gzdoom/src/thingdef.cpp

4282 lines
126 KiB
C++

/*
** 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<FActorInfo *> Decorations;
// allow decal specifications in DECORATE. Decals are loaded after DECORATE so the names must be stored here.
TArray<char*> DecalNames;
// all state parameters
TArray<int> 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(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)
#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")
{"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<FDropItem *>
{
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<FState> 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<FStateDefine> Children;
FState *State;
};
static TArray<FStateDefine> StateLabels;
void ClearStateLabels()
{
StateLabels.Clear();
}
//==========================================================================
//
// Search one list of state definitions for the given name
//
//==========================================================================
static FStateDefine * FindStateLabelInList(TArray<FStateDefine> & list, FName name, bool create)
{
for(unsigned i = 0; i<list.Size(); i++)
{
if (list[i].Label == name) return &list[i];
}
if (create)
{
FStateDefine def;
def.Label=name;
def.State=NULL;
def.valid=false;
return &list[list.Push(def)];
}
return NULL;
}
//==========================================================================
//
// Creates a list of names from a string. Dots are used as separator
//
//==========================================================================
void MakeStateNameList(const char * fname, TArray<FName> * 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<FName> namelist(3);
FStateDefine * statedef=NULL;
MakeStateNameList(name, &namelist);
TArray<FStateDefine> * statelist = &StateLabels;
for(unsigned i=0;i<namelist.Size();i++)
{
statedef = FindStateLabelInList(*statelist, namelist[i], true);
statelist = &statedef->Children;
}
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<FName> namelist(3);
FStateDefine * statedef=NULL;
MakeStateNameList(name, &namelist);
TArray<FStateDefine> * statelist = &StateLabels;
for(unsigned i=0;i<namelist.Size();i++)
{
statedef = FindStateLabelInList(*statelist, namelist[i], false);
if (statedef == NULL)
{
FActorInfo * parentinfo = type->ParentClass->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<FName> 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<FStateDefine> & statelist)
{
for(unsigned i=0;i<statelist.Size();i++)
{
if (statelist[i].State!=NULL || !IsStateListEmpty(statelist[i].Children)) return false;
}
return true;
}
//==========================================================================
//
// Creates the final list of states from the state definitions
//
//==========================================================================
static int STACK_ARGS labelcmp(const void * a, const void * b)
{
FStateLabel * A = (FStateLabel *)a;
FStateLabel * B = (FStateLabel *)b;
return ((int)A->Label - (int)B->Label);
}
static FStateLabels * CreateStateLabelList(TArray<FStateDefine> & 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;i<statelist.Size();i++)
{
if (statelist[i].Label != NAME_None)
{
list->Labels[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<FStateDefine> &dest)
{
dest.Clear();
for(int i=0;i<list->NumLabels;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<AActor>(), 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 *> (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;i<numparams;i++) StateParameters.Push(v);
state->ParameterIndex = 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<FStateDefine> & statelist)
{
for(unsigned i = 0;i<statelist.Size(); i++)
{
if (statelist[i].State == (FState*)count)
{
statelist[i].State = target == NULL ? NULL : (FState *)copystring (target);
}
if (statelist[i].Children.Size() > 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 void ParseStateString(char * statestring)
{
SC_MustGetString();
strncpy (statestring, sc_String, 255);
while (SC_CheckString ("."))
{
SC_MustGetString ();
strcat (statestring, ".");
strcat (statestring, sc_String);
}
}
//==========================================================================
//
// ProcessStates
// processes a state block
//
//==========================================================================
static int ProcessStates(FActorInfo * actor, AActor * defaults, Baggage &bag)
{
char statestring[256];
intptr_t count = 0;
FState state;
FState * laststate = NULL;
intptr_t lastlabel = -1;
int minrequiredstate = -1;
statestring[255] = 0;
ChkBraceOpn();
SC_SetEscape(false); // disable escape sequences in the state parser
while (!TestBraceCls() && !sc_End)
{
memset(&state,0,sizeof(state));
ParseStateString(statestring);
if (!stricmp(statestring, "GOTO"))
{
do_goto:
ParseStateString(statestring);
if (SC_CheckString ("+"))
{
SC_MustGetNumber ();
strcat (statestring, "+");
strcat (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 (!stricmp(statestring, "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 (!stricmp(statestring, "WAIT") || !stricmp(statestring, "FAIL"))
{
if (!laststate)
{
SC_ScriptError("%s before first state", sc_String);
continue;
}
laststate->NextState=(FState*)-2;
}
else if (!stricmp(statestring, "LOOP"))
{
if (!laststate)
{
SC_ScriptError("LOOP before first state");
continue;
}
laststate->NextState=(FState*)(lastlabel+1);
}
else
{
char * statestrp;
SC_MustGetString();
if (SC_Compare (":"))
{
laststate = NULL;
do
{
lastlabel = count;
AddState(statestring, (FState *) (count+1));
ParseStateString(statestring);
if (!stricmp(statestring, "GOTO"))
{
goto do_goto;
}
else if (!stricmp(statestring, "STOP"))
{
goto do_stop;
}
SC_MustGetString ();
} while (SC_Compare (":"));
// continue;
}
SC_UnGet ();
if (strlen (statestring) != 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();
strncpy(statestring, sc_String + 1, 255);
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,strlen(statestring)>0, &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<int>(sc_Number, 0, 255);
break;
case '9': // 90 degree angle as integer
SC_MustGetNumber();
v=clamp<int>(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 = strchr (name, '.')) != NULL)
{
const char *classname = name;
*pt = '\0';
name = pt + 1;
// 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 if (!FindState(actor, type, classname))
{
// 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);
}
}
else
{
// Restore the period in the name
*pt='.';
name = (char*)classname;
}
}
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<FStateDefine> & list)
{
for(unsigned i=0;i<list.Size(); i++)
{
size_t v=(size_t)list[i].State;
if (v >= 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<FStateDefine> & list)
{
for(unsigned i=0;i<list.Size(); i++)
{
if (list[i].State != NULL && FState::StaticFindStateOwner (list[i].State, actor) == NULL)
{ // It's not a valid state, so it must be a label string. Resolve it.
list[i].State = ResolveGotoLabel (defaults, actor->Class, (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
//
// Deprecated means it will be removed in a future version.
//
//==========================================================================
static void StatePropertyIsDeprecated (const char *actorname, const char *prop)
{
static bool warned = false;
Printf (TEXTCOLOR_YELLOW "In actor %s, the %s property is deprecated and will be removed in 2.2.0.\n",
actorname, prop);
if (!warned)
{
warned = true;
Printf (TEXTCOLOR_YELLOW "Instead of \"%s <state>\", add this to the actor's States block:\n"
TEXTCOLOR_YELLOW " %s:\n"
TEXTCOLOR_YELLOW " Goto <state>\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<int>(sc_Number, 0, 255);
SC_CheckString(",");
SC_MustGetNumber();
g=clamp<int>(sc_Number, 0, 255);
SC_CheckString(",");
SC_MustGetNumber();
b=clamp<int>(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>(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<int>(sc_Number, 0, 255);
SC_CheckString(",");
SC_MustGetNumber();
g=clamp<int>(sc_Number, 0, 255);
SC_CheckString(",");
SC_MustGetNumber();
b=clamp<int>(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<int>(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);
}
}