mirror of
https://github.com/ZDoom/gzdoom.git
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826 lines
30 KiB
C++
826 lines
30 KiB
C++
/*
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** thingdef_data.cpp
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**
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** DECORATE data tables
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2008 Christoph Oelckers
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** Copyright 2004-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "thingdef.h"
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#include "actor.h"
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#include "d_player.h"
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#include "p_effect.h"
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#include "gi.h"
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#include "p_terrain.h"
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#include "gstrings.h"
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#include "g_levellocals.h"
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#include "p_checkposition.h"
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#include "p_linetracedata.h"
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#include "v_font.h"
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#include "menu.h"
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#include "teaminfo.h"
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#include "r_data/sprites.h"
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#include "serializer_doom.h"
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#include "wi_stuff.h"
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#include "a_dynlight.h"
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#include "types.h"
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#include "dictionary.h"
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static TArray<FPropertyInfo*> properties;
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static TArray<AFuncDesc> AFTable;
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static TArray<FieldDesc> FieldTable;
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extern int BackbuttonTime;
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extern float BackbuttonAlpha;
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//==========================================================================
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//
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// List of all flags
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//
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//==========================================================================
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// [RH] Keep GCC quiet by not using offsetof on Actor types.
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#define DEFINE_FLAG(prefix, name, type, variable) { (unsigned int)prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native }
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#define DEFINE_PROTECTED_FLAG(prefix, name, type, variable) { (unsigned int)prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native|VARF_ReadOnly|VARF_InternalAccess }
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#define DEFINE_FLAG2(symbol, name, type, variable) { (unsigned int)symbol, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native }
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#define DEFINE_FLAG2_DEPRECATED(symbol, name, type, variable) { (unsigned int)symbol, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native|VARF_Deprecated }
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#define DEFINE_DEPRECATED_FLAG(name) { DEPF_##name, #name, -1, 0, true }
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#define DEFINE_DUMMY_FLAG(name, deprec) { DEPF_UNUSED, #name, -1, 0, deprec? VARF_Deprecated:0 }
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// internal flags. These do not get exposed to actor definitions but scripts need to be able to access them as variables.
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static FFlagDef InternalActorFlagDefs[]=
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{
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DEFINE_FLAG(MF7, INCHASE, AActor, flags7),
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DEFINE_FLAG(MF, UNMORPHED, AActor, flags),
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DEFINE_FLAG(MF2, FLY, AActor, flags2),
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DEFINE_FLAG(MF2, ONMOBJ, AActor, flags2),
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DEFINE_FLAG(MF2, ARGSDEFINED, AActor, flags2),
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DEFINE_FLAG(MF3, NOSIGHTCHECK, AActor, flags3),
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DEFINE_FLAG(MF3, CRASHED, AActor, flags3),
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DEFINE_FLAG(MF3, WARNBOT, AActor, flags3),
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DEFINE_FLAG(MF3, HUNTPLAYERS, AActor, flags3),
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DEFINE_FLAG(MF4, NOHATEPLAYERS, AActor, flags4),
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DEFINE_FLAG(MF4, SCROLLMOVE, AActor, flags4),
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DEFINE_FLAG(MF4, VFRICTION, AActor, flags4),
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DEFINE_FLAG(MF4, BOSSSPAWNED, AActor, flags4),
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DEFINE_FLAG(MF5, AVOIDINGDROPOFF, AActor, flags5),
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DEFINE_FLAG(MF5, CHASEGOAL, AActor, flags5),
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DEFINE_FLAG(MF5, INCONVERSATION, AActor, flags5),
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DEFINE_FLAG(MF6, ARMED, AActor, flags6),
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DEFINE_FLAG(MF6, FALLING, AActor, flags6),
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DEFINE_FLAG(MF6, LINEDONE, AActor, flags6),
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DEFINE_FLAG(MF6, SHATTERING, AActor, flags6),
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DEFINE_FLAG(MF6, KILLED, AActor, flags6),
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DEFINE_FLAG(MF6, BOSSCUBE, AActor, flags6),
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DEFINE_FLAG(MF6, INTRYMOVE, AActor, flags6),
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DEFINE_FLAG(MF7, HANDLENODELAY, AActor, flags7),
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DEFINE_FLAG(MF7, FLYCHEAT, AActor, flags7),
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DEFINE_FLAG(FX, RESPAWNINVUL, AActor, effects),
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};
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static FFlagDef ActorFlagDefs[]=
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{
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DEFINE_FLAG(MF, PICKUP, AActor, flags),
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DEFINE_FLAG(MF, SPECIAL, AActor, flags),
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DEFINE_FLAG(MF, SOLID, AActor, flags),
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DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
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DEFINE_PROTECTED_FLAG(MF, NOSECTOR, AActor, flags),
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DEFINE_PROTECTED_FLAG(MF, NOBLOCKMAP, AActor, flags),
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DEFINE_FLAG(MF, AMBUSH, AActor, flags),
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DEFINE_FLAG(MF, JUSTHIT, AActor, flags),
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DEFINE_FLAG(MF, JUSTATTACKED, AActor, flags),
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DEFINE_FLAG(MF, SPAWNCEILING, AActor, flags),
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DEFINE_FLAG(MF, NOGRAVITY, AActor, flags),
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DEFINE_FLAG(MF, DROPOFF, AActor, flags),
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DEFINE_FLAG(MF, NOCLIP, AActor, flags),
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DEFINE_FLAG(MF, FLOAT, AActor, flags),
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DEFINE_FLAG(MF, TELEPORT, AActor, flags),
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DEFINE_FLAG(MF, MISSILE, AActor, flags),
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DEFINE_FLAG(MF, DROPPED, AActor, flags),
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DEFINE_FLAG(MF, SHADOW, AActor, flags),
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DEFINE_FLAG(MF, NOBLOOD, AActor, flags),
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DEFINE_FLAG(MF, CORPSE, AActor, flags),
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DEFINE_FLAG(MF, INFLOAT, AActor, flags),
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DEFINE_FLAG(MF, COUNTKILL, AActor, flags),
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DEFINE_FLAG(MF, COUNTITEM, AActor, flags),
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DEFINE_FLAG(MF, SKULLFLY, AActor, flags),
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DEFINE_FLAG(MF, NOTDMATCH, AActor, flags),
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DEFINE_FLAG(MF, SPAWNSOUNDSOURCE, AActor, flags),
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DEFINE_FLAG(MF, FRIENDLY, AActor, flags),
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DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
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DEFINE_FLAG(MF, STEALTH, AActor, flags),
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DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
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DEFINE_FLAG(MF2, DONTREFLECT, AActor, flags2),
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DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
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DEFINE_FLAG(MF2, DONTSEEKINVISIBLE, AActor, flags2),
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DEFINE_FLAG(MF2, BLASTED, AActor, flags2),
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DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2),
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DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2),
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DEFINE_FLAG(MF2, NOTELEPORT, AActor, flags2),
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DEFINE_FLAG2(MF2_RIP, RIPPER, AActor, flags2),
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DEFINE_FLAG(MF2, PUSHABLE, AActor, flags2),
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DEFINE_FLAG2(MF2_SLIDE, SLIDESONWALLS, AActor, flags2),
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DEFINE_FLAG2(MF2_PASSMOBJ, CANPASS, AActor, flags2),
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DEFINE_FLAG(MF2, CANNOTPUSH, AActor, flags2),
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DEFINE_FLAG(MF2, THRUGHOST, AActor, flags2),
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DEFINE_FLAG(MF2, BOSS, AActor, flags2),
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DEFINE_FLAG2(MF2_NODMGTHRUST, NODAMAGETHRUST, AActor, flags2),
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DEFINE_FLAG(MF2, DONTTRANSLATE, AActor, flags2),
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DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2),
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DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2),
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DEFINE_FLAG(MF2, THRUACTORS, AActor, flags2),
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DEFINE_FLAG2(MF2_IMPACT, ACTIVATEIMPACT, AActor, flags2),
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DEFINE_FLAG2(MF2_PUSHWALL, CANPUSHWALLS, AActor, flags2),
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DEFINE_FLAG2(MF2_MCROSS, ACTIVATEMCROSS, AActor, flags2),
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DEFINE_FLAG2(MF2_PCROSS, ACTIVATEPCROSS, AActor, flags2),
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DEFINE_FLAG(MF2, CANTLEAVEFLOORPIC, AActor, flags2),
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DEFINE_FLAG(MF2, NONSHOOTABLE, AActor, flags2),
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DEFINE_FLAG(MF2, INVULNERABLE, AActor, flags2),
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DEFINE_FLAG(MF2, DORMANT, AActor, flags2),
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DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2),
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DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2),
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DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3),
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DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3),
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DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3),
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DEFINE_FLAG(MF3, GHOST, AActor, flags3),
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DEFINE_FLAG(MF3, SPECIALFLOORCLIP, AActor, flags3),
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DEFINE_FLAG(MF3, ALWAYSPUFF, AActor, flags3),
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DEFINE_FLAG(MF3, DONTSPLASH, AActor, flags3),
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DEFINE_FLAG(MF3, DONTOVERLAP, AActor, flags3),
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DEFINE_FLAG(MF3, DONTMORPH, AActor, flags3),
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DEFINE_FLAG(MF3, DONTSQUASH, AActor, flags3),
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DEFINE_FLAG(MF3, EXPLOCOUNT, AActor, flags3),
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DEFINE_FLAG(MF3, FULLVOLACTIVE, AActor, flags3),
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DEFINE_FLAG(MF3, ISMONSTER, AActor, flags3),
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DEFINE_FLAG(MF3, SKYEXPLODE, AActor, flags3),
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DEFINE_FLAG(MF3, STAYMORPHED, AActor, flags3),
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DEFINE_FLAG(MF3, DONTBLAST, AActor, flags3),
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DEFINE_FLAG(MF3, CANBLAST, AActor, flags3),
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DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
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DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
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DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
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DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
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DEFINE_FLAG(MF3, AVOIDMELEE, AActor, flags3),
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DEFINE_FLAG(MF3, SCREENSEEKER, AActor, flags3),
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DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
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DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
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DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
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DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3),
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DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3),
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DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4),
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DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4),
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DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4),
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DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
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DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
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DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
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DEFINE_FLAG(MF4, CANUSEWALLS, AActor, flags4),
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DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
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DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
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DEFINE_FLAG(MF4, FORCERADIUSDMG, AActor, flags4),
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DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
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DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
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DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
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DEFINE_FLAG(MF4, LOOKALLAROUND, AActor, flags4),
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DEFINE_FLAG(MF4, STANDSTILL, AActor, flags4),
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DEFINE_FLAG(MF4, SPECTRAL, AActor, flags4),
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DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4),
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DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4),
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DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4),
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DEFINE_FLAG(MF4, DONTHARMCLASS, AActor, flags4),
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DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4),
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DEFINE_FLAG(MF4, DEFLECT, AActor, flags4),
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DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4),
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DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
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DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
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DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
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DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
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DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
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DEFINE_FLAG(MF5, DONTDRAIN, AActor, flags5),
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DEFINE_FLAG(MF5, GETOWNER, AActor, flags5),
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DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
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DEFINE_FLAG(MF5, NOFORWARDFALL, AActor, flags5),
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DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5),
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DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
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DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
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DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
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DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
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DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
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DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
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DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
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DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
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DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5),
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DEFINE_FLAG(MF5, NEVERFAST, AActor, flags5),
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DEFINE_FLAG(MF5, ALWAYSRESPAWN, AActor, flags5),
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DEFINE_FLAG(MF5, NEVERRESPAWN, AActor, flags5),
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DEFINE_FLAG(MF5, DONTRIP, AActor, flags5),
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DEFINE_FLAG(MF5, NOINFIGHTING, AActor, flags5),
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DEFINE_FLAG(MF5, NOINTERACTION, AActor, flags5),
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DEFINE_FLAG(MF5, NOTIMEFREEZE, AActor, flags5),
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DEFINE_FLAG(MF5, PUFFGETSOWNER, AActor, flags5), // [BB] added PUFFGETSOWNER
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DEFINE_FLAG(MF5, SPECIALFIREDAMAGE, AActor, flags5),
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DEFINE_FLAG(MF5, SUMMONEDMONSTER, AActor, flags5),
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DEFINE_FLAG(MF5, NOVERTICALMELEERANGE, AActor, flags5),
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DEFINE_FLAG(MF5, BRIGHT, AActor, flags5),
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DEFINE_FLAG(MF5, CANTSEEK, AActor, flags5),
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DEFINE_FLAG(MF5, PAINLESS, AActor, flags5),
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DEFINE_FLAG(MF5, MOVEWITHSECTOR, AActor, flags5),
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DEFINE_FLAG(MF6, NOBOSSRIP, AActor, flags6),
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DEFINE_FLAG(MF6, THRUSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, MTHRUSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, FORCEPAIN, AActor, flags6),
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DEFINE_FLAG(MF6, NOFEAR, AActor, flags6),
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DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6),
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DEFINE_FLAG(MF6, DONTHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, STEPMISSILE, AActor, flags6),
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DEFINE_FLAG(MF6, NOTELEFRAG, AActor, flags6),
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DEFINE_FLAG(MF6, TOUCHY, AActor, flags6),
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DEFINE_FLAG(MF6, CANJUMP, AActor, flags6),
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DEFINE_FLAG(MF6, JUMPDOWN, AActor, flags6),
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DEFINE_FLAG(MF6, VULNERABLE, AActor, flags6),
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DEFINE_FLAG(MF6, NOTRIGGER, AActor, flags6),
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DEFINE_FLAG(MF6, ADDITIVEPOISONDAMAGE, AActor, flags6),
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DEFINE_FLAG(MF6, ADDITIVEPOISONDURATION, AActor, flags6),
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DEFINE_FLAG(MF6, BLOCKEDBYSOLIDACTORS, AActor, flags6),
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DEFINE_FLAG(MF6, NOMENU, AActor, flags6),
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DEFINE_FLAG(MF6, SEEINVISIBLE, AActor, flags6),
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DEFINE_FLAG(MF6, DONTCORPSE, AActor, flags6),
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DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
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DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
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DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
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DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
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DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
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DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
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DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
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DEFINE_FLAG(MF7, HARMFRIENDS, AActor, flags7),
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DEFINE_FLAG(MF7, BUDDHA, AActor, flags7),
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DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7),
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DEFINE_FLAG(MF7, DONTTHRUST, AActor, flags7),
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DEFINE_FLAG(MF7, ALLOWPAIN, AActor, flags7),
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DEFINE_FLAG(MF7, CAUSEPAIN, AActor, flags7),
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DEFINE_FLAG(MF7, THRUREFLECT, AActor, flags7),
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DEFINE_FLAG(MF7, MIRRORREFLECT, AActor, flags7),
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DEFINE_FLAG(MF7, AIMREFLECT, AActor, flags7),
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DEFINE_FLAG(MF7, HITTARGET, AActor, flags7),
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DEFINE_FLAG(MF7, HITMASTER, AActor, flags7),
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DEFINE_FLAG(MF7, HITTRACER, AActor, flags7),
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DEFINE_FLAG(MF7, NODECAL, AActor, flags7), // [ZK] Decal flags
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DEFINE_FLAG(MF7, FORCEDECAL, AActor, flags7),
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DEFINE_FLAG(MF7, LAXTELEFRAGDMG, AActor, flags7),
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DEFINE_FLAG(MF7, ICESHATTER, AActor, flags7),
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DEFINE_FLAG(MF7, ALLOWTHRUFLAGS, AActor, flags7),
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DEFINE_FLAG(MF7, USEKILLSCRIPTS, AActor, flags7),
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DEFINE_FLAG(MF7, NOKILLSCRIPTS, AActor, flags7),
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DEFINE_FLAG(MF7, SPRITEANGLE, AActor, flags7),
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DEFINE_FLAG(MF7, SMASHABLE, AActor, flags7),
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DEFINE_FLAG(MF7, NOSHIELDREFLECT, AActor, flags7),
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DEFINE_FLAG(MF7, FORCEZERORADIUSDMG, AActor, flags7),
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DEFINE_FLAG(MF7, NOINFIGHTSPECIES, AActor, flags7),
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DEFINE_FLAG(MF7, FORCEINFIGHTING, AActor, flags7),
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DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8),
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DEFINE_FLAG(MF8, BLOCKASPLAYER, AActor, flags8),
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DEFINE_FLAG(MF8, DONTFACETALKER, AActor, flags8),
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DEFINE_FLAG(MF8, HITOWNER, AActor, flags8),
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DEFINE_FLAG(MF8, NOFRICTION, AActor, flags8),
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DEFINE_FLAG(MF8, NOFRICTIONBOUNCE, AActor, flags8),
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DEFINE_FLAG(MF8, RETARGETAFTERSLAM, AActor, flags8),
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DEFINE_FLAG(MF8, STOPRAILS, AActor, flags8),
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DEFINE_FLAG(MF8, FALLDAMAGE, AActor, flags8),
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DEFINE_FLAG(MF8, MINVISIBLE, AActor, flags8),
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DEFINE_FLAG(MF8, MVISBLOCKED, AActor, flags8),
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DEFINE_FLAG(MF8, ABSVIEWANGLES, AActor, flags8),
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DEFINE_FLAG(MF8, ALLOWTHRUBITS, AActor, flags8),
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DEFINE_FLAG(MF8, FULLVOLSEE, AActor, flags8),
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DEFINE_FLAG(MF8, E1M8BOSS, AActor, flags8),
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DEFINE_FLAG(MF8, E2M8BOSS, AActor, flags8),
|
|
DEFINE_FLAG(MF8, E3M8BOSS, AActor, flags8),
|
|
DEFINE_FLAG(MF8, E4M8BOSS, AActor, flags8),
|
|
DEFINE_FLAG(MF8, E4M6BOSS, AActor, flags8),
|
|
DEFINE_FLAG(MF8, MAP07BOSS1, AActor, flags8),
|
|
DEFINE_FLAG(MF8, MAP07BOSS2, AActor, flags8),
|
|
DEFINE_FLAG(MF8, AVOIDHAZARDS, AActor, flags8),
|
|
DEFINE_FLAG(MF8, STAYONLIFT, AActor, flags8),
|
|
DEFINE_FLAG(MF8, DONTFOLLOWPLAYERS, AActor, flags8),
|
|
DEFINE_FLAG(MF8, SEEFRIENDLYMONSTERS, AActor, flags8),
|
|
DEFINE_FLAG(MF8, CROSSLINECHECK, AActor, flags8),
|
|
DEFINE_FLAG(MF8, MASTERNOSEE, AActor, flags8),
|
|
DEFINE_FLAG(MF8, ADDLIGHTLEVEL, AActor, flags8),
|
|
DEFINE_FLAG(MF8, ONLYSLAMSOLID, AActor, flags8),
|
|
|
|
// Effect flags
|
|
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
|
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
|
|
DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects),
|
|
DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
|
|
DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
|
|
DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
|
|
DEFINE_FLAG(RF, ROLLSPRITE, AActor, renderflags), // [marrub] roll the sprite billboard
|
|
// [fgsfds] Flat sprites
|
|
DEFINE_FLAG(RF, FLATSPRITE, AActor, renderflags),
|
|
DEFINE_FLAG(RF, WALLSPRITE, AActor, renderflags),
|
|
DEFINE_FLAG(RF, DONTFLIP, AActor, renderflags),
|
|
DEFINE_FLAG(RF, ROLLCENTER, AActor, renderflags),
|
|
DEFINE_FLAG(RF, MASKROTATION, AActor, renderflags),
|
|
DEFINE_FLAG(RF, ABSMASKANGLE, AActor, renderflags),
|
|
DEFINE_FLAG(RF, ABSMASKPITCH, AActor, renderflags),
|
|
DEFINE_FLAG(RF, XFLIP, AActor, renderflags),
|
|
DEFINE_FLAG(RF, YFLIP, AActor, renderflags),
|
|
DEFINE_FLAG(RF, INTERPOLATEANGLES, AActor, renderflags),
|
|
DEFINE_FLAG(RF, DONTINTERPOLATE, AActor, renderflags),
|
|
DEFINE_FLAG(RF, SPRITEFLIP, AActor, renderflags),
|
|
DEFINE_FLAG(RF, ZDOOMTRANS, AActor, renderflags),
|
|
DEFINE_FLAG(RF, CASTSPRITESHADOW, AActor, renderflags),
|
|
DEFINE_FLAG(RF, NOSPRITESHADOW, AActor, renderflags),
|
|
DEFINE_FLAG(RF2, INVISIBLEINMIRRORS, AActor, renderflags2),
|
|
DEFINE_FLAG(RF2, ONLYVISIBLEINMIRRORS, AActor, renderflags2),
|
|
|
|
// Bounce flags
|
|
DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_Floors, BOUNCEONFLOORS, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_Ceilings, BOUNCEONCEILINGS, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_Actors, ALLOWBOUNCEONACTORS, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_AutoOff, BOUNCEAUTOOFF, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_HereticType, BOUNCELIKEHERETIC, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_CanBounceWater, CANBOUNCEWATER, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_NoWallSound, NOWALLBOUNCESND, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_Quiet, NOBOUNCESOUND, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_AllActors, BOUNCEONACTORS, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_ExplodeOnWater, EXPLODEONWATER, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_MBF, MBFBOUNCER, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_AutoOffFloorOnly, BOUNCEAUTOOFFFLOORONLY, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_UseBounceState, USEBOUNCESTATE, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_NotOnShootables, DONTBOUNCEONSHOOTABLES, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_BounceOnUnrips, BOUNCEONUNRIPPABLES, AActor, BounceFlags),
|
|
DEFINE_FLAG2(BOUNCE_NotOnSky, DONTBOUNCEONSKY, AActor, BounceFlags),
|
|
};
|
|
|
|
// These won't be accessible through bitfield variables
|
|
static FFlagDef MoreFlagDefs[] =
|
|
{
|
|
|
|
// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
|
|
DEFINE_DEPRECATED_FLAG(FIREDAMAGE),
|
|
DEFINE_DEPRECATED_FLAG(ICEDAMAGE),
|
|
DEFINE_DEPRECATED_FLAG(LOWGRAVITY),
|
|
DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE),
|
|
DEFINE_DEPRECATED_FLAG(LONGMELEERANGE),
|
|
DEFINE_DEPRECATED_FLAG(QUARTERGRAVITY),
|
|
DEFINE_DEPRECATED_FLAG(FIRERESIST),
|
|
DEFINE_DEPRECATED_FLAG(HERETICBOUNCE),
|
|
DEFINE_DEPRECATED_FLAG(HEXENBOUNCE),
|
|
DEFINE_DEPRECATED_FLAG(DOOMBOUNCE),
|
|
DEFINE_DEPRECATED_FLAG(HIGHERMPROB),
|
|
|
|
// Deprecated flags with no more existing functionality.
|
|
DEFINE_DUMMY_FLAG(FASTER, true), // obsolete, replaced by 'Fast' state flag
|
|
DEFINE_DUMMY_FLAG(FASTMELEE, true), // obsolete, replaced by 'Fast' state flag
|
|
|
|
// Deprecated name as an alias
|
|
DEFINE_FLAG2_DEPRECATED(MF4_DONTHARMCLASS, DONTHURTSPECIES, AActor, flags4),
|
|
|
|
// Various Skulltag flags that are quite irrelevant to ZDoom
|
|
// [BC] New DECORATE flag defines here.
|
|
DEFINE_DUMMY_FLAG(BLUETEAM, false),
|
|
DEFINE_DUMMY_FLAG(REDTEAM, false),
|
|
DEFINE_DUMMY_FLAG(USESPECIAL, false),
|
|
DEFINE_DUMMY_FLAG(BASEHEALTH, false),
|
|
DEFINE_DUMMY_FLAG(SUPERHEALTH, false),
|
|
DEFINE_DUMMY_FLAG(BASEARMOR, false),
|
|
DEFINE_DUMMY_FLAG(SUPERARMOR, false),
|
|
DEFINE_DUMMY_FLAG(SCOREPILLAR, false),
|
|
DEFINE_DUMMY_FLAG(NODE, false),
|
|
DEFINE_DUMMY_FLAG(USESTBOUNCESOUND, false),
|
|
DEFINE_DUMMY_FLAG(EXPLODEONDEATH, true),
|
|
DEFINE_DUMMY_FLAG(DONTIDENTIFYTARGET, false), // [CK]
|
|
|
|
// Skulltag netcode-based flags.
|
|
// [BB] New DECORATE network related flag defines here.
|
|
DEFINE_DUMMY_FLAG(NONETID, false),
|
|
DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN, false),
|
|
DEFINE_DUMMY_FLAG(CLIENTSIDEONLY, false),
|
|
DEFINE_DUMMY_FLAG(SERVERSIDEONLY, false),
|
|
};
|
|
|
|
static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; int Use; } FlagLists[] =
|
|
{
|
|
{ &RUNTIME_CLASS_CASTLESS(AActor), ActorFlagDefs, countof(ActorFlagDefs), 3 }, // -1 to account for the terminator
|
|
{ &RUNTIME_CLASS_CASTLESS(AActor), MoreFlagDefs, countof(MoreFlagDefs), 1 },
|
|
{ &RUNTIME_CLASS_CASTLESS(AActor), InternalActorFlagDefs, countof(InternalActorFlagDefs), 2 },
|
|
};
|
|
#define NUM_FLAG_LISTS (countof(FlagLists))
|
|
|
|
static FFlagDef forInternalFlags;
|
|
|
|
//==========================================================================
|
|
//
|
|
// Find a flag by name using a binary search
|
|
//
|
|
//==========================================================================
|
|
static FFlagDef *FindFlag (FFlagDef *flags, int numflags, const char *flag)
|
|
{
|
|
int min = 0, max = numflags - 1;
|
|
|
|
while (min <= max)
|
|
{
|
|
int mid = (min + max) / 2;
|
|
int lexval = stricmp (flag, flags[mid].name);
|
|
if (lexval == 0)
|
|
{
|
|
return &flags[mid];
|
|
}
|
|
else if (lexval > 0)
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Finds a flag that may have a qualified name
|
|
//
|
|
//==========================================================================
|
|
|
|
FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2, bool strict)
|
|
{
|
|
|
|
if (part2 == nullptr)
|
|
{
|
|
FStringf internalname("@flagdef@%s", part1);
|
|
FName name(internalname, true);
|
|
if (name != NAME_None)
|
|
{
|
|
auto field = dyn_cast<PPropFlag>(type->FindSymbol(name, true));
|
|
if (field != nullptr && (!strict || !field->decorateOnly))
|
|
{
|
|
forInternalFlags.fieldsize = 4;
|
|
forInternalFlags.name = "";
|
|
forInternalFlags.flagbit = field->Offset? 1 << field->bitval : field->bitval;
|
|
forInternalFlags.structoffset = field->Offset? (int)field->Offset->Offset : -1;
|
|
forInternalFlags.varflags = field->Offset == nullptr && field->bitval > 0? VARF_Deprecated : 0;
|
|
return &forInternalFlags;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FStringf internalname("@flagdef@%s.%s", part1, part2);
|
|
FName name(internalname, true);
|
|
if (name != NAME_None)
|
|
{
|
|
auto field = dyn_cast<PPropFlag>(type->FindSymbol(name, true));
|
|
if (field != nullptr)
|
|
{
|
|
forInternalFlags.fieldsize = 4;
|
|
forInternalFlags.name = "";
|
|
forInternalFlags.flagbit = field->Offset ? 1 << field->bitval : field->bitval;
|
|
forInternalFlags.structoffset = field->Offset ? (int)field->Offset->Offset : -1;
|
|
forInternalFlags.varflags = field->Offset == nullptr && field->bitval > 0? VARF_Deprecated : 0;
|
|
return &forInternalFlags;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Not found. Try the internal flag definitions.
|
|
|
|
|
|
FFlagDef *def;
|
|
|
|
if (part2 == NULL)
|
|
{ // Search all lists
|
|
int max = strict ? 2 : NUM_FLAG_LISTS;
|
|
for (int i = 0; i < max; ++i)
|
|
{
|
|
if ((FlagLists[i].Use & 1) && type->IsDescendantOf (*FlagLists[i].Type))
|
|
{
|
|
def = FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part1);
|
|
if (def != NULL)
|
|
{
|
|
return def;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // Search just the named list
|
|
for (size_t i = 0; i < NUM_FLAG_LISTS; ++i)
|
|
{
|
|
if (stricmp ((*FlagLists[i].Type)->TypeName.GetChars(), part1) == 0)
|
|
{
|
|
if (type->IsDescendantOf (*FlagLists[i].Type))
|
|
{
|
|
return FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part2);
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Gets the name of an actor flag
|
|
//
|
|
//==========================================================================
|
|
|
|
const char *GetFlagName(unsigned int flagnum, int flagoffset)
|
|
{
|
|
for(size_t i = 0; i < countof(ActorFlagDefs); i++)
|
|
{
|
|
if (ActorFlagDefs[i].flagbit == flagnum && ActorFlagDefs[i].structoffset == flagoffset)
|
|
{
|
|
return ActorFlagDefs[i].name;
|
|
}
|
|
}
|
|
return "(unknown)"; // return something printable
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Find a property by name using a binary search
|
|
//
|
|
//==========================================================================
|
|
|
|
FPropertyInfo *FindProperty(const char * string)
|
|
{
|
|
int min = 0, max = properties.Size()-1;
|
|
|
|
while (min <= max)
|
|
{
|
|
int mid = (min + max) / 2;
|
|
int lexval = stricmp (string, properties[mid]->name);
|
|
if (lexval == 0)
|
|
{
|
|
return properties[mid];
|
|
}
|
|
else if (lexval > 0)
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Sorting helpers
|
|
//
|
|
//==========================================================================
|
|
|
|
static int flagcmp (const void * a, const void * b)
|
|
{
|
|
return stricmp( ((FFlagDef*)a)->name, ((FFlagDef*)b)->name);
|
|
}
|
|
|
|
static int propcmp(const void * a, const void * b)
|
|
{
|
|
return stricmp( (*(FPropertyInfo**)a)->name, (*(FPropertyInfo**)b)->name);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Initialization
|
|
//
|
|
//==========================================================================
|
|
void InitImports();
|
|
|
|
void InitThingdef()
|
|
{
|
|
// Some native types need size and serialization information added before the scripts get compiled.
|
|
auto secplanestruct = NewStruct("Secplane", nullptr, true);
|
|
secplanestruct->Size = sizeof(secplane_t);
|
|
secplanestruct->Align = alignof(secplane_t);
|
|
|
|
auto sectorstruct = NewStruct("Sector", nullptr, true);
|
|
sectorstruct->Size = sizeof(sector_t);
|
|
sectorstruct->Align = alignof(sector_t);
|
|
NewPointer(sectorstruct, false)->InstallHandlers(
|
|
[](FSerializer &ar, const char *key, const void *addr)
|
|
{
|
|
ar(key, *(sector_t **)addr);
|
|
},
|
|
[](FSerializer &ar, const char *key, void *addr)
|
|
{
|
|
Serialize<sector_t>(ar, key, *(sector_t **)addr, nullptr);
|
|
return true;
|
|
}
|
|
);
|
|
|
|
auto linestruct = NewStruct("Line", nullptr, true);
|
|
linestruct->Size = sizeof(line_t);
|
|
linestruct->Align = alignof(line_t);
|
|
NewPointer(linestruct, false)->InstallHandlers(
|
|
[](FSerializer &ar, const char *key, const void *addr)
|
|
{
|
|
ar(key, *(line_t **)addr);
|
|
},
|
|
[](FSerializer &ar, const char *key, void *addr)
|
|
{
|
|
Serialize<line_t>(ar, key, *(line_t **)addr, nullptr);
|
|
return true;
|
|
}
|
|
);
|
|
|
|
auto sidestruct = NewStruct("Side", nullptr, true);
|
|
sidestruct->Size = sizeof(side_t);
|
|
sidestruct->Align = alignof(side_t);
|
|
NewPointer(sidestruct, false)->InstallHandlers(
|
|
[](FSerializer &ar, const char *key, const void *addr)
|
|
{
|
|
ar(key, *(side_t **)addr);
|
|
},
|
|
[](FSerializer &ar, const char *key, void *addr)
|
|
{
|
|
Serialize<side_t>(ar, key, *(side_t **)addr, nullptr);
|
|
return true;
|
|
}
|
|
);
|
|
|
|
auto vertstruct = NewStruct("Vertex", nullptr, true);
|
|
vertstruct->Size = sizeof(vertex_t);
|
|
vertstruct->Align = alignof(vertex_t);
|
|
NewPointer(vertstruct, false)->InstallHandlers(
|
|
[](FSerializer &ar, const char *key, const void *addr)
|
|
{
|
|
ar(key, *(vertex_t **)addr);
|
|
},
|
|
[](FSerializer &ar, const char *key, void *addr)
|
|
{
|
|
Serialize<vertex_t>(ar, key, *(vertex_t **)addr, nullptr);
|
|
return true;
|
|
}
|
|
);
|
|
|
|
auto sectorportalstruct = NewStruct("SectorPortal", nullptr, true);
|
|
sectorportalstruct->Size = sizeof(FSectorPortal);
|
|
sectorportalstruct->Align = alignof(FSectorPortal);
|
|
|
|
auto lineportalstruct = NewStruct("LinePortal", nullptr, true);
|
|
lineportalstruct->Size = sizeof(FLinePortal);
|
|
lineportalstruct->Align = alignof(FLinePortal);
|
|
|
|
auto playerclassstruct = NewStruct("PlayerClass", nullptr, true);
|
|
playerclassstruct->Size = sizeof(FPlayerClass);
|
|
playerclassstruct->Align = alignof(FPlayerClass);
|
|
|
|
auto playerskinstruct = NewStruct("PlayerSkin", nullptr, true);
|
|
playerskinstruct->Size = sizeof(FPlayerSkin);
|
|
playerskinstruct->Align = alignof(FPlayerSkin);
|
|
|
|
auto teamstruct = NewStruct("Team", nullptr, true);
|
|
teamstruct->Size = sizeof(FTeam);
|
|
teamstruct->Align = alignof(FTeam);
|
|
|
|
auto terraindefstruct = NewStruct("TerrainDef", nullptr, true);
|
|
terraindefstruct->Size = sizeof(FTerrainDef);
|
|
terraindefstruct->Align = alignof(FTerrainDef);
|
|
|
|
PStruct *pstruct = NewStruct("PlayerInfo", nullptr, true);
|
|
pstruct->Size = sizeof(player_t);
|
|
pstruct->Align = alignof(player_t);
|
|
NewPointer(pstruct, false)->InstallHandlers(
|
|
[](FSerializer &ar, const char *key, const void *addr)
|
|
{
|
|
ar(key, *(player_t **)addr);
|
|
},
|
|
[](FSerializer &ar, const char *key, void *addr)
|
|
{
|
|
Serialize<player_t>(ar, key, *(player_t **)addr, nullptr);
|
|
return true;
|
|
}
|
|
);
|
|
|
|
auto wbplayerstruct = NewStruct("WBPlayerStruct", nullptr, true);
|
|
wbplayerstruct->Size = sizeof(wbplayerstruct_t);
|
|
wbplayerstruct->Align = alignof(wbplayerstruct_t);
|
|
|
|
AutoSegs::TypeInfos.ForEach([](ClassReg* typeInfo)
|
|
{
|
|
if (typeInfo->InitNatives)
|
|
typeInfo->InitNatives();
|
|
});
|
|
|
|
// Sort the flag lists
|
|
for (size_t i = 0; i < NUM_FLAG_LISTS; ++i)
|
|
{
|
|
qsort (FlagLists[i].Defs, FlagLists[i].NumDefs, sizeof(FFlagDef), flagcmp);
|
|
}
|
|
|
|
// Create a sorted list of properties
|
|
if (properties.Size() == 0)
|
|
{
|
|
AutoSegs::Properties.ForEach([](FPropertyInfo* propertyInfo)
|
|
{
|
|
properties.Push(propertyInfo);
|
|
});
|
|
|
|
properties.ShrinkToFit();
|
|
qsort(&properties[0], properties.Size(), sizeof(properties[0]), propcmp);
|
|
}
|
|
|
|
InitImports();
|
|
|
|
// Add the constructor and destructor to FCheckPosition.
|
|
auto fcp = NewStruct("FCheckPosition", nullptr);
|
|
fcp->mConstructor = *FindFunction(fcp, "_Constructor")->VMPointer;
|
|
fcp->mDestructor = *FindFunction(fcp, "_Destructor")->VMPointer;
|
|
static const uint8_t reguse[] = { REGT_POINTER };
|
|
fcp->mConstructor->RegTypes = fcp->mDestructor->RegTypes = reguse;
|
|
fcp->Size = sizeof(FCheckPosition);
|
|
fcp->Align = alignof(FCheckPosition);
|
|
|
|
//This must also have its size set.
|
|
auto frp = NewStruct("FRailParams", nullptr);
|
|
frp->Size = sizeof(FRailParams);
|
|
frp->Align = alignof(FRailParams);
|
|
|
|
auto fltd = NewStruct("FLineTraceData", nullptr);
|
|
fltd->Size = sizeof(FLineTraceData);
|
|
fltd->Align = alignof(FLineTraceData);
|
|
|
|
auto fspp = NewStruct("FSpawnParticleParams", nullptr);
|
|
fspp->Size = sizeof(FSpawnParticleParams);
|
|
fspp->Align = alignof(FSpawnParticleParams);
|
|
}
|
|
|
|
void SynthesizeFlagFields()
|
|
{
|
|
// synthesize a symbol for each flag from the flag name tables to avoid redundant declaration of them.
|
|
for (auto &fl : FlagLists)
|
|
{
|
|
auto cls = const_cast<PClass*>(*fl.Type);
|
|
if (fl.Use & 2)
|
|
{
|
|
for (int i = 0; i < fl.NumDefs; i++)
|
|
{
|
|
if (fl.Defs[i].structoffset > 0) // skip the deprecated entries in this list
|
|
{
|
|
cls->VMType->AddNativeField(FStringf("b%s", fl.Defs[i].name), (fl.Defs[i].fieldsize == 4 ? TypeSInt32 : TypeSInt16), fl.Defs[i].structoffset, fl.Defs[i].varflags, fl.Defs[i].flagbit);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DObject, BAM)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_ANGLE(ang);
|
|
ACTION_RETURN_INT(ang.BAMs());
|
|
}
|
|
|