qzdoom/src/scripting/thingdef_properties.cpp
Christoph Oelckers 0f2938089d - started cleaning up the contents of the g_shared directory, starting with a_dynlight.cpp
This is supposed to be come the place where all pure play code should be placed, but for that all CVARs and CCMDs and other things that do not directly handle play data should be taken out to make code reviewing easier. These now get collected in two separate files, g_cvars.cpp and g_dumpinfo.cpp respectively.
The sole ZScript property in here has also been moved - to thingdef_properties.cpp.
2019-01-31 02:05:16 +01:00

1810 lines
52 KiB
C++

/*
** thingdef-properties.cpp
**
** Actor denitions - 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 "d_player.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "decallib.h"
#include "p_local.h"
#include "p_effect.h"
#include "v_text.h"
#include "thingdef.h"
#include "a_morph.h"
#include "teaminfo.h"
#include "backend/vmbuilder.h"
#include "a_keys.h"
#include "g_levellocals.h"
#include "types.h"
#include "a_dynlight.h"
//==========================================================================
//
// Gets a class pointer and performs an error check for correct type
//
//==========================================================================
static PClassActor *FindClassTentative(const char *name, PClass *ancestor, bool optional = false)
{
// "" and "none" mean 'no class'
if (name == NULL || *name == 0 || !stricmp(name, "none"))
{
return NULL;
}
PClass *cls = ancestor->FindClassTentative(name);
assert(cls != NULL); // cls can not be NULL here
if (!cls->IsDescendantOf(ancestor))
{
I_Error("%s does not inherit from %s\n", name, ancestor->TypeName.GetChars());
}
if (cls->Size == TentativeClass && optional)
{
cls->bOptional = true;
}
return static_cast<PClassActor *>(cls);
}
//==========================================================================
//
// Sets or clears a flag, taking field width into account.
//
//==========================================================================
void ModActorFlag(AActor *actor, FFlagDef *fd, bool set)
{
// Little-Endian machines only need one case, because all field sizes
// start at the same address. (Unless the machine has unaligned access
// exceptions, in which case you'll need multiple cases for it too.)
#ifdef __BIG_ENDIAN__
if (fd->fieldsize == 4)
#endif
{
uint32_t *flagvar = (uint32_t *)((char *)actor + fd->structoffset);
if (set)
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
#ifdef __BIG_ENDIAN__
else if (fd->fieldsize == 2)
{
uint16_t *flagvar = (uint16_t *)((char *)actor + fd->structoffset);
if (set)
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
else
{
assert(fd->fieldsize == 1);
uint8_t *flagvar = (uint8_t *)((char *)actor + fd->structoffset);
if (set)
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
#endif
}
//==========================================================================
//
// Finds a flag by name and sets or clears it
//
// Returns true if the flag was found for the actor; else returns false
//
//==========================================================================
bool ModActorFlag(AActor *actor, const FString &flagname, bool set, bool printerror)
{
bool found = false;
if (actor != NULL)
{
auto Level = actor->Level;
const char *dot = strchr(flagname, '.');
FFlagDef *fd;
PClassActor *cls = actor->GetClass();
if (dot != NULL)
{
FString part1(flagname.GetChars(), dot - flagname);
fd = FindFlag(cls, part1, dot + 1);
}
else
{
fd = FindFlag(cls, flagname, NULL);
}
if (fd != NULL)
{
found = true;
if (actor->CountsAsKill() && actor->health > 0) --Level->total_monsters;
if (actor->flags & MF_COUNTITEM) --Level->total_items;
if (actor->flags5 & MF5_COUNTSECRET) --Level->total_secrets;
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(actor, cls, set, fd->flagbit);
}
else
{
ActorFlags *flagp = (ActorFlags*)(((char*)actor) + fd->structoffset);
// If these 2 flags get changed we need to update the blockmap and sector links.
bool linkchange = flagp == &actor->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
FLinkContext ctx;
if (linkchange) actor->UnlinkFromWorld(&ctx);
ModActorFlag(actor, fd, set);
if (linkchange) actor->LinkToWorld(&ctx);
}
if (actor->CountsAsKill() && actor->health > 0) ++Level->total_monsters;
if (actor->flags & MF_COUNTITEM) ++Level->total_items;
if (actor->flags5 & MF5_COUNTSECRET) ++Level->total_secrets;
}
else if (printerror)
{
DPrintf(DMSG_ERROR, "ACS/DECORATE: '%s' is not a flag in '%s'\n", flagname.GetChars(), cls->TypeName.GetChars());
}
}
return found;
}
//==========================================================================
//
// Returns whether an actor flag is true or not.
//
//==========================================================================
INTBOOL CheckActorFlag(AActor *owner, FFlagDef *fd)
{
if (fd->structoffset == -1)
{
return CheckDeprecatedFlags(owner, owner->GetClass(), fd->flagbit);
}
else
#ifdef __BIG_ENDIAN__
if (fd->fieldsize == 4)
#endif
{
return fd->flagbit & *(uint32_t *)(((char*)owner) + fd->structoffset);
}
#ifdef __BIG_ENDIAN__
else if (fd->fieldsize == 2)
{
return fd->flagbit & *(uint16_t *)(((char*)owner) + fd->structoffset);
}
else
{
assert(fd->fieldsize == 1);
return fd->flagbit & *(uint8_t *)(((char*)owner) + fd->structoffset);
}
#endif
}
INTBOOL CheckActorFlag(AActor *owner, const char *flagname, bool printerror)
{
const char *dot = strchr (flagname, '.');
FFlagDef *fd;
const PClass *cls = owner->GetClass();
if (dot != NULL)
{
FString part1(flagname, dot-flagname);
fd = FindFlag (cls, part1, dot+1);
}
else
{
fd = FindFlag (cls, flagname, NULL);
}
if (fd != NULL)
{
return CheckActorFlag(owner, fd);
}
else
{
if (printerror) Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
return false;
}
}
//===========================================================================
//
// HandleDeprecatedFlags
//
// Handles the deprecated flags and sets the respective properties
// to appropriate values. This is solely intended for backwards
// compatibility so mixing this with code that is aware of the real
// properties is not recommended
//
//===========================================================================
void HandleDeprecatedFlags(AActor *defaults, PClassActor *info, bool set, int index)
{
switch (index)
{
case DEPF_FIREDAMAGE:
defaults->DamageType = set? NAME_Fire : NAME_None;
break;
case DEPF_ICEDAMAGE:
defaults->DamageType = set? NAME_Ice : NAME_None;
break;
case DEPF_LOWGRAVITY:
defaults->Gravity = set ? 1. / 8 : 1.;
break;
case DEPF_SHORTMISSILERANGE:
defaults->maxtargetrange = set? 896. : 0.;
break;
case DEPF_LONGMELEERANGE:
defaults->meleethreshold = set? 196. : 0.;
break;
case DEPF_QUARTERGRAVITY:
defaults->Gravity = set ? 1. / 4 : 1.;
break;
case DEPF_FIRERESIST:
info->SetDamageFactor(NAME_Fire, set ? 0.5 : 1.);
break;
// the bounce flags will set the compatibility bounce modes to remain compatible
case DEPF_HERETICBOUNCE:
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_HereticCompat;
break;
case DEPF_HEXENBOUNCE:
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_HexenCompat;
break;
case DEPF_DOOMBOUNCE:
defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound);
if (set) defaults->BounceFlags |= BOUNCE_DoomCompat;
break;
case DEPF_PICKUPFLASH:
if (set)
{
defaults->PointerVar<PClass>(NAME_PickupFlash) = FindClassTentative("PickupFlash", RUNTIME_CLASS(AActor));
}
else
{
defaults->PointerVar<PClass>(NAME_PickupFlash) = nullptr;
}
break;
case DEPF_INTERHUBSTRIP: // Old system was 0 or 1, so if the flag is cleared, assume 1.
defaults->IntVar(NAME_InterHubAmount) = set ? 0 : 1;
break;
default:
break; // silence GCC
}
}
//===========================================================================
//
// CheckDeprecatedFlags
//
// Checks properties related to deprecated flags, and returns true only
// if the relevant properties are configured exactly as they would have
// been by setting the flag in HandleDeprecatedFlags.
//
//===========================================================================
bool CheckDeprecatedFlags(AActor *actor, PClassActor *info, int index)
{
// A deprecated flag is false if
// a) it hasn't been added here
// b) any property of the actor differs from what it would be after setting the flag using HandleDeprecatedFlags
// Deprecated flags are normally replaced by something more flexible, which means a multitude of related configurations
// will report "false".
switch (index)
{
case DEPF_FIREDAMAGE:
return actor->DamageType == NAME_Fire;
case DEPF_ICEDAMAGE:
return actor->DamageType == NAME_Ice;
case DEPF_LOWGRAVITY:
return actor->Gravity == 1./8;
case DEPF_SHORTMISSILERANGE:
return actor->maxtargetrange == 896.;
case DEPF_LONGMELEERANGE:
return actor->meleethreshold == 196.;
case DEPF_QUARTERGRAVITY:
return actor->Gravity == 1./4;
case DEPF_FIRERESIST:
for (auto &df : info->ActorInfo()->DamageFactors)
{
if (df.first == NAME_Fire) return df.second == 0.5;
}
return false;
case DEPF_HERETICBOUNCE:
return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_HereticCompat;
case DEPF_HEXENBOUNCE:
return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_HexenCompat;
case DEPF_DOOMBOUNCE:
return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_DoomCompat;
case DEPF_PICKUPFLASH:
return actor->PointerVar<PClass>(NAME_PickupFlash) == PClass::FindClass(NAME_PickupFlash);
case DEPF_INTERHUBSTRIP:
return !(actor->IntVar(NAME_InterHubAmount));
}
return false; // Any entirely unknown flag is not set
}
//==========================================================================
//
//
//
//==========================================================================
int MatchString (const char *in, const char **strings)
{
int i;
for (i = 0; *strings != NULL; i++)
{
if (!stricmp(in, *strings++))
{
return i;
}
}
return -1;
}
//==========================================================================
//
// Get access to scripted pointers.
// They need a bit more work than other variables.
//
//==========================================================================
static bool PointerCheck(PType *symtype, PType *checktype)
{
auto symptype = PType::toClassPointer(symtype);
auto checkptype = PType::toClassPointer(checktype);
return symptype != nullptr && checkptype != nullptr && symptype->ClassRestriction->IsDescendantOf(checkptype->ClassRestriction);
}
//==========================================================================
//
// Info Property handlers
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_INFO_PROPERTY(game, S, Actor)
{
PROP_STRING_PARM(str, 0);
auto & GameFilter = info->ActorInfo()->GameFilter;
if (!stricmp(str, "Doom"))
{
GameFilter |= GAME_Doom;
}
else if (!stricmp(str, "Heretic"))
{
GameFilter |= GAME_Heretic;
}
else if (!stricmp(str, "Hexen"))
{
GameFilter |= GAME_Hexen;
}
else if (!stricmp(str, "Raven"))
{
GameFilter |= GAME_Raven;
}
else if (!stricmp(str, "Strife"))
{
GameFilter |= GAME_Strife;
}
else if (!stricmp(str, "Chex"))
{
GameFilter |= GAME_Chex;
}
else if (!stricmp(str, "Any"))
{
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>65535)
{
I_Error ("SpawnID must be in the range [0,65535]");
}
else info->ActorInfo()->SpawnID=(uint16_t)id;
}
//==========================================================================
//
//==========================================================================
DEFINE_INFO_PROPERTY(conversationid, IiI, Actor)
{
PROP_INT_PARM(convid, 0);
PROP_INT_PARM(id1, 1);
PROP_INT_PARM(id2, 2);
if (convid <= 0 || convid > 65535) return; // 0 is not usable because the dialogue scripts use it as 'no object'.
else info->ActorInfo()->ConversationID=(uint16_t)convid;
}
//==========================================================================
//
// Property handlers
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(skip_super, 0, Actor)
{
auto actorclass = RUNTIME_CLASS(AActor);
if (info->Size != actorclass->Size)
{
bag.ScriptPosition.Message(MSG_OPTERROR,
"'skip_super' is only allowed in subclasses of Actor with no additional fields and will be ignored in type %s.", info->TypeName.GetChars());
return;
}
if (bag.StateSet)
{
bag.ScriptPosition.Message(MSG_OPTERROR,
"'skip_super' must appear before any state definitions.");
return;
}
*defaults = *GetDefault<AActor>();
ResetBaggage (&bag, RUNTIME_CLASS(AActor));
static_cast<PClassActor*>(bag.Info)->ActorInfo()->SkipSuperSet = true; // ZScript processes the states later so this property must be flagged for later handling.
}
//==========================================================================
// for internal use only - please do not document!
//==========================================================================
DEFINE_PROPERTY(defaultstateusage, I, Actor)
{
PROP_INT_PARM(use, 0);
static_cast<PClassActor*>(bag.Info)->ActorInfo()->DefaultStateUsage = use;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(tag, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->SetTag(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(painchance, ZI, Actor)
{
PROP_STRING_PARM(str, 0);
PROP_INT_PARM(id, 1);
if (str == NULL)
{
defaults->PainChance=id;
}
else
{
FName painType = NAME_None;
if (stricmp(str, "Normal")) painType = str;
info->SetPainChance(painType, id);
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(defthreshold, I, Actor)
{
PROP_INT_PARM(id, 0);
if (id < 0)
I_Error("DefThreshold cannot be negative.");
defaults->DefThreshold = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(threshold, I, Actor)
{
PROP_INT_PARM(id, 0);
if (id < 0)
I_Error("Threshold cannot be negative.");
defaults->threshold = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(damage, X, Actor)
{
PROP_INT_PARM(dmgval, 0);
PROP_EXP_PARM(id, 1);
// Damage can either be a single number, in which case it is subject
// to the original damage calculation rules. Or, it can be an expression
// and will be calculated as-is, ignoring the original rules. For
// compatibility reasons, expressions must be enclosed within
// parentheses.
defaults->DamageVal = dmgval;
// Only DECORATE can get here with a valid expression.
CreateDamageFunction(bag.Namespace, bag.Version, bag.Info, defaults, id, true, bag.Lumpnum);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(scale, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->Scale.X = defaults->Scale.Y = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(floatbobphase, I, Actor)
{
PROP_INT_PARM(id, 0);
if (id < -1 || id >= 64) I_Error ("FloatBobPhase must be in range [-1,63]");
defaults->FloatBobPhase = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(floatbobstrength, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->FloatBobStrength = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(args, Iiiii, Actor)
{
for (int i = 0; i < PROP_PARM_COUNT; i++)
{
PROP_INT_PARM(id, i);
defaults->args[i] = id;
}
defaults->flags2|=MF2_ARGSDEFINED;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(dropitem, S_i_i, Actor)
{
PROP_STRING_PARM(type, 0);
// create a linked list of dropitems
if (!bag.DropItemSet)
{
bag.DropItemSet = true;
bag.DropItemList = NULL;
}
FDropItem *di = (FDropItem*)ClassDataAllocator.Alloc(sizeof(FDropItem));
di->Name = type;
di->Probability = 255;
di->Amount = -1;
if (PROP_PARM_COUNT > 1)
{
PROP_INT_PARM(prob, 1);
di->Probability = prob;
if (PROP_PARM_COUNT > 2)
{
PROP_INT_PARM(amt, 2);
di->Amount = amt;
}
}
di->Next = bag.DropItemList;
bag.DropItemList = di;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(renderstyle, S, Actor)
{
PROP_STRING_PARM(str, 0);
static const char * renderstyles[]={
"NONE", "NORMAL", "FUZZY", "SOULTRANS", "OPTFUZZY", "STENCIL",
"TRANSLUCENT", "ADD", "SHADED", "SHADOW", "SUBTRACT", "ADDSTENCIL",
"ADDSHADED", "COLORBLEND", "COLORADD", "MULTIPLY", NULL };
static const int renderstyle_values[]={
STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy,
STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded,
STYLE_Shadow, STYLE_Subtract, STYLE_AddStencil, STYLE_AddShaded,
STYLE_ColorBlend, STYLE_ColorAdd, STYLE_Multiply};
// 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(translation, L, Actor)
{
PROP_INT_PARM(type, 0);
if (type == 0)
{
PROP_INT_PARM(trans, 1);
int max = 6;
if (trans < 0 || trans > max)
{
I_Error ("Translation must be in the range [0,%d]", max);
}
defaults->Translation = TRANSLATION(TRANSLATION_Standard, trans);
}
else
{
FRemapTable CurrentTranslation;
CurrentTranslation.MakeIdentity();
for(int i = 1; i < PROP_PARM_COUNT; i++)
{
PROP_STRING_PARM(str, i);
int tnum;
if (i== 1 && PROP_PARM_COUNT == 2 && (tnum = R_FindCustomTranslation(str)) != -1)
{
defaults->Translation = tnum;
return;
}
else
{
// parse all ranges to get a complete list of errors, if more than one range fails.
try
{
CurrentTranslation.AddToTranslation(str);
}
catch (CRecoverableError &err)
{
bag.ScriptPosition.Message(MSG_WARNING, "Error in translation '%s':\n" TEXTCOLOR_CYAN "%s\n", str, err.GetMessage());
}
}
}
defaults->Translation = CurrentTranslation.StoreTranslation (TRANSLATION_Decorate);
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(stencilcolor, C, Actor)
{
PROP_COLOR_PARM(color, 0);
defaults->fillcolor = color | (ColorMatcher.Pick (RPART(color), GPART(color), BPART(color)) << 24);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bloodcolor, C, Actor)
{
PROP_COLOR_PARM(color, 0);
defaults->BloodColor = color;
defaults->BloodColor.a = 255; // a should not be 0.
defaults->BloodTranslation = TRANSLATION(TRANSLATION_Blood, CreateBloodTranslation(color));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bloodtype, Sss, Actor)
{
PROP_STRING_PARM(str, 0)
PROP_STRING_PARM(str1, 1)
PROP_STRING_PARM(str2, 2)
FName blood = str;
// normal blood
defaults->NameVar("BloodType") = blood;
if (PROP_PARM_COUNT > 1)
{
blood = str1;
}
// blood splatter
defaults->NameVar("BloodType2") = blood;
if (PROP_PARM_COUNT > 2)
{
blood = str2;
}
// axe blood
defaults->NameVar("BloodType3") = blood;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncetype, S, Actor)
{
static const char *names[] = { "None", "Doom", "Heretic", "Hexen", "DoomCompat", "HereticCompat", "HexenCompat", "Grenade", "Classic", NULL };
static const ActorBounceFlag flags[] = { BOUNCE_None,
BOUNCE_Doom, BOUNCE_Heretic, BOUNCE_Hexen,
BOUNCE_DoomCompat, BOUNCE_HereticCompat, BOUNCE_HexenCompat,
BOUNCE_Grenade, BOUNCE_Classic, };
PROP_STRING_PARM(id, 0);
int match = MatchString(id, names);
if (match < 0)
{
I_Error("Unknown bouncetype %s", id);
match = 0;
}
defaults->BounceFlags &= ~(BOUNCE_TypeMask | BOUNCE_UseSeeSound);
defaults->BounceFlags |= flags[match];
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncefactor, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->bouncefactor = clamp<double>(id, 0, 1);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(wallbouncefactor, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->wallbouncefactor = clamp<double>(id, 0, 1);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(damagetype, S, Actor)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "Normal")) defaults->DamageType = NAME_None;
else defaults->DamageType=str;
}
//==========================================================================
//==========================================================================
DEFINE_PROPERTY(paintype, S, Actor)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "Normal")) defaults->PainType = NAME_None;
else defaults->PainType=str;
}
//==========================================================================
//==========================================================================
DEFINE_PROPERTY(deathtype, S, Actor)
{
PROP_STRING_PARM(str, 0);
if (!stricmp(str, "Normal")) defaults->DeathType = NAME_None;
else defaults->DeathType=str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(damagefactor, ZF, Actor)
{
PROP_STRING_PARM(str, 0);
PROP_DOUBLE_PARM(id, 1);
if (str == nullptr)
{
defaults->DamageFactor = id;
}
else
{
FName dmgType = NAME_None;
if (stricmp(str, "Normal")) dmgType = str;
info->SetDamageFactor(dmgType, id);
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(decal, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->DecalGenerator = (FDecalBase *)intptr_t(int(FName(str)));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(poisondamage, Iii, Actor)
{
PROP_INT_PARM(poisondamage, 0);
PROP_INT_PARM(poisonduration, 1);
PROP_INT_PARM(poisonperiod, 2);
defaults->PoisonDamage = poisondamage;
if (PROP_PARM_COUNT == 1)
{
defaults->PoisonDuration = INT_MIN;
}
else
{
defaults->PoisonDuration = poisonduration;
if (PROP_PARM_COUNT > 2)
defaults->PoisonPeriod = poisonperiod;
else
defaults->PoisonPeriod = 0;
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(gravity, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
if (i < 0) I_Error ("Gravity must not be negative.");
defaults->Gravity = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(spriteangle, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->SpriteAngle = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(friction, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
if (i < 0) I_Error ("Friction must not be negative.");
defaults->Friction = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(clearflags, 0, Actor)
{
defaults->flags = 0;
defaults->flags2 &= MF2_ARGSDEFINED; // this flag must not be cleared
defaults->flags3 = 0;
defaults->flags4 = 0;
defaults->flags5 = 0;
defaults->flags6 = 0;
defaults->flags7 = 0;
defaults->flags8 = 0;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(monster, 0, Actor)
{
// sets the standard flags for a monster
defaults->flags|=MF_SHOOTABLE|MF_COUNTKILL|MF_SOLID;
defaults->flags2|=MF2_PUSHWALL|MF2_MCROSS|MF2_PASSMOBJ;
defaults->flags3|=MF3_ISMONSTER;
defaults->flags4|=MF4_CANUSEWALLS;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(projectile, 0, Actor)
{
// sets the standard flags for a projectile
defaults->flags|=MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE;
defaults->flags2|=MF2_IMPACT|MF2_PCROSS|MF2_NOTELEPORT;
if (gameinfo.gametype&GAME_Raven) defaults->flags5|=MF5_BLOODSPLATTER;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(activation, N, Actor)
{
// How the thing behaves when activated by death, USESPECIAL or BUMPSPECIAL
PROP_INT_PARM(val, 0);
defaults->activationtype = val;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(designatedteam, I, Actor)
{
PROP_INT_PARM(val, 0);
if(val < 0 || (val >= (signed) Teams.Size() && val != TEAM_NONE))
I_Error("Invalid team designation.\n");
defaults->DesignatedTeam = val;
}
//==========================================================================
// [BB]
//==========================================================================
DEFINE_PROPERTY(visibletoteam, I, Actor)
{
PROP_INT_PARM(i, 0);
defaults->VisibleToTeam=i+1;
}
//==========================================================================
// [BB]
//==========================================================================
DEFINE_PROPERTY(visibletoplayerclass, Ssssssssssssssssssss, Actor)
{
info->ActorInfo()->VisibleToPlayerClass.Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
info->ActorInfo()->VisibleToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(AActor)));
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(distancecheck, S, Actor)
{
PROP_STRING_PARM(cvar, 0);
FBaseCVar *scratch;
FBaseCVar *cv = FindCVar(cvar, &scratch);
if (cv == NULL)
{
I_Error("CVar %s not defined", cvar);
}
else if (cv->GetRealType() == CVAR_Int)
{
info->ActorInfo()->distancecheck = static_cast<FIntCVar *>(cv);
}
else
{
I_Error("CVar %s must of type Int", cvar);
}
}
//==========================================================================
//
// Special inventory properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
{
auto restrictarray = (TArray<PClassActor*>*)defaults->ScriptVar(NAME_RestrictedToPlayerClass, nullptr);
restrictarray->Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
restrictarray->Push(FindClassTentative(n, RUNTIME_CLASS(AActor)));
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
{
auto forbidarray = (TArray<PClassActor*>*)defaults->ScriptVar(NAME_ForbiddenToPlayerClass, nullptr);
forbidarray->Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
forbidarray->Push(FindClassTentative(n, RUNTIME_CLASS(AActor)));
}
}
//==========================================================================
//
//==========================================================================
static void SetIcon(FTextureID &icon, Baggage &bag, const char *i)
{
if (i == NULL || i[0] == '\0')
{
icon.SetNull();
}
else
{
icon = TexMan.CheckForTexture(i, ETextureType::MiscPatch);
if (!icon.isValid())
{
// Don't print warnings if the item is for another game or if this is a shareware IWAD.
// Strife's teaser doesn't contain all the icon graphics of the full game.
if ((bag.Info->ActorInfo()->GameFilter == GAME_Any || bag.Info->ActorInfo()->GameFilter & gameinfo.gametype) &&
!(gameinfo.flags&GI_SHAREWARE) && Wads.GetLumpFile(bag.Lumpnum) != 0)
{
bag.ScriptPosition.Message(MSG_WARNING,
"Icon '%s' for '%s' not found\n", i, bag.Info->TypeName.GetChars());
}
}
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(icon, S, Inventory)
{
PROP_STRING_PARM(i, 0);
SetIcon(defaults->TextureIDVar(NAME_Icon), bag, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(althudicon, S, Inventory)
{
PROP_STRING_PARM(i, 0);
SetIcon(defaults->TextureIDVar(NAME_AltHUDIcon), bag, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(defmaxamount, 0, Inventory)
{
defaults->IntVar(NAME_MaxAmount) = gameinfo.definventorymaxamount;
}
//==========================================================================
// Dummy for Skulltag compatibility...
//==========================================================================
DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory)
{
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(defaultkickback, 0, Weapon)
{
defaults->IntVar(NAME_Kickback) = gameinfo.defKickback;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(bobstyle, S, Weapon)
{
static const char *names[] = { "Normal", "Inverse", "Alpha", "InverseAlpha", "Smooth", "InverseSmooth", NULL };
static const EBobStyle styles[] = { EBobStyle::BobNormal,
EBobStyle::BobInverse, EBobStyle::BobAlpha, EBobStyle::BobInverseAlpha,
EBobStyle::BobSmooth, EBobStyle::BobInverseSmooth, };
PROP_STRING_PARM(id, 0);
int match = MatchString(id, names);
if (match < 0)
{
I_Error("Unknown bobstyle %s", id);
match = 0;
}
defaults->IntVar(NAME_BobStyle) = (int)styles[match];
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(preferredskin, S, Weapon)
{
PROP_STRING_PARM(str, 0);
// NoOp - only for Skulltag compatibility
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
{
static const char *specialcolormapnames[] = {
"INVERSEMAP", "GOLDMAP", "REDMAP", "GREENMAP", "BLUEMAP", NULL };
int alpha;
PalEntry *pBlendColor;
bool isgiver = info->IsDescendantOf(NAME_PowerupGiver);
if (info->IsDescendantOf(NAME_Powerup) || isgiver)
{
pBlendColor = &defaults->ColorVar(NAME_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);
// We must check the old special colormap names for compatibility
int v = MatchString(name, specialcolormapnames);
if (v >= 0)
{
*pBlendColor = MakeSpecialColormap(v);
return;
}
else if (!stricmp(name, "none") && isgiver)
{
*pBlendColor = MakeSpecialColormap(65535);
return;
}
color = V_GetColor(NULL, name, &bag.ScriptPosition);
}
if (PROP_PARM_COUNT > 2)
{
PROP_DOUBLE_PARM(falpha, 2);
alpha=int(falpha*255);
}
else alpha = 255/3;
alpha=clamp<int>(alpha, 0, 255);
if (alpha != 0) *pBlendColor = MAKEARGB(alpha, 0, 0, 0) | color;
else *pBlendColor = 0;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
{
PalEntry BlendColor;
if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
{
I_Error("\"powerup.colormap\" requires an actor of type \"Powerup\"\n");
return;
}
if (PROP_PARM_COUNT == 3)
{
PROP_FLOAT_PARM(r, 0);
PROP_FLOAT_PARM(g, 1);
PROP_FLOAT_PARM(b, 2);
BlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
}
else if (PROP_PARM_COUNT == 6)
{
PROP_FLOAT_PARM(r1, 0);
PROP_FLOAT_PARM(g1, 1);
PROP_FLOAT_PARM(b1, 2);
PROP_FLOAT_PARM(r2, 3);
PROP_FLOAT_PARM(g2, 4);
PROP_FLOAT_PARM(b2, 5);
BlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
}
else
{
I_Error("\"power.colormap\" must have either 3 or 6 parameters\n");
}
defaults->ColorVar(NAME_BlendColor) = BlendColor;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
{
if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
{
I_Error("\"powerup.duration\" requires an actor of type \"Powerup\"\n");
return;
}
PROP_INT_PARM(i, 0);
defaults->IntVar(NAME_EffectTics) = (i >= 0) ? i : -i * TICRATE;
}
//==========================================================================
//
//==========================================================================
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...
PClassActor *cls = PClass::FindActor(str);
auto pow = PClass::FindActor(NAME_Powerup);
if (cls == nullptr || !cls->IsDescendantOf(pow))
{
if (bag.fromDecorate)
{
FString st;
st.Format("%s%s", strnicmp(str, "power", 5) ? "Power" : "", str);
cls = FindClassTentative(st, pow);
}
else
{
I_Error("Unknown powerup type %s", str);
}
}
defaults->PointerVar<PClassActor>(NAME_PowerupType) = cls;
}
//==========================================================================
//
// [GRB] Special player properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, displayname, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
info->ActorInfo()->DisplayName = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, soundclass, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
FString tmp = str;
tmp.ReplaceChars (' ', '_');
defaults->NameVar(NAME_SoundClass) = tmp.IsNotEmpty()? FName(tmp) : NAME_None;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
FString tmp = str;
if (tmp.Len() == 0) defaults->NameVar(NAME_Face) = NAME_None;
else
{
tmp.ToUpper();
bool valid = (tmp.Len() == 3 &&
(((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) &&
(((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) &&
(((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9')))
);
if (!valid)
{
bag.ScriptPosition.Message(MSG_OPTERROR,
"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 alphanumeric characters.\n",
tmp.GetChars(), info->TypeName.GetChars());
}
defaults->NameVar(NAME_Face) = tmp;
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn)
{
PROP_INT_PARM(start, 0);
PROP_INT_PARM(end, 1);
if (start > end)
swapvalues (start, end);
defaults->IntVar(NAME_ColorRangeStart) = start;
defaults->IntVar(NAME_ColorRangeEnd) = end;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, colorset, ISIIIiiiiiiiiiiiiiiiiiiiiiiii, PlayerPawn)
{
PROP_INT_PARM(setnum, 0);
PROP_STRING_PARM(setname, 1);
PROP_INT_PARM(rangestart, 2);
PROP_INT_PARM(rangeend, 3);
PROP_INT_PARM(representative_color, 4);
FPlayerColorSet color;
color.Name = setname;
color.Lump = -1;
color.FirstColor = rangestart;
color.LastColor = rangeend;
color.RepresentativeColor = representative_color;
color.NumExtraRanges = 0;
if (PROP_PARM_COUNT > 5)
{
int count = PROP_PARM_COUNT - 5;
int start = 5;
while (count >= 4)
{
PROP_INT_PARM(range_start, start+0);
PROP_INT_PARM(range_end, start+1);
PROP_INT_PARM(first_color, start+2);
PROP_INT_PARM(last_color, start+3);
int extra = color.NumExtraRanges++;
assert (extra < (int)countof(color.Extra));
color.Extra[extra].RangeStart = range_start;
color.Extra[extra].RangeEnd = range_end;
color.Extra[extra].FirstColor = first_color;
color.Extra[extra].LastColor = last_color;
count -= 4;
start += 4;
}
if (count != 0)
{
bag.ScriptPosition.Message(MSG_OPTERROR, "Extra ranges require 4 parameters each.\n");
}
}
if (setnum < 0)
{
bag.ScriptPosition.Message(MSG_OPTERROR, "Color set number must not be negative.\n");
}
else
{
ColorSets.Push(std::make_tuple(info, setnum, color));
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, colorsetfile, ISSI, PlayerPawn)
{
PROP_INT_PARM(setnum, 0);
PROP_STRING_PARM(setname, 1);
PROP_STRING_PARM(rangefile, 2);
PROP_INT_PARM(representative_color, 3);
FPlayerColorSet color;
color.Name = setname;
color.Lump = Wads.CheckNumForName(rangefile);
color.RepresentativeColor = representative_color;
color.NumExtraRanges = 0;
if (setnum < 0)
{
bag.ScriptPosition.Message(MSG_OPTERROR, "Color set number must not be negative.\n");
}
else if (color.Lump >= 0)
{
ColorSets.Push(std::make_tuple(info, setnum, color));
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, clearcolorset, I, PlayerPawn)
{
PROP_INT_PARM(setnum, 0);
if (setnum < 0)
{
bag.ScriptPosition.Message(MSG_OPTERROR, "Color set number must not be negative.\n");
}
else
{
FPlayerColorSet color;
memset(&color, 0, sizeof(color));
ColorSets.Push(std::make_tuple(info, setnum, color));
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, spawnclass, L, PlayerPawn)
{
PROP_INT_PARM(type, 0);
int &SpawnMask = defaults->IntVar(NAME_SpawnMask);
if (type == 0)
{
PROP_INT_PARM(val, 1);
if (val > 0) SpawnMask |= 1<<(val-1);
}
else
{
for(int i=1; i<PROP_PARM_COUNT; i++)
{
PROP_STRING_PARM(str, i);
if (!stricmp(str, "Any"))
SpawnMask = 0;
else if (!stricmp(str, "Fighter"))
SpawnMask |= 1;
else if (!stricmp(str, "Cleric"))
SpawnMask |= 2;
else if (!stricmp(str, "Mage"))
SpawnMask |= 4;
}
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, forwardmove, F_f, PlayerPawn)
{
PROP_DOUBLE_PARM(m, 0);
defaults->FloatVar(NAME_ForwardMove1) = defaults->FloatVar(NAME_ForwardMove2) = m;
if (PROP_PARM_COUNT > 1)
{
PROP_DOUBLE_PARM(m2, 1);
defaults->FloatVar(NAME_ForwardMove2) = m2;
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, sidemove, F_f, PlayerPawn)
{
PROP_DOUBLE_PARM(m, 0);
defaults->FloatVar(NAME_SideMove1) = defaults->FloatVar(NAME_SideMove2) = m;
if (PROP_PARM_COUNT > 1)
{
PROP_DOUBLE_PARM(m2, 1);
defaults->FloatVar(NAME_SideMove2) = m2;
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, scoreicon, S, PlayerPawn)
{
PROP_STRING_PARM(z, 0);
auto icon = TexMan.CheckForTexture(z, ETextureType::MiscPatch);
defaults->IntVar(NAME_ScoreIcon) = icon.GetIndex();
if (!icon.isValid())
{
bag.ScriptPosition.Message(MSG_WARNING,
"Icon '%s' for '%s' not found\n", z, info->TypeName.GetChars ());
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, crouchsprite, S, PlayerPawn)
{
PROP_STRING_PARM(z, 0);
if (strlen(z) == 4)
{
defaults->IntVar(NAME_crouchsprite) = GetSpriteIndex (z);
}
else if (*z == 0)
{
defaults->IntVar(NAME_crouchsprite) = 0;
}
else
{
I_Error("Sprite name must have exactly 4 characters");
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, damagescreencolor, Cfs, PlayerPawn)
{
PROP_COLOR_PARM(c, 0);
PalEntry color = c;
if (PROP_PARM_COUNT < 3) // Because colors count as 2 parms
{
color.a = 255;
defaults->IntVar(NAME_DamageFade) = color;
}
else if (PROP_PARM_COUNT < 4)
{
PROP_DOUBLE_PARM(a, 2);
color.a = uint8_t(255 * clamp<double>(a, 0.f, 1.f));
defaults->IntVar(NAME_DamageFade) = color;
}
else
{
PROP_DOUBLE_PARM(a, 2);
PROP_STRING_PARM(type, 3);
color.a = uint8_t(255 * clamp<double>(a, 0.f, 1.f));
PainFlashes.Push(std::make_tuple(info, type, color));
}
}
//==========================================================================
//
// [GRB] Store start items in drop item list
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
// create a linked list of startitems
if (!bag.DropItemSet)
{
bag.DropItemSet = true;
bag.DropItemList = NULL;
}
FDropItem *di = (FDropItem*)ClassDataAllocator.Alloc(sizeof(FDropItem));
di->Name = str;
di->Probability = 255;
di->Amount = 1;
if (PROP_PARM_COUNT > 1)
{
PROP_INT_PARM(amt, 1);
di->Amount = amt;
}
di->Next = bag.DropItemList;
bag.DropItemList = di;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn)
{
for (int i = 0; i < 5; i++)
{
PROP_DOUBLE_PARM(val, i);
auto hexarmor = &defaults->FloatVar(NAME_HexenArmor);
hexarmor[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;
}
FName *slots = &defaults->NameVar(NAME_Slot);
slots[slot] = weapons.IsEmpty()? NAME_None : FName(weapons);
}
}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
//==========================================================================
DEFINE_CLASS_PROPERTY(playerclass, S, MorphProjectile)
{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
//==========================================================================
DEFINE_CLASS_PROPERTY(monsterclass, S, MorphProjectile)
{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_MonsterClass) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(duration, I, MorphProjectile)
{
PROP_INT_PARM(i, 0);
defaults->IntVar(NAME_Duration) = i >= 0 ? i : -i*TICRATE;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(morphstyle, M, MorphProjectile)
{
PROP_INT_PARM(i, 0);
defaults->IntVar(NAME_MorphStyle) = i;
}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
//==========================================================================
DEFINE_CLASS_PROPERTY(morphflash, S, MorphProjectile)
{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_MorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(unmorphflash, S, MorphProjectile)
{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_UnMorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
//==========================================================================
DEFINE_CLASS_PROPERTY(playerclass, S, PowerMorph)
{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(morphstyle, M, PowerMorph)
{
PROP_INT_PARM(i, 0);
defaults->IntVar(NAME_MorphStyle) = i;
}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
//==========================================================================
DEFINE_CLASS_PROPERTY(morphflash, S, PowerMorph)
{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_MorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
}
//==========================================================================
// (non-fatal with non-existent types only in DECORATE)
//==========================================================================
DEFINE_CLASS_PROPERTY(unmorphflash, S, PowerMorph)
{
PROP_STRING_PARM(str, 0);
defaults->PointerVar<PClassActor>(NAME_UnMorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
{
PROP_STRING_PARM(str, 0);
static const char * ltype_names[]={
"Point","Pulse","Flicker","Sector","RandomFlicker", "ColorPulse", "ColorFlicker", "RandomColorFlicker", nullptr};
static const int ltype_values[]={
PointLight, PulseLight, FlickerLight, SectorLight, RandomFlickerLight, ColorPulseLight, ColorFlickerLight, RandomColorFlickerLight };
int style = MatchString(str, ltype_names);
if (style < 0) I_Error("Unknown light type '%s'", str);
defaults->IntVar(NAME_lighttype) = ltype_values[style];
}