gzdoom-gles/src/decorations.cpp

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/*
** decorations.cpp
** Loads custom actors out of DECORATE lumps.
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 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.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "r_draw.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
#include "i_system.h"
#include "thingdef.h"
#include "vectors.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
enum EDefinitionType
{
DEF_Decoration,
DEF_BreakableDecoration,
DEF_Pickup,
DEF_Projectile,
};
struct FExtraInfo
{
char DeathSprite[5];
unsigned int SpawnStart, SpawnEnd;
unsigned int DeathStart, DeathEnd;
unsigned int IceDeathStart, IceDeathEnd;
unsigned int FireDeathStart, FireDeathEnd;
bool bSolidOnDeath, bSolidOnBurn;
bool bBurnAway, bDiesAway, bGenericIceDeath;
bool bExplosive;
fixed_t DeathHeight, BurnHeight;
};
class AFakeInventory : public AInventory
{
DECLARE_STATELESS_ACTOR (AFakeInventory, AInventory);
public:
bool Respawnable;
bool ShouldRespawn ()
{
return Respawnable && Super::ShouldRespawn();
}
bool TryPickup (AActor *toucher)
{
INTBOOL success = LineSpecials[special] (NULL, toucher, false,
args[0], args[1], args[2], args[3], args[4]);
if (success)
{
GoAwayAndDie ();
return true;
}
return false;
}
void DoPickupSpecial (AActor *toucher)
{
// The special was already executed by TryPickup, so do nothing here
}
};
IMPLEMENT_STATELESS_ACTOR (AFakeInventory, Any, -1, 0)
PROP_Flags (MF_SPECIAL)
END_DEFAULTS
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void ProcessActor(void (*process)(FState *, int));
void ParseClass();
void ParseGlobalConst();
void FinishThingdef();
void InitDecorateTranslations();
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
void A_ScreamAndUnblock (AActor *);
void A_ActiveAndUnblock (AActor *);
void A_ActiveSound (AActor *);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void ParseDecorate (void (*process)(FState *, int));
static void ParseInsideDecoration (FActorInfo *info, AActor *defaults,
TArray<FState> &states, FExtraInfo &extra, EDefinitionType def);
static void ParseSpriteFrames (FActorInfo *info, TArray<FState> &states);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
TArray<FActorInfo *> Decorations;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const char *RenderStyles[] =
{
"STYLE_None",
"STYLE_Normal",
"STYLE_Fuzzy",
"STYLE_SoulTrans",
"STYLE_OptFuzzy",
"STYLE_Translucent",
"STYLE_Add",
//"STYLE_Shaded",
NULL
};
static const char *FlagNames1[] =
{
"*",
"Solid",
"*",
"NoSector",
"NoBlockmap",
"*",
"*",
"*",
"SpawnCeiling",
"NoGravity",
"*",
"*",
"*",
"*",
"*",
"*",
"*",
"*",
"Shadow",
"NoBlood",
"*",
"*",
"*",
"CountItem",
NULL
};
static const char *FlagNames2[] =
{
"LowGravity",
"WindThrust",
"*",
"*",
"*",
"FloorClip",
"SpawnFloat",
"NoTeleport",
"Ripper",
"Pushable",
"SlidesOnWalls",
"*",
"CanPass",
"CannotPush",
"ThruGhost",
"*",
"FireDamage",
"NoDamageThrust",
"Telestomp",
"FloatBob",
"*",
"ActivateImpact",
"CanPushWalls",
"ActivateMCross",
"ActivatePCross",
"*",
"*",
"*",
"*",
"*",
"*",
"Reflective",
NULL
};
static const char *FlagNames3[] =
{
"FloorHugger",
"CeilingHugger",
"*",
"*",
"*",
"*",
"DontSplash",
NULL
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
// LoadDecorations
//
// Called from FActor::StaticInit()
//
//==========================================================================
void LoadDecorations (void (*process)(FState *, int))
{
int lastlump, lump;
InitDecorateTranslations();
lastlump = 0;
while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1)
{
SC_OpenLumpNum (lump, Wads.GetLumpFullName(lump));
ParseDecorate (process);
SC_Close ();
}
FinishThingdef();
}
//==========================================================================
//
// ParseDecorate
//
// Parses a single DECORATE lump
//
//==========================================================================
static void ParseDecorate (void (*process)(FState *, int))
{
TArray<FState> states;
FExtraInfo extra;
PClass *type;
PClass *parent;
EDefinitionType def;
FActorInfo *info;
FName typeName;
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int recursion=0;
// Get actor class name.
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while (true)
{
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if (!SC_GetString ())
{
if (recursion==0) return;
SC_Close();
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SC_RestoreScriptState();
recursion--;
continue;
}
if (SC_Compare ("#include"))
{
int lump;
SC_MustGetString();
// This is not using SC_Open because it can print a more useful error message when done here
lump = Wads.CheckNumForFullName(sc_String);
if (lump==-1) lump = Wads.CheckNumForName(sc_String);
if (lump==-1) SC_ScriptError("Lump '%s' not found", sc_String);
SC_SaveScriptState();
SC_OpenLumpNum(lump, sc_String);
recursion++;
continue;
}
if (SC_Compare ("Actor"))
{
ProcessActor (process);
continue;
}
if (SC_Compare ("Pickup"))
{
parent = RUNTIME_CLASS(AFakeInventory);
def = DEF_Pickup;
SC_MustGetString ();
}
else if (SC_Compare ("Breakable"))
{
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parent = RUNTIME_CLASS(AActor);
def = DEF_BreakableDecoration;
SC_MustGetString ();
}
else if (SC_Compare ("Projectile"))
{
parent = RUNTIME_CLASS(AActor);
def = DEF_Projectile;
SC_MustGetString ();
}
else if (SC_Compare ("class"))
{
ParseClass();
continue;
}
else if (SC_Compare ("Const"))
{
ParseGlobalConst();
continue;
}
else
{
2006-04-30 21:49:18 +00:00
parent = RUNTIME_CLASS(AActor);
def = DEF_Decoration;
}
typeName = FName(sc_String);
type = parent->CreateDerivedClass (typeName, parent->Size);
info = type->ActorInfo;
info->GameFilter = 0x80;
Decorations.Push (info);
MakeStateDefines(parent->ActorInfo->StateList);
SC_MustGetString ();
while (!SC_Compare ("{"))
{
if (SC_Compare ("Doom"))
{
info->GameFilter |= GAME_Doom;
}
else if (SC_Compare ("Heretic"))
{
info->GameFilter |= GAME_Heretic;
}
else if (SC_Compare ("Hexen"))
{
info->GameFilter |= GAME_Hexen;
}
else if (SC_Compare ("Raven"))
{
info->GameFilter |= GAME_Raven;
}
2006-04-30 21:49:18 +00:00
else if (SC_Compare ("Strife"))
{
info->GameFilter |= GAME_Strife;
}
else if (SC_Compare ("Any"))
{
info->GameFilter = GAME_Any;
}
else
{
SC_ScriptError ("Unknown game type %s", sc_String);
}
SC_MustGetString ();
}
if (info->GameFilter == 0x80)
{
info->GameFilter = GAME_Any;
}
else
{
info->GameFilter &= ~0x80;
}
states.Clear ();
memset (&extra, 0, sizeof(extra));
ParseInsideDecoration (info, (AActor *)(type->Defaults), states, extra, def);
info->NumOwnedStates = states.Size();
if (info->NumOwnedStates == 0)
{
SC_ScriptError ("%s does not define any animation frames", typeName.GetChars() );
}
else if (extra.SpawnEnd == 0)
{
SC_ScriptError ("%s does not have a Frames definition", typeName.GetChars() );
}
else if (def == DEF_BreakableDecoration && extra.DeathEnd == 0)
{
SC_ScriptError ("%s does not have a DeathFrames definition", typeName.GetChars() );
}
else if (extra.IceDeathEnd != 0 && extra.bGenericIceDeath)
{
SC_ScriptError ("You cannot use IceDeathFrames and GenericIceDeath together");
}
if (extra.IceDeathEnd != 0)
{
// Make a copy of the final frozen frame for A_FreezeDeathChunks
FState icecopy = states[extra.IceDeathEnd-1];
states.Push (icecopy);
info->NumOwnedStates += 1;
}
info->OwnedStates = new FState[info->NumOwnedStates];
memcpy (info->OwnedStates, &states[0], info->NumOwnedStates * sizeof(info->OwnedStates[0]));
if (info->NumOwnedStates == 1)
{
info->OwnedStates->Tics = 0;
info->OwnedStates->Misc1 = 0;
info->OwnedStates->Frame &= ~SF_BIGTIC;
}
else
{
size_t i;
// Spawn states loop endlessly
for (i = extra.SpawnStart; i < extra.SpawnEnd-1; ++i)
{
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
}
info->OwnedStates[i].NextState = &info->OwnedStates[extra.SpawnStart];
// Death states are one-shot and freeze on the final state
if (extra.DeathEnd != 0)
{
for (i = extra.DeathStart; i < extra.DeathEnd-1; ++i)
{
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
}
if (extra.bDiesAway || def == DEF_Projectile)
{
info->OwnedStates[i].NextState = NULL;
}
else
{
info->OwnedStates[i].Tics = 0;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].Frame &= ~SF_BIGTIC;
}
if (def == DEF_Projectile)
{
if (extra.bExplosive)
{
info->OwnedStates[extra.DeathStart].Action = A_ExplodeParms;
}
}
else
{
// The first frame plays the death sound and
// the second frame makes it nonsolid.
info->OwnedStates[extra.DeathStart].Action= A_Scream;
if (extra.bSolidOnDeath)
{
}
else if (extra.DeathStart + 1 < extra.DeathEnd)
{
info->OwnedStates[extra.DeathStart+1].Action = A_NoBlocking;
}
else
{
info->OwnedStates[extra.DeathStart].Action = A_ScreamAndUnblock;
}
if (extra.DeathHeight == 0) extra.DeathHeight = ((AActor*)(type->Defaults))->height;
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info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, extra.DeathHeight);
}
AddState("Death", &info->OwnedStates[extra.DeathStart]);
}
// Burn states are the same as death states, except they can optionally terminate
if (extra.FireDeathEnd != 0)
{
for (i = extra.FireDeathStart; i < extra.FireDeathEnd-1; ++i)
{
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
}
if (extra.bBurnAway)
{
info->OwnedStates[i].NextState = NULL;
}
else
{
info->OwnedStates[i].Tics = 0;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].Frame &= ~SF_BIGTIC;
}
// The first frame plays the burn sound and
// the second frame makes it nonsolid.
info->OwnedStates[extra.FireDeathStart].Action = A_ActiveSound;
if (extra.bSolidOnBurn)
{
}
else if (extra.FireDeathStart + 1 < extra.FireDeathEnd)
{
info->OwnedStates[extra.FireDeathStart+1].Action = A_NoBlocking;
}
else
{
info->OwnedStates[extra.FireDeathStart].Action = A_ActiveAndUnblock;
}
if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(type->Defaults))->height;
type->Meta.SetMetaFixed (AMETA_BurnHeight, extra.BurnHeight);
2006-04-30 21:49:18 +00:00
AddState("Burn", &info->OwnedStates[extra.FireDeathStart]);
}
// Ice states are similar to burn and death, except their final frame enters
// a loop that eventually causes them to bust to pieces.
if (extra.IceDeathEnd != 0)
{
for (i = extra.IceDeathStart; i < extra.IceDeathEnd-1; ++i)
{
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
}
info->OwnedStates[i].NextState = &info->OwnedStates[info->NumOwnedStates-1];
info->OwnedStates[i].Tics = 6;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].Action = A_FreezeDeath;
i = info->NumOwnedStates - 1;
info->OwnedStates[i].NextState = &info->OwnedStates[i];
info->OwnedStates[i].Tics = 2;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].Action = A_FreezeDeathChunks;
AddState("Ice", &info->OwnedStates[extra.IceDeathStart]);
}
else if (extra.bGenericIceDeath)
{
AddState("Ice", &AActor::States[AActor::S_GENERICFREEZEDEATH]);
}
}
if (def == DEF_BreakableDecoration)
{
((AActor *)(type->Defaults))->flags |= MF_SHOOTABLE;
}
if (def == DEF_Projectile)
{
((AActor *)(type->Defaults))->flags |= MF_DROPOFF|MF_MISSILE;
}
AddState("Spawn", &info->OwnedStates[extra.SpawnStart]);
InstallStates(info, ((AActor *)(type->Defaults)));
process (info->OwnedStates, info->NumOwnedStates);
}
}
//==========================================================================
//
// ParseInsideDecoration
//
// Parses attributes out of a definition terminated with a }
//
//==========================================================================
static void ParseInsideDecoration (FActorInfo *info, AActor *defaults,
TArray<FState> &states, FExtraInfo &extra, EDefinitionType def)
{
AFakeInventory *const inv = static_cast<AFakeInventory *>(defaults);
char sprite[5] = "TNT1";
SC_MustGetString ();
while (!SC_Compare ("}"))
{
if (SC_Compare ("DoomEdNum"))
{
SC_MustGetNumber ();
if (sc_Number < -1 || sc_Number > 32767)
{
SC_ScriptError ("DoomEdNum must be in the range [-1,32767]");
}
info->DoomEdNum = (SWORD)sc_Number;
}
else if (SC_Compare ("SpawnNum"))
{
SC_MustGetNumber ();
if (sc_Number < 0 || sc_Number > 255)
{
SC_ScriptError ("SpawnNum must be in the range [0,255]");
}
info->SpawnID = (BYTE)sc_Number;
}
else if (SC_Compare ("Sprite") || (
(def == DEF_BreakableDecoration || def == DEF_Projectile) &&
SC_Compare ("DeathSprite") &&
(extra.DeathSprite[0] = 1)) // This is intentionally = and not ==
)
{
SC_MustGetString ();
if (strlen (sc_String) != 4)
{
SC_ScriptError ("Sprite name must be exactly four characters long");
}
if (extra.DeathSprite[0] == 1)
{
memcpy (extra.DeathSprite, sc_String, 4);
}
else
{
memcpy (sprite, sc_String, 4);
}
}
else if (SC_Compare ("Frames"))
{
SC_MustGetString ();
extra.SpawnStart = states.Size();
ParseSpriteFrames (info, states);
extra.SpawnEnd = states.Size();
}
else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) &&
SC_Compare ("DeathFrames"))
{
SC_MustGetString ();
extra.DeathStart = states.Size();
ParseSpriteFrames (info, states);
extra.DeathEnd = states.Size();
}
else if (def == DEF_BreakableDecoration && SC_Compare ("IceDeathFrames"))
{
SC_MustGetString ();
extra.IceDeathStart = states.Size();
ParseSpriteFrames (info, states);
extra.IceDeathEnd = states.Size();
}
else if (def == DEF_BreakableDecoration && SC_Compare ("BurnDeathFrames"))
{
SC_MustGetString ();
extra.FireDeathStart = states.Size();
ParseSpriteFrames (info, states);
extra.FireDeathEnd = states.Size();
}
else if (def == DEF_BreakableDecoration && SC_Compare ("GenericIceDeath"))
{
extra.bGenericIceDeath = true;
}
else if (def == DEF_BreakableDecoration && SC_Compare ("BurnsAway"))
{
extra.bBurnAway = true;
}
else if (def == DEF_BreakableDecoration && SC_Compare ("DiesAway"))
{
extra.bDiesAway = true;
}
else if (SC_Compare ("Alpha"))
{
SC_MustGetFloat ();
defaults->alpha = int(clamp (sc_Float, 0.0, 1.0) * OPAQUE);
}
else if (SC_Compare ("Scale"))
{
SC_MustGetFloat ();
defaults->scaleX = defaults->scaleY = FLOAT2FIXED(sc_Float);
}
else if (SC_Compare ("RenderStyle"))
{
SC_MustGetString ();
defaults->RenderStyle = SC_MustMatchString (RenderStyles);
if (defaults->RenderStyle > STYLE_OptFuzzy)
{
defaults->RenderStyle += STYLE_Translucent - STYLE_OptFuzzy - 1;
}
}
else if (SC_Compare ("Radius"))
{
SC_MustGetFloat ();
defaults->radius = int(sc_Float * FRACUNIT);
}
else if (SC_Compare ("Height"))
{
SC_MustGetFloat ();
defaults->height = int(sc_Float * FRACUNIT);
}
else if (def == DEF_BreakableDecoration && SC_Compare ("DeathHeight"))
{
SC_MustGetFloat ();
extra.DeathHeight = int(sc_Float * FRACUNIT);
}
else if (def == DEF_BreakableDecoration && SC_Compare ("BurnHeight"))
{
SC_MustGetFloat ();
extra.BurnHeight = int(sc_Float * FRACUNIT);
}
else if (def == DEF_BreakableDecoration && SC_Compare ("Health"))
{
SC_MustGetNumber ();
defaults->health = sc_Number;
}
else if (def == DEF_Projectile && SC_Compare ("ExplosionRadius"))
{
SC_MustGetNumber ();
info->Class->Meta.SetMetaInt(ACMETA_ExplosionRadius, sc_Number);
extra.bExplosive = true;
}
else if (def == DEF_Projectile && SC_Compare ("ExplosionDamage"))
{
SC_MustGetNumber ();
info->Class->Meta.SetMetaInt(ACMETA_ExplosionDamage, sc_Number);
extra.bExplosive = true;
}
else if (def == DEF_Projectile && SC_Compare ("DoNotHurtShooter"))
{
info->Class->Meta.SetMetaInt(ACMETA_DontHurtShooter, true);
}
else if (def == DEF_Projectile && SC_Compare ("Damage"))
{
SC_MustGetNumber ();
defaults->Damage = sc_Number;
}
else if (def == DEF_Projectile && SC_Compare ("DamageType"))
{
SC_MustGetString ();
if (SC_Compare ("Normal"))
{
defaults->DamageType = NAME_None;
}
else
{
defaults->DamageType = sc_String;
}
}
else if (def == DEF_Projectile && SC_Compare ("Speed"))
{
SC_MustGetFloat ();
defaults->Speed = fixed_t(sc_Float * 65536.f);
}
else if (SC_Compare ("Mass"))
{
SC_MustGetFloat ();
defaults->Mass = SDWORD(sc_Float);
}
else if (SC_Compare ("Translation1"))
{
SC_MustGetNumber ();
if (sc_Number < 0 || sc_Number > 2)
{
SC_ScriptError ("Translation1 must be in the range [0,2]");
}
defaults->Translation = TRANSLATION(TRANSLATION_Standard, sc_Number);
}
else if (SC_Compare ("Translation2"))
{
SC_MustGetNumber ();
if (sc_Number < 0 || sc_Number >= MAX_ACS_TRANSLATIONS)
{
#define ERROR(foo) "Translation2 must be in the range [0," #foo "]"
SC_ScriptError (ERROR(MAX_ACS_TRANSLATIONS));
#undef ERROR
}
defaults->Translation = TRANSLATION(TRANSLATION_LevelScripted, sc_Number);
}
else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) &&
SC_Compare ("DeathSound"))
{
SC_MustGetString ();
defaults->DeathSound = S_FindSound (sc_String);
}
else if (def == DEF_BreakableDecoration && SC_Compare ("BurnDeathSound"))
{
SC_MustGetString ();
defaults->ActiveSound = S_FindSound (sc_String);
}
else if (def == DEF_Projectile && SC_Compare ("SpawnSound"))
{
SC_MustGetString ();
defaults->SeeSound = S_FindSound (sc_String);
}
else if (def == DEF_Projectile && SC_Compare ("DoomBounce"))
{
defaults->flags2 = (defaults->flags2 & ~MF2_BOUNCETYPE) | MF2_DOOMBOUNCE;
}
else if (def == DEF_Projectile && SC_Compare ("HereticBounce"))
{
defaults->flags2 = (defaults->flags2 & ~MF2_BOUNCETYPE) | MF2_HERETICBOUNCE;
}
else if (def == DEF_Projectile && SC_Compare ("HexenBounce"))
{
defaults->flags2 = (defaults->flags2 & ~MF2_BOUNCETYPE) | MF2_HEXENBOUNCE;
}
else if (def == DEF_Pickup && SC_Compare ("PickupSound"))
{
SC_MustGetString ();
inv->PickupSound = S_FindSound (sc_String);
}
else if (def == DEF_Pickup && SC_Compare ("PickupMessage"))
{
SC_MustGetString ();
info->Class->Meta.SetMetaString(AIMETA_PickupMessage, sc_String);
}
else if (def == DEF_Pickup && SC_Compare ("Respawns"))
{
inv->Respawnable = true;
}
else if (def == DEF_BreakableDecoration && SC_Compare ("SolidOnDeath"))
{
extra.bSolidOnDeath = true;
}
else if (def == DEF_BreakableDecoration && SC_Compare ("SolidOnBurn"))
{
extra.bSolidOnBurn = true;
}
else if (sc_String[0] != '*')
{
int bit = SC_MatchString (FlagNames1);
if (bit != -1)
{
defaults->flags |= 1 << bit;
}
else if ((bit = SC_MatchString (FlagNames2)) != -1)
{
defaults->flags2 |= 1 << bit;
}
else if ((bit = SC_MatchString (FlagNames3)) != -1)
{
defaults->flags3 |= 1 << bit;
}
else
{
SC_ScriptError (NULL);
}
}
else
{
SC_ScriptError (NULL);
}
SC_MustGetString ();
}
unsigned int i;
for (i = 0; i < states.Size(); ++i)
{
memcpy (states[i].sprite.name, sprite, 4);
}
if (extra.DeathSprite[0] && extra.DeathEnd != 0)
{
for (i = extra.DeathStart; i < extra.DeathEnd; ++i)
{
memcpy (states[i].sprite.name, extra.DeathSprite, 4);
}
}
}
//==========================================================================
//
// ParseSpriteFrames
//
// Parses a sprite-based animation sequence out of a decoration definition.
// You can have multiple sequences, and they will be appended together.
// A sequence definition looks like this:
//
// "<rate>:<frames>,<rate>:<frames>,<rate>:<frames>,..."
//
// Rate is a number describing the number of tics between frames in this
// sequence. If you don't specify it, then a rate of 4 is used. Frames is
// a list of consecutive frame characters. Each frame can be postfixed with
// the * character to indicate that it is fullbright.
//
// Examples:
// ShortRedTorch looks like this:
// "ABCD"
//
// HeadCandles looks like this:
// "6:AB"
//
// TechLamp looks like this:
// "A*B*C*D*"
//
// BloodyTwich looks like this:
// "10:A, 15:B, 8:C, 6:B"
//==========================================================================
static void ParseSpriteFrames (FActorInfo *info, TArray<FState> &states)
{
FState state;
char *token = strtok (sc_String, ",\t\n\r");
memset (&state, 0, sizeof(state));
while (token != NULL)
{
// Skip leading white space
while (*token == ' ')
token++;
int rate = 5;
bool firstState = true;
char *colon = strchr (token, ':');
if (colon != NULL)
{
char *stop;
*colon = 0;
rate = strtol (token, &stop, 10);
if (stop == token || rate < 1 || rate > 65534)
{
SC_ScriptError ("Rates must be in the range [0,65534]");
}
token = colon + 1;
rate += 1;
}
state.Tics = rate & 0xff;
state.Misc1 = (rate >> 8);
while (*token)
{
if (*token == ' ')
{
}
else if (*token == '*')
{
if (firstState)
{
SC_ScriptError ("* must come after a frame");
}
state.Frame |= SF_FULLBRIGHT;
}
else if (*token < 'A' || *token > ']')
{
SC_ScriptError ("Frames must be A-Z, [, \\, or ]");
}
else
{
if (!firstState)
{
states.Push (state);
}
firstState = false;
state.Frame = (rate >= 256) ? (SF_BIGTIC | (*token-'A')) : (*token-'A');
}
++token;
}
if (!firstState)
{
states.Push (state);
}
token = strtok (NULL, ",\t\n\r");
}
}
//===========================================================================
//
// A_ScreamAndUnblock
//
//===========================================================================
void A_ScreamAndUnblock (AActor *actor)
{
A_Scream (actor);
A_NoBlocking (actor);
}
//===========================================================================
//
// A_ActiveAndUnblock
//
//===========================================================================
void A_ActiveAndUnblock (AActor *actor)
{
A_ActiveSound (actor);
A_NoBlocking (actor);
}
//===========================================================================
//
// A_ActiveSound
//
//===========================================================================
void A_ActiveSound (AActor *actor)
{
if (actor->ActiveSound)
{
S_SoundID (actor, CHAN_VOICE, actor->ActiveSound, 1, ATTN_NORM);
}
}