- Added support for using named scripts with UDMF maps. On lines with ACS specials

(i.e. ACS_Execute, etc.), set the arg0str property to the name of the script to execute. The
  standard numeric arg0 property will be ignored in this case.

SVN r3372 (trunk)
This commit is contained in:
Randy Heit 2012-02-18 02:39:01 +00:00
parent cbf7162e16
commit d9b8b344ff
5 changed files with 76 additions and 52 deletions

View file

@ -39,7 +39,7 @@ between the TEXTMAP and ENDMAP lumps:
BEHAVIOR = contains compiled ACS code
DIALOGUE = contains compiled Strife conversation scripts.
ZNODES = Nodes (must be stored as extended GL nodes. Compression is allowed
but deprecated for portability reasons.)
but deprecated for portability reasons.)
BLOCKMAP = blockmap. It is recommended not to include this lump in UDMF maps.
REJECT = reject table. Recommended use is for special effects only.
@ -111,11 +111,16 @@ Note: All <bool> fields default to false unless mentioned otherwise.
midtex3d = <bool>; // Actors can walk on mid texture.
checkswitchrange = <bool>;// Switches can only be activated when vertically reachable.
blockprojectiles = <bool>;// Line blocks all projectiles
blockuse = <bool>; // Line blocks all use actions
blocksight = <bool>; // Line blocks monster line of sight
blockuse = <bool>; // Line blocks all use actions
blocksight = <bool>; // Line blocks monster line of sight
arg0str = <string>; // Alternate string-based version of arg0
* Note about arg0str
For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it
will be used as the name of the script to execute, and arg0 will be ignored.
}
sidedef
{
scalex_top = <float>; // X scale for upper texture, Default = 1.0.
@ -135,16 +140,16 @@ Note: All <bool> fields default to false unless mentioned otherwise.
light = <integer>; // This side's light level. Default is 0.
lightabsolute = <bool>; // true = 'light' is an absolute value. Default is
// relative to the owning sector's light level.
nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
smoothlighting = <bool>; // Use smooth fake contrast.
nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
smoothlighting = <bool>; // Use smooth fake contrast.
clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
wrapmidtex = <bool>; // Side's mid textures are wrapped.
nodecals = <bool>; // Disables decals on the sidedef.
nodecals = <bool>; // Disables decals on the sidedef.
}
sector
{
xpanningfloor = <float>; // X texture offset of floor texture, Default = 0.0.
xpanningfloor = <float>; // X texture offset of floor texture, Default = 0.0.
ypanningfloor = <float>; // Y texture offset of floor texture, Default = 0.0.
xpanningceiling = <float>; // X texture offset of ceiling texture, Default = 0.0.
ypanningceiling = <float>; // Y texture offset of ceiling texture, Default = 0.0.
@ -163,9 +168,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
alphafloor = <float>; // translucency of floor plane (only has meaning with Sector_SetPortal) Default is 1.0.
alphaceiling = <float>; // translucency of ceiling plane (only has meaning with Sector_SetPortal) Default is 1.0.
renderstylefloor = <string>; // floor plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
// can be "translucent" or "add", default is "translucent".
// can be "translucent" or "add", default is "translucent".
renderstyleceiling = <string>; // ceiling plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
// can be "translucent" or "add", default is "translucent".
// can be "translucent" or "add", default is "translucent".
gravity = <float>; // Sector's gravity. Default is 1.0.
lightcolor = <integer>; // Sector's light color as RRGGBB value, default = 0xffffff.
fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
@ -173,29 +178,29 @@ Note: All <bool> fields default to false unless mentioned otherwise.
silent = <bool>; // Actors in this sector make no sound,
nofallingdamage = <bool>; // Falling damage is disabled in this sector
dropactors = <bool>; // Actors drop with instantly moving floors (*)
norespawn = <bool>; // Players can not respawn in this sector
soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
// sound sequence thing in the sector will override this property.
hidden = <bool>; // if true this sector will not be drawn on the textured automap.
norespawn = <bool>; // Players can not respawn in this sector
soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
// sound sequence thing in the sector will override this property.
hidden = <bool>; // if true this sector will not be drawn on the textured automap.
* Note about dropactors
The spec requires this to be false by default. Currently, however, ZDoom assumes this to be true
for Doom format maps so any map converter converting to the ZDoomTranslated namespace should
set this flag for each tagged sector.
}
thing
{
skill# = <bool> // Unlike the base spec, # can range from 1-16.
class# = <bool> // Unlike the base spec, # can range from 1-16.
conversation = <int> // Assigns a conversation dialogue to this thing.
// Parameter is the conversation ID, 0 meaning none.
countsecret = <bool>; // Picking up this actor counts as a secret.
conversation = <int> // Assigns a conversation dialogue to this thing.
// Parameter is the conversation ID, 0 meaning none.
countsecret = <bool>; // Picking up this actor counts as a secret.
}
*** Special notes for map format conversions:
@ -204,7 +209,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
Unless mentioned differently the arg being used to define the line ID
should be set to 0.
The following line specials are affected:
121: Line_SetIdentification, arg 0
208: TranslucentLine, arg0 (arg0 must be preserved)
1: Polyobj_StartLine, arg3
@ -213,16 +218,16 @@ Note: All <bool> fields default to false unless mentioned otherwise.
215: Teleport_Line, arg0
222: Scroll_Texture_Model, arg0 (arg0 must be preserved)
160: Sector_3DFloor, arg4 (both uses as high-byte of tag and line ID are not supported in UDMF and must be remapped)
Some specials also allow setting the extended flags. These must also be
converted to explicitly setting the flags through the defined map fields.
This affects the following specials:
121: Line_SetIdentification, arg1
208: TranslucentLine, arg3
These args are to be converted as follows to flags, bit by bit:
Bit 0 (Value 1): zoneboundary
Bit 1 (Value 2): jumpover
Bit 2 (Value 4): blockfloaters
@ -231,13 +236,13 @@ Note: All <bool> fields default to false unless mentioned otherwise.
Bit 5 (Value 32): midtex3d
Bit 6 (Value 64): checkswitchrange
Bit 7 (Value 128): firstsideonly
When used in special 208 this arg should be cleared afterward.
Special 121 is not being used by UDMF maps in ZDoom and should be completely
deleted after conversion.
=======================================
Changelog
=======================================
@ -303,6 +308,10 @@ Removed remarks of 8 being the maximum number of player classes/skill levels the
Added renderstyleceiling and renderstylefloor sector properties
Added Sector_Set3DFloor to list of specials that need to be handled for line ID remapping
1.18 17.02.2012
Added arg0str linedef property.
Standardized whitespace.
===============================================================================
EOF
===============================================================================

View file

@ -292,6 +292,7 @@ xx(Arg1)
xx(Arg2)
xx(Arg3)
xx(Arg4)
xx(Arg0Str)
xx(Id)
xx(V1)
xx(V2)
@ -379,13 +380,13 @@ xx(Midtex3d)
xx(Checkswitchrange)
xx(Firstsideonly)
xx(Transparent)
xx(Passuse)
xx(Repeatspecial)
xx(Conversation)
xx(Locknumber)
xx(Playercross)
xx(Playeruse)
xx(Passuse)
xx(Repeatspecial)
xx(Conversation)
xx(Locknumber)
xx(Playercross)
xx(Playeruse)
xx(Playeruseback)
xx(Monstercross)
xx(Impact)

View file

@ -198,6 +198,11 @@ typedef int (*lnSpecFunc)(struct line_t *line,
extern lnSpecFunc LineSpecials[256];
extern BYTE NamedACSToNormalACS[7];
static inline bool P_IsACSSpecial(int specnum)
{
return (specnum >= ACS_Execute && specnum <= ACS_LockedExecuteDoor) ||
specnum == ACS_ExecuteAlways;
}
int P_FindLineSpecial (const char *string, int *min_args=NULL, int *max_args=NULL);
bool P_ActivateThingSpecial(AActor * thing, AActor * trigger, bool death=false);

View file

@ -396,8 +396,7 @@ void P_SerializeWorld (FArchive &arc)
<< li->special
<< li->Alpha
<< li->id;
if ((li->special >= ACS_Execute && li->special <= ACS_LockedExecuteDoor) ||
li->special == ACS_ExecuteAlways)
if (P_IsACSSpecial(li->special))
{
P_SerializeACSScriptNumber(arc, li->args[0], false);
}

View file

@ -651,6 +651,7 @@ public:
{
bool passuse = false;
bool strifetrans = false;
FString arg0str;
memset(ld, 0, sizeof(*ld));
ld->Alpha = FRACUNIT;
@ -706,6 +707,11 @@ public:
ld->args[int(key)-int(NAME_Arg0)] = CheckInt(key);
continue;
case NAME_Arg0Str:
CHECK_N(Zd);
arg0str = CheckString(key);
continue;
case NAME_Blocking:
Flag(ld->flags, ML_BLOCKING, key);
continue;
@ -877,17 +883,17 @@ public:
Flag(ld->flags, ML_BLOCKUSE, key);
continue;
case NAME_blocksight:
Flag(ld->flags, ML_BLOCKSIGHT, key);
continue;
// [Dusk] lock number
case NAME_Locknumber:
ld->locknumber = CheckInt(key);
continue;
default:
break;
case NAME_blocksight:
Flag(ld->flags, ML_BLOCKSIGHT, key);
continue;
// [Dusk] lock number
case NAME_Locknumber:
ld->locknumber = CheckInt(key);
continue;
default:
break;
}
if (!strnicmp("user_", key.GetChars(), 5))
@ -920,6 +926,10 @@ public:
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->args[0] = -FName(arg0str);
}
}
//===========================================================================