qzdoom/src/thingdef/thingdef_properties.cpp
2008-01-16 10:14:10 +00:00

2610 lines
86 KiB
C++

/*
** thingdef-properties.cpp
**
** Actor definitions - properties and flags parser
**
**---------------------------------------------------------------------------
** Copyright 2002-2007 Christoph Oelckers
** Copyright 2004-2007 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.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** 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.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "r_draw.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "autosegs.h"
#include "i_system.h"
#include "p_local.h"
#include "p_effect.h"
#include "v_palette.h"
#include "doomerrors.h"
#include "a_doomglobal.h"
#include "a_hexenglobal.h"
#include "a_weaponpiece.h"
#include "p_conversation.h"
#include "v_text.h"
#include "thingdef.h"
#include "a_sharedglobal.h"
#include "r_translate.h"
//==========================================================================
//
// List of all flags
//
//==========================================================================
// [RH] Keep GCC quiet by not using offsetof on Actor types.
#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1 }
#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)(size_t)&((type*)1)->variable - 1 }
#define DEFINE_DEPRECATED_FLAG(name, type, index) { index, #name, -1 }
struct flagdef
{
int flagbit;
const char *name;
int structoffset;
};
static flagdef ActorFlags[]=
{
DEFINE_FLAG(MF, SOLID, AActor, flags),
DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
DEFINE_FLAG(MF, NOSECTOR, AActor, flags),
DEFINE_FLAG(MF, NOBLOCKMAP, AActor, flags),
DEFINE_FLAG(MF, AMBUSH, AActor, flags),
DEFINE_FLAG(MF, JUSTHIT, AActor, flags),
DEFINE_FLAG(MF, JUSTATTACKED, AActor, flags),
DEFINE_FLAG(MF, SPAWNCEILING, AActor, flags),
DEFINE_FLAG(MF, NOGRAVITY, AActor, flags),
DEFINE_FLAG(MF, DROPOFF, AActor, flags),
DEFINE_FLAG(MF, NOCLIP, AActor, flags),
DEFINE_FLAG(MF, FLOAT, AActor, flags),
DEFINE_FLAG(MF, TELEPORT, AActor, flags),
DEFINE_FLAG(MF, MISSILE, AActor, flags),
DEFINE_FLAG(MF, DROPPED, AActor, flags),
DEFINE_FLAG(MF, SHADOW, AActor, flags),
DEFINE_FLAG(MF, NOBLOOD, AActor, flags),
DEFINE_FLAG(MF, CORPSE, AActor, flags),
DEFINE_FLAG(MF, INFLOAT, AActor, flags),
DEFINE_FLAG(MF, COUNTKILL, AActor, flags),
DEFINE_FLAG(MF, COUNTITEM, AActor, flags),
DEFINE_FLAG(MF, SKULLFLY, AActor, flags),
DEFINE_FLAG(MF, NOTDMATCH, AActor, flags),
DEFINE_FLAG(MF, SPAWNSOUNDSOURCE, AActor, flags),
DEFINE_FLAG(MF, FRIENDLY, AActor, flags),
DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
DEFINE_FLAG(MF, STEALTH, AActor, flags),
DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
DEFINE_FLAG(MF2, DONTREFLECT, AActor, flags2),
DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
DEFINE_FLAG(MF2, HERETICBOUNCE , AActor, flags2),
DEFINE_FLAG(MF2, BLASTED, AActor, flags2),
DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2),
DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2),
DEFINE_FLAG(MF2, NOTELEPORT, AActor, flags2),
DEFINE_FLAG2(MF2_RIP, RIPPER, AActor, flags2),
DEFINE_FLAG(MF2, PUSHABLE, AActor, flags2),
DEFINE_FLAG2(MF2_SLIDE, SLIDESONWALLS, AActor, flags2),
DEFINE_FLAG2(MF2_PASSMOBJ, CANPASS, AActor, flags2),
DEFINE_FLAG(MF2, CANNOTPUSH, AActor, flags2),
DEFINE_FLAG(MF2, THRUGHOST, AActor, flags2),
DEFINE_FLAG(MF2, BOSS, AActor, flags2),
DEFINE_FLAG2(MF2_NODMGTHRUST, NODAMAGETHRUST, AActor, flags2),
DEFINE_FLAG(MF2, DONTTRANSLATE, AActor, flags2),
DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2),
DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2),
DEFINE_FLAG(MF2, HEXENBOUNCE, AActor, flags2),
DEFINE_FLAG(MF2, DOOMBOUNCE, AActor, flags2),
DEFINE_FLAG2(MF2_IMPACT, ACTIVATEIMPACT, AActor, flags2),
DEFINE_FLAG2(MF2_PUSHWALL, CANPUSHWALLS, AActor, flags2),
DEFINE_FLAG2(MF2_MCROSS, ACTIVATEMCROSS, AActor, flags2),
DEFINE_FLAG2(MF2_PCROSS, ACTIVATEPCROSS, AActor, flags2),
DEFINE_FLAG(MF2, CANTLEAVEFLOORPIC, AActor, flags2),
DEFINE_FLAG(MF2, NONSHOOTABLE, AActor, flags2),
DEFINE_FLAG(MF2, INVULNERABLE, AActor, flags2),
DEFINE_FLAG(MF2, DORMANT, AActor, flags2),
DEFINE_FLAG(MF2, SEEKERMISSILE, AActor, flags2),
DEFINE_FLAG(MF2, REFLECTIVE, AActor, flags2),
DEFINE_FLAG(MF3, FLOORHUGGER, AActor, flags3),
DEFINE_FLAG(MF3, CEILINGHUGGER, AActor, flags3),
DEFINE_FLAG(MF3, NORADIUSDMG, AActor, flags3),
DEFINE_FLAG(MF3, GHOST, AActor, flags3),
DEFINE_FLAG(MF3, ALWAYSPUFF, AActor, flags3),
DEFINE_FLAG(MF3, DONTSPLASH, AActor, flags3),
DEFINE_FLAG(MF3, DONTOVERLAP, AActor, flags3),
DEFINE_FLAG(MF3, DONTMORPH, AActor, flags3),
DEFINE_FLAG(MF3, DONTSQUASH, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLACTIVE, AActor, flags3),
DEFINE_FLAG(MF3, ISMONSTER, AActor, flags3),
DEFINE_FLAG(MF3, SKYEXPLODE, AActor, flags3),
DEFINE_FLAG(MF3, STAYMORPHED, AActor, flags3),
DEFINE_FLAG(MF3, DONTBLAST, AActor, flags3),
DEFINE_FLAG(MF3, CANBLAST, AActor, flags3),
DEFINE_FLAG(MF3, NOTARGET, AActor, flags3),
DEFINE_FLAG(MF3, DONTGIB, AActor, flags3),
DEFINE_FLAG(MF3, NOBLOCKMONST, AActor, flags3),
DEFINE_FLAG(MF3, FULLVOLDEATH, AActor, flags3),
DEFINE_FLAG(MF3, CANBOUNCEWATER, AActor, flags3),
DEFINE_FLAG(MF3, NOWALLBOUNCESND, AActor, flags3),
DEFINE_FLAG(MF3, FOILINVUL, AActor, flags3),
DEFINE_FLAG(MF3, NOTELEOTHER, AActor, flags3),
DEFINE_FLAG(MF3, BLOODLESSIMPACT, AActor, flags3),
DEFINE_FLAG(MF3, NOEXPLODEFLOOR, AActor, flags3),
DEFINE_FLAG(MF3, PUFFONACTORS, AActor, flags3),
DEFINE_FLAG(MF4, QUICKTORETALIATE, AActor, flags4),
DEFINE_FLAG(MF4, NOICEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, RANDOMIZE, AActor, flags4),
DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
DEFINE_FLAG(MF4, CANUSEWALLS, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
DEFINE_FLAG(MF4, FORCERADIUSDMG, AActor, flags4),
DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
DEFINE_FLAG(MF4, LOOKALLAROUND, AActor, flags4),
DEFINE_FLAG(MF4, STANDSTILL, AActor, flags4),
DEFINE_FLAG(MF4, SPECTRAL, AActor, flags4),
DEFINE_FLAG(MF4, FIRERESIST, AActor, flags4),
DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4),
DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4),
DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4),
DEFINE_FLAG(MF4, DONTHURTSPECIES, AActor, flags4),
DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4),
DEFINE_FLAG(MF4, DEFLECT, AActor, flags4),
DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4),
DEFINE_FLAG(MF4, EXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, NOEXTREMEDEATH, AActor, flags4),
DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4),
DEFINE_FLAG(MF4, NOSKIN, AActor, flags4),
DEFINE_FLAG(MF4, BOSSDEATH, AActor, flags4),
DEFINE_FLAG(MF5, FASTER, AActor, flags5),
DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
DEFINE_FLAG(MF5, BOUNCEONACTORS, AActor, flags5),
DEFINE_FLAG(MF5, EXPLODEONWATER, AActor, flags5),
DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5),
DEFINE_FLAG(MF5, NEVERFAST, AActor, flags5),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects),
DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
DEFINE_DEPRECATED_FLAG(FIREDAMAGE, AActor, 0),
DEFINE_DEPRECATED_FLAG(ICEDAMAGE, AActor, 1),
DEFINE_DEPRECATED_FLAG(LOWGRAVITY, AActor, 2),
DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE, AActor, 3),
DEFINE_DEPRECATED_FLAG(LONGMELEERANGE, AActor, 4),
};
static flagdef InventoryFlags[] =
{
// Inventory flags
DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags),
DEFINE_FLAG(IF, AUTOACTIVATE, AInventory, ItemFlags),
DEFINE_FLAG(IF, UNDROPPABLE, AInventory, ItemFlags),
DEFINE_FLAG(IF, INVBAR, AInventory, ItemFlags),
DEFINE_FLAG(IF, HUBPOWER, AInventory, ItemFlags),
DEFINE_FLAG(IF, INTERHUBSTRIP, AInventory, ItemFlags),
DEFINE_FLAG(IF, PICKUPFLASH, AInventory, ItemFlags),
DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags),
DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags),
DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags),
DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags),
};
static flagdef WeaponFlags[] =
{
// Weapon flags
DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, READYSNDHALF, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, DONTBOB, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AXEBLOOD, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NOALERT, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, AMMO_OPTIONAL, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, ALT_AMMO_OPTIONAL, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, PRIMARY_USES_BOTH, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, WIMPY_WEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, POWERED_UP, AWeapon, WeaponFlags),
//DEFINE_FLAG(WIF, EXTREME_DEATH, AWeapon, WeaponFlags), // this should be removed now!
DEFINE_FLAG(WIF, STAFF2_KICKBACK, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, EXPLOSIVE, AWeapon, WeaponFlags),
DEFINE_FLAG2(WIF_BOT_MELEE, MELEEWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF_BOT, BFG, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
//WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
};
static const struct { const PClass *Type; flagdef *Defs; int NumDefs; } FlagLists[] =
{
{ RUNTIME_CLASS(AActor), ActorFlags, sizeof(ActorFlags)/sizeof(flagdef) },
{ RUNTIME_CLASS(AInventory), InventoryFlags, sizeof(InventoryFlags)/sizeof(flagdef) },
{ RUNTIME_CLASS(AWeapon), WeaponFlags, sizeof(WeaponFlags)/sizeof(flagdef) }
};
#define NUM_FLAG_LISTS 3
//==========================================================================
//
// Find a flag by name using a binary search
//
//==========================================================================
static int STACK_ARGS flagcmp (const void * a, const void * b)
{
return stricmp( ((flagdef*)a)->name, ((flagdef*)b)->name);
}
static flagdef *FindFlag (flagdef *flags, int numflags, const char *flag)
{
int min = 0, max = numflags - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp (flag, flags[mid].name);
if (lexval == 0)
{
return &flags[mid];
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
static flagdef *FindFlag (const PClass *type, const char *part1, const char *part2)
{
static bool flagsorted = false;
flagdef *def;
int i;
if (!flagsorted)
{
for (i = 0; i < NUM_FLAG_LISTS; ++i)
{
qsort (FlagLists[i].Defs, FlagLists[i].NumDefs, sizeof(flagdef), flagcmp);
}
flagsorted = true;
}
if (part2 == NULL)
{ // Search all lists
for (i = 0; i < NUM_FLAG_LISTS; ++i)
{
if (type->IsDescendantOf (FlagLists[i].Type))
{
def = FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part1);
if (def != NULL)
{
return def;
}
}
}
}
else
{ // Search just the named list
for (i = 0; i < NUM_FLAG_LISTS; ++i)
{
if (stricmp (FlagLists[i].Type->TypeName.GetChars(), part1) == 0)
{
if (type->IsDescendantOf (FlagLists[i].Type))
{
return FindFlag (FlagLists[i].Defs, FlagLists[i].NumDefs, part2);
}
else
{
return NULL;
}
}
}
}
return NULL;
}
//===========================================================================
//
// HandleDeprecatedFlags
//
// Handles the deprecated flags and sets the respective properties
// to appropriate values. This is solely intended for backwards
// compatibility so mixing this with code that is aware of the real
// properties is not recommended
//
//===========================================================================
static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
{
switch (index)
{
case 0: // FIREDAMAGE
defaults->DamageType = set? NAME_Fire : NAME_None;
break;
case 1: // ICEDAMAGE
defaults->DamageType = set? NAME_Ice : NAME_None;
break;
case 2: // LOWGRAVITY
defaults->gravity = set? FRACUNIT/8 : FRACUNIT;
break;
case 3: // SHORTMISSILERANGE
defaults->maxtargetrange = set? 896*FRACUNIT : 0;
break;
case 4: // LONGMELEERANGE
defaults->meleethreshold = set? 196*FRACUNIT : 0;
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 (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()
{
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(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) (AActor *defaults, Baggage &bag);
struct ActorProps
{
const char *name;
ActorPropFunction Handler;
const PClass * type;
};
typedef ActorProps (*ActorPropHandler) (register const char *str, register 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()
{
if (SC_CheckString(","))
{
SC_MustGetNumber();
return true;
}
else
{
return !!SC_CheckNumber();
}
}
static bool CheckFloatParm()
{
if (SC_CheckString(","))
{
SC_MustGetFloat();
return true;
}
else
{
return !!SC_CheckFloat();
}
}
//==========================================================================
//
// Property parsers
//
//==========================================================================
//==========================================================================
//
//==========================================================================
static void ActorSkipSuper (AActor *defaults, Baggage &bag)
{
memcpy (defaults, GetDefault<AActor>(), sizeof(AActor));
if (bag.DropItemList != NULL)
{
FreeDropItemChain (bag.DropItemList);
}
ResetBaggage (&bag);
MakeStateDefines(NULL);
}
//==========================================================================
//
//==========================================================================
static void ActorGame (AActor *defaults, Baggage &bag)
{
SC_MustGetString ();
if (SC_Compare ("Doom"))
{
bag.Info->GameFilter |= GAME_Doom;
}
else if (SC_Compare ("Heretic"))
{
bag.Info->GameFilter |= GAME_Heretic;
}
else if (SC_Compare ("Hexen"))
{
bag.Info->GameFilter |= GAME_Hexen;
}
else if (SC_Compare ("Raven"))
{
bag.Info->GameFilter |= GAME_Raven;
}
else if (SC_Compare ("Strife"))
{
bag.Info->GameFilter |= GAME_Strife;
}
else if (SC_Compare ("Any"))
{
bag.Info->GameFilter = GAME_Any;
}
else
{
SC_ScriptError ("Unknown game type %s", sc_String);
}
}
//==========================================================================
//
//==========================================================================
static void ActorSpawnID (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
if (sc_Number<0 || sc_Number>255)
{
SC_ScriptError ("SpawnID must be in the range [0,255]");
}
else bag.Info->SpawnID=(BYTE)sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorConversationID (AActor *defaults, Baggage &bag)
{
int convid;
SC_MustGetNumber();
convid = sc_Number;
// Handling for Strife teaser IDs - only of meaning for the standard items
// as PWADs cannot be loaded with the teasers.
if (SC_CheckString(","))
{
SC_MustGetNumber();
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE))
convid=sc_Number;
SC_MustGetStringName(",");
SC_MustGetNumber();
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE|GI_TEASER2))
convid=sc_Number;
if (convid==-1) return;
}
if (convid<0 || convid>1000)
{
SC_ScriptError ("ConversationID must be in the range [0,1000]");
}
else StrifeTypes[convid] = bag.Info->Class;
}
//==========================================================================
//
//==========================================================================
static void ActorTag (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
bag.Info->Class->Meta.SetMetaString(AMETA_StrifeName, sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorHealth (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->health=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorGibHealth (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (AMETA_GibHealth, sc_Number);
}
//==========================================================================
//
//==========================================================================
static void ActorWoundHealth (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (AMETA_WoundHealth, sc_Number);
}
//==========================================================================
//
//==========================================================================
static void ActorReactionTime (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->reactiontime=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorPainChance (AActor *defaults, Baggage &bag)
{
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 (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 (false, bag.Info->Class);
SC_MustGetStringName(")");
}
else
{
SC_MustGetNumber ();
defaults->Damage = sc_Number;
}
}
//==========================================================================
//
//==========================================================================
static void ActorSpeed (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->Speed=fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorFloatSpeed (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->FloatSpeed=fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorRadius (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->radius=fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->height=fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMass (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->Mass=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorXScale (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->scaleX = FLOAT2FIXED(sc_Float);
}
//==========================================================================
//
//==========================================================================
static void ActorYScale (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->scaleY = FLOAT2FIXED(sc_Float);
}
//==========================================================================
//
//==========================================================================
static void ActorScale (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->scaleX= defaults->scaleY = FLOAT2FIXED(sc_Float);
}
//==========================================================================
//
//==========================================================================
static void ActorArgs (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 (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->SeeSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorAttackSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->AttackSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorPainSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->PainSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorDeathSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->DeathSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorActiveSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->ActiveSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorHowlSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
bag.Info->Class->Meta.SetMetaInt (AMETA_HowlSound, S_FindSound(sc_String));
}
//==========================================================================
//
//==========================================================================
static void ActorDropItem (AActor *defaults, Baggage &bag)
{
// create a linked list of dropitems
if (!bag.DropItemSet)
{
bag.DropItemSet = true;
bag.DropItemList = NULL;
}
FDropItem * di=new FDropItem;
SC_MustGetString();
di->Name=sc_String;
di->probability=255;
di->amount=-1;
if (CheckNumParm())
{
di->probability=sc_Number;
if (CheckNumParm())
{
di->amount=sc_Number;
}
}
di->Next = bag.DropItemList;
bag.DropItemList = di;
}
//==========================================================================
//
//==========================================================================
static void ActorSpawnState (AActor *defaults, Baggage &bag)
{
AddState("Spawn", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorSeeState (AActor *defaults, Baggage &bag)
{
AddState("See", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeState (AActor *defaults, Baggage &bag)
{
AddState("Melee", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorMissileState (AActor *defaults, Baggage &bag)
{
AddState("Missile", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorPainState (AActor *defaults, Baggage &bag)
{
AddState("Pain", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorDeathState (AActor *defaults, Baggage &bag)
{
AddState("Death", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorXDeathState (AActor *defaults, Baggage &bag)
{
AddState("XDeath", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorBurnState (AActor *defaults, Baggage &bag)
{
AddState("Burn", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorIceState (AActor *defaults, Baggage &bag)
{
AddState("Ice", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorRaiseState (AActor *defaults, Baggage &bag)
{
AddState("Raise", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorCrashState (AActor *defaults, Baggage &bag)
{
AddState("Crash", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorCrushState (AActor *defaults, Baggage &bag)
{
AddState("Crush", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorWoundState (AActor *defaults, Baggage &bag)
{
AddState("Wound", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorDisintegrateState (AActor *defaults, Baggage &bag)
{
AddState("Disintegrate", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorHealState (AActor *defaults, Baggage &bag)
{
AddState("Heal", CheckState ( bag.Info->Class));
}
//==========================================================================
//
//==========================================================================
static void ActorStates (AActor *defaults, Baggage &bag)
{
if (!bag.StateSet) ParseStates(bag.Info, defaults, bag);
else SC_ScriptError("Multiple state declarations not allowed");
bag.StateSet=true;
}
//==========================================================================
//
//==========================================================================
static void ActorRenderStyle (AActor *defaults, Baggage &bag)
{
static const char * renderstyles[]={
"NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD",NULL};
static const int renderstyle_values[]={
STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy,
STYLE_Stencil, STYLE_Translucent, STYLE_Add};
SC_MustGetString();
defaults->RenderStyle=renderstyle_values[SC_MustMatchString(renderstyles)];
}
//==========================================================================
//
//==========================================================================
static void ActorAlpha (AActor *defaults, Baggage &bag)
{
if (SC_CheckString("DEFAULT"))
{
defaults->alpha = gameinfo.gametype==GAME_Heretic? HR_SHADOW : HX_SHADOW;
}
else
{
SC_MustGetFloat();
defaults->alpha=fixed_t(sc_Float*FRACUNIT);
}
}
//==========================================================================
//
//==========================================================================
static void ActorObituary (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
bag.Info->Class->Meta.SetMetaString (AMETA_Obituary, sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorHitObituary (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
bag.Info->Class->Meta.SetMetaString (AMETA_HitObituary, sc_String);
}
//==========================================================================
//
//==========================================================================
static void ActorDontHurtShooter (AActor *defaults, Baggage &bag)
{
bag.Info->Class->Meta.SetMetaInt (ACMETA_DontHurtShooter, true);
}
//==========================================================================
//
//==========================================================================
static void ActorExplosionRadius (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionRadius, sc_Number);
}
//==========================================================================
//
//==========================================================================
static void ActorExplosionDamage (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionDamage, sc_Number);
}
//==========================================================================
//
//==========================================================================
static void ActorDeathHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
fixed_t h = fixed_t(sc_Float * FRACUNIT);
// AActor::Die() uses a height of 0 to mean "cut the height to 1/4",
// so if a height of 0 is desired, store it as -1.
bag.Info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, h <= 0 ? -1 : h);
}
//==========================================================================
//
//==========================================================================
static void ActorBurnHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
fixed_t h = fixed_t(sc_Float * FRACUNIT);
// The note above for AMETA_DeathHeight also applies here.
bag.Info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, h <= 0 ? -1 : h);
}
//==========================================================================
//
//==========================================================================
static void ActorMaxTargetRange (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->maxtargetrange = fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeThreshold (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->meleethreshold = fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeDamage (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (ACMETA_MeleeDamage, sc_Number);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeRange (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->meleerange = fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorMeleeSound (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
bag.Info->Class->Meta.SetMetaInt (ACMETA_MeleeSound, S_FindSound(sc_String));
}
//==========================================================================
//
//==========================================================================
static void ActorMissileType (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
bag.Info->Class->Meta.SetMetaInt (ACMETA_MissileName, FName(sc_String));
}
//==========================================================================
//
//==========================================================================
static void ActorMissileHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
bag.Info->Class->Meta.SetMetaFixed (ACMETA_MissileHeight, fixed_t(sc_Float*FRACUNIT));
}
//==========================================================================
//
//==========================================================================
static void ActorTranslation (AActor *defaults, Baggage &bag)
{
if (SC_CheckNumber())
{
int max = (gameinfo.gametype==GAME_Strife || (bag.Info->GameFilter&GAME_Strife)) ? 6:2;
if (sc_Number < 0 || sc_Number > max)
{
SC_ScriptError ("Translation must be in the range [0,%d]", max);
}
defaults->Translation = TRANSLATION(TRANSLATION_Standard, sc_Number);
}
else
{
CurrentTranslation.MakeIdentity();
do
{
SC_GetString();
AddToTranslation(sc_String);
}
while (SC_CheckString(","));
defaults->Translation = StoreTranslation ();
}
}
//==========================================================================
//
//==========================================================================
static void ActorBloodColor (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(pe);
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodColor, pe);
}
//==========================================================================
//
//==========================================================================
static void ActorBloodType (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 (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat ();
defaults->bouncefactor = clamp<fixed_t>(fixed_t(sc_Float * FRACUNIT), 0, FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorBounceCount (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber ();
defaults->bouncecount = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorMinMissileChance (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber ();
defaults->MinMissileChance=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ActorDamageType (AActor *defaults, Baggage &bag)
{
SC_MustGetString ();
if (SC_Compare("Normal")) defaults->DamageType = NAME_None;
else defaults->DamageType=sc_String;
}
//==========================================================================
//
//==========================================================================
static void ActorDamageFactor (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 (AActor *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->DecalGenerator = (FDecalBase *)intptr_t(int(FName(sc_String)));
}
//==========================================================================
//
//==========================================================================
static void ActorMaxStepHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber ();
defaults->MaxStepHeight=sc_Number * FRACUNIT;
}
//==========================================================================
//
//==========================================================================
static void ActorMaxDropoffHeight (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber ();
defaults->MaxDropOffHeight=sc_Number * FRACUNIT;
}
//==========================================================================
//
//==========================================================================
static void ActorPoisonDamage (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (AMETA_PoisonDamage, sc_Number);
}
//==========================================================================
//
//==========================================================================
static void ActorFastSpeed (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
bag.Info->Class->Meta.SetMetaFixed (AMETA_FastSpeed, fixed_t(sc_Float*FRACUNIT));
}
//==========================================================================
//
//==========================================================================
static void ActorRadiusDamageFactor (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
bag.Info->Class->Meta.SetMetaFixed (AMETA_RDFactor, fixed_t(sc_Float*FRACUNIT));
}
//==========================================================================
//
//==========================================================================
static void ActorCameraheight (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
bag.Info->Class->Meta.SetMetaFixed (AMETA_CameraHeight, fixed_t(sc_Float*FRACUNIT));
}
//==========================================================================
//
//==========================================================================
static void ActorVSpeed (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->momz = fixed_t(sc_Float*FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void ActorGravity (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 (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 (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 (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 (AAmmo *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->BackpackAmount=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void AmmoBackpackMaxAmount (AAmmo *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->BackpackMaxAmount=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void AmmoDropAmount (AAmmo *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt (AIMETA_DropAmount, sc_Number);
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxSaveAmount (ABasicArmorBonus *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->MaxSaveAmount = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxBonus (ABasicArmorBonus *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->BonusCount = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxBonusMax (ABasicArmorBonus *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->BonusMax = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorSaveAmount (AActor *defaults, Baggage &bag)
{
SC_MustGetNumber();
// Special case here because this property has to work for 2 unrelated classes
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->SaveAmount=sc_Number;
}
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->SaveAmount=sc_Number;
}
else
{
SC_ScriptError("\"%s\" requires an actor of type \"Armor\"\n", sc_String);
}
}
//==========================================================================
//
//==========================================================================
static void ArmorSavePercent (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat();
if (sc_Float<0.0f) sc_Float=0.0f;
if (sc_Float>100.0f) sc_Float=100.0f;
// Special case here because this property has to work for 2 unrelated classes
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->SavePercent=fixed_t(sc_Float*FRACUNIT/100.0f);
}
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->SavePercent=fixed_t(sc_Float*FRACUNIT/100.0f);
}
else
{
SC_ScriptError("\"%s\" requires an actor of type \"Armor\"\n", sc_String);
}
}
//==========================================================================
//
//==========================================================================
static void InventoryAmount (AInventory *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->Amount=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void InventoryIcon (AInventory *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->Icon = TexMan.AddPatch (sc_String);
if (defaults->Icon <= 0)
{
defaults->Icon = TexMan.AddPatch (sc_String, ns_sprites);
if (defaults->Icon<=0)
{
// 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 (AInventory *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->MaxAmount=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void InventoryDefMaxAmount (AInventory *defaults, Baggage &bag)
{
defaults->MaxAmount = gameinfo.gametype == GAME_Heretic ? 16 : 25;
}
//==========================================================================
//
//==========================================================================
static void InventoryPickupmsg (AInventory *defaults, Baggage &bag)
{
// allow game specific pickup messages
const char * games[] = {"Doom", "Heretic", "Hexen", "Raven", "Strife", NULL};
int gamemode[]={GAME_Doom, GAME_Heretic, GAME_Hexen, GAME_Raven, GAME_Strife};
SC_MustGetString();
int game = SC_MatchString(games);
if (game!=-1 && SC_CheckString(","))
{
SC_MustGetString();
if (!(gameinfo.gametype&gamemode[game])) return;
}
bag.Info->Class->Meta.SetMetaString(AIMETA_PickupMessage, sc_String);
}
//==========================================================================
//
//==========================================================================
static void InventoryPickupsound (AInventory *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->PickupSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void InventoryRespawntics (AInventory *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->RespawnTics=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void InventoryUsesound (AInventory *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->UseSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void InventoryGiveQuest (AInventory *defaults, Baggage &bag)
{
SC_MustGetNumber();
bag.Info->Class->Meta.SetMetaInt(AIMETA_GiveQuest, sc_Number);
}
//==========================================================================
//
//==========================================================================
static void HealthLowMessage (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 (APuzzleItem *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->PuzzleItemNumber=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void PuzzleitemFailMsg (APuzzleItem *defaults, Baggage &bag)
{
SC_MustGetString();
bag.Info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoGive1 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->AmmoGive1=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoGive2 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->AmmoGive2=sc_Number;
}
//==========================================================================
//
// Passing these parameters is really tricky to allow proper inheritance
// and forward declarations. Here only a name is
// stored which must be resolved after everything has been declared
//
//==========================================================================
static void WeaponAmmoType1 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->AmmoType1 = fuglyname(sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoType2 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->AmmoType2 = fuglyname(sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoUse1 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->AmmoUse1=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponAmmoUse2 (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->AmmoUse2=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponKickback (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->Kickback=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponReadySound (AWeapon *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->ReadySound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponSelectionOrder (AWeapon *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->SelectionOrder=sc_Number;
}
//==========================================================================
//
//==========================================================================
static void WeaponSisterWeapon (AWeapon *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->SisterWeaponType=fuglyname(sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponUpSound (AWeapon *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->UpSound=S_FindSound(sc_String);
}
//==========================================================================
//
//==========================================================================
static void WeaponYAdjust (AWeapon *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->YAdjust=fixed_t(sc_Float * FRACUNIT);
}
//==========================================================================
//
//==========================================================================
static void WPieceValue (AWeaponPiece *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->PieceValue = 1 << (sc_Number-1);
}
//==========================================================================
//
//==========================================================================
static void WPieceWeapon (AWeaponPiece *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->WeaponClass = fuglyname(sc_String);
}
//==========================================================================
//
//==========================================================================
static void PowerupColor (APowerupGiver *defaults, Baggage &bag)
{
int r;
int g;
int b;
int alpha;
if (SC_CheckNumber())
{
r=clamp<int>(sc_Number, 0, 255);
SC_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 (APowerupGiver *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->EffectTics = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void PowerupMode (APowerupGiver *defaults, Baggage &bag)
{
SC_MustGetString();
defaults->mode = (FName)sc_String;
}
//==========================================================================
//
//==========================================================================
static void PowerupType (APowerupGiver *defaults, Baggage &bag)
{
FString typestr;
SC_MustGetString();
typestr.Format ("Power%s", sc_String);
const PClass * powertype=PClass::FindClass(typestr);
if (!powertype)
{
SC_ScriptError("Unknown powerup type '%s' in '%s'\n", sc_String, bag.Info->Class->TypeName.GetChars());
}
else if (!powertype->IsDescendantOf(RUNTIME_CLASS(APowerup)))
{
SC_ScriptError("Invalid powerup type '%s' in '%s'\n", sc_String, bag.Info->Class->TypeName.GetChars());
}
else
{
defaults->PowerupType=powertype;
}
}
//==========================================================================
//
// [GRB] Special player properties
//
//==========================================================================
//==========================================================================
//
//==========================================================================
static void PlayerDisplayName (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetString ();
bag.Info->Class->Meta.SetMetaString (APMETA_DisplayName, sc_String);
}
//==========================================================================
//
//==========================================================================
static void PlayerSoundClass (APlayerPawn *defaults, Baggage &bag)
{
FString tmp;
SC_MustGetString ();
tmp = sc_String;
tmp.ReplaceChars (' ', '_');
bag.Info->Class->Meta.SetMetaString (APMETA_SoundClass, tmp);
}
//==========================================================================
//
//==========================================================================
static void PlayerColorRange (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 (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetFloat ();
defaults->AttackZOffset = FLOAT2FIXED (sc_Float);
}
//==========================================================================
//
//==========================================================================
static void PlayerJumpZ (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetFloat ();
defaults->JumpZ = FLOAT2FIXED (sc_Float);
}
//==========================================================================
//
//==========================================================================
static void PlayerSpawnClass (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 (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetFloat ();
defaults->ViewHeight = FLOAT2FIXED (sc_Float);
}
//==========================================================================
//
//==========================================================================
static void PlayerForwardMove (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetFloat ();
defaults->ForwardMove1 = defaults->ForwardMove2 = FLOAT2FIXED (sc_Float);
if (CheckFloatParm ())
defaults->ForwardMove2 = FLOAT2FIXED (sc_Float);
}
//==========================================================================
//
//==========================================================================
static void PlayerSideMove (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetFloat ();
defaults->SideMove1 = defaults->SideMove2 = FLOAT2FIXED (sc_Float);
if (CheckFloatParm ())
defaults->SideMove2 = FLOAT2FIXED (sc_Float);
}
//==========================================================================
//
//==========================================================================
static void PlayerMaxHealth (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetNumber ();
defaults->MaxHealth = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void PlayerRunHealth (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetNumber ();
defaults->RunHealth = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void PlayerMorphWeapon (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetString ();
defaults->MorphWeapon = FName(sc_String);
}
//==========================================================================
//
//==========================================================================
static void PlayerScoreIcon (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 (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetString ();
for (unsigned int i = 0; i < sc_StringLen; i++) sc_String[i] = toupper (sc_String[i]);
defaults->crouchsprite = GetSpriteIndex (sc_String);
}
//==========================================================================
//
// [GRB] Store start items in drop item list
//
//==========================================================================
static void PlayerStartItem (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())
{
di->amount = sc_Number;
}
di->Next = bag.DropItemList;
bag.DropItemList = di;
}
//==========================================================================
//
//==========================================================================
static void PlayerInvulMode (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetString ();
bag.Info->Class->Meta.SetMetaInt (APMETA_InvulMode, (FName)sc_String);
}
//==========================================================================
//
//==========================================================================
static void PlayerHealRadius (APlayerPawn *defaults, Baggage &bag)
{
SC_MustGetString ();
bag.Info->Class->Meta.SetMetaInt (APMETA_HealingRadius, (FName)sc_String);
}
//==========================================================================
//
//==========================================================================
static void PlayerHexenArmor (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 (AMorphProjectile *defaults, Baggage &bag)
{
SC_MustGetString ();
defaults->MonsterClass = FName(sc_String);
}
//==========================================================================
//
//==========================================================================
static void EggFXPlayerClass (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.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.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) },
{ "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(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 ((AActor *)bag.Info->Class->Defaults, bag);
}
}
else
{
SC_ScriptError("\"%s\" is an unknown actor property\n", propname.GetChars());
}
}
//==========================================================================
//
// Finalizes an actor definition
//
//==========================================================================
void FinishActor(FActorInfo *info, Baggage &bag)
{
AActor *defaults = (AActor*)info->Class->Defaults;
FinishStates (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;
}
}