/* ** decorations.cpp ** Loads custom actors out of DECORATE lumps. ** **--------------------------------------------------------------------------- ** Copyright 2002-2007 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #include "actor.h" #include "info.h" #include "sc_man.h" #include "tarray.h" #include "w_wad.h" #include "templates.h" #include "s_sound.h" #include "cmdlib.h" #include "thingdef.h" // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- void ParseActor(FScanner &sc); void ParseClass(FScanner &sc); void ParseGlobalConst(FScanner &sc); void ParseGlobalEnum(FScanner &sc); void FinishThingdef(); void ParseOldDecoration(FScanner &sc, EDefinitionType def); // STATIC FUNCTION PROTOTYPES -------------------------------------------- //========================================================================== // // ParseDecorate // // Parses a single DECORATE lump // //========================================================================== static void ParseDecorate (FScanner &sc) { // Get actor class name. for(;;) { FScanner::SavedPos pos = sc.SavePos(); if (!sc.GetToken ()) { return; } switch (sc.TokenType) { case TK_Include: { sc.MustGetString(); FScanner newscanner; newscanner.Open(sc.String); ParseDecorate(newscanner); break; } case TK_Const: ParseConstant (sc, &RUNTIME_CLASS(AActor)->Symbols, RUNTIME_CLASS(AActor)); break; case TK_Enum: ParseEnum (sc, &RUNTIME_CLASS(AActor)->Symbols, RUNTIME_CLASS(AActor)); break; case TK_Pickup: ParseOldDecoration (sc, DEF_Pickup); break; case TK_Breakable: ParseOldDecoration (sc, DEF_BreakableDecoration); break; case TK_Projectile: ParseOldDecoration (sc, DEF_Projectile); break; case ';': // ';' is the start of a comment in the non-cmode parser which // is used to parse parts of the DECORATE lump. If we don't add // a check here the user will only get weird non-informative // error messages if a semicolon is found. sc.ScriptError("Unexpected ';'"); break; case TK_Identifier: // 'ACTOR' cannot be a keyword because it is also needed as a class identifier // so let's do a special case for this. if (sc.Compare("ACTOR")) { ParseActor (sc); break; } default: // without the option of game filters following, anything but an opening brace // here means a syntax error. sc.MustGetStringName("{"); sc.RestorePos(pos); ParseOldDecoration(sc, DEF_Decoration); break; } } } //========================================================================== // // LoadDecorations // // Called from FActor::StaticInit() // //========================================================================== void LoadDecorations () { int lastlump, lump; lastlump = 0; while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1) { FScanner sc(lump); ParseDecorate (sc); } FinishThingdef(); }