int ParseFlagExpressionString(FScanner &sc, const FParseValue *vals) { // May be given flags by number... if (sc.CheckNumber()) { sc.MustGetNumber(); return sc.Number; } // ... else should be flags by name. // NOTE: Later this should be removed and a normal expression used. // The current DECORATE parser can't handle this though. bool gotparen = sc.CheckString("("); int style = 0; do { sc.MustGetString(); style |= vals[sc.MustMatchString(&vals->Name, sizeof (*vals))].Flag; } while (sc.CheckString("|")); if (gotparen) { sc.MustGetStringName(")"); } return style; }
static void ParseSpawnMap(FScanner &sc, SpawnMap & themap, const char *descript) { TMap<int, bool> defined; int error = 0; MapinfoSpawnItem editem; editem.filename = sc.ScriptName; while (true) { if (sc.CheckString("}")) return; else if (sc.CheckNumber()) { int ednum = sc.Number; sc.MustGetStringName("="); sc.MustGetString(); bool *def = defined.CheckKey(ednum); if (def != NULL) { sc.ScriptMessage("%s %d defined more than once", descript, ednum); error++; } else if (ednum < 0) { sc.ScriptMessage("%s must be positive, got %d", descript, ednum); error++; } defined[ednum] = true; editem.classname = sc.String; editem.linenum = sc.Line; themap.Insert(ednum, editem); } else { sc.ScriptError("Number expected"); } } if (error > 0) { sc.ScriptError("%d errors encountered in %s definition", error, descript); } }
//=========================================================================== // // Reads glow definitions from GLDEFS // //=========================================================================== void gl_InitGlow(FScanner &sc) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("FLATS")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); FTextureID flump=TexMan.CheckForTexture(sc.String, FTexture::TEX_Flat,FTextureManager::TEXMAN_TryAny); FTexture *tex = TexMan[flump]; if (tex) tex->gl_info.bGlowing = tex->gl_info.bFullbright = true; } } else if (sc.Compare("WALLS")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); FTextureID flump=TexMan.CheckForTexture(sc.String, FTexture::TEX_Wall,FTextureManager::TEXMAN_TryAny); FTexture *tex = TexMan[flump]; if (tex) tex->gl_info.bGlowing = tex->gl_info.bFullbright = true; } } else if (sc.Compare("TEXTURE")) { sc.SetCMode(true); sc.MustGetString(); FTextureID flump=TexMan.CheckForTexture(sc.String, FTexture::TEX_Flat,FTextureManager::TEXMAN_TryAny); FTexture *tex = TexMan[flump]; sc.MustGetStringName(","); sc.MustGetString(); PalEntry color = V_GetColor(NULL, sc.String); //sc.MustGetStringName(","); //sc.MustGetNumber(); if (sc.CheckString(",")) { if (sc.CheckNumber()) { if (tex) tex->gl_info.GlowHeight = sc.Number; if (!sc.CheckString(",")) goto skip_fb; } sc.MustGetStringName("fullbright"); if (tex) tex->gl_info.bFullbright = true; } skip_fb: sc.SetCMode(false); if (tex && color != 0) { tex->gl_info.bGlowing = true; tex->gl_info.GlowColor = color; } } } }
void ParseLinedef(line_t *ld, int index) { bool passuse = false; bool strifetrans = false; bool strifetrans2 = false; FString arg0str, arg1str; int lineid; // forZDoomTranslated namespace FString tagstring; memset(ld, 0, sizeof(*ld)); ld->Alpha = FRACUNIT; ld->sidedef[0] = ld->sidedef[1] = NULL; if (level.flags2 & LEVEL2_CLIPMIDTEX) ld->flags |= ML_CLIP_MIDTEX; if (level.flags2 & LEVEL2_WRAPMIDTEX) ld->flags |= ML_WRAP_MIDTEX; if (level.flags2 & LEVEL2_CHECKSWITCHRANGE) ld->flags |= ML_CHECKSWITCHRANGE; sc.MustGetToken('{'); while (!sc.CheckToken('}')) { FName key = ParseKey(); // This switch contains all keys of the UDMF base spec switch(key) { case NAME_V1: ld->v1 = (vertex_t*)(intptr_t)CheckInt(key); // must be relocated later continue; case NAME_V2: ld->v2 = (vertex_t*)(intptr_t)CheckInt(key); // must be relocated later continue; case NAME_Special: ld->special = CheckInt(key); if (namespc == NAME_Hexen) { if (ld->special < 0 || ld->special > 140 || !HexenLineSpecialOk[ld->special]) ld->special = 0; // NULL all specials which don't exist in Hexen } continue; case NAME_Id: lineid = CheckInt(key); tagManager.AddLineID(index, lineid); continue; case NAME_Sidefront: ld->sidedef[0] = (side_t*)(intptr_t)(1 + CheckInt(key)); continue; case NAME_Sideback: ld->sidedef[1] = (side_t*)(intptr_t)(1 + CheckInt(key)); continue; case NAME_Arg0: case NAME_Arg1: case NAME_Arg2: case NAME_Arg3: case NAME_Arg4: ld->args[int(key)-int(NAME_Arg0)] = CheckInt(key); continue; case NAME_Arg0Str: CHECK_N(Zd); arg0str = CheckString(key); continue; case NAME_Arg1Str: CHECK_N(Zd); arg1str = CheckString(key); continue; case NAME_Blocking: Flag(ld->flags, ML_BLOCKING, key); continue; case NAME_Blockmonsters: Flag(ld->flags, ML_BLOCKMONSTERS, key); continue; case NAME_Twosided: Flag(ld->flags, ML_TWOSIDED, key); continue; case NAME_Dontpegtop: Flag(ld->flags, ML_DONTPEGTOP, key); continue; case NAME_Dontpegbottom: Flag(ld->flags, ML_DONTPEGBOTTOM, key); continue; case NAME_Secret: Flag(ld->flags, ML_SECRET, key); continue; case NAME_Blocksound: Flag(ld->flags, ML_SOUNDBLOCK, key); continue; case NAME_Dontdraw: Flag(ld->flags, ML_DONTDRAW, key); continue; case NAME_Mapped: Flag(ld->flags, ML_MAPPED, key); continue; case NAME_Jumpover: CHECK_N(St | Zd | Zdt | Va) Flag(ld->flags, ML_RAILING, key); continue; case NAME_Blockfloaters: CHECK_N(St | Zd | Zdt | Va) Flag(ld->flags, ML_BLOCK_FLOATERS, key); continue; case NAME_Translucent: CHECK_N(St | Zd | Zdt | Va) strifetrans = CheckBool(key); continue; case NAME_Transparent: CHECK_N(St | Zd | Zdt | Va) strifetrans2 = CheckBool(key); continue; case NAME_Passuse: CHECK_N(Dm | Zd | Zdt | Va) passuse = CheckBool(key); continue; default: break; } // This switch contains all keys of the UDMF base spec which only apply to Hexen format specials if (!isTranslated) switch (key) { case NAME_Playercross: Flag(ld->activation, SPAC_Cross, key); continue; case NAME_Playeruse: Flag(ld->activation, SPAC_Use, key); continue; case NAME_Playeruseback: Flag(ld->activation, SPAC_UseBack, key); continue; case NAME_Monstercross: Flag(ld->activation, SPAC_MCross, key); continue; case NAME_Impact: Flag(ld->activation, SPAC_Impact, key); continue; case NAME_Playerpush: Flag(ld->activation, SPAC_Push, key); continue; case NAME_Missilecross: Flag(ld->activation, SPAC_PCross, key); continue; case NAME_Monsteruse: Flag(ld->activation, SPAC_MUse, key); continue; case NAME_Monsterpush: Flag(ld->activation, SPAC_MPush, key); continue; case NAME_Repeatspecial: Flag(ld->flags, ML_REPEAT_SPECIAL, key); continue; default: break; } // This switch contains all keys which are ZDoom specific if (namespace_bits & (Zd|Zdt|Va)) switch(key) { case NAME_Alpha: ld->Alpha = CheckFixed(key); continue; case NAME_Renderstyle: { const char *str = CheckString(key); if (!stricmp(str, "translucent")) ld->flags &= ~ML_ADDTRANS; else if (!stricmp(str, "add")) ld->flags |= ML_ADDTRANS; else sc.ScriptMessage("Unknown value \"%s\" for 'renderstyle'\n", str); continue; } case NAME_Anycross: Flag(ld->activation, SPAC_AnyCross, key); continue; case NAME_Monsteractivate: Flag(ld->flags, ML_MONSTERSCANACTIVATE, key); continue; case NAME_Blockplayers: Flag(ld->flags, ML_BLOCK_PLAYERS, key); continue; case NAME_Blockeverything: Flag(ld->flags, ML_BLOCKEVERYTHING, key); continue; case NAME_Zoneboundary: Flag(ld->flags, ML_ZONEBOUNDARY, key); continue; case NAME_Clipmidtex: Flag(ld->flags, ML_CLIP_MIDTEX, key); continue; case NAME_Wrapmidtex: Flag(ld->flags, ML_WRAP_MIDTEX, key); continue; case NAME_Midtex3d: Flag(ld->flags, ML_3DMIDTEX, key); continue; case NAME_Checkswitchrange: Flag(ld->flags, ML_CHECKSWITCHRANGE, key); continue; case NAME_Firstsideonly: Flag(ld->flags, ML_FIRSTSIDEONLY, key); continue; case NAME_blockprojectiles: Flag(ld->flags, ML_BLOCKPROJECTILE, key); continue; case NAME_blockuse: Flag(ld->flags, ML_BLOCKUSE, key); continue; case NAME_blocksight: Flag(ld->flags, ML_BLOCKSIGHT, key); continue; case NAME_blockhitscan: Flag(ld->flags, ML_BLOCKHITSCAN, key); continue; // [TP] Locks the special with a key case NAME_Locknumber: ld->locknumber = CheckInt(key); continue; // [TP] Causes a 3d midtex to behave like an impassible line case NAME_Midtex3dimpassible: Flag(ld->flags, ML_3DMIDTEX_IMPASS, key); continue; case NAME_MoreIds: // delay parsing of the tag string until parsing of the sector is complete // This ensures that the ID is always the first tag in the list. tagstring = CheckString(key); break; default: break; } if ((namespace_bits & (Zd | Zdt)) && !strnicmp("user_", key.GetChars(), 5)) { AddUserKey(key, UDMF_Line, index); } } if (tagstring.IsNotEmpty()) { FScanner sc; sc.OpenString("tagstring", tagstring); // scan the string as long as valid numbers can be found while (sc.CheckNumber()) { if (sc.Number != 0) tagManager.AddLineID(index, sc.Number); } } if (isTranslated) { int saved = ld->flags; maplinedef_t mld; memset(&mld, 0, sizeof(mld)); mld.special = ld->special; mld.tag = lineid; P_TranslateLineDef(ld, &mld); ld->flags = saved | (ld->flags&(ML_MONSTERSCANACTIVATE|ML_REPEAT_SPECIAL|ML_FIRSTSIDEONLY)); } if (passuse && (ld->activation & SPAC_Use)) { ld->activation = (ld->activation & ~SPAC_Use) | SPAC_UseThrough; } if (strifetrans && ld->Alpha == FRACUNIT) { ld->Alpha = FRACUNIT * 3/4; } if (strifetrans2 && ld->Alpha == FRACUNIT) { ld->Alpha = FRACUNIT * 1/4; } if (ld->sidedef[0] == NULL) { ld->sidedef[0] = (side_t*)(intptr_t)(1); Printf("Line %d has no first side.\n", index); } if (arg0str.IsNotEmpty() && (P_IsACSSpecial(ld->special) || ld->special == 0)) { ld->args[0] = -FName(arg0str); } if (arg1str.IsNotEmpty() && (P_IsThingSpecial(ld->special) || ld->special == 0)) { ld->args[1] = -FName(arg1str); } if ((ld->flags & ML_3DMIDTEX_IMPASS) && !(ld->flags & ML_3DMIDTEX)) // [TP] { Printf ("Line %d has midtex3dimpassible without midtex3d.\n", index); } }
void ParseSector(sector_t *sec, int index) { int lightcolor = -1; int fadecolor = -1; int desaturation = -1; int fplaneflags = 0, cplaneflags = 0; double fp[4] = { 0 }, cp[4] = { 0 }; FString tagstring; memset(sec, 0, sizeof(*sec)); sec->lightlevel = 160; sec->SetXScale(sector_t::floor, FRACUNIT); // [RH] floor and ceiling scaling sec->SetYScale(sector_t::floor, FRACUNIT); sec->SetXScale(sector_t::ceiling, FRACUNIT); sec->SetYScale(sector_t::ceiling, FRACUNIT); sec->SetAlpha(sector_t::floor, FRACUNIT); sec->SetAlpha(sector_t::ceiling, FRACUNIT); sec->thinglist = NULL; sec->touching_thinglist = NULL; // phares 3/14/98 sec->seqType = (level.flags & LEVEL_SNDSEQTOTALCTRL) ? 0 : -1; sec->nextsec = -1; //jff 2/26/98 add fields to support locking out sec->prevsec = -1; // stair retriggering until build completes sec->heightsec = NULL; // sector used to get floor and ceiling height sec->sectornum = index; if (floordrop) sec->Flags = SECF_FLOORDROP; // killough 3/7/98: end changes sec->gravity = 1.f; // [RH] Default sector gravity of 1.0 sec->ZoneNumber = 0xFFFF; // killough 8/28/98: initialize all sectors to normal friction sec->friction = ORIG_FRICTION; sec->movefactor = ORIG_FRICTION_FACTOR; sc.MustGetToken('{'); while (!sc.CheckToken('}')) { FName key = ParseKey(); switch(key) { case NAME_Heightfloor: sec->SetPlaneTexZ(sector_t::floor, CheckInt(key) << FRACBITS); continue; case NAME_Heightceiling: sec->SetPlaneTexZ(sector_t::ceiling, CheckInt(key) << FRACBITS); continue; case NAME_Texturefloor: SetTexture(sec, index, sector_t::floor, CheckString(key), missingTex, false); continue; case NAME_Textureceiling: SetTexture(sec, index, sector_t::ceiling, CheckString(key), missingTex, false); continue; case NAME_Lightlevel: sec->lightlevel = sector_t::ClampLight(CheckInt(key)); continue; case NAME_Special: sec->special = (short)CheckInt(key); if (isTranslated) sec->special = P_TranslateSectorSpecial(sec->special); else if (namespc == NAME_Hexen) { if (sec->special < 0 || sec->special > 255 || !HexenSectorSpecialOk[sec->special]) sec->special = 0; // NULL all unknown specials } continue; case NAME_Id: tagManager.AddSectorTag(index, CheckInt(key)); continue; default: break; } if (namespace_bits & (Zd|Zdt|Va)) switch(key) { case NAME_Xpanningfloor: sec->SetXOffset(sector_t::floor, CheckFixed(key)); continue; case NAME_Ypanningfloor: sec->SetYOffset(sector_t::floor, CheckFixed(key)); continue; case NAME_Xpanningceiling: sec->SetXOffset(sector_t::ceiling, CheckFixed(key)); continue; case NAME_Ypanningceiling: sec->SetYOffset(sector_t::ceiling, CheckFixed(key)); continue; case NAME_Xscalefloor: sec->SetXScale(sector_t::floor, CheckFixed(key)); continue; case NAME_Yscalefloor: sec->SetYScale(sector_t::floor, CheckFixed(key)); continue; case NAME_Xscaleceiling: sec->SetXScale(sector_t::ceiling, CheckFixed(key)); continue; case NAME_Yscaleceiling: sec->SetYScale(sector_t::ceiling, CheckFixed(key)); continue; case NAME_Rotationfloor: sec->SetAngle(sector_t::floor, CheckAngle(key)); continue; case NAME_Rotationceiling: sec->SetAngle(sector_t::ceiling, CheckAngle(key)); continue; case NAME_Lightfloor: sec->SetPlaneLight(sector_t::floor, CheckInt(key)); continue; case NAME_Lightceiling: sec->SetPlaneLight(sector_t::ceiling, CheckInt(key)); continue; case NAME_Alphafloor: sec->SetAlpha(sector_t::floor, CheckFixed(key)); continue; case NAME_Alphaceiling: sec->SetAlpha(sector_t::ceiling, CheckFixed(key)); continue; case NAME_Renderstylefloor: { const char *str = CheckString(key); if (!stricmp(str, "translucent")) sec->ChangeFlags(sector_t::floor, PLANEF_ADDITIVE, 0); else if (!stricmp(str, "add")) sec->ChangeFlags(sector_t::floor, 0, PLANEF_ADDITIVE); else sc.ScriptMessage("Unknown value \"%s\" for 'renderstylefloor'\n", str); continue; } case NAME_Renderstyleceiling: { const char *str = CheckString(key); if (!stricmp(str, "translucent")) sec->ChangeFlags(sector_t::ceiling, PLANEF_ADDITIVE, 0); else if (!stricmp(str, "add")) sec->ChangeFlags(sector_t::ceiling, 0, PLANEF_ADDITIVE); else sc.ScriptMessage("Unknown value \"%s\" for 'renderstyleceiling'\n", str); continue; } case NAME_Lightfloorabsolute: if (CheckBool(key)) sec->ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING); else sec->ChangeFlags(sector_t::floor, PLANEF_ABSLIGHTING, 0); continue; case NAME_Lightceilingabsolute: if (CheckBool(key)) sec->ChangeFlags(sector_t::ceiling, 0, PLANEF_ABSLIGHTING); else sec->ChangeFlags(sector_t::ceiling, PLANEF_ABSLIGHTING, 0); continue; case NAME_Gravity: sec->gravity = float(CheckFloat(key)); continue; case NAME_Lightcolor: lightcolor = CheckInt(key); continue; case NAME_Fadecolor: fadecolor = CheckInt(key); continue; case NAME_Desaturation: desaturation = int(255*CheckFloat(key)); continue; case NAME_Silent: Flag(sec->Flags, SECF_SILENT, key); continue; case NAME_NoRespawn: Flag(sec->Flags, SECF_NORESPAWN, key); continue; case NAME_Nofallingdamage: Flag(sec->Flags, SECF_NOFALLINGDAMAGE, key); continue; case NAME_Dropactors: Flag(sec->Flags, SECF_FLOORDROP, key); continue; case NAME_SoundSequence: sec->SeqName = CheckString(key); sec->seqType = -1; continue; case NAME_hidden: Flag(sec->MoreFlags, SECF_HIDDEN, key); break; case NAME_Waterzone: Flag(sec->MoreFlags, SECF_UNDERWATER, key); break; case NAME_floorplane_a: fplaneflags |= 1; fp[0] = CheckFloat(key); break; case NAME_floorplane_b: fplaneflags |= 2; fp[1] = CheckFloat(key); break; case NAME_floorplane_c: fplaneflags |= 4; fp[2] = CheckFloat(key); break; case NAME_floorplane_d: fplaneflags |= 8; fp[3] = CheckFloat(key); break; case NAME_ceilingplane_a: cplaneflags |= 1; cp[0] = CheckFloat(key); break; case NAME_ceilingplane_b: cplaneflags |= 2; cp[1] = CheckFloat(key); break; case NAME_ceilingplane_c: cplaneflags |= 4; cp[2] = CheckFloat(key); break; case NAME_ceilingplane_d: cplaneflags |= 8; cp[3] = CheckFloat(key); break; case NAME_MoreIds: // delay parsing of the tag string until parsing of the sector is complete // This ensures that the ID is always the first tag in the list. tagstring = CheckString(key); break; default: break; } if ((namespace_bits & (Zd | Zdt)) && !strnicmp("user_", key.GetChars(), 5)) { AddUserKey(key, UDMF_Sector, index); } } if (tagstring.IsNotEmpty()) { FScanner sc; sc.OpenString("tagstring", tagstring); // scan the string as long as valid numbers can be found while (sc.CheckNumber()) { if (sc.Number != 0) tagManager.AddSectorTag(index, sc.Number); } } sec->secretsector = !!(sec->special&SECRET_MASK); // Reset the planes to their defaults if not all of the plane equation's parameters were found. if (fplaneflags != 15) { sec->floorplane.a = sec->floorplane.b = 0; sec->floorplane.d = -sec->GetPlaneTexZ(sector_t::floor); sec->floorplane.c = FRACUNIT; sec->floorplane.ic = FRACUNIT; } else { double ulen = TVector3<double>(fp[0], fp[1], fp[2]).Length(); // normalize the vector, it must have a length of 1 sec->floorplane.a = FLOAT2FIXED(fp[0] / ulen); sec->floorplane.b = FLOAT2FIXED(fp[1] / ulen); sec->floorplane.c = FLOAT2FIXED(fp[2] / ulen); sec->floorplane.d = FLOAT2FIXED(fp[3] / ulen); sec->floorplane.ic = FLOAT2FIXED(ulen / fp[2]); } if (cplaneflags != 15) { sec->ceilingplane.a = sec->ceilingplane.b = 0; sec->ceilingplane.d = sec->GetPlaneTexZ(sector_t::ceiling); sec->ceilingplane.c = -FRACUNIT; sec->ceilingplane.ic = -FRACUNIT; } else { double ulen = TVector3<double>(cp[0], cp[1], cp[2]).Length(); // normalize the vector, it must have a length of 1 sec->ceilingplane.a = FLOAT2FIXED(cp[0] / ulen); sec->ceilingplane.b = FLOAT2FIXED(cp[1] / ulen); sec->ceilingplane.c = FLOAT2FIXED(cp[2] / ulen); sec->ceilingplane.d = FLOAT2FIXED(cp[3] / ulen); sec->ceilingplane.ic = FLOAT2FIXED(ulen / cp[2]); } if (lightcolor == -1 && fadecolor == -1 && desaturation == -1) { // [RH] Sectors default to white light with the default fade. // If they are outside (have a sky ceiling), they use the outside fog. if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside)) { if (fogMap == NULL) fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0); sec->ColorMap = fogMap; } else { if (normMap == NULL) normMap = GetSpecialLights (PalEntry (255,255,255), level.fadeto, NormalLight.Desaturate); sec->ColorMap = normMap; } } else { if (lightcolor == -1) lightcolor = PalEntry(255,255,255); if (fadecolor == -1) { if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside)) fadecolor = level.outsidefog; else fadecolor = level.fadeto; } if (desaturation == -1) desaturation = NormalLight.Desaturate; sec->ColorMap = GetSpecialLights (lightcolor, fadecolor, desaturation); } }
void MapLoader::parseEDLinedef(FScanner &sc, TMap<int, EDLinedef> &EDLines) { EDLinedef ld; bool argsset = false; memset(&ld, 0, sizeof(ld)); ld.alpha = 1.; sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("recordnum")) { sc.CheckString("="); sc.MustGetNumber(); ld.recordnum = sc.Number; } else if (sc.Compare("tag")) { sc.CheckString("="); sc.MustGetNumber(); ld.tag = sc.Number; } else if (sc.Compare("id")) { sc.CheckString("="); sc.MustGetNumber(); ld.id = sc.Number; } else if (sc.Compare("special")) { sc.CheckString("="); if (sc.CheckNumber()) { // Oh joy, this is going to be fun... // Here we cannot do anything because we need the tag to make this work. // For now just store a negative number and resolve this later. ld.special = -sc.Number; } else { sc.MustGetString(); ld.special = P_FindLineSpecial(sc.String); } } else if (sc.Compare("args")) { sc.CheckString("="); sc.MustGetStringName("{"); int c = 0; while (true) { sc.MustGetNumber(); ld.args[c++] = sc.Number; if (sc.CheckString("}")) break; sc.MustGetStringName(","); } argsset = true; } else if (sc.Compare("alpha")) { sc.CheckString("="); sc.MustGetFloat(); ld.alpha = sc.Float; } else if (sc.Compare("extflags")) { // these are needed to build the proper activation mask out of the possible flags which do not match ZDoom 1:1. uint32_t actmethod = 0; uint32_t acttype = 0; do { sc.CheckString("="); sc.MustGetString(); for (const char *tok = strtok(sc.String, ",+ \t"); tok != nullptr; tok = strtok(nullptr, ",+ \t")) { if (!stricmp(tok, "USE")) actmethod |= SPAC_Use | SPAC_MUse; else if (!stricmp(tok, "CROSS")) actmethod |= SPAC_Cross | SPAC_MCross | SPAC_PCross; else if (!stricmp(tok, "IMPACT")) ld.activation |= SPAC_Impact; else if (!stricmp(tok, "PUSH")) actmethod |= SPAC_Push; else if (!stricmp(tok, "PLAYER")) acttype |= SPAC_Use | SPAC_Cross | SPAC_Push; else if (!stricmp(tok, "MONSTER")) acttype |= SPAC_MUse | SPAC_MCross | SPAC_MPush; else if (!stricmp(tok, "MISSILE")) acttype |= SPAC_PCross; else if (!stricmp(tok, "REPEAT")) ld.flags |= ML_REPEAT_SPECIAL; else if (!stricmp(tok, "1SONLY")) ld.flags |= ML_FIRSTSIDEONLY; else if (!stricmp(tok, "ADDITIVE")) ld.flags |= ML_ADDTRANS; else if (!stricmp(tok, "BLOCKALL")) ld.flags |= ML_BLOCKEVERYTHING; else if (!stricmp(tok, "ZONEBOUNDARY")) ld.flags |= ML_ZONEBOUNDARY; else if (!stricmp(tok, "CLIPMIDTEX")) ld.flags |= ML_CLIP_MIDTEX; else sc.ScriptError("Unknown option '%s'", tok); } } while (sc.CheckString("|")); // Unquoted strings with '|' separator - parse as a separate string in the loop. // and finally we must mask in the activation method ld.activation |= (actmethod & acttype); } else { sc.ScriptError("Unknown property '%s'", sc.String); } } if (ld.tag == 0) ld.tag = ld.id; // urgh... if (ld.special < 0) // translate numeric specials. { line_t line; maplinedef_t mld; mld.special = -ld.special; mld.tag = ld.tag; Level->TranslateLineDef(&line, &mld); ld.special = line.special; ld.activation = line.activation; ld.flags = (ld.flags & ~(ML_REPEAT_SPECIAL | ML_FIRSTSIDEONLY)) | (line.flags & (ML_REPEAT_SPECIAL | ML_FIRSTSIDEONLY)); if (!argsset) memcpy(ld.args, line.args, sizeof(ld.args)); } EDLines[ld.recordnum] = ld; }
static void parseMapthing(FScanner &sc, TMap<int, EDMapthing> &EDThings) { EDMapthing mt; memset(&mt, 0, sizeof(mt)); mt.flags |= MTF_SINGLE | MTF_COOPERATIVE | MTF_DEATHMATCH; // Extradata uses inverse logic, like Doom.exe sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("recordnum")) { sc.CheckString("="); sc.MustGetNumber(); mt.recordnum = sc.Number; } else if (sc.Compare("tid")) { sc.CheckString("="); sc.MustGetNumber(); mt.tid = sc.Number; } else if (sc.Compare("type")) { sc.CheckString("="); if (sc.CheckNumber()) { mt.type = sc.Number; } else { // Class name. sc.MustGetString(); // According to the Eternity Wiki a name may be prefixed with 'thing:'. const char *pos = strchr(sc.String, ':'); // Eternity never checks if the prefix actually is 'thing'. if (pos) pos++; else pos = sc.String; const PClass *cls = PClass::FindClass(pos); if (cls != nullptr) { FDoomEdMap::Iterator it(DoomEdMap); FDoomEdMap::Pair *pair; while (it.NextPair(pair)) { if (pair->Value.Type == cls) { mt.type = pair->Key; break; } } } else { // Let's hope this isn't an internal Eternity name. // If so, a name mapping needs to be defined... sc.ScriptError("Unknown type '%s'", sc.String); } } } else if (sc.Compare("args")) { sc.CheckString("="); sc.MustGetStringName("{"); int c = 0; while (!sc.CheckString("}")) { sc.MustGetNumber(); mt.args[c++] = sc.Number; } } else if (sc.Compare("height")) { sc.CheckString("="); sc.MustGetFloat(); // no idea if Eternity allows fractional numbers. Better be safe and do it anyway. mt.height = sc.Float; } else if (sc.Compare("options")) { sc.CheckString("="); do { sc.MustGetString(); for (const char *tok = strtok(sc.String, ",+ \t"); tok != nullptr; tok = strtok(nullptr, ",+ \t")) { if (!stricmp(tok, "EASY")) mt.skillfilter |= 3; else if (!stricmp(tok, "NORMAL")) mt.skillfilter |= 4; else if (!stricmp(tok, "HARD")) mt.skillfilter |= 24; else if (!stricmp(tok, "AMBUSH")) mt.flags |= MTF_AMBUSH; else if (!stricmp(tok, "NOTSINGLE")) mt.flags &= ~MTF_SINGLE; else if (!stricmp(tok, "NOTDM")) mt.flags &= ~MTF_DEATHMATCH; else if (!stricmp(tok, "NOTCOOP")) mt.flags &= ~MTF_COOPERATIVE; else if (!stricmp(tok, "FRIEND")) mt.flags |= MTF_FRIENDLY; else if (!stricmp(tok, "DORMANT")) mt.flags |= MTF_DORMANT; else sc.ScriptError("Unknown option '%s'", tok); } } while (sc.CheckString("|")); // Unquoted strings with '|' separator - parse as a separate string in the loop. } else { sc.ScriptError("Unknown property '%s'", sc.String); } } EDThings[mt.recordnum] = mt; }
void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, TexInit &init) { FString patchname; int Mirror = 0; sc.MustGetString(); init.TexName = sc.String; sc.MustGetStringName(","); sc.MustGetNumber(); part.OriginX = sc.Number; sc.MustGetStringName(","); sc.MustGetNumber(); part.OriginY = sc.Number; if (sc.CheckString("{")) { while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("flipx")) { Mirror |= 1; } else if (sc.Compare("flipy")) { Mirror |= 2; } else if (sc.Compare("rotate")) { sc.MustGetNumber(); sc.Number = (((sc.Number + 90)%360)-90); if (sc.Number != 0 && sc.Number !=90 && sc.Number != 180 && sc.Number != -90) { sc.ScriptError("Rotation must be a multiple of 90 degrees."); } part.Rotate = (sc.Number / 90) & 3; } else if (sc.Compare("Translation")) { int match; bComplex = true; if (part.Translation != NULL) delete part.Translation; part.Translation = NULL; part.Blend = 0; static const char *maps[] = { "inverse", "gold", "red", "green", "blue", NULL }; sc.MustGetString(); match = sc.MatchString(maps); if (match >= 0) { part.Blend = BLEND_SPECIALCOLORMAP1 + match; } else if (sc.Compare("ICE")) { part.Blend = BLEND_ICEMAP; } else if (sc.Compare("DESATURATE")) { sc.MustGetStringName(","); sc.MustGetNumber(); part.Blend = BLEND_DESATURATE1 + clamp(sc.Number-1, 0, 30); } else { sc.UnGet(); part.Translation = new FRemapTable; part.Translation->MakeIdentity(); do { sc.MustGetString(); part.Translation->AddToTranslation(sc.String); } while (sc.CheckString(",")); } } else if (sc.Compare("Colormap")) { float r1,g1,b1; float r2,g2,b2; sc.MustGetFloat(); r1 = (float)sc.Float; sc.MustGetStringName(","); sc.MustGetFloat(); g1 = (float)sc.Float; sc.MustGetStringName(","); sc.MustGetFloat(); b1 = (float)sc.Float; if (!sc.CheckString(",")) { part.Blend = AddSpecialColormap(0,0,0, r1, g1, b1); } else { sc.MustGetFloat(); r2 = (float)sc.Float; sc.MustGetStringName(","); sc.MustGetFloat(); g2 = (float)sc.Float; sc.MustGetStringName(","); sc.MustGetFloat(); b2 = (float)sc.Float; part.Blend = AddSpecialColormap(r1, g1, b1, r2, g2, b2); } } else if (sc.Compare("Blend")) { bComplex = true; if (part.Translation != NULL) delete part.Translation; part.Translation = NULL; part.Blend = 0; if (!sc.CheckNumber()) { sc.MustGetString(); part.Blend = V_GetColor(NULL, sc); } else { int r,g,b; r = sc.Number; sc.MustGetStringName(","); sc.MustGetNumber(); g = sc.Number; sc.MustGetStringName(","); sc.MustGetNumber(); b = sc.Number; //sc.MustGetStringName(","); This was never supposed to be here. part.Blend = MAKERGB(r, g, b); } // Blend.a may never be 0 here. if (sc.CheckString(",")) { sc.MustGetFloat(); if (sc.Float > 0.f) part.Blend.a = clamp<int>(int(sc.Float*255), 1, 254); else part.Blend = 0; } else part.Blend.a = 255; } else if (sc.Compare("alpha")) { sc.MustGetFloat(); part.Alpha = clamp<blend_t>(int(sc.Float * BLENDUNIT), 0, BLENDUNIT); // bComplex is not set because it is only needed when the style is not OP_COPY. } else if (sc.Compare("style")) { static const char *styles[] = {"copy", "translucent", "add", "subtract", "reversesubtract", "modulate", "copyalpha", "copynewalpha", "overlay", NULL }; sc.MustGetString(); part.op = sc.MustMatchString(styles); bComplex |= (part.op != OP_COPY); bTranslucentPatches = bComplex; } else if (sc.Compare("useoffsets")) { init.UseOffsets = true; } } } if (Mirror & 2) { part.Rotate = (part.Rotate + 2) & 3; Mirror ^= 1; } if (Mirror & 1) { part.Rotate |= 4; } }
static bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defaults, Baggage &bag) { static TArray<FPropParam> params; static TArray<FString> strings; params.Clear(); strings.Clear(); params.Reserve(1); params[0].i = 0; if (prop->params[0] != '0') { const char * p = prop->params; bool nocomma; bool optcomma; while (*p) { FPropParam conv; FPropParam pref; nocomma = false; conv.s = NULL; pref.s = NULL; pref.i = -1; bag.ScriptPosition = sc; switch ((*p) & 223) { case 'X': // Expression in parentheses or number. { FxExpression *x = NULL; if (sc.CheckString ("(")) { x = new FxDamageValue(new FxIntCast(ParseExpression(sc, bag.Info)), true); sc.MustGetStringName(")"); } else { sc.MustGetNumber(); if (sc.Number != 0) { x = new FxDamageValue(new FxConstant(sc.Number, bag.ScriptPosition), false); } } conv.exp = x; params.Push(conv); } break; case 'I': sc.MustGetNumber(); conv.i = sc.Number; break; case 'F': sc.MustGetFloat(); conv.d = sc.Float; break; case 'Z': // an optional string. Does not allow any numerical value. if (sc.CheckFloat()) { nocomma = true; sc.UnGet(); break; } // fall through case 'S': sc.MustGetString(); conv.s = strings[strings.Reserve(1)] = sc.String; break; case 'T': sc.MustGetString(); conv.s = strings[strings.Reserve(1)] = strbin1(sc.String); break; case 'C': if (sc.CheckNumber ()) { int R, G, B; R = clamp (sc.Number, 0, 255); sc.CheckString (","); sc.MustGetNumber (); G = clamp (sc.Number, 0, 255); sc.CheckString (","); sc.MustGetNumber (); B = clamp (sc.Number, 0, 255); conv.i = MAKERGB(R, G, B); pref.i = 0; } else { sc.MustGetString (); conv.s = strings[strings.Reserve(1)] = sc.String; pref.i = 1; } break; case 'M': // special case. An expression-aware parser will not need this. conv.i = ParseMorphStyle(sc); break; case 'N': // special case. An expression-aware parser will not need this. conv.i = ParseThingActivation(sc); break; case 'L': // Either a number or a list of strings if (sc.CheckNumber()) { pref.i = 0; conv.i = sc.Number; } else { pref.i = 1; params.Push(pref); params[0].i++; do { sc.MustGetString (); conv.s = strings[strings.Reserve(1)] = sc.String; params.Push(conv); params[0].i++; } while (sc.CheckString(",")); goto endofparm; } break; default: assert(false); break; } if (pref.i != -1) { params.Push(pref); params[0].i++; } params.Push(conv); params[0].i++; endofparm: p++; // Hack for some properties that have to allow comma less // parameter lists for compatibility. if ((optcomma = (*p == '_'))) p++; if (nocomma) { continue; } else if (*p == 0) { break; } else if (*p >= 'a') { if (!sc.CheckString(",")) { if (optcomma) { if (!sc.CheckFloat()) break; else sc.UnGet(); } else break; } } else { if (!optcomma) sc.MustGetStringName(","); else sc.CheckString(","); } } } // call the handler try { prop->Handler(defaults, bag.Info, bag, ¶ms[0]); } catch (CRecoverableError &error) { sc.ScriptError("%s", error.GetMessage()); } return true; }
//========================================================================== //*** // ParseStates // parses a state block // //========================================================================== void ParseStates(FScanner &sc, FActorInfo * actor, AActor * defaults, Baggage &bag) { FString statestring; FState state; char lastsprite[5]=""; sc.MustGetStringName ("{"); sc.SetEscape(false); // disable escape sequences in the state parser while (!sc.CheckString ("}") && !sc.End) { memset(&state,0,sizeof(state)); statestring = ParseStateString(sc); if (!statestring.CompareNoCase("GOTO")) { do_goto: statestring = ParseStateString(sc); if (sc.CheckString ("+")) { sc.MustGetNumber (); statestring += '+'; statestring += sc.String; } if (!bag.statedef.SetGotoLabel(statestring)) { sc.ScriptError("GOTO before first state"); } } else if (!statestring.CompareNoCase("STOP")) { do_stop: if (!bag.statedef.SetStop()) { sc.ScriptError("STOP before first state"); continue; } } else if (!statestring.CompareNoCase("WAIT") || !statestring.CompareNoCase("FAIL")) { if (!bag.statedef.SetWait()) { sc.ScriptError("%s before first state", sc.String); continue; } } else if (!statestring.CompareNoCase("LOOP")) { if (!bag.statedef.SetLoop()) { sc.ScriptError("LOOP before first state"); continue; } } else { sc.MustGetString(); if (sc.Compare (":")) { do { bag.statedef.AddStateLabel(statestring); statestring = ParseStateString(sc); if (!statestring.CompareNoCase("GOTO")) { goto do_goto; } else if (!statestring.CompareNoCase("STOP")) { goto do_stop; } sc.MustGetString (); } while (sc.Compare (":")); // continue; } sc.UnGet (); if (statestring.Len() != 4) { sc.ScriptError ("Sprite names must be exactly 4 characters\n"); } state.sprite = GetSpriteIndex(statestring); state.Misc1 = state.Misc2 = 0; state.ParameterIndex = 0; sc.MustGetString(); statestring = sc.String; if (sc.CheckString("RANDOM")) { int min, max; sc.MustGetStringName("("); sc.MustGetNumber(); min = clamp<int>(sc.Number, -1, SHRT_MAX); sc.MustGetStringName(","); sc.MustGetNumber(); max = clamp<int>(sc.Number, -1, SHRT_MAX); sc.MustGetStringName(")"); if (min > max) { swapvalues(min, max); } state.Tics = min; state.TicRange = max - min; } else { sc.MustGetNumber(); state.Tics = clamp<int>(sc.Number, -1, SHRT_MAX); state.TicRange = 0; } while (sc.GetString() && !sc.Crossed) { if (sc.Compare("BRIGHT")) { state.Fullbright = true; continue; } if (sc.Compare("FAST")) { state.Fast = true; continue; } if (sc.Compare("SLOW")) { state.Slow = true; continue; } if (sc.Compare("NODELAY")) { if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount()) { state.NoDelay = true; } else { sc.ScriptMessage("NODELAY may only be used immediately after Spawn:"); } continue; } if (sc.Compare("OFFSET")) { // specify a weapon offset sc.MustGetStringName("("); sc.MustGetNumber(); state.Misc1 = sc.Number; sc.MustGetStringName (","); sc.MustGetNumber(); state.Misc2 = sc.Number; sc.MustGetStringName(")"); continue; } if (sc.Compare("LIGHT")) { sc.MustGetStringName("("); do { sc.MustGetString(); #ifdef DYNLIGHT AddStateLight(&state, sc.String); #endif } while (sc.CheckString(",")); sc.MustGetStringName(")"); continue; } if (sc.Compare("CANRAISE")) { state.CanRaise = true; continue; } // Make the action name lowercase strlwr (sc.String); if (DoActionSpecials(sc, state, bag)) { goto endofstate; } FName funcname = FName(sc.String, true); PSymbol *sym = bag.Info->Class->Symbols.FindSymbol (funcname, true); if (sym != NULL && sym->SymbolType == SYM_ActionFunction) { PSymbolActionFunction *afd = static_cast<PSymbolActionFunction *>(sym); state.SetAction(afd, false); if (!afd->Arguments.IsEmpty()) { const char *params = afd->Arguments.GetChars(); int numparams = (int)afd->Arguments.Len(); int v; if (!islower(*params)) { sc.MustGetStringName("("); } else { if (!sc.CheckString("(")) { state.ParameterIndex = afd->defaultparameterindex+1; goto endofstate; } } int paramindex = PrepareStateParameters(&state, numparams, bag.Info->Class); int paramstart = paramindex; bool varargs = params[numparams - 1] == '+'; int varargcount = 0; if (varargs) { paramindex++; } else if (afd->defaultparameterindex > -1) { StateParams.Copy(paramindex, afd->defaultparameterindex, int(afd->Arguments.Len())); } while (*params) { FxExpression *x; if ((*params == 'l' || *params == 'L') && sc.CheckNumber()) { // Special case: State label as an offset if (sc.Number > 0 && statestring.Len() > 1) { sc.ScriptError("You cannot use state jumps commands with a jump offset on multistate definitions\n"); } v=sc.Number; if (v<0) { sc.ScriptError("Negative jump offsets are not allowed"); } if (v > 0) { x = new FxStateByIndex(bag.statedef.GetStateCount() + v, sc); } else { x = new FxConstant((FState*)NULL, sc); } } else { // Use the generic parameter parser for everything else x = ParseParameter(sc, bag.Info->Class, *params, false); } StateParams.Set(paramindex++, x); params++; if (varargs) { varargcount++; } if (*params) { if (*params == '+') { if (sc.CheckString(")")) { StateParams.Set(paramstart, new FxConstant(varargcount, sc)); goto endofstate; } params--; StateParams.Reserve(1, bag.Info->Class); } else if ((islower(*params) || *params=='!') && sc.CheckString(")")) { goto endofstate; } sc.MustGetStringName (","); } } sc.MustGetStringName(")"); } else { sc.MustGetString(); if (sc.Compare("(")) { sc.ScriptError("You cannot pass parameters to '%s'\n", funcname.GetChars()); } sc.UnGet(); } goto endofstate; } sc.ScriptError("Invalid state parameter %s\n", sc.String); } sc.UnGet(); endofstate: if (!bag.statedef.AddStates(&state, statestring)) { sc.ScriptError ("Invalid frame character string '%s'", statestring.GetChars()); } } } sc.SetEscape(true); // re-enable escape sequences }
void FTextureManager::ProcessSwitchDef (FScanner &sc) { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny; FString picname; FSwitchDef *def1, *def2; FTextureID picnum; int gametype; bool quest = false; def1 = def2 = NULL; sc.MustGetString (); if (sc.Compare ("doom")) { gametype = GAME_DoomChex; sc.CheckNumber(); // skip the gamemission filter } else if (sc.Compare ("heretic")) { gametype = GAME_Heretic; } else if (sc.Compare ("hexen")) { gametype = GAME_Hexen; } else if (sc.Compare ("strife")) { gametype = GAME_Strife; } else if (sc.Compare ("any")) { gametype = GAME_Any; } else { // There is no game specified; just treat as any //max = 240; gametype = GAME_Any; sc.UnGet (); } sc.MustGetString (); picnum = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags); picname = sc.String; while (sc.GetString ()) { if (sc.Compare ("quest")) { quest = true; } else if (sc.Compare ("on")) { if (def1 != NULL) { sc.ScriptError ("Switch already has an on state"); } def1 = ParseSwitchDef (sc, !picnum.Exists()); } else if (sc.Compare ("off")) { if (def2 != NULL) { sc.ScriptError ("Switch already has an off state"); } def2 = ParseSwitchDef (sc, !picnum.Exists()); } else { sc.UnGet (); break; } } if (def1 == NULL || !picnum.Exists() || (gametype != GAME_Any && !(gametype & gameinfo.gametype))) { if (def2 != NULL) { M_Free (def2); } if (def1 != NULL) { M_Free (def1); } return; } // If the switch did not have an off state, create one that just returns // it to the original texture without doing anything interesting if (def2 == NULL) { def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef)); def2->Sound = def1->Sound; def2->NumFrames = 1; def2->frames[0].TimeMin = 0; def2->frames[0].TimeRnd = 0; def2->frames[0].Texture = picnum; } def1->PreTexture = picnum; def2->PreTexture = def1->frames[def1->NumFrames-1].Texture; if (def1->PreTexture == def2->PreTexture) { sc.ScriptError ("The on state for switch %s must end with a texture other than %s", picname.GetChars(), picname.GetChars()); } AddSwitchPair(def1, def2); def1->QuestPanel = def2->QuestPanel = quest; }