mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 14:01:32 +00:00
03617dc6f0
to stop the old music so the new one always starts at the beginning. - Fixed:: AActor::master was not serialized. - Fixed: Sound targets pointing to dead players should be cleared before respawning the player. - Fixed: When the DONTMOVE flag is set A_Chase must not call P_NewChaseDir. - Changed PowerupGiver initialization so that the actual powerup class is looked up during postprocessing. - Gave Strife's instant death sector type its own damage type. SVN r778 (trunk)
2684 lines
90 KiB
C++
2684 lines
90 KiB
C++
/*
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** thingdef-properties.cpp
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**
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** Actor definitions - properties and flags parser
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2007 Christoph Oelckers
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** Copyright 2004-2007 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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#include "a_sharedglobal.h"
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#include "r_translate.h"
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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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#define DEFINE_DEPRECATED_FLAG(name, type, index) { index, #name, -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, SPAWNSOUNDSOURCE, 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_FLAG(MF2, DONTREFLECT, 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, BLASTED, 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, DONTTRANSLATE, 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, CANUSEWALLS, 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, FORCERADIUSDMG, 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(MF4, NOSKIN, AActor, flags4),
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DEFINE_FLAG(MF4, BOSSDEATH, 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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DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
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DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
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DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
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DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
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DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
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DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
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DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
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DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5),
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DEFINE_FLAG(MF5, NEVERFAST, 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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DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
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DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
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// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
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DEFINE_DEPRECATED_FLAG(FIREDAMAGE, AActor, 0),
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DEFINE_DEPRECATED_FLAG(ICEDAMAGE, AActor, 1),
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DEFINE_DEPRECATED_FLAG(LOWGRAVITY, AActor, 2),
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DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE, AActor, 3),
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DEFINE_DEPRECATED_FLAG(LONGMELEERANGE, AActor, 4),
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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, 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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DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags),
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DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags),
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DEFINE_DEPRECATED_FLAG(PICKUPFLASH, AInventory, 5),
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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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DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
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//WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
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};
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static const struct { const PClass *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 PClass *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->TypeName.GetChars(), 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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//===========================================================================
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//
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// HandleDeprecatedFlags
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//
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// Handles the deprecated flags and sets the respective properties
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// to appropriate values. This is solely intended for backwards
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|
// compatibility so mixing this with code that is aware of the real
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|
// properties is not recommended
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//
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//===========================================================================
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static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
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{
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switch (index)
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{
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case 0: // FIREDAMAGE
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defaults->DamageType = set? NAME_Fire : NAME_None;
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break;
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case 1: // ICEDAMAGE
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defaults->DamageType = set? NAME_Ice : NAME_None;
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break;
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case 2: // LOWGRAVITY
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defaults->gravity = set? FRACUNIT/8 : FRACUNIT;
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break;
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case 3: // SHORTMISSILERANGE
|
|
defaults->maxtargetrange = set? 896*FRACUNIT : 0;
|
|
break;
|
|
case 4: // LONGMELEERANGE
|
|
defaults->meleethreshold = set? 196*FRACUNIT : 0;
|
|
break;
|
|
case 5: // INVENTORY.PICKUPFLASH
|
|
if (set)
|
|
{
|
|
static_cast<AInventory*>(defaults)->PickupFlash = fuglyname("PickupFlash");
|
|
}
|
|
else
|
|
{
|
|
static_cast<AInventory*>(defaults)->PickupFlash = NULL;
|
|
}
|
|
break;
|
|
default:
|
|
break; // silence GCC
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ChangeFlag
|
|
//
|
|
// This cannot be placed in thingdef_codeptr because it needs the flag table
|
|
//
|
|
//===========================================================================
|
|
void A_ChangeFlag(AActor * self)
|
|
{
|
|
int index=CheckIndex(2);
|
|
const char * flagname = FName((ENamedName)StateParameters[index]).GetChars();
|
|
int expression = EvalExpressionI (StateParameters[index+1], self);
|
|
|
|
const char *dot = strchr (flagname, '.');
|
|
flagdef *fd;
|
|
|
|
if (dot != NULL)
|
|
{
|
|
FString part1(flagname, dot-flagname);
|
|
fd = FindFlag (self->GetClass(), part1, dot+1);
|
|
}
|
|
else
|
|
{
|
|
fd = FindFlag (self->GetClass(), flagname, NULL);
|
|
}
|
|
|
|
if (fd != NULL)
|
|
{
|
|
if (fd->structoffset == -1)
|
|
{
|
|
HandleDeprecatedFlags(self, !!expression, fd->flagbit);
|
|
}
|
|
else
|
|
{
|
|
int * flagp = (int*) (((char*)self) + fd->structoffset);
|
|
|
|
if (expression) *flagp |= fd->flagbit;
|
|
else *flagp &= ~fd->flagbit;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf("Unknown flag '%s' in '%s'\n", flagname, self->GetClass()->TypeName.GetChars());
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
void ParseActorFlag (FScanner &sc, Baggage &bag, int mod)
|
|
{
|
|
flagdef *fd;
|
|
|
|
sc.MustGetString ();
|
|
|
|
FString part1 = sc.String;
|
|
const char *part2 = NULL;
|
|
if (sc.CheckString ("."))
|
|
{
|
|
sc.MustGetString ();
|
|
part2 = sc.String;
|
|
}
|
|
if ( (fd = FindFlag (bag.Info->Class, part1.GetChars(), part2)) )
|
|
{
|
|
AActor *defaults = (AActor*)bag.Info->Class->Defaults;
|
|
if (fd->structoffset == -1) // this is a deprecated flag that has been changed into a real property
|
|
{
|
|
HandleDeprecatedFlags(defaults, mod=='+', fd->flagbit);
|
|
}
|
|
else
|
|
{
|
|
DWORD * flagvar = (DWORD*) ((char*)defaults + fd->structoffset);
|
|
if (mod == '+')
|
|
{
|
|
*flagvar |= fd->flagbit;
|
|
}
|
|
else
|
|
{
|
|
*flagvar &= ~fd->flagbit;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (part2 == NULL)
|
|
{
|
|
sc.ScriptError("\"%s\" is an unknown flag\n", part1.GetChars());
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("\"%s.%s\" is an unknown flag\n", part1.GetChars(), part2);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// Translation parsing
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------
|
|
FRemapTable CurrentTranslation;
|
|
TArray<PalEntry> BloodTranslationColors;
|
|
|
|
PalEntry BloodTranslations[256];
|
|
|
|
static bool Check(char *& range, char c, bool error=true)
|
|
{
|
|
while (isspace(*range)) range++;
|
|
if (*range==c)
|
|
{
|
|
range++;
|
|
return true;
|
|
}
|
|
if (error)
|
|
{
|
|
//sc.ScriptError("Invalid syntax in translation specification: '%c' expected", c);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
static void AddToTranslation(char * range)
|
|
{
|
|
int start,end;
|
|
|
|
start=strtol(range, &range, 10);
|
|
if (!Check(range, ':')) return;
|
|
end=strtol(range, &range, 10);
|
|
if (!Check(range, '=')) return;
|
|
if (!Check(range, '[', false))
|
|
{
|
|
int pal1,pal2;
|
|
|
|
pal1=strtol(range, &range, 10);
|
|
if (!Check(range, ':')) return;
|
|
pal2=strtol(range, &range, 10);
|
|
|
|
CurrentTranslation.AddIndexRange(start, end, pal1, pal2);
|
|
}
|
|
else
|
|
{
|
|
// translation using RGB values
|
|
int r1,g1,b1,r2,g2,b2;
|
|
|
|
r1=strtol(range, &range, 10);
|
|
if (!Check(range, ',')) return;
|
|
g1=strtol(range, &range, 10);
|
|
if (!Check(range, ',')) return;
|
|
b1=strtol(range, &range, 10);
|
|
if (!Check(range, ']')) return;
|
|
if (!Check(range, ':')) return;
|
|
if (!Check(range, '[')) return;
|
|
r2=strtol(range, &range, 10);
|
|
if (!Check(range, ',')) return;
|
|
g2=strtol(range, &range, 10);
|
|
if (!Check(range, ',')) return;
|
|
b2=strtol(range, &range, 10);
|
|
if (!Check(range, ']')) return;
|
|
|
|
CurrentTranslation.AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
|
|
}
|
|
}
|
|
|
|
static int StoreTranslation(FScanner &sc)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < translationtables[TRANSLATION_Decorate].Size(); i++)
|
|
{
|
|
if (CurrentTranslation == *translationtables[TRANSLATION_Decorate][i])
|
|
{
|
|
// A duplicate of this translation already exists
|
|
return TRANSLATION(TRANSLATION_Decorate, i);
|
|
}
|
|
}
|
|
if (translationtables[TRANSLATION_Decorate].Size() >= MAX_DECORATE_TRANSLATIONS)
|
|
{
|
|
sc.ScriptError("Too many translations in DECORATE");
|
|
}
|
|
FRemapTable *newtrans = new FRemapTable;
|
|
*newtrans = CurrentTranslation;
|
|
i = translationtables[TRANSLATION_Decorate].Push(newtrans);
|
|
return TRANSLATION(TRANSLATION_Decorate, i);
|
|
}
|
|
|
|
static int CreateBloodTranslation(FScanner &sc, PalEntry color)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < BloodTranslationColors.Size(); i++)
|
|
{
|
|
if (color.r == BloodTranslationColors[i].r &&
|
|
color.g == BloodTranslationColors[i].g &&
|
|
color.b == BloodTranslationColors[i].b)
|
|
{
|
|
// A duplicate of this translation already exists
|
|
return i;
|
|
}
|
|
}
|
|
if (BloodTranslationColors.Size() >= MAX_DECORATE_TRANSLATIONS)
|
|
{
|
|
sc.ScriptError("Too many blood colors in DECORATE");
|
|
}
|
|
FRemapTable *trans = new FRemapTable;
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b);
|
|
PalEntry pe = PalEntry(color.r*bright/255, color.g*bright/255, color.b*bright/255);
|
|
int entry = ColorMatcher.Pick(pe.r, pe.g, pe.b);
|
|
|
|
trans->Palette[i] = pe;
|
|
trans->Remap[i] = entry;
|
|
}
|
|
translationtables[TRANSLATION_Blood].Push(trans);
|
|
return BloodTranslationColors.Push(color);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// DropItem handling
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
static void FreeDropItemChain(FDropItem *chain)
|
|
{
|
|
while (chain != NULL)
|
|
{
|
|
FDropItem *next = chain->Next;
|
|
delete chain;
|
|
chain = next;
|
|
}
|
|
}
|
|
|
|
class FDropItemPtrArray : public TArray<FDropItem *>
|
|
{
|
|
public:
|
|
~FDropItemPtrArray()
|
|
{
|
|
for (unsigned int i = 0; i < Size(); ++i)
|
|
{
|
|
FreeDropItemChain ((*this)[i]);
|
|
}
|
|
}
|
|
};
|
|
|
|
static FDropItemPtrArray DropItemList;
|
|
|
|
FDropItem *GetDropItems(const PClass *cls)
|
|
{
|
|
unsigned int index = cls->Meta.GetMetaInt (ACMETA_DropItems) - 1;
|
|
|
|
if (index >= 0 && index < DropItemList.Size())
|
|
{
|
|
return DropItemList[index];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
typedef void (*ActorPropFunction) (FScanner &sc, AActor *defaults, Baggage &bag);
|
|
|
|
struct ActorProps
|
|
{
|
|
const char *name;
|
|
ActorPropFunction Handler;
|
|
const PClass * type;
|
|
};
|
|
|
|
typedef ActorProps (*ActorPropHandler) (const char *str, unsigned int len);
|
|
|
|
static const ActorProps *is_actorprop (const char *str);
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks for a numeric parameter which may or may not be preceded by a comma
|
|
//
|
|
//==========================================================================
|
|
static bool CheckNumParm(FScanner &sc)
|
|
{
|
|
if (sc.CheckString(","))
|
|
{
|
|
sc.MustGetNumber();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return !!sc.CheckNumber();
|
|
}
|
|
}
|
|
|
|
static bool CheckFloatParm(FScanner &sc)
|
|
{
|
|
if (sc.CheckString(","))
|
|
{
|
|
sc.MustGetFloat();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return sc.CheckFloat();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Property parsers
|
|
//
|
|
//==========================================================================
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorSkipSuper (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
memcpy (defaults, GetDefault<AActor>(), sizeof(AActor));
|
|
if (bag.DropItemList != NULL)
|
|
{
|
|
FreeDropItemChain (bag.DropItemList);
|
|
}
|
|
ResetBaggage (&bag);
|
|
MakeStateDefines(NULL);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorGame (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
if (sc.Compare ("Doom"))
|
|
{
|
|
bag.Info->GameFilter |= GAME_Doom;
|
|
}
|
|
else if (sc.Compare ("Heretic"))
|
|
{
|
|
bag.Info->GameFilter |= GAME_Heretic;
|
|
}
|
|
else if (sc.Compare ("Hexen"))
|
|
{
|
|
bag.Info->GameFilter |= GAME_Hexen;
|
|
}
|
|
else if (sc.Compare ("Raven"))
|
|
{
|
|
bag.Info->GameFilter |= GAME_Raven;
|
|
}
|
|
else if (sc.Compare ("Strife"))
|
|
{
|
|
bag.Info->GameFilter |= GAME_Strife;
|
|
}
|
|
else if (sc.Compare ("Any"))
|
|
{
|
|
bag.Info->GameFilter = GAME_Any;
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError ("Unknown game type %s", sc.String);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorSpawnID (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
if (sc.Number<0 || sc.Number>255)
|
|
{
|
|
sc.ScriptError ("SpawnID must be in the range [0,255]");
|
|
}
|
|
else bag.Info->SpawnID=(BYTE)sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorConversationID (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
int convid;
|
|
|
|
sc.MustGetNumber();
|
|
convid = sc.Number;
|
|
|
|
// Handling for Strife teaser IDs - only of meaning for the standard items
|
|
// as PWADs cannot be loaded with the teasers.
|
|
if (sc.CheckString(","))
|
|
{
|
|
sc.MustGetNumber();
|
|
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE))
|
|
convid=sc.Number;
|
|
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetNumber();
|
|
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE|GI_TEASER2))
|
|
convid=sc.Number;
|
|
|
|
if (convid==-1) return;
|
|
}
|
|
if (convid<0 || convid>1000)
|
|
{
|
|
sc.ScriptError ("ConversationID must be in the range [0,1000]");
|
|
}
|
|
else StrifeTypes[convid] = bag.Info->Class;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorTag (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
bag.Info->Class->Meta.SetMetaString(AMETA_StrifeName, sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorHealth (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->health=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorGibHealth (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_GibHealth, sc.Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorWoundHealth (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_WoundHealth, sc.Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorReactionTime (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->reactiontime=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorPainChance (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
if (!sc.CheckNumber())
|
|
{
|
|
FName painType;
|
|
sc.MustGetString();
|
|
if (sc.Compare("Normal")) painType = NAME_None;
|
|
else painType=sc.String;
|
|
sc.MustGetToken(',');
|
|
sc.MustGetNumber();
|
|
|
|
if (bag.Info->PainChances == NULL) bag.Info->PainChances=new PainChanceList;
|
|
(*bag.Info->PainChances)[painType] = (BYTE)sc.Number;
|
|
return;
|
|
}
|
|
defaults->PainChance=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDamage (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
// Damage can either be a single number, in which case it is subject
|
|
// to the original damage calculation rules. Or, it can be an expression
|
|
// and will be calculated as-is, ignoring the original rules. For
|
|
// compatibility reasons, expressions must be enclosed within
|
|
// parentheses.
|
|
|
|
if (sc.CheckString ("("))
|
|
{
|
|
defaults->Damage = 0x40000000 | ParseExpression (sc, false, bag.Info->Class);
|
|
sc.MustGetStringName(")");
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetNumber ();
|
|
defaults->Damage = sc.Number;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorSpeed (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->Speed=fixed_t(sc.Float*FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorFloatSpeed (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->FloatSpeed=fixed_t(sc.Float*FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorRadius (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->radius=fixed_t(sc.Float*FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorHeight (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->height=fixed_t(sc.Float*FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMass (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->Mass=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorXScale (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->scaleX = FLOAT2FIXED(sc.Float);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorYScale (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->scaleY = FLOAT2FIXED(sc.Float);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorScale (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->scaleX= defaults->scaleY = FLOAT2FIXED(sc.Float);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorArgs (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->args[i] = sc.Number;
|
|
if (i < 4 && !sc.CheckToken(',')) break;
|
|
}
|
|
defaults->flags2|=MF2_ARGSDEFINED;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorSeeSound (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->SeeSound=S_FindSound(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorAttackSound (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->AttackSound=S_FindSound(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorPainSound (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->PainSound=S_FindSound(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDeathSound (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->DeathSound=S_FindSound(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorActiveSound (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->ActiveSound=S_FindSound(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorHowlSound (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_HowlSound, S_FindSound(sc.String));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDropItem (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
// create a linked list of dropitems
|
|
if (!bag.DropItemSet)
|
|
{
|
|
bag.DropItemSet = true;
|
|
bag.DropItemList = NULL;
|
|
}
|
|
|
|
FDropItem *di = new FDropItem;
|
|
|
|
sc.MustGetString();
|
|
di->Name=sc.String;
|
|
di->probability=255;
|
|
di->amount=-1;
|
|
|
|
if (CheckNumParm(sc))
|
|
{
|
|
di->probability = sc.Number;
|
|
if (CheckNumParm(sc))
|
|
{
|
|
di->amount = sc.Number;
|
|
}
|
|
}
|
|
di->Next = bag.DropItemList;
|
|
bag.DropItemList = di;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorSpawnState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Spawn", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorSeeState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("See", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMeleeState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Melee", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMissileState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Missile", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorPainState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Pain", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDeathState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Death", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorXDeathState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("XDeath", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorBurnState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Burn", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorIceState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Ice", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorRaiseState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Raise", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorCrashState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Crash", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorCrushState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Crush", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorWoundState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Wound", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDisintegrateState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Disintegrate", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorHealState (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
AddState("Heal", CheckState (sc, bag.Info->Class));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorStates (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
if (!bag.StateSet) ParseStates(sc, bag.Info, defaults, bag);
|
|
else sc.ScriptError("Multiple state declarations not allowed");
|
|
bag.StateSet=true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorRenderStyle (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
static const char * renderstyles[]={
|
|
"NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD",NULL};
|
|
|
|
static const int renderstyle_values[]={
|
|
STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy,
|
|
STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add};
|
|
|
|
sc.MustGetString();
|
|
defaults->RenderStyle = LegacyRenderStyles[renderstyle_values[sc.MustMatchString(renderstyles)]];
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorAlpha (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
if (sc.CheckString("DEFAULT"))
|
|
{
|
|
defaults->alpha = gameinfo.gametype == GAME_Heretic ? HR_SHADOW : HX_SHADOW;
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->alpha=fixed_t(sc.Float*FRACUNIT);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorObituary (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
bag.Info->Class->Meta.SetMetaString (AMETA_Obituary, sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorHitObituary (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
bag.Info->Class->Meta.SetMetaString (AMETA_HitObituary, sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDontHurtShooter (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
bag.Info->Class->Meta.SetMetaInt (ACMETA_DontHurtShooter, true);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorExplosionRadius (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionRadius, sc.Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorExplosionDamage (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionDamage, sc.Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDeathHeight (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
fixed_t h = fixed_t(sc.Float * FRACUNIT);
|
|
// AActor::Die() uses a height of 0 to mean "cut the height to 1/4",
|
|
// so if a height of 0 is desired, store it as -1.
|
|
bag.Info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, h <= 0 ? -1 : h);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorBurnHeight (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
fixed_t h = fixed_t(sc.Float * FRACUNIT);
|
|
// The note above for AMETA_DeathHeight also applies here.
|
|
bag.Info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, h <= 0 ? -1 : h);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMaxTargetRange (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->maxtargetrange = fixed_t(sc.Float*FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMeleeThreshold (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->meleethreshold = fixed_t(sc.Float*FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMeleeDamage (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt (ACMETA_MeleeDamage, sc.Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMeleeRange (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->meleerange = fixed_t(sc.Float*FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMeleeSound (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
bag.Info->Class->Meta.SetMetaInt (ACMETA_MeleeSound, S_FindSound(sc.String));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMissileType (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
bag.Info->Class->Meta.SetMetaInt (ACMETA_MissileName, FName(sc.String));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMissileHeight (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
bag.Info->Class->Meta.SetMetaFixed (ACMETA_MissileHeight, fixed_t(sc.Float*FRACUNIT));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorTranslation (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
if (sc.CheckNumber())
|
|
{
|
|
int max = (gameinfo.gametype==GAME_Strife || (bag.Info->GameFilter&GAME_Strife)) ? 6:2;
|
|
if (sc.Number < 0 || sc.Number > max)
|
|
{
|
|
sc.ScriptError ("Translation must be in the range [0,%d]", max);
|
|
}
|
|
defaults->Translation = TRANSLATION(TRANSLATION_Standard, sc.Number);
|
|
}
|
|
else if (sc.CheckString("Ice"))
|
|
{
|
|
defaults->Translation = TRANSLATION(TRANSLATION_Standard, 7);
|
|
}
|
|
else
|
|
{
|
|
CurrentTranslation.MakeIdentity();
|
|
do
|
|
{
|
|
sc.GetString();
|
|
AddToTranslation(sc.String);
|
|
}
|
|
while (sc.CheckString(","));
|
|
defaults->Translation = StoreTranslation (sc);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorStencilColor (FScanner &sc,AActor *defaults, Baggage &bag)
|
|
{
|
|
int r,g,b;
|
|
|
|
if (sc.CheckNumber())
|
|
{
|
|
sc.MustGetNumber();
|
|
r=clamp<int>(sc.Number, 0, 255);
|
|
sc.CheckString(",");
|
|
sc.MustGetNumber();
|
|
g=clamp<int>(sc.Number, 0, 255);
|
|
sc.CheckString(",");
|
|
sc.MustGetNumber();
|
|
b=clamp<int>(sc.Number, 0, 255);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetString();
|
|
int c = V_GetColor(NULL, sc.String);
|
|
r=RPART(c);
|
|
g=GPART(c);
|
|
b=BPART(c);
|
|
}
|
|
defaults->fillcolor = MAKERGB(r,g,b);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorBloodColor (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
int r,g,b;
|
|
|
|
if (sc.CheckNumber())
|
|
{
|
|
sc.MustGetNumber();
|
|
r = clamp<int>(sc.Number, 0, 255);
|
|
sc.CheckString(",");
|
|
sc.MustGetNumber();
|
|
g = clamp<int>(sc.Number, 0, 255);
|
|
sc.CheckString(",");
|
|
sc.MustGetNumber();
|
|
b = clamp<int>(sc.Number, 0, 255);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetString();
|
|
int c = V_GetColor(NULL, sc.String);
|
|
r = RPART(c);
|
|
g = GPART(c);
|
|
b = BPART(c);
|
|
}
|
|
PalEntry pe = MAKERGB(r,g,b);
|
|
pe.a = CreateBloodTranslation(sc, pe);
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodColor, pe);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorBloodType (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
FName blood = sc.String;
|
|
// normal blood
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType, blood);
|
|
|
|
if (sc.CheckString(","))
|
|
{
|
|
sc.MustGetString();
|
|
blood = sc.String;
|
|
}
|
|
// blood splatter
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType2, blood);
|
|
|
|
if (sc.CheckString(","))
|
|
{
|
|
sc.MustGetString();
|
|
blood = sc.String;
|
|
}
|
|
// axe blood
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType3, blood);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorBounceFactor (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat ();
|
|
defaults->bouncefactor = clamp<fixed_t>(fixed_t(sc.Float * FRACUNIT), 0, FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorBounceCount (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber ();
|
|
defaults->bouncecount = sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMinMissileChance (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber ();
|
|
defaults->MinMissileChance=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDamageType (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
if (sc.Compare("Normal")) defaults->DamageType = NAME_None;
|
|
else defaults->DamageType=sc.String;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDamageFactor (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
if (bag.Info->DamageFactors == NULL) bag.Info->DamageFactors=new DmgFactors;
|
|
|
|
FName dmgType;
|
|
if (sc.Compare("Normal")) dmgType = NAME_None;
|
|
else dmgType=sc.String;
|
|
|
|
sc.MustGetToken(',');
|
|
sc.MustGetFloat();
|
|
(*bag.Info->DamageFactors)[dmgType]=(fixed_t)(sc.Float*FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorDecal (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->DecalGenerator = (FDecalBase *)intptr_t(int(FName(sc.String)));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMaxStepHeight (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber ();
|
|
defaults->MaxStepHeight=sc.Number * FRACUNIT;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMaxDropoffHeight (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber ();
|
|
defaults->MaxDropOffHeight=sc.Number * FRACUNIT;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorPoisonDamage (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt (AMETA_PoisonDamage, sc.Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorFastSpeed (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
bag.Info->Class->Meta.SetMetaFixed (AMETA_FastSpeed, fixed_t(sc.Float*FRACUNIT));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorRadiusDamageFactor (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
bag.Info->Class->Meta.SetMetaFixed (AMETA_RDFactor, fixed_t(sc.Float*FRACUNIT));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorCameraheight (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
bag.Info->Class->Meta.SetMetaFixed (AMETA_CameraHeight, fixed_t(sc.Float*FRACUNIT));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorVSpeed (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->momz = fixed_t(sc.Float*FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorGravity (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat ();
|
|
|
|
if (sc.Float < 0.f)
|
|
sc.ScriptError ("Gravity must not be negative.");
|
|
|
|
defaults->gravity = FLOAT2FIXED (sc.Float);
|
|
|
|
if (sc.Float == 0.f)
|
|
defaults->flags |= MF_NOGRAVITY;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorClearFlags (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
defaults->flags=defaults->flags3=defaults->flags4=defaults->flags5=0;
|
|
defaults->flags2&=MF2_ARGSDEFINED; // this flag must not be cleared
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorMonster (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
// sets the standard flag for a monster
|
|
defaults->flags|=MF_SHOOTABLE|MF_COUNTKILL|MF_SOLID;
|
|
defaults->flags2|=MF2_PUSHWALL|MF2_MCROSS|MF2_PASSMOBJ;
|
|
defaults->flags3|=MF3_ISMONSTER;
|
|
defaults->flags4|=MF4_CANUSEWALLS;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ActorProjectile (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
// sets the standard flags for a projectile
|
|
defaults->flags|=MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE;
|
|
defaults->flags2|=MF2_IMPACT|MF2_PCROSS|MF2_NOTELEPORT;
|
|
if (gameinfo.gametype&GAME_Raven) defaults->flags5|=MF5_BLOODSPLATTER;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Special inventory properties
|
|
//
|
|
//==========================================================================
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void AmmoBackpackAmount (FScanner &sc, AAmmo *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->BackpackAmount=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void AmmoBackpackMaxAmount (FScanner &sc, AAmmo *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->BackpackMaxAmount=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void AmmoDropAmount (FScanner &sc, AAmmo *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt (AIMETA_DropAmount, sc.Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ArmorMaxSaveAmount (FScanner &sc, ABasicArmorBonus *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->MaxSaveAmount = sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ArmorMaxBonus (FScanner &sc, ABasicArmorBonus *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->BonusCount = sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ArmorMaxBonusMax (FScanner &sc, ABasicArmorBonus *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->BonusMax = sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ArmorSaveAmount (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
// Special case here because this property has to work for 2 unrelated classes
|
|
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
|
|
{
|
|
((ABasicArmorPickup*)defaults)->SaveAmount=sc.Number;
|
|
}
|
|
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
|
|
{
|
|
((ABasicArmorBonus*)defaults)->SaveAmount=sc.Number;
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("\"%s\" requires an actor of type \"Armor\"\n", sc.String);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void ArmorSavePercent (FScanner &sc, AActor *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
if (sc.Float<0.0f) sc.Float=0.0f;
|
|
if (sc.Float>100.0f) sc.Float=100.0f;
|
|
// Special case here because this property has to work for 2 unrelated classes
|
|
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
|
|
{
|
|
((ABasicArmorPickup*)defaults)->SavePercent=fixed_t(sc.Float*FRACUNIT/100.0f);
|
|
}
|
|
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
|
|
{
|
|
((ABasicArmorBonus*)defaults)->SavePercent=fixed_t(sc.Float*FRACUNIT/100.0f);
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("\"%s\" requires an actor of type \"Armor\"\n", sc.String);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryAmount (FScanner &sc, AInventory *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->Amount=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryIcon (FScanner &sc, AInventory *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->Icon = TexMan.AddPatch (sc.String);
|
|
if (defaults->Icon <= 0)
|
|
{
|
|
defaults->Icon = TexMan.AddPatch (sc.String, ns_sprites);
|
|
if (defaults->Icon<=0)
|
|
{
|
|
// Don't print warnings if the item is for another game or if this is a shareware IWAD.
|
|
// Strife's teaser doesn't contain all the icon graphics of the full game.
|
|
if ((bag.Info->GameFilter == GAME_Any || bag.Info->GameFilter & gameinfo.gametype) &&
|
|
!(gameinfo.flags&GI_SHAREWARE))
|
|
{
|
|
Printf("Icon '%s' for '%s' not found\n", sc.String, bag.Info->Class->TypeName.GetChars());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryMaxAmount (FScanner &sc, AInventory *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->MaxAmount=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryDefMaxAmount (FScanner &sc, AInventory *defaults, Baggage &bag)
|
|
{
|
|
defaults->MaxAmount = gameinfo.gametype == GAME_Heretic ? 16 : 25;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryPickupflash (FScanner &sc, AInventory *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->PickupFlash = fuglyname(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryPickupmsg (FScanner &sc, AInventory *defaults, Baggage &bag)
|
|
{
|
|
// allow game specific pickup messages
|
|
const char * games[] = {"Doom", "Heretic", "Hexen", "Raven", "Strife", NULL};
|
|
int gamemode[]={GAME_Doom, GAME_Heretic, GAME_Hexen, GAME_Raven, GAME_Strife};
|
|
|
|
sc.MustGetString();
|
|
int game = sc.MatchString(games);
|
|
|
|
if (game!=-1 && sc.CheckString(","))
|
|
{
|
|
sc.MustGetString();
|
|
if (!(gameinfo.gametype&gamemode[game])) return;
|
|
}
|
|
bag.Info->Class->Meta.SetMetaString(AIMETA_PickupMessage, sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryPickupsound (FScanner &sc, AInventory *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->PickupSound=S_FindSound(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryRespawntics (FScanner &sc, AInventory *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->RespawnTics=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryUsesound (FScanner &sc, AInventory *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->UseSound=S_FindSound(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void InventoryGiveQuest (FScanner &sc, AInventory *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt(AIMETA_GiveQuest, sc.Number);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void HealthLowMessage (FScanner &sc, AHealth *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
bag.Info->Class->Meta.SetMetaInt(AIMETA_LowHealth, sc.Number);
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetString();
|
|
bag.Info->Class->Meta.SetMetaString(AIMETA_LowHealthMessage, sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PuzzleitemNumber (FScanner &sc, APuzzleItem *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->PuzzleItemNumber=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PuzzleitemFailMsg (FScanner &sc, APuzzleItem *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
bag.Info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponAmmoGive1 (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->AmmoGive1=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponAmmoGive2 (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->AmmoGive2=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Passing these parameters is really tricky to allow proper inheritance
|
|
// and forward declarations. Here only a name is
|
|
// stored which must be resolved after everything has been declared
|
|
//
|
|
//==========================================================================
|
|
|
|
static void WeaponAmmoType1 (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->AmmoType1 = fuglyname(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponAmmoType2 (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->AmmoType2 = fuglyname(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponAmmoUse1 (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->AmmoUse1=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponAmmoUse2 (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->AmmoUse2=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponKickback (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->Kickback=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponReadySound (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->ReadySound=S_FindSound(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponSelectionOrder (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->SelectionOrder=sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponSisterWeapon (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->SisterWeaponType=fuglyname(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponUpSound (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->UpSound=S_FindSound(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WeaponYAdjust (FScanner &sc, AWeapon *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat();
|
|
defaults->YAdjust=fixed_t(sc.Float * FRACUNIT);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WPieceValue (FScanner &sc, AWeaponPiece *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->PieceValue = 1 << (sc.Number-1);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void WPieceWeapon (FScanner &sc, AWeaponPiece *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->WeaponClass = fuglyname(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PowerupColor (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
|
|
{
|
|
int r;
|
|
int g;
|
|
int b;
|
|
int alpha;
|
|
|
|
if (sc.CheckNumber())
|
|
{
|
|
r=clamp<int>(sc.Number, 0, 255);
|
|
sc.CheckString(",");
|
|
sc.MustGetNumber();
|
|
g=clamp<int>(sc.Number, 0, 255);
|
|
sc.CheckString(",");
|
|
sc.MustGetNumber();
|
|
b=clamp<int>(sc.Number, 0, 255);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetString();
|
|
|
|
if (sc.Compare("INVERSEMAP"))
|
|
{
|
|
defaults->BlendColor = INVERSECOLOR;
|
|
return;
|
|
}
|
|
else if (sc.Compare("GOLDMAP"))
|
|
{
|
|
defaults->BlendColor = GOLDCOLOR;
|
|
return;
|
|
}
|
|
// [BC] Yay, more hacks.
|
|
else if ( sc.Compare( "REDMAP" ))
|
|
{
|
|
defaults->BlendColor = REDCOLOR;
|
|
return;
|
|
}
|
|
else if ( sc.Compare( "GREENMAP" ))
|
|
{
|
|
defaults->BlendColor = GREENCOLOR;
|
|
return;
|
|
}
|
|
|
|
int c = V_GetColor(NULL, sc.String);
|
|
r=RPART(c);
|
|
g=GPART(c);
|
|
b=BPART(c);
|
|
}
|
|
sc.CheckString(",");
|
|
sc.MustGetFloat();
|
|
alpha=int(sc.Float*255);
|
|
alpha=clamp<int>(alpha, 0, 255);
|
|
if (alpha!=0) defaults->BlendColor = MAKEARGB(alpha, r, g, b);
|
|
else defaults->BlendColor = 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PowerupDuration (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber();
|
|
defaults->EffectTics = sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PowerupMode (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->mode = (FName)sc.String;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PowerupType (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString();
|
|
defaults->PowerupType = fuglyname(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// [GRB] Special player properties
|
|
//
|
|
//==========================================================================
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerDisplayName (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
bag.Info->Class->Meta.SetMetaString (APMETA_DisplayName, sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerSoundClass (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
FString tmp;
|
|
|
|
sc.MustGetString ();
|
|
tmp = sc.String;
|
|
tmp.ReplaceChars (' ', '_');
|
|
bag.Info->Class->Meta.SetMetaString (APMETA_SoundClass, tmp);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerColorRange (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
int start, end;
|
|
|
|
sc.MustGetNumber ();
|
|
start = sc.Number;
|
|
sc.CheckString(",");
|
|
sc.MustGetNumber ();
|
|
end = sc.Number;
|
|
|
|
if (start > end)
|
|
swap (start, end);
|
|
|
|
bag.Info->Class->Meta.SetMetaInt (APMETA_ColorRange, (start & 255) | ((end & 255) << 8));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerAttackZOffset (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat ();
|
|
defaults->AttackZOffset = FLOAT2FIXED (sc.Float);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerJumpZ (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat ();
|
|
defaults->JumpZ = FLOAT2FIXED (sc.Float);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerSpawnClass (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
if (sc.Compare ("Any"))
|
|
defaults->SpawnMask = 0;
|
|
else if (sc.Compare ("Fighter"))
|
|
defaults->SpawnMask |= MTF_FIGHTER;
|
|
else if (sc.Compare ("Cleric"))
|
|
defaults->SpawnMask |= MTF_CLERIC;
|
|
else if (sc.Compare ("Mage"))
|
|
defaults->SpawnMask |= MTF_MAGE;
|
|
else if (IsNum(sc.String))
|
|
{
|
|
int val = strtol(sc.String, NULL, 0);
|
|
defaults->SpawnMask = (val*MTF_FIGHTER) & (MTF_FIGHTER|MTF_CLERIC|MTF_MAGE);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerViewHeight (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat ();
|
|
defaults->ViewHeight = FLOAT2FIXED (sc.Float);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerForwardMove (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat ();
|
|
defaults->ForwardMove1 = defaults->ForwardMove2 = FLOAT2FIXED (sc.Float);
|
|
if (CheckFloatParm (sc))
|
|
defaults->ForwardMove2 = FLOAT2FIXED (sc.Float);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerSideMove (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetFloat ();
|
|
defaults->SideMove1 = defaults->SideMove2 = FLOAT2FIXED (sc.Float);
|
|
if (CheckFloatParm (sc))
|
|
defaults->SideMove2 = FLOAT2FIXED (sc.Float);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerMaxHealth (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber ();
|
|
defaults->MaxHealth = sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerRunHealth (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetNumber ();
|
|
defaults->RunHealth = sc.Number;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerMorphWeapon (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
defaults->MorphWeapon = FName(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerScoreIcon (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
defaults->ScoreIcon = TexMan.AddPatch (sc.String);
|
|
if (defaults->ScoreIcon <= 0)
|
|
{
|
|
defaults->ScoreIcon = TexMan.AddPatch (sc.String, ns_sprites);
|
|
if (defaults->ScoreIcon <= 0)
|
|
{
|
|
Printf("Icon '%s' for '%s' not found\n", sc.String, bag.Info->Class->TypeName.GetChars ());
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerCrouchSprite (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
for (int i = 0; i < sc.StringLen; i++)
|
|
{
|
|
sc.String[i] = toupper (sc.String[i]);
|
|
}
|
|
defaults->crouchsprite = GetSpriteIndex (sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerDmgScreenColor (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
defaults->HasDamageFade = true;
|
|
|
|
if (sc.CheckNumber ())
|
|
{
|
|
sc.MustGetNumber ();
|
|
defaults->RedDamageFade = clamp <float> (sc.Number, 0, 255);
|
|
sc.CheckString (",");
|
|
sc.MustGetNumber ();
|
|
defaults->GreenDamageFade = clamp <float> (sc.Number, 0, 255);
|
|
sc.CheckString (",");
|
|
sc.MustGetNumber ();
|
|
defaults->BlueDamageFade = clamp <float> (sc.Number, 0, 255);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetString ();
|
|
int c = V_GetColor (NULL, sc.String);
|
|
defaults->RedDamageFade = RPART (c);
|
|
defaults->GreenDamageFade = GPART (c);
|
|
defaults->BlueDamageFade = BPART (c);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// [GRB] Store start items in drop item list
|
|
//
|
|
//==========================================================================
|
|
static void PlayerStartItem (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
// create a linked list of dropitems
|
|
if (!bag.DropItemSet)
|
|
{
|
|
bag.DropItemSet = true;
|
|
bag.DropItemList = NULL;
|
|
}
|
|
|
|
FDropItem * di=new FDropItem;
|
|
|
|
sc.MustGetString();
|
|
di->Name = sc.String;
|
|
di->probability = 255;
|
|
di->amount = 1;
|
|
if (CheckNumParm(sc))
|
|
{
|
|
di->amount = sc.Number;
|
|
}
|
|
di->Next = bag.DropItemList;
|
|
bag.DropItemList = di;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerInvulMode (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
bag.Info->Class->Meta.SetMetaInt (APMETA_InvulMode, (FName)sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerHealRadius (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
bag.Info->Class->Meta.SetMetaInt (APMETA_HealingRadius, (FName)sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void PlayerHexenArmor (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
|
|
{
|
|
for (int i=0;i<5;i++)
|
|
{
|
|
sc.MustGetFloat ();
|
|
bag.Info->Class->Meta.SetMetaFixed (APMETA_Hexenarmor0+i, FLOAT2FIXED (sc.Float));
|
|
if (i!=4) sc.MustGetStringName(",");
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void EggFXMonsterClass (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
defaults->MonsterClass = FName(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static void EggFXPlayerClass (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
|
|
{
|
|
sc.MustGetString ();
|
|
defaults->PlayerClass = FName(sc.String);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
static const ActorProps *APropSearch (const char *str, const ActorProps *props, int numprops)
|
|
{
|
|
int min = 0, max = numprops - 1;
|
|
|
|
while (min <= max)
|
|
{
|
|
int mid = (min + max) / 2;
|
|
int lexval = strcmp (str, props[mid].name);
|
|
if (lexval == 0)
|
|
{
|
|
return &props[mid];
|
|
}
|
|
else if (lexval > 0)
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// all actor properties
|
|
//
|
|
//==========================================================================
|
|
#define apf ActorPropFunction
|
|
static const ActorProps props[] =
|
|
{
|
|
{ "activesound", ActorActiveSound, RUNTIME_CLASS(AActor) },
|
|
{ "alpha", ActorAlpha, RUNTIME_CLASS(AActor) },
|
|
{ "ammo.backpackamount", (apf)AmmoBackpackAmount, RUNTIME_CLASS(AAmmo) },
|
|
{ "ammo.backpackmaxamount", (apf)AmmoBackpackMaxAmount, RUNTIME_CLASS(AAmmo) },
|
|
{ "ammo.dropamount", (apf)AmmoDropAmount, RUNTIME_CLASS(AAmmo) },
|
|
{ "args", ActorArgs, RUNTIME_CLASS(AActor) },
|
|
{ "armor.maxbonus", (apf)ArmorMaxBonus, RUNTIME_CLASS(ABasicArmorBonus) },
|
|
{ "armor.maxbonusmax", (apf)ArmorMaxBonusMax, RUNTIME_CLASS(ABasicArmorBonus) },
|
|
{ "armor.maxsaveamount", (apf)ArmorMaxSaveAmount, RUNTIME_CLASS(ABasicArmorBonus) },
|
|
{ "armor.saveamount", (apf)ArmorSaveAmount, RUNTIME_CLASS(AActor) },
|
|
{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },
|
|
{ "attacksound", ActorAttackSound, RUNTIME_CLASS(AActor) },
|
|
{ "bloodcolor", ActorBloodColor, RUNTIME_CLASS(AActor) },
|
|
{ "bloodtype", ActorBloodType, RUNTIME_CLASS(AActor) },
|
|
{ "bouncecount", ActorBounceCount, RUNTIME_CLASS(AActor) },
|
|
{ "bouncefactor", ActorBounceFactor, RUNTIME_CLASS(AActor) },
|
|
{ "burn", ActorBurnState, RUNTIME_CLASS(AActor) },
|
|
{ "burnheight", ActorBurnHeight, RUNTIME_CLASS(AActor) },
|
|
{ "cameraheight", ActorCameraheight, RUNTIME_CLASS(AActor) },
|
|
{ "clearflags", ActorClearFlags, RUNTIME_CLASS(AActor) },
|
|
{ "conversationid", ActorConversationID, RUNTIME_CLASS(AActor) },
|
|
{ "crash", ActorCrashState, RUNTIME_CLASS(AActor) },
|
|
{ "crush", ActorCrushState, RUNTIME_CLASS(AActor) },
|
|
{ "damage", ActorDamage, RUNTIME_CLASS(AActor) },
|
|
{ "damagefactor", ActorDamageFactor, RUNTIME_CLASS(AActor) },
|
|
{ "damagetype", ActorDamageType, RUNTIME_CLASS(AActor) },
|
|
{ "death", ActorDeathState, RUNTIME_CLASS(AActor) },
|
|
{ "deathheight", ActorDeathHeight, RUNTIME_CLASS(AActor) },
|
|
{ "deathsound", ActorDeathSound, RUNTIME_CLASS(AActor) },
|
|
{ "decal", ActorDecal, RUNTIME_CLASS(AActor) },
|
|
{ "disintegrate", ActorDisintegrateState, RUNTIME_CLASS(AActor) },
|
|
{ "donthurtshooter", ActorDontHurtShooter, RUNTIME_CLASS(AActor) },
|
|
{ "dropitem", ActorDropItem, RUNTIME_CLASS(AActor) },
|
|
{ "explosiondamage", ActorExplosionDamage, RUNTIME_CLASS(AActor) },
|
|
{ "explosionradius", ActorExplosionRadius, RUNTIME_CLASS(AActor) },
|
|
{ "fastspeed", ActorFastSpeed, RUNTIME_CLASS(AActor) },
|
|
{ "floatspeed", ActorFloatSpeed, RUNTIME_CLASS(AActor) },
|
|
{ "game", ActorGame, RUNTIME_CLASS(AActor) },
|
|
{ "gibhealth", ActorGibHealth, RUNTIME_CLASS(AActor) },
|
|
{ "gravity", ActorGravity, RUNTIME_CLASS(AActor) },
|
|
{ "heal", ActorHealState, RUNTIME_CLASS(AActor) },
|
|
{ "health", ActorHealth, RUNTIME_CLASS(AActor) },
|
|
{ "health.lowmessage", (apf)HealthLowMessage, RUNTIME_CLASS(AHealth) },
|
|
{ "height", ActorHeight, RUNTIME_CLASS(AActor) },
|
|
{ "hitobituary", ActorHitObituary, RUNTIME_CLASS(AActor) },
|
|
{ "howlsound", ActorHowlSound, RUNTIME_CLASS(AActor) },
|
|
{ "ice", ActorIceState, RUNTIME_CLASS(AActor) },
|
|
{ "inventory.amount", (apf)InventoryAmount, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.defmaxamount", (apf)InventoryDefMaxAmount, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.givequest", (apf)InventoryGiveQuest, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.icon", (apf)InventoryIcon, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.maxamount", (apf)InventoryMaxAmount, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.pickupflash", (apf)InventoryPickupflash, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.pickupmessage", (apf)InventoryPickupmsg, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.pickupsound", (apf)InventoryPickupsound, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.respawntics", (apf)InventoryRespawntics, RUNTIME_CLASS(AInventory) },
|
|
{ "inventory.usesound", (apf)InventoryUsesound, RUNTIME_CLASS(AInventory) },
|
|
{ "mass", ActorMass, RUNTIME_CLASS(AActor) },
|
|
{ "maxdropoffheight", ActorMaxDropoffHeight, RUNTIME_CLASS(AActor) },
|
|
{ "maxstepheight", ActorMaxStepHeight, RUNTIME_CLASS(AActor) },
|
|
{ "maxtargetrange", ActorMaxTargetRange, RUNTIME_CLASS(AActor) },
|
|
{ "melee", ActorMeleeState, RUNTIME_CLASS(AActor) },
|
|
{ "meleedamage", ActorMeleeDamage, RUNTIME_CLASS(AActor) },
|
|
{ "meleerange", ActorMeleeRange, RUNTIME_CLASS(AActor) },
|
|
{ "meleesound", ActorMeleeSound, RUNTIME_CLASS(AActor) },
|
|
{ "meleethreshold", ActorMeleeThreshold, RUNTIME_CLASS(AActor) },
|
|
{ "minmissilechance", ActorMinMissileChance, RUNTIME_CLASS(AActor) },
|
|
{ "missile", ActorMissileState, RUNTIME_CLASS(AActor) },
|
|
{ "missileheight", ActorMissileHeight, RUNTIME_CLASS(AActor) },
|
|
{ "missiletype", ActorMissileType, RUNTIME_CLASS(AActor) },
|
|
{ "monster", ActorMonster, RUNTIME_CLASS(AActor) },
|
|
{ "morphprojectile.monsterclass",(apf)EggFXMonsterClass, RUNTIME_CLASS(AMorphProjectile) },
|
|
{ "morphprojectile.playerclass",(apf)EggFXPlayerClass, RUNTIME_CLASS(AMorphProjectile) },
|
|
{ "obituary", ActorObituary, RUNTIME_CLASS(AActor) },
|
|
{ "pain", ActorPainState, RUNTIME_CLASS(AActor) },
|
|
{ "painchance", ActorPainChance, RUNTIME_CLASS(AActor) },
|
|
{ "painsound", ActorPainSound, RUNTIME_CLASS(AActor) },
|
|
{ "player.attackzoffset", (apf)PlayerAttackZOffset, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.colorrange", (apf)PlayerColorRange, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.crouchsprite", (apf)PlayerCrouchSprite, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.damagescreencolor", (apf)PlayerDmgScreenColor, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.displayname", (apf)PlayerDisplayName, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.forwardmove", (apf)PlayerForwardMove, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.healradiustype", (apf)PlayerHealRadius, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.hexenarmor", (apf)PlayerHexenArmor, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.invulnerabilitymode", (apf)PlayerInvulMode, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.jumpz", (apf)PlayerJumpZ, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.maxhealth", (apf)PlayerMaxHealth, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.morphweapon", (apf)PlayerMorphWeapon, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.runhealth", (apf)PlayerRunHealth, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.scoreicon", (apf)PlayerScoreIcon, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.sidemove", (apf)PlayerSideMove, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.soundclass", (apf)PlayerSoundClass, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.spawnclass", (apf)PlayerSpawnClass, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.startitem", (apf)PlayerStartItem, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "player.viewheight", (apf)PlayerViewHeight, RUNTIME_CLASS(APlayerPawn) },
|
|
{ "poisondamage", ActorPoisonDamage, RUNTIME_CLASS(AActor) },
|
|
{ "powerup.color", (apf)PowerupColor, RUNTIME_CLASS(APowerupGiver) },
|
|
{ "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(APowerupGiver) },
|
|
{ "powerup.mode", (apf)PowerupMode, RUNTIME_CLASS(APowerupGiver) },
|
|
{ "powerup.type", (apf)PowerupType, RUNTIME_CLASS(APowerupGiver) },
|
|
{ "projectile", ActorProjectile, RUNTIME_CLASS(AActor) },
|
|
{ "puzzleitem.failmessage", (apf)PuzzleitemFailMsg, RUNTIME_CLASS(APuzzleItem) },
|
|
{ "puzzleitem.number", (apf)PuzzleitemNumber, RUNTIME_CLASS(APuzzleItem) },
|
|
{ "radius", ActorRadius, RUNTIME_CLASS(AActor) },
|
|
{ "radiusdamagefactor", ActorRadiusDamageFactor, RUNTIME_CLASS(AActor) },
|
|
{ "raise", ActorRaiseState, RUNTIME_CLASS(AActor) },
|
|
{ "reactiontime", ActorReactionTime, RUNTIME_CLASS(AActor) },
|
|
{ "renderstyle", ActorRenderStyle, RUNTIME_CLASS(AActor) },
|
|
{ "scale", ActorScale, RUNTIME_CLASS(AActor) },
|
|
{ "see", ActorSeeState, RUNTIME_CLASS(AActor) },
|
|
{ "seesound", ActorSeeSound, RUNTIME_CLASS(AActor) },
|
|
{ "skip_super", ActorSkipSuper, RUNTIME_CLASS(AActor) },
|
|
{ "spawn", ActorSpawnState, RUNTIME_CLASS(AActor) },
|
|
{ "spawnid", ActorSpawnID, RUNTIME_CLASS(AActor) },
|
|
{ "speed", ActorSpeed, RUNTIME_CLASS(AActor) },
|
|
{ "states", ActorStates, RUNTIME_CLASS(AActor) },
|
|
{ "stencilcolor", ActorStencilColor, RUNTIME_CLASS(AActor) },
|
|
{ "tag", ActorTag, RUNTIME_CLASS(AActor) },
|
|
{ "translation", ActorTranslation, RUNTIME_CLASS(AActor) },
|
|
{ "vspeed", ActorVSpeed, RUNTIME_CLASS(AActor) },
|
|
{ "weapon.ammogive", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.ammogive1", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.ammogive2", (apf)WeaponAmmoGive2, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.ammotype", (apf)WeaponAmmoType1, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.ammotype1", (apf)WeaponAmmoType1, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.ammotype2", (apf)WeaponAmmoType2, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.ammouse", (apf)WeaponAmmoUse1, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.ammouse1", (apf)WeaponAmmoUse1, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.ammouse2", (apf)WeaponAmmoUse2, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.kickback", (apf)WeaponKickback, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.readysound", (apf)WeaponReadySound, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.selectionorder", (apf)WeaponSelectionOrder, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.sisterweapon", (apf)WeaponSisterWeapon, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.upsound", (apf)WeaponUpSound, RUNTIME_CLASS(AWeapon) },
|
|
{ "weapon.yadjust", (apf)WeaponYAdjust, RUNTIME_CLASS(AWeapon) },
|
|
{ "weaponpiece.number", (apf)WPieceValue, RUNTIME_CLASS(AWeaponPiece) },
|
|
{ "weaponpiece.weapon", (apf)WPieceWeapon, RUNTIME_CLASS(AWeaponPiece) },
|
|
{ "wound", ActorWoundState, RUNTIME_CLASS(AActor) },
|
|
{ "woundhealth", ActorWoundHealth, RUNTIME_CLASS(AActor) },
|
|
{ "xdeath", ActorXDeathState, RUNTIME_CLASS(AActor) },
|
|
{ "xscale", ActorXScale, RUNTIME_CLASS(AActor) },
|
|
{ "yscale", ActorYScale, RUNTIME_CLASS(AActor) },
|
|
// AWeapon:MinAmmo1 and 2 are never used so there is no point in adding them here!
|
|
};
|
|
static const ActorProps *is_actorprop (const char *str)
|
|
{
|
|
return APropSearch (str, props, sizeof(props)/sizeof(ActorProps));
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Parses an actor property
|
|
//
|
|
//==========================================================================
|
|
|
|
void ParseActorProperty(FScanner &sc, Baggage &bag)
|
|
{
|
|
strlwr (sc.String);
|
|
|
|
FString propname = sc.String;
|
|
|
|
if (sc.CheckString ("."))
|
|
{
|
|
sc.MustGetString ();
|
|
propname += '.';
|
|
strlwr (sc.String);
|
|
propname += sc.String;
|
|
}
|
|
else
|
|
{
|
|
sc.UnGet ();
|
|
}
|
|
|
|
const ActorProps *prop = is_actorprop (propname.GetChars());
|
|
|
|
if (prop != NULL)
|
|
{
|
|
if (!bag.Info->Class->IsDescendantOf(prop->type))
|
|
{
|
|
sc.ScriptError("\"%s\" requires an actor of type \"%s\"\n", propname.GetChars(), prop->type->TypeName.GetChars());
|
|
}
|
|
else
|
|
{
|
|
prop->Handler (sc, (AActor *)bag.Info->Class->Defaults, bag);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("\"%s\" is an unknown actor property\n", propname.GetChars());
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Finalizes an actor definition
|
|
//
|
|
//==========================================================================
|
|
|
|
void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag)
|
|
{
|
|
AActor *defaults = (AActor*)info->Class->Defaults;
|
|
|
|
FinishStates (sc, info, defaults, bag);
|
|
InstallStates (info, defaults);
|
|
ProcessStates (info->OwnedStates, info->NumOwnedStates);
|
|
if (bag.DropItemSet)
|
|
{
|
|
if (bag.DropItemList == NULL)
|
|
{
|
|
if (info->Class->Meta.GetMetaInt (ACMETA_DropItems) != 0)
|
|
{
|
|
info->Class->Meta.SetMetaInt (ACMETA_DropItems, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
info->Class->Meta.SetMetaInt (ACMETA_DropItems,
|
|
DropItemList.Push (bag.DropItemList) + 1);
|
|
}
|
|
}
|
|
if (info->Class->IsDescendantOf (RUNTIME_CLASS(AInventory)))
|
|
{
|
|
defaults->flags |= MF_SPECIAL;
|
|
}
|
|
}
|