qzdoom/src/thingdef/thingdef_properties.cpp

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/*
** thingdef-properties.cpp
**
** Actor definitions - properties and flags handling
**
**---------------------------------------------------------------------------
** Copyright 2002-2007 Christoph Oelckers
** Copyright 2004-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "actor.h"
#include "info.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "r_draw.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "i_system.h"
#include "p_local.h"
#include "p_effect.h"
#include "v_palette.h"
#include "doomerrors.h"
#include "a_hexenglobal.h"
#include "a_weaponpiece.h"
#include "p_conversation.h"
#include "v_text.h"
#include "thingdef.h"
#include "a_sharedglobal.h"
#include "r_translate.h"
#include "a_morph.h"
#include "colormatcher.h"
#include "autosegs.h"
//==========================================================================
//
// Gets a class pointer and performs an error check for correct type
//
//==========================================================================
static const PClass *FindClassTentative(const char *name, const char *ancestor)
{
// "" and "none" mean 'no class'
if (name == NULL || *name == 0 || !stricmp(name, "none"))
{
return NULL;
}
const PClass *anc = PClass::FindClass(ancestor);
assert(anc != NULL); // parent classes used here should always be natively defined
const PClass *cls = const_cast<PClass*>(anc)->FindClassTentative(name);
assert (cls != NULL); // cls can not ne NULL here
if (!cls->IsDescendantOf(anc))
{
I_Error("%s does not inherit from %s\n", name, ancestor);
}
return cls;
}
//===========================================================================
//
// 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, FActorInfo *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? FRACUNIT/8 : FRACUNIT;
break;
case DEPF_SHORTMISSILERANGE:
defaults->maxtargetrange = set? 896*FRACUNIT : 0;
break;
case DEPF_LONGMELEERANGE:
defaults->meleethreshold = set? 196*FRACUNIT : 0;
break;
case DEPF_QUARTERGRAVITY:
defaults->gravity = set? FRACUNIT/4 : FRACUNIT;
break;
case DEPF_FIRERESIST:
info->SetDamageFactor(NAME_Fire, set? FRACUNIT/2 : FRACUNIT);
break;
// the bounce flags will set the compatibility bounce modes to remain compatible
case DEPF_HERETICBOUNCE:
defaults->bouncetype = set? BOUNCE_HereticCompat : 0;
break;
case DEPF_HEXENBOUNCE:
defaults->bouncetype = set? BOUNCE_HexenCompat : 0;
break;
case DEPF_DOOMBOUNCE:
defaults->bouncetype = set? BOUNCE_DoomCompat : 0;
break;
case DEPF_PICKUPFLASH:
if (set)
{
static_cast<AInventory*>(defaults)->PickupFlash = FindClassTentative("PickupFlash", "Actor");
}
else
{
static_cast<AInventory*>(defaults)->PickupFlash = NULL;
}
break;
default:
break; // silence GCC
}
}
//==========================================================================
//
//
//
//==========================================================================
int MatchString (const char *in, const char **strings)
{
int i;
for (i = 0; *strings != NULL; i++)
{
if (!stricmp(in, *strings++))
{
return i;
}
}
return -1;
}
//==========================================================================
//
// Info Property handlers
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_INFO_PROPERTY(game, T, Actor)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "Doom"))
{
info->GameFilter |= GAME_Doom;
}
else if (!stricmp(str, "Heretic"))
{
info->GameFilter |= GAME_Heretic;
}
else if (!stricmp(str, "Hexen"))
{
info->GameFilter |= GAME_Hexen;
}
else if (!stricmp(str, "Raven"))
{
info->GameFilter |= GAME_Raven;
}
else if (!stricmp(str, "Strife"))
{
info->GameFilter |= GAME_Strife;
}
else if (!stricmp(str, "Chex"))
{
info->GameFilter |= GAME_Chex;
}
else if (!stricmp(str, "Any"))
{
info->GameFilter = GAME_Any;
}
else
{
I_Error ("Unknown game type %s", str);
}
}
//==========================================================================
//
//==========================================================================
DEFINE_INFO_PROPERTY(spawnid, I, Actor)
{
PROP_INT_PARM(id, 0);
if (id<0 || id>255)
{
I_Error ("SpawnID must be in the range [0,255]");
}
else info->SpawnID=(BYTE)id;
}
//==========================================================================
//
//==========================================================================
DEFINE_INFO_PROPERTY(conversationid, IiI, Actor)
{
PROP_INT_PARM(convid, 0);
PROP_INT_PARM(id1, 1);
PROP_INT_PARM(id2, 2);
// Handling for Strife teaser IDs - only of meaning for the standard items
// as PWADs cannot be loaded with the teasers.
if (PROP_PARM_COUNT > 1)
{
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE))
convid=id1;
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE|GI_TEASER2))
convid=id2;
if (convid==-1) return;
}
if (convid<0 || convid>1000)
{
I_Error ("ConversationID must be in the range [0,1000]");
}
else StrifeTypes[convid] = info->Class;
}
//==========================================================================
//
// Property handlers
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(skip_super, 0, Actor)
{
if (info->Class->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
bag.ScriptPosition.Message(MSG_WARNING,
"'skip_super' in definition of inventory item '%s' ignored.", info->Class->TypeName.GetChars() );
return;
}
if (bag.StateSet)
{
bag.ScriptPosition.Message(MSG_WARNING,
"'skip_super' must appear before any state definitions.");
return;
}
memcpy (defaults, GetDefault<AActor>(), sizeof(AActor));
if (bag.DropItemList != NULL)
{
FreeDropItemChain (bag.DropItemList);
}
ResetBaggage (&bag, RUNTIME_CLASS(AActor));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(tag, S, Actor)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaString(AMETA_StrifeName, str);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(health, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->health=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(gibhealth, I, Actor)
{
PROP_INT_PARM(id, 0);
info->Class->Meta.SetMetaInt (AMETA_GibHealth, id);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(woundhealth, I, Actor)
{
PROP_INT_PARM(id, 0);
info->Class->Meta.SetMetaInt (AMETA_WoundHealth, id);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(reactiontime, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->reactiontime=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(painchance, ZI, Actor)
{
PROP_STRING_PARM(str, 0);
PROP_INT_PARM(id, 1);
if (str == NULL)
{
defaults->PainChance=id;
}
else
{
FName painType;
if (!stricmp(str, "Normal")) painType = NAME_None;
else painType=str;
if (info->PainChances == NULL) info->PainChances=new PainChanceList;
(*info->PainChances)[painType] = (BYTE)id;
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(damage, X, Actor)
{
PROP_INT_PARM(id, 0);
// Damage can either be a single number, in which case it is subject
// to the original damage calculation rules. Or, it can be an expression
// and will be calculated as-is, ignoring the original rules. For
// compatibility reasons, expressions must be enclosed within
// parentheses.
defaults->Damage = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(speed, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->Speed = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(floatspeed, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->FloatSpeed=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(radius, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->radius=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(height, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->height=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(projectilepassheight, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->projectilepassheight=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(mass, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->Mass=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(xscale, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->scaleX = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(yscale, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->scaleY = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(scale, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->scaleX = defaults->scaleY = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(args, Iiiii, Actor)
{
for (int i = 0; i < PROP_PARM_COUNT; i++)
{
PROP_INT_PARM(id, i);
defaults->args[i] = id;
}
defaults->flags2|=MF2_ARGSDEFINED;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(seesound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->SeeSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(attacksound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->AttackSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncesound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->BounceSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(wallbouncesound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->WallBounceSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(painsound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->PainSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(deathsound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->DeathSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(activesound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->ActiveSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(howlsound, S, Actor)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaInt (AMETA_HowlSound, S_FindSound(str));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(dropitem, S_i_i, Actor)
{
PROP_STRING_PARM(type, 0);
// create a linked list of dropitems
if (!bag.DropItemSet)
{
bag.DropItemSet = true;
bag.DropItemList = NULL;
}
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
FDropItem *di = new FDropItem;
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", NULL};
static const int renderstyle_values[]={
STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy,
STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded};
// make this work for old style decorations, too.
if (!strnicmp(str, "style_", 6)) str+=6;
int style = MatchString(str, renderstyles);
if (style < 0) I_Error("Unknown render style '%s'", str);
defaults->RenderStyle = LegacyRenderStyles[renderstyle_values[style]];
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(defaultalpha, 0, Actor)
{
defaults->alpha = gameinfo.gametype == GAME_Heretic ? HR_SHADOW : HX_SHADOW;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(alpha, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->alpha = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(obituary, S, Actor)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaString (AMETA_Obituary, str);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(hitobituary, S, Actor)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaString (AMETA_HitObituary, str);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(donthurtshooter, 0, Actor)
{
info->Class->Meta.SetMetaInt (ACMETA_DontHurtShooter, true);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(explosionradius, I, Actor)
{
PROP_INT_PARM(id, 0);
info->Class->Meta.SetMetaInt (ACMETA_ExplosionRadius, id);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(explosiondamage, I, Actor)
{
PROP_INT_PARM(id, 0);
info->Class->Meta.SetMetaInt (ACMETA_ExplosionDamage, id);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(deathheight, F, Actor)
{
PROP_FIXED_PARM(h, 0);
// AActor::Die() uses a height of 0 to mean "cut the height to 1/4",
// so if a height of 0 is desired, store it as -1.
info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, h <= 0 ? -1 : h);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(burnheight, F, Actor)
{
PROP_FIXED_PARM(h, 0);
// The note above for AMETA_DeathHeight also applies here.
info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, h <= 0 ? -1 : h);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(maxtargetrange, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->maxtargetrange = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(meleethreshold, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->meleethreshold = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(meleedamage, I, Actor)
{
PROP_INT_PARM(id, 0);
info->Class->Meta.SetMetaInt (ACMETA_MeleeDamage, id);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(meleerange, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->meleerange = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(meleesound, S, Actor)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaInt (ACMETA_MeleeSound, S_FindSound(str));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(missiletype, S, Actor)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaInt (ACMETA_MissileName, FName(str));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(missileheight, F, Actor)
{
PROP_FIXED_PARM(id, 0);
info->Class->Meta.SetMetaFixed (ACMETA_MissileHeight, id);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(translation, L, Actor)
{
PROP_INT_PARM(type, 0);
if (type == 0)
{
PROP_INT_PARM(trans, 1);
int max = (gameinfo.gametype==GAME_Strife || (info->GameFilter&GAME_Strife)) ? 6:2;
if (trans < 0 || trans > max)
{
I_Error ("Translation must be in the range [0,%d]", max);
}
defaults->Translation = TRANSLATION(TRANSLATION_Standard, trans);
}
else
{
FRemapTable CurrentTranslation;
CurrentTranslation.MakeIdentity();
for(int i = 1; i < PROP_PARM_COUNT; i++)
{
PROP_STRING_PARM(str, i);
if (i== 1 && PROP_PARM_COUNT == 2 && !stricmp(str, "Ice"))
{
defaults->Translation = TRANSLATION(TRANSLATION_Standard, 7);
return;
}
else
{
CurrentTranslation.AddToTranslation(str);
}
}
defaults->Translation = CurrentTranslation.StoreTranslation ();
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(stencilcolor, C, Actor)
{
PROP_COLOR_PARM(color, 0);
defaults->fillcolor = color | (ColorMatcher.Pick (RPART(color), GPART(color), BPART(color)) << 24);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bloodcolor, C, Actor)
{
PROP_COLOR_PARM(color, 0);
PalEntry pe = color;
pe.a = CreateBloodTranslation(pe);
info->Class->Meta.SetMetaInt (AMETA_BloodColor, pe);
}
//==========================================================================
//
//==========================================================================
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
info->Class->Meta.SetMetaInt (AMETA_BloodType, blood);
if (PROP_PARM_COUNT > 1)
{
blood = str1;
}
// blood splatter
info->Class->Meta.SetMetaInt (AMETA_BloodType2, blood);
if (PROP_PARM_COUNT > 2)
{
blood = str2;
}
// axe blood
info->Class->Meta.SetMetaInt (AMETA_BloodType3, blood);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncetype, S, Actor)
{
const char *names[] = { "None", "Doom", "Heretic", "Hexen", "*", "DoomCompat", "HereticCompat", "HexenCompat", NULL };
PROP_STRING_PARM(id, 0);
defaults->bouncetype = MatchString(id, names);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncefactor, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->bouncefactor = clamp<fixed_t>(id, 0, FRACUNIT);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(wallbouncefactor, F, Actor)
{
PROP_FIXED_PARM(id, 0);
defaults->wallbouncefactor = clamp<fixed_t>(id, 0, FRACUNIT);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncecount, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->bouncecount = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(minmissilechance, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->MinMissileChance=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(damagetype, S, Actor)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "Normal")) defaults->DamageType = NAME_None;
else defaults->DamageType=str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(damagefactor, SF, Actor)
{
PROP_STRING_PARM(str, 0);
PROP_FIXED_PARM(id, 1);
if (info->DamageFactors == NULL) info->DamageFactors=new DmgFactors;
FName dmgType;
if (!stricmp(str, "Normal")) dmgType = NAME_None;
else dmgType=str;
(*info->DamageFactors)[dmgType]=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(decal, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->DecalGenerator = (FDecalBase *)intptr_t(int(FName(str)));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(maxstepheight, F, Actor)
{
PROP_FIXED_PARM(i, 0);
defaults->MaxStepHeight = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(maxdropoffheight, F, Actor)
{
PROP_FIXED_PARM(i, 0);
defaults->MaxDropOffHeight = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(poisondamage, I, Actor)
{
PROP_INT_PARM(i, 0);
info->Class->Meta.SetMetaInt (AMETA_PoisonDamage, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(fastspeed, F, Actor)
{
PROP_FIXED_PARM(i, 0);
info->Class->Meta.SetMetaFixed (AMETA_FastSpeed, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(radiusdamagefactor, F, Actor)
{
PROP_FIXED_PARM(i, 0);
info->Class->Meta.SetMetaFixed (AMETA_RDFactor, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(cameraheight, F, Actor)
{
PROP_FIXED_PARM(i, 0);
info->Class->Meta.SetMetaFixed (AMETA_CameraHeight, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(vspeed, F, Actor)
{
PROP_FIXED_PARM(i, 0);
defaults->momz = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(gravity, F, Actor)
{
PROP_FIXED_PARM(i, 0);
if (i < 0) I_Error ("Gravity must not be negative.");
defaults->gravity = i;
if (i == 0) defaults->flags |= MF_NOGRAVITY;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(species, S, Actor)
{
PROP_STRING_PARM(n, 0);
defaults->Species = n;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(clearflags, 0, Actor)
{
defaults->flags=defaults->flags3=defaults->flags4=defaults->flags5=0;
defaults->flags2&=MF2_ARGSDEFINED; // this flag must not be cleared
}
//==========================================================================
//
//==========================================================================
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;
}
//==========================================================================
//
// Special inventory properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(backpackamount, I, Ammo)
{
PROP_INT_PARM(i, 0);
defaults->BackpackAmount = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(backpackmaxamount, I, Ammo)
{
PROP_INT_PARM(i, 0);
defaults->BackpackMaxAmount = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(dropamount, I, Ammo)
{
PROP_INT_PARM(i, 0);
info->Class->Meta.SetMetaInt (AIMETA_DropAmount, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(armor, maxsaveamount, I, BasicArmorBonus)
{
PROP_INT_PARM(i, 0);
defaults->MaxSaveAmount = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(armor, maxbonus, I, BasicArmorBonus)
{
PROP_INT_PARM(i, 0);
defaults->BonusCount = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(armor, maxbonusmax, I, BasicArmorBonus)
{
PROP_INT_PARM(i, 0);
defaults->BonusMax = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(saveamount, I, Armor)
{
PROP_INT_PARM(i, 0);
// Special case here because this property has to work for 2 unrelated classes
if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->SaveAmount=i;
}
else if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->SaveAmount=i;
}
else
{
I_Error("\"Armor.SaveAmount\" requires an actor of type \"Armor\"");
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(savepercent, F, Armor)
{
PROP_FIXED_PARM(i, 0);
i = clamp(i, 0, 100*FRACUNIT)/100;
// Special case here because this property has to work for 2 unrelated classes
if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->SavePercent = i;
}
else if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->SavePercent = i;
}
else
{
I_Error("\"Armor.SavePercent\" requires an actor of type \"Armor\"\n");
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(maxabsorb, I, Armor)
{
PROP_INT_PARM(i, 0);
// Special case here because this property has to work for 2 unrelated classes
if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->MaxAbsorb = i;
}
else if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->MaxAbsorb = i;
}
else
{
I_Error("\"Armor.MaxAbsorb\" requires an actor of type \"Armor\"\n");
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(maxfullabsorb, I, Armor)
{
PROP_INT_PARM(i, 0);
// Special case here because this property has to work for 2 unrelated classes
if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->MaxFullAbsorb = i;
}
else if (info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->MaxFullAbsorb = i;
}
else
{
I_Error("\"Armor.MaxFullAbsorb\" requires an actor of type \"Armor\"\n");
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(amount, I, Inventory)
{
PROP_INT_PARM(i, 0);
defaults->Amount = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(icon, S, Inventory)
{
PROP_STRING_PARM(i, 0);
defaults->Icon = TexMan.CheckForTexture(i, FTexture::TEX_MiscPatch);
if (!defaults->Icon.isValid())
{
// Don't print warnings if the item is for another game or if this is a shareware IWAD.
// Strife's teaser doesn't contain all the icon graphics of the full game.
if ((info->GameFilter == GAME_Any || info->GameFilter & gameinfo.gametype) &&
!(gameinfo.flags&GI_SHAREWARE) && Wads.GetLumpFile(bag.Lumpnum) != 0)
{
bag.ScriptPosition.Message(MSG_WARNING,
"Icon '%s' for '%s' not found\n", i, info->Class->TypeName.GetChars());
}
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(maxamount, I, Inventory)
{
PROP_INT_PARM(i, 0);
defaults->MaxAmount = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(defmaxamount, 0, Inventory)
{
defaults->MaxAmount = gameinfo.gametype == GAME_Heretic ? 16 : 25;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(pickupflash, S, Inventory)
{
PROP_STRING_PARM(str, 0);
defaults->PickupFlash = FindClassTentative(str, "Actor");
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(pickupmessage, S, Inventory)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaString(AIMETA_PickupMessage, str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(pickupsound, S, Inventory)
{
PROP_STRING_PARM(str, 0);
defaults->PickupSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(respawntics, I, Inventory)
{
PROP_INT_PARM(i, 0);
defaults->RespawnTics = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(usesound, S, Inventory)
{
PROP_STRING_PARM(str, 0);
defaults->UseSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(givequest, I, Inventory)
{
PROP_INT_PARM(i, 0);
info->Class->Meta.SetMetaInt(AIMETA_GiveQuest, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(lowmessage, IS, Health)
{
PROP_INT_PARM(i, 0);
PROP_STRING_PARM(str, 1);
info->Class->Meta.SetMetaInt(AIMETA_LowHealth, i);
info->Class->Meta.SetMetaString(AIMETA_LowHealthMessage, str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(autouse, I, HealthPickup)
{
PROP_INT_PARM(i, 0);
defaults->autousemode = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(number, I, PuzzleItem)
{
PROP_INT_PARM(i, 0);
defaults->PuzzleItemNumber = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(failmessage, S, PuzzleItem)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammogive, I, Weapon)
{
PROP_INT_PARM(i, 0);
defaults->AmmoGive1 = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammogive1, I, Weapon)
{
PROP_INT_PARM(i, 0);
defaults->AmmoGive1 = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammogive2, I, Weapon)
{
PROP_INT_PARM(i, 0);
defaults->AmmoGive2 = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammotype, S, Weapon)
{
PROP_STRING_PARM(str, 0);
defaults->AmmoType1 = FindClassTentative(str, "Ammo");
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammotype1, S, Weapon)
{
PROP_STRING_PARM(str, 0);
defaults->AmmoType1 = FindClassTentative(str, "Ammo");
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammotype2, S, Weapon)
{
PROP_STRING_PARM(str, 0);
defaults->AmmoType2 = FindClassTentative(str, "Ammo");
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammouse, I, Weapon)
{
PROP_INT_PARM(i, 0);
defaults->AmmoUse1 = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammouse1, I, Weapon)
{
PROP_INT_PARM(i, 0);
defaults->AmmoUse1 = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(ammouse2, I, Weapon)
{
PROP_INT_PARM(i, 0);
defaults->AmmoUse2 = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(kickback, I, Weapon)
{
PROP_INT_PARM(i, 0);
defaults->Kickback = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(defaultkickback, 0, Weapon)
{
defaults->Kickback = gameinfo.defKickback;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(readysound, S, Weapon)
{
PROP_STRING_PARM(str, 0);
defaults->ReadySound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(selectionorder, I, Weapon)
{
PROP_INT_PARM(i, 0);
defaults->SelectionOrder = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(sisterweapon, S, Weapon)
{
PROP_STRING_PARM(str, 0);
defaults->SisterWeaponType = FindClassTentative(str, "Weapon");
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(upsound, S, Weapon)
{
PROP_STRING_PARM(str, 0);
defaults->UpSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(yadjust, F, Weapon)
{
PROP_FIXED_PARM(i, 0);
defaults->YAdjust = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon)
{
PROP_INT_PARM(i, 0);
info->Class->Meta.SetMetaInt(AWMETA_SlotNumber, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(slotpriority, F, Weapon)
{
PROP_FIXED_PARM(i, 0);
info->Class->Meta.SetMetaFixed(AWMETA_SlotPriority, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(number, I, WeaponPiece)
{
PROP_INT_PARM(i, 0);
defaults->PieceValue = 1 << (i-1);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(weapon, S, WeaponPiece)
{
PROP_STRING_PARM(str, 0);
defaults->WeaponClass = FindClassTentative(str, "Weapon");
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
{
PROP_INT_PARM(i, 0);
int alpha;
PalEntry * pBlendColor;
if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup)))
{
pBlendColor = &((APowerup*)defaults)->BlendColor;
}
else if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerupGiver)))
{
pBlendColor = &((APowerupGiver*)defaults)->BlendColor;
}
else
{
I_Error("\"powerup.color\" requires an actor of type \"Powerup\"\n");
return;
}
PROP_INT_PARM(mode, 0);
PROP_INT_PARM(color, 1);
if (mode == 1)
{
PROP_STRING_PARM(name, 1);
if (!stricmp(name, "INVERSEMAP"))
{
*pBlendColor = INVERSECOLOR;
return;
}
else if (!stricmp(name, "GOLDMAP"))
{
*pBlendColor = GOLDCOLOR;
return;
}
// [BC] Yay, more hacks.
else if (!stricmp(name, "REDMAP" ))
{
*pBlendColor = REDCOLOR;
return;
}
else if (!stricmp(name, "GREENMAP" ))
{
*pBlendColor = GREENCOLOR;
return;
}
color = V_GetColor(NULL, name);
}
if (PROP_PARM_COUNT > 2)
{
PROP_FLOAT_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, duration, I, Inventory)
{
int *pEffectTics;
if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup)))
{
pEffectTics = &((APowerup*)defaults)->EffectTics;
}
else if (info->Class->IsDescendantOf(RUNTIME_CLASS(APowerupGiver)))
{
pEffectTics = &((APowerupGiver*)defaults)->EffectTics;
}
else
{
I_Error("\"powerup.duration\" requires an actor of type \"Powerup\"\n");
return;
}
PROP_INT_PARM(i, 0);
*pEffectTics = (i >= 0) ? i : -i * TICRATE;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, mode, S, PowerupGiver)
{
PROP_STRING_PARM(str, 0);
defaults->mode = (FName)str;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, type, S, PowerupGiver)
{
PROP_STRING_PARM(str, 0);
// Yuck! What was I thinking when I decided to prepend "Power" to the name?
// Now it's too late to change it...
const PClass *cls = PClass::FindClass(str);
if (cls == NULL || !cls->IsDescendantOf(RUNTIME_CLASS(APowerup)))
{
FString st;
st.Format("%s%s", strnicmp(str, "power", 5)? "Power" : "", str);
cls = FindClassTentative(st, "Powerup");
}
defaults->PowerupType = cls;
}
//==========================================================================
//
// [GRB] Special player properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, displayname, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaString (APMETA_DisplayName, str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, soundclass, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
FString tmp = str;
tmp.ReplaceChars (' ', '_');
info->Class->Meta.SetMetaString (APMETA_SoundClass, tmp);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
FString tmp = str;
tmp.ToUpper();
if (tmp.Len() != 3)
{
bag.ScriptPosition.Message(MSG_WARNING,
"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 characters.\n",
tmp.GetChars(), info->Class->TypeName.GetChars ());
}
bool valid = (
(((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) &&
(((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) &&
(((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9')))
);
if (!valid)
{
bag.ScriptPosition.Message(MSG_WARNING,
"Invalid face '%s' for '%s';\nSTF replacement codes must be alphanumeric.\n",
tmp.GetChars(), info->Class->TypeName.GetChars ());
}
info->Class->Meta.SetMetaString (APMETA_Face, tmp);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn)
{
PROP_INT_PARM(start, 0);
PROP_INT_PARM(end, 1);
if (start > end)
swap (start, end);
info->Class->Meta.SetMetaInt (APMETA_ColorRange, (start & 255) | ((end & 255) << 8));
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, attackzoffset, F, PlayerPawn)
{
PROP_FIXED_PARM(z, 0);
defaults->AttackZOffset = z;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, jumpz, F, PlayerPawn)
{
PROP_FIXED_PARM(z, 0);
defaults->JumpZ = z;
}
//==========================================================================
//
//==========================================================================
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, viewheight, F, PlayerPawn)
{
PROP_FIXED_PARM(z, 0);
defaults->ViewHeight = z;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, forwardmove, F_f, PlayerPawn)
{
PROP_FIXED_PARM(m, 0);
defaults->ForwardMove1 = defaults->ForwardMove2 = m;
if (PROP_PARM_COUNT > 1)
{
PROP_FIXED_PARM(m2, 1);
defaults->ForwardMove2 = m2;
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, sidemove, F_f, PlayerPawn)
{
PROP_FIXED_PARM(m, 0);
defaults->SideMove1 = defaults->SideMove2 = m;
if (PROP_PARM_COUNT > 1)
{
PROP_FIXED_PARM(m2, 1);
defaults->SideMove2 = m2;
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, maxhealth, I, PlayerPawn)
{
PROP_INT_PARM(z, 0);
defaults->MaxHealth = z;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, runhealth, I, PlayerPawn)
{
PROP_INT_PARM(z, 0);
defaults->RunHealth = z;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, morphweapon, S, PlayerPawn)
{
PROP_STRING_PARM(z, 0);
defaults->MorphWeapon = FName(z);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, 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->Class->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, C, PlayerPawn)
{
PROP_COLOR_PARM(c, 0);
defaults->DamageFade = c;
}
//==========================================================================
//
// [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=new FDropItem;
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, invulnerabilitymode, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaInt (APMETA_InvulMode, (FName)str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, healradiustype, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
info->Class->Meta.SetMetaInt (APMETA_HealingRadius, (FName)str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn)
{
for (int i=0;i<5;i++)
{
PROP_FIXED_PARM(val, i);
info->Class->Meta.SetMetaFixed (APMETA_Hexenarmor0+i, val);
}
}
//==========================================================================
//
//==========================================================================
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;
}
info->Class->Meta.SetMetaString(APMETA_Slot0 + slot, &weapons[1]);
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(playerclass, S, MorphProjectile)
{
PROP_STRING_PARM(str, 0);
defaults->PlayerClass = FName(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(monsterclass, S, MorphProjectile)
{
PROP_STRING_PARM(str, 0);
defaults->MonsterClass = FName(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(duration, I, MorphProjectile)
{
PROP_INT_PARM(i, 0);
defaults->Duration = i >= 0 ? i : -i*TICRATE;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(morphstyle, M, MorphProjectile)
{
PROP_INT_PARM(i, 0);
defaults->MorphStyle = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(morphflash, S, MorphProjectile)
{
PROP_STRING_PARM(str, 0);
defaults->MorphFlash = FName(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(unmorphflash, S, MorphProjectile)
{
PROP_STRING_PARM(str, 0);
defaults->UnMorphFlash = FName(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(playerclass, S, PowerMorph)
{
PROP_STRING_PARM(str, 0);
defaults->PlayerClass = FName(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(morphstyle, M, PowerMorph)
{
PROP_INT_PARM(i, 0);
defaults->MorphStyle = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(morphflash, S, PowerMorph)
{
PROP_STRING_PARM(str, 0);
defaults->MorphFlash = FName(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(unmorphflash, S, PowerMorph)
{
PROP_STRING_PARM(str, 0);
defaults->UnMorphFlash = FName(str);
}