Added freeslots for SPR2.

Make sure your MAINCFG / LUA lump comes _before_ the S_SKIN section.
This commit is contained in:
Yukita Mayako 2015-10-31 14:45:42 -04:00
parent 79aaa00d14
commit 14e8ac702f
5 changed files with 49 additions and 10 deletions

View file

@ -671,6 +671,22 @@ static void readfreeslots(MYFILE *f)
break;
}
}
else if (fastcmp(type, "SPR2_"))
{
// Search if we already have an SPR2 by that name...
for (i = SPR_FIRSTFREESLOT; i < free_spr2; i++)
if (memcmp(spr2names[i],word,4) == 0)
break;
// We found it? (Two mods using the same SPR2 name?) Then don't allocate another one.
if (i != free_spr2)
continue;
// Copy in the spr2 name and increment free_spr2.
if (free_spr2 < NUMPLAYERSPRITES) {
strncpy(spr2names[free_spr2],word,4);
spr2names[free_spr2++][4] = 0;
} else
CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n");
}
else
deh_warning("Freeslots: unknown enum class '%s' for '%s_%s'", type, type, word);
}
@ -8292,7 +8308,7 @@ static inline int lib_freeslot(lua_State *L)
lua_pushinteger(L, sfx);
r++;
} else
return r;
CONS_Alert(CONS_WARNING, "Ran out of free SFX slots!\n");
}
else if (fastcmp(type, "SPR"))
{
@ -8319,7 +8335,7 @@ static inline int lib_freeslot(lua_State *L)
break;
}
if (j > SPR_LASTFREESLOT)
return r;
CONS_Alert(CONS_WARNING, "Ran out of free sprite slots!\n");
}
else if (fastcmp(type, "S"))
{
@ -8334,7 +8350,7 @@ static inline int lib_freeslot(lua_State *L)
break;
}
if (i == NUMSTATEFREESLOTS)
return r;
CONS_Alert(CONS_WARNING, "Ran out of free State slots!\n");
}
else if (fastcmp(type, "MT"))
{
@ -8349,7 +8365,26 @@ static inline int lib_freeslot(lua_State *L)
break;
}
if (i == NUMMOBJFREESLOTS)
return r;
CONS_Alert(CONS_WARNING, "Ran out of free MobjType slots!\n");
}
else if (fastcmp(type, "SPR2"))
{
// Search if we already have an SPR2 by that name...
enum playersprite i;
for (i = SPR_FIRSTFREESLOT; i < free_spr2; i++)
if (memcmp(spr2names[i],word,4) == 0)
break;
// We don't, so allocate a new one.
if (i == free_spr2) {
if (free_spr2 < NUMPLAYERSPRITES)
{
CONS_Printf("Sprite SPR2_%s allocated.\n",word);
strncpy(spr2names[free_spr2],word,4);
spr2names[free_spr2++][4] = 0;
} else
CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n");
}
r++;
}
Z_Free(s);
lua_remove(L, 1);
@ -8516,7 +8551,7 @@ static inline int lib_getenum(lua_State *L)
}
else if (fastncmp("SPR2_",word,4)) {
p = word+5;
for (i = 0; i < NUMPLAYERSPRITES; i++)
for (i = 0; i < free_spr2; i++)
if (!spr2names[i][4])
{
// special 3-char cases, e.g. SPR2_RUN

View file

@ -99,6 +99,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
"SRID",
"SFLT"
};
enum playersprite free_spr2 = SPR2_FIRSTFREESLOT;
// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
state_t states[NUMSTATES] =

View file

@ -618,6 +618,8 @@ enum playersprite
SPR2_SRID,
SPR2_SFLT,
SPR2_FIRSTFREESLOT,
SPR2_LASTFREESLOT = SPR2_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1,
NUMPLAYERSPRITES
};
@ -3528,8 +3530,9 @@ typedef struct
extern state_t states[NUMSTATES];
extern char sprnames[NUMSPRITES + 1][5];
char spr2names[NUMPLAYERSPRITES][5];
extern char spr2names[NUMPLAYERSPRITES][5];
extern state_t *astate;
extern enum playersprite free_spr2;
typedef enum mobj_type
{

View file

@ -105,7 +105,7 @@ static int lib_getSpr2name(lua_State *L)
if (lua_isnumber(L, 1))
{
i = lua_tonumber(L, 1);
if (i > NUMPLAYERSPRITES)
if (i >= free_spr2)
return 0;
lua_pushlstring(L, spr2names[i], 4);
return 1;
@ -113,7 +113,7 @@ static int lib_getSpr2name(lua_State *L)
else if (lua_isstring(L, 1))
{
const char *name = lua_tostring(L, 1);
for (i = 0; i < NUMPLAYERSPRITES; i++)
for (i = 0; i < free_spr2; i++)
if (fastcmp(name, spr2names[i]))
{
lua_pushinteger(L, i);
@ -125,7 +125,7 @@ static int lib_getSpr2name(lua_State *L)
static int lib_spr2namelen(lua_State *L)
{
lua_pushinteger(L, NUMPLAYERSPRITES);
lua_pushinteger(L, free_spr2);
return 1;
}

View file

@ -2671,7 +2671,7 @@ next_token:
if (z < lastlump) lastlump = z;
// load all sprite sets we are aware of.
for (sprite2 = 0; sprite2 < NUMPLAYERSPRITES; sprite2++)
for (sprite2 = 0; sprite2 < free_spr2; sprite2++)
R_AddSingleSpriteDef(spr2names[sprite2], &skin->sprites[sprite2], wadnum, lump, lastlump);
}