doom3-bfg/neo/framework/DeclFX.cpp
2012-11-26 12:58:24 -06:00

473 lines
11 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
/*
=================
idDeclFX::Size
=================
*/
size_t idDeclFX::Size() const {
return sizeof( idDeclFX );
}
/*
===============
idDeclFX::Print
===============
*/
void idDeclFX::Print() const {
const idDeclFX *list = this;
common->Printf("%d events\n", list->events.Num() );
for( int i = 0; i < list->events.Num(); i++ ) {
switch( list->events[i].type ) {
case FX_LIGHT:
common->Printf("FX_LIGHT %s\n", list->events[i].data.c_str());
break;
case FX_PARTICLE:
common->Printf("FX_PARTICLE %s\n", list->events[i].data.c_str());
break;
case FX_MODEL:
common->Printf("FX_MODEL %s\n", list->events[i].data.c_str());
break;
case FX_SOUND:
common->Printf("FX_SOUND %s\n", list->events[i].data.c_str());
break;
case FX_DECAL:
common->Printf("FX_DECAL %s\n", list->events[i].data.c_str());
break;
case FX_SHAKE:
common->Printf("FX_SHAKE %s\n", list->events[i].data.c_str());
break;
case FX_ATTACHLIGHT:
common->Printf("FX_ATTACHLIGHT %s\n", list->events[i].data.c_str());
break;
case FX_ATTACHENTITY:
common->Printf("FX_ATTACHENTITY %s\n", list->events[i].data.c_str());
break;
case FX_LAUNCH:
common->Printf("FX_LAUNCH %s\n", list->events[i].data.c_str());
break;
case FX_SHOCKWAVE:
common->Printf("FX_SHOCKWAVE %s\n", list->events[i].data.c_str());
break;
}
}
}
/*
===============
idDeclFX::List
===============
*/
void idDeclFX::List() const {
common->Printf("%s, %d stages\n", GetName(), events.Num() );
}
/*
================
idDeclFX::ParseSingleFXAction
================
*/
void idDeclFX::ParseSingleFXAction( idLexer &src, idFXSingleAction& FXAction ) {
idToken token;
FXAction.type = -1;
FXAction.sibling = -1;
FXAction.data = "<none>";
FXAction.name = "<none>";
FXAction.fire = "<none>";
FXAction.delay = 0.0f;
FXAction.duration = 0.0f;
FXAction.restart = 0.0f;
FXAction.size = 0.0f;
FXAction.fadeInTime = 0.0f;
FXAction.fadeOutTime = 0.0f;
FXAction.shakeTime = 0.0f;
FXAction.shakeAmplitude = 0.0f;
FXAction.shakeDistance = 0.0f;
FXAction.shakeFalloff = false;
FXAction.shakeImpulse = 0.0f;
FXAction.shakeIgnoreMaster = false;
FXAction.lightRadius = 0.0f;
FXAction.rotate = 0.0f;
FXAction.random1 = 0.0f;
FXAction.random2 = 0.0f;
FXAction.lightColor = vec3_origin;
FXAction.offset = vec3_origin;
FXAction.axis = mat3_identity;
FXAction.bindParticles = false;
FXAction.explicitAxis = false;
FXAction.noshadows = false;
FXAction.particleTrackVelocity = false;
FXAction.trackOrigin = false;
FXAction.soundStarted = false;
while (1) {
if ( !src.ReadToken( &token ) ) {
break;
}
if ( !token.Icmp( "}" ) ) {
break;
}
if ( !token.Icmp( "shake" ) ) {
FXAction.type = FX_SHAKE;
FXAction.shakeTime = src.ParseFloat();
src.ExpectTokenString(",");
FXAction.shakeAmplitude = src.ParseFloat();
src.ExpectTokenString(",");
FXAction.shakeDistance = src.ParseFloat();
src.ExpectTokenString(",");
FXAction.shakeFalloff = src.ParseBool();
src.ExpectTokenString(",");
FXAction.shakeImpulse = src.ParseFloat();
continue;
}
if ( !token.Icmp( "noshadows" ) ) {
FXAction.noshadows = true;
continue;
}
if ( !token.Icmp( "name" ) ) {
src.ReadToken( &token );
FXAction.name = token;
continue;
}
if ( !token.Icmp( "fire") ) {
src.ReadToken( &token );
FXAction.fire = token;
continue;
}
if ( !token.Icmp( "random" ) ) {
FXAction.random1 = src.ParseFloat();
src.ExpectTokenString( "," );
FXAction.random2 = src.ParseFloat();
FXAction.delay = 0.0f; // check random
continue;
}
if ( !token.Icmp( "delay" ) ) {
FXAction.delay = src.ParseFloat();
continue;
}
if ( !token.Icmp( "rotate" ) ) {
FXAction.rotate = src.ParseFloat();
continue;
}
if ( !token.Icmp( "duration" ) ) {
FXAction.duration = src.ParseFloat();
continue;
}
if ( !token.Icmp( "trackorigin" ) ) {
FXAction.trackOrigin = src.ParseBool();
continue;
}
if (!token.Icmp("restart")) {
FXAction.restart = src.ParseFloat();
continue;
}
if ( !token.Icmp( "fadeIn" ) ) {
FXAction.fadeInTime = src.ParseFloat();
continue;
}
if ( !token.Icmp( "fadeOut" ) ) {
FXAction.fadeOutTime = src.ParseFloat();
continue;
}
if ( !token.Icmp( "size" ) ) {
FXAction.size = src.ParseFloat();
continue;
}
if ( !token.Icmp( "offset" ) ) {
FXAction.offset.x = src.ParseFloat();
src.ExpectTokenString( "," );
FXAction.offset.y = src.ParseFloat();
src.ExpectTokenString( "," );
FXAction.offset.z = src.ParseFloat();
continue;
}
if ( !token.Icmp( "axis" ) ) {
idVec3 v;
v.x = src.ParseFloat();
src.ExpectTokenString( "," );
v.y = src.ParseFloat();
src.ExpectTokenString( "," );
v.z = src.ParseFloat();
v.Normalize();
FXAction.axis = v.ToMat3();
FXAction.explicitAxis = true;
continue;
}
if ( !token.Icmp( "angle" ) ) {
idAngles a;
a[0] = src.ParseFloat();
src.ExpectTokenString( "," );
a[1] = src.ParseFloat();
src.ExpectTokenString( "," );
a[2] = src.ParseFloat();
FXAction.axis = a.ToMat3();
FXAction.explicitAxis = true;
continue;
}
if ( !token.Icmp( "uselight" ) ) {
src.ReadToken( &token );
FXAction.data = token;
for( int i = 0; i < events.Num(); i++ ) {
if ( events[i].name.Icmp( FXAction.data ) == 0 ) {
FXAction.sibling = i;
FXAction.lightColor = events[i].lightColor;
FXAction.lightRadius = events[i].lightRadius;
}
}
FXAction.type = FX_LIGHT;
// precache the light material
declManager->FindMaterial( FXAction.data );
continue;
}
if ( !token.Icmp( "attachlight" ) ) {
src.ReadToken( &token );
FXAction.data = token;
FXAction.type = FX_ATTACHLIGHT;
// precache it
declManager->FindMaterial( FXAction.data );
continue;
}
if ( !token.Icmp( "attachentity" ) ) {
src.ReadToken( &token );
FXAction.data = token;
FXAction.type = FX_ATTACHENTITY;
// precache the model
renderModelManager->FindModel( FXAction.data );
continue;
}
if ( !token.Icmp( "launch" ) ) {
src.ReadToken( &token );
FXAction.data = token;
FXAction.type = FX_LAUNCH;
// precache the entity def
declManager->FindType( DECL_ENTITYDEF, FXAction.data );
continue;
}
if ( !token.Icmp( "useModel" ) ) {
src.ReadToken( &token );
FXAction.data = token;
for( int i = 0; i < events.Num(); i++ ) {
if ( events[i].name.Icmp( FXAction.data ) == 0 ) {
FXAction.sibling = i;
}
}
FXAction.type = FX_MODEL;
// precache the model
renderModelManager->FindModel( FXAction.data );
continue;
}
if ( !token.Icmp( "light" ) ) {
src.ReadToken( &token );
FXAction.data = token;
src.ExpectTokenString( "," );
FXAction.lightColor[0] = src.ParseFloat();
src.ExpectTokenString( "," );
FXAction.lightColor[1] = src.ParseFloat();
src.ExpectTokenString( "," );
FXAction.lightColor[2] = src.ParseFloat();
src.ExpectTokenString( "," );
FXAction.lightRadius = src.ParseFloat();
FXAction.type = FX_LIGHT;
// precache the light material
declManager->FindMaterial( FXAction.data );
continue;
}
if ( !token.Icmp( "model" ) ) {
src.ReadToken( &token );
FXAction.data = token;
FXAction.type = FX_MODEL;
// precache it
renderModelManager->FindModel( FXAction.data );
continue;
}
if ( !token.Icmp( "particle" ) ) { // FIXME: now the same as model
src.ReadToken( &token );
FXAction.data = token;
FXAction.type = FX_PARTICLE;
// precache it
renderModelManager->FindModel( FXAction.data );
continue;
}
if ( !token.Icmp( "decal" ) ) {
src.ReadToken( &token );
FXAction.data = token;
FXAction.type = FX_DECAL;
// precache it
declManager->FindMaterial( FXAction.data );
continue;
}
if ( !token.Icmp( "particleTrackVelocity" ) ) {
FXAction.particleTrackVelocity = true;
continue;
}
if ( !token.Icmp( "sound" ) ) {
src.ReadToken( &token );
FXAction.data = token;
FXAction.type = FX_SOUND;
// precache it
declManager->FindSound( FXAction.data );
continue;
}
if ( !token.Icmp( "ignoreMaster" ) ) {
FXAction.shakeIgnoreMaster = true;
continue;
}
if ( !token.Icmp( "shockwave" ) ) {
src.ReadToken( &token );
FXAction.data = token;
FXAction.type = FX_SHOCKWAVE;
// precache the entity def
declManager->FindType( DECL_ENTITYDEF, FXAction.data );
continue;
}
src.Warning( "FX File: bad token" );
continue;
}
}
/*
================
idDeclFX::Parse
================
*/
bool idDeclFX::Parse( const char *text, const int textLength, bool allowBinaryVersion ) {
idLexer src;
idToken token;
src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
src.SetFlags( DECL_LEXER_FLAGS );
src.SkipUntilString( "{" );
// scan through, identifying each individual parameter
while( 1 ) {
if ( !src.ReadToken( &token ) ) {
break;
}
if ( token == "}" ) {
break;
}
if ( !token.Icmp( "bindto" ) ) {
src.ReadToken( &token );
joint = token;
continue;
}
if ( !token.Icmp( "{" ) ) {
idFXSingleAction action;
ParseSingleFXAction( src, action );
events.Append( action );
continue;
}
}
if ( src.HadError() ) {
src.Warning( "FX decl '%s' had a parse error", GetName() );
return false;
}
return true;
}
/*
===================
idDeclFX::DefaultDefinition
===================
*/
const char *idDeclFX::DefaultDefinition() const {
return
"{\n"
"\t" "{\n"
"\t\t" "duration\t5\n"
"\t\t" "model\t\t_default\n"
"\t" "}\n"
"}";
}
/*
===================
idDeclFX::FreeData
===================
*/
void idDeclFX::FreeData() {
events.Clear();
}