/* ** decorations.cpp ** Loads custom actors out of DECORATE lumps. ** **--------------------------------------------------------------------------- ** Copyright 2002-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #include "actor.h" #include "info.h" #include "sc_man.h" #include "tarray.h" #include "templates.h" #include "r_defs.h" #include "r_draw.h" #include "a_pickups.h" #include "s_sound.h" #include "cmdlib.h" #include "p_lnspec.h" #include "p_enemy.h" #include "a_action.h" #include "decallib.h" #include "i_system.h" #include "thingdef.h" #include "r_translate.h" // TYPES ------------------------------------------------------------------- struct FExtraInfo { char DeathSprite[5]; unsigned int SpawnStart, SpawnEnd; unsigned int DeathStart, DeathEnd; unsigned int IceDeathStart, IceDeathEnd; unsigned int FireDeathStart, FireDeathEnd; bool bSolidOnDeath, bSolidOnBurn; bool bBurnAway, bDiesAway, bGenericIceDeath; bool bExplosive; fixed_t DeathHeight, BurnHeight; }; class AFakeInventory : public AInventory { DECLARE_CLASS (AFakeInventory, AInventory); public: bool Respawnable; bool ShouldRespawn () { return Respawnable && Super::ShouldRespawn(); } bool TryPickup (AActor *toucher) { INTBOOL success = LineSpecials[special] (NULL, toucher, false, args[0], args[1], args[2], args[3], args[4]); if (success) { GoAwayAndDie (); return true; } return false; } void DoPickupSpecial (AActor *toucher) { // The special was already executed by TryPickup, so do nothing here } }; IMPLEMENT_CLASS (AFakeInventory) // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- DECLARE_ACTION(A_ScreamAndUnblock) DECLARE_ACTION(A_ActiveAndUnblock) DECLARE_ACTION(A_ActiveSound) // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static void ParseInsideDecoration (FActorInfo *info, AActor *defaults, TArray &states, FExtraInfo &extra, EDefinitionType def, FScanner &sc); static void ParseSpriteFrames (FActorInfo *info, TArray &states, FScanner &sc); // PRIVATE DATA DEFINITIONS ------------------------------------------------ static const char *RenderStyles[] = { "STYLE_None", "STYLE_Normal", "STYLE_Fuzzy", "STYLE_SoulTrans", "STYLE_OptFuzzy", "STYLE_Stencil", "STYLE_Translucent", "STYLE_Add", //"STYLE_Shaded", NULL }; static const char *FlagNames1[] = { "*", "Solid", "*", "NoSector", "NoBlockmap", "*", "*", "*", "SpawnCeiling", "NoGravity", "*", "*", "*", "*", "*", "*", "*", "*", "Shadow", "NoBlood", "*", "*", "*", "CountItem", NULL }; static const char *FlagNames2[] = { "LowGravity", "WindThrust", "*", "*", "*", "FloorClip", "SpawnFloat", "NoTeleport", "Ripper", "Pushable", "SlidesOnWalls", "*", "CanPass", "CannotPush", "ThruGhost", "*", "FireDamage", "NoDamageThrust", "Telestomp", "FloatBob", "*", "ActivateImpact", "CanPushWalls", "ActivateMCross", "ActivatePCross", "*", "*", "*", "*", "*", "*", "Reflective", NULL }; static const char *FlagNames3[] = { "FloorHugger", "CeilingHugger", "*", "*", "*", "*", "DontSplash", NULL }; // CODE -------------------------------------------------------------------- //========================================================================== // // ParseOldDecoration // // Reads an old style decoration object // //========================================================================== void ParseOldDecoration(FScanner &sc, EDefinitionType def) { TArray states; FExtraInfo extra; PClass *type; PClass *parent; FActorInfo *info; FName typeName; if (def == DEF_Pickup) parent = RUNTIME_CLASS(AFakeInventory); else parent = RUNTIME_CLASS(AActor); sc.MustGetString(); typeName = FName(sc.String); type = parent->CreateDerivedClass (typeName, parent->Size); info = type->ActorInfo; info->GameFilter = 0x80; MakeStateDefines(parent->ActorInfo->StateList); sc.MustGetString (); while (!sc.Compare ("{")) { if (sc.Compare ("Doom")) { info->GameFilter |= GAME_Doom; } else if (sc.Compare ("Heretic")) { info->GameFilter |= GAME_Heretic; } else if (sc.Compare ("Hexen")) { info->GameFilter |= GAME_Hexen; } else if (sc.Compare ("Raven")) { info->GameFilter |= GAME_Raven; } else if (sc.Compare ("Strife")) { info->GameFilter |= GAME_Strife; } else if (sc.Compare ("Any")) { info->GameFilter = GAME_Any; } else { if (def != DEF_Decoration || info->GameFilter != 0x80) { sc.ScriptError ("Unknown game type %s in %s", sc.String, typeName.GetChars()); } else { // If this is a regular decoration (without preceding keyword) and no game // filters defined this is more likely a general syntax error so output a // more meaningful message. sc.ScriptError ("Syntax error: Unknown identifier '%s'", typeName.GetChars()); } } sc.MustGetString (); } if (info->GameFilter == 0x80) { info->GameFilter = GAME_Any; } else { info->GameFilter &= ~0x80; } states.Clear (); memset (&extra, 0, sizeof(extra)); ParseInsideDecoration (info, (AActor *)(type->Defaults), states, extra, def, sc); info->NumOwnedStates = states.Size(); if (info->NumOwnedStates == 0) { sc.ScriptError ("%s does not define any animation frames", typeName.GetChars() ); } else if (extra.SpawnEnd == 0) { sc.ScriptError ("%s does not have a Frames definition", typeName.GetChars() ); } else if (def == DEF_BreakableDecoration && extra.DeathEnd == 0) { sc.ScriptError ("%s does not have a DeathFrames definition", typeName.GetChars() ); } else if (extra.IceDeathEnd != 0 && extra.bGenericIceDeath) { sc.ScriptError ("You cannot use IceDeathFrames and GenericIceDeath together"); } if (extra.IceDeathEnd != 0) { // Make a copy of the final frozen frame for A_FreezeDeathChunks FState icecopy = states[extra.IceDeathEnd-1]; states.Push (icecopy); info->NumOwnedStates += 1; } info->OwnedStates = new FState[info->NumOwnedStates]; memcpy (info->OwnedStates, &states[0], info->NumOwnedStates * sizeof(info->OwnedStates[0])); if (info->NumOwnedStates == 1) { info->OwnedStates->Tics = -1; info->OwnedStates->Misc1 = 0; } else { size_t i; // Spawn states loop endlessly for (i = extra.SpawnStart; i < extra.SpawnEnd-1; ++i) { info->OwnedStates[i].NextState = &info->OwnedStates[i+1]; } info->OwnedStates[i].NextState = &info->OwnedStates[extra.SpawnStart]; // Death states are one-shot and freeze on the final state if (extra.DeathEnd != 0) { for (i = extra.DeathStart; i < extra.DeathEnd-1; ++i) { info->OwnedStates[i].NextState = &info->OwnedStates[i+1]; } if (extra.bDiesAway || def == DEF_Projectile) { info->OwnedStates[i].NextState = NULL; } else { info->OwnedStates[i].Tics = -1; info->OwnedStates[i].Misc1 = 0; } if (def == DEF_Projectile) { if (extra.bExplosive) { info->OwnedStates[extra.DeathStart].Action = GET_ACTION(A_Explode); } } else { // The first frame plays the death sound and // the second frame makes it nonsolid. info->OwnedStates[extra.DeathStart].Action= GET_ACTION(A_Scream); if (extra.bSolidOnDeath) { } else if (extra.DeathStart + 1 < extra.DeathEnd) { info->OwnedStates[extra.DeathStart+1].Action = GET_ACTION(A_NoBlocking); } else { info->OwnedStates[extra.DeathStart].Action = GET_ACTION(A_ScreamAndUnblock); } if (extra.DeathHeight == 0) extra.DeathHeight = ((AActor*)(type->Defaults))->height; info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, extra.DeathHeight); } AddState("Death", &info->OwnedStates[extra.DeathStart]); } // Burn states are the same as death states, except they can optionally terminate if (extra.FireDeathEnd != 0) { for (i = extra.FireDeathStart; i < extra.FireDeathEnd-1; ++i) { info->OwnedStates[i].NextState = &info->OwnedStates[i+1]; } if (extra.bBurnAway) { info->OwnedStates[i].NextState = NULL; } else { info->OwnedStates[i].Tics = -1; info->OwnedStates[i].Misc1 = 0; } // The first frame plays the burn sound and // the second frame makes it nonsolid. info->OwnedStates[extra.FireDeathStart].Action = GET_ACTION(A_ActiveSound); if (extra.bSolidOnBurn) { } else if (extra.FireDeathStart + 1 < extra.FireDeathEnd) { info->OwnedStates[extra.FireDeathStart+1].Action = GET_ACTION(A_NoBlocking); } else { info->OwnedStates[extra.FireDeathStart].Action = GET_ACTION(A_ActiveAndUnblock); } if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(type->Defaults))->height; type->Meta.SetMetaFixed (AMETA_BurnHeight, extra.BurnHeight); AddState("Burn", &info->OwnedStates[extra.FireDeathStart]); } // Ice states are similar to burn and death, except their final frame enters // a loop that eventually causes them to bust to pieces. if (extra.IceDeathEnd != 0) { for (i = extra.IceDeathStart; i < extra.IceDeathEnd-1; ++i) { info->OwnedStates[i].NextState = &info->OwnedStates[i+1]; } info->OwnedStates[i].NextState = &info->OwnedStates[info->NumOwnedStates-1]; info->OwnedStates[i].Tics = 5; info->OwnedStates[i].Misc1 = 0; info->OwnedStates[i].Action = GET_ACTION(A_FreezeDeath); i = info->NumOwnedStates - 1; info->OwnedStates[i].NextState = &info->OwnedStates[i]; info->OwnedStates[i].Tics = 1; info->OwnedStates[i].Misc1 = 0; info->OwnedStates[i].Action = GET_ACTION(A_FreezeDeathChunks); AddState("Ice", &info->OwnedStates[extra.IceDeathStart]); } else if (extra.bGenericIceDeath) { AddState("Ice", RUNTIME_CLASS(AActor)->ActorInfo->FindState(NAME_GenericFreezeDeath)); } } if (def == DEF_BreakableDecoration) { ((AActor *)(type->Defaults))->flags |= MF_SHOOTABLE; } if (def == DEF_Projectile) { ((AActor *)(type->Defaults))->flags |= MF_DROPOFF|MF_MISSILE; } AddState("Spawn", &info->OwnedStates[extra.SpawnStart]); InstallStates (info, ((AActor *)(type->Defaults))); } //========================================================================== // // ParseInsideDecoration // // Parses attributes out of a definition terminated with a } // //========================================================================== static void ParseInsideDecoration (FActorInfo *info, AActor *defaults, TArray &states, FExtraInfo &extra, EDefinitionType def, FScanner &sc) { AFakeInventory *const inv = static_cast(defaults); char sprite[5] = "TNT1"; sc.MustGetString (); while (!sc.Compare ("}")) { if (sc.Compare ("DoomEdNum")) { sc.MustGetNumber (); if (sc.Number < -1 || sc.Number > 32767) { sc.ScriptError ("DoomEdNum must be in the range [-1,32767]"); } info->DoomEdNum = (SWORD)sc.Number; } else if (sc.Compare ("SpawnNum")) { sc.MustGetNumber (); if (sc.Number < 0 || sc.Number > 255) { sc.ScriptError ("SpawnNum must be in the range [0,255]"); } info->SpawnID = (BYTE)sc.Number; } else if (sc.Compare ("Sprite") || ( (def == DEF_BreakableDecoration || def == DEF_Projectile) && sc.Compare ("DeathSprite") && (extra.DeathSprite[0] = 1)) // This is intentionally = and not == ) { sc.MustGetString (); if (sc.StringLen != 4) { sc.ScriptError ("Sprite name must be exactly four characters long"); } if (extra.DeathSprite[0] == 1) { memcpy (extra.DeathSprite, sc.String, 4); } else { memcpy (sprite, sc.String, 4); } } else if (sc.Compare ("Frames")) { sc.MustGetString (); extra.SpawnStart = states.Size(); ParseSpriteFrames (info, states, sc); extra.SpawnEnd = states.Size(); } else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) && sc.Compare ("DeathFrames")) { sc.MustGetString (); extra.DeathStart = states.Size(); ParseSpriteFrames (info, states, sc); extra.DeathEnd = states.Size(); } else if (def == DEF_BreakableDecoration && sc.Compare ("IceDeathFrames")) { sc.MustGetString (); extra.IceDeathStart = states.Size(); ParseSpriteFrames (info, states, sc); extra.IceDeathEnd = states.Size(); } else if (def == DEF_BreakableDecoration && sc.Compare ("BurnDeathFrames")) { sc.MustGetString (); extra.FireDeathStart = states.Size(); ParseSpriteFrames (info, states, sc); extra.FireDeathEnd = states.Size(); } else if (def == DEF_BreakableDecoration && sc.Compare ("GenericIceDeath")) { extra.bGenericIceDeath = true; } else if (def == DEF_BreakableDecoration && sc.Compare ("BurnsAway")) { extra.bBurnAway = true; } else if (def == DEF_BreakableDecoration && sc.Compare ("DiesAway")) { extra.bDiesAway = true; } else if (sc.Compare ("Alpha")) { sc.MustGetFloat (); defaults->alpha = int(clamp (sc.Float, 0.0, 1.0) * OPAQUE); } else if (sc.Compare ("Scale")) { sc.MustGetFloat (); defaults->scaleX = defaults->scaleY = FLOAT2FIXED(sc.Float); } else if (sc.Compare ("RenderStyle")) { sc.MustGetString (); defaults->RenderStyle = LegacyRenderStyles[sc.MustMatchString (RenderStyles)]; } else if (sc.Compare ("Radius")) { sc.MustGetFloat (); defaults->radius = int(sc.Float * FRACUNIT); } else if (sc.Compare ("Height")) { sc.MustGetFloat (); defaults->height = int(sc.Float * FRACUNIT); } else if (def == DEF_BreakableDecoration && sc.Compare ("DeathHeight")) { sc.MustGetFloat (); extra.DeathHeight = int(sc.Float * FRACUNIT); } else if (def == DEF_BreakableDecoration && sc.Compare ("BurnHeight")) { sc.MustGetFloat (); extra.BurnHeight = int(sc.Float * FRACUNIT); } else if (def == DEF_BreakableDecoration && sc.Compare ("Health")) { sc.MustGetNumber (); defaults->health = sc.Number; } else if (def == DEF_Projectile && sc.Compare ("ExplosionRadius")) { sc.MustGetNumber (); info->Class->Meta.SetMetaInt(ACMETA_ExplosionRadius, sc.Number); extra.bExplosive = true; } else if (def == DEF_Projectile && sc.Compare ("ExplosionDamage")) { sc.MustGetNumber (); info->Class->Meta.SetMetaInt(ACMETA_ExplosionDamage, sc.Number); extra.bExplosive = true; } else if (def == DEF_Projectile && sc.Compare ("DoNotHurtShooter")) { info->Class->Meta.SetMetaInt(ACMETA_DontHurtShooter, true); } else if (def == DEF_Projectile && sc.Compare ("Damage")) { sc.MustGetNumber (); defaults->Damage = sc.Number; } else if (def == DEF_Projectile && sc.Compare ("DamageType")) { sc.MustGetString (); if (sc.Compare ("Normal")) { defaults->DamageType = NAME_None; } else { defaults->DamageType = sc.String; } } else if (def == DEF_Projectile && sc.Compare ("Speed")) { sc.MustGetFloat (); defaults->Speed = fixed_t(sc.Float * 65536.f); } else if (sc.Compare ("Mass")) { sc.MustGetFloat (); defaults->Mass = SDWORD(sc.Float); } else if (sc.Compare ("Translation1")) { sc.MustGetNumber (); if (sc.Number < 0 || sc.Number > 2) { sc.ScriptError ("Translation1 must be in the range [0,2]"); } defaults->Translation = TRANSLATION(TRANSLATION_Standard, sc.Number); } else if (sc.Compare ("Translation2")) { sc.MustGetNumber (); if (sc.Number < 0 || sc.Number >= MAX_ACS_TRANSLATIONS) { #define ERROR(foo) "Translation2 must be in the range [0," #foo "]" sc.ScriptError (ERROR(MAX_ACS_TRANSLATIONS)); #undef ERROR } defaults->Translation = TRANSLATION(TRANSLATION_LevelScripted, sc.Number); } else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) && sc.Compare ("DeathSound")) { sc.MustGetString (); defaults->DeathSound = sc.String; } else if (def == DEF_BreakableDecoration && sc.Compare ("BurnDeathSound")) { sc.MustGetString (); defaults->ActiveSound = sc.String; } else if (def == DEF_Projectile && sc.Compare ("SpawnSound")) { sc.MustGetString (); defaults->SeeSound = sc.String; } else if (def == DEF_Projectile && sc.Compare ("DoomBounce")) { defaults->flags2 = (defaults->flags2 & ~MF2_BOUNCETYPE) | MF2_DOOMBOUNCE; } else if (def == DEF_Projectile && sc.Compare ("HereticBounce")) { defaults->flags2 = (defaults->flags2 & ~MF2_BOUNCETYPE) | MF2_HERETICBOUNCE; } else if (def == DEF_Projectile && sc.Compare ("HexenBounce")) { defaults->flags2 = (defaults->flags2 & ~MF2_BOUNCETYPE) | MF2_HEXENBOUNCE; } else if (def == DEF_Pickup && sc.Compare ("PickupSound")) { sc.MustGetString (); inv->PickupSound = sc.String; } else if (def == DEF_Pickup && sc.Compare ("PickupMessage")) { sc.MustGetString (); info->Class->Meta.SetMetaString(AIMETA_PickupMessage, sc.String); } else if (def == DEF_Pickup && sc.Compare ("Respawns")) { inv->Respawnable = true; } else if (def == DEF_BreakableDecoration && sc.Compare ("SolidOnDeath")) { extra.bSolidOnDeath = true; } else if (def == DEF_BreakableDecoration && sc.Compare ("SolidOnBurn")) { extra.bSolidOnBurn = true; } else if (sc.String[0] != '*') { int bit = sc.MatchString (FlagNames1); if (bit != -1) { defaults->flags |= 1 << bit; } else if ((bit = sc.MatchString (FlagNames2)) != -1) { defaults->flags2 |= 1 << bit; } else if ((bit = sc.MatchString (FlagNames3)) != -1) { defaults->flags3 |= 1 << bit; } else { sc.ScriptError (NULL); } } else { sc.ScriptError (NULL); } sc.MustGetString (); } unsigned int i; int spr = GetSpriteIndex(sprite); for (i = 0; i < states.Size(); ++i) { states[i].sprite = spr; } if (extra.DeathSprite[0] && extra.DeathEnd != 0) { int spr = GetSpriteIndex(extra.DeathSprite); for (i = extra.DeathStart; i < extra.DeathEnd; ++i) { states[i].sprite = spr; } } } //========================================================================== // // ParseSpriteFrames // // Parses a sprite-based animation sequence out of a decoration definition. // You can have multiple sequences, and they will be appended together. // A sequence definition looks like this: // // ":,:,:,..." // // Rate is a number describing the number of tics between frames in this // sequence. If you don't specify it, then a rate of 4 is used. Frames is // a list of consecutive frame characters. Each frame can be postfixed with // the * character to indicate that it is fullbright. // // Examples: // ShortRedTorch looks like this: // "ABCD" // // HeadCandles looks like this: // "6:AB" // // TechLamp looks like this: // "A*B*C*D*" // // BloodyTwich looks like this: // "10:A, 15:B, 8:C, 6:B" //========================================================================== static void ParseSpriteFrames (FActorInfo *info, TArray &states, FScanner &sc) { FState state; char *token = strtok (sc.String, ",\t\n\r"); memset (&state, 0, sizeof(state)); while (token != NULL) { // Skip leading white space while (*token == ' ') token++; int rate = 4; bool firstState = true; char *colon = strchr (token, ':'); if (colon != NULL) { char *stop; *colon = 0; rate = strtol (token, &stop, 10); if (stop == token || rate < 1 || rate > 65534) { sc.ScriptError ("Rates must be in the range [0,65534]"); } token = colon + 1; } state.Tics = rate; while (*token) { if (*token == ' ') { } else if (*token == '*') { if (firstState) { sc.ScriptError ("* must come after a frame"); } state.Frame |= SF_FULLBRIGHT; } else if (*token < 'A' || *token > ']') { sc.ScriptError ("Frames must be A-Z, [, \\, or ]"); } else { if (!firstState) { states.Push (state); } firstState = false; state.Frame = *token-'A'; } ++token; } if (!firstState) { states.Push (state); } token = strtok (NULL, ",\t\n\r"); } } //=========================================================================== // // A_ScreamAndUnblock // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_ScreamAndUnblock) { CALL_ACTION(A_Scream, self); CALL_ACTION(A_NoBlocking, self); } //=========================================================================== // // A_ActiveAndUnblock // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_ActiveAndUnblock) { CALL_ACTION(A_ActiveSound, self); CALL_ACTION(A_NoBlocking, self); } //=========================================================================== // // A_ActiveSound // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound) { if (self->ActiveSound) { S_Sound (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM); } }