qzdoom/src/scripting/thingdef_data.cpp

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/*
** thingdef_data.cpp
**
** DECORATE data tables
**
**---------------------------------------------------------------------------
** Copyright 2002-2008 Christoph Oelckers
** Copyright 2004-2008 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 "thingdef.h"
#include "actor.h"
#include "d_player.h"
#include "p_effect.h"
#include "autosegs.h"
#include "p_maputl.h"
#include "gi.h"
#include "p_terrain.h"
#include "gstrings.h"
#include "zstring.h"
#include "d_event.h"
#include "g_levellocals.h"
#include "vm.h"
#include "p_checkposition.h"
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#include "r_sky.h"
#include "v_font.h"
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static TArray<FPropertyInfo*> properties;
static TArray<AFuncDesc> AFTable;
static TArray<FieldDesc> FieldTable;
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//==========================================================================
//
// List of all flags
//
//==========================================================================
// [RH] Keep GCC quiet by not using offsetof on Actor types.
#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 }
#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 }
#define DEFINE_FLAG2(symbol, name, type, variable) { (unsigned int)symbol, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native }
#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 }
#define DEFINE_DEPRECATED_FLAG(name) { DEPF_##name, #name, -1, 0, true }
#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.
static FFlagDef InternalActorFlagDefs[]=
{
DEFINE_FLAG(MF, INCHASE, AActor, flags),
DEFINE_FLAG(MF, UNMORPHED, AActor, flags),
DEFINE_FLAG(MF2, FLY, AActor, flags2),
DEFINE_FLAG(MF2, ONMOBJ, AActor, flags2),
DEFINE_FLAG(MF2, ARGSDEFINED, AActor, flags2),
DEFINE_FLAG(MF3, NOSIGHTCHECK, AActor, flags3),
DEFINE_FLAG(MF3, CRASHED, AActor, flags3),
DEFINE_FLAG(MF3, WARNBOT, AActor, flags3),
DEFINE_FLAG(MF3, HUNTPLAYERS, AActor, flags3),
DEFINE_FLAG(MF4, NOHATEPLAYERS, AActor, flags4),
DEFINE_FLAG(MF4, SCROLLMOVE, AActor, flags4),
DEFINE_FLAG(MF4, VFRICTION, AActor, flags4),
DEFINE_FLAG(MF4, BOSSSPAWNED, AActor, flags4),
DEFINE_FLAG(MF5, AVOIDINGDROPOFF, AActor, flags5),
DEFINE_FLAG(MF5, CHASEGOAL, AActor, flags5),
DEFINE_FLAG(MF5, INCONVERSATION, AActor, flags5),
DEFINE_FLAG(MF6, ARMED, AActor, flags6),
DEFINE_FLAG(MF6, FALLING, AActor, flags6),
DEFINE_FLAG(MF6, LINEDONE, AActor, flags6),
DEFINE_FLAG(MF6, SHATTERING, AActor, flags6),
DEFINE_FLAG(MF6, KILLED, AActor, flags6),
DEFINE_FLAG(MF6, BOSSCUBE, AActor, flags6),
DEFINE_FLAG(MF6, INTRYMOVE, AActor, flags6),
DEFINE_FLAG(MF7, HANDLENODELAY, AActor, flags7),
DEFINE_FLAG(MF7, FLYCHEAT, AActor, flags7),
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DEFINE_FLAG(FX, RESPAWNINVUL, AActor, effects),
};
static FFlagDef ActorFlagDefs[]=
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{
DEFINE_FLAG(MF, PICKUP, APlayerPawn, flags),
DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
DEFINE_FLAG(MF, SOLID, AActor, flags),
DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
DEFINE_PROTECTED_FLAG(MF, NOSECTOR, AActor, flags),
DEFINE_PROTECTED_FLAG(MF, NOBLOCKMAP, AActor, flags),
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DEFINE_FLAG(MF, AMBUSH, AActor, flags),
DEFINE_FLAG(MF, JUSTHIT, AActor, flags),
DEFINE_FLAG(MF, JUSTATTACKED, AActor, flags),
DEFINE_FLAG(MF, SPAWNCEILING, AActor, flags),
DEFINE_FLAG(MF, NOGRAVITY, AActor, flags),
DEFINE_FLAG(MF, DROPOFF, AActor, flags),
DEFINE_FLAG(MF, NOCLIP, AActor, flags),
DEFINE_FLAG(MF, FLOAT, AActor, flags),
DEFINE_FLAG(MF, TELEPORT, AActor, flags),
DEFINE_FLAG(MF, MISSILE, AActor, flags),
DEFINE_FLAG(MF, DROPPED, AActor, flags),
DEFINE_FLAG(MF, SHADOW, AActor, flags),
DEFINE_FLAG(MF, NOBLOOD, AActor, flags),
DEFINE_FLAG(MF, CORPSE, AActor, flags),
DEFINE_FLAG(MF, INFLOAT, AActor, flags),
DEFINE_FLAG(MF, COUNTKILL, AActor, flags),
DEFINE_FLAG(MF, COUNTITEM, AActor, flags),
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DEFINE_FLAG(MF, SKULLFLY, AActor, flags),
DEFINE_FLAG(MF, NOTDMATCH, AActor, flags),
DEFINE_FLAG(MF, SPAWNSOUNDSOURCE, AActor, flags),
DEFINE_FLAG(MF, FRIENDLY, AActor, flags),
DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
DEFINE_FLAG(MF, STEALTH, AActor, flags),
DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
DEFINE_FLAG(MF2, DONTREFLECT, AActor, flags2),
DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
DEFINE_FLAG(MF2, DONTSEEKINVISIBLE, AActor, flags2),
DEFINE_FLAG(MF2, BLASTED, AActor, flags2),
DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2),
DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2),
DEFINE_FLAG(MF2, NOTELEPORT, AActor, flags2),
DEFINE_FLAG2(MF2_RIP, RIPPER, AActor, flags2),
DEFINE_FLAG(MF2, PUSHABLE, AActor, flags2),
DEFINE_FLAG2(MF2_SLIDE, SLIDESONWALLS, AActor, flags2),
DEFINE_FLAG2(MF2_PASSMOBJ, CANPASS, AActor, flags2),
DEFINE_FLAG(MF2, CANNOTPUSH, AActor, flags2),
DEFINE_FLAG(MF2, THRUGHOST, AActor, flags2),
DEFINE_FLAG(MF2, BOSS, AActor, flags2),
DEFINE_FLAG2(MF2_NODMGTHRUST, NODAMAGETHRUST, AActor, flags2),
DEFINE_FLAG(MF2, DONTTRANSLATE, AActor, flags2),
DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2),
DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2),
DEFINE_FLAG(MF2, THRUACTORS, AActor, flags2),
DEFINE_FLAG2(MF2_IMPACT, ACTIVATEIMPACT, AActor, flags2),
DEFINE_FLAG2(MF2_PUSHWALL, CANPUSHWALLS, AActor, flags2),
DEFINE_FLAG2(MF2_MCROSS, ACTIVATEMCROSS, AActor, flags2),
DEFINE_FLAG2(MF2_PCROSS, ACTIVATEPCROSS, AActor, flags2),
DEFINE_FLAG(MF2, CANTLEAVEFLOORPIC, AActor, flags2),
DEFINE_FLAG(MF2, NONSHOOTABLE, AActor, flags2),
DEFINE_FLAG(MF2, INVULNERABLE, AActor, flags2),
DEFINE_FLAG(MF2, DORMANT, AActor, flags2),
DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2),
DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2),
DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3),
DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3),
DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3),
DEFINE_FLAG(MF3, GHOST, AActor, flags3),
DEFINE_FLAG(MF3, SPECIALFLOORCLIP, AActor, flags3),
DEFINE_FLAG(MF3, ALWAYSPUFF, AActor, flags3),
DEFINE_FLAG(MF3, DONTSPLASH, AActor, flags3),
DEFINE_FLAG(MF3, DONTOVERLAP, AActor, flags3),
DEFINE_FLAG(MF3, DONTMORPH, AActor, flags3),
DEFINE_FLAG(MF3, DONTSQUASH, AActor, flags3),
DEFINE_FLAG(MF3, EXPLOCOUNT, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLACTIVE, AActor, flags3),
DEFINE_FLAG(MF3, ISMONSTER, AActor, flags3),
DEFINE_FLAG(MF3, SKYEXPLODE, AActor, flags3),
DEFINE_FLAG(MF3, STAYMORPHED, AActor, flags3),
DEFINE_FLAG(MF3, DONTBLAST, AActor, flags3),
DEFINE_FLAG(MF3, CANBLAST, AActor, flags3),
DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
DEFINE_FLAG(MF3, AVOIDMELEE, AActor, flags3),
DEFINE_FLAG(MF3, SCREENSEEKER, AActor, flags3),
DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3),
DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3),
DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4),
DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4),
DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
DEFINE_FLAG(MF4, CANUSEWALLS, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
DEFINE_FLAG(MF4, FORCERADIUSDMG, AActor, flags4),
DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
DEFINE_FLAG(MF4, LOOKALLAROUND, AActor, flags4),
DEFINE_FLAG(MF4, STANDSTILL, AActor, flags4),
DEFINE_FLAG(MF4, SPECTRAL, AActor, flags4),
DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4),
DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4),
DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4),
DEFINE_FLAG(MF4, DONTHARMCLASS, AActor, flags4),
DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4),
DEFINE_FLAG(MF4, DEFLECT, AActor, flags4),
DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4),
DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
DEFINE_FLAG(MF5, DONTDRAIN, AActor, flags5),
DEFINE_FLAG(MF5, GETOWNER, AActor, flags5),
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DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
DEFINE_FLAG(MF5, NOFORWARDFALL, AActor, flags5),
DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5),
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DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5),
DEFINE_FLAG(MF5, NEVERFAST, AActor, flags5),
DEFINE_FLAG(MF5, ALWAYSRESPAWN, AActor, flags5),
DEFINE_FLAG(MF5, NEVERRESPAWN, AActor, flags5),
DEFINE_FLAG(MF5, DONTRIP, AActor, flags5),
DEFINE_FLAG(MF5, NOINFIGHTING, AActor, flags5),
DEFINE_FLAG(MF5, NOINTERACTION, AActor, flags5),
DEFINE_FLAG(MF5, NOTIMEFREEZE, AActor, flags5),
DEFINE_FLAG(MF5, PUFFGETSOWNER, AActor, flags5), // [BB] added PUFFGETSOWNER
DEFINE_FLAG(MF5, SPECIALFIREDAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, SUMMONEDMONSTER, AActor, flags5),
DEFINE_FLAG(MF5, NOVERTICALMELEERANGE, AActor, flags5),
DEFINE_FLAG(MF5, BRIGHT, AActor, flags5),
DEFINE_FLAG(MF5, CANTSEEK, AActor, flags5),
DEFINE_FLAG(MF5, PAINLESS, AActor, flags5),
DEFINE_FLAG(MF5, MOVEWITHSECTOR, AActor, flags5),
DEFINE_FLAG(MF6, NOBOSSRIP, AActor, flags6),
DEFINE_FLAG(MF6, THRUSPECIES, AActor, flags6),
DEFINE_FLAG(MF6, MTHRUSPECIES, AActor, flags6),
DEFINE_FLAG(MF6, FORCEPAIN, AActor, flags6),
DEFINE_FLAG(MF6, NOFEAR, AActor, flags6),
DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6),
DEFINE_FLAG(MF6, DONTHARMSPECIES, AActor, flags6),
DEFINE_FLAG(MF6, STEPMISSILE, AActor, flags6),
DEFINE_FLAG(MF6, NOTELEFRAG, AActor, flags6),
DEFINE_FLAG(MF6, TOUCHY, AActor, flags6),
DEFINE_FLAG(MF6, CANJUMP, AActor, flags6),
DEFINE_FLAG(MF6, JUMPDOWN, AActor, flags6),
DEFINE_FLAG(MF6, VULNERABLE, AActor, flags6),
DEFINE_FLAG(MF6, NOTRIGGER, AActor, flags6),
DEFINE_FLAG(MF6, ADDITIVEPOISONDAMAGE, AActor, flags6),
DEFINE_FLAG(MF6, ADDITIVEPOISONDURATION, AActor, flags6),
DEFINE_FLAG(MF6, BLOCKEDBYSOLIDACTORS, AActor, flags6),
DEFINE_FLAG(MF6, NOMENU, AActor, flags6),
DEFINE_FLAG(MF6, SEEINVISIBLE, AActor, flags6),
DEFINE_FLAG(MF6, DONTCORPSE, AActor, flags6),
DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
DEFINE_FLAG(MF7, HARMFRIENDS, AActor, flags7),
DEFINE_FLAG(MF7, BUDDHA, AActor, flags7),
DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7),
DEFINE_FLAG(MF7, DONTTHRUST, AActor, flags7),
DEFINE_FLAG(MF7, ALLOWPAIN, AActor, flags7),
DEFINE_FLAG(MF7, CAUSEPAIN, AActor, flags7),
DEFINE_FLAG(MF7, THRUREFLECT, AActor, flags7),
DEFINE_FLAG(MF7, MIRRORREFLECT, AActor, flags7),
DEFINE_FLAG(MF7, AIMREFLECT, AActor, flags7),
DEFINE_FLAG(MF7, HITTARGET, AActor, flags7),
DEFINE_FLAG(MF7, HITMASTER, AActor, flags7),
DEFINE_FLAG(MF7, HITTRACER, AActor, flags7),
DEFINE_FLAG(MF7, NODECAL, AActor, flags7), // [ZK] Decal flags
DEFINE_FLAG(MF7, FORCEDECAL, AActor, flags7),
DEFINE_FLAG(MF7, LAXTELEFRAGDMG, AActor, flags7),
DEFINE_FLAG(MF7, ICESHATTER, AActor, flags7),
DEFINE_FLAG(MF7, ALLOWTHRUFLAGS, AActor, flags7),
DEFINE_FLAG(MF7, USEKILLSCRIPTS, AActor, flags7),
DEFINE_FLAG(MF7, NOKILLSCRIPTS, AActor, flags7),
DEFINE_FLAG(MF7, SPRITEANGLE, AActor, flags7),
DEFINE_FLAG(MF7, SMASHABLE, AActor, flags7),
DEFINE_FLAG(MF7, NOSHIELDREFLECT, AActor, flags7),
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// 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),
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DEFINE_FLAG(RF, ROLLCENTER, AActor, renderflags),
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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),
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DEFINE_FLAG(RF, INTERPOLATEANGLES, AActor, renderflags),
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// 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),
};
// These won't be accessible through bitfield variables
static FFlagDef MoreFlagDefs[] =
{
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// 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),
// 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
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// Deprecated name as an alias
DEFINE_FLAG2_DEPRECATED(MF4_DONTHARMCLASS, DONTHURTSPECIES, AActor, flags4),
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// 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),
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};
static FFlagDef InventoryFlagDefs[] =
{
// Inventory flags
DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags),
DEFINE_FLAG(IF, AUTOACTIVATE, AInventory, ItemFlags),
DEFINE_FLAG(IF, UNDROPPABLE, AInventory, ItemFlags),
DEFINE_FLAG(IF, INVBAR, AInventory, ItemFlags),
DEFINE_FLAG(IF, HUBPOWER, AInventory, ItemFlags),
DEFINE_FLAG(IF, UNTOSSABLE, AInventory, ItemFlags),
DEFINE_FLAG(IF, ADDITIVETIME, AInventory, ItemFlags),
DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags),
DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags),
DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags),
DEFINE_FLAG(IF, NOATTENPICKUPSOUND, AInventory, ItemFlags),
DEFINE_FLAG(IF, PERSISTENTPOWER, AInventory, ItemFlags),
DEFINE_FLAG(IF, RESTRICTABSOLUTELY, AInventory, ItemFlags),
DEFINE_FLAG(IF, NEVERRESPAWN, AInventory, ItemFlags),
DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags),
DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags),
DEFINE_FLAG(IF, ALWAYSRESPAWN, AInventory, ItemFlags),
DEFINE_FLAG(IF, TRANSFER, AInventory, ItemFlags),
DEFINE_FLAG(IF, NOTELEPORTFREEZE, AInventory, ItemFlags),
DEFINE_FLAG(IF, NOSCREENBLINK, AInventory, ItemFlags),
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DEFINE_DUMMY_FLAG(FORCERESPAWNINSURVIVAL, false),
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DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),
};
static FFlagDef WeaponFlagDefs[] =
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{
// Weapon flags
DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, READYSNDHALF, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, DONTBOB, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AXEBLOOD, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NOALERT, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AMMO_OPTIONAL, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, ALT_AMMO_OPTIONAL, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, PRIMARY_USES_BOTH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, WIMPY_WEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, MELEEWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AMMO_CHECKBOTH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NOAUTOAIM, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NODEATHDESELECT, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NODEATHINPUT, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, ALT_USES_BOTH, AWeapon, WeaponFlags),
DEFINE_DUMMY_FLAG(NOLMS, false),
DEFINE_DUMMY_FLAG(ALLOW_WITH_RESPAWN_INVUL, false),
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};
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static FFlagDef PlayerPawnFlagDefs[] =
{
// PlayerPawn flags
DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags),
DEFINE_FLAG(PPF, CANSUPERMORPH, APlayerPawn, PlayerFlags),
DEFINE_FLAG(PPF, CROUCHABLEMORPH, APlayerPawn, PlayerFlags),
};
static FFlagDef PowerSpeedFlagDefs[] =
{
// PowerSpeed flags
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DEFINE_DEPRECATED_FLAG(NOTRAIL),
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};
static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; int Use; } FlagLists[] =
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{
{ &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 },
{ &RUNTIME_CLASS_CASTLESS(AInventory), InventoryFlagDefs, countof(InventoryFlagDefs), 3 },
{ &RUNTIME_CLASS_CASTLESS(AWeapon), WeaponFlagDefs, countof(WeaponFlagDefs), 3 },
{ &RUNTIME_CLASS_CASTLESS(APlayerPawn), PlayerPawnFlagDefs, countof(PlayerPawnFlagDefs), 3 },
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};
#define NUM_FLAG_LISTS (countof(FlagLists))
//==========================================================================
//
// 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)
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{
FFlagDef *def;
if (part2 == NULL)
{ // Search all lists
int max = strict ? 2 : NUM_FLAG_LISTS;
for (int i = 0; i < max; ++i)
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{
if ((FlagLists[i].Use & 1) && type->IsDescendantOf (*FlagLists[i].Type))
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{
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)
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{
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;
}
}
}
}
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// Handle that lone PowerSpeed flag - this should be more generalized but it's just this one flag and unlikely to become more so an explicit check will do.
if ((!stricmp(part1, "NOTRAIL") && !strict) || (!stricmp(part1, "POWERSPEED") && !stricmp(part2, "NOTRAIL")))
{
return &PowerSpeedFlagDefs[0];
}
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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;
}
//==========================================================================
//
// Find a function by name using a binary search
//
//==========================================================================
AFuncDesc *FindFunction(PStruct *cls, const char * string)
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{
int min = 0, max = AFTable.Size() - 1;
while (min <= max)
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{
int mid = (min + max) / 2;
int lexval = stricmp(cls->TypeName.GetChars(), AFTable[mid].ClassName + 1);
if (lexval == 0) lexval = stricmp(string, AFTable[mid].FuncName);
if (lexval == 0)
{
return &AFTable[mid];
}
else if (lexval > 0)
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{
min = mid + 1;
}
else
{
max = mid - 1;
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}
}
return nullptr;
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}
//==========================================================================
//
// Find a function by name using a binary search
//
//==========================================================================
FieldDesc *FindField(PStruct *cls, const char * string)
{
int min = 0, max = FieldTable.Size() - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp(cls->TypeName.GetChars(), FieldTable[mid].ClassName + 1);
if (lexval == 0) lexval = stricmp(string, FieldTable[mid].FieldName);
if (lexval == 0)
{
return &FieldTable[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return nullptr;
}
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//==========================================================================
//
// Find an action function in AActor's table
//
//==========================================================================
VMFunction *FindVMFunction(PClass *cls, const char *name)
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{
auto f = dyn_cast<PFunction>(cls->Symbols.FindSymbol(name, true));
return f == nullptr ? nullptr : f->Variants[0].Implementation;
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}
//==========================================================================
//
// Sorting helpers
//
//==========================================================================
static int flagcmp (const void * a, const void * b)
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{
return stricmp( ((FFlagDef*)a)->name, ((FFlagDef*)b)->name);
}
static int propcmp(const void * a, const void * b)
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{
return stricmp( (*(FPropertyInfo**)a)->name, (*(FPropertyInfo**)b)->name);
}
static int funccmp(const void * a, const void * b)
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{
// +1 to get past the prefix letter of the native class name, which gets omitted by the FName for the class.
int res = stricmp(((AFuncDesc*)a)->ClassName + 1, ((AFuncDesc*)b)->ClassName + 1);
if (res == 0) res = stricmp(((AFuncDesc*)a)->FuncName, ((AFuncDesc*)b)->FuncName);
return res;
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}
static int fieldcmp(const void * a, const void * b)
{
// +1 to get past the prefix letter of the native class name, which gets omitted by the FName for the class.
int res = stricmp(((FieldDesc*)a)->ClassName + 1, ((FieldDesc*)b)->ClassName + 1);
if (res == 0) res = stricmp(((FieldDesc*)a)->FieldName, ((FieldDesc*)b)->FieldName);
return res;
}
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//==========================================================================
//
// Initialization
//
//==========================================================================
void InitThingdef()
{
// Create all global variables here because this cannot be done on the script side and really isn't worth adding support for.
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// Also create all special fields here that cannot be declared by script syntax.
auto secplanestruct = NewNativeStruct("Secplane", nullptr);
secplanestruct->Size = sizeof(secplane_t);
secplanestruct->Align = alignof(secplane_t);
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auto sectorstruct = NewNativeStruct("Sector", nullptr);
sectorstruct->Size = sizeof(sector_t);
sectorstruct->Align = alignof(sector_t);
auto linestruct = NewNativeStruct("Line", nullptr);
linestruct->Size = sizeof(line_t);
linestruct->Align = alignof(line_t);
auto sidestruct = NewNativeStruct("Side", nullptr);
sidestruct->Size = sizeof(side_t);
sidestruct->Align = alignof(side_t);
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auto vertstruct = NewNativeStruct("Vertex", nullptr);
vertstruct->Size = sizeof(vertex_t);
vertstruct->Align = alignof(vertex_t);
auto sectorportalstruct = NewNativeStruct("SectorPortal", nullptr);
sectorportalstruct->Size = sizeof(FSectorPortal);
sectorportalstruct->Align = alignof(FSectorPortal);
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// set up the lines array in the sector struct. This is a bit messy because the type system is not prepared to handle a pointer to an array of pointers to a native struct even remotely well...
// As a result, the size has to be set to something large and arbritrary because it can change between maps. This will need some serious improvement when things get cleaned up.
sectorstruct->AddNativeField("lines", NewPointer(NewResizableArray(NewPointer(linestruct, false)), false), myoffsetof(sector_t, Lines), VARF_Native);
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sectorstruct->AddNativeField("ceilingplane", secplanestruct, myoffsetof(sector_t, ceilingplane), VARF_Native);
sectorstruct->AddNativeField("floorplane", secplanestruct, myoffsetof(sector_t, floorplane), VARF_Native);
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// expose the global validcount variable.
PField *vcf = new PField("validcount", TypeSInt32, VARF_Native | VARF_Static, (intptr_t)&validcount);
Namespaces.GlobalNamespace->Symbols.AddSymbol(vcf);
// expose the global Multiplayer variable.
PField *multif = new PField("multiplayer", TypeBool, VARF_Native | VARF_ReadOnly | VARF_Static, (intptr_t)&multiplayer);
Namespaces.GlobalNamespace->Symbols.AddSymbol(multif);
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// set up a variable for the global level data structure
PStruct *lstruct = NewNativeStruct("LevelLocals", nullptr);
PField *levelf = new PField("level", lstruct, VARF_Native | VARF_Static, (intptr_t)&level);
Namespaces.GlobalNamespace->Symbols.AddSymbol(levelf);
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// Add the game data arrays to LevelLocals.
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lstruct->AddNativeField("sectors", NewPointer(NewResizableArray(sectorstruct), false), myoffsetof(FLevelLocals, sectors), VARF_Native);
lstruct->AddNativeField("lines", NewPointer(NewResizableArray(linestruct), false), myoffsetof(FLevelLocals, lines), VARF_Native);
lstruct->AddNativeField("sides", NewPointer(NewResizableArray(sidestruct), false), myoffsetof(FLevelLocals, sides), VARF_Native);
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lstruct->AddNativeField("vertexes", NewPointer(NewResizableArray(vertstruct), false), myoffsetof(FLevelLocals, vertexes), VARF_Native|VARF_ReadOnly);
lstruct->AddNativeField("sectorportals", NewPointer(NewResizableArray(sectorportalstruct), false), myoffsetof(FLevelLocals, sectorPortals), VARF_Native);
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auto aact = NewPointer(NewResizableArray(NewClassPointer(RUNTIME_CLASS(AActor))), true);
PField *aacf = new PField("AllActorClasses", aact, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&PClassActor::AllActorClasses);
Namespaces.GlobalNamespace->Symbols.AddSymbol(aacf);
// set up a variable for the DEH data
PStruct *dstruct = NewNativeStruct("DehInfo", nullptr);
PField *dehf = new PField("deh", dstruct, VARF_Native | VARF_Static, (intptr_t)&deh);
Namespaces.GlobalNamespace->Symbols.AddSymbol(dehf);
// set up a variable for the global gameinfo data
PStruct *gistruct = NewNativeStruct("GameInfoStruct", nullptr);
PField *gi = new PField("gameinfo", gistruct, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&gameinfo);
Namespaces.GlobalNamespace->Symbols.AddSymbol(gi);
// set up a variable for the global players array.
PStruct *pstruct = NewNativeStruct("PlayerInfo", nullptr);
pstruct->Size = sizeof(player_t);
pstruct->Align = alignof(player_t);
PArray *parray = NewArray(pstruct, MAXPLAYERS);
PField *fieldptr = new PField("players", parray, VARF_Native | VARF_Static, (intptr_t)&players);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
pstruct->AddNativeField("weapons", NewNativeStruct("WeaponSlots", nullptr), myoffsetof(player_t, weapons), VARF_Native);
parray = NewArray(TypeBool, MAXPLAYERS);
fieldptr = new PField("playeringame", parray, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&playeringame);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
fieldptr = new PField("gameaction", TypeUInt8, VARF_Native | VARF_Static, (intptr_t)&gameaction);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
fieldptr = new PField("skyflatnum", TypeTextureID, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&skyflatnum);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
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fieldptr = new PField("globalfreeze", TypeUInt8, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&bglobal.freeze);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
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fieldptr = new PField("consoleplayer", TypeSInt32, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&consoleplayer);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
auto fontptr = NewPointer(NewNativeStruct("Font", nullptr));
fieldptr = new PField("smallfont", fontptr, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&SmallFont);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
fieldptr = new PField("smallfont2", fontptr, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&SmallFont2);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
fieldptr = new PField("bigfont", fontptr, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&BigFont);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
fieldptr = new PField("confont", fontptr, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&ConFont);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
fieldptr = new PField("intermissionfont", fontptr, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&IntermissionFont);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
// Argh. It sucks when bad hacks need to be supported. WP_NOCHANGE is just a bogus pointer but it used everywhere as a special flag.
// It cannot be defined as constant because constants can either be numbers or strings but nothing else, so the only 'solution'
// is to create a static variable from it and reference that in the script. Yuck!!!
static AWeapon *wpnochg = WP_NOCHANGE;
fieldptr = new PField("WP_NOCHANGE", NewPointer(RUNTIME_CLASS(AWeapon), false), VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&wpnochg);
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
// synthesize a symbol for each flag from the flag name tables to avoid redundant declaration of them.
for (auto &fl : FlagLists)
{
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
{
const_cast<PClass*>(*fl.Type)->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);
}
}
}
}
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FAutoSegIterator probe(CRegHead, CRegTail);
while (*++probe != NULL)
{
if (((ClassReg *)*probe)->InitNatives)
((ClassReg *)*probe)->InitNatives();
}
2016-03-01 15:47:10 +00:00
// 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)
{
FAutoSegIterator probe(GRegHead, GRegTail);
while (*++probe != NULL)
{
properties.Push((FPropertyInfo *)*probe);
}
properties.ShrinkToFit();
qsort(&properties[0], properties.Size(), sizeof(properties[0]), propcmp);
}
// Create a sorted list of native action functions
AFTable.Clear();
if (AFTable.Size() == 0)
{
FAutoSegIterator probe(ARegHead, ARegTail);
while (*++probe != NULL)
{
AFuncDesc *afunc = (AFuncDesc *)*probe;
assert(afunc->VMPointer != NULL);
*(afunc->VMPointer) = new VMNativeFunction(afunc->Function, afunc->FuncName);
(*(afunc->VMPointer))->PrintableName.Format("%s.%s [Native]", afunc->ClassName+1, afunc->FuncName);
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AFTable.Push(*afunc);
}
AFTable.ShrinkToFit();
qsort(&AFTable[0], AFTable.Size(), sizeof(AFTable[0]), funccmp);
}
// Add the constructor and destructor to FCheckPosition.
auto fcp = NewStruct("FCheckPosition", nullptr);
fcp->mConstructor = *FindFunction(fcp, "_Constructor")->VMPointer;
fcp->mDestructor = *FindFunction(fcp, "_Destructor")->VMPointer;
fcp->Size = sizeof(FCheckPosition);
fcp->Align = alignof(FCheckPosition);
FieldTable.Clear();
if (FieldTable.Size() == 0)
{
FAutoSegIterator probe(FRegHead, FRegTail);
while (*++probe != NULL)
{
FieldDesc *afield = (FieldDesc *)*probe;
FieldTable.Push(*afield);
}
FieldTable.ShrinkToFit();
qsort(&FieldTable[0], FieldTable.Size(), sizeof(FieldTable[0]), fieldcmp);
}
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}
DEFINE_ACTION_FUNCTION(DObject, GameType)
{
PARAM_PROLOGUE;
ACTION_RETURN_INT(gameinfo.gametype);
}
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DEFINE_ACTION_FUNCTION(DObject, BAM)
{
PARAM_PROLOGUE;
PARAM_FLOAT(ang);
ACTION_RETURN_INT(DAngle(ang).BAMs());
}
DEFINE_ACTION_FUNCTION(FStringTable, Localize)
{
PARAM_PROLOGUE;
PARAM_STRING(label);
PARAM_BOOL_DEF(prefixed);
if (!prefixed) ACTION_RETURN_STRING(GStrings(label));
if (label[0] != '$') ACTION_RETURN_STRING(label);
ACTION_RETURN_STRING(GStrings(&label[1]));
}
DEFINE_ACTION_FUNCTION(FStringStruct, Replace)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_STRING(s1);
PARAM_STRING(s2);
self->Substitute(s1, s2);
return 0;
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}
static FString FStringFormat(VM_ARGS)
{
assert(param[0].Type == REGT_STRING);
FString fmtstring = param[0].s().GetChars();
// note: we don't need a real printf format parser.
// enough to simply find the subtitution tokens and feed them to the real printf after checking types.
// https://en.wikipedia.org/wiki/Printf_format_string#Format_placeholder_specification
FString output;
bool in_fmt = false;
FString fmt_current;
int argnum = 1;
int argauto = 1;
// % = starts
// [0-9], -, +, \s, 0, #, . continue
// %, s, d, i, u, fF, eE, gG, xX, o, c, p, aA terminate
// various type flags are not supported. not like stuff like 'hh' modifier is to be used in the VM.
// the only combination that is parsed locally is %n$...
bool haveargnums = false;
for (size_t i = 0; i < fmtstring.Len(); i++)
{
char c = fmtstring[i];
if (in_fmt)
{
if ((c >= '0' && c <= '9') ||
c == '-' || c == '+' || (c == ' ' && fmt_current[fmt_current.Len() - 1] != ' ') || c == '#' || c == '.')
{
fmt_current += c;
}
else if (c == '$') // %number$format
{
if (!haveargnums && argauto > 1)
ThrowAbortException(X_FORMAT_ERROR, "Cannot mix explicit and implicit arguments.");
FString argnumstr = fmt_current.Mid(1);
if (!argnumstr.IsInt()) ThrowAbortException(X_FORMAT_ERROR, "Expected a numeric value for argument number, got '%s'.", argnumstr.GetChars());
argnum = argnumstr.ToLong();
if (argnum < 1 || argnum >= numparam) ThrowAbortException(X_FORMAT_ERROR, "Not enough arguments for format (tried to access argument %d, %d total).", argnum, numparam);
fmt_current = "%";
haveargnums = true;
}
else
{
fmt_current += c;
switch (c)
{
// string
case 's':
{
if (argnum < 0 && haveargnums)
ThrowAbortException(X_FORMAT_ERROR, "Cannot mix explicit and implicit arguments.");
in_fmt = false;
// fail if something was found, but it's not a string
if (argnum >= numparam) ThrowAbortException(X_FORMAT_ERROR, "Not enough arguments for format.");
if (param[argnum].Type != REGT_STRING) ThrowAbortException(X_FORMAT_ERROR, "Expected a string for format %s.", fmt_current.GetChars());
// append
output.AppendFormat(fmt_current.GetChars(), param[argnum].s().GetChars());
if (!haveargnums) argnum = ++argauto;
else argnum = -1;
break;
}
// pointer
case 'p':
{
if (argnum < 0 && haveargnums)
ThrowAbortException(X_FORMAT_ERROR, "Cannot mix explicit and implicit arguments.");
in_fmt = false;
// fail if something was found, but it's not a string
if (argnum >= numparam) ThrowAbortException(X_FORMAT_ERROR, "Not enough arguments for format.");
if (param[argnum].Type != REGT_POINTER) ThrowAbortException(X_FORMAT_ERROR, "Expected a pointer for format %s.", fmt_current.GetChars());
// append
output.AppendFormat(fmt_current.GetChars(), param[argnum].a);
if (!haveargnums) argnum = ++argauto;
else argnum = -1;
break;
}
// int formats (including char)
case 'd':
case 'i':
case 'u':
case 'x':
case 'X':
case 'o':
case 'c':
{
if (argnum < 0 && haveargnums)
ThrowAbortException(X_FORMAT_ERROR, "Cannot mix explicit and implicit arguments.");
in_fmt = false;
// fail if something was found, but it's not an int
if (argnum >= numparam) ThrowAbortException(X_FORMAT_ERROR, "Not enough arguments for format.");
if (param[argnum].Type != REGT_INT &&
param[argnum].Type != REGT_FLOAT) ThrowAbortException(X_FORMAT_ERROR, "Expected a numeric value for format %s.", fmt_current.GetChars());
// append
output.AppendFormat(fmt_current.GetChars(), param[argnum].ToInt());
if (!haveargnums) argnum = ++argauto;
else argnum = -1;
break;
}
// double formats
case 'f':
case 'F':
case 'e':
case 'E':
case 'g':
case 'G':
case 'a':
case 'A':
{
if (argnum < 0 && haveargnums)
ThrowAbortException(X_FORMAT_ERROR, "Cannot mix explicit and implicit arguments.");
in_fmt = false;
// fail if something was found, but it's not a float
if (argnum >= numparam) ThrowAbortException(X_FORMAT_ERROR, "Not enough arguments for format.");
if (param[argnum].Type != REGT_INT &&
param[argnum].Type != REGT_FLOAT) ThrowAbortException(X_FORMAT_ERROR, "Expected a numeric value for format %s.", fmt_current.GetChars());
// append
output.AppendFormat(fmt_current.GetChars(), param[argnum].ToDouble());
if (!haveargnums) argnum = ++argauto;
else argnum = -1;
break;
}
default:
// invalid character
output += fmt_current;
in_fmt = false;
break;
}
}
}
else
{
if (c == '%')
{
if (i + 1 < fmtstring.Len() && fmtstring[i + 1] == '%')
{
output += '%';
i++;
}
else
{
in_fmt = true;
fmt_current = "%";
}
}
else
{
output += c;
}
}
}
return output;
}
DEFINE_ACTION_FUNCTION(FStringStruct, Format)
{
PARAM_PROLOGUE;
FString s = FStringFormat(param, defaultparam, numparam, ret, numret);
ACTION_RETURN_STRING(s);
}
DEFINE_ACTION_FUNCTION(FStringStruct, AppendFormat)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
// first parameter is the self pointer
FString s = FStringFormat(param+1, defaultparam, numparam-1, ret, numret);
(*self) += s;
return 0;
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}
DEFINE_ACTION_FUNCTION(FStringStruct, Mid)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_UINT(pos);
PARAM_UINT(len);
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FString s = self->Mid(pos, len);
ACTION_RETURN_STRING(s);
}
DEFINE_ACTION_FUNCTION(FStringStruct, Len)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
ACTION_RETURN_INT((int)self->Len());
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}
// CharAt and CharCodeAt is how JS does it, and JS is similar here in that it doesn't have char type as int.
DEFINE_ACTION_FUNCTION(FStringStruct, CharAt)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(pos);
int slen = (int)self->Len();
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if (pos < 0 || pos >= slen)
ACTION_RETURN_STRING("");
ACTION_RETURN_STRING(FString((*self)[pos]));
}
DEFINE_ACTION_FUNCTION(FStringStruct, CharCodeAt)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(pos);
int slen = (int)self->Len();
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if (pos < 0 || pos >= slen)
ACTION_RETURN_INT(0);
ACTION_RETURN_INT((*self)[pos]);
}