass, PClass *newclass)
|
|
{
|
|
for (unsigned i = 0; i < VisibleToPlayerClass.Size(); i++)
|
|
{
|
|
if (VisibleToPlayerClass[i] == oldclass)
|
|
VisibleToPlayerClass[i] = static_cast<PClassPlayerPawn*>(newclass);
|
|
}
|
|
AActor *def = (AActor*)Defaults;
|
|
if (def != NULL)
|
|
{
|
|
if (def->TeleFogSourceType == oldclass) def->TeleFogSourceType = static_cast<PClassActor *>(newclass);
|
|
if (def->TeleFogDestType == oldclass) def->TeleFogDestType = static_cast<PClassActor *>(newclass);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DmgFactors :: CheckFactor
|
|
//
|
|
// Checks for the existance of a certain damage type. If that type does not
|
|
// exist, the damage factor for type 'None' will be returned, if present.
|
|
//
|
|
//==========================================================================
|
|
|
|
int DmgFactors::Apply(FName type, int damage)
|
|
{
|
|
auto pdf = CheckKey(type);
|
|
if (pdf == NULL && type != NAME_None)
|
|
{
|
|
pdf = CheckKey(NAME_None);
|
|
}
|
|
if (!pdf) return damage;
|
|
return int(damage * *pdf);
|
|
}
|
|
|
|
|
|
static void SummonActor (int command, int command2, FCommandLine argv)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
PClassActor *type = PClass::FindActor(argv[1]);
|
|
if (type == NULL)
|
|
{
|
|
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;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
if (factors)
|
|
{
|
|
// If the actor has named damage factors, look for a specific factor
|
|
|
|
auto pdf = factors->CheckKey(type);
|
|
if (pdf) return *pdf; // type specific damage type
|
|
|
|
// 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.;
|
|
}
|
|
|
|
{
|
|
auto pdf = factors->CheckKey(NAME_None);
|
|
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 (pdf) // normal damage available
|
|
{
|
|
if (dtd)
|
|
{
|
|
if (dtd->ReplaceFactor) return dtd->DefaultFactor; // use default instead of untyped factor
|
|
return *pdf * dtd->DefaultFactor; // use default as modification of untyped factor
|
|
}
|
|
return *pdf; // 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);
|
|
}
|