qzdoom-gpl/src/thingdef.cpp

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/*
** thingdef.cpp
**
** Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2005 Christoph Oelckers
** Copyright 2004-2005 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"
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#include "v_text.h"
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#include "thingdef.h"
extern TArray<FActorInfo *> Decorations;
// allow decal specifications in DECORATE. Decals are loaded after DECORATE so the names must be stored here.
TArray<char*> DecalNames;
// all state parameters
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TArray<intptr_t> StateParameters;
//==========================================================================
//
//
//==========================================================================
inline char * MS_Strdup(const char * s)
{
return *s? strdup(s):NULL;
}
//==========================================================================
//
// List of all flags
//
//==========================================================================
// [RH] Keep GCC quiet by not using offsetof on Actor types.
#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1 }
#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)(size_t)&((type*)1)->variable - 1 }
struct flagdef
{
int flagbit;
const char *name;
int structoffset;
};
static flagdef ActorFlags[]=
{
DEFINE_FLAG(MF, SOLID, AActor, flags),
DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
DEFINE_FLAG(MF, NOSECTOR, AActor, flags),
DEFINE_FLAG(MF, NOBLOCKMAP, AActor, flags),
DEFINE_FLAG(MF, AMBUSH, AActor, flags),
DEFINE_FLAG(MF, JUSTHIT, AActor, flags),
DEFINE_FLAG(MF, JUSTATTACKED, AActor, flags),
DEFINE_FLAG(MF, SPAWNCEILING, AActor, flags),
DEFINE_FLAG(MF, NOGRAVITY, AActor, flags),
DEFINE_FLAG(MF, DROPOFF, AActor, flags),
DEFINE_FLAG(MF, NOCLIP, AActor, flags),
DEFINE_FLAG(MF, FLOAT, AActor, flags),
DEFINE_FLAG(MF, TELEPORT, AActor, flags),
DEFINE_FLAG(MF, MISSILE, AActor, flags),
DEFINE_FLAG(MF, DROPPED, AActor, flags),
DEFINE_FLAG(MF, SHADOW, AActor, flags),
DEFINE_FLAG(MF, NOBLOOD, AActor, flags),
DEFINE_FLAG(MF, CORPSE, AActor, flags),
DEFINE_FLAG(MF, INFLOAT, AActor, flags),
DEFINE_FLAG(MF, COUNTKILL, AActor, flags),
DEFINE_FLAG(MF, COUNTITEM, AActor, flags),
DEFINE_FLAG(MF, SKULLFLY, AActor, flags),
DEFINE_FLAG(MF, NOTDMATCH, AActor, flags),
DEFINE_FLAG(MF, FRIENDLY, AActor, flags),
DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
DEFINE_FLAG(MF, STEALTH, AActor, flags),
DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
DEFINE_FLAG2(MF2_LOGRAV, LOWGRAVITY, AActor, flags2),
DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
DEFINE_FLAG(MF2, HERETICBOUNCE , AActor, flags2),
DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2),
DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2),
DEFINE_FLAG(MF2, NOTELEPORT, AActor, flags2),
DEFINE_FLAG2(MF2_RIP, RIPPER, AActor, flags2),
DEFINE_FLAG(MF2, PUSHABLE, AActor, flags2),
DEFINE_FLAG2(MF2_SLIDE, SLIDESONWALLS, AActor, flags2),
DEFINE_FLAG2(MF2_PASSMOBJ, CANPASS, AActor, flags2),
DEFINE_FLAG(MF2, CANNOTPUSH, AActor, flags2),
DEFINE_FLAG(MF2, THRUGHOST, AActor, flags2),
DEFINE_FLAG(MF2, BOSS, AActor, flags2),
DEFINE_FLAG2(MF2_NODMGTHRUST, NODAMAGETHRUST, AActor, flags2),
DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2),
DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2),
DEFINE_FLAG(MF2, HEXENBOUNCE, AActor, flags2),
DEFINE_FLAG(MF2, DOOMBOUNCE, AActor, flags2),
DEFINE_FLAG2(MF2_IMPACT, ACTIVATEIMPACT, AActor, flags2),
DEFINE_FLAG2(MF2_PUSHWALL, CANPUSHWALLS, AActor, flags2),
DEFINE_FLAG2(MF2_MCROSS, ACTIVATEMCROSS, AActor, flags2),
DEFINE_FLAG2(MF2_PCROSS, ACTIVATEPCROSS, AActor, flags2),
DEFINE_FLAG(MF2, CANTLEAVEFLOORPIC, AActor, flags2),
DEFINE_FLAG(MF2, NONSHOOTABLE, AActor, flags2),
DEFINE_FLAG(MF2, INVULNERABLE, AActor, flags2),
DEFINE_FLAG(MF2, DORMANT, AActor, flags2),
DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2),
DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2),
DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3),
DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3),
DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3),
DEFINE_FLAG(MF3, GHOST, AActor, flags3),
DEFINE_FLAG(MF3, ALWAYSPUFF, AActor, flags3),
DEFINE_FLAG(MF3, DONTSPLASH, AActor, flags3),
DEFINE_FLAG(MF3, DONTOVERLAP, AActor, flags3),
DEFINE_FLAG(MF3, DONTMORPH, AActor, flags3),
DEFINE_FLAG(MF3, DONTSQUASH, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLACTIVE, AActor, flags3),
DEFINE_FLAG(MF3, ISMONSTER, AActor, flags3),
DEFINE_FLAG(MF3, SKYEXPLODE, AActor, flags3),
DEFINE_FLAG(MF3, STAYMORPHED, AActor, flags3),
DEFINE_FLAG(MF3, DONTBLAST, AActor, flags3),
DEFINE_FLAG(MF3, CANBLAST, AActor, flags3),
DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
DEFINE_FLAG(MF3, CANBOUNCEWATER, AActor, flags3),
DEFINE_FLAG(MF3, NOWALLBOUNCESND, AActor, flags3),
DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3),
DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3),
DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4),
DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4),
DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
DEFINE_FLAG(MF4, LONGMELEERANGE, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
DEFINE_FLAG(MF4, SHORTMISSILERANGE, AActor, flags4),
DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
DEFINE_FLAG(MF4, LOOKALLAROUND, AActor, flags4),
DEFINE_FLAG(MF4, STANDSTILL, AActor, flags4),
DEFINE_FLAG(MF4, SPECTRAL, AActor, flags4),
DEFINE_FLAG(MF4, FIRERESIST, AActor, flags4),
DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4),
DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4),
DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4),
DEFINE_FLAG(MF4, DONTHURTSPECIES, AActor, flags4),
DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4),
DEFINE_FLAG(MF4, DEFLECT, AActor, flags4),
DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4),
DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
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DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4),
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DEFINE_FLAG(MF5, FASTER, AActor, flags5),
DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
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DEFINE_FLAG(MF5, BOUNCEONACTORS, AActor, flags5),
DEFINE_FLAG(MF5, EXPLODEONWATER, AActor, flags5),
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// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects),
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
};
static flagdef InventoryFlags[] =
{
// Inventory flags
DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags),
DEFINE_FLAG(IF, AUTOACTIVATE, AInventory, ItemFlags),
DEFINE_FLAG(IF, UNDROPPABLE, AInventory, ItemFlags),
DEFINE_FLAG(IF, INVBAR, AInventory, ItemFlags),
DEFINE_FLAG(IF, HUBPOWER, AInventory, ItemFlags),
DEFINE_FLAG(IF, INTERHUBSTRIP, AInventory, ItemFlags),
DEFINE_FLAG(IF, PICKUPFLASH, AInventory, ItemFlags),
DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags),
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags),
};
static flagdef WeaponFlags[] =
{
// Weapon flags
DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, READYSNDHALF, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, DONTBOB, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AXEBLOOD, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NOALERT, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AMMO_OPTIONAL, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, ALT_AMMO_OPTIONAL, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, PRIMARY_USES_BOTH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, WIMPY_WEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags),
//DEFINE_FLAG(WIF, EXTREME_DEATH, AWeapon, WeaponFlags), // this should be removed now!
DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags),
DEFINE_FLAG2(WIF_BOT_MELEE, MELEEWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
//WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
//DEFINE_FLAG(WIF , HITS_GHOSTS, WeaponFlags), // I think it would be smarter to remap the THRUGHOST flag to this
};
static const struct { const TypeInfo *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)
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
int min = 0, max = numflags - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp (flag, flags[mid].name);
if (lexval == 0)
{
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
return &flags[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
static flagdef *FindFlag (const TypeInfo *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->Name+1, part1) == 0)
{
if (type->IsDescendantOf (FlagLists[i].Type))
{
return FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part2);
}
else
{
return NULL;
}
}
}
}
return NULL;
}
int EvalExpressionI (int id, AActor *self);
//===========================================================================
//
// A_ChangeFlag
//
// This cannot be placed in thingdef_codeptr because it needs the flag table
//
//===========================================================================
void A_ChangeFlag(AActor * self)
{
int index=CheckIndex(2);
char * flagname = (char *)StateParameters[index]; // the string is changed but that doesn't really matter
int expression = EvalExpressionI (StateParameters[index+1], self);
char *dot = strchr (flagname, '.');
flagdef *fd;
if (dot != NULL)
{
*dot = '\0';
fd = FindFlag (self->GetClass(), flagname, dot+1);
*dot = '.';
}
else
{
fd = FindFlag (self->GetClass(), flagname, NULL);
}
if (fd != NULL)
{
int * flagp = (int*) (((char*)self) + fd->structoffset);
if (expression) *flagp |= fd->flagbit;
else *flagp &= ~fd->flagbit;
}
else
{
Printf("Unknown flag '%s' in '%s'\n", flagname, self->GetClass()->Name+1);
}
}
//==========================================================================
//
// Action functions
//
//==========================================================================
#include "thingdef_specials.h"
struct AFuncDesc
{
const char * Name;
actionf_p Function;
const char * parameters;
};
// Prototype the code pointers
#define WEAPON(x) void A_##x(AActor*);
#define ACTOR(x) void A_##x(AActor*);
ACTOR(MeleeAttack)
ACTOR(MissileAttack)
ACTOR(ComboAttack)
ACTOR(BulletAttack)
ACTOR(ScreamAndUnblock)
ACTOR(ActiveAndUnblock)
ACTOR(ActiveSound)
ACTOR(FastChase)
ACTOR(CentaurDefend)
ACTOR(FreezeDeath)
ACTOR(FreezeDeathChunks)
ACTOR(GenericFreezeDeath)
ACTOR(IceGuyDie)
ACTOR(M_Saw)
ACTOR(Wander)
ACTOR(Look2)
ACTOR(TossGib)
ACTOR(SentinelBob)
ACTOR(SentinelRefire)
ACTOR(Tracer2)
ACTOR(SetShadow)
ACTOR(ClearShadow)
ACTOR(GetHurt)
ACTOR(TurretLook)
ACTOR(KlaxonBlare)
ACTOR(20e10)
ACTOR(Countdown)
ACTOR(AlertMonsters)
2006-04-11 08:36:23 +00:00
ACTOR(FireAssaultGun)
ACTOR(PlaySound)
ACTOR(PlayWeaponSound)
ACTOR(LoopActiveSound)
ACTOR(StopSound)
ACTOR(SeekerMissile)
ACTOR(Jump)
ACTOR(ExplodeParms)
ACTOR(CallSpecial)
ACTOR(CustomMissile)
ACTOR(CustomBulletAttack)
ACTOR(JumpIfHealthLower)
ACTOR(JumpIfCloser)
ACTOR(JumpIfNoAmmo)
ACTOR(JumpIfInventory)
ACTOR(CustomPunch)
ACTOR(FireBullets)
ACTOR(FireCustomMissile)
ACTOR(RailAttack)
ACTOR(CustomRailgun)
ACTOR(LightInverse)
ACTOR(GiveInventory)
ACTOR(TakeInventory)
ACTOR(SpawnItem)
ACTOR(ThrowGrenade)
ACTOR(Recoil)
ACTOR(SelectWeapon)
ACTOR(Print)
ACTOR(SetTranslucent)
2006-04-11 08:36:23 +00:00
ACTOR(FadeIn)
ACTOR(FadeOut)
ACTOR(SpawnDebris)
ACTOR(SetSolid)
ACTOR(UnsetSolid)
ACTOR(SetFloat)
ACTOR(UnsetFloat)
ACTOR(BishopMissileWeave)
ACTOR(CStaffMissileSlither)
ACTOR(CheckSight)
ACTOR(ExtChase)
ACTOR(Jiggle)
ACTOR(DropInventory)
ACTOR(SetBlend)
ACTOR(JumpIf)
ACTOR(SetUserVar)
ACTOR(SetUserVarRandom)
ACTOR(KillMaster)
ACTOR(KillChildren)
2006-04-11 08:36:23 +00:00
ACTOR(DualPainAttack)
ACTOR(GiveToTarget)
ACTOR(TakeFromTarget)
ACTOR(JumpIfInTargetInventory)
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
ACTOR(CountdownArg)
#include "d_dehackedactions.h"
#define FUNC(name, parm) { #name, name, parm },
// Declare the code pointer table
AFuncDesc AFTable[]=
{
// most of the functions available in Dehacked
FUNC(A_MonsterRail, NULL)
2006-04-11 08:36:23 +00:00
FUNC(A_BFGSpray, "mxx")
FUNC(A_Pain, NULL)
FUNC(A_NoBlocking, NULL)
FUNC(A_XScream, NULL)
FUNC(A_Look, NULL)
FUNC(A_Chase, NULL)
FUNC(A_FaceTarget, NULL)
FUNC(A_PosAttack, NULL)
FUNC(A_Scream, NULL)
FUNC(A_SPosAttack, NULL)
FUNC(A_VileChase, NULL)
FUNC(A_VileStart, NULL)
FUNC(A_VileTarget, NULL)
FUNC(A_VileAttack, NULL)
FUNC(A_StartFire, NULL)
FUNC(A_Fire, NULL)
FUNC(A_FireCrackle, NULL)
FUNC(A_Tracer, NULL)
FUNC(A_SkelWhoosh, NULL)
FUNC(A_SkelFist, NULL)
FUNC(A_SkelMissile, NULL)
FUNC(A_FatRaise, NULL)
FUNC(A_FatAttack1, "m")
FUNC(A_FatAttack2, "m")
FUNC(A_FatAttack3, "m")
FUNC(A_BossDeath, NULL)
FUNC(A_CPosAttack, NULL)
FUNC(A_CPosRefire, NULL)
FUNC(A_TroopAttack, NULL)
FUNC(A_SargAttack, NULL)
FUNC(A_HeadAttack, NULL)
FUNC(A_BruisAttack, NULL)
FUNC(A_SkullAttack, NULL)
FUNC(A_Metal, NULL)
FUNC(A_SpidRefire, NULL)
FUNC(A_BabyMetal, NULL)
FUNC(A_BspiAttack, NULL)
FUNC(A_Hoof, NULL)
FUNC(A_CyberAttack, NULL)
FUNC(A_PainAttack, "m")
2006-04-11 08:36:23 +00:00
FUNC(A_DualPainAttack, "m")
FUNC(A_PainDie, "m")
FUNC(A_KeenDie, NULL)
FUNC(A_BrainPain, NULL)
FUNC(A_BrainScream, NULL)
FUNC(A_BrainDie, NULL)
FUNC(A_BrainAwake, NULL)
FUNC(A_BrainSpit, NULL)
FUNC(A_SpawnSound, NULL)
FUNC(A_SpawnFly, NULL)
FUNC(A_BrainExplode, NULL)
FUNC(A_Die, NULL)
FUNC(A_Detonate, NULL)
FUNC(A_Mushroom, "mx")
FUNC(A_SetFloorClip, NULL)
FUNC(A_UnSetFloorClip, NULL)
FUNC(A_HideThing, NULL)
FUNC(A_UnHideThing, NULL)
FUNC(A_SetInvulnerable, NULL)
FUNC(A_UnSetInvulnerable, NULL)
FUNC(A_SetReflective, NULL)
FUNC(A_UnSetReflective, NULL)
FUNC(A_SetReflectiveInvulnerable, NULL)
FUNC(A_UnSetReflectiveInvulnerable, NULL)
FUNC(A_SetShootable, NULL)
FUNC(A_UnSetShootable, NULL)
FUNC(A_NoGravity, NULL)
FUNC(A_Gravity, NULL)
FUNC(A_LowGravity, NULL)
{"A_Fall", A_NoBlocking, NULL}, // Allow Doom's old name, too, for this function
FUNC(A_SetSolid, NULL)
FUNC(A_UnsetSolid, NULL)
FUNC(A_SetFloat, NULL)
FUNC(A_UnsetFloat, NULL)
// For better chainsaw attacks
FUNC(A_M_Saw, NULL)
// some functions from the old DECORATE parser
FUNC(A_BulletAttack, NULL)
FUNC(A_ScreamAndUnblock, NULL)
FUNC(A_ActiveAndUnblock, NULL)
FUNC(A_ActiveSound, NULL)
// useful functions from Hexen
FUNC(A_FastChase, NULL)
FUNC(A_FreezeDeath, NULL)
FUNC(A_FreezeDeathChunks, NULL)
FUNC(A_GenericFreezeDeath, NULL)
FUNC(A_IceGuyDie, NULL) // useful for bursting a monster into ice chunks without delay
FUNC(A_CentaurDefend, NULL)
FUNC(A_BishopMissileWeave, NULL)
FUNC(A_CStaffMissileSlither, NULL)
// useful functions from Strife
FUNC(A_Wander, NULL)
FUNC(A_Look2, NULL)
FUNC(A_TossGib, NULL)
FUNC(A_SentinelBob, NULL)
FUNC(A_SentinelRefire, NULL)
FUNC(A_Tracer2, NULL)
FUNC(A_SetShadow, NULL)
FUNC(A_ClearShadow, NULL)
FUNC(A_GetHurt, NULL)
FUNC(A_TurretLook, NULL)
FUNC(A_KlaxonBlare, NULL)
FUNC(A_Countdown, NULL)
FUNC(A_AlertMonsters, NULL)
2006-04-11 08:36:23 +00:00
FUNC(A_FireAssaultGun, NULL)
{"A_CheckTerrain", A_20e10, NULL }, // This needs a better name!
// Only selected original weapon functions will be available.
// All the attack pointers are somewhat tricky due to the way the flash state is handled
FUNC(A_Light0, NULL)
FUNC(A_Light1, NULL)
FUNC(A_Light2, NULL)
FUNC(A_LightInverse, NULL)
FUNC(A_WeaponReady, NULL)
FUNC(A_Lower, NULL)
FUNC(A_Raise, NULL)
FUNC(A_ReFire, NULL)
FUNC(A_Punch, NULL)
FUNC(A_CheckReload, NULL)
FUNC(A_GunFlash, NULL)
FUNC(A_Saw, NULL)
// DECORATE specific functions
FUNC(A_BulletAttack, NULL)
FUNC(A_PlaySound, "S" )
FUNC(A_PlayWeaponSound, "S" )
FUNC(A_LoopActiveSound, NULL )
FUNC(A_StopSound, NULL )
FUNC(A_SeekerMissile, "XX" )
FUNC(A_Jump, "XL" )
2006-04-11 08:36:23 +00:00
FUNC(A_CustomMissile, "MXXxxx" )
FUNC(A_CustomBulletAttack, "XXXXmx" )
2006-04-15 15:00:29 +00:00
FUNC(A_CustomRailgun, "Xxccxxx" )
FUNC(A_JumpIfHealthLower, "XL" )
FUNC(A_JumpIfCloser, "XL" )
FUNC(A_JumpIfInventory, "MXL" )
FUNC(A_GiveInventory, "Mx" )
FUNC(A_TakeInventory, "Mx" )
2006-04-11 08:36:23 +00:00
FUNC(A_SpawnItem, "Mxxy" )
FUNC(A_ThrowGrenade, "Mxxxy" )
FUNC(A_SelectWeapon, "M")
FUNC(A_Print, "T")
FUNC(A_SetTranslucent, "Xx")
2006-04-11 08:36:23 +00:00
FUNC(A_FadeIn, "x")
FUNC(A_FadeOut, "x")
FUNC(A_SpawnDebris, "M")
FUNC(A_CheckSight, "L")
2006-04-11 08:36:23 +00:00
FUNC(A_ExtChase, "XXyx")
FUNC(A_Jiggle, "XX")
FUNC(A_DropInventory, "M")
2006-04-11 08:36:23 +00:00
FUNC(A_SetBlend, "DXXd")
FUNC(A_ChangeFlag, "TX")
FUNC(A_JumpIf, "XL")
FUNC(A_KillMaster, NULL)
FUNC(A_KillChildren, NULL)
{"A_BasicAttack", A_ComboAttack, "ISMF" },
// Weapon only functions
FUNC(A_JumpIfNoAmmo, "L" )
2006-04-11 08:36:23 +00:00
FUNC(A_CustomPunch, "Xxymx" )
FUNC(A_FireBullets, "XXXXmyx" )
FUNC(A_FireCustomMissile, "Mxyxx" )
2006-04-15 15:00:29 +00:00
FUNC(A_RailAttack, "Xxyccxx" )
FUNC(A_Recoil, "X")
2006-04-11 08:36:23 +00:00
FUNC(A_JumpIfInTargetInventory, "MXL" )
FUNC(A_GiveToTarget, "Mx" )
FUNC(A_TakeFromTarget, "Mx" )
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
FUNC(A_CountdownArg, "X")
};
//==========================================================================
//
// Find a function by name using a binary search
//
//==========================================================================
static int STACK_ARGS funccmp(const void * a, const void * b)
{
return stricmp( ((AFuncDesc*)a)->Name, ((AFuncDesc*)b)->Name);
}
static AFuncDesc * FindFunction(char * string)
{
static bool funcsorted=false;
if (!funcsorted)
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
qsort(AFTable, countof(AFTable), sizeof(AFTable[0]), funccmp);
funcsorted=true;
}
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
int min = 0, max = countof(AFTable)-1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp (string, AFTable[mid].Name);
if (lexval == 0)
{
return &AFTable[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
static const char *BasicAttackNames[4] =
{
"A_MeleeAttack",
"A_MissileAttack",
"A_ComboAttack",
NULL
};
static const actionf_p BasicAttacks[3] =
{
A_MeleeAttack,
A_MissileAttack,
A_ComboAttack
};
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//
// Translation parsing
//
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
static int NumUsedTranslations;
static int NumUsedBloodTranslations;
byte decorate_translations[256*256*2];
PalEntry BloodTranslations[256];
void InitDecorateTranslations()
{
// The translation tables haven't been allocated yet so we may as easily use a static buffer instead!
NumUsedBloodTranslations = NumUsedTranslations = 0;
for(int i=0;i<256*256*2;i++) decorate_translations[i]=i&255;
}
static bool Check(char *& range, char c, bool error=true)
{
while (isspace(*range)) range++;
if (*range==c)
{
range++;
return true;
}
if (error)
{
//SC_ScriptError("Invalid syntax in translation specification: '%c' expected", c);
}
return false;
}
static void AddToTranslation(unsigned char * translation, char * range)
{
int start,end;
start=strtol(range, &range, 10);
if (!Check(range, ':')) return;
end=strtol(range, &range, 10);
if (!Check(range, '=')) return;
if (!Check(range, '[', false))
{
int pal1,pal2;
fixed_t palcol, palstep;
pal1=strtol(range, &range, 10);
if (!Check(range, ':')) return;
pal2=strtol(range, &range, 10);
if (start > end)
{
swap (start, end);
swap (pal1, pal2);
}
else if (start == end)
{
translation[start] = pal1;
return;
}
palcol = pal1 << FRACBITS;
palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
for (int i = start; i <= end; palcol += palstep, ++i)
{
translation[i] = palcol >> FRACBITS;
}
}
else
{
// translation using RGB values
int r1;
int g1;
int b1;
int r2;
int g2;
int b2;
int r,g,b;
int rs,gs,bs;
r1=strtol(range, &range, 10);
if (!Check(range, ',')) return;
g1=strtol(range, &range, 10);
if (!Check(range, ',')) return;
b1=strtol(range, &range, 10);
if (!Check(range, ']')) return;
if (!Check(range, ':')) return;
if (!Check(range, '[')) return;
r2=strtol(range, &range, 10);
if (!Check(range, ',')) return;
g2=strtol(range, &range, 10);
if (!Check(range, ',')) return;
b2=strtol(range, &range, 10);
if (!Check(range, ']')) return;
if (start > end)
{
swap (start, end);
r = r2;
g = g2;
b = b2;
rs = r1 - r2;
gs = g1 - g2;
bs = b1 - b2;
}
else
{
r = r1;
g = g1;
b = b1;
rs = r2 - r1;
gs = g2 - g1;
bs = b2 - b1;
}
if (start == end)
{
translation[start] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
return;
}
rs /= (end - start);
gs /= (end - start);
bs /= (end - start);
for (int i = start; i <= end; ++i)
{
translation[i] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
r += rs;
g += gs;
b += bs;
}
}
}
static int StoreTranslation(const unsigned char * translation)
{
for (int i = 0; i < NumUsedTranslations; i++)
{
if (!memcmp(translation, decorate_translations + i*256, 256))
{
// A duplicate of this translation already exists
return TRANSLATION(TRANSLATION_Decorate, i);
}
}
if (NumUsedTranslations>=MAX_DECORATE_TRANSLATIONS)
{
SC_ScriptError("Too many translations in DECORATE");
}
memcpy(decorate_translations + NumUsedTranslations*256, translation, 256);
NumUsedTranslations++;
return TRANSLATION(TRANSLATION_Decorate, NumUsedTranslations-1);
}
static int CreateBloodTranslation(PalEntry color)
{
int i;
for (i = 0; i < NumUsedBloodTranslations; i++)
{
if (color.r == BloodTranslations[i].r &&
color.g == BloodTranslations[i].g &&
color.b == BloodTranslations[i].b)
{
// A duplicate of this translation already exists
return i;
}
}
if (NumUsedBloodTranslations>=MAX_DECORATE_TRANSLATIONS)
{
SC_ScriptError("Too many blood colors in DECORATE");
}
for (i = 0; i < 256; i++)
{
int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b);
int entry = ColorMatcher.Pick(color.r*bright/255, color.g*bright/255, color.b*bright/255);
*(decorate_translations + MAX_DECORATE_TRANSLATIONS*256 + NumUsedBloodTranslations*256 + i)=entry;
}
BloodTranslations[NumUsedBloodTranslations]=color;
return NumUsedBloodTranslations++;
}
//----------------------------------------------------------------------------
//
// DropItem handling
//
//----------------------------------------------------------------------------
enum
{
ACMETA_BASE = 0x83000,
ACMETA_DropItems, // Int (index into DropItemList)
};
struct FDropItem
{
const char * Name;
int probability;
int amount;
FDropItem * Next;
};
TArray<FDropItem *> DropItemList;
//----------------------------------------------------------------------------
//
// PROC A_NoBlocking
//
// (moved here so that it has access to FDropItemList's definition)
//
//----------------------------------------------------------------------------
void A_NoBlocking (AActor *actor)
{
// [RH] Andy Baker's stealth monsters
if (actor->flags & MF_STEALTH)
{
actor->alpha = OPAQUE;
actor->visdir = 0;
}
actor->flags &= ~MF_SOLID;
unsigned int index = actor->GetClass()->Meta.GetMetaInt (ACMETA_DropItems) - 1;
// If the actor has a conversation that sets an item to drop, drop that.
if (actor->Conversation != NULL && actor->Conversation->DropType != NULL)
{
P_DropItem (actor, actor->Conversation->DropType, -1, 256);
actor->Conversation = NULL;
return;
}
actor->Conversation = NULL;
// If the actor has attached metadata for items to drop, drop those.
// Otherwise, call NoBlockingSet() and let it decide what to drop.
if (index >= 0 && index < DropItemList.Size())
{
FDropItem *di = DropItemList[index];
while (di != NULL)
{
2006-05-06 03:25:12 +00:00
if (stricmp (di->Name, "None") != 0)
{
const TypeInfo *ti = TypeInfo::FindType(di->Name);
if (ti) P_DropItem (actor, ti, di->amount, di->probability);
}
di = di->Next;
}
}
else
{
actor->NoBlockingSet ();
}
}
//==========================================================================
//
// Extra info maintained while defining an actor. The original
// implementation stored these in a CustomActor class. They have all been
// moved into action function parameters so that no special CustomActor
// class is necessary.
//
//==========================================================================
struct FExplodeParms
{
bool HurtShooter;
int ExplosionRadius, ExplosionDamage;
};
struct FBasicAttack
{
int MeleeDamage;
int MeleeSound;
const char *MissileName;
fixed_t MissileHeight;
};
struct Baggage
{
FActorInfo *Info;
bool DropItemSet;
bool StateSet;
int CurrentState;
FExplodeParms EParms;
FDropItem *DropItemList;
FBasicAttack BAttack;
const char *PuffType;
const char *HitPuffType;
int AttackSound;
int AmmoGive;
int WeapNum;
};
//==========================================================================
//
//
//==========================================================================
static TArray<FState> StateArray;
typedef void (*ActorPropFunction) (AActor *defaults, Baggage &bag);
struct ActorProps { const char *name; ActorPropFunction Handler; const TypeInfo * type; };
typedef ActorProps (*ActorPropHandler) (register const char *str, register unsigned int len);
static const ActorProps *is_actorprop (const char *str);
//==========================================================================
//
// Some functions which check for simple tokens
//
//==========================================================================
inline void ChkCom()
{
SC_MustGetStringName (",");
}
inline void ChkBraceOpn()
{
SC_MustGetStringName ("{");
}
inline bool TestBraceCls()
{
return SC_CheckString ("}");
}
inline bool TestCom()
{
return SC_CheckString (",");
}
//==========================================================================
//
// Find a state address
//
//==========================================================================
// These strings must be in the same order as the respective variables in the actor struct!
static const char * actor_statenames[]={"SPAWN","SEE","PAIN","MELEE","MISSILE","CRASH", "DEATH",
"XDEATH", "BURN","ICE","DISINTEGRATE","RAISE","WOUND","HEAL",
"CRUSH", "YES", "NO", "GREETINGS", NULL};
static const char * weapon_statenames[]={"SELECT", "DESELECT", "READY", "FIRE", "HOLD",
"ALTFIRE", "ALTHOLD", "FLASH", NULL };
static const char * inventory_statenames[]={"USE", "PICKUP", "DROP", NULL };
FState ** FindState(AActor * actor, const TypeInfo * type, const char * name)
{
int i;
for(i=0;actor_statenames[i];i++)
{
if (!stricmp(actor_statenames[i],name))
return (&actor->SpawnState)+i;
}
if (type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
{
for(i=0;weapon_statenames[i];i++)
{
if (!stricmp(weapon_statenames[i],name))
return (&static_cast<AWeapon*>(actor)->UpState)+i;
}
}
else if (type->IsDescendantOf (RUNTIME_CLASS(ACustomInventory)))
{
for(i=0;inventory_statenames[i];i++)
{
if (!stricmp(inventory_statenames[i],name))
return (&static_cast<ACustomInventory*>(actor)->UseState)+i;
}
}
else if (type->IsDescendantOf (RUNTIME_CLASS(ASwitchableDecoration)))
{
// These are the names that 2.1.0 will use
if (!stricmp(name, "ACTIVE")) return &actor->SeeState;
if (!stricmp(name, "INACTIVE")) return &actor->MeleeState;
}
return NULL;
}
//==========================================================================
//
// Sets the default values with which an actor definition starts
//
//==========================================================================
static void ResetBaggage (Baggage *bag)
{
bag->EParms.ExplosionDamage = bag->EParms.ExplosionRadius = 128;
bag->EParms.HurtShooter = true;
bag->DropItemList = NULL;
bag->BAttack.MissileHeight = 32*FRACUNIT;
bag->BAttack.MeleeSound = 0;
bag->BAttack.MissileName = NULL;
bag->DropItemSet = false;
bag->CurrentState = 0;
bag->StateSet = false;
}
static void ResetActor (AActor *actor, Baggage *bag)
{
memcpy (actor, GetDefault<AActor>(), sizeof(AActor));
ResetBaggage (bag);
}
//==========================================================================
//
// Starts a new actor definition
//
//==========================================================================
static FActorInfo * CreateNewActor(FActorInfo ** parentc, Baggage *bag)
{
char * typeName;
SC_MustGetString();
if (TypeInfo::IFindType (sc_String) != NULL)
{
SC_ScriptError ("Actor %s is already defined.", sc_String);
}
typeName = new char[strlen(sc_String)+2];
sprintf(typeName, "A%s", sc_String);
TypeInfo * parent = RUNTIME_CLASS(AActor);
if (parentc)
{
*parentc = NULL;
SC_MustGetString();
if (SC_Compare(":"))
{
SC_MustGetString();
parent = const_cast<TypeInfo *> (TypeInfo::IFindType (sc_String));
if (parent == NULL)
{
SC_ScriptError ("Parent type '%s' not found", sc_String);
}
else if (parent->ActorInfo == NULL)
{
SC_ScriptError ("Parent type '%s' is not an actor", sc_String);
}
else
{
*parentc = parent->ActorInfo;
}
}
else SC_UnGet();
}
TypeInfo * ti = parent->CreateDerivedClass (typeName, parent->SizeOf);
FActorInfo * info = ti->ActorInfo;
Decorations.Push (info);
info->NumOwnedStates=0;
info->OwnedStates=NULL;
info->SpawnID=0;
ResetBaggage (bag);
bag->Info = info;
info->DoomEdNum=-1;
if (SC_CheckNumber())
{
if (sc_Number>=-1 && sc_Number<32768) info->DoomEdNum=sc_Number;
else SC_ScriptError ("DoomEdNum must be in the range [-1,32767]");
}
if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
// preinitialize kickback to the default for the game
((AWeapon*)(info->Defaults))->Kickback=gameinfo.defKickback;
}
return info;
}
//==========================================================================
//
// PrepareStateParameters
// creates an empty parameter list for a parameterized function call
//
//==========================================================================
int PrepareStateParameters(FState * state, int numparams)
{
int paramindex=StateParameters.Size();
int i, v;
if (state->Frame&SF_BIGTIC)
{
SC_ScriptError("You cannot use a parameterized code pointer with a state duration larger than 254!");
}
v=state->Misc1;
StateParameters.Push(v);
v=state->Misc2;
StateParameters.Push(v);
v=0;
for(i=0;i<numparams;i++) StateParameters.Push(v);
state->SetMisc1_2(paramindex);
state->Frame|=SF_STATEPARAM;
return paramindex+2; // return the index of the first actual state parameter
}
//==========================================================================
//
// Returns the index of the given line special
//
//==========================================================================
int FindLineSpecial(const char * string)
{
const ACSspecials *spec;
spec = is_special(string, (unsigned int)strlen(string));
if (spec) return spec->Special;
return 0;
}
//==========================================================================
//
// DoSpecialFunctions
// handles special functions that can't be dealt with by the generic routine
//
//==========================================================================
bool DoSpecialFunctions(FState & state, bool multistate, int * statecount, Baggage &bag)
{
int i;
const ACSspecials *spec;
if ((spec = is_special (sc_String, sc_StringLen)) != NULL)
{
int paramindex=PrepareStateParameters(&state, 6);
StateParameters[paramindex]=spec->Special;
// Make this consistent with all other parameter parsing
if (SC_CheckString("("))
{
for (i = 0; i < 5;)
{
2006-04-11 08:36:23 +00:00
StateParameters[paramindex+i+1]=ParseExpression (false);
i++;
if (!TestCom()) break;
}
SC_MustGetStringName (")");
}
else i=0;
if (i < spec->MinArgs)
{
SC_ScriptError ("Too few arguments to %s", spec->name);
}
if (i > MAX (spec->MinArgs, spec->MaxArgs))
{
SC_ScriptError ("Too many arguments to %s", spec->name);
}
state.Action = A_CallSpecial;
return true;
}
// Override the normal A_Explode with a parameterized version
if (SC_Compare ("A_Explode"))
{
int paramindex=PrepareStateParameters(&state, 3);
FExplodeParms local_eparms = bag.EParms;
if (SC_CheckString ("(")) // Parameters are optional
{
SC_MustGetNumber ();
local_eparms.ExplosionDamage = sc_Number;
SC_MustGetStringName (",");
SC_MustGetNumber ();
local_eparms.ExplosionRadius = sc_Number;
if (SC_CheckString(","))
{
SC_MustGetNumber ();
local_eparms.HurtShooter = !!sc_Number;
}
SC_MustGetStringName (")");
}
StateParameters[paramindex] = local_eparms.ExplosionDamage;
StateParameters[paramindex+1] = local_eparms.ExplosionRadius;
StateParameters[paramindex+2] = local_eparms.HurtShooter;
state.Action = A_ExplodeParms;
return true;
}
// Check for A_MeleeAttack, A_MissileAttack, or A_ComboAttack
int batk = SC_MatchString (BasicAttackNames);
if (batk >= 0)
{
int paramindex=PrepareStateParameters(&state, 4);
StateParameters[paramindex] = bag.BAttack.MeleeDamage;
StateParameters[paramindex+1] = bag.BAttack.MeleeSound;
StateParameters[paramindex+2] = (intptr_t)bag.BAttack.MissileName;
StateParameters[paramindex+3] = bag.BAttack.MissileHeight;
state.Action = BasicAttacks[batk];
return true;
}
return false;
}
//==========================================================================
//
// RetargetState(Pointer)s
//
// These functions are used when a goto follows one or more labels.
// Because multiple labels are permitted to occur consecutively with no
// intervening states, it is not enough to remember the last label defined
// and adjust it. So these functions search for all labels that point to
// the current position in the state array and give them a copy of the
// target string instead.
//
//==========================================================================
static void RetargetStatePointers (intptr_t count, const char *target, FState **start, FState **stop)
{
for (FState **probe = start; probe <= stop; ++probe)
{
if (*probe == (FState *)count)
{
*probe = (FState *)strdup (target);
}
}
}
static void RetargetStates (intptr_t count, const char *target, const TypeInfo *cls, AActor *defaults)
{
RetargetStatePointers (count, target, &defaults->SpawnState, &defaults->GreetingsState);
if (cls->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
{
AWeapon *weapon = (AWeapon *)defaults;
RetargetStatePointers (count, target, &weapon->UpState, &weapon->FlashState);
}
if (cls->IsDescendantOf (RUNTIME_CLASS(ACustomInventory)))
{
ACustomInventory *item = (ACustomInventory *)defaults;
RetargetStatePointers (count, target, &item->UseState, &item->DropState);
}
}
//==========================================================================
//
// ProcessStates
// processes a state block
//
//==========================================================================
static int ProcessStates(FActorInfo * actor, AActor * defaults, Baggage &bag)
{
char statestring[256];
intptr_t count = 0;
FState state;
FState * laststate = NULL;
intptr_t lastlabel = -1;
FState ** stp;
2006-05-06 03:25:12 +00:00
int minrequiredstate = -1;
statestring[255] = 0;
ChkBraceOpn();
while (!TestBraceCls() && !sc_End)
{
memset(&state,0,sizeof(state));
SC_MustGetString();
if (SC_Compare("GOTO"))
{
2006-05-06 03:25:12 +00:00
do_goto: SC_MustGetString();
strncpy (statestring, sc_String, 255);
2006-05-06 03:25:12 +00:00
if (SC_CheckString ("."))
{
SC_MustGetString ();
strcat (statestring, ".");
strcat (statestring, sc_String);
}
if (SC_CheckString ("+"))
{
SC_MustGetNumber ();
strcat (statestring, "+");
strcat (statestring, sc_String);
}
// copy the text - this must be resolved later!
if (laststate != NULL)
{ // Following a state definition: Modify it.
laststate->NextState=(FState*)strdup(statestring);
}
else if (lastlabel >= 0)
{ // Following a label: Retarget it.
RetargetStates (count+1, statestring, actor->Class, defaults);
}
else
{
SC_ScriptError("GOTO before first state");
}
}
else if (SC_Compare("STOP"))
{
if (!laststate)
{
SC_ScriptError("STOP before first state");
continue;
}
laststate->NextState=(FState*)-1;
}
else if (SC_Compare("WAIT") || SC_Compare("FAIL"))
{
if (!laststate)
{
SC_ScriptError("%s before first state", sc_String);
continue;
}
laststate->NextState=(FState*)-2;
}
else if (SC_Compare("LOOP"))
{
if (!laststate)
{
SC_ScriptError("LOOP before first state");
continue;
}
laststate->NextState=(FState*)(lastlabel+1);
}
else
{
char * statestrp;
strncpy(statestring, sc_String, 255);
2006-04-11 08:36:23 +00:00
SC_SetEscape(false);
SC_MustGetString(); // this can read the frame string so escape characters have to be disabled
SC_SetEscape(true);
if (SC_Compare (":"))
{
2006-05-06 03:25:12 +00:00
laststate = NULL;
do
{
lastlabel = count;
stp = FindState(defaults, bag.Info->Class, statestring);
if (stp) *stp=(FState *) (count+1);
else
SC_ScriptError("Unknown state label %s", statestring);
SC_MustGetString ();
2006-05-06 03:25:12 +00:00
if (SC_Compare ("Goto"))
{
goto do_goto;
}
strncpy(statestring, sc_String, 255);
SC_MustGetString ();
} while (SC_Compare (":"));
// continue;
}
SC_UnGet ();
if (strlen (statestring) != 4)
{
SC_ScriptError ("Sprite names must be exactly 4 characters\n");
}
memcpy(state.sprite.name, statestring, 4);
state.Misc1=state.Misc2=0;
2006-04-11 08:36:23 +00:00
SC_SetEscape(false);
SC_MustGetString(); // This reads the frame string so escape characters have to be disabled
SC_SetEscape(true);
strncpy(statestring, sc_String + 1, 255);
statestrp = statestring;
state.Frame=(*sc_String&223)-'A';
if ((*sc_String&223)<'A' || (*sc_String&223)>']')
{
SC_ScriptError ("Frames must be A-Z, [, \\, or ]");
state.Frame=0;
}
SC_MustGetNumber();
sc_Number++;
state.Tics=sc_Number&255;
state.Misc1=(sc_Number>>8)&255;
if (state.Misc1) state.Frame|=SF_BIGTIC;
while (SC_GetString() && !sc_Crossed)
{
if (SC_Compare("BRIGHT"))
{
state.Frame|=SF_FULLBRIGHT;
continue;
}
if (SC_Compare("OFFSET"))
{
if (state.Frame&SF_BIGTIC)
{
SC_ScriptError("You cannot use OFFSET with a state duration larger than 254!");
}
// specify a weapon offset
SC_MustGetStringName("(");
SC_MustGetNumber();
state.Misc1=sc_Number;
ChkCom();
SC_MustGetNumber();
state.Misc2=sc_Number;
SC_MustGetStringName(")");
continue;
}
// Make the action name lowercase to satisfy the gperf hashers
strlwr (sc_String);
int minreq=count;
if (DoSpecialFunctions(state,strlen(statestring)>0, &minreq, bag))
{
if (minreq>minrequiredstate) minrequiredstate=minreq;
goto endofstate;
}
AFuncDesc * afd = FindFunction(sc_String);
if (afd != NULL)
{
state.Action = afd->Function;
if (afd->parameters !=NULL)
{
const char * params = afd->parameters;
int numparams = (int)strlen(params);
int paramindex = PrepareStateParameters(&state, numparams);
intptr_t v;
if (!islower(*params))
{
SC_MustGetStringName("(");
}
else
{
if (!SC_CheckString("(")) goto endofstate;
}
while (*params)
{
switch(*params)
{
case 'A':
case 'a': // Angle
SC_MustGetFloat();
v=angle_t(sc_Float*ANGLE_1);
break;
case 'B':
case 'b': // Byte
SC_MustGetNumber();
v=clamp<int>(sc_Number, 0, 255);
break;
case '9': // 90 degree angle as integer
SC_MustGetNumber();
v=clamp<int>(sc_Number, 0, 90);
break;
case 'I':
case 'i': // Integer
SC_MustGetNumber();
v=sc_Number;
break;
case 'F':
case 'f': // Fixed point
SC_MustGetFloat();
v=fixed_t(sc_Float*FRACUNIT);
break;
case 'S':
case 's': // Sound name
SC_MustGetString();
v=S_FindSound(sc_String);
break;
case 'M':
case 'm': // Actor name
case 'T':
case 't': // String
SC_MustGetString();
v=(intptr_t)MS_Strdup(sc_String);
break;
case 'L':
case 'l': // Jump label
if (strlen(statestring)>0)
{
SC_ScriptError("You cannot use A_Jump commands on multistate definitions\n");
}
SC_MustGetNumber();
v=sc_Number;
if (v<1)
{
SC_ScriptError("Negative jump offsets are not allowed");
}
{
int minreq=count+v;
if (minreq>minrequiredstate) minrequiredstate=minreq;
}
break;
case '!': // not boolean (to simulate parameters which default to 1)
SC_MustGetNumber();
v=!sc_Number;
break;
case 'C':
case 'c':
SC_MustGetString ();
if (SC_Compare("none"))
{
v = -1;
}
else
{
int c = V_GetColor (NULL, sc_String);
// 0 needs to be the default so we have to mark the color.
v = MAKEARGB(1, RPART(c), GPART(c), BPART(c));
}
break;
2006-04-11 08:36:23 +00:00
case 'D':
case 'd':
SC_MustGetString ();
v = V_GetColor (NULL, sc_String);
((PalEntry *)&v)->a = 255;
break;
case 'X':
case 'x':
2006-04-11 08:36:23 +00:00
v = ParseExpression (false);
break;
case 'Y':
case 'y':
v = ParseExpression (true);
break;
}
StateParameters[paramindex++]=v;
params++;
if (*params)
{
if ((islower(*params) || *params=='!') && SC_CheckString(")")) goto endofstate;
ChkCom();
}
}
SC_MustGetStringName(")");
}
else
{
SC_MustGetString();
if (SC_Compare("("))
{
SC_ScriptError("You cannot pass parameters to '%s'\n",sc_String);
}
SC_UnGet();
}
goto endofstate;
}
SC_ScriptError("Invalid state parameter %s\n", sc_String);
}
SC_UnGet();
endofstate:
StateArray.Push(state);
while (*statestrp)
{
int frame=((*statestrp++)&223)-'A';
if (frame<0 || frame>28)
{
SC_ScriptError ("Frames must be A-Z, [, \\, or ]");
frame=0;
}
state.Frame=(state.Frame&(SF_FULLBRIGHT|SF_BIGTIC|SF_STATEPARAM))|frame;
StateArray.Push(state);
count++;
}
laststate=&StateArray[count];
count++;
}
}
if (count<=minrequiredstate)
{
SC_ScriptError("A_Jump offset out of range in %s", actor->Class->Name);
}
return count;
}
2006-05-06 03:25:12 +00:00
//==========================================================================
//
// ResolveGotoLabel
//
//==========================================================================
static FState *ResolveGotoLabel (AActor *actor, const TypeInfo *type, char *name)
{
FState **stp, *state;
char *namestart = name;
char *label, *offset, *pt;
int v;
// Check for classname
if ((pt = strchr (name, '.')) != NULL)
{
const char *classname = name;
*pt = '\0';
name = pt + 1;
// The classname may either be "Super" to identify this class's immediate
// superclass, or it may the name of any class that this one derives from.
if (stricmp (classname, "Super") == 0)
{
type = type->ParentType;
actor = GetDefaultByType (type);
}
else
{
const TypeInfo *stype = TypeInfo::IFindType (classname);
if (stype == NULL)
{
SC_ScriptError ("%s is an unknown class.", classname);
}
if (!stype->IsDescendantOf (RUNTIME_CLASS(AActor)))
{
SC_ScriptError ("%s is not an actor class, so it has no states.", stype->Name+1);
}
if (!stype->IsAncestorOf (type))
{
SC_ScriptError ("%s is not derived from %s so cannot access its states.",
type->Name+1, stype->Name+1);
}
if (type != stype)
{
type = stype;
actor = GetDefaultByType (type);
}
}
}
label = name;
// Check for offset
offset = NULL;
if ((pt = strchr (name, '+')) != NULL)
{
*pt = '\0';
offset = pt + 1;
}
v = offset ? strtol (offset, NULL, 0) : 0;
// Calculate the state's address.
stp = FindState (actor, type, label);
state = NULL;
if (stp != NULL)
{
if (*stp != NULL)
{
state = *stp + v;
}
else if (v != 0)
{
SC_ScriptError ("Attempt to get invalid state from actor %s.", type->Name+1);
}
}
else
{
SC_ScriptError("Unknown state label %s", label);
}
free(namestart); // free the allocated string buffer
return state;
}
//==========================================================================
//
// FixStatePointers
//
// Fixes an actor's default state pointers.
//
//==========================================================================
static void FixStatePointers (FActorInfo *actor, FState **start, FState **stop)
{
FState **stp;
size_t v;
for (stp = start; stp <= stop; ++stp)
{
v = (size_t)*stp;
if (v >= 1 && v < 0x10000)
{
*stp = actor->OwnedStates + v - 1;
}
}
}
//==========================================================================
//
// FixStatePointersAgain
//
// Resolves an actor's state pointers that were specified as jumps.
//
//==========================================================================
2006-05-06 03:25:12 +00:00
static void FixStatePointersAgain (FActorInfo *actor, AActor *defaults, FState **start, FState **stop)
{
FState **stp;
for (stp = start; stp <= stop; ++stp)
{
2006-05-06 03:25:12 +00:00
if (*stp != NULL && FState::StaticFindStateOwner (*stp, actor) == NULL)
{ // It's not a valid state, so it must be a label string. Resolve it.
*stp = ResolveGotoLabel (defaults, actor->Class, (char *)*stp);
}
}
}
//==========================================================================
//
// FinishStates
// copies a state block and fixes all state links
//
//==========================================================================
static int FinishStates (FActorInfo *actor, AActor *defaults, Baggage &bag)
{
int count = StateArray.Size();
2006-05-06 03:25:12 +00:00
FState *realstates = new FState[count];
int i;
int currange;
2006-05-06 03:25:12 +00:00
if (count > 0)
{
2006-05-06 03:25:12 +00:00
memcpy(realstates, &StateArray[0], count*sizeof(FState));
actor->OwnedStates = realstates;
actor->NumOwnedStates = count;
2006-05-06 03:25:12 +00:00
// adjust the state pointers
// In the case new states are added these must be adjusted, too!
FixStatePointers (actor, &defaults->SpawnState, &defaults->GreetingsState);
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
2006-05-06 03:25:12 +00:00
AWeapon *weapon = (AWeapon*)defaults;
2006-05-06 03:25:12 +00:00
FixStatePointers (actor, &weapon->UpState, &weapon->FlashState);
}
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ACustomInventory)))
{
ACustomInventory *item = (ACustomInventory*)defaults;
2006-05-06 03:25:12 +00:00
FixStatePointers (actor, &item->UseState, &item->DropState);
}
2006-05-06 03:25:12 +00:00
for(i = currange = 0; i < count; i++)
{
// resolve labels and jumps
switch((ptrdiff_t)realstates[i].NextState)
{
2006-05-06 03:25:12 +00:00
case 0: // next
realstates[i].NextState = (i < count-1 ? &realstates[i+1] : &realstates[0]);
break;
2006-05-06 03:25:12 +00:00
case -1: // stop
realstates[i].NextState = NULL;
break;
case -2: // wait
realstates[i].NextState = &realstates[i];
break;
default: // loop
if ((size_t)realstates[i].NextState < 0x10000)
{
2006-05-06 03:25:12 +00:00
realstates[i].NextState = &realstates[(size_t)realstates[i].NextState-1];
}
else // goto
{
realstates[i].NextState = ResolveGotoLabel (defaults, bag.Info->Class, (char *)realstates[i].NextState);
}
}
}
}
StateArray.Clear ();
2006-05-06 03:25:12 +00:00
// Fix state pointers that are gotos
FixStatePointersAgain (actor, defaults, &defaults->SpawnState, &defaults->GreetingsState);
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
AWeapon *weapon = (AWeapon*)defaults;
FixStatePointersAgain (actor, defaults, &weapon->UpState, &weapon->FlashState);
}
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ACustomInventory)))
{
ACustomInventory *item = (ACustomInventory*)defaults;
FixStatePointersAgain (actor, defaults, &item->UseState, &item->DropState);
}
return count;
}
//==========================================================================
//
// For getting a state address from the parent
//
//==========================================================================
static FState *CheckState(int statenum, TypeInfo *type)
{
if (SC_GetString() && !sc_Crossed)
{
if (SC_Compare("0")) return NULL;
else if (SC_Compare("PARENT"))
{
SC_MustGetString();
FState * basestate;
FState ** stp=FindState((AActor*)type->ParentType->ActorInfo->Defaults, type, sc_String);
int v = 0;
if (stp) basestate =*stp;
else
{
SC_ScriptError("Unknown state label %s",(const char **)&sc_String);
return NULL;
}
if (SC_GetString ())
{
if (SC_Compare ("+"))
{
SC_MustGetNumber ();
v = sc_Number;
}
else
{
SC_UnGet ();
}
}
if (!basestate && !v) return NULL;
basestate+=v;
if (v && !basestate)
{
SC_ScriptError("Attempt to get invalid state from actor %s\n", type->ParentType->Name+1);
return NULL;
}
return basestate;
}
else SC_ScriptError("Invalid state assignment");
}
return NULL;
}
//==========================================================================
//
// Handle actor properties
//
//==========================================================================
void ParseActorProperties (Baggage &bag)
{
const TypeInfo *info;
const ActorProps *prop;
ChkBraceOpn ();
while (!TestBraceCls() && !sc_End)
{
SC_GetString ();
strlwr (sc_String);
// Walk the ancestors of this type and see if any of them know
// about the property.
info = bag.Info->Class;
FString propname = sc_String;
2006-04-11 08:36:23 +00:00
if (sc_String[0]!='-' && sc_String[0]!='+')
{
if (SC_CheckString ("."))
{
SC_MustGetString ();
propname += '.';
strlwr (sc_String);
propname += sc_String;
}
2006-04-11 08:36:23 +00:00
else
{
SC_UnGet ();
}
}
prop = is_actorprop (propname.GetChars());
if (prop != NULL)
{
if (!info->IsDescendantOf(prop->type))
{
SC_ScriptError("\"%s\" requires an actor of type \"%s\"\n", propname.GetChars(), prop->type->Name+1);
}
else
{
prop->Handler ((AActor *)bag.Info->Defaults, bag);
}
}
else
{
SC_ScriptError("\"%s\" is an unknown actor property\n", propname.GetChars());
}
}
// copy the THRUGHOST flag to the HITS_GHOSTS weapon flag
// Their meaning is synonymous so it really doesn't make sense
// to have two different flags for this
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
AWeapon * weapon=(AWeapon*)bag.Info->Defaults;
if (weapon->flags2&MF2_THRUGHOST) weapon->WeaponFlags|=WIF_HITS_GHOSTS;
else weapon->WeaponFlags&=~WIF_HITS_GHOSTS;
}
}
//==========================================================================
//
// Reads an actor definition
//
//==========================================================================
void ProcessActor(void (*process)(FState *, int))
{
FActorInfo * info=NULL;
AActor * defaults;
Baggage bag;
try
{
FActorInfo * parent;
info=CreateNewActor(&parent, &bag);
defaults=(AActor*)info->Defaults;
bag.StateSet = false;
bag.DropItemSet = false;
bag.CurrentState = 0;
SC_SetCMode (true);
ParseActorProperties (bag);
FinishStates (info, defaults, bag);
process(info->OwnedStates, info->NumOwnedStates);
if (bag.DropItemSet)
{
if (bag.DropItemList == NULL)
{
if (info->Class->Meta.GetMetaInt (ACMETA_DropItems) != 0)
{
info->Class->Meta.SetMetaInt (ACMETA_DropItems, 0);
}
}
else
{
info->Class->Meta.SetMetaInt (ACMETA_DropItems,
DropItemList.Push (bag.DropItemList) + 1);
}
}
if (info->Class->IsDescendantOf (RUNTIME_CLASS(AInventory)))
{
defaults->flags |= MF_SPECIAL;
}
}
catch(CRecoverableError & e)
{
throw e;
}
// I think this is better than a crash log.
#ifndef _DEBUG
catch (...)
{
if (info)
SC_ScriptError("Unexpected error during parsing of actor %s", info->Class->Name+1);
else
SC_ScriptError("Unexpected error during parsing of actor definitions");
}
#endif
SC_SetCMode (false);
}
2006-05-06 03:25:12 +00:00
//==========================================================================
//
// StatePropertyIsDeprecated
//
// Deprecated means it will be removed in a future version.
//
//==========================================================================
static void StatePropertyIsDeprecated (const char *actorname, const char *prop)
{
static bool warned = false;
Printf (TEXTCOLOR_YELLOW "In actor %s, the %s property is deprecated.\n",
actorname, prop);
if (!warned)
{
warned = true;
Printf (TEXTCOLOR_YELLOW "Instead of \"%s <state>\", add this to the actor's States block:\n"
TEXTCOLOR_YELLOW " %s:\n"
TEXTCOLOR_YELLOW " Goto <state>\n", prop, prop);
}
}
//==========================================================================
//
// Property parsers
//
//==========================================================================
//==========================================================================
//
//==========================================================================
static void ActorSkipSuper (AActor *defaults, Baggage &bag)
{
ResetActor(defaults, &bag);
}
2006-04-30 21:49:18 +00:00
//==========================================================================
//
//==========================================================================
static void ActorGame (AActor *defaults, Baggage &bag)
{
SC_MustGetString ();
if (SC_Compare ("Doom"))
{
bag.Info->GameFilter |= GAME_Doom;
}
else if (SC_Compare ("Heretic"))
{
bag.Info->GameFilter |= GAME_Heretic;
}
else if (SC_Compare ("Hexen"))
{
bag.Info->GameFilter |= GAME_Hexen;
}
else if (SC_Compare ("Raven"))
{
bag.Info->GameFilter |= GAME_Raven;
}
else if (SC_Compare ("Strife"))
{
bag.Info->GameFilter |= GAME_Strife;
}
else if (SC_Compare ("Any"))
{
bag.Info->GameFilter = GAME_Any;
}
else
{
SC_ScriptError ("Unknown game type %s", sc_String);
}
}
//==========================================================================
//
//==========================================================================
static void ActorSpawnID (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
if (sc_Number<0 || sc_Number>255)
{
SC_ScriptError ("SpawnID must be in the range [0,255]");
}
else bag.Info->SpawnID=(BYTE)sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorConversationID (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
if (sc_Number<0 || sc_Number>344)
{
SC_ScriptError ("ConversationID must be in the range [0,344]");
}
else StrifeTypes[sc_Number] = bag.Info->Class;
}
//==========================================================================
//
//==========================================================================
static void ActorHealth (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->health=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorGibHealth (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (AMETA_GibHealth, sc_Number);
}
//==========================================================================
//
//==========================================================================
static void ActorWoundHealth (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (AMETA_WoundHealth, sc_Number);
}
//==========================================================================
//
//==========================================================================
static void ActorReactionTime (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->reactiontime=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorPainChance (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->PainChance=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorDamage (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->damage=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorSpeed (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->Speed=fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorRadius (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->radius=fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->height=fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMass (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->Mass=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorXScale (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->xscale=BYTE(sc_Float*64-1);
}
//==========================================================================
//
//==========================================================================
static void ActorYScale (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->yscale=BYTE(sc_Float*64-1);
}
//==========================================================================
//
//==========================================================================
static void ActorScale (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->xscale=defaults->yscale=BYTE(sc_Float*64-1);
}
//==========================================================================
//
//==========================================================================
static void ActorSeeSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->SeeSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorAttackSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->AttackSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorPainSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->PainSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorDeathSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->DeathSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorActiveSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->ActiveSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorDropItem (AActor *defaults, Baggage &bag)
{
// create a linked list of dropitems
if (!bag.DropItemSet)
{
bag.DropItemSet = true;
bag.DropItemList = NULL;
}
FDropItem * di=new FDropItem;
SC_MustGetString();
di->Name=strdup(sc_String);
di->probability=255;
di->amount=-1;
if (SC_CheckNumber())
{
di->probability=sc_Number;
if (SC_CheckNumber())
{
di->amount=sc_Number;
}
}
di->Next = bag.DropItemList;
bag.DropItemList = di;
}
//==========================================================================
//
//==========================================================================
static void ActorSpawnState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Spawn");
defaults->SpawnState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorSeeState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "See");
defaults->SeeState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Melee");
defaults->MeleeState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorMissileState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Missile");
defaults->MissileState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorPainState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Pain");
defaults->PainState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorDeathState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Death");
defaults->DeathState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorXDeathState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "XDeath");
defaults->XDeathState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorBurnState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Burn");
defaults->BDeathState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorIceState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Ice");
defaults->IDeathState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorRaiseState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Raise");
defaults->RaiseState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorCrashState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Crash");
defaults->CrashState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorCrushState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Crush");
defaults->CrushState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorWoundState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Wound");
defaults->WoundState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorDisintegrateState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Disintegrate");
defaults->EDeathState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorHealState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Heal");
defaults->HealState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorYesState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Yes");
defaults->YesState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorNoState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "No");
defaults->NoState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorGreetingsState (AActor *defaults, Baggage &bag)
{
2006-05-06 03:25:12 +00:00
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Greetings");
defaults->GreetingsState=CheckState (bag.CurrentState, bag.Info->Class);
}
//==========================================================================
//
//==========================================================================
static void ActorStates (AActor *defaults, Baggage &bag)
{
if (!bag.StateSet) ProcessStates(bag.Info, defaults, bag);
else SC_ScriptError("Multiple state declarations not allowed");
bag.StateSet=true;
}
//==========================================================================
//
//==========================================================================
static void ActorRenderStyle (AActor *defaults, Baggage &bag)
{
static const char * renderstyles[]={
"NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD",NULL};
static const int renderstyle_values[]={
STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy,
STYLE_Stencil, STYLE_Translucent, STYLE_Add};
SC_MustGetString();
defaults->RenderStyle=renderstyle_values[SC_MustMatchString(renderstyles)];
}
//==========================================================================
//
//==========================================================================
static void ActorAlpha (AActor *defaults, Baggage &bag)
{
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
if (SC_CheckString("DEFAULT"))
{
defaults->alpha = gameinfo.gametype==GAME_Heretic? HR_SHADOW : HX_SHADOW;
}
else
{
SC_MustGetFloat();
defaults->alpha=fixed_t(sc_Float*FRACUNIT);
}
}
//==========================================================================
//
//==========================================================================
static void ActorObituary (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
bag.Info->Class->Meta.SetMetaString (AMETA_Obituary, sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorHitObituary (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
bag.Info->Class->Meta.SetMetaString (AMETA_HitObituary, sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorDontHurtShooter (AActor *defaults, Baggage &bag)
{
bag.EParms.HurtShooter=false;
}
//==========================================================================
//
//==========================================================================
static void ActorExplosionRadius (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.EParms.ExplosionRadius=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorExplosionDamage (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.EParms.ExplosionDamage=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorDeathHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
fixed_t h = fixed_t(sc_Float * FRACUNIT);
// AActor::Die() uses a height of 0 to mean "cut the height to 1/4",
// so if a height of 0 is desired, store it as -1.
bag.Info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, h <= 0 ? -1 : h);
}
//==========================================================================
//
//==========================================================================
static void ActorBurnHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
fixed_t h = fixed_t(sc_Float * FRACUNIT);
// The note above for AMETA_DeathHeight also applies here.
bag.Info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, h <= 0 ? -1 : h);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeDamage (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.BAttack.MeleeDamage = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeRange (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->meleerange = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
bag.BAttack.MeleeSound = S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorMissileType (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
bag.BAttack.MissileName = MS_Strdup(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorMissileHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
bag.BAttack.MissileHeight = fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorTranslation (AActor *defaults, Baggage &bag)
{
if (SC_CheckNumber())
{
int max = gameinfo.gametype==GAME_Strife? 6:2;
if (sc_Number < 0 || sc_Number > max)
{
SC_ScriptError ("Translation must be in the range [0,%d]", max);
}
defaults->Translation = TRANSLATION(TRANSLATION_Standard, sc_Number);
}
else
{
unsigned char translation[256];
for(int i=0;i<256;i++) translation[i]=i;
do
{
SC_GetString();
AddToTranslation(translation,sc_String);
}
while (SC_CheckString(","));
defaults->Translation = StoreTranslation (translation);
}
}
//==========================================================================
//
//==========================================================================
static void ActorBloodColor (AActor *defaults, Baggage &bag)
{
int r,g,b;
if (SC_CheckNumber())
{
SC_MustGetNumber();
r=clamp<int>(sc_Number, 0, 255);
SC_MustGetNumber();
g=clamp<int>(sc_Number, 0, 255);
SC_MustGetNumber();
b=clamp<int>(sc_Number, 0, 255);
}
else
{
SC_MustGetString();
int c = V_GetColor(NULL, sc_String);
r=RPART(c);
g=GPART(c);
b=BPART(c);
}
PalEntry pe = MAKERGB(r,g,b);
pe.a = CreateBloodTranslation(pe);
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodColor, pe);
}
2006-04-11 16:27:41 +00:00
//==========================================================================
//
//==========================================================================
static void ActorBounceFactor (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat ();
2006-04-18 22:15:05 +00:00
defaults->bouncefactor = clamp<fixed_t>(fixed_t(sc_Float * FRACUNIT), 0, FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorBounceCount (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber ();
defaults->bouncecount = sc_Number;
2006-04-11 16:27:41 +00:00
}
//==========================================================================
//
//==========================================================================
static void ActorMinMissileChance (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber ();
defaults->MinMissileChance=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorDamageType (AActor *defaults, Baggage &bag)
{
SC_MustGetString ();
if (SC_Compare("Normal")) defaults->DamageType=MOD_UNKNOWN;
else if (SC_Compare("Fire")) defaults->DamageType=MOD_FIRE;
else if (SC_Compare("Ice")) defaults->DamageType=MOD_ICE;
else if (SC_Compare("Disintegrate")) defaults->DamageType=MOD_DISINTEGRATE;
else SC_ScriptError("Unknown damage type '%s'\n", sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorDecal (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->DecalGenerator = (FDecalBase *) ((size_t)DecalNames.Push(copystring(sc_String))+1);
}
2006-04-11 08:36:23 +00:00
//==========================================================================
//
//==========================================================================
static void ActorMaxStepHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber ();
defaults->MaxStepHeight=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorMaxDropoffHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber ();
defaults->MaxDropOffHeight=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorClearFlags (AActor *defaults, Baggage &bag)
{
defaults->flags=defaults->flags2=defaults->flags3=defaults->flags4=0;
}
//==========================================================================
//
//==========================================================================
static void ActorMonster (AActor *defaults, Baggage &bag)
{
// sets the standard flag for a monster
defaults->flags|=MF_SHOOTABLE|MF_COUNTKILL|MF_SOLID;
defaults->flags2|=MF2_PUSHWALL|MF2_MCROSS|MF2_PASSMOBJ;
defaults->flags3|=MF3_ISMONSTER;
}
//==========================================================================
//
//==========================================================================
static void ActorProjectile (AActor *defaults, Baggage &bag)
{
// sets the standard flags for a projectile
defaults->flags|=MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE;
defaults->flags2|=MF2_IMPACT|MF2_PCROSS|MF2_NOTELEPORT;
}
//==========================================================================
//
//==========================================================================
static void ActorFlagSetOrReset (AActor *defaults, Baggage &bag)
{
char mod = sc_String[0];
flagdef *fd;
SC_MustGetString ();
// Fire and ice damage were once flags but now are not.
if (SC_Compare ("FIREDAMAGE"))
{
if (mod == '+') defaults->DamageType = MOD_FIRE;
else defaults->DamageType = MOD_UNKNOWN;
}
else if (SC_Compare ("ICEDAMAGE"))
{
if (mod == '+') defaults->DamageType = MOD_ICE;
else defaults->DamageType = MOD_UNKNOWN;
}
else
{
FString part1 = sc_String;
const char *part2 = NULL;
if (SC_CheckString ("."))
{
SC_MustGetString ();
part2 = sc_String;
}
if (fd = FindFlag (bag.Info->Class, part1.GetChars(), part2))
{
DWORD * flagvar = (DWORD*) ((char*)defaults + fd->structoffset);
if (mod == '+')
{
*flagvar |= fd->flagbit;
}
else
{
*flagvar &= ~fd->flagbit;
}
}
else
{
if (part2 == NULL)
{
SC_ScriptError("\"%s\" is an unknown flag\n", part1.GetChars());
}
else
{
SC_ScriptError("\"%s.%s\" is an unknown flag\n", part1.GetChars(), part2);
}
}
}
}
//==========================================================================
//
// Special inventory properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
static void AmmoBackpackAmount (AAmmo *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->BackpackAmount=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void AmmoBackpackMaxAmount (AAmmo *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->BackpackMaxAmount=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxSaveAmount (ABasicArmorBonus *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->MaxSaveAmount=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorSaveAmount (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
// Special case here because this property has to work for 2 unrelated classes
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->SaveAmount=sc_Number;
}
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->SaveAmount=sc_Number;
}
else
{
SC_ScriptError("\"%s\" requires an actor of type \"Armor\"\n", sc_String);
}
}
//==========================================================================
//
//==========================================================================
static void ArmorSavePercent (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
if (sc_Float<0.0f) sc_Float=0.0f;
if (sc_Float>100.0f) sc_Float=100.0f;
// Special case here because this property has to work for 2 unrelated classes
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->SavePercent=fixed_t(sc_Float*FRACUNIT/100.0f);
}
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->SavePercent=fixed_t(sc_Float*FRACUNIT/100.0f);
}
else
{
SC_ScriptError("\"%s\" requires an actor of type \"Armor\"\n", sc_String);
}
}
//==========================================================================
//
//==========================================================================
static void InventoryAmount (AInventory *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->Amount=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void InventoryIcon (AInventory *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->Icon = TexMan.AddPatch (sc_String);
if (defaults->Icon <= 0)
{
defaults->Icon = TexMan.AddPatch (sc_String, ns_sprites);
if (defaults->Icon<=0)
{
2006-04-30 21:49:18 +00:00
if (bag.Info->GameFilter == GAME_Any || bag.Info->GameFilter & gameinfo.gametype)
Printf("Icon '%s' for '%s' not found\n", sc_String, bag.Info->Class->Name+1);
}
}
}
//==========================================================================
//
//==========================================================================
static void InventoryMaxAmount (AInventory *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->MaxAmount=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void InventoryDefMaxAmount (AInventory *defaults, Baggage &bag)
{
defaults->MaxAmount = gameinfo.gametype == GAME_Heretic ? 16 : 25;
}
//==========================================================================
//
//==========================================================================
static void InventoryPickupmsg (AInventory *defaults, Baggage &bag)
{
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
// 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();
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
int game = SC_MatchString(games);
if (game!=-1)
{
SC_MustGetString();
if (!(gameinfo.gametype&gamemode[game])) return;
}
bag.Info->Class->Meta.SetMetaString(AIMETA_PickupMessage, sc_String);
}
//==========================================================================
//
//==========================================================================
static void InventoryPickupsound (AInventory *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->PickupSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void InventoryRespawntics (AInventory *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->RespawnTics=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void InventoryUsesound (AInventory *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->UseSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void PuzzleitemNumber (APuzzleItem *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->PuzzleItemNumber=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoGive1 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->AmmoGive1=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoGive2 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->AmmoGive2=sc_Number;
}
//==========================================================================
//
// Passing these parameters is really tricky to allow proper inheritance
// and forward declarations. Here only an index into a string table is
// stored which must be resolved after everything has been declared
//
//==========================================================================
// This class is for storing a name inside a const TypeInfo* field without
// generating compiler warnings. It does not manipulate data in any other
// way.
class fuglyname : public FName
{
public:
fuglyname() : FName() {}
fuglyname(const char *foo) : FName(foo) {}
operator const TypeInfo *()
{
return reinterpret_cast<const TypeInfo *>(size_t(int(*this)));
}
fuglyname &operator= (const TypeInfo *foo)
{
FName *p = this;
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
*p = ENamedName(reinterpret_cast<size_t>(foo));
return *this;
}
};
static void WeaponAmmoType1 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->AmmoType1 = fuglyname(sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoType2 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->AmmoType2 = fuglyname(sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoUse1 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->AmmoUse1=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoUse2 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->AmmoUse2=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponKickback (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->Kickback=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponReadySound (AWeapon *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->ReadySound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponSelectionOrder (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->SelectionOrder=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponSisterWeapon (AWeapon *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->SisterWeaponType=fuglyname(sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponUpSound (AWeapon *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->UpSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponYAdjust (AWeapon *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->YAdjust=fixed_t(sc_Float * FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void WPieceValue (AWeaponPiece *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->PieceValue = 1 << (sc_Number-1);
}
//==========================================================================
//
//==========================================================================
static void WPieceWeapon (AWeaponPiece *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->WeaponClass = fuglyname(sc_String);
}
//==========================================================================
//
//==========================================================================
static void PowerupColor (APowerupGiver *defaults, Baggage &bag)
{
int r;
int g;
int b;
int alpha;
if (SC_CheckNumber())
{
r=clamp<int>(sc_Number, 0, 255);
SC_MustGetNumber();
g=clamp<int>(sc_Number, 0, 255);
SC_MustGetNumber();
b=clamp<int>(sc_Number, 0, 255);
}
else
{
SC_MustGetString();
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
if (SC_Compare("INVERSEMAP"))
{
defaults->BlendColor = INVERSECOLOR;
return;
}
else if (SC_Compare("GOLDMAP"))
{
defaults->BlendColor = GOLDCOLOR;
return;
}
int c = V_GetColor(NULL, sc_String);
r=RPART(c);
g=GPART(c);
b=BPART(c);
}
SC_MustGetFloat();
alpha=int(sc_Float*255);
alpha=clamp<int>(alpha, 0, 255);
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
if (alpha!=0) defaults->BlendColor = MAKEARGB(alpha, r, g, b);
else defaults->BlendColor = 0;
}
//==========================================================================
//
//==========================================================================
static void PowerupDuration (APowerupGiver *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->EffectTics = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void PowerupType (APowerupGiver *defaults, Baggage &bag)
{
char typestr[256];
SC_MustGetString();
sc_String[249]=0;
sprintf(typestr, "Power%s", sc_String);
const TypeInfo * powertype=TypeInfo::FindType(typestr);
if (!powertype)
{
SC_ScriptError("Unknown powerup type '%s' in '%s'\n", sc_String, bag.Info->Class->Name+1);
}
else if (!powertype->IsDescendantOf(RUNTIME_CLASS(APowerup)))
{
SC_ScriptError("Invalid powerup type '%s' in '%s'\n", sc_String, bag.Info->Class->Name+1);
}
else
{
defaults->PowerupType=powertype;
}
}
//==========================================================================
//
//==========================================================================
static const ActorProps *APropSearch (const char *str, const ActorProps *props, int numprops)
{
int min = 0, max = numprops - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = strcmp (str, props[mid].name);
if (lexval == 0)
{
return &props[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
//==========================================================================
//
// all actor properties
//
//==========================================================================
#define apf ActorPropFunction
static const ActorProps props[] =
{
{ "+", ActorFlagSetOrReset, RUNTIME_CLASS(AActor) },
{ "-", ActorFlagSetOrReset, RUNTIME_CLASS(AActor) },
{ "activesound", ActorActiveSound, RUNTIME_CLASS(AActor) },
{ "alpha", ActorAlpha, RUNTIME_CLASS(AActor) },
{ "ammo.backpackamount", (apf)AmmoBackpackAmount, RUNTIME_CLASS(AAmmo) },
{ "ammo.backpackmaxamount", (apf)AmmoBackpackMaxAmount, RUNTIME_CLASS(AAmmo) },
{ "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) },
2006-04-18 22:15:05 +00:00
{ "bouncecount", ActorBounceCount, RUNTIME_CLASS(AActor) },
2006-04-11 16:27:41 +00:00
{ "bouncefactor", ActorBounceFactor, RUNTIME_CLASS(AActor) },
{ "burn", ActorBurnState, RUNTIME_CLASS(AActor) },
{ "burnheight", ActorBurnHeight, RUNTIME_CLASS(AActor) },
{ "clearflags", ActorClearFlags, RUNTIME_CLASS(AActor) },
{ "conversationid", ActorConversationID, RUNTIME_CLASS(AActor) },
{ "crash", ActorCrashState, RUNTIME_CLASS(AActor) },
{ "crush", ActorCrushState, RUNTIME_CLASS(AActor) },
{ "damage", ActorDamage, RUNTIME_CLASS(AActor) },
{ "damagetype", ActorDamageType, RUNTIME_CLASS(AActor) },
{ "death", ActorDeathState, RUNTIME_CLASS(AActor) },
{ "deathheight", ActorDeathHeight, RUNTIME_CLASS(AActor) },
{ "deathsound", ActorDeathSound, RUNTIME_CLASS(AActor) },
{ "decal", ActorDecal, RUNTIME_CLASS(AActor) },
{ "disintegrate", ActorDisintegrateState, RUNTIME_CLASS(AActor) },
{ "donthurtshooter", ActorDontHurtShooter, RUNTIME_CLASS(AActor) },
{ "dropitem", ActorDropItem, RUNTIME_CLASS(AActor) },
{ "explosiondamage", ActorExplosionDamage, RUNTIME_CLASS(AActor) },
{ "explosionradius", ActorExplosionRadius, RUNTIME_CLASS(AActor) },
2006-04-30 21:49:18 +00:00
{ "game", ActorGame, RUNTIME_CLASS(AActor) },
{ "gibhealth", ActorGibHealth, RUNTIME_CLASS(AActor) },
{ "greetings", ActorGreetingsState, RUNTIME_CLASS(AActor) },
{ "heal", ActorHealState, RUNTIME_CLASS(AActor) },
{ "health", ActorHealth, RUNTIME_CLASS(AActor) },
{ "height", ActorHeight, RUNTIME_CLASS(AActor) },
{ "hitobituary", ActorHitObituary, RUNTIME_CLASS(AActor) },
{ "ice", ActorIceState, RUNTIME_CLASS(AActor) },
{ "inventory.amount", (apf)InventoryAmount, RUNTIME_CLASS(AInventory) },
{ "inventory.defmaxamount", (apf)InventoryDefMaxAmount, RUNTIME_CLASS(AInventory) },
{ "inventory.icon", (apf)InventoryIcon, RUNTIME_CLASS(AInventory) },
{ "inventory.maxamount", (apf)InventoryMaxAmount, RUNTIME_CLASS(AInventory) },
{ "inventory.pickupmessage", (apf)InventoryPickupmsg, RUNTIME_CLASS(AInventory) },
{ "inventory.pickupsound", (apf)InventoryPickupsound, RUNTIME_CLASS(AInventory) },
{ "inventory.respawntics", (apf)InventoryRespawntics, RUNTIME_CLASS(AInventory) },
{ "inventory.usesound", (apf)InventoryUsesound, RUNTIME_CLASS(AInventory) },
{ "mass", ActorMass, RUNTIME_CLASS(AActor) },
2006-04-11 08:36:23 +00:00
{ "maxdropoffheight", ActorMaxDropoffHeight, RUNTIME_CLASS(AActor) },
{ "maxstepheight", ActorMaxStepHeight, RUNTIME_CLASS(AActor) },
{ "melee", ActorMeleeState, RUNTIME_CLASS(AActor) },
{ "meleedamage", ActorMeleeDamage, RUNTIME_CLASS(AActor) },
{ "meleerange", ActorMeleeRange, RUNTIME_CLASS(AActor) },
{ "meleesound", ActorMeleeSound, RUNTIME_CLASS(AActor) },
{ "minmissilechance", ActorMinMissileChance, RUNTIME_CLASS(AActor) },
{ "missile", ActorMissileState, RUNTIME_CLASS(AActor) },
{ "missileheight", ActorMissileHeight, RUNTIME_CLASS(AActor) },
{ "missiletype", ActorMissileType, RUNTIME_CLASS(AActor) },
{ "monster", ActorMonster, RUNTIME_CLASS(AActor) },
{ "no", ActorNoState, RUNTIME_CLASS(AActor) },
{ "obituary", ActorObituary, RUNTIME_CLASS(AActor) },
{ "pain", ActorPainState, RUNTIME_CLASS(AActor) },
{ "painchance", ActorPainChance, RUNTIME_CLASS(AActor) },
{ "painsound", ActorPainSound, RUNTIME_CLASS(AActor) },
{ "powerup.color", (apf)PowerupColor, RUNTIME_CLASS(APowerupGiver) },
{ "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(APowerupGiver) },
{ "powerup.type", (apf)PowerupType, RUNTIME_CLASS(APowerupGiver) },
{ "projectile", ActorProjectile, RUNTIME_CLASS(AActor) },
{ "puzzleitem.number", (apf)PuzzleitemNumber, RUNTIME_CLASS(APuzzleItem) },
{ "radius", ActorRadius, 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) },
{ "translation", ActorTranslation, 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) },
{ "yes", ActorYesState, RUNTIME_CLASS(AActor) },
{ "yscale", ActorYScale, RUNTIME_CLASS(AActor) },
// AWeapon:MinAmmo1 and 2 are never used so there is no point in adding them here!
};
static const ActorProps *is_actorprop (const char *str)
{
return APropSearch (str, props, sizeof(props)/sizeof(ActorProps));
}
//==========================================================================
//
// Do some postprocessing after everything has been defined
//
//==========================================================================
void FinishThingdef()
{
unsigned int i;
for (i = 0;i < TypeInfo::m_RuntimeActors.Size(); i++)
{
TypeInfo * ti = TypeInfo::m_RuntimeActors[i];
// Friendlies never count as kills!
if (GetDefaultByType(ti)->flags & MF_FRIENDLY)
{
GetDefaultByType(ti)->flags &=~MF_COUNTKILL;
}
// the typeinfo properties of weapons have to be fixed here after all actors have been declared
if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
AWeapon * defaults=(AWeapon *)ti->ActorInfo->Defaults;
fuglyname v;
v = defaults->AmmoType1;
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
if (v != NAME_None && v.IsValidName())
{
defaults->AmmoType1 = TypeInfo::FindType(v.GetChars());
if (!defaults->AmmoType1)
{
SC_ScriptError("Unknown ammo type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
}
else if (defaults->AmmoType1->ParentType!=RUNTIME_CLASS(AAmmo))
{
SC_ScriptError("Invalid ammo type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
}
}
v = defaults->AmmoType2;
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
if (v != NAME_None && v.IsValidName())
{
defaults->AmmoType2 = TypeInfo::FindType(v.GetChars());
if (!defaults->AmmoType2)
{
SC_ScriptError("Unknown ammo type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
}
else if (defaults->AmmoType2->ParentType!=RUNTIME_CLASS(AAmmo))
{
SC_ScriptError("Invalid ammo type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
}
}
v = defaults->SisterWeaponType;
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
if (v != NAME_None && v.IsValidName())
{
defaults->SisterWeaponType = TypeInfo::FindType(v.GetChars());
if (!defaults->SisterWeaponType)
{
SC_ScriptError("Unknown sister weapon type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
}
else if (!defaults->SisterWeaponType->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
SC_ScriptError("Invalid sister weapon type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
}
}
// Do some consistency checks. If these states are undefined the weapon cannot work!
if (!defaults->ReadyState) SC_ScriptError("Weapon %s doesn't define a ready state.\n", ti->Name+1);
if (!defaults->UpState) SC_ScriptError("Weapon %s doesn't define a select state.\n", ti->Name+1);
if (!defaults->DownState) SC_ScriptError("Weapon %s doesn't define a deselect state.\n", ti->Name+1);
if (!defaults->AtkState) SC_ScriptError("Weapon %s doesn't define an attack state.\n", ti->Name+1);
// If the weapon doesn't define a hold state use the attack state instead.
if (!defaults->HoldAtkState) defaults->HoldAtkState=defaults->AtkState;
if (!defaults->AltHoldAtkState) defaults->AltHoldAtkState=defaults->AltAtkState;
}
// same for the weapon type of weapon pieces.
else if (ti->IsDescendantOf(RUNTIME_CLASS(AWeaponPiece)))
{
AWeaponPiece * defaults=(AWeaponPiece *)ti->ActorInfo->Defaults;
fuglyname v;
v = defaults->WeaponClass;
if (v != NAME_None)
{
defaults->WeaponClass = TypeInfo::FindType(v.GetChars());
if (!defaults->WeaponClass)
{
SC_ScriptError("Unknown weapon type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
}
else if (defaults->WeaponClass->ParentType!=RUNTIME_CLASS(AWeapon))
{
SC_ScriptError("Invalid weapon type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
}
}
}
}
}