mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-17 17:50:57 +00:00
605a9a7715
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
3694 lines
110 KiB
C++
3694 lines
110 KiB
C++
/*
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** thingdef.cpp
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**
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** Actor definitions
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2005 Christoph Oelckers
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** Copyright 2004-2005 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gi.h"
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#include "actor.h"
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#include "info.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "r_defs.h"
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#include "r_draw.h"
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#include "a_pickups.h"
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#include "s_sound.h"
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#include "cmdlib.h"
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#include "p_lnspec.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "decallib.h"
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#include "m_random.h"
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#include "autosegs.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "v_palette.h"
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#include "doomerrors.h"
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#include "a_doomglobal.h"
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#include "a_hexenglobal.h"
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#include "a_weaponpiece.h"
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#include "p_conversation.h"
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#include "v_text.h"
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#include "thingdef.h"
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const TypeInfo *QuestItemClasses[31];
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extern TArray<FActorInfo *> Decorations;
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// allow decal specifications in DECORATE. Decals are loaded after DECORATE so the names must be stored here.
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TArray<char*> DecalNames;
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// all state parameters
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TArray<intptr_t> StateParameters;
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//==========================================================================
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//
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//
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//==========================================================================
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inline char * MS_Strdup(const char * s)
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{
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return *s? strdup(s):NULL;
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}
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//==========================================================================
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//
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// List of all flags
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//
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//==========================================================================
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// [RH] Keep GCC quiet by not using offsetof on Actor types.
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#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1 }
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#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)(size_t)&((type*)1)->variable - 1 }
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struct flagdef
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{
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int flagbit;
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const char *name;
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int structoffset;
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};
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static flagdef ActorFlags[]=
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{
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DEFINE_FLAG(MF, SOLID, AActor, flags),
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DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
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DEFINE_FLAG(MF, NOSECTOR, AActor, flags),
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DEFINE_FLAG(MF, NOBLOCKMAP, AActor, flags),
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DEFINE_FLAG(MF, AMBUSH, AActor, flags),
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DEFINE_FLAG(MF, JUSTHIT, AActor, flags),
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DEFINE_FLAG(MF, JUSTATTACKED, AActor, flags),
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DEFINE_FLAG(MF, SPAWNCEILING, AActor, flags),
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DEFINE_FLAG(MF, NOGRAVITY, AActor, flags),
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DEFINE_FLAG(MF, DROPOFF, AActor, flags),
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DEFINE_FLAG(MF, NOCLIP, AActor, flags),
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DEFINE_FLAG(MF, FLOAT, AActor, flags),
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DEFINE_FLAG(MF, TELEPORT, AActor, flags),
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DEFINE_FLAG(MF, MISSILE, AActor, flags),
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DEFINE_FLAG(MF, DROPPED, AActor, flags),
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DEFINE_FLAG(MF, SHADOW, AActor, flags),
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DEFINE_FLAG(MF, NOBLOOD, AActor, flags),
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DEFINE_FLAG(MF, CORPSE, AActor, flags),
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DEFINE_FLAG(MF, INFLOAT, AActor, flags),
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DEFINE_FLAG(MF, COUNTKILL, AActor, flags),
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DEFINE_FLAG(MF, COUNTITEM, AActor, flags),
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DEFINE_FLAG(MF, SKULLFLY, AActor, flags),
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DEFINE_FLAG(MF, NOTDMATCH, AActor, flags),
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DEFINE_FLAG(MF, FRIENDLY, AActor, flags),
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DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
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DEFINE_FLAG(MF, STEALTH, AActor, flags),
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DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
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DEFINE_FLAG2(MF2_LOGRAV, LOWGRAVITY, AActor, flags2),
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DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
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DEFINE_FLAG(MF2, HERETICBOUNCE , AActor, flags2),
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DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2),
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DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2),
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DEFINE_FLAG(MF2, NOTELEPORT, AActor, flags2),
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DEFINE_FLAG2(MF2_RIP, RIPPER, AActor, flags2),
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DEFINE_FLAG(MF2, PUSHABLE, AActor, flags2),
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DEFINE_FLAG2(MF2_SLIDE, SLIDESONWALLS, AActor, flags2),
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DEFINE_FLAG2(MF2_PASSMOBJ, CANPASS, AActor, flags2),
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DEFINE_FLAG(MF2, CANNOTPUSH, AActor, flags2),
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DEFINE_FLAG(MF2, THRUGHOST, AActor, flags2),
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DEFINE_FLAG(MF2, BOSS, AActor, flags2),
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DEFINE_FLAG2(MF2_NODMGTHRUST, NODAMAGETHRUST, AActor, flags2),
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DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2),
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DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2),
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DEFINE_FLAG(MF2, HEXENBOUNCE, AActor, flags2),
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DEFINE_FLAG(MF2, DOOMBOUNCE, AActor, flags2),
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DEFINE_FLAG2(MF2_IMPACT, ACTIVATEIMPACT, AActor, flags2),
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DEFINE_FLAG2(MF2_PUSHWALL, CANPUSHWALLS, AActor, flags2),
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DEFINE_FLAG2(MF2_MCROSS, ACTIVATEMCROSS, AActor, flags2),
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DEFINE_FLAG2(MF2_PCROSS, ACTIVATEPCROSS, AActor, flags2),
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DEFINE_FLAG(MF2, CANTLEAVEFLOORPIC, AActor, flags2),
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DEFINE_FLAG(MF2, NONSHOOTABLE, AActor, flags2),
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DEFINE_FLAG(MF2, INVULNERABLE, AActor, flags2),
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DEFINE_FLAG(MF2, DORMANT, AActor, flags2),
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DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2),
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DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2),
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DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3),
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DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3),
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DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3),
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DEFINE_FLAG(MF3, GHOST, AActor, flags3),
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DEFINE_FLAG(MF3, ALWAYSPUFF, AActor, flags3),
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DEFINE_FLAG(MF3, DONTSPLASH, AActor, flags3),
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DEFINE_FLAG(MF3, DONTOVERLAP, AActor, flags3),
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DEFINE_FLAG(MF3, DONTMORPH, AActor, flags3),
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DEFINE_FLAG(MF3, DONTSQUASH, AActor, flags3),
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DEFINE_FLAG(MF3, FULLVOLACTIVE, AActor, flags3),
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DEFINE_FLAG(MF3, ISMONSTER, AActor, flags3),
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DEFINE_FLAG(MF3, SKYEXPLODE, AActor, flags3),
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DEFINE_FLAG(MF3, STAYMORPHED, AActor, flags3),
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DEFINE_FLAG(MF3, DONTBLAST, AActor, flags3),
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DEFINE_FLAG(MF3, CANBLAST, AActor, flags3),
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DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
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DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
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DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
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DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
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DEFINE_FLAG(MF3, CANBOUNCEWATER, AActor, flags3),
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DEFINE_FLAG(MF3, NOWALLBOUNCESND, AActor, flags3),
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DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
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DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
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DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
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DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3),
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DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3),
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DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4),
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DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4),
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DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4),
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DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
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DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
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DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
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DEFINE_FLAG(MF4, LONGMELEERANGE, AActor, flags4),
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DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
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DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
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DEFINE_FLAG(MF4, SHORTMISSILERANGE, AActor, flags4),
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DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
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DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
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DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
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DEFINE_FLAG(MF4, LOOKALLAROUND, AActor, flags4),
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DEFINE_FLAG(MF4, STANDSTILL, AActor, flags4),
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DEFINE_FLAG(MF4, SPECTRAL, AActor, flags4),
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DEFINE_FLAG(MF4, FIRERESIST, AActor, flags4),
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DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4),
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DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4),
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DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4),
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DEFINE_FLAG(MF4, DONTHURTSPECIES, AActor, flags4),
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DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4),
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DEFINE_FLAG(MF4, DEFLECT, AActor, flags4),
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DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4),
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DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
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DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
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DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
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DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4),
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DEFINE_FLAG(MF5, FASTER, AActor, flags5),
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DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
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DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
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DEFINE_FLAG(MF5, BOUNCEONACTORS, AActor, flags5),
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DEFINE_FLAG(MF5, EXPLODEONWATER, AActor, flags5),
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DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects),
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DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
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};
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static flagdef InventoryFlags[] =
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{
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// Inventory flags
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DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags),
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DEFINE_FLAG(IF, AUTOACTIVATE, AInventory, ItemFlags),
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DEFINE_FLAG(IF, UNDROPPABLE, AInventory, ItemFlags),
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DEFINE_FLAG(IF, INVBAR, AInventory, ItemFlags),
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DEFINE_FLAG(IF, HUBPOWER, AInventory, ItemFlags),
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DEFINE_FLAG(IF, INTERHUBSTRIP, AInventory, ItemFlags),
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DEFINE_FLAG(IF, PICKUPFLASH, AInventory, ItemFlags),
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DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags),
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DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags),
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DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags),
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};
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static flagdef WeaponFlags[] =
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{
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// Weapon flags
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DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, READYSNDHALF, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, DONTBOB, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, AXEBLOOD, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, NOALERT, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, AMMO_OPTIONAL, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, ALT_AMMO_OPTIONAL, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, PRIMARY_USES_BOTH, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, WIMPY_WEAPON, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags),
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//DEFINE_FLAG(WIF, EXTREME_DEATH, AWeapon, WeaponFlags), // this should be removed now!
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DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags),
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DEFINE_FLAG2(WIF_BOT_MELEE, MELEEWEAPON, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
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//WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
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//DEFINE_FLAG(WIF , HITS_GHOSTS, WeaponFlags), // I think it would be smarter to remap the THRUGHOST flag to this
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};
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static const struct { const TypeInfo *Type; flagdef *Defs; int NumDefs; } FlagLists[] =
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{
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{ RUNTIME_CLASS(AActor), ActorFlags, sizeof(ActorFlags)/sizeof(flagdef) },
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{ RUNTIME_CLASS(AInventory), InventoryFlags, sizeof(InventoryFlags)/sizeof(flagdef) },
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{ RUNTIME_CLASS(AWeapon), WeaponFlags, sizeof(WeaponFlags)/sizeof(flagdef) }
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};
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#define NUM_FLAG_LISTS 3
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//==========================================================================
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//
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// Find a flag by name using a binary search
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//
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//==========================================================================
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static int STACK_ARGS flagcmp (const void * a, const void * b)
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{
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return stricmp( ((flagdef*)a)->name, ((flagdef*)b)->name);
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}
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static flagdef *FindFlag (flagdef *flags, int numflags, const char *flag)
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{
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int min = 0, max = numflags - 1;
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while (min <= max)
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{
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int mid = (min + max) / 2;
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int lexval = stricmp (flag, flags[mid].name);
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if (lexval == 0)
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{
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return &flags[mid];
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}
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else if (lexval > 0)
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{
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min = mid + 1;
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}
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else
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{
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max = mid - 1;
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}
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}
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return NULL;
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}
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static flagdef *FindFlag (const TypeInfo *type, const char *part1, const char *part2)
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{
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static bool flagsorted = false;
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flagdef *def;
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int i;
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if (!flagsorted)
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{
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for (i = 0; i < NUM_FLAG_LISTS; ++i)
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{
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qsort (FlagLists[i].Defs, FlagLists[i].NumDefs, sizeof(flagdef), flagcmp);
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}
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flagsorted = true;
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}
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if (part2 == NULL)
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{ // Search all lists
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for (i = 0; i < NUM_FLAG_LISTS; ++i)
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{
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if (type->IsDescendantOf (FlagLists[i].Type))
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{
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def = FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part1);
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if (def != NULL)
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{
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return def;
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}
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}
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}
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}
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else
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{ // Search just the named list
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for (i = 0; i < NUM_FLAG_LISTS; ++i)
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{
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if (stricmp (FlagLists[i].Type->Name+1, part1) == 0)
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{
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if (type->IsDescendantOf (FlagLists[i].Type))
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{
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return FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part2);
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}
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else
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{
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return NULL;
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}
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}
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}
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}
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return NULL;
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}
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int EvalExpressionI (int id, AActor *self);
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//===========================================================================
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//
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// A_ChangeFlag
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//
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// This cannot be placed in thingdef_codeptr because it needs the flag table
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//
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//===========================================================================
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void A_ChangeFlag(AActor * self)
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{
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int index=CheckIndex(2);
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char * flagname = (char *)StateParameters[index]; // the string is changed but that doesn't really matter
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int expression = EvalExpressionI (StateParameters[index+1], self);
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char *dot = strchr (flagname, '.');
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flagdef *fd;
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if (dot != NULL)
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{
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*dot = '\0';
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fd = FindFlag (self->GetClass(), flagname, dot+1);
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*dot = '.';
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}
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else
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{
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|
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(CheckTerrain)
|
|
ACTOR(Countdown)
|
|
ACTOR(AlertMonsters)
|
|
ACTOR(ClearSoundTarget)
|
|
ACTOR(FireAssaultGun)
|
|
ACTOR(PlaySound)
|
|
ACTOR(PlayWeaponSound)
|
|
ACTOR(FLoopActiveSound)
|
|
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)
|
|
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)
|
|
ACTOR(DualPainAttack)
|
|
ACTOR(GiveToTarget)
|
|
ACTOR(TakeFromTarget)
|
|
ACTOR(JumpIfInTargetInventory)
|
|
ACTOR(CountdownArg)
|
|
ACTOR(CustomMeleeAttack)
|
|
|
|
|
|
#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)
|
|
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")
|
|
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)
|
|
FUNC(A_ClearSoundTarget, NULL)
|
|
FUNC(A_FireAssaultGun, NULL)
|
|
FUNC(A_CheckTerrain, NULL )
|
|
|
|
// Only selected original weapon functions will be available.
|
|
// All the attack pointers are somewhat tricky due to the way the flash state is handled
|
|
FUNC(A_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_FLoopActiveSound, NULL )
|
|
FUNC(A_LoopActiveSound, NULL )
|
|
FUNC(A_StopSound, NULL )
|
|
FUNC(A_SeekerMissile, "XX" )
|
|
FUNC(A_Jump, "XL" )
|
|
FUNC(A_CustomMissile, "MXXxxx" )
|
|
FUNC(A_CustomBulletAttack, "XXXXmx" )
|
|
FUNC(A_CustomRailgun, "Xxccxxx" )
|
|
FUNC(A_JumpIfHealthLower, "XL" )
|
|
FUNC(A_JumpIfCloser, "XL" )
|
|
FUNC(A_JumpIfInventory, "MXL" )
|
|
FUNC(A_GiveInventory, "Mx" )
|
|
FUNC(A_TakeInventory, "Mx" )
|
|
FUNC(A_SpawnItem, "Mxxy" )
|
|
FUNC(A_ThrowGrenade, "Mxxxy" )
|
|
FUNC(A_SelectWeapon, "M")
|
|
FUNC(A_Print, "T")
|
|
FUNC(A_SetTranslucent, "Xx")
|
|
FUNC(A_FadeIn, "x")
|
|
FUNC(A_FadeOut, "x")
|
|
FUNC(A_SpawnDebris, "M")
|
|
FUNC(A_CheckSight, "L")
|
|
FUNC(A_ExtChase, "XXyx")
|
|
FUNC(A_Jiggle, "XX")
|
|
FUNC(A_DropInventory, "M")
|
|
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" )
|
|
FUNC(A_CustomPunch, "Xxymx" )
|
|
FUNC(A_FireBullets, "XXXXmyx" )
|
|
FUNC(A_FireCustomMissile, "Mxyxx" )
|
|
FUNC(A_RailAttack, "Xxyccxx" )
|
|
FUNC(A_Recoil, "X")
|
|
FUNC(A_JumpIfInTargetInventory, "MXL" )
|
|
FUNC(A_GiveToTarget, "Mx" )
|
|
FUNC(A_TakeFromTarget, "Mx" )
|
|
FUNC(A_CountdownArg, "X")
|
|
FUNC(A_CustomMeleeAttack, "XXXsty" )
|
|
};
|
|
|
|
//==========================================================================
|
|
//
|
|
// Find a function by name using a binary search
|
|
//
|
|
//==========================================================================
|
|
static int STACK_ARGS funccmp(const void * a, const void * b)
|
|
{
|
|
return stricmp( ((AFuncDesc*)a)->Name, ((AFuncDesc*)b)->Name);
|
|
}
|
|
|
|
static AFuncDesc * FindFunction(char * string)
|
|
{
|
|
static bool funcsorted=false;
|
|
|
|
if (!funcsorted)
|
|
{
|
|
qsort(AFTable, countof(AFTable), sizeof(AFTable[0]), funccmp);
|
|
funcsorted=true;
|
|
}
|
|
|
|
int min = 0, max = countof(AFTable)-1;
|
|
|
|
while (min <= max)
|
|
{
|
|
int mid = (min + max) / 2;
|
|
int lexval = stricmp (string, AFTable[mid].Name);
|
|
if (lexval == 0)
|
|
{
|
|
return &AFTable[mid];
|
|
}
|
|
else if (lexval > 0)
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
static const char *BasicAttackNames[4] =
|
|
{
|
|
"A_MeleeAttack",
|
|
"A_MissileAttack",
|
|
"A_ComboAttack",
|
|
NULL
|
|
};
|
|
static const actionf_p BasicAttacks[3] =
|
|
{
|
|
A_MeleeAttack,
|
|
A_MissileAttack,
|
|
A_ComboAttack
|
|
};
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// Translation parsing
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------
|
|
static int NumUsedTranslations;
|
|
static int NumUsedBloodTranslations;
|
|
byte decorate_translations[256*256*2];
|
|
PalEntry BloodTranslations[256];
|
|
|
|
void InitDecorateTranslations()
|
|
{
|
|
// The translation tables haven't been allocated yet so we may as easily use a static buffer instead!
|
|
NumUsedBloodTranslations = NumUsedTranslations = 0;
|
|
for(int i=0;i<256*256*2;i++) decorate_translations[i]=i&255;
|
|
}
|
|
|
|
static bool Check(char *& range, char c, bool error=true)
|
|
{
|
|
while (isspace(*range)) range++;
|
|
if (*range==c)
|
|
{
|
|
range++;
|
|
return true;
|
|
}
|
|
if (error)
|
|
{
|
|
//SC_ScriptError("Invalid syntax in translation specification: '%c' expected", c);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
static void AddToTranslation(unsigned char * translation, char * range)
|
|
{
|
|
int start,end;
|
|
|
|
start=strtol(range, &range, 10);
|
|
if (!Check(range, ':')) return;
|
|
end=strtol(range, &range, 10);
|
|
if (!Check(range, '=')) return;
|
|
if (!Check(range, '[', false))
|
|
{
|
|
int pal1,pal2;
|
|
fixed_t palcol, palstep;
|
|
|
|
pal1=strtol(range, &range, 10);
|
|
if (!Check(range, ':')) return;
|
|
pal2=strtol(range, &range, 10);
|
|
|
|
if (start > end)
|
|
{
|
|
swap (start, end);
|
|
swap (pal1, pal2);
|
|
}
|
|
else if (start == end)
|
|
{
|
|
translation[start] = pal1;
|
|
return;
|
|
}
|
|
palcol = pal1 << FRACBITS;
|
|
palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
|
|
for (int i = start; i <= end; palcol += palstep, ++i)
|
|
{
|
|
translation[i] = palcol >> FRACBITS;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// translation using RGB values
|
|
int r1;
|
|
int g1;
|
|
int b1;
|
|
int r2;
|
|
int g2;
|
|
int b2;
|
|
int r,g,b;
|
|
int rs,gs,bs;
|
|
|
|
r1=strtol(range, &range, 10);
|
|
if (!Check(range, ',')) return;
|
|
g1=strtol(range, &range, 10);
|
|
if (!Check(range, ',')) return;
|
|
b1=strtol(range, &range, 10);
|
|
if (!Check(range, ']')) return;
|
|
if (!Check(range, ':')) return;
|
|
if (!Check(range, '[')) return;
|
|
r2=strtol(range, &range, 10);
|
|
if (!Check(range, ',')) return;
|
|
g2=strtol(range, &range, 10);
|
|
if (!Check(range, ',')) return;
|
|
b2=strtol(range, &range, 10);
|
|
if (!Check(range, ']')) return;
|
|
|
|
if (start > end)
|
|
{
|
|
swap (start, end);
|
|
r = r2;
|
|
g = g2;
|
|
b = b2;
|
|
rs = r1 - r2;
|
|
gs = g1 - g2;
|
|
bs = b1 - b2;
|
|
}
|
|
else
|
|
{
|
|
r = r1;
|
|
g = g1;
|
|
b = b1;
|
|
rs = r2 - r1;
|
|
gs = g2 - g1;
|
|
bs = b2 - b1;
|
|
}
|
|
if (start == end)
|
|
{
|
|
translation[start] = ColorMatcher.Pick
|
|
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
|
return;
|
|
}
|
|
rs /= (end - start);
|
|
gs /= (end - start);
|
|
bs /= (end - start);
|
|
for (int i = start; i <= end; ++i)
|
|
{
|
|
translation[i] = ColorMatcher.Pick
|
|
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
|
r += rs;
|
|
g += gs;
|
|
b += bs;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
static int StoreTranslation(const unsigned char * translation)
|
|
{
|
|
for (int i = 0; i < NumUsedTranslations; i++)
|
|
{
|
|
if (!memcmp(translation, decorate_translations + i*256, 256))
|
|
{
|
|
// A duplicate of this translation already exists
|
|
return TRANSLATION(TRANSLATION_Decorate, i);
|
|
}
|
|
}
|
|
if (NumUsedTranslations>=MAX_DECORATE_TRANSLATIONS)
|
|
{
|
|
SC_ScriptError("Too many translations in DECORATE");
|
|
}
|
|
memcpy(decorate_translations + NumUsedTranslations*256, translation, 256);
|
|
NumUsedTranslations++;
|
|
return TRANSLATION(TRANSLATION_Decorate, NumUsedTranslations-1);
|
|
}
|
|
|
|
static int CreateBloodTranslation(PalEntry color)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < NumUsedBloodTranslations; i++)
|
|
{
|
|
if (color.r == BloodTranslations[i].r &&
|
|
color.g == BloodTranslations[i].g &&
|
|
color.b == BloodTranslations[i].b)
|
|
{
|
|
// A duplicate of this translation already exists
|
|
return i;
|
|
}
|
|
}
|
|
if (NumUsedBloodTranslations>=MAX_DECORATE_TRANSLATIONS)
|
|
{
|
|
SC_ScriptError("Too many blood colors in DECORATE");
|
|
}
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b);
|
|
int entry = ColorMatcher.Pick(color.r*bright/255, color.g*bright/255, color.b*bright/255);
|
|
|
|
*(decorate_translations + MAX_DECORATE_TRANSLATIONS*256 + NumUsedBloodTranslations*256 + i)=entry;
|
|
}
|
|
BloodTranslations[NumUsedBloodTranslations]=color;
|
|
return NumUsedBloodTranslations++;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// DropItem handling
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
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)
|
|
{
|
|
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;)
|
|
{
|
|
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;
|
|
int minrequiredstate = -1;
|
|
|
|
statestring[255] = 0;
|
|
|
|
ChkBraceOpn();
|
|
while (!TestBraceCls() && !sc_End)
|
|
{
|
|
memset(&state,0,sizeof(state));
|
|
SC_MustGetString();
|
|
if (SC_Compare("GOTO"))
|
|
{
|
|
do_goto: SC_MustGetString();
|
|
strncpy (statestring, sc_String, 255);
|
|
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);
|
|
SC_SetEscape(false);
|
|
SC_MustGetString(); // this can read the frame string so escape characters have to be disabled
|
|
SC_SetEscape(true);
|
|
|
|
if (SC_Compare (":"))
|
|
{
|
|
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 ();
|
|
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;
|
|
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;
|
|
|
|
case 'D':
|
|
case 'd':
|
|
SC_MustGetString ();
|
|
v = V_GetColor (NULL, sc_String);
|
|
((PalEntry *)&v)->a = 255;
|
|
break;
|
|
|
|
case 'X':
|
|
case 'x':
|
|
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;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void FixStatePointersAgain (FActorInfo *actor, AActor *defaults, FState **start, FState **stop)
|
|
{
|
|
FState **stp;
|
|
|
|
for (stp = start; stp <= stop; ++stp)
|
|
{
|
|
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();
|
|
FState *realstates = new FState[count];
|
|
int i;
|
|
int currange;
|
|
|
|
if (count > 0)
|
|
{
|
|
memcpy(realstates, &StateArray[0], count*sizeof(FState));
|
|
actor->OwnedStates = realstates;
|
|
actor->NumOwnedStates = count;
|
|
|
|
// adjust the state pointers
|
|
// In the case new states are added these must be adjusted, too!
|
|
FixStatePointers (actor, &defaults->SpawnState, &defaults->GreetingsState);
|
|
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
|
{
|
|
AWeapon *weapon = (AWeapon*)defaults;
|
|
|
|
FixStatePointers (actor, &weapon->UpState, &weapon->FlashState);
|
|
}
|
|
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ACustomInventory)))
|
|
{
|
|
ACustomInventory *item = (ACustomInventory*)defaults;
|
|
|
|
FixStatePointers (actor, &item->UseState, &item->DropState);
|
|
}
|
|
|
|
for(i = currange = 0; i < count; i++)
|
|
{
|
|
// resolve labels and jumps
|
|
switch((ptrdiff_t)realstates[i].NextState)
|
|
{
|
|
case 0: // next
|
|
realstates[i].NextState = (i < count-1 ? &realstates[i+1] : &realstates[0]);
|
|
break;
|
|
|
|
case -1: // stop
|
|
realstates[i].NextState = NULL;
|
|
break;
|
|
|
|
case -2: // wait
|
|
realstates[i].NextState = &realstates[i];
|
|
break;
|
|
|
|
default: // loop
|
|
if ((size_t)realstates[i].NextState < 0x10000)
|
|
{
|
|
realstates[i].NextState = &realstates[(size_t)realstates[i].NextState-1];
|
|
}
|
|
else // goto
|
|
{
|
|
realstates[i].NextState = ResolveGotoLabel (defaults, bag.Info->Class, (char *)realstates[i].NextState);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
StateArray.Clear ();
|
|
|
|
// Fix state pointers that are gotos
|
|
FixStatePointersAgain (actor, defaults, &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;
|
|
|
|
if (sc_String[0]!='-' && sc_String[0]!='+')
|
|
{
|
|
if (SC_CheckString ("."))
|
|
{
|
|
SC_MustGetString ();
|
|
propname += '.';
|
|
strlwr (sc_String);
|
|
propname += sc_String;
|
|
}
|
|
else
|
|
{
|
|
SC_UnGet ();
|
|
}
|
|
}
|
|
prop = is_actorprop (propname.GetChars());
|
|
|
|
if (prop != NULL)
|
|
{
|
|
if (!info->IsDescendantOf(prop->type))
|
|
{
|
|
SC_ScriptError("\"%s\" requires an actor of type \"%s\"\n", propname.GetChars(), prop->type->Name+1);
|
|
}
|
|
else
|
|
{
|
|
prop->Handler ((AActor *)bag.Info->Defaults, bag);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SC_ScriptError("\"%s\" is an unknown actor property\n", propname.GetChars());
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Reads an actor definition
|
|
//
|
|
//==========================================================================
|
|
void ProcessActor(void (*process)(FState *, int))
|
|
{
|
|
FActorInfo * info=NULL;
|
|
AActor * defaults;
|
|
Baggage bag;
|
|
|
|
try
|
|
{
|
|
FActorInfo * parent;
|
|
|
|
info=CreateNewActor(&parent, &bag);
|
|
defaults=(AActor*)info->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);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorGame (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetString ();
|
|
if (SC_Compare ("Doom"))
|
|
{
|
|
bag.Info->GameFilter |= GAME_Doom;
|
|
}
|
|
else if (SC_Compare ("Heretic"))
|
|
{
|
|
bag.Info->GameFilter |= GAME_Heretic;
|
|
}
|
|
else if (SC_Compare ("Hexen"))
|
|
{
|
|
bag.Info->GameFilter |= GAME_Hexen;
|
|
}
|
|
else if (SC_Compare ("Raven"))
|
|
{
|
|
bag.Info->GameFilter |= GAME_Raven;
|
|
}
|
|
else if (SC_Compare ("Strife"))
|
|
{
|
|
bag.Info->GameFilter |= GAME_Strife;
|
|
}
|
|
else if (SC_Compare ("Any"))
|
|
{
|
|
bag.Info->GameFilter = GAME_Any;
|
|
}
|
|
else
|
|
{
|
|
SC_ScriptError ("Unknown game type %s", sc_String);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorSpawnID (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber();
|
|
if (sc_Number<0 || sc_Number>255)
|
|
{
|
|
SC_ScriptError ("SpawnID must be in the range [0,255]");
|
|
}
|
|
else bag.Info->SpawnID=(BYTE)sc_Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorConversationID (AActor *defaults, Baggage &bag)
|
|
{
|
|
int convid;
|
|
|
|
SC_MustGetNumber();
|
|
convid = sc_Number;
|
|
|
|
// Handling for Strife teaser IDs - only of meaning for the standard items
|
|
// as PWADs cannot be loaded with the teasers.
|
|
if (SC_CheckString(","))
|
|
{
|
|
SC_MustGetNumber();
|
|
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE))
|
|
convid=sc_Number;
|
|
|
|
SC_MustGetStringName(",");
|
|
SC_MustGetNumber();
|
|
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE|GI_TEASER2))
|
|
convid=sc_Number;
|
|
|
|
if (convid==-1) return;
|
|
}
|
|
if (convid<0 || convid>344)
|
|
{
|
|
SC_ScriptError ("ConversationID must be in the range [0,344]");
|
|
}
|
|
else StrifeTypes[convid] = bag.Info->Class;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorTag (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetString();
|
|
bag.Info->Class->Meta.SetMetaString(AMETA_StrifeName, sc_String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorHealth (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber();
|
|
defaults->health=sc_Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorGibHealth (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_GibHealth, sc_Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorWoundHealth (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_WoundHealth, sc_Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorReactionTime (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber();
|
|
defaults->reactiontime=sc_Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorPainChance (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber();
|
|
defaults->PainChance=sc_Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDamage (AActor *defaults, Baggage &bag)
|
|
{
|
|
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)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Spawn");
|
|
defaults->SpawnState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorSeeState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "See");
|
|
defaults->SeeState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMeleeState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Melee");
|
|
defaults->MeleeState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMissileState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Missile");
|
|
defaults->MissileState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorPainState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Pain");
|
|
defaults->PainState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDeathState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Death");
|
|
defaults->DeathState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorXDeathState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "XDeath");
|
|
defaults->XDeathState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorBurnState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Burn");
|
|
defaults->BDeathState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorIceState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Ice");
|
|
defaults->IDeathState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorRaiseState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Raise");
|
|
defaults->RaiseState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorCrashState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Crash");
|
|
defaults->CrashState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorCrushState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Crush");
|
|
defaults->CrushState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorWoundState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Wound");
|
|
defaults->WoundState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDisintegrateState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Disintegrate");
|
|
defaults->EDeathState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorHealState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Heal");
|
|
defaults->HealState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorYesState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "Yes");
|
|
defaults->YesState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorNoState (AActor *defaults, Baggage &bag)
|
|
{
|
|
StatePropertyIsDeprecated (bag.Info->Class->Name+1, "No");
|
|
defaults->NoState=CheckState (bag.CurrentState, bag.Info->Class);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorGreetingsState (AActor *defaults, Baggage &bag)
|
|
{
|
|
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)
|
|
{
|
|
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 || (bag.Info->GameFilter&GAME_Strife)) ? 6:2;
|
|
if (sc_Number < 0 || sc_Number > max)
|
|
{
|
|
SC_ScriptError ("Translation must be in the range [0,%d]", max);
|
|
}
|
|
defaults->Translation = TRANSLATION(TRANSLATION_Standard, sc_Number);
|
|
}
|
|
else
|
|
{
|
|
unsigned char translation[256];
|
|
for(int i=0;i<256;i++) translation[i]=i;
|
|
do
|
|
{
|
|
SC_GetString();
|
|
AddToTranslation(translation,sc_String);
|
|
}
|
|
while (SC_CheckString(","));
|
|
defaults->Translation = StoreTranslation (translation);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorBloodColor (AActor *defaults, Baggage &bag)
|
|
{
|
|
int r,g,b;
|
|
|
|
if (SC_CheckNumber())
|
|
{
|
|
SC_MustGetNumber();
|
|
r=clamp<int>(sc_Number, 0, 255);
|
|
SC_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);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorBounceFactor (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetFloat ();
|
|
defaults->bouncefactor = clamp<fixed_t>(fixed_t(sc_Float * FRACUNIT), 0, FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorBounceCount (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber ();
|
|
defaults->bouncecount = sc_Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMinMissileChance (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber ();
|
|
defaults->MinMissileChance=sc_Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDamageType (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetString ();
|
|
if (SC_Compare("Normal")) defaults->DamageType=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);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
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 ActorPoisonDamage (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_PoisonDamage, sc_Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorFastSpeed (AActor *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetFloat();
|
|
bag.Info->Class->Meta.SetMetaFixed (AMETA_FastSpeed, fixed_t(sc_Float*FRACUNIT));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void 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)
|
|
{
|
|
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)
|
|
{
|
|
// allow game specific pickup messages
|
|
const char * games[] = {"Doom", "Heretic", "Hexen", "Raven", "Strife", NULL};
|
|
int gamemode[]={GAME_Doom, GAME_Heretic, GAME_Hexen, GAME_Raven, GAME_Strife};
|
|
|
|
SC_MustGetString();
|
|
int game = SC_MatchString(games);
|
|
|
|
if (game!=-1)
|
|
{
|
|
SC_MustGetString();
|
|
if (!(gameinfo.gametype&gamemode[game])) return;
|
|
}
|
|
bag.Info->Class->Meta.SetMetaString(AIMETA_PickupMessage, sc_String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryPickupsound (AInventory *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetString();
|
|
defaults->PickupSound=S_FindSound(sc_String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryRespawntics (AInventory *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber();
|
|
defaults->RespawnTics=sc_Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryUsesound (AInventory *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetString();
|
|
defaults->UseSound=S_FindSound(sc_String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryGiveQuest (APuzzleItem *defaults, Baggage &bag)
|
|
{
|
|
SC_MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt(AIMETA_GiveQuest, sc_Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
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;
|
|
*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();
|
|
|
|
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);
|
|
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) },
|
|
{ "bouncecount", ActorBounceCount, RUNTIME_CLASS(AActor) },
|
|
{ "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) },
|
|
{ "fastspeed", ActorFastSpeed, RUNTIME_CLASS(AActor) },
|
|
{ "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.givequest", (apf)InventoryGiveQuest, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.icon", (apf)InventoryIcon, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.maxamount", (apf)InventoryMaxAmount, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.pickupmessage", (apf)InventoryPickupmsg, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.pickupsound", (apf)InventoryPickupsound, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.respawntics", (apf)InventoryRespawntics, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.usesound", (apf)InventoryUsesound, RUNTIME_CLASS(AInventory) },
|
|
{ "mass", ActorMass, RUNTIME_CLASS(AActor) },
|
|
{ "maxdropoffheight", ActorMaxDropoffHeight, RUNTIME_CLASS(AActor) },
|
|
{ "maxstepheight", ActorMaxStepHeight, RUNTIME_CLASS(AActor) },
|
|
{ "melee", ActorMeleeState, RUNTIME_CLASS(AActor) },
|
|
{ "meleedamage", ActorMeleeDamage, RUNTIME_CLASS(AActor) },
|
|
{ "meleerange", ActorMeleeRange, RUNTIME_CLASS(AActor) },
|
|
{ "meleesound", ActorMeleeSound, RUNTIME_CLASS(AActor) },
|
|
{ "minmissilechance", ActorMinMissileChance, RUNTIME_CLASS(AActor) },
|
|
{ "missile", ActorMissileState, RUNTIME_CLASS(AActor) },
|
|
{ "missileheight", ActorMissileHeight, RUNTIME_CLASS(AActor) },
|
|
{ "missiletype", ActorMissileType, RUNTIME_CLASS(AActor) },
|
|
{ "monster", ActorMonster, RUNTIME_CLASS(AActor) },
|
|
{ "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) },
|
|
{ "poisondamage", ActorPoisonDamage, RUNTIME_CLASS(AActor) },
|
|
{ "powerup.color", (apf)PowerupColor, RUNTIME_CLASS(APowerupGiver) },
|
|
{ "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(APowerupGiver) },
|
|
{ "powerup.type", (apf)PowerupType, RUNTIME_CLASS(APowerupGiver) },
|
|
{ "projectile", ActorProjectile, RUNTIME_CLASS(AActor) },
|
|
{ "puzzleitem.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) },
|
|
{ "tag", ActorTag, 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;
|
|
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;
|
|
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;
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Since these are defined in DECORATE now the table has to be initialized here.
|
|
for(int i=0;i<31;i++)
|
|
{
|
|
char fmt[20];
|
|
sprintf(fmt, "QuestItem%d", i+1);
|
|
QuestItemClasses[i]=TypeInfo::FindType(fmt);
|
|
}
|
|
}
|