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https://github.com/ZDoom/gzdoom-gles.git
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- Added a compatibility option to restore the original behavior of the Invisibility
powerup. - Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags. For all damage related actions it will always be the projectile (or puff for hitscan attacks) that is treated as the damage inflictor. - Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag no longer exists as a result. - Expanded PowerSpeed so that subclasses can be derived that alter the speed factor. - Added an MF5_USESPECIAL flag that allows using things to execute their specials. - added MF4_FORCERADIUSDMG flag so that exploding items can be created which are able to hurt boss monsters. - moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's implementation. SVN r530 (trunk)
This commit is contained in:
parent
d60a5ee1b9
commit
a6a5821f04
22 changed files with 876 additions and 676 deletions
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@ -1,3 +1,19 @@
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May 12, 2007 (Changes by Graf Zahl)
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- Added a compatibility option to restore the original behavior of the Invisibility
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powerup.
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- Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags.
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For all damage related actions it will always be the projectile (or puff for hitscan
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attacks) that is treated as the damage inflictor.
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- Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player
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is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag
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no longer exists as a result.
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- Expanded PowerSpeed so that subclasses can be derived that alter the speed factor.
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- Added an MF5_USESPECIAL flag that allows using things to execute their specials.
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- added MF4_FORCERADIUSDMG flag so that exploding items can be created which
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are able to hurt boss monsters.
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- moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's
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implementation.
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May 9, 2007 (Changes by Graf Zahl)
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- added Skulltag's custom F1 help screen MAPINFO option.
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@ -255,7 +255,7 @@ enum
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MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials
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MF4_MISSILEMORE = 0x00000400, // increases the chance of a missile attack
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MF4_MISSILEEVENMORE = 0x00000800, // significantly increases the chance of a missile attack
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// unused flag
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MF4_FORCERADIUSDMG = 0x00001000, // if put on an object it will override MF3_NORADIUSDMG
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MF4_DONTFALL = 0x00002000, // Doesn't have NOGRAVITY disabled when dying.
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MF4_SEESDAGGERS = 0x00004000, // This actor can see you striking with a dagger
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MF4_INCOMBAT = 0x00008000, // Don't alert others when attacked by a dagger
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@ -289,6 +289,7 @@ enum
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MF5_DEHEXPLOSION = 0x00000400, // Use the DEHACKED explosion options when this projectile explodes
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MF5_PIERCEARMOR = 0x00000800, // Armor doesn't protect against damage from this actor
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MF5_NOBLOODDECALS = 0x00001000, // Actor bleeds but doesn't spawn blood decals
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MF5_USESPECIAL = 0x00002000, // Actor executes its special when being 'used'.
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// --- mobj.renderflags ---
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@ -400,6 +400,7 @@ CVAR (Flag, compat_dehhealth, compatflags, COMPATF_DEHHEALTH);
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CVAR (Flag, compat_trace, compatflags, COMPATF_TRACE);
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CVAR (Flag, compat_dropoff, compatflags, COMPATF_DROPOFF);
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CVAR (Flag, compat_boomscroll, compatflags, COMPATF_BOOMSCROLL);
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CVAR (Flag, compat_invisibility,compatflags, COMPATF_INVISIBILITY);
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//==========================================================================
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//
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@ -162,12 +162,11 @@ typedef enum
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CF_WEAPONREADY = 16384, // [RH] Weapon is in the ready state, so bob it when walking
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CF_TIMEFREEZE = 32768, // Player has an active time freezer
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CF_DRAIN = 65536, // Player owns a drain powerup
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CF_SPEED = 0x20000, // Player owns a speed artifact
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CF_REGENERATION = 0x40000, // Player owns a regeneration artifact
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CF_HIGHJUMP = 0x80000, // more Skulltag flags. Implemetation not guaranteed though. ;)
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CF_REFLECTION = 0x100000,
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CF_PROSPERITY = 0x200000,
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CF_DOUBLEFIRINGSPEED= 0x400000,
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CF_REGENERATION = 0x20000, // Player owns a regeneration artifact
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CF_HIGHJUMP = 0x40000, // more Skulltag flags. Implemetation not guaranteed though. ;)
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CF_REFLECTION = 0x80000,
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CF_PROSPERITY = 0x100000,
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CF_DOUBLEFIRINGSPEED= 0x200000,
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} cheat_t;
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#define WPIECE1 1
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@ -151,6 +151,7 @@ static inline int GET_SPAC (int flags)
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// [RH] Monsters (as well as players) can active the line
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#define ML_MONSTERSCANACTIVATE 0x2000
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#define ML_BLOCK_PLAYERS 0x4000
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// [RH] BOOM's ML_PASSUSE flag (conflicts with ML_REPEATSPECIAL)
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#define ML_PASSUSE_BOOM 0x0200
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@ -175,7 +176,6 @@ static inline int GET_SPAC (int flags)
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#define ML_BLOCK_FLOATERS 0x00040000
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#define ML_CLIP_MIDTEX 0x00080000 // Automatic for every Strife line
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#define ML_WRAP_MIDTEX 0x00100000
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#define ML_BLOCK_PLAYERS 0x00200000
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// Sector definition, from editing
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typedef struct
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@ -275,6 +275,7 @@ enum
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COMPATF_TRACE = 1 << 13, // Trace ignores lines with the same sector on both sides
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COMPATF_DROPOFF = 1 << 14, // Monsters cannot move when hanging over a dropoff
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COMPATF_BOOMSCROLL = 1 << 15, // Scrolling sectors are additive like in Boom
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COMPATF_INVISIBILITY = 1 << 16, // Monsters can see semi-invisible players
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};
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// phares 3/20/98:
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@ -198,7 +198,7 @@ IMPLEMENT_ACTOR (ACWeapWraithverge, Hexen, -1, 0)
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PROP_SpawnState (0)
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PROP_Weapon_SelectionOrder (3000)
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PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH | WIF_EXTREME_DEATH)
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PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH)
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PROP_Weapon_AmmoUse1 (18)
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PROP_Weapon_AmmoUse2 (18)
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PROP_Weapon_AmmoGive1 (0)
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@ -238,6 +238,7 @@ IMPLEMENT_ACTOR (AHolyMissile, Hexen, -1, 0)
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PROP_Damage (4)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_Flags4 (MF4_EXTREMEDEATH)
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PROP_SpawnState (0)
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PROP_DeathState (4)
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@ -322,6 +323,7 @@ IMPLEMENT_ACTOR (AHolySpirit, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_RIP|MF2_IMPACT|MF2_PCROSS|MF2_SEEKERMISSILE)
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PROP_Flags3 (MF3_FOILINVUL|MF3_SKYEXPLODE|MF3_NOEXPLODEFLOOR|MF3_CANBLAST)
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PROP_Flags4 (MF4_EXTREMEDEATH)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_ALTSHADOW)
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@ -188,7 +188,7 @@ IMPLEMENT_ACTOR (AFWeapQuietus, Hexen, -1, 0)
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PROP_SpawnState (0)
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PROP_Weapon_SelectionOrder (2900)
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PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH | WIF_EXTREME_DEATH)
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PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH)
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PROP_Weapon_AmmoUse1 (14)
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PROP_Weapon_AmmoUse2 (14)
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PROP_Weapon_AmmoGive1 (0)
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@ -242,6 +242,7 @@ IMPLEMENT_ACTOR (AFSwordMissile, Hexen, -1, 0)
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PROP_Damage (8)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
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PROP_Flags4 (MF4_EXTREMEDEATH)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_FSWORD_MISSILE1)
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@ -218,7 +218,7 @@ IMPLEMENT_ACTOR (AMWeapBloodscourge, Hexen, -1, 0)
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PROP_SpawnState (0)
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PROP_Weapon_SelectionOrder (3100)
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PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH | WIF_EXTREME_DEATH)
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PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH)
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PROP_Weapon_AmmoUse1 (15)
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PROP_Weapon_AmmoUse2 (15)
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PROP_Weapon_UpState (S_MSTAFFUP)
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@ -274,6 +274,7 @@ IMPLEMENT_ACTOR (AMageStaffFX2, Hexen, -1, 0)
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PROP_DamageType (NAME_Fire)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS|MF2_SEEKERMISSILE)
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PROP_Flags4 (MF4_EXTREMEDEATH)
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PROP_SpawnState (S_MSTAFF_FX2_1)
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PROP_DeathState (S_MSTAFF_FX2_X1)
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@ -281,6 +281,7 @@ static const char *MapInfoMapLevel[] =
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"compat_trace",
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"compat_dropoff",
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"compat_boomscroll",
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"compat_invisibility",
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"bordertexture",
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"f1", // [RC] F1 help
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NULL
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{ MITYPE_COMPATFLAG, COMPATF_TRACE},
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{ MITYPE_COMPATFLAG, COMPATF_DROPOFF},
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{ MITYPE_COMPATFLAG, COMPATF_BOOMSCROLL},
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{ MITYPE_COMPATFLAG, COMPATF_INVISIBILITY},
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{ MITYPE_LUMPNAME, lioffset(bordertexture), 0 },
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{ MITYPE_F1, lioffset(f1), 0, },
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};
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@ -1163,19 +1163,21 @@ void APlayerSpeedTrail::Tick ()
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// Speed Powerup -------------------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (APowerSpeed, Any, -1, 0)
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PROP_SpeedFixed(3*FRACUNIT/2)
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PROP_Powerup_EffectTics (SPEEDTICS)
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PROP_Inventory_Icon ("SPBOOT0")
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END_DEFAULTS
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//===========================================================================
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//
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// APowerSpeed :: InitEffect
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// APowerSpeed :: GetSpeedFactor
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//
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//===========================================================================
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void APowerSpeed::InitEffect ()
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fixed_t APowerSpeed ::GetSpeedFactor ()
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{
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Owner->player->cheats |= CF_SPEED;
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if (Inventory != NULL) return FixedMul(Speed, Inventory->GetSpeedFactor());
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else return Speed;
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}
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//===========================================================================
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if (level.time & 1)
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return;
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// check if another speed item is present to avoid multiple drawing of the speed trail.
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if (Inventory != NULL && Inventory->GetSpeedFactor() > FRACUNIT)
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return;
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if (P_AproxDistance (Owner->momx, Owner->momy) <= 12*FRACUNIT)
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return;
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}
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}
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//===========================================================================
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//
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// APowerSpeed :: EndEffect
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//
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//===========================================================================
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void APowerSpeed::EndEffect ()
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{
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if (Owner != NULL && Owner->player != NULL)
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{
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Owner->player->cheats &= ~CF_SPEED;
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}
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}
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// Minotaur (aka Dark Servant) powerup ---------------------------------------
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IMPLEMENT_STATELESS_ACTOR (APowerMinotaur, Any, -1, 0)
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@ -170,9 +170,8 @@ class APowerSpeed : public APowerup
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{
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DECLARE_STATELESS_ACTOR (APowerSpeed, APowerup)
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protected:
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void InitEffect ();
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void DoEffect ();
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void EndEffect ();
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fixed_t GetSpeedFactor();
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};
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class APowerMinotaur : public APowerup
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@ -783,6 +783,24 @@ void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, boo
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}
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}
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//===========================================================================
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//
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// AInventory :: GetSpeedFactor
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//
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//===========================================================================
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fixed_t AInventory::GetSpeedFactor ()
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{
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if (Inventory != NULL)
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{
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return Inventory->GetSpeedFactor();
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}
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else
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{
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return FRACUNIT;
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}
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}
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//===========================================================================
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//
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// AInventory :: AlterWeaponSprite
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@ -153,6 +153,7 @@ public:
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
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virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
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virtual fixed_t GetSpeedFactor();
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virtual int AlterWeaponSprite (vissprite_t *vis);
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virtual PalEntry GetBlend ();
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WIF_ALT_USES_BOTH = 0x00000100, // alternate fire uses both ammo
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WIF_WIMPY_WEAPON = 0x00000200, // change away when ammo for another weapon is replenished
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WIF_POWERED_UP = 0x00000400, // this is a tome-of-power'ed version of its sister
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WIF_EXTREME_DEATH = 0x00000800, // weapon always causes an extreme death
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WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up
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WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback
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@ -1024,6 +1024,7 @@ static menuitem_t CompatibilityItems[] = {
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{ bitflag, "DEH health settings like Doom2.exe", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_DEHHEALTH} },
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{ bitflag, "Self ref. sectors don't block shots", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_TRACE} },
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{ bitflag, "Monsters get stuck over dropoffs", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_DROPOFF} },
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{ bitflag, "Monsters see invisible players", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_INVISIBILITY} },
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{ bitflag, "Boom scrollers are additive", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_BOOMSCROLL} },
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{ discrete, "Interpolate monster movement", {&nomonsterinterpolation}, {2.0}, {0.0}, {0.0}, {NoYes} },
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@ -1512,8 +1512,8 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
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continue; // behind back
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}
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}
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if (player->mo->RenderStyle == STYLE_Translucent ||
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player->mo->RenderStyle == STYLE_OptFuzzy)
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if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) ||
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player->mo->flags3 & MF3_GHOST)
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{
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if ((P_AproxDistance (player->mo->x - actor->x,
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player->mo->y - actor->y) > 2*MELEERANGE)
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@ -629,8 +629,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
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}
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if (diestate == NULL)
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{
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int flags4 = !inflictor ? 0 : inflictor->player && inflictor->player->ReadyWeapon ?
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inflictor->player->ReadyWeapon->flags4 : inflictor->flags4;
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int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
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int gibhealth = -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth,
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gameinfo.gametype == GAME_Doom ? -GetDefault()->health : -GetDefault()->health/2));
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@ -904,7 +903,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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// Handle passive damage modifiers (e.g. PowerProtection)
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if (target->Inventory != NULL)
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{
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int olddam = damage;
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int olddam = damage;
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target->Inventory->ModifyDamage(olddam, mod, damage, true);
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if (olddam != damage && damage <= 0) return;
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}
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@ -1127,12 +1126,6 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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source = source->tracer;
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}
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}
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if (source && (source->player) && source->player->ReadyWeapon != NULL &&
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(source->player->ReadyWeapon->WeaponFlags & WIF_EXTREME_DEATH))
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{
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// Always extreme death from fourth weapon
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target->health = -target->GetDefault()->health * 3;
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}
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target->Die (source, inflictor);
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return;
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}
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@ -3267,10 +3267,10 @@ bool PTR_UseTraverse (intercept_t *in)
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if (usething==in->d.thing) return true;
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// Check thing
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// Check for puzzle item use
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if (in->d.thing->special == USE_PUZZLE_ITEM_SPECIAL)
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// Check for puzzle item use or USESPECIAL flag
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if (in->d.thing->flags5 & MF5_USESPECIAL || in->d.thing->special == USE_PUZZLE_ITEM_SPECIAL)
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{
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if (LineSpecials[USE_PUZZLE_ITEM_SPECIAL] (NULL, usething, false,
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if (LineSpecials[in->d.thing->special] (NULL, usething, false,
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in->d.thing->args[0], in->d.thing->args[1], in->d.thing->args[2],
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in->d.thing->args[3], in->d.thing->args[4]))
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return false;
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@ -3565,7 +3565,7 @@ bool PIT_RadiusAttack (AActor *thing)
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// Boss spider and cyborg and Heretic's ep >= 2 bosses
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// take no damage from concussion.
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if (thing->flags3 & MF3_NORADIUSDMG)
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if (thing->flags3 & MF3_NORADIUSDMG && !(bombspot->flags4 & MF4_FORCERADIUSDMG))
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return true;
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if (!DamageSource && thing == bombsource)
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@ -306,7 +306,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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if (thing->player && (useFog || !keepOrientation))
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{
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// Freeze player for about .5 sec
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if (!(thing->player->cheats & CF_SPEED))
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if (thing->Inventory == NULL || thing->Inventory->GetSpeedFactor() <= FRACUNIT)
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thing->reactiontime = 18;
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}
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if (thing->flags & MF_MISSILE)
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|
|
@ -1120,10 +1120,11 @@ void APlayerPawn::TweakSpeeds (int &forward, int &side)
|
|||
side = FixedMul (side, SideMove2);
|
||||
}
|
||||
|
||||
if ((player->cheats & CF_SPEED) && !player->morphTics)
|
||||
{ // Adjust for a player with a speed artifact
|
||||
forward = (3*forward)>>1;
|
||||
side = (3*side)>>1;
|
||||
if (!player->morphTics && Inventory != NULL)
|
||||
{
|
||||
fixed_t factor = Inventory->GetSpeedFactor ();
|
||||
forward = FixedMul(forward, factor);
|
||||
side = FixedMul(side, factor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
173
src/thingdef.cpp
173
src/thingdef.cpp
|
@ -195,6 +195,7 @@ static flagdef ActorFlags[]=
|
|||
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),
|
||||
|
@ -227,6 +228,7 @@ static flagdef ActorFlags[]=
|
|||
DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
|
@ -4467,12 +4469,181 @@ void ParseClass()
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
bool ParseFunctionCall(Baggage &bag, FState & state)
|
||||
{
|
||||
// Make the action name lowercase to satisfy the gperf hashers
|
||||
strlwr (sc_String);
|
||||
FString funcname = sc_String;
|
||||
|
||||
int minreq=0;
|
||||
memset(&state, 0, sizeof(state));
|
||||
if (DoSpecialFunctions(state, false, &minreq, bag))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
PSymbol *sym = bag.Info->Class->Symbols.FindSymbol (FName(sc_String, true), true);
|
||||
if (sym != NULL && sym->SymbolType == SYM_ActionFunction)
|
||||
{
|
||||
PSymbolActionFunction *afd = static_cast<PSymbolActionFunction *>(sym);
|
||||
state.Action = afd->Function;
|
||||
if (!afd->Arguments.IsEmpty())
|
||||
{
|
||||
const char *params = afd->Arguments.GetChars();
|
||||
int numparams = (int)afd->Arguments.Len();
|
||||
|
||||
int v;
|
||||
|
||||
if (!islower(*params))
|
||||
{
|
||||
SC_MustGetToken('(');
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!SC_CheckToken('('))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
int paramindex = PrepareStateParameters(&state, numparams);
|
||||
int paramstart = paramindex;
|
||||
bool varargs = params[numparams - 1] == '+';
|
||||
|
||||
if (varargs)
|
||||
{
|
||||
StateParameters[paramindex++] = 0;
|
||||
}
|
||||
|
||||
while (*params)
|
||||
{
|
||||
switch(*params)
|
||||
{
|
||||
case 'I':
|
||||
case 'i': // Integer
|
||||
SC_MustGetNumber();
|
||||
v=sc_Number;
|
||||
break;
|
||||
|
||||
case 'F':
|
||||
case 'f': // Fixed point
|
||||
SC_MustGetFloat();
|
||||
v=fixed_t(sc_Float*FRACUNIT);
|
||||
break;
|
||||
|
||||
|
||||
case 'S':
|
||||
case 's': // Sound name
|
||||
SC_MustGetString();
|
||||
v=S_FindSound(sc_String);
|
||||
break;
|
||||
|
||||
case 'M':
|
||||
case 'm': // Actor name
|
||||
case 'T':
|
||||
case 't': // String
|
||||
SC_MustGetString();
|
||||
v = (int)(sc_String[0] ? FName(sc_String) : NAME_None);
|
||||
break;
|
||||
|
||||
case 'L':
|
||||
case 'l': // Jump label
|
||||
|
||||
SC_ScriptError("You cannot use state jump calls in action functions (%s tries to call %s)\n",
|
||||
funcname.GetChars(), afd->SymbolName.GetChars());
|
||||
break;
|
||||
|
||||
case 'C':
|
||||
case 'c': // Color
|
||||
SC_MustGetString ();
|
||||
if (SC_Compare("none"))
|
||||
{
|
||||
v = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
int c = V_GetColor (NULL, sc_String);
|
||||
// 0 needs to be the default so we have to mark the color.
|
||||
v = MAKEARGB(1, RPART(c), GPART(c), BPART(c));
|
||||
}
|
||||
break;
|
||||
|
||||
case 'X':
|
||||
case 'x':
|
||||
v = ParseExpression (false, bag.Info->Class);
|
||||
break;
|
||||
|
||||
case 'Y':
|
||||
case 'y':
|
||||
v = ParseExpression (true, bag.Info->Class);
|
||||
break;
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
v = -1;
|
||||
break;
|
||||
}
|
||||
StateParameters[paramindex++] = v;
|
||||
params++;
|
||||
if (varargs)
|
||||
{
|
||||
StateParameters[paramstart]++;
|
||||
}
|
||||
if (*params)
|
||||
{
|
||||
if (*params == '+')
|
||||
{
|
||||
if (SC_CheckString(")"))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
params--;
|
||||
v = 0;
|
||||
StateParameters.Push(v);
|
||||
}
|
||||
else if ((islower(*params) || *params=='!') && SC_CheckString(")"))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
SC_MustGetStringName (",");
|
||||
}
|
||||
}
|
||||
SC_MustGetStringName(")");
|
||||
}
|
||||
else
|
||||
{
|
||||
SC_MustGetString();
|
||||
if (SC_Compare("("))
|
||||
{
|
||||
SC_ScriptError("You cannot pass parameters to '%s'\n",funcname.GetChars());
|
||||
}
|
||||
SC_UnGet();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void ParseActionFunction()
|
||||
{
|
||||
FState state;
|
||||
Baggage bag;
|
||||
bag.Info=RUNTIME_CLASS(AActor)->ActorInfo;
|
||||
|
||||
// for now only void functions with no parameters
|
||||
SC_MustGetToken(TK_Void);
|
||||
SC_MustGetString();
|
||||
FName funcname = sc_String;
|
||||
SC_MustGetToken('(');
|
||||
SC_MustGetToken(')');
|
||||
}
|
||||
SC_MustGetToken('{');
|
||||
// All this can do for the moment is parse a list of simple function calls, nothing more
|
||||
while (SC_MustGetString(), sc_TokenType != '}');
|
||||
{
|
||||
ParseFunctionCall(bag, state);
|
||||
SC_MustGetToken(';');
|
||||
// Todo: Take the state's content and make a list of it.
|
||||
}
|
||||
|
||||
}
|
||||
|
|
1248
zdoom.vcproj
1248
zdoom.vcproj
File diff suppressed because it is too large
Load diff
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Reference in a new issue