/* ** 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" 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 // Various Skulltag flags that are quite irrelevant to ZDoom DEFINE_DUMMY_FLAG(NONETID, false), // netcode-based DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN, false), // netcode-based DEFINE_DUMMY_FLAG(CLIENTSIDEONLY, false), // netcode-based DEFINE_DUMMY_FLAG(SERVERSIDEONLY, false), // netcode-based DEFINE_DUMMY_FLAG(EXPLODEONDEATH, true), // seems useless DEFINE_FLAG2_DEPRECATED(MF4_DONTHARMCLASS, DONTHURTSPECIES, AActor, flags4), // Deprecated name as an alias }; static FFlagDef InventoryFlagDefs[] = { // Inventory flags DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags), DEFINE_FLAG(IF, AUTOACTIVATE, AInventory, ItemFlags), DEFINE_FLAG(IF, UNDROPPABLE, AInventory, ItemFlags), DEFINE_FLAG(IF, INVBAR, AInventory, ItemFlags), DEFINE_FLAG(IF, HUBPOWER, AInventory, ItemFlags), DEFINE_FLAG(IF, UNTOSSABLE, AInventory, ItemFlags), DEFINE_FLAG(IF, ADDITIVETIME, AInventory, ItemFlags), DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags), DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags), DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags), DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags), DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags), DEFINE_FLAG(IF, NOATTENPICKUPSOUND, AInventory, ItemFlags), DEFINE_FLAG(IF, PERSISTENTPOWER, AInventory, ItemFlags), DEFINE_FLAG(IF, RESTRICTABSOLUTELY, AInventory, ItemFlags), DEFINE_FLAG(IF, NEVERRESPAWN, AInventory, ItemFlags), DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags), DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags), DEFINE_FLAG(IF, ALWAYSRESPAWN, AInventory, ItemFlags), DEFINE_FLAG(IF, TRANSFER, AInventory, ItemFlags), DEFINE_FLAG(IF, NOTELEPORTFREEZE, AInventory, ItemFlags), DEFINE_DEPRECATED_FLAG(PICKUPFLASH), DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP), }; static FFlagDef WeaponFlagDefs[] = { // Weapon flags DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, READYSNDHALF, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, DONTBOB, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, AXEBLOOD, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, NOALERT, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, AMMO_OPTIONAL, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, ALT_AMMO_OPTIONAL, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, PRIMARY_USES_BOTH, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, WIMPY_WEAPON, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags), DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, MELEEWEAPON, AWeapon, WeaponFlags), DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, AMMO_CHECKBOTH, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, NOAUTOAIM, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, NODEATHDESELECT, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, NODEATHINPUT, AWeapon, WeaponFlags), 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) { for (int i = 0; i < 2; i++) { // Since many functions have been declared with Actor as owning class, despite being members of something else, let's hack around this until they have been fixed or exported. // Since most of these are expected to be scriptified anyway, there's no point fixing them all before they get exported. if (i == 1) { if (!cls->IsKindOf(RUNTIME_CLASS(PClassActor))) break; cls = RUNTIME_CLASS(AActor); } 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() { PType *TypeActor = NewPointer(RUNTIME_CLASS(AActor)); PStruct *sstruct = NewNativeStruct("Sector", nullptr); auto sptr = NewPointer(sstruct); sstruct->AddNativeField("soundtarget", TypeActor, myoffsetof(sector_t, SoundTarget)); // 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); // 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); // 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. pstruct = NewNativeStruct("Sector", nullptr); pstruct->AddNativeField("lines", NewPointer(NewArray(NewPointer(NewNativeStruct("line", nullptr), false), 0x40000), false), myoffsetof(sector_t, lines), VARF_Native); parray = NewArray(TypeBool, MAXPLAYERS); playerf = new PField("playeringame", parray, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&playeringame); GlobalSymbols.AddSymbol(playerf); // this needs to be done manually until it can be given a proper type. RUNTIME_CLASS(AActor)->AddNativeField("DecalGenerator", NewPointer(TypeVoid), myoffsetof(AActor, DecalGenerator)); // 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(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; }