/* ** thingdef-properties.cpp ** ** Actor definitions - properties and flags handling ** **--------------------------------------------------------------------------- ** Copyright 2002-2007 Christoph Oelckers ** Copyright 2004-2007 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be ** covered by the terms of the GNU General Public License as published by ** the Free Software Foundation; either version 2 of the License, or (at ** your option) any later version. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gi.h" #include "actor.h" #include "info.h" #include "tarray.h" #include "w_wad.h" #include "templates.h" #include "r_defs.h" #include "a_pickups.h" #include "s_sound.h" #include "cmdlib.h" #include "p_lnspec.h" #include "a_action.h" #include "decallib.h" #include "m_random.h" #include "i_system.h" #include "p_local.h" #include "p_effect.h" #include "v_palette.h" #include "doomerrors.h" #include "a_hexenglobal.h" #include "a_weaponpiece.h" #include "p_conversation.h" #include "v_text.h" #include "thingdef.h" #include "a_sharedglobal.h" #include "r_data/r_translate.h" #include "a_morph.h" #include "colormatcher.h" #include "teaminfo.h" #include "v_video.h" #include "r_data/colormaps.h" //========================================================================== // // Gets a class pointer and performs an error check for correct type // //========================================================================== static PClassActor *FindClassTentative(const char *name, PClass *ancestor) { // "" and "none" mean 'no class' if (name == NULL || *name == 0 || !stricmp(name, "none")) { return NULL; } PClass *cls = ancestor->FindClassTentative(name); assert(cls != NULL); // cls can not be NULL here if (!cls->IsDescendantOf(ancestor)) { I_Error("%s does not inherit from %s\n", name, ancestor->TypeName.GetChars()); } return static_cast(cls); } static AAmmo::MetaClass *FindClassTentativeAmmo(const char *name) { return static_cast(FindClassTentative(name, RUNTIME_CLASS(AAmmo))); } static AWeapon::MetaClass *FindClassTentativeWeapon(const char *name) { return static_cast(FindClassTentative(name, RUNTIME_CLASS(AWeapon))); } static APowerup::MetaClass *FindClassTentativePowerup(const char *name) { return static_cast(FindClassTentative(name, RUNTIME_CLASS(APowerup))); } static APlayerPawn::MetaClass *FindClassTentativePlayerPawn(const char *name) { return static_cast(FindClassTentative(name, RUNTIME_CLASS(APlayerPawn))); } //========================================================================== // // Sets or clears a flag, taking field width into account. // //========================================================================== void ModActorFlag(AActor *actor, FFlagDef *fd, bool set) { // Little-Endian machines only need one case, because all field sizes // start at the same address. (Unless the machine has unaligned access // exceptions, in which case you'll need multiple cases for it too.) #ifdef __BIG_ENDIAN__ if (fd->fieldsize == 4) #endif { DWORD *flagvar = (DWORD *)((char *)actor + fd->structoffset); if (set) { *flagvar |= fd->flagbit; } else { *flagvar &= ~fd->flagbit; } } #ifdef __BIG_ENDIAN__ else if (fd->fieldsize == 2) { WORD *flagvar = (WORD *)((char *)actor + fd->structoffset); if (set) { *flagvar |= fd->flagbit; } else { *flagvar &= ~fd->flagbit; } } else { assert(fd->fieldsize == 1); BYTE *flagvar = (BYTE *)((char *)actor + fd->structoffset); if (set) { *flagvar |= fd->flagbit; } else { *flagvar &= ~fd->flagbit; } } #endif } //========================================================================== // // Returns whether an actor flag is true or not. // //========================================================================== INTBOOL CheckActorFlag(const AActor *owner, FFlagDef *fd) { if (fd->structoffset == -1) { return CheckDeprecatedFlags(owner, owner->GetClass(), fd->flagbit); } else #ifdef __BIG_ENDIAN__ if (fd->fieldsize == 4) #endif { return fd->flagbit & *(DWORD *)(((char*)owner) + fd->structoffset); } #ifdef __BIG_ENDIAN__ else if (fd->fieldsize == 2) { return fd->flagbit & *(WORD *)(((char*)owner) + fd->structoffset); } else { assert(fd->fieldsize == 1); return fd->flagbit & *(BYTE *)(((char*)owner) + fd->structoffset); } #endif } INTBOOL CheckActorFlag(const AActor *owner, const char *flagname, bool printerror) { const char *dot = strchr (flagname, '.'); FFlagDef *fd; const PClass *cls = owner->GetClass(); if (dot != NULL) { FString part1(flagname, dot-flagname); fd = FindFlag (cls, part1, dot+1); } else { fd = FindFlag (cls, flagname, NULL); } if (fd != NULL) { return CheckActorFlag(owner, fd); } else { if (printerror) Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars()); return false; } } //=========================================================================== // // 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, PClassActor *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 ? 1. / 8 : 1.; 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 ? 1. / 4 : 1.; break; case DEPF_FIRERESIST: info->SetDamageFactor(NAME_Fire, set ? 0.5 : 1.); break; // the bounce flags will set the compatibility bounce modes to remain compatible case DEPF_HERETICBOUNCE: defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound); if (set) defaults->BounceFlags |= BOUNCE_HereticCompat; break; case DEPF_HEXENBOUNCE: defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound); if (set) defaults->BounceFlags |= BOUNCE_HexenCompat; break; case DEPF_DOOMBOUNCE: defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound); if (set) defaults->BounceFlags |= BOUNCE_DoomCompat; break; case DEPF_PICKUPFLASH: if (set) { static_cast(defaults)->PickupFlash = FindClassTentative("PickupFlash", RUNTIME_CLASS(AActor)); } else { static_cast(defaults)->PickupFlash = NULL; } break; case DEPF_INTERHUBSTRIP: // Old system was 0 or 1, so if the flag is cleared, assume 1. static_cast(defaults)->InterHubAmount = set ? 0 : 1; default: break; // silence GCC } } //=========================================================================== // // CheckDeprecatedFlags // // Checks properties related to deprecated flags, and returns true only // if the relevant properties are configured exactly as they would have // been by setting the flag in HandleDeprecatedFlags. // //=========================================================================== bool CheckDeprecatedFlags(const AActor *actor, PClassActor *info, int index) { // A deprecated flag is false if // a) it hasn't been added here // b) any property of the actor differs from what it would be after setting the flag using HandleDeprecatedFlags // Deprecated flags are normally replaced by something more flexible, which means a multitude of related configurations // will report "false". switch (index) { case DEPF_FIREDAMAGE: return actor->DamageType == NAME_Fire; case DEPF_ICEDAMAGE: return actor->DamageType == NAME_Ice; case DEPF_LOWGRAVITY: return actor->Gravity == 1./8; case DEPF_SHORTMISSILERANGE: return actor->maxtargetrange == 896*FRACUNIT; case DEPF_LONGMELEERANGE: return actor->meleethreshold == 196*FRACUNIT; case DEPF_QUARTERGRAVITY: return actor->Gravity == 1./4; case DEPF_FIRERESIST: if (info->DamageFactors) { double *df = info->DamageFactors->CheckKey(NAME_Fire); return df && (*df) == 0.5; } return false; case DEPF_HERETICBOUNCE: return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_HereticCompat; case DEPF_HEXENBOUNCE: return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_HexenCompat; case DEPF_DOOMBOUNCE: return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_DoomCompat; case DEPF_PICKUPFLASH: return static_cast(actor)->PickupFlash == PClass::FindClass("PickupFlash"); // A pure name lookup may or may not be more efficient, but I know no static identifier for PickupFlash. case DEPF_INTERHUBSTRIP: return !(static_cast(actor)->InterHubAmount); } return false; // Any entirely unknown flag is not set } //========================================================================== // // // //========================================================================== int MatchString (const char *in, const char **strings) { int i; for (i = 0; *strings != NULL; i++) { if (!stricmp(in, *strings++)) { return i; } } return -1; } //========================================================================== // // Info Property handlers // //========================================================================== //========================================================================== // //========================================================================== DEFINE_INFO_PROPERTY(game, S, Actor) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "Doom")) { info->GameFilter |= GAME_Doom; } else if (!stricmp(str, "Heretic")) { info->GameFilter |= GAME_Heretic; } else if (!stricmp(str, "Hexen")) { info->GameFilter |= GAME_Hexen; } else if (!stricmp(str, "Raven")) { info->GameFilter |= GAME_Raven; } else if (!stricmp(str, "Strife")) { info->GameFilter |= GAME_Strife; } else if (!stricmp(str, "Chex")) { info->GameFilter |= GAME_Chex; } else if (!stricmp(str, "Any")) { info->GameFilter = GAME_Any; } else { I_Error ("Unknown game type %s", str); } } //========================================================================== // //========================================================================== DEFINE_INFO_PROPERTY(spawnid, I, Actor) { PROP_INT_PARM(id, 0); if (id<0 || id>65535) { I_Error ("SpawnID must be in the range [0,65535]"); } else info->SpawnID=(WORD)id; } //========================================================================== // //========================================================================== DEFINE_INFO_PROPERTY(conversationid, IiI, Actor) { PROP_INT_PARM(convid, 0); PROP_INT_PARM(id1, 1); PROP_INT_PARM(id2, 2); if (convid <= 0 || convid > 65535) return; // 0 is not usable because the dialogue scripts use it as 'no object'. else info->ConversationID=(WORD)convid; } //========================================================================== // // Property handlers // //========================================================================== //========================================================================== // //========================================================================== DEFINE_PROPERTY(skip_super, 0, Actor) { if (info->IsDescendantOf(RUNTIME_CLASS(AInventory))) { bag.ScriptPosition.Message(MSG_WARNING, "'skip_super' in definition of inventory item '%s' ignored.", info->TypeName.GetChars() ); return; } if (bag.StateSet) { bag.ScriptPosition.Message(MSG_WARNING, "'skip_super' must appear before any state definitions."); return; } memcpy ((void *)defaults, (void *)GetDefault(), sizeof(AActor)); ResetBaggage (&bag, RUNTIME_CLASS(AActor)); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(tag, S, Actor) { PROP_STRING_PARM(str, 0); defaults->SetTag(str); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(health, I, Actor) { PROP_INT_PARM(id, 0); defaults->health=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(gibhealth, I, Actor) { PROP_INT_PARM(id, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->GibHealth = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(woundhealth, I, Actor) { PROP_INT_PARM(id, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->WoundHealth = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(reactiontime, I, Actor) { PROP_INT_PARM(id, 0); defaults->reactiontime=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(painchance, ZI, Actor) { PROP_STRING_PARM(str, 0); PROP_INT_PARM(id, 1); if (str == NULL) { defaults->PainChance=id; } else { FName painType; if (!stricmp(str, "Normal")) painType = NAME_None; else painType=str; info->SetPainChance(painType, id); } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(painthreshold, I, Actor) { PROP_INT_PARM(id, 0); defaults->PainThreshold = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(defthreshold, I, Actor) { PROP_INT_PARM(id, 0); if (id < 0) I_Error("DefThreshold cannot be negative."); defaults->DefThreshold = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(threshold, I, Actor) { PROP_INT_PARM(id, 0); if (id < 0) I_Error("Threshold cannot be negative."); defaults->threshold = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(damage, X, Actor) { PROP_EXP_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. // Store this expression here for now. It will be converted to a function // later once all actors have been processed. if (id == NULL) { defaults->Damage = NULL; } else { defaults->Damage = (VMFunction *)(uintptr_t)(ActorDamageFuncs.Push(id) + 1); } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(projectilekickback, I, Actor) { PROP_INT_PARM(id, 0); defaults->projectileKickback = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(speed, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->Speed = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(floatspeed, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->FloatSpeed = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(radius, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->radius = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(height, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->Height=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(projectilepassheight, F, Actor) { PROP_DOUBLE_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_DOUBLE_PARM(id, 0); defaults->Scale.X = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(yscale, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->Scale.Y = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(scale, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->Scale.X = defaults->Scale.Y = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(floatbobphase, I, Actor) { PROP_INT_PARM(id, 0); if (id < -1 || id >= 64) I_Error ("FloatBobPhase must be in range [-1,63]"); defaults->FloatBobPhase = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(args, Iiiii, Actor) { for (int i = 0; i < PROP_PARM_COUNT; i++) { PROP_INT_PARM(id, i); defaults->args[i] = id; } defaults->flags2|=MF2_ARGSDEFINED; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(seesound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->SeeSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(attacksound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->AttackSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bouncesound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->BounceSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(wallbouncesound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->WallBounceSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(painsound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->PainSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(deathsound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->DeathSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(activesound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->ActiveSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(howlsound, S, Actor) { PROP_STRING_PARM(str, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->HowlSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(crushpainsound, S, Actor) { PROP_STRING_PARM(str, 0); defaults->CrushPainSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(dropitem, S_i_i, Actor) { PROP_STRING_PARM(type, 0); // create a linked list of dropitems if (!bag.DropItemSet) { bag.DropItemSet = true; bag.DropItemList = NULL; } DDropItem *di = new DDropItem; 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; GC::WriteBarrier(di); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(renderstyle, S, Actor) { PROP_STRING_PARM(str, 0); static const char * renderstyles[]={ "NONE", "NORMAL", "FUZZY", "SOULTRANS", "OPTFUZZY", "STENCIL", "TRANSLUCENT", "ADD", "SHADED", "SHADOW", "SUBTRACT", "ADDSTENCIL", "ADDSHADED", NULL }; static const int renderstyle_values[]={ STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy, STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded, STYLE_Shadow, STYLE_Subtract, STYLE_AddStencil, STYLE_AddShaded}; // make this work for old style decorations, too. if (!strnicmp(str, "style_", 6)) str+=6; int style = MatchString(str, renderstyles); if (style < 0) I_Error("Unknown render style '%s'", str); defaults->RenderStyle = LegacyRenderStyles[renderstyle_values[style]]; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(defaultalpha, 0, Actor) { defaults->Alpha = gameinfo.gametype == GAME_Heretic ? HR_SHADOW : HX_SHADOW; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(alpha, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->Alpha = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(obituary, S, Actor) { PROP_STRING_PARM(str, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->Obituary = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(hitobituary, S, Actor) { PROP_STRING_PARM(str, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->HitObituary = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(donthurtshooter, 0, Actor) { assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->DontHurtShooter = true; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(explosionradius, I, Actor) { PROP_INT_PARM(id, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->ExplosionRadius = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(explosiondamage, I, Actor) { PROP_INT_PARM(id, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->ExplosionDamage = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(deathheight, F, Actor) { PROP_DOUBLE_PARM(h, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->DeathHeight = MAX(0., h); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(burnheight, F, Actor) { PROP_DOUBLE_PARM(h, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->BurnHeight = MAX(0., 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); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->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); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->MeleeSound = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(missiletype, S, Actor) { PROP_STRING_PARM(str, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->MissileName = str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(missileheight, F, Actor) { PROP_DOUBLE_PARM(id, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->MissileHeight = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(pushfactor, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->pushfactor = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(translation, L, Actor) { PROP_INT_PARM(type, 0); if (type == 0) { PROP_INT_PARM(trans, 1); int max = 6;// (gameinfo.gametype == GAME_Strife || (info->GameFilter&GAME_Strife)) ? 6 : 2; if (trans < 0 || trans > max) { I_Error ("Translation must be in the range [0,%d]", max); } defaults->Translation = TRANSLATION(TRANSLATION_Standard, trans); } else { FRemapTable CurrentTranslation; CurrentTranslation.MakeIdentity(); for(int i = 1; i < PROP_PARM_COUNT; i++) { PROP_STRING_PARM(str, i); if (i== 1 && PROP_PARM_COUNT == 2 && !stricmp(str, "Ice")) { defaults->Translation = TRANSLATION(TRANSLATION_Standard, 7); return; } else { CurrentTranslation.AddToTranslation(str); } } defaults->Translation = CurrentTranslation.StoreTranslation (); } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(stencilcolor, C, Actor) { PROP_COLOR_PARM(color, 0); defaults->fillcolor = color | (ColorMatcher.Pick (RPART(color), GPART(color), BPART(color)) << 24); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bloodcolor, C, Actor) { PROP_COLOR_PARM(color, 0); PalEntry pe = color; pe.a = CreateBloodTranslation(pe); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->BloodColor = pe; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bloodtype, Sss, Actor) { PROP_STRING_PARM(str, 0) PROP_STRING_PARM(str1, 1) PROP_STRING_PARM(str2, 2) assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); PClassActor *ainfo = static_cast(info); FName blood = str; // normal blood ainfo->BloodType = blood; if (PROP_PARM_COUNT > 1) { blood = str1; } // blood splatter ainfo->BloodType2 = blood; if (PROP_PARM_COUNT > 2) { blood = str2; } // axe blood ainfo->BloodType3 = blood; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bouncetype, S, Actor) { static const char *names[] = { "None", "Doom", "Heretic", "Hexen", "DoomCompat", "HereticCompat", "HexenCompat", "Grenade", "Classic", NULL }; static const ActorBounceFlag flags[] = { BOUNCE_None, BOUNCE_Doom, BOUNCE_Heretic, BOUNCE_Hexen, BOUNCE_DoomCompat, BOUNCE_HereticCompat, BOUNCE_HexenCompat, BOUNCE_Grenade, BOUNCE_Classic, }; PROP_STRING_PARM(id, 0); int match = MatchString(id, names); if (match < 0) { I_Error("Unknown bouncetype %s", id); match = 0; } defaults->BounceFlags &= ~(BOUNCE_TypeMask | BOUNCE_UseSeeSound); defaults->BounceFlags |= flags[match]; if (defaults->BounceFlags & (BOUNCE_Actors | BOUNCE_AllActors)) { // PASSMOBJ is irrelevant for normal missiles, but not for bouncers. defaults->flags2 |= MF2_PASSMOBJ; } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bouncefactor, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->bouncefactor = clamp(id, 0, FRACUNIT); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(wallbouncefactor, F, Actor) { PROP_FIXED_PARM(id, 0); defaults->wallbouncefactor = clamp(id, 0, FRACUNIT); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bouncecount, I, Actor) { PROP_INT_PARM(id, 0); defaults->bouncecount = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(weaveindexXY, I, Actor) { PROP_INT_PARM(id, 0); defaults->WeaveIndexXY = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(weaveindexZ, I, Actor) { PROP_INT_PARM(id, 0); defaults->WeaveIndexZ = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(minmissilechance, I, Actor) { PROP_INT_PARM(id, 0); defaults->MinMissileChance=id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(damagetype, S, Actor) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "Normal")) defaults->DamageType = NAME_None; else defaults->DamageType=str; } //========================================================================== //========================================================================== DEFINE_PROPERTY(paintype, S, Actor) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "Normal")) defaults->PainType = NAME_None; else defaults->PainType=str; } //========================================================================== //========================================================================== DEFINE_PROPERTY(deathtype, S, Actor) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "Normal")) defaults->DeathType = NAME_None; else defaults->DeathType=str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(damagefactor, ZF, Actor) { PROP_STRING_PARM(str, 0); PROP_DOUBLE_PARM(id, 1); if (str == NULL) { defaults->DamageFactor = id; } else { FName dmgType; if (!stricmp(str, "Normal")) dmgType = NAME_None; else dmgType=str; info->SetDamageFactor(dmgType, id); } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(decal, S, Actor) { PROP_STRING_PARM(str, 0); defaults->DecalGenerator = (FDecalBase *)intptr_t(int(FName(str))); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(maxstepheight, F, Actor) { PROP_DOUBLE_PARM(i, 0); defaults->MaxStepHeight = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(maxdropoffheight, F, Actor) { PROP_DOUBLE_PARM(i, 0); defaults->MaxDropOffHeight = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(poisondamage, Iii, Actor) { PROP_INT_PARM(poisondamage, 0); PROP_INT_PARM(poisonduration, 1); PROP_INT_PARM(poisonperiod, 2); defaults->PoisonDamage = poisondamage; if (PROP_PARM_COUNT == 1) { defaults->PoisonDuration = INT_MIN; } else { defaults->PoisonDuration = poisonduration; if (PROP_PARM_COUNT > 2) defaults->PoisonPeriod = poisonperiod; else defaults->PoisonPeriod = 0; } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(poisondamagetype, S, Actor) { PROP_STRING_PARM(poisondamagetype, 0); defaults->PoisonDamageType = poisondamagetype; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(fastspeed, F, Actor) { PROP_DOUBLE_PARM(i, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->FastSpeed = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(radiusdamagefactor, F, Actor) { PROP_FIXED_PARM(i, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->RDFactor = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(cameraheight, F, Actor) { PROP_DOUBLE_PARM(i, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassActor))); static_cast(info)->CameraHeight = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(vspeed, F, Actor) { PROP_DOUBLE_PARM(i, 0); defaults->Vel.Z = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(gravity, F, Actor) { PROP_DOUBLE_PARM(i, 0); if (i < 0) I_Error ("Gravity must not be negative."); defaults->Gravity = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(friction, F, Actor) { PROP_FIXED_PARM(i, 0); if (i < 0) I_Error ("Friction must not be negative."); defaults->Friction = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(species, S, Actor) { PROP_STRING_PARM(n, 0); defaults->Species = n; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(clearflags, 0, Actor) { defaults->flags = 0; defaults->flags2 &= MF2_ARGSDEFINED; // this flag must not be cleared defaults->flags3 = 0; defaults->flags4 = 0; defaults->flags5 = 0; defaults->flags6 = 0; defaults->flags7 = 0; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(monster, 0, Actor) { // sets the standard flags for a monster defaults->flags|=MF_SHOOTABLE|MF_COUNTKILL|MF_SOLID; defaults->flags2|=MF2_PUSHWALL|MF2_MCROSS|MF2_PASSMOBJ; defaults->flags3|=MF3_ISMONSTER; defaults->flags4|=MF4_CANUSEWALLS; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(projectile, 0, Actor) { // sets the standard flags for a projectile defaults->flags|=MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE; defaults->flags2|=MF2_IMPACT|MF2_PCROSS|MF2_NOTELEPORT; if (gameinfo.gametype&GAME_Raven) defaults->flags5|=MF5_BLOODSPLATTER; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(activation, N, Actor) { // How the thing behaves when activated by death, USESPECIAL or BUMPSPECIAL PROP_INT_PARM(val, 0); defaults->activationtype = val; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(designatedteam, I, Actor) { PROP_INT_PARM(val, 0); if(val < 0 || (val >= (signed) Teams.Size() && val != TEAM_NONE)) I_Error("Invalid team designation.\n"); defaults->DesignatedTeam = val; } //========================================================================== // [BB] //========================================================================== DEFINE_PROPERTY(visibletoteam, I, Actor) { PROP_INT_PARM(i, 0); defaults->VisibleToTeam=i+1; } //========================================================================== // [BB] //========================================================================== DEFINE_PROPERTY(visibletoplayerclass, Ssssssssssssssssssss, Actor) { info->VisibleToPlayerClass.Clear(); for(int i = 0;i < PROP_PARM_COUNT;++i) { PROP_STRING_PARM(n, i); if (*n != 0) info->VisibleToPlayerClass.Push(FindClassTentativePlayerPawn(n)); } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(accuracy, I, Actor) { PROP_INT_PARM(i, 0); defaults->accuracy = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(stamina, I, Actor) { PROP_INT_PARM(i, 0); defaults->stamina = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(telefogsourcetype, S, Actor) { PROP_STRING_PARM(str, 0); defaults->TeleFogSourceType = FindClassTentative(str, RUNTIME_CLASS(AActor)); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(telefogdesttype, S, Actor) { PROP_STRING_PARM(str, 0); defaults->TeleFogDestType = FindClassTentative(str, RUNTIME_CLASS(AActor)); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(ripperlevel, I, Actor) { PROP_INT_PARM(id, 0); if (id < 0) { I_Error ("RipperLevel must not be negative"); } defaults->RipperLevel = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(riplevelmin, I, Actor) { PROP_INT_PARM(id, 0); if (id < 0) { I_Error ("RipLevelMin must not be negative"); } defaults->RipLevelMin = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(riplevelmax, I, Actor) { PROP_INT_PARM(id, 0); if (id < 0) { I_Error ("RipLevelMax must not be negative"); } defaults->RipLevelMax = id; } //========================================================================== // // Special inventory properties // //========================================================================== //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory) { static_cast(info)->RestrictedToPlayerClass.Clear(); for(int i = 0;i < PROP_PARM_COUNT;++i) { PROP_STRING_PARM(n, i); if (*n != 0) static_cast(info)->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n)); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory) { static_cast(info)->ForbiddenToPlayerClass.Clear(); for(int i = 0;i < PROP_PARM_COUNT;++i) { PROP_STRING_PARM(n, i); if (*n != 0) static_cast(info)->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n)); } } //========================================================================== // //========================================================================== 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); assert(info->IsKindOf(RUNTIME_CLASS(PClassAmmo))); static_cast(info)->DropAmount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(armor, maxsaveamount, I, BasicArmorBonus) { PROP_INT_PARM(i, 0); defaults->MaxSaveAmount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(armor, maxbonus, I, BasicArmorBonus) { PROP_INT_PARM(i, 0); defaults->BonusCount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(armor, maxbonusmax, I, BasicArmorBonus) { PROP_INT_PARM(i, 0); defaults->BonusMax = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(saveamount, I, Armor) { PROP_INT_PARM(i, 0); // Special case here because this property has to work for 2 unrelated classes if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup))) { ((ABasicArmorPickup*)defaults)->SaveAmount=i; } else if (info->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_DOUBLE_PARM(i, 0); i = clamp(i, 0., 100.)/100.; // Special case here because this property has to work for 2 unrelated classes if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup))) { ((ABasicArmorPickup*)defaults)->SavePercent = i; } else if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus))) { ((ABasicArmorBonus*)defaults)->SavePercent = i; } else { I_Error("\"Armor.SavePercent\" requires an actor of type \"Armor\"\n"); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(maxabsorb, I, Armor) { PROP_INT_PARM(i, 0); // Special case here because this property has to work for 2 unrelated classes if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup))) { ((ABasicArmorPickup*)defaults)->MaxAbsorb = i; } else if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus))) { ((ABasicArmorBonus*)defaults)->MaxAbsorb = i; } else { I_Error("\"Armor.MaxAbsorb\" requires an actor of type \"Armor\"\n"); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(maxfullabsorb, I, Armor) { PROP_INT_PARM(i, 0); // Special case here because this property has to work for 2 unrelated classes if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup))) { ((ABasicArmorPickup*)defaults)->MaxFullAbsorb = i; } else if (info->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus))) { ((ABasicArmorBonus*)defaults)->MaxFullAbsorb = i; } else { I_Error("\"Armor.MaxFullAbsorb\" requires an actor of type \"Armor\"\n"); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(amount, I, Inventory) { PROP_INT_PARM(i, 0); defaults->Amount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(icon, S, Inventory) { PROP_STRING_PARM(i, 0); if (i == NULL || i[0] == '\0') { defaults->Icon.SetNull(); } else { defaults->Icon = TexMan.CheckForTexture(i, FTexture::TEX_MiscPatch); if (!defaults->Icon.isValid()) { // Don't print warnings if the item is for another game or if this is a shareware IWAD. // Strife's teaser doesn't contain all the icon graphics of the full game. if ((info->GameFilter == GAME_Any || info->GameFilter & gameinfo.gametype) && !(gameinfo.flags&GI_SHAREWARE) && Wads.GetLumpFile(bag.Lumpnum) != 0) { bag.ScriptPosition.Message(MSG_WARNING, "Icon '%s' for '%s' not found\n", i, info->TypeName.GetChars()); } } } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(interhubamount, I, Inventory) { PROP_INT_PARM(i, 0); defaults->InterHubAmount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(maxamount, I, Inventory) { PROP_INT_PARM(i, 0); defaults->MaxAmount = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(defmaxamount, 0, Inventory) { defaults->MaxAmount = gameinfo.definventorymaxamount; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(pickupflash, S, Inventory) { PROP_STRING_PARM(str, 0); defaults->PickupFlash = FindClassTentative(str, RUNTIME_CLASS(AActor)); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(pickupmessage, T, Inventory) { PROP_STRING_PARM(str, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassInventory))); static_cast(info)->PickupMessage = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(pickupsound, S, Inventory) { PROP_STRING_PARM(str, 0); defaults->PickupSound = str; } //========================================================================== // Dummy for Skulltag compatibility... //========================================================================== DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory) { } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(respawntics, I, Inventory) { PROP_INT_PARM(i, 0); defaults->RespawnTics = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(usesound, S, Inventory) { PROP_STRING_PARM(str, 0); defaults->UseSound = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(givequest, I, Inventory) { PROP_INT_PARM(i, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassInventory))); static_cast(info)->GiveQuest = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(lowmessage, IT, Health) { PROP_INT_PARM(i, 0); PROP_STRING_PARM(str, 1); assert(info->IsKindOf(RUNTIME_CLASS(PClassHealth))); static_cast(info)->LowHealth = i; static_cast(info)->LowHealthMessage = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(autouse, I, HealthPickup) { PROP_INT_PARM(i, 0); defaults->autousemode = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(number, I, PuzzleItem) { PROP_INT_PARM(i, 0); defaults->PuzzleItemNumber = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(failmessage, T, PuzzleItem) { PROP_STRING_PARM(str, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassPuzzleItem))); static_cast(info)->PuzzFailMessage = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammogive, I, Weapon) { PROP_INT_PARM(i, 0); defaults->AmmoGive1 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammogive1, I, Weapon) { PROP_INT_PARM(i, 0); defaults->AmmoGive1 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammogive2, I, Weapon) { PROP_INT_PARM(i, 0); defaults->AmmoGive2 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammotype, S, Weapon) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL; else defaults->AmmoType1 = FindClassTentativeAmmo(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammotype1, S, Weapon) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL; else defaults->AmmoType1 = FindClassTentativeAmmo(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(ammotype2, S, Weapon) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL; else defaults->AmmoType2 = FindClassTentativeAmmo(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(minselectionammo1, I, Weapon) { PROP_INT_PARM(i, 0); defaults->MinSelAmmo1 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(minselectionammo2, I, Weapon) { PROP_INT_PARM(i, 0); defaults->MinSelAmmo2 = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(sisterweapon, S, Weapon) { PROP_STRING_PARM(str, 0); defaults->SisterWeaponType = FindClassTentativeWeapon(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(upsound, S, Weapon) { PROP_STRING_PARM(str, 0); defaults->UpSound = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(yadjust, F, Weapon) { PROP_FLOAT_PARM(i, 0); defaults->YAdjust = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(bobstyle, S, Weapon) { static const char *names[] = { "Normal", "Inverse", "Alpha", "InverseAlpha", "Smooth", "InverseSmooth", NULL }; static const int styles[] = { AWeapon::BobNormal, AWeapon::BobInverse, AWeapon::BobAlpha, AWeapon::BobInverseAlpha, AWeapon::BobSmooth, AWeapon::BobInverseSmooth, }; PROP_STRING_PARM(id, 0); int match = MatchString(id, names); if (match < 0) { I_Error("Unknown bobstyle %s", id); match = 0; } defaults->BobStyle = styles[match]; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(bobspeed, F, Weapon) { PROP_FLOAT_PARM(i, 0); defaults->BobSpeed = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(bobrangex, F, Weapon) { PROP_FLOAT_PARM(i, 0); defaults->BobRangeX = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(bobrangey, F, Weapon) { PROP_FLOAT_PARM(i, 0); defaults->BobRangeY = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon) { PROP_INT_PARM(i, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassWeapon))); static_cast(info)->SlotNumber = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(slotpriority, F, Weapon) { PROP_FIXED_PARM(i, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassWeapon))); static_cast(info)->SlotPriority = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(preferredskin, S, Weapon) { PROP_STRING_PARM(str, 0); // NoOp - only for Skulltag compatibility } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(number, I, WeaponPiece) { PROP_INT_PARM(i, 0); defaults->PieceValue = 1 << (i-1); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(weapon, S, WeaponPiece) { PROP_STRING_PARM(str, 0); defaults->WeaponClass = FindClassTentativeWeapon(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory) { static const char *specialcolormapnames[] = { "INVERSEMAP", "GOLDMAP", "REDMAP", "GREENMAP", "BLUEMAP", NULL }; int alpha; PalEntry *pBlendColor; if (info->IsDescendantOf(RUNTIME_CLASS(APowerup))) { pBlendColor = &((APowerup*)defaults)->BlendColor; } else if (info->IsDescendantOf(RUNTIME_CLASS(APowerupGiver))) { pBlendColor = &((APowerupGiver*)defaults)->BlendColor; } else { I_Error("\"powerup.color\" requires an actor of type \"Powerup\"\n"); return; } PROP_INT_PARM(mode, 0); PROP_INT_PARM(color, 1); if (mode == 1) { PROP_STRING_PARM(name, 1); // We must check the old special colormap names for compatibility int v = MatchString(name, specialcolormapnames); if (v >= 0) { *pBlendColor = MakeSpecialColormap(v); return; } else if (!stricmp(name, "none") && info->IsDescendantOf(RUNTIME_CLASS(APowerupGiver))) { *pBlendColor = MakeSpecialColormap(65535); return; } color = V_GetColor(NULL, name); } if (PROP_PARM_COUNT > 2) { PROP_DOUBLE_PARM(falpha, 2); alpha=int(falpha*255); } else alpha = 255/3; alpha=clamp(alpha, 0, 255); if (alpha != 0) *pBlendColor = MAKEARGB(alpha, 0, 0, 0) | color; else *pBlendColor = 0; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory) { PalEntry * pBlendColor; if (info->IsDescendantOf(RUNTIME_CLASS(APowerup))) { pBlendColor = &((APowerup*)defaults)->BlendColor; } else if (info->IsDescendantOf(RUNTIME_CLASS(APowerupGiver))) { pBlendColor = &((APowerupGiver*)defaults)->BlendColor; } else { I_Error("\"powerup.colormap\" requires an actor of type \"Powerup\"\n"); return; } if (PROP_PARM_COUNT == 3) { PROP_FLOAT_PARM(r, 0); PROP_FLOAT_PARM(g, 1); PROP_FLOAT_PARM(b, 2); *pBlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b)); } else if (PROP_PARM_COUNT == 6) { PROP_FLOAT_PARM(r1, 0); PROP_FLOAT_PARM(g1, 1); PROP_FLOAT_PARM(b1, 2); PROP_FLOAT_PARM(r2, 3); PROP_FLOAT_PARM(g2, 4); PROP_FLOAT_PARM(b2, 5); *pBlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2)); } else { I_Error("\"power.colormap\" must have either 3 or 6 parameters\n"); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory) { int *pEffectTics; if (info->IsDescendantOf(RUNTIME_CLASS(APowerup))) { pEffectTics = &((APowerup*)defaults)->EffectTics; } else if (info->IsDescendantOf(RUNTIME_CLASS(APowerupGiver))) { pEffectTics = &((APowerupGiver*)defaults)->EffectTics; } else { I_Error("\"powerup.duration\" requires an actor of type \"Powerup\"\n"); return; } PROP_INT_PARM(i, 0); *pEffectTics = (i >= 0) ? i : -i * TICRATE; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory) { double *pStrength; if (info->IsDescendantOf(RUNTIME_CLASS(APowerup))) { pStrength = &((APowerup*)defaults)->Strength; } else if (info->IsDescendantOf(RUNTIME_CLASS(APowerupGiver))) { pStrength = &((APowerupGiver*)defaults)->Strength; } else { I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n"); return; } PROP_DOUBLE_PARM(f, 0); *pStrength = f; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, mode, S, Inventory) { PROP_STRING_PARM(str, 0); FName *pMode; if (info->IsDescendantOf(RUNTIME_CLASS(APowerup))) { pMode = &((APowerup*)defaults)->Mode; } else if (info->IsDescendantOf(RUNTIME_CLASS(APowerupGiver))) { pMode = &((APowerupGiver*)defaults)->Mode; } else { I_Error("\"powerup.mode\" requires an actor of type \"Powerup\"\n"); return; } *pMode = (FName)str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, type, S, PowerupGiver) { PROP_STRING_PARM(str, 0); // Yuck! What was I thinking when I decided to prepend "Power" to the name? // Now it's too late to change it... PClassActor *cls = PClass::FindActor(str); if (cls == NULL || !cls->IsDescendantOf(RUNTIME_CLASS(APowerup))) { FString st; st.Format("%s%s", strnicmp(str, "power", 5)? "Power" : "", str); cls = FindClassTentativePowerup(st); } defaults->PowerupType = cls; } //========================================================================== // // [GRB] Special player properties // //========================================================================== //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, displayname, S, PlayerPawn) { PROP_STRING_PARM(str, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); static_cast(info)->DisplayName = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, soundclass, S, PlayerPawn) { PROP_STRING_PARM(str, 0); FString tmp = str; tmp.ReplaceChars (' ', '_'); assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); static_cast(info)->SoundClass = tmp; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn) { PROP_STRING_PARM(str, 0); FString tmp = str; tmp.ToUpper(); if (tmp.Len() != 3) { bag.ScriptPosition.Message(MSG_WARNING, "Invalid face '%s' for '%s';\nSTF replacement codes must be 3 characters.\n", tmp.GetChars(), info->TypeName.GetChars ()); } bool valid = ( (((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) && (((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) && (((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9'))) ); if (!valid) { bag.ScriptPosition.Message(MSG_WARNING, "Invalid face '%s' for '%s';\nSTF replacement codes must be alphanumeric.\n", tmp.GetChars(), info->TypeName.GetChars ()); } assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); static_cast(info)->Face = tmp; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn) { PROP_INT_PARM(start, 0); PROP_INT_PARM(end, 1); if (start > end) swapvalues (start, end); assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); static_cast(info)->ColorRangeStart = start; static_cast(info)->ColorRangeEnd = end; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, colorset, ISIIIiiiiiiiiiiiiiiiiiiiiiiii, PlayerPawn) { PROP_INT_PARM(setnum, 0); PROP_STRING_PARM(setname, 1); PROP_INT_PARM(rangestart, 2); PROP_INT_PARM(rangeend, 3); PROP_INT_PARM(representative_color, 4); FPlayerColorSet color; color.Name = setname; color.Lump = -1; color.FirstColor = rangestart; color.LastColor = rangeend; color.RepresentativeColor = representative_color; color.NumExtraRanges = 0; if (PROP_PARM_COUNT > 5) { int count = PROP_PARM_COUNT - 5; int start = 5; while (count >= 4) { PROP_INT_PARM(range_start, start+0); PROP_INT_PARM(range_end, start+1); PROP_INT_PARM(first_color, start+2); PROP_INT_PARM(last_color, start+3); int extra = color.NumExtraRanges++; assert (extra < (int)countof(color.Extra)); color.Extra[extra].RangeStart = range_start; color.Extra[extra].RangeEnd = range_end; color.Extra[extra].FirstColor = first_color; color.Extra[extra].LastColor = last_color; count -= 4; start += 4; } if (count != 0) { bag.ScriptPosition.Message(MSG_WARNING, "Extra ranges require 4 parameters each.\n"); } } if (setnum < 0) { bag.ScriptPosition.Message(MSG_WARNING, "Color set number must not be negative.\n"); } else { assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); static_cast(info)->ColorSets.Insert(setnum, color); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, colorsetfile, ISSI, PlayerPawn) { PROP_INT_PARM(setnum, 0); PROP_STRING_PARM(setname, 1); PROP_STRING_PARM(rangefile, 2); PROP_INT_PARM(representative_color, 3); FPlayerColorSet color; color.Name = setname; color.Lump = Wads.CheckNumForName(rangefile); color.RepresentativeColor = representative_color; color.NumExtraRanges = 0; if (setnum < 0) { bag.ScriptPosition.Message(MSG_WARNING, "Color set number must not be negative.\n"); } else if (color.Lump >= 0) { assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); static_cast(info)->ColorSets.Insert(setnum, color); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, clearcolorset, I, PlayerPawn) { PROP_INT_PARM(setnum, 0); if (setnum < 0) { bag.ScriptPosition.Message(MSG_WARNING, "Color set number must not be negative.\n"); } else { assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); static_cast(info)->ColorSets.Remove(setnum); } } //========================================================================== // //========================================================================== 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_DOUBLE_PARM(z, 0); defaults->JumpZ = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, GruntSpeed, F, PlayerPawn) { PROP_FIXED_PARM(z, 0); defaults->GruntSpeed = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, FallingScreamSpeed, FF, PlayerPawn) { PROP_FIXED_PARM(minz, 0); PROP_FIXED_PARM(maxz, 1); defaults->FallingScreamMinSpeed = minz; defaults->FallingScreamMaxSpeed = maxz; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, spawnclass, L, PlayerPawn) { PROP_INT_PARM(type, 0); if (type == 0) { PROP_INT_PARM(val, 1); if (val > 0) defaults->SpawnMask |= 1<<(val-1); } else { for(int i=1; iSpawnMask = 0; else if (!stricmp(str, "Fighter")) defaults->SpawnMask |= 1; else if (!stricmp(str, "Cleric")) defaults->SpawnMask |= 2; else if (!stricmp(str, "Mage")) defaults->SpawnMask |= 4; } } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, viewheight, F, PlayerPawn) { PROP_DOUBLE_PARM(z, 0); defaults->ViewHeight = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, userange, F, PlayerPawn) { PROP_FIXED_PARM(z, 0); defaults->UseRange = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, aircapacity, F, PlayerPawn) { PROP_FIXED_PARM(z, 0); defaults->AirCapacity = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, forwardmove, F_f, PlayerPawn) { PROP_DOUBLE_PARM(m, 0); defaults->ForwardMove1 = defaults->ForwardMove2 = m; if (PROP_PARM_COUNT > 1) { PROP_DOUBLE_PARM(m2, 1); defaults->ForwardMove2 = m2; } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, sidemove, F_f, PlayerPawn) { PROP_DOUBLE_PARM(m, 0); defaults->SideMove1 = defaults->SideMove2 = m; if (PROP_PARM_COUNT > 1) { PROP_DOUBLE_PARM(m2, 1); defaults->SideMove2 = m2; } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, maxhealth, I, PlayerPawn) { PROP_INT_PARM(z, 0); defaults->MaxHealth = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, mugshotmaxhealth, I, PlayerPawn) { PROP_INT_PARM(z, 0); defaults->MugShotMaxHealth = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, runhealth, I, PlayerPawn) { PROP_INT_PARM(z, 0); defaults->RunHealth = z; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, morphweapon, S, PlayerPawn) { PROP_STRING_PARM(z, 0); defaults->MorphWeapon = FName(z); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, flechettetype, S, PlayerPawn) { PROP_STRING_PARM(str, 0); defaults->FlechetteType = FindClassTentative(str, RUNTIME_CLASS(AArtiPoisonBag)); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, scoreicon, S, PlayerPawn) { PROP_STRING_PARM(z, 0); defaults->ScoreIcon = TexMan.CheckForTexture(z, FTexture::TEX_MiscPatch); if (!defaults->ScoreIcon.isValid()) { bag.ScriptPosition.Message(MSG_WARNING, "Icon '%s' for '%s' not found\n", z, info->TypeName.GetChars ()); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, crouchsprite, S, PlayerPawn) { PROP_STRING_PARM(z, 0); if (strlen(z) == 4) { defaults->crouchsprite = GetSpriteIndex (z); } else if (*z == 0) { defaults->crouchsprite = 0; } else { I_Error("Sprite name must have exactly 4 characters"); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, damagescreencolor, Cfs, PlayerPawn) { PROP_COLOR_PARM(c, 0); PalEntry color = c; if (PROP_PARM_COUNT < 3) // Because colors count as 2 parms { color.a = 255; defaults->DamageFade = color; } else if (PROP_PARM_COUNT < 4) { PROP_DOUBLE_PARM(a, 2); color.a = BYTE(255 * clamp(a, 0.f, 1.f)); defaults->DamageFade = color; } else { PROP_DOUBLE_PARM(a, 2); PROP_STRING_PARM(type, 3); color.a = BYTE(255 * clamp(a, 0.f, 1.f)); assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); static_cast(info)->PainFlashes.Insert(type, color); } } //========================================================================== // // [GRB] Store start items in drop item list // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn) { PROP_STRING_PARM(str, 0); // create a linked list of startitems if (!bag.DropItemSet) { bag.DropItemSet = true; bag.DropItemList = NULL; } DDropItem *di = new DDropItem; 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; GC::WriteBarrier(di); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, invulnerabilitymode, S, PlayerPawn) { PROP_STRING_PARM(str, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); static_cast(info)->InvulMode = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, healradiustype, S, PlayerPawn) { PROP_STRING_PARM(str, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); static_cast(info)->HealingRadiusType = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn) { assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); for (int i = 0; i < 5; i++) { PROP_DOUBLE_PARM(val, i); static_cast(info)->HexenArmor[i] = val; } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, portrait, S, PlayerPawn) { assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); PROP_STRING_PARM(val, 0); static_cast(info)->Portrait = val; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssssssssssssssssss, PlayerPawn) { PROP_INT_PARM(slot, 0); assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn))); if (slot < 0 || slot > 9) { I_Error("Slot must be between 0 and 9."); } else { FString weapons; for(int i = 1; i < PROP_PARM_COUNT; ++i) { PROP_STRING_PARM(str, i); weapons << ' ' << str; } static_cast(info)->Slot[slot] = &weapons[1]; } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(playerclass, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->PlayerClass = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(monsterclass, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->MonsterClass = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(duration, I, MorphProjectile) { PROP_INT_PARM(i, 0); defaults->Duration = i >= 0 ? i : -i*TICRATE; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(morphstyle, M, MorphProjectile) { PROP_INT_PARM(i, 0); defaults->MorphStyle = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(morphflash, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->MorphFlash = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(unmorphflash, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->UnMorphFlash = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(playerclass, S, PowerMorph) { PROP_STRING_PARM(str, 0); defaults->PlayerClass = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(morphstyle, M, PowerMorph) { PROP_INT_PARM(i, 0); defaults->MorphStyle = i; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(morphflash, S, PowerMorph) { PROP_STRING_PARM(str, 0); defaults->MorphFlash = FName(str); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(unmorphflash, S, PowerMorph) { PROP_STRING_PARM(str, 0); defaults->UnMorphFlash = FName(str); }