2006-02-24 04:48:15 +00:00
|
|
|
/*
|
|
|
|
** decorations.cpp
|
|
|
|
** Loads custom actors out of DECORATE lumps.
|
|
|
|
**
|
|
|
|
**---------------------------------------------------------------------------
|
2006-06-11 01:37:00 +00:00
|
|
|
** Copyright 2002-2006 Randy Heit
|
2006-02-24 04:48:15 +00:00
|
|
|
** All rights reserved.
|
|
|
|
**
|
|
|
|
** Redistribution and use in source and binary forms, with or without
|
|
|
|
** modification, are permitted provided that the following conditions
|
|
|
|
** are met:
|
|
|
|
**
|
|
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
|
|
** notice, this list of conditions and the following disclaimer.
|
|
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
|
|
** documentation and/or other materials provided with the distribution.
|
|
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
|
|
** derived from this software without specific prior written permission.
|
|
|
|
**
|
|
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
**---------------------------------------------------------------------------
|
|
|
|
**
|
|
|
|
*/
|
|
|
|
|
|
|
|
// HEADER FILES ------------------------------------------------------------
|
|
|
|
|
|
|
|
#include "actor.h"
|
|
|
|
#include "info.h"
|
|
|
|
#include "sc_man.h"
|
|
|
|
#include "tarray.h"
|
|
|
|
#include "w_wad.h"
|
|
|
|
#include "templates.h"
|
|
|
|
#include "r_defs.h"
|
|
|
|
#include "r_draw.h"
|
|
|
|
#include "a_pickups.h"
|
|
|
|
#include "s_sound.h"
|
|
|
|
#include "cmdlib.h"
|
|
|
|
#include "p_lnspec.h"
|
|
|
|
#include "p_enemy.h"
|
|
|
|
#include "a_action.h"
|
|
|
|
#include "decallib.h"
|
|
|
|
#include "i_system.h"
|
2006-07-29 10:47:14 +00:00
|
|
|
#include "thingdef.h"
|
2006-11-14 16:54:02 +00:00
|
|
|
#include "vectors.h"
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
// MACROS ------------------------------------------------------------------
|
|
|
|
|
|
|
|
// TYPES -------------------------------------------------------------------
|
|
|
|
|
|
|
|
enum EDefinitionType
|
|
|
|
{
|
|
|
|
DEF_Decoration,
|
|
|
|
DEF_BreakableDecoration,
|
|
|
|
DEF_Pickup,
|
|
|
|
DEF_Projectile,
|
|
|
|
};
|
|
|
|
|
|
|
|
struct FExtraInfo
|
|
|
|
{
|
|
|
|
char DeathSprite[5];
|
|
|
|
unsigned int SpawnStart, SpawnEnd;
|
|
|
|
unsigned int DeathStart, DeathEnd;
|
|
|
|
unsigned int IceDeathStart, IceDeathEnd;
|
|
|
|
unsigned int FireDeathStart, FireDeathEnd;
|
|
|
|
bool bSolidOnDeath, bSolidOnBurn;
|
|
|
|
bool bBurnAway, bDiesAway, bGenericIceDeath;
|
2006-07-29 10:47:14 +00:00
|
|
|
bool bExplosive;
|
2006-02-24 04:48:15 +00:00
|
|
|
fixed_t DeathHeight, BurnHeight;
|
|
|
|
};
|
|
|
|
|
|
|
|
class AFakeInventory : public AInventory
|
|
|
|
{
|
|
|
|
DECLARE_STATELESS_ACTOR (AFakeInventory, AInventory);
|
|
|
|
public:
|
|
|
|
bool Respawnable;
|
|
|
|
|
|
|
|
bool ShouldRespawn ()
|
|
|
|
{
|
|
|
|
return Respawnable && Super::ShouldRespawn();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool TryPickup (AActor *toucher)
|
|
|
|
{
|
2006-09-14 00:02:31 +00:00
|
|
|
INTBOOL success = LineSpecials[special] (NULL, toucher, false,
|
2006-02-24 04:48:15 +00:00
|
|
|
args[0], args[1], args[2], args[3], args[4]);
|
|
|
|
|
|
|
|
if (success)
|
|
|
|
{
|
|
|
|
GoAwayAndDie ();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DoPickupSpecial (AActor *toucher)
|
|
|
|
{
|
|
|
|
// The special was already executed by TryPickup, so do nothing here
|
|
|
|
}
|
|
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AFakeInventory, Any, -1, 0)
|
|
|
|
PROP_Flags (MF_SPECIAL)
|
|
|
|
END_DEFAULTS
|
|
|
|
|
|
|
|
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
|
|
|
|
|
|
|
|
void ProcessActor(void (*process)(FState *, int));
|
|
|
|
void ProcessWeapon(void (*process)(FState *, int));
|
|
|
|
void FinishThingdef();
|
|
|
|
void InitDecorateTranslations();
|
|
|
|
|
|
|
|
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
|
|
|
|
|
|
|
|
void A_ScreamAndUnblock (AActor *);
|
|
|
|
void A_ActiveAndUnblock (AActor *);
|
|
|
|
void A_ActiveSound (AActor *);
|
|
|
|
|
|
|
|
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
|
|
|
|
|
|
|
|
static void ParseDecorate (void (*process)(FState *, int));
|
|
|
|
static void ParseInsideDecoration (FActorInfo *info, AActor *defaults,
|
|
|
|
TArray<FState> &states, FExtraInfo &extra, EDefinitionType def);
|
|
|
|
static void ParseSpriteFrames (FActorInfo *info, TArray<FState> &states);
|
|
|
|
|
|
|
|
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
|
|
|
|
|
|
|
|
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
|
|
|
|
|
|
|
TArray<FActorInfo *> Decorations;
|
|
|
|
|
|
|
|
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
|
|
|
|
|
|
|
static const char *RenderStyles[] =
|
|
|
|
{
|
|
|
|
"STYLE_None",
|
|
|
|
"STYLE_Normal",
|
|
|
|
"STYLE_Fuzzy",
|
|
|
|
"STYLE_SoulTrans",
|
|
|
|
"STYLE_OptFuzzy",
|
|
|
|
"STYLE_Translucent",
|
|
|
|
"STYLE_Add",
|
|
|
|
//"STYLE_Shaded",
|
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
static const char *FlagNames1[] =
|
|
|
|
{
|
|
|
|
"*",
|
|
|
|
"Solid",
|
|
|
|
"*",
|
|
|
|
"NoSector",
|
|
|
|
|
|
|
|
"NoBlockmap",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
|
|
|
|
"SpawnCeiling",
|
|
|
|
"NoGravity",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
"Shadow",
|
|
|
|
"NoBlood",
|
|
|
|
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
"CountItem",
|
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
static const char *FlagNames2[] =
|
|
|
|
{
|
|
|
|
"LowGravity",
|
|
|
|
"WindThrust",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
|
|
|
|
"*",
|
|
|
|
"FloorClip",
|
|
|
|
"SpawnFloat",
|
|
|
|
"NoTeleport",
|
|
|
|
|
|
|
|
"Ripper",
|
|
|
|
"Pushable",
|
|
|
|
"SlidesOnWalls",
|
|
|
|
"*",
|
|
|
|
|
|
|
|
"CanPass",
|
|
|
|
"CannotPush",
|
|
|
|
"ThruGhost",
|
|
|
|
"*",
|
|
|
|
|
|
|
|
"FireDamage",
|
|
|
|
"NoDamageThrust",
|
|
|
|
"Telestomp",
|
|
|
|
"FloatBob",
|
|
|
|
|
|
|
|
"*",
|
|
|
|
"ActivateImpact",
|
|
|
|
"CanPushWalls",
|
|
|
|
"ActivateMCross",
|
|
|
|
|
|
|
|
"ActivatePCross",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
"Reflective",
|
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
static const char *FlagNames3[] =
|
|
|
|
{
|
|
|
|
"FloorHugger",
|
|
|
|
"CeilingHugger",
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
|
|
|
|
"*",
|
|
|
|
"*",
|
|
|
|
"DontSplash",
|
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
// CODE --------------------------------------------------------------------
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// LoadDecorations
|
|
|
|
//
|
|
|
|
// Called from FActor::StaticInit()
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void LoadDecorations (void (*process)(FState *, int))
|
|
|
|
{
|
|
|
|
int lastlump, lump;
|
|
|
|
|
|
|
|
InitDecorateTranslations();
|
|
|
|
lastlump = 0;
|
|
|
|
while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1)
|
|
|
|
{
|
|
|
|
SC_OpenLumpNum (lump, "DECORATE");
|
|
|
|
ParseDecorate (process);
|
|
|
|
SC_Close ();
|
|
|
|
}
|
|
|
|
FinishThingdef();
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ParseDecorate
|
|
|
|
//
|
|
|
|
// Parses a single DECORATE lump
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void ParseDecorate (void (*process)(FState *, int))
|
|
|
|
{
|
|
|
|
TArray<FState> states;
|
|
|
|
FExtraInfo extra;
|
2006-05-10 02:40:43 +00:00
|
|
|
PClass *type;
|
|
|
|
PClass *parent;
|
2006-02-24 04:48:15 +00:00
|
|
|
EDefinitionType def;
|
|
|
|
FActorInfo *info;
|
2006-05-10 02:40:43 +00:00
|
|
|
FName typeName;
|
2006-04-30 21:49:18 +00:00
|
|
|
int recursion=0;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-06-21 23:22:17 +00:00
|
|
|
// Get actor class name.
|
2006-04-30 21:49:18 +00:00
|
|
|
while (true)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-04-30 21:49:18 +00:00
|
|
|
if (!SC_GetString ())
|
|
|
|
{
|
|
|
|
if (recursion==0) return;
|
2006-05-04 12:40:39 +00:00
|
|
|
SC_Close();
|
2006-04-30 21:49:18 +00:00
|
|
|
SC_RestoreScriptState();
|
|
|
|
recursion--;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (SC_Compare ("#include"))
|
|
|
|
{
|
|
|
|
int lump;
|
|
|
|
|
|
|
|
SC_MustGetString();
|
|
|
|
// This is not using SC_Open because it can print a more useful error message when done here
|
|
|
|
lump = Wads.CheckNumForFullName(sc_String);
|
|
|
|
if (lump==-1) lump = Wads.CheckNumForName(sc_String);
|
|
|
|
if (lump==-1) SC_ScriptError("Lump '%s' not found", sc_String);
|
|
|
|
SC_SaveScriptState();
|
|
|
|
SC_OpenLumpNum(lump, sc_String);
|
|
|
|
recursion++;
|
|
|
|
continue;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
if (SC_Compare ("Actor"))
|
|
|
|
{
|
|
|
|
ProcessActor (process);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (SC_Compare ("Pickup"))
|
|
|
|
{
|
|
|
|
parent = RUNTIME_CLASS(AFakeInventory);
|
|
|
|
def = DEF_Pickup;
|
|
|
|
SC_MustGetString ();
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Breakable"))
|
|
|
|
{
|
2006-04-30 21:49:18 +00:00
|
|
|
parent = RUNTIME_CLASS(AActor);
|
2006-02-24 04:48:15 +00:00
|
|
|
def = DEF_BreakableDecoration;
|
|
|
|
SC_MustGetString ();
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Projectile"))
|
|
|
|
{
|
2006-07-29 10:47:14 +00:00
|
|
|
parent = RUNTIME_CLASS(AActor);
|
2006-02-24 04:48:15 +00:00
|
|
|
def = DEF_Projectile;
|
|
|
|
SC_MustGetString ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-04-30 21:49:18 +00:00
|
|
|
parent = RUNTIME_CLASS(AActor);
|
2006-02-24 04:48:15 +00:00
|
|
|
def = DEF_Decoration;
|
|
|
|
}
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
typeName = FName(sc_String);
|
|
|
|
type = parent->CreateDerivedClass (typeName, parent->Size);
|
2006-02-24 04:48:15 +00:00
|
|
|
info = type->ActorInfo;
|
|
|
|
info->GameFilter = 0x80;
|
|
|
|
Decorations.Push (info);
|
2006-10-31 14:53:21 +00:00
|
|
|
ClearStateLabels();
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
SC_MustGetString ();
|
|
|
|
while (!SC_Compare ("{"))
|
|
|
|
{
|
|
|
|
if (SC_Compare ("Doom"))
|
|
|
|
{
|
|
|
|
info->GameFilter |= GAME_Doom;
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Heretic"))
|
|
|
|
{
|
|
|
|
info->GameFilter |= GAME_Heretic;
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Hexen"))
|
|
|
|
{
|
|
|
|
info->GameFilter |= GAME_Hexen;
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Raven"))
|
|
|
|
{
|
|
|
|
info->GameFilter |= GAME_Raven;
|
|
|
|
}
|
2006-04-30 21:49:18 +00:00
|
|
|
else if (SC_Compare ("Strife"))
|
|
|
|
{
|
|
|
|
info->GameFilter |= GAME_Strife;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
else if (SC_Compare ("Any"))
|
|
|
|
{
|
|
|
|
info->GameFilter = GAME_Any;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Unknown game type %s", sc_String);
|
|
|
|
}
|
|
|
|
SC_MustGetString ();
|
|
|
|
}
|
|
|
|
if (info->GameFilter == 0x80)
|
|
|
|
{
|
|
|
|
info->GameFilter = GAME_Any;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
info->GameFilter &= ~0x80;
|
|
|
|
}
|
|
|
|
|
|
|
|
states.Clear ();
|
|
|
|
memset (&extra, 0, sizeof(extra));
|
2006-05-10 02:40:43 +00:00
|
|
|
ParseInsideDecoration (info, (AActor *)(type->Defaults), states, extra, def);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
info->NumOwnedStates = states.Size();
|
|
|
|
if (info->NumOwnedStates == 0)
|
|
|
|
{
|
2006-05-10 03:29:07 +00:00
|
|
|
SC_ScriptError ("%s does not define any animation frames", typeName.GetChars() );
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (extra.SpawnEnd == 0)
|
|
|
|
{
|
2006-05-10 03:29:07 +00:00
|
|
|
SC_ScriptError ("%s does not have a Frames definition", typeName.GetChars() );
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && extra.DeathEnd == 0)
|
|
|
|
{
|
2006-05-10 03:29:07 +00:00
|
|
|
SC_ScriptError ("%s does not have a DeathFrames definition", typeName.GetChars() );
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (extra.IceDeathEnd != 0 && extra.bGenericIceDeath)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("You cannot use IceDeathFrames and GenericIceDeath together");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (extra.IceDeathEnd != 0)
|
|
|
|
{
|
|
|
|
// Make a copy of the final frozen frame for A_FreezeDeathChunks
|
|
|
|
FState icecopy = states[extra.IceDeathEnd-1];
|
|
|
|
states.Push (icecopy);
|
|
|
|
info->NumOwnedStates += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
info->OwnedStates = new FState[info->NumOwnedStates];
|
|
|
|
memcpy (info->OwnedStates, &states[0], info->NumOwnedStates * sizeof(info->OwnedStates[0]));
|
|
|
|
if (info->NumOwnedStates == 1)
|
|
|
|
{
|
|
|
|
info->OwnedStates->Tics = 0;
|
|
|
|
info->OwnedStates->Misc1 = 0;
|
|
|
|
info->OwnedStates->Frame &= ~SF_BIGTIC;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
size_t i;
|
|
|
|
|
|
|
|
// Spawn states loop endlessly
|
|
|
|
for (i = extra.SpawnStart; i < extra.SpawnEnd-1; ++i)
|
|
|
|
{
|
|
|
|
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
|
|
|
|
}
|
|
|
|
info->OwnedStates[i].NextState = &info->OwnedStates[extra.SpawnStart];
|
|
|
|
|
|
|
|
// Death states are one-shot and freeze on the final state
|
|
|
|
if (extra.DeathEnd != 0)
|
|
|
|
{
|
|
|
|
for (i = extra.DeathStart; i < extra.DeathEnd-1; ++i)
|
|
|
|
{
|
|
|
|
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
|
|
|
|
}
|
|
|
|
if (extra.bDiesAway || def == DEF_Projectile)
|
|
|
|
{
|
|
|
|
info->OwnedStates[i].NextState = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
info->OwnedStates[i].Tics = 0;
|
|
|
|
info->OwnedStates[i].Misc1 = 0;
|
|
|
|
info->OwnedStates[i].Frame &= ~SF_BIGTIC;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (def == DEF_Projectile)
|
|
|
|
{
|
2006-07-29 10:47:14 +00:00
|
|
|
if (extra.bExplosive)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-07-29 10:47:14 +00:00
|
|
|
info->OwnedStates[extra.DeathStart].Action = A_ExplodeParms;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// The first frame plays the death sound and
|
|
|
|
// the second frame makes it nonsolid.
|
|
|
|
info->OwnedStates[extra.DeathStart].Action= A_Scream;
|
|
|
|
if (extra.bSolidOnDeath)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else if (extra.DeathStart + 1 < extra.DeathEnd)
|
|
|
|
{
|
|
|
|
info->OwnedStates[extra.DeathStart+1].Action = A_NoBlocking;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
info->OwnedStates[extra.DeathStart].Action = A_ScreamAndUnblock;
|
|
|
|
}
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
if (extra.DeathHeight == 0) extra.DeathHeight = ((AActor*)(type->Defaults))->height;
|
2006-04-30 21:49:18 +00:00
|
|
|
info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, extra.DeathHeight);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2006-10-31 14:53:21 +00:00
|
|
|
AddState("Death", &info->OwnedStates[extra.DeathStart]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Burn states are the same as death states, except they can optionally terminate
|
|
|
|
if (extra.FireDeathEnd != 0)
|
|
|
|
{
|
|
|
|
for (i = extra.FireDeathStart; i < extra.FireDeathEnd-1; ++i)
|
|
|
|
{
|
|
|
|
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
|
|
|
|
}
|
|
|
|
if (extra.bBurnAway)
|
|
|
|
{
|
|
|
|
info->OwnedStates[i].NextState = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
info->OwnedStates[i].Tics = 0;
|
|
|
|
info->OwnedStates[i].Misc1 = 0;
|
|
|
|
info->OwnedStates[i].Frame &= ~SF_BIGTIC;
|
|
|
|
}
|
|
|
|
|
|
|
|
// The first frame plays the burn sound and
|
|
|
|
// the second frame makes it nonsolid.
|
|
|
|
info->OwnedStates[extra.FireDeathStart].Action = A_ActiveSound;
|
|
|
|
if (extra.bSolidOnBurn)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else if (extra.FireDeathStart + 1 < extra.FireDeathEnd)
|
|
|
|
{
|
|
|
|
info->OwnedStates[extra.FireDeathStart+1].Action = A_NoBlocking;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
info->OwnedStates[extra.FireDeathStart].Action = A_ActiveAndUnblock;
|
|
|
|
}
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(type->Defaults))->height;
|
|
|
|
type->Meta.SetMetaFixed (AMETA_BurnHeight, extra.BurnHeight);
|
2006-04-30 21:49:18 +00:00
|
|
|
|
2006-10-31 14:53:21 +00:00
|
|
|
AddState("Burn", &info->OwnedStates[extra.FireDeathStart]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Ice states are similar to burn and death, except their final frame enters
|
|
|
|
// a loop that eventually causes them to bust to pieces.
|
|
|
|
if (extra.IceDeathEnd != 0)
|
|
|
|
{
|
|
|
|
for (i = extra.IceDeathStart; i < extra.IceDeathEnd-1; ++i)
|
|
|
|
{
|
|
|
|
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
|
|
|
|
}
|
|
|
|
info->OwnedStates[i].NextState = &info->OwnedStates[info->NumOwnedStates-1];
|
|
|
|
info->OwnedStates[i].Tics = 6;
|
|
|
|
info->OwnedStates[i].Misc1 = 0;
|
|
|
|
info->OwnedStates[i].Action = A_FreezeDeath;
|
|
|
|
|
|
|
|
i = info->NumOwnedStates - 1;
|
|
|
|
info->OwnedStates[i].NextState = &info->OwnedStates[i];
|
|
|
|
info->OwnedStates[i].Tics = 2;
|
|
|
|
info->OwnedStates[i].Misc1 = 0;
|
|
|
|
info->OwnedStates[i].Action = A_FreezeDeathChunks;
|
2006-10-31 14:53:21 +00:00
|
|
|
AddState("Ice", &info->OwnedStates[extra.IceDeathStart]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (extra.bGenericIceDeath)
|
|
|
|
{
|
2006-10-31 14:53:21 +00:00
|
|
|
AddState("Ice", &AActor::States[AActor::S_GENERICFREEZEDEATH]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if (def == DEF_BreakableDecoration)
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
((AActor *)(type->Defaults))->flags |= MF_SHOOTABLE;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
if (def == DEF_Projectile)
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
((AActor *)(type->Defaults))->flags |= MF_DROPOFF|MF_MISSILE;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2006-10-31 14:53:21 +00:00
|
|
|
AddState("Spawn", &info->OwnedStates[extra.SpawnStart]);
|
|
|
|
InstallStates(info, ((AActor *)(type->Defaults)));
|
2006-02-24 04:48:15 +00:00
|
|
|
process (info->OwnedStates, info->NumOwnedStates);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ParseInsideDecoration
|
|
|
|
//
|
|
|
|
// Parses attributes out of a definition terminated with a }
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void ParseInsideDecoration (FActorInfo *info, AActor *defaults,
|
|
|
|
TArray<FState> &states, FExtraInfo &extra, EDefinitionType def)
|
|
|
|
{
|
|
|
|
AFakeInventory *const inv = static_cast<AFakeInventory *>(defaults);
|
|
|
|
char sprite[5] = "TNT1";
|
|
|
|
|
|
|
|
SC_MustGetString ();
|
|
|
|
while (!SC_Compare ("}"))
|
|
|
|
{
|
|
|
|
if (SC_Compare ("DoomEdNum"))
|
|
|
|
{
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
if (sc_Number < -1 || sc_Number > 32767)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("DoomEdNum must be in the range [-1,32767]");
|
|
|
|
}
|
|
|
|
info->DoomEdNum = (SWORD)sc_Number;
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("SpawnNum"))
|
|
|
|
{
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
if (sc_Number < 0 || sc_Number > 255)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("SpawnNum must be in the range [0,255]");
|
|
|
|
}
|
|
|
|
info->SpawnID = (BYTE)sc_Number;
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Sprite") || (
|
|
|
|
(def == DEF_BreakableDecoration || def == DEF_Projectile) &&
|
|
|
|
SC_Compare ("DeathSprite") &&
|
|
|
|
(extra.DeathSprite[0] = 1)) // This is intentionally = and not ==
|
|
|
|
)
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
if (strlen (sc_String) != 4)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Sprite name must be exactly four characters long");
|
|
|
|
}
|
|
|
|
if (extra.DeathSprite[0] == 1)
|
|
|
|
{
|
|
|
|
memcpy (extra.DeathSprite, sc_String, 4);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
memcpy (sprite, sc_String, 4);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Frames"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
extra.SpawnStart = states.Size();
|
|
|
|
ParseSpriteFrames (info, states);
|
|
|
|
extra.SpawnEnd = states.Size();
|
|
|
|
}
|
|
|
|
else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) &&
|
|
|
|
SC_Compare ("DeathFrames"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
extra.DeathStart = states.Size();
|
|
|
|
ParseSpriteFrames (info, states);
|
|
|
|
extra.DeathEnd = states.Size();
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("IceDeathFrames"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
extra.IceDeathStart = states.Size();
|
|
|
|
ParseSpriteFrames (info, states);
|
|
|
|
extra.IceDeathEnd = states.Size();
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("BurnDeathFrames"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
extra.FireDeathStart = states.Size();
|
|
|
|
ParseSpriteFrames (info, states);
|
|
|
|
extra.FireDeathEnd = states.Size();
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("GenericIceDeath"))
|
|
|
|
{
|
|
|
|
extra.bGenericIceDeath = true;
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("BurnsAway"))
|
|
|
|
{
|
|
|
|
extra.bBurnAway = true;
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("DiesAway"))
|
|
|
|
{
|
|
|
|
extra.bDiesAway = true;
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Alpha"))
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
2006-11-29 04:51:16 +00:00
|
|
|
defaults->alpha = int(clamp (sc_Float, 0.0, 1.0) * OPAQUE);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (SC_Compare ("Scale"))
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
2006-11-14 16:54:02 +00:00
|
|
|
defaults->scaleX = defaults->scaleY = FLOAT2FIXED(sc_Float);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (SC_Compare ("RenderStyle"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
defaults->RenderStyle = SC_MustMatchString (RenderStyles);
|
|
|
|
if (defaults->RenderStyle > STYLE_OptFuzzy)
|
|
|
|
{
|
|
|
|
defaults->RenderStyle += STYLE_Translucent - STYLE_OptFuzzy - 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Radius"))
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
|
|
|
defaults->radius = int(sc_Float * FRACUNIT);
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Height"))
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
|
|
|
defaults->height = int(sc_Float * FRACUNIT);
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("DeathHeight"))
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
|
|
|
extra.DeathHeight = int(sc_Float * FRACUNIT);
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("BurnHeight"))
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
|
|
|
extra.BurnHeight = int(sc_Float * FRACUNIT);
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("Health"))
|
|
|
|
{
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
defaults->health = sc_Number;
|
|
|
|
}
|
|
|
|
else if (def == DEF_Projectile && SC_Compare ("ExplosionRadius"))
|
|
|
|
{
|
|
|
|
SC_MustGetNumber ();
|
2006-07-29 10:47:14 +00:00
|
|
|
info->Class->Meta.SetMetaInt(ACMETA_ExplosionRadius, sc_Number);
|
|
|
|
extra.bExplosive = true;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (def == DEF_Projectile && SC_Compare ("ExplosionDamage"))
|
|
|
|
{
|
|
|
|
SC_MustGetNumber ();
|
2006-07-29 10:47:14 +00:00
|
|
|
info->Class->Meta.SetMetaInt(ACMETA_ExplosionDamage, sc_Number);
|
|
|
|
extra.bExplosive = true;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (def == DEF_Projectile && SC_Compare ("DoNotHurtShooter"))
|
|
|
|
{
|
2006-07-29 10:47:14 +00:00
|
|
|
info->Class->Meta.SetMetaInt(ACMETA_DontHurtShooter, true);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (def == DEF_Projectile && SC_Compare ("Damage"))
|
|
|
|
{
|
|
|
|
SC_MustGetNumber ();
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
defaults->Damage = sc_Number;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (def == DEF_Projectile && SC_Compare ("DamageType"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
if (SC_Compare ("Normal"))
|
|
|
|
{
|
2006-10-31 14:53:21 +00:00
|
|
|
defaults->DamageType = NAME_None;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (SC_Compare ("Ice"))
|
|
|
|
{
|
2006-10-31 14:53:21 +00:00
|
|
|
defaults->DamageType = NAME_Ice;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (SC_Compare ("Fire"))
|
|
|
|
{
|
2006-10-31 14:53:21 +00:00
|
|
|
defaults->DamageType = NAME_Fire;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Unknown damage type \"%s\"", sc_String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (def == DEF_Projectile && SC_Compare ("Speed"))
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
|
|
|
defaults->Speed = fixed_t(sc_Float * 65536.f);
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Mass"))
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
|
|
|
defaults->Mass = SDWORD(sc_Float);
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Translation1"))
|
|
|
|
{
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
if (sc_Number < 0 || sc_Number > 2)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Translation1 must be in the range [0,2]");
|
|
|
|
}
|
|
|
|
defaults->Translation = TRANSLATION(TRANSLATION_Standard, sc_Number);
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("Translation2"))
|
|
|
|
{
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
if (sc_Number < 0 || sc_Number >= MAX_ACS_TRANSLATIONS)
|
|
|
|
{
|
|
|
|
#define ERROR(foo) "Translation2 must be in the range [0," #foo "]"
|
|
|
|
SC_ScriptError (ERROR(MAX_ACS_TRANSLATIONS));
|
|
|
|
#undef ERROR
|
|
|
|
}
|
|
|
|
defaults->Translation = TRANSLATION(TRANSLATION_LevelScripted, sc_Number);
|
|
|
|
}
|
|
|
|
else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) &&
|
|
|
|
SC_Compare ("DeathSound"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
defaults->DeathSound = S_FindSound (sc_String);
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("BurnDeathSound"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
defaults->ActiveSound = S_FindSound (sc_String);
|
|
|
|
}
|
|
|
|
else if (def == DEF_Projectile && SC_Compare ("SpawnSound"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
defaults->SeeSound = S_FindSound (sc_String);
|
|
|
|
}
|
|
|
|
else if (def == DEF_Projectile && SC_Compare ("DoomBounce"))
|
|
|
|
{
|
|
|
|
defaults->flags2 = (defaults->flags2 & ~MF2_BOUNCETYPE) | MF2_DOOMBOUNCE;
|
|
|
|
}
|
|
|
|
else if (def == DEF_Projectile && SC_Compare ("HereticBounce"))
|
|
|
|
{
|
|
|
|
defaults->flags2 = (defaults->flags2 & ~MF2_BOUNCETYPE) | MF2_HERETICBOUNCE;
|
|
|
|
}
|
|
|
|
else if (def == DEF_Projectile && SC_Compare ("HexenBounce"))
|
|
|
|
{
|
|
|
|
defaults->flags2 = (defaults->flags2 & ~MF2_BOUNCETYPE) | MF2_HEXENBOUNCE;
|
|
|
|
}
|
|
|
|
else if (def == DEF_Pickup && SC_Compare ("PickupSound"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
2006-06-11 11:28:48 +00:00
|
|
|
inv->PickupSound = S_FindSound (sc_String);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (def == DEF_Pickup && SC_Compare ("PickupMessage"))
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
2006-06-11 01:06:19 +00:00
|
|
|
info->Class->Meta.SetMetaString(AIMETA_PickupMessage, sc_String);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (def == DEF_Pickup && SC_Compare ("Respawns"))
|
|
|
|
{
|
|
|
|
inv->Respawnable = true;
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("SolidOnDeath"))
|
|
|
|
{
|
|
|
|
extra.bSolidOnDeath = true;
|
|
|
|
}
|
|
|
|
else if (def == DEF_BreakableDecoration && SC_Compare ("SolidOnBurn"))
|
|
|
|
{
|
|
|
|
extra.bSolidOnBurn = true;
|
|
|
|
}
|
|
|
|
else if (sc_String[0] != '*')
|
|
|
|
{
|
|
|
|
int bit = SC_MatchString (FlagNames1);
|
|
|
|
if (bit != -1)
|
|
|
|
{
|
|
|
|
defaults->flags |= 1 << bit;
|
|
|
|
}
|
|
|
|
else if ((bit = SC_MatchString (FlagNames2)) != -1)
|
|
|
|
{
|
|
|
|
defaults->flags2 |= 1 << bit;
|
|
|
|
}
|
|
|
|
else if ((bit = SC_MatchString (FlagNames3)) != -1)
|
|
|
|
{
|
|
|
|
defaults->flags3 |= 1 << bit;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_ScriptError (NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_ScriptError (NULL);
|
|
|
|
}
|
|
|
|
SC_MustGetString ();
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
for (i = 0; i < states.Size(); ++i)
|
|
|
|
{
|
|
|
|
memcpy (states[i].sprite.name, sprite, 4);
|
|
|
|
}
|
|
|
|
if (extra.DeathSprite[0] && extra.DeathEnd != 0)
|
|
|
|
{
|
|
|
|
for (i = extra.DeathStart; i < extra.DeathEnd; ++i)
|
|
|
|
{
|
|
|
|
memcpy (states[i].sprite.name, extra.DeathSprite, 4);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ParseSpriteFrames
|
|
|
|
//
|
|
|
|
// Parses a sprite-based animation sequence out of a decoration definition.
|
|
|
|
// You can have multiple sequences, and they will be appended together.
|
|
|
|
// A sequence definition looks like this:
|
|
|
|
//
|
|
|
|
// "<rate>:<frames>,<rate>:<frames>,<rate>:<frames>,..."
|
|
|
|
//
|
|
|
|
// Rate is a number describing the number of tics between frames in this
|
|
|
|
// sequence. If you don't specify it, then a rate of 4 is used. Frames is
|
|
|
|
// a list of consecutive frame characters. Each frame can be postfixed with
|
|
|
|
// the * character to indicate that it is fullbright.
|
|
|
|
//
|
|
|
|
// Examples:
|
|
|
|
// ShortRedTorch looks like this:
|
|
|
|
// "ABCD"
|
|
|
|
//
|
|
|
|
// HeadCandles looks like this:
|
|
|
|
// "6:AB"
|
|
|
|
//
|
|
|
|
// TechLamp looks like this:
|
|
|
|
// "A*B*C*D*"
|
|
|
|
//
|
|
|
|
// BloodyTwich looks like this:
|
|
|
|
// "10:A, 15:B, 8:C, 6:B"
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void ParseSpriteFrames (FActorInfo *info, TArray<FState> &states)
|
|
|
|
{
|
|
|
|
FState state;
|
|
|
|
char *token = strtok (sc_String, ",\t\n\r");
|
|
|
|
|
|
|
|
memset (&state, 0, sizeof(state));
|
|
|
|
|
|
|
|
while (token != NULL)
|
|
|
|
{
|
|
|
|
// Skip leading white space
|
|
|
|
while (*token == ' ')
|
|
|
|
token++;
|
|
|
|
|
|
|
|
int rate = 5;
|
|
|
|
bool firstState = true;
|
|
|
|
char *colon = strchr (token, ':');
|
|
|
|
|
|
|
|
if (colon != NULL)
|
|
|
|
{
|
|
|
|
char *stop;
|
|
|
|
|
|
|
|
*colon = 0;
|
|
|
|
rate = strtol (token, &stop, 10);
|
|
|
|
if (stop == token || rate < 1 || rate > 65534)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Rates must be in the range [0,65534]");
|
|
|
|
}
|
|
|
|
token = colon + 1;
|
|
|
|
rate += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
state.Tics = rate & 0xff;
|
|
|
|
state.Misc1 = (rate >> 8);
|
|
|
|
|
|
|
|
while (*token)
|
|
|
|
{
|
|
|
|
if (*token == ' ')
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else if (*token == '*')
|
|
|
|
{
|
|
|
|
if (firstState)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("* must come after a frame");
|
|
|
|
}
|
|
|
|
state.Frame |= SF_FULLBRIGHT;
|
|
|
|
}
|
|
|
|
else if (*token < 'A' || *token > ']')
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Frames must be A-Z, [, \\, or ]");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (!firstState)
|
|
|
|
{
|
|
|
|
states.Push (state);
|
|
|
|
}
|
|
|
|
firstState = false;
|
|
|
|
state.Frame = (rate >= 256) ? (SF_BIGTIC | (*token-'A')) : (*token-'A');
|
|
|
|
}
|
|
|
|
++token;
|
|
|
|
}
|
|
|
|
if (!firstState)
|
|
|
|
{
|
|
|
|
states.Push (state);
|
|
|
|
}
|
|
|
|
|
|
|
|
token = strtok (NULL, ",\t\n\r");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// A_ScreamAndUnblock
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void A_ScreamAndUnblock (AActor *actor)
|
|
|
|
{
|
|
|
|
A_Scream (actor);
|
|
|
|
A_NoBlocking (actor);
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// A_ActiveAndUnblock
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void A_ActiveAndUnblock (AActor *actor)
|
|
|
|
{
|
|
|
|
A_ActiveSound (actor);
|
|
|
|
A_NoBlocking (actor);
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// A_ActiveSound
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void A_ActiveSound (AActor *actor)
|
|
|
|
{
|
|
|
|
if (actor->ActiveSound)
|
|
|
|
{
|
|
|
|
S_SoundID (actor, CHAN_VOICE, actor->ActiveSound, 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|