/* ** thingdef_data.cpp ** ** DECORATE data tables ** **--------------------------------------------------------------------------- ** Copyright 2002-2008 Christoph Oelckers ** Copyright 2004-2008 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be ** covered by the terms of the GNU General Public License as published by ** the Free Software Foundation; either version 2 of the License, or (at ** your option) any later version. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "thingdef.h" #include "actor.h" #include "d_player.h" #include "p_effect.h" #include "autosegs.h" #include "p_maputl.h" #include "gi.h" #include "p_terrain.h" #include "gstrings.h" #include "zstring.h" #include "d_event.h" #include "g_levellocals.h" static TArray properties; static TArray AFTable; static TArray FieldTable; //========================================================================== // // List of all flags // //========================================================================== // [RH] Keep GCC quiet by not using offsetof on Actor types. #define DEFINE_FLAG(prefix, name, type, variable) { (unsigned int)prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native } #define DEFINE_PROTECTED_FLAG(prefix, name, type, variable) { (unsigned int)prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native|VARF_ReadOnly|VARF_InternalAccess } #define DEFINE_FLAG2(symbol, name, type, variable) { (unsigned int)symbol, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native } #define DEFINE_FLAG2_DEPRECATED(symbol, name, type, variable) { (unsigned int)symbol, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable), VARF_Native|VARF_Deprecated } #define DEFINE_DEPRECATED_FLAG(name) { DEPF_##name, #name, -1, 0, true } #define DEFINE_DUMMY_FLAG(name, deprec) { DEPF_UNUSED, #name, -1, 0, deprec? VARF_Deprecated:0 } // internal flags. These do not get exposed to actor definitions but scripts need to be able to access them as variables. static FFlagDef InternalActorFlagDefs[]= { DEFINE_FLAG(MF, INCHASE, AActor, flags), DEFINE_FLAG(MF, UNMORPHED, AActor, flags), DEFINE_FLAG(MF2, FLY, AActor, flags2), DEFINE_FLAG(MF2, ONMOBJ, AActor, flags2), DEFINE_FLAG(MF2, ARGSDEFINED, AActor, flags2), DEFINE_FLAG(MF3, NOSIGHTCHECK, AActor, flags3), DEFINE_FLAG(MF3, CRASHED, AActor, flags3), DEFINE_FLAG(MF3, WARNBOT, AActor, flags3), DEFINE_FLAG(MF3, HUNTPLAYERS, AActor, flags3), DEFINE_FLAG(MF4, NOHATEPLAYERS, AActor, flags4), DEFINE_FLAG(MF4, SCROLLMOVE, AActor, flags4), DEFINE_FLAG(MF4, VFRICTION, AActor, flags4), DEFINE_FLAG(MF4, BOSSSPAWNED, AActor, flags4), DEFINE_FLAG(MF5, AVOIDINGDROPOFF, AActor, flags5), DEFINE_FLAG(MF5, CHASEGOAL, AActor, flags5), DEFINE_FLAG(MF5, INCONVERSATION, AActor, flags5), DEFINE_FLAG(MF6, ARMED, AActor, flags6), DEFINE_FLAG(MF6, FALLING, AActor, flags6), DEFINE_FLAG(MF6, LINEDONE, AActor, flags6), DEFINE_FLAG(MF6, SHATTERING, AActor, flags6), DEFINE_FLAG(MF6, KILLED, AActor, flags6), DEFINE_FLAG(MF6, BOSSCUBE, AActor, flags6), DEFINE_FLAG(MF6, INTRYMOVE, AActor, flags6), DEFINE_FLAG(MF7, HANDLENODELAY, AActor, flags7), DEFINE_FLAG(MF7, FLYCHEAT, AActor, flags7), }; 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_PROTECTED_FLAG(MF, NOSECTOR, AActor, flags), DEFINE_PROTECTED_FLAG(MF, NOBLOCKMAP, AActor, flags), 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), 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), DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5), DEFINE_FLAG(MF5, NOFORWARDFALL, AActor, flags5), DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5), DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5), DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5), DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5), DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5), DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5), DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5), DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5), DEFINE_FLAG(MF5, NOPAIN, AActor, flags5), DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5), DEFINE_FLAG(MF5, NEVERFAST, AActor, flags5), DEFINE_FLAG(MF5, ALWAYSRESPAWN, AActor, flags5), DEFINE_FLAG(MF5, NEVERRESPAWN, AActor, flags5), DEFINE_FLAG(MF5, DONTRIP, AActor, flags5), DEFINE_FLAG(MF5, NOINFIGHTING, AActor, flags5), DEFINE_FLAG(MF5, NOINTERACTION, AActor, flags5), DEFINE_FLAG(MF5, NOTIMEFREEZE, AActor, flags5), DEFINE_FLAG(MF5, PUFFGETSOWNER, AActor, flags5), // [BB] added PUFFGETSOWNER DEFINE_FLAG(MF5, SPECIALFIREDAMAGE, AActor, flags5), DEFINE_FLAG(MF5, SUMMONEDMONSTER, AActor, flags5), DEFINE_FLAG(MF5, NOVERTICALMELEERANGE, AActor, flags5), DEFINE_FLAG(MF5, BRIGHT, AActor, flags5), DEFINE_FLAG(MF5, CANTSEEK, AActor, flags5), DEFINE_FLAG(MF5, PAINLESS, AActor, flags5), DEFINE_FLAG(MF5, MOVEWITHSECTOR, AActor, flags5), DEFINE_FLAG(MF6, NOBOSSRIP, AActor, flags6), DEFINE_FLAG(MF6, THRUSPECIES, AActor, flags6), DEFINE_FLAG(MF6, MTHRUSPECIES, AActor, flags6), DEFINE_FLAG(MF6, FORCEPAIN, AActor, flags6), DEFINE_FLAG(MF6, NOFEAR, AActor, flags6), DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6), DEFINE_FLAG(MF6, DONTHARMSPECIES, AActor, flags6), DEFINE_FLAG(MF6, STEPMISSILE, AActor, flags6), DEFINE_FLAG(MF6, NOTELEFRAG, AActor, flags6), DEFINE_FLAG(MF6, TOUCHY, AActor, flags6), DEFINE_FLAG(MF6, CANJUMP, AActor, flags6), DEFINE_FLAG(MF6, JUMPDOWN, AActor, flags6), DEFINE_FLAG(MF6, VULNERABLE, AActor, flags6), DEFINE_FLAG(MF6, NOTRIGGER, AActor, flags6), DEFINE_FLAG(MF6, ADDITIVEPOISONDAMAGE, AActor, flags6), DEFINE_FLAG(MF6, ADDITIVEPOISONDURATION, AActor, flags6), DEFINE_FLAG(MF6, BLOCKEDBYSOLIDACTORS, AActor, flags6), DEFINE_FLAG(MF6, NOMENU, AActor, flags6), DEFINE_FLAG(MF6, SEEINVISIBLE, AActor, flags6), DEFINE_FLAG(MF6, DONTCORPSE, AActor, flags6), DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6), DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6), DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6), DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6), DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6), DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7), DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7), DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7), DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7), DEFINE_FLAG(MF7, HARMFRIENDS, AActor, flags7), DEFINE_FLAG(MF7, BUDDHA, AActor, flags7), DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7), DEFINE_FLAG(MF7, DONTTHRUST, AActor, flags7), DEFINE_FLAG(MF7, ALLOWPAIN, AActor, flags7), DEFINE_FLAG(MF7, CAUSEPAIN, AActor, flags7), DEFINE_FLAG(MF7, THRUREFLECT, AActor, flags7), DEFINE_FLAG(MF7, MIRRORREFLECT, AActor, flags7), DEFINE_FLAG(MF7, AIMREFLECT, AActor, flags7), DEFINE_FLAG(MF7, HITTARGET, AActor, flags7), DEFINE_FLAG(MF7, HITMASTER, AActor, flags7), DEFINE_FLAG(MF7, HITTRACER, AActor, flags7), DEFINE_FLAG(MF7, NODECAL, AActor, flags7), // [ZK] Decal flags DEFINE_FLAG(MF7, FORCEDECAL, AActor, flags7), DEFINE_FLAG(MF7, LAXTELEFRAGDMG, AActor, flags7), DEFINE_FLAG(MF7, ICESHATTER, AActor, flags7), DEFINE_FLAG(MF7, ALLOWTHRUFLAGS, AActor, flags7), DEFINE_FLAG(MF7, USEKILLSCRIPTS, AActor, flags7), DEFINE_FLAG(MF7, NOKILLSCRIPTS, AActor, flags7), DEFINE_FLAG(MF7, SPRITEANGLE, AActor, flags7), DEFINE_FLAG(MF7, SMASHABLE, AActor, flags7), DEFINE_FLAG(MF7, NOSHIELDREFLECT, AActor, flags7), // 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), DEFINE_FLAG(RF, ROLLCENTER, AActor, renderflags), DEFINE_FLAG(RF, MASKROTATION, AActor, renderflags), DEFINE_FLAG(RF, ABSMASKANGLE, AActor, renderflags), DEFINE_FLAG(RF, ABSMASKPITCH, AActor, renderflags), // 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[] = { // 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 // Deprecated name as an alias DEFINE_FLAG2_DEPRECATED(MF4_DONTHARMCLASS, DONTHURTSPECIES, AActor, flags4), // Various Skulltag flags that are quite irrelevant to ZDoom // [BC] New DECORATE flag defines here. DEFINE_DUMMY_FLAG(BLUETEAM, false), DEFINE_DUMMY_FLAG(REDTEAM, false), DEFINE_DUMMY_FLAG(USESPECIAL, false), DEFINE_DUMMY_FLAG(BASEHEALTH, false), DEFINE_DUMMY_FLAG(SUPERHEALTH, false), DEFINE_DUMMY_FLAG(BASEARMOR, false), DEFINE_DUMMY_FLAG(SUPERARMOR, false), DEFINE_DUMMY_FLAG(SCOREPILLAR, false), DEFINE_DUMMY_FLAG(NODE, false), DEFINE_DUMMY_FLAG(USESTBOUNCESOUND, false), DEFINE_DUMMY_FLAG(EXPLODEONDEATH, true), DEFINE_DUMMY_FLAG(DONTIDENTIFYTARGET, false), // [CK] // Skulltag netcode-based flags. // [BB] New DECORATE network related flag defines here. DEFINE_DUMMY_FLAG(NONETID, false), DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN, false), DEFINE_DUMMY_FLAG(CLIENTSIDEONLY, false), DEFINE_DUMMY_FLAG(SERVERSIDEONLY, false), }; static FFlagDef InventoryFlagDefs[] = { // Inventory flags DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags), DEFINE_FLAG(IF, AUTOACTIVATE, AInventory, ItemFlags), DEFINE_FLAG(IF, UNDROPPABLE, AInventory, ItemFlags), DEFINE_FLAG(IF, INVBAR, AInventory, ItemFlags), DEFINE_FLAG(IF, HUBPOWER, AInventory, ItemFlags), DEFINE_FLAG(IF, UNTOSSABLE, AInventory, ItemFlags), DEFINE_FLAG(IF, ADDITIVETIME, AInventory, ItemFlags), DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags), DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags), DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags), DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags), DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags), DEFINE_FLAG(IF, NOATTENPICKUPSOUND, AInventory, ItemFlags), DEFINE_FLAG(IF, PERSISTENTPOWER, AInventory, ItemFlags), DEFINE_FLAG(IF, RESTRICTABSOLUTELY, AInventory, ItemFlags), DEFINE_FLAG(IF, NEVERRESPAWN, AInventory, ItemFlags), DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags), DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags), DEFINE_FLAG(IF, ALWAYSRESPAWN, AInventory, ItemFlags), DEFINE_FLAG(IF, TRANSFER, AInventory, ItemFlags), DEFINE_FLAG(IF, NOTELEPORTFREEZE, AInventory, ItemFlags), DEFINE_FLAG(IF, NOSCREENBLINK, AInventory, ItemFlags), DEFINE_DUMMY_FLAG(FORCERESPAWNINSURVIVAL, false), 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), DEFINE_FLAG(WIF, ALT_USES_BOTH, AWeapon, WeaponFlags), DEFINE_DUMMY_FLAG(NOLMS, false), DEFINE_DUMMY_FLAG(ALLOW_WITH_RESPAWN_INVUL, false), }; 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; int Use; } FlagLists[] = { { &RUNTIME_CLASS_CASTLESS(AActor), ActorFlagDefs, countof(ActorFlagDefs), 3 }, // -1 to account for the terminator { &RUNTIME_CLASS_CASTLESS(AActor), MoreFlagDefs, countof(MoreFlagDefs), 1 }, { &RUNTIME_CLASS_CASTLESS(AActor), InternalActorFlagDefs, countof(InternalActorFlagDefs), 2 }, { &RUNTIME_CLASS_CASTLESS(AInventory), InventoryFlagDefs, countof(InventoryFlagDefs), 3 }, { &RUNTIME_CLASS_CASTLESS(AWeapon), WeaponFlagDefs, countof(WeaponFlagDefs), 3 }, { &RUNTIME_CLASS_CASTLESS(APlayerPawn), PlayerPawnFlagDefs, countof(PlayerPawnFlagDefs), 3 }, { &RUNTIME_CLASS_CASTLESS(APowerSpeed), PowerSpeedFlagDefs, countof(PowerSpeedFlagDefs), 3 }, }; #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) { FFlagDef *def; if (part2 == NULL) { // Search all lists int max = strict ? 2 : NUM_FLAG_LISTS; for (int i = 0; i < max; ++i) { if ((FlagLists[i].Use & 1) && 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) { 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(PStruct *cls, const char * string) { int min = 0, max = AFTable.Size() - 1; while (min <= max) { int mid = (min + max) / 2; int lexval = stricmp(cls->TypeName.GetChars(), AFTable[mid].ClassName + 1); if (lexval == 0) lexval = stricmp(string, AFTable[mid].FuncName); if (lexval == 0) { return &AFTable[mid]; } else if (lexval > 0) { min = mid + 1; } else { max = mid - 1; } } return nullptr; } //========================================================================== // // Find a function by name using a binary search // //========================================================================== FieldDesc *FindField(PStruct *cls, const char * string) { int min = 0, max = FieldTable.Size() - 1; while (min <= max) { int mid = (min + max) / 2; int lexval = stricmp(cls->TypeName.GetChars(), FieldTable[mid].ClassName + 1); if (lexval == 0) lexval = stricmp(string, FieldTable[mid].FieldName); if (lexval == 0) { return &FieldTable[mid]; } else if (lexval > 0) { min = mid + 1; } else { max = mid - 1; } } return nullptr; } //========================================================================== // // Find an action function in AActor's table // //========================================================================== VMFunction *FindVMFunction(PClass *cls, const char *name) { auto f = dyn_cast(cls->Symbols.FindSymbol(name, true)); return f == nullptr ? nullptr : f->Variants[0].Implementation; } //========================================================================== // // Sorting helpers // //========================================================================== static int flagcmp (const void * a, const void * b) { return stricmp( ((FFlagDef*)a)->name, ((FFlagDef*)b)->name); } static int propcmp(const void * a, const void * b) { return stricmp( (*(FPropertyInfo**)a)->name, (*(FPropertyInfo**)b)->name); } static int funccmp(const void * a, const void * b) { // +1 to get past the prefix letter of the native class name, which gets omitted by the FName for the class. int res = stricmp(((AFuncDesc*)a)->ClassName + 1, ((AFuncDesc*)b)->ClassName + 1); if (res == 0) res = stricmp(((AFuncDesc*)a)->FuncName, ((AFuncDesc*)b)->FuncName); return res; } static int fieldcmp(const void * a, const void * b) { // +1 to get past the prefix letter of the native class name, which gets omitted by the FName for the class. int res = stricmp(((FieldDesc*)a)->ClassName + 1, ((FieldDesc*)b)->ClassName + 1); if (res == 0) res = stricmp(((FieldDesc*)a)->FieldName, ((FieldDesc*)b)->FieldName); return res; } //========================================================================== // // Initialization // //========================================================================== void InitThingdef() { // Create all global variables here because this cannot be done on the script side and really isn't worth adding support for. // Also create all special fields here that cannot be declared by script syntax. auto secplanestruct = NewNativeStruct("Secplane", nullptr); secplanestruct->Size = sizeof(secplane_t); secplanestruct->Align = alignof(secplane_t); auto sectorstruct = NewNativeStruct("Sector", nullptr); sectorstruct->Size = sizeof(sector_t); sectorstruct->Align = alignof(sector_t); auto linestruct = NewNativeStruct("Line", nullptr); linestruct->Size = sizeof(line_t); linestruct->Align = alignof(line_t); auto sidestruct = NewNativeStruct("Side", nullptr); sidestruct->Size = sizeof(side_t); sidestruct->Align = alignof(side_t); auto vertstruct = NewNativeStruct("Vertex", nullptr); vertstruct->Size = sizeof(vertex_t); vertstruct->Align = alignof(vertex_t); // set up the lines array in the sector struct. This is a bit messy because the type system is not prepared to handle a pointer to an array of pointers to a native struct even remotely well... // As a result, the size has to be set to something large and arbritrary because it can change between maps. This will need some serious improvement when things get cleaned up. sectorstruct->AddNativeField("lines", NewPointer(NewResizableArray(NewPointer(linestruct, false)), false), myoffsetof(sector_t, Lines), VARF_Native); // add the sector planes. These are value items of native structs so they have to be done here. Write access should be through functions only to allow later optimization inside the renderer. sectorstruct->AddNativeField("ceilingplane", secplanestruct, myoffsetof(sector_t, ceilingplane), VARF_Native|VARF_ReadOnly); sectorstruct->AddNativeField("floorplane", secplanestruct, myoffsetof(sector_t, floorplane), VARF_Native|VARF_ReadOnly); // expose the global validcount variable. PField *vcf = new PField("validcount", TypeSInt32, VARF_Native | VARF_Static, (intptr_t)&validcount); GlobalSymbols.AddSymbol(vcf); // expose the global Multiplayer variable. PField *multif = new PField("multiplayer", TypeBool, VARF_Native | VARF_ReadOnly | VARF_Static, (intptr_t)&multiplayer); GlobalSymbols.AddSymbol(multif); // set up a variable for the global level data structure PStruct *lstruct = NewNativeStruct("LevelLocals", nullptr); PField *levelf = new PField("level", lstruct, VARF_Native | VARF_Static, (intptr_t)&level); GlobalSymbols.AddSymbol(levelf); // Add the sector array to LevelLocals. lstruct->AddNativeField("sectors", NewPointer(NewResizableArray(sectorstruct), false), myoffsetof(FLevelLocals, sectors), VARF_Native); lstruct->AddNativeField("lines", NewPointer(NewResizableArray(linestruct), false), myoffsetof(FLevelLocals, lines), VARF_Native); lstruct->AddNativeField("sides", NewPointer(NewResizableArray(sidestruct), false), myoffsetof(FLevelLocals, sides), VARF_Native); lstruct->AddNativeField("vertexes", NewPointer(NewResizableArray(vertstruct), false), myoffsetof(FLevelLocals, vertexes), VARF_Native|VARF_ReadOnly); // set up a variable for the DEH data PStruct *dstruct = NewNativeStruct("DehInfo", nullptr); PField *dehf = new PField("deh", dstruct, VARF_Native | VARF_Static, (intptr_t)&deh); GlobalSymbols.AddSymbol(dehf); // set up a variable for the global players array. PStruct *pstruct = NewNativeStruct("PlayerInfo", nullptr); pstruct->Size = sizeof(player_t); pstruct->Align = alignof(player_t); PArray *parray = NewArray(pstruct, MAXPLAYERS); PField *playerf = new PField("players", parray, VARF_Native | VARF_Static, (intptr_t)&players); GlobalSymbols.AddSymbol(playerf); parray = NewArray(TypeBool, MAXPLAYERS); playerf = new PField("playeringame", parray, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&playeringame); GlobalSymbols.AddSymbol(playerf); playerf = new PField("gameaction", TypeUInt8, VARF_Native | VARF_Static, (intptr_t)&gameaction); GlobalSymbols.AddSymbol(playerf); playerf = new PField("consoleplayer", TypeSInt32, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&consoleplayer); GlobalSymbols.AddSymbol(playerf); // Argh. It sucks when bad hacks need to be supported. WP_NOCHANGE is just a bogus pointer but it used everywhere as a special flag. // It cannot be defined as constant because constants can either be numbers or strings but nothing else, so the only 'solution' // is to create a static variable from it and reference that in the script. Yuck!!! static AWeapon *wpnochg = WP_NOCHANGE; playerf = new PField("WP_NOCHANGE", NewPointer(RUNTIME_CLASS(AWeapon), false), VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&wpnochg); GlobalSymbols.AddSymbol(playerf); // synthesize a symbol for each flag from the flag name tables to avoid redundant declaration of them. for (auto &fl : FlagLists) { if (fl.Use & 2) { for(int i=0;i 0) // skip the deprecated entries in this list { const_cast(*fl.Type)->AddNativeField(FStringf("b%s", fl.Defs[i].name), (fl.Defs[i].fieldsize == 4 ? TypeSInt32 : TypeSInt16), fl.Defs[i].structoffset, fl.Defs[i].varflags, fl.Defs[i].flagbit); } } } } FAutoSegIterator probe(CRegHead, CRegTail); while (*++probe != NULL) { if (((ClassReg *)*probe)->InitNatives) ((ClassReg *)*probe)->InitNatives(); } // Sort the flag lists for (size_t i = 0; i < NUM_FLAG_LISTS; ++i) { qsort (FlagLists[i].Defs, FlagLists[i].NumDefs, sizeof(FFlagDef), flagcmp); } // Create a sorted list of properties if (properties.Size() == 0) { FAutoSegIterator probe(GRegHead, GRegTail); while (*++probe != NULL) { properties.Push((FPropertyInfo *)*probe); } properties.ShrinkToFit(); qsort(&properties[0], properties.Size(), sizeof(properties[0]), propcmp); } // Create a sorted list of native action functions AFTable.Clear(); if (AFTable.Size() == 0) { FAutoSegIterator probe(ARegHead, ARegTail); while (*++probe != NULL) { AFuncDesc *afunc = (AFuncDesc *)*probe; assert(afunc->VMPointer != NULL); *(afunc->VMPointer) = new VMNativeFunction(afunc->Function, afunc->FuncName); (*(afunc->VMPointer))->PrintableName.Format("%s.%s [Native]", afunc->ClassName+1, afunc->FuncName); AFTable.Push(*afunc); } AFTable.ShrinkToFit(); qsort(&AFTable[0], AFTable.Size(), sizeof(AFTable[0]), funccmp); } FieldTable.Clear(); if (FieldTable.Size() == 0) { FAutoSegIterator probe(FRegHead, FRegTail); while (*++probe != NULL) { FieldDesc *afield = (FieldDesc *)*probe; FieldTable.Push(*afield); } FieldTable.ShrinkToFit(); qsort(&FieldTable[0], FieldTable.Size(), sizeof(FieldTable[0]), fieldcmp); } } DEFINE_ACTION_FUNCTION(DObject, GameType) { PARAM_PROLOGUE; ACTION_RETURN_INT(gameinfo.gametype); } DEFINE_ACTION_FUNCTION(DObject, BAM) { PARAM_PROLOGUE; PARAM_FLOAT(ang); ACTION_RETURN_INT(DAngle(ang).BAMs()); } DEFINE_ACTION_FUNCTION(FStringTable, Localize) { PARAM_PROLOGUE; PARAM_STRING(label); ACTION_RETURN_STRING(GStrings(label)); } DEFINE_ACTION_FUNCTION(FString, Replace) { PARAM_SELF_STRUCT_PROLOGUE(FString); PARAM_STRING(s1); PARAM_STRING(s2); self->Substitute(*s1, *s2); return 0; }