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"
static TArray<FPropertyInfo*> properties;
static TArray<AFuncDesc> AFTable;
//==========================================================================
//
// 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_READONLY_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 }
#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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static FFlagDef ActorFlagDefs[]=
{
DEFINE_FLAG(MF, PICKUP, APlayerPawn, flags),
DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
DEFINE_FLAG(MF, SOLID, AActor, flags),
DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
DEFINE_FLAG(MF, NOSECTOR, AActor, flags),
DEFINE_FLAG(MF, NOBLOCKMAP, AActor, flags),
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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),
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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),
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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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// Various Skulltag flags that are quite irrelevant to ZDoom
DEFINE_DUMMY_FLAG(NONETID, false), // netcode-based
DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN, false), // netcode-based
DEFINE_DUMMY_FLAG(CLIENTSIDEONLY, false), // netcode-based
DEFINE_DUMMY_FLAG(SERVERSIDEONLY, false), // netcode-based
DEFINE_DUMMY_FLAG(EXPLODEONDEATH, true), // seems useless
DEFINE_FLAG2_DEPRECATED(MF4_DONTHARMCLASS, DONTHURTSPECIES, AActor, flags4), // Deprecated name as an alias
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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_DEPRECATED_FLAG(PICKUPFLASH),
DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),
};
static FFlagDef WeaponFlagDefs[] =
{
// 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_DUMMY_FLAG(NOLMS, false),
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DEFINE_FLAG(WIF, ALT_USES_BOTH, AWeapon, WeaponFlags),
DEFINE_DUMMY_FLAG(ALLOW_WITH_RESPAWN_INVUL, false),
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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
DEFINE_FLAG(PSF, NOTRAIL, APowerSpeed, SpeedFlags),
};
static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
{
{ &RUNTIME_CLASS_CASTLESS(AActor), ActorFlagDefs, countof(ActorFlagDefs) },
{ &RUNTIME_CLASS_CASTLESS(AActor), MoreFlagDefs, countof(MoreFlagDefs) },
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{ &RUNTIME_CLASS_CASTLESS(AInventory), InventoryFlagDefs, countof(InventoryFlagDefs) },
{ &RUNTIME_CLASS_CASTLESS(AWeapon), WeaponFlagDefs, countof(WeaponFlagDefs) },
{ &RUNTIME_CLASS_CASTLESS(APlayerPawn), PlayerPawnFlagDefs, countof(PlayerPawnFlagDefs) },
{ &RUNTIME_CLASS_CASTLESS(APowerSpeed), PowerSpeedFlagDefs, countof(PowerSpeedFlagDefs) },
};
#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 (type->IsDescendantOf (*FlagLists[i].Type))
{
def = FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part1);
if (def != NULL)
{
return def;
}
}
}
}
else
{ // Search just the named list
for (size_t i = 0; i < NUM_FLAG_LISTS; ++i)
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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;
}
}
}
}
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(const char * string)
{
int min = 0, max = AFTable.Size()-1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp (string, AFTable[mid].Name);
if (lexval == 0)
{
return &AFTable[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
//==========================================================================
//
// Find an action function in AActor's table
//
//==========================================================================
PFunction *FindGlobalActionFunction(const char *name)
{
return dyn_cast<PFunction>(RUNTIME_CLASS(AActor)->Symbols.FindSymbol(name, false));
}
//==========================================================================
//
// 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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{
return stricmp( ((AFuncDesc*)a)->Name, ((AFuncDesc*)b)->Name);
}
//==========================================================================
//
// Initialization
//
//==========================================================================
void InitThingdef()
{
// 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->Name);
AFTable.Push(*afunc);
}
AFTable.ShrinkToFit();
qsort(&AFTable[0], AFTable.Size(), sizeof(AFTable[0]), funccmp);
}
// Define some member variables we feel like exposing to the user
PSymbolTable &symt = RUNTIME_CLASS(AActor)->Symbols;
PType *array5 = NewArray(TypeSInt32, 5);
PType *TypeActor = NewPointer(RUNTIME_CLASS(AActor));
symt.AddSymbol(new PField(NAME_Alpha, TypeFloat64, VARF_Native, myoffsetof(AActor, Alpha)));
symt.AddSymbol(new PField(NAME_Angle, TypeFloat64, VARF_Native, myoffsetof(AActor, Angles.Yaw)));
symt.AddSymbol(new PField(NAME_Args, array5, VARF_Native, myoffsetof(AActor, args)));
symt.AddSymbol(new PField(NAME_CeilingZ, TypeFloat64, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, ceilingz)));
symt.AddSymbol(new PField(NAME_FloorZ, TypeFloat64, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, floorz)));
symt.AddSymbol(new PField(NAME_Health, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, health)));
symt.AddSymbol(new PField(NAME_Mass, TypeSInt32, VARF_Native, myoffsetof(AActor, Mass)));
symt.AddSymbol(new PField(NAME_Pitch, TypeFloat64, VARF_Native, myoffsetof(AActor, Angles.Pitch)));
symt.AddSymbol(new PField(NAME_Roll, TypeFloat64, VARF_Native, myoffsetof(AActor, Angles.Roll)));
symt.AddSymbol(new PField(NAME_Special, TypeSInt32, VARF_Native, myoffsetof(AActor, special)));
symt.AddSymbol(new PField(NAME_TID, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, tid)));
symt.AddSymbol(new PField(NAME_TIDtoHate, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, TIDtoHate)));
symt.AddSymbol(new PField(NAME_WaterLevel, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, waterlevel)));
symt.AddSymbol(new PField(NAME_X, TypeFloat64, VARF_Native|VARF_ReadOnly|VARF_Deprecated, myoffsetof(AActor, __Pos.X))); // must remain read-only!
symt.AddSymbol(new PField(NAME_Y, TypeFloat64, VARF_Native|VARF_ReadOnly|VARF_Deprecated, myoffsetof(AActor, __Pos.Y))); // must remain read-only!
symt.AddSymbol(new PField(NAME_Z, TypeFloat64, VARF_Native|VARF_ReadOnly|VARF_Deprecated, myoffsetof(AActor, __Pos.Z))); // must remain read-only!
symt.AddSymbol(new PField(NAME_VelX, TypeFloat64, VARF_Native|VARF_ReadOnly|VARF_Deprecated, myoffsetof(AActor, Vel.X)));
symt.AddSymbol(new PField(NAME_VelY, TypeFloat64, VARF_Native|VARF_ReadOnly|VARF_Deprecated, myoffsetof(AActor, Vel.Y)));
symt.AddSymbol(new PField(NAME_VelZ, TypeFloat64, VARF_Native|VARF_ReadOnly|VARF_Deprecated, myoffsetof(AActor, Vel.Z)));
symt.AddSymbol(new PField(NAME_MomX, TypeFloat64, VARF_Native|VARF_ReadOnly|VARF_Deprecated, myoffsetof(AActor, Vel.X)));
symt.AddSymbol(new PField(NAME_MomY, TypeFloat64, VARF_Native|VARF_ReadOnly|VARF_Deprecated, myoffsetof(AActor, Vel.Y)));
symt.AddSymbol(new PField(NAME_MomZ, TypeFloat64, VARF_Native|VARF_ReadOnly|VARF_Deprecated, myoffsetof(AActor, Vel.Z)));
symt.AddSymbol(new PField(NAME_ScaleX, TypeFloat64, VARF_Native|VARF_Deprecated, myoffsetof(AActor, Scale.X)));
symt.AddSymbol(new PField(NAME_ScaleY, TypeFloat64, VARF_Native|VARF_Deprecated, myoffsetof(AActor, Scale.Y)));
symt.AddSymbol(new PField(NAME_Score, TypeSInt32, VARF_Native, myoffsetof(AActor, Score)));
symt.AddSymbol(new PField(NAME_Accuracy, TypeSInt32, VARF_Native, myoffsetof(AActor, accuracy)));
symt.AddSymbol(new PField(NAME_Stamina, TypeSInt32, VARF_Native, myoffsetof(AActor, stamina)));
symt.AddSymbol(new PField(NAME_Height, TypeFloat64, VARF_Native, myoffsetof(AActor, Height)));
symt.AddSymbol(new PField(NAME_Radius, TypeFloat64, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, radius)));
symt.AddSymbol(new PField(NAME_ReactionTime, TypeSInt32, VARF_Native, myoffsetof(AActor, reactiontime)));
symt.AddSymbol(new PField(NAME_MeleeRange, TypeFloat64, VARF_Native, myoffsetof(AActor, meleerange)));
symt.AddSymbol(new PField(NAME_Speed, TypeFloat64, VARF_Native, myoffsetof(AActor, Speed)));
symt.AddSymbol(new PField("FloatSpeed", TypeFloat64, VARF_Native, myoffsetof(AActor, FloatSpeed)));
symt.AddSymbol(new PField("PainThreshold", TypeSInt32, VARF_Native, myoffsetof(AActor, PainThreshold)));
symt.AddSymbol(new PField("spriteAngle", TypeFloat64, VARF_Native, myoffsetof(AActor, SpriteAngle)));
symt.AddSymbol(new PField("spriteRotation", TypeFloat64, VARF_Native, myoffsetof(AActor, SpriteRotation)));
symt.AddSymbol(new PField(NAME_Threshold, TypeSInt32, VARF_Native, myoffsetof(AActor, threshold)));
symt.AddSymbol(new PField(NAME_DefThreshold, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, DefThreshold)));
symt.AddSymbol(new PField(NAME_Damage, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, DamageVal)));
symt.AddSymbol(new PField("visdir", TypeSInt32, VARF_Native, myoffsetof(AActor, visdir)));
symt.AddSymbol(new PField("Gravity", TypeFloat64, VARF_Native, myoffsetof(AActor, Gravity)));
symt.AddSymbol(new PField("DamageType", TypeName, VARF_Native, myoffsetof(AActor, DamageType)));
symt.AddSymbol(new PField("FloatBobPhase", TypeUInt8, VARF_Native, myoffsetof(AActor, FloatBobPhase)));
symt.AddSymbol(new PField("RipperLevel", TypeSInt32, VARF_Native, myoffsetof(AActor, RipperLevel)));
symt.AddSymbol(new PField("RipLevelMin", TypeSInt32, VARF_Native, myoffsetof(AActor, RipLevelMin)));
symt.AddSymbol(new PField("RipLevelMax", TypeSInt32, VARF_Native, myoffsetof(AActor, RipLevelMax)));
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symt.AddSymbol(new PField(NAME_VisibleStartAngle, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleStartAngle)));
symt.AddSymbol(new PField(NAME_VisibleStartPitch, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleStartPitch)));
symt.AddSymbol(new PField(NAME_VisibleEndAngle, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleEndAngle)));
symt.AddSymbol(new PField(NAME_VisibleEndPitch, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleEndPitch)));
symt.AddSymbol(new PField("AttackSound", TypeSound, VARF_Native, myoffsetof(AActor, AttackSound)));
symt.AddSymbol(new PField("Pos", TypeVector3, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, __Pos)));
symt.AddSymbol(new PField("Vel", TypeVector3, VARF_Native, myoffsetof(AActor, Vel)));
symt.AddSymbol(new PField("Scale", TypeVector2, VARF_Native, myoffsetof(AActor, Scale)));
symt.AddSymbol(new PField("CurState", TypeState, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, state))); // has to be renamed on the script side because it clashes with the same named type.
symt.AddSymbol(new PField("SeeState", TypeState, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, SeeState)));
symt.AddSymbol(new PField(NAME_Target, TypeActor, VARF_Native, myoffsetof(AActor, target)));
symt.AddSymbol(new PField(NAME_Master, TypeActor, VARF_Native, myoffsetof(AActor, master)));
symt.AddSymbol(new PField(NAME_Tracer, TypeActor, VARF_Native, myoffsetof(AActor, tracer)));
symt.AddSymbol(new PField("LastHeard", TypeActor, VARF_Native, myoffsetof(AActor, LastHeard)));
symt.AddSymbol(new PField("LastEnemy", TypeActor, VARF_Native, myoffsetof(AActor, lastenemy)));
// synthesize a symbol for each flag. The bounce flags are excluded on purpose.
for (size_t i = 0; i < countof(ActorFlagDefs); i++)
{
int bit = 0;
unsigned val = ActorFlagDefs[i].flagbit;
while ((val >>= 1)) bit++;
symt.AddSymbol(new PField(FStringf("b%s", ActorFlagDefs[i].name), (ActorFlagDefs[i].fieldsize == 4? TypeSInt32 : TypeSInt16), ActorFlagDefs[i].varflags, ActorFlagDefs[i].structoffset, bit));
}
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}