/* ** thingdef.cpp ** ** Actor definitions ** **--------------------------------------------------------------------------- ** Copyright 2002-2006 Christoph Oelckers ** Copyright 2004-2006 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. ** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be ** covered by the terms of the GNU General Public License as published by ** the Free Software Foundation; either version 2 of the License, or (at ** your option) any later version. ** ** 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 "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 "m_random.h" #include "autosegs.h" #include "i_system.h" #include "p_local.h" #include "p_effect.h" #include "v_palette.h" #include "doomerrors.h" #include "a_doomglobal.h" #include "a_hexenglobal.h" #include "a_weaponpiece.h" #include "p_conversation.h" #include "v_text.h" #include "thingdef.h" #include "a_sharedglobal.h" const PClass *QuestItemClasses[31]; extern TArray Decorations; // allow decal specifications in DECORATE. Decals are loaded after DECORATE so the names must be stored here. TArray DecalNames; // all state parameters TArray StateParameters; //========================================================================== // // List of all flags // //========================================================================== // [RH] Keep GCC quiet by not using offsetof on Actor types. #define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1 } #define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)(size_t)&((type*)1)->variable - 1 } struct flagdef { int flagbit; const char *name; int structoffset; }; static flagdef ActorFlags[]= { DEFINE_FLAG(MF, SOLID, AActor, flags), DEFINE_FLAG(MF, SHOOTABLE, AActor, flags), DEFINE_FLAG(MF, NOSECTOR, AActor, flags), DEFINE_FLAG(MF, NOBLOCKMAP, AActor, flags), DEFINE_FLAG(MF, AMBUSH, AActor, flags), DEFINE_FLAG(MF, JUSTHIT, AActor, flags), DEFINE_FLAG(MF, JUSTATTACKED, AActor, flags), DEFINE_FLAG(MF, SPAWNCEILING, AActor, flags), DEFINE_FLAG(MF, NOGRAVITY, AActor, flags), DEFINE_FLAG(MF, DROPOFF, AActor, flags), DEFINE_FLAG(MF, NOCLIP, AActor, flags), DEFINE_FLAG(MF, FLOAT, AActor, flags), DEFINE_FLAG(MF, TELEPORT, AActor, flags), DEFINE_FLAG(MF, MISSILE, AActor, flags), DEFINE_FLAG(MF, DROPPED, AActor, flags), DEFINE_FLAG(MF, SHADOW, AActor, flags), DEFINE_FLAG(MF, NOBLOOD, AActor, flags), DEFINE_FLAG(MF, CORPSE, AActor, flags), DEFINE_FLAG(MF, INFLOAT, AActor, flags), DEFINE_FLAG(MF, COUNTKILL, AActor, flags), DEFINE_FLAG(MF, COUNTITEM, AActor, flags), DEFINE_FLAG(MF, SKULLFLY, AActor, flags), DEFINE_FLAG(MF, NOTDMATCH, AActor, flags), DEFINE_FLAG(MF, FRIENDLY, AActor, flags), DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags), DEFINE_FLAG(MF, STEALTH, AActor, flags), DEFINE_FLAG(MF, ICECORPSE, AActor, flags), DEFINE_FLAG2(MF2_LOGRAV, LOWGRAVITY, AActor, flags2), DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2), DEFINE_FLAG(MF2, HERETICBOUNCE , AActor, flags2), DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2), DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2), DEFINE_FLAG(MF2, NOTELEPORT, AActor, flags2), DEFINE_FLAG2(MF2_RIP, RIPPER, AActor, flags2), DEFINE_FLAG(MF2, PUSHABLE, AActor, flags2), DEFINE_FLAG2(MF2_SLIDE, SLIDESONWALLS, AActor, flags2), DEFINE_FLAG2(MF2_PASSMOBJ, CANPASS, AActor, flags2), DEFINE_FLAG(MF2, CANNOTPUSH, AActor, flags2), DEFINE_FLAG(MF2, THRUGHOST, AActor, flags2), DEFINE_FLAG(MF2, BOSS, AActor, flags2), DEFINE_FLAG2(MF2_NODMGTHRUST, NODAMAGETHRUST, AActor, flags2), DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2), DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2), DEFINE_FLAG(MF2, HEXENBOUNCE, AActor, flags2), DEFINE_FLAG(MF2, DOOMBOUNCE, AActor, flags2), DEFINE_FLAG2(MF2_IMPACT, ACTIVATEIMPACT, AActor, flags2), DEFINE_FLAG2(MF2_PUSHWALL, CANPUSHWALLS, AActor, flags2), DEFINE_FLAG2(MF2_MCROSS, ACTIVATEMCROSS, AActor, flags2), DEFINE_FLAG2(MF2_PCROSS, ACTIVATEPCROSS, AActor, flags2), DEFINE_FLAG(MF2, CANTLEAVEFLOORPIC, AActor, flags2), DEFINE_FLAG(MF2, NONSHOOTABLE, AActor, flags2), DEFINE_FLAG(MF2, INVULNERABLE, AActor, flags2), DEFINE_FLAG(MF2, DORMANT, AActor, flags2), DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2), DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2), DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3), DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3), DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3), DEFINE_FLAG(MF3, GHOST, AActor, flags3), DEFINE_FLAG(MF3, ALWAYSPUFF, AActor, flags3), DEFINE_FLAG(MF3, DONTSPLASH, AActor, flags3), DEFINE_FLAG(MF3, DONTOVERLAP, AActor, flags3), DEFINE_FLAG(MF3, DONTMORPH, AActor, flags3), DEFINE_FLAG(MF3, DONTSQUASH, AActor, flags3), DEFINE_FLAG(MF3, FULLVOLACTIVE, AActor, flags3), DEFINE_FLAG(MF3, ISMONSTER, AActor, flags3), DEFINE_FLAG(MF3, SKYEXPLODE, AActor, flags3), DEFINE_FLAG(MF3, STAYMORPHED, AActor, flags3), DEFINE_FLAG(MF3, DONTBLAST, AActor, flags3), DEFINE_FLAG(MF3, CANBLAST, AActor, flags3), DEFINE_FLAG(MF3, NOTARGET, AActor, flags3), DEFINE_FLAG(MF3, DONTGIB, AActor, flags3), DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3), DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3), DEFINE_FLAG(MF3, CANBOUNCEWATER, AActor, flags3), DEFINE_FLAG(MF3, NOWALLBOUNCESND, AActor, flags3), DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3), DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3), DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3), DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3), DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3), DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4), DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4), DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4), DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4), DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4), DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4), DEFINE_FLAG(MF4, LONGMELEERANGE, AActor, flags4), DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4), DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4), DEFINE_FLAG(MF4, SHORTMISSILERANGE, AActor, flags4), DEFINE_FLAG(MF4, DONTFALL, AActor, flags4), DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4), DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4), DEFINE_FLAG(MF4, LOOKALLAROUND, AActor, flags4), DEFINE_FLAG(MF4, STANDSTILL, AActor, flags4), DEFINE_FLAG(MF4, SPECTRAL, AActor, flags4), DEFINE_FLAG(MF4, FIRERESIST, AActor, flags4), DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4), DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4), DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4), DEFINE_FLAG(MF4, DONTHURTSPECIES, AActor, flags4), DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4), DEFINE_FLAG(MF4, DEFLECT, AActor, flags4), DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4), DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4), DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4), DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4), DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4), DEFINE_FLAG(MF4, NOSKIN, AActor, flags4), DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4), DEFINE_FLAG(MF5, FASTER, AActor, flags5), DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5), DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5), DEFINE_FLAG(MF5, BOUNCEONACTORS, AActor, flags5), DEFINE_FLAG(MF5, EXPLODEONWATER, AActor, flags5), DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5), DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5), DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5), DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5), DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5), // Effect flags DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects), DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects), DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects), DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags), }; static flagdef InventoryFlags[] = { // Inventory flags DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags), DEFINE_FLAG(IF, AUTOACTIVATE, AInventory, ItemFlags), DEFINE_FLAG(IF, UNDROPPABLE, AInventory, ItemFlags), DEFINE_FLAG(IF, INVBAR, AInventory, ItemFlags), DEFINE_FLAG(IF, HUBPOWER, AInventory, ItemFlags), DEFINE_FLAG(IF, INTERHUBSTRIP, AInventory, ItemFlags), DEFINE_FLAG(IF, PICKUPFLASH, AInventory, ItemFlags), DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags), DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags), DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags), }; static flagdef WeaponFlags[] = { // Weapon flags DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, READYSNDHALF, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, DONTBOB, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, AXEBLOOD, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, NOALERT, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, AMMO_OPTIONAL, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, ALT_AMMO_OPTIONAL, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, PRIMARY_USES_BOTH, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, WIMPY_WEAPON, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags), //DEFINE_FLAG(WIF, EXTREME_DEATH, AWeapon, WeaponFlags), // this should be removed now! DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags), DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags), DEFINE_FLAG2(WIF_BOT_MELEE, MELEEWEAPON, AWeapon, WeaponFlags), DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags), DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags), //WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this //DEFINE_FLAG(WIF , HITS_GHOSTS, WeaponFlags), // I think it would be smarter to remap the THRUGHOST flag to this }; static const struct { const PClass *Type; flagdef *Defs; int NumDefs; } FlagLists[] = { { RUNTIME_CLASS(AActor), ActorFlags, sizeof(ActorFlags)/sizeof(flagdef) }, { RUNTIME_CLASS(AInventory), InventoryFlags, sizeof(InventoryFlags)/sizeof(flagdef) }, { RUNTIME_CLASS(AWeapon), WeaponFlags, sizeof(WeaponFlags)/sizeof(flagdef) } }; #define NUM_FLAG_LISTS 3 //========================================================================== // // Find a flag by name using a binary search // //========================================================================== static int STACK_ARGS flagcmp (const void * a, const void * b) { return stricmp( ((flagdef*)a)->name, ((flagdef*)b)->name); } static flagdef *FindFlag (flagdef *flags, int numflags, const char *flag) { int min = 0, max = numflags - 1; while (min <= max) { int mid = (min + max) / 2; int lexval = stricmp (flag, flags[mid].name); if (lexval == 0) { return &flags[mid]; } else if (lexval > 0) { min = mid + 1; } else { max = mid - 1; } } return NULL; } static flagdef *FindFlag (const PClass *type, const char *part1, const char *part2) { static bool flagsorted = false; flagdef *def; int i; if (!flagsorted) { for (i = 0; i < NUM_FLAG_LISTS; ++i) { qsort (FlagLists[i].Defs, FlagLists[i].NumDefs, sizeof(flagdef), flagcmp); } flagsorted = true; } if (part2 == NULL) { // Search all lists for (i = 0; i < NUM_FLAG_LISTS; ++i) { if (type->IsDescendantOf (FlagLists[i].Type)) { def = FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part1); if (def != NULL) { return def; } } } } else { // Search just the named list for (i = 0; i < NUM_FLAG_LISTS; ++i) { if (stricmp (FlagLists[i].Type->TypeName.GetChars(), part1) == 0) { if (type->IsDescendantOf (FlagLists[i].Type)) { return FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part2); } else { return NULL; } } } } return NULL; } int EvalExpressionI (int id, AActor *self); //=========================================================================== // // A_ChangeFlag // // This cannot be placed in thingdef_codeptr because it needs the flag table // //=========================================================================== void A_ChangeFlag(AActor * self) { int index=CheckIndex(2); const char * flagname = FName((ENamedName)StateParameters[index]).GetChars(); int expression = EvalExpressionI (StateParameters[index+1], self); const char *dot = strchr (flagname, '.'); flagdef *fd; if (dot != NULL) { FString part1(flagname, dot-flagname); fd = FindFlag (self->GetClass(), part1, dot+1); } else { fd = FindFlag (self->GetClass(), flagname, NULL); } if (fd != NULL) { int * flagp = (int*) (((char*)self) + fd->structoffset); if (expression) *flagp |= fd->flagbit; else *flagp &= ~fd->flagbit; } else { Printf("Unknown flag '%s' in '%s'\n", flagname, self->GetClass()->TypeName.GetChars()); } } //========================================================================== // // Action functions // //========================================================================== #include "thingdef_specials.h" struct AFuncDesc { const char * Name; actionf_p Function; const char * parameters; }; // Prototype the code pointers #define WEAPON(x) void A_##x(AActor*); #define ACTOR(x) void A_##x(AActor*); ACTOR(MeleeAttack) ACTOR(MissileAttack) ACTOR(ComboAttack) ACTOR(BulletAttack) ACTOR(ScreamAndUnblock) ACTOR(ActiveAndUnblock) ACTOR(ActiveSound) ACTOR(FastChase) ACTOR(CentaurDefend) ACTOR(FreezeDeath) ACTOR(FreezeDeathChunks) ACTOR(GenericFreezeDeath) ACTOR(IceGuyDie) ACTOR(M_Saw) ACTOR(Wander) ACTOR(Look2) ACTOR(TossGib) ACTOR(SentinelBob) ACTOR(SentinelRefire) ACTOR(Tracer2) ACTOR(SetShadow) ACTOR(ClearShadow) ACTOR(GetHurt) ACTOR(TurretLook) ACTOR(KlaxonBlare) ACTOR(CheckTerrain) ACTOR(Countdown) ACTOR(AlertMonsters) ACTOR(ClearSoundTarget) ACTOR(FireAssaultGun) ACTOR(PlaySound) ACTOR(PlayWeaponSound) ACTOR(FLoopActiveSound) ACTOR(LoopActiveSound) ACTOR(StopSound) ACTOR(PlaySoundEx) ACTOR(StopSoundEx) ACTOR(SeekerMissile) ACTOR(Jump) ACTOR(ExplodeParms) ACTOR(CallSpecial) ACTOR(CustomMissile) ACTOR(CustomBulletAttack) ACTOR(JumpIfHealthLower) ACTOR(JumpIfCloser) ACTOR(JumpIfNoAmmo) ACTOR(JumpIfInventory) ACTOR(CustomPunch) ACTOR(FireBullets) ACTOR(FireCustomMissile) ACTOR(RailAttack) ACTOR(CustomRailgun) ACTOR(LightInverse) ACTOR(GiveInventory) ACTOR(TakeInventory) ACTOR(SpawnItem) ACTOR(ThrowGrenade) ACTOR(Recoil) ACTOR(SelectWeapon) ACTOR(Print) ACTOR(SetTranslucent) ACTOR(FadeIn) ACTOR(FadeOut) ACTOR(SpawnDebris) ACTOR(SetSolid) ACTOR(UnsetSolid) ACTOR(SetFloat) ACTOR(UnsetFloat) ACTOR(BishopMissileWeave) ACTOR(CStaffMissileSlither) ACTOR(CheckSight) ACTOR(ExtChase) ACTOR(DropInventory) ACTOR(SetBlend) ACTOR(JumpIf) ACTOR(SetUserVar) ACTOR(SetUserVarRandom) ACTOR(KillMaster) ACTOR(KillChildren) ACTOR(DualPainAttack) ACTOR(GiveToTarget) ACTOR(TakeFromTarget) ACTOR(JumpIfInTargetInventory) ACTOR(CountdownArg) ACTOR(CustomMeleeAttack) ACTOR(Light) ACTOR(Burst) ACTOR(SkullPop) ACTOR(CheckFloor) ACTOR(CheckSkullDone) ACTOR(RadiusThrust) ACTOR(Stop) ACTOR(SPosAttackUseAtkSound) ACTOR(Respawn) ACTOR(BarrelDestroy) ACTOR(PlayerSkinCheck) #include "d_dehackedactions.h" /* What do the parameter letters mean? * * If the letter is uppercase, it is required. Lowercase letters are optional. * i = integer * f = fixed point * s = sound name * m = actor name * t = string * l = jump label * c = color * x = expression * y = expression * If the final character is a +, the previous parameter is repeated indefinitely, * and an "imaginary" first parameter is inserted containing the total number of * parameters passed. */ #define FUNC(name, parm) { #name, name, parm }, // Declare the code pointer table AFuncDesc AFTable[]= { // most of the functions available in Dehacked FUNC(A_MonsterRail, NULL) FUNC(A_BFGSpray, "mxx") FUNC(A_Pain, NULL) FUNC(A_NoBlocking, NULL) FUNC(A_XScream, NULL) FUNC(A_Look, NULL) FUNC(A_Chase, NULL) FUNC(A_FaceTarget, NULL) FUNC(A_PosAttack, NULL) FUNC(A_Scream, NULL) FUNC(A_SPosAttack, NULL) FUNC(A_SPosAttackUseAtkSound, NULL) FUNC(A_VileChase, NULL) FUNC(A_VileStart, NULL) FUNC(A_VileTarget, NULL) FUNC(A_VileAttack, NULL) FUNC(A_StartFire, NULL) FUNC(A_Fire, NULL) FUNC(A_FireCrackle, NULL) FUNC(A_Tracer, NULL) FUNC(A_SkelWhoosh, NULL) FUNC(A_SkelFist, NULL) FUNC(A_SkelMissile, NULL) FUNC(A_FatRaise, NULL) FUNC(A_FatAttack1, "m") FUNC(A_FatAttack2, "m") FUNC(A_FatAttack3, "m") FUNC(A_BossDeath, NULL) FUNC(A_CPosAttack, NULL) FUNC(A_CPosRefire, NULL) FUNC(A_TroopAttack, NULL) FUNC(A_SargAttack, NULL) FUNC(A_HeadAttack, NULL) FUNC(A_BruisAttack, NULL) FUNC(A_SkullAttack, NULL) FUNC(A_Metal, NULL) FUNC(A_SpidRefire, NULL) FUNC(A_BabyMetal, NULL) FUNC(A_BspiAttack, NULL) FUNC(A_Hoof, NULL) FUNC(A_CyberAttack, NULL) FUNC(A_PainAttack, "m") FUNC(A_DualPainAttack, "m") FUNC(A_PainDie, "m") FUNC(A_KeenDie, NULL) FUNC(A_BrainPain, NULL) FUNC(A_BrainScream, NULL) FUNC(A_BrainDie, NULL) FUNC(A_BrainAwake, NULL) FUNC(A_BrainSpit, NULL) FUNC(A_SpawnSound, NULL) FUNC(A_SpawnFly, NULL) FUNC(A_BrainExplode, NULL) FUNC(A_Die, NULL) FUNC(A_Detonate, NULL) FUNC(A_Mushroom, "mx") FUNC(A_SetFloorClip, NULL) FUNC(A_UnSetFloorClip, NULL) FUNC(A_HideThing, NULL) FUNC(A_UnHideThing, NULL) FUNC(A_SetInvulnerable, NULL) FUNC(A_UnSetInvulnerable, NULL) FUNC(A_SetReflective, NULL) FUNC(A_UnSetReflective, NULL) FUNC(A_SetReflectiveInvulnerable, NULL) FUNC(A_UnSetReflectiveInvulnerable, NULL) FUNC(A_SetShootable, NULL) FUNC(A_UnSetShootable, NULL) FUNC(A_NoGravity, NULL) FUNC(A_Gravity, NULL) FUNC(A_LowGravity, NULL) {"A_Fall", A_NoBlocking, NULL}, // Allow Doom's old name, too, for this function FUNC(A_SetSolid, NULL) FUNC(A_UnsetSolid, NULL) FUNC(A_SetFloat, NULL) FUNC(A_UnsetFloat, NULL) // For better chainsaw attacks FUNC(A_M_Saw, NULL) // some functions from the old DECORATE parser FUNC(A_BulletAttack, NULL) FUNC(A_ScreamAndUnblock, NULL) FUNC(A_ActiveAndUnblock, NULL) FUNC(A_ActiveSound, NULL) // useful functions from Hexen FUNC(A_FastChase, NULL) FUNC(A_FreezeDeath, NULL) FUNC(A_FreezeDeathChunks, NULL) FUNC(A_GenericFreezeDeath, NULL) FUNC(A_IceGuyDie, NULL) // useful for bursting a monster into ice chunks without delay FUNC(A_CentaurDefend, NULL) FUNC(A_BishopMissileWeave, NULL) FUNC(A_CStaffMissileSlither, NULL) FUNC(A_PlayerScream, NULL) FUNC(A_SkullPop, "m") {"A_CheckPlayerDone", A_CheckSkullDone, NULL }, // useful functions from Strife FUNC(A_Wander, NULL) FUNC(A_Look2, NULL) FUNC(A_TossGib, NULL) FUNC(A_SentinelBob, NULL) FUNC(A_SentinelRefire, NULL) FUNC(A_Tracer2, NULL) FUNC(A_SetShadow, NULL) FUNC(A_ClearShadow, NULL) FUNC(A_GetHurt, NULL) FUNC(A_TurretLook, NULL) FUNC(A_KlaxonBlare, NULL) FUNC(A_Countdown, NULL) FUNC(A_AlertMonsters, NULL) FUNC(A_ClearSoundTarget, NULL) FUNC(A_FireAssaultGun, NULL) FUNC(A_CheckTerrain, NULL ) // Only selected original weapon functions will be available. // All the attack pointers are somewhat tricky due to the way the flash state is handled FUNC(A_Light, "X") FUNC(A_Light0, NULL) FUNC(A_Light1, NULL) FUNC(A_Light2, NULL) FUNC(A_LightInverse, NULL) FUNC(A_WeaponReady, NULL) FUNC(A_Lower, NULL) FUNC(A_Raise, NULL) FUNC(A_ReFire, NULL) FUNC(A_Punch, NULL) FUNC(A_CheckReload, NULL) FUNC(A_GunFlash, NULL) FUNC(A_Saw, "ssxm") // DECORATE specific functions FUNC(A_BulletAttack, NULL) FUNC(A_PlaySound, "S" ) FUNC(A_PlayWeaponSound, "S" ) FUNC(A_FLoopActiveSound, NULL ) FUNC(A_LoopActiveSound, NULL ) FUNC(A_StopSound, NULL ) FUNC(A_PlaySoundEx, "STi" ) FUNC(A_StopSoundEx, "T" ) FUNC(A_SeekerMissile, "XX" ) FUNC(A_Jump, "XL+" ) FUNC(A_CustomMissile, "MXXxxx" ) FUNC(A_CustomBulletAttack, "XXXXmx" ) FUNC(A_CustomRailgun, "Xxccxxx" ) FUNC(A_JumpIfHealthLower, "XL" ) FUNC(A_JumpIfCloser, "XL" ) FUNC(A_JumpIfInventory, "MXL" ) FUNC(A_GiveInventory, "Mx" ) FUNC(A_TakeInventory, "Mx" ) FUNC(A_SpawnItem, "Mxxyx" ) FUNC(A_ThrowGrenade, "Mxxxy" ) FUNC(A_SelectWeapon, "M") FUNC(A_Print, "Txt") FUNC(A_SetTranslucent, "Xx") FUNC(A_FadeIn, "x") FUNC(A_FadeOut, "x") FUNC(A_SpawnDebris, "Mx") FUNC(A_CheckSight, "L") FUNC(A_ExtChase, "XXyx") FUNC(A_DropInventory, "M") FUNC(A_SetBlend, "CXXc") FUNC(A_ChangeFlag, "TX") FUNC(A_JumpIf, "XL") FUNC(A_KillMaster, NULL) FUNC(A_KillChildren, NULL) FUNC(A_CheckFloor, "L") FUNC(A_PlayerSkinCheck, "L") {"A_BasicAttack", A_ComboAttack, "ISMF" }, // Weapon only functions FUNC(A_JumpIfNoAmmo, "L" ) FUNC(A_CustomPunch, "Xxymx" ) FUNC(A_FireBullets, "XXXXmyx" ) FUNC(A_FireCustomMissile, "Mxyxxx" ) FUNC(A_RailAttack, "Xxyccxx" ) FUNC(A_Recoil, "X") FUNC(A_JumpIfInTargetInventory, "MXL" ) FUNC(A_GiveToTarget, "Mx" ) FUNC(A_TakeFromTarget, "Mx" ) FUNC(A_CountdownArg, "X") FUNC(A_CustomMeleeAttack, "Xsty" ) FUNC(A_Burst, "M") FUNC(A_RadiusThrust, "xxy") {"A_Explode", A_ExplodeParms, "xxy" }, FUNC(A_Stop, NULL) FUNC(A_Respawn, "y") FUNC(A_BarrelDestroy, NULL) }; //========================================================================== // // Find a function by name using a binary search // //========================================================================== static int STACK_ARGS funccmp(const void * a, const void * b) { return stricmp( ((AFuncDesc*)a)->Name, ((AFuncDesc*)b)->Name); } static AFuncDesc * FindFunction(char * string) { static bool funcsorted=false; if (!funcsorted) { qsort(AFTable, countof(AFTable), sizeof(AFTable[0]), funccmp); funcsorted=true; } int min = 0, max = countof(AFTable)-1; while (min <= max) { int mid = (min + max) / 2; int lexval = stricmp (string, AFTable[mid].Name); if (lexval == 0) { return &AFTable[mid]; } else if (lexval > 0) { min = mid + 1; } else { max = mid - 1; } } return NULL; } static const char *BasicAttackNames[4] = { "A_MeleeAttack", "A_MissileAttack", "A_ComboAttack", NULL }; static const actionf_p BasicAttacks[3] = { A_MeleeAttack, A_MissileAttack, A_ComboAttack }; //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- // // Translation parsing // //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- static int NumUsedTranslations; static int NumUsedBloodTranslations; BYTE decorate_translations[256*256*2]; PalEntry BloodTranslations[256]; void InitDecorateTranslations() { // The translation tables haven't been allocated yet so we may as easily use a static buffer instead! NumUsedBloodTranslations = NumUsedTranslations = 0; for(int i=0;i<256*256*2;i++) decorate_translations[i]=i&255; } static bool Check(char *& range, char c, bool error=true) { while (isspace(*range)) range++; if (*range==c) { range++; return true; } if (error) { //SC_ScriptError("Invalid syntax in translation specification: '%c' expected", c); } return false; } static void AddToTranslation(unsigned char * translation, char * range) { int start,end; start=strtol(range, &range, 10); if (!Check(range, ':')) return; end=strtol(range, &range, 10); if (!Check(range, '=')) return; if (!Check(range, '[', false)) { int pal1,pal2; fixed_t palcol, palstep; pal1=strtol(range, &range, 10); if (!Check(range, ':')) return; pal2=strtol(range, &range, 10); if (start > end) { swap (start, end); swap (pal1, pal2); } else if (start == end) { translation[start] = pal1; return; } palcol = pal1 << FRACBITS; palstep = ((pal2 << FRACBITS) - palcol) / (end - start); for (int i = start; i <= end; palcol += palstep, ++i) { translation[i] = palcol >> FRACBITS; } } else { // translation using RGB values int r1; int g1; int b1; int r2; int g2; int b2; int r,g,b; int rs,gs,bs; r1=strtol(range, &range, 10); if (!Check(range, ',')) return; g1=strtol(range, &range, 10); if (!Check(range, ',')) return; b1=strtol(range, &range, 10); if (!Check(range, ']')) return; if (!Check(range, ':')) return; if (!Check(range, '[')) return; r2=strtol(range, &range, 10); if (!Check(range, ',')) return; g2=strtol(range, &range, 10); if (!Check(range, ',')) return; b2=strtol(range, &range, 10); if (!Check(range, ']')) return; if (start > end) { swap (start, end); r = r2; g = g2; b = b2; rs = r1 - r2; gs = g1 - g2; bs = b1 - b2; } else { r = r1; g = g1; b = b1; rs = r2 - r1; gs = g2 - g1; bs = b2 - b1; } if (start == end) { translation[start] = ColorMatcher.Pick (r >> FRACBITS, g >> FRACBITS, b >> FRACBITS); return; } rs /= (end - start); gs /= (end - start); bs /= (end - start); for (int i = start; i <= end; ++i) { translation[i] = ColorMatcher.Pick (r >> FRACBITS, g >> FRACBITS, b >> FRACBITS); r += rs; g += gs; b += bs; } } } static int StoreTranslation(const unsigned char * translation) { for (int i = 0; i < NumUsedTranslations; i++) { if (!memcmp(translation, decorate_translations + i*256, 256)) { // A duplicate of this translation already exists return TRANSLATION(TRANSLATION_Decorate, i); } } if (NumUsedTranslations>=MAX_DECORATE_TRANSLATIONS) { SC_ScriptError("Too many translations in DECORATE"); } memcpy(decorate_translations + NumUsedTranslations*256, translation, 256); NumUsedTranslations++; return TRANSLATION(TRANSLATION_Decorate, NumUsedTranslations-1); } static int CreateBloodTranslation(PalEntry color) { int i; for (i = 0; i < NumUsedBloodTranslations; i++) { if (color.r == BloodTranslations[i].r && color.g == BloodTranslations[i].g && color.b == BloodTranslations[i].b) { // A duplicate of this translation already exists return i; } } if (NumUsedBloodTranslations>=MAX_DECORATE_TRANSLATIONS) { SC_ScriptError("Too many blood colors in DECORATE"); } for (i = 0; i < 256; i++) { int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b); int entry = ColorMatcher.Pick(color.r*bright/255, color.g*bright/255, color.b*bright/255); *(decorate_translations + MAX_DECORATE_TRANSLATIONS*256 + NumUsedBloodTranslations*256 + i)=entry; } BloodTranslations[NumUsedBloodTranslations]=color; return NumUsedBloodTranslations++; } //---------------------------------------------------------------------------- // // DropItem handling // //---------------------------------------------------------------------------- static void FreeDropItemChain(FDropItem *chain) { while (chain != NULL) { FDropItem *next = chain->Next; delete chain; chain = next; } } class FDropItemPtrArray : public TArray { public: ~FDropItemPtrArray() { for (unsigned int i = 0; i < Size(); ++i) { FreeDropItemChain ((*this)[i]); } } }; static FDropItemPtrArray DropItemList; FDropItem *GetDropItems(AActor * actor) { unsigned int index = actor->GetClass ()->Meta.GetMetaInt (ACMETA_DropItems) - 1; if (index >= 0 && index < DropItemList.Size()) { return DropItemList[index]; } return NULL; } //========================================================================== // // Extra info maintained while defining an actor. The original // implementation stored these in a CustomActor class. They have all been // moved into action function parameters so that no special CustomActor // class is necessary. // //========================================================================== struct FBasicAttack { int MeleeDamage; int MeleeSound; FName MissileName; fixed_t MissileHeight; }; struct Baggage { FActorInfo *Info; bool DropItemSet; bool StateSet; int CurrentState; FDropItem *DropItemList; FBasicAttack BAttack; }; //========================================================================== // // //========================================================================== static TArray StateArray; typedef void (*ActorPropFunction) (AActor *defaults, Baggage &bag); struct ActorProps { const char *name; ActorPropFunction Handler; const PClass * type; }; typedef ActorProps (*ActorPropHandler) (register const char *str, register unsigned int len); static const ActorProps *is_actorprop (const char *str); //========================================================================== // // Some functions which check for simple tokens // //========================================================================== inline void ChkCom() { SC_MustGetStringName (","); } inline void ChkBraceOpn() { SC_MustGetStringName ("{"); } inline bool TestBraceCls() { return SC_CheckString ("}"); } inline bool TestCom() { return SC_CheckString (","); } //========================================================================== // // Find a state address // //========================================================================== struct FStateDefine { FName Label; bool valid; TArray Children; FState *State; }; static TArray StateLabels; void ClearStateLabels() { StateLabels.Clear(); } //========================================================================== // // Search one list of state definitions for the given name // //========================================================================== static FStateDefine * FindStateLabelInList(TArray & list, FName name, bool create) { for(unsigned i = 0; i * out) { FName firstpart, secondpart; char * c; // Handle the old names for the existing death states char * name = copystring(fname); firstpart = strtok(name, "."); switch (firstpart) { case NAME_Burn: firstpart = NAME_Death; secondpart = NAME_Fire; break; case NAME_Ice: firstpart = NAME_Death; secondpart = NAME_Ice; break; case NAME_Disintegrate: firstpart = NAME_Death; secondpart = NAME_Disintegrate; break; case NAME_XDeath: firstpart = NAME_Death; secondpart = NAME_Extreme; break; } out->Clear(); out->Push(firstpart); if (secondpart!=NAME_None) out->Push(secondpart); while ((c = strtok(NULL, "."))!=NULL) { FName cc = c; out->Push(cc); } delete [] name; } //========================================================================== // // Finds the address of a state given by name. // Adds the state if it doesn't exist // //========================================================================== static FStateDefine * FindStateAddress(const char * name) { static TArray namelist(3); FStateDefine * statedef=NULL; MakeStateNameList(name, &namelist); TArray * statelist = &StateLabels; for(unsigned i=0;iChildren; } return statedef; } void AddState (const char * statename, FState * state) { FStateDefine * std = FindStateAddress(statename); std->State = state; std->valid = true; } //========================================================================== // // Finds the state associated with the given name // //========================================================================== FState * FindState(AActor * actor, const PClass * type, const char * name) { static TArray namelist(3); FStateDefine * statedef=NULL; MakeStateNameList(name, &namelist); TArray * statelist = &StateLabels; for(unsigned i=0;iParentClass->ActorInfo; if (parentinfo) return parentinfo->FindStateExact(namelist.Size(), (va_list)&namelist[0]); else return NULL; } statelist = &statedef->Children; } return statedef? statedef->State : NULL; } //========================================================================== // // Finds the state associated with the given name // //========================================================================== FState * FindStateInClass(AActor * actor, const PClass * type, const char * name) { static TArray namelist(3); MakeStateNameList(name, &namelist); FActorInfo * info = type->ActorInfo; if (info) return info->FindStateExact(namelist.Size(), (va_list)&namelist[0]); return NULL; } //========================================================================== // // Checks if a state list is empty // A list is empty if it doesn't contain any states and no children // that contain any states // //========================================================================== static bool IsStateListEmpty(TArray & statelist) { for(unsigned i=0;iLabel - (int)B->Label); } static FStateLabels * CreateStateLabelList(TArray & statelist) { int count=statelist.Size(); if (count == 0) return NULL; FStateLabels * list = (FStateLabels*)M_Malloc(sizeof(FStateLabels)+(count-1)*sizeof(FStateLabel)); list->NumLabels = count; int j=0; for (unsigned i=0;iLabels[j].Label = statelist[i].Label; list->Labels[j].State = statelist[i].State; list->Labels[j].valid = statelist[i].valid; list->Labels[j].Children = CreateStateLabelList(statelist[i].Children); j++; } } qsort(list->Labels, count, sizeof(FStateLabel), labelcmp); return list; } //=========================================================================== // // InstallStates // // Creates the actor's state list from the current definition // //=========================================================================== void InstallStates(FActorInfo *info, AActor *defaults) { FState * state = FindState(defaults, info->Class, "Spawn"); // If the actor doesn't provide a valid spawn state we have to substutute it // with the default. if (state == &AActor::States[2] || state == NULL) { AddState("Spawn", &AActor::States[0]); } info->StateList = CreateStateLabelList(StateLabels); // Cache these states as member veriables. defaults->SpawnState = info->FindStateExact(1,NAME_Spawn); defaults->SeeState = info->FindStateExact(1,NAME_See); // Melee and Missile states are manipulated by the scripted marines so they // have to be stored locally defaults->MeleeState = info->FindStateExact(1,NAME_Melee); defaults->MissileState = info->FindStateExact(1,NAME_Missile); } //=========================================================================== // // MakeStateDefines // // Creates a list of state definitions from an existing actor // Used by Dehacked to modify an actor's state list // //=========================================================================== static void MakeStateList(const FStateLabels *list, TArray &dest) { dest.Clear(); for(int i=0;iNumLabels;i++) { FStateDefine def; def.Label = list->Labels[i].Label; def.State = list->Labels[i].State; def.valid = list->Labels[i].valid; dest.Push(def); if (list->Labels[i].Children != NULL) { MakeStateList(list->Labels[i].Children, dest[dest.Size()-1].Children); } } } void MakeStateDefines(const FStateLabels *list) { MakeStateList(list, StateLabels); } //========================================================================== // // Sets the default values with which an actor definition starts // //========================================================================== static void ResetBaggage (Baggage *bag) { bag->DropItemList = NULL; bag->BAttack.MeleeDamage = 0; bag->BAttack.MissileHeight = 32*FRACUNIT; bag->BAttack.MeleeSound = 0; bag->BAttack.MissileName = NAME_None; bag->DropItemSet = false; bag->CurrentState = 0; bag->StateSet = false; } static void ResetActor (AActor *actor, Baggage *bag) { memcpy (actor, GetDefault(), sizeof(AActor)); if (bag->DropItemList != NULL) { FreeDropItemChain (bag->DropItemList); } ResetBaggage (bag); } //========================================================================== // // Starts a new actor definition // //========================================================================== static FActorInfo * CreateNewActor(FActorInfo ** parentc, Baggage *bag) { FName typeName; // Get actor name SC_MustGetString(); char * colon = strchr(sc_String, ':'); if (colon != NULL) { *colon++ = 0; } if (PClass::FindClass (sc_String) != NULL) { SC_ScriptError ("Actor %s is already defined.", sc_String); } typeName = sc_String; PClass * parent = RUNTIME_CLASS(AActor); if (parentc) { *parentc = NULL; // Do some tweaking so that a definition like 'Actor:Parent' which is read as a single token is recognized as well // without having resort to C-mode (which disallows periods in actor names.) if (colon == NULL) { SC_MustGetString (); if (sc_String[0]==':') { colon = sc_String + 1; } } if (colon != NULL) { if (colon[0] == 0) { SC_MustGetString (); colon = sc_String; } } if (colon != NULL) { parent = const_cast (PClass::FindClass (colon)); if (parent == NULL) { SC_ScriptError ("Parent type '%s' not found", colon); } else if (parent->ActorInfo == NULL) { SC_ScriptError ("Parent type '%s' is not an actor", colon); } else { *parentc = parent->ActorInfo; } } else SC_UnGet(); } PClass * ti = parent->CreateDerivedClass (typeName, parent->Size); FActorInfo * info = ti->ActorInfo; Decorations.Push (info); ClearStateLabels(); info->NumOwnedStates = 0; info->OwnedStates = NULL; info->SpawnID = 0; info->StateList = NULL; ResetBaggage (bag); bag->Info = info; info->DoomEdNum = -1; // Check for "replaces" SC_MustGetString (); if (SC_Compare ("replaces")) { const PClass *replacee; // Get actor name SC_MustGetString (); replacee = PClass::FindClass (sc_String); if (replacee == NULL) { SC_ScriptError ("Replaced type '%s' not found", sc_String); } else if (replacee->ActorInfo == NULL) { SC_ScriptError ("Replaced type '%s' is not an actor", sc_String); } replacee->ActorInfo->Replacement = ti->ActorInfo; ti->ActorInfo->Replacee = replacee->ActorInfo; } else { SC_UnGet(); } // Now, after the actor names have been parsed, it is time to switch to C-mode // for the rest of the actor definition. SC_SetCMode (true); if (SC_CheckNumber()) { if (sc_Number>=-1 && sc_Number<32768) info->DoomEdNum = sc_Number; else SC_ScriptError ("DoomEdNum must be in the range [-1,32767]"); } if (parent == RUNTIME_CLASS(AWeapon)) { // preinitialize kickback to the default for the game ((AWeapon*)(info->Class->Defaults))->Kickback=gameinfo.defKickback; } return info; } //========================================================================== // // PrepareStateParameters // creates an empty parameter list for a parameterized function call // //========================================================================== int PrepareStateParameters(FState * state, int numparams) { int paramindex=StateParameters.Size(); int i, v; v=0; for(i=0;iParameterIndex = paramindex+1; return paramindex; } //========================================================================== // // Returns the index of the given line special // //========================================================================== int FindLineSpecial(const char * string) { const ACSspecials *spec; spec = is_special(string, (unsigned int)strlen(string)); if (spec) return spec->Special; return 0; } //========================================================================== // // FindLineSpecialEx // // Like FindLineSpecial, but also returns the min and max argument count. // //========================================================================== int FindLineSpecialEx (const char *string, int *min_args, int *max_args) { const ACSspecials *spec; spec = is_special(string, (unsigned int)strlen(string)); if (spec != NULL) { *min_args = spec->MinArgs; *max_args = MAX(spec->MinArgs, spec->MaxArgs); return spec->Special; } *min_args = *max_args = 0; return 0; } //========================================================================== // // DoSpecialFunctions // handles special functions that can't be dealt with by the generic routine // //========================================================================== bool DoSpecialFunctions(FState & state, bool multistate, int * statecount, Baggage &bag) { int i; const ACSspecials *spec; if ((spec = is_special (sc_String, sc_StringLen)) != NULL) { int paramindex=PrepareStateParameters(&state, 6); StateParameters[paramindex]=spec->Special; // Make this consistent with all other parameter parsing if (SC_CheckString("(")) { for (i = 0; i < 5;) { StateParameters[paramindex+i+1]=ParseExpression (false); i++; if (!TestCom()) break; } SC_MustGetStringName (")"); } else i=0; if (i < spec->MinArgs) { SC_ScriptError ("Too few arguments to %s", spec->name); } if (i > MAX (spec->MinArgs, spec->MaxArgs)) { SC_ScriptError ("Too many arguments to %s", spec->name); } state.Action = A_CallSpecial; return true; } // Check for A_MeleeAttack, A_MissileAttack, or A_ComboAttack int batk = SC_MatchString (BasicAttackNames); if (batk >= 0) { int paramindex=PrepareStateParameters(&state, 4); StateParameters[paramindex] = bag.BAttack.MeleeDamage; StateParameters[paramindex+1] = bag.BAttack.MeleeSound; StateParameters[paramindex+2] = bag.BAttack.MissileName; StateParameters[paramindex+3] = bag.BAttack.MissileHeight; state.Action = BasicAttacks[batk]; return true; } return false; } //========================================================================== // // RetargetState(Pointer)s // // These functions are used when a goto follows one or more labels. // Because multiple labels are permitted to occur consecutively with no // intervening states, it is not enough to remember the last label defined // and adjust it. So these functions search for all labels that point to // the current position in the state array and give them a copy of the // target string instead. // //========================================================================== static void RetargetStatePointers (intptr_t count, const char *target, TArray & statelist) { for(unsigned i = 0;i 0) { RetargetStatePointers(count, target, statelist[i].Children); } } } static void RetargetStates (intptr_t count, const char *target) { RetargetStatePointers(count, target, StateLabels); } //========================================================================== // // Reads a state label that may contain '.'s. // processes a state block // //========================================================================== static FString ParseStateString() { FString statestring; SC_MustGetString(); statestring = sc_String; if (SC_CheckString("::")) { SC_MustGetString (); statestring += "::"; statestring += sc_String; } while (SC_CheckString (".")) { SC_MustGetString (); statestring += "."; statestring += sc_String; } return statestring; } //========================================================================== // // ProcessStates // processes a state block // //========================================================================== static int ProcessStates(FActorInfo * actor, AActor * defaults, Baggage &bag) { FString statestring; intptr_t count = 0; FState state; FState * laststate = NULL; intptr_t lastlabel = -1; int minrequiredstate = -1; ChkBraceOpn(); SC_SetEscape(false); // disable escape sequences in the state parser while (!TestBraceCls() && !sc_End) { memset(&state,0,sizeof(state)); statestring = ParseStateString(); if (!statestring.CompareNoCase("GOTO")) { do_goto: statestring = ParseStateString(); if (SC_CheckString ("+")) { SC_MustGetNumber (); statestring += '+'; statestring += sc_String; } // copy the text - this must be resolved later! if (laststate != NULL) { // Following a state definition: Modify it. laststate->NextState = (FState*)copystring(statestring); } else if (lastlabel >= 0) { // Following a label: Retarget it. RetargetStates (count+1, statestring); } else { SC_ScriptError("GOTO before first state"); } } else if (!statestring.CompareNoCase("STOP")) { do_stop: if (laststate!=NULL) { laststate->NextState=(FState*)-1; } else if (lastlabel >=0) { RetargetStates (count+1, NULL); } else { SC_ScriptError("STOP before first state"); continue; } } else if (!statestring.CompareNoCase("WAIT") || !statestring.CompareNoCase("FAIL")) { if (!laststate) { SC_ScriptError("%s before first state", sc_String); continue; } laststate->NextState=(FState*)-2; } else if (!statestring.CompareNoCase("LOOP")) { if (!laststate) { SC_ScriptError("LOOP before first state"); continue; } laststate->NextState=(FState*)(lastlabel+1); } else { const char * statestrp; SC_MustGetString(); if (SC_Compare (":")) { laststate = NULL; do { lastlabel = count; AddState(statestring, (FState *) (count+1)); statestring = ParseStateString(); if (!statestring.CompareNoCase("GOTO")) { goto do_goto; } else if (!statestring.CompareNoCase("STOP")) { goto do_stop; } SC_MustGetString (); } while (SC_Compare (":")); // continue; } SC_UnGet (); if (statestring.Len() != 4) { SC_ScriptError ("Sprite names must be exactly 4 characters\n"); } memcpy(state.sprite.name, statestring, 4); state.Misc1=state.Misc2=0; state.ParameterIndex=0; SC_MustGetString(); statestring = (sc_String+1); statestrp = statestring; state.Frame=(*sc_String&223)-'A'; if ((*sc_String&223)<'A' || (*sc_String&223)>']') { SC_ScriptError ("Frames must be A-Z, [, \\, or ]"); state.Frame=0; } SC_MustGetNumber(); sc_Number++; state.Tics=sc_Number&255; state.Misc1=(sc_Number>>8)&255; if (state.Misc1) state.Frame|=SF_BIGTIC; while (SC_GetString() && !sc_Crossed) { if (SC_Compare("BRIGHT")) { state.Frame|=SF_FULLBRIGHT; continue; } if (SC_Compare("OFFSET")) { if (state.Frame&SF_BIGTIC) { SC_ScriptError("You cannot use OFFSET with a state duration larger than 254!"); } // specify a weapon offset SC_MustGetStringName("("); SC_MustGetNumber(); state.Misc1=sc_Number; ChkCom(); SC_MustGetNumber(); state.Misc2=sc_Number; SC_MustGetStringName(")"); continue; } // Make the action name lowercase to satisfy the gperf hashers strlwr (sc_String); int minreq=count; if (DoSpecialFunctions(state, !statestring.IsEmpty(), &minreq, bag)) { if (minreq>minrequiredstate) minrequiredstate=minreq; goto endofstate; } AFuncDesc * afd = FindFunction(sc_String); if (afd != NULL) { state.Action = afd->Function; if (afd->parameters !=NULL) { const char * params = afd->parameters; int numparams = (int)strlen(params); int v; if (!islower(*params)) { SC_MustGetStringName("("); } else { if (!SC_CheckString("(")) goto endofstate; } int paramindex = PrepareStateParameters(&state, numparams); int paramstart = paramindex; bool varargs = params[numparams - 1] == '+'; if (varargs) { StateParameters[paramindex++] = 0; } while (*params) { switch(*params) { /* case 'A': case 'a': // Angle SC_MustGetFloat(); v=(int)angle_t(sc_Float*ANGLE_1); break; case 'B': case 'b': // Byte SC_MustGetNumber(); v=clamp(sc_Number, 0, 255); break; case '9': // 90 degree angle as integer SC_MustGetNumber(); v=clamp(sc_Number, 0, 90); break; case '!': // not boolean (to simulate parameters which default to 1) SC_MustGetNumber(); v=!sc_Number; break; */ case 'I': case 'i': // Integer SC_MustGetNumber(); v=sc_Number; break; case 'F': case 'f': // Fixed point SC_MustGetFloat(); v=fixed_t(sc_Float*FRACUNIT); break; case 'S': case 's': // Sound name SC_MustGetString(); v=S_FindSound(sc_String); break; case 'M': case 'm': // Actor name case 'T': case 't': // String SC_SetEscape(true); SC_MustGetString(); SC_SetEscape(false); v = (int)(sc_String[0] ? FName(sc_String) : NAME_None); break; case 'L': case 'l': // Jump label if (strlen(statestring)>0) { SC_ScriptError("You cannot use A_Jump commands on multistate definitions\n"); } SC_MustGetNumber(); v=sc_Number; if (v<1) { SC_ScriptError("Negative jump offsets are not allowed"); } { int minreq=count+v; if (minreq>minrequiredstate) minrequiredstate=minreq; } break; case 'C': case 'c': // Color SC_MustGetString (); if (SC_Compare("none")) { v = -1; } else { int c = V_GetColor (NULL, sc_String); // 0 needs to be the default so we have to mark the color. v = MAKEARGB(1, RPART(c), GPART(c), BPART(c)); } break; case 'X': case 'x': v = ParseExpression (false); break; case 'Y': case 'y': v = ParseExpression (true); break; default: assert(false); v = -1; break; } StateParameters[paramindex++] = v; params++; if (varargs) { StateParameters[paramstart]++; } if (*params) { if (*params == '+') { if (SC_CheckString(")")) { goto endofstate; } params--; v = 0; StateParameters.Push(v); } else if ((islower(*params) || *params=='!') && SC_CheckString(")")) { goto endofstate; } ChkCom(); } } SC_MustGetStringName(")"); } else { SC_MustGetString(); if (SC_Compare("(")) { SC_ScriptError("You cannot pass parameters to '%s'\n",sc_String); } SC_UnGet(); } goto endofstate; } SC_ScriptError("Invalid state parameter %s\n", sc_String); } SC_UnGet(); endofstate: StateArray.Push(state); while (*statestrp) { int frame=((*statestrp++)&223)-'A'; if (frame<0 || frame>28) { SC_ScriptError ("Frames must be A-Z, [, \\, or ]"); frame=0; } state.Frame=(state.Frame&(SF_FULLBRIGHT|SF_BIGTIC))|frame; StateArray.Push(state); count++; } laststate=&StateArray[count]; count++; } } if (count<=minrequiredstate) { SC_ScriptError("A_Jump offset out of range in %s", actor->Class->TypeName.GetChars()); } SC_SetEscape(true); // re-enable escape sequences return count; } //========================================================================== // // ResolveGotoLabel // //========================================================================== static FState *ResolveGotoLabel (AActor *actor, const PClass *mytype, char *name) { const PClass *type=mytype; FState *state; char *namestart = name; char *label, *offset, *pt; int v; // Check for classname if ((pt = strstr (name, "::")) != NULL) { const char *classname = name; *pt = '\0'; name = pt + 2; // The classname may either be "Super" to identify this class's immediate // superclass, or it may be the name of any class that this one derives from. if (stricmp (classname, "Super") == 0) { type = type->ParentClass; actor = GetDefaultByType (type); } else { // first check whether a state of the desired name exists const PClass *stype = PClass::FindClass (classname); if (stype == NULL) { SC_ScriptError ("%s is an unknown class.", classname); } if (!stype->IsDescendantOf (RUNTIME_CLASS(AActor))) { SC_ScriptError ("%s is not an actor class, so it has no states.", stype->TypeName.GetChars()); } if (!stype->IsAncestorOf (type)) { SC_ScriptError ("%s is not derived from %s so cannot access its states.", type->TypeName.GetChars(), stype->TypeName.GetChars()); } if (type != stype) { type = stype; actor = GetDefaultByType (type); } } } label = name; // Check for offset offset = NULL; if ((pt = strchr (name, '+')) != NULL) { *pt = '\0'; offset = pt + 1; } v = offset ? strtol (offset, NULL, 0) : 0; // Get the state's address. if (type==mytype) state = FindState (actor, type, label); else state = FindStateInClass (actor, type, label); if (state != NULL) { state += v; } else if (v != 0) { SC_ScriptError ("Attempt to get invalid state %s from actor %s.", label, type->TypeName.GetChars()); } delete[] namestart; // free the allocated string buffer return state; } //========================================================================== // // FixStatePointers // // Fixes an actor's default state pointers. // //========================================================================== static void FixStatePointers (FActorInfo *actor, TArray & list) { for(unsigned i=0;i= 1 && v < 0x10000) { list[i].State = actor->OwnedStates + v - 1; } if (list[i].Children.Size() > 0) FixStatePointers(actor, list[i].Children); } } //========================================================================== // // FixStatePointersAgain // // Resolves an actor's state pointers that were specified as jumps. // //========================================================================== static void FixStatePointersAgain (FActorInfo *actor, AActor *defaults, TArray & list) { for(unsigned i=0;iClass, (char *)list[i].State); } if (list[i].Children.Size() > 0) FixStatePointersAgain(actor, defaults, list[i].Children); } } //========================================================================== // // FinishStates // copies a state block and fixes all state links // //========================================================================== static int FinishStates (FActorInfo *actor, AActor *defaults, Baggage &bag) { static int c=0; int count = StateArray.Size(); if (count > 0) { FState *realstates = new FState[count]; int i; int currange; memcpy(realstates, &StateArray[0], count*sizeof(FState)); actor->OwnedStates = realstates; actor->NumOwnedStates = count; // adjust the state pointers // In the case new states are added these must be adjusted, too! FixStatePointers (actor, StateLabels); for(i = currange = 0; i < count; i++) { // resolve labels and jumps switch((ptrdiff_t)realstates[i].NextState) { case 0: // next realstates[i].NextState = (i < count-1 ? &realstates[i+1] : &realstates[0]); break; case -1: // stop realstates[i].NextState = NULL; break; case -2: // wait realstates[i].NextState = &realstates[i]; break; default: // loop if ((size_t)realstates[i].NextState < 0x10000) { realstates[i].NextState = &realstates[(size_t)realstates[i].NextState-1]; } else // goto { realstates[i].NextState = ResolveGotoLabel (defaults, bag.Info->Class, (char *)realstates[i].NextState); } } } } StateArray.Clear (); // Fix state pointers that are gotos FixStatePointersAgain (actor, defaults, StateLabels); return count; } //========================================================================== // // For getting a state address from the parent // No attempts have been made to add new functionality here // This is strictly for keeping compatibility with old WADs! // //========================================================================== static FState *CheckState(PClass *type) { int v=0; if (SC_GetString() && !sc_Crossed) { if (SC_Compare("0")) return NULL; else if (SC_Compare("PARENT")) { FState * state = NULL; SC_MustGetString(); FActorInfo * info = type->ParentClass->ActorInfo; if (info != NULL) { state = info->FindStateExact(1, (int)FName(sc_String)); } if (SC_GetString ()) { if (SC_Compare ("+")) { SC_MustGetNumber (); v = sc_Number; } else { SC_UnGet (); } } if (state == NULL && v==0) return NULL; if (v!=0 && state==NULL) { SC_ScriptError("Attempt to get invalid state from actor %s\n", type->ParentClass->TypeName.GetChars()); return NULL; } state+=v; return state; } else SC_ScriptError("Invalid state assignment"); } return NULL; } //========================================================================== // // Checks for a numeric parameter which may or may not be preceded by a comma // //========================================================================== static bool CheckNumParm() { if (SC_CheckString(",")) { SC_MustGetNumber(); return true; } else { return !!SC_CheckNumber(); } } static bool CheckFloatParm() { if (SC_CheckString(",")) { SC_MustGetFloat(); return true; } else { return !!SC_CheckFloat(); } } //========================================================================== // // Handle actor properties // //========================================================================== void ParseActorProperties (Baggage &bag) { const PClass *info; const ActorProps *prop; ChkBraceOpn (); while (!TestBraceCls()) { if (sc_End) { SC_ScriptError("Unexpected end of file encountered"); } SC_GetString (); strlwr (sc_String); // Walk the ancestors of this type and see if any of them know // about the property. info = bag.Info->Class; FString propname = sc_String; if (sc_String[0]!='-' && sc_String[0]!='+') { if (SC_CheckString (".")) { SC_MustGetString (); propname += '.'; strlwr (sc_String); propname += sc_String; } else { SC_UnGet (); } } prop = is_actorprop (propname.GetChars()); if (prop != NULL) { if (!info->IsDescendantOf(prop->type)) { SC_ScriptError("\"%s\" requires an actor of type \"%s\"\n", propname.GetChars(), prop->type->TypeName.GetChars()); } else { prop->Handler ((AActor *)bag.Info->Class->Defaults, bag); } } else { SC_ScriptError("\"%s\" is an unknown actor property\n", propname.GetChars()); } } } //========================================================================== // // Reads an actor definition // //========================================================================== void ProcessActor(void (*process)(FState *, int)) { FActorInfo * info=NULL; AActor * defaults; Baggage bag; try { FActorInfo * parent; info=CreateNewActor(&parent, &bag); defaults=(AActor*)info->Class->Defaults; bag.StateSet = false; bag.DropItemSet = false; bag.CurrentState = 0; ParseActorProperties (bag); FinishStates (info, defaults, bag); InstallStates(info, defaults); process(info->OwnedStates, info->NumOwnedStates); if (bag.DropItemSet) { if (bag.DropItemList == NULL) { if (info->Class->Meta.GetMetaInt (ACMETA_DropItems) != 0) { info->Class->Meta.SetMetaInt (ACMETA_DropItems, 0); } } else { info->Class->Meta.SetMetaInt (ACMETA_DropItems, DropItemList.Push (bag.DropItemList) + 1); } } if (info->Class->IsDescendantOf (RUNTIME_CLASS(AInventory))) { defaults->flags |= MF_SPECIAL; } } catch(CRecoverableError & e) { throw e; } // I think this is better than a crash log. #ifndef _DEBUG catch (...) { if (info) SC_ScriptError("Unexpected error during parsing of actor %s", info->Class->TypeName.GetChars()); else SC_ScriptError("Unexpected error during parsing of actor definitions"); } #endif SC_SetCMode (false); } //========================================================================== // // StatePropertyIsDeprecated // //========================================================================== static void StatePropertyIsDeprecated (const char *actorname, const char *prop) { /* static bool warned = false; Printf (TEXTCOLOR_YELLOW "In actor %s, the %s property is deprecated.\n", actorname, prop); if (!warned) { warned = true; Printf (TEXTCOLOR_YELLOW "Instead of \"%s \", add this to the actor's States block:\n" TEXTCOLOR_YELLOW " %s:\n" TEXTCOLOR_YELLOW " Goto \n", prop, prop); } */ } //========================================================================== // // Property parsers // //========================================================================== //========================================================================== // //========================================================================== static void ActorSkipSuper (AActor *defaults, Baggage &bag) { ResetActor(defaults, &bag); } //========================================================================== // //========================================================================== static void ActorGame (AActor *defaults, Baggage &bag) { SC_MustGetString (); if (SC_Compare ("Doom")) { bag.Info->GameFilter |= GAME_Doom; } else if (SC_Compare ("Heretic")) { bag.Info->GameFilter |= GAME_Heretic; } else if (SC_Compare ("Hexen")) { bag.Info->GameFilter |= GAME_Hexen; } else if (SC_Compare ("Raven")) { bag.Info->GameFilter |= GAME_Raven; } else if (SC_Compare ("Strife")) { bag.Info->GameFilter |= GAME_Strife; } else if (SC_Compare ("Any")) { bag.Info->GameFilter = GAME_Any; } else { SC_ScriptError ("Unknown game type %s", sc_String); } } //========================================================================== // //========================================================================== static void ActorSpawnID (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); if (sc_Number<0 || sc_Number>255) { SC_ScriptError ("SpawnID must be in the range [0,255]"); } else bag.Info->SpawnID=(BYTE)sc_Number; } //========================================================================== // //========================================================================== static void ActorConversationID (AActor *defaults, Baggage &bag) { int convid; SC_MustGetNumber(); convid = sc_Number; // Handling for Strife teaser IDs - only of meaning for the standard items // as PWADs cannot be loaded with the teasers. if (SC_CheckString(",")) { SC_MustGetNumber(); if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE)) convid=sc_Number; SC_MustGetStringName(","); SC_MustGetNumber(); if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE|GI_TEASER2)) convid=sc_Number; if (convid==-1) return; } if (convid<0 || convid>1000) { SC_ScriptError ("ConversationID must be in the range [0,1000]"); } else StrifeTypes[convid] = bag.Info->Class; } //========================================================================== // //========================================================================== static void ActorTag (AActor *defaults, Baggage &bag) { SC_MustGetString(); bag.Info->Class->Meta.SetMetaString(AMETA_StrifeName, sc_String); } //========================================================================== // //========================================================================== static void ActorHealth (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->health=sc_Number; } //========================================================================== // //========================================================================== static void ActorGibHealth (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); bag.Info->Class->Meta.SetMetaInt (AMETA_GibHealth, sc_Number); } //========================================================================== // //========================================================================== static void ActorWoundHealth (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); bag.Info->Class->Meta.SetMetaInt (AMETA_WoundHealth, sc_Number); } //========================================================================== // //========================================================================== static void ActorReactionTime (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->reactiontime=sc_Number; } //========================================================================== // //========================================================================== static void ActorPainChance (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->PainChance=sc_Number; } //========================================================================== // //========================================================================== static void ActorDamage (AActor *defaults, Baggage &bag) { // Damage can either be a single number, in which case it is subject // to the original damage calculation rules. Or, it can be an expression // and will be calculated as-is, ignoring the original rules. For // compatibility reasons, expressions must be enclosed within // parentheses. if (SC_CheckString ("(")) { defaults->Damage = 0x40000000 | ParseExpression (false); SC_MustGetStringName(")"); } else { SC_MustGetNumber (); defaults->Damage = sc_Number; } } //========================================================================== // //========================================================================== static void ActorSpeed (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); defaults->Speed=fixed_t(sc_Float*FRACUNIT); } //========================================================================== // //========================================================================== static void ActorFloatSpeed (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); defaults->FloatSpeed=fixed_t(sc_Float*FRACUNIT); } //========================================================================== // //========================================================================== static void ActorRadius (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); defaults->radius=fixed_t(sc_Float*FRACUNIT); } //========================================================================== // //========================================================================== static void ActorHeight (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); defaults->height=fixed_t(sc_Float*FRACUNIT); } //========================================================================== // //========================================================================== static void ActorMass (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->Mass=sc_Number; } //========================================================================== // //========================================================================== static void ActorXScale (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); defaults->xscale=BYTE(sc_Float*64-1); } //========================================================================== // //========================================================================== static void ActorYScale (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); defaults->yscale=BYTE(sc_Float*64-1); } //========================================================================== // //========================================================================== static void ActorScale (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); defaults->xscale=defaults->yscale=BYTE(sc_Float*64-1); } //========================================================================== // //========================================================================== static void ActorSeeSound (AActor *defaults, Baggage &bag) { SC_MustGetString(); defaults->SeeSound=S_FindSound(sc_String); } //========================================================================== // //========================================================================== static void ActorAttackSound (AActor *defaults, Baggage &bag) { SC_MustGetString(); defaults->AttackSound=S_FindSound(sc_String); } //========================================================================== // //========================================================================== static void ActorPainSound (AActor *defaults, Baggage &bag) { SC_MustGetString(); defaults->PainSound=S_FindSound(sc_String); } //========================================================================== // //========================================================================== static void ActorDeathSound (AActor *defaults, Baggage &bag) { SC_MustGetString(); defaults->DeathSound=S_FindSound(sc_String); } //========================================================================== // //========================================================================== static void ActorActiveSound (AActor *defaults, Baggage &bag) { SC_MustGetString(); defaults->ActiveSound=S_FindSound(sc_String); } //========================================================================== // //========================================================================== static void ActorDropItem (AActor *defaults, Baggage &bag) { // create a linked list of dropitems if (!bag.DropItemSet) { bag.DropItemSet = true; bag.DropItemList = NULL; } FDropItem * di=new FDropItem; SC_MustGetString(); di->Name=sc_String; di->probability=255; di->amount=-1; if (CheckNumParm()) { di->probability=sc_Number; if (CheckNumParm()) { di->amount=sc_Number; } } di->Next = bag.DropItemList; bag.DropItemList = di; } //========================================================================== // //========================================================================== static void ActorSpawnState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Spawn"); AddState("Spawn", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorSeeState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "See"); AddState("See", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorMeleeState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Melee"); AddState("Melee", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorMissileState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Missile"); AddState("Missile", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorPainState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Pain"); AddState("Pain", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorDeathState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Death"); AddState("Death", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorXDeathState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "XDeath"); AddState("XDeath", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorBurnState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Burn"); AddState("Burn", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorIceState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Ice"); AddState("Ice", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorRaiseState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Raise"); AddState("Raise", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorCrashState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Crash"); AddState("Crash", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorCrushState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Crush"); AddState("Crush", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorWoundState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Wound"); AddState("Wound", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorDisintegrateState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Disintegrate"); AddState("Disintegrate", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorHealState (AActor *defaults, Baggage &bag) { StatePropertyIsDeprecated (bag.Info->Class->TypeName.GetChars(), "Heal"); AddState("Heal", CheckState ( bag.Info->Class)); } //========================================================================== // //========================================================================== static void ActorStates (AActor *defaults, Baggage &bag) { if (!bag.StateSet) ProcessStates(bag.Info, defaults, bag); else SC_ScriptError("Multiple state declarations not allowed"); bag.StateSet=true; } //========================================================================== // //========================================================================== static void ActorRenderStyle (AActor *defaults, Baggage &bag) { static const char * renderstyles[]={ "NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD",NULL}; static const int renderstyle_values[]={ STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy, STYLE_Stencil, STYLE_Translucent, STYLE_Add}; SC_MustGetString(); defaults->RenderStyle=renderstyle_values[SC_MustMatchString(renderstyles)]; } //========================================================================== // //========================================================================== static void ActorAlpha (AActor *defaults, Baggage &bag) { if (SC_CheckString("DEFAULT")) { defaults->alpha = gameinfo.gametype==GAME_Heretic? HR_SHADOW : HX_SHADOW; } else { SC_MustGetFloat(); defaults->alpha=fixed_t(sc_Float*FRACUNIT); } } //========================================================================== // //========================================================================== static void ActorObituary (AActor *defaults, Baggage &bag) { SC_MustGetString(); bag.Info->Class->Meta.SetMetaString (AMETA_Obituary, sc_String); } //========================================================================== // //========================================================================== static void ActorHitObituary (AActor *defaults, Baggage &bag) { SC_MustGetString(); bag.Info->Class->Meta.SetMetaString (AMETA_HitObituary, sc_String); } //========================================================================== // //========================================================================== static void ActorDontHurtShooter (AActor *defaults, Baggage &bag) { bag.Info->Class->Meta.SetMetaInt (ACMETA_DontHurtShooter, true); } //========================================================================== // //========================================================================== static void ActorExplosionRadius (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionRadius, sc_Number); } //========================================================================== // //========================================================================== static void ActorExplosionDamage (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionDamage, sc_Number); } //========================================================================== // //========================================================================== static void ActorDeathHeight (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); fixed_t h = fixed_t(sc_Float * FRACUNIT); // AActor::Die() uses a height of 0 to mean "cut the height to 1/4", // so if a height of 0 is desired, store it as -1. bag.Info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, h <= 0 ? -1 : h); } //========================================================================== // //========================================================================== static void ActorBurnHeight (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); fixed_t h = fixed_t(sc_Float * FRACUNIT); // The note above for AMETA_DeathHeight also applies here. bag.Info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, h <= 0 ? -1 : h); } //========================================================================== // //========================================================================== static void ActorMeleeDamage (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); bag.BAttack.MeleeDamage = sc_Number; } //========================================================================== // //========================================================================== static void ActorMeleeRange (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); defaults->meleerange = fixed_t(sc_Float*FRACUNIT); } //========================================================================== // //========================================================================== static void ActorMeleeSound (AActor *defaults, Baggage &bag) { SC_MustGetString(); bag.BAttack.MeleeSound = S_FindSound(sc_String); } //========================================================================== // //========================================================================== static void ActorMissileType (AActor *defaults, Baggage &bag) { SC_MustGetString(); bag.BAttack.MissileName = sc_String; } //========================================================================== // //========================================================================== static void ActorMissileHeight (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); bag.BAttack.MissileHeight = fixed_t(sc_Float*FRACUNIT); } //========================================================================== // //========================================================================== static void ActorTranslation (AActor *defaults, Baggage &bag) { if (SC_CheckNumber()) { int max = (gameinfo.gametype==GAME_Strife || (bag.Info->GameFilter&GAME_Strife)) ? 6:2; if (sc_Number < 0 || sc_Number > max) { SC_ScriptError ("Translation must be in the range [0,%d]", max); } defaults->Translation = TRANSLATION(TRANSLATION_Standard, sc_Number); } else { unsigned char translation[256]; for(int i=0;i<256;i++) translation[i]=i; do { SC_GetString(); AddToTranslation(translation,sc_String); } while (SC_CheckString(",")); defaults->Translation = StoreTranslation (translation); } } //========================================================================== // //========================================================================== static void ActorBloodColor (AActor *defaults, Baggage &bag) { int r,g,b; if (SC_CheckNumber()) { SC_MustGetNumber(); r=clamp(sc_Number, 0, 255); SC_CheckString(","); SC_MustGetNumber(); g=clamp(sc_Number, 0, 255); SC_CheckString(","); SC_MustGetNumber(); b=clamp(sc_Number, 0, 255); } else { SC_MustGetString(); int c = V_GetColor(NULL, sc_String); r=RPART(c); g=GPART(c); b=BPART(c); } PalEntry pe = MAKERGB(r,g,b); pe.a = CreateBloodTranslation(pe); bag.Info->Class->Meta.SetMetaInt (AMETA_BloodColor, pe); } //========================================================================== // //========================================================================== static void ActorBounceFactor (AActor *defaults, Baggage &bag) { SC_MustGetFloat (); defaults->bouncefactor = clamp(fixed_t(sc_Float * FRACUNIT), 0, FRACUNIT); } //========================================================================== // //========================================================================== static void ActorBounceCount (AActor *defaults, Baggage &bag) { SC_MustGetNumber (); defaults->bouncecount = sc_Number; } //========================================================================== // //========================================================================== static void ActorMinMissileChance (AActor *defaults, Baggage &bag) { SC_MustGetNumber (); defaults->MinMissileChance=sc_Number; } //========================================================================== // //========================================================================== static void ActorDamageType (AActor *defaults, Baggage &bag) { SC_MustGetString (); if (SC_Compare("Normal")) defaults->DamageType = NAME_None; else defaults->DamageType=sc_String; } //========================================================================== // //========================================================================== static void ActorDecal (AActor *defaults, Baggage &bag) { SC_MustGetString(); defaults->DecalGenerator = (FDecalBase *) ((size_t)DecalNames.Push(copystring(sc_String))+1); } //========================================================================== // //========================================================================== static void ActorMaxStepHeight (AActor *defaults, Baggage &bag) { SC_MustGetNumber (); defaults->MaxStepHeight=sc_Number * FRACUNIT; } //========================================================================== // //========================================================================== static void ActorMaxDropoffHeight (AActor *defaults, Baggage &bag) { SC_MustGetNumber (); defaults->MaxDropOffHeight=sc_Number * FRACUNIT; } //========================================================================== // //========================================================================== static void ActorPoisonDamage (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); bag.Info->Class->Meta.SetMetaInt (AMETA_PoisonDamage, sc_Number); } //========================================================================== // //========================================================================== static void ActorFastSpeed (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); bag.Info->Class->Meta.SetMetaFixed (AMETA_FastSpeed, fixed_t(sc_Float*FRACUNIT)); } //========================================================================== // //========================================================================== static void ActorRadiusDamageFactor (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); bag.Info->Class->Meta.SetMetaFixed (AMETA_RDFactor, fixed_t(sc_Float*FRACUNIT)); } //========================================================================== // //========================================================================== static void ActorCameraheight (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); bag.Info->Class->Meta.SetMetaFixed (AMETA_CameraHeight, fixed_t(sc_Float*FRACUNIT)); } //========================================================================== // //========================================================================== static void ActorVSpeed (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); defaults->momz = fixed_t(sc_Float*FRACUNIT); } //========================================================================== // //========================================================================== static void ActorClearFlags (AActor *defaults, Baggage &bag) { defaults->flags=defaults->flags2=defaults->flags3=defaults->flags4=defaults->flags5=0; } //========================================================================== // //========================================================================== static void ActorMonster (AActor *defaults, Baggage &bag) { // sets the standard flag for a monster defaults->flags|=MF_SHOOTABLE|MF_COUNTKILL|MF_SOLID; defaults->flags2|=MF2_PUSHWALL|MF2_MCROSS|MF2_PASSMOBJ; defaults->flags3|=MF3_ISMONSTER; } //========================================================================== // //========================================================================== static void ActorProjectile (AActor *defaults, Baggage &bag) { // sets the standard flags for a projectile defaults->flags|=MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE; defaults->flags2|=MF2_IMPACT|MF2_PCROSS|MF2_NOTELEPORT; if (gameinfo.gametype&GAME_Raven) defaults->flags5|=MF5_BLOODSPLATTER; } //========================================================================== // //========================================================================== static void ActorFlagSetOrReset (AActor *defaults, Baggage &bag) { char mod = sc_String[0]; flagdef *fd; SC_MustGetString (); // Fire and ice damage were once flags but now are not. if (SC_Compare ("FIREDAMAGE")) { if (mod == '+') defaults->DamageType = NAME_Fire; else defaults->DamageType = NAME_None; } else if (SC_Compare ("ICEDAMAGE")) { if (mod == '+') defaults->DamageType = NAME_Ice; else defaults->DamageType = NAME_None; } else { FString part1 = sc_String; const char *part2 = NULL; if (SC_CheckString (".")) { SC_MustGetString (); part2 = sc_String; } if ( (fd = FindFlag (bag.Info->Class, part1.GetChars(), part2)) ) { DWORD * flagvar = (DWORD*) ((char*)defaults + fd->structoffset); if (mod == '+') { *flagvar |= fd->flagbit; } else { *flagvar &= ~fd->flagbit; } } else { if (part2 == NULL) { SC_ScriptError("\"%s\" is an unknown flag\n", part1.GetChars()); } else { SC_ScriptError("\"%s.%s\" is an unknown flag\n", part1.GetChars(), part2); } } } } //========================================================================== // // Special inventory properties // //========================================================================== //========================================================================== // //========================================================================== static void AmmoBackpackAmount (AAmmo *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->BackpackAmount=sc_Number; } //========================================================================== // //========================================================================== static void AmmoBackpackMaxAmount (AAmmo *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->BackpackMaxAmount=sc_Number; } //========================================================================== // //========================================================================== static void AmmoDropAmount (AAmmo *defaults, Baggage &bag) { SC_MustGetNumber(); bag.Info->Class->Meta.SetMetaInt (AIMETA_DropAmount, sc_Number); } //========================================================================== // //========================================================================== static void ArmorMaxSaveAmount (ABasicArmorBonus *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->MaxSaveAmount=sc_Number; } //========================================================================== // //========================================================================== static void ArmorSaveAmount (AActor *defaults, Baggage &bag) { SC_MustGetNumber(); // Special case here because this property has to work for 2 unrelated classes if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup))) { ((ABasicArmorPickup*)defaults)->SaveAmount=sc_Number; } else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus))) { ((ABasicArmorBonus*)defaults)->SaveAmount=sc_Number; } else { SC_ScriptError("\"%s\" requires an actor of type \"Armor\"\n", sc_String); } } //========================================================================== // //========================================================================== static void ArmorSavePercent (AActor *defaults, Baggage &bag) { SC_MustGetFloat(); if (sc_Float<0.0f) sc_Float=0.0f; if (sc_Float>100.0f) sc_Float=100.0f; // Special case here because this property has to work for 2 unrelated classes if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup))) { ((ABasicArmorPickup*)defaults)->SavePercent=fixed_t(sc_Float*FRACUNIT/100.0f); } else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus))) { ((ABasicArmorBonus*)defaults)->SavePercent=fixed_t(sc_Float*FRACUNIT/100.0f); } else { SC_ScriptError("\"%s\" requires an actor of type \"Armor\"\n", sc_String); } } //========================================================================== // //========================================================================== static void InventoryAmount (AInventory *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->Amount=sc_Number; } //========================================================================== // //========================================================================== static void InventoryIcon (AInventory *defaults, Baggage &bag) { SC_MustGetString(); defaults->Icon = TexMan.AddPatch (sc_String); if (defaults->Icon <= 0) { defaults->Icon = TexMan.AddPatch (sc_String, ns_sprites); if (defaults->Icon<=0) { if (bag.Info->GameFilter == GAME_Any || bag.Info->GameFilter & gameinfo.gametype) Printf("Icon '%s' for '%s' not found\n", sc_String, bag.Info->Class->TypeName.GetChars()); } } } //========================================================================== // //========================================================================== static void InventoryMaxAmount (AInventory *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->MaxAmount=sc_Number; } //========================================================================== // //========================================================================== static void InventoryDefMaxAmount (AInventory *defaults, Baggage &bag) { defaults->MaxAmount = gameinfo.gametype == GAME_Heretic ? 16 : 25; } //========================================================================== // //========================================================================== static void InventoryPickupmsg (AInventory *defaults, Baggage &bag) { // allow game specific pickup messages const char * games[] = {"Doom", "Heretic", "Hexen", "Raven", "Strife", NULL}; int gamemode[]={GAME_Doom, GAME_Heretic, GAME_Hexen, GAME_Raven, GAME_Strife}; SC_MustGetString(); int game = SC_MatchString(games); if (game!=-1 && SC_CheckString(",")) { SC_MustGetString(); if (!(gameinfo.gametype&gamemode[game])) return; } bag.Info->Class->Meta.SetMetaString(AIMETA_PickupMessage, sc_String); } //========================================================================== // //========================================================================== static void InventoryPickupsound (AInventory *defaults, Baggage &bag) { SC_MustGetString(); defaults->PickupSound=S_FindSound(sc_String); } //========================================================================== // //========================================================================== static void InventoryRespawntics (AInventory *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->RespawnTics=sc_Number; } //========================================================================== // //========================================================================== static void InventoryUsesound (AInventory *defaults, Baggage &bag) { SC_MustGetString(); defaults->UseSound=S_FindSound(sc_String); } //========================================================================== // //========================================================================== static void InventoryGiveQuest (AInventory *defaults, Baggage &bag) { SC_MustGetNumber(); bag.Info->Class->Meta.SetMetaInt(AIMETA_GiveQuest, sc_Number); } //========================================================================== // //========================================================================== static void HealthLowMessage (AHealth *defaults, Baggage &bag) { SC_MustGetNumber(); bag.Info->Class->Meta.SetMetaInt(AIMETA_LowHealth, sc_Number); SC_MustGetStringName(","); SC_MustGetString(); bag.Info->Class->Meta.SetMetaString(AIMETA_LowHealthMessage, sc_String); } //========================================================================== // //========================================================================== static void PuzzleitemNumber (APuzzleItem *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->PuzzleItemNumber=sc_Number; } //========================================================================== // //========================================================================== static void PuzzleitemFailMsg (APuzzleItem *defaults, Baggage &bag) { SC_MustGetString(); bag.Info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, sc_String); } //========================================================================== // //========================================================================== static void WeaponAmmoGive1 (AWeapon *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->AmmoGive1=sc_Number; } //========================================================================== // //========================================================================== static void WeaponAmmoGive2 (AWeapon *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->AmmoGive2=sc_Number; } //========================================================================== // // Passing these parameters is really tricky to allow proper inheritance // and forward declarations. Here only a name is // stored which must be resolved after everything has been declared // //========================================================================== static void WeaponAmmoType1 (AWeapon *defaults, Baggage &bag) { SC_MustGetString(); defaults->AmmoType1 = fuglyname(sc_String); } //========================================================================== // //========================================================================== static void WeaponAmmoType2 (AWeapon *defaults, Baggage &bag) { SC_MustGetString(); defaults->AmmoType2 = fuglyname(sc_String); } //========================================================================== // //========================================================================== static void WeaponAmmoUse1 (AWeapon *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->AmmoUse1=sc_Number; } //========================================================================== // //========================================================================== static void WeaponAmmoUse2 (AWeapon *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->AmmoUse2=sc_Number; } //========================================================================== // //========================================================================== static void WeaponKickback (AWeapon *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->Kickback=sc_Number; } //========================================================================== // //========================================================================== static void WeaponReadySound (AWeapon *defaults, Baggage &bag) { SC_MustGetString(); defaults->ReadySound=S_FindSound(sc_String); } //========================================================================== // //========================================================================== static void WeaponSelectionOrder (AWeapon *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->SelectionOrder=sc_Number; } //========================================================================== // //========================================================================== static void WeaponSisterWeapon (AWeapon *defaults, Baggage &bag) { SC_MustGetString(); defaults->SisterWeaponType=fuglyname(sc_String); } //========================================================================== // //========================================================================== static void WeaponUpSound (AWeapon *defaults, Baggage &bag) { SC_MustGetString(); defaults->UpSound=S_FindSound(sc_String); } //========================================================================== // //========================================================================== static void WeaponYAdjust (AWeapon *defaults, Baggage &bag) { SC_MustGetFloat(); defaults->YAdjust=fixed_t(sc_Float * FRACUNIT); } //========================================================================== // //========================================================================== static void WPieceValue (AWeaponPiece *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->PieceValue = 1 << (sc_Number-1); } //========================================================================== // //========================================================================== static void WPieceWeapon (AWeaponPiece *defaults, Baggage &bag) { SC_MustGetString(); defaults->WeaponClass = fuglyname(sc_String); } //========================================================================== // //========================================================================== static void PowerupColor (APowerupGiver *defaults, Baggage &bag) { int r; int g; int b; int alpha; if (SC_CheckNumber()) { r=clamp(sc_Number, 0, 255); SC_CheckString(","); SC_MustGetNumber(); g=clamp(sc_Number, 0, 255); SC_CheckString(","); SC_MustGetNumber(); b=clamp(sc_Number, 0, 255); } else { SC_MustGetString(); if (SC_Compare("INVERSEMAP")) { defaults->BlendColor = INVERSECOLOR; return; } else if (SC_Compare("GOLDMAP")) { defaults->BlendColor = GOLDCOLOR; return; } int c = V_GetColor(NULL, sc_String); r=RPART(c); g=GPART(c); b=BPART(c); } SC_CheckString(","); SC_MustGetFloat(); alpha=int(sc_Float*255); alpha=clamp(alpha, 0, 255); if (alpha!=0) defaults->BlendColor = MAKEARGB(alpha, r, g, b); else defaults->BlendColor = 0; } //========================================================================== // //========================================================================== static void PowerupDuration (APowerupGiver *defaults, Baggage &bag) { SC_MustGetNumber(); defaults->EffectTics = sc_Number; } //========================================================================== // //========================================================================== static void PowerupType (APowerupGiver *defaults, Baggage &bag) { FString typestr; SC_MustGetString(); typestr.Format ("Power%s", sc_String); const PClass * powertype=PClass::FindClass(typestr); if (!powertype) { SC_ScriptError("Unknown powerup type '%s' in '%s'\n", sc_String, bag.Info->Class->TypeName.GetChars()); } else if (!powertype->IsDescendantOf(RUNTIME_CLASS(APowerup))) { SC_ScriptError("Invalid powerup type '%s' in '%s'\n", sc_String, bag.Info->Class->TypeName.GetChars()); } else { defaults->PowerupType=powertype; } } //========================================================================== // // [GRB] Special player properties // //========================================================================== //========================================================================== // //========================================================================== static void PlayerDisplayName (APlayerPawn *defaults, Baggage &bag) { SC_MustGetString (); bag.Info->Class->Meta.SetMetaString (APMETA_DisplayName, sc_String); } //========================================================================== // //========================================================================== static void PlayerSoundClass (APlayerPawn *defaults, Baggage &bag) { FString tmp; SC_MustGetString (); tmp = sc_String; tmp.ReplaceChars (' ', '_'); bag.Info->Class->Meta.SetMetaString (APMETA_SoundClass, tmp); } //========================================================================== // //========================================================================== static void PlayerColorRange (APlayerPawn *defaults, Baggage &bag) { int start, end; SC_MustGetNumber (); start = sc_Number; SC_CheckString(","); SC_MustGetNumber (); end = sc_Number; if (start > end) swap (start, end); bag.Info->Class->Meta.SetMetaInt (APMETA_ColorRange, (start & 255) | ((end & 255) << 8)); } //========================================================================== // //========================================================================== static void PlayerJumpZ (APlayerPawn *defaults, Baggage &bag) { SC_MustGetFloat (); defaults->JumpZ = FLOAT2FIXED (sc_Float); } //========================================================================== // //========================================================================== static void PlayerSpawnClass (APlayerPawn *defaults, Baggage &bag) { SC_MustGetString (); if (SC_Compare ("Any")) defaults->SpawnMask = 0; else if (SC_Compare ("Fighter")) defaults->SpawnMask |= MTF_FIGHTER; else if (SC_Compare ("Cleric")) defaults->SpawnMask |= MTF_CLERIC; else if (SC_Compare ("Mage")) defaults->SpawnMask |= MTF_MAGE; else if (IsNum(sc_String)) { int val = strtol(sc_String, NULL, 0); defaults->SpawnMask = (val*MTF_FIGHTER) & (MTF_FIGHTER|MTF_CLERIC|MTF_MAGE); } } //========================================================================== // //========================================================================== static void PlayerViewHeight (APlayerPawn *defaults, Baggage &bag) { SC_MustGetFloat (); defaults->ViewHeight = FLOAT2FIXED (sc_Float); } //========================================================================== // //========================================================================== static void PlayerForwardMove (APlayerPawn *defaults, Baggage &bag) { SC_MustGetFloat (); defaults->ForwardMove1 = defaults->ForwardMove2 = FLOAT2FIXED (sc_Float); if (CheckFloatParm ()) defaults->ForwardMove2 = FLOAT2FIXED (sc_Float); } //========================================================================== // //========================================================================== static void PlayerSideMove (APlayerPawn *defaults, Baggage &bag) { SC_MustGetFloat (); defaults->SideMove1 = defaults->SideMove2 = FLOAT2FIXED (sc_Float); if (CheckFloatParm ()) defaults->SideMove2 = FLOAT2FIXED (sc_Float); } //========================================================================== // //========================================================================== static void PlayerMaxHealth (APlayerPawn *defaults, Baggage &bag) { SC_MustGetNumber (); defaults->MaxHealth = sc_Number; } //========================================================================== // //========================================================================== static void PlayerMorphWeapon (APlayerPawn *defaults, Baggage &bag) { SC_MustGetString (); defaults->MorphWeapon = FName(sc_String); } //========================================================================== // //========================================================================== static void PlayerScoreIcon (APlayerPawn *defaults, Baggage &bag) { SC_MustGetString (); defaults->ScoreIcon = TexMan.AddPatch (sc_String); if (defaults->ScoreIcon <= 0) { defaults->ScoreIcon = TexMan.AddPatch (sc_String, ns_sprites); if (defaults->ScoreIcon <= 0) { Printf("Icon '%s' for '%s' not found\n", sc_String, bag.Info->Class->TypeName.GetChars ()); } } } //========================================================================== // //========================================================================== static void PlayerCrouchSprite (APlayerPawn *defaults, Baggage &bag) { SC_MustGetString (); for (int i = 0; i < sc_StringLen; i++) sc_String[i] = toupper (sc_String[i]); defaults->crouchsprite = GetSpriteIndex (sc_String); } //========================================================================== // // [GRB] Store start items in drop item list // //========================================================================== static void PlayerStartItem (APlayerPawn *defaults, Baggage &bag) { // create a linked list of dropitems if (!bag.DropItemSet) { bag.DropItemSet = true; bag.DropItemList = NULL; } FDropItem * di=new FDropItem; SC_MustGetString(); di->Name = sc_String; di->probability=255; di->amount=0; if (CheckNumParm()) { di->amount=sc_Number; } di->Next = bag.DropItemList; bag.DropItemList = di; } //========================================================================== // //========================================================================== static void EggFXMonsterClass (AMorphProjectile *defaults, Baggage &bag) { SC_MustGetString (); defaults->MonsterClass = FName(sc_String); } //========================================================================== // //========================================================================== static void EggFXPlayerClass (AMorphProjectile *defaults, Baggage &bag) { SC_MustGetString (); defaults->PlayerClass = FName(sc_String); } //========================================================================== // //========================================================================== static const ActorProps *APropSearch (const char *str, const ActorProps *props, int numprops) { int min = 0, max = numprops - 1; while (min <= max) { int mid = (min + max) / 2; int lexval = strcmp (str, props[mid].name); if (lexval == 0) { return &props[mid]; } else if (lexval > 0) { min = mid + 1; } else { max = mid - 1; } } return NULL; } //========================================================================== // // all actor properties // //========================================================================== #define apf ActorPropFunction static const ActorProps props[] = { { "+", ActorFlagSetOrReset, RUNTIME_CLASS(AActor) }, { "-", ActorFlagSetOrReset, RUNTIME_CLASS(AActor) }, { "activesound", ActorActiveSound, RUNTIME_CLASS(AActor) }, { "alpha", ActorAlpha, RUNTIME_CLASS(AActor) }, { "ammo.backpackamount", (apf)AmmoBackpackAmount, RUNTIME_CLASS(AAmmo) }, { "ammo.backpackmaxamount", (apf)AmmoBackpackMaxAmount, RUNTIME_CLASS(AAmmo) }, { "ammo.dropamount", (apf)AmmoDropAmount, RUNTIME_CLASS(AAmmo) }, { "armor.maxsaveamount", (apf)ArmorMaxSaveAmount, RUNTIME_CLASS(ABasicArmorBonus) }, { "armor.saveamount", (apf)ArmorSaveAmount, RUNTIME_CLASS(AActor) }, { "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) }, { "attacksound", ActorAttackSound, RUNTIME_CLASS(AActor) }, { "bloodcolor", ActorBloodColor, RUNTIME_CLASS(AActor) }, { "bouncecount", ActorBounceCount, RUNTIME_CLASS(AActor) }, { "bouncefactor", ActorBounceFactor, RUNTIME_CLASS(AActor) }, { "burn", ActorBurnState, RUNTIME_CLASS(AActor) }, { "burnheight", ActorBurnHeight, RUNTIME_CLASS(AActor) }, { "cameraheight", ActorCameraheight, RUNTIME_CLASS(AActor) }, { "clearflags", ActorClearFlags, RUNTIME_CLASS(AActor) }, { "conversationid", ActorConversationID, RUNTIME_CLASS(AActor) }, { "crash", ActorCrashState, RUNTIME_CLASS(AActor) }, { "crush", ActorCrushState, RUNTIME_CLASS(AActor) }, { "damage", ActorDamage, RUNTIME_CLASS(AActor) }, { "damagetype", ActorDamageType, RUNTIME_CLASS(AActor) }, { "death", ActorDeathState, RUNTIME_CLASS(AActor) }, { "deathheight", ActorDeathHeight, RUNTIME_CLASS(AActor) }, { "deathsound", ActorDeathSound, RUNTIME_CLASS(AActor) }, { "decal", ActorDecal, RUNTIME_CLASS(AActor) }, { "disintegrate", ActorDisintegrateState, RUNTIME_CLASS(AActor) }, { "donthurtshooter", ActorDontHurtShooter, RUNTIME_CLASS(AActor) }, { "dropitem", ActorDropItem, RUNTIME_CLASS(AActor) }, { "explosiondamage", ActorExplosionDamage, RUNTIME_CLASS(AActor) }, { "explosionradius", ActorExplosionRadius, RUNTIME_CLASS(AActor) }, { "fastspeed", ActorFastSpeed, RUNTIME_CLASS(AActor) }, { "floatspeed", ActorFloatSpeed, RUNTIME_CLASS(AActor) }, { "game", ActorGame, RUNTIME_CLASS(AActor) }, { "gibhealth", ActorGibHealth, RUNTIME_CLASS(AActor) }, { "heal", ActorHealState, RUNTIME_CLASS(AActor) }, { "health", ActorHealth, RUNTIME_CLASS(AActor) }, { "health.lowmessage", (apf)HealthLowMessage, RUNTIME_CLASS(AHealth) }, { "height", ActorHeight, RUNTIME_CLASS(AActor) }, { "hitobituary", ActorHitObituary, RUNTIME_CLASS(AActor) }, { "ice", ActorIceState, RUNTIME_CLASS(AActor) }, { "inventory.amount", (apf)InventoryAmount, RUNTIME_CLASS(AInventory) }, { "inventory.defmaxamount", (apf)InventoryDefMaxAmount, RUNTIME_CLASS(AInventory) }, { "inventory.givequest", (apf)InventoryGiveQuest, RUNTIME_CLASS(AInventory) }, { "inventory.icon", (apf)InventoryIcon, RUNTIME_CLASS(AInventory) }, { "inventory.maxamount", (apf)InventoryMaxAmount, RUNTIME_CLASS(AInventory) }, { "inventory.pickupmessage", (apf)InventoryPickupmsg, RUNTIME_CLASS(AInventory) }, { "inventory.pickupsound", (apf)InventoryPickupsound, RUNTIME_CLASS(AInventory) }, { "inventory.respawntics", (apf)InventoryRespawntics, RUNTIME_CLASS(AInventory) }, { "inventory.usesound", (apf)InventoryUsesound, RUNTIME_CLASS(AInventory) }, { "mass", ActorMass, RUNTIME_CLASS(AActor) }, { "maxdropoffheight", ActorMaxDropoffHeight, RUNTIME_CLASS(AActor) }, { "maxstepheight", ActorMaxStepHeight, RUNTIME_CLASS(AActor) }, { "melee", ActorMeleeState, RUNTIME_CLASS(AActor) }, { "meleedamage", ActorMeleeDamage, RUNTIME_CLASS(AActor) }, { "meleerange", ActorMeleeRange, RUNTIME_CLASS(AActor) }, { "meleesound", ActorMeleeSound, RUNTIME_CLASS(AActor) }, { "minmissilechance", ActorMinMissileChance, RUNTIME_CLASS(AActor) }, { "missile", ActorMissileState, RUNTIME_CLASS(AActor) }, { "missileheight", ActorMissileHeight, RUNTIME_CLASS(AActor) }, { "missiletype", ActorMissileType, RUNTIME_CLASS(AActor) }, { "monster", ActorMonster, RUNTIME_CLASS(AActor) }, { "morphprojectile.monsterclass",(apf)EggFXMonsterClass, RUNTIME_CLASS(AMorphProjectile) }, { "morphprojectile.playerclass",(apf)EggFXPlayerClass, RUNTIME_CLASS(AMorphProjectile) }, { "obituary", ActorObituary, RUNTIME_CLASS(AActor) }, { "pain", ActorPainState, RUNTIME_CLASS(AActor) }, { "painchance", ActorPainChance, RUNTIME_CLASS(AActor) }, { "painsound", ActorPainSound, RUNTIME_CLASS(AActor) }, { "player.colorrange", (apf)PlayerColorRange, RUNTIME_CLASS(APlayerPawn) }, { "player.crouchsprite", (apf)PlayerCrouchSprite, RUNTIME_CLASS(APlayerPawn) }, { "player.displayname", (apf)PlayerDisplayName, RUNTIME_CLASS(APlayerPawn) }, { "player.forwardmove", (apf)PlayerForwardMove, RUNTIME_CLASS(APlayerPawn) }, { "player.jumpz", (apf)PlayerJumpZ, RUNTIME_CLASS(APlayerPawn) }, { "player.maxhealth", (apf)PlayerMaxHealth, RUNTIME_CLASS(APlayerPawn) }, { "player.morphweapon", (apf)PlayerMorphWeapon, RUNTIME_CLASS(APlayerPawn) }, { "player.scoreicon", (apf)PlayerScoreIcon, RUNTIME_CLASS(APlayerPawn) }, { "player.sidemove", (apf)PlayerSideMove, RUNTIME_CLASS(APlayerPawn) }, { "player.soundclass", (apf)PlayerSoundClass, RUNTIME_CLASS(APlayerPawn) }, { "player.spawnclass", (apf)PlayerSpawnClass, RUNTIME_CLASS(APlayerPawn) }, { "player.startitem", (apf)PlayerStartItem, RUNTIME_CLASS(APlayerPawn) }, { "player.viewheight", (apf)PlayerViewHeight, RUNTIME_CLASS(APlayerPawn) }, { "poisondamage", ActorPoisonDamage, RUNTIME_CLASS(AActor) }, { "powerup.color", (apf)PowerupColor, RUNTIME_CLASS(APowerupGiver) }, { "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(APowerupGiver) }, { "powerup.type", (apf)PowerupType, RUNTIME_CLASS(APowerupGiver) }, { "projectile", ActorProjectile, RUNTIME_CLASS(AActor) }, { "puzzleitem.failmessage", (apf)PuzzleitemFailMsg, RUNTIME_CLASS(APuzzleItem) }, { "puzzleitem.number", (apf)PuzzleitemNumber, RUNTIME_CLASS(APuzzleItem) }, { "radius", ActorRadius, RUNTIME_CLASS(AActor) }, { "radiusdamagefactor", ActorRadiusDamageFactor, RUNTIME_CLASS(AActor) }, { "raise", ActorRaiseState, RUNTIME_CLASS(AActor) }, { "reactiontime", ActorReactionTime, RUNTIME_CLASS(AActor) }, { "renderstyle", ActorRenderStyle, RUNTIME_CLASS(AActor) }, { "scale", ActorScale, RUNTIME_CLASS(AActor) }, { "see", ActorSeeState, RUNTIME_CLASS(AActor) }, { "seesound", ActorSeeSound, RUNTIME_CLASS(AActor) }, { "skip_super", ActorSkipSuper, RUNTIME_CLASS(AActor) }, { "spawn", ActorSpawnState, RUNTIME_CLASS(AActor) }, { "spawnid", ActorSpawnID, RUNTIME_CLASS(AActor) }, { "speed", ActorSpeed, RUNTIME_CLASS(AActor) }, { "states", ActorStates, RUNTIME_CLASS(AActor) }, { "tag", ActorTag, RUNTIME_CLASS(AActor) }, { "translation", ActorTranslation, RUNTIME_CLASS(AActor) }, { "vspeed", ActorVSpeed, RUNTIME_CLASS(AActor) }, { "weapon.ammogive", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) }, { "weapon.ammogive1", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) }, { "weapon.ammogive2", (apf)WeaponAmmoGive2, RUNTIME_CLASS(AWeapon) }, { "weapon.ammotype", (apf)WeaponAmmoType1, RUNTIME_CLASS(AWeapon) }, { "weapon.ammotype1", (apf)WeaponAmmoType1, RUNTIME_CLASS(AWeapon) }, { "weapon.ammotype2", (apf)WeaponAmmoType2, RUNTIME_CLASS(AWeapon) }, { "weapon.ammouse", (apf)WeaponAmmoUse1, RUNTIME_CLASS(AWeapon) }, { "weapon.ammouse1", (apf)WeaponAmmoUse1, RUNTIME_CLASS(AWeapon) }, { "weapon.ammouse2", (apf)WeaponAmmoUse2, RUNTIME_CLASS(AWeapon) }, { "weapon.kickback", (apf)WeaponKickback, RUNTIME_CLASS(AWeapon) }, { "weapon.readysound", (apf)WeaponReadySound, RUNTIME_CLASS(AWeapon) }, { "weapon.selectionorder", (apf)WeaponSelectionOrder, RUNTIME_CLASS(AWeapon) }, { "weapon.sisterweapon", (apf)WeaponSisterWeapon, RUNTIME_CLASS(AWeapon) }, { "weapon.upsound", (apf)WeaponUpSound, RUNTIME_CLASS(AWeapon) }, { "weapon.yadjust", (apf)WeaponYAdjust, RUNTIME_CLASS(AWeapon) }, { "weaponpiece.number", (apf)WPieceValue, RUNTIME_CLASS(AWeaponPiece) }, { "weaponpiece.weapon", (apf)WPieceWeapon, RUNTIME_CLASS(AWeaponPiece) }, { "wound", ActorWoundState, RUNTIME_CLASS(AActor) }, { "woundhealth", ActorWoundHealth, RUNTIME_CLASS(AActor) }, { "xdeath", ActorXDeathState, RUNTIME_CLASS(AActor) }, { "xscale", ActorXScale, RUNTIME_CLASS(AActor) }, { "yscale", ActorYScale, RUNTIME_CLASS(AActor) }, // AWeapon:MinAmmo1 and 2 are never used so there is no point in adding them here! }; static const ActorProps *is_actorprop (const char *str) { return APropSearch (str, props, sizeof(props)/sizeof(ActorProps)); } //========================================================================== // // Do some postprocessing after everything has been defined // This also processes all the internal actors to adjust the type // fields in the weapons // //========================================================================== void FinishThingdef() { unsigned int i; bool isRuntimeActor=false; for (i = 0;i < PClass::m_Types.Size(); i++) { PClass * ti = PClass::m_Types[i]; // Skip non-actors if (!ti->IsDescendantOf(RUNTIME_CLASS(AActor))) continue; // Everything coming after the first runtime actor is also a runtime actor // so this check is sufficient if (ti == PClass::m_RuntimeActors[0]) { isRuntimeActor=true; } // Friendlies never count as kills! if (GetDefaultByType(ti)->flags & MF_FRIENDLY) { GetDefaultByType(ti)->flags &=~MF_COUNTKILL; } // the typeinfo properties of weapons have to be fixed here after all actors have been declared if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { AWeapon * defaults=(AWeapon *)ti->Defaults; fuglyname v; v = defaults->AmmoType1; if (v != NAME_None && v.IsValidName()) { defaults->AmmoType1 = PClass::FindClass(v); if (isRuntimeActor) { if (!defaults->AmmoType1) { I_Error("Unknown ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); } else if (defaults->AmmoType1->ParentClass != RUNTIME_CLASS(AAmmo)) { I_Error("Invalid ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); } } } v = defaults->AmmoType2; if (v != NAME_None && v.IsValidName()) { defaults->AmmoType2 = PClass::FindClass(v); if (isRuntimeActor) { if (!defaults->AmmoType2) { I_Error("Unknown ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); } else if (defaults->AmmoType2->ParentClass != RUNTIME_CLASS(AAmmo)) { I_Error("Invalid ammo type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); } } } v = defaults->SisterWeaponType; if (v != NAME_None && v.IsValidName()) { defaults->SisterWeaponType = PClass::FindClass(v); if (isRuntimeActor) { if (!defaults->SisterWeaponType) { I_Error("Unknown sister weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); } else if (!defaults->SisterWeaponType->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { I_Error("Invalid sister weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); } } } if (isRuntimeActor) { // Do some consistency checks. If these states are undefined the weapon cannot work! if (!ti->ActorInfo->FindState(1, NAME_Ready)) I_Error("Weapon %s doesn't define a ready state.\n", ti->TypeName.GetChars()); if (!ti->ActorInfo->FindState(1, NAME_Select)) I_Error("Weapon %s doesn't define a select state.\n", ti->TypeName.GetChars()); if (!ti->ActorInfo->FindState(1, NAME_Deselect)) I_Error("Weapon %s doesn't define a deselect state.\n", ti->TypeName.GetChars()); if (!ti->ActorInfo->FindState(1, NAME_Fire)) I_Error("Weapon %s doesn't define a fire state.\n", ti->TypeName.GetChars()); } } // same for the weapon type of weapon pieces. else if (ti->IsDescendantOf(RUNTIME_CLASS(AWeaponPiece))) { AWeaponPiece * defaults=(AWeaponPiece *)ti->Defaults; fuglyname v; v = defaults->WeaponClass; if (v != NAME_None && v.IsValidName()) { defaults->WeaponClass = PClass::FindClass(v); if (!defaults->WeaponClass) { I_Error("Unknown weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); } else if (!defaults->WeaponClass->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { I_Error("Invalid weapon type '%s' in '%s'\n", v.GetChars(), ti->TypeName.GetChars()); } } } } // Since these are defined in DECORATE now the table has to be initialized here. for(int i=0;i<31;i++) { char fmt[20]; sprintf(fmt, "QuestItem%d", i+1); QuestItemClasses[i]=PClass::FindClass(fmt); } }