qzdoom/src/scripting/decorate/olddecorations.cpp
Christoph Oelckers 854053a14f - use TArrays instead of TMaps to store damage factors and pain chances.
For these fields maps have no advantage. Linearly searching a small array with up to 10 entries is nearly always faster than generating a hash for finding the entry in the map.
2017-04-11 23:29:37 +02:00

690 lines
19 KiB
C++

/*
** decorations.cpp
** Loads custom actors out of DECORATE lumps.
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "templates.h"
#include "r_defs.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "decallib.h"
#include "i_system.h"
#include "thingdef.h"
#include "backend/codegen.h"
#include "r_data/r_translate.h"
// TYPES -------------------------------------------------------------------
struct FExtraInfo
{
char DeathSprite[5];
unsigned int SpawnStart, SpawnEnd;
unsigned int DeathStart, DeathEnd;
unsigned int IceDeathStart, IceDeathEnd;
unsigned int FireDeathStart, FireDeathEnd;
bool bSolidOnDeath, bSolidOnBurn;
bool bBurnAway, bDiesAway, bGenericIceDeath;
bool bExplosive;
double DeathHeight, BurnHeight;
};
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
FExtraInfo &extra, EDefinitionType def, FScanner &sc, TArray<FState> &StateArray, TArray<FScriptPosition> &SourceLines);
static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, TArray<FScriptPosition> &SourceLines, FScanner &sc);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const char *RenderStyles[] =
{
"STYLE_None",
"STYLE_Normal",
"STYLE_Fuzzy",
"STYLE_SoulTrans",
"STYLE_OptFuzzy",
"STYLE_Stencil",
"STYLE_Translucent",
"STYLE_Add",
//"STYLE_Shaded",
nullptr
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
// ParseOldDecoration
//
// Reads an old style decoration object
//
//==========================================================================
PClassActor *DecoDerivedClass(const FScriptPosition &sc, PClassActor *parent, FName typeName);
void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
{
Baggage bag;
TArray<FState> StateArray;
TArray<FScriptPosition> SourceLines;
FExtraInfo extra;
PClassActor *type;
PClassActor *parent;
FName typeName;
parent = (def == DEF_Pickup) ? PClass::FindActor("FakeInventory") : RUNTIME_CLASS(AActor);
sc.MustGetString();
typeName = FName(sc.String);
type = DecoDerivedClass(FScriptPosition(sc), parent, typeName);
ResetBaggage(&bag, parent);
bag.Namespace = ns;
bag.Info = type;
bag.fromDecorate = true;
bag.Version = { 2, 0, 0 };
#ifdef _DEBUG
bag.ClassName = type->TypeName;
#endif
sc.MustGetStringName("{");
memset (&extra, 0, sizeof(extra));
ParseInsideDecoration (bag, (AActor *)(type->Defaults), extra, def, sc, StateArray, SourceLines);
if (StateArray.Size() == 0)
{
sc.ScriptError ("%s does not define any animation frames", typeName.GetChars() );
}
else if (extra.SpawnEnd == 0)
{
sc.ScriptError ("%s does not have a Frames definition", typeName.GetChars() );
}
else if (def == DEF_BreakableDecoration && extra.DeathEnd == 0)
{
sc.ScriptError ("%s does not have a DeathFrames definition", typeName.GetChars() );
}
else if (extra.IceDeathEnd != 0 && extra.bGenericIceDeath)
{
sc.ScriptError ("You cannot use IceDeathFrames and GenericIceDeath together");
}
if (extra.IceDeathEnd != 0)
{
// Make a copy of the final frozen frame for A_FreezeDeathChunks
FState icecopy = StateArray[extra.IceDeathEnd-1];
FScriptPosition icepos = SourceLines[extra.IceDeathEnd - 1];
StateArray.Push (icecopy);
SourceLines.Push(icepos);
}
FState *states;
states = type->ActorInfo()->OwnedStates = (FState*)ClassDataAllocator.Alloc(StateArray.Size() * sizeof(FState));
SaveStateSourceLines(states, SourceLines);
memcpy (states, &StateArray[0], StateArray.Size() * sizeof(states[0]));
if (StateArray.Size() == 1)
{
states->Tics = -1;
states->TicRange = 0;
states->Misc1 = 0;
}
else
{
size_t i;
// Spawn states loop endlessly
for (i = extra.SpawnStart; i < extra.SpawnEnd-1; ++i)
{
states[i].NextState = &states[i+1];
}
states[i].NextState = &states[extra.SpawnStart];
// Death states are one-shot and freeze on the final state
if (extra.DeathEnd != 0)
{
for (i = extra.DeathStart; i < extra.DeathEnd-1; ++i)
{
states[i].NextState = &states[i+1];
}
FState *state = &states[i];
if (extra.bDiesAway || def == DEF_Projectile)
{
state->NextState = nullptr;
}
else
{
state->Tics = -1;
state->TicRange = 0;
state->Misc1 = 0;
}
if (def == DEF_Projectile)
{
if (extra.bExplosive)
{
states[extra.DeathStart].SetAction("A_Explode");
}
}
else
{
// The first frame plays the death sound and
// the second frame makes it nonsolid.
states[extra.DeathStart].SetAction("A_Scream");
if (extra.bSolidOnDeath)
{
}
else if (extra.DeathStart + 1 < extra.DeathEnd)
{
states[extra.DeathStart+1].SetAction("A_NoBlocking");
}
else
{
states[extra.DeathStart].SetAction("A_ScreamAndUnblock");
}
if (extra.DeathHeight == 0)
{
extra.DeathHeight = ((AActor*)(type->Defaults))->Height;
}
((AActor*)(type->Defaults))->FloatVar("DeathHeight") = extra.DeathHeight;
}
bag.statedef.SetStateLabel("Death", &states[extra.DeathStart]);
}
// Burn states are the same as death states, except they can optionally terminate
if (extra.FireDeathEnd != 0)
{
for (i = extra.FireDeathStart; i < extra.FireDeathEnd-1; ++i)
{
states[i].NextState = &states[i+1];
}
FState *state = &states[i];
if (extra.bBurnAway)
{
state->NextState = nullptr;
}
else
{
state->Tics = -1;
state->TicRange = 0;
state->Misc1 = 0;
}
// The first frame plays the burn sound and
// the second frame makes it nonsolid.
states[extra.FireDeathStart].SetAction("A_ActiveSound");
if (extra.bSolidOnBurn)
{
}
else if (extra.FireDeathStart + 1 < extra.FireDeathEnd)
{
states[extra.FireDeathStart+1].SetAction("A_NoBlocking");
}
else
{
states[extra.FireDeathStart].SetAction("A_ActiveAndUnblock");
}
if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(type->Defaults))->Height;
((AActor*)(type->Defaults))->FloatVar("BurnHeight") = extra.BurnHeight;
bag.statedef.SetStateLabel("Burn", &states[extra.FireDeathStart]);
}
// Ice states are similar to burn and death, except their final frame enters
// a loop that eventually causes them to bust to pieces.
if (extra.IceDeathEnd != 0)
{
for (i = extra.IceDeathStart; i < extra.IceDeathEnd-1; ++i)
{
states[i].NextState = &states[i+1];
}
FState *state = &states[i];
state->NextState = &states[StateArray.Size() - 1];
state->Tics = 5;
state->TicRange = 0;
state->Misc1 = 0;
state->SetAction("A_FreezeDeath");
i = StateArray.Size() - 1;
state->NextState = &states[i];
state->Tics = 1;
state->TicRange = 0;
state->Misc1 = 0;
state->SetAction("A_FreezeDeathChunks");
bag.statedef.SetStateLabel("Ice", &states[extra.IceDeathStart]);
}
else if (extra.bGenericIceDeath)
{
bag.statedef.SetStateLabel("Ice", RUNTIME_CLASS(AActor)->FindState(NAME_GenericFreezeDeath));
}
}
if (def == DEF_BreakableDecoration)
{
((AActor *)(type->Defaults))->flags |= MF_SHOOTABLE;
}
if (def == DEF_Projectile)
{
((AActor *)(type->Defaults))->flags |= MF_DROPOFF|MF_MISSILE;
}
bag.statedef.SetStateLabel("Spawn", &states[extra.SpawnStart]);
bag.statedef.InstallStates (type, ((AActor *)(type->Defaults)));
bag.Info->ActorInfo()->NumOwnedStates = StateArray.Size();
}
//==========================================================================
//
// ParseInsideDecoration
//
// Parses attributes out of a definition terminated with a }
//
//==========================================================================
static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
FExtraInfo &extra, EDefinitionType def, FScanner &sc, TArray<FState> &StateArray, TArray<FScriptPosition> &SourceLines)
{
AInventory *const inv = static_cast<AInventory *>(defaults);
char sprite[5] = "TNT1";
sc.MustGetString ();
while (!sc.Compare ("}"))
{
if (sc.Compare ("DoomEdNum"))
{
sc.MustGetNumber ();
if (sc.Number < -1 || sc.Number > 32767)
{
sc.ScriptError ("DoomEdNum must be in the range [-1,32767]");
}
bag.Info->ActorInfo()->DoomEdNum = (int16_t)sc.Number;
}
else if (sc.Compare ("SpawnNum"))
{
sc.MustGetNumber ();
if (sc.Number < 0 || sc.Number > 255)
{
sc.ScriptError ("SpawnNum must be in the range [0,255]");
}
bag.Info->ActorInfo()->SpawnID = (uint8_t)sc.Number;
}
else if (sc.Compare ("Sprite") || (
(def == DEF_BreakableDecoration || def == DEF_Projectile) &&
sc.Compare ("DeathSprite") &&
(extra.DeathSprite[0] = 1)) // This is intentionally = and not ==
)
{
sc.MustGetString ();
if (sc.StringLen != 4)
{
sc.ScriptError ("Sprite name must be exactly four characters long");
}
if (extra.DeathSprite[0] == 1)
{
memcpy (extra.DeathSprite, sc.String, 4);
}
else
{
memcpy (sprite, sc.String, 4);
}
}
else if (sc.Compare ("Frames"))
{
sc.MustGetString ();
extra.SpawnStart = StateArray.Size();
ParseSpriteFrames (bag.Info, StateArray, SourceLines, sc);
extra.SpawnEnd = StateArray.Size();
}
else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) &&
sc.Compare ("DeathFrames"))
{
sc.MustGetString ();
extra.DeathStart = StateArray.Size();
ParseSpriteFrames (bag.Info, StateArray, SourceLines, sc);
extra.DeathEnd = StateArray.Size();
}
else if (def == DEF_BreakableDecoration && sc.Compare ("IceDeathFrames"))
{
sc.MustGetString ();
extra.IceDeathStart = StateArray.Size();
ParseSpriteFrames (bag.Info, StateArray, SourceLines, sc);
extra.IceDeathEnd = StateArray.Size();
}
else if (def == DEF_BreakableDecoration && sc.Compare ("BurnDeathFrames"))
{
sc.MustGetString ();
extra.FireDeathStart = StateArray.Size();
ParseSpriteFrames (bag.Info, StateArray, SourceLines, sc);
extra.FireDeathEnd = StateArray.Size();
}
else if (def == DEF_BreakableDecoration && sc.Compare ("GenericIceDeath"))
{
extra.bGenericIceDeath = true;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("BurnsAway"))
{
extra.bBurnAway = true;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("DiesAway"))
{
extra.bDiesAway = true;
}
else if (sc.Compare ("Alpha"))
{
sc.MustGetFloat ();
defaults->Alpha = clamp (sc.Float, 0.0, 1.0);
}
else if (sc.Compare ("Scale"))
{
sc.MustGetFloat ();
defaults->Scale.X = defaults->Scale.Y = sc.Float;
}
else if (sc.Compare ("RenderStyle"))
{
sc.MustGetString ();
defaults->RenderStyle = LegacyRenderStyles[sc.MustMatchString (RenderStyles)];
}
else if (sc.Compare ("Radius"))
{
sc.MustGetFloat ();
defaults->radius = sc.Float;
}
else if (sc.Compare ("Height"))
{
sc.MustGetFloat ();
defaults->Height = sc.Float;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("DeathHeight"))
{
sc.MustGetFloat ();
extra.DeathHeight = sc.Float;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("BurnHeight"))
{
sc.MustGetFloat ();
extra.BurnHeight = sc.Float;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("Health"))
{
sc.MustGetNumber ();
defaults->health = sc.Number;
}
else if (def == DEF_Projectile && sc.Compare ("ExplosionRadius"))
{
sc.MustGetNumber ();
defaults->IntVar(NAME_ExplosionRadius) = sc.Number;
extra.bExplosive = true;
}
else if (def == DEF_Projectile && sc.Compare ("ExplosionDamage"))
{
sc.MustGetNumber ();
defaults->IntVar(NAME_ExplosionDamage) = sc.Number;
extra.bExplosive = true;
}
else if (def == DEF_Projectile && sc.Compare ("DoNotHurtShooter"))
{
defaults->BoolVar(NAME_DontHurtShooter) = true;
}
else if (def == DEF_Projectile && sc.Compare ("Damage"))
{
sc.MustGetNumber ();
defaults->SetDamage(sc.Number);
}
else if (def == DEF_Projectile && sc.Compare ("DamageType"))
{
sc.MustGetString ();
if (sc.Compare ("Normal"))
{
defaults->DamageType = NAME_None;
}
else
{
defaults->DamageType = sc.String;
}
}
else if (def == DEF_Projectile && sc.Compare ("Speed"))
{
sc.MustGetFloat ();
defaults->Speed = sc.Float;
}
else if (sc.Compare ("Mass"))
{
sc.MustGetFloat ();
defaults->Mass = int32_t(sc.Float);
}
else if (sc.Compare ("Translation1"))
{
sc.MustGetNumber ();
if (sc.Number < 0 || sc.Number > 2)
{
sc.ScriptError ("Translation1 must be in the range [0,2]");
}
defaults->Translation = TRANSLATION(TRANSLATION_Standard, sc.Number);
}
else if (sc.Compare ("Translation2"))
{
sc.MustGetNumber ();
if (sc.Number < 0 || sc.Number >= MAX_ACS_TRANSLATIONS)
{
#define ERROR(foo) "Translation2 must be in the range [0," #foo "]"
sc.ScriptError (ERROR(MAX_ACS_TRANSLATIONS));
#undef ERROR
}
defaults->Translation = TRANSLATION(TRANSLATION_LevelScripted, sc.Number);
}
else if ((def == DEF_BreakableDecoration || def == DEF_Projectile) &&
sc.Compare ("DeathSound"))
{
sc.MustGetString ();
defaults->DeathSound = sc.String;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("BurnDeathSound"))
{
sc.MustGetString ();
defaults->ActiveSound = sc.String;
}
else if (def == DEF_Projectile && sc.Compare ("SpawnSound"))
{
sc.MustGetString ();
defaults->SeeSound = sc.String;
}
else if (def == DEF_Projectile && sc.Compare ("DoomBounce"))
{
defaults->BounceFlags = BOUNCE_DoomCompat;
}
else if (def == DEF_Projectile && sc.Compare ("HereticBounce"))
{
defaults->BounceFlags = BOUNCE_HereticCompat;
}
else if (def == DEF_Projectile && sc.Compare ("HexenBounce"))
{
defaults->BounceFlags = BOUNCE_HexenCompat;
}
else if (def == DEF_Pickup && sc.Compare ("PickupSound"))
{
sc.MustGetString ();
inv->PickupSound = sc.String;
}
else if (def == DEF_Pickup && sc.Compare ("PickupMessage"))
{
sc.MustGetString ();
inv->StringVar(NAME_PickupMsg) = sc.String;
}
else if (def == DEF_Pickup && sc.Compare ("Respawns"))
{
inv->BoolVar(NAME_Respawnable) = true;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("SolidOnDeath"))
{
extra.bSolidOnDeath = true;
}
else if (def == DEF_BreakableDecoration && sc.Compare ("SolidOnBurn"))
{
extra.bSolidOnBurn = true;
}
else if (sc.String[0] != '*')
{
HandleActorFlag(sc, bag, sc.String, nullptr, '+');
}
else
{
sc.ScriptError (nullptr);
}
sc.MustGetString ();
}
unsigned int i;
int spr = GetSpriteIndex(sprite);
for (i = 0; i < StateArray.Size(); ++i)
{
StateArray[i].sprite = spr;
}
if (extra.DeathSprite[0] && extra.DeathEnd != 0)
{
int spr = GetSpriteIndex(extra.DeathSprite);
for (i = extra.DeathStart; i < extra.DeathEnd; ++i)
{
StateArray[i].sprite = spr;
}
}
}
//==========================================================================
//
// ParseSpriteFrames
//
// Parses a sprite-based animation sequence out of a decoration definition.
// You can have multiple sequences, and they will be appended together.
// A sequence definition looks like this:
//
// "<rate>:<frames>,<rate>:<frames>,<rate>:<frames>,..."
//
// Rate is a number describing the number of tics between frames in this
// sequence. If you don't specify it, then a rate of 4 is used. Frames is
// a list of consecutive frame characters. Each frame can be postfixed with
// the * character to indicate that it is fullbright.
//
// Examples:
// ShortRedTorch looks like this:
// "ABCD"
//
// HeadCandles looks like this:
// "6:AB"
//
// TechLamp looks like this:
// "A*B*C*D*"
//
// BloodyTwich looks like this:
// "10:A, 15:B, 8:C, 6:B"
//==========================================================================
static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, TArray<FScriptPosition> &SourceLines, FScanner &sc)
{
FState state;
char *token = strtok (sc.String, ",\t\n\r");
memset (&state, 0, sizeof(state));
state.UseFlags = info->ActorInfo()->DefaultStateUsage;
while (token != nullptr)
{
// Skip leading white space
while (*token == ' ')
token++;
int rate = 4;
bool firstState = true;
char *colon = strchr (token, ':');
if (colon != nullptr)
{
char *stop;
*colon = 0;
rate = (int)strtoll (token, &stop, 10);
if (stop == token || rate < 1 || rate > 65534)
{
sc.ScriptError ("Rates must be in the range [0,65534]");
}
token = colon + 1;
}
state.Tics = rate;
state.TicRange = 0;
while (*token)
{
if (*token == ' ')
{
}
else if (*token == '*')
{
if (firstState)
{
sc.ScriptError ("* must come after a frame");
}
state.StateFlags |= STF_FULLBRIGHT;
}
else if (*token < 'A' || *token > ']')
{
sc.ScriptError ("Frames must be A-Z, [, \\, or ]");
}
else
{
if (!firstState)
{
states.Push (state);
SourceLines.Push(sc);
}
firstState = false;
state.Frame = *token-'A';
}
++token;
}
if (!firstState)
{
states.Push (state);
SourceLines.Push(sc);
}
token = strtok (nullptr, ",\t\n\r");
}
}