gzdoom/src/thingdef/thingdef_properties.cpp
Christoph Oelckers 2221ab5668 - Finally has the right idea how to restore Doom's original clipping of projectiles
against decorations without breaking anything newer:
  Added a new 'projectilepassheight' property that defines an alternative height
  that is only used when checking a projectile's movement against this actor.
  If the value is positive it is used regardless of other settings, if it is
  negative, its absolute will be used if a new compatibility option is enabled
  and if it is 0 the normal height will be used.


SVN r1253 (trunk)
2008-10-05 11:23:41 +00:00

2201 lines
67 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 "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"
//==========================================================================
//
// List of all flags
//
//==========================================================================
// [RH] Keep GCC quiet by not using offsetof on Actor types.
#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1 }
#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)(size_t)&((type*)1)->variable - 1 }
#define DEFINE_DEPRECATED_FLAG(name) { DEPF_##name, #name, -1 }
#define DEFINE_DUMMY_FLAG(name) { DEPF_UNUSED, #name, -1 }
enum
{
DEPF_UNUSED,
DEPF_FIREDAMAGE,
DEPF_ICEDAMAGE,
DEPF_LOWGRAVITY,
DEPF_LONGMELEERANGE,
DEPF_SHORTMISSILERANGE,
DEPF_PICKUPFLASH,
DEPF_QUARTERGRAVITY,
DEPF_FIRERESIST,
};
static FFlagDef ActorFlags[]=
{
DEFINE_FLAG(MF, PICKUP, APlayerPawn, flags),
DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
DEFINE_FLAG(MF, SOLID, AActor, flags),
DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
DEFINE_FLAG(MF, NOSECTOR, AActor, flags),
DEFINE_FLAG(MF, NOBLOCKMAP, AActor, flags),
DEFINE_FLAG(MF, AMBUSH, AActor, flags),
DEFINE_FLAG(MF, JUSTHIT, AActor, flags),
DEFINE_FLAG(MF, JUSTATTACKED, AActor, flags),
DEFINE_FLAG(MF, SPAWNCEILING, AActor, flags),
DEFINE_FLAG(MF, NOGRAVITY, AActor, flags),
DEFINE_FLAG(MF, DROPOFF, AActor, flags),
DEFINE_FLAG(MF, NOCLIP, AActor, flags),
DEFINE_FLAG(MF, FLOAT, AActor, flags),
DEFINE_FLAG(MF, TELEPORT, AActor, flags),
DEFINE_FLAG(MF, MISSILE, AActor, flags),
DEFINE_FLAG(MF, DROPPED, AActor, flags),
DEFINE_FLAG(MF, SHADOW, AActor, flags),
DEFINE_FLAG(MF, NOBLOOD, AActor, flags),
DEFINE_FLAG(MF, CORPSE, AActor, flags),
DEFINE_FLAG(MF, INFLOAT, AActor, flags),
DEFINE_FLAG(MF, COUNTKILL, AActor, flags),
DEFINE_FLAG(MF, COUNTITEM, AActor, flags),
DEFINE_FLAG(MF, SKULLFLY, AActor, flags),
DEFINE_FLAG(MF, NOTDMATCH, AActor, flags),
DEFINE_FLAG(MF, SPAWNSOUNDSOURCE, AActor, flags),
DEFINE_FLAG(MF, FRIENDLY, AActor, flags),
DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
DEFINE_FLAG(MF, STEALTH, AActor, flags),
DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
DEFINE_FLAG(MF2, DONTREFLECT, AActor, flags2),
DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
DEFINE_FLAG(MF2, HERETICBOUNCE , AActor, flags2),
DEFINE_FLAG(MF2, BLASTED, AActor, flags2),
DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2),
DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2),
DEFINE_FLAG(MF2, NOTELEPORT, AActor, flags2),
DEFINE_FLAG2(MF2_RIP, RIPPER, AActor, flags2),
DEFINE_FLAG(MF2, PUSHABLE, AActor, flags2),
DEFINE_FLAG2(MF2_SLIDE, SLIDESONWALLS, AActor, flags2),
DEFINE_FLAG2(MF2_PASSMOBJ, CANPASS, AActor, flags2),
DEFINE_FLAG(MF2, CANNOTPUSH, AActor, flags2),
DEFINE_FLAG(MF2, THRUGHOST, AActor, flags2),
DEFINE_FLAG(MF2, BOSS, AActor, flags2),
DEFINE_FLAG2(MF2_NODMGTHRUST, NODAMAGETHRUST, AActor, flags2),
DEFINE_FLAG(MF2, DONTTRANSLATE, AActor, flags2),
DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2),
DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2),
DEFINE_FLAG(MF2, HEXENBOUNCE, AActor, flags2),
DEFINE_FLAG(MF2, DOOMBOUNCE, AActor, flags2),
DEFINE_FLAG2(MF2_IMPACT, ACTIVATEIMPACT, AActor, flags2),
DEFINE_FLAG2(MF2_PUSHWALL, CANPUSHWALLS, AActor, flags2),
DEFINE_FLAG2(MF2_MCROSS, ACTIVATEMCROSS, AActor, flags2),
DEFINE_FLAG2(MF2_PCROSS, ACTIVATEPCROSS, AActor, flags2),
DEFINE_FLAG(MF2, CANTLEAVEFLOORPIC, AActor, flags2),
DEFINE_FLAG(MF2, NONSHOOTABLE, AActor, flags2),
DEFINE_FLAG(MF2, INVULNERABLE, AActor, flags2),
DEFINE_FLAG(MF2, DORMANT, AActor, flags2),
DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2),
DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2),
DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3),
DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3),
DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3),
DEFINE_FLAG(MF3, GHOST, AActor, flags3),
DEFINE_FLAG(MF3, SPECIALFLOORCLIP, AActor, flags3),
DEFINE_FLAG(MF3, ALWAYSPUFF, AActor, flags3),
DEFINE_FLAG(MF3, DONTSPLASH, AActor, flags3),
DEFINE_FLAG(MF3, DONTOVERLAP, AActor, flags3),
DEFINE_FLAG(MF3, DONTMORPH, AActor, flags3),
DEFINE_FLAG(MF3, DONTSQUASH, AActor, flags3),
DEFINE_FLAG(MF3, EXPLOCOUNT, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLACTIVE, AActor, flags3),
DEFINE_FLAG(MF3, ISMONSTER, AActor, flags3),
DEFINE_FLAG(MF3, SKYEXPLODE, AActor, flags3),
DEFINE_FLAG(MF3, STAYMORPHED, AActor, flags3),
DEFINE_FLAG(MF3, DONTBLAST, AActor, flags3),
DEFINE_FLAG(MF3, CANBLAST, AActor, flags3),
DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
DEFINE_FLAG(MF3, CANBOUNCEWATER, AActor, flags3),
DEFINE_FLAG(MF3, NOWALLBOUNCESND, AActor, flags3),
DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3),
DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3),
DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4),
DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4),
DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
DEFINE_FLAG(MF4, CANUSEWALLS, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
DEFINE_FLAG(MF4, FORCERADIUSDMG, AActor, flags4),
DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
DEFINE_FLAG(MF4, LOOKALLAROUND, AActor, flags4),
DEFINE_FLAG(MF4, STANDSTILL, AActor, flags4),
DEFINE_FLAG(MF4, SPECTRAL, AActor, flags4),
DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4),
DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4),
DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4),
DEFINE_FLAG(MF4, DONTHURTSPECIES, AActor, flags4),
DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4),
DEFINE_FLAG(MF4, DEFLECT, AActor, flags4),
DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4),
DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4),
DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
DEFINE_FLAG(MF5, FASTER, AActor, flags5),
DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
DEFINE_FLAG(MF5, BOUNCEONACTORS, AActor, flags5),
DEFINE_FLAG(MF5, EXPLODEONWATER, AActor, flags5),
DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5),
DEFINE_FLAG(MF5, NEVERFAST, AActor, flags5),
DEFINE_FLAG(MF5, ALWAYSRESPAWN, AActor, flags5),
DEFINE_FLAG(MF5, NEVERRESPAWN, AActor, flags5),
DEFINE_FLAG(MF5, DONTRIP, AActor, flags5),
DEFINE_FLAG(MF5, NOINFIGHTING, AActor, flags5),
DEFINE_FLAG(MF5, NOINTERACTION, AActor, flags5),
DEFINE_FLAG(MF5, NOTIMEFREEZE, AActor, flags5),
DEFINE_FLAG(MF5, PUFFGETSOWNER, AActor, flags5), // [BB] added PUFFGETSOWNER
DEFINE_FLAG(MF5, SPECIALFIREDAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, SUMMONEDMONSTER, AActor, flags5),
DEFINE_FLAG(MF5, NOVERTICALMELEERANGE, AActor, flags5),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects),
DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
DEFINE_DEPRECATED_FLAG(FIREDAMAGE),
DEFINE_DEPRECATED_FLAG(ICEDAMAGE),
DEFINE_DEPRECATED_FLAG(LOWGRAVITY),
DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE),
DEFINE_DEPRECATED_FLAG(LONGMELEERANGE),
DEFINE_DEPRECATED_FLAG(QUARTERGRAVITY),
DEFINE_DEPRECATED_FLAG(FIRERESIST),
DEFINE_DUMMY_FLAG(NONETID),
DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN),
};
static FFlagDef InventoryFlags[] =
{
// Inventory flags
DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags),
DEFINE_FLAG(IF, AUTOACTIVATE, AInventory, ItemFlags),
DEFINE_FLAG(IF, UNDROPPABLE, AInventory, ItemFlags),
DEFINE_FLAG(IF, INVBAR, AInventory, ItemFlags),
DEFINE_FLAG(IF, HUBPOWER, AInventory, ItemFlags),
DEFINE_FLAG(IF, INTERHUBSTRIP, AInventory, ItemFlags),
DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags),
DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags),
DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags),
DEFINE_FLAG(IF, ADDITIVETIME, AInventory, ItemFlags),
DEFINE_FLAG(IF, NOATTENPICKUPSOUND, AInventory, ItemFlags),
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
};
static FFlagDef WeaponFlags[] =
{
// Weapon flags
DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, READYSNDHALF, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, DONTBOB, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AXEBLOOD, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NOALERT, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AMMO_OPTIONAL, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, ALT_AMMO_OPTIONAL, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, PRIMARY_USES_BOTH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, WIMPY_WEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags),
DEFINE_FLAG2(WIF_BOT_MELEE, MELEEWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
DEFINE_DUMMY_FLAG(NOLMS),
};
static const struct { const PClass *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
{
{ RUNTIME_CLASS(AActor), ActorFlags, sizeof(ActorFlags)/sizeof(FFlagDef) },
{ RUNTIME_CLASS(AInventory), InventoryFlags, sizeof(InventoryFlags)/sizeof(FFlagDef) },
{ RUNTIME_CLASS(AWeapon), WeaponFlags, sizeof(WeaponFlags)/sizeof(FFlagDef) }
};
#define NUM_FLAG_LISTS 3
//==========================================================================
//
// Find a flag by name using a binary search
//
//==========================================================================
static int STACK_ARGS flagcmp (const void * a, const void * b)
{
return stricmp( ((FFlagDef*)a)->name, ((FFlagDef*)b)->name);
}
static FFlagDef *FindFlag (FFlagDef *flags, int numflags, const char *flag)
{
int min = 0, max = numflags - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp (flag, flags[mid].name);
if (lexval == 0)
{
return &flags[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2)
{
static bool flagsorted = false;
FFlagDef *def;
int i;
if (!flagsorted)
{
for (i = 0; i < NUM_FLAG_LISTS; ++i)
{
qsort (FlagLists[i].Defs, FlagLists[i].NumDefs, sizeof(FFlagDef), flagcmp);
}
flagsorted = true;
}
if (part2 == NULL)
{ // Search all lists
for (i = 0; i < NUM_FLAG_LISTS; ++i)
{
if (type->IsDescendantOf (FlagLists[i].Type))
{
def = FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part1);
if (def != NULL)
{
return def;
}
}
}
}
else
{ // Search just the named list
for (i = 0; i < NUM_FLAG_LISTS; ++i)
{
if (stricmp (FlagLists[i].Type->TypeName.GetChars(), part1) == 0)
{
if (type->IsDescendantOf (FlagLists[i].Type))
{
return FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part2);
}
else
{
return NULL;
}
}
}
}
return NULL;
}
//===========================================================================
//
// 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;
case DEPF_PICKUPFLASH:
if (set)
{
static_cast<AInventory*>(defaults)->PickupFlash = fuglyname("PickupFlash");
}
else
{
static_cast<AInventory*>(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"))
{
bag.Info->GameFilter |= GAME_Doom;
}
else if (!stricmp(str, "Heretic"))
{
bag.Info->GameFilter |= GAME_Heretic;
}
else if (!stricmp(str, "Hexen"))
{
bag.Info->GameFilter |= GAME_Hexen;
}
else if (!stricmp(str, "Raven"))
{
bag.Info->GameFilter |= GAME_Raven;
}
else if (!stricmp(str, "Strife"))
{
bag.Info->GameFilter |= GAME_Strife;
}
else if (!stricmp(str, "Chex"))
{
bag.Info->GameFilter |= GAME_Chex;
}
else if (!stricmp(str, "Any"))
{
bag.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 bag.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] = bag.Info->Class;
}
//==========================================================================
//
// Property handlers
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(skip_super, 0, Actor)
{
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
Printf("'skip_super' in definition of inventory item '%s' ignored.", bag.Info->Class->TypeName.GetChars() );
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);
bag.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);
bag.Info->Class->Meta.SetMetaInt (AMETA_GibHealth, id);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(woundhealth, I, Actor)
{
PROP_INT_PARM(id, 0);
bag.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 (bag.Info->PainChances == NULL) bag.Info->PainChances=new PainChanceList;
(*bag.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(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);
bag.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'");
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);
bag.Info->Class->Meta.SetMetaString (AMETA_Obituary, str);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(hitobituary, S, Actor)
{
PROP_STRING_PARM(str, 0);
bag.Info->Class->Meta.SetMetaString (AMETA_HitObituary, str);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(donthurtshooter, 0, Actor)
{
bag.Info->Class->Meta.SetMetaInt (ACMETA_DontHurtShooter, true);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(explosionradius, I, Actor)
{
PROP_INT_PARM(id, 0);
bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionRadius, id);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(explosiondamage, I, Actor)
{
PROP_INT_PARM(id, 0);
bag.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.
bag.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.
bag.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);
bag.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);
bag.Info->Class->Meta.SetMetaInt (ACMETA_MeleeSound, S_FindSound(str));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(missiletype, S, Actor)
{
PROP_STRING_PARM(str, 0);
bag.Info->Class->Meta.SetMetaInt (ACMETA_MissileName, FName(str));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(missileheight, F, Actor)
{
PROP_FIXED_PARM(id, 0);
bag.Info->Class->Meta.SetMetaFixed (ACMETA_MissileHeight, 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 || (bag.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);
bag.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
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType, blood);
if (PROP_PARM_COUNT > 1)
{
blood = str1;
}
// blood splatter
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType2, blood);
if (PROP_PARM_COUNT > 2)
{
blood = str2;
}
// axe blood
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType3, blood);
}
//==========================================================================
//
//==========================================================================
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(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, 0);
if (bag.Info->DamageFactors == NULL) bag.Info->DamageFactors=new DmgFactors;
FName dmgType;
if (!stricmp(str, "Normal")) dmgType = NAME_None;
else dmgType=str;
(*bag.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);
bag.Info->Class->Meta.SetMetaInt (AMETA_PoisonDamage, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(fastspeed, F, Actor)
{
PROP_FIXED_PARM(i, 0);
bag.Info->Class->Meta.SetMetaFixed (AMETA_FastSpeed, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(radiusdamagefactor, F, Actor)
{
PROP_FIXED_PARM(i, 0);
bag.Info->Class->Meta.SetMetaFixed (AMETA_RDFactor, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(cameraheight, F, Actor)
{
PROP_FIXED_PARM(i, 0);
bag.Info->Class->Meta.SetMetaFixed (AMETA_CameraHeight, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(vspeed, F, Actor)
{
PROP_FIXED_PARM(i, 0);
defaults->momz = 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(clearflags, 0, Actor)
{
defaults->flags=defaults->flags3=defaults->flags4=defaults->flags5=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);
bag.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 (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->SaveAmount=i;
}
else if (bag.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 (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->SavePercent = i;
}
else if (bag.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(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 ((bag.Info->GameFilter == GAME_Any || bag.Info->GameFilter & gameinfo.gametype) &&
!(gameinfo.flags&GI_SHAREWARE) && Wads.GetLumpFile(bag.Lumpnum) != 0)
{
Printf("Icon '%s' for '%s' not found\n", i, bag.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 = fuglyname(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(pickupmessage, S, Inventory)
{
PROP_STRING_PARM(str, 0);
bag.Info->Class->Meta.SetMetaString(AIMETA_PickupMessage, str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(pickupsound, S, Inventory)
{
PROP_STRING_PARM(str, 0);
defaults->PickupSound = str;
}
//==========================================================================
//
//==========================================================================
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);
bag.Info->Class->Meta.SetMetaInt(AIMETA_GiveQuest, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(lowmessage, IS, Health)
{
PROP_INT_PARM(i, 0);
PROP_STRING_PARM(str, 1);
bag.Info->Class->Meta.SetMetaInt(AIMETA_LowHealth, i);
bag.Info->Class->Meta.SetMetaString(AIMETA_LowHealthMessage, str);
}
//==========================================================================
//
//==========================================================================
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);
bag.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 = fuglyname(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammotype1, S, Weapon)
{
PROP_STRING_PARM(str, 0);
defaults->AmmoType1 = fuglyname(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammotype2, S, Weapon)
{
PROP_STRING_PARM(str, 0);
defaults->AmmoType2 = fuglyname(str);
}
//==========================================================================
//
//==========================================================================
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 = fuglyname(str);
}
//==========================================================================
//
//==========================================================================
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(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 = fuglyname(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
{
PROP_INT_PARM(i, 0);
int alpha;
PalEntry * pBlendColor;
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup)))
{
pBlendColor = &((APowerup*)defaults)->BlendColor;
}
else if (bag.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<int>(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 (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup)))
{
pEffectTics = &((APowerup*)defaults)->EffectTics;
}
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(APowerupGiver)))
{
pEffectTics = &((APowerupGiver*)defaults)->EffectTics;
}
else
{
I_Error("\"powerup.color\" requires an actor of type \"Powerup\"\n");
return;
}
PROP_INT_PARM(i, 0);
*pEffectTics = (i >= 0) ? i : -i * TICRATE;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, mode, S, PowerupGiver)
{
PROP_STRING_PARM(str, 0);
defaults->mode = (FName)str;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, type, S, PowerupGiver)
{
PROP_STRING_PARM(str, 0);
defaults->PowerupType = fuglyname(str);
}
//==========================================================================
//
// [GRB] Special player properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, displayname, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
bag.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 (' ', '_');
bag.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)
{
Printf("Invalid face '%s' for '%s';\nSTF replacement codes must be 3 characters.\n",
tmp.GetChars(), bag.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)
{
Printf("Invalid face '%s' for '%s';\nSTF replacement codes must be alphanumeric.\n",
tmp.GetChars(), bag.Info->Class->TypeName.GetChars ());
}
bag.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);
bag.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; 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, 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())
{
Printf("Icon '%s' for '%s' not found\n", z, bag.Info->Class->TypeName.GetChars ());
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, crouchsprite, S, PlayerPawn)
{
PROP_STRING_PARM(z, 0);
defaults->crouchsprite = GetSpriteIndex (z);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, damagescreencolor, C, PlayerPawn)
{
PROP_COLOR_PARM(c, 0);
defaults->RedDamageFade = RPART (c);
defaults->GreenDamageFade = GPART (c);
defaults->BlueDamageFade = BPART (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);
bag.Info->Class->Meta.SetMetaInt (APMETA_InvulMode, (FName)str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, healradiustype, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
bag.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);
bag.Info->Class->Meta.SetMetaFixed (APMETA_Hexenarmor0+i, val);
}
}
//==========================================================================
//
//==========================================================================
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);
}
//==========================================================================
//
// Find a property by name using a binary search
//
//==========================================================================
static int STACK_ARGS propcmp(const void * a, const void * b)
{
return stricmp( (*(FPropertyInfo**)a)->name, (*(FPropertyInfo**)b)->name);
}
static TArray<FPropertyInfo*> properties;
FPropertyInfo *FindProperty(const char * string)
{
static bool propsorted=false;
if (!propsorted)
{
TAutoSegIterator<FPropertyInfo *, &GRegHead, &GRegTail> probe;
while (++probe != NULL)
{
properties.Push(probe);
}
properties.ShrinkToFit();
qsort(&properties[0], properties.Size(), sizeof(properties[0]), propcmp);
propsorted=true;
}
int min = 0, max = properties.Size()-1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp (string, properties[mid]->name);
if (lexval == 0)
{
return properties[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}