/* ** thingdef-properties.cpp ** ** Actor definitions - properties and flags handling ** **--------------------------------------------------------------------------- ** Copyright 2002-2007 Christoph Oelckers ** 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. ** 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 "gi.h" #include "actor.h" #include "info.h" #include "tarray.h" #include "w_wad.h" #include "templates.h" #include "r_defs.h" #include "r_draw.h" #include "a_pickups.h" #include "s_sound.h" #include "cmdlib.h" #include "p_lnspec.h" #include "a_action.h" #include "decallib.h" #include "m_random.h" #include "i_system.h" #include "p_local.h" #include "p_effect.h" #include "v_palette.h" #include "doomerrors.h" #include "a_hexenglobal.h" #include "a_weaponpiece.h" #include "p_conversation.h" #include "v_text.h" #include "thingdef.h" #include "a_sharedglobal.h" #include "r_translate.h" #include "a_morph.h" #include "colormatcher.h" #include "autosegs.h" //========================================================================== // // Gets a class pointer and performs an error check for correct type // //========================================================================== static const PClass *FindClassTentative(const char *name, const char *ancestor) { // "" and "none" mean 'no class' if (name == NULL || *name == 0 || !stricmp(name, "none")) { return NULL; } const PClass *anc = PClass::FindClass(ancestor); assert(anc != NULL); // parent classes used here should always be natively defined const PClass *cls = const_cast(anc)->FindClassTentative(name); assert (cls != NULL); // cls can not ne NULL here if (!cls->IsDescendantOf(anc)) { I_Error("%s does not inherit from %s\n", name, ancestor); } return cls; } //=========================================================================== // // 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(AActor *defaults, FActorInfo *info, bool set, int index) { switch (index) { case DEPF_FIREDAMAGE: defaults->DamageType = set? NAME_Fire : NAME_None; break; case DEPF_ICEDAMAGE: defaults->DamageType = set? NAME_Ice : NAME_None; break; case DEPF_LOWGRAVITY: defaults->gravity = set? FRACUNIT/8 : FRACUNIT; break; case DEPF_SHORTMISSILERANGE: defaults->maxtargetrange = set? 896*FRACUNIT : 0; break; case DEPF_LONGMELEERANGE: defaults->meleethreshold = set? 196*FRACUNIT : 0; break; case DEPF_QUARTERGRAVITY: defaults->gravity = set? FRACUNIT/4 : FRACUNIT; break; case DEPF_FIRERESIST: info->SetDamageFactor(NAME_Fire, set? FRACUNIT/2 : FRACUNIT); break; // the bounce flags will set the compatibility bounce modes to remain compatible case DEPF_HERETICBOUNCE: defaults->bouncetype = set? BOUNCE_HereticCompat : 0; break; case DEPF_HEXENBOUNCE: defaults->bouncetype = set? BOUNCE_HexenCompat : 0; break; case DEPF_DOOMBOUNCE: defaults->bouncetype = set? BOUNCE_DoomCompat : 0; break; case DEPF_PICKUPFLASH: if (set) { static_cast(defaults)->PickupFlash = FindClassTentative("PickupFlash", "Actor"); } else { static_cast(defaults)->PickupFlash = NULL; } break; default: break; // silence GCC } } //========================================================================== // // // //========================================================================== int MatchString (const char *in, const char **strings) { int i; for (i = 0; *strings != NULL; i++) { if (!stricmp(in, *strings++)) { return i; } } return -1; } //========================================================================== // // Info Property handlers // //========================================================================== //========================================================================== // //========================================================================== DEFINE_INFO_PROPERTY(game, T, Actor) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "Doom")) { info->GameFilter |= GAME_Doom; } else if (!stricmp(str, "Heretic")) { info->GameFilter |= GAME_Heretic; } else if (!stricmp(str, "Hexen")) { info->GameFilter |= GAME_Hexen; } else if (!stricmp(str, "Raven")) { info->GameFilter |= GAME_Raven; } else if (!stricmp(str, "Strife")) { info->GameFilter |= GAME_Strife; } else if (!stricmp(str, "Chex")) { info->GameFilter |= GAME_Chex; } else if (!stricmp(str, "Any")) { info->GameFilter = GAME_Any; } else { I_Error ("Unknown game type %s", str); } } //========================================================================== // //========================================================================== DEFINE_INFO_PROPERTY(spawnid, I, Actor) { PROP_INT_PARM(id, 0); if (id<0 || id>255) { I_Error ("SpawnID must be in the range [0,255]"); } else info->SpawnID=(BYTE)id; } //========================================================================== // //========================================================================== DEFINE_INFO_PROPERTY(conversationid, IiI, Actor) { PROP_INT_PARM(convid, 0); PROP_INT_PARM(id1, 1); PROP_INT_PARM(id2, 2); // Handling for Strife teaser IDs - only of meaning for the standard items // as PWADs cannot be loaded with the teasers. if (PROP_PARM_COUNT > 1) { if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE)) convid=id1; if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE|GI_TEASER2)) convid=id2; if (convid==-1) return; } if (convid<0 || convid>1000) { I_Error ("ConversationID must be in the range [0,1000]"); } else StrifeTypes[convid] = info->Class; } //========================================================================== // // Property handlers // //========================================================================== //========================================================================== // //========================================================================== DEFINE_PROPERTY(skip_super, 0, Actor) { if (info->Class->IsDescendantOf(RUNTIME_CLASS(AInventory))) { bag.ScriptPosition.Message(MSG_WARNING, "'skip_super' in definition of inventory item '%s' ignored.", info->Class->TypeName.GetChars() ); return; } if (bag.StateSet) { bag.ScriptPosition.Message(MSG_WARNING, "'skip_super' must appear before any state definitions."); return; } memcpy (defaults, GetDefault(), sizeof(AActor)); if (bag.DropItemList != NULL) { FreeDropItemChain (bag.DropItemList); } ResetBaggage (&bag, RUNTIME_CLASS(AActor)); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(tag, S, Actor) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaString(AMETA_StrifeName, str); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(health, I, Actor) { PROP_INT_PARM(id, 0); defaults->health=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(gibhealth, I, Actor) { PROP_INT_PARM(id, 0); info->Class->Meta.SetMetaInt (AMETA_GibHealth, id); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(woundhealth, I, Actor) { PROP_INT_PARM(id, 0); info->Class->Meta.SetMetaInt (AMETA_WoundHealth, id); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(reactiontime, I, Actor) { PROP_INT_PARM(id, 0); defaults->reactiontime=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(painchance, ZI, Actor) { PROP_STRING_PARM(str, 0); PROP_INT_PARM(id, 1); if (str == NULL) { defaults->PainChance=id; } else { FName painType; if (!stricmp(str, "Normal")) painType = NAME_None; else painType=str; if (info->PainChances == NULL) info->PainChances=new PainChanceList; (*info->PainChances)[painType] = (BYTE)id; } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(damage, X, Actor) { PROP_INT_PARM(id, 0); // Damage can either be a single number, in which case it is subject // to the original damage calculation rules. Or, it can be an expression // and will be calculated as-is, ignoring the original rules. For // compatibility reasons, expressions must be enclosed within // parentheses. defaults->Damage = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(speed, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->Speed = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(floatspeed, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->FloatSpeed=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(radius, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->radius=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(height, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->height=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(projectilepassheight, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->projectilepassheight=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(mass, I, Actor) { PROP_INT_PARM(id, 0); defaults->Mass=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(xscale, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->scaleX = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(yscale, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->scaleY = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(scale, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->scaleX = defaults->scaleY = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(args, Iiiii, Actor) { for (int i = 0; i < PROP_PARM_COUNT; i++) { PROP_INT_PARM(id, i); defaults->args[i] = id; } defaults->flags2|=MF2_ARGSDEFINED; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(seesound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->SeeSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(attacksound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->AttackSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bouncesound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->BounceSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(wallbouncesound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->WallBounceSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(painsound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->PainSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(deathsound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->DeathSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(activesound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->ActiveSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(howlsound, S, Actor) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaInt (AMETA_HowlSound, S_FindSound(str)); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(dropitem, S_i_i, Actor) { PROP_STRING_PARM(type, 0); // create a linked list of dropitems if (!bag.DropItemSet) { bag.DropItemSet = true; bag.DropItemList = NULL; } FDropItem *di = new FDropItem; di->Name =type; di->probability=255; di->amount=-1; if (PROP_PARM_COUNT > 1) { PROP_INT_PARM(prob, 1); di->probability = prob; if (PROP_PARM_COUNT > 2) { PROP_INT_PARM(amt, 2); di->amount = amt; } } di->Next = bag.DropItemList; bag.DropItemList = di; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(renderstyle, S, Actor) { PROP_STRING_PARM(str, 0); static const char * renderstyles[]={ "NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD","SHADED", NULL}; static const int renderstyle_values[]={ STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy, STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded}; // make this work for old style decorations, too. if (!strnicmp(str, "style_", 6)) str+=6; int style = MatchString(str, renderstyles); if (style < 0) I_Error("Unknown render style '%s'", str); defaults->RenderStyle = LegacyRenderStyles[renderstyle_values[style]]; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(defaultalpha, 0, Actor) { defaults->alpha = gameinfo.gametype == GAME_Heretic ? HR_SHADOW : HX_SHADOW; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(alpha, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->alpha = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(obituary, S, Actor) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaString (AMETA_Obituary, str); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(hitobituary, S, Actor) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaString (AMETA_HitObituary, str); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(donthurtshooter, 0, Actor) { info->Class->Meta.SetMetaInt (ACMETA_DontHurtShooter, true); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(explosionradius, I, Actor) { PROP_INT_PARM(id, 0); info->Class->Meta.SetMetaInt (ACMETA_ExplosionRadius, id); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(explosiondamage, I, Actor) { PROP_INT_PARM(id, 0); info->Class->Meta.SetMetaInt (ACMETA_ExplosionDamage, id); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(deathheight, F, Actor) { PROP_FIXED_PARM(h, 0); // AActor::Die() uses a height of 0 to mean "cut the height to 1/4", // so if a height of 0 is desired, store it as -1. info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, h <= 0 ? -1 : h); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(burnheight, F, Actor) { PROP_FIXED_PARM(h, 0); // The note above for AMETA_DeathHeight also applies here. info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, h <= 0 ? -1 : h); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(maxtargetrange, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->maxtargetrange = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(meleethreshold, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->meleethreshold = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(meleedamage, I, Actor) { PROP_INT_PARM(id, 0); info->Class->Meta.SetMetaInt (ACMETA_MeleeDamage, id); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(meleerange, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->meleerange = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(meleesound, S, Actor) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaInt (ACMETA_MeleeSound, S_FindSound(str)); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(missiletype, S, Actor) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaInt (ACMETA_MissileName, FName(str)); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(missileheight, F, Actor) { PROP_FIXED_PARM(id, 0); info->Class->Meta.SetMetaFixed (ACMETA_MissileHeight, id); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(pushfactor, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->pushfactor = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(translation, L, Actor) { PROP_INT_PARM(type, 0); if (type == 0) { PROP_INT_PARM(trans, 1); int max = (gameinfo.gametype==GAME_Strife || (info->GameFilter&GAME_Strife)) ? 6:2; if (trans < 0 || trans > max) { I_Error ("Translation must be in the range [0,%d]", max); } defaults->Translation = TRANSLATION(TRANSLATION_Standard, trans); } else { FRemapTable CurrentTranslation; CurrentTranslation.MakeIdentity(); for(int i = 1; i < PROP_PARM_COUNT; i++) { PROP_STRING_PARM(str, i); if (i== 1 && PROP_PARM_COUNT == 2 && !stricmp(str, "Ice")) { defaults->Translation = TRANSLATION(TRANSLATION_Standard, 7); return; } else { CurrentTranslation.AddToTranslation(str); } } defaults->Translation = CurrentTranslation.StoreTranslation (); } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(stencilcolor, C, Actor) { PROP_COLOR_PARM(color, 0); defaults->fillcolor = color | (ColorMatcher.Pick (RPART(color), GPART(color), BPART(color)) << 24); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bloodcolor, C, Actor) { PROP_COLOR_PARM(color, 0); PalEntry pe = color; pe.a = CreateBloodTranslation(pe); info->Class->Meta.SetMetaInt (AMETA_BloodColor, pe); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bloodtype, Sss, Actor) { PROP_STRING_PARM(str, 0) PROP_STRING_PARM(str1, 1) PROP_STRING_PARM(str2, 2) FName blood = str; // normal blood info->Class->Meta.SetMetaInt (AMETA_BloodType, blood); if (PROP_PARM_COUNT > 1) { blood = str1; } // blood splatter info->Class->Meta.SetMetaInt (AMETA_BloodType2, blood); if (PROP_PARM_COUNT > 2) { blood = str2; } // axe blood info->Class->Meta.SetMetaInt (AMETA_BloodType3, blood); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bouncetype, S, Actor) { const char *names[] = { "None", "Doom", "Heretic", "Hexen", "*", "DoomCompat", "HereticCompat", "HexenCompat", NULL }; PROP_STRING_PARM(id, 0); defaults->bouncetype = MatchString(id, names); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bouncefactor, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->bouncefactor = clamp(id, 0, FRACUNIT); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(wallbouncefactor, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->wallbouncefactor = clamp(id, 0, FRACUNIT); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bouncecount, I, Actor) { PROP_INT_PARM(id, 0); defaults->bouncecount = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(minmissilechance, I, Actor) { PROP_INT_PARM(id, 0); defaults->MinMissileChance=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(damagetype, S, Actor) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "Normal")) defaults->DamageType = NAME_None; else defaults->DamageType=str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(damagefactor, SF, Actor) { PROP_STRING_PARM(str, 0); PROP_FIXED_PARM(id, 1); if (info->DamageFactors == NULL) info->DamageFactors=new DmgFactors; FName dmgType; if (!stricmp(str, "Normal")) dmgType = NAME_None; else dmgType=str; (*info->DamageFactors)[dmgType]=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(decal, S, Actor) { PROP_STRING_PARM(str, 0); defaults->DecalGenerator = (FDecalBase *)intptr_t(int(FName(str))); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(maxstepheight, F, Actor) { PROP_FIXED_PARM(i, 0); defaults->MaxStepHeight = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(maxdropoffheight, F, Actor) { PROP_FIXED_PARM(i, 0); defaults->MaxDropOffHeight = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(poisondamage, I, Actor) { PROP_INT_PARM(i, 0); info->Class->Meta.SetMetaInt (AMETA_PoisonDamage, i); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(fastspeed, F, Actor) { PROP_FIXED_PARM(i, 0); info->Class->Meta.SetMetaFixed (AMETA_FastSpeed, i); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(radiusdamagefactor, F, Actor) { PROP_FIXED_PARM(i, 0); info->Class->Meta.SetMetaFixed (AMETA_RDFactor, i); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(cameraheight, F, Actor) { PROP_FIXED_PARM(i, 0); info->Class->Meta.SetMetaFixed (AMETA_CameraHeight, i); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(vspeed, F, Actor) { PROP_FIXED_PARM(i, 0); defaults->velz = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(gravity, F, Actor) { PROP_FIXED_PARM(i, 0); if (i < 0) I_Error ("Gravity must not be negative."); defaults->gravity = i; if (i == 0) defaults->flags |= MF_NOGRAVITY; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(species, S, Actor) { PROP_STRING_PARM(n, 0); defaults->Species = n; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(clearflags, 0, Actor) { defaults->flags = defaults->flags3 = defaults->flags4 = defaults->flags5 = defaults->flags6 = 0; defaults->flags2 &= MF2_ARGSDEFINED; // this flag must not be cleared } //========================================================================== // //========================================================================== DEFINE_PROPERTY(monster, 0, Actor) { // sets the standard flags for a monster defaults->flags|=MF_SHOOTABLE|MF_COUNTKILL|MF_SOLID; defaults->flags2|=MF2_PUSHWALL|MF2_MCROSS|MF2_PASSMOBJ; defaults->flags3|=MF3_ISMONSTER; defaults->flags4|=MF4_CANUSEWALLS; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(projectile, 0, Actor) { // sets the standard flags for a projectile defaults->flags|=MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE; defaults->flags2|=MF2_IMPACT|MF2_PCROSS|MF2_NOTELEPORT; if (gameinfo.gametype&GAME_Raven) defaults->flags5|=MF5_BLOODSPLATTER; } //========================================================================== // // Special inventory properties // //========================================================================== //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(backpackamount, I, Ammo) { PROP_INT_PARM(i, 0); defaults->BackpackAmount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(backpackmaxamount, I, Ammo) { PROP_INT_PARM(i, 0); defaults->BackpackMaxAmount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(dropamount, I, Ammo) { PROP_INT_PARM(i, 0); info->Class->Meta.SetMetaInt (AIMETA_DropAmount, i); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(armor, maxsaveamount, I, BasicArmorBonus) { PROP_INT_PARM(i, 0); defaults->MaxSaveAmount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(armor, maxbonus, I, BasicArmorBonus) { PROP_INT_PARM(i, 0); defaults->BonusCount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(armor, maxbonusmax, I, BasicArmorBonus) { PROP_INT_PARM(i, 0); defaults->BonusMax = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(saveamount, I, Armor) { PROP_INT_PARM(i, 0); // Special case here because this property has to work for 2 unrelated classes if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup))) { ((ABasicArmorPickup*)defaults)->SaveAmount=i; } else if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus))) { ((ABasicArmorBonus*)defaults)->SaveAmount=i; } else { I_Error("\"Armor.SaveAmount\" requires an actor of type \"Armor\""); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(savepercent, F, Armor) { PROP_FIXED_PARM(i, 0); i = clamp(i, 0, 100*FRACUNIT)/100; // Special case here because this property has to work for 2 unrelated classes if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup))) { ((ABasicArmorPickup*)defaults)->SavePercent = i; } else if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus))) { ((ABasicArmorBonus*)defaults)->SavePercent = i; } else { I_Error("\"Armor.SavePercent\" requires an actor of type \"Armor\"\n"); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(maxabsorb, I, Armor) { PROP_INT_PARM(i, 0); // Special case here because this property has to work for 2 unrelated classes if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup))) { ((ABasicArmorPickup*)defaults)->MaxAbsorb = i; } else if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus))) { ((ABasicArmorBonus*)defaults)->MaxAbsorb = i; } else { I_Error("\"Armor.MaxAbsorb\" requires an actor of type \"Armor\"\n"); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(maxfullabsorb, I, Armor) { PROP_INT_PARM(i, 0); // Special case here because this property has to work for 2 unrelated classes if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup))) { ((ABasicArmorPickup*)defaults)->MaxFullAbsorb = i; } else if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus))) { ((ABasicArmorBonus*)defaults)->MaxFullAbsorb = i; } else { I_Error("\"Armor.MaxFullAbsorb\" requires an actor of type \"Armor\"\n"); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(amount, I, Inventory) { PROP_INT_PARM(i, 0); defaults->Amount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(icon, S, Inventory) { PROP_STRING_PARM(i, 0); defaults->Icon = TexMan.CheckForTexture(i, FTexture::TEX_MiscPatch); if (!defaults->Icon.isValid()) { // Don't print warnings if the item is for another game or if this is a shareware IWAD. // Strife's teaser doesn't contain all the icon graphics of the full game. if ((info->GameFilter == GAME_Any || info->GameFilter & gameinfo.gametype) && !(gameinfo.flags&GI_SHAREWARE) && Wads.GetLumpFile(bag.Lumpnum) != 0) { bag.ScriptPosition.Message(MSG_WARNING, "Icon '%s' for '%s' not found\n", i, info->Class->TypeName.GetChars()); } } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(maxamount, I, Inventory) { PROP_INT_PARM(i, 0); defaults->MaxAmount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(defmaxamount, 0, Inventory) { defaults->MaxAmount = gameinfo.gametype == GAME_Heretic ? 16 : 25; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(pickupflash, S, Inventory) { PROP_STRING_PARM(str, 0); defaults->PickupFlash = FindClassTentative(str, "Actor"); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(pickupmessage, S, Inventory) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaString(AIMETA_PickupMessage, str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(pickupsound, S, Inventory) { PROP_STRING_PARM(str, 0); defaults->PickupSound = str; } //========================================================================== // Dummy for Skulltag compatibility... //========================================================================== DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory) { PROP_STRING_PARM(str, 0); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(respawntics, I, Inventory) { PROP_INT_PARM(i, 0); defaults->RespawnTics = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(usesound, S, Inventory) { PROP_STRING_PARM(str, 0); defaults->UseSound = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(givequest, I, Inventory) { PROP_INT_PARM(i, 0); info->Class->Meta.SetMetaInt(AIMETA_GiveQuest, i); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(lowmessage, IS, Health) { PROP_INT_PARM(i, 0); PROP_STRING_PARM(str, 1); info->Class->Meta.SetMetaInt(AIMETA_LowHealth, i); info->Class->Meta.SetMetaString(AIMETA_LowHealthMessage, str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(autouse, I, HealthPickup) { PROP_INT_PARM(i, 0); defaults->autousemode = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(number, I, PuzzleItem) { PROP_INT_PARM(i, 0); defaults->PuzzleItemNumber = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(failmessage, S, PuzzleItem) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammogive, I, Weapon) { PROP_INT_PARM(i, 0); defaults->AmmoGive1 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammogive1, I, Weapon) { PROP_INT_PARM(i, 0); defaults->AmmoGive1 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammogive2, I, Weapon) { PROP_INT_PARM(i, 0); defaults->AmmoGive2 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammotype, S, Weapon) { PROP_STRING_PARM(str, 0); defaults->AmmoType1 = FindClassTentative(str, "Ammo"); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammotype1, S, Weapon) { PROP_STRING_PARM(str, 0); defaults->AmmoType1 = FindClassTentative(str, "Ammo"); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammotype2, S, Weapon) { PROP_STRING_PARM(str, 0); defaults->AmmoType2 = FindClassTentative(str, "Ammo"); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammouse, I, Weapon) { PROP_INT_PARM(i, 0); defaults->AmmoUse1 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammouse1, I, Weapon) { PROP_INT_PARM(i, 0); defaults->AmmoUse1 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammouse2, I, Weapon) { PROP_INT_PARM(i, 0); defaults->AmmoUse2 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(kickback, I, Weapon) { PROP_INT_PARM(i, 0); defaults->Kickback = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(defaultkickback, 0, Weapon) { defaults->Kickback = gameinfo.defKickback; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(readysound, S, Weapon) { PROP_STRING_PARM(str, 0); defaults->ReadySound = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(selectionorder, I, Weapon) { PROP_INT_PARM(i, 0); defaults->SelectionOrder = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(sisterweapon, S, Weapon) { PROP_STRING_PARM(str, 0); defaults->SisterWeaponType = FindClassTentative(str, "Weapon"); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(upsound, S, Weapon) { PROP_STRING_PARM(str, 0); defaults->UpSound = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(yadjust, F, Weapon) { PROP_FIXED_PARM(i, 0); defaults->YAdjust = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon) { PROP_INT_PARM(i, 0); info->Class->Meta.SetMetaInt(AWMETA_SlotNumber, i); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(slotpriority, F, Weapon) { PROP_FIXED_PARM(i, 0); info->Class->Meta.SetMetaFixed(AWMETA_SlotPriority, i); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(number, I, WeaponPiece) { PROP_INT_PARM(i, 0); defaults->PieceValue = 1 << (i-1); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(weapon, S, WeaponPiece) { PROP_STRING_PARM(str, 0); defaults->WeaponClass = FindClassTentative(str, "Weapon"); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory) { PROP_INT_PARM(i, 0); int alpha; PalEntry * pBlendColor; if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup))) { pBlendColor = &((APowerup*)defaults)->BlendColor; } else if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerupGiver))) { pBlendColor = &((APowerupGiver*)defaults)->BlendColor; } else { I_Error("\"powerup.color\" requires an actor of type \"Powerup\"\n"); return; } PROP_INT_PARM(mode, 0); PROP_INT_PARM(color, 1); if (mode == 1) { PROP_STRING_PARM(name, 1); if (!stricmp(name, "INVERSEMAP")) { *pBlendColor = INVERSECOLOR; return; } else if (!stricmp(name, "GOLDMAP")) { *pBlendColor = GOLDCOLOR; return; } // [BC] Yay, more hacks. else if (!stricmp(name, "REDMAP" )) { *pBlendColor = REDCOLOR; return; } else if (!stricmp(name, "GREENMAP" )) { *pBlendColor = GREENCOLOR; return; } color = V_GetColor(NULL, name); } if (PROP_PARM_COUNT > 2) { PROP_FLOAT_PARM(falpha, 2); alpha=int(falpha*255); } else alpha = 255/3; alpha=clamp(alpha, 0, 255); if (alpha!=0) *pBlendColor = MAKEARGB(alpha, 0, 0, 0) | color; else *pBlendColor = 0; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory) { int *pEffectTics; if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup))) { pEffectTics = &((APowerup*)defaults)->EffectTics; } else if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerupGiver))) { pEffectTics = &((APowerupGiver*)defaults)->EffectTics; } else { I_Error("\"powerup.duration\" requires an actor of type \"Powerup\"\n"); return; } PROP_INT_PARM(i, 0); *pEffectTics = (i >= 0) ? i : -i * TICRATE; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory) { fixed_t *pStrength; if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup))) { pStrength = &((APowerup*)defaults)->Strength; } else if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerupGiver))) { pStrength = &((APowerupGiver*)defaults)->Strength; } else { I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n"); return; } // Puts a percent value in the 0.0..1.0 range PROP_FIXED_PARM(f, 0); *pStrength = f / 100; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, mode, S, Inventory) { PROP_STRING_PARM(str, 0); FName *pMode; if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup))) { pMode = &((APowerup*)defaults)->Mode; } else if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerupGiver))) { pMode = &((APowerupGiver*)defaults)->Mode; } else { I_Error("\"powerup.mode\" requires an actor of type \"Powerup\"\n"); return; } *pMode = (FName)str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, type, S, PowerupGiver) { PROP_STRING_PARM(str, 0); // Yuck! What was I thinking when I decided to prepend "Power" to the name? // Now it's too late to change it... const PClass *cls = PClass::FindClass(str); if (cls == NULL || !cls->IsDescendantOf(RUNTIME_CLASS(APowerup))) { FString st; st.Format("%s%s", strnicmp(str, "power", 5)? "Power" : "", str); cls = FindClassTentative(st, "Powerup"); } defaults->PowerupType = cls; } //========================================================================== // // [GRB] Special player properties // //========================================================================== //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, displayname, S, PlayerPawn) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaString (APMETA_DisplayName, str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, soundclass, S, PlayerPawn) { PROP_STRING_PARM(str, 0); FString tmp = str; tmp.ReplaceChars (' ', '_'); info->Class->Meta.SetMetaString (APMETA_SoundClass, tmp); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn) { PROP_STRING_PARM(str, 0); FString tmp = str; tmp.ToUpper(); if (tmp.Len() != 3) { bag.ScriptPosition.Message(MSG_WARNING, "Invalid face '%s' for '%s';\nSTF replacement codes must be 3 characters.\n", tmp.GetChars(), info->Class->TypeName.GetChars ()); } bool valid = ( (((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) && (((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) && (((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9'))) ); if (!valid) { bag.ScriptPosition.Message(MSG_WARNING, "Invalid face '%s' for '%s';\nSTF replacement codes must be alphanumeric.\n", tmp.GetChars(), info->Class->TypeName.GetChars ()); } info->Class->Meta.SetMetaString (APMETA_Face, tmp); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn) { PROP_INT_PARM(start, 0); PROP_INT_PARM(end, 1); if (start > end) swap (start, end); info->Class->Meta.SetMetaInt (APMETA_ColorRange, (start & 255) | ((end & 255) << 8)); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, attackzoffset, F, PlayerPawn) { PROP_FIXED_PARM(z, 0); defaults->AttackZOffset = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, jumpz, F, PlayerPawn) { PROP_FIXED_PARM(z, 0); defaults->JumpZ = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, spawnclass, L, PlayerPawn) { PROP_INT_PARM(type, 0); if (type == 0) { PROP_INT_PARM(val, 1); if (val > 0) defaults->SpawnMask |= 1<<(val-1); } else { for(int i=1; iSpawnMask = 0; else if (!stricmp(str, "Fighter")) defaults->SpawnMask |= 1; else if (!stricmp(str, "Cleric")) defaults->SpawnMask |= 2; else if (!stricmp(str, "Mage")) defaults->SpawnMask |= 4; } } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, viewheight, F, PlayerPawn) { PROP_FIXED_PARM(z, 0); defaults->ViewHeight = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, forwardmove, F_f, PlayerPawn) { PROP_FIXED_PARM(m, 0); defaults->ForwardMove1 = defaults->ForwardMove2 = m; if (PROP_PARM_COUNT > 1) { PROP_FIXED_PARM(m2, 1); defaults->ForwardMove2 = m2; } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, sidemove, F_f, PlayerPawn) { PROP_FIXED_PARM(m, 0); defaults->SideMove1 = defaults->SideMove2 = m; if (PROP_PARM_COUNT > 1) { PROP_FIXED_PARM(m2, 1); defaults->SideMove2 = m2; } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, maxhealth, I, PlayerPawn) { PROP_INT_PARM(z, 0); defaults->MaxHealth = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, runhealth, I, PlayerPawn) { PROP_INT_PARM(z, 0); defaults->RunHealth = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, morphweapon, S, PlayerPawn) { PROP_STRING_PARM(z, 0); defaults->MorphWeapon = FName(z); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, scoreicon, S, PlayerPawn) { PROP_STRING_PARM(z, 0); defaults->ScoreIcon = TexMan.CheckForTexture(z, FTexture::TEX_MiscPatch); if (!defaults->ScoreIcon.isValid()) { bag.ScriptPosition.Message(MSG_WARNING, "Icon '%s' for '%s' not found\n", z, info->Class->TypeName.GetChars ()); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, crouchsprite, S, PlayerPawn) { PROP_STRING_PARM(z, 0); if (strlen(z) == 4) { defaults->crouchsprite = GetSpriteIndex (z); } else if (*z == 0) { defaults->crouchsprite = 0; } else { I_Error("Sprite name must have exactly 4 characters"); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, damagescreencolor, C, PlayerPawn) { PROP_COLOR_PARM(c, 0); defaults->DamageFade = c; } //========================================================================== // // [GRB] Store start items in drop item list // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn) { PROP_STRING_PARM(str, 0); // create a linked list of startitems if (!bag.DropItemSet) { bag.DropItemSet = true; bag.DropItemList = NULL; } FDropItem * di=new FDropItem; di->Name = str; di->probability = 255; di->amount = 1; if (PROP_PARM_COUNT > 1) { PROP_INT_PARM(amt, 1); di->amount = amt; } di->Next = bag.DropItemList; bag.DropItemList = di; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, invulnerabilitymode, S, PlayerPawn) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaInt (APMETA_InvulMode, (FName)str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, healradiustype, S, PlayerPawn) { PROP_STRING_PARM(str, 0); info->Class->Meta.SetMetaInt (APMETA_HealingRadius, (FName)str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn) { for (int i=0;i<5;i++) { PROP_FIXED_PARM(val, i); info->Class->Meta.SetMetaFixed (APMETA_Hexenarmor0+i, val); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssssssssssssssssss, PlayerPawn) { PROP_INT_PARM(slot, 0); if (slot < 0 || slot > 9) { I_Error("Slot must be between 0 and 9."); } else { FString weapons; for(int i = 1; i < PROP_PARM_COUNT; ++i) { PROP_STRING_PARM(str, i); weapons << ' ' << str; } info->Class->Meta.SetMetaString(APMETA_Slot0 + slot, &weapons[1]); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(playerclass, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->PlayerClass = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(monsterclass, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->MonsterClass = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(duration, I, MorphProjectile) { PROP_INT_PARM(i, 0); defaults->Duration = i >= 0 ? i : -i*TICRATE; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(morphstyle, M, MorphProjectile) { PROP_INT_PARM(i, 0); defaults->MorphStyle = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(morphflash, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->MorphFlash = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(unmorphflash, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->UnMorphFlash = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(playerclass, S, PowerMorph) { PROP_STRING_PARM(str, 0); defaults->PlayerClass = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(morphstyle, M, PowerMorph) { PROP_INT_PARM(i, 0); defaults->MorphStyle = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(morphflash, S, PowerMorph) { PROP_STRING_PARM(str, 0); defaults->MorphFlash = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(unmorphflash, S, PowerMorph) { PROP_STRING_PARM(str, 0); defaults->UnMorphFlash = FName(str); }