void ParseThing()

in doom_py/src/vizdoom/src/p_udmf.cpp [469:775]


	void ParseThing(FMapThing *th)
	{
		FString arg0str, arg1str;

		memset(th, 0, sizeof(*th));
		th->gravity = FRACUNIT;
		th->RenderStyle = STYLE_Count;
		th->alpha = -1;
		th->health = 1;
		th->FloatbobPhase = -1;
		sc.MustGetToken('{');
		while (!sc.CheckToken('}'))
		{
			FName key = ParseKey();
			switch(key)
			{
			case NAME_Id:
				th->thingid = CheckInt(key);
				break;

			case NAME_X:
				th->x = CheckFixed(key);
				break;

			case NAME_Y:
				th->y = CheckFixed(key);
				break;

			case NAME_Height:
				th->z = CheckFixed(key);
				break;

			case NAME_Angle:
				th->angle = (short)CheckInt(key);
				break;

			case NAME_Type:
				th->EdNum = (short)CheckInt(key);
				th->info = DoomEdMap.CheckKey(th->EdNum);
				break;

			case NAME_Conversation:
				CHECK_N(Zd | Zdt)
				th->Conversation = CheckInt(key);
				break;

			case NAME_Special:
				CHECK_N(Hx | Zd | Zdt | Va)
				th->special = CheckInt(key);
				break;

			case NAME_Gravity:
				CHECK_N(Zd | Zdt)
				th->gravity = CheckFixed(key);
				break;

			case NAME_Arg0:
			case NAME_Arg1:
			case NAME_Arg2:
			case NAME_Arg3:
			case NAME_Arg4:
				CHECK_N(Hx | Zd | Zdt | Va)
				th->args[int(key)-int(NAME_Arg0)] = CheckInt(key);
				break;

			case NAME_Arg0Str:
				CHECK_N(Zd);
				arg0str = CheckString(key);
				break;

			case NAME_Arg1Str:
				CHECK_N(Zd);
				arg1str = CheckString(key);
				break;

			case NAME_Skill1:
			case NAME_Skill2:
			case NAME_Skill3:
			case NAME_Skill4:
			case NAME_Skill5:
			case NAME_Skill6:
			case NAME_Skill7:
			case NAME_Skill8:
			case NAME_Skill9:
			case NAME_Skill10:
			case NAME_Skill11:
			case NAME_Skill12:
			case NAME_Skill13:
			case NAME_Skill14:
			case NAME_Skill15:
			case NAME_Skill16:
				if (CheckBool(key)) th->SkillFilter |= (1<<(int(key)-NAME_Skill1));
				else th->SkillFilter &= ~(1<<(int(key)-NAME_Skill1));
				break;

			case NAME_Class1:
			case NAME_Class2:
			case NAME_Class3:
			case NAME_Class4:
			case NAME_Class5:
			case NAME_Class6:
			case NAME_Class7:
			case NAME_Class8:
			case NAME_Class9:
			case NAME_Class10:
			case NAME_Class11:
			case NAME_Class12:
			case NAME_Class13:
			case NAME_Class14:
			case NAME_Class15:
			case NAME_Class16:
				CHECK_N(Hx | Zd | Zdt | Va)
				if (CheckBool(key)) th->ClassFilter |= (1<<(int(key)-NAME_Class1));
				else th->ClassFilter &= ~(1<<(int(key)-NAME_Class1));
				break;

			case NAME_Ambush:
				Flag(th->flags, MTF_AMBUSH, key); 
				break;

			case NAME_Dormant:
				CHECK_N(Hx | Zd | Zdt | Va)
				Flag(th->flags, MTF_DORMANT, key); 
				break;

			case NAME_Single:
				Flag(th->flags, MTF_SINGLE, key); 
				break;

			case NAME_Coop:
				Flag(th->flags, MTF_COOPERATIVE, key); 
				break;

			case NAME_Dm:
				Flag(th->flags, MTF_DEATHMATCH, key); 
				break;

			case NAME_Translucent:
				CHECK_N(St | Zd | Zdt | Va)
				Flag(th->flags, MTF_SHADOW, key); 
				break;

			case NAME_Invisible:
				CHECK_N(St | Zd | Zdt | Va)
				Flag(th->flags, MTF_ALTSHADOW, key); 
				break;

			case NAME_Friend:	// This maps to Strife's friendly flag
				CHECK_N(Dm | Zd | Zdt | Va)
				Flag(th->flags, MTF_FRIENDLY, key); 
				break;

			case NAME_Strifeally:
				CHECK_N(St | Zd | Zdt | Va)
				Flag(th->flags, MTF_FRIENDLY, key); 
				break;

			case NAME_Standing:
				CHECK_N(St | Zd | Zdt | Va)
				Flag(th->flags, MTF_STANDSTILL, key); 
				break;

			case NAME_Countsecret:
				CHECK_N(Zd | Zdt | Va)
				Flag(th->flags, MTF_SECRET, key); 
				break;

			case NAME_Floatbobphase:
				CHECK_N(Zd | Zdt)
				th->FloatbobPhase = CheckInt(key);
				break;

			case NAME_Renderstyle:
				{
				FName style = CheckString(key);
				switch (style)
				{
				case NAME_None:
					th->RenderStyle = STYLE_None;
					break;
				case NAME_Normal:
					th->RenderStyle = STYLE_Normal;
					break;
				case NAME_Fuzzy:
					th->RenderStyle = STYLE_Fuzzy;
					break;
				case NAME_SoulTrans:
					th->RenderStyle = STYLE_SoulTrans;
					break;
				case NAME_OptFuzzy:
					th->RenderStyle = STYLE_OptFuzzy;
					break;
				case NAME_Stencil:
					th->RenderStyle = STYLE_Stencil;
					break;
				case NAME_AddStencil:
					th->RenderStyle = STYLE_AddStencil;
					break;
				case NAME_Translucent:
					th->RenderStyle = STYLE_Translucent;
					break;
				case NAME_Add:
				case NAME_Additive:
					th->RenderStyle = STYLE_Add;
					break;
				case NAME_Shaded:
					th->RenderStyle = STYLE_Shaded;
					break;
				case NAME_AddShaded:
					th->RenderStyle = STYLE_AddShaded;
					break;
				case NAME_TranslucentStencil:
					th->RenderStyle = STYLE_TranslucentStencil;
					break;
				case NAME_Shadow:
					th->RenderStyle = STYLE_Shadow;
					break;
				case NAME_Subtract:
				case NAME_Subtractive:
					th->RenderStyle = STYLE_Subtract;
					break;
				default:
					break;
				}
				}
				break;

			case NAME_Alpha:
				th->alpha = CheckFixed(key);
				break;

			case NAME_FillColor:
				th->fillcolor = CheckInt(key);
				break;

			case NAME_Health:
				th->health = CheckInt(key);
				break;

			case NAME_Score:
				th->score = CheckInt(key);
				break;

			case NAME_Pitch:
				th->pitch = (short)CheckInt(key);
				break;

			case NAME_Roll:
				th->roll = (short)CheckInt(key);
				break;

			case NAME_ScaleX:
				th->scaleX = CheckFixed(key);
				break;

			case NAME_ScaleY:
				th->scaleY = CheckFixed(key);
				break;

			case NAME_Scale:
				th->scaleX = th->scaleY = CheckFixed(key);
				break;

			default:
				CHECK_N(Zd | Zdt)
				if (0 == strnicmp("user_", key.GetChars(), 5))
				{ // Custom user key - Sets an actor's user variable directly
					FMapThingUserData ud;
					ud.Property = key;
					ud.Value = CheckInt(key);
					MapThingsUserData.Push(ud);
				}
				break;
			}
		}
		if (arg0str.IsNotEmpty() && (P_IsACSSpecial(th->special) || th->special == 0))
		{
			th->args[0] = -FName(arg0str);
		}
		if (arg1str.IsNotEmpty() && (P_IsThingSpecial(th->special) || th->special == 0))
		{
			th->args[1] = -FName(arg1str);
		}
		// Thing specials are only valid in namespaces with Hexen-type specials
		// and in ZDoomTranslated - which will use the translator on them.
		if (namespc == NAME_ZDoomTranslated)
		{
			maplinedef_t mld;
			line_t ld;

			if (th->special != 0)	// if special is 0, keep the args (e.g. for bridge things)
			{
				// The trigger type is ignored here.
				mld.flags = 0;
				mld.special = th->special;
				mld.tag = th->args[0];
				P_TranslateLineDef(&ld, &mld);
				th->special = ld.special;
				memcpy(th->args, ld.args, sizeof (ld.args));
			}
		}
		else if (isTranslated)
		{
			th->special = 0;
			memset(th->args, 0, sizeof (th->args));
		}
	}