/* ** 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. ** ** 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 "gi.h" #include "gstrings.h" #include "v_font.h" #include "menu.h" #include "types.h" #include "dictionary.h" #include "savegamehelp.h" #include "games/duke/src/duke3d.h" using Duke3d::DDukeActor; static TArray properties; static TArray AFTable; static TArray 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 | VARF_Protected } #define DEFINE_FLAG2d(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_FLAG2(CSTAT2_SPRITE_NOFIND, BLOCK, DCoreActor, spr.cstat2) // todo }; static FFlagDef ActorFlagDefs[] = { DEFINE_FLAG2d(CSTAT_SPRITE_BLOCK, BLOCK, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_TRANSLUCENT, TRANSLUCENT, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_XFLIP, XFLIP, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_YFLIP, YFLIP, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_ONE_SIDE, ONE_SIDE, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_ALIGNMENT_WALL, WALLSPRITE, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_ALIGNMENT_FLOOR, FLOORSPRITE, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_YCENTER, YCENTER, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_BLOCK_HITSCAN, BLOCK_HITSCAN, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_INVISIBLE, INVISIBLE, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_TRANS_FLIP, TRANS_FLIP, DCoreActor, spr.cstat), DEFINE_FLAG2d(CSTAT_SPRITE_BLOCK_ALL, BLOCK_ALL, DCoreActor, spr.cstat), DEFINE_FLAG2(CSTAT2_SPRITE_MAPPED, MAPPED, DCoreActor, spr.cstat2), DEFINE_FLAG2(CSTAT2_SPRITE_DECAL, DECAL, DCoreActor, spr.cstat2), DEFINE_FLAG2(CSTAT2_SPRITE_FULLBRIGHT, FULLBRIGHT, DCoreActor, spr.cstat2), DEFINE_FLAG2(CSTAT2_SPRITE_NOANIMATE, NOANIMATE, DCoreActor, spr.cstat2), DEFINE_FLAG2(CSTAT2_SPRITE_NOMODEL, NOMODEL, DCoreActor, spr.cstat2), }; // These are here because we do not want to have a prefix on them. static FFlagDef DukeActorFlagDefs[] = { DEFINE_FLAG(SFLAG, INVENTORY, DDukeActor, flags1), DEFINE_FLAG(SFLAG, SHRINKAUTOAIM, DDukeActor, flags1), DEFINE_FLAG(SFLAG, BADGUY, DDukeActor, flags1), DEFINE_FLAG(SFLAG, FORCEAUTOAIM, DDukeActor, flags1), DEFINE_FLAG(SFLAG, BOSS, DDukeActor, flags1), DEFINE_FLAG(SFLAG, BADGUYSTAYPUT, DDukeActor, flags1), DEFINE_FLAG(SFLAG, GREENSLIMEFOOD, DDukeActor, flags1), DEFINE_FLAG(SFLAG, NOAUTOAIM, DDukeActor, flags1), DEFINE_FLAG(SFLAG, NOWATERDIP, DDukeActor, flags1), DEFINE_FLAG(SFLAG, INTERNAL_BADGUY, DDukeActor, flags1), DEFINE_FLAG(SFLAG, KILLCOUNT, DDukeActor, flags1), //DEFINE_FLAG(SFLAG, NOCANSEECHECK, DDukeActor, flags1), DEFINE_FLAG(SFLAG, HITRADIUSCHECK, DDukeActor, flags1), DEFINE_FLAG(SFLAG, LOOKALLAROUND, DDukeActor, flags1), DEFINE_FLAG(SFLAG, MOVEFTA_MAKESTANDABLE, DDukeActor, flags1), DEFINE_FLAG(SFLAG, TRIGGER_IFHITSECTOR, DDukeActor, flags1), DEFINE_FLAG(SFLAG, MOVEFTA_WAKEUPCHECK, DDukeActor, flags1), DEFINE_FLAG(SFLAG, LOOKALLAROUNDWITHPAL8, DDukeActor, flags1), DEFINE_FLAG(SFLAG, NOSHADOW, DDukeActor, flags1), DEFINE_FLAG(SFLAG, SE24_NOCARRY, DDukeActor, flags1), DEFINE_FLAG(SFLAG, NOINTERPOLATE, DDukeActor, flags1), DEFINE_FLAG(SFLAG, FALLINGFLAMMABLE, DDukeActor, flags1), DEFINE_FLAG(SFLAG, FLAMMABLEPOOLEFFECT, DDukeActor, flags1), DEFINE_FLAG(SFLAG, INFLAME, DDukeActor, flags1), DEFINE_FLAG(SFLAG, NOFLOORFIRE, DDukeActor, flags1), DEFINE_FLAG(SFLAG, HITRADIUS_CHECKHITONLY, DDukeActor, flags1), DEFINE_FLAG(SFLAG, HITRADIUS_FORCEEFFECT, DDukeActor, flags1), DEFINE_FLAG(SFLAG, CHECKSLEEP, DDukeActor, flags1), DEFINE_FLAG(SFLAG, NOTELEPORT, DDukeActor, flags1), DEFINE_FLAG(SFLAG, SE24_REMOVE, DDukeActor, flags1), DEFINE_FLAG(SFLAG, BLOCK_TRIPBOMB, DDukeActor, flags1), DEFINE_FLAG(SFLAG, NOFALLER, DDukeActor, flags1), DEFINE_FLAG(SFLAG2, USEACTIVATOR, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, NOROTATEWITHSECTOR, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, SHOWWALLSPRITEONMAP, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, NOFLOORPAL, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, EXPLOSIVE, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, BRIGHTEXPLODE, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, DOUBLEDMGTHRUST, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, BREAKMIRRORS, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, CAMERA, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, DONTANIMATE, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, ALTHITSCANDIRECTION, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, GREENBLOOD, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, ALWAYSROTATE1, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, DIENOW, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, TRANSFERPALTOJIBS, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, NORADIUSPUSH, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, FREEZEDAMAGE, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, REFLECTIVE, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, ALWAYSROTATE2, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, SPECIALAUTOAIM, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, NODAMAGEPUSH, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, IGNOREHITOWNER, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, DONTDIVE, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, FLOATING, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, PAL8OOZ, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, SPAWNRABBITGUTS, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, NONSMOKYROCKET, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, MIRRORREFLECT, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, ALTPROJECTILESPRITE, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, UNDERWATERSLOWDOWN, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, TRIGGERRESPAWN, DDukeActor, flags2), DEFINE_FLAG(SFLAG2, FORCESECTORSHADE, DDukeActor, flags2), DEFINE_FLAG(SFLAG3, DONTDIVEALIVE, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, BLOODY, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, BROWNBLOOD, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, LIGHTDAMAGE, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, FORCERUNCON, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, BIGHEALTH, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, NOGRAVITY, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, SIMPLEINIT, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, NOHITSCANHIT, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, SPECIALINIT, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, DONTLIGHTSHOOTER, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, SHOOTCENTERED, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, NOCEILINGBLAST, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, HITRADIUS_DONTHURTSHOOTER, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, HITRADIUS_NODAMAGE, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, HITRADIUS_NOEFFECT, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, HITRADIUS_DONTHURTSPECIES, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, ST3CONFINED, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, DONTENTERWATER, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, DONTENTERWATERONGROUND, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, RANDOMANGLEONWATER, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, NORANDOMANGLEWHENBLOCKED, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, QUICKALTERANG, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, SPAWNWEAPONDEBRIS, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, NOJIBS, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, NOVERTICALMOVE, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, MOVE_NOPLAYERINTERACT, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, MAGMAIMMUNE, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, DESTRUCTOIMMUNE, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, NOHITJIBS, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, CANHURTSHOOTER, DDukeActor, flags3), DEFINE_FLAG(SFLAG3, NOSHOTGUNBLOOD, DDukeActor, flags3), DEFINE_FLAG(SFLAG4, DOUBLEHITDAMAGE, DDukeActor, flags4), DEFINE_FLAG(SFLAG4, NODAMAGETURN, DDukeActor, flags4), DEFINE_FLAG(SFLAG4, FLASHFRAME0, DDukeActor, flags4), }; static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; int Use; } FlagLists[] = { { &RUNTIME_CLASS_CASTLESS(DCoreActor), ActorFlagDefs, countof(ActorFlagDefs), 3 }, { &RUNTIME_CLASS_CASTLESS(DDukeActor), DukeActorFlagDefs, countof(DukeActorFlagDefs), 3 }, { &RUNTIME_CLASS_CASTLESS(DCoreActor), InternalActorFlagDefs, countof(InternalActorFlagDefs), 2 }, }; #define NUM_FLAG_LISTS (countof(FlagLists)) static FFlagDef forInternalFlags; //========================================================================== // // 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) { if (part2 == nullptr) { FStringf internalname("@flagdef@%s", part1); FName name(internalname, true); if (name != NAME_None) { auto field = dyn_cast(type->FindSymbol(name, true)); if (field != nullptr && (!strict || !field->decorateOnly)) { forInternalFlags.fieldsize = 4; forInternalFlags.name = ""; forInternalFlags.flagbit = field->Offset? 1 << field->bitval : field->bitval; forInternalFlags.structoffset = field->Offset? (int)field->Offset->Offset : -1; forInternalFlags.varflags = field->Offset == nullptr && field->bitval > 0? VARF_Deprecated : 0; return &forInternalFlags; } } } else { FStringf internalname("@flagdef@%s.%s", part1, part2); FName name(internalname, true); if (name != NAME_None) { auto field = dyn_cast(type->FindSymbol(name, true)); if (field != nullptr) { forInternalFlags.fieldsize = 4; forInternalFlags.name = ""; forInternalFlags.flagbit = field->Offset ? 1 << field->bitval : field->bitval; forInternalFlags.structoffset = field->Offset ? (int)field->Offset->Offset : -1; forInternalFlags.varflags = field->Offset == nullptr && field->bitval > 0? VARF_Deprecated : 0; return &forInternalFlags; } } } // Not found. Try the internal flag definitions. FFlagDef *def; if (part2 == NULL) { // Search all lists int max = strict ? 2 : NUM_FLAG_LISTS; for (int i = 0; i < max; ++i) { if ((FlagLists[i].Use & 1) && type->IsDescendantOf (*FlagLists[i].Type)) { def = FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part1); if (def != NULL) { return def; } } } } else { // Search just the named list for (size_t i = 0; i < NUM_FLAG_LISTS; ++i) { if (stricmp ((*FlagLists[i].Type)->TypeName.GetChars(), part1) == 0) { if (type->IsDescendantOf (*FlagLists[i].Type)) { return FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part2); } else { return NULL; } } } } return NULL; } //========================================================================== // // Gets the name of an actor flag // //========================================================================== const char *GetFlagName(unsigned int flagnum, int flagoffset) { for(size_t i = 0; i < countof(ActorFlagDefs); i++) { if (ActorFlagDefs[i].flagbit == flagnum && ActorFlagDefs[i].structoffset == flagoffset) { return ActorFlagDefs[i].name; } } return "(unknown)"; // return something printable } //========================================================================== // // Find a property by name using a binary search // //========================================================================== FPropertyInfo *FindProperty(const char * string) { int min = 0, max = properties.Size()-1; while (min <= max) { int mid = (min + max) / 2; int lexval = stricmp (string, properties[mid]->name); if (lexval == 0) { return properties[mid]; } else if (lexval > 0) { min = mid + 1; } else { max = mid - 1; } } return NULL; } //========================================================================== // // 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); } //========================================================================== // // Initialization // //========================================================================== void InitImports(); 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("sectortype", nullptr, true); sectorstruct->Size = sizeof(sectortype); sectorstruct->Align = alignof(sectortype); NewPointer(sectorstruct, false)->InstallHandlers( [](FSerializer &ar, const char *key, const void *addr) { ar(key, *(sectortype **)addr); }, [](FSerializer &ar, const char *key, void *addr) { Serialize(ar, key, *(sectortype **)addr, nullptr); return true; } ); auto linestruct = NewStruct("walltype", nullptr, true); linestruct->Size = sizeof(walltype); linestruct->Align = alignof(walltype); NewPointer(linestruct, false)->InstallHandlers( [](FSerializer &ar, const char *key, const void *addr) { ar(key, *(walltype **)addr); }, [](FSerializer &ar, const char *key, void *addr) { Serialize(ar, key, *(walltype **)addr, nullptr); return true; } ); auto sidestruct = NewStruct("TSprite", nullptr, true); sidestruct->Size = sizeof(tspritetype); sidestruct->Align = alignof(tspritetype); // This may not be serialized // 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) { AutoSegs::Properties.ForEach([](FPropertyInfo* propertyInfo) { properties.Push(propertyInfo); }); properties.ShrinkToFit(); qsort(&properties[0], properties.Size(), sizeof(properties[0]), propcmp); } InitImports(); } void SynthesizeFlagFields() { // 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(*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); } } } } }