2006-04-15 15:00:29 +00:00
|
|
|
#ifndef __THINGDEF_H
|
|
|
|
#define __THINGDEF_H
|
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
class FScanner;
|
|
|
|
|
2007-05-28 22:18:51 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
2006-06-17 20:29:41 +00:00
|
|
|
// This class is for storing a name inside a const PClass* field without
|
|
|
|
// generating compiler warnings. It does not manipulate data in any other
|
|
|
|
// way.
|
2007-05-28 22:18:51 +00:00
|
|
|
//
|
|
|
|
//==========================================================================
|
2006-06-17 20:29:41 +00:00
|
|
|
class fuglyname : public FName
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
fuglyname() : FName() {}
|
|
|
|
fuglyname(const char *foo) : FName(foo) {}
|
|
|
|
operator const PClass *()
|
|
|
|
{
|
|
|
|
return reinterpret_cast<const PClass *>(size_t(int(*this)));
|
|
|
|
}
|
|
|
|
fuglyname &operator= (const PClass *foo)
|
|
|
|
{
|
|
|
|
FName *p = this;
|
|
|
|
*p = ENamedName(reinterpret_cast<size_t>(foo));
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2006-11-05 21:46:28 +00:00
|
|
|
|
2007-05-28 22:18:51 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Dropitem list
|
|
|
|
//
|
|
|
|
//==========================================================================
|
2006-07-13 10:17:56 +00:00
|
|
|
|
2007-05-28 22:18:51 +00:00
|
|
|
struct FDropItem
|
|
|
|
{
|
|
|
|
FName Name;
|
|
|
|
int probability;
|
|
|
|
int amount;
|
|
|
|
FDropItem * Next;
|
|
|
|
};
|
2006-04-15 15:00:29 +00:00
|
|
|
|
2007-05-28 22:18:51 +00:00
|
|
|
FDropItem *GetDropItems(const PClass * cls);
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Extra info maintained while defining an actor.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
struct Baggage
|
|
|
|
{
|
|
|
|
FActorInfo *Info;
|
|
|
|
bool DropItemSet;
|
|
|
|
bool StateSet;
|
|
|
|
int CurrentState;
|
|
|
|
|
|
|
|
FDropItem *DropItemList;
|
|
|
|
};
|
|
|
|
|
|
|
|
inline void ResetBaggage (Baggage *bag)
|
|
|
|
{
|
|
|
|
bag->DropItemList = NULL;
|
|
|
|
bag->DropItemSet = false;
|
|
|
|
bag->CurrentState = 0;
|
|
|
|
bag->StateSet = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Action function lookup
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
struct AFuncDesc
|
|
|
|
{
|
|
|
|
const char *Name;
|
|
|
|
actionf_p Function;
|
|
|
|
};
|
|
|
|
|
|
|
|
AFuncDesc * FindFunction(const char * string);
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// State parser
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
extern TArray<int> StateParameters;
|
|
|
|
extern TArray<FName> JumpParameters;
|
2006-04-15 15:00:29 +00:00
|
|
|
|
2006-10-31 14:53:21 +00:00
|
|
|
void ClearStateLabels();
|
|
|
|
void AddState (const char * statename, FState * state);
|
|
|
|
FState * FindState(AActor * actor, const PClass * type, const char * name);
|
|
|
|
void InstallStates(FActorInfo *info, AActor *defaults);
|
|
|
|
void MakeStateDefines(const FStateLabels *list);
|
2007-01-05 22:08:57 +00:00
|
|
|
FState *P_GetState(AActor *self, FState *CallingState, int offset);
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
int FinishStates (FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag);
|
|
|
|
int ParseStates(FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag);
|
|
|
|
FState *CheckState(FScanner &sc, PClass *type);
|
2006-07-13 10:17:56 +00:00
|
|
|
|
|
|
|
|
2007-05-28 22:18:51 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Property parser
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
void ParseActorProperty(FScanner &sc, Baggage &bag);
|
|
|
|
void ParseActorFlag (FScanner &sc, Baggage &bag, int mod);
|
|
|
|
void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag);
|
2007-05-28 22:18:51 +00:00
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
void ParseConstant (FScanner &sc, PSymbolTable *symt, PClass *cls);
|
|
|
|
void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls);
|
2007-05-28 22:18:51 +00:00
|
|
|
|
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
int ParseExpression (FScanner &sc, bool _not, PClass *cls);
|
2007-05-28 22:18:51 +00:00
|
|
|
|
|
|
|
int EvalExpressionI (int id, AActor *self, const PClass *cls=NULL);
|
|
|
|
float EvalExpressionF (int id, AActor *self, const PClass *cls=NULL);
|
|
|
|
bool EvalExpressionN (int id, AActor *self, const PClass *cls=NULL);
|
2006-07-13 10:17:56 +00:00
|
|
|
|
|
|
|
|
|
|
|
// A truly awful hack to get to the state that called an action function
|
|
|
|
// without knowing whether it has been called from a weapon or actor.
|
|
|
|
extern FState * CallingState;
|
|
|
|
int CheckIndex(int paramsize, FState ** pcallstate=NULL);
|
|
|
|
|
2006-07-29 10:47:14 +00:00
|
|
|
enum
|
|
|
|
{
|
|
|
|
ACMETA_BASE = 0x83000,
|
|
|
|
ACMETA_DropItems, // Int (index into DropItemList)
|
|
|
|
ACMETA_ExplosionDamage,
|
|
|
|
ACMETA_ExplosionRadius,
|
|
|
|
ACMETA_DontHurtShooter,
|
2007-05-28 22:18:51 +00:00
|
|
|
ACMETA_MeleeSound,
|
|
|
|
ACMETA_MeleeDamage,
|
|
|
|
ACMETA_MissileName,
|
|
|
|
ACMETA_MissileHeight,
|
2006-07-29 10:47:14 +00:00
|
|
|
};
|
|
|
|
|
2006-07-13 10:17:56 +00:00
|
|
|
|
2007-05-28 14:46:49 +00:00
|
|
|
// Types of old style decorations
|
|
|
|
enum EDefinitionType
|
|
|
|
{
|
|
|
|
DEF_Decoration,
|
|
|
|
DEF_BreakableDecoration,
|
|
|
|
DEF_Pickup,
|
|
|
|
DEF_Projectile,
|
|
|
|
};
|
|
|
|
|
2008-08-10 20:48:55 +00:00
|
|
|
#if defined(_MSC_VER)
|
|
|
|
#pragma data_seg(".areg$u")
|
|
|
|
#pragma data_seg()
|
|
|
|
|
|
|
|
#define MSVC_ASEG __declspec(allocate(".areg$u"))
|
|
|
|
#define GCC_ASEG
|
|
|
|
#else
|
|
|
|
#define MSVC_ASEG
|
|
|
|
#define GCC_ASEG __attribute__((section(AREG_SECTION)))
|
|
|
|
#endif
|
|
|
|
|
2008-08-10 22:48:37 +00:00
|
|
|
|
|
|
|
// Macros to handle action functions. These are here so that I don't have to
|
|
|
|
// change every single use in case the parameters change.
|
|
|
|
#define DECLARE_ACTION(name) void AF_##name(AActor *self);
|
2008-08-10 20:48:55 +00:00
|
|
|
|
|
|
|
#define DEFINE_ACTION_FUNCTION(cls, name) \
|
2008-08-10 22:48:37 +00:00
|
|
|
void AF_##name (AActor *); \
|
|
|
|
AFuncDesc info_##cls##_##name = { #name, AF_##name }; \
|
2008-08-10 20:48:55 +00:00
|
|
|
MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \
|
2008-08-10 22:48:37 +00:00
|
|
|
void AF_##name (AActor *self)
|
|
|
|
|
|
|
|
#define CALL_ACTION(name,self) AF_##name(self)
|
|
|
|
#define GET_ACTION(name) AF_##name
|
2008-08-10 20:48:55 +00:00
|
|
|
|
|
|
|
#define ACTION_PARAM_START(count) \
|
|
|
|
int index = CheckIndex(count); \
|
|
|
|
if (index <= 0) return;
|
|
|
|
|
|
|
|
#define ACTION_PARAM_START_OPTIONAL(count) \
|
|
|
|
int index = CheckIndex(count);
|
|
|
|
|
|
|
|
#define ACTION_INT_PARAM(var) \
|
|
|
|
int var = EvalExpressionI(StateParameters[index++], self);
|
|
|
|
#define ACTION_BOOL_PARAM(var) \
|
|
|
|
bool var = !!EvalExpressionI(StateParameters[index++], self);
|
|
|
|
#define ACTION_NOT_BOOL_PARAM(var) \
|
|
|
|
bool var = EvalExpressionN(StateParameters[index++], self);
|
|
|
|
#define ACTION_FIXED_PARAM(var) \
|
|
|
|
fixed_t var = fixed_t(EvalExpressionF(StateParameters[index++], self)*65536.f);
|
|
|
|
#define ACTION_FLOAT_PARAM(var) \
|
|
|
|
float var = EvalExpressionF(StateParameters[index++], self);
|
|
|
|
#define ACTION_CLASS_PARAM(var) \
|
|
|
|
const PClass *var = PClass::FindClass(ENamedName(StateParameters[index++]));
|
|
|
|
#define ACTION_STATE_PARAM(var) \
|
|
|
|
int var = StateParameters[index++];
|
|
|
|
#define ACTION_SOUND_PARAM(var) \
|
|
|
|
FSoundID var = StateParameters[index++];
|
|
|
|
#define ACTION_STRING_PARAM(var) \
|
|
|
|
const char *var = FName(ENamedName(StateParameters[index++]));
|
2007-05-28 14:46:49 +00:00
|
|
|
|
2006-07-13 10:17:56 +00:00
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
#endif
|