qzdoom/src/scripting/thingdef_data.cpp
Kevin Caccamo 884de51b70 Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.

Deprecate the LastIndexOf method of StringStruct
2018-08-25 20:37:40 +02:00

1319 lines
44 KiB
C++

/*
** 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 "gi.h"
#include "p_terrain.h"
#include "gstrings.h"
#include "g_levellocals.h"
#include "p_checkposition.h"
#include "v_font.h"
#include "menu/menu.h"
#include "teaminfo.h"
#include "r_data/sprites.h"
#include "serializer.h"
#include "wi_stuff.h"
#include "a_dynlight.h"
#include "types.h"
static TArray<FPropertyInfo*> properties;
static TArray<AFuncDesc> AFTable;
static TArray<FieldDesc> FieldTable;
extern int BackbuttonTime;
extern float BackbuttonAlpha;
//==========================================================================
//
// 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),
DEFINE_FLAG(FX, RESPAWNINVUL, AActor, effects),
};
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),
DEFINE_FLAG(MF7, FORCEZERORADIUSDMG, AActor, flags7),
DEFINE_FLAG(MF7, NOINFIGHTSPECIES, AActor, flags7),
DEFINE_FLAG(MF7, FORCEINFIGHTING, AActor, flags7),
DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8),
DEFINE_FLAG(MF8, BLOCKASPLAYER, AActor, flags8),
DEFINE_FLAG(MF8, DONTFACETALKER, AActor, flags8),
DEFINE_FLAG(MF8, HITOWNER, AActor, flags8),
// 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),
DEFINE_FLAG(RF, XFLIP, AActor, renderflags),
DEFINE_FLAG(RF, YFLIP, AActor, renderflags),
DEFINE_FLAG(RF, INTERPOLATEANGLES, AActor, renderflags),
DEFINE_FLAG(RF, DONTINTERPOLATE, AActor, renderflags),
DEFINE_FLAG(RF, SPRITEFLIP, AActor, renderflags),
DEFINE_FLAG(RF, ZDOOMTRANS, 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),
DEFINE_FLAG2(BOUNCE_NotOnShootables, DONTBOUNCEONSHOOTABLES, 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_FLAG(IF, ISARMOR, AInventory, ItemFlags),
DEFINE_FLAG(IF, ISHEALTH, 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 DynLightFlagDefs[] =
{
// PlayerPawn flags
DEFINE_FLAG(LF, SUBTRACTIVE, ADynamicLight, lightflags),
DEFINE_FLAG(LF, ADDITIVE, ADynamicLight, lightflags),
DEFINE_FLAG(LF, DONTLIGHTSELF, ADynamicLight, lightflags),
DEFINE_FLAG(LF, ATTENUATE, ADynamicLight, lightflags),
DEFINE_FLAG(LF, NOSHADOWMAP, ADynamicLight, lightflags),
DEFINE_FLAG(LF, DONTLIGHTACTORS, ADynamicLight, lightflags),
DEFINE_FLAG(LF, SPOT, ADynamicLight, lightflags),
};
static FFlagDef PowerSpeedFlagDefs[] =
{
// PowerSpeed flags
DEFINE_DEPRECATED_FLAG(NOTRAIL),
};
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(ADynamicLight),DynLightFlagDefs, countof(DynLightFlagDefs), 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;
}
}
}
}
// Handle that lone PowerSpeed flag - this should be more generalized but it's just this one flag and unlikely to become more so an explicit check will do.
if ((!stricmp(part1, "NOTRAIL") && !strict) || (!stricmp(part1, "POWERSPEED") && !stricmp(part2, "NOTRAIL")))
{
return &PowerSpeedFlagDefs[0];
}
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;
}
//==========================================================================
//
//
//
//==========================================================================
template <typename Desc>
static int CompareClassNames(const char* const aname, const Desc& b)
{
// ++ to get past the prefix letter of the native class name, which gets omitted by the FName for the class.
const char* bname = b.ClassName;
if ('\0' != *bname) ++bname;
return stricmp(aname, bname);
}
template <typename Desc>
static int CompareClassNames(const Desc& a, const Desc& b)
{
// ++ to get past the prefix letter of the native class name, which gets omitted by the FName for the class.
const char* aname = a.ClassName;
if ('\0' != *aname) ++aname;
return CompareClassNames(aname, b);
}
//==========================================================================
//
// Find a function by name using a binary search
//
//==========================================================================
AFuncDesc *FindFunction(PContainerType *cls, const char * string)
{
int min = 0, max = AFTable.Size() - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = CompareClassNames(cls->TypeName.GetChars(), AFTable[mid]);
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(PContainerType *cls, const char * string)
{
int min = 0, max = FieldTable.Size() - 1;
const char * cname = cls ? cls->TypeName.GetChars() : "";
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = CompareClassNames(cname, FieldTable[mid]);
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<PFunction>(cls->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)
{
int res = CompareClassNames(*(AFuncDesc*)a, *(AFuncDesc*)b);
if (res == 0) res = stricmp(((AFuncDesc*)a)->FuncName, ((AFuncDesc*)b)->FuncName);
return res;
}
static int fieldcmp(const void * a, const void * b)
{
int res = CompareClassNames(*(FieldDesc*)a, *(FieldDesc*)b);
if (res == 0) res = stricmp(((FieldDesc*)a)->FieldName, ((FieldDesc*)b)->FieldName);
return res;
}
//==========================================================================
//
// Initialization
//
//==========================================================================
void InitThingdef()
{
// Some native types need size and serialization information added before the scripts get compiled.
auto secplanestruct = NewStruct("Secplane", nullptr, true);
secplanestruct->Size = sizeof(secplane_t);
secplanestruct->Align = alignof(secplane_t);
auto sectorstruct = NewStruct("Sector", nullptr, true);
sectorstruct->Size = sizeof(sector_t);
sectorstruct->Align = alignof(sector_t);
NewPointer(sectorstruct, false)->InstallHandlers(
[](FSerializer &ar, const char *key, const void *addr)
{
ar(key, *(sector_t **)addr);
},
[](FSerializer &ar, const char *key, void *addr)
{
Serialize<sector_t>(ar, key, *(sector_t **)addr, nullptr);
return true;
}
);
auto linestruct = NewStruct("Line", nullptr, true);
linestruct->Size = sizeof(line_t);
linestruct->Align = alignof(line_t);
NewPointer(linestruct, false)->InstallHandlers(
[](FSerializer &ar, const char *key, const void *addr)
{
ar(key, *(line_t **)addr);
},
[](FSerializer &ar, const char *key, void *addr)
{
Serialize<line_t>(ar, key, *(line_t **)addr, nullptr);
return true;
}
);
auto sidestruct = NewStruct("Side", nullptr, true);
sidestruct->Size = sizeof(side_t);
sidestruct->Align = alignof(side_t);
NewPointer(sidestruct, false)->InstallHandlers(
[](FSerializer &ar, const char *key, const void *addr)
{
ar(key, *(side_t **)addr);
},
[](FSerializer &ar, const char *key, void *addr)
{
Serialize<side_t>(ar, key, *(side_t **)addr, nullptr);
return true;
}
);
auto vertstruct = NewStruct("Vertex", nullptr, true);
vertstruct->Size = sizeof(vertex_t);
vertstruct->Align = alignof(vertex_t);
NewPointer(vertstruct, false)->InstallHandlers(
[](FSerializer &ar, const char *key, const void *addr)
{
ar(key, *(vertex_t **)addr);
},
[](FSerializer &ar, const char *key, void *addr)
{
Serialize<vertex_t>(ar, key, *(vertex_t **)addr, nullptr);
return true;
}
);
auto sectorportalstruct = NewStruct("SectorPortal", nullptr, true);
sectorportalstruct->Size = sizeof(FSectorPortal);
sectorportalstruct->Align = alignof(FSectorPortal);
auto playerclassstruct = NewStruct("PlayerClass", nullptr, true);
playerclassstruct->Size = sizeof(FPlayerClass);
playerclassstruct->Align = alignof(FPlayerClass);
auto playerskinstruct = NewStruct("PlayerSkin", nullptr, true);
playerskinstruct->Size = sizeof(FPlayerSkin);
playerskinstruct->Align = alignof(FPlayerSkin);
auto teamstruct = NewStruct("Team", nullptr, true);
teamstruct->Size = sizeof(FTeam);
teamstruct->Align = alignof(FTeam);
PStruct *pstruct = NewStruct("PlayerInfo", nullptr, true);
pstruct->Size = sizeof(player_t);
pstruct->Align = alignof(player_t);
NewPointer(pstruct, false)->InstallHandlers(
[](FSerializer &ar, const char *key, const void *addr)
{
ar(key, *(player_t **)addr);
},
[](FSerializer &ar, const char *key, void *addr)
{
Serialize<player_t>(ar, key, *(player_t **)addr, nullptr);
return true;
}
);
auto fontstruct = NewStruct("FFont", nullptr, true);
fontstruct->Size = sizeof(FFont);
fontstruct->Align = alignof(FFont);
NewPointer(fontstruct, false)->InstallHandlers(
[](FSerializer &ar, const char *key, const void *addr)
{
ar(key, *(FFont **)addr);
},
[](FSerializer &ar, const char *key, void *addr)
{
Serialize<FFont>(ar, key, *(FFont **)addr, nullptr);
return true;
}
);
auto wbplayerstruct = NewStruct("WBPlayerStruct", nullptr, true);
wbplayerstruct->Size = sizeof(wbplayerstruct_t);
wbplayerstruct->Align = alignof(wbplayerstruct_t);
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);
}
// Add the constructor and destructor to FCheckPosition.
auto fcp = NewStruct("FCheckPosition", nullptr);
fcp->mConstructor = *FindFunction(fcp, "_Constructor")->VMPointer;
fcp->mDestructor = *FindFunction(fcp, "_Destructor")->VMPointer;
fcp->Size = sizeof(FCheckPosition);
fcp->Align = alignof(FCheckPosition);
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);
}
}
void SynthesizeFlagFields()
{
// These are needed for inserting the flag symbols
/*
NewClassType(RUNTIME_CLASS(DObject));
NewClassType(RUNTIME_CLASS(DThinker));
NewClassType(RUNTIME_CLASS(AActor));
NewClassType(RUNTIME_CLASS(AInventory));
NewClassType(RUNTIME_CLASS(AStateProvider));
NewClassType(RUNTIME_CLASS(AWeapon));
NewClassType(RUNTIME_CLASS(APlayerPawn));
NewClassType(RUNTIME_CLASS(ADynamicLight));
*/
// synthesize a symbol for each flag from the flag name tables to avoid redundant declaration of them.
for (auto &fl : FlagLists)
{
auto cls = const_cast<PClass*>(*fl.Type);
if (fl.Use & 2)
{
for (int i = 0; i < fl.NumDefs; i++)
{
if (fl.Defs[i].structoffset > 0) // skip the deprecated entries in this list
{
cls->VMType->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);
}
}
}
}
}
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);
PARAM_BOOL_DEF(prefixed);
if (!prefixed) ACTION_RETURN_STRING(GStrings(label));
if (label[0] != '$') ACTION_RETURN_STRING(label);
ACTION_RETURN_STRING(GStrings(&label[1]));
}
DEFINE_ACTION_FUNCTION(FStringStruct, Replace)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_STRING(s1);
PARAM_STRING(s2);
self->Substitute(s1, s2);
return 0;
}
FString FStringFormat(VM_ARGS)
{
assert(param[0].Type == REGT_STRING);
FString fmtstring = param[0].s().GetChars();
// note: we don't need a real printf format parser.
// enough to simply find the subtitution tokens and feed them to the real printf after checking types.
// https://en.wikipedia.org/wiki/Printf_format_string#Format_placeholder_specification
FString output;
bool in_fmt = false;
FString fmt_current;
int argnum = 1;
int argauto = 1;
// % = starts
// [0-9], -, +, \s, 0, #, . continue
// %, s, d, i, u, fF, eE, gG, xX, o, c, p, aA terminate
// various type flags are not supported. not like stuff like 'hh' modifier is to be used in the VM.
// the only combination that is parsed locally is %n$...
bool haveargnums = false;
for (size_t i = 0; i < fmtstring.Len(); i++)
{
char c = fmtstring[i];
if (in_fmt)
{
if ((c >= '0' && c <= '9') ||
c == '-' || c == '+' || (c == ' ' && fmt_current.Back() != ' ') || c == '#' || c == '.')
{
fmt_current += c;
}
else if (c == '$') // %number$format
{
if (!haveargnums && argauto > 1)
ThrowAbortException(X_FORMAT_ERROR, "Cannot mix explicit and implicit arguments.");
FString argnumstr = fmt_current.Mid(1);
if (!argnumstr.IsInt()) ThrowAbortException(X_FORMAT_ERROR, "Expected a numeric value for argument number, got '%s'.", argnumstr.GetChars());
argnum = argnumstr.ToLong();
if (argnum < 1 || argnum >= numparam) ThrowAbortException(X_FORMAT_ERROR, "Not enough arguments for format (tried to access argument %d, %d total).", argnum, numparam);
fmt_current = "%";
haveargnums = true;
}
else
{
fmt_current += c;
switch (c)
{
// string
case 's':
{
if (argnum < 0 && haveargnums)
ThrowAbortException(X_FORMAT_ERROR, "Cannot mix explicit and implicit arguments.");
in_fmt = false;
// fail if something was found, but it's not a string
if (argnum >= numparam) ThrowAbortException(X_FORMAT_ERROR, "Not enough arguments for format.");
if (param[argnum].Type != REGT_STRING) ThrowAbortException(X_FORMAT_ERROR, "Expected a string for format %s.", fmt_current.GetChars());
// append
output.AppendFormat(fmt_current.GetChars(), param[argnum].s().GetChars());
if (!haveargnums) argnum = ++argauto;
else argnum = -1;
break;
}
// pointer
case 'p':
{
if (argnum < 0 && haveargnums)
ThrowAbortException(X_FORMAT_ERROR, "Cannot mix explicit and implicit arguments.");
in_fmt = false;
// fail if something was found, but it's not a string
if (argnum >= numparam) ThrowAbortException(X_FORMAT_ERROR, "Not enough arguments for format.");
if (param[argnum].Type != REGT_POINTER) ThrowAbortException(X_FORMAT_ERROR, "Expected a pointer for format %s.", fmt_current.GetChars());
// append
output.AppendFormat(fmt_current.GetChars(), param[argnum].a);
if (!haveargnums) argnum = ++argauto;
else argnum = -1;
break;
}
// int formats (including char)
case 'd':
case 'i':
case 'u':
case 'x':
case 'X':
case 'o':
case 'c':
{
if (argnum < 0 && haveargnums)
ThrowAbortException(X_FORMAT_ERROR, "Cannot mix explicit and implicit arguments.");
in_fmt = false;
// fail if something was found, but it's not an int
if (argnum >= numparam) ThrowAbortException(X_FORMAT_ERROR, "Not enough arguments for format.");
if (param[argnum].Type != REGT_INT &&
param[argnum].Type != REGT_FLOAT) ThrowAbortException(X_FORMAT_ERROR, "Expected a numeric value for format %s.", fmt_current.GetChars());
// append
output.AppendFormat(fmt_current.GetChars(), param[argnum].ToInt());
if (!haveargnums) argnum = ++argauto;
else argnum = -1;
break;
}
// double formats
case 'f':
case 'F':
case 'e':
case 'E':
case 'g':
case 'G':
case 'a':
case 'A':
{
if (argnum < 0 && haveargnums)
ThrowAbortException(X_FORMAT_ERROR, "Cannot mix explicit and implicit arguments.");
in_fmt = false;
// fail if something was found, but it's not a float
if (argnum >= numparam) ThrowAbortException(X_FORMAT_ERROR, "Not enough arguments for format.");
if (param[argnum].Type != REGT_INT &&
param[argnum].Type != REGT_FLOAT) ThrowAbortException(X_FORMAT_ERROR, "Expected a numeric value for format %s.", fmt_current.GetChars());
// append
output.AppendFormat(fmt_current.GetChars(), param[argnum].ToDouble());
if (!haveargnums) argnum = ++argauto;
else argnum = -1;
break;
}
default:
// invalid character
output += fmt_current;
in_fmt = false;
break;
}
}
}
else
{
if (c == '%')
{
if (i + 1 < fmtstring.Len() && fmtstring[i + 1] == '%')
{
output += '%';
i++;
}
else
{
in_fmt = true;
fmt_current = "%";
}
}
else
{
output += c;
}
}
}
return output;
}
DEFINE_ACTION_FUNCTION(FStringStruct, Format)
{
PARAM_PROLOGUE;
FString s = FStringFormat(param, defaultparam, numparam, ret, numret);
ACTION_RETURN_STRING(s);
}
DEFINE_ACTION_FUNCTION(FStringStruct, AppendFormat)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
// first parameter is the self pointer
FString s = FStringFormat(param+1, defaultparam, numparam-1, ret, numret);
(*self) += s;
return 0;
}
DEFINE_ACTION_FUNCTION(FStringStruct, Mid)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_UINT_DEF(pos);
PARAM_UINT_DEF(len);
FString s = self->Mid(pos, len);
ACTION_RETURN_STRING(s);
}
DEFINE_ACTION_FUNCTION(FStringStruct, Left)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_UINT(len);
FString s = self->Left(len);
ACTION_RETURN_STRING(s);
}
DEFINE_ACTION_FUNCTION(FStringStruct, Truncate)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_UINT(len);
self->Truncate(len);
return 0;
}
DEFINE_ACTION_FUNCTION(FStringStruct, Remove)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_UINT(index);
PARAM_UINT(remlen);
self->Remove(index, remlen);
return 0;
}
// CharAt and CharCodeAt is how JS does it, and JS is similar here in that it doesn't have char type as int.
DEFINE_ACTION_FUNCTION(FStringStruct, CharAt)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(pos);
int slen = (int)self->Len();
if (pos < 0 || pos >= slen)
ACTION_RETURN_STRING("");
ACTION_RETURN_STRING(FString((*self)[pos]));
}
DEFINE_ACTION_FUNCTION(FStringStruct, CharCodeAt)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(pos);
int slen = (int)self->Len();
if (pos < 0 || pos >= slen)
ACTION_RETURN_INT(0);
ACTION_RETURN_INT((*self)[pos]);
}
DEFINE_ACTION_FUNCTION(FStringStruct, Filter)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
ACTION_RETURN_STRING(strbin1(*self));
}
DEFINE_ACTION_FUNCTION(FStringStruct, IndexOf)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_STRING(substr);
PARAM_INT_DEF(startIndex);
ACTION_RETURN_INT(self->IndexOf(substr, startIndex));
}
DEFINE_ACTION_FUNCTION(FStringStruct, LastIndexOf)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_STRING(substr);
PARAM_INT_DEF(endIndex);
ACTION_RETURN_INT(self->LastIndexOf(substr, endIndex));
}
DEFINE_ACTION_FUNCTION(FStringStruct, RIndexOf)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_STRING(substr);
PARAM_INT_DEF(endIndex);
ACTION_RETURN_INT(self->RIndexOf(substr, endIndex));
}
DEFINE_ACTION_FUNCTION(FStringStruct, ToUpper)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
self->ToUpper();
return 0;
}
DEFINE_ACTION_FUNCTION(FStringStruct, ToLower)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
self->ToLower();
return 0;
}
DEFINE_ACTION_FUNCTION(FStringStruct, ToInt)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT_DEF(base);
ACTION_RETURN_INT(self->ToLong(base));
}
DEFINE_ACTION_FUNCTION(FStringStruct, ToDouble)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
ACTION_RETURN_FLOAT(self->ToDouble());
}
DEFINE_ACTION_FUNCTION(FStringStruct, Split)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_POINTER(tokens, TArray<FString>);
PARAM_STRING(delimiter);
PARAM_INT_DEF(keepEmpty);
self->Split(*tokens, delimiter, static_cast<FString::EmptyTokenType>(keepEmpty));
return 0;
}