gzdoom/src/thingdef/thingdef_properties.cpp
Christoph Oelckers 4f0fa50773 - Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.


SVN r1114 (trunk)
2008-08-05 22:51:51 +00:00

2881 lines
98 KiB
C++

/*
** thingdef-properties.cpp
**
** Actor definitions - properties and flags parser
**
**---------------------------------------------------------------------------
** Copyright 2002-2007 Christoph Oelckers
** Copyright 2004-2007 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"
#include "r_translate.h"
#include "a_morph.h"
//==========================================================================
//
// 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 }
#define DEFINE_DEPRECATED_FLAG(name) { DEPF_##name, #name, -1 }
#define DEFINE_DUMMY_FLAG(name) { DEPF_UNUSED, #name, -1 }
struct flagdef
{
int flagbit;
const char *name;
int structoffset;
};
enum
{
DEPF_UNUSED,
DEPF_FIREDAMAGE,
DEPF_ICEDAMAGE,
DEPF_LOWGRAVITY,
DEPF_LONGMELEERANGE,
DEPF_SHORTMISSILERANGE,
DEPF_PICKUPFLASH,
DEPF_QUARTERGRAVITY,
};
static flagdef ActorFlags[]=
{
DEFINE_FLAG(MF, PICKUP, APlayerPawn, flags),
DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
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, SPAWNSOUNDSOURCE, 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_FLAG(MF2, DONTREFLECT, AActor, flags2),
DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
DEFINE_FLAG(MF2, HERETICBOUNCE , AActor, flags2),
DEFINE_FLAG(MF2, BLASTED, 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, DONTTRANSLATE, 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, EXPLOCOUNT, 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, CANUSEWALLS, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
DEFINE_FLAG(MF4, FORCERADIUSDMG, AActor, flags4),
DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
DEFINE_FLAG(MF4, LOOKALLAROUND, AActor, flags4),
DEFINE_FLAG(MF4, STANDSTILL, AActor, flags4),
DEFINE_FLAG(MF4, SPECTRAL, AActor, flags4),
DEFINE_FLAG(MF4, FIRERESIST, AActor, flags4),
DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4),
DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4),
DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4),
DEFINE_FLAG(MF4, DONTHURTSPECIES, AActor, flags4),
DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4),
DEFINE_FLAG(MF4, DEFLECT, AActor, flags4),
DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4),
DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4),
DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
DEFINE_FLAG(MF5, FASTER, AActor, flags5),
DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
DEFINE_FLAG(MF5, BOUNCEONACTORS, AActor, flags5),
DEFINE_FLAG(MF5, EXPLODEONWATER, AActor, flags5),
DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5),
DEFINE_FLAG(MF5, NEVERFAST, AActor, flags5),
DEFINE_FLAG(MF5, ALWAYSRESPAWN, AActor, flags5),
DEFINE_FLAG(MF5, NEVERRESPAWN, AActor, flags5),
DEFINE_FLAG(MF5, DONTRIP, AActor, flags5),
DEFINE_FLAG(MF5, NOINFIGHTING, AActor, flags5),
DEFINE_FLAG(MF5, NOINTERACTION, AActor, flags5),
DEFINE_FLAG(MF5, NOTIMEFREEZE, AActor, flags5),
DEFINE_FLAG(MF5, PUFFGETSOWNER, AActor, flags5), // [BB] added PUFFGETSOWNER
DEFINE_FLAG(MF5, SPECIALFIREDAMAGE, 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),
DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
DEFINE_DEPRECATED_FLAG(FIREDAMAGE),
DEFINE_DEPRECATED_FLAG(ICEDAMAGE),
DEFINE_DEPRECATED_FLAG(LOWGRAVITY),
DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE),
DEFINE_DEPRECATED_FLAG(LONGMELEERANGE),
DEFINE_DEPRECATED_FLAG(QUARTERGRAVITY),
DEFINE_DUMMY_FLAG(NONETID),
DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN),
};
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, ALWAYSPICKUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags),
DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags),
DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags),
DEFINE_FLAG(IF, ADDITIVETIME, AInventory, ItemFlags),
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
};
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, 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),
DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
//WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
DEFINE_DUMMY_FLAG(NOLMS),
};
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;
}
//===========================================================================
//
// HandleDeprecatedFlags
//
// Handles the deprecated flags and sets the respective properties
// to appropriate values. This is solely intended for backwards
// compatibility so mixing this with code that is aware of the real
// properties is not recommended
//
//===========================================================================
static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
{
switch (index)
{
case DEPF_FIREDAMAGE:
defaults->DamageType = set? NAME_Fire : NAME_None;
break;
case DEPF_ICEDAMAGE:
defaults->DamageType = set? NAME_Ice : NAME_None;
break;
case DEPF_LOWGRAVITY:
defaults->gravity = set? FRACUNIT/8 : FRACUNIT;
break;
case DEPF_SHORTMISSILERANGE:
defaults->maxtargetrange = set? 896*FRACUNIT : 0;
break;
case DEPF_LONGMELEERANGE:
defaults->meleethreshold = set? 196*FRACUNIT : 0;
break;
case DEPF_QUARTERGRAVITY:
defaults->gravity = set? FRACUNIT/4 : FRACUNIT;
break;
case DEPF_PICKUPFLASH:
if (set)
{
static_cast<AInventory*>(defaults)->PickupFlash = fuglyname("PickupFlash");
}
else
{
static_cast<AInventory*>(defaults)->PickupFlash = NULL;
}
break;
default:
break; // silence GCC
}
}
//===========================================================================
//
// 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)
{
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(self, !!expression, fd->flagbit);
}
else
{
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());
}
}
//==========================================================================
//
//==========================================================================
void ParseActorFlag (FScanner &sc, Baggage &bag, int mod)
{
flagdef *fd;
sc.MustGetString ();
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)) )
{
AActor *defaults = (AActor*)bag.Info->Class->Defaults;
if (fd->structoffset == -1) // this is a deprecated flag that has been changed into a real property
{
HandleDeprecatedFlags(defaults, mod=='+', fd->flagbit);
}
else
{
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);
}
}
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//
// Translation parsing
//
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
FRemapTable CurrentTranslation;
TArray<PalEntry> BloodTranslationColors;
PalEntry BloodTranslations[256];
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(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;
pal1=strtol(range, &range, 10);
if (!Check(range, ':')) return;
pal2=strtol(range, &range, 10);
CurrentTranslation.AddIndexRange(start, end, pal1, pal2);
}
else
{
// translation using RGB values
int r1,g1,b1,r2,g2,b2;
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;
CurrentTranslation.AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
}
}
static int StoreTranslation(FScanner &sc)
{
unsigned int i;
for (i = 0; i < translationtables[TRANSLATION_Decorate].Size(); i++)
{
if (CurrentTranslation == *translationtables[TRANSLATION_Decorate][i])
{
// A duplicate of this translation already exists
return TRANSLATION(TRANSLATION_Decorate, i);
}
}
if (translationtables[TRANSLATION_Decorate].Size() >= MAX_DECORATE_TRANSLATIONS)
{
sc.ScriptError("Too many translations in DECORATE");
}
FRemapTable *newtrans = new FRemapTable;
*newtrans = CurrentTranslation;
i = translationtables[TRANSLATION_Decorate].Push(newtrans);
return TRANSLATION(TRANSLATION_Decorate, i);
}
static int CreateBloodTranslation(FScanner &sc, PalEntry color)
{
unsigned int i;
for (i = 0; i < BloodTranslationColors.Size(); i++)
{
if (color.r == BloodTranslationColors[i].r &&
color.g == BloodTranslationColors[i].g &&
color.b == BloodTranslationColors[i].b)
{
// A duplicate of this translation already exists
return i;
}
}
if (BloodTranslationColors.Size() >= MAX_DECORATE_TRANSLATIONS)
{
sc.ScriptError("Too many blood colors in DECORATE");
}
FRemapTable *trans = new FRemapTable;
for (i = 0; i < 256; i++)
{
int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b);
PalEntry pe = PalEntry(color.r*bright/255, color.g*bright/255, color.b*bright/255);
int entry = ColorMatcher.Pick(pe.r, pe.g, pe.b);
trans->Palette[i] = pe;
trans->Remap[i] = entry;
}
translationtables[TRANSLATION_Blood].Push(trans);
return BloodTranslationColors.Push(color);
}
//----------------------------------------------------------------------------
//
// 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(const PClass *cls)
{
unsigned int index = cls->Meta.GetMetaInt (ACMETA_DropItems) - 1;
if (index >= 0 && index < DropItemList.Size())
{
return DropItemList[index];
}
return NULL;
}
//==========================================================================
//
//
//==========================================================================
typedef void (*ActorPropFunction) (FScanner &sc, AActor *defaults, Baggage &bag);
struct ActorProps
{
const char *name;
ActorPropFunction Handler;
const PClass * type;
};
typedef ActorProps (*ActorPropHandler) (const char *str, unsigned int len);
static const ActorProps *is_actorprop (const char *str);
//==========================================================================
//
// Checks for a numeric parameter which may or may not be preceded by a comma
//
//==========================================================================
static bool CheckNumParm(FScanner &sc)
{
if (sc.CheckString(","))
{
sc.MustGetNumber();
return true;
}
else
{
return sc.CheckNumber();
}
}
static bool CheckFloatParm(FScanner &sc)
{
if (sc.CheckString(","))
{
sc.MustGetFloat();
return true;
}
else
{
return sc.CheckFloat();
}
}
// [MH]
static int ParseMorphStyle (FScanner &sc)
{
static const char * morphstyles[]={
"MRF_ADDSTAMINA", "MRF_FULLHEALTH", "MRF_UNDOBYTOMEOFPOWER", "MRF_UNDOBYCHAOSDEVICE",
"MRF_FAILNOTELEFRAG", "MRF_FAILNOLAUGH", "MRF_WHENINVULNERABLE", "MRF_LOSEACTUALWEAPON",
"MRF_NEWTIDBEHAVIOUR", "MRF_UNDOBYDEATH", "MRF_UNDOBYDEATHFORCED", "MRF_UNDOBYDEATHSAVES", NULL};
static const int morphstyle_values[]={
MORPH_ADDSTAMINA, MORPH_FULLHEALTH, MORPH_UNDOBYTOMEOFPOWER, MORPH_UNDOBYCHAOSDEVICE,
MORPH_FAILNOTELEFRAG, MORPH_FAILNOLAUGH, MORPH_WHENINVULNERABLE, MORPH_LOSEACTUALWEAPON,
MORPH_NEWTIDBEHAVIOUR, MORPH_UNDOBYDEATH, MORPH_UNDOBYDEATHFORCED, MORPH_UNDOBYDEATHSAVES};
// May be given flags by number...
if (sc.CheckNumber())
{
sc.MustGetNumber();
return sc.Number;
}
// ... else should be flags by name.
// NOTE: Later this should be removed and a normal expression used.
// The current DECORATE parser can't handle this though.
bool gotparen = sc.CheckString("(");
int style = 0;
do
{
sc.MustGetString();
style |= morphstyle_values[sc.MustMatchString(morphstyles)];
}
while (sc.CheckString("|"));
if (gotparen)
{
sc.MustGetStringName(")");
}
return style;
}
//==========================================================================
//
// Property parsers
//
//==========================================================================
//==========================================================================
//
//==========================================================================
static void ActorSkipSuper (FScanner &sc, AActor *defaults, Baggage &bag)
{
memcpy (defaults, GetDefault<AActor>(), sizeof(AActor));
if (bag.DropItemList != NULL)
{
FreeDropItemChain (bag.DropItemList);
}
ResetBaggage (&bag);
MakeStateDefines(NULL);
}
//==========================================================================
//
//==========================================================================
static void ActorGame (FScanner &sc, 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 (FScanner &sc, 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 (FScanner &sc, 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 (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
bag.Info->Class->Meta.SetMetaString(AMETA_StrifeName, sc.String);
}
//==========================================================================
//
//==========================================================================
static void ActorHealth (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->health=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void ActorGibHealth (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (AMETA_GibHealth, sc.Number);
}
//==========================================================================
//
//==========================================================================
static void ActorWoundHealth (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (AMETA_WoundHealth, sc.Number);
}
//==========================================================================
//
//==========================================================================
static void ActorReactionTime (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->reactiontime=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void ActorPainChance (FScanner &sc, AActor *defaults, Baggage &bag)
{
if (!sc.CheckNumber())
{
FName painType;
sc.MustGetString();
if (sc.Compare("Normal")) painType = NAME_None;
else painType=sc.String;
sc.MustGetToken(',');
sc.MustGetNumber();
if (bag.Info->PainChances == NULL) bag.Info->PainChances=new PainChanceList;
(*bag.Info->PainChances)[painType] = (BYTE)sc.Number;
return;
}
defaults->PainChance=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void ActorDamage (FScanner &sc, 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 (sc, false, bag.Info->Class);
sc.MustGetStringName(")");
}
else
{
sc.MustGetNumber ();
defaults->Damage = sc.Number;
}
}
//==========================================================================
//
//==========================================================================
static void ActorSpeed (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->Speed=fixed_t(sc.Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorFloatSpeed (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->FloatSpeed=fixed_t(sc.Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorRadius (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->radius=fixed_t(sc.Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorHeight (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->height=fixed_t(sc.Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMass (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->Mass=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void ActorXScale (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->scaleX = FLOAT2FIXED(sc.Float);
}
//==========================================================================
//
//==========================================================================
static void ActorYScale (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->scaleY = FLOAT2FIXED(sc.Float);
}
//==========================================================================
//
//==========================================================================
static void ActorScale (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->scaleX= defaults->scaleY = FLOAT2FIXED(sc.Float);
}
//==========================================================================
//
//==========================================================================
static void ActorArgs (FScanner &sc, AActor *defaults, Baggage &bag)
{
for (int i = 0; i < 5; i++)
{
sc.MustGetNumber();
defaults->args[i] = sc.Number;
if (i < 4 && !sc.CheckToken(',')) break;
}
defaults->flags2|=MF2_ARGSDEFINED;
}
//==========================================================================
//
//==========================================================================
static void ActorSeeSound (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->SeeSound = sc.String;
}
//==========================================================================
//
//==========================================================================
static void ActorAttackSound (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->AttackSound = sc.String;
}
//==========================================================================
//
//==========================================================================
static void ActorPainSound (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->PainSound = sc.String;
}
//==========================================================================
//
//==========================================================================
static void ActorDeathSound (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->DeathSound = sc.String;
}
//==========================================================================
//
//==========================================================================
static void ActorActiveSound (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->ActiveSound = sc.String;
}
//==========================================================================
//
//==========================================================================
static void ActorHowlSound (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
bag.Info->Class->Meta.SetMetaInt (AMETA_HowlSound, S_FindSound(sc.String));
}
//==========================================================================
//
//==========================================================================
static void ActorDropItem (FScanner &sc, 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(sc))
{
di->probability = sc.Number;
if (CheckNumParm(sc))
{
di->amount = sc.Number;
}
}
di->Next = bag.DropItemList;
bag.DropItemList = di;
}
//==========================================================================
//
//==========================================================================
static void ActorSpawnState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Spawn", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorSeeState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("See", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Melee", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorMissileState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Missile", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorPainState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Pain", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorDeathState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Death", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorXDeathState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("XDeath", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorBurnState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Burn", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorIceState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Ice", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorRaiseState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Raise", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorCrashState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Crash", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorCrushState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Crush", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorWoundState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Wound", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorDisintegrateState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Disintegrate", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorHealState (FScanner &sc, AActor *defaults, Baggage &bag)
{
AddState("Heal", CheckState (sc, bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorStates (FScanner &sc, AActor *defaults, Baggage &bag)
{
if (!bag.StateSet) ParseStates(sc, bag.Info, defaults, bag);
else sc.ScriptError("Multiple state declarations not allowed");
bag.StateSet=true;
}
//==========================================================================
//
//==========================================================================
static void ActorRenderStyle (FScanner &sc, AActor *defaults, Baggage &bag)
{
static const char * renderstyles[]={
"NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD","SHADED", NULL};
static const int renderstyle_values[]={
STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy,
STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded};
sc.MustGetString();
defaults->RenderStyle = LegacyRenderStyles[renderstyle_values[sc.MustMatchString(renderstyles)]];
}
//==========================================================================
//
//==========================================================================
static void ActorAlpha (FScanner &sc, 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 (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
bag.Info->Class->Meta.SetMetaString (AMETA_Obituary, sc.String);
}
//==========================================================================
//
//==========================================================================
static void ActorHitObituary (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
bag.Info->Class->Meta.SetMetaString (AMETA_HitObituary, sc.String);
}
//==========================================================================
//
//==========================================================================
static void ActorDontHurtShooter (FScanner &sc, AActor *defaults, Baggage &bag)
{
bag.Info->Class->Meta.SetMetaInt (ACMETA_DontHurtShooter, true);
}
//==========================================================================
//
//==========================================================================
static void ActorExplosionRadius (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionRadius, sc.Number);
}
//==========================================================================
//
//==========================================================================
static void ActorExplosionDamage (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionDamage, sc.Number);
}
//==========================================================================
//
//==========================================================================
static void ActorDeathHeight (FScanner &sc, 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 (FScanner &sc, 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 ActorMaxTargetRange (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->maxtargetrange = fixed_t(sc.Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeThreshold (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->meleethreshold = fixed_t(sc.Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeDamage (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (ACMETA_MeleeDamage, sc.Number);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeRange (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->meleerange = fixed_t(sc.Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeSound (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
bag.Info->Class->Meta.SetMetaInt (ACMETA_MeleeSound, S_FindSound(sc.String));
}
//==========================================================================
//
//==========================================================================
static void ActorMissileType (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
bag.Info->Class->Meta.SetMetaInt (ACMETA_MissileName, FName(sc.String));
}
//==========================================================================
//
//==========================================================================
static void ActorMissileHeight (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
bag.Info->Class->Meta.SetMetaFixed (ACMETA_MissileHeight, fixed_t(sc.Float*FRACUNIT));
}
//==========================================================================
//
//==========================================================================
static void ActorTranslation (FScanner &sc, 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 if (sc.CheckString("Ice"))
{
defaults->Translation = TRANSLATION(TRANSLATION_Standard, 7);
}
else
{
CurrentTranslation.MakeIdentity();
do
{
sc.GetString();
AddToTranslation(sc.String);
}
while (sc.CheckString(","));
defaults->Translation = StoreTranslation (sc);
}
}
//==========================================================================
//
//==========================================================================
static void ActorStencilColor (FScanner &sc, 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);
}
defaults->fillcolor = MAKERGB(r,g,b) | (ColorMatcher.Pick (r, g, b) << 24);
}
//==========================================================================
//
//==========================================================================
static void ActorBloodColor (FScanner &sc, 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(sc, pe);
if (DWORD(pe) == 0)
{
// If black is the first color being created it will create a value of 0
// which stands for 'no translation'
// Using (1,1,1) instead of (0,0,0) won't be noticable.
pe = MAKERGB(1,1,1);
}
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodColor, pe);
}
//==========================================================================
//
//==========================================================================
static void ActorBloodType (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
FName blood = sc.String;
// normal blood
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType, blood);
if (sc.CheckString(","))
{
sc.MustGetString();
blood = sc.String;
}
// blood splatter
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType2, blood);
if (sc.CheckString(","))
{
sc.MustGetString();
blood = sc.String;
}
// axe blood
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType3, blood);
}
//==========================================================================
//
//==========================================================================
static void ActorBounceFactor (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat ();
defaults->bouncefactor = clamp<fixed_t>(fixed_t(sc.Float * FRACUNIT), 0, FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorWallBounceFactor (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat ();
defaults->wallbouncefactor = clamp<fixed_t>(fixed_t(sc.Float * FRACUNIT), 0, FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorBounceCount (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber ();
defaults->bouncecount = sc.Number;
}
//==========================================================================
//
//==========================================================================
static void ActorMinMissileChance (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber ();
defaults->MinMissileChance=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void ActorDamageType (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString ();
if (sc.Compare("Normal")) defaults->DamageType = NAME_None;
else defaults->DamageType=sc.String;
}
//==========================================================================
//
//==========================================================================
static void ActorDamageFactor (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString ();
if (bag.Info->DamageFactors == NULL) bag.Info->DamageFactors=new DmgFactors;
FName dmgType;
if (sc.Compare("Normal")) dmgType = NAME_None;
else dmgType=sc.String;
sc.MustGetToken(',');
sc.MustGetFloat();
(*bag.Info->DamageFactors)[dmgType]=(fixed_t)(sc.Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorDecal (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->DecalGenerator = (FDecalBase *)intptr_t(int(FName(sc.String)));
}
//==========================================================================
//
//==========================================================================
static void ActorMaxStepHeight (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber ();
defaults->MaxStepHeight=sc.Number * FRACUNIT;
}
//==========================================================================
//
//==========================================================================
static void ActorMaxDropoffHeight (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber ();
defaults->MaxDropOffHeight=sc.Number * FRACUNIT;
}
//==========================================================================
//
//==========================================================================
static void ActorPoisonDamage (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (AMETA_PoisonDamage, sc.Number);
}
//==========================================================================
//
//==========================================================================
static void ActorFastSpeed (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
bag.Info->Class->Meta.SetMetaFixed (AMETA_FastSpeed, fixed_t(sc.Float*FRACUNIT));
}
//==========================================================================
//
//==========================================================================
static void ActorRadiusDamageFactor (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
bag.Info->Class->Meta.SetMetaFixed (AMETA_RDFactor, fixed_t(sc.Float*FRACUNIT));
}
//==========================================================================
//
//==========================================================================
static void ActorCameraheight (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
bag.Info->Class->Meta.SetMetaFixed (AMETA_CameraHeight, fixed_t(sc.Float*FRACUNIT));
}
//==========================================================================
//
//==========================================================================
static void ActorVSpeed (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->momz = fixed_t(sc.Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorGravity (FScanner &sc, AActor *defaults, Baggage &bag)
{
sc.MustGetFloat ();
if (sc.Float < 0.f)
sc.ScriptError ("Gravity must not be negative.");
defaults->gravity = FLOAT2FIXED (sc.Float);
if (sc.Float == 0.f)
defaults->flags |= MF_NOGRAVITY;
}
//==========================================================================
//
//==========================================================================
static void ActorClearFlags (FScanner &sc, AActor *defaults, Baggage &bag)
{
defaults->flags=defaults->flags3=defaults->flags4=defaults->flags5=0;
defaults->flags2&=MF2_ARGSDEFINED; // this flag must not be cleared
}
//==========================================================================
//
//==========================================================================
static void ActorMonster (FScanner &sc, 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;
defaults->flags4|=MF4_CANUSEWALLS;
}
//==========================================================================
//
//==========================================================================
static void ActorProjectile (FScanner &sc, 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;
}
//==========================================================================
//
// Special inventory properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
static void AmmoBackpackAmount (FScanner &sc, AAmmo *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->BackpackAmount=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void AmmoBackpackMaxAmount (FScanner &sc, AAmmo *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->BackpackMaxAmount=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void AmmoDropAmount (FScanner &sc, AAmmo *defaults, Baggage &bag)
{
sc.MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (AIMETA_DropAmount, sc.Number);
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxSaveAmount (FScanner &sc, ABasicArmorBonus *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->MaxSaveAmount = sc.Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxBonus (FScanner &sc, ABasicArmorBonus *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->BonusCount = sc.Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxBonusMax (FScanner &sc, ABasicArmorBonus *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->BonusMax = sc.Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorSaveAmount (FScanner &sc, 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 (FScanner &sc, 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 (FScanner &sc, AInventory *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->Amount=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void InventoryIcon (FScanner &sc, AInventory *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->Icon = TexMan.AddPatch (sc.String);
if (!defaults->Icon.isValid())
{
defaults->Icon = TexMan.AddPatch (sc.String, ns_sprites);
if (!defaults->Icon.isValid())
{
// Don't print warnings if the item is for another game or if this is a shareware IWAD.
// Strife's teaser doesn't contain all the icon graphics of the full game.
if ((bag.Info->GameFilter == GAME_Any || bag.Info->GameFilter & gameinfo.gametype) &&
!(gameinfo.flags&GI_SHAREWARE))
{
Printf("Icon '%s' for '%s' not found\n", sc.String, bag.Info->Class->TypeName.GetChars());
}
}
}
}
//==========================================================================
//
//==========================================================================
static void InventoryMaxAmount (FScanner &sc, AInventory *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->MaxAmount=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void InventoryDefMaxAmount (FScanner &sc, AInventory *defaults, Baggage &bag)
{
defaults->MaxAmount = gameinfo.gametype == GAME_Heretic ? 16 : 25;
}
//==========================================================================
//
//==========================================================================
static void InventoryPickupflash (FScanner &sc, AInventory *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->PickupFlash = fuglyname(sc.String);
}
//==========================================================================
//
//==========================================================================
static void InventoryPickupmsg (FScanner &sc, 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 (FScanner &sc, AInventory *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->PickupSound = sc.String;
}
//==========================================================================
//
//==========================================================================
static void InventoryRespawntics (FScanner &sc, AInventory *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->RespawnTics=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void InventoryUsesound (FScanner &sc, AInventory *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->UseSound = sc.String;
}
//==========================================================================
//
//==========================================================================
static void InventoryGiveQuest (FScanner &sc, AInventory *defaults, Baggage &bag)
{
sc.MustGetNumber();
bag.Info->Class->Meta.SetMetaInt(AIMETA_GiveQuest, sc.Number);
}
//==========================================================================
//
//==========================================================================
static void HealthLowMessage (FScanner &sc, 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 (FScanner &sc, APuzzleItem *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->PuzzleItemNumber=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void PuzzleitemFailMsg (FScanner &sc, APuzzleItem *defaults, Baggage &bag)
{
sc.MustGetString();
bag.Info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, sc.String);
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoGive1 (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->AmmoGive1=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoGive2 (FScanner &sc, 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 (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->AmmoType1 = fuglyname(sc.String);
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoType2 (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->AmmoType2 = fuglyname(sc.String);
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoUse1 (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->AmmoUse1=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoUse2 (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->AmmoUse2=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponKickback (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->Kickback=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponReadySound (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->ReadySound = sc.String;
}
//==========================================================================
//
//==========================================================================
static void WeaponSelectionOrder (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->SelectionOrder=sc.Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponSisterWeapon (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->SisterWeaponType=fuglyname(sc.String);
}
//==========================================================================
//
//==========================================================================
static void WeaponUpSound (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->UpSound = sc.String;
}
//==========================================================================
//
//==========================================================================
static void WeaponYAdjust (FScanner &sc, AWeapon *defaults, Baggage &bag)
{
sc.MustGetFloat();
defaults->YAdjust=fixed_t(sc.Float * FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void WPieceValue (FScanner &sc, AWeaponPiece *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->PieceValue = 1 << (sc.Number-1);
}
//==========================================================================
//
//==========================================================================
static void WPieceWeapon (FScanner &sc, AWeaponPiece *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->WeaponClass = fuglyname(sc.String);
}
//==========================================================================
//
//==========================================================================
static void PowerupColor (FScanner &sc, 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;
}
// [BC] Yay, more hacks.
else if ( sc.Compare( "REDMAP" ))
{
defaults->BlendColor = REDCOLOR;
return;
}
else if ( sc.Compare( "GREENMAP" ))
{
defaults->BlendColor = GREENCOLOR;
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 (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
{
sc.MustGetNumber();
defaults->EffectTics = sc.Number;
}
//==========================================================================
//
//==========================================================================
static void PowerupMode (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->mode = (FName)sc.String;
}
//==========================================================================
//
//==========================================================================
static void PowerupType (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
{
sc.MustGetString();
defaults->PowerupType = fuglyname(sc.String);
}
//==========================================================================
//
// [GRB] Special player properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
static void PlayerDisplayName (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetString ();
bag.Info->Class->Meta.SetMetaString (APMETA_DisplayName, sc.String);
}
//==========================================================================
//
//==========================================================================
static void PlayerSoundClass (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
FString tmp;
sc.MustGetString ();
tmp = sc.String;
tmp.ReplaceChars (' ', '_');
bag.Info->Class->Meta.SetMetaString (APMETA_SoundClass, tmp);
}
//==========================================================================
//
//==========================================================================
static void PlayerFace (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
FString tmp;
sc.MustGetString ();
tmp = sc.String;
if (tmp.Len() != 3)
{
Printf("Invalid face '%s' for '%s';\nSTF replacement codes must be 3 characters.\n",
sc.String, bag.Info->Class->TypeName.GetChars ());
}
tmp.ToUpper();
bool valid = (
(((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) &&
(((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) &&
(((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9')))
);
if (!valid)
{
Printf("Invalid face '%s' for '%s';\nSTF replacement codes must be alphanumeric.\n",
sc.String, bag.Info->Class->TypeName.GetChars ());
}
bag.Info->Class->Meta.SetMetaString (APMETA_Face, tmp);
}
//==========================================================================
//
//==========================================================================
static void PlayerColorRange (FScanner &sc, 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 PlayerAttackZOffset (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetFloat ();
defaults->AttackZOffset = FLOAT2FIXED (sc.Float);
}
//==========================================================================
//
//==========================================================================
static void PlayerJumpZ (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetFloat ();
defaults->JumpZ = FLOAT2FIXED (sc.Float);
}
//==========================================================================
//
//==========================================================================
static void PlayerSpawnClass (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetString ();
if (sc.Compare ("Any"))
defaults->SpawnMask = 0;
else if (sc.Compare ("Fighter"))
defaults->SpawnMask |= 1;
else if (sc.Compare ("Cleric"))
defaults->SpawnMask |= 2;
else if (sc.Compare ("Mage"))
defaults->SpawnMask |= 4;
else if (IsNum(sc.String))
{
int val = strtol(sc.String, NULL, 0);
if (val > 0) defaults->SpawnMask |= 1<<(val-1);
}
}
//==========================================================================
//
//==========================================================================
static void PlayerViewHeight (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetFloat ();
defaults->ViewHeight = FLOAT2FIXED (sc.Float);
}
//==========================================================================
//
//==========================================================================
static void PlayerForwardMove (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetFloat ();
defaults->ForwardMove1 = defaults->ForwardMove2 = FLOAT2FIXED (sc.Float);
if (CheckFloatParm (sc))
defaults->ForwardMove2 = FLOAT2FIXED (sc.Float);
}
//==========================================================================
//
//==========================================================================
static void PlayerSideMove (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetFloat ();
defaults->SideMove1 = defaults->SideMove2 = FLOAT2FIXED (sc.Float);
if (CheckFloatParm (sc))
defaults->SideMove2 = FLOAT2FIXED (sc.Float);
}
//==========================================================================
//
//==========================================================================
static void PlayerMaxHealth (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetNumber ();
defaults->MaxHealth = sc.Number;
}
//==========================================================================
//
//==========================================================================
static void PlayerRunHealth (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetNumber ();
defaults->RunHealth = sc.Number;
}
//==========================================================================
//
//==========================================================================
static void PlayerMorphWeapon (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetString ();
defaults->MorphWeapon = FName(sc.String);
}
//==========================================================================
//
//==========================================================================
static void PlayerScoreIcon (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetString ();
defaults->ScoreIcon = TexMan.AddPatch (sc.String);
if (!defaults->ScoreIcon.isValid())
{
defaults->ScoreIcon = TexMan.AddPatch (sc.String, ns_sprites);
if (!defaults->ScoreIcon.isValid())
{
Printf("Icon '%s' for '%s' not found\n", sc.String, bag.Info->Class->TypeName.GetChars ());
}
}
}
//==========================================================================
//
//==========================================================================
static void PlayerCrouchSprite (FScanner &sc, 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);
}
//==========================================================================
//
//==========================================================================
static void PlayerDmgScreenColor (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
defaults->HasDamageFade = true;
if (sc.CheckNumber ())
{
sc.MustGetNumber ();
defaults->RedDamageFade = clamp <float> (sc.Number, 0, 255);
sc.CheckString (",");
sc.MustGetNumber ();
defaults->GreenDamageFade = clamp <float> (sc.Number, 0, 255);
sc.CheckString (",");
sc.MustGetNumber ();
defaults->BlueDamageFade = clamp <float> (sc.Number, 0, 255);
}
else
{
sc.MustGetString ();
int c = V_GetColor (NULL, sc.String);
defaults->RedDamageFade = RPART (c);
defaults->GreenDamageFade = GPART (c);
defaults->BlueDamageFade = BPART (c);
}
}
//==========================================================================
//
// [GRB] Store start items in drop item list
//
//==========================================================================
static void PlayerStartItem (FScanner &sc, 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 = 1;
if (CheckNumParm(sc))
{
di->amount = sc.Number;
}
di->Next = bag.DropItemList;
bag.DropItemList = di;
}
//==========================================================================
//
//==========================================================================
static void PlayerInvulMode (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetString ();
bag.Info->Class->Meta.SetMetaInt (APMETA_InvulMode, (FName)sc.String);
}
//==========================================================================
//
//==========================================================================
static void PlayerHealRadius (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
sc.MustGetString ();
bag.Info->Class->Meta.SetMetaInt (APMETA_HealingRadius, (FName)sc.String);
}
//==========================================================================
//
//==========================================================================
static void PlayerHexenArmor (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
{
for (int i=0;i<5;i++)
{
sc.MustGetFloat ();
bag.Info->Class->Meta.SetMetaFixed (APMETA_Hexenarmor0+i, FLOAT2FIXED (sc.Float));
if (i!=4) sc.MustGetStringName(",");
}
}
//==========================================================================
//
//==========================================================================
static void EggFXPlayerClass (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
{
sc.MustGetString ();
defaults->PlayerClass = FName(sc.String);
}
//==========================================================================
//
//==========================================================================
static void EggFXMonsterClass (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
{
sc.MustGetString ();
defaults->MonsterClass = FName(sc.String);
}
//==========================================================================
//
//==========================================================================
static void EggFXDuration (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
{
sc.MustGetNumber ();
defaults->Duration = sc.Number;
}
//==========================================================================
//
//==========================================================================
static void EggFXMorphStyle (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
{
defaults->MorphStyle = ParseMorphStyle(sc);
}
//==========================================================================
//
//==========================================================================
static void EggFXMorphFlash (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
{
sc.MustGetString ();
defaults->MorphFlash = FName(sc.String);
}
//==========================================================================
//
//==========================================================================
static void EggFXUnMorphFlash (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
{
sc.MustGetString ();
defaults->UnMorphFlash = FName(sc.String);
}
//==========================================================================
//
//==========================================================================
static void PowerMorphPlayerClass (FScanner &sc, APowerMorph *defaults, Baggage &bag)
{
sc.MustGetString ();
defaults->PlayerClass = FName(sc.String);
}
//==========================================================================
//
//==========================================================================
static void PowerMorphMorphStyle (FScanner &sc, APowerMorph *defaults, Baggage &bag)
{
defaults->MorphStyle = ParseMorphStyle(sc);
}
//==========================================================================
//
//==========================================================================
static void PowerMorphMorphFlash (FScanner &sc, APowerMorph *defaults, Baggage &bag)
{
sc.MustGetString ();
defaults->MorphFlash = FName(sc.String);
}
//==========================================================================
//
//==========================================================================
static void PowerMorphUnMorphFlash (FScanner &sc, APowerMorph *defaults, Baggage &bag)
{
sc.MustGetString ();
defaults->UnMorphFlash = 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[] =
{
{ "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) },
{ "args", ActorArgs, RUNTIME_CLASS(AActor) },
{ "armor.maxbonus", (apf)ArmorMaxBonus, RUNTIME_CLASS(ABasicArmorBonus) },
{ "armor.maxbonusmax", (apf)ArmorMaxBonusMax, RUNTIME_CLASS(ABasicArmorBonus) },
{ "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) },
{ "bloodtype", ActorBloodType, 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) },
{ "damagefactor", ActorDamageFactor, 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) },
{ "gravity", ActorGravity, 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) },
{ "howlsound", ActorHowlSound, 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.pickupflash", (apf)InventoryPickupflash, 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) },
{ "maxtargetrange", ActorMaxTargetRange, RUNTIME_CLASS(AActor) },
{ "melee", ActorMeleeState, RUNTIME_CLASS(AActor) },
{ "meleedamage", ActorMeleeDamage, RUNTIME_CLASS(AActor) },
{ "meleerange", ActorMeleeRange, RUNTIME_CLASS(AActor) },
{ "meleesound", ActorMeleeSound, RUNTIME_CLASS(AActor) },
{ "meleethreshold", ActorMeleeThreshold, 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.duration", (apf)EggFXDuration, RUNTIME_CLASS(AMorphProjectile) },
{ "morphprojectile.monsterclass", (apf)EggFXMonsterClass, RUNTIME_CLASS(AMorphProjectile) },
{ "morphprojectile.morphflash", (apf)EggFXMorphFlash, RUNTIME_CLASS(AMorphProjectile) },
{ "morphprojectile.morphstyle", (apf)EggFXMorphStyle, RUNTIME_CLASS(AMorphProjectile) },
{ "morphprojectile.playerclass", (apf)EggFXPlayerClass, RUNTIME_CLASS(AMorphProjectile) },
{ "morphprojectile.unmorphflash", (apf)EggFXUnMorphFlash, RUNTIME_CLASS(AMorphProjectile) },
{ "obituary", ActorObituary, RUNTIME_CLASS(AActor) },
{ "pain", ActorPainState, RUNTIME_CLASS(AActor) },
{ "painchance", ActorPainChance, RUNTIME_CLASS(AActor) },
{ "painsound", ActorPainSound, RUNTIME_CLASS(AActor) },
{ "player.attackzoffset", (apf)PlayerAttackZOffset, RUNTIME_CLASS(APlayerPawn) },
{ "player.colorrange", (apf)PlayerColorRange, RUNTIME_CLASS(APlayerPawn) },
{ "player.crouchsprite", (apf)PlayerCrouchSprite, RUNTIME_CLASS(APlayerPawn) },
{ "player.damagescreencolor", (apf)PlayerDmgScreenColor, RUNTIME_CLASS(APlayerPawn) },
{ "player.displayname", (apf)PlayerDisplayName, RUNTIME_CLASS(APlayerPawn) },
{ "player.face", (apf)PlayerFace, RUNTIME_CLASS(APlayerPawn) },
{ "player.forwardmove", (apf)PlayerForwardMove, RUNTIME_CLASS(APlayerPawn) },
{ "player.healradiustype", (apf)PlayerHealRadius, RUNTIME_CLASS(APlayerPawn) },
{ "player.hexenarmor", (apf)PlayerHexenArmor, RUNTIME_CLASS(APlayerPawn) },
{ "player.invulnerabilitymode", (apf)PlayerInvulMode, 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.runhealth", (apf)PlayerRunHealth, 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) },
{ "powermorph.morphflash", (apf)PowerMorphMorphFlash, RUNTIME_CLASS(APowerMorph) },
{ "powermorph.morphstyle", (apf)PowerMorphMorphStyle, RUNTIME_CLASS(APowerMorph) },
{ "powermorph.playerclass", (apf)PowerMorphPlayerClass, RUNTIME_CLASS(APowerMorph) },
{ "powermorph.unmorphflash", (apf)PowerMorphUnMorphFlash, RUNTIME_CLASS(APowerMorph) },
{ "powerup.color", (apf)PowerupColor, RUNTIME_CLASS(APowerupGiver) },
{ "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(APowerupGiver) },
{ "powerup.mode", (apf)PowerupMode, 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) },
{ "stencilcolor", ActorStencilColor, RUNTIME_CLASS(AActor) },
{ "tag", ActorTag, RUNTIME_CLASS(AActor) },
{ "translation", ActorTranslation, RUNTIME_CLASS(AActor) },
{ "vspeed", ActorVSpeed, RUNTIME_CLASS(AActor) },
{ "wallbouncefactor", ActorWallBounceFactor, 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));
}
//==========================================================================
//
// Parses an actor property
//
//==========================================================================
void ParseActorProperty(FScanner &sc, Baggage &bag)
{
strlwr (sc.String);
FString propname = sc.String;
if (sc.CheckString ("."))
{
sc.MustGetString ();
propname += '.';
strlwr (sc.String);
propname += sc.String;
}
else
{
sc.UnGet ();
}
const ActorProps *prop = is_actorprop (propname.GetChars());
if (prop != NULL)
{
if (!bag.Info->Class->IsDescendantOf(prop->type))
{
sc.ScriptError("\"%s\" requires an actor of type \"%s\"\n", propname.GetChars(), prop->type->TypeName.GetChars());
}
else
{
prop->Handler (sc, (AActor *)bag.Info->Class->Defaults, bag);
}
}
else
{
sc.ScriptError("\"%s\" is an unknown actor property\n", propname.GetChars());
}
}
//==========================================================================
//
// Finalizes an actor definition
//
//==========================================================================
void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag)
{
AActor *defaults = (AActor*)info->Class->Defaults;
FinishStates (sc, info, defaults, bag);
InstallStates (info, defaults);
ProcessStates (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;
}
}