raze/source/core/thingdef_properties.cpp

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2022-01-23 09:54:56 +00:00
/*
** thingdef-properties.cpp
**
** Actor denitions - properties and flags handling
**
**---------------------------------------------------------------------------
** Copyright 2002-2022 Christoph Oelckers
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** Copyright 2004-2007 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.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "filesystem.h"
#include "cmdlib.h"
#include "v_text.h"
#include "thingdef.h"
#include "vmbuilder.h"
#include "types.h"
#include "v_video.h"
#include "texturemanager.h"
#include "coreactor.h"
#include "thingdef.h"
//==========================================================================
//
// Gets a class pointer and performs an error check for correct type
//
//==========================================================================
static PClassActor *FindClassTentative(const char *name, PClass *ancestor, bool optional = false)
{
// "" and "none" mean 'no class'
if (name == NULL || *name == 0 || !stricmp(name, "none"))
{
return NULL;
}
PClass *cls = ancestor->FindClassTentative(name);
assert(cls != NULL); // cls can not be NULL here
if (!cls->IsDescendantOf(ancestor))
{
I_Error("%s does not inherit from %s\n", name, ancestor->TypeName.GetChars());
}
if (cls->Size == TentativeClass && optional)
{
cls->bOptional = true;
}
return static_cast<PClassActor *>(cls);
}
//==========================================================================
//
// Sets or clears a flag, taking field width into account.
//
//==========================================================================
void ModActorFlag(DCoreActor *actor, FFlagDef *fd, bool set)
{
// if it's a CSTAT flag, mark it as protected so that map spawned actors do not override it.
if (fd->varflags & VARF_Protected)
{
static_cast<PClassActor*>(actor->GetClass())->ActorInfo()->DefaultCstat |= fd->flagbit;
}
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// Little-Endian machines only need one case, because all field sizes
// start at the same address. (Unless the machine has unaligned access
// exceptions, in which case you'll need multiple cases for it too.)
#ifdef __BIG_ENDIAN__
if (fd->fieldsize == 4)
#endif
{
uint32_t *flagvar = (uint32_t *)((char *)actor + fd->structoffset);
if (set)
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
#ifdef __BIG_ENDIAN__
else if (fd->fieldsize == 2)
{
uint16_t *flagvar = (uint16_t *)((char *)actor + fd->structoffset);
if (set)
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
else
{
assert(fd->fieldsize == 1);
uint8_t *flagvar = (uint8_t *)((char *)actor + fd->structoffset);
if (set)
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
#endif
}
//==========================================================================
//
// Finds a flag by name and sets or clears it
//
// Returns true if the flag was found for the actor; else returns false
//
//==========================================================================
bool ModActorFlag(DCoreActor *actor, const FString &flagname, bool set, bool printerror)
{
bool found = false;
if (actor != NULL)
{
const char *dot = strchr(flagname, '.');
FFlagDef *fd;
PClassActor* cls = static_cast<PClassActor*>(actor->GetClass());
if (dot != NULL)
{
FString part1(flagname.GetChars(), dot - flagname);
fd = FindFlag(cls, part1, dot + 1);
}
else
{
fd = FindFlag(cls, flagname, NULL);
}
if (fd != NULL)
{
found = true;
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(actor, cls, set, fd->flagbit);
}
}
else if (printerror)
{
DPrintf(DMSG_ERROR, "ACS/DECORATE: '%s' is not a flag in '%s'\n", flagname.GetChars(), cls->TypeName.GetChars());
}
}
return found;
}
//==========================================================================
//
// Returns whether an actor flag is true or not.
//
//==========================================================================
INTBOOL CheckActorFlag(DCoreActor *owner, FFlagDef *fd)
{
if (fd->structoffset == -1)
{
return CheckDeprecatedFlags(owner, static_cast<PClassActor*>(owner->GetClass()), fd->flagbit);
}
else
#ifdef __BIG_ENDIAN__
if (fd->fieldsize == 4)
#endif
{
return fd->flagbit & *(uint32_t *)(((char*)owner) + fd->structoffset);
}
#ifdef __BIG_ENDIAN__
else if (fd->fieldsize == 2)
{
return fd->flagbit & *(uint16_t *)(((char*)owner) + fd->structoffset);
}
else
{
assert(fd->fieldsize == 1);
return fd->flagbit & *(uint8_t *)(((char*)owner) + fd->structoffset);
}
#endif
}
INTBOOL CheckActorFlag(DCoreActor *owner, const char *flagname, bool printerror)
{
const char *dot = strchr (flagname, '.');
FFlagDef *fd;
const PClass *cls = owner->GetClass();
if (dot != NULL)
{
FString part1(flagname, dot-flagname);
fd = FindFlag (cls, part1, dot+1);
}
else
{
fd = FindFlag (cls, flagname, NULL);
}
if (fd != NULL)
{
return CheckActorFlag(owner, fd);
}
else
{
if (printerror) Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
return false;
}
}
//===========================================================================
//
// HandleDeprecatedFlags
//
// Handles the deprecated flags and sets the respective properties
// to appropriate values. This is solely intended for backwards
// compatibility so mixing this with code that is aware of the real
// properties is not recommended
//
//===========================================================================
void HandleDeprecatedFlags(DCoreActor *defaults, PClassActor *info, bool set, int index)
{
}
//===========================================================================
//
// CheckDeprecatedFlags
//
// Checks properties related to deprecated flags, and returns true only
// if the relevant properties are configured exactly as they would have
// been by setting the flag in HandleDeprecatedFlags.
//
//===========================================================================
bool CheckDeprecatedFlags(DCoreActor *actor, PClassActor *info, int index)
{
return false; // Any entirely unknown flag is not set
}
//==========================================================================
//
//
//
//==========================================================================
int MatchString (const char *in, const char **strings)
{
int i;
for (i = 0; *strings != NULL; i++)
{
if (!stricmp(in, *strings++))
{
return i;
}
}
return -1;
}
//==========================================================================
//
// Get access to scripted pointers.
// They need a bit more work than other variables.
//
//==========================================================================
static bool PointerCheck(PType *symtype, PType *checktype)
{
auto symptype = PType::toClassPointer(symtype);
auto checkptype = PType::toClassPointer(checktype);
return symptype != nullptr && checkptype != nullptr && symptype->ClassRestriction->IsDescendantOf(checkptype->ClassRestriction);
}
//==========================================================================
//
// Info Property handlers
//
//==========================================================================
//==========================================================================
//
// Default spritetype fields cannot be set directly
// they need to be combined with the data from the map, so they need to be
// stored outside the actual actor until the spawn code can init it.
//
//==========================================================================
DEFINE_PROPERTY(pic, S, CoreActor)
{
PROP_STRING_PARM(str, 0);
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bag.Info->ActorInfo()->PicName = str;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_PICNUM;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(statnum, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.statnum = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_STATNUM;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(angle, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.angle = DAngle::fromDeg(i);
bag.Info->ActorInfo()->DefaultFlags |= DEFF_ANG;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(xvel, I, CoreActor)
{
PROP_INT_PARM(i, 0);
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bag.Info->ActorInfo()->defsprite.xint = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_XVEL;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(yvel, I, CoreActor)
{
PROP_INT_PARM(i, 0);
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bag.Info->ActorInfo()->defsprite.yint = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_YVEL;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(zvel, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.inittype = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_ZVEL;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(lotag, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.lotag = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_LOTAG;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(hitag, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.lotag = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_HITAG;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(extra, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.lotag = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_EXTRA;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(detail, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.detail = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_DETAIL;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(shade, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.shade = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_SHADE;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(pal, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.pal = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_PAL;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(clipdist, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.clipdist = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_CLIPDIST;
}
//==========================================================================
//
//==========================================================================
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DEFINE_PROPERTY(scalex, F, CoreActor)
{
PROP_INT_PARM(i, 0);
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bag.Info->ActorInfo()->defsprite.scale.X = (i);
bag.Info->ActorInfo()->DefaultFlags |= DEFF_XREPEAT;
}
//==========================================================================
//
//==========================================================================
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DEFINE_PROPERTY(scaley, F, CoreActor)
{
PROP_INT_PARM(i, 0);
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bag.Info->ActorInfo()->defsprite.scale.Y = (i);
bag.Info->ActorInfo()->DefaultFlags |= DEFF_YREPEAT;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(xoffset, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.xoffset = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_XOFFSET;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(yoffset, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.yoffset = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_YOFFSET;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(owner, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->defsprite.intowner = i;
bag.Info->ActorInfo()->DefaultFlags |= DEFF_OWNER;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(spriteset, Sssssssssssssssssssssssssssssss, CoreActor)
{
info->ActorInfo()->SpriteSet.Clear();
for (int i = 0; i < PROP_PARM_COUNT; ++i)
{
PROP_STRING_PARM(n, i);
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info->ActorInfo()->SpriteSetNames.Push(n);
}
}
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//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(health, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->Health = i;
}