raze/source/core/thingdef_properties.cpp

415 lines
12 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 &flagnames, bool set, bool printerror)
{
bool found = false;
if (actor != NULL)
{
auto flagname = flagnames.GetChars();
const char *dot = strchr(flagname, '.');
FFlagDef *fd;
PClassActor* cls = static_cast<PClassActor*>(actor->GetClass());
if (dot != NULL)
{
FString part1(flagname, dot - flagname);
fd = FindFlag(cls, part1.GetChars(), 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, 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.GetChars(), 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 pic
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(precacheclass, Sssssssssssssssssssssssssssssss, CoreActor)
{
for (int i = 0; i < PROP_PARM_COUNT; ++i)
{
PROP_STRING_PARM(n, i);
auto cls = PClass::FindActor(n);
if (n)
info->ActorInfo()-> precacheClasses.Push(cls);
}
}
// hopefully this can later be integrated into the state block and made usable for all games.
// for now we need something that can be made to work quickly without messing around with the parser.
DEFINE_PROPERTY(aistate, SSIIGGGGs, CoreActor)
{
PROP_STRING_PARM(label, 0);
PROP_STRING_PARM(seq, 1); // either a sequence name or an Id as '#123'.
PROP_INT_PARM(type, 2);
PROP_INT_PARM(duration, 3);
PROP_FUNC_PARM(action, 4);
PROP_FUNC_PARM(enter, 5);
PROP_FUNC_PARM(tick, 6);
PROP_FUNC_PARM(move, 7);
const char* next = nullptr;
if (PROP_PARM_COUNT > 8)
{
PROP_STRING_PARM(_next, 8);
next = _next;
}
}