- Removed DECORATE's ParseClass because it was only used to add data to fully

internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
  into misc1 with SF_BIGTIC anymore. 
- Changed sprite processing so that sprite names are converted to indices 
  during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the 
  internal property parser which is no longer needed.


SVN r1146 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-10 14:19:47 +00:00
parent 9b58c5ebbd
commit f4c07c45ec
33 changed files with 483 additions and 1661 deletions

View file

@ -1,8 +1,20 @@
August 10, 2008
August 10, 2008 (Changes by Graf Zahl)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
August 10, 2008
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed

View file

@ -774,10 +774,6 @@ public:
FState *FindState (FName label) const;
FState *FindState (FName label, FName sublabel, bool exact = false) const;
bool HasSpecialDeathStates () const;
static FState States[];
enum { S_NULL = 2, S_GENERICFREEZEDEATH = 3 };
};
class FActorIterator

View file

@ -251,7 +251,6 @@ WEAPON(MLightningAttack)
ACTOR(LightningZap)
ACTOR(LightningClip)
ACTOR(LightningRemove)
ACTOR(FreeTargMobj)
ACTOR(LastZap)
ACTOR(ZapMimic)
WEAPON(MStaffAttack)

View file

@ -1177,7 +1177,7 @@ static int PatchFrame (int frameNum)
{
if (memcmp (OrgSprNames[val], sprites[i].name, 4) == 0)
{
info->sprite.index = (int)i;
info->sprite = (int)i;
break;
}
}
@ -1217,11 +1217,10 @@ static int PatchFrame (int frameNum)
{
Printf ("Frame %d: Subnumber must be in range [0,63]\n", frameNum);
}
info->Tics = (tics+1) & 255;
info->Misc1 = ((tics+1)>>8) | misc1;
info->Tics = tics;
info->Misc1 = misc1;
info->Frame = (frame & 0x3f) |
(frame & 0x8000 ? SF_FULLBRIGHT : 0) |
(tics > 254 ? SF_BIGTIC : 0);
(frame & 0x8000 ? SF_FULLBRIGHT : 0);
}
return result;

View file

@ -727,8 +727,8 @@ void D_ReadUserInfoStrings (int i, BYTE **stream, bool update)
if (players[i].mo != NULL)
{
if (players[i].cls != NULL &&
players[i].mo->state->sprite.index ==
GetDefaultByType (players[i].cls)->SpawnState->sprite.index)
players[i].mo->state->sprite ==
GetDefaultByType (players[i].cls)->SpawnState->sprite)
{ // Only change the sprite if the player is using a standard one
players[i].mo->sprite = skins[info->skin].sprite;
players[i].mo->scaleX = skins[info->skin].ScaleX;

View file

@ -588,7 +588,7 @@ void F_StartCast (void)
wipegamestate = GS_FORCEWIPE;
castnum = 0;
caststate = castorder[castnum].info->SeeState;
castsprite = caststate->sprite.index;
castsprite = caststate->sprite;
casttranslation = NULL;
casttics = caststate->GetTics ();
castdeath = false;
@ -638,7 +638,7 @@ void F_CastTicker (void)
}
else
{
castsprite = caststate->sprite.index;
castsprite = caststate->sprite;
casttranslation = NULL;
}
castframes = 0;

View file

@ -337,7 +337,7 @@ void A_FireCGun (AActor *actor)
int theflash = clamp (int(player->psprites[ps_weapon].state - atk), 0, 1);
if (flash[theflash].sprite.index != flash->sprite.index)
if (flash[theflash].sprite != flash->sprite)
{
theflash = 0;
}

View file

@ -109,7 +109,7 @@ void AScriptedMarine::Tick ()
Super::Tick ();
// Override the standard sprite, if desired
if (SpriteOverride != 0 && sprite == States[0].sprite.index)
if (SpriteOverride != 0 && sprite == GetClass()->ActorInfo->OwnedStates[0].sprite)
{
sprite = SpriteOverride;
}
@ -593,7 +593,7 @@ void AScriptedMarine::SetSprite (const PClass *source)
{
if (source == NULL || source->ActorInfo == NULL)
{ // A valid actor class wasn't passed, so use the standard sprite
SpriteOverride = sprite = States[0].sprite.index;
SpriteOverride = sprite = GetClass()->ActorInfo->OwnedStates[0].sprite;
// Copy the standard player's scaling
AActor * playerdef = GetDefaultByName("DoomPlayer");
if (playerdef == NULL) playerdef = GetDefaultByType(RUNTIME_CLASS(AScriptedMarine));
@ -602,7 +602,7 @@ void AScriptedMarine::SetSprite (const PClass *source)
}
else
{ // Use the same sprite the passed class spawns with
SpriteOverride = sprite = GetDefaultByType (source)->SpawnState->sprite.index;
SpriteOverride = sprite = GetDefaultByType (source)->SpawnState->sprite;
scaleX = GetDefaultByType(source)->scaleX;
scaleY = GetDefaultByType(source)->scaleY;
}

View file

@ -27,7 +27,6 @@ void A_LightningZap (AActor *);
void A_ZapMimic (AActor *);
void A_LastZap (AActor *);
void A_LightningRemove (AActor *);
void A_FreeTargMobj (AActor *);
// Lightning ----------------------------------------------------------------

View file

@ -1243,15 +1243,20 @@ void APowerTargeter::DoEffect ()
PositionAccuracy ();
if (EffectTics < 5*TICRATE)
{
if (EffectTics & 32)
FState *state = FindState("Targeter");
if (state != NULL)
{
P_SetPsprite (player, ps_targetright, NULL);
P_SetPsprite (player, ps_targetleft, &States[1]);
}
else if (EffectTics & 16)
{
P_SetPsprite (player, ps_targetright, &States[2]);
P_SetPsprite (player, ps_targetleft, NULL);
if (EffectTics & 32)
{
P_SetPsprite (player, ps_targetright, NULL);
P_SetPsprite (player, ps_targetleft, state+1);
}
else if (EffectTics & 16)
{
P_SetPsprite (player, ps_targetright, state+2);
P_SetPsprite (player, ps_targetleft, NULL);
}
}
}
}

View file

@ -634,7 +634,7 @@ AInventory *AInventory::CreateTossable ()
// If this actor lacks a SpawnState, don't drop it. (e.g. A base weapon
// like the fist can't be dropped because you'll never see it.)
if (SpawnState == &AActor::States[AActor::S_NULL] ||
if (SpawnState == ::GetDefault<AActor>()->SpawnState ||
SpawnState == NULL)
{
return NULL;

View file

@ -61,7 +61,7 @@ bool AWeapon::TryPickup (AActor *toucher)
{
FState * ReadyState = FindState(NAME_Ready);
if (ReadyState != NULL &&
ReadyState->GetFrame() < sprites[ReadyState->sprite.index].numframes)
ReadyState->GetFrame() < sprites[ReadyState->sprite].numframes)
{
return Super::TryPickup (toucher);
}

View file

@ -397,12 +397,12 @@ static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
{
icon = AltIcon;
}
else if (inv->SpawnState && inv->SpawnState->sprite.index!=0)
else if (inv->SpawnState && inv->SpawnState->sprite!=0)
{
FState * state = inv->SpawnState;
if (state && (unsigned)state->sprite.index < (unsigned)sprites.Size ())
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite.index];
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
icon = sprframe->Texture[0];
}
@ -592,18 +592,18 @@ static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
if (picnum.isNull())
{
if (weapon->SpawnState && weapon->SpawnState->sprite.index!=0)
if (weapon->SpawnState && weapon->SpawnState->sprite!=0)
{
state = weapon->SpawnState;
}
// no spawn state - now try the ready state
else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite.index!=0)
else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite!=0)
{
state = ReadyState;
}
if (state && (unsigned)state->sprite.index < (unsigned)sprites.Size ())
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite.index];
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
picnum = sprframe->Texture[0];

View file

@ -32,9 +32,6 @@
**
** This is completely different from Doom's info.c.
**
** The primary advancement over Doom's system is that actors can be defined
** across multiple files without having to recompile most of the source
** whenever one changes.
*/
@ -93,14 +90,16 @@ FArchive &operator<< (FArchive &arc, FState *&state)
}
else
{
/* this was never working as intended.
I_Error ("Cannot find owner for state %p:\n"
"%s %c%c %3d [%p] -> %p", state,
sprites[state->sprite.index].name,
sprites[state->sprite].name,
state->GetFrame() + 'A',
state->GetFullbright() ? '*' : ' ',
state->GetTics(),
state->GetAction(),
state->GetNextState());
*/
}
}
else
@ -134,27 +133,9 @@ FArchive &operator<< (FArchive &arc, FState *&state)
const PClass *FState::StaticFindStateOwner (const FState *state)
{
const FActorInfo *info = RUNTIME_CLASS(AActor)->ActorInfo;
if (state >= info->OwnedStates &&
state < info->OwnedStates + info->NumOwnedStates)
{
return RUNTIME_CLASS(AActor);
}
TAutoSegIterator<FActorInfo *, &ARegHead, &ARegTail> reg;
while (++reg != NULL)
{
if (state >= reg->OwnedStates &&
state < reg->OwnedStates + reg->NumOwnedStates)
{
return reg->Class;
}
}
for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
{
info = PClass::m_RuntimeActors[i]->ActorInfo;
FActorInfo *info = PClass::m_RuntimeActors[i]->ActorInfo;
if (state >= info->OwnedStates &&
state < info->OwnedStates + info->NumOwnedStates)
{
@ -209,30 +190,6 @@ int GetSpriteIndex(const char * spritename)
}
//==========================================================================
//
// Change sprite names to indices
//
//==========================================================================
void ProcessStates (FState *states, int numstates)
{
int sprite = -1;
if (states == NULL)
return;
while (--numstates >= 0)
{
if (sprite == -1 || strncmp (sprites[sprite].name, states->sprite.name, 4) != 0)
{
sprite = GetSpriteIndex(states->sprite.name);
}
states->sprite.index = sprite;
states++;
}
}
//==========================================================================
//
//
@ -240,8 +197,6 @@ void ProcessStates (FState *states, int numstates)
void FActorInfo::StaticInit ()
{
TAutoSegIterator<FActorInfo *, &ARegHead, &ARegTail> reg;
if (sprites.Size() == 0)
{
spritedef_t temp;
@ -257,26 +212,6 @@ void FActorInfo::StaticInit ()
sprites.Push (temp);
}
// Attach FActorInfo structures to every actor's PClass
while (++reg != NULL)
{
reg->Class->ActorInfo = reg;
if (reg->OwnedStates &&
(unsigned)reg->OwnedStates->sprite.index < sprites.Size ())
{
Printf ("\x1c+%s is stateless. Fix its default list.\n",
reg->Class->TypeName.GetChars());
}
ProcessStates (reg->OwnedStates, reg->NumOwnedStates);
}
// Now build default instances of every actor
reg.Reset ();
while (++reg != NULL)
{
reg->BuildDefaults ();
}
Printf ("LoadDecorations: Load external actors.\n");
LoadDecorations ();
}
@ -292,14 +227,6 @@ void FActorInfo::StaticSetActorNums ()
memset (SpawnableThings, 0, sizeof(SpawnableThings));
DoomEdMap.Empty ();
// For every actor valid for this game, add it to the
// SpawnableThings array and DoomEdMap
TAutoSegIterator<FActorInfo *, &ARegHead, &ARegTail> reg;
while (++reg != NULL)
{
reg->RegisterIDs ();
}
for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
{
PClass::m_RuntimeActors[i]->ActorInfo->RegisterIDs ();
@ -522,30 +449,6 @@ FState *FActorInfo::FindState (int numnames, FName *names, bool exact) const
return best;
}
//===========================================================================
//
// Changes a single state
//
// If the given state does not exist it won't be changed
// This is only used for postprocessing of actors that use different
// spawn states for different games so more complex checks are not needed.
//
//===========================================================================
void FActorInfo::ChangeState (FName label, FState * newstate) const
{
FStateLabel *slabel;
if (StateList != NULL)
{
slabel = StateList->FindLabel (label);
if (slabel != NULL)
{
slabel->State = newstate;
}
}
}
//==========================================================================
//
// Creates a list of names from a string. Dots are used as separator

View file

@ -80,20 +80,11 @@
#include "tarray.h"
const BYTE SF_FULLBRIGHT = 0x40;
const BYTE SF_BIGTIC = 0x80;
struct FState
{
union
{
#if _MSC_VER
char name[4];
#else
char name[8]; // 4 for name, 1 for '\0', 3 for pad
#endif
int index;
} sprite;
BYTE Tics;
WORD sprite;
SWORD Tics;
SBYTE Misc1;
BYTE Misc2;
BYTE Frame;
@ -103,7 +94,7 @@ struct FState
inline int GetFrame() const
{
return Frame & ~(SF_FULLBRIGHT|SF_BIGTIC);
return Frame & ~(SF_FULLBRIGHT);
}
inline int GetFullbright() const
{
@ -111,23 +102,11 @@ struct FState
}
inline int GetTics() const
{
int tics;
#ifdef WORDS_BIGENDIAN
tics = Frame & SF_BIGTIC ? (Tics|((BYTE)Misc1<<8))-1 : Tics-1;
#else
// Use some trickery to help the compiler create this without
// using any jumps.
tics = ((*(SDWORD *)&Tics) & ((*(SDWORD *)&Tics) < 0 ? 0xffff : 0xff)) - 1;
#endif
#if TICRATE == 35
return tics;
#else
return tics > 0 ? tics * TICRATE / 35 : tics;
#endif
return Tics;
}
inline int GetMisc1() const
{
return Frame & SF_BIGTIC ? 0 : Misc1;
return Misc1;
}
inline int GetMisc2() const
{
@ -143,7 +122,7 @@ struct FState
}
inline void SetFrame(BYTE frame)
{
Frame = (Frame & (SF_FULLBRIGHT|SF_BIGTIC)) | (frame-'A');
Frame = (Frame & SF_FULLBRIGHT) | (frame-'A');
}
static const PClass *StaticFindStateOwner (const FState *state);
@ -172,34 +151,6 @@ struct FStateLabels
FArchive &operator<< (FArchive &arc, FState *&state);
#if _MSC_VER
#define _S__SPRITE_(spr) \
{ {{(char)(#@spr>>24),(char)((#@spr>>16)&255),(char)((#@spr>>8)&255),(char)(#@spr&255)}}
#else
#define _S__SPRITE_(spr) \
{ {{#spr}}
#endif
#define _S__FR_TIC_(spr,frm,tic,m1,m2,cmd,next) \
_S__SPRITE_(spr), (tic+1)&255, (m1)|((tic+1)>>8), m2, (tic>254)?(SF_BIGTIC|(frm)):(frm), cmd, next }
#define S_NORMAL2(spr,frm,tic,cmd,next,m1,m2) \
_S__FR_TIC_(spr, (frm) - 'A', tic, m1, m2, cmd, next)
#define S_BRIGHT2(spr,frm,tic,cmd,next,m1,m2) \
_S__FR_TIC_(spr, ((frm) - 'A') | SF_FULLBRIGHT, tic, m1, m2, cmd, next)
/* <winbase.h> #defines its own, completely unrelated S_NORMAL.
* Since winbase.h will only be included in Win32-specific files that
* don't define any actors, we can safely avoid defining it here.
*/
#ifndef S_NORMAL
#define S_NORMAL(spr,frm,tic,cmd,next) S_NORMAL2(spr,frm,tic,cmd,next,0,0)
#endif
#define S_BRIGHT(spr,frm,tic,cmd,next) S_BRIGHT2(spr,frm,tic,cmd,next,0,0)
#ifndef EGAMETYPE
#define EGAMETYPE
enum EGameType
@ -215,170 +166,6 @@ enum EGameType
};
#endif
enum
{
ADEFTYPE_Byte = 0x0000,
ADEFTYPE_FixedMul = 0x4000, // one byte, multiplied by FRACUNIT
ADEFTYPE_Word = 0x8000,
ADEFTYPE_Long = 0xC000,
ADEFTYPE_MASK = 0xC000,
// These first properties are always strings
ADEF_SeeSound = 1,
ADEF_AttackSound,
ADEF_PainSound,
ADEF_DeathSound,
ADEF_ActiveSound,
ADEF_UseSound,
ADEF_Weapon_UpSound,
ADEF_Weapon_ReadySound,
ADEF_Inventory_PickupSound,
ADEF_Tag, // Used by Strife to name items
ADEF_Weapon_AmmoType1,
ADEF_Weapon_AmmoType2,
ADEF_Weapon_SisterType,
ADEF_Weapon_ProjectileType,
ADEF_PowerupGiver_Powerup,
ADEF_Inventory_Icon,
ADEF_Obituary,
ADEF_HitObituary,
ADEF_Inventory_PickupMsg,
// [GRB] Player class properties
ADEF_PlayerPawn_CrouchSprite,
ADEF_PlayerPawn_DisplayName,
ADEF_PlayerPawn_SoundClass,
ADEF_PlayerPawn_Face,
ADEF_PlayerPawn_ScoreIcon,
ADEF_PlayerPawn_MorphWeapon,
ADEF_LastString = ADEF_PlayerPawn_MorphWeapon,
// The rest of the properties use their type field (upper 2 bits)
ADEF_XScale,
ADEF_YScale,
ADEF_SpawnHealth,
ADEF_ReactionTime,
ADEF_PainChance,
ADEF_Speed,
ADEF_Radius,
ADEF_Height,
ADEF_Mass,
ADEF_Damage,
ADEF_DamageType,
ADEF_Flags, // Use these flags exactly
ADEF_Flags2, // "
ADEF_Flags3, // "
ADEF_Flags4, // "
ADEF_Flags5, // "
ADEF_FlagsSet, // Or these flags with previous
ADEF_Flags2Set, // "
ADEF_Flags3Set, // "
ADEF_Flags4Set, // "
ADEF_Flags5Set, // "
ADEF_FlagsClear, // Clear these flags from previous
ADEF_Flags2Clear, // "
ADEF_Flags3Clear, // "
ADEF_Flags4Clear, // "
ADEF_Flags5Clear, // "
ADEF_Alpha,
ADEF_RenderStyle,
ADEF_RenderFlags,
ADEF_Translation,
ADEF_MinMissileChance,
ADEF_MeleeRange,
ADEF_MaxDropOffHeight,
ADEF_MaxStepHeight,
ADEF_BounceFactor,
ADEF_WallBounceFactor,
ADEF_BounceCount,
ADEF_FloatSpeed,
ADEF_RDFactor,
ADEF_FXFlags,
ADEF_Gravity,
ADEF_SpawnState,
ADEF_SeeState,
ADEF_PainState,
ADEF_MeleeState,
ADEF_MissileState,
ADEF_CrashState,
ADEF_DeathState,
ADEF_XDeathState,
ADEF_BDeathState,
ADEF_IDeathState,
ADEF_EDeathState,
ADEF_RaiseState,
ADEF_WoundState,
ADEF_StrifeType, // Not really a property. Used to init StrifeTypes[] in p_conversation.h.
ADEF_StrifeTeaserType,
ADEF_StrifeTeaserType2,
ADEF_Inventory_Amount,
ADEF_Inventory_MaxAmount,
ADEF_Inventory_DefMaxAmount,
ADEF_Inventory_RespawnTics,
ADEF_Inventory_FlagsSet,
ADEF_Inventory_FlagsClear,
ADEF_Inventory_PickupFlash,
ADEF_PuzzleItem_Number, // Identifies the puzzle item for UsePuzzleItem
ADEF_BasicArmorPickup_SavePercent,
ADEF_BasicArmorPickup_SaveAmount,
ADEF_BasicArmorBonus_SavePercent,
ADEF_BasicArmorBonus_SaveAmount,
ADEF_BasicArmorBonus_MaxSaveAmount,
ADEF_HexenArmor_ArmorAmount,
ADEF_Powerup_EffectTics,
ADEF_Powerup_Color,
ADEF_PowerupGiver_EffectTics,
ADEF_Ammo_BackpackAmount,
ADEF_Ammo_BackpackMaxAmount,
ADEF_Ammo_DropAmount,
ADEF_Weapon_Flags,
ADEF_Weapon_FlagsSet,
ADEF_Weapon_AmmoGive1,
ADEF_Weapon_AmmoGive2,
ADEF_Weapon_AmmoUse1,
ADEF_Weapon_AmmoUse2,
ADEF_Weapon_Kickback,
ADEF_Weapon_YAdjust,
ADEF_Weapon_SelectionOrder,
ADEF_Weapon_MoveCombatDist,
ADEF_Weapon_UpState,
ADEF_Weapon_DownState,
ADEF_Weapon_ReadyState,
ADEF_Weapon_AtkState,
ADEF_Weapon_HoldAtkState,
ADEF_Weapon_FlashState,
ADEF_Sigil_NumPieces,
// [GRB] Player class properties
ADEF_PlayerPawn_JumpZ,
ADEF_PlayerPawn_ViewHeight,
ADEF_PlayerPawn_ForwardMove1,
ADEF_PlayerPawn_ForwardMove2,
ADEF_PlayerPawn_SideMove1,
ADEF_PlayerPawn_SideMove2,
ADEF_PlayerPawn_ColorRange,
ADEF_PlayerPawn_SpawnMask,
ADEF_PlayerPawn_AttackZOffset,
// The following are not properties but affect how the list is parsed
ADEF_FirstCommand,
ADEF_SkipSuper = ADEF_FirstCommand, // Take defaults from AActor instead of superclass(es)
ADEF_EOL = 0xED5E // End Of List
};
#if _MSC_VER
// nonstandard extension used : zero-sized array in struct/union
#pragma warning(disable:4200)
#endif
typedef TMap<FName, fixed_t> DmgFactors;
typedef TMap<FName, BYTE> PainChanceList;
@ -394,9 +181,6 @@ struct FActorInfo
FState *FindState (FName name) const;
FState *FindState (int numnames, FName *names, bool exact=false) const;
void ChangeState (FName label, FState * newstate) const;
FActorInfo *GetReplacement ();
FActorInfo *GetReplacee ();
@ -411,20 +195,8 @@ struct FActorInfo
FStateLabels * StateList;
DmgFactors *DamageFactors;
PainChanceList * PainChances;
#if _MSC_VER
// A 0-terminated list of default properties
BYTE DefaultList[];
#else
// A function to initialize the defaults for this actor
void (*DefaultsConstructor)();
#endif
};
#if _MSC_VER
#pragma warning(default:4200)
#endif
class FDoomEdMap
{
public:
@ -454,8 +226,5 @@ extern FDoomEdMap DoomEdMap;
int GetSpriteIndex(const char * spritename);
void MakeStateNameList(const char * fname, TArray<FName> * out);
void ProcessStates (FState *states, int numstates);
#include "infomacros.h"
#endif // __INFO_H__

View file

@ -1,431 +0,0 @@
/*
** infodefaults.cpp
** Parses default lists to create default copies of actors
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
#include "actor.h"
#include "info.h"
#include "s_sound.h"
#include "p_conversation.h"
#include "a_pickups.h"
#include "gi.h"
#include "a_artifacts.h"
#include "a_keys.h"
#include "i_system.h"
#include "r_data.h"
#include "w_wad.h"
#include "a_strifeglobal.h"
#include "thingdef/thingdef.h"
void FActorInfo::BuildDefaults ()
{
if (Class->Defaults == NULL)
{
Class->Defaults = new BYTE[Class->Size];
if (Class == RUNTIME_CLASS(AActor))
{
memset (Class->Defaults, 0, Class->Size);
}
else
{
PClass *parent;
parent = Class->ParentClass;
parent->ActorInfo->BuildDefaults ();
Class->Meta = parent->Meta;
Class->Symbols.SetParentTable (&parent->Symbols);
assert (Class->Size >= parent->Size);
memcpy (Class->Defaults, parent->Defaults, parent->Size);
if (Class->Size > parent->Size)
{
memset (Class->Defaults + parent->Size, 0, Class->Size - parent->Size);
}
}
ApplyDefaults (Class->Defaults);
}
}
static FState *DefaultStates (PClass *type)
{
FState *states = type->ActorInfo->OwnedStates;
if (states == NULL)
{
do
{
type = type->ParentClass;
states = type->ActorInfo->OwnedStates;
} while (states == NULL && type != RUNTIME_CLASS(AActor));
}
return states;
}
static PClass *sgClass;
static BYTE *sgDefaults;
static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
{
FSoundID datasound;
FState *datastate = NULL;
const PClass *datatype;
if (defnum <= ADEF_LastString)
{
if (defnum <= ADEF_Inventory_PickupSound)
{
datasound = datastr;
}
}
else if (defnum > ADEF_LastString && dataint >= 0 && dataint < PROP_CLEAR_STATE)
{
datastate = DefaultStates (sgClass) + dataint;
}
// Different casts for the same thing
AActor *const actor = (AActor *)sgDefaults;
APowerupGiver *const giver = (APowerupGiver *)sgDefaults;
AInventory *const item = (AInventory *)sgDefaults;
ABasicArmorBonus *const armorb = (ABasicArmorBonus *)sgDefaults;
ABasicArmorPickup *const armorp = (ABasicArmorPickup *)sgDefaults;
APuzzleItem *const puzzl = (APuzzleItem *)sgDefaults;
APowerup *const power = (APowerup *)sgDefaults;
AWeapon *const weapon = (AWeapon *)sgDefaults;
ASigil *const sigil = (ASigil *)sgDefaults;
AAmmo *const ammo = (AAmmo *)sgDefaults;
APlayerPawn *const player = (APlayerPawn *)sgDefaults;
switch (defnum)
{
case ADEF_Weapon_ProjectileType:
case ADEF_PowerupGiver_Powerup:
datatype = PClass::FindClass (datastr);
if (datatype == NULL)
{
I_FatalError ("Unknown class %s in %s's default list", datastr, sgClass->TypeName.GetChars());
}
break;
default:
datatype = NULL;
}
switch (defnum)
{
case ADEF_SeeSound: actor->SeeSound = datasound; break;
case ADEF_AttackSound: actor->AttackSound = datasound; break;
case ADEF_PainSound: actor->PainSound = datasound; break;
case ADEF_DeathSound: actor->DeathSound = datasound; break;
case ADEF_ActiveSound: actor->ActiveSound = datasound; break;
case ADEF_UseSound: actor->UseSound = datasound; break;
case ADEF_Tag:
{
char name[256];
int i;
// Replace underscores with spaces
i = 0;
do
{
name[i] = datastr[i] == '_' ? ' ' : datastr[i];
} while (datastr[i++] != 0);
sgClass->Meta.SetMetaString (AMETA_StrifeName, name);
break;
}
case ADEF_Obituary:
sgClass->Meta.SetMetaString (AMETA_Obituary, datastr);
break;
case ADEF_HitObituary:
sgClass->Meta.SetMetaString (AMETA_HitObituary, datastr);
break;
case ADEF_Inventory_PickupMsg:
sgClass->Meta.SetMetaString (AIMETA_PickupMessage, datastr);
break;
case ADEF_PowerupGiver_Powerup:
giver->PowerupType = datatype;
break;
case ADEF_Inventory_Icon:
item->Icon = TexMan.AddPatch (datastr);
if (!item->Icon.isValid())
{
item->Icon = TexMan.AddPatch (datastr, ns_sprites);
}
break;
case ADEF_XScale: actor->scaleX = dataint; break;
case ADEF_YScale: actor->scaleY = dataint; break;
case ADEF_SpawnHealth: actor->health = dataint; break;
case ADEF_ReactionTime: actor->reactiontime = dataint; break;
case ADEF_PainChance: actor->PainChance = dataint; break;
case ADEF_Speed: actor->Speed = dataint; break;
case ADEF_FloatSpeed: actor->FloatSpeed = dataint; break;
case ADEF_Radius: actor->radius = dataint; break;
case ADEF_Height: actor->height = dataint; break;
case ADEF_Mass: actor->Mass = dataint; break;
case ADEF_Damage: actor->Damage = dataint; break;
case ADEF_DamageType: actor->DamageType = (ENamedName)dataint; break;
case ADEF_Flags: actor->flags = dataint; break;
case ADEF_Flags2: actor->flags2 = dataint; break;
case ADEF_Flags3: actor->flags3 = dataint; break;
case ADEF_Flags4: actor->flags4 = dataint; break;
case ADEF_Flags5: actor->flags5 = dataint; break;
case ADEF_FlagsSet: actor->flags |= dataint; break;
case ADEF_Flags2Set: actor->flags2 |= dataint; break;
case ADEF_Flags3Set: actor->flags3 |= dataint; break;
case ADEF_Flags4Set: actor->flags4 |= dataint; break;
case ADEF_Flags5Set: actor->flags5 |= dataint; break;
case ADEF_FlagsClear: actor->flags &= ~dataint; break;
case ADEF_Flags2Clear: actor->flags2 &= ~dataint; break;
case ADEF_Flags3Clear: actor->flags3 &= ~dataint; break;
case ADEF_Flags4Clear: actor->flags4 &= ~dataint; break;
case ADEF_Flags5Clear: actor->flags5 &= ~dataint; break;
case ADEF_Alpha: actor->alpha = dataint; break;
case ADEF_RenderStyle: actor->RenderStyle = ERenderStyle(dataint); break;
case ADEF_RenderFlags: actor->renderflags = dataint; break;
case ADEF_Translation: actor->Translation = dataint; break;
case ADEF_MinMissileChance: actor->MinMissileChance = dataint; break;
case ADEF_MeleeRange: actor->meleerange = dataint; break;
case ADEF_MaxDropOffHeight: actor->MaxDropOffHeight = dataint; break;
case ADEF_MaxStepHeight: actor->MaxStepHeight = dataint; break;
case ADEF_BounceFactor: actor->bouncefactor = dataint; break;
case ADEF_WallBounceFactor: actor->wallbouncefactor = dataint; break;
case ADEF_BounceCount: actor->bouncecount = dataint; break;
case ADEF_RDFactor: sgClass->Meta.SetMetaFixed (AMETA_RDFactor, dataint); break;
case ADEF_FXFlags: actor->effects = dataint; break;
case ADEF_Gravity: actor->gravity = dataint; break;
case ADEF_SpawnState: AddState("Spawn", datastate); break;
case ADEF_SeeState: AddState("See", datastate); break;
case ADEF_PainState: AddState("Pain", datastate); break;
case ADEF_MeleeState: AddState("Melee", datastate); break;
case ADEF_MissileState: AddState("Missile", datastate); break;
case ADEF_CrashState: AddState("Crash", datastate); break;
case ADEF_DeathState: AddState("Death", datastate); break;
case ADEF_XDeathState: AddState("XDeath", datastate); break;
case ADEF_BDeathState: AddState("Burn", datastate); break;
case ADEF_IDeathState: AddState("Ice", datastate); break;
case ADEF_EDeathState: AddState("Disintegrate", datastate);break;
case ADEF_RaiseState: AddState("Raise", datastate); break;
case ADEF_WoundState: AddState("Wound", datastate); break;
case ADEF_StrifeType: if (!(gameinfo.flags & GI_SHAREWARE)) StrifeTypes[dataint] = sgClass; break;
case ADEF_StrifeTeaserType:
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE))
StrifeTypes[dataint] = sgClass;
break;
case ADEF_StrifeTeaserType2:
if ((gameinfo.flags & (GI_SHAREWARE|GI_TEASER2)) == (GI_SHAREWARE|GI_TEASER2))
StrifeTypes[dataint] = sgClass;
break;
case ADEF_Inventory_FlagsSet: item->ItemFlags |= dataint; break;
case ADEF_Inventory_FlagsClear: item->ItemFlags &= ~dataint; break;
case ADEF_Inventory_PickupFlash:if(dataint) { item->PickupFlash = fuglyname("PickupFlash"); } else { item->PickupFlash = NULL; } break;
case ADEF_Inventory_Amount: item->Amount = dataint; break;
case ADEF_Inventory_RespawnTics:item->RespawnTics = dataint; break;
case ADEF_Inventory_MaxAmount: item->MaxAmount = dataint; break;
case ADEF_Inventory_DefMaxAmount:
// In Heretic, the maximum number of artifacts of one kind you can carry is 16.
// In Hexen, it was upped to 25.
item->MaxAmount = gameinfo.gametype == GAME_Heretic ? 16 : 25;
break;
case ADEF_Inventory_PickupSound:item->PickupSound = datasound; break;
case ADEF_BasicArmorPickup_SavePercent: armorp->SavePercent = dataint; break;
case ADEF_BasicArmorPickup_SaveAmount: armorp->SaveAmount = dataint; break;
case ADEF_BasicArmorBonus_SavePercent: armorb->SavePercent = dataint; break;
case ADEF_BasicArmorBonus_SaveAmount: armorb->SaveAmount = dataint; break;
case ADEF_BasicArmorBonus_MaxSaveAmount: armorb->MaxSaveAmount = dataint; break;
case ADEF_HexenArmor_ArmorAmount: item->Amount = dataint; break;
case ADEF_PuzzleItem_Number: puzzl->PuzzleItemNumber = dataint; break;
case ADEF_PowerupGiver_EffectTics:giver->EffectTics = dataint; break;
case ADEF_Powerup_EffectTics: power->EffectTics = dataint; break;
case ADEF_Powerup_Color: power->BlendColor = dataint; break;
case ADEF_Ammo_BackpackAmount: ammo->BackpackAmount = dataint; break;
case ADEF_Ammo_BackpackMaxAmount:ammo->BackpackMaxAmount = dataint; break;
case ADEF_Ammo_DropAmount: sgClass->Meta.SetMetaInt (AIMETA_DropAmount, dataint); break;
case ADEF_Weapon_Flags: weapon->WeaponFlags = dataint; break;
case ADEF_Weapon_FlagsSet: weapon->WeaponFlags |= dataint; break;
case ADEF_Weapon_UpSound: weapon->UpSound = datasound; break;
case ADEF_Weapon_ReadySound: weapon->ReadySound = datasound; break;
case ADEF_Weapon_SisterType: weapon->SisterWeaponType = fuglyname(datastr); break;
case ADEF_Weapon_ProjectileType:weapon->ProjectileType = datatype; break;
case ADEF_Weapon_AmmoType1: weapon->AmmoType1 = fuglyname(datastr); break;
case ADEF_Weapon_AmmoType2: weapon->AmmoType2 = fuglyname(datastr); break;
case ADEF_Weapon_AmmoGive1: weapon->AmmoGive1 = dataint; break;
case ADEF_Weapon_AmmoGive2: weapon->AmmoGive2 = dataint; break;
case ADEF_Weapon_AmmoUse1: weapon->AmmoUse1 = dataint; break;
case ADEF_Weapon_AmmoUse2: weapon->AmmoUse2 = dataint; break;
case ADEF_Weapon_Kickback: weapon->Kickback = dataint; break;
case ADEF_Weapon_YAdjust: weapon->YAdjust = (dataint<<8)>>8; break;
case ADEF_Weapon_SelectionOrder:weapon->SelectionOrder = dataint; break;
case ADEF_Weapon_MoveCombatDist:weapon->MoveCombatDist = dataint; break;
case ADEF_Weapon_UpState: AddState("Select", datastate); break;
case ADEF_Weapon_DownState: AddState("Deselect", datastate); break;
case ADEF_Weapon_ReadyState: AddState("Ready", datastate); break;
case ADEF_Weapon_AtkState: AddState("Fire", datastate); break;
case ADEF_Weapon_HoldAtkState: AddState("Hold", datastate); break;
case ADEF_Weapon_FlashState: AddState("Flash", datastate); break;
case ADEF_Sigil_NumPieces: sigil->NumPieces = dataint; break;
// [GRB] Player class properties
case ADEF_PlayerPawn_JumpZ: player->JumpZ = dataint; break;
case ADEF_PlayerPawn_AttackZOffset: player->AttackZOffset = dataint; break;
case ADEF_PlayerPawn_ViewHeight: player->ViewHeight = dataint; break;
case ADEF_PlayerPawn_ForwardMove1: player->ForwardMove1 = dataint; break;
case ADEF_PlayerPawn_ForwardMove2: player->ForwardMove2 = dataint; break;
case ADEF_PlayerPawn_SideMove1: player->SideMove1 = dataint; break;
case ADEF_PlayerPawn_SideMove2: player->SideMove2 = dataint; break;
case ADEF_PlayerPawn_ColorRange: sgClass->Meta.SetMetaInt (APMETA_ColorRange, dataint); break;
case ADEF_PlayerPawn_CrouchSprite: player->crouchsprite = GetSpriteIndex(datastr); break;
case ADEF_PlayerPawn_SpawnMask: player->SpawnMask = dataint; break;
case ADEF_PlayerPawn_MorphWeapon: player->MorphWeapon = FName(datastr); break;
case ADEF_PlayerPawn_DisplayName:
sgClass->Meta.SetMetaString (APMETA_DisplayName, datastr);
break;
case ADEF_PlayerPawn_SoundClass:
sgClass->Meta.SetMetaString (APMETA_SoundClass, datastr);
break;
case ADEF_PlayerPawn_Face:
sgClass->Meta.SetMetaString (APMETA_Face, datastr);
break;
case ADEF_PlayerPawn_ScoreIcon:
player->ScoreIcon = TexMan.AddPatch (datastr);
if (!player->ScoreIcon.isValid())
{
player->ScoreIcon = TexMan.AddPatch (datastr, ns_sprites);
}
break;
}
}
#ifndef _MSC_VER
void ApplyActorDefault (int defnum, const char *datastr)
{
ApplyActorDefault (defnum, datastr, 0);
}
void ApplyActorDefault (int defnum, int dataint)
{
ApplyActorDefault (defnum, 0, dataint);
}
#endif
void FActorInfo::ApplyDefaults (BYTE *defaults)
{
sgClass = Class;
sgDefaults = defaults;
if (Class != RUNTIME_CLASS(AActor))
{
MakeStateDefines(Class->ParentClass->ActorInfo->StateList);
}
else
{
ClearStateLabels();
}
#if _MSC_VER
const BYTE *parser = DefaultList;
const char *datastr = NULL;
int dataint = 0;
int defnum;
int deftype;
while ((defnum = *(WORD *)parser) != ADEF_EOL)
{
deftype = defnum >> (16-2);
defnum &= 0x3FFF;
parser += 2;
if (defnum <= ADEF_LastString)
{
datastr = (const char *)parser;
parser = (const BYTE *)datastr + strlen (datastr) + 1;
}
else
{
switch (deftype)
{
case 0: // byte
dataint = *parser;
parser++;
break;
case 1: // byte * FRACUNIT;
dataint = *parser << FRACBITS;
parser++;
break;
case 2: // word
dataint = *(WORD *)parser;
parser += 2;
break;
case 3: // long
dataint = *(DWORD *)parser;
parser += 4;
break;
}
defnum &= ~ADEFTYPE_MASK;
}
ApplyActorDefault (defnum, datastr, dataint);
}
#else
DefaultsConstructor ();
#endif
InstallStates(this, ((AActor *)defaults));
// Anything that is CountKill is also a monster, even if it doesn't specify it.
if (((AActor *)defaults)->flags & MF_COUNTKILL)
{
((AActor *)defaults)->flags3 |= MF3_ISMONSTER;
((AActor *)defaults)->flags4 |= MF4_CANUSEWALLS; // I won't bother changing all internal monster definitions so let's set this here.
}
// Any default projectile in Raven's games produces blood splatter
if (gameinfo.gametype & GAME_Raven && ((AActor *)defaults)->flags & MF_MISSILE)
{
((AActor *)defaults)->flags5 |= MF5_BLOODSPLATTER;
}
}

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@ -1,321 +0,0 @@
/*
** infomacros.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** This file contains macros for building Actor defaults lists
** Defaults lists are byte-packed arrays of keys and values.
**
** For Visual C++, a simple byte array will do, with one restriction:
** Any strings must be at the end of the array.
**
** For GCC, an initializer function is created instead, since GCC doesn't
** let you combine integers and strings in the same character array, and
** there's no way to guarantee that consecutive variables will be
** consecutive in the generated code.
*/
#ifndef __INFOMACROS_H__
#define __INFOMACROS_H__
#ifndef __INFO_H__
#error infomacros.h is meant to be included by info.h
#endif
#ifdef WORDS_BIGENDIAN
#define BREAK_WORD(x) ((unsigned)(x)>>8), (x)&255
#define BREAK_LONG(x) ((unsigned)(x)>>24), ((x)>>16)&255, ((x)>>8)&255, (x)&255
#else
#define BREAK_WORD(x) (x)&255, ((unsigned)(x))>>8
#define BREAK_LONG(x) (x)&255, ((x)>>8)&255, ((x)>>16)&255, ((unsigned)(x))>>24
#endif
typedef void (*voidfunc_)();
#if defined(_MSC_VER)
/************************************************
************** Visual C++ macros ****************
************************************************/
#pragma warning(disable: 4207) // nonstandard extension used : extended initializer form
#pragma data_seg(".areg$u") // ActorInfo initializer list
#pragma data_seg()
#define DOOMEDNUMOF(actor) actor##ActorInfo.DoomEdNum
#define BEGIN_DEFAULTS_PRE(actor) \
extern FActorInfo actor##ActorInfo; \
__declspec(allocate(".areg$u")) FActorInfo *actor##DefaultsReg = &actor##ActorInfo; \
FActorInfo actor##ActorInfo = {
#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
GAME_##game, id, ednum, NULL, NULL, NULL,
#ifdef WORDS_BIGENDIAN
#define END_DEFAULTS "\xED\x5E" };
#else
#define END_DEFAULTS "\x5E\xED" };
#endif
#define ADD_BYTE_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Byte), val,
#define ADD_FIXD_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_FixedMul), (BYTE)(val),
#define ADD_WORD_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Word), BREAK_WORD(val),
#define ADD_LONG_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Long), BREAK_LONG(val),
#ifdef WORDS_BIGENDIAN
#define ADD_STRING_PROP(prop1,prop2,val) "\0" prop2 val "\0"
#else
#define ADD_STRING_PROP(prop1,prop2,val) prop2 "\0" val "\0"
#endif
#else
/***********************************************
************* Non-Visual C++ macros ************
************************************************/
#include "autosegs.h"
#define DOOMEDNUMOF(actor) actor##ActorInfo.DoomEdNum
extern void ApplyActorDefault (int defnum, const char *datastr);
extern void ApplyActorDefault (int defnum, int dataint);
// All variables used for the default list must be declared extern to
// ensure that GCC actually generates them in the object file.
#define BEGIN_DEFAULTS_PRE(actor) \
extern FActorInfo actor##ActorInfo; \
extern FActorInfo *actor##DefaultsReg; \
extern void actor##DefaultsConstructor(); \
FActorInfo *actor##DefaultsReg __attribute__((section(AREG_SECTION))) = &actor##ActorInfo; \
FActorInfo actor##ActorInfo = {
#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
GAME_##game, id, ednum, NULL, NULL, NULL, actor##DefaultsConstructor }; \
void actor##DefaultsConstructor() { \
#define END_DEFAULTS }
#define ADD_BYTE_PROP(prop,val) ApplyActorDefault (prop, (val));
#define ADD_FIXD_PROP(prop,val) ApplyActorDefault (prop, ((val)<<FRACBITS));
#define ADD_WORD_PROP(prop,val) ApplyActorDefault (prop, (val));
#define ADD_LONG_PROP(prop,val) ApplyActorDefault (prop, (val));
#define ADD_STRING_PROP(prop1,prop2,val) ApplyActorDefault (prop1, (val));
#endif
// Common macros
#define DECLARE_STATELESS_ACTOR(cls,parent) \
DECLARE_CLASS(cls,parent) \
protected: \
cls () throw() {} \
public:
#define DECLARE_ACTOR(cls,parent) \
DECLARE_STATELESS_ACTOR(cls,parent) \
static FState States[];
#define BEGIN_DEFAULTS(actor,game,ednum,spawnid) \
BEGIN_DEFAULTS_PRE(actor) \
RUNTIME_CLASS(actor), &actor::States[0], NULL, NULL, countof(actor::States), \
BEGIN_DEFAULTS_POST(actor,game,ednum,spawnid)
#define BEGIN_STATELESS_DEFAULTS(actor,game,ednum,spawnid) \
BEGIN_DEFAULTS_PRE(actor) \
RUNTIME_CLASS(actor), NULL, NULL, NULL, 0, \
BEGIN_DEFAULTS_POST(actor,game,ednum,spawnid)
// IMPLEMENT_ACTOR combines IMPLEMENT_CLASS and BEGIN_DEFAULTS
#define IMPLEMENT_ACTOR(actor,game,ednum,spawnid) \
IMPLEMENT_CLASS(actor) BEGIN_DEFAULTS(actor,game,ednum,spawnid)
#define IMPLEMENT_STATELESS_ACTOR(actor,game,ednum,spawnid) \
IMPLEMENT_CLASS(actor) BEGIN_STATELESS_DEFAULTS(actor,game,ednum,spawnid)
#define IMPLEMENT_ABSTRACT_ACTOR(actor) \
IMPLEMENT_STATELESS_ACTOR(actor,Any,-1,0) END_DEFAULTS
#define PROP_SeeSound(x) ADD_STRING_PROP(ADEF_SeeSound,"\1",x)
#define PROP_AttackSound(x) ADD_STRING_PROP(ADEF_AttackSound,"\2",x)
#define PROP_PainSound(x) ADD_STRING_PROP(ADEF_PainSound,"\3",x)
#define PROP_DeathSound(x) ADD_STRING_PROP(ADEF_DeathSound,"\4",x)
#define PROP_ActiveSound(x) ADD_STRING_PROP(ADEF_ActiveSound,"\5",x)
#define PROP_UseSound(x) ADD_STRING_PROP(ADEF_UseSound,"\6",x)
#define PROP_Weapon_UpSound(x) ADD_STRING_PROP(ADEF_Weapon_UpSound,"\7",x)
#define PROP_Weapon_ReadySound(x) ADD_STRING_PROP(ADEF_Weapon_ReadySound,"\10",x)
#define PROP_Inventory_PickupSound(x) ADD_STRING_PROP(ADEF_Inventory_PickupSound,"\11",x)
#define PROP_Tag(x) ADD_STRING_PROP(ADEF_Tag,"\12",x)
#define PROP_Weapon_AmmoType1(x) ADD_STRING_PROP(ADEF_Weapon_AmmoType1,"\13",x)
#define PROP_Weapon_AmmoType2(x) ADD_STRING_PROP(ADEF_Weapon_AmmoType2,"\14",x)
#define PROP_Weapon_SisterType(x) ADD_STRING_PROP(ADEF_Weapon_SisterType,"\15",x)
#define PROP_Weapon_ProjectileType(x) ADD_STRING_PROP(ADEF_Weapon_ProjectileType,"\16",x)
#define PROP_PowerupGiver_Powerup(x) ADD_STRING_PROP(ADEF_PowerupGiver_Powerup,"\17",x)
#define PROP_Inventory_Icon(x) ADD_STRING_PROP(ADEF_Inventory_Icon,"\20",x)
#define PROP_Obituary(x) ADD_STRING_PROP(ADEF_Obituary,"\21",x)
#define PROP_HitObituary(x) ADD_STRING_PROP(ADEF_HitObituary,"\22",x)
#define PROP_Inventory_PickupMessage(x) ADD_STRING_PROP(ADEF_Inventory_PickupMsg,"\23",x)
// [GRB] Player class properties
#define PROP_PlayerPawn_CrouchSprite(x) ADD_STRING_PROP(ADEF_PlayerPawn_CrouchSprite,"\24",x)
#define PROP_PlayerPawn_DisplayName(x) ADD_STRING_PROP(ADEF_PlayerPawn_DisplayName,"\25",x)
#define PROP_PlayerPawn_SoundClass(x) ADD_STRING_PROP(ADEF_PlayerPawn_SoundClass,"\26",x)
#define PROP_PlayerPawn_Face(x) ADD_STRING_PROP(ADEF_PlayerPawn_Face,"\27",x) // Octal - 'tis quaint!
#define PROP_PlayerPawn_ScoreIcon(x) ADD_STRING_PROP(ADEF_PlayerPawn_ScoreIcon,"\30",x)
#define PROP_PlayerPawn_MorphWeapon(x) ADD_STRING_PROP(ADEF_PlayerPawn_MorphWeapon,"\31",x)
#define PROP_XScale(x) ADD_LONG_PROP(ADEF_XScale,x)
#define PROP_YScale(x) ADD_LONG_PROP(ADEF_YScale,x)
#define PROP_SpawnHealth(x) ADD_WORD_PROP(ADEF_SpawnHealth,x)
#define PROP_SpawnHealthLong(x) ADD_LONG_PROP(ADEF_SpawnHealth,x)
#define PROP_ReactionTime(x) ADD_BYTE_PROP(ADEF_ReactionTime,x)
#define PROP_PainChance(x) ADD_BYTE_PROP(ADEF_PainChance,x)
#define PROP_MaxPainChance ADD_WORD_PROP(ADEF_PainChance,256)
#define PROP_SpeedFixed(x) ADD_FIXD_PROP(ADEF_Speed,x)
#define PROP_SpeedLong(x) ADD_LONG_PROP(ADEF_Speed,x)
#define PROP_FloatSpeed(x) ADD_FIXD_PROP(ADEF_FloatSpeed,x)
#define PROP_Radius(x) ADD_LONG_PROP(ADEF_Radius,x)
#define PROP_RadiusFixed(x) ADD_FIXD_PROP(ADEF_Radius,x)
#define PROP_Height(x) ADD_LONG_PROP(ADEF_Height,x)
#define PROP_HeightFixed(x) ADD_FIXD_PROP(ADEF_Height,x)
#define PROP_Mass(x) ADD_WORD_PROP(ADEF_Mass,x)
#define PROP_MassLong(x) ADD_LONG_PROP(ADEF_Mass,x)
#define PROP_Damage(x) ADD_BYTE_PROP(ADEF_Damage,x)
#define PROP_DamageLong(x) ADD_LONG_PROP(ADEF_Damage,x)
#define PROP_DamageType(x) ADD_BYTE_PROP(ADEF_DamageType,x)
#define PROP_Flags(x) ADD_LONG_PROP(ADEF_Flags,x)
#define PROP_Flags2(x) ADD_LONG_PROP(ADEF_Flags2,x)
#define PROP_Flags3(x) ADD_LONG_PROP(ADEF_Flags3,x)
#define PROP_Flags4(x) ADD_LONG_PROP(ADEF_Flags4,x)
#define PROP_Flags5(x) ADD_LONG_PROP(ADEF_Flags5,x)
#define PROP_FlagsSet(x) ADD_LONG_PROP(ADEF_FlagsSet,x)
#define PROP_Flags2Set(x) ADD_LONG_PROP(ADEF_Flags2Set,x)
#define PROP_Flags3Set(x) ADD_LONG_PROP(ADEF_Flags3Set,x)
#define PROP_Flags4Set(x) ADD_LONG_PROP(ADEF_Flags4Set,x)
#define PROP_Flags5Set(x) ADD_LONG_PROP(ADEF_Flags5Set,x)
#define PROP_FlagsClear(x) ADD_LONG_PROP(ADEF_FlagsClear,x)
#define PROP_Flags2Clear(x) ADD_LONG_PROP(ADEF_Flags2Clear,x)
#define PROP_Flags3Clear(x) ADD_LONG_PROP(ADEF_Flags3Clear,x)
#define PROP_Flags4Clear(x) ADD_LONG_PROP(ADEF_Flags4Clear,x)
#define PROP_Flags5Clear(x) ADD_LONG_PROP(ADEF_Flags5Clear,x)
#define PROP_Alpha(x) ADD_LONG_PROP(ADEF_Alpha,x)
#define PROP_RenderStyle(x) ADD_BYTE_PROP(ADEF_RenderStyle,x)
#define PROP_RenderFlags(x) ADD_WORD_PROP(ADEF_RenderFlags,x)
#define PROP_Translation(x,y) ADD_LONG_PROP(ADEF_Translation,((x)<<16)|(y))
#define PROP_MinMissileChance(x) ADD_BYTE_PROP(ADEF_MinMissileChance,x)
#define PROP_MeleeRange(x) ADD_FIXD_PROP(ADEF_MeleeRange,x)
#define PROP_MaxDropOffHeight(x) ADD_FIXD_PROP(ADEF_MaxDropOffHeight,x)
#define PROP_MaxStepHeight(x) ADD_FIXD_PROP(ADEF_MaxStepHeight,x)
#define PROP_BounceFactor(x) ADD_LONG_PROP(ADEF_BounceFactor,x)
#define PROP_WallBounceFactor(x) ADD_LONG_PROP(ADEF_WallBounceFactor,x)
#define PROP_BounceCount(x) ADD_LONG_PROP(ADEF_BounceCount,x)
#define PROP_RadiusdamageFactor(x) ADD_LONG_PROP(ADEF_RDFactor,x)
#define PROP_FXFlags(x) ADD_LONG_PROP(ADEF_FXFlags,x)
#define PROP_Gravity(x) ADD_LONG_PROP(ADEF_Gravity,x)
#define PROP_SpawnState(x) ADD_BYTE_PROP(ADEF_SpawnState,x)
#define PROP_SeeState(x) ADD_BYTE_PROP(ADEF_SeeState,x)
#define PROP_PainState(x) ADD_BYTE_PROP(ADEF_PainState,x)
#define PROP_MeleeState(x) ADD_BYTE_PROP(ADEF_MeleeState,x)
#define PROP_MissileState(x) ADD_BYTE_PROP(ADEF_MissileState,x)
#define PROP_CrashState(x) ADD_BYTE_PROP(ADEF_CrashState,x)
#define PROP_DeathState(x) ADD_BYTE_PROP(ADEF_DeathState,x)
#define PROP_XDeathState(x) ADD_BYTE_PROP(ADEF_XDeathState,x)
#define PROP_BDeathState(x) ADD_BYTE_PROP(ADEF_BDeathState,x)
#define PROP_IDeathState(x) ADD_BYTE_PROP(ADEF_IDeathState,x)
#define PROP_EDeathState(x) ADD_BYTE_PROP(ADEF_EDeathState,x)
#define PROP_RaiseState(x) ADD_BYTE_PROP(ADEF_RaiseState,x)
#define PROP_WoundState(x) ADD_BYTE_PROP(ADEF_WoundState,x)
#define PROP_CLEAR_STATE 255
#define PROP_StrifeType(x) ADD_WORD_PROP(ADEF_StrifeType,x)
#define PROP_StrifeTeaserType(x) ADD_WORD_PROP(ADEF_StrifeTeaserType,x)
#define PROP_StrifeTeaserType2(x) ADD_WORD_PROP(ADEF_StrifeTeaserType2,x)
#define PROP_Inventory_Amount(x) ADD_BYTE_PROP(ADEF_Inventory_Amount,x)
#define PROP_Inventory_AmountWord(x) ADD_WORD_PROP(ADEF_Inventory_Amount,x)
#define PROP_Inventory_MaxAmount(x) ADD_WORD_PROP(ADEF_Inventory_MaxAmount,x)
#define PROP_Inventory_MaxAmountLong(x) ADD_LONG_PROP(ADEF_Inventory_MaxAmount,x)
#define PROP_Inventory_DefMaxAmount ADD_BYTE_PROP(ADEF_Inventory_DefMaxAmount,0)
#define PROP_Inventory_RespawnTics(x) ADD_WORD_PROP(ADEF_Inventory_RespawnTics,x)
#define PROP_Inventory_FlagsSet(x) ADD_LONG_PROP(ADEF_Inventory_FlagsSet,x)
#define PROP_Inventory_FlagsClear(x) ADD_LONG_PROP(ADEF_Inventory_FlagsClear,x)
#define PROP_Inventory_PickupFlash(x) ADD_BYTE_PROP(ADEF_Inventory_PickupFlash, x)
#define PROP_PuzzleItem_Number(x) ADD_BYTE_PROP(ADEF_PuzzleItem_Number,x)
#define PROP_BasicArmorPickup_SavePercent(x) ADD_LONG_PROP(ADEF_BasicArmorPickup_SavePercent,x)
#define PROP_BasicArmorPickup_SaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorPickup_SaveAmount,x)
#define PROP_BasicArmorBonus_SavePercent(x) ADD_LONG_PROP(ADEF_BasicArmorBonus_SavePercent,x)
#define PROP_BasicArmorBonus_SaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorBonus_SaveAmount,x)
#define PROP_BasicArmorBonus_MaxSaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorBonus_MaxSaveAmount,x)
#define PROP_HexenArmor_ArmorAmount(x) ADD_BYTE_PROP(ADEF_HexenArmor_ArmorAmount,x)
#define PROP_PowerupGiver_EffectTics(x) ADD_LONG_PROP(ADEF_PowerupGiver_EffectTics,x)
#define PROP_Powerup_EffectTics(x) ADD_LONG_PROP(ADEF_Powerup_EffectTics,x)
#define PROP_Powerup_Color(a,r,g,b) ADD_LONG_PROP(ADEF_Powerup_Color,((a)<<24)|((r)<<16)|((g)<<8)|(b))
#define PROP_Powerup_Colormap(m) ADD_LONG_PROP(ADEF_Powerup_Color,m)
#define PROP_Ammo_BackpackAmount(x) ADD_WORD_PROP(ADEF_Ammo_BackpackAmount,x)
#define PROP_Ammo_BackpackMaxAmount(x) ADD_WORD_PROP(ADEF_Ammo_BackpackMaxAmount,x)
#define PROP_Ammo_DropAmount(x) ADD_WORD_PROP(ADEF_Ammo_DropAmount,x)
#define PROP_Weapon_Flags(x) ADD_LONG_PROP(ADEF_Weapon_Flags,x)
#define PROP_Weapon_FlagsSet(x) ADD_LONG_PROP(ADEF_Weapon_FlagsSet,x)
#define PROP_Weapon_AmmoGive1(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoGive1,x)
#define PROP_Weapon_AmmoGive2(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoGive2,x)
#define PROP_Weapon_AmmoUse1(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoUse1,x)
#define PROP_Weapon_AmmoUse2(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoUse2,x)
#define PROP_Weapon_Kickback(x) ADD_BYTE_PROP(ADEF_Weapon_Kickback,x)
#define PROP_Weapon_YAdjust(x) ADD_FIXD_PROP(ADEF_Weapon_YAdjust,x)
#define PROP_Weapon_SelectionOrder(x) ADD_WORD_PROP(ADEF_Weapon_SelectionOrder,x)
#define PROP_Weapon_MoveCombatDist(x) ADD_LONG_PROP(ADEF_Weapon_MoveCombatDist,x)
#define PROP_Weapon_UpState(x) ADD_BYTE_PROP(ADEF_Weapon_UpState,x)
#define PROP_Weapon_DownState(x) ADD_BYTE_PROP(ADEF_Weapon_DownState,x)
#define PROP_Weapon_ReadyState(x) ADD_BYTE_PROP(ADEF_Weapon_ReadyState,x)
#define PROP_Weapon_AtkState(x) ADD_BYTE_PROP(ADEF_Weapon_AtkState,x)
#define PROP_Weapon_HoldAtkState(x) ADD_BYTE_PROP(ADEF_Weapon_HoldAtkState,x)
#define PROP_Weapon_FlashState(x) ADD_BYTE_PROP(ADEF_Weapon_FlashState,x)
#define PROP_Sigil_NumPieces(x) ADD_BYTE_PROP(ADEF_Sigil_NumPieces,x)
// [GRB] Player class properties
#define PROP_PlayerPawn_JumpZ(x) ADD_LONG_PROP(ADEF_PlayerPawn_JumpZ,x)
#define PROP_PlayerPawn_ViewHeight(x) ADD_LONG_PROP(ADEF_PlayerPawn_ViewHeight,x)
#define PROP_PlayerPawn_ForwardMove1(x) ADD_LONG_PROP(ADEF_PlayerPawn_ForwardMove1,x)
#define PROP_PlayerPawn_ForwardMove2(x) ADD_LONG_PROP(ADEF_PlayerPawn_ForwardMove2,x)
#define PROP_PlayerPawn_SideMove1(x) ADD_LONG_PROP(ADEF_PlayerPawn_SideMove1,x)
#define PROP_PlayerPawn_SideMove2(x) ADD_LONG_PROP(ADEF_PlayerPawn_SideMove2,x)
#define PROP_PlayerPawn_ColorRange(x,y) ADD_LONG_PROP(ADEF_PlayerPawn_ColorRange,x|(y<<8))
#define PROP_PlayerPawn_SpawnMask(x) ADD_BYTE_PROP(ADEF_PlayerPawn_SpawnMask, x)
#define PROP_PlayerPawn_AttackZOffset(x) ADD_FIXD_PROP(ADEF_PlayerPawn_AttackZOffset, x)
#endif //__INFOMACROS_H__

View file

@ -1703,7 +1703,7 @@ static void M_DrawClassMenu ()
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
spriteframe_t *sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
spriteframe_t *sprframe = &SpriteFrames[sprites[PlayerState->sprite].spriteframes + PlayerState->GetFrame()];
fixed_t scaleX = GetDefaultByType (PlayerClass->Type)->scaleX;
fixed_t scaleY = GetDefaultByType (PlayerClass->Type)->scaleY;
@ -2133,9 +2133,9 @@ static void M_PlayerSetupDrawer ()
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.PlayerClass == -1 ||
PlayerState->sprite.index != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite.index)
PlayerState->sprite != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite)
{
sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
sprframe = &SpriteFrames[sprites[PlayerState->sprite].spriteframes + PlayerState->GetFrame()];
ScaleX = GetDefaultByType(PlayerClass->Type)->scaleX;
ScaleY = GetDefaultByType(PlayerClass->Type)->scaleY;
}

View file

@ -165,6 +165,7 @@ xx(Yes)
xx(No)
xx(Greetings)
xx(Idle)
xx(GenericFreezeDeath)
// Compatible death names for the decorate parser.
xx(XDeath)

View file

@ -656,7 +656,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
if (!deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) && (player || (flags3 & MF3_ISMONSTER)))
{
diestate = &AActor::States[S_GENERICFREEZEDEATH];
diestate = FindState(NAME_GenericFreezeDeath);
}
}
}

View file

@ -360,8 +360,8 @@ void AActor::Serialize (FArchive &arc)
{
if (playeringame[player - players] &&
player->cls != NULL &&
state->sprite.index ==
GetDefaultByType (player->cls)->SpawnState->sprite.index)
state->sprite ==
GetDefaultByType (player->cls)->SpawnState->sprite)
{ // Give player back the skin
sprite = skins[player->userinfo.skin].sprite;
scaleX = skins[player->userinfo.skin].ScaleX;
@ -477,7 +477,7 @@ bool AActor::SetState (FState *newstate)
if (state != NULL)
{
prevsprite = state->sprite.index;
prevsprite = state->sprite;
}
else
{
@ -486,13 +486,13 @@ bool AActor::SetState (FState *newstate)
state = newstate;
tics = GetTics(newstate);
renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
newsprite = newstate->sprite.index;
newsprite = newstate->sprite;
if (newsprite != 1)
{
// Sprite 1 is ----, which means "do not change the sprite"
frame = newstate->GetFrame();
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite.index)
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite)
{ // [RH] If the new sprite is the same as the original sprite, and
// this actor is attached to a player, use the player's skin's
// sprite. If a player is not attached, do not change the sprite
@ -560,7 +560,7 @@ bool AActor::SetStateNF (FState *newstate)
if (state != NULL)
{
prevsprite = state->sprite.index;
prevsprite = state->sprite;
}
else
{
@ -569,13 +569,13 @@ bool AActor::SetStateNF (FState *newstate)
state = newstate;
tics = GetTics(newstate);
renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
newsprite = newstate->sprite.index;
newsprite = newstate->sprite;
if (newsprite != 1)
{
// Sprite 1 is ----, which means "do not change the sprite"
frame = newstate->GetFrame();
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite.index)
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite)
{
if (player != NULL && gameinfo.gametype != GAME_Hexen)
{
@ -3057,23 +3057,6 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
return false; // we did the splash ourselves! ;)
}
//----------------------------------------------------------------------------
//
// PROC A_FreeTargMobj
//
//----------------------------------------------------------------------------
void A_FreeTargMobj (AActor *mo)
{
mo->momx = mo->momy = mo->momz = 0;
mo->z = mo->ceilingz + 4*FRACUNIT;
mo->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_SOLID);
mo->flags |= MF_CORPSE|MF_DROPOFF|MF_NOGRAVITY;
mo->flags2 &= ~MF2_PASSMOBJ;
mo->gravity = FRACUNIT;
mo->player = NULL;
}
//==========================================================================
//
// A_GenericFreezeDeath
@ -3086,45 +3069,6 @@ void A_GenericFreezeDeath (AActor *actor)
A_FreezeDeath (actor);
}
//==========================================================================
//
// AActor stuff
//
//==========================================================================
FState AActor::States[] =
{
S_NORMAL (TNT1, 'A', -1, NULL, NULL),
S_NORMAL (TNT1, 'E', 1050, A_FreeTargMobj, NULL),
S_NORMAL (TNT1, 'A', 1, NULL, NULL), // S_NULL
// Generic freeze death frames. Woo!
S_NORMAL (----, 'A', 5, A_GenericFreezeDeath, &States[4]),
S_NORMAL (----, 'A', 1, A_FreezeDeathChunks, &States[4])
};
BEGIN_DEFAULTS (AActor, Any, -1, 0)
PROP_XScale (FRACUNIT)
PROP_YScale (FRACUNIT)
PROP_SpawnState (2)
PROP_SpawnHealth (1000)
PROP_ReactionTime (8)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Mass (100)
PROP_RenderStyle (STYLE_Normal)
PROP_Alpha (FRACUNIT)
PROP_MinMissileChance (200)
PROP_MeleeRange(44) // MELEERANGE(64) - 20
PROP_MaxDropOffHeight(24)
PROP_MaxStepHeight(24)
PROP_BounceFactor(FRACUNIT*7/10)
PROP_WallBounceFactor(FRACUNIT*3/4)
PROP_BounceCount(-1)
PROP_FloatSpeed(4)
PROP_Gravity(FRACUNIT)
END_DEFAULTS
//==========================================================================
//
// P_SpawnMobj
@ -3174,7 +3118,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
actor->state = st;
actor->tics = st->GetTics();
actor->sprite = st->sprite.index;
actor->sprite = st->sprite;
actor->frame = st->GetFrame();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
@ -3923,7 +3867,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
const AActor *defaults = GetDefaultByType (i);
if (defaults->SpawnState == NULL ||
sprites[defaults->SpawnState->sprite.index].numframes == 0)
sprites[defaults->SpawnState->sprite].numframes == 0)
{
Printf ("%s at (%i, %i) has no frames\n",
i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
@ -4917,7 +4861,7 @@ int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FN
if (death == NULL && !deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) &&
(player || (flags3 & MF3_ISMONSTER)))
{
death = &AActor::States[S_GENERICFREEZEDEATH];
death = FindState(NAME_GenericFreezeDeath);
}
}
else

View file

@ -439,7 +439,7 @@ void APlayerPawn::BeginPlay ()
// This assumes that player sprites always exist in rotated form and
// that the front view is always a separate sprite. So far this is
// true for anything that exists.
FString normspritename = sprites[SpawnState->sprite.index].name;
FString normspritename = sprites[SpawnState->sprite].name;
FString crouchspritename = sprites[crouchsprite].name;
int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
@ -1081,8 +1081,7 @@ void APlayerPawn::Die (AActor *source, AActor *inflictor)
AInventory *item;
if (weap->SpawnState != NULL &&
weap->SpawnState != &AActor::States[0] &&
weap->SpawnState != &AActor::States[AActor::S_NULL])
weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
{
item = P_DropItem (this, weap->GetClass(), -1, 256);
if (item != NULL)
@ -1322,7 +1321,7 @@ void P_CheckPlayerSprites()
if (player->crouchfactor < FRACUNIT*3/4)
{
if (mo->sprite == mo->SpawnState->sprite.index || mo->sprite == mo->crouchsprite)
if (mo->sprite == mo->SpawnState->sprite || mo->sprite == mo->crouchsprite)
{
crouchspriteno = mo->crouchsprite;
}
@ -1351,7 +1350,7 @@ void P_CheckPlayerSprites()
{
if (mo->sprite == mo->crouchsprite)
{
mo->sprite = mo->SpawnState->sprite.index;
mo->sprite = mo->SpawnState->sprite;
}
else if (mo->sprite == skins[player->userinfo.skin].crouchsprite)
{

View file

@ -645,7 +645,7 @@ void R_InitSkins (void)
const PClass *type = PlayerClasses[j].Type;
if (type->IsDescendantOf (basetype) &&
GetDefaultByType (type)->SpawnState->sprite.index == GetDefaultByType (basetype)->SpawnState->sprite.index &&
GetDefaultByType (type)->SpawnState->sprite == GetDefaultByType (basetype)->SpawnState->sprite &&
type->Meta.GetMetaInt (APMETA_ColorRange) == basetype->Meta.GetMetaInt (APMETA_ColorRange))
{
PlayerClasses[j].Skins.Push ((int)i);
@ -905,7 +905,7 @@ void R_InitSprites ()
skins[i].range0end = basetype->Meta.GetMetaInt (APMETA_ColorRange) >> 8;
skins[i].ScaleX = GetDefaultByType (basetype)->scaleX;
skins[i].ScaleY = GetDefaultByType (basetype)->scaleY;
skins[i].sprite = GetDefaultByType (basetype)->SpawnState->sprite.index;
skins[i].sprite = GetDefaultByType (basetype)->SpawnState->sprite;
skins[i].namespc = ns_global;
PlayerClasses[i].Skins.Push (i);
@ -1535,15 +1535,15 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
vissprite_t avis;
// decide which patch to use
if ( (unsigned)psp->state->sprite.index >= (unsigned)sprites.Size ())
if ( (unsigned)psp->state->sprite >= (unsigned)sprites.Size ())
{
DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->state->sprite.index);
DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->state->sprite);
return;
}
sprdef = &sprites[psp->state->sprite.index];
sprdef = &sprites[psp->state->sprite];
if (psp->state->GetFrame() >= sprdef->numframes)
{
DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->state->sprite.index, psp->state->GetFrame());
DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->state->sprite, psp->state->GetFrame());
return;
}
sprframe = &SpriteFrames[sprdef->spriteframes + psp->state->GetFrame()];

View file

@ -332,9 +332,8 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
memcpy (info->OwnedStates, &states[0], info->NumOwnedStates * sizeof(info->OwnedStates[0]));
if (info->NumOwnedStates == 1)
{
info->OwnedStates->Tics = 0;
info->OwnedStates->Tics = -1;
info->OwnedStates->Misc1 = 0;
info->OwnedStates->Frame &= ~SF_BIGTIC;
}
else
{
@ -360,9 +359,8 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
}
else
{
info->OwnedStates[i].Tics = 0;
info->OwnedStates[i].Tics = -1;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].Frame &= ~SF_BIGTIC;
}
if (def == DEF_Projectile)
@ -408,9 +406,8 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
}
else
{
info->OwnedStates[i].Tics = 0;
info->OwnedStates[i].Tics = -1;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].Frame &= ~SF_BIGTIC;
}
// The first frame plays the burn sound and
@ -443,20 +440,20 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
info->OwnedStates[i].NextState = &info->OwnedStates[i+1];
}
info->OwnedStates[i].NextState = &info->OwnedStates[info->NumOwnedStates-1];
info->OwnedStates[i].Tics = 6;
info->OwnedStates[i].Tics = 5;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].Action = A_FreezeDeath;
i = info->NumOwnedStates - 1;
info->OwnedStates[i].NextState = &info->OwnedStates[i];
info->OwnedStates[i].Tics = 2;
info->OwnedStates[i].Tics = 1;
info->OwnedStates[i].Misc1 = 0;
info->OwnedStates[i].Action = A_FreezeDeathChunks;
AddState("Ice", &info->OwnedStates[extra.IceDeathStart]);
}
else if (extra.bGenericIceDeath)
{
AddState("Ice", &AActor::States[AActor::S_GENERICFREEZEDEATH]);
AddState("Ice", RUNTIME_CLASS(AActor)->ActorInfo->FindState(NAME_GenericFreezeDeath));
}
}
if (def == DEF_BreakableDecoration)
@ -469,7 +466,6 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
}
AddState("Spawn", &info->OwnedStates[extra.SpawnStart]);
InstallStates (info, ((AActor *)(type->Defaults)));
ProcessStates (info->OwnedStates, info->NumOwnedStates);
}
//==========================================================================
@ -749,16 +745,18 @@ static void ParseInsideDecoration (FActorInfo *info, AActor *defaults,
}
unsigned int i;
int spr = GetSpriteIndex(sprite);
for (i = 0; i < states.Size(); ++i)
{
memcpy (states[i].sprite.name, sprite, 4);
states[i].sprite = spr;
}
if (extra.DeathSprite[0] && extra.DeathEnd != 0)
{
int spr = GetSpriteIndex(extra.DeathSprite);
for (i = extra.DeathStart; i < extra.DeathEnd; ++i)
{
memcpy (states[i].sprite.name, extra.DeathSprite, 4);
states[i].sprite = spr;
}
}
}
@ -805,7 +803,7 @@ static void ParseSpriteFrames (FActorInfo *info, TArray<FState> &states, FScanne
while (*token == ' ')
token++;
int rate = 5;
int rate = 4;
bool firstState = true;
char *colon = strchr (token, ':');
@ -820,11 +818,9 @@ static void ParseSpriteFrames (FActorInfo *info, TArray<FState> &states, FScanne
sc.ScriptError ("Rates must be in the range [0,65534]");
}
token = colon + 1;
rate += 1;
}
state.Tics = rate & 0xff;
state.Misc1 = (rate >> 8);
state.Tics = rate;
while (*token)
{
@ -850,7 +846,7 @@ static void ParseSpriteFrames (FActorInfo *info, TArray<FState> &states, FScanne
states.Push (state);
}
firstState = false;
state.Frame = (rate >= 256) ? (SF_BIGTIC | (*token-'A')) : (*token-'A');
state.Frame = *token-'A';
}
++token;
}

View file

@ -398,7 +398,7 @@ static FActorInfo *CreateNewActor(FScanner &sc, FActorInfo **parentc, Baggage *b
{
sc.ScriptError("Unknown native class '%s'", typeName.GetChars());
}
else if (ti->ParentClass->NativeClass() != parent->NativeClass())
else if (ti != RUNTIME_CLASS(AActor) && ti->ParentClass->NativeClass() != parent->NativeClass())
{
sc.ScriptError("Native class '%s' does not inherit from '%s'",
typeName.GetChars(),parent->TypeName.GetChars());
@ -751,61 +751,3 @@ void FinishThingdef()
}
//==========================================================================
//
// ParseClass
//
// A minimal placeholder so that I can assign properties to some native
// classes. Please, no end users use this until it's finalized.
//
//==========================================================================
void ParseClass(FScanner &sc)
{
Baggage bag;
PClass *cls;
FName classname;
FName supername;
sc.MustGetToken(TK_Identifier); // class name
classname = sc.String;
sc.MustGetToken(TK_Extends); // because I'm not supporting Object
sc.MustGetToken(TK_Identifier); // superclass name
supername = sc.String;
sc.MustGetToken(TK_Native); // use actor definitions for your own stuff
sc.MustGetToken('{');
cls = const_cast<PClass*>(PClass::FindClass (classname));
if (cls == NULL)
{
sc.ScriptError ("'%s' is not a native class", classname.GetChars());
}
if (cls->ParentClass == NULL || cls->ParentClass->TypeName != supername)
{
sc.ScriptError ("'%s' does not extend '%s'", classname.GetChars(), supername.GetChars());
}
bag.Info = cls->ActorInfo;
sc.MustGetAnyToken();
while (sc.TokenType != '}')
{
if (sc.TokenType == TK_Action)
{
ParseActionDef(sc, cls);
}
else if (sc.TokenType == TK_Const)
{
ParseConstant(sc, &cls->Symbols, cls);
}
else if (sc.TokenType == TK_Enum)
{
ParseEnum(sc, &cls->Symbols, cls);
}
else
{
FString tokname = sc.TokenName(sc.TokenType, sc.String);
sc.ScriptError ("Expected 'action', 'const' or 'enum' but got %s", tokname.GetChars());
}
sc.MustGetAnyToken();
}
}

View file

@ -84,10 +84,6 @@ static void ParseDecorate (FScanner &sc)
break;
}
case TK_Class:
ParseClass (sc);
break;
case TK_Const:
ParseConstant (sc, &RUNTIME_CLASS(AActor)->Symbols, RUNTIME_CLASS(AActor));
break;

View file

@ -2898,7 +2898,6 @@ void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag)
FinishStates (sc, info, defaults, bag);
InstallStates (info, defaults);
ProcessStates (info->OwnedStates, info->NumOwnedStates);
if (bag.DropItemSet)
{
if (bag.DropItemList == NULL)

View file

@ -311,18 +311,10 @@ void InstallStates(FActorInfo *info, AActor *defaults)
// First ensure we have a valid spawn state.
FState * state = FindState(defaults, info->Class, "Spawn");
// Stateless actors that are direct subclasses of AActor
// have their spawnstate default to something that won't
// immediately destroy them.
if (state == &AActor::States[2] && info->Class->ParentClass == RUNTIME_CLASS(AActor))
if (state == NULL)
{
AddState("Spawn", &AActor::States[0]);
}
else if (state == NULL)
{
// A NULL spawn state will crash the engine so set it to something that will make
// the actor disappear as quickly as possible.
AddState("Spawn", &AActor::States[2]);
// A NULL spawn state will crash the engine so set it to something valid.
AddState("Spawn", GetDefault<AActor>()->SpawnState);
}
if (info->StateList != NULL)
@ -510,6 +502,8 @@ int ParseStates(FScanner &sc, FActorInfo * actor, AActor * defaults, Baggage &ba
FState * laststate = NULL;
intptr_t lastlabel = -1;
int minrequiredstate = -1;
int spriteindex;
char lastsprite[5]="";
sc.MustGetStringName ("{");
sc.SetEscape(false); // disable escape sequences in the state parser
@ -609,7 +603,14 @@ do_stop:
sc.ScriptError ("Sprite names must be exactly 4 characters\n");
}
memcpy(state.sprite.name, statestring, 4);
statestring.ToUpper();
if (strcmp(statestring, lastsprite))
{
strcpy(lastsprite, statestring);
spriteindex = GetSpriteIndex(lastsprite);
}
state.sprite = spriteindex;
state.Misc1 = state.Misc2 = 0;
state.ParameterIndex = 0;
sc.MustGetString();
@ -623,13 +624,7 @@ do_stop:
}
sc.MustGetNumber();
sc.Number++;
state.Tics = sc.Number & 255;
state.Misc1 = (sc.Number >> 8) & 255;
if (state.Misc1)
{
state.Frame |= SF_BIGTIC;
}
state.Tics = clamp<int>(sc.Number, -1, 32767);
while (sc.GetString() && !sc.Crossed)
{
@ -640,10 +635,6 @@ do_stop:
}
if (sc.Compare("OFFSET"))
{
if (state.Frame & SF_BIGTIC)
{
sc.ScriptError("You cannot use OFFSET with a state duration larger than 254!");
}
// specify a weapon offset
sc.MustGetStringName("(");
sc.MustGetNumber();
@ -902,7 +893,7 @@ endofstate:
frame=0;
}
state.Frame=(state.Frame&(SF_FULLBRIGHT|SF_BIGTIC))|frame;
state.Frame=(state.Frame&(SF_FULLBRIGHT))|frame;
StateArray.Push(state);
count++;
}

View file

@ -1,6 +1,23 @@
class Actor extends Thinker
native
ACTOR Actor native //: Thinker
{
Scale 1
Health 1000
Reactiontime 8
Radius 20
Height 16
Mass 100
RenderStyle Normal
Alpha 1
MinMissileChance 200
MeleeRange 44
MaxDropoffHeight 24
MaxStepHeight 24
BounceFactor 0.7
WallBounceFactor 0.75
BounceCount -1
FloatSpeed 4
Gravity 1
action native A_MonsterRail();
action native A_BFGSpray(optional class<Actor> spraytype, optional eval int numrays, optional eval int damagecount);
action native A_Pain();
@ -188,350 +205,23 @@ class Actor extends Thinker
action native A_RemoveForcefield();
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
action native A_PigPain ();
}
ACTOR Inventory native
{
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.UseSound "misc/invuse"
Inventory.PickupSound "misc/i_pkup"
action native A_JumpIfNoAmmo(state label);
action native A_CustomPunch(eval int damage, optional eval bool norandom, optional evalnot bool useammo, optional class<Actor> pufftype, optional eval float range);
action native A_FireBullets(eval float spread_xy, eval float spread_z, eval int numbullets, eval int damageperbullet, optional class<Actor> pufftype, optional evalnot bool useammo, optional eval float range);
action native A_FireCustomMissile(class<Actor> missiletype, optional eval float angle, optional evalnot bool useammo, optional eval int spawnofs_xy, optional eval float spawnheight, optional eval bool aimatangle);
action native A_RailAttack(eval int damage, optional eval int spawnofs_xy, optional evalnot int useammo, optional color color1, optional color color2, optional eval bool silent, optional eval float maxdiff, optional class<Actor> pufftype);
action native A_Light(eval int extralight);
action native A_Light0();
action native A_Light1();
action native A_Light2();
action native A_LightInverse();
action native A_WeaponReady();
action native A_Lower();
action native A_Raise();
action native A_FirePistol();
action native A_FireShotgun();
action native A_FireShotgun2();
action native A_OpenShotgun2();
action native A_LoadShotgun2();
action native A_CloseShotgun2();
action native A_FireCGun();
action native A_FireMissile();
action native A_FirePlasma();
action native A_FireRailgun();
action native A_FireRailgunLeft();
action native A_FireRailgunRight();
action native A_RailWait();
action native A_BFGsound();
action native A_FireBFG();
action native A_ReFire();
action native A_ClearReFire();
action native A_CheckReload();
action native A_GunFlash();
action native A_Saw(optional coerce sound fullsound, optional coerce sound hitsound, optional eval int damage, optional class<Actor> pufftype);
action native A_CheckForReload(eval int counter, state label);
action native A_ResetReloadCounter();
action native A_RestoreSpecialPosition();
action native A_RestoreSpecialDoomThing();
action native A_RestoreSpecialThing1();
action native A_RestoreSpecialThing2();
States
{
HideDoomish:
TNT1 A 1050
TNT1 A 0 A_RestoreSpecialPosition
TNT1 A 1 A_RestoreSpecialDoomThing
Stop
HideSpecial:
ACLO E 1400
ACLO A 0 A_RestoreSpecialPosition
ACLO A 4 A_RestoreSpecialThing1
ACLO BABCBCDC 4
ACLO D 4 A_RestoreSpecialThing2
Stop
Held:
Spawn:
TNT1 A -1
Stop
HoldAndDestroy:
Null:
TNT1 A 1
Stop
GenericFreezeDeath:
// Generic freeze death frames. Woo!
"----" A 5 A_GenericFreezeDeath
"----" A 1 A_FreezeDeathChunks
Wait
}
}
Actor Ammo : Inventory native
{
+INVENTORY.KEEPDEPLETED
Inventory.PickupSound "misc/ammo_pkup"
}
Actor BackpackItem : Inventory native
{
}
ACTOR Armor : Inventory native
{
Inventory.PickupSound "misc/armor_pkup"
}
ACTOR BasicArmor : Armor native
{
+Inventory.KEEPDEPLETED
}
ACTOR BasicArmorBonus : Armor native
{
+Inventory.AUTOACTIVATE
+Inventory.ALWAYSPICKUP
Inventory.MaxAmount 0
Armor.SavePercent 0.333333
}
ACTOR BasicArmorPickup : Armor native
{
+Inventory.AUTOACTIVATE
Inventory.MaxAmount 0
}
ACTOR HexenArmor : Armor native
{
+Inventory.KEEPDEPLETED
+Inventory.UNDROPPABLE
}
ACTOR DehackedPickup : Inventory native
{
}
ACTOR FakeInventory : Inventory native
{
}
ACTOR CustomInventory : Inventory native
{
}
Actor Health : Inventory native
{
Inventory.Amount 1
Inventory.MaxAmount 0
Inventory.PickupSound "misc/health_pkup"
}
Actor HealthPickup : Inventory native
{
Inventory.DefMaxAmount
+INVENTORY.INVBAR
}
Actor Key : Inventory native
{
+INVENTORY.INTERHUBSTRIP
Inventory.PickupSound "misc/k_pkup"
}
ACTOR PowerupGiver : Inventory native
{
Inventory.DefMaxAmount
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.PickupSound "misc/p_pkup"
}
ACTOR Powerup : Inventory native
{
}
ACTOR PowerInvulnerable : Powerup native
{
Powerup.Duration -30
inventory.icon "SPSHLD0"
}
ACTOR PowerStrength : Powerup native
{
Powerup.Duration 1
Powerup.Color 255,0,0,0.5
+INVENTORY.HUBPOWER
}
ACTOR PowerInvisibility : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerGhost : PowerInvisibility native
{
}
ACTOR PowerShadow : PowerInvisibility native
{
Powerup.Duration -55
+INVENTORY.HUBPOWER
}
ACTOR PowerIronFeet : Powerup native
{
Powerup.Duration -60
Powerup.Color 0, 255, 0, 0.125
}
ACTOR PowerMask : PowerIronFeet native
{
Powerup.Duration -80
Powerup.Color 0,0,0,0
+INVENTORY.HUBPOWER
Inventory.Icon "I_MASK"
}
ACTOR PowerLightAmp : Powerup native
{
Powerup.Duration -120
}
ACTOR PowerTorch : PowerLightAmp native
{
}
ACTOR PowerFlight : Powerup native
{
Powerup.Duration -60
+INVENTORY.HUBPOWER
}
ACTOR PowerWeaponLevel2 : Powerup native
{
Powerup.Duration -40
Inventory.Icon "SPINBK0"
}
ACTOR PowerSpeed: Powerup native
{
Powerup.Duration -45
Speed 1.5
Inventory.Icon "SPBOOT0"
}
// Player Speed Trail (used by the Speed Powerup) ----------------------------
ACTOR PlayerSpeedTrail native
{
+NOBLOCKMAP
+NOGRAVITY
Alpha 0.6
RenderStyle Translucent
}
ACTOR PowerMinotaur : Powerup native
{
Powerup.Duration -25
Inventory.Icon "SPMINO0"
}
ACTOR PowerTargeter : Powerup native
{
Powerup.Duration -160
+INVENTORY.HUBPOWER
States
{
Targeter:
TRGT A -1
Stop
TRGT B -1
Stop
TRGT C -1
Stop
}
}
ACTOR PowerFrightener : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerScanner : Powerup native
{
Powerup.Duration -80
+INVENTORY.HUBPOWER
}
ACTOR PowerTimeFreezer : Powerup native
{
Powerup.Duration -12
}
ACTOR PowerDamage : Powerup native
{
Powerup.Duration -25
}
ACTOR PowerProtection : Powerup native
{
Powerup.Duration -25
}
ACTOR PowerDrain : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerRegeneration : Powerup native
{
Powerup.Duration -120
}
ACTOR PowerHighJump : Powerup native
{
}
ACTOR PowerMorph : Powerup native
{
Powerup.Duration -40
}
ACTOR MapRevealer : Inventory native
{
}
ACTOR PuzzleItem : Inventory native
{
+NOGRAVITY
+INVENTORY.INVBAR
Inventory.DefMaxAmount
Inventory.UseSound "PuzzleSuccess"
Inventory.PickupSound "misc/i_pkup"
}
Actor Weapon : Inventory native
{
Inventory.PickupSound "misc/w_pkup"
Weapon.DefaultKickback
States
{
LightDone:
SHTG E 0 A_Light0
Stop
}
}
ACTOR WeaponGiver : Weapon native
{
}
Actor WeaponHolder : Inventory native
{
+NOBLOCKMAP
+NOSECTOR
+INVENTORY.UNDROPPABLE
}
Actor WeaponPiece : Inventory native
{
}

View file

@ -69,7 +69,6 @@ ACTOR LightningCeiling : Lightning
action native A_LightningZap();
action native A_LightningClip();
action native A_LightningRemove();
action native A_FreeTargMobj();
States
{
@ -89,7 +88,7 @@ ACTOR LightningCeiling : Lightning
MLF2 O 3 Bright
MLF2 P 3 Bright
MLF2 P 1 Bright A_HideThing
ACLO E 1050 A_FreeTargMobj
ACLO E 1050
Stop
}
}

View file

@ -0,0 +1,342 @@
ACTOR Inventory native
{
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.UseSound "misc/invuse"
Inventory.PickupSound "misc/i_pkup"
action native A_JumpIfNoAmmo(state label);
action native A_CustomPunch(eval int damage, optional eval bool norandom, optional evalnot bool useammo, optional class<Actor> pufftype, optional eval float range);
action native A_FireBullets(eval float spread_xy, eval float spread_z, eval int numbullets, eval int damageperbullet, optional class<Actor> pufftype, optional evalnot bool useammo, optional eval float range);
action native A_FireCustomMissile(class<Actor> missiletype, optional eval float angle, optional evalnot bool useammo, optional eval int spawnofs_xy, optional eval float spawnheight, optional eval bool aimatangle);
action native A_RailAttack(eval int damage, optional eval int spawnofs_xy, optional evalnot int useammo, optional color color1, optional color color2, optional eval bool silent, optional eval float maxdiff, optional class<Actor> pufftype);
action native A_Light(eval int extralight);
action native A_Light0();
action native A_Light1();
action native A_Light2();
action native A_LightInverse();
action native A_WeaponReady();
action native A_Lower();
action native A_Raise();
action native A_FirePistol();
action native A_FireShotgun();
action native A_FireShotgun2();
action native A_OpenShotgun2();
action native A_LoadShotgun2();
action native A_CloseShotgun2();
action native A_FireCGun();
action native A_FireMissile();
action native A_FirePlasma();
action native A_FireRailgun();
action native A_FireRailgunLeft();
action native A_FireRailgunRight();
action native A_RailWait();
action native A_BFGsound();
action native A_FireBFG();
action native A_ReFire();
action native A_ClearReFire();
action native A_CheckReload();
action native A_GunFlash();
action native A_Saw(optional coerce sound fullsound, optional coerce sound hitsound, optional eval int damage, optional class<Actor> pufftype);
action native A_CheckForReload(eval int counter, state label);
action native A_ResetReloadCounter();
action native A_RestoreSpecialPosition();
action native A_RestoreSpecialDoomThing();
action native A_RestoreSpecialThing1();
action native A_RestoreSpecialThing2();
States
{
HideDoomish:
TNT1 A 1050
TNT1 A 0 A_RestoreSpecialPosition
TNT1 A 1 A_RestoreSpecialDoomThing
Stop
HideSpecial:
ACLO E 1400
ACLO A 0 A_RestoreSpecialPosition
ACLO A 4 A_RestoreSpecialThing1
ACLO BABCBCDC 4
ACLO D 4 A_RestoreSpecialThing2
Stop
Held:
TNT1 A -1
Stop
HoldAndDestroy:
TNT1 A 1
Stop
}
}
Actor Ammo : Inventory native
{
+INVENTORY.KEEPDEPLETED
Inventory.PickupSound "misc/ammo_pkup"
}
Actor BackpackItem : Inventory native
{
}
ACTOR Armor : Inventory native
{
Inventory.PickupSound "misc/armor_pkup"
}
ACTOR BasicArmor : Armor native
{
+Inventory.KEEPDEPLETED
}
ACTOR BasicArmorBonus : Armor native
{
+Inventory.AUTOACTIVATE
+Inventory.ALWAYSPICKUP
Inventory.MaxAmount 0
Armor.SavePercent 0.333333
}
ACTOR BasicArmorPickup : Armor native
{
+Inventory.AUTOACTIVATE
Inventory.MaxAmount 0
}
ACTOR HexenArmor : Armor native
{
+Inventory.KEEPDEPLETED
+Inventory.UNDROPPABLE
}
ACTOR DehackedPickup : Inventory native
{
}
ACTOR FakeInventory : Inventory native
{
}
ACTOR CustomInventory : Inventory native
{
}
Actor Health : Inventory native
{
Inventory.Amount 1
Inventory.MaxAmount 0
Inventory.PickupSound "misc/health_pkup"
}
Actor HealthPickup : Inventory native
{
Inventory.DefMaxAmount
+INVENTORY.INVBAR
}
Actor Key : Inventory native
{
+INVENTORY.INTERHUBSTRIP
Inventory.PickupSound "misc/k_pkup"
}
ACTOR PowerupGiver : Inventory native
{
Inventory.DefMaxAmount
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.PickupSound "misc/p_pkup"
}
ACTOR Powerup : Inventory native
{
}
ACTOR PowerInvulnerable : Powerup native
{
Powerup.Duration -30
inventory.icon "SPSHLD0"
}
ACTOR PowerStrength : Powerup native
{
Powerup.Duration 1
Powerup.Color 255,0,0,0.5
+INVENTORY.HUBPOWER
}
ACTOR PowerInvisibility : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerGhost : PowerInvisibility native
{
}
ACTOR PowerShadow : PowerInvisibility native
{
Powerup.Duration -55
+INVENTORY.HUBPOWER
}
ACTOR PowerIronFeet : Powerup native
{
Powerup.Duration -60
Powerup.Color 0, 255, 0, 0.125
}
ACTOR PowerMask : PowerIronFeet native
{
Powerup.Duration -80
Powerup.Color 0,0,0,0
+INVENTORY.HUBPOWER
Inventory.Icon "I_MASK"
}
ACTOR PowerLightAmp : Powerup native
{
Powerup.Duration -120
}
ACTOR PowerTorch : PowerLightAmp native
{
}
ACTOR PowerFlight : Powerup native
{
Powerup.Duration -60
+INVENTORY.HUBPOWER
}
ACTOR PowerWeaponLevel2 : Powerup native
{
Powerup.Duration -40
Inventory.Icon "SPINBK0"
}
ACTOR PowerSpeed: Powerup native
{
Powerup.Duration -45
Speed 1.5
Inventory.Icon "SPBOOT0"
}
// Player Speed Trail (used by the Speed Powerup) ----------------------------
ACTOR PlayerSpeedTrail native
{
+NOBLOCKMAP
+NOGRAVITY
Alpha 0.6
RenderStyle Translucent
}
ACTOR PowerMinotaur : Powerup native
{
Powerup.Duration -25
Inventory.Icon "SPMINO0"
}
ACTOR PowerTargeter : Powerup native
{
Powerup.Duration -160
+INVENTORY.HUBPOWER
States
{
Targeter:
TRGT A -1
Stop
TRGT B -1
Stop
TRGT C -1
Stop
}
}
ACTOR PowerFrightener : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerScanner : Powerup native
{
Powerup.Duration -80
+INVENTORY.HUBPOWER
}
ACTOR PowerTimeFreezer : Powerup native
{
Powerup.Duration -12
}
ACTOR PowerDamage : Powerup native
{
Powerup.Duration -25
}
ACTOR PowerProtection : Powerup native
{
Powerup.Duration -25
}
ACTOR PowerDrain : Powerup native
{
Powerup.Duration -60
}
ACTOR PowerRegeneration : Powerup native
{
Powerup.Duration -120
}
ACTOR PowerHighJump : Powerup native
{
}
ACTOR PowerMorph : Powerup native
{
Powerup.Duration -40
}
ACTOR MapRevealer : Inventory native
{
}
ACTOR PuzzleItem : Inventory native
{
+NOGRAVITY
+INVENTORY.INVBAR
Inventory.DefMaxAmount
Inventory.UseSound "PuzzleSuccess"
Inventory.PickupSound "misc/i_pkup"
}
Actor Weapon : Inventory native
{
Inventory.PickupSound "misc/w_pkup"
Weapon.DefaultKickback
States
{
LightDone:
SHTG E 0 A_Light0
Stop
}
}
ACTOR WeaponGiver : Weapon native
{
}
Actor WeaponHolder : Inventory native
{
+NOBLOCKMAP
+NOSECTOR
+INVENTORY.UNDROPPABLE
}
Actor WeaponPiece : Inventory native
{
}

View file

@ -1,6 +1,7 @@
#include "actors/nativeclasses.txt"
#include "actors/actor.txt"
#include "actors/constants.txt"
#include "actors/shared/inventory.txt"
#include "actors/shared/player.txt"
#include "actors/shared/morph.txt"
#include "actors/shared/botstuff.txt"

View file

@ -644,10 +644,6 @@
RelativePath=".\src\info.cpp"
>
</File>
<File
RelativePath=".\src\infodefaults.cpp"
>
</File>
<File
RelativePath=".\src\lumpconfigfile.cpp"
>
@ -1289,10 +1285,6 @@
RelativePath=".\src\Info.h"
>
</File>
<File
RelativePath=".\src\infomacros.h"
>
</File>
<File
RelativePath=".\src\lists.h"
>