mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
473 lines
11 KiB
C++
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();
|
|
}
|