gzdoom-gles/src/scripting/thingdef_data.cpp
Christoph Oelckers 633da6e5d8 - scriptified two of the Acolyte's functions.
- added a DActorIterator class.
- fixed: It was not possible to have functions of the same name in two different classes because the name they were searched for was not qualified by the class. Changed so that the class name is included now, but to avoid renaming several hundreds of functions all at once, if the search fails, it will repeat with 'Actor' as class name.

This commit contains preparations for scriptifying Hexen's Dragon, but that doesn't work yet so it's not included.
2016-11-16 01:36:21 +01:00

699 lines
26 KiB
C++

/*
** thingdef_data.cpp
**
** DECORATE data tables
**
**---------------------------------------------------------------------------
** Copyright 2002-2008 Christoph Oelckers
** Copyright 2004-2008 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.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** 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 "thingdef.h"
#include "actor.h"
#include "d_player.h"
#include "p_effect.h"
#include "autosegs.h"
static TArray<FPropertyInfo*> properties;
static TArray<AFuncDesc> AFTable;
//==========================================================================
//
// List of all flags
//
//==========================================================================
// [RH] Keep GCC quiet by not using offsetof on Actor types.
#define DEFINE_FLAG(prefix, name, type, variable) { (unsigned int)prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native }
#define DEFINE_PROTECTED_FLAG(prefix, name, type, variable) { (unsigned int)prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native|VARF_ReadOnly|VARF_InternalAccess }
#define DEFINE_FLAG2(symbol, name, type, variable) { (unsigned int)symbol, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native }
#define DEFINE_FLAG2_DEPRECATED(symbol, name, type, variable) { (unsigned int)symbol, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native|VARF_Deprecated }
#define DEFINE_DEPRECATED_FLAG(name) { DEPF_##name, #name, -1, 0, true }
#define DEFINE_DUMMY_FLAG(name, deprec) { DEPF_UNUSED, #name, -1, 0, deprec? VARF_Deprecated:0 }
// internal flags. These do not get exposed to actor definitions but scripts need to be able to access them as variables.
FFlagDef InternalActorFlagDefs[]=
{
DEFINE_FLAG(MF, INCHASE, AActor, flags),
DEFINE_FLAG(MF, UNMORPHED, AActor, flags),
DEFINE_FLAG(MF2, FLY, AActor, flags2),
DEFINE_FLAG(MF2, ONMOBJ, AActor, flags2),
DEFINE_FLAG(MF2, ARGSDEFINED, AActor, flags2),
DEFINE_FLAG(MF3, NOSIGHTCHECK, AActor, flags3),
DEFINE_FLAG(MF3, CRASHED, AActor, flags3),
DEFINE_FLAG(MF3, WARNBOT, AActor, flags3),
DEFINE_FLAG(MF3, HUNTPLAYERS, AActor, flags3),
DEFINE_FLAG(MF4, NOHATEPLAYERS, AActor, flags4),
DEFINE_FLAG(MF4, SCROLLMOVE, AActor, flags4),
DEFINE_FLAG(MF4, VFRICTION, AActor, flags4),
DEFINE_FLAG(MF4, BOSSSPAWNED, AActor, flags4),
DEFINE_FLAG(MF5, AVOIDINGDROPOFF, AActor, flags5),
DEFINE_FLAG(MF5, CHASEGOAL, AActor, flags5),
DEFINE_FLAG(MF5, INCONVERSATION, AActor, flags5),
DEFINE_FLAG(MF6, ARMED, AActor, flags6),
DEFINE_FLAG(MF6, FALLING, AActor, flags6),
DEFINE_FLAG(MF6, LINEDONE, AActor, flags6),
DEFINE_FLAG(MF6, SHATTERING, AActor, flags6),
DEFINE_FLAG(MF6, KILLED, AActor, flags6),
DEFINE_FLAG(MF6, BOSSCUBE, AActor, flags6),
DEFINE_FLAG(MF6, INTRYMOVE, AActor, flags6),
DEFINE_FLAG(MF7, HANDLENODELAY, AActor, flags7),
DEFINE_FLAG(MF7, FLYCHEAT, AActor, flags7),
{ 0xffffffff }
};
FFlagDef ActorFlagDefs[]=
{
DEFINE_FLAG(MF, PICKUP, APlayerPawn, flags),
DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
DEFINE_FLAG(MF, SOLID, AActor, flags),
DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
DEFINE_PROTECTED_FLAG(MF, NOSECTOR, AActor, flags),
DEFINE_PROTECTED_FLAG(MF, NOBLOCKMAP, AActor, flags),
DEFINE_FLAG(MF, AMBUSH, AActor, flags),
DEFINE_FLAG(MF, JUSTHIT, AActor, flags),
DEFINE_FLAG(MF, JUSTATTACKED, AActor, flags),
DEFINE_FLAG(MF, SPAWNCEILING, AActor, flags),
DEFINE_FLAG(MF, NOGRAVITY, AActor, flags),
DEFINE_FLAG(MF, DROPOFF, AActor, flags),
DEFINE_FLAG(MF, NOCLIP, AActor, flags),
DEFINE_FLAG(MF, FLOAT, AActor, flags),
DEFINE_FLAG(MF, TELEPORT, AActor, flags),
DEFINE_FLAG(MF, MISSILE, AActor, flags),
DEFINE_FLAG(MF, DROPPED, AActor, flags),
DEFINE_FLAG(MF, SHADOW, AActor, flags),
DEFINE_FLAG(MF, NOBLOOD, AActor, flags),
DEFINE_FLAG(MF, CORPSE, AActor, flags),
DEFINE_FLAG(MF, INFLOAT, AActor, flags),
DEFINE_FLAG(MF, COUNTKILL, AActor, flags),
DEFINE_FLAG(MF, COUNTITEM, AActor, flags),
DEFINE_FLAG(MF, SKULLFLY, AActor, flags),
DEFINE_FLAG(MF, NOTDMATCH, AActor, flags),
DEFINE_FLAG(MF, SPAWNSOUNDSOURCE, AActor, flags),
DEFINE_FLAG(MF, FRIENDLY, AActor, flags),
DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
DEFINE_FLAG(MF, STEALTH, AActor, flags),
DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
DEFINE_FLAG(MF2, DONTREFLECT, AActor, flags2),
DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
DEFINE_FLAG(MF2, DONTSEEKINVISIBLE, AActor, flags2),
DEFINE_FLAG(MF2, BLASTED, AActor, flags2),
DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2),
DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2),
DEFINE_FLAG(MF2, NOTELEPORT, AActor, flags2),
DEFINE_FLAG2(MF2_RIP, RIPPER, AActor, flags2),
DEFINE_FLAG(MF2, PUSHABLE, AActor, flags2),
DEFINE_FLAG2(MF2_SLIDE, SLIDESONWALLS, AActor, flags2),
DEFINE_FLAG2(MF2_PASSMOBJ, CANPASS, AActor, flags2),
DEFINE_FLAG(MF2, CANNOTPUSH, AActor, flags2),
DEFINE_FLAG(MF2, THRUGHOST, AActor, flags2),
DEFINE_FLAG(MF2, BOSS, AActor, flags2),
DEFINE_FLAG2(MF2_NODMGTHRUST, NODAMAGETHRUST, AActor, flags2),
DEFINE_FLAG(MF2, DONTTRANSLATE, AActor, flags2),
DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2),
DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2),
DEFINE_FLAG(MF2, THRUACTORS, AActor, flags2),
DEFINE_FLAG2(MF2_IMPACT, ACTIVATEIMPACT, AActor, flags2),
DEFINE_FLAG2(MF2_PUSHWALL, CANPUSHWALLS, AActor, flags2),
DEFINE_FLAG2(MF2_MCROSS, ACTIVATEMCROSS, AActor, flags2),
DEFINE_FLAG2(MF2_PCROSS, ACTIVATEPCROSS, AActor, flags2),
DEFINE_FLAG(MF2, CANTLEAVEFLOORPIC, AActor, flags2),
DEFINE_FLAG(MF2, NONSHOOTABLE, AActor, flags2),
DEFINE_FLAG(MF2, INVULNERABLE, AActor, flags2),
DEFINE_FLAG(MF2, DORMANT, AActor, flags2),
DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2),
DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2),
DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3),
DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3),
DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3),
DEFINE_FLAG(MF3, GHOST, AActor, flags3),
DEFINE_FLAG(MF3, SPECIALFLOORCLIP, AActor, flags3),
DEFINE_FLAG(MF3, ALWAYSPUFF, AActor, flags3),
DEFINE_FLAG(MF3, DONTSPLASH, AActor, flags3),
DEFINE_FLAG(MF3, DONTOVERLAP, AActor, flags3),
DEFINE_FLAG(MF3, DONTMORPH, AActor, flags3),
DEFINE_FLAG(MF3, DONTSQUASH, AActor, flags3),
DEFINE_FLAG(MF3, EXPLOCOUNT, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLACTIVE, AActor, flags3),
DEFINE_FLAG(MF3, ISMONSTER, AActor, flags3),
DEFINE_FLAG(MF3, SKYEXPLODE, AActor, flags3),
DEFINE_FLAG(MF3, STAYMORPHED, AActor, flags3),
DEFINE_FLAG(MF3, DONTBLAST, AActor, flags3),
DEFINE_FLAG(MF3, CANBLAST, AActor, flags3),
DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
DEFINE_FLAG(MF3, AVOIDMELEE, AActor, flags3),
DEFINE_FLAG(MF3, SCREENSEEKER, AActor, flags3),
DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3),
DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3),
DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4),
DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4),
DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
DEFINE_FLAG(MF4, CANUSEWALLS, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
DEFINE_FLAG(MF4, FORCERADIUSDMG, AActor, flags4),
DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
DEFINE_FLAG(MF4, LOOKALLAROUND, AActor, flags4),
DEFINE_FLAG(MF4, STANDSTILL, AActor, flags4),
DEFINE_FLAG(MF4, SPECTRAL, AActor, flags4),
DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4),
DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4),
DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4),
DEFINE_FLAG(MF4, DONTHARMCLASS, AActor, flags4),
DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4),
DEFINE_FLAG(MF4, DEFLECT, AActor, flags4),
DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4),
DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
DEFINE_FLAG(MF5, DONTDRAIN, AActor, flags5),
DEFINE_FLAG(MF5, GETOWNER, AActor, flags5),
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
DEFINE_FLAG(MF5, NOFORWARDFALL, AActor, flags5),
DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5),
DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5),
DEFINE_FLAG(MF5, NEVERFAST, AActor, flags5),
DEFINE_FLAG(MF5, ALWAYSRESPAWN, AActor, flags5),
DEFINE_FLAG(MF5, NEVERRESPAWN, AActor, flags5),
DEFINE_FLAG(MF5, DONTRIP, AActor, flags5),
DEFINE_FLAG(MF5, NOINFIGHTING, AActor, flags5),
DEFINE_FLAG(MF5, NOINTERACTION, AActor, flags5),
DEFINE_FLAG(MF5, NOTIMEFREEZE, AActor, flags5),
DEFINE_FLAG(MF5, PUFFGETSOWNER, AActor, flags5), // [BB] added PUFFGETSOWNER
DEFINE_FLAG(MF5, SPECIALFIREDAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, SUMMONEDMONSTER, AActor, flags5),
DEFINE_FLAG(MF5, NOVERTICALMELEERANGE, AActor, flags5),
DEFINE_FLAG(MF5, BRIGHT, AActor, flags5),
DEFINE_FLAG(MF5, CANTSEEK, AActor, flags5),
DEFINE_FLAG(MF5, PAINLESS, AActor, flags5),
DEFINE_FLAG(MF5, MOVEWITHSECTOR, AActor, flags5),
DEFINE_FLAG(MF6, NOBOSSRIP, AActor, flags6),
DEFINE_FLAG(MF6, THRUSPECIES, AActor, flags6),
DEFINE_FLAG(MF6, MTHRUSPECIES, AActor, flags6),
DEFINE_FLAG(MF6, FORCEPAIN, AActor, flags6),
DEFINE_FLAG(MF6, NOFEAR, AActor, flags6),
DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6),
DEFINE_FLAG(MF6, DONTHARMSPECIES, AActor, flags6),
DEFINE_FLAG(MF6, STEPMISSILE, AActor, flags6),
DEFINE_FLAG(MF6, NOTELEFRAG, AActor, flags6),
DEFINE_FLAG(MF6, TOUCHY, AActor, flags6),
DEFINE_FLAG(MF6, CANJUMP, AActor, flags6),
DEFINE_FLAG(MF6, JUMPDOWN, AActor, flags6),
DEFINE_FLAG(MF6, VULNERABLE, AActor, flags6),
DEFINE_FLAG(MF6, NOTRIGGER, AActor, flags6),
DEFINE_FLAG(MF6, ADDITIVEPOISONDAMAGE, AActor, flags6),
DEFINE_FLAG(MF6, ADDITIVEPOISONDURATION, AActor, flags6),
DEFINE_FLAG(MF6, BLOCKEDBYSOLIDACTORS, AActor, flags6),
DEFINE_FLAG(MF6, NOMENU, AActor, flags6),
DEFINE_FLAG(MF6, SEEINVISIBLE, AActor, flags6),
DEFINE_FLAG(MF6, DONTCORPSE, AActor, flags6),
DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
DEFINE_FLAG(MF7, HARMFRIENDS, AActor, flags7),
DEFINE_FLAG(MF7, BUDDHA, AActor, flags7),
DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7),
DEFINE_FLAG(MF7, DONTTHRUST, AActor, flags7),
DEFINE_FLAG(MF7, ALLOWPAIN, AActor, flags7),
DEFINE_FLAG(MF7, CAUSEPAIN, AActor, flags7),
DEFINE_FLAG(MF7, THRUREFLECT, AActor, flags7),
DEFINE_FLAG(MF7, MIRRORREFLECT, AActor, flags7),
DEFINE_FLAG(MF7, AIMREFLECT, AActor, flags7),
DEFINE_FLAG(MF7, HITTARGET, AActor, flags7),
DEFINE_FLAG(MF7, HITMASTER, AActor, flags7),
DEFINE_FLAG(MF7, HITTRACER, AActor, flags7),
DEFINE_FLAG(MF7, NODECAL, AActor, flags7), // [ZK] Decal flags
DEFINE_FLAG(MF7, FORCEDECAL, AActor, flags7),
DEFINE_FLAG(MF7, LAXTELEFRAGDMG, AActor, flags7),
DEFINE_FLAG(MF7, ICESHATTER, AActor, flags7),
DEFINE_FLAG(MF7, ALLOWTHRUFLAGS, AActor, flags7),
DEFINE_FLAG(MF7, USEKILLSCRIPTS, AActor, flags7),
DEFINE_FLAG(MF7, NOKILLSCRIPTS, AActor, flags7),
DEFINE_FLAG(MF7, SPRITEANGLE, AActor, flags7),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects),
DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
DEFINE_FLAG(RF, ROLLSPRITE, AActor, renderflags), // [marrub] roll the sprite billboard
// [fgsfds] Flat sprites
DEFINE_FLAG(RF, FLATSPRITE, AActor, renderflags),
DEFINE_FLAG(RF, WALLSPRITE, AActor, renderflags),
DEFINE_FLAG(RF, DONTFLIP, AActor, renderflags),
DEFINE_FLAG(RF, ROLLCENTER, AActor, renderflags),
DEFINE_FLAG(RF, MASKROTATION, AActor, renderflags),
DEFINE_FLAG(RF, ABSMASKANGLE, AActor, renderflags),
DEFINE_FLAG(RF, ABSMASKPITCH, AActor, renderflags),
// Bounce flags
DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_Floors, BOUNCEONFLOORS, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_Ceilings, BOUNCEONCEILINGS, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_Actors, ALLOWBOUNCEONACTORS, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_AutoOff, BOUNCEAUTOOFF, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_HereticType, BOUNCELIKEHERETIC, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_CanBounceWater, CANBOUNCEWATER, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_NoWallSound, NOWALLBOUNCESND, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_Quiet, NOBOUNCESOUND, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_AllActors, BOUNCEONACTORS, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_ExplodeOnWater, EXPLODEONWATER, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_MBF, MBFBOUNCER, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_AutoOffFloorOnly, BOUNCEAUTOOFFFLOORONLY, AActor, BounceFlags),
DEFINE_FLAG2(BOUNCE_UseBounceState, USEBOUNCESTATE, AActor, BounceFlags),
{ 0xffffffff }
};
// These won't be accessible through bitfield variables
static FFlagDef MoreFlagDefs[] =
{
// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
DEFINE_DEPRECATED_FLAG(FIREDAMAGE),
DEFINE_DEPRECATED_FLAG(ICEDAMAGE),
DEFINE_DEPRECATED_FLAG(LOWGRAVITY),
DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE),
DEFINE_DEPRECATED_FLAG(LONGMELEERANGE),
DEFINE_DEPRECATED_FLAG(QUARTERGRAVITY),
DEFINE_DEPRECATED_FLAG(FIRERESIST),
DEFINE_DEPRECATED_FLAG(HERETICBOUNCE),
DEFINE_DEPRECATED_FLAG(HEXENBOUNCE),
DEFINE_DEPRECATED_FLAG(DOOMBOUNCE),
// Deprecated flags with no more existing functionality.
DEFINE_DUMMY_FLAG(FASTER, true), // obsolete, replaced by 'Fast' state flag
DEFINE_DUMMY_FLAG(FASTMELEE, true), // obsolete, replaced by 'Fast' state flag
// Various Skulltag flags that are quite irrelevant to ZDoom
DEFINE_DUMMY_FLAG(NONETID, false), // netcode-based
DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN, false), // netcode-based
DEFINE_DUMMY_FLAG(CLIENTSIDEONLY, false), // netcode-based
DEFINE_DUMMY_FLAG(SERVERSIDEONLY, false), // netcode-based
DEFINE_DUMMY_FLAG(EXPLODEONDEATH, true), // seems useless
DEFINE_FLAG2_DEPRECATED(MF4_DONTHARMCLASS, DONTHURTSPECIES, AActor, flags4), // Deprecated name as an alias
};
static FFlagDef InventoryFlagDefs[] =
{
// Inventory flags
DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags),
DEFINE_FLAG(IF, AUTOACTIVATE, AInventory, ItemFlags),
DEFINE_FLAG(IF, UNDROPPABLE, AInventory, ItemFlags),
DEFINE_FLAG(IF, INVBAR, AInventory, ItemFlags),
DEFINE_FLAG(IF, HUBPOWER, AInventory, ItemFlags),
DEFINE_FLAG(IF, UNTOSSABLE, AInventory, ItemFlags),
DEFINE_FLAG(IF, ADDITIVETIME, AInventory, ItemFlags),
DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags),
DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags),
DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags),
DEFINE_FLAG(IF, NOATTENPICKUPSOUND, AInventory, ItemFlags),
DEFINE_FLAG(IF, PERSISTENTPOWER, AInventory, ItemFlags),
DEFINE_FLAG(IF, RESTRICTABSOLUTELY, AInventory, ItemFlags),
DEFINE_FLAG(IF, NEVERRESPAWN, AInventory, ItemFlags),
DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags),
DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags),
DEFINE_FLAG(IF, ALWAYSRESPAWN, AInventory, ItemFlags),
DEFINE_FLAG(IF, TRANSFER, AInventory, ItemFlags),
DEFINE_FLAG(IF, NOTELEPORTFREEZE, AInventory, ItemFlags),
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),
};
static FFlagDef WeaponFlagDefs[] =
{
// Weapon flags
DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, READYSNDHALF, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, DONTBOB, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AXEBLOOD, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NOALERT, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AMMO_OPTIONAL, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, ALT_AMMO_OPTIONAL, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, PRIMARY_USES_BOTH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, WIMPY_WEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, MELEEWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AMMO_CHECKBOTH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NOAUTOAIM, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NODEATHDESELECT, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NODEATHINPUT, AWeapon, WeaponFlags),
DEFINE_DUMMY_FLAG(NOLMS, false),
DEFINE_FLAG(WIF, ALT_USES_BOTH, AWeapon, WeaponFlags),
DEFINE_DUMMY_FLAG(ALLOW_WITH_RESPAWN_INVUL, false),
};
static FFlagDef PlayerPawnFlagDefs[] =
{
// PlayerPawn flags
DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags),
DEFINE_FLAG(PPF, CANSUPERMORPH, APlayerPawn, PlayerFlags),
DEFINE_FLAG(PPF, CROUCHABLEMORPH, APlayerPawn, PlayerFlags),
};
static FFlagDef PowerSpeedFlagDefs[] =
{
// PowerSpeed flags
DEFINE_FLAG(PSF, NOTRAIL, APowerSpeed, SpeedFlags),
};
static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
{
{ &RUNTIME_CLASS_CASTLESS(AActor), ActorFlagDefs, countof(ActorFlagDefs)-1 }, // -1 to account for the terminator
{ &RUNTIME_CLASS_CASTLESS(AActor), MoreFlagDefs, countof(MoreFlagDefs) },
{ &RUNTIME_CLASS_CASTLESS(AInventory), InventoryFlagDefs, countof(InventoryFlagDefs) },
{ &RUNTIME_CLASS_CASTLESS(AWeapon), WeaponFlagDefs, countof(WeaponFlagDefs) },
{ &RUNTIME_CLASS_CASTLESS(APlayerPawn), PlayerPawnFlagDefs, countof(PlayerPawnFlagDefs) },
{ &RUNTIME_CLASS_CASTLESS(APowerSpeed), PowerSpeedFlagDefs, countof(PowerSpeedFlagDefs) },
};
#define NUM_FLAG_LISTS (countof(FlagLists))
//==========================================================================
//
// Find a flag by name using a binary search
//
//==========================================================================
static FFlagDef *FindFlag (FFlagDef *flags, int numflags, const char *flag)
{
int min = 0, max = numflags - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp (flag, flags[mid].name);
if (lexval == 0)
{
return &flags[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
//==========================================================================
//
// Finds a flag that may have a qualified name
//
//==========================================================================
FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2, bool strict)
{
FFlagDef *def;
if (part2 == NULL)
{ // Search all lists
int max = strict ? 2 : NUM_FLAG_LISTS;
for (int i = 0; i < max; ++i)
{
if (type->IsDescendantOf (*FlagLists[i].Type))
{
def = FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part1);
if (def != NULL)
{
return def;
}
}
}
}
else
{ // Search just the named list
for (size_t i = 0; i < NUM_FLAG_LISTS; ++i)
{
if (stricmp ((*FlagLists[i].Type)->TypeName.GetChars(), part1) == 0)
{
if (type->IsDescendantOf (*FlagLists[i].Type))
{
return FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part2);
}
else
{
return NULL;
}
}
}
}
return NULL;
}
//==========================================================================
//
// Gets the name of an actor flag
//
//==========================================================================
const char *GetFlagName(unsigned int flagnum, int flagoffset)
{
for(size_t i = 0; i < countof(ActorFlagDefs); i++)
{
if (ActorFlagDefs[i].flagbit == flagnum && ActorFlagDefs[i].structoffset == flagoffset)
{
return ActorFlagDefs[i].name;
}
}
return "(unknown)"; // return something printable
}
//==========================================================================
//
// Find a property by name using a binary search
//
//==========================================================================
FPropertyInfo *FindProperty(const char * string)
{
int min = 0, max = properties.Size()-1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp (string, properties[mid]->name);
if (lexval == 0)
{
return properties[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
//==========================================================================
//
// Find a function by name using a binary search
//
//==========================================================================
AFuncDesc *FindFunction(PClass *cls, const char * string)
{
for (int i = 0; i < 2; i++)
{
if (i == 1 && !cls->IsDescendantOf(RUNTIME_CLASS(AActor))) break;
FStringf fullname("%s_%s", i == 0 ? cls->TypeName.GetChars() : "Actor", string);
int min = 0, max = AFTable.Size() - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp(fullname, AFTable[mid].Name + 1);
if (lexval == 0)
{
return &AFTable[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
}
return nullptr;
}
//==========================================================================
//
// Find an action function in AActor's table
//
//==========================================================================
VMFunction *FindVMFunction(PClass *cls, const char *name)
{
auto f = dyn_cast<PFunction>(cls->Symbols.FindSymbol(name, true));
return f == nullptr ? nullptr : f->Variants[0].Implementation;
}
//==========================================================================
//
// Sorting helpers
//
//==========================================================================
static int flagcmp (const void * a, const void * b)
{
return stricmp( ((FFlagDef*)a)->name, ((FFlagDef*)b)->name);
}
static int propcmp(const void * a, const void * b)
{
return stricmp( (*(FPropertyInfo**)a)->name, (*(FPropertyInfo**)b)->name);
}
static int funccmp(const void * a, const void * b)
{
return stricmp(((AFuncDesc*)a)->Name + 1, ((AFuncDesc*)b)->Name + 1); // +1 to get past the prefix letter of the native class name, which gets omitted by the FName for the class.
}
//==========================================================================
//
// Initialization
//
//==========================================================================
void G_InitLevelLocalsForScript();
void InitThingdef()
{
// Sort the flag lists
for (size_t i = 0; i < NUM_FLAG_LISTS; ++i)
{
qsort (FlagLists[i].Defs, FlagLists[i].NumDefs, sizeof(FFlagDef), flagcmp);
}
// Create a sorted list of properties
if (properties.Size() == 0)
{
FAutoSegIterator probe(GRegHead, GRegTail);
while (*++probe != NULL)
{
properties.Push((FPropertyInfo *)*probe);
}
properties.ShrinkToFit();
qsort(&properties[0], properties.Size(), sizeof(properties[0]), propcmp);
}
// Create a sorted list of native action functions
AFTable.Clear();
if (AFTable.Size() == 0)
{
FAutoSegIterator probe(ARegHead, ARegTail);
while (*++probe != NULL)
{
AFuncDesc *afunc = (AFuncDesc *)*probe;
assert(afunc->VMPointer != NULL);
*(afunc->VMPointer) = new VMNativeFunction(afunc->Function, afunc->Name);
AFTable.Push(*afunc);
}
AFTable.ShrinkToFit();
qsort(&AFTable[0], AFTable.Size(), sizeof(AFTable[0]), funccmp);
}
PType *TypeActor = NewPointer(RUNTIME_CLASS(AActor));
PStruct *sstruct = NewStruct("Sector", nullptr);
auto sptr = NewPointer(sstruct);
sstruct->AddNativeField("soundtarget", TypeActor, myoffsetof(sector_t, SoundTarget));
G_InitLevelLocalsForScript();
FAutoSegIterator probe(CRegHead, CRegTail);
while (*++probe != NULL)
{
if (((ClassReg *)*probe)->InitNatives)
((ClassReg *)*probe)->InitNatives();
}
}