2008-01-27 11:25:03 +00:00
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//**************************************************************************
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//**
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//** TEMPLATE.C
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//**
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//**************************************************************************
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// HEADER FILES ------------------------------------------------------------
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#include "p_local.h"
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#include "m_swap.h"
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#include "v_palette.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "r_sky.h"
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#include "r_main.h"
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#include "r_defs.h"
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2008-05-17 08:47:26 +00:00
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#include "p_setup.h"
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2008-09-15 23:47:00 +00:00
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#include "g_level.h"
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2008-01-27 11:25:03 +00:00
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// MACROS ------------------------------------------------------------------
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//#define SHADE2LIGHT(s) (clamp (160-2*(s), 0, 255))
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#define SHADE2LIGHT(s) (clamp (255-2*s, 0, 255))
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// TYPES -------------------------------------------------------------------
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//ceilingstat/floorstat:
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// bit 0: 1 = parallaxing, 0 = not "P"
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// bit 1: 1 = groudraw, 0 = not
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// bit 2: 1 = swap x&y, 0 = not "F"
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// bit 3: 1 = double smooshiness "E"
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// bit 4: 1 = x-flip "F"
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// bit 5: 1 = y-flip "F"
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// bit 6: 1 = Align texture to first wall of sector "R"
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// bits 7-8: "T"
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// 00 = normal floors
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// 01 = masked floors
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// 10 = transluscent masked floors
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// 11 = reverse transluscent masked floors
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// bits 9-15: reserved
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//40 bytes
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2009-03-29 11:21:36 +00:00
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struct sectortype
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2008-01-27 11:25:03 +00:00
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{
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SWORD wallptr, wallnum;
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SDWORD ceilingz, floorz;
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SWORD ceilingstat, floorstat;
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SWORD ceilingpicnum, ceilingheinum;
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SBYTE ceilingshade;
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BYTE ceilingpal, ceilingxpanning, ceilingypanning;
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SWORD floorpicnum, floorheinum;
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SBYTE floorshade;
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BYTE floorpal, floorxpanning, floorypanning;
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BYTE visibility, filler;
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SWORD lotag, hitag, extra;
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2009-03-29 11:21:36 +00:00
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};
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2008-01-27 11:25:03 +00:00
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//cstat:
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// bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B"
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// bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2"
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// bit 2: 1 = align picture on bottom (for doors), 0 = top "O"
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// bit 3: 1 = x-flipped, 0 = normal "F"
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// bit 4: 1 = masking wall, 0 = not "M"
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// bit 5: 1 = 1-way wall, 0 = not "1"
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// bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H"
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// bit 7: 1 = Transluscence, 0 = not "T"
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// bit 8: 1 = y-flipped, 0 = normal "F"
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// bit 9: 1 = Transluscence reversing, 0 = normal "T"
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// bits 10-15: reserved
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//32 bytes
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2009-03-29 11:21:36 +00:00
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struct walltype
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2008-01-27 11:25:03 +00:00
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{
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SDWORD x, y;
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SWORD point2, nextwall, nextsector, cstat;
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SWORD picnum, overpicnum;
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SBYTE shade;
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BYTE pal, xrepeat, yrepeat, xpanning, ypanning;
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SWORD lotag, hitag, extra;
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2009-03-29 11:21:36 +00:00
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};
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2008-01-27 11:25:03 +00:00
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//cstat:
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// bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
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// bit 1: 1 = transluscence, 0 = normal "T"
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// bit 2: 1 = x-flipped, 0 = normal "F"
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// bit 3: 1 = y-flipped, 0 = normal "F"
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// bits 5-4: 00 = FACE sprite (default) "R"
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// 01 = WALL sprite (like masked walls)
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// 10 = FLOOR sprite (parallel to ceilings&floors)
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// bit 6: 1 = 1-sided sprite, 0 = normal "1"
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// bit 7: 1 = Real centered centering, 0 = foot center "C"
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// bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"
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// bit 9: 1 = Transluscence reversing, 0 = normal "T"
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// bits 10-14: reserved
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// bit 15: 1 = Invisible sprite, 0 = not invisible
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//44 bytes
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2009-03-29 11:21:36 +00:00
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struct spritetype
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2008-01-27 11:25:03 +00:00
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{
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SDWORD x, y, z;
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SWORD cstat, picnum;
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SBYTE shade;
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BYTE pal, clipdist, filler;
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BYTE xrepeat, yrepeat;
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SBYTE xoffset, yoffset;
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SWORD sectnum, statnum;
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SWORD ang, owner, xvel, yvel, zvel;
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SWORD lotag, hitag, extra;
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2009-03-29 11:21:36 +00:00
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};
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2008-01-27 11:25:03 +00:00
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2010-03-18 10:19:00 +00:00
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// I used to have all the Xobjects mapped out. Not anymore.
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// (Thanks for the great firmware, Seagate!)
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struct Xsprite
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{
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BYTE NotReallyPadding[16];
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WORD Data1;
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WORD Data2;
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WORD Data3;
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WORD ThisIsntPaddingEither;
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DWORD NorThis:2;
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DWORD Data4:16;
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DWORD WhatIsThisIDontEven:14;
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BYTE ThisNeedsToBe56Bytes[28];
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};
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2008-01-27 11:25:03 +00:00
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struct SlopeWork
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{
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walltype *wal;
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walltype *wal2;
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long dx, dy, i, x[3], y[3], z[3];
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long heinum;
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void P_AdjustLine (line_t *line);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
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static bool P_LoadBloodMap (BYTE *data, size_t len, FMapThing **sprites, int *numsprites);
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2008-01-27 11:25:03 +00:00
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static void LoadSectors (sectortype *bsectors);
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static void LoadWalls (walltype *walls, int numwalls, sectortype *bsectors);
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2010-03-18 10:19:00 +00:00
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static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites, sectortype *bsectors, FMapThing *mapthings);
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2008-01-27 11:25:03 +00:00
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static vertex_t *FindVertex (fixed_t x, fixed_t y);
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- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
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static void CreateStartSpot (fixed_t *pos, FMapThing *start);
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2008-01-27 11:25:03 +00:00
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static void CalcPlane (SlopeWork &slope, secplane_t &plane);
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static void Decrypt (void *to, const void *from, int len, int key);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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// CODE --------------------------------------------------------------------
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2008-05-17 08:47:26 +00:00
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bool P_IsBuildMap(MapData *map)
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{
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DWORD len = map->Size(ML_LABEL);
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2010-03-18 10:19:00 +00:00
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if (len < 4)
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{
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return false;
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}
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2008-05-17 08:47:26 +00:00
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BYTE *data = new BYTE[len];
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map->Seek(ML_LABEL);
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map->Read(ML_LABEL, data);
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// Check for a Blood map.
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if (*(DWORD *)data == MAKE_ID('B','L','M','\x1a'))
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{
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delete[] data;
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return true;
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}
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numsectors = LittleShort(*(WORD *)(data + 20));
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int numwalls;
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if (len < 26 + numsectors*sizeof(sectortype) ||
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(numwalls = LittleShort(*(WORD *)(data + 22 + numsectors*sizeof(sectortype))),
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len < 24 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)) ||
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LittleLong(*(DWORD *)data) != 7 ||
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LittleShort(*(WORD *)(data + 16)) >= 2048)
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{ // Can't possibly be a version 7 BUILD map
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delete[] data;
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return false;
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}
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delete[] data;
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return true;
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}
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2008-01-27 11:25:03 +00:00
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//==========================================================================
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//
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// P_LoadBuildMap
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//
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//==========================================================================
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- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
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bool P_LoadBuildMap (BYTE *data, size_t len, FMapThing **sprites, int *numspr)
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2008-01-27 11:25:03 +00:00
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{
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if (len < 26)
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{
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return false;
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}
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// Check for a Blood map.
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if (*(DWORD *)data == MAKE_ID('B','L','M','\x1a'))
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{
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return P_LoadBloodMap (data, len, sprites, numspr);
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}
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numsectors = LittleShort(*(WORD *)(data + 20));
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int numwalls;
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int numsprites;
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if (len < 26 + numsectors*sizeof(sectortype) ||
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(numwalls = LittleShort(*(WORD *)(data + 22 + numsectors*sizeof(sectortype))),
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len < 24 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)) ||
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LittleLong(*(DWORD *)data) != 7 ||
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LittleShort(*(WORD *)(data + 16)) >= 2048)
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{ // Can't possibly be a version 7 BUILD map
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return false;
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}
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LoadSectors ((sectortype *)(data + 22));
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LoadWalls ((walltype *)(data + 24 + numsectors*sizeof(sectortype)), numwalls,
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(sectortype *)(data + 22));
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numsprites = *(WORD *)(data + 24 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype));
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- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
*sprites = new FMapThing[numsprites + 1];
|
2008-01-27 11:25:03 +00:00
|
|
|
CreateStartSpot ((fixed_t *)(data + 4), *sprites);
|
|
|
|
*numspr = 1 + LoadSprites ((spritetype *)(data + 26 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)),
|
2010-03-18 10:19:00 +00:00
|
|
|
NULL, numsprites, (sectortype *)(data + 22), *sprites + 1);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// P_LoadBloodMap
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
static bool P_LoadBloodMap (BYTE *data, size_t len, FMapThing **mapthings, int *numspr)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
BYTE infoBlock[37];
|
|
|
|
int mapver = data[5];
|
|
|
|
DWORD matt;
|
|
|
|
int numRevisions, numWalls, numsprites, skyLen;
|
|
|
|
int i;
|
|
|
|
int k;
|
|
|
|
|
|
|
|
if (mapver != 6 && mapver != 7)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
matt = *(DWORD *)(data + 28);
|
|
|
|
if (matt != 0 &&
|
|
|
|
matt != MAKE_ID('M','a','t','t') &&
|
|
|
|
matt != MAKE_ID('t','t','a','M'))
|
|
|
|
{
|
|
|
|
Decrypt (infoBlock, data + 6, 37, 0x7474614d);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
memcpy (infoBlock, data + 6, 37);
|
|
|
|
}
|
2010-03-18 10:19:00 +00:00
|
|
|
numRevisions = LittleLong(*(DWORD *)(infoBlock + 27));
|
|
|
|
numsectors = LittleShort(*(WORD *)(infoBlock + 31));
|
|
|
|
numWalls = LittleShort(*(WORD *)(infoBlock + 33));
|
|
|
|
numsprites = LittleShort(*(WORD *)(infoBlock + 35));
|
|
|
|
skyLen = 2 << LittleShort(*(WORD *)(infoBlock + 16));
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (mapver == 7)
|
|
|
|
{
|
|
|
|
// Version 7 has some extra stuff after the info block. This
|
|
|
|
// includes a copyright, and I have no idea what the rest of
|
|
|
|
// it is.
|
|
|
|
data += 171;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
data += 43;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Skip the sky info.
|
|
|
|
data += skyLen;
|
|
|
|
|
|
|
|
sectortype *bsec = new sectortype[numsectors];
|
|
|
|
walltype *bwal = new walltype[numWalls];
|
|
|
|
spritetype *bspr = new spritetype[numsprites];
|
2010-03-18 10:19:00 +00:00
|
|
|
Xsprite *xspr = new Xsprite[numsprites];
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
// Read sectors
|
|
|
|
k = numRevisions * sizeof(sectortype);
|
|
|
|
for (i = 0; i < numsectors; ++i)
|
|
|
|
{
|
|
|
|
if (mapver == 7)
|
|
|
|
{
|
|
|
|
Decrypt (&bsec[i], data, sizeof(sectortype), k);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
memcpy (&bsec[i], data, sizeof(sectortype));
|
|
|
|
}
|
|
|
|
data += sizeof(sectortype);
|
|
|
|
if (bsec[i].extra > 0) // skip Xsector
|
|
|
|
{
|
|
|
|
data += 60;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Read walls
|
|
|
|
k |= 0x7474614d;
|
|
|
|
for (i = 0; i < numWalls; ++i)
|
|
|
|
{
|
|
|
|
if (mapver == 7)
|
|
|
|
{
|
|
|
|
Decrypt (&bwal[i], data, sizeof(walltype), k);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
memcpy (&bwal[i], data, sizeof(walltype));
|
|
|
|
}
|
|
|
|
data += sizeof(walltype);
|
|
|
|
if (bwal[i].extra > 0) // skip Xwall
|
|
|
|
{
|
|
|
|
data += 24;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Read sprites
|
|
|
|
k = (numRevisions * sizeof(spritetype)) | 0x7474614d;
|
|
|
|
for (i = 0; i < numsprites; ++i)
|
|
|
|
{
|
|
|
|
if (mapver == 7)
|
|
|
|
{
|
|
|
|
Decrypt (&bspr[i], data, sizeof(spritetype), k);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
memcpy (&bspr[i], data, sizeof(spritetype));
|
|
|
|
}
|
|
|
|
data += sizeof(spritetype);
|
2010-03-18 10:19:00 +00:00
|
|
|
if (bspr[i].extra > 0) // copy Xsprite
|
|
|
|
{
|
|
|
|
assert(sizeof Xsprite == 56);
|
|
|
|
memcpy(&xspr[i], data, sizeof(Xsprite));
|
|
|
|
data += sizeof(Xsprite);
|
|
|
|
}
|
|
|
|
else
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2010-03-18 10:19:00 +00:00
|
|
|
memset(&xspr[i], 0, sizeof(Xsprite));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now convert to Doom format, since we've extracted all the standard
|
|
|
|
// BUILD info from the map we need. (Sprites are ignored.)
|
|
|
|
LoadSectors (bsec);
|
|
|
|
LoadWalls (bwal, numWalls, bsec);
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
*mapthings = new FMapThing[numsprites + 1];
|
2008-01-27 11:25:03 +00:00
|
|
|
CreateStartSpot ((fixed_t *)infoBlock, *mapthings);
|
2010-03-18 10:19:00 +00:00
|
|
|
*numspr = 1 + LoadSprites (bspr, xspr, numsprites, bsec, *mapthings + 1);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
delete[] bsec;
|
|
|
|
delete[] bwal;
|
|
|
|
delete[] bspr;
|
2010-03-18 10:19:00 +00:00
|
|
|
delete[] xspr;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// LoadSectors
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void LoadSectors (sectortype *bsec)
|
|
|
|
{
|
|
|
|
FDynamicColormap *map = GetSpecialLights (PalEntry (255,255,255), level.fadeto, 0);
|
|
|
|
sector_t *sec;
|
|
|
|
char tnam[9];
|
|
|
|
|
|
|
|
sec = sectors = new sector_t[numsectors];
|
|
|
|
memset (sectors, 0, sizeof(sector_t)*numsectors);
|
|
|
|
|
2010-03-18 10:19:00 +00:00
|
|
|
sectors[0].e = new extsector_t[numsectors];
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
for (int i = 0; i < numsectors; ++i, ++bsec, ++sec)
|
|
|
|
{
|
|
|
|
bsec->wallptr = WORD(bsec->wallptr);
|
|
|
|
bsec->wallnum = WORD(bsec->wallnum);
|
|
|
|
bsec->ceilingstat = WORD(bsec->ceilingstat);
|
|
|
|
bsec->floorstat = WORD(bsec->floorstat);
|
|
|
|
|
2010-03-18 10:19:00 +00:00
|
|
|
sec->e = §ors[0].e[i];
|
2008-08-22 07:36:50 +00:00
|
|
|
sec->SetPlaneTexZ(sector_t::floor, -(LittleLong(bsec->floorz) << 8));
|
|
|
|
sec->floorplane.d = -sec->GetPlaneTexZ(sector_t::floor);
|
2008-01-27 11:25:03 +00:00
|
|
|
sec->floorplane.c = FRACUNIT;
|
|
|
|
sec->floorplane.ic = FRACUNIT;
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(bsec->floorpicnum));
|
2008-08-22 07:36:50 +00:00
|
|
|
sec->SetTexture(sector_t::floor, TexMan.GetTexture (tnam, FTexture::TEX_Build));
|
2008-06-14 15:37:17 +00:00
|
|
|
sec->SetXScale(sector_t::floor, (bsec->floorstat & 8) ? FRACUNIT*2 : FRACUNIT);
|
|
|
|
sec->SetYScale(sector_t::floor, (bsec->floorstat & 8) ? FRACUNIT*2 : FRACUNIT);
|
|
|
|
sec->SetXOffset(sector_t::floor, (bsec->floorxpanning << FRACBITS) + (32 << FRACBITS));
|
|
|
|
sec->SetYOffset(sector_t::floor, bsec->floorypanning << FRACBITS);
|
2008-08-22 07:36:50 +00:00
|
|
|
sec->SetPlaneLight(sector_t::floor, SHADE2LIGHT (bsec->floorshade));
|
2009-09-17 18:18:06 +00:00
|
|
|
sec->ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-08-22 07:36:50 +00:00
|
|
|
sec->SetPlaneTexZ(sector_t::ceiling, -(LittleLong(bsec->ceilingz) << 8));
|
|
|
|
sec->ceilingplane.d = sec->GetPlaneTexZ(sector_t::ceiling);
|
2008-01-27 11:25:03 +00:00
|
|
|
sec->ceilingplane.c = -FRACUNIT;
|
|
|
|
sec->ceilingplane.ic = -FRACUNIT;
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(bsec->ceilingpicnum));
|
2008-08-22 07:36:50 +00:00
|
|
|
sec->SetTexture(sector_t::ceiling, TexMan.GetTexture (tnam, FTexture::TEX_Build));
|
2008-01-27 11:25:03 +00:00
|
|
|
if (bsec->ceilingstat & 1)
|
|
|
|
{
|
2008-08-22 07:36:50 +00:00
|
|
|
sky1texture = sky2texture = sec->GetTexture(sector_t::ceiling);
|
|
|
|
sec->SetTexture(sector_t::ceiling, skyflatnum);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
2008-06-14 15:37:17 +00:00
|
|
|
sec->SetXScale(sector_t::ceiling, (bsec->ceilingstat & 8) ? FRACUNIT*2 : FRACUNIT);
|
|
|
|
sec->SetYScale(sector_t::ceiling, (bsec->ceilingstat & 8) ? FRACUNIT*2 : FRACUNIT);
|
|
|
|
sec->SetXOffset(sector_t::ceiling, (bsec->ceilingxpanning << FRACBITS) + (32 << FRACBITS));
|
|
|
|
sec->SetYOffset(sector_t::ceiling, bsec->ceilingypanning << FRACBITS);
|
2008-08-22 07:36:50 +00:00
|
|
|
sec->SetPlaneLight(sector_t::ceiling, SHADE2LIGHT (bsec->ceilingshade));
|
2009-09-17 18:18:06 +00:00
|
|
|
sec->ChangeFlags(sector_t::ceiling, 0, PLANEF_ABSLIGHTING);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-08-22 07:36:50 +00:00
|
|
|
sec->lightlevel = (sec->GetPlaneLight(sector_t::floor) + sec->GetPlaneLight(sector_t::ceiling)) / 2;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
sec->seqType = -1;
|
|
|
|
sec->nextsec = -1;
|
|
|
|
sec->prevsec = -1;
|
|
|
|
sec->gravity = 1.f;
|
|
|
|
sec->friction = ORIG_FRICTION;
|
|
|
|
sec->movefactor = ORIG_FRICTION_FACTOR;
|
|
|
|
sec->ColorMap = map;
|
|
|
|
sec->ZoneNumber = 0xFFFF;
|
|
|
|
|
|
|
|
if (bsec->floorstat & 4)
|
|
|
|
{
|
2008-06-14 15:37:17 +00:00
|
|
|
sec->SetAngle(sector_t::floor, ANGLE_90);
|
|
|
|
sec->SetXScale(sector_t::floor, -sec->GetXScale(sector_t::floor));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (bsec->floorstat & 16)
|
|
|
|
{
|
2008-06-14 15:37:17 +00:00
|
|
|
sec->SetXScale(sector_t::floor, -sec->GetXScale(sector_t::floor));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (bsec->floorstat & 32)
|
|
|
|
{
|
2008-06-14 15:37:17 +00:00
|
|
|
sec->SetYScale(sector_t::floor, -sec->GetYScale(sector_t::floor));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (bsec->ceilingstat & 4)
|
|
|
|
{
|
2008-06-14 15:37:17 +00:00
|
|
|
sec->SetAngle(sector_t::ceiling, ANGLE_90);
|
|
|
|
sec->SetYScale(sector_t::ceiling, -sec->GetYScale(sector_t::ceiling));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (bsec->ceilingstat & 16)
|
|
|
|
{
|
2008-06-14 15:37:17 +00:00
|
|
|
sec->SetXScale(sector_t::ceiling, -sec->GetXScale(sector_t::ceiling));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (bsec->ceilingstat & 32)
|
|
|
|
{
|
2008-06-14 15:37:17 +00:00
|
|
|
sec->SetYScale(sector_t::ceiling, -sec->GetYScale(sector_t::ceiling));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// LoadWalls
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void LoadWalls (walltype *walls, int numwalls, sectortype *bsec)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
// Setting numvertexes to the same as numwalls is overly conservative,
|
|
|
|
// but the extra vertices will be removed during the BSP building pass.
|
|
|
|
numsides = numvertexes = numwalls;
|
|
|
|
numlines = 0;
|
|
|
|
|
|
|
|
sides = new side_t[numsides];
|
|
|
|
memset (sides, 0, numsides*sizeof(side_t));
|
|
|
|
|
|
|
|
vertexes = new vertex_t[numvertexes];
|
|
|
|
numvertexes = 0;
|
|
|
|
|
|
|
|
// First mark each sidedef with the sector it belongs to
|
|
|
|
for (i = 0; i < numsectors; ++i)
|
|
|
|
{
|
|
|
|
if (bsec[i].wallptr >= 0)
|
|
|
|
{
|
|
|
|
for (j = 0; j < bsec[i].wallnum; ++j)
|
|
|
|
{
|
|
|
|
sides[j + bsec[i].wallptr].sector = sectors + i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now copy wall properties to their matching sidedefs
|
|
|
|
for (i = 0; i < numwalls; ++i)
|
|
|
|
{
|
|
|
|
char tnam[9];
|
2008-06-28 13:29:59 +00:00
|
|
|
FTextureID overpic, pic;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(walls[i].picnum));
|
2008-01-27 11:25:03 +00:00
|
|
|
pic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(walls[i].overpicnum));
|
2008-01-27 11:25:03 +00:00
|
|
|
overpic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
|
|
|
|
|
|
|
|
walls[i].x = LittleLong(walls[i].x);
|
|
|
|
walls[i].y = LittleLong(walls[i].y);
|
|
|
|
walls[i].point2 = LittleShort(walls[i].point2);
|
|
|
|
walls[i].cstat = LittleShort(walls[i].cstat);
|
|
|
|
walls[i].nextwall = LittleShort(walls[i].nextwall);
|
|
|
|
walls[i].nextsector = LittleShort(walls[i].nextsector);
|
|
|
|
|
2008-03-21 21:15:56 +00:00
|
|
|
sides[i].SetTextureXOffset(walls[i].xpanning << FRACBITS);
|
|
|
|
sides[i].SetTextureYOffset(walls[i].ypanning << FRACBITS);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-21 21:15:56 +00:00
|
|
|
sides[i].SetTexture(side_t::top, pic);
|
|
|
|
sides[i].SetTexture(side_t::bottom, pic);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (walls[i].nextsector < 0 || (walls[i].cstat & 32))
|
|
|
|
{
|
2008-03-21 21:15:56 +00:00
|
|
|
sides[i].SetTexture(side_t::mid, pic);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else if (walls[i].cstat & 16)
|
|
|
|
{
|
2008-03-21 21:15:56 +00:00
|
|
|
sides[i].SetTexture(side_t::mid, overpic);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-06-28 13:29:59 +00:00
|
|
|
sides[i].SetTexture(side_t::mid, FNullTextureID());
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
sides[i].TexelLength = walls[i].xrepeat * 8;
|
2010-03-18 10:19:00 +00:00
|
|
|
sides[i].SetTextureYScale(walls[i].yrepeat << (FRACBITS - 3));
|
|
|
|
sides[i].SetTextureXScale(FRACUNIT);
|
2008-06-14 15:37:17 +00:00
|
|
|
sides[i].SetLight(SHADE2LIGHT(walls[i].shade));
|
2008-01-27 11:25:03 +00:00
|
|
|
sides[i].Flags = WALLF_ABSLIGHTING;
|
|
|
|
sides[i].RightSide = walls[i].point2;
|
|
|
|
sides[walls[i].point2].LeftSide = i;
|
|
|
|
|
|
|
|
if (walls[i].nextwall >= 0 && walls[i].nextwall <= i)
|
|
|
|
{
|
2009-09-06 18:30:07 +00:00
|
|
|
sides[i].linedef = sides[walls[i].nextwall].linedef;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-09-06 18:30:07 +00:00
|
|
|
sides[i].linedef = (line_t*)(intptr_t)(numlines++);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set line properties that Doom doesn't store per-sidedef
|
|
|
|
lines = new line_t[numlines];
|
|
|
|
memset (lines, 0, numlines*sizeof(line_t));
|
|
|
|
|
|
|
|
for (i = 0, j = -1; i < numwalls; ++i)
|
|
|
|
{
|
|
|
|
if (walls[i].nextwall >= 0 && walls[i].nextwall <= i)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2009-09-06 18:30:07 +00:00
|
|
|
j = int(intptr_t(sides[i].linedef));
|
2009-09-06 21:11:24 +00:00
|
|
|
lines[j].sidedef[0] = (side_t*)(intptr_t)i;
|
|
|
|
lines[j].sidedef[1] = (side_t*)(intptr_t)walls[i].nextwall;
|
2008-01-27 11:25:03 +00:00
|
|
|
lines[j].v1 = FindVertex (walls[i].x, walls[i].y);
|
|
|
|
lines[j].v2 = FindVertex (walls[walls[i].point2].x, walls[walls[i].point2].y);
|
|
|
|
lines[j].frontsector = sides[i].sector;
|
|
|
|
lines[j].flags |= ML_WRAP_MIDTEX;
|
|
|
|
if (walls[i].nextsector >= 0)
|
|
|
|
{
|
|
|
|
lines[j].backsector = sectors + walls[i].nextsector;
|
|
|
|
lines[j].flags |= ML_TWOSIDED;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
lines[j].backsector = NULL;
|
|
|
|
}
|
|
|
|
P_AdjustLine (&lines[j]);
|
|
|
|
if (walls[i].cstat & 128)
|
|
|
|
{
|
|
|
|
if (walls[i].cstat & 512)
|
|
|
|
{
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
lines[j].Alpha = FRACUNIT/3;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
lines[j].Alpha = FRACUNIT*2/3;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if (walls[i].cstat & 1)
|
|
|
|
{
|
|
|
|
lines[j].flags |= ML_BLOCKING;
|
|
|
|
}
|
|
|
|
if (walls[i].nextwall < 0)
|
|
|
|
{
|
|
|
|
if (walls[i].cstat & 4)
|
|
|
|
{
|
|
|
|
lines[j].flags |= ML_DONTPEGBOTTOM;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (walls[i].cstat & 4)
|
|
|
|
{
|
|
|
|
lines[j].flags |= ML_DONTPEGTOP;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
lines[j].flags |= ML_DONTPEGBOTTOM;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (walls[i].cstat & 64)
|
|
|
|
{
|
|
|
|
lines[j].flags |= ML_BLOCKEVERYTHING;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Finish setting sector properties that depend on walls
|
|
|
|
for (i = 0; i < numsectors; ++i, ++bsec)
|
|
|
|
{
|
|
|
|
SlopeWork slope;
|
|
|
|
|
|
|
|
slope.wal = &walls[bsec->wallptr];
|
|
|
|
slope.wal2 = &walls[slope.wal->point2];
|
|
|
|
slope.dx = slope.wal2->x - slope.wal->x;
|
|
|
|
slope.dy = slope.wal2->y - slope.wal->y;
|
|
|
|
slope.i = long (sqrt ((double)(slope.dx*slope.dx+slope.dy*slope.dy))) << 5;
|
|
|
|
if (slope.i == 0)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ((bsec->floorstat & 2) && (bsec->floorheinum != 0))
|
|
|
|
{ // floor is sloped
|
|
|
|
slope.heinum = -LittleShort(bsec->floorheinum);
|
|
|
|
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->floorz;
|
|
|
|
CalcPlane (slope, sectors[i].floorplane);
|
|
|
|
}
|
|
|
|
if ((bsec->ceilingstat & 2) && (bsec->ceilingheinum != 0))
|
|
|
|
{ // ceiling is sloped
|
|
|
|
slope.heinum = -LittleShort(bsec->ceilingheinum);
|
|
|
|
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->ceilingz;
|
|
|
|
CalcPlane (slope, sectors[i].ceilingplane);
|
|
|
|
}
|
2009-09-06 18:30:07 +00:00
|
|
|
int linenum = int(intptr_t(sides[bsec->wallptr].linedef));
|
2009-09-06 21:11:24 +00:00
|
|
|
int sidenum = int(intptr_t(lines[linenum].sidedef[1]));
|
2008-01-27 11:25:03 +00:00
|
|
|
if (bsec->floorstat & 64)
|
|
|
|
{ // floor is aligned to first wall
|
2009-11-08 06:53:15 +00:00
|
|
|
R_AlignFlat (linenum, sidenum == bsec->wallptr, 0);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (bsec->ceilingstat & 64)
|
|
|
|
{ // ceiling is aligned to first wall
|
2009-11-08 06:53:15 +00:00
|
|
|
R_AlignFlat (linenum, sidenum == bsec->wallptr, 0);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
2010-03-18 10:19:00 +00:00
|
|
|
for (i = 0; i < numlines; i++)
|
2009-09-06 18:30:07 +00:00
|
|
|
{
|
2010-03-18 10:19:00 +00:00
|
|
|
intptr_t front = intptr_t(lines[i].sidedef[0]);
|
|
|
|
intptr_t back = intptr_t(lines[i].sidedef[1]);
|
|
|
|
lines[i].sidedef[0] = front >= 0 ? &sides[front] : NULL;
|
|
|
|
lines[i].sidedef[1] = back >= 0 ? &sides[back] : NULL;
|
2009-09-06 18:30:07 +00:00
|
|
|
}
|
2010-03-18 10:19:00 +00:00
|
|
|
for (i = 0; i < numsides; i++)
|
2009-09-06 21:11:24 +00:00
|
|
|
{
|
2010-03-18 10:19:00 +00:00
|
|
|
assert(sides[i].sector != NULL);
|
|
|
|
sides[i].linedef = &lines[intptr_t(sides[i].linedef)];
|
2009-09-06 21:11:24 +00:00
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// LoadSprites
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2010-03-18 10:19:00 +00:00
|
|
|
static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
|
|
|
|
sectortype *bsectors, FMapThing *mapthings)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int count = 0;
|
|
|
|
|
|
|
|
for (int i = 0; i < numsprites; ++i)
|
|
|
|
{
|
|
|
|
mapthings[count].thingid = 0;
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
mapthings[count].x = (sprites[i].x << 12);
|
|
|
|
mapthings[count].y = -(sprites[i].y << 12);
|
|
|
|
mapthings[count].z = (bsectors[sprites[i].sectnum].floorz - sprites[i].z) << 8;
|
2008-01-27 11:25:03 +00:00
|
|
|
mapthings[count].angle = (((2048-sprites[i].ang) & 2047) * 360) >> 11;
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
mapthings[count].ClassFilter = 0xffff;
|
|
|
|
mapthings[count].SkillFilter = 0xffff;
|
|
|
|
mapthings[count].flags = MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH;
|
2008-01-27 11:25:03 +00:00
|
|
|
mapthings[count].special = 0;
|
|
|
|
|
2010-03-18 10:19:00 +00:00
|
|
|
if (xsprites != NULL && sprites[i].lotag == 710)
|
|
|
|
{ // Blood ambient sound
|
|
|
|
mapthings[count].args[0] = xsprites[i].Data3;
|
|
|
|
// I am totally guessing abount the volume level. 50 seems to be a pretty
|
|
|
|
// typical value for Blood's standard maps, so I assume it's 100-based.
|
|
|
|
mapthings[count].args[1] = xsprites[i].Data4 * 128 / 100;
|
|
|
|
mapthings[count].args[2] = xsprites[i].Data1;
|
|
|
|
mapthings[count].args[3] = xsprites[i].Data2;
|
|
|
|
mapthings[count].type = 14065;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (sprites[i].cstat & (16|32|32768)) continue;
|
|
|
|
if (sprites[i].xrepeat == 0 || sprites[i].yrepeat == 0) continue;
|
|
|
|
|
|
|
|
mapthings[count].type = 9988;
|
|
|
|
mapthings[count].args[0] = sprites[i].picnum & 255;
|
|
|
|
mapthings[count].args[1] = sprites[i].picnum >> 8;
|
|
|
|
mapthings[count].args[2] = sprites[i].xrepeat;
|
|
|
|
mapthings[count].args[3] = sprites[i].yrepeat;
|
|
|
|
mapthings[count].args[4] = (sprites[i].cstat & 14) | ((sprites[i].cstat >> 9) & 1);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
count++;
|
|
|
|
}
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FindVertex
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
vertex_t *FindVertex (fixed_t x, fixed_t y)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
x <<= 12;
|
|
|
|
y = -(y << 12);
|
|
|
|
|
|
|
|
for (i = 0; i < numvertexes; ++i)
|
|
|
|
{
|
|
|
|
if (vertexes[i].x == x && vertexes[i].y == y)
|
|
|
|
{
|
|
|
|
return &vertexes[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
vertexes[i].x = x;
|
|
|
|
vertexes[i].y = y;
|
|
|
|
numvertexes++;
|
|
|
|
return &vertexes[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// CreateStartSpot
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
static void CreateStartSpot (fixed_t *pos, FMapThing *start)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
short angle = LittleShort(*(WORD *)(&pos[3]));
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
FMapThing mt =
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
0, (LittleLong(pos[0])<<12), ((-LittleLong(pos[1]))<<12), 0,// tid, x, y, z
|
2008-01-27 11:25:03 +00:00
|
|
|
short(Scale ((2048-angle)&2047, 360, 2048)), 1, // angle, type
|
|
|
|
7|MTF_SINGLE|224, // flags
|
|
|
|
// special and args are 0
|
|
|
|
};
|
|
|
|
|
|
|
|
*start = mt;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// CalcPlane
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void CalcPlane (SlopeWork &slope, secplane_t &plane)
|
|
|
|
{
|
|
|
|
FVector3 pt[3];
|
|
|
|
long j;
|
|
|
|
|
|
|
|
slope.x[0] = slope.wal->x; slope.y[0] = slope.wal->y;
|
|
|
|
slope.x[1] = slope.wal2->x; slope.y[1] = slope.wal2->y;
|
|
|
|
if (slope.dx == 0)
|
|
|
|
{
|
|
|
|
slope.x[2] = slope.x[0] + 64;
|
|
|
|
slope.y[2] = slope.y[0];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
slope.x[2] = slope.x[0];
|
|
|
|
slope.y[2] = slope.y[0] + 64;
|
|
|
|
}
|
|
|
|
j = DMulScale3 (slope.dx, slope.y[2]-slope.wal->y,
|
|
|
|
-slope.dy, slope.x[2]-slope.wal->x);
|
|
|
|
slope.z[2] += Scale (slope.heinum, j, slope.i);
|
|
|
|
|
|
|
|
pt[0] = FVector3(slope.dx, -slope.dy, 0);
|
|
|
|
pt[1] = FVector3(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16);
|
|
|
|
pt[2] = (pt[0] ^ pt[1]).Unit();
|
|
|
|
|
|
|
|
if ((pt[2][2] < 0 && plane.c > 0) || (pt[2][2] > 0 && plane.c < 0))
|
|
|
|
{
|
|
|
|
pt[2] = -pt[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
plane.a = fixed_t(pt[2][0]*65536.f);
|
|
|
|
plane.b = fixed_t(pt[2][1]*65536.f);
|
|
|
|
plane.c = fixed_t(pt[2][2]*65536.f);
|
|
|
|
plane.ic = fixed_t(65536.f/pt[2][2]);
|
|
|
|
plane.d = -TMulScale8
|
|
|
|
(plane.a, slope.x[0]<<4, plane.b, (-slope.y[0])<<4, plane.c, slope.z[0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Decrypt
|
|
|
|
//
|
|
|
|
// Note that this is different from the general RFF encryption.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void Decrypt (void *to_, const void *from_, int len, int key)
|
|
|
|
{
|
|
|
|
BYTE *to = (BYTE *)to_;
|
|
|
|
const BYTE *from = (const BYTE *)from_;
|
|
|
|
|
|
|
|
for (int i = 0; i < len; ++i, ++key)
|
|
|
|
{
|
|
|
|
to[i] = from[i] ^ key;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Just an actor to make the Build sprites show up. It doesn't do anything
|
|
|
|
// with them other than display them.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
class ACustomSprite : public AActor
|
|
|
|
{
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- 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.
- 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
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
DECLARE_CLASS (ACustomSprite, AActor);
|
2008-01-27 11:25:03 +00:00
|
|
|
public:
|
|
|
|
void BeginPlay ();
|
|
|
|
};
|
|
|
|
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- 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.
- 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
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
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IMPLEMENT_CLASS (ACustomSprite)
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2008-01-27 11:25:03 +00:00
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void ACustomSprite::BeginPlay ()
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{
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2008-06-28 13:29:59 +00:00
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char name[9];
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2008-01-27 11:25:03 +00:00
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Super::BeginPlay ();
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2008-06-28 13:29:59 +00:00
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Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
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mysnprintf (name, countof(name), "BTIL%04d", (args[0] + args[1]*256) & 0xffff);
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2008-06-28 13:29:59 +00:00
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picnum = TexMan.GetTexture (name, FTexture::TEX_Build);
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2008-01-27 11:25:03 +00:00
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scaleX = args[2] * (FRACUNIT/64);
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scaleY = args[3] * (FRACUNIT/64);
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if (args[4] & 2)
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{
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RenderStyle = STYLE_Translucent;
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if (args[4] & 1)
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alpha = TRANSLUC66;
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else
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alpha = TRANSLUC33;
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}
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if (args[4] & 4)
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renderflags |= RF_XFLIP;
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if (args[4] & 8)
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renderflags |= RF_YFLIP;
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}
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