gzdoom/src/thingdef/thingdef_properties.cpp
Christoph Oelckers cbcc7443c6 - added Xaser's bobbing style options submission.
SVN r3615 (trunk)
2012-05-02 20:58:29 +00:00

2594 lines
77 KiB
C++

/*
** 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 "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_data/r_translate.h"
#include "a_morph.h"
#include "colormatcher.h"
#include "teaminfo.h"
#include "v_video.h"
#include "r_data/colormaps.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<PClass*>(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->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_HereticCompat;
break;
case DEPF_HEXENBOUNCE:
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_HexenCompat;
break;
case DEPF_DOOMBOUNCE:
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_DoomCompat;
break;
case DEPF_PICKUPFLASH:
if (set)
{
static_cast<AInventory*>(defaults)->PickupFlash = FindClassTentative("PickupFlash", "Actor");
}
else
{
static_cast<AInventory*>(defaults)->PickupFlash = NULL;
}
break;
case DEPF_INTERHUBSTRIP: // Old system was 0 or 1, so if the flag is cleared, assume 1.
static_cast<AInventory*>(defaults)->InterHubAmount = set ? 0 : 1;
default:
break; // silence GCC
}
}
//===========================================================================
//
// 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(AActor *actor, FActorInfo *info, int index)
{
// A deprecated flag is false if
// a) it hasn't been added here
// b) any property of the actor differs from what it would be after setting the flag using HandleDeprecatedFlags
// Deprecated flags are normally replaced by something more flexible, which means a multitude of related configurations
// will report "false".
switch (index)
{
case DEPF_FIREDAMAGE:
return actor->DamageType == NAME_Fire;
case DEPF_ICEDAMAGE:
return actor->DamageType == NAME_Ice;
case DEPF_LOWGRAVITY:
return actor->gravity == FRACUNIT/8;
case DEPF_SHORTMISSILERANGE:
return actor->maxtargetrange == 896*FRACUNIT;
case DEPF_LONGMELEERANGE:
return actor->meleethreshold == 196*FRACUNIT;
case DEPF_QUARTERGRAVITY:
return actor->gravity == FRACUNIT/4;
case DEPF_FIRERESIST:
if (info->DamageFactors)
{
fixed_t *df = info->DamageFactors->CheckKey(NAME_Fire);
return df && (*df) == FRACUNIT / 2;
}
return false;
case DEPF_HERETICBOUNCE:
return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_HereticCompat;
case DEPF_HEXENBOUNCE:
return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_HexenCompat;
case DEPF_DOOMBOUNCE:
return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_DoomCompat;
case DEPF_PICKUPFLASH:
return static_cast<AInventory*>(actor)->PickupFlash == PClass::FindClass("PickupFlash");
// A pure name lookup may or may not be more efficient, but I know no static identifier for PickupFlash.
case DEPF_INTERHUBSTRIP:
return !(static_cast<AInventory*>(actor)->InterHubAmount);
}
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;
}
//==========================================================================
//
// Info Property handlers
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_INFO_PROPERTY(game, S, 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 <= 0) return; // 0 is not usable because the dialogue scripts use it as 'no object'.
SetStrifeType(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<AActor>(), sizeof(AActor));
if (bag.DropItemList != NULL)
{
FreeDropItemChain (bag.DropItemList);
}
ResetBaggage (&bag, RUNTIME_CLASS(AActor));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(tag, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->SetTag(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;
info->SetPainChance(painType, id);
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(painthreshold, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->PainThreshold = 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(projectilekickback, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->projectileKickback = 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(crushpainsound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->CrushPainSound = 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)
{
static const char *names[] = { "None", "Doom", "Heretic", "Hexen", "DoomCompat", "HereticCompat", "HexenCompat", "Grenade", "Classic", NULL };
static const int flags[] = { BOUNCE_None,
BOUNCE_Doom, BOUNCE_Heretic, BOUNCE_Hexen,
BOUNCE_DoomCompat, BOUNCE_HereticCompat, BOUNCE_HexenCompat,
BOUNCE_Grenade, BOUNCE_Classic, };
PROP_STRING_PARM(id, 0);
int match = MatchString(id, names);
if (match < 0)
{
I_Error("Unknown bouncetype %s", id);
match = 0;
}
defaults->BounceFlags &= ~(BOUNCE_TypeMask | BOUNCE_UseSeeSound);
defaults->BounceFlags |= flags[match];
if (defaults->BounceFlags & (BOUNCE_Actors | BOUNCE_AllActors))
{
// PASSMOBJ is irrelevant for normal missiles, but not for bouncers.
defaults->flags2 |= MF2_PASSMOBJ;
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncefactor, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->bouncefactor = clamp<fixed_t>(id, 0, FRACUNIT);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(wallbouncefactor, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->wallbouncefactor = clamp<fixed_t>(id, 0, FRACUNIT);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncecount, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->bouncecount = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(weaveindexXY, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->WeaveIndexXY = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(weaveindexZ, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->WeaveIndexZ = 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(paintype, S, Actor)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "Normal")) defaults->PainType = NAME_None;
else defaults->PainType=str;
}
//==========================================================================
//==========================================================================
DEFINE_PROPERTY(deathtype, S, Actor)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "Normal")) defaults->DeathType = NAME_None;
else defaults->DeathType=str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(damagefactor, ZF, Actor)
{
PROP_STRING_PARM(str, 0);
PROP_FIXED_PARM(id, 1);
if (str == NULL)
{
defaults->DamageFactor = id;
}
else
{
FName dmgType;
if (!stricmp(str, "Normal")) dmgType = NAME_None;
else dmgType=str;
info->SetDamageFactor(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, Iii, Actor)
{
PROP_INT_PARM(poisondamage, 0);
PROP_INT_PARM(poisonduration, 1);
PROP_INT_PARM(poisonperiod, 2);
defaults->PoisonDamage = poisondamage;
if (PROP_PARM_COUNT == 1)
{
defaults->PoisonDuration = INT_MIN;
}
else
{
defaults->PoisonDuration = poisonduration;
if (PROP_PARM_COUNT > 2)
defaults->PoisonPeriod = poisonperiod;
else
defaults->PoisonPeriod = 0;
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(poisondamagetype, S, Actor)
{
PROP_STRING_PARM(poisondamagetype, 0);
defaults->PoisonDamageType = poisondamagetype;
}
//==========================================================================
//
//==========================================================================
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;
}
//==========================================================================
//
//==========================================================================
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;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(activation, N, Actor)
{
// How the thing behaves when activated by death, USESPECIAL or BUMPSPECIAL
PROP_INT_PARM(val, 0);
defaults->activationtype = val;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(designatedteam, I, Actor)
{
PROP_INT_PARM(val, 0);
if(val < 0 || (val >= (signed) Teams.Size() && val != TEAM_NONE))
I_Error("Invalid team designation.\n");
defaults->DesignatedTeam = val;
}
//==========================================================================
// [BB]
//==========================================================================
DEFINE_PROPERTY(visibletoteam, I, Actor)
{
PROP_INT_PARM(i, 0);
defaults->VisibleToTeam=i+1;
}
//==========================================================================
// [BB]
//==========================================================================
DEFINE_PROPERTY(visibletoplayerclass, S_s, Actor)
{
info->VisibleToPlayerClass.Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
info->VisibleToPlayerClass.Push(FindClassTentative(n, "PlayerPawn"));
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(accuracy, I, Actor)
{
PROP_INT_PARM(i, 0);
defaults->accuracy = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(stamina, I, Actor)
{
PROP_INT_PARM(i, 0);
defaults->stamina = i;
}
//==========================================================================
//
// Special inventory properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(restrictedto, S_s, Inventory)
{
info->RestrictedToPlayerClass.Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
info->RestrictedToPlayerClass.Push(FindClassTentative(n, "PlayerPawn"));
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(forbiddento, S_s, Inventory)
{
info->ForbiddenToPlayerClass.Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
info->ForbiddenToPlayerClass.Push(FindClassTentative(n, "PlayerPawn"));
}
}
//==========================================================================
//
//==========================================================================
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(interhubamount, I, Inventory)
{
PROP_INT_PARM(i, 0);
defaults->InterHubAmount = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(maxamount, I, Inventory)
{
PROP_INT_PARM(i, 0);
defaults->MaxAmount = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(defmaxamount, 0, Inventory)
{
defaults->MaxAmount = gameinfo.definventorymaxamount;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(pickupflash, S, Inventory)
{
PROP_STRING_PARM(str, 0);
defaults->PickupFlash = FindClassTentative(str, "Actor");
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(pickupmessage, T, 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)
{
}
//==========================================================================
//
//==========================================================================
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, IT, 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, T, 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);
if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL;
else defaults->AmmoType1 = FindClassTentative(str, "Ammo");
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammotype1, S, Weapon)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL;
else defaults->AmmoType1 = FindClassTentative(str, "Ammo");
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammotype2, S, Weapon)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL;
else 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(bobstyle, S, Weapon)
{
static const char *names[] = { "Normal", "Inverse", "Alpha", "InverseAlpha", "Smooth", "InverseSmooth", NULL };
static const int flags[] = { AWeapon::BobNormal,
AWeapon::BobInverse, AWeapon::BobAlpha, AWeapon::BobInverseAlpha,
AWeapon::BobSmooth, AWeapon::BobInverseSmooth, };
PROP_STRING_PARM(id, 0);
int match = MatchString(id, names);
if (match < 0)
{
I_Error("Unknown bobstyle %s", id);
match = 0;
}
defaults->BobStyle |= flags[match];
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(bobspeed, F, Weapon)
{
PROP_FIXED_PARM(i, 0);
defaults->BobSpeed = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(bobrangex, F, Weapon)
{
PROP_FIXED_PARM(i, 0);
defaults->BobRangeX = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(bobrangey, F, Weapon)
{
PROP_FIXED_PARM(i, 0);
defaults->BobRangeY = 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(preferredskin, S, Weapon)
{
PROP_STRING_PARM(str, 0);
// NoOp - only for Skulltag compatibility
}
//==========================================================================
//
//==========================================================================
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)
{
static const char *specialcolormapnames[] = {
"INVERSEMAP", "GOLDMAP", "REDMAP", "GREENMAP", "BLUEMAP", NULL };
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);
// We must check the old special colormap names for compatibility
int v = MatchString(name, specialcolormapnames);
if (v >= 0)
{
*pBlendColor = MakeSpecialColormap(v);
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<int>(alpha, 0, 255);
if (alpha != 0) *pBlendColor = MAKEARGB(alpha, 0, 0, 0) | color;
else *pBlendColor = 0;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
{
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.colormap\" requires an actor of type \"Powerup\"\n");
return;
}
if (PROP_PARM_COUNT == 3)
{
PROP_FLOAT_PARM(r, 0);
PROP_FLOAT_PARM(g, 1);
PROP_FLOAT_PARM(b, 2);
*pBlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
}
else if (PROP_PARM_COUNT == 6)
{
PROP_FLOAT_PARM(r1, 0);
PROP_FLOAT_PARM(g1, 1);
PROP_FLOAT_PARM(b1, 2);
PROP_FLOAT_PARM(r2, 3);
PROP_FLOAT_PARM(g2, 4);
PROP_FLOAT_PARM(b2, 5);
*pBlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
}
else
{
I_Error("\"power.colormap\" must have either 3 or 6 parameters\n");
}
}
//==========================================================================
//
//==========================================================================
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)
swapvalues (start, end);
info->Class->Meta.SetMetaInt (APMETA_ColorRange, (start & 255) | ((end & 255) << 8));
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, colorset, ISIIIiiiiiiiiiiiiiiiiiiiiiiii, PlayerPawn)
{
PROP_INT_PARM(setnum, 0);
PROP_STRING_PARM(setname, 1);
PROP_INT_PARM(rangestart, 2);
PROP_INT_PARM(rangeend, 3);
PROP_INT_PARM(representative_color, 4);
FPlayerColorSet color;
color.Name = setname;
color.Lump = -1;
color.FirstColor = rangestart;
color.LastColor = rangeend;
color.RepresentativeColor = representative_color;
color.NumExtraRanges = 0;
if (PROP_PARM_COUNT > 5)
{
int count = PROP_PARM_COUNT - 5;
int start = 5;
while (count >= 4)
{
PROP_INT_PARM(range_start, start+0);
PROP_INT_PARM(range_end, start+1);
PROP_INT_PARM(first_color, start+2);
PROP_INT_PARM(last_color, start+3);
int extra = color.NumExtraRanges++;
assert (extra < (int)countof(color.Extra));
color.Extra[extra].RangeStart = range_start;
color.Extra[extra].RangeEnd = range_end;
color.Extra[extra].FirstColor = first_color;
color.Extra[extra].LastColor = last_color;
count -= 4;
start += 4;
}
if (count != 0)
{
bag.ScriptPosition.Message(MSG_WARNING, "Extra ranges require 4 parameters each.\n");
}
}
if (setnum < 0)
{
bag.ScriptPosition.Message(MSG_WARNING, "Color set number must not be negative.\n");
}
else
{
info->SetColorSet(setnum, &color);
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, colorsetfile, ISSI, PlayerPawn)
{
PROP_INT_PARM(setnum, 0);
PROP_STRING_PARM(setname, 1);
PROP_STRING_PARM(rangefile, 2);
PROP_INT_PARM(representative_color, 3);
FPlayerColorSet color;
color.Name = setname;
color.Lump = Wads.CheckNumForName(rangefile);
color.RepresentativeColor = representative_color;
color.NumExtraRanges = 0;
if (setnum < 0)
{
bag.ScriptPosition.Message(MSG_WARNING, "Color set number must not be negative.\n");
}
else if (color.Lump >= 0)
{
info->SetColorSet(setnum, &color);
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, clearcolorset, I, PlayerPawn)
{
PROP_INT_PARM(setnum, 0);
if (setnum < 0)
{
bag.ScriptPosition.Message(MSG_WARNING, "Color set number must not be negative.\n");
}
else
{
info->SetColorSet(setnum, NULL);
}
}
//==========================================================================
//
//==========================================================================
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; i<PROP_PARM_COUNT; i++)
{
PROP_STRING_PARM(str, i);
if (!stricmp(str, "Any"))
defaults->SpawnMask = 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, mugshotmaxhealth, I, PlayerPawn)
{
PROP_INT_PARM(z, 0);
defaults->MugShotMaxHealth = 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, flechettetype, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
defaults->FlechetteType = FindClassTentative(str, "ArtiPoisonBag");
}
//==========================================================================
//
//==========================================================================
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, Cfs, PlayerPawn)
{
PROP_COLOR_PARM(c, 0);
PalEntry color = c;
if (PROP_PARM_COUNT < 3) // Because colors count as 2 parms
{
color.a = 255;
defaults->DamageFade = color;
}
else if (PROP_PARM_COUNT < 4)
{
PROP_FLOAT_PARM(a, 2);
color.a = BYTE(255 * clamp(a, 0.f, 1.f));
defaults->DamageFade = color;
}
else
{
PROP_FLOAT_PARM(a, 2);
PROP_STRING_PARM(type, 3);
color.a = BYTE(255 * clamp(a, 0.f, 1.f));
info->SetPainFlash(type, color);
}
}
//==========================================================================
//
// [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, portrait, S, PlayerPawn)
{
PROP_STRING_PARM(val, 0);
info->Class->Meta.SetMetaString (APMETA_Portrait, 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);
}