mirror of
https://github.com/ZDoom/qzdoom.git
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f802d7a44c
Actors will be excluded from damage/radius thrusting of all sorts by explosions or damage of any kind. They will also never deal impact damage to other enemies, nor will they damage themselves from being too close to a wall.
663 lines
24 KiB
C++
663 lines
24 KiB
C++
/*
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** thingdef_data.cpp
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**
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** DECORATE data tables
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2008 Christoph Oelckers
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** Copyright 2004-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "thingdef.h"
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#include "actor.h"
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#include "d_player.h"
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#include "p_effect.h"
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#include "autosegs.h"
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static TArray<FPropertyInfo*> properties;
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static TArray<AFuncDesc> AFTable;
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static TArray<FVariableInfo*> variables;
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//==========================================================================
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//
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// List of all flags
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//
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//==========================================================================
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// [RH] Keep GCC quiet by not using offsetof on Actor types.
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#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable) }
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#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)(size_t)&((type*)1)->variable - 1, sizeof(((type *)0)->variable) }
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#define DEFINE_DEPRECATED_FLAG(name) { DEPF_##name, #name, -1, 0 }
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#define DEFINE_DUMMY_FLAG(name) { DEPF_UNUSED, #name, -1, 0 }
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static FFlagDef ActorFlags[]=
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{
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DEFINE_FLAG(MF, PICKUP, APlayerPawn, flags),
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DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
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DEFINE_FLAG(MF, SOLID, AActor, flags),
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DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
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DEFINE_FLAG(MF, NOSECTOR, AActor, flags),
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DEFINE_FLAG(MF, NOBLOCKMAP, AActor, flags),
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DEFINE_FLAG(MF, AMBUSH, AActor, flags),
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DEFINE_FLAG(MF, JUSTHIT, AActor, flags),
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DEFINE_FLAG(MF, JUSTATTACKED, AActor, flags),
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DEFINE_FLAG(MF, SPAWNCEILING, AActor, flags),
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DEFINE_FLAG(MF, NOGRAVITY, AActor, flags),
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DEFINE_FLAG(MF, DROPOFF, AActor, flags),
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DEFINE_FLAG(MF, NOCLIP, AActor, flags),
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DEFINE_FLAG(MF, FLOAT, AActor, flags),
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DEFINE_FLAG(MF, TELEPORT, AActor, flags),
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DEFINE_FLAG(MF, MISSILE, AActor, flags),
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DEFINE_FLAG(MF, DROPPED, AActor, flags),
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DEFINE_FLAG(MF, SHADOW, AActor, flags),
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DEFINE_FLAG(MF, NOBLOOD, AActor, flags),
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DEFINE_FLAG(MF, CORPSE, AActor, flags),
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DEFINE_FLAG(MF, INFLOAT, AActor, flags),
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DEFINE_FLAG(MF, COUNTKILL, AActor, flags),
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DEFINE_FLAG(MF, COUNTITEM, AActor, flags),
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DEFINE_FLAG(MF, SKULLFLY, AActor, flags),
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DEFINE_FLAG(MF, NOTDMATCH, AActor, flags),
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DEFINE_FLAG(MF, SPAWNSOUNDSOURCE, AActor, flags),
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DEFINE_FLAG(MF, FRIENDLY, AActor, flags),
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DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
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DEFINE_FLAG(MF, STEALTH, AActor, flags),
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DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
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DEFINE_FLAG(MF2, DONTREFLECT, AActor, flags2),
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DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
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DEFINE_FLAG(MF2, DONTSEEKINVISIBLE, AActor, flags2),
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DEFINE_FLAG(MF2, BLASTED, AActor, flags2),
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DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2),
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DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2),
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DEFINE_FLAG(MF2, NOTELEPORT, AActor, flags2),
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DEFINE_FLAG2(MF2_RIP, RIPPER, AActor, flags2),
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DEFINE_FLAG(MF2, PUSHABLE, AActor, flags2),
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DEFINE_FLAG2(MF2_SLIDE, SLIDESONWALLS, AActor, flags2),
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DEFINE_FLAG2(MF2_PASSMOBJ, CANPASS, AActor, flags2),
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DEFINE_FLAG(MF2, CANNOTPUSH, AActor, flags2),
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DEFINE_FLAG(MF2, THRUGHOST, AActor, flags2),
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DEFINE_FLAG(MF2, BOSS, AActor, flags2),
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DEFINE_FLAG2(MF2_NODMGTHRUST, NODAMAGETHRUST, AActor, flags2),
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DEFINE_FLAG(MF2, DONTTRANSLATE, AActor, flags2),
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DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2),
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DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2),
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DEFINE_FLAG(MF2, THRUACTORS, AActor, flags2),
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DEFINE_FLAG2(MF2_IMPACT, ACTIVATEIMPACT, AActor, flags2),
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DEFINE_FLAG2(MF2_PUSHWALL, CANPUSHWALLS, AActor, flags2),
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DEFINE_FLAG2(MF2_MCROSS, ACTIVATEMCROSS, AActor, flags2),
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DEFINE_FLAG2(MF2_PCROSS, ACTIVATEPCROSS, AActor, flags2),
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DEFINE_FLAG(MF2, CANTLEAVEFLOORPIC, AActor, flags2),
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DEFINE_FLAG(MF2, NONSHOOTABLE, AActor, flags2),
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DEFINE_FLAG(MF2, INVULNERABLE, AActor, flags2),
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DEFINE_FLAG(MF2, DORMANT, AActor, flags2),
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DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2),
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DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2),
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DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3),
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DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3),
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DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3),
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DEFINE_FLAG(MF3, GHOST, AActor, flags3),
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DEFINE_FLAG(MF3, SPECIALFLOORCLIP, AActor, flags3),
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DEFINE_FLAG(MF3, ALWAYSPUFF, AActor, flags3),
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DEFINE_FLAG(MF3, DONTSPLASH, AActor, flags3),
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DEFINE_FLAG(MF3, DONTOVERLAP, AActor, flags3),
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DEFINE_FLAG(MF3, DONTMORPH, AActor, flags3),
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DEFINE_FLAG(MF3, DONTSQUASH, AActor, flags3),
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DEFINE_FLAG(MF3, EXPLOCOUNT, AActor, flags3),
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DEFINE_FLAG(MF3, FULLVOLACTIVE, AActor, flags3),
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DEFINE_FLAG(MF3, ISMONSTER, AActor, flags3),
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DEFINE_FLAG(MF3, SKYEXPLODE, AActor, flags3),
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DEFINE_FLAG(MF3, STAYMORPHED, AActor, flags3),
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DEFINE_FLAG(MF3, DONTBLAST, AActor, flags3),
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DEFINE_FLAG(MF3, CANBLAST, AActor, flags3),
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DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
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DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
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DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
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DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
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DEFINE_FLAG(MF3, AVOIDMELEE, AActor, flags3),
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DEFINE_FLAG(MF3, SCREENSEEKER, AActor, flags3),
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DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
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DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
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DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
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DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3),
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DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3),
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DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4),
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DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4),
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DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4),
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DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
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DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
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DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
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DEFINE_FLAG(MF4, CANUSEWALLS, AActor, flags4),
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DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
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DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
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DEFINE_FLAG(MF4, FORCERADIUSDMG, AActor, flags4),
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DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
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DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
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DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
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DEFINE_FLAG(MF4, LOOKALLAROUND, AActor, flags4),
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DEFINE_FLAG(MF4, STANDSTILL, AActor, flags4),
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DEFINE_FLAG(MF4, SPECTRAL, AActor, flags4),
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DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4),
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DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4),
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DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4),
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DEFINE_FLAG(MF4, DONTHARMCLASS, AActor, flags4),
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DEFINE_FLAG2(MF4_DONTHARMCLASS, DONTHURTSPECIES, AActor, flags4), // Deprecated name as an alias
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DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4),
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DEFINE_FLAG(MF4, DEFLECT, AActor, flags4),
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DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4),
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DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
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DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
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DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
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DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
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DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
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DEFINE_FLAG(MF5, DONTDRAIN, AActor, flags5),
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DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
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DEFINE_FLAG(MF5, NOFORWARDFALL, AActor, flags5),
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DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5),
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DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
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DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
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DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
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DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
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DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
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DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
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DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
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DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
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DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5),
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DEFINE_FLAG(MF5, NEVERFAST, AActor, flags5),
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DEFINE_FLAG(MF5, ALWAYSRESPAWN, AActor, flags5),
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DEFINE_FLAG(MF5, NEVERRESPAWN, AActor, flags5),
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DEFINE_FLAG(MF5, DONTRIP, AActor, flags5),
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DEFINE_FLAG(MF5, NOINFIGHTING, AActor, flags5),
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DEFINE_FLAG(MF5, NOINTERACTION, AActor, flags5),
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DEFINE_FLAG(MF5, NOTIMEFREEZE, AActor, flags5),
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DEFINE_FLAG(MF5, PUFFGETSOWNER, AActor, flags5), // [BB] added PUFFGETSOWNER
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DEFINE_FLAG(MF5, SPECIALFIREDAMAGE, AActor, flags5),
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DEFINE_FLAG(MF5, SUMMONEDMONSTER, AActor, flags5),
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DEFINE_FLAG(MF5, NOVERTICALMELEERANGE, AActor, flags5),
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DEFINE_FLAG(MF5, BRIGHT, AActor, flags5),
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DEFINE_FLAG(MF5, CANTSEEK, AActor, flags5),
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DEFINE_FLAG(MF5, PAINLESS, AActor, flags5),
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DEFINE_FLAG(MF5, MOVEWITHSECTOR, AActor, flags5),
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DEFINE_FLAG(MF6, NOBOSSRIP, AActor, flags6),
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DEFINE_FLAG(MF6, THRUSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, MTHRUSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, FORCEPAIN, AActor, flags6),
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DEFINE_FLAG(MF6, NOFEAR, AActor, flags6),
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DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6),
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DEFINE_FLAG(MF6, DONTHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, STEPMISSILE, AActor, flags6),
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DEFINE_FLAG(MF6, NOTELEFRAG, AActor, flags6),
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DEFINE_FLAG(MF6, TOUCHY, AActor, flags6),
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DEFINE_FLAG(MF6, CANJUMP, AActor, flags6),
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DEFINE_FLAG(MF6, JUMPDOWN, AActor, flags6),
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DEFINE_FLAG(MF6, VULNERABLE, AActor, flags6),
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DEFINE_FLAG(MF6, NOTRIGGER, AActor, flags6),
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DEFINE_FLAG(MF6, ADDITIVEPOISONDAMAGE, AActor, flags6),
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DEFINE_FLAG(MF6, ADDITIVEPOISONDURATION, AActor, flags6),
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DEFINE_FLAG(MF6, BLOCKEDBYSOLIDACTORS, AActor, flags6),
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DEFINE_FLAG(MF6, NOMENU, AActor, flags6),
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DEFINE_FLAG(MF6, SEEINVISIBLE, AActor, flags6),
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DEFINE_FLAG(MF6, DONTCORPSE, AActor, flags6),
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DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
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DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
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DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
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DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
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DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
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DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
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DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
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DEFINE_FLAG(MF7, HARMFRIENDS, AActor, flags7),
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DEFINE_FLAG(MF7, BUDDHA, AActor, flags7),
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DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7),
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DEFINE_FLAG(MF7, FULLMASS, AActor, flags7),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects),
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DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
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DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
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DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
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// Bounce flags
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DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_Floors, BOUNCEONFLOORS, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_Ceilings, BOUNCEONCEILINGS, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_Actors, ALLOWBOUNCEONACTORS, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_AutoOff, BOUNCEAUTOOFF, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_HereticType, BOUNCELIKEHERETIC, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_CanBounceWater, CANBOUNCEWATER, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_NoWallSound, NOWALLBOUNCESND, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_Quiet, NOBOUNCESOUND, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_AllActors, BOUNCEONACTORS, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_ExplodeOnWater, EXPLODEONWATER, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_MBF, MBFBOUNCER, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_AutoOffFloorOnly, BOUNCEAUTOOFFFLOORONLY, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_UseBounceState, USEBOUNCESTATE, AActor, BounceFlags),
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// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
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DEFINE_DEPRECATED_FLAG(FIREDAMAGE),
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DEFINE_DEPRECATED_FLAG(ICEDAMAGE),
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DEFINE_DEPRECATED_FLAG(LOWGRAVITY),
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DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE),
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DEFINE_DEPRECATED_FLAG(LONGMELEERANGE),
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DEFINE_DEPRECATED_FLAG(QUARTERGRAVITY),
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DEFINE_DEPRECATED_FLAG(FIRERESIST),
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DEFINE_DEPRECATED_FLAG(HERETICBOUNCE),
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DEFINE_DEPRECATED_FLAG(HEXENBOUNCE),
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DEFINE_DEPRECATED_FLAG(DOOMBOUNCE),
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// Deprecated flags with no more existing functionality.
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DEFINE_DUMMY_FLAG(FASTER), // obsolete, replaced by 'Fast' state flag
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DEFINE_DUMMY_FLAG(FASTMELEE), // obsolete, replaced by 'Fast' state flag
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// Various Skulltag flags that are quite irrelevant to ZDoom
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DEFINE_DUMMY_FLAG(NONETID), // netcode-based
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DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN), // netcode-based
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DEFINE_DUMMY_FLAG(CLIENTSIDEONLY), // netcode-based
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DEFINE_DUMMY_FLAG(SERVERSIDEONLY), // netcode-based
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DEFINE_DUMMY_FLAG(EXPLODEONDEATH), // seems useless
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};
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static FFlagDef InventoryFlags[] =
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{
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// Inventory flags
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DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags),
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DEFINE_FLAG(IF, AUTOACTIVATE, AInventory, ItemFlags),
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DEFINE_FLAG(IF, UNDROPPABLE, AInventory, ItemFlags),
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DEFINE_FLAG(IF, INVBAR, AInventory, ItemFlags),
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DEFINE_FLAG(IF, HUBPOWER, AInventory, ItemFlags),
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DEFINE_FLAG(IF, UNTOSSABLE, AInventory, ItemFlags),
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DEFINE_FLAG(IF, ADDITIVETIME, AInventory, ItemFlags),
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DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags),
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DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags),
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DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags),
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DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags),
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DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags),
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DEFINE_FLAG(IF, NOATTENPICKUPSOUND, AInventory, ItemFlags),
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DEFINE_FLAG(IF, PERSISTENTPOWER, AInventory, ItemFlags),
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DEFINE_FLAG(IF, RESTRICTABSOLUTELY, AInventory, ItemFlags),
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DEFINE_FLAG(IF, NEVERRESPAWN, AInventory, ItemFlags),
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DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags),
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DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags),
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DEFINE_FLAG(IF, ALWAYSRESPAWN, AInventory, ItemFlags),
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DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
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DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),};
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static FFlagDef WeaponFlags[] =
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{
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// Weapon flags
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DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, READYSNDHALF, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, DONTBOB, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, AXEBLOOD, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, NOALERT, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, AMMO_OPTIONAL, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, ALT_AMMO_OPTIONAL, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, PRIMARY_USES_BOTH, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, WIMPY_WEAPON, AWeapon, WeaponFlags),
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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_DUMMY_FLAG(NOLMS),
|
|
DEFINE_FLAG(WIF, ALT_USES_BOTH, AWeapon, WeaponFlags),
|
|
DEFINE_DUMMY_FLAG(ALLOW_WITH_RESPAWN_INVUL),
|
|
};
|
|
|
|
static FFlagDef PlayerPawnFlags[] =
|
|
{
|
|
// PlayerPawn flags
|
|
DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags),
|
|
DEFINE_FLAG(PPF, CANSUPERMORPH, APlayerPawn, PlayerFlags),
|
|
DEFINE_FLAG(PPF, CROUCHABLEMORPH, APlayerPawn, PlayerFlags),
|
|
};
|
|
|
|
static FFlagDef PowerSpeedFlags[] =
|
|
{
|
|
// PowerSpeed flags
|
|
DEFINE_FLAG(PSF, NOTRAIL, APowerSpeed, SpeedFlags),
|
|
};
|
|
|
|
static const struct FFlagList { const PClass *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
|
|
{
|
|
{ RUNTIME_CLASS(AActor), ActorFlags, countof(ActorFlags) },
|
|
{ RUNTIME_CLASS(AInventory), InventoryFlags, countof(InventoryFlags) },
|
|
{ RUNTIME_CLASS(AWeapon), WeaponFlags, countof(WeaponFlags) },
|
|
{ RUNTIME_CLASS(APlayerPawn), PlayerPawnFlags,countof(PlayerPawnFlags) },
|
|
{ RUNTIME_CLASS(APowerSpeed), PowerSpeedFlags,countof(PowerSpeedFlags) },
|
|
};
|
|
#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)
|
|
{
|
|
FFlagDef *def;
|
|
size_t i;
|
|
|
|
if (part2 == NULL)
|
|
{ // Search all lists
|
|
for (i = 0; i < NUM_FLAG_LISTS; ++i)
|
|
{
|
|
if (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 (i = 0; i < NUM_FLAG_LISTS; ++i)
|
|
{
|
|
if (stricmp (FlagLists[i].Type->TypeName.GetChars(), part1) == 0)
|
|
{
|
|
if (type->IsDescendantOf (FlagLists[i].Type))
|
|
{
|
|
return FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part2);
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Gets the name of an actor flag
|
|
//
|
|
//==========================================================================
|
|
|
|
const char *GetFlagName(unsigned int flagnum, int flagoffset)
|
|
{
|
|
for(unsigned i = 0; i < countof(ActorFlags); i++)
|
|
{
|
|
if (ActorFlags[i].flagbit == flagnum && ActorFlags[i].structoffset == flagoffset)
|
|
{
|
|
return ActorFlags[i].name;
|
|
}
|
|
}
|
|
return "(unknown)"; // return something printable
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Find a property by name using a binary search
|
|
//
|
|
//==========================================================================
|
|
|
|
FPropertyInfo *FindProperty(const char * string)
|
|
{
|
|
int min = 0, max = properties.Size()-1;
|
|
|
|
while (min <= max)
|
|
{
|
|
int mid = (min + max) / 2;
|
|
int lexval = stricmp (string, properties[mid]->name);
|
|
if (lexval == 0)
|
|
{
|
|
return properties[mid];
|
|
}
|
|
else if (lexval > 0)
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Find a function by name using a binary search
|
|
//
|
|
//==========================================================================
|
|
|
|
AFuncDesc *FindFunction(const char * string)
|
|
{
|
|
int min = 0, max = AFTable.Size()-1;
|
|
|
|
while (min <= max)
|
|
{
|
|
int mid = (min + max) / 2;
|
|
int lexval = stricmp (string, AFTable[mid].Name);
|
|
if (lexval == 0)
|
|
{
|
|
return &AFTable[mid];
|
|
}
|
|
else if (lexval > 0)
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Find a variable by name using a binary search
|
|
//
|
|
//==========================================================================
|
|
|
|
FVariableInfo *FindVariable(const char * string, const PClass *cls)
|
|
{
|
|
int min = 0, max = variables.Size()-1;
|
|
|
|
while (min <= max)
|
|
{
|
|
int mid = (min + max) / 2;
|
|
int lexval;
|
|
|
|
if (cls < variables[mid]->owner) lexval = -1;
|
|
else if (cls > variables[mid]->owner) lexval = 1;
|
|
else lexval = stricmp (string, variables[mid]->name);
|
|
|
|
if (lexval == 0)
|
|
{
|
|
return variables[mid];
|
|
}
|
|
else if (lexval > 0)
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Find an action function in AActor's table
|
|
//
|
|
//==========================================================================
|
|
|
|
PSymbolActionFunction *FindGlobalActionFunction(const char *name)
|
|
{
|
|
PSymbol *sym = RUNTIME_CLASS(AActor)->Symbols.FindSymbol(name, false);
|
|
if (sym != NULL && sym->SymbolType == SYM_ActionFunction)
|
|
return static_cast<PSymbolActionFunction*>(sym);
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Sorting helpers
|
|
//
|
|
//==========================================================================
|
|
|
|
static int STACK_ARGS flagcmp (const void * a, const void * b)
|
|
{
|
|
return stricmp( ((FFlagDef*)a)->name, ((FFlagDef*)b)->name);
|
|
}
|
|
|
|
static int STACK_ARGS propcmp(const void * a, const void * b)
|
|
{
|
|
return stricmp( (*(FPropertyInfo**)a)->name, (*(FPropertyInfo**)b)->name);
|
|
}
|
|
|
|
static int STACK_ARGS funccmp(const void * a, const void * b)
|
|
{
|
|
return stricmp( ((AFuncDesc*)a)->Name, ((AFuncDesc*)b)->Name);
|
|
}
|
|
|
|
static int STACK_ARGS varcmp(const void * a, const void * b)
|
|
{
|
|
FVariableInfo *A = *(FVariableInfo**)a;
|
|
FVariableInfo *B = *(FVariableInfo**)b;
|
|
if (A->owner < B->owner) return -1;
|
|
if (A->owner > B->owner) return 1;
|
|
return stricmp(A->name, B->name);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Initialization
|
|
//
|
|
//==========================================================================
|
|
|
|
void InitThingdef()
|
|
{
|
|
// 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
|
|
if (AFTable.Size() == 0)
|
|
{
|
|
FAutoSegIterator probe(ARegHead, ARegTail);
|
|
|
|
while (*++probe != NULL)
|
|
{
|
|
AFTable.Push(*(AFuncDesc *)*probe);
|
|
}
|
|
AFTable.ShrinkToFit();
|
|
qsort(&AFTable[0], AFTable.Size(), sizeof(AFTable[0]), funccmp);
|
|
}
|
|
|
|
// Create a sorted list of native variables
|
|
if (variables.Size() == 0)
|
|
{
|
|
FAutoSegIterator probe(MRegHead, MRegTail);
|
|
|
|
while (*++probe != NULL)
|
|
{
|
|
variables.Push((FVariableInfo *)*probe);
|
|
}
|
|
variables.ShrinkToFit();
|
|
qsort(&variables[0], variables.Size(), sizeof(variables[0]), varcmp);
|
|
}
|
|
}
|
|
|