raze/source/core/thingdef_properties.cpp
Christoph Oelckers deaec2d91d - disabled property-type definition of spritetype members.
As it turned out this is simply too dangerous - these should be left to be loaded from the map data or set manually.
All remaining setups using this feature have either been moved to Initialize or other meta properties that are not affected by map loading.
2023-01-08 16:45:09 +01:00

363 lines
10 KiB
C++

/*
** 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<PClassActor *>(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<PClassActor*>(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<PClassActor*>(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<PClassActor*>(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(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;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(health, I, CoreActor)
{
PROP_INT_PARM(i, 0);
bag.Info->ActorInfo()->Health = i;
}