qzdoom/src/scripting/thingdef_properties.cpp

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/*
** thingdef-properties.cpp
**
** Actor denitions - properties and flags handling
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**
**---------------------------------------------------------------------------
** 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 "d_player.h"
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#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 "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 "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"
#include "backend/vmbuilder.h"
#include "a_keys.h"
#include "g_levellocals.h"
#include "d_player.h"
#include "types.h"
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//==========================================================================
//
// Gets a class pointer and performs an error check for correct type
//
//==========================================================================
static PClassActor *FindClassTentative(const char *name, PClass *ancestor, bool optional = false)
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{
// "" 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());
}
if (cls->Size == TentativeClass && optional)
{
cls->bOptional = true;
}
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return static_cast<PClassActor *>(cls);
}
//==========================================================================
//
// 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
{
uint32_t *flagvar = (uint32_t *)((char *)actor + fd->structoffset);
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if (set)
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
#ifdef __BIG_ENDIAN__
else if (fd->fieldsize == 2)
{
uint16_t *flagvar = (uint16_t *)((char *)actor + fd->structoffset);
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if (set)
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
else
{
assert(fd->fieldsize == 1);
uint8_t *flagvar = (uint8_t *)((char *)actor + fd->structoffset);
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if (set)
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
#endif
}
//==========================================================================
//
// Finds a flag by name and sets or clears it
//
// Returns true if the flag was found for the actor; else returns false
//
//==========================================================================
bool ModActorFlag(AActor *actor, FString &flagname, bool set, bool printerror)
{
bool found = false;
if (actor != NULL)
{
const char *dot = strchr(flagname, '.');
FFlagDef *fd;
PClassActor *cls = actor->GetClass();
if (dot != NULL)
{
FString part1(flagname.GetChars(), dot - flagname);
fd = FindFlag(cls, part1, dot + 1);
}
else
{
fd = FindFlag(cls, flagname, NULL);
}
if (fd != NULL)
{
found = true;
if (actor->CountsAsKill() && actor->health > 0) --level.total_monsters;
if (actor->flags & MF_COUNTITEM) --level.total_items;
if (actor->flags5 & MF5_COUNTSECRET) --level.total_secrets;
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(actor, cls, set, fd->flagbit);
}
else
{
ActorFlags *flagp = (ActorFlags*)(((char*)actor) + fd->structoffset);
// If these 2 flags get changed we need to update the blockmap and sector links.
bool linkchange = flagp == &actor->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
FLinkContext ctx;
if (linkchange) actor->UnlinkFromWorld(&ctx);
ModActorFlag(actor, fd, set);
if (linkchange) actor->LinkToWorld(&ctx);
}
if (actor->CountsAsKill() && actor->health > 0) ++level.total_monsters;
if (actor->flags & MF_COUNTITEM) ++level.total_items;
if (actor->flags5 & MF5_COUNTSECRET) ++level.total_secrets;
}
else if (printerror)
{
DPrintf(DMSG_ERROR, "ACS/DECORATE: '%s' is not a flag in '%s'\n", flagname.GetChars(), cls->TypeName.GetChars());
}
}
return found;
}
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//==========================================================================
//
// 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 & *(uint32_t *)(((char*)owner) + fd->structoffset);
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}
#ifdef __BIG_ENDIAN__
else if (fd->fieldsize == 2)
{
return fd->flagbit & *(uint16_t *)(((char*)owner) + fd->structoffset);
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}
else
{
assert(fd->fieldsize == 1);
return fd->flagbit & *(uint8_t *)(((char*)owner) + fd->structoffset);
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}
#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.;
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break;
case DEPF_SHORTMISSILERANGE:
defaults->maxtargetrange = set? 896. : 0.;
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break;
case DEPF_LONGMELEERANGE:
defaults->meleethreshold = set? 196. : 0.;
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break;
case DEPF_QUARTERGRAVITY:
defaults->Gravity = set ? 1. / 4 : 1.;
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break;
case DEPF_FIRERESIST:
info->SetDamageFactor(NAME_Fire, set ? 0.5 : 1.);
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break;
// the bounce flags will set the compatibility bounce modes to remain compatible
case DEPF_HERETICBOUNCE:
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_HereticCompat;
break;
case DEPF_HEXENBOUNCE:
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_HexenCompat;
break;
case DEPF_DOOMBOUNCE:
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_DoomCompat;
break;
case DEPF_PICKUPFLASH:
if (set)
{
static_cast<AInventory*>(defaults)->PickupFlash = FindClassTentative("PickupFlash", RUNTIME_CLASS(AActor));
}
else
{
static_cast<AInventory*>(defaults)->PickupFlash = NULL;
}
break;
case DEPF_INTERHUBSTRIP: // Old system was 0 or 1, so if the flag is cleared, assume 1.
static_cast<AInventory*>(defaults)->InterHubAmount = set ? 0 : 1;
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break;
case DEPF_NOTRAIL:
{
FString propname = "@property@powerspeed.notrail";
FName name(propname, true);
if (name != NAME_None)
{
auto propp = dyn_cast<PProperty>(info->FindSymbol(name, true));
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if (propp != nullptr)
{
*((char*)defaults + propp->Variables[0]->Offset) = set ? 1 : 0;
}
}
break;
}
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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;
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case DEPF_SHORTMISSILERANGE:
return actor->maxtargetrange == 896.;
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case DEPF_LONGMELEERANGE:
return actor->meleethreshold == 196.;
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case DEPF_QUARTERGRAVITY:
return actor->Gravity == 1./4;
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case DEPF_FIRERESIST:
for (auto &df : info->ActorInfo()->DamageFactors)
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{
if (df.first == NAME_Fire) return df.second == 0.5;
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}
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<const AInventory*>(actor)->PickupFlash == PClass::FindClass("PickupFlash");
// A pure name lookup may or may not be more efficient, but I know no static identifier for PickupFlash.
case DEPF_INTERHUBSTRIP:
return !(static_cast<const AInventory*>(actor)->InterHubAmount);
}
return false; // Any entirely unknown flag is not set
}
//==========================================================================
//
//
//
//==========================================================================
int MatchString (const char *in, const char **strings)
{
int i;
for (i = 0; *strings != NULL; i++)
{
if (!stricmp(in, *strings++))
{
return i;
}
}
return -1;
}
//==========================================================================
//
// Get access to scripted pointers.
// They need a bit more work than other variables.
//
//==========================================================================
static bool PointerCheck(PType *symtype, PType *checktype)
{
auto symptype = dyn_cast<PClassPointer>(symtype);
auto checkptype = dyn_cast<PClassPointer>(checktype);
return symptype != nullptr && checkptype != nullptr && symptype->ClassRestriction->IsDescendantOf(checkptype->ClassRestriction);
}
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//==========================================================================
//
// Info Property handlers
//
//==========================================================================
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//==========================================================================
//
//==========================================================================
DEFINE_INFO_PROPERTY(game, S, Actor)
{
PROP_STRING_PARM(str, 0);
auto & GameFilter = info->ActorInfo()->GameFilter;
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if (!stricmp(str, "Doom"))
{
GameFilter |= GAME_Doom;
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}
else if (!stricmp(str, "Heretic"))
{
GameFilter |= GAME_Heretic;
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}
else if (!stricmp(str, "Hexen"))
{
GameFilter |= GAME_Hexen;
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}
else if (!stricmp(str, "Raven"))
{
GameFilter |= GAME_Raven;
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}
else if (!stricmp(str, "Strife"))
{
GameFilter |= GAME_Strife;
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}
else if (!stricmp(str, "Chex"))
{
GameFilter |= GAME_Chex;
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}
else if (!stricmp(str, "Any"))
{
GameFilter = GAME_Any;
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}
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->ActorInfo()->SpawnID=(uint16_t)id;
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}
//==========================================================================
//
//==========================================================================
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->ActorInfo()->ConversationID=(uint16_t)convid;
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}
//==========================================================================
//
// Property handlers
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(skip_super, 0, Actor)
{
auto actorclass = RUNTIME_CLASS(AActor);
if (info->Size != actorclass->Size)
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{
bag.ScriptPosition.Message(MSG_OPTERROR,
"'skip_super' is only allowed in subclasses of AActor with no additional fields and will be ignored in type %s.", info->TypeName.GetChars());
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return;
}
if (bag.StateSet)
{
bag.ScriptPosition.Message(MSG_OPTERROR,
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"'skip_super' must appear before any state definitions.");
return;
}
*defaults = *GetDefault<AActor>();
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ResetBaggage (&bag, RUNTIME_CLASS(AActor));
}
//==========================================================================
// for internal use only - please do not document!
//==========================================================================
DEFINE_PROPERTY(defaultstateusage, I, Actor)
{
PROP_INT_PARM(use, 0);
static_cast<PClassActor*>(bag.Info)->ActorInfo()->DefaultStateUsage = use;
}
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//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(tag, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->SetTag(str);
}
//==========================================================================
//
//==========================================================================
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(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_INT_PARM(dmgval, 0);
PROP_EXP_PARM(id, 1);
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// Damage can either be a single number, in which case it is subject
// to the original damage calculation rules. Or, it can be an expression
// and will be calculated as-is, ignoring the original rules. For
// compatibility reasons, expressions must be enclosed within
// parentheses.
defaults->DamageVal = dmgval;
// Only DECORATE can get here with a valid expression.
CreateDamageFunction(bag.Namespace, bag.Version, bag.Info, defaults, id, true, bag.Lumpnum);
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}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(scale, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->Scale.X = defaults->Scale.Y = id;
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}
//==========================================================================
//
//==========================================================================
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(dropitem, S_i_i, Actor)
{
PROP_STRING_PARM(type, 0);
// create a linked list of dropitems
if (!bag.DropItemSet)
{
bag.DropItemSet = true;
bag.DropItemList = NULL;
}
FDropItem *di = (FDropItem*)ClassDataAllocator.Alloc(sizeof(FDropItem));
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di->Name = type;
di->Probability = 255;
di->Amount = -1;
if (PROP_PARM_COUNT > 1)
{
PROP_INT_PARM(prob, 1);
di->Probability = prob;
if (PROP_PARM_COUNT > 2)
{
PROP_INT_PARM(amt, 2);
di->Amount = amt;
}
}
di->Next = bag.DropItemList;
bag.DropItemList = di;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(renderstyle, S, Actor)
{
PROP_STRING_PARM(str, 0);
static const char * renderstyles[]={
"NONE", "NORMAL", "FUZZY", "SOULTRANS", "OPTFUZZY", "STENCIL",
"TRANSLUCENT", "ADD", "SHADED", "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;
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}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(translation, L, Actor)
{
PROP_INT_PARM(type, 0);
if (type == 0)
{
PROP_INT_PARM(trans, 1);
int max = 6;
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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);
int tnum;
if (i== 1 && PROP_PARM_COUNT == 2 && (tnum = R_FindCustomTranslation(str)) != -1)
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{
defaults->Translation = tnum;
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return;
}
else
{
CurrentTranslation.AddToTranslation(str);
}
}
defaults->Translation = CurrentTranslation.StoreTranslation (TRANSLATION_Decorate);
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}
}
//==========================================================================
//
//==========================================================================
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);
defaults->BloodColor = color;
defaults->BloodColor.a = 255; // a should not be 0.
defaults->BloodTranslation = TRANSLATION(TRANSLATION_Blood, CreateBloodTranslation(color));
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}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bloodtype, Sss, Actor)
{
PROP_STRING_PARM(str, 0)
PROP_STRING_PARM(str1, 1)
PROP_STRING_PARM(str2, 2)
FName blood = str;
// normal blood
defaults->NameVar("BloodType") = blood;
if (PROP_PARM_COUNT > 1)
{
blood = str1;
}
// blood splatter
defaults->NameVar("BloodType2") = blood;
if (PROP_PARM_COUNT > 2)
{
blood = str2;
}
// axe blood
defaults->NameVar("BloodType3") = blood;
}
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//==========================================================================
//
//==========================================================================
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];
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncefactor, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->bouncefactor = clamp<double>(id, 0, 1);
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}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(wallbouncefactor, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->wallbouncefactor = clamp<double>(id, 0, 1);
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}
//==========================================================================
//
//==========================================================================
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);
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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(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(gravity, F, Actor)
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{
PROP_DOUBLE_PARM(i, 0);
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if (i < 0) I_Error ("Gravity must not be negative.");
defaults->Gravity = i;
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}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(spriteangle, F, Actor)
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{
PROP_DOUBLE_PARM(i, 0);
defaults->SpriteAngle = i;
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}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(friction, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
if (i < 0) I_Error ("Friction must not be negative.");
defaults->Friction = i;
}
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//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(clearflags, 0, Actor)
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{
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;
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}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(designatedteam, I, Actor)
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{
PROP_INT_PARM(val, 0);
if(val < 0 || (val >= (signed) Teams.Size() && val != TEAM_NONE))
I_Error("Invalid team designation.\n");
defaults->DesignatedTeam = val;
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}
//==========================================================================
// [BB]
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//==========================================================================
DEFINE_PROPERTY(visibletoteam, I, Actor)
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{
PROP_INT_PARM(i, 0);
defaults->VisibleToTeam=i+1;
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}
//==========================================================================
// [BB]
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//==========================================================================
DEFINE_PROPERTY(visibletoplayerclass, Ssssssssssssssssssss, Actor)
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{
info->ActorInfo()->VisibleToPlayerClass.Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
info->ActorInfo()->VisibleToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
}
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}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(distancecheck, S, Actor)
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{
PROP_STRING_PARM(cvar, 0);
FBaseCVar *scratch;
FBaseCVar *cv = FindCVar(cvar, &scratch);
if (cv == NULL)
{
I_Error("CVar %s not defined", cvar);
}
else if (cv->GetRealType() == CVAR_Int)
{
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info->ActorInfo()->distancecheck = static_cast<FIntCVar *>(cv);
}
else
{
I_Error("CVar %s must of type Int", cvar);
}
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}
//==========================================================================
//
// Special inventory properties
//
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//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
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{
auto restrictarray = (TArray<PClassActor*>*)defaults->ScriptVar(NAME_RestrictedToPlayerClass, nullptr);
restrictarray->Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
restrictarray->Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
}
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}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
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{
auto forbidarray = (TArray<PClassActor*>*)defaults->ScriptVar(NAME_ForbiddenToPlayerClass, nullptr);
forbidarray->Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
forbidarray->Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
}
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}
//==========================================================================
//
//==========================================================================
static void SetIcon(FTextureID &icon, Baggage &bag, const char *i)
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{
if (i == NULL || i[0] == '\0')
{
icon.SetNull();
}
else
{
icon = TexMan.CheckForTexture(i, FTexture::TEX_MiscPatch);
if (!icon.isValid())
{
// Don't print warnings if the item is for another game or if this is a shareware IWAD.
// Strife's teaser doesn't contain all the icon graphics of the full game.
if ((bag.Info->ActorInfo()->GameFilter == GAME_Any || bag.Info->ActorInfo()->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, bag.Info->TypeName.GetChars());
}
}
}
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}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(icon, S, Inventory)
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{
PROP_STRING_PARM(i, 0);
SetIcon(defaults->Icon, bag, i);
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}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(althudicon, S, Inventory)
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{
PROP_STRING_PARM(i, 0);
SetIcon(defaults->AltHUDIcon, bag, i);
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}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(defmaxamount, 0, Inventory)
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{
defaults->MaxAmount = gameinfo.definventorymaxamount;
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}
//==========================================================================
// Dummy for Skulltag compatibility...
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//==========================================================================
DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory)
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{
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(defaultkickback, 0, Weapon)
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{
defaults->Kickback = gameinfo.defKickback;
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}
//==========================================================================
//
//==========================================================================
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(slotpriority, F, Weapon)
{
PROP_DOUBLE_PARM(i, 0);
defaults->SlotPriority = int(i*65536);
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}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(preferredskin, S, Weapon)
{
PROP_STRING_PARM(str, 0);
// NoOp - only for Skulltag compatibility
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
{
static const char *specialcolormapnames[] = {
"INVERSEMAP", "GOLDMAP", "REDMAP", "GREENMAP", "BLUEMAP", NULL };
int alpha;
PalEntry *pBlendColor;
bool isgiver = info->IsDescendantOf(NAME_PowerupGiver);
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if (info->IsDescendantOf(NAME_Powerup) || isgiver)
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{
pBlendColor = &defaults->ColorVar(NAME_BlendColor);
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}
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") && isgiver)
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{
*pBlendColor = MakeSpecialColormap(65535);
return;
}
color = V_GetColor(NULL, name, &bag.ScriptPosition);
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}
if (PROP_PARM_COUNT > 2)
{
PROP_DOUBLE_PARM(falpha, 2);
alpha=int(falpha*255);
}
else alpha = 255/3;
alpha=clamp<int>(alpha, 0, 255);
if (alpha != 0) *pBlendColor = MAKEARGB(alpha, 0, 0, 0) | color;
else *pBlendColor = 0;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
{
PalEntry BlendColor;
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if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
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{
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);
BlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
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}
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);
BlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
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}
else
{
I_Error("\"power.colormap\" must have either 3 or 6 parameters\n");
}
defaults->ColorVar(NAME_BlendColor) = BlendColor;
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}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
{
if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
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{
I_Error("\"powerup.duration\" requires an actor of type \"Powerup\"\n");
return;
}
PROP_INT_PARM(i, 0);
defaults->IntVar(NAME_EffectTics) = (i >= 0) ? i : -i * TICRATE;
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}
//==========================================================================
//
//==========================================================================
DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, type, S, PowerupGiver)
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{
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);
auto pow = PClass::FindActor(NAME_Powerup);
if (cls == nullptr || !cls->IsDescendantOf(pow))
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{
if (bag.fromDecorate)
{
FString st;
st.Format("%s%s", strnicmp(str, "power", 5) ? "Power" : "", str);
cls = FindClassTentative(st, pow);
}
else
{
I_Error("Unknown powerup type %s", str);
}
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}
defaults->PointerVar<PClassActor>(NAME_PowerupType) = cls;
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}
//==========================================================================
//
// [GRB] Special player properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, displayname, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
info->ActorInfo()->DisplayName = str;
2016-03-01 15:47:10 +00:00
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, soundclass, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
FString tmp = str;
tmp.ReplaceChars (' ', '_');
defaults->SoundClass = tmp.IsNotEmpty()? FName(tmp) : NAME_None;
2016-03-01 15:47:10 +00:00
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
FString tmp = str;
if (tmp.Len() == 0) defaults->Face = NAME_None;
else
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{
tmp.ToUpper();
bool valid = (tmp.Len() == 3 &&
(((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_OPTERROR,
"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 alphanumeric characters.\n",
tmp.GetChars(), info->TypeName.GetChars());
}
defaults->Face = tmp;
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}
}
//==========================================================================
//
//==========================================================================
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);
defaults->ColorRangeStart = start;
defaults->ColorRangeEnd = end;
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}
//==========================================================================
//
//==========================================================================
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_OPTERROR, "Extra ranges require 4 parameters each.\n");
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}
}
if (setnum < 0)
{
bag.ScriptPosition.Message(MSG_OPTERROR, "Color set number must not be negative.\n");
2016-03-01 15:47:10 +00:00
}
else
{
ColorSets.Push(std::make_tuple(info, setnum, color));
2016-03-01 15:47:10 +00:00
}
}
//==========================================================================
//
//==========================================================================
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_OPTERROR, "Color set number must not be negative.\n");
2016-03-01 15:47:10 +00:00
}
else if (color.Lump >= 0)
{
ColorSets.Push(std::make_tuple(info, setnum, color));
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}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, clearcolorset, I, PlayerPawn)
{
PROP_INT_PARM(setnum, 0);
if (setnum < 0)
{
bag.ScriptPosition.Message(MSG_OPTERROR, "Color set number must not be negative.\n");
2016-03-01 15:47:10 +00:00
}
else
{
FPlayerColorSet color;
memset(&color, 0, sizeof(color));
ColorSets.Push(std::make_tuple(info, setnum, color));
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}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, spawnclass, L, PlayerPawn)
{
PROP_INT_PARM(type, 0);
if (type == 0)
{
PROP_INT_PARM(val, 1);
if (val > 0) defaults->SpawnMask |= 1<<(val-1);
}
else
{
for(int i=1; i<PROP_PARM_COUNT; i++)
{
PROP_STRING_PARM(str, i);
if (!stricmp(str, "Any"))
defaults->SpawnMask = 0;
else if (!stricmp(str, "Fighter"))
defaults->SpawnMask |= 1;
else if (!stricmp(str, "Cleric"))
defaults->SpawnMask |= 2;
else if (!stricmp(str, "Mage"))
defaults->SpawnMask |= 4;
}
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, forwardmove, F_f, PlayerPawn)
{
PROP_DOUBLE_PARM(m, 0);
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defaults->ForwardMove1 = defaults->ForwardMove2 = m;
if (PROP_PARM_COUNT > 1)
{
PROP_DOUBLE_PARM(m2, 1);
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defaults->ForwardMove2 = m2;
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, sidemove, F_f, PlayerPawn)
{
PROP_DOUBLE_PARM(m, 0);
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defaults->SideMove1 = defaults->SideMove2 = m;
if (PROP_PARM_COUNT > 1)
{
PROP_DOUBLE_PARM(m2, 1);
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defaults->SideMove2 = m2;
}
}
//==========================================================================
//
//==========================================================================
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 = uint8_t(255 * clamp<double>(a, 0.f, 1.f));
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defaults->DamageFade = color;
}
else
{
PROP_DOUBLE_PARM(a, 2);
PROP_STRING_PARM(type, 3);
color.a = uint8_t(255 * clamp<double>(a, 0.f, 1.f));
PainFlashes.Push(std::make_tuple(info, type, color));
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}
}
//==========================================================================
//
// [GRB] Store start items in drop item list
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
// create a linked list of startitems
if (!bag.DropItemSet)
{
bag.DropItemSet = true;
bag.DropItemList = NULL;
}
FDropItem *di = (FDropItem*)ClassDataAllocator.Alloc(sizeof(FDropItem));
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di->Name = str;
di->Probability = 255;
di->Amount = 1;
if (PROP_PARM_COUNT > 1)
{
PROP_INT_PARM(amt, 1);
di->Amount = amt;
}
di->Next = bag.DropItemList;
bag.DropItemList = di;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn)
{
for (int i = 0; i < 5; i++)
{
PROP_DOUBLE_PARM(val, i);
defaults->HexenArmor[i] = val;
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}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssssssssssssssssss, PlayerPawn)
{
PROP_INT_PARM(slot, 0);
if (slot < 0 || slot > 9)
{
I_Error("Slot must be between 0 and 9.");
}
else
{
FString weapons;
for(int i = 1; i < PROP_PARM_COUNT; ++i)
{
PROP_STRING_PARM(str, i);
weapons << ' ' << str;
}
defaults->Slot[slot] = weapons.IsEmpty()? NAME_None : FName(weapons);
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}
}
//==========================================================================
//
// [SP] Player.Viewbob
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, viewbob, F, PlayerPawn)
{
PROP_DOUBLE_PARM(z, 0);
// [SP] Hard limits. This is to prevent terrywads from making players sick.
// Remember - this messes with a user option who probably has it set a
// certain way for a reason. I think a 1.5 limit is pretty generous, but
// it may be safe to increase it. I really need opinions from people who
// could be affected by this.
if (z < 0.0 || z > 1.5)
{
I_Error("ViewBob must be between 0.0 and 1.5.");
}
defaults->ViewBob = z;
}
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//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
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//==========================================================================
DEFINE_SCRIPTED_PROPERTY(playerclass, S, MorphProjectile)
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{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(APlayerPawn), bag.fromDecorate);
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}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
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//==========================================================================
DEFINE_SCRIPTED_PROPERTY(monsterclass, S, MorphProjectile)
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{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_MonsterClass) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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}
//==========================================================================
//
//==========================================================================
DEFINE_SCRIPTED_PROPERTY(duration, I, MorphProjectile)
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{
PROP_INT_PARM(i, 0);
defaults->IntVar(NAME_Duration) = i >= 0 ? i : -i*TICRATE;
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}
//==========================================================================
//
//==========================================================================
DEFINE_SCRIPTED_PROPERTY(morphstyle, M, MorphProjectile)
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{
PROP_INT_PARM(i, 0);
defaults->IntVar(NAME_MorphStyle) = i;
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}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
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//==========================================================================
DEFINE_SCRIPTED_PROPERTY(morphflash, S, MorphProjectile)
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{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_MorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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}
//==========================================================================
//
//==========================================================================
DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, MorphProjectile)
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{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_UnMorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
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//==========================================================================
DEFINE_SCRIPTED_PROPERTY(playerclass, S, PowerMorph)
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{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(APlayerPawn), bag.fromDecorate);
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}
//==========================================================================
//
//==========================================================================
DEFINE_SCRIPTED_PROPERTY(morphstyle, M, PowerMorph)
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{
PROP_INT_PARM(i, 0);
defaults->IntVar(NAME_MorphStyle) = i;
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}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
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//==========================================================================
DEFINE_SCRIPTED_PROPERTY(morphflash, S, PowerMorph)
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{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_MorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
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//==========================================================================
DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, PowerMorph)
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{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_UnMorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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}