/* ** thingdef-properties.cpp ** ** Actor denitions - properties and flags handling ** **--------------------------------------------------------------------------- ** Copyright 2002-2022 Christoph Oelckers ** Copyright 2004-2007 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gi.h" #include "filesystem.h" #include "cmdlib.h" #include "v_text.h" #include "thingdef.h" #include "vmbuilder.h" #include "types.h" #include "v_video.h" #include "texturemanager.h" #include "coreactor.h" #include "thingdef.h" //========================================================================== // // Gets a class pointer and performs an error check for correct type // //========================================================================== static PClassActor *FindClassTentative(const char *name, PClass *ancestor, bool optional = false) { // "" and "none" mean 'no class' if (name == NULL || *name == 0 || !stricmp(name, "none")) { return NULL; } PClass *cls = ancestor->FindClassTentative(name); assert(cls != NULL); // cls can not be NULL here if (!cls->IsDescendantOf(ancestor)) { I_Error("%s does not inherit from %s\n", name, ancestor->TypeName.GetChars()); } if (cls->Size == TentativeClass && optional) { cls->bOptional = true; } return static_cast(cls); } //========================================================================== // // Sets or clears a flag, taking field width into account. // //========================================================================== void ModActorFlag(DCoreActor *actor, FFlagDef *fd, bool set) { // if it's a CSTAT flag, mark it as protected so that map spawned actors do not override it. if (fd->varflags & VARF_Protected) { static_cast(actor->GetClass())->ActorInfo()->DefaultCstat |= fd->flagbit; } // Little-Endian machines only need one case, because all field sizes // start at the same address. (Unless the machine has unaligned access // exceptions, in which case you'll need multiple cases for it too.) #ifdef __BIG_ENDIAN__ if (fd->fieldsize == 4) #endif { uint32_t *flagvar = (uint32_t *)((char *)actor + fd->structoffset); if (set) { *flagvar |= fd->flagbit; } else { *flagvar &= ~fd->flagbit; } } #ifdef __BIG_ENDIAN__ else if (fd->fieldsize == 2) { uint16_t *flagvar = (uint16_t *)((char *)actor + fd->structoffset); if (set) { *flagvar |= fd->flagbit; } else { *flagvar &= ~fd->flagbit; } } else { assert(fd->fieldsize == 1); uint8_t *flagvar = (uint8_t *)((char *)actor + fd->structoffset); if (set) { *flagvar |= fd->flagbit; } else { *flagvar &= ~fd->flagbit; } } #endif } //========================================================================== // // Finds a flag by name and sets or clears it // // Returns true if the flag was found for the actor; else returns false // //========================================================================== bool ModActorFlag(DCoreActor *actor, const FString &flagname, bool set, bool printerror) { bool found = false; if (actor != NULL) { const char *dot = strchr(flagname, '.'); FFlagDef *fd; PClassActor* cls = static_cast(actor->GetClass()); if (dot != NULL) { FString part1(flagname.GetChars(), dot - flagname); fd = FindFlag(cls, part1, dot + 1); } else { fd = FindFlag(cls, flagname, NULL); } if (fd != NULL) { found = true; if (fd->structoffset == -1) { HandleDeprecatedFlags(actor, cls, set, fd->flagbit); } } else if (printerror) { DPrintf(DMSG_ERROR, "ACS/DECORATE: '%s' is not a flag in '%s'\n", flagname.GetChars(), cls->TypeName.GetChars()); } } return found; } //========================================================================== // // Returns whether an actor flag is true or not. // //========================================================================== INTBOOL CheckActorFlag(DCoreActor *owner, FFlagDef *fd) { if (fd->structoffset == -1) { return CheckDeprecatedFlags(owner, static_cast(owner->GetClass()), fd->flagbit); } else #ifdef __BIG_ENDIAN__ if (fd->fieldsize == 4) #endif { return fd->flagbit & *(uint32_t *)(((char*)owner) + fd->structoffset); } #ifdef __BIG_ENDIAN__ else if (fd->fieldsize == 2) { return fd->flagbit & *(uint16_t *)(((char*)owner) + fd->structoffset); } else { assert(fd->fieldsize == 1); return fd->flagbit & *(uint8_t *)(((char*)owner) + fd->structoffset); } #endif } INTBOOL CheckActorFlag(DCoreActor *owner, const char *flagname, bool printerror) { const char *dot = strchr (flagname, '.'); FFlagDef *fd; const PClass *cls = owner->GetClass(); if (dot != NULL) { FString part1(flagname, dot-flagname); fd = FindFlag (cls, part1, dot+1); } else { fd = FindFlag (cls, flagname, NULL); } if (fd != NULL) { return CheckActorFlag(owner, fd); } else { if (printerror) Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars()); return false; } } //=========================================================================== // // HandleDeprecatedFlags // // Handles the deprecated flags and sets the respective properties // to appropriate values. This is solely intended for backwards // compatibility so mixing this with code that is aware of the real // properties is not recommended // //=========================================================================== void HandleDeprecatedFlags(DCoreActor *defaults, PClassActor *info, bool set, int index) { } //=========================================================================== // // CheckDeprecatedFlags // // Checks properties related to deprecated flags, and returns true only // if the relevant properties are configured exactly as they would have // been by setting the flag in HandleDeprecatedFlags. // //=========================================================================== bool CheckDeprecatedFlags(DCoreActor *actor, PClassActor *info, int index) { return false; // Any entirely unknown flag is not set } //========================================================================== // // // //========================================================================== int MatchString (const char *in, const char **strings) { int i; for (i = 0; *strings != NULL; i++) { if (!stricmp(in, *strings++)) { return i; } } return -1; } //========================================================================== // // Get access to scripted pointers. // They need a bit more work than other variables. // //========================================================================== static bool PointerCheck(PType *symtype, PType *checktype) { auto symptype = PType::toClassPointer(symtype); auto checkptype = PType::toClassPointer(checktype); return symptype != nullptr && checkptype != nullptr && symptype->ClassRestriction->IsDescendantOf(checkptype->ClassRestriction); } //========================================================================== // // Info Property handlers // //========================================================================== //========================================================================== // // Unlike 'spriteset' this only replaces the first image so that it // can reuse the previously defined set, except for the base image. // //========================================================================== DEFINE_PROPERTY(pic, S, CoreActor) { PROP_STRING_PARM(str, 0); if (info->ActorInfo()->SpriteSetNames.Size() == 0) info->ActorInfo()->SpriteSetNames.Push(str); else info->ActorInfo()->SpriteSetNames[0] = str; bag.Info->ActorInfo()->DefaultFlags |= DEFF_PICNUM; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(statnum, I, CoreActor) { PROP_INT_PARM(i, 0); defaults->spr.statnum = i; bag.Info->ActorInfo()->DefaultFlags |= DEFF_STATNUM; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(scale, Ff, CoreActor) { PROP_FLOAT_PARM(x, 0); bag.Info->ActorInfo()->DefaultScale = { x,x }; if (PROP_PARM_COUNT > 1) { PROP_FLOAT_PARM(y, 0); bag.Info->ActorInfo()->DefaultScale.Y = y; } bag.Info->ActorInfo()->DefaultFlags |= DEFF_SCALE; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(clearcstat, 0, CoreActor) { PROP_INT_PARM(i, 0); defaults->spr.cstat = 0; bag.Info->ActorInfo()->DefaultCstat |= 0xffff; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(spriteset, Sssssssssssssssssssssssssssssss, CoreActor) { bag.Info->ActorInfo()->DefaultFlags |= DEFF_PICNUM; // this also overrides the map's picnum info->ActorInfo()->SpriteSetNames.Clear(); for (int i = 0; i < PROP_PARM_COUNT; ++i) { PROP_STRING_PARM(n, i); info->ActorInfo()->SpriteSetNames.Push(n); } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(spritesetindex, I, CoreActor) { PROP_INT_PARM(i, 0); defaults->spritesetindex = i; }