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https://github.com/ZDoom/qzdoom.git
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a3e8a0cefd
arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) SVN r1059 (trunk)
157 lines
4.5 KiB
C++
157 lines
4.5 KiB
C++
/*
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** decorations.cpp
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** Loads custom actors out of DECORATE lumps.
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2007 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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**
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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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// HEADER FILES ------------------------------------------------------------
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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 "s_sound.h"
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#include "cmdlib.h"
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#include "thingdef.h"
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void ParseActor(FScanner &sc);
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void ParseClass(FScanner &sc);
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void ParseGlobalConst(FScanner &sc);
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void ParseGlobalEnum(FScanner &sc);
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void FinishThingdef();
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void ParseOldDecoration(FScanner &sc, EDefinitionType def);
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// STATIC FUNCTION PROTOTYPES --------------------------------------------
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//==========================================================================
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//
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// ParseDecorate
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//
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// Parses a single DECORATE lump
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//
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//==========================================================================
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static void ParseDecorate (FScanner &sc)
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{
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// Get actor class name.
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for(;;)
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{
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FScanner::SavedPos pos = sc.SavePos();
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if (!sc.GetToken ())
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{
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return;
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}
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switch (sc.TokenType)
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{
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case TK_Include:
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{
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sc.MustGetString();
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FScanner newscanner;
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newscanner.Open(sc.String);
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ParseDecorate(newscanner);
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break;
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}
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case TK_Class:
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ParseClass (sc);
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break;
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case TK_Const:
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ParseConstant (sc, &RUNTIME_CLASS(AActor)->Symbols, RUNTIME_CLASS(AActor));
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break;
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case TK_Enum:
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ParseEnum (sc, &RUNTIME_CLASS(AActor)->Symbols, RUNTIME_CLASS(AActor));
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break;
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case TK_Pickup:
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ParseOldDecoration (sc, DEF_Pickup);
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break;
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case TK_Breakable:
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ParseOldDecoration (sc, DEF_BreakableDecoration);
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break;
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case TK_Projectile:
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ParseOldDecoration (sc, DEF_Projectile);
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break;
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case ';':
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// ';' is the start of a comment in the non-cmode parser which
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// is used to parse parts of the DECORATE lump. If we don't add
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// a check here the user will only get weird non-informative
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// error messages if a semicolon is found.
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sc.ScriptError("Unexpected ';'");
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break;
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case TK_Identifier:
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// 'ACTOR' cannot be a keyword because it is also needed as a class identifier
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// so let's do a special case for this.
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if (sc.Compare("ACTOR"))
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{
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ParseActor (sc);
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break;
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}
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default:
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// Yuck! Too bad that there's no better way to check this properly
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sc.RestorePos(pos);
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ParseOldDecoration(sc, DEF_Decoration);
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break;
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}
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}
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}
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//==========================================================================
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//
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// LoadDecorations
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//
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// Called from FActor::StaticInit()
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//
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//==========================================================================
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void LoadDecorations ()
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{
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int lastlump, lump;
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lastlump = 0;
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while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1)
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{
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FScanner sc(lump);
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ParseDecorate (sc);
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}
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FinishThingdef();
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}
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