mirror of
https://github.com/ZDoom/Raze.git
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415 lines
12 KiB
C++
415 lines
12 KiB
C++
/*
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** thingdef-properties.cpp
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**
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** Actor denitions - properties and flags handling
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2022 Christoph Oelckers
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** Copyright 2004-2007 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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**
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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 "gi.h"
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "v_text.h"
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#include "thingdef.h"
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#include "vmbuilder.h"
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#include "types.h"
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#include "v_video.h"
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#include "texturemanager.h"
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#include "coreactor.h"
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#include "thingdef.h"
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//==========================================================================
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//
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// Gets a class pointer and performs an error check for correct type
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//
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//==========================================================================
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static PClassActor *FindClassTentative(const char *name, PClass *ancestor, bool optional = false)
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{
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// "" and "none" mean 'no class'
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if (name == NULL || *name == 0 || !stricmp(name, "none"))
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{
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return NULL;
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}
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PClass *cls = ancestor->FindClassTentative(name);
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assert(cls != NULL); // cls can not be NULL here
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if (!cls->IsDescendantOf(ancestor))
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{
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I_Error("%s does not inherit from %s\n", name, ancestor->TypeName.GetChars());
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}
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if (cls->Size == TentativeClass && optional)
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{
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cls->bOptional = true;
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}
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return static_cast<PClassActor *>(cls);
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}
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//==========================================================================
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//
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// Sets or clears a flag, taking field width into account.
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//
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//==========================================================================
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void ModActorFlag(DCoreActor *actor, FFlagDef *fd, bool set)
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{
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// if it's a CSTAT flag, mark it as protected so that map spawned actors do not override it.
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if (fd->varflags & VARF_Protected)
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{
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static_cast<PClassActor*>(actor->GetClass())->ActorInfo()->DefaultCstat |= fd->flagbit;
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}
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// Little-Endian machines only need one case, because all field sizes
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// start at the same address. (Unless the machine has unaligned access
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// exceptions, in which case you'll need multiple cases for it too.)
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#ifdef __BIG_ENDIAN__
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if (fd->fieldsize == 4)
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#endif
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{
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uint32_t *flagvar = (uint32_t *)((char *)actor + fd->structoffset);
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if (set)
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{
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*flagvar |= fd->flagbit;
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}
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else
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{
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*flagvar &= ~fd->flagbit;
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}
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}
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#ifdef __BIG_ENDIAN__
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else if (fd->fieldsize == 2)
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{
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uint16_t *flagvar = (uint16_t *)((char *)actor + fd->structoffset);
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if (set)
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{
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*flagvar |= fd->flagbit;
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}
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else
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{
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*flagvar &= ~fd->flagbit;
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}
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}
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else
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{
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assert(fd->fieldsize == 1);
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uint8_t *flagvar = (uint8_t *)((char *)actor + fd->structoffset);
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if (set)
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{
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*flagvar |= fd->flagbit;
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}
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else
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{
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*flagvar &= ~fd->flagbit;
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}
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}
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#endif
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}
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//==========================================================================
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//
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// Finds a flag by name and sets or clears it
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//
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// Returns true if the flag was found for the actor; else returns false
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//
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//==========================================================================
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bool ModActorFlag(DCoreActor *actor, const FString &flagnames, bool set, bool printerror)
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{
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bool found = false;
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if (actor != NULL)
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{
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auto flagname = flagnames.GetChars();
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const char *dot = strchr(flagname, '.');
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FFlagDef *fd;
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PClassActor* cls = static_cast<PClassActor*>(actor->GetClass());
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if (dot != NULL)
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{
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FString part1(flagname, dot - flagname);
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fd = FindFlag(cls, part1.GetChars(), dot + 1);
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}
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else
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{
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fd = FindFlag(cls, flagname, NULL);
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}
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if (fd != NULL)
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{
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found = true;
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if (fd->structoffset == -1)
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{
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HandleDeprecatedFlags(actor, cls, set, fd->flagbit);
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}
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}
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else if (printerror)
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{
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DPrintf(DMSG_ERROR, "ACS/DECORATE: '%s' is not a flag in '%s'\n", flagname, cls->TypeName.GetChars());
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}
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}
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return found;
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}
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//==========================================================================
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//
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// Returns whether an actor flag is true or not.
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//
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//==========================================================================
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INTBOOL CheckActorFlag(DCoreActor *owner, FFlagDef *fd)
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{
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if (fd->structoffset == -1)
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{
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return CheckDeprecatedFlags(owner, static_cast<PClassActor*>(owner->GetClass()), fd->flagbit);
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}
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else
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#ifdef __BIG_ENDIAN__
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if (fd->fieldsize == 4)
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#endif
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{
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return fd->flagbit & *(uint32_t *)(((char*)owner) + fd->structoffset);
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}
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#ifdef __BIG_ENDIAN__
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else if (fd->fieldsize == 2)
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{
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return fd->flagbit & *(uint16_t *)(((char*)owner) + fd->structoffset);
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}
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else
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{
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assert(fd->fieldsize == 1);
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return fd->flagbit & *(uint8_t *)(((char*)owner) + fd->structoffset);
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}
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#endif
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}
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INTBOOL CheckActorFlag(DCoreActor *owner, const char *flagname, bool printerror)
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{
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const char *dot = strchr (flagname, '.');
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FFlagDef *fd;
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const PClass *cls = owner->GetClass();
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if (dot != NULL)
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{
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FString part1(flagname, dot-flagname);
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fd = FindFlag (cls, part1.GetChars(), dot+1);
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}
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else
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{
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fd = FindFlag (cls, flagname, NULL);
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}
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if (fd != NULL)
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{
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return CheckActorFlag(owner, fd);
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}
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else
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{
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if (printerror) Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
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return false;
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}
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}
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//===========================================================================
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//
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// HandleDeprecatedFlags
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//
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// Handles the deprecated flags and sets the respective properties
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// to appropriate values. This is solely intended for backwards
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// compatibility so mixing this with code that is aware of the real
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// properties is not recommended
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//
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//===========================================================================
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void HandleDeprecatedFlags(DCoreActor *defaults, PClassActor *info, bool set, int index)
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{
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}
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//===========================================================================
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//
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// CheckDeprecatedFlags
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//
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// Checks properties related to deprecated flags, and returns true only
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// if the relevant properties are configured exactly as they would have
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// been by setting the flag in HandleDeprecatedFlags.
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//
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//===========================================================================
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bool CheckDeprecatedFlags(DCoreActor *actor, PClassActor *info, int index)
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{
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return false; // Any entirely unknown flag is not set
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int MatchString (const char *in, const char **strings)
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{
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int i;
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for (i = 0; *strings != NULL; i++)
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{
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if (!stricmp(in, *strings++))
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{
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return i;
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}
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}
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return -1;
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}
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//==========================================================================
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//
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// Get access to scripted pointers.
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// They need a bit more work than other variables.
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//
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//==========================================================================
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static bool PointerCheck(PType *symtype, PType *checktype)
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{
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auto symptype = PType::toClassPointer(symtype);
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auto checkptype = PType::toClassPointer(checktype);
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return symptype != nullptr && checkptype != nullptr && symptype->ClassRestriction->IsDescendantOf(checkptype->ClassRestriction);
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}
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//==========================================================================
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//
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// Info Property handlers
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//
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//==========================================================================
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//==========================================================================
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//
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// Unlike 'spriteset' this only replaces the first image so that it
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// can reuse the previously defined set, except for the base image.
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//
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//==========================================================================
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DEFINE_PROPERTY(pic, S, CoreActor)
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{
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PROP_STRING_PARM(str, 0);
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if (info->ActorInfo()->SpriteSetNames.Size() == 0)
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info->ActorInfo()->SpriteSetNames.Push(str);
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else
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info->ActorInfo()->SpriteSetNames[0] = str;
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bag.Info->ActorInfo()->DefaultFlags |= DEFF_PICNUM;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(statnum, I, CoreActor)
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{
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PROP_INT_PARM(i, 0);
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defaults->spr.statnum = i;
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bag.Info->ActorInfo()->DefaultFlags |= DEFF_STATNUM;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(scale, Ff, CoreActor)
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{
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PROP_FLOAT_PARM(x, 0);
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bag.Info->ActorInfo()->DefaultScale = { x,x };
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if (PROP_PARM_COUNT > 1)
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{
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PROP_FLOAT_PARM(y, 0);
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bag.Info->ActorInfo()->DefaultScale.Y = y;
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}
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bag.Info->ActorInfo()->DefaultFlags |= DEFF_SCALE;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(clearcstat, 0, CoreActor)
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{
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PROP_INT_PARM(i, 0);
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defaults->spr.cstat = 0;
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bag.Info->ActorInfo()->DefaultCstat |= 0xffff;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(spriteset, Sssssssssssssssssssssssssssssss, CoreActor)
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{
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bag.Info->ActorInfo()->DefaultFlags |= DEFF_PICNUM; // this also overrides the map's pic
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info->ActorInfo()->SpriteSetNames.Clear();
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for (int i = 0; i < PROP_PARM_COUNT; ++i)
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{
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PROP_STRING_PARM(n, i);
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info->ActorInfo()->SpriteSetNames.Push(n);
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}
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(spritesetindex, I, CoreActor)
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{
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PROP_INT_PARM(i, 0);
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defaults->spritesetindex = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(precacheclass, Sssssssssssssssssssssssssssssss, CoreActor)
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{
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for (int i = 0; i < PROP_PARM_COUNT; ++i)
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{
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PROP_STRING_PARM(n, i);
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auto cls = PClass::FindActor(n);
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if (n)
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info->ActorInfo()-> precacheClasses.Push(cls);
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}
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}
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// hopefully this can later be integrated into the state block and made usable for all games.
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// for now we need something that can be made to work quickly without messing around with the parser.
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DEFINE_PROPERTY(aistate, SSIIGGGGs, CoreActor)
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{
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PROP_STRING_PARM(label, 0);
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PROP_STRING_PARM(seq, 1); // either a sequence name or an Id as '#123'.
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PROP_INT_PARM(type, 2);
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PROP_INT_PARM(duration, 3);
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PROP_FUNC_PARM(action, 4);
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PROP_FUNC_PARM(enter, 5);
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PROP_FUNC_PARM(tick, 6);
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PROP_FUNC_PARM(move, 7);
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const char* next = nullptr;
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if (PROP_PARM_COUNT > 8)
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{
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PROP_STRING_PARM(_next, 8);
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next = _next;
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}
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}
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