2008-01-27 11:25:03 +00:00
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/*
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** p_acs.cpp
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** General BEHAVIOR management and ACS execution environment
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**
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**---------------------------------------------------------------------------
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2008-12-07 16:38:02 +00:00
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** Copyright 1998-2008 Randy Heit
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2008-01-27 11:25:03 +00:00
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This code at one time made lots of little-endian assumptions.
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2008-12-07 16:38:02 +00:00
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** I think it should be fine on big-endian machines now, but I have no
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** real way to test it.
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2008-01-27 11:25:03 +00:00
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*/
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#include <assert.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "g_level.h"
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#include "s_sound.h"
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#include "p_acs.h"
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#include "p_saveg.h"
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#include "p_lnspec.h"
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#include "m_random.h"
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#include "doomstat.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "s_sndseq.h"
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#include "i_system.h"
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#include "i_movie.h"
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#include "sbar.h"
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#include "m_swap.h"
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#include "a_sharedglobal.h"
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#include "a_doomglobal.h"
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#include "a_strifeglobal.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "r_sky.h"
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#include "gstrings.h"
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#include "gi.h"
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#include "sc_man.h"
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#include "c_bind.h"
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#include "info.h"
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#include "r_translate.h"
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2008-03-19 11:19:03 +00:00
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#include "sbarinfo.h"
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2008-09-15 23:47:00 +00:00
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#include "cmdlib.h"
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2009-02-05 00:06:30 +00:00
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#include "m_png.h"
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Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
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#include "p_setup.h"
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2008-01-27 11:25:03 +00:00
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2009-06-06 15:24:18 +00:00
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#include "g_shared/a_pickups.h"
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2008-01-27 11:25:03 +00:00
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extern FILE *Logfile;
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FRandom pr_acs ("ACS");
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// I imagine this much stack space is probably overkill, but it could
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// potentially get used with recursive functions.
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#define STACK_SIZE 4096
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#define CLAMPCOLOR(c) (EColorRange)((unsigned)(c) >= NUM_TEXT_COLORS ? CR_UNTRANSLATED : (c))
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#define HUDMSG_LOG (0x80000000)
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#define HUDMSG_COLORSTRING (0x40000000)
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- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
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#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
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2008-01-27 11:25:03 +00:00
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// Flags for ReplaceTextures
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#define NOT_BOTTOM 1
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#define NOT_MIDDLE 2
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#define NOT_TOP 4
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#define NOT_FLOOR 8
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#define NOT_CEILING 16
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// Flags for SectorDamage
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#define DAMAGE_PLAYERS 1
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#define DAMAGE_NONPLAYERS 2
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#define DAMAGE_IN_AIR 4
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#define DAMAGE_SUBCLASSES_PROTECT 8
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struct CallReturn
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{
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2009-03-21 08:08:18 +00:00
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CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, bool discard, FString &str)
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: ReturnFunction(func),
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ReturnModule(module),
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ReturnLocals(locals),
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ReturnAddress(pc),
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bDiscardResult(discard),
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StringBuilder(str)
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{}
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2008-01-27 11:25:03 +00:00
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ScriptFunction *ReturnFunction;
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FBehavior *ReturnModule;
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SDWORD *ReturnLocals;
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int ReturnAddress;
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int bDiscardResult;
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2009-03-21 08:08:18 +00:00
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FString StringBuilder;
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2008-01-27 11:25:03 +00:00
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};
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static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
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2008-03-12 15:21:17 +00:00
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bool lineSide, int arg0, int arg1, int arg2, int always);
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2008-01-27 11:25:03 +00:00
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struct FBehavior::ArrayInfo
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{
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DWORD ArraySize;
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SDWORD *Elements;
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};
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TArray<FBehavior *> FBehavior::StaticModules;
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2009-02-05 00:06:30 +00:00
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//============================================================================
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//
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// Global and world variables
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//
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//============================================================================
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// ACS variables with world scope
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SDWORD ACS_WorldVars[NUM_WORLDVARS];
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FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
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// ACS variables with global scope
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SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
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FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
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//============================================================================
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//
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//
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//
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//============================================================================
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void P_ClearACSVars(bool alsoglobal)
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{
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int i;
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memset (ACS_WorldVars, 0, sizeof(ACS_WorldVars));
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for (i = 0; i < NUM_WORLDVARS; ++i)
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{
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ACS_WorldArrays[i].Clear ();
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}
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if (alsoglobal)
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{
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memset (ACS_GlobalVars, 0, sizeof(ACS_GlobalVars));
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for (i = 0; i < NUM_GLOBALVARS; ++i)
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{
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ACS_GlobalArrays[i].Clear ();
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}
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}
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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static void WriteVars (FILE *file, SDWORD *vars, size_t count, DWORD id)
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{
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size_t i, j;
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for (i = 0; i < count; ++i)
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{
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if (vars[i] != 0)
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break;
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}
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if (i < count)
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{
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// Find last non-zero var. Anything beyond the last stored variable
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// will be zeroed at load time.
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for (j = count-1; j > i; --j)
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{
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if (vars[j] != 0)
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break;
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}
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FPNGChunkArchive arc (file, id);
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for (i = 0; i <= j; ++i)
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{
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DWORD var = vars[i];
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arc << var;
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}
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}
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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static void ReadVars (PNGHandle *png, SDWORD *vars, size_t count, DWORD id)
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{
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size_t len = M_FindPNGChunk (png, id);
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size_t used = 0;
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if (len != 0)
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{
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DWORD var;
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size_t i;
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FPNGChunkArchive arc (png->File->GetFile(), id, len);
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used = len / 4;
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for (i = 0; i < used; ++i)
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{
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arc << var;
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vars[i] = var;
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}
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png->File->ResetFilePtr();
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}
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if (used < count)
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{
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memset (&vars[used], 0, (count-used)*4);
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}
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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|
|
static void WriteArrayVars (FILE *file, FWorldGlobalArray *vars, unsigned int count, DWORD id)
|
|
|
|
{
|
|
|
|
unsigned int i, j;
|
|
|
|
|
|
|
|
// Find the first non-empty array.
|
|
|
|
for (i = 0; i < count; ++i)
|
|
|
|
{
|
|
|
|
if (vars[i].CountUsed() != 0)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (i < count)
|
|
|
|
{
|
|
|
|
// Find last non-empty array. Anything beyond the last stored array
|
|
|
|
// will be emptied at load time.
|
|
|
|
for (j = count-1; j > i; --j)
|
|
|
|
{
|
|
|
|
if (vars[j].CountUsed() != 0)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
FPNGChunkArchive arc (file, id);
|
|
|
|
arc.WriteCount (i);
|
|
|
|
arc.WriteCount (j);
|
|
|
|
for (; i <= j; ++i)
|
|
|
|
{
|
|
|
|
arc.WriteCount (vars[i].CountUsed());
|
|
|
|
|
|
|
|
FWorldGlobalArray::ConstIterator it(vars[i]);
|
|
|
|
const FWorldGlobalArray::Pair *pair;
|
|
|
|
|
|
|
|
while (it.NextPair (pair))
|
|
|
|
{
|
|
|
|
arc.WriteCount (pair->Key);
|
|
|
|
arc.WriteCount (pair->Value);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void ReadArrayVars (PNGHandle *png, FWorldGlobalArray *vars, size_t count, DWORD id)
|
|
|
|
{
|
|
|
|
size_t len = M_FindPNGChunk (png, id);
|
|
|
|
unsigned int i, k;
|
|
|
|
|
|
|
|
for (i = 0; i < count; ++i)
|
|
|
|
{
|
|
|
|
vars[i].Clear ();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (len != 0)
|
|
|
|
{
|
|
|
|
DWORD max, size;
|
|
|
|
FPNGChunkArchive arc (png->File->GetFile(), id, len);
|
|
|
|
|
|
|
|
i = arc.ReadCount ();
|
|
|
|
max = arc.ReadCount ();
|
|
|
|
|
|
|
|
for (; i <= max; ++i)
|
|
|
|
{
|
|
|
|
size = arc.ReadCount ();
|
|
|
|
for (k = 0; k < size; ++k)
|
|
|
|
{
|
|
|
|
SDWORD key, val;
|
|
|
|
key = arc.ReadCount();
|
|
|
|
val = arc.ReadCount();
|
|
|
|
vars[i].Insert (key, val);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
png->File->ResetFilePtr();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void P_ReadACSVars(PNGHandle *png)
|
|
|
|
{
|
|
|
|
ReadVars (png, ACS_WorldVars, NUM_WORLDVARS, MAKE_ID('w','v','A','r'));
|
|
|
|
ReadVars (png, ACS_GlobalVars, NUM_GLOBALVARS, MAKE_ID('g','v','A','r'));
|
|
|
|
ReadArrayVars (png, ACS_WorldArrays, NUM_WORLDVARS, MAKE_ID('w','a','R','r'));
|
|
|
|
ReadArrayVars (png, ACS_GlobalArrays, NUM_GLOBALVARS, MAKE_ID('g','a','R','r'));
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void P_WriteACSVars(FILE *stdfile)
|
|
|
|
{
|
|
|
|
WriteVars (stdfile, ACS_WorldVars, NUM_WORLDVARS, MAKE_ID('w','v','A','r'));
|
|
|
|
WriteVars (stdfile, ACS_GlobalVars, NUM_GLOBALVARS, MAKE_ID('g','v','A','r'));
|
|
|
|
WriteArrayVars (stdfile, ACS_WorldArrays, NUM_WORLDVARS, MAKE_ID('w','a','R','r'));
|
|
|
|
WriteArrayVars (stdfile, ACS_GlobalArrays, NUM_GLOBALVARS, MAKE_ID('g','a','R','r'));
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//---- Inventory functions --------------------------------------//
|
|
|
|
//
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// DoClearInv
|
|
|
|
//
|
|
|
|
// Clears the inventory of a single actor.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void DoClearInv (AActor *actor)
|
|
|
|
{
|
|
|
|
AInventory *inv = actor->Inventory;
|
|
|
|
|
|
|
|
while (inv != NULL)
|
|
|
|
{
|
|
|
|
AInventory *next = inv->Inventory;
|
|
|
|
if (!(inv->ItemFlags & IF_UNDROPPABLE))
|
|
|
|
{
|
|
|
|
// Fix for undroppable weapons. Is this ok?
|
|
|
|
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
|
|
|
|
{
|
|
|
|
AAmmo *ammo = static_cast<AAmmo*>(inv);
|
|
|
|
ammo->Amount = 0;
|
|
|
|
}
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
else
|
2008-01-27 11:25:03 +00:00
|
|
|
inv->Destroy ();
|
|
|
|
}
|
|
|
|
else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
|
|
|
|
{
|
|
|
|
AHexenArmor *harmor = static_cast<AHexenArmor *> (inv);
|
|
|
|
harmor->Slots[3] = harmor->Slots[2] = harmor->Slots[1] = harmor->Slots[0] = 0;
|
|
|
|
}
|
|
|
|
inv = next;
|
|
|
|
}
|
|
|
|
if (actor->player != NULL)
|
|
|
|
{
|
|
|
|
actor->player->ReadyWeapon = NULL;
|
|
|
|
actor->player->PendingWeapon = WP_NOCHANGE;
|
|
|
|
actor->player->psprites[ps_weapon].state = NULL;
|
|
|
|
actor->player->psprites[ps_flash].state = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ClearInventory
|
|
|
|
//
|
|
|
|
// Clears the inventory for one or more actors.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void ClearInventory (AActor *activator)
|
|
|
|
{
|
|
|
|
if (activator == NULL)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i])
|
|
|
|
DoClearInv (players[i].mo);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DoClearInv (activator);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// DoGiveInv
|
|
|
|
//
|
|
|
|
// Gives an item to a single actor.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void DoGiveInv (AActor *actor, const PClass *info, int amount)
|
|
|
|
{
|
|
|
|
AWeapon *savedPendingWeap = actor->player != NULL
|
|
|
|
? actor->player->PendingWeapon : NULL;
|
|
|
|
bool hadweap = actor->player != NULL ? actor->player->ReadyWeapon != NULL : true;
|
|
|
|
|
|
|
|
AInventory *item = static_cast<AInventory *>(Spawn (info, 0,0,0, NO_REPLACE));
|
|
|
|
|
|
|
|
// This shouldn't count for the item statistics!
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
if (item->flags & MF_COUNTITEM)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
level.total_items--;
|
|
|
|
item->flags &= ~MF_COUNTITEM;
|
|
|
|
}
|
|
|
|
if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
|
|
|
|
{
|
|
|
|
if (static_cast<ABasicArmorPickup*>(item)->SaveAmount != 0)
|
|
|
|
{
|
|
|
|
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
|
|
|
|
{
|
|
|
|
static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item->Amount = amount;
|
|
|
|
}
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
if (!item->CallTryPickup (actor))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
item->Destroy ();
|
|
|
|
}
|
|
|
|
// If the item was a weapon, don't bring it up automatically
|
|
|
|
// unless the player was not already using a weapon.
|
2009-02-08 23:01:13 +00:00
|
|
|
if (savedPendingWeap != NULL && hadweap && actor->player != NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
actor->player->PendingWeapon = savedPendingWeap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// GiveInventory
|
|
|
|
//
|
|
|
|
// Gives an item to one or more actors.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void GiveInventory (AActor *activator, const char *type, int amount)
|
|
|
|
{
|
|
|
|
const PClass *info;
|
|
|
|
|
|
|
|
if (amount <= 0 || type == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (stricmp (type, "Armor") == 0)
|
|
|
|
{
|
|
|
|
type = "BasicArmorPickup";
|
|
|
|
}
|
|
|
|
info = PClass::FindClass (type);
|
|
|
|
if (info == NULL)
|
|
|
|
{
|
|
|
|
Printf ("ACS: I don't know what %s is.\n", type);
|
|
|
|
}
|
|
|
|
else if (!info->IsDescendantOf (RUNTIME_CLASS(AInventory)))
|
|
|
|
{
|
|
|
|
Printf ("ACS: %s is not an inventory item.\n", type);
|
|
|
|
}
|
|
|
|
else if (activator == NULL)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i])
|
|
|
|
DoGiveInv (players[i].mo, info, amount);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DoGiveInv (activator, info, amount);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// DoTakeInv
|
|
|
|
//
|
|
|
|
// Takes an item from a single actor.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void DoTakeInv (AActor *actor, const PClass *info, int amount)
|
|
|
|
{
|
|
|
|
AInventory *item = actor->FindInventory (info);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
item->Amount -= amount;
|
|
|
|
if (item->Amount <= 0)
|
|
|
|
{
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
// If it's not ammo or an internal armor, destroy it.
|
|
|
|
// Ammo needs to stick around, even when it's zero for the benefit
|
|
|
|
// of the weapons that use it and to maintain the maximum ammo
|
2008-01-27 11:25:03 +00:00
|
|
|
// amounts a backpack might have given.
|
|
|
|
// Armor shouldn't be removed because they only work properly when
|
|
|
|
// they are the last items in the inventory.
|
|
|
|
if (item->ItemFlags & IF_KEEPDEPLETED)
|
|
|
|
{
|
|
|
|
item->Amount = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item->Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// TakeInventory
|
|
|
|
//
|
|
|
|
// Takes an item from one or more actors.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void TakeInventory (AActor *activator, const char *type, int amount)
|
|
|
|
{
|
|
|
|
const PClass *info;
|
|
|
|
|
|
|
|
if (type == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (strcmp (type, "Armor") == 0)
|
|
|
|
{
|
|
|
|
type = "BasicArmor";
|
|
|
|
}
|
|
|
|
if (amount <= 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
info = PClass::FindClass (type);
|
|
|
|
if (info == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (activator == NULL)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i])
|
|
|
|
DoTakeInv (players[i].mo, info, amount);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DoTakeInv (activator, info, amount);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// DoUseInv
|
|
|
|
//
|
|
|
|
// Makes a single actor use an inventory item
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static bool DoUseInv (AActor *actor, const PClass *info)
|
|
|
|
{
|
|
|
|
AInventory *item = actor->FindInventory (info);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
return actor->UseInventory(item);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// UseInventory
|
|
|
|
//
|
|
|
|
// makes one or more actors use an inventory item.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static int UseInventory (AActor *activator, const char *type)
|
|
|
|
{
|
|
|
|
const PClass *info;
|
|
|
|
int ret = 0;
|
|
|
|
|
|
|
|
if (type == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
info = PClass::FindClass (type);
|
|
|
|
if (info == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
if (activator == NULL)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i])
|
|
|
|
ret += DoUseInv (players[i].mo, info);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ret = DoUseInv (activator, info);
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// CheckInventory
|
|
|
|
//
|
|
|
|
// Returns how much of a particular item an actor has.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static int CheckInventory (AActor *activator, const char *type)
|
|
|
|
{
|
|
|
|
if (activator == NULL || type == NULL)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
if (stricmp (type, "Armor") == 0)
|
|
|
|
{
|
|
|
|
type = "BasicArmor";
|
|
|
|
}
|
|
|
|
else if (stricmp (type, "Health") == 0)
|
|
|
|
{
|
|
|
|
return activator->health;
|
|
|
|
}
|
|
|
|
|
|
|
|
const PClass *info = PClass::FindClass (type);
|
|
|
|
AInventory *item = activator->FindInventory (info);
|
|
|
|
return item ? item->Amount : 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//---- Plane watchers ----//
|
|
|
|
|
|
|
|
class DPlaneWatcher : public DThinker
|
|
|
|
{
|
|
|
|
DECLARE_CLASS (DPlaneWatcher, DThinker)
|
|
|
|
HAS_OBJECT_POINTERS
|
|
|
|
public:
|
|
|
|
DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling,
|
|
|
|
int tag, int height, int special,
|
|
|
|
int arg0, int arg1, int arg2, int arg3, int arg4);
|
|
|
|
void Tick ();
|
|
|
|
void Serialize (FArchive &arc);
|
|
|
|
private:
|
|
|
|
sector_t *Sector;
|
|
|
|
fixed_t WatchD, LastD;
|
|
|
|
int Special, Arg0, Arg1, Arg2, Arg3, Arg4;
|
2008-03-12 15:21:17 +00:00
|
|
|
TObjPtr<AActor> Activator;
|
2008-01-27 11:25:03 +00:00
|
|
|
line_t *Line;
|
|
|
|
bool LineSide;
|
|
|
|
bool bCeiling;
|
|
|
|
|
|
|
|
DPlaneWatcher() {}
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_POINTY_CLASS (DPlaneWatcher)
|
|
|
|
DECLARE_POINTER (Activator)
|
|
|
|
END_POINTERS
|
|
|
|
|
|
|
|
DPlaneWatcher::DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceiling,
|
|
|
|
int tag, int height, int special,
|
|
|
|
int arg0, int arg1, int arg2, int arg3, int arg4)
|
|
|
|
: Special (special), Arg0 (arg0), Arg1 (arg1), Arg2 (arg2), Arg3 (arg3), Arg4 (arg4),
|
|
|
|
Activator (it), Line (line), LineSide (!!lineSide), bCeiling (ceiling)
|
|
|
|
{
|
|
|
|
int secnum;
|
|
|
|
|
|
|
|
secnum = P_FindSectorFromTag (tag, -1);
|
|
|
|
if (secnum >= 0)
|
|
|
|
{
|
|
|
|
secplane_t plane;
|
|
|
|
|
|
|
|
Sector = §ors[secnum];
|
|
|
|
if (bCeiling)
|
|
|
|
{
|
|
|
|
plane = Sector->ceilingplane;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
plane = Sector->floorplane;
|
|
|
|
}
|
|
|
|
LastD = plane.d;
|
|
|
|
plane.ChangeHeight (height << FRACBITS);
|
|
|
|
WatchD = plane.d;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Sector = NULL;
|
|
|
|
WatchD = LastD = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DPlaneWatcher::Serialize (FArchive &arc)
|
|
|
|
{
|
|
|
|
Super::Serialize (arc);
|
|
|
|
|
|
|
|
arc << Special << Arg0 << Arg1 << Arg2 << Arg3 << Arg4
|
|
|
|
<< Sector << bCeiling << WatchD << LastD << Activator
|
|
|
|
<< Line << LineSide << bCeiling;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DPlaneWatcher::Tick ()
|
|
|
|
{
|
|
|
|
if (Sector == NULL)
|
|
|
|
{
|
|
|
|
Destroy ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
fixed_t newd;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
if (bCeiling)
|
|
|
|
{
|
|
|
|
newd = Sector->ceilingplane.d;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
newd = Sector->floorplane.d;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((LastD < WatchD && newd >= WatchD) ||
|
|
|
|
(LastD > WatchD && newd <= WatchD))
|
|
|
|
{
|
|
|
|
LineSpecials[Special] (Line, Activator, LineSide, Arg0, Arg1, Arg2, Arg3, Arg4);
|
|
|
|
Destroy ();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//---- ACS lump manager ----//
|
|
|
|
|
|
|
|
// Load user-specified default modules. This must be called after the level's
|
|
|
|
// own behavior is loaded (if it has one).
|
|
|
|
void FBehavior::StaticLoadDefaultModules ()
|
|
|
|
{
|
|
|
|
// When playing Strife, STRFHELP is always loaded.
|
|
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
StaticLoadModule (Wads.CheckNumForName ("STRFHELP", ns_acslibrary));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Scan each LOADACS lump and load the specified modules in order
|
|
|
|
int lump, lastlump = 0;
|
|
|
|
|
|
|
|
while ((lump = Wads.FindLump ("LOADACS", &lastlump)) != -1)
|
|
|
|
{
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
FScanner sc(lump);
|
2008-01-27 15:34:47 +00:00
|
|
|
while (sc.GetString())
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
int acslump = Wads.CheckNumForName (sc.String, ns_acslibrary);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (acslump >= 0)
|
|
|
|
{
|
|
|
|
StaticLoadModule (acslump);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
Printf ("Could not find autoloaded ACS library %s\n", sc.String);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
|
|
FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader *fr, int len)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
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
|
|
|
if (lumpnum == -1 && fr == NULL) return NULL;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
|
|
|
|
{
|
|
|
|
if (StaticModules[i]->LumpNum == lumpnum)
|
|
|
|
{
|
|
|
|
return StaticModules[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return new FBehavior (lumpnum, fr, len);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FBehavior::StaticCheckAllGood ()
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
|
|
|
|
{
|
|
|
|
if (!StaticModules[i]->IsGood())
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::StaticUnloadModules ()
|
|
|
|
{
|
|
|
|
for (unsigned int i = StaticModules.Size(); i-- > 0; )
|
|
|
|
{
|
|
|
|
delete StaticModules[i];
|
|
|
|
}
|
|
|
|
StaticModules.Clear ();
|
|
|
|
}
|
|
|
|
|
|
|
|
FBehavior *FBehavior::StaticGetModule (int lib)
|
|
|
|
{
|
|
|
|
if ((size_t)lib >= StaticModules.Size())
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
return StaticModules[lib];
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::StaticSerializeModuleStates (FArchive &arc)
|
|
|
|
{
|
|
|
|
DWORD modnum;
|
|
|
|
|
|
|
|
modnum = StaticModules.Size();
|
|
|
|
arc << modnum;
|
|
|
|
|
|
|
|
if (modnum != StaticModules.Size())
|
|
|
|
{
|
|
|
|
I_Error ("Level was saved with a different number of ACS modules.");
|
|
|
|
}
|
|
|
|
|
|
|
|
for (modnum = 0; modnum < StaticModules.Size(); ++modnum)
|
|
|
|
{
|
|
|
|
FBehavior *module = StaticModules[modnum];
|
|
|
|
|
|
|
|
if (arc.IsStoring())
|
|
|
|
{
|
|
|
|
arc.WriteString (module->ModuleName);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
char *modname = NULL;
|
|
|
|
arc << modname;
|
|
|
|
if (stricmp (modname, module->ModuleName) != 0)
|
|
|
|
{
|
|
|
|
delete[] modname;
|
|
|
|
I_Error ("Level was saved with a different set of ACS modules.");
|
|
|
|
}
|
|
|
|
delete[] modname;
|
|
|
|
}
|
|
|
|
module->SerializeVars (arc);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::SerializeVars (FArchive &arc)
|
|
|
|
{
|
|
|
|
SerializeVarSet (arc, MapVarStore, NUM_MAPVARS);
|
|
|
|
for (int i = 0; i < NumArrays; ++i)
|
|
|
|
{
|
|
|
|
SerializeVarSet (arc, ArrayStore[i].Elements, ArrayStore[i].ArraySize);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::SerializeVarSet (FArchive &arc, SDWORD *vars, int max)
|
|
|
|
{
|
|
|
|
SDWORD arcval;
|
|
|
|
SDWORD first, last;
|
|
|
|
|
|
|
|
if (arc.IsStoring ())
|
|
|
|
{
|
|
|
|
// Find first non-zero variable
|
|
|
|
for (first = 0; first < max; ++first)
|
|
|
|
{
|
|
|
|
if (vars[first] != 0)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Find last non-zero variable
|
|
|
|
for (last = max - 1; last >= first; --last)
|
|
|
|
{
|
|
|
|
if (vars[last] != 0)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (last < first)
|
|
|
|
{ // no non-zero variables
|
|
|
|
arcval = 0;
|
|
|
|
arc << arcval;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
arcval = last - first + 1;
|
|
|
|
arc << arcval;
|
|
|
|
arcval = first;
|
|
|
|
arc << arcval;
|
|
|
|
|
|
|
|
while (first <= last)
|
|
|
|
{
|
|
|
|
arc << vars[first];
|
|
|
|
++first;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SDWORD truelast;
|
|
|
|
|
|
|
|
arc << last;
|
|
|
|
if (last == 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
arc << first;
|
|
|
|
last += first;
|
|
|
|
truelast = last;
|
|
|
|
|
|
|
|
if (last > max)
|
|
|
|
{
|
|
|
|
last = max;
|
|
|
|
}
|
|
|
|
|
|
|
|
memset (vars, 0, max*sizeof(*vars));
|
|
|
|
|
|
|
|
while (first < last)
|
|
|
|
{
|
|
|
|
arc << vars[first];
|
|
|
|
++first;
|
|
|
|
}
|
|
|
|
while (first < truelast)
|
|
|
|
{
|
|
|
|
arc << arcval;
|
|
|
|
++first;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
FBehavior::FBehavior (int lumpnum, FileReader * fr, int len)
|
|
|
|
{
|
|
|
|
BYTE *object;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
NumScripts = 0;
|
|
|
|
NumFunctions = 0;
|
|
|
|
NumArrays = 0;
|
|
|
|
NumTotalArrays = 0;
|
|
|
|
Scripts = NULL;
|
|
|
|
Functions = NULL;
|
|
|
|
Arrays = NULL;
|
|
|
|
ArrayStore = NULL;
|
|
|
|
Chunks = NULL;
|
|
|
|
Data = NULL;
|
|
|
|
Format = ACS_Unknown;
|
|
|
|
LumpNum = lumpnum;
|
|
|
|
memset (MapVarStore, 0, sizeof(MapVarStore));
|
|
|
|
ModuleName[0] = 0;
|
|
|
|
|
|
|
|
|
|
|
|
// Now that everything is set up, record this module as being among the loaded modules.
|
|
|
|
// We need to do this before resolving any imports, because an import might (indirectly)
|
|
|
|
// need to resolve exports in this module. The only things that can be exported are
|
|
|
|
// functions and map variables, which must already be present if they're exported, so
|
|
|
|
// this is okay.
|
|
|
|
|
|
|
|
// This must be done first for 2 reasons:
|
|
|
|
// 1. If not, corrupt modules cause memory leaks
|
|
|
|
// 2. Corrupt modules won't be reported when a level is being loaded if this function quits before
|
|
|
|
// adding it to the list.
|
|
|
|
LibraryID = StaticModules.Push (this) << 16;
|
|
|
|
|
|
|
|
if (fr == NULL) len = Wads.LumpLength (lumpnum);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Any behaviors smaller than 32 bytes cannot possibly contain anything useful.
|
|
|
|
// (16 bytes for a completely empty behavior + 12 bytes for one script header
|
|
|
|
// + 4 bytes for PCD_TERMINATE for an old-style object. A new-style object
|
|
|
|
// has 24 bytes if it is completely empty. An empty SPTR chunk adds 8 bytes.)
|
|
|
|
if (len < 32)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
object = new BYTE[len];
|
|
|
|
if (fr == NULL)
|
|
|
|
{
|
|
|
|
Wads.ReadLump (lumpnum, object);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fr->Read (object, len);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (object[0] != 'A' || object[1] != 'C' || object[2] != 'S')
|
|
|
|
{
|
|
|
|
delete[] object;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (object[3])
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
Format = ACS_Old;
|
|
|
|
break;
|
|
|
|
case 'E':
|
|
|
|
Format = ACS_Enhanced;
|
|
|
|
break;
|
|
|
|
case 'e':
|
|
|
|
Format = ACS_LittleEnhanced;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
delete[] object;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fr == NULL)
|
|
|
|
{
|
|
|
|
Wads.GetLumpName (ModuleName, lumpnum);
|
|
|
|
ModuleName[8] = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
strcpy(ModuleName, "BEHAVIOR");
|
|
|
|
}
|
|
|
|
|
|
|
|
Data = object;
|
|
|
|
DataSize = len;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
if (Format == ACS_Old)
|
|
|
|
{
|
|
|
|
DWORD dirofs = LittleLong(((DWORD *)object)[1]);
|
|
|
|
DWORD pretag = ((DWORD *)(object + dirofs))[-1];
|
|
|
|
|
|
|
|
Chunks = object + len;
|
|
|
|
// Check for redesigned ACSE/ACSe
|
|
|
|
if (dirofs >= 6*4 &&
|
|
|
|
(pretag == MAKE_ID('A','C','S','e') ||
|
|
|
|
pretag == MAKE_ID('A','C','S','E')))
|
|
|
|
{
|
|
|
|
Format = (pretag == MAKE_ID('A','C','S','e')) ? ACS_LittleEnhanced : ACS_Enhanced;
|
|
|
|
Chunks = object + LittleLong(((DWORD *)(object + dirofs))[-2]);
|
|
|
|
// Forget about the compatibility cruft at the end of the lump
|
|
|
|
DataSize = LittleLong(((DWORD *)object)[1]) - 8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Chunks = object + LittleLong(((DWORD *)object)[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
LoadScriptsDirectory ();
|
|
|
|
|
|
|
|
if (Format == ACS_Old)
|
|
|
|
{
|
|
|
|
StringTable = ((DWORD *)Data)[1];
|
|
|
|
StringTable += ((DWORD *)(Data + StringTable))[0] * 12 + 4;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UnencryptStrings ();
|
|
|
|
BYTE *strings = FindChunk (MAKE_ID('S','T','R','L'));
|
|
|
|
if (strings != NULL)
|
|
|
|
{
|
2008-09-15 23:47:00 +00:00
|
|
|
StringTable = DWORD(strings - Data + 8);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
StringTable = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Format == ACS_Old)
|
|
|
|
{
|
|
|
|
// Do initialization for old-style behavior lumps
|
|
|
|
for (i = 0; i < NUM_MAPVARS; ++i)
|
|
|
|
{
|
|
|
|
MapVars[i] = &MapVarStore[i];
|
|
|
|
}
|
|
|
|
//LibraryID = StaticModules.Push (this) << 16;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DWORD *chunk;
|
|
|
|
|
|
|
|
Functions = FindChunk (MAKE_ID('F','U','N','C'));
|
|
|
|
if (Functions != NULL)
|
|
|
|
{
|
|
|
|
NumFunctions = LittleLong(((DWORD *)Functions)[1]) / 8;
|
|
|
|
Functions += 8;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Initialize this object's map variables
|
|
|
|
memset (MapVarStore, 0, sizeof(MapVarStore));
|
|
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('M','I','N','I'));
|
|
|
|
while (chunk != NULL)
|
|
|
|
{
|
|
|
|
int numvars = LittleLong(chunk[1])/4 - 1;
|
|
|
|
int firstvar = LittleLong(chunk[2]);
|
|
|
|
for (i = 0; i < numvars; ++i)
|
|
|
|
{
|
|
|
|
MapVarStore[i+firstvar] = LittleLong(chunk[3+i]);
|
|
|
|
}
|
|
|
|
chunk = (DWORD *)NextChunk ((BYTE *)chunk);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Initialize this object's map variable pointers to defaults. They can be changed
|
|
|
|
// later once the imported modules are loaded.
|
|
|
|
for (i = 0; i < NUM_MAPVARS; ++i)
|
|
|
|
{
|
|
|
|
MapVars[i] = &MapVarStore[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create arrays for this module
|
|
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('A','R','A','Y'));
|
|
|
|
if (chunk != NULL)
|
|
|
|
{
|
|
|
|
NumArrays = LittleLong(chunk[1])/8;
|
|
|
|
ArrayStore = new ArrayInfo[NumArrays];
|
|
|
|
memset (ArrayStore, 0, sizeof(*Arrays)*NumArrays);
|
|
|
|
for (i = 0; i < NumArrays; ++i)
|
|
|
|
{
|
|
|
|
MapVarStore[LittleLong(chunk[2+i*2])] = i;
|
|
|
|
ArrayStore[i].ArraySize = LittleLong(chunk[3+i*2]);
|
|
|
|
ArrayStore[i].Elements = new SDWORD[ArrayStore[i].ArraySize];
|
|
|
|
memset(ArrayStore[i].Elements, 0, ArrayStore[i].ArraySize*sizeof(DWORD));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Initialize arrays for this module
|
|
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('A','I','N','I'));
|
|
|
|
while (chunk != NULL)
|
|
|
|
{
|
|
|
|
int arraynum = MapVarStore[LittleLong(chunk[2])];
|
|
|
|
if ((unsigned)arraynum < (unsigned)NumArrays)
|
|
|
|
{
|
|
|
|
int initsize = MIN<int> (ArrayStore[arraynum].ArraySize, (LittleLong(chunk[1])-4)/4);
|
|
|
|
SDWORD *elems = ArrayStore[arraynum].Elements;
|
|
|
|
for (i = 0; i < initsize; ++i)
|
|
|
|
{
|
|
|
|
elems[i] = LittleLong(chunk[3+i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
chunk = (DWORD *)NextChunk((BYTE *)chunk);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Start setting up array pointers
|
|
|
|
NumTotalArrays = NumArrays;
|
|
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('A','I','M','P'));
|
|
|
|
if (chunk != NULL)
|
|
|
|
{
|
|
|
|
NumTotalArrays += LittleLong(chunk[2]);
|
|
|
|
}
|
|
|
|
if (NumTotalArrays != 0)
|
|
|
|
{
|
|
|
|
Arrays = new ArrayInfo *[NumTotalArrays];
|
|
|
|
for (i = 0; i < NumArrays; ++i)
|
|
|
|
{
|
|
|
|
Arrays[i] = &ArrayStore[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Tag the library ID to any map variables that are initialized with strings
|
|
|
|
if (LibraryID != 0)
|
|
|
|
{
|
|
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('M','S','T','R'));
|
|
|
|
if (chunk != NULL)
|
|
|
|
{
|
|
|
|
for (DWORD i = 0; i < chunk[1]/4; ++i)
|
|
|
|
{
|
|
|
|
MapVarStore[chunk[i+2]] |= LibraryID;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('A','S','T','R'));
|
|
|
|
if (chunk != NULL)
|
|
|
|
{
|
|
|
|
for (DWORD i = 0; i < chunk[1]/4; ++i)
|
|
|
|
{
|
|
|
|
int arraynum = MapVarStore[LittleLong(chunk[i+2])];
|
|
|
|
if ((unsigned)arraynum < (unsigned)NumArrays)
|
|
|
|
{
|
|
|
|
SDWORD *elems = ArrayStore[arraynum].Elements;
|
|
|
|
for (int j = ArrayStore[arraynum].ArraySize; j > 0; --j, ++elems)
|
|
|
|
{
|
|
|
|
*elems |= LibraryID;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (NULL != (chunk = (DWORD *)FindChunk (MAKE_ID('L','O','A','D'))))
|
|
|
|
{
|
|
|
|
const char *const parse = (char *)&chunk[2];
|
|
|
|
DWORD i;
|
|
|
|
|
|
|
|
for (i = 0; i < chunk[1]; )
|
|
|
|
{
|
|
|
|
if (parse[i])
|
|
|
|
{
|
|
|
|
FBehavior *module = NULL;
|
|
|
|
int lump = Wads.CheckNumForName (&parse[i], ns_acslibrary);
|
|
|
|
if (lump < 0)
|
|
|
|
{
|
|
|
|
Printf ("Could not find ACS library %s.\n", &parse[i]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
module = StaticLoadModule (lump);
|
|
|
|
}
|
|
|
|
if (module != NULL) Imports.Push (module);
|
|
|
|
do ; while (parse[++i]);
|
|
|
|
}
|
|
|
|
++i;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Go through each imported module in order and resolve all imported functions
|
|
|
|
// and map variables.
|
|
|
|
for (i = 0; i < Imports.Size(); ++i)
|
|
|
|
{
|
|
|
|
FBehavior *lib = Imports[i];
|
|
|
|
int j;
|
|
|
|
|
|
|
|
if (lib == NULL)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Resolve functions
|
|
|
|
chunk = (DWORD *)FindChunk(MAKE_ID('F','N','A','M'));
|
|
|
|
for (j = 0; j < NumFunctions; ++j)
|
|
|
|
{
|
|
|
|
ScriptFunction *func = &((ScriptFunction *)Functions)[j];
|
|
|
|
if (func->Address == 0 && func->ImportNum == 0)
|
|
|
|
{
|
|
|
|
int libfunc = lib->FindFunctionName ((char *)(chunk + 2) + chunk[3+j]);
|
|
|
|
if (libfunc >= 0)
|
|
|
|
{
|
|
|
|
ScriptFunction *realfunc = &((ScriptFunction *)lib->Functions)[libfunc];
|
|
|
|
// Make sure that the library really defines this function. It might simply
|
|
|
|
// be importing it itself.
|
|
|
|
if (realfunc->Address != 0 && realfunc->ImportNum == 0)
|
|
|
|
{
|
|
|
|
func->Address = libfunc;
|
|
|
|
func->ImportNum = i+1;
|
|
|
|
if (realfunc->ArgCount != func->ArgCount)
|
|
|
|
{
|
|
|
|
Printf ("Function %s in %s has %d arguments. %s expects it to have %d.\n",
|
|
|
|
(char *)(chunk + 2) + chunk[3+j], lib->ModuleName, realfunc->ArgCount,
|
|
|
|
ModuleName, func->ArgCount);
|
|
|
|
Format = ACS_Unknown;
|
|
|
|
}
|
|
|
|
// The next two properties do not effect code compatibility, so it is
|
|
|
|
// okay for them to be different in the imported module than they are
|
|
|
|
// in this one, as long as we make sure to use the real values.
|
|
|
|
func->LocalCount = realfunc->LocalCount;
|
|
|
|
func->HasReturnValue = realfunc->HasReturnValue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Resolve map variables
|
|
|
|
chunk = (DWORD *)FindChunk(MAKE_ID('M','I','M','P'));
|
|
|
|
if (chunk != NULL)
|
|
|
|
{
|
|
|
|
char *parse = (char *)&chunk[2];
|
|
|
|
for (DWORD j = 0; j < chunk[1]; )
|
|
|
|
{
|
|
|
|
DWORD varNum = LittleLong(*(DWORD *)&parse[j]);
|
|
|
|
j += 4;
|
|
|
|
int impNum = lib->FindMapVarName (&parse[j]);
|
|
|
|
if (impNum >= 0)
|
|
|
|
{
|
|
|
|
MapVars[varNum] = &lib->MapVarStore[impNum];
|
|
|
|
}
|
|
|
|
do ; while (parse[++j]);
|
|
|
|
++j;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Resolve arrays
|
|
|
|
if (NumTotalArrays > NumArrays)
|
|
|
|
{
|
|
|
|
chunk = (DWORD *)FindChunk(MAKE_ID('A','I','M','P'));
|
|
|
|
char *parse = (char *)&chunk[3];
|
|
|
|
for (DWORD j = 0; j < LittleLong(chunk[2]); ++j)
|
|
|
|
{
|
|
|
|
DWORD varNum = LittleLong(*(DWORD *)parse);
|
|
|
|
parse += 4;
|
|
|
|
DWORD expectedSize = LittleLong(*(DWORD *)parse);
|
|
|
|
parse += 4;
|
|
|
|
int impNum = lib->FindMapArray (parse);
|
|
|
|
if (impNum >= 0)
|
|
|
|
{
|
|
|
|
Arrays[NumArrays + j] = &lib->ArrayStore[impNum];
|
|
|
|
MapVarStore[varNum] = NumArrays + j;
|
|
|
|
if (lib->ArrayStore[impNum].ArraySize != expectedSize)
|
|
|
|
{
|
|
|
|
Format = ACS_Unknown;
|
|
|
|
Printf ("The array %s in %s has %u elements, but %s expects it to only have %u.\n",
|
|
|
|
parse, lib->ModuleName, lib->ArrayStore[impNum].ArraySize,
|
|
|
|
ModuleName, expectedSize);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
do ; while (*++parse);
|
|
|
|
++parse;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DPrintf ("Loaded %d scripts, %d functions\n", NumScripts, NumFunctions);
|
|
|
|
}
|
|
|
|
|
|
|
|
FBehavior::~FBehavior ()
|
|
|
|
{
|
|
|
|
if (Scripts != NULL)
|
|
|
|
{
|
|
|
|
delete[] Scripts;
|
|
|
|
Scripts = NULL;
|
|
|
|
}
|
|
|
|
if (Arrays != NULL)
|
|
|
|
{
|
|
|
|
delete[] Arrays;
|
|
|
|
Arrays = NULL;
|
|
|
|
}
|
|
|
|
if (ArrayStore != NULL)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < NumArrays; ++i)
|
|
|
|
{
|
|
|
|
if (ArrayStore[i].Elements != NULL)
|
|
|
|
{
|
|
|
|
delete[] ArrayStore[i].Elements;
|
|
|
|
ArrayStore[i].Elements = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
delete[] ArrayStore;
|
|
|
|
ArrayStore = NULL;
|
|
|
|
}
|
|
|
|
if (Data != NULL)
|
|
|
|
{
|
|
|
|
delete[] Data;
|
|
|
|
Data = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::LoadScriptsDirectory ()
|
|
|
|
{
|
|
|
|
union
|
|
|
|
{
|
|
|
|
BYTE *b;
|
|
|
|
DWORD *dw;
|
|
|
|
WORD *w;
|
|
|
|
ScriptPtr2 *po; // Old
|
|
|
|
ScriptPtr1 *pi; // Intermediate
|
|
|
|
ScriptPtr3 *pe; // LittleEnhanced
|
|
|
|
} scripts;
|
|
|
|
int i, max;
|
|
|
|
|
|
|
|
NumScripts = 0;
|
|
|
|
Scripts = NULL;
|
|
|
|
|
|
|
|
// Load the main script directory
|
|
|
|
switch (Format)
|
|
|
|
{
|
|
|
|
case ACS_Old:
|
|
|
|
scripts.dw = (DWORD *)(Data + ((DWORD *)Data)[1]);
|
|
|
|
NumScripts = scripts.dw[0];
|
|
|
|
if (NumScripts != 0)
|
|
|
|
{
|
|
|
|
scripts.dw++;
|
|
|
|
|
|
|
|
Scripts = new ScriptPtr[NumScripts];
|
|
|
|
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
|
|
{
|
|
|
|
ScriptPtr2 *ptr1 = &scripts.po[i];
|
|
|
|
ScriptPtr *ptr2 = &Scripts[i];
|
|
|
|
|
|
|
|
ptr2->Number = LittleLong(ptr1->Number) % 1000;
|
|
|
|
ptr2->Type = LittleLong(ptr1->Number) / 1000;
|
|
|
|
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
|
|
|
|
ptr2->Address = LittleLong(ptr1->Address);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACS_Enhanced:
|
|
|
|
case ACS_LittleEnhanced:
|
|
|
|
scripts.b = FindChunk (MAKE_ID('S','P','T','R'));
|
|
|
|
if (scripts.b == NULL)
|
|
|
|
{
|
|
|
|
// There are no scripts!
|
|
|
|
}
|
|
|
|
else if (*(DWORD *)Data != MAKE_ID('A','C','S',0))
|
|
|
|
{
|
|
|
|
NumScripts = scripts.dw[1] / 12;
|
|
|
|
Scripts = new ScriptPtr[NumScripts];
|
|
|
|
scripts.dw += 2;
|
|
|
|
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
|
|
{
|
|
|
|
ScriptPtr1 *ptr1 = &scripts.pi[i];
|
|
|
|
ScriptPtr *ptr2 = &Scripts[i];
|
|
|
|
|
|
|
|
ptr2->Number = LittleShort(ptr1->Number);
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
ptr2->Type = BYTE(LittleShort(ptr1->Type));
|
2008-01-27 11:25:03 +00:00
|
|
|
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
|
|
|
|
ptr2->Address = LittleLong(ptr1->Address);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
NumScripts = scripts.dw[1] / 8;
|
|
|
|
Scripts = new ScriptPtr[NumScripts];
|
|
|
|
scripts.dw += 2;
|
|
|
|
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
|
|
{
|
|
|
|
ScriptPtr3 *ptr1 = &scripts.pe[i];
|
|
|
|
ScriptPtr *ptr2 = &Scripts[i];
|
|
|
|
|
|
|
|
ptr2->Number = LittleShort(ptr1->Number);
|
|
|
|
ptr2->Type = ptr1->Type;
|
|
|
|
ptr2->ArgCount = ptr1->ArgCount;
|
|
|
|
ptr2->Address = LittleLong(ptr1->Address);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
|
|
{
|
|
|
|
Scripts[i].Flags = 0;
|
|
|
|
Scripts[i].VarCount = LOCAL_SIZE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sort scripts, so we can use a binary search to find them
|
|
|
|
if (NumScripts > 1)
|
|
|
|
{
|
|
|
|
qsort (Scripts, NumScripts, sizeof(ScriptPtr), SortScripts);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Format == ACS_Old)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Load script flags
|
|
|
|
scripts.b = FindChunk (MAKE_ID('S','F','L','G'));
|
|
|
|
if (scripts.dw != NULL)
|
|
|
|
{
|
|
|
|
max = scripts.dw[1];
|
|
|
|
scripts.dw += 2;
|
|
|
|
for (i = max; i > 0; --i, scripts.w += 2)
|
|
|
|
{
|
|
|
|
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.w[0])));
|
|
|
|
if (ptr != NULL)
|
|
|
|
{
|
|
|
|
ptr->Flags = LittleShort(scripts.w[1]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Load script var counts
|
|
|
|
scripts.b = FindChunk (MAKE_ID('S','V','C','T'));
|
|
|
|
if (scripts.dw != NULL)
|
|
|
|
{
|
|
|
|
max = scripts.dw[1];
|
|
|
|
scripts.dw += 2;
|
|
|
|
for (i = max; i > 0; --i, scripts.w += 2)
|
|
|
|
{
|
|
|
|
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.w[0])));
|
|
|
|
if (ptr != NULL)
|
|
|
|
{
|
|
|
|
ptr->VarCount = LittleShort(scripts.w[1]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int STACK_ARGS FBehavior::SortScripts (const void *a, const void *b)
|
|
|
|
{
|
|
|
|
ScriptPtr *ptr1 = (ScriptPtr *)a;
|
|
|
|
ScriptPtr *ptr2 = (ScriptPtr *)b;
|
|
|
|
return ptr1->Number - ptr2->Number;
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::UnencryptStrings ()
|
|
|
|
{
|
|
|
|
DWORD *prevchunk = NULL;
|
|
|
|
DWORD *chunk = (DWORD *)FindChunk(MAKE_ID('S','T','R','E'));
|
|
|
|
while (chunk != NULL)
|
|
|
|
{
|
|
|
|
for (DWORD strnum = 0; strnum < chunk[3]; ++strnum)
|
|
|
|
{
|
|
|
|
int ofs = chunk[5+strnum];
|
|
|
|
BYTE *data = (BYTE *)chunk + ofs + 8, last;
|
|
|
|
int p = (BYTE)(ofs*157135);
|
|
|
|
int i = 0;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
last = (data[i] ^= (BYTE)(p+(i>>1)));
|
|
|
|
++i;
|
|
|
|
} while (last != 0);
|
|
|
|
}
|
|
|
|
prevchunk = chunk;
|
|
|
|
chunk = (DWORD *)NextChunk ((BYTE *)chunk);
|
|
|
|
*prevchunk = MAKE_ID('S','T','R','L');
|
|
|
|
}
|
|
|
|
if (prevchunk != NULL)
|
|
|
|
{
|
|
|
|
*prevchunk = MAKE_ID('S','T','R','L');
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FBehavior::IsGood ()
|
|
|
|
{
|
|
|
|
bool bad;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// Check that the data format was understood
|
|
|
|
if (Format == ACS_Unknown)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check that all functions are resolved
|
|
|
|
bad = false;
|
|
|
|
for (i = 0; i < NumFunctions; ++i)
|
|
|
|
{
|
|
|
|
ScriptFunction *funcdef = (ScriptFunction *)Functions + i;
|
|
|
|
if (funcdef->Address == 0 && funcdef->ImportNum == 0)
|
|
|
|
{
|
|
|
|
DWORD *chunk = (DWORD *)FindChunk (MAKE_ID('F','N','A','M'));
|
|
|
|
Printf ("Could not find ACS function %s for use in %s.\n",
|
|
|
|
(char *)(chunk + 2) + chunk[3+i], ModuleName);
|
|
|
|
bad = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check that all imported modules were loaded
|
|
|
|
for (i = Imports.Size() - 1; i >= 0; --i)
|
|
|
|
{
|
|
|
|
if (Imports[i] == NULL)
|
|
|
|
{
|
|
|
|
Printf ("Not all the libraries used by %s could be found.\n", ModuleName);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return !bad;
|
|
|
|
}
|
|
|
|
|
|
|
|
const ScriptPtr *FBehavior::FindScript (int script) const
|
|
|
|
{
|
|
|
|
const ScriptPtr *ptr = BinarySearch<ScriptPtr, WORD>
|
|
|
|
((ScriptPtr *)Scripts, NumScripts, &ScriptPtr::Number, (WORD)script);
|
|
|
|
|
|
|
|
return ptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
const ScriptPtr *FBehavior::StaticFindScript (int script, FBehavior *&module)
|
|
|
|
{
|
|
|
|
for (DWORD i = 0; i < StaticModules.Size(); ++i)
|
|
|
|
{
|
|
|
|
const ScriptPtr *code = StaticModules[i]->FindScript (script);
|
|
|
|
if (code != NULL)
|
|
|
|
{
|
|
|
|
module = StaticModules[i];
|
|
|
|
return code;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
ScriptFunction *FBehavior::GetFunction (int funcnum, FBehavior *&module) const
|
|
|
|
{
|
|
|
|
if ((unsigned)funcnum >= (unsigned)NumFunctions)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
ScriptFunction *funcdef = (ScriptFunction *)Functions + funcnum;
|
|
|
|
if (funcdef->ImportNum)
|
|
|
|
{
|
|
|
|
return Imports[funcdef->ImportNum - 1]->GetFunction (funcdef->Address, module);
|
|
|
|
}
|
|
|
|
// Should I just un-const this function instead of using a const_cast?
|
|
|
|
module = const_cast<FBehavior *>(this);
|
|
|
|
return funcdef;
|
|
|
|
}
|
|
|
|
|
|
|
|
int FBehavior::FindFunctionName (const char *funcname) const
|
|
|
|
{
|
|
|
|
return FindStringInChunk ((DWORD *)FindChunk (MAKE_ID('F','N','A','M')), funcname);
|
|
|
|
}
|
|
|
|
|
|
|
|
int FBehavior::FindMapVarName (const char *varname) const
|
|
|
|
{
|
|
|
|
return FindStringInChunk ((DWORD *)FindChunk (MAKE_ID('M','E','X','P')), varname);
|
|
|
|
}
|
|
|
|
|
|
|
|
int FBehavior::FindMapArray (const char *arrayname) const
|
|
|
|
{
|
|
|
|
int var = FindMapVarName (arrayname);
|
|
|
|
if (var >= 0)
|
|
|
|
{
|
|
|
|
return MapVarStore[var];
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int FBehavior::FindStringInChunk (DWORD *names, const char *varname) const
|
|
|
|
{
|
|
|
|
if (names != NULL)
|
|
|
|
{
|
|
|
|
DWORD i;
|
|
|
|
|
|
|
|
for (i = 0; i < names[2]; ++i)
|
|
|
|
{
|
|
|
|
if (stricmp (varname, (char *)(names + 2) + names[3+i]) == 0)
|
|
|
|
{
|
|
|
|
return (int)i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int FBehavior::GetArrayVal (int arraynum, int index) const
|
|
|
|
{
|
|
|
|
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
|
|
|
|
return 0;
|
|
|
|
const ArrayInfo *array = Arrays[arraynum];
|
|
|
|
if ((unsigned)index >= (unsigned)array->ArraySize)
|
|
|
|
return 0;
|
|
|
|
return array->Elements[index];
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::SetArrayVal (int arraynum, int index, int value)
|
|
|
|
{
|
|
|
|
if ((unsigned)arraynum >= (unsigned)NumTotalArrays)
|
|
|
|
return;
|
|
|
|
const ArrayInfo *array = Arrays[arraynum];
|
|
|
|
if ((unsigned)index >= (unsigned)array->ArraySize)
|
|
|
|
return;
|
|
|
|
array->Elements[index] = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
BYTE *FBehavior::FindChunk (DWORD id) const
|
|
|
|
{
|
|
|
|
BYTE *chunk = Chunks;
|
|
|
|
|
|
|
|
while (chunk != NULL && chunk < Data + DataSize)
|
|
|
|
{
|
|
|
|
if (((DWORD *)chunk)[0] == id)
|
|
|
|
{
|
|
|
|
return chunk;
|
|
|
|
}
|
|
|
|
chunk += ((DWORD *)chunk)[1] + 8;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
BYTE *FBehavior::NextChunk (BYTE *chunk) const
|
|
|
|
{
|
|
|
|
DWORD id = *(DWORD *)chunk;
|
|
|
|
chunk += ((DWORD *)chunk)[1] + 8;
|
|
|
|
while (chunk != NULL && chunk < Data + DataSize)
|
|
|
|
{
|
|
|
|
if (((DWORD *)chunk)[0] == id)
|
|
|
|
{
|
|
|
|
return chunk;
|
|
|
|
}
|
|
|
|
chunk += ((DWORD *)chunk)[1] + 8;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
const char *FBehavior::StaticLookupString (DWORD index)
|
|
|
|
{
|
|
|
|
DWORD lib = index >> 16;
|
|
|
|
if (lib >= (DWORD)StaticModules.Size())
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
return StaticModules[lib]->LookupString (index & 0xffff);
|
|
|
|
}
|
|
|
|
|
|
|
|
const char *FBehavior::LookupString (DWORD index) const
|
|
|
|
{
|
|
|
|
if (StringTable == 0)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
if (Format == ACS_Old)
|
|
|
|
{
|
|
|
|
DWORD *list = (DWORD *)(Data + StringTable);
|
|
|
|
|
|
|
|
if (index >= list[0])
|
|
|
|
return NULL; // Out of range for this list;
|
|
|
|
return (const char *)(Data + list[1+index]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DWORD *list = (DWORD *)(Data + StringTable);
|
|
|
|
|
|
|
|
if (index >= list[1])
|
|
|
|
return NULL; // Out of range for this list
|
|
|
|
return (const char *)(Data + StringTable + list[3+index]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::StaticStartTypedScripts (WORD type, AActor *activator, bool always, int arg1, bool runNow)
|
|
|
|
{
|
2008-02-14 13:07:19 +00:00
|
|
|
DPrintf("Starting all scripts of type %d\n", type);
|
2008-01-27 11:25:03 +00:00
|
|
|
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
|
|
|
|
{
|
|
|
|
StaticModules[i]->StartTypedScripts (type, activator, always, arg1, runNow);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::StartTypedScripts (WORD type, AActor *activator, bool always, int arg1, bool runNow)
|
|
|
|
{
|
|
|
|
const ScriptPtr *ptr;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
|
|
{
|
|
|
|
ptr = &Scripts[i];
|
|
|
|
if (ptr->Type == type)
|
|
|
|
{
|
|
|
|
DLevelScript *runningScript = P_GetScriptGoing (activator, NULL, ptr->Number,
|
2008-03-12 15:21:17 +00:00
|
|
|
ptr, this, 0, arg1, 0, 0, always);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (runNow)
|
|
|
|
{
|
|
|
|
runningScript->RunScript ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// FBehavior :: StaticStopMyScripts
|
|
|
|
//
|
|
|
|
// Stops any scripts started by the specified actor. Used by the net code
|
|
|
|
// when a player disconnects. Should this be used in general whenever an
|
|
|
|
// actor is destroyed?
|
|
|
|
|
|
|
|
void FBehavior::StaticStopMyScripts (AActor *actor)
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
|
|
|
|
if (controller != NULL)
|
|
|
|
{
|
|
|
|
controller->StopScriptsFor (actor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//---- The ACS Interpreter ----//
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
IMPLEMENT_POINTY_CLASS (DACSThinker)
|
|
|
|
DECLARE_POINTER(LastScript)
|
|
|
|
DECLARE_POINTER(Scripts)
|
|
|
|
END_POINTERS
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-13 10:21:13 +00:00
|
|
|
TObjPtr<DACSThinker> DACSThinker::ActiveThinker;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
DACSThinker::DACSThinker ()
|
|
|
|
{
|
|
|
|
if (ActiveThinker)
|
|
|
|
{
|
|
|
|
I_Error ("Only one ACSThinker is allowed to exist at a time.\nCheck your code.");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ActiveThinker = this;
|
|
|
|
Scripts = NULL;
|
|
|
|
LastScript = NULL;
|
|
|
|
for (int i = 0; i < 1000; i++)
|
|
|
|
RunningScripts[i] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DACSThinker::~DACSThinker ()
|
|
|
|
{
|
|
|
|
Scripts = NULL;
|
|
|
|
ActiveThinker = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DACSThinker::Serialize (FArchive &arc)
|
|
|
|
{
|
|
|
|
Super::Serialize (arc);
|
|
|
|
arc << Scripts << LastScript;
|
|
|
|
if (arc.IsStoring ())
|
|
|
|
{
|
|
|
|
WORD i;
|
|
|
|
for (i = 0; i < 1000; i++)
|
|
|
|
{
|
|
|
|
if (RunningScripts[i])
|
|
|
|
arc << RunningScripts[i] << i;
|
|
|
|
}
|
2009-09-02 06:19:49 +00:00
|
|
|
DLevelScript *nilptr = NULL;
|
|
|
|
arc << nilptr;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
WORD scriptnum;
|
|
|
|
DLevelScript *script = NULL;
|
|
|
|
arc << script;
|
|
|
|
while (script)
|
|
|
|
{
|
|
|
|
arc << scriptnum;
|
|
|
|
RunningScripts[scriptnum] = script;
|
|
|
|
arc << script;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DACSThinker::Tick ()
|
|
|
|
{
|
|
|
|
DLevelScript *script = Scripts;
|
|
|
|
|
|
|
|
while (script)
|
|
|
|
{
|
|
|
|
DLevelScript *next = script->next;
|
|
|
|
script->RunScript ();
|
|
|
|
script = next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DACSThinker::StopScriptsFor (AActor *actor)
|
|
|
|
{
|
|
|
|
DLevelScript *script = Scripts;
|
|
|
|
|
|
|
|
while (script != NULL)
|
|
|
|
{
|
|
|
|
DLevelScript *next = script->next;
|
|
|
|
if (script->activator == actor)
|
|
|
|
{
|
|
|
|
script->SetState (DLevelScript::SCRIPT_PleaseRemove);
|
|
|
|
}
|
|
|
|
script = next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
IMPLEMENT_POINTY_CLASS (DLevelScript)
|
2008-03-12 15:21:17 +00:00
|
|
|
DECLARE_POINTER(next)
|
|
|
|
DECLARE_POINTER(prev)
|
|
|
|
DECLARE_POINTER(activator)
|
2008-01-27 11:25:03 +00:00
|
|
|
END_POINTERS
|
|
|
|
|
|
|
|
void DLevelScript::Serialize (FArchive &arc)
|
|
|
|
{
|
|
|
|
DWORD i;
|
|
|
|
|
|
|
|
Super::Serialize (arc);
|
|
|
|
arc << next << prev
|
|
|
|
<< script;
|
|
|
|
|
|
|
|
arc << state
|
|
|
|
<< statedata
|
|
|
|
<< activator
|
|
|
|
<< activationline
|
|
|
|
<< backSide
|
|
|
|
<< numlocalvars;
|
|
|
|
|
|
|
|
if (arc.IsLoading())
|
|
|
|
{
|
|
|
|
localvars = new SDWORD[numlocalvars];
|
|
|
|
}
|
|
|
|
for (i = 0; i < (DWORD)numlocalvars; i++)
|
|
|
|
{
|
|
|
|
arc << localvars[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (arc.IsStoring ())
|
|
|
|
{
|
|
|
|
WORD lib = activeBehavior->GetLibraryID() >> 16;
|
|
|
|
arc << lib;
|
|
|
|
i = activeBehavior->PC2Ofs (pc);
|
|
|
|
arc << i;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
WORD lib;
|
|
|
|
arc << lib << i;
|
|
|
|
activeBehavior = FBehavior::StaticGetModule (lib);
|
|
|
|
pc = activeBehavior->Ofs2PC (i);
|
|
|
|
}
|
|
|
|
|
|
|
|
arc << activefont
|
|
|
|
<< hudwidth << hudheight;
|
|
|
|
}
|
|
|
|
|
|
|
|
DLevelScript::DLevelScript ()
|
|
|
|
{
|
|
|
|
next = prev = NULL;
|
|
|
|
if (DACSThinker::ActiveThinker == NULL)
|
|
|
|
new DACSThinker;
|
|
|
|
activefont = SmallFont;
|
|
|
|
localvars = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
DLevelScript::~DLevelScript ()
|
|
|
|
{
|
|
|
|
if (localvars != NULL)
|
|
|
|
delete[] localvars;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::Unlink ()
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
|
|
|
|
if (controller->LastScript == this)
|
2008-03-12 15:21:17 +00:00
|
|
|
{
|
2008-01-27 11:25:03 +00:00
|
|
|
controller->LastScript = prev;
|
2008-03-12 15:21:17 +00:00
|
|
|
GC::WriteBarrier(controller, prev);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
if (controller->Scripts == this)
|
2008-03-12 15:21:17 +00:00
|
|
|
{
|
2008-01-27 11:25:03 +00:00
|
|
|
controller->Scripts = next;
|
2008-03-12 15:21:17 +00:00
|
|
|
GC::WriteBarrier(controller, next);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
if (prev)
|
2008-03-12 15:21:17 +00:00
|
|
|
{
|
2008-01-27 11:25:03 +00:00
|
|
|
prev->next = next;
|
2008-03-12 15:21:17 +00:00
|
|
|
GC::WriteBarrier(prev, next);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
if (next)
|
2008-03-12 15:21:17 +00:00
|
|
|
{
|
2008-01-27 11:25:03 +00:00
|
|
|
next->prev = prev;
|
2008-03-12 15:21:17 +00:00
|
|
|
GC::WriteBarrier(next, prev);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::Link ()
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
|
|
|
|
next = controller->Scripts;
|
2008-03-12 15:21:17 +00:00
|
|
|
GC::WriteBarrier(this, next);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (controller->Scripts)
|
2008-03-12 15:21:17 +00:00
|
|
|
{
|
2008-01-27 11:25:03 +00:00
|
|
|
controller->Scripts->prev = this;
|
2008-03-12 15:21:17 +00:00
|
|
|
GC::WriteBarrier(controller->Scripts, this);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
prev = NULL;
|
|
|
|
controller->Scripts = this;
|
2008-03-12 15:21:17 +00:00
|
|
|
GC::WriteBarrier(controller, this);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (controller->LastScript == NULL)
|
2008-03-12 15:21:17 +00:00
|
|
|
{
|
2008-01-27 11:25:03 +00:00
|
|
|
controller->LastScript = this;
|
2008-03-12 15:21:17 +00:00
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::PutLast ()
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
|
|
|
|
if (controller->LastScript == this)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Unlink ();
|
|
|
|
if (controller->Scripts == NULL)
|
|
|
|
{
|
|
|
|
Link ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (controller->LastScript)
|
|
|
|
controller->LastScript->next = this;
|
|
|
|
prev = controller->LastScript;
|
|
|
|
next = NULL;
|
|
|
|
controller->LastScript = this;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::PutFirst ()
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
|
|
|
|
if (controller->Scripts == this)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Unlink ();
|
|
|
|
Link ();
|
|
|
|
}
|
|
|
|
|
|
|
|
int DLevelScript::Random (int min, int max)
|
|
|
|
{
|
|
|
|
if (max < min)
|
|
|
|
{
|
|
|
|
swap (max, min);
|
|
|
|
}
|
|
|
|
|
|
|
|
return min + pr_acs(max - min + 1);
|
|
|
|
}
|
|
|
|
|
2008-03-21 21:15:56 +00:00
|
|
|
int DLevelScript::ThingCount (int type, int stringid, int tid, int tag)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
AActor *actor;
|
|
|
|
const PClass *kind;
|
|
|
|
int count = 0;
|
|
|
|
bool replacemented = false;
|
|
|
|
|
|
|
|
if (type >= MAX_SPAWNABLES)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else if (type > 0)
|
|
|
|
{
|
|
|
|
kind = SpawnableThings[type];
|
|
|
|
if (kind == NULL)
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else if (stringid >= 0)
|
|
|
|
{
|
|
|
|
const char *type_name = FBehavior::StaticLookupString (stringid);
|
|
|
|
if (type_name == NULL)
|
|
|
|
return 0;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
kind = PClass::FindClass (type_name);
|
|
|
|
if (kind == NULL || kind->ActorInfo == NULL)
|
|
|
|
return 0;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
kind = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
do_count:
|
|
|
|
if (tid)
|
|
|
|
{
|
|
|
|
FActorIterator iterator (tid);
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
if (actor->health > 0 &&
|
|
|
|
(kind == NULL || actor->IsA (kind)))
|
|
|
|
{
|
2008-03-21 21:15:56 +00:00
|
|
|
if (actor->Sector->tag == tag || tag == -1)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-21 21:15:56 +00:00
|
|
|
// Don't count items in somebody's inventory
|
|
|
|
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
|
|
|
|
static_cast<AInventory *>(actor)->Owner == NULL)
|
|
|
|
{
|
|
|
|
count++;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TThinkerIterator<AActor> iterator;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
if (actor->health > 0 &&
|
|
|
|
(kind == NULL || actor->IsA (kind)))
|
|
|
|
{
|
2008-03-21 21:15:56 +00:00
|
|
|
if (actor->Sector->tag == tag || tag == -1)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-21 21:15:56 +00:00
|
|
|
// Don't count items in somebody's inventory
|
|
|
|
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
|
|
|
|
static_cast<AInventory *>(actor)->Owner == NULL)
|
|
|
|
{
|
|
|
|
count++;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!replacemented && kind != NULL)
|
|
|
|
{
|
|
|
|
// Again, with decorate replacements
|
|
|
|
replacemented = true;
|
|
|
|
PClass *newkind = kind->ActorInfo->GetReplacement()->Class;
|
|
|
|
if (newkind != kind)
|
|
|
|
{
|
|
|
|
kind = newkind;
|
|
|
|
goto do_count;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::ChangeFlat (int tag, int name, bool floorOrCeiling)
|
|
|
|
{
|
2008-06-28 13:29:59 +00:00
|
|
|
FTextureID flat;
|
|
|
|
int secnum = -1;
|
2008-01-27 11:25:03 +00:00
|
|
|
const char *flatname = FBehavior::StaticLookupString (name);
|
|
|
|
|
|
|
|
if (flatname == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
flat = TexMan.GetTexture (flatname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
|
|
{
|
2008-08-22 07:36:50 +00:00
|
|
|
int pos = floorOrCeiling? sector_t::ceiling : sector_t::floor;
|
|
|
|
sectors[secnum].SetTexture(pos, flat);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int DLevelScript::CountPlayers ()
|
|
|
|
{
|
|
|
|
int count = 0, i;
|
|
|
|
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
if (playeringame[i])
|
|
|
|
count++;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
|
|
|
|
{
|
2008-06-28 13:29:59 +00:00
|
|
|
FTextureID texture;
|
|
|
|
int linenum = -1;
|
2008-01-27 11:25:03 +00:00
|
|
|
const char *texname = FBehavior::StaticLookupString (name);
|
|
|
|
|
|
|
|
if (texname == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
side = !!side;
|
|
|
|
|
|
|
|
texture = TexMan.GetTexture (texname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
|
|
|
|
while ((linenum = P_FindLineFromID (lineid, linenum)) >= 0)
|
|
|
|
{
|
|
|
|
side_t *sidedef;
|
|
|
|
|
2009-09-06 21:11:24 +00:00
|
|
|
sidedef = lines[linenum].sidedef[side];
|
|
|
|
if (sidedef == NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
continue;
|
|
|
|
|
|
|
|
switch (position)
|
|
|
|
{
|
|
|
|
case TEXTURE_TOP:
|
2008-03-21 21:15:56 +00:00
|
|
|
sidedef->SetTexture(side_t::top, texture);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
case TEXTURE_MIDDLE:
|
2008-03-21 21:15:56 +00:00
|
|
|
sidedef->SetTexture(side_t::mid, texture);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
case TEXTURE_BOTTOM:
|
2008-03-21 21:15:56 +00:00
|
|
|
sidedef->SetTexture(side_t::bottom, texture);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, int flags)
|
|
|
|
{
|
|
|
|
const char *fromname = FBehavior::StaticLookupString (fromnamei);
|
|
|
|
const char *toname = FBehavior::StaticLookupString (tonamei);
|
2008-06-28 13:29:59 +00:00
|
|
|
FTextureID picnum1, picnum2;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (fromname == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ((flags ^ (NOT_BOTTOM | NOT_MIDDLE | NOT_TOP)) != 0)
|
|
|
|
{
|
|
|
|
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
|
|
|
|
for (int i = 0; i < numsides; ++i)
|
|
|
|
{
|
|
|
|
side_t *wal = &sides[i];
|
|
|
|
|
2008-03-21 21:15:56 +00:00
|
|
|
for(int j=0;j<3;j++)
|
|
|
|
{
|
|
|
|
static BYTE bits[]={NOT_TOP, NOT_MIDDLE, NOT_BOTTOM};
|
|
|
|
if (!(flags & bits[j]) && wal->GetTexture(j) == picnum1)
|
|
|
|
{
|
|
|
|
wal->SetTexture(j, picnum2);
|
|
|
|
}
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if ((flags ^ (NOT_FLOOR | NOT_CEILING)) != 0)
|
|
|
|
{
|
|
|
|
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
|
|
|
|
for (int i = 0; i < numsectors; ++i)
|
|
|
|
{
|
|
|
|
sector_t *sec = §ors[i];
|
|
|
|
|
2008-08-22 07:36:50 +00:00
|
|
|
if (!(flags & NOT_FLOOR) && sec->GetTexture(sector_t::floor) == picnum1)
|
|
|
|
sec->SetTexture(sector_t::floor, picnum2);
|
|
|
|
if (!(flags & NOT_CEILING) && sec->GetTexture(sector_t::ceiling) == picnum1)
|
|
|
|
sec->SetTexture(sector_t::ceiling, picnum2);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-06-06 15:24:18 +00:00
|
|
|
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
const PClass *info = PClass::FindClass (FBehavior::StaticLookupString (type));
|
|
|
|
AActor *actor = NULL;
|
|
|
|
int spawncount = 0;
|
|
|
|
|
|
|
|
if (info != NULL)
|
|
|
|
{
|
|
|
|
actor = Spawn (info, x, y, z, ALLOW_REPLACE);
|
|
|
|
if (actor != NULL)
|
|
|
|
{
|
|
|
|
DWORD oldFlags2 = actor->flags2;
|
|
|
|
actor->flags2 |= MF2_PASSMOBJ;
|
2009-06-06 15:24:18 +00:00
|
|
|
if (force || P_TestMobjLocation (actor))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
actor->angle = angle << 24;
|
|
|
|
actor->tid = tid;
|
|
|
|
actor->AddToHash ();
|
|
|
|
if (actor->flags & MF_SPECIAL)
|
|
|
|
actor->flags |= MF_DROPPED; // Don't respawn
|
|
|
|
actor->flags2 = oldFlags2;
|
|
|
|
spawncount++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// If this is a monster, subtract it from the total monster
|
|
|
|
// count, because it already added to it during spawning.
|
|
|
|
if (actor->CountsAsKill())
|
|
|
|
{
|
|
|
|
level.total_monsters--;
|
|
|
|
}
|
|
|
|
// Same, for items
|
|
|
|
if (actor->flags & MF_COUNTITEM)
|
|
|
|
{
|
|
|
|
level.total_items--;
|
|
|
|
}
|
|
|
|
actor->Destroy ();
|
|
|
|
actor = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return spawncount;
|
|
|
|
}
|
|
|
|
|
2009-06-06 15:24:18 +00:00
|
|
|
int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool force)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int spawned = 0;
|
|
|
|
|
2009-08-29 18:16:02 +00:00
|
|
|
if (spot != 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2009-08-29 18:16:02 +00:00
|
|
|
FActorIterator iterator (spot);
|
|
|
|
AActor *aspot;
|
|
|
|
|
|
|
|
while ( (aspot = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle, force);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (activator != NULL)
|
|
|
|
{
|
|
|
|
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, angle, force);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
return spawned;
|
|
|
|
}
|
|
|
|
|
2009-06-06 15:24:18 +00:00
|
|
|
int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int spawned = 0;
|
|
|
|
|
2009-08-29 18:16:02 +00:00
|
|
|
if (spot != 0)
|
|
|
|
{
|
|
|
|
FActorIterator iterator (spot);
|
|
|
|
AActor *aspot;
|
|
|
|
|
|
|
|
while ( (aspot = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24, force);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (activator != NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2009-08-29 18:16:02 +00:00
|
|
|
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, activator->angle >> 24, force);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
return spawned;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::DoFadeTo (int r, int g, int b, int a, fixed_t time)
|
|
|
|
{
|
|
|
|
DoFadeRange (0, 0, 0, -1, r, g, b, a, time);
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::DoFadeRange (int r1, int g1, int b1, int a1,
|
|
|
|
int r2, int g2, int b2, int a2, fixed_t time)
|
|
|
|
{
|
|
|
|
player_t *viewer;
|
|
|
|
float ftime = (float)time / 65536.f;
|
|
|
|
bool fadingFrom = a1 >= 0;
|
|
|
|
float fr1 = 0, fg1 = 0, fb1 = 0, fa1 = 0;
|
|
|
|
float fr2, fg2, fb2, fa2;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
fr2 = (float)r2 / 255.f;
|
|
|
|
fg2 = (float)g2 / 255.f;
|
|
|
|
fb2 = (float)b2 / 255.f;
|
|
|
|
fa2 = (float)a2 / 65536.f;
|
|
|
|
|
|
|
|
if (fadingFrom)
|
|
|
|
{
|
|
|
|
fr1 = (float)r1 / 255.f;
|
|
|
|
fg1 = (float)g1 / 255.f;
|
|
|
|
fb1 = (float)b1 / 255.f;
|
|
|
|
fa1 = (float)a1 / 65536.f;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (activator != NULL)
|
|
|
|
{
|
|
|
|
viewer = activator->player;
|
|
|
|
if (viewer == NULL)
|
|
|
|
return;
|
|
|
|
i = MAXPLAYERS;
|
|
|
|
goto showme;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i])
|
|
|
|
{
|
|
|
|
viewer = &players[i];
|
|
|
|
showme:
|
|
|
|
if (ftime <= 0.f)
|
|
|
|
{
|
|
|
|
viewer->BlendR = fr2;
|
|
|
|
viewer->BlendG = fg2;
|
|
|
|
viewer->BlendB = fb2;
|
|
|
|
viewer->BlendA = fa2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (!fadingFrom)
|
|
|
|
{
|
|
|
|
if (viewer->BlendA <= 0.f)
|
|
|
|
{
|
|
|
|
fr1 = fr2;
|
|
|
|
fg1 = fg2;
|
|
|
|
fb1 = fb2;
|
|
|
|
fa1 = 0.f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fr1 = viewer->BlendR;
|
|
|
|
fg1 = viewer->BlendG;
|
|
|
|
fb1 = viewer->BlendB;
|
|
|
|
fa1 = viewer->BlendA;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
new DFlashFader (fr1, fg1, fb1, fa1, fr2, fg2, fb2, fa2, ftime, viewer->mo);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::DoSetFont (int fontnum)
|
|
|
|
{
|
|
|
|
const char *fontname = FBehavior::StaticLookupString (fontnum);
|
|
|
|
activefont = V_GetFont (fontname);
|
|
|
|
if (activefont == NULL)
|
|
|
|
{
|
|
|
|
activefont = SmallFont;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-02-05 00:06:30 +00:00
|
|
|
enum
|
|
|
|
{
|
|
|
|
APROP_Health = 0,
|
|
|
|
APROP_Speed = 1,
|
|
|
|
APROP_Damage = 2,
|
|
|
|
APROP_Alpha = 3,
|
|
|
|
APROP_RenderStyle = 4,
|
|
|
|
APROP_SeeSound = 5, // Sounds can only be set, not gotten
|
|
|
|
APROP_AttackSound = 6,
|
|
|
|
APROP_PainSound = 7,
|
|
|
|
APROP_DeathSound = 8,
|
|
|
|
APROP_ActiveSound = 9,
|
|
|
|
APROP_Ambush = 10,
|
|
|
|
APROP_Invulnerable = 11,
|
|
|
|
APROP_JumpZ = 12, // [GRB]
|
|
|
|
APROP_ChaseGoal = 13,
|
|
|
|
APROP_Frightened = 14,
|
|
|
|
APROP_Gravity = 15,
|
|
|
|
APROP_Friendly = 16,
|
|
|
|
APROP_SpawnHealth = 17,
|
|
|
|
APROP_Dropped = 18,
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
APROP_Notarget = 19,
|
2009-07-06 17:28:49 +00:00
|
|
|
APROP_Species = 20,
|
2009-09-15 06:19:39 +00:00
|
|
|
APROP_NameTag = 21,
|
|
|
|
APROP_Score = 22,
|
2009-02-05 00:06:30 +00:00
|
|
|
};
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
// These are needed for ACS's APROP_RenderStyle
|
|
|
|
static const int LegacyRenderStyleIndices[] =
|
|
|
|
{
|
|
|
|
0, // STYLE_None,
|
|
|
|
1, // STYLE_Normal,
|
|
|
|
2, // STYLE_Fuzzy,
|
|
|
|
3, // STYLE_SoulTrans,
|
|
|
|
4, // STYLE_OptFuzzy,
|
|
|
|
5, // STYLE_Stencil,
|
|
|
|
64, // STYLE_Translucent
|
|
|
|
65, // STYLE_Add,
|
|
|
|
66, // STYLE_Shaded,
|
|
|
|
67, // STYLE_TranslucentStencil,
|
|
|
|
-1
|
|
|
|
};
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void DLevelScript::SetActorProperty (int tid, int property, int value)
|
|
|
|
{
|
|
|
|
if (tid == 0)
|
|
|
|
{
|
|
|
|
DoSetActorProperty (activator, property, value);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AActor *actor;
|
|
|
|
FActorIterator iterator (tid);
|
|
|
|
|
|
|
|
while ((actor = iterator.Next()) != NULL)
|
|
|
|
{
|
|
|
|
DoSetActorProperty (actor, property, value);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|
|
|
{
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
switch (property)
|
|
|
|
{
|
|
|
|
case APROP_Health:
|
|
|
|
actor->health = value;
|
|
|
|
if (actor->player != NULL)
|
|
|
|
{
|
|
|
|
actor->player->health = value;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_Speed:
|
|
|
|
actor->Speed = value;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_Damage:
|
|
|
|
actor->Damage = value;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_Alpha:
|
|
|
|
actor->alpha = value;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_RenderStyle:
|
2008-01-27 15:34:47 +00:00
|
|
|
for(int i=0; LegacyRenderStyleIndices[i] >= 0; i++)
|
|
|
|
{
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
if (LegacyRenderStyleIndices[i] == value)
|
2008-01-27 15:34:47 +00:00
|
|
|
{
|
|
|
|
actor->RenderStyle = ERenderStyle(i);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_Ambush:
|
|
|
|
if (value) actor->flags |= MF_AMBUSH; else actor->flags &= ~MF_AMBUSH;
|
|
|
|
break;
|
|
|
|
|
2009-02-05 00:06:30 +00:00
|
|
|
case APROP_Dropped:
|
|
|
|
if (value) actor->flags |= MF_DROPPED; else actor->flags &= ~MF_DROPPED;
|
|
|
|
break;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
case APROP_Invulnerable:
|
|
|
|
if (value) actor->flags2 |= MF2_INVULNERABLE; else actor->flags2 &= ~MF2_INVULNERABLE;
|
|
|
|
break;
|
|
|
|
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
case APROP_Notarget:
|
|
|
|
if (value) actor->flags3 |= MF3_NOTARGET; else actor->flags3 &= ~MF3_NOTARGET;
|
|
|
|
break;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
case APROP_JumpZ:
|
|
|
|
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
|
|
static_cast<APlayerPawn *>(actor)->JumpZ = value;
|
|
|
|
break; // [GRB]
|
|
|
|
|
|
|
|
case APROP_ChaseGoal:
|
|
|
|
if (value)
|
|
|
|
actor->flags5 |= MF5_CHASEGOAL;
|
|
|
|
else
|
|
|
|
actor->flags5 &= ~MF5_CHASEGOAL;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_Frightened:
|
|
|
|
if (value)
|
|
|
|
actor->flags4 |= MF4_FRIGHTENED;
|
|
|
|
else
|
|
|
|
actor->flags4 &= ~MF4_FRIGHTENED;
|
|
|
|
break;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
case APROP_Friendly:
|
|
|
|
if (value)
|
|
|
|
actor->flags |= MF_FRIENDLY;
|
|
|
|
else
|
|
|
|
actor->flags &= ~MF_FRIENDLY;
|
|
|
|
break;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-28 11:24:32 +00:00
|
|
|
|
|
|
|
case APROP_SpawnHealth:
|
|
|
|
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
|
|
{
|
|
|
|
static_cast<APlayerPawn *>(actor)->MaxHealth = value;
|
|
|
|
}
|
|
|
|
break;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
case APROP_Gravity:
|
|
|
|
actor->gravity = value;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_SeeSound:
|
2008-06-15 17:17:31 +00:00
|
|
|
actor->SeeSound = FBehavior::StaticLookupString(value);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_AttackSound:
|
2008-06-15 17:17:31 +00:00
|
|
|
actor->AttackSound = FBehavior::StaticLookupString(value);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_PainSound:
|
2008-06-15 17:17:31 +00:00
|
|
|
actor->PainSound = FBehavior::StaticLookupString(value);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_DeathSound:
|
2008-06-15 17:17:31 +00:00
|
|
|
actor->DeathSound = FBehavior::StaticLookupString(value);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_ActiveSound:
|
2008-06-15 17:17:31 +00:00
|
|
|
actor->ActiveSound = FBehavior::StaticLookupString(value);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
2009-07-06 17:28:49 +00:00
|
|
|
|
|
|
|
case APROP_Species:
|
|
|
|
actor->Species = FBehavior::StaticLookupString(value);
|
|
|
|
break;
|
2009-09-15 06:19:39 +00:00
|
|
|
|
|
|
|
case APROP_Score:
|
|
|
|
actor->Score = value;
|
|
|
|
|
|
|
|
case APROP_NameTag:
|
|
|
|
actor->Tag = FBehavior::StaticLookupString(value);
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
// do nothing.
|
|
|
|
break;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static AActor *SingleActorFromTID (int tid, AActor *defactor)
|
|
|
|
{
|
|
|
|
if (tid == 0)
|
|
|
|
{
|
|
|
|
return defactor;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (tid);
|
|
|
|
return iterator.Next();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int DLevelScript::GetActorProperty (int tid, int property)
|
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID (tid, activator);
|
|
|
|
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
switch (property)
|
|
|
|
{
|
|
|
|
case APROP_Health: return actor->health;
|
|
|
|
case APROP_Speed: return actor->Speed;
|
|
|
|
case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
|
|
|
|
case APROP_Alpha: return actor->alpha;
|
2008-01-27 15:34:47 +00:00
|
|
|
case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)
|
|
|
|
{ // Check for a legacy render style that matches.
|
|
|
|
if (LegacyRenderStyles[style] == actor->RenderStyle)
|
|
|
|
{
|
|
|
|
return LegacyRenderStyleIndices[style];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// The current render style isn't expressable as a legacy style,
|
|
|
|
// so pretends it's normal.
|
|
|
|
return STYLE_Normal;
|
2008-01-27 11:25:03 +00:00
|
|
|
case APROP_Gravity: return actor->gravity;
|
|
|
|
case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
|
2009-02-05 00:06:30 +00:00
|
|
|
case APROP_Dropped: return !!(actor->flags & MF_DROPPED);
|
2008-01-27 11:25:03 +00:00
|
|
|
case APROP_ChaseGoal: return !!(actor->flags5 & MF5_CHASEGOAL);
|
|
|
|
case APROP_Frightened: return !!(actor->flags4 & MF4_FRIGHTENED);
|
|
|
|
case APROP_Friendly: return !!(actor->flags & MF_FRIENDLY);
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
case APROP_Notarget: return !!(actor->flags3 & MF3_NOTARGET);
|
2008-01-28 11:24:32 +00:00
|
|
|
case APROP_SpawnHealth: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
|
|
{
|
|
|
|
return static_cast<APlayerPawn *>(actor)->MaxHealth;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-07-06 17:28:49 +00:00
|
|
|
return actor->SpawnHealth();
|
2008-01-28 11:24:32 +00:00
|
|
|
}
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
|
|
{
|
|
|
|
return static_cast<APlayerPawn *>(actor)->JumpZ; // [GRB]
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
2009-09-15 06:19:39 +00:00
|
|
|
case APROP_Score: return actor->Score;
|
2008-01-27 11:25:03 +00:00
|
|
|
default: return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-07-06 17:28:49 +00:00
|
|
|
|
|
|
|
|
|
|
|
int DLevelScript::CheckActorProperty (int tid, int property, int value)
|
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID (tid, activator);
|
|
|
|
const char *string = NULL;
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
switch (property)
|
|
|
|
{
|
|
|
|
// Default
|
|
|
|
default: return 0;
|
|
|
|
|
|
|
|
// Straightforward integer values:
|
|
|
|
case APROP_Health:
|
|
|
|
case APROP_Speed:
|
|
|
|
case APROP_Damage:
|
|
|
|
case APROP_Alpha:
|
|
|
|
case APROP_RenderStyle:
|
|
|
|
case APROP_Gravity:
|
|
|
|
case APROP_SpawnHealth:
|
|
|
|
case APROP_JumpZ:
|
2009-09-16 21:17:17 +00:00
|
|
|
case APROP_Score:
|
2009-07-06 17:28:49 +00:00
|
|
|
return (GetActorProperty(tid, property) == value);
|
|
|
|
|
|
|
|
// Boolean values need to compare to a binary version of value
|
|
|
|
case APROP_Ambush:
|
|
|
|
case APROP_Dropped:
|
|
|
|
case APROP_ChaseGoal:
|
|
|
|
case APROP_Frightened:
|
|
|
|
case APROP_Friendly:
|
|
|
|
case APROP_Notarget:
|
|
|
|
return (GetActorProperty(tid, property) == (!!value));
|
|
|
|
|
|
|
|
// Strings are not covered by GetActorProperty, so make the check here
|
|
|
|
case APROP_SeeSound: string = actor->SeeSound; break;
|
|
|
|
case APROP_AttackSound: string = actor->AttackSound; break;
|
|
|
|
case APROP_PainSound: string = actor->PainSound; break;
|
|
|
|
case APROP_DeathSound: string = actor->DeathSound; break;
|
|
|
|
case APROP_ActiveSound: string = actor->ActiveSound; break;
|
|
|
|
case APROP_Species: string = actor->GetSpecies(); break;
|
2009-09-15 06:19:39 +00:00
|
|
|
case APROP_NameTag: string = actor->GetTag(); break;
|
2009-07-06 17:28:49 +00:00
|
|
|
}
|
|
|
|
if (string == NULL) string = "";
|
|
|
|
return (!stricmp(string, FBehavior::StaticLookupString(value)));
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
enum
|
|
|
|
{
|
|
|
|
// These are the original inputs sent by the player.
|
|
|
|
INPUT_OLDBUTTONS,
|
|
|
|
INPUT_BUTTONS,
|
|
|
|
INPUT_PITCH,
|
|
|
|
INPUT_YAW,
|
|
|
|
INPUT_ROLL,
|
|
|
|
INPUT_FORWARDMOVE,
|
|
|
|
INPUT_SIDEMOVE,
|
|
|
|
INPUT_UPMOVE,
|
|
|
|
|
|
|
|
// These are the inputs, as modified by P_PlayerThink().
|
|
|
|
// Most of the time, these will match the original inputs, but
|
|
|
|
// they can be different if a player is frozen or using a
|
|
|
|
// chainsaw.
|
|
|
|
MODINPUT_OLDBUTTONS,
|
|
|
|
MODINPUT_BUTTONS,
|
|
|
|
MODINPUT_PITCH,
|
|
|
|
MODINPUT_YAW,
|
|
|
|
MODINPUT_ROLL,
|
|
|
|
MODINPUT_FORWARDMOVE,
|
|
|
|
MODINPUT_SIDEMOVE,
|
|
|
|
MODINPUT_UPMOVE
|
|
|
|
};
|
|
|
|
|
|
|
|
int DLevelScript::GetPlayerInput(int playernum, int inputnum)
|
|
|
|
{
|
|
|
|
player_t *p;
|
|
|
|
|
|
|
|
if (playernum < 0)
|
|
|
|
{
|
2009-04-06 17:27:59 +00:00
|
|
|
if (activator == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
p = activator->player;
|
|
|
|
}
|
|
|
|
else if (playernum >= MAXPLAYERS || !playeringame[playernum])
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
p = &players[playernum];
|
|
|
|
}
|
|
|
|
if (p == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (inputnum)
|
|
|
|
{
|
|
|
|
case INPUT_OLDBUTTONS: return p->original_oldbuttons; break;
|
|
|
|
case INPUT_BUTTONS: return p->original_cmd.buttons; break;
|
|
|
|
case INPUT_PITCH: return p->original_cmd.pitch; break;
|
|
|
|
case INPUT_YAW: return p->original_cmd.yaw; break;
|
|
|
|
case INPUT_ROLL: return p->original_cmd.roll; break;
|
|
|
|
case INPUT_FORWARDMOVE: return p->original_cmd.forwardmove; break;
|
|
|
|
case INPUT_SIDEMOVE: return p->original_cmd.sidemove; break;
|
|
|
|
case INPUT_UPMOVE: return p->original_cmd.upmove; break;
|
|
|
|
|
|
|
|
case MODINPUT_OLDBUTTONS: return p->oldbuttons; break;
|
|
|
|
case MODINPUT_BUTTONS: return p->cmd.ucmd.buttons; break;
|
|
|
|
case MODINPUT_PITCH: return p->cmd.ucmd.pitch; break;
|
|
|
|
case MODINPUT_YAW: return p->cmd.ucmd.yaw; break;
|
|
|
|
case MODINPUT_ROLL: return p->cmd.ucmd.roll; break;
|
|
|
|
case MODINPUT_FORWARDMOVE: return p->cmd.ucmd.forwardmove; break;
|
|
|
|
case MODINPUT_SIDEMOVE: return p->cmd.ucmd.sidemove; break;
|
|
|
|
case MODINPUT_UPMOVE: return p->cmd.ucmd.upmove; break;
|
|
|
|
|
|
|
|
default: return 0; break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-12-07 16:38:02 +00:00
|
|
|
enum
|
|
|
|
{
|
|
|
|
ACTOR_NONE = 0x00000000,
|
|
|
|
ACTOR_WORLD = 0x00000001,
|
|
|
|
ACTOR_PLAYER = 0x00000002,
|
|
|
|
ACTOR_BOT = 0x00000004,
|
|
|
|
ACTOR_VOODOODOLL = 0x00000008,
|
|
|
|
ACTOR_MONSTER = 0x00000010,
|
|
|
|
ACTOR_ALIVE = 0x00000020,
|
|
|
|
ACTOR_DEAD = 0x00000040,
|
|
|
|
ACTOR_MISSILE = 0x00000080,
|
|
|
|
ACTOR_GENERIC = 0x00000100
|
|
|
|
};
|
|
|
|
|
|
|
|
int DLevelScript::DoClassifyActor(int tid)
|
|
|
|
{
|
|
|
|
AActor *actor;
|
|
|
|
int classify;
|
|
|
|
|
|
|
|
if (tid == 0)
|
|
|
|
{
|
|
|
|
actor = activator;
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
return ACTOR_WORLD;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator it(tid);
|
|
|
|
actor = it.Next();
|
|
|
|
}
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
return ACTOR_NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
classify = 0;
|
|
|
|
if (actor->player != NULL)
|
|
|
|
{
|
|
|
|
classify |= ACTOR_PLAYER;
|
|
|
|
if (actor->player->playerstate == PST_DEAD)
|
|
|
|
{
|
|
|
|
classify |= ACTOR_DEAD;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
classify |= ACTOR_ALIVE;
|
|
|
|
}
|
|
|
|
if (actor->player->mo != actor)
|
|
|
|
{
|
|
|
|
classify |= ACTOR_VOODOODOLL;
|
|
|
|
}
|
|
|
|
if (actor->player->isbot)
|
|
|
|
{
|
|
|
|
classify |= ACTOR_BOT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (actor->flags3 & MF3_ISMONSTER)
|
|
|
|
{
|
|
|
|
classify |= ACTOR_MONSTER;
|
|
|
|
if (actor->health <= 0)
|
|
|
|
{
|
|
|
|
classify |= ACTOR_DEAD;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
classify |= ACTOR_ALIVE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (actor->flags & MF_MISSILE)
|
|
|
|
{
|
|
|
|
classify |= ACTOR_MISSILE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
classify |= ACTOR_GENERIC;
|
|
|
|
}
|
|
|
|
return classify;
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
enum EACSFunctions
|
|
|
|
{
|
|
|
|
ACSF_GetLineUDMFInt=1,
|
|
|
|
ACSF_GetLineUDMFFixed,
|
|
|
|
ACSF_GetThingUDMFInt,
|
|
|
|
ACSF_GetThingUDMFFixed,
|
|
|
|
ACSF_GetSectorUDMFInt,
|
|
|
|
ACSF_GetSectorUDMFFixed,
|
|
|
|
ACSF_GetSideUDMFInt,
|
|
|
|
ACSF_GetSideUDMFFixed,
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
ACSF_GetActorVelX,
|
|
|
|
ACSF_GetActorVelY,
|
|
|
|
ACSF_GetActorVelZ,
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
ACSF_SetActivator,
|
|
|
|
ACSF_SetActivatorToTarget,
|
|
|
|
ACSF_GetActorViewHeight,
|
|
|
|
ACSF_GetChar,
|
2009-06-04 13:59:08 +00:00
|
|
|
ACSF_GetAirSupply,
|
|
|
|
ACSF_SetAirSupply,
|
|
|
|
ACSF_SetSkyScrollSpeed,
|
2009-06-06 15:24:18 +00:00
|
|
|
ACSF_GetArmorType,
|
|
|
|
ACSF_SpawnSpotForced,
|
|
|
|
ACSF_SpawnSpotFacingForced,
|
2009-07-06 17:28:49 +00:00
|
|
|
ACSF_CheckActorProperty,
|
2009-09-06 16:58:38 +00:00
|
|
|
ACSF_SetActorVelocity,
|
2009-09-15 06:19:39 +00:00
|
|
|
ACSF_SetUserVariable,
|
|
|
|
ACSF_GetUserVariable,
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
int DLevelScript::SideFromID(int id, int side)
|
|
|
|
{
|
|
|
|
if (side != 0 && side != 1) return -1;
|
|
|
|
|
|
|
|
if (id == 0)
|
|
|
|
{
|
|
|
|
if (activationline == NULL) return -1;
|
2009-09-06 21:11:24 +00:00
|
|
|
if (activationline->sidedef[side] == NULL) return -1;
|
|
|
|
return activationline->sidedef[side]->Index;
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int line = P_FindLineFromID(id, -1);
|
|
|
|
if (line == -1) return -1;
|
2009-09-06 21:11:24 +00:00
|
|
|
if (lines[line].sidedef[side] == NULL) return -1;
|
|
|
|
return lines[line].sidedef[side]->Index;
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int DLevelScript::LineFromID(int id)
|
|
|
|
{
|
|
|
|
if (id == 0)
|
|
|
|
{
|
|
|
|
if (activationline == NULL) return -1;
|
|
|
|
return int(activationline - lines);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return P_FindLineFromID(id, -1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
|
|
|
|
{
|
|
|
|
AActor *actor;
|
|
|
|
switch(funcIndex)
|
|
|
|
{
|
|
|
|
case ACSF_GetLineUDMFInt:
|
|
|
|
return GetUDMFInt(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
|
|
|
|
|
|
|
|
case ACSF_GetLineUDMFFixed:
|
|
|
|
return GetUDMFFixed(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
|
|
|
|
|
|
|
|
case ACSF_GetThingUDMFInt:
|
|
|
|
case ACSF_GetThingUDMFFixed:
|
|
|
|
return 0; // Not implemented yet
|
|
|
|
|
|
|
|
case ACSF_GetSectorUDMFInt:
|
|
|
|
return GetUDMFInt(UDMF_Sector, P_FindSectorFromTag(args[0], -1), FBehavior::StaticLookupString(args[1]));
|
|
|
|
|
|
|
|
case ACSF_GetSectorUDMFFixed:
|
|
|
|
return GetUDMFFixed(UDMF_Sector, P_FindSectorFromTag(args[0], -1), FBehavior::StaticLookupString(args[1]));
|
|
|
|
|
|
|
|
case ACSF_GetSideUDMFInt:
|
|
|
|
return GetUDMFInt(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
|
|
|
|
|
|
|
|
case ACSF_GetSideUDMFFixed:
|
|
|
|
return GetUDMFFixed(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
|
|
|
|
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
case ACSF_GetActorVelX:
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
actor = SingleActorFromTID(args[0], activator);
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
return actor != NULL? actor->velx : 0;
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
case ACSF_GetActorVelY:
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
actor = SingleActorFromTID(args[0], activator);
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
return actor != NULL? actor->vely : 0;
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
case ACSF_GetActorVelZ:
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
actor = SingleActorFromTID(args[0], activator);
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
return actor != NULL? actor->velz : 0;
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
|
|
|
|
case ACSF_SetActivator:
|
|
|
|
activator = SingleActorFromTID(args[0], NULL);
|
|
|
|
return activator != NULL;
|
|
|
|
|
|
|
|
case ACSF_SetActivatorToTarget:
|
2009-08-08 05:55:54 +00:00
|
|
|
// [KS] I revised this a little bit
|
|
|
|
actor = SingleActorFromTID(args[0], activator);
|
|
|
|
if (actor != NULL)
|
|
|
|
{
|
|
|
|
if (actor->player != NULL && actor->player->playerstate == PST_LIVE)
|
|
|
|
{
|
|
|
|
P_BulletSlope(actor, &actor);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
actor = actor->target;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (actor != NULL)
|
|
|
|
{
|
|
|
|
activator = actor;
|
2009-08-09 19:14:21 +00:00
|
|
|
return 1;
|
2009-08-08 05:55:54 +00:00
|
|
|
}
|
2009-08-09 19:14:21 +00:00
|
|
|
return 0;
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
|
|
|
|
case ACSF_GetActorViewHeight:
|
|
|
|
actor = SingleActorFromTID(args[0], NULL);
|
|
|
|
if (actor != NULL)
|
|
|
|
{
|
|
|
|
if (actor->player != NULL)
|
|
|
|
{
|
|
|
|
return actor->player->mo->ViewHeight + actor->player->crouchviewdelta;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return actor->GetClass()->Meta.GetMetaFixed(AMETA_CameraHeight, actor->height/2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else return 0;
|
|
|
|
|
|
|
|
case ACSF_GetChar:
|
|
|
|
{
|
|
|
|
const char *p = FBehavior::StaticLookupString(args[0]);
|
|
|
|
if (p != NULL && args[1] >= 0 && args[1] < int(strlen(p)))
|
|
|
|
{
|
|
|
|
return p[args[1]];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-06-04 13:59:08 +00:00
|
|
|
case ACSF_GetAirSupply:
|
|
|
|
{
|
|
|
|
if (args[0] < 0 || args[0] >= MAXPLAYERS || !playeringame[args[0]])
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return players[args[0]].air_finished - level.time;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
case ACSF_SetAirSupply:
|
|
|
|
{
|
|
|
|
if (args[0] < 0 || args[0] >= MAXPLAYERS || !playeringame[args[0]])
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
players[args[0]].air_finished = args[1] + level.time;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
case ACSF_SetSkyScrollSpeed:
|
|
|
|
{
|
|
|
|
if (args[0] == 1) level.skyspeed1 = FIXED2FLOAT(args[1]);
|
|
|
|
else if (args[0] == 2) level.skyspeed2 = FIXED2FLOAT(args[1]);
|
|
|
|
return 1;
|
|
|
|
}
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
|
2009-06-06 15:24:18 +00:00
|
|
|
case ACSF_GetArmorType:
|
|
|
|
{
|
|
|
|
if (args[1] < 0 || args[1] >= MAXPLAYERS || !playeringame[args[1]])
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FName p(FBehavior::StaticLookupString(args[0]));
|
|
|
|
ABasicArmor * armor = (ABasicArmor *) players[args[1]].mo->FindInventory(NAME_BasicArmor);
|
2009-06-14 18:05:00 +00:00
|
|
|
if (armor && armor->ArmorType == p) return armor->Amount;
|
2009-06-06 15:24:18 +00:00
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
case ACSF_SpawnSpotForced:
|
|
|
|
return DoSpawnSpot(args[0], args[1], args[2], args[3], true);
|
|
|
|
|
|
|
|
case ACSF_SpawnSpotFacingForced:
|
|
|
|
return DoSpawnSpotFacing(args[0], args[1], args[2], true);
|
|
|
|
|
2009-07-06 17:28:49 +00:00
|
|
|
case ACSF_CheckActorProperty:
|
|
|
|
return (CheckActorProperty(args[0], args[1], args[2]));
|
2009-09-06 16:58:38 +00:00
|
|
|
|
|
|
|
case ACSF_SetActorVelocity:
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
2009-09-10 22:20:46 +00:00
|
|
|
P_Thing_SetVelocity(activator, args[1], args[2], args[3], !!args[4], !!args[5]);
|
2009-09-06 16:58:38 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TActorIterator<AActor> iterator (args[0]);
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
2009-09-10 22:20:46 +00:00
|
|
|
P_Thing_SetVelocity(actor, args[1], args[2], args[3], !!args[4], !!args[5]);
|
2009-09-06 16:58:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
2009-07-06 17:28:49 +00:00
|
|
|
|
2009-09-15 06:19:39 +00:00
|
|
|
case ACSF_SetUserVariable:
|
|
|
|
{
|
|
|
|
int cnt = 0;
|
|
|
|
if (args[1] >= 0 && args[1] < 10)
|
|
|
|
{
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
|
|
|
if (activator != NULL)
|
|
|
|
{
|
|
|
|
activator->uservar[args[1]] = args[2];
|
|
|
|
}
|
|
|
|
cnt++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TActorIterator<AActor> iterator (args[0]);
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
actor->uservar[args[1]] = args[2];
|
|
|
|
cnt++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return cnt;
|
|
|
|
}
|
|
|
|
|
|
|
|
case ACSF_GetUserVariable:
|
|
|
|
if (args[1] >= 0 && args[1] < 10)
|
|
|
|
{
|
|
|
|
activator = SingleActorFromTID(args[0], NULL);
|
|
|
|
return activator != NULL? activator->uservar[args[1]] : 0;
|
|
|
|
}
|
|
|
|
else return 0;
|
|
|
|
|
|
|
|
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
#define NEXTWORD (LittleLong(*pc++))
|
|
|
|
#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
#define NEXTSHORT (fmt==ACS_LittleEnhanced?getshort(pc):NEXTWORD)
|
2008-01-27 11:25:03 +00:00
|
|
|
#define STACK(a) (Stack[sp - (a)])
|
|
|
|
#define PushToStack(a) (Stack[sp++] = (a))
|
|
|
|
|
|
|
|
inline int getbyte (int *&pc)
|
|
|
|
{
|
|
|
|
int res = *(BYTE *)pc;
|
|
|
|
pc = (int *)((BYTE *)pc+1);
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
inline int getshort (int *&pc)
|
|
|
|
{
|
|
|
|
int res = LittleShort( *(SWORD *)pc);
|
|
|
|
pc = (int *)((BYTE *)pc+2);
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
int DLevelScript::RunScript ()
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
SDWORD *locals = localvars;
|
|
|
|
ScriptFunction *activeFunction = NULL;
|
|
|
|
FRemapTable *translation = 0;
|
|
|
|
int resultValue = 1;
|
|
|
|
|
|
|
|
switch (state)
|
|
|
|
{
|
|
|
|
case SCRIPT_Delayed:
|
|
|
|
// Decrement the delay counter and enter state running
|
|
|
|
// if it hits 0
|
|
|
|
if (--statedata == 0)
|
|
|
|
state = SCRIPT_Running;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCRIPT_TagWait:
|
|
|
|
// Wait for tagged sector(s) to go inactive, then enter
|
|
|
|
// state running
|
|
|
|
{
|
|
|
|
int secnum = -1;
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag (statedata, secnum)) >= 0)
|
|
|
|
if (sectors[secnum].floordata || sectors[secnum].ceilingdata)
|
|
|
|
return resultValue;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
// If we got here, none of the tagged sectors were busy
|
|
|
|
state = SCRIPT_Running;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCRIPT_PolyWait:
|
|
|
|
// Wait for polyobj(s) to stop moving, then enter state running
|
|
|
|
if (!PO_Busy (statedata))
|
|
|
|
{
|
|
|
|
state = SCRIPT_Running;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCRIPT_ScriptWaitPre:
|
|
|
|
// Wait for a script to start running, then enter state scriptwait
|
|
|
|
if (controller->RunningScripts[statedata])
|
|
|
|
state = SCRIPT_ScriptWait;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCRIPT_ScriptWait:
|
|
|
|
// Wait for a script to stop running, then enter state running
|
|
|
|
if (controller->RunningScripts[statedata])
|
|
|
|
return resultValue;
|
|
|
|
|
|
|
|
state = SCRIPT_Running;
|
|
|
|
PutFirst ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
SDWORD Stack[STACK_SIZE];
|
|
|
|
int sp = 0;
|
|
|
|
int *pc = this->pc;
|
|
|
|
ACSFormat fmt = activeBehavior->GetFormat();
|
|
|
|
int runaway = 0; // used to prevent infinite loops
|
|
|
|
int pcd;
|
|
|
|
FString work;
|
|
|
|
const char *lookup;
|
|
|
|
int optstart = -1;
|
|
|
|
int temp;
|
|
|
|
|
|
|
|
while (state == SCRIPT_Running)
|
|
|
|
{
|
|
|
|
if (++runaway > 500000)
|
|
|
|
{
|
|
|
|
Printf ("Runaway script %d terminated\n", script);
|
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fmt == ACS_LittleEnhanced)
|
|
|
|
{
|
|
|
|
pcd = getbyte(pc);
|
|
|
|
if (pcd >= 256-16)
|
|
|
|
{
|
|
|
|
pcd = (256-16) + ((pcd - (256-16)) << 8) + getbyte(pc);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pcd = NEXTWORD;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (pcd)
|
|
|
|
{
|
|
|
|
default:
|
|
|
|
Printf ("Unknown P-Code %d in script %d\n", pcd, script);
|
|
|
|
// fall through
|
|
|
|
case PCD_TERMINATE:
|
|
|
|
DPrintf ("Script %d finished\n", script);
|
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_NOP:
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUSPEND:
|
|
|
|
state = SCRIPT_Suspended;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TAGSTRING:
|
|
|
|
Stack[sp-1] |= activeBehavior->GetLibraryID();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHNUMBER:
|
|
|
|
PushToStack (NEXTWORD);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHBYTE:
|
|
|
|
PushToStack (*(BYTE *)pc);
|
|
|
|
pc = (int *)((BYTE *)pc + 1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSH2BYTES:
|
|
|
|
Stack[sp] = ((BYTE *)pc)[0];
|
|
|
|
Stack[sp+1] = ((BYTE *)pc)[1];
|
|
|
|
sp += 2;
|
|
|
|
pc = (int *)((BYTE *)pc + 2);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSH3BYTES:
|
|
|
|
Stack[sp] = ((BYTE *)pc)[0];
|
|
|
|
Stack[sp+1] = ((BYTE *)pc)[1];
|
|
|
|
Stack[sp+2] = ((BYTE *)pc)[2];
|
|
|
|
sp += 3;
|
|
|
|
pc = (int *)((BYTE *)pc + 3);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSH4BYTES:
|
|
|
|
Stack[sp] = ((BYTE *)pc)[0];
|
|
|
|
Stack[sp+1] = ((BYTE *)pc)[1];
|
|
|
|
Stack[sp+2] = ((BYTE *)pc)[2];
|
|
|
|
Stack[sp+3] = ((BYTE *)pc)[3];
|
|
|
|
sp += 4;
|
|
|
|
pc = (int *)((BYTE *)pc + 4);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSH5BYTES:
|
|
|
|
Stack[sp] = ((BYTE *)pc)[0];
|
|
|
|
Stack[sp+1] = ((BYTE *)pc)[1];
|
|
|
|
Stack[sp+2] = ((BYTE *)pc)[2];
|
|
|
|
Stack[sp+3] = ((BYTE *)pc)[3];
|
|
|
|
Stack[sp+4] = ((BYTE *)pc)[4];
|
|
|
|
sp += 5;
|
|
|
|
pc = (int *)((BYTE *)pc + 5);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHBYTES:
|
|
|
|
temp = *(BYTE *)pc;
|
|
|
|
pc = (int *)((BYTE *)pc + temp + 1);
|
|
|
|
for (temp = -temp; temp; temp++)
|
|
|
|
{
|
|
|
|
PushToStack (*((BYTE *)pc + temp));
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DUP:
|
|
|
|
Stack[sp] = Stack[sp-1];
|
|
|
|
sp++;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SWAP:
|
|
|
|
swap(Stack[sp-2], Stack[sp-1]);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC1:
|
|
|
|
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
|
|
STACK(1), 0, 0, 0, 0);
|
|
|
|
sp -= 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC2:
|
|
|
|
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
|
|
STACK(2), STACK(1), 0, 0, 0);
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC3:
|
|
|
|
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
|
|
STACK(3), STACK(2), STACK(1), 0, 0);
|
|
|
|
sp -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC4:
|
|
|
|
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
|
|
STACK(4), STACK(3), STACK(2),
|
|
|
|
STACK(1), 0);
|
|
|
|
sp -= 4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC5:
|
|
|
|
LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
|
|
STACK(5), STACK(4), STACK(3),
|
|
|
|
STACK(2), STACK(1));
|
|
|
|
sp -= 5;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC5RESULT:
|
|
|
|
STACK(5) = LineSpecials[NEXTBYTE] (activationline, activator, backSide,
|
|
|
|
STACK(5), STACK(4), STACK(3),
|
|
|
|
STACK(2), STACK(1));
|
|
|
|
sp -= 4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC1DIRECT:
|
|
|
|
temp = NEXTBYTE;
|
|
|
|
LineSpecials[temp] (activationline, activator, backSide,
|
|
|
|
pc[0], 0, 0, 0, 0);
|
|
|
|
pc += 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC2DIRECT:
|
|
|
|
temp = NEXTBYTE;
|
|
|
|
LineSpecials[temp] (activationline, activator, backSide,
|
|
|
|
pc[0], pc[1], 0, 0, 0);
|
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC3DIRECT:
|
|
|
|
temp = NEXTBYTE;
|
|
|
|
LineSpecials[temp] (activationline, activator, backSide,
|
|
|
|
pc[0], pc[1], pc[2], 0, 0);
|
|
|
|
pc += 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC4DIRECT:
|
|
|
|
temp = NEXTBYTE;
|
|
|
|
LineSpecials[temp] (activationline, activator, backSide,
|
|
|
|
pc[0], pc[1], pc[2], pc[3], 0);
|
|
|
|
pc += 4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC5DIRECT:
|
|
|
|
temp = NEXTBYTE;
|
|
|
|
LineSpecials[temp] (activationline, activator, backSide,
|
|
|
|
pc[0], pc[1], pc[2], pc[3], pc[4]);
|
|
|
|
pc += 5;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC1DIRECTB:
|
|
|
|
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
|
|
|
|
((BYTE *)pc)[1], 0, 0, 0, 0);
|
|
|
|
pc = (int *)((BYTE *)pc + 2);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC2DIRECTB:
|
|
|
|
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
|
|
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], 0, 0, 0);
|
|
|
|
pc = (int *)((BYTE *)pc + 3);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC3DIRECTB:
|
|
|
|
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
|
|
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3], 0, 0);
|
|
|
|
pc = (int *)((BYTE *)pc + 4);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC4DIRECTB:
|
|
|
|
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
|
|
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3],
|
|
|
|
((BYTE *)pc)[4], 0);
|
|
|
|
pc = (int *)((BYTE *)pc + 5);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC5DIRECTB:
|
|
|
|
LineSpecials[((BYTE *)pc)[0]] (activationline, activator, backSide,
|
|
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3],
|
|
|
|
((BYTE *)pc)[4], ((BYTE *)pc)[5]);
|
|
|
|
pc = (int *)((BYTE *)pc + 6);
|
|
|
|
break;
|
|
|
|
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
case PCD_CALLFUNC:
|
|
|
|
{
|
|
|
|
int argCount = NEXTBYTE;
|
|
|
|
int funcIndex = NEXTSHORT;
|
|
|
|
|
|
|
|
int retval = CallFunction(argCount, funcIndex, &STACK(argCount));
|
|
|
|
sp -= argCount-1;
|
|
|
|
STACK(1) = retval;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
case PCD_CALL:
|
|
|
|
case PCD_CALLDISCARD:
|
|
|
|
{
|
|
|
|
int funcnum;
|
|
|
|
int i;
|
|
|
|
ScriptFunction *func;
|
|
|
|
FBehavior *module = activeBehavior;
|
|
|
|
SDWORD *mylocals;
|
|
|
|
|
|
|
|
funcnum = NEXTBYTE;
|
|
|
|
func = activeBehavior->GetFunction (funcnum, module);
|
|
|
|
if (func == NULL)
|
|
|
|
{
|
|
|
|
Printf ("Function %d in script %d out of range\n", funcnum, script);
|
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (sp + func->LocalCount + 64 > STACK_SIZE)
|
|
|
|
{ // 64 is the margin for the function's working space
|
|
|
|
Printf ("Out of stack space in script %d\n", script);
|
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
mylocals = locals;
|
|
|
|
// The function's first argument is also its first local variable.
|
|
|
|
locals = &Stack[sp - func->ArgCount];
|
|
|
|
// Make space on the stack for any other variables the function uses.
|
|
|
|
for (i = 0; i < func->LocalCount; ++i)
|
|
|
|
{
|
|
|
|
Stack[sp+i] = 0;
|
|
|
|
}
|
|
|
|
sp += i;
|
2009-03-21 08:08:18 +00:00
|
|
|
::new(&Stack[sp]) CallReturn(activeBehavior->PC2Ofs(pc), activeFunction,
|
|
|
|
activeBehavior, mylocals, pcd == PCD_CALLDISCARD, work);
|
|
|
|
sp += (sizeof(CallReturn) + sizeof(int) - 1) / sizeof(int);
|
2008-01-27 11:25:03 +00:00
|
|
|
pc = module->Ofs2PC (func->Address);
|
|
|
|
activeFunction = func;
|
|
|
|
activeBehavior = module;
|
|
|
|
fmt = module->GetFormat();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RETURNVOID:
|
|
|
|
case PCD_RETURNVAL:
|
|
|
|
{
|
|
|
|
int value;
|
|
|
|
union
|
|
|
|
{
|
|
|
|
SDWORD *retsp;
|
2009-03-21 08:08:18 +00:00
|
|
|
CallReturn *ret;
|
2008-01-27 11:25:03 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
if (pcd == PCD_RETURNVAL)
|
|
|
|
{
|
|
|
|
value = Stack[--sp];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
value = 0;
|
|
|
|
}
|
|
|
|
sp -= sizeof(CallReturn)/sizeof(int);
|
|
|
|
retsp = &Stack[sp];
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
sp = int(locals - Stack);
|
2009-03-21 08:08:18 +00:00
|
|
|
pc = ret->ReturnModule->Ofs2PC(ret->ReturnAddress);
|
|
|
|
activeFunction = ret->ReturnFunction;
|
|
|
|
activeBehavior = ret->ReturnModule;
|
2008-01-27 11:25:03 +00:00
|
|
|
fmt = activeBehavior->GetFormat();
|
2009-03-21 08:08:18 +00:00
|
|
|
locals = ret->ReturnLocals;
|
|
|
|
if (!ret->bDiscardResult)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
Stack[sp++] = value;
|
|
|
|
}
|
2009-03-21 08:08:18 +00:00
|
|
|
work = ret->StringBuilder;
|
|
|
|
ret->~CallReturn();
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ADD:
|
|
|
|
STACK(2) = STACK(2) + STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUBTRACT:
|
|
|
|
STACK(2) = STACK(2) - STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MULTIPLY:
|
|
|
|
STACK(2) = STACK(2) * STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DIVIDE:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_DivideBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(2) = STACK(2) / STACK(1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MODULUS:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_ModulusBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(2) = STACK(2) % STACK(1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_EQ:
|
|
|
|
STACK(2) = (STACK(2) == STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_NE:
|
|
|
|
STACK(2) = (STACK(2) != STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LT:
|
|
|
|
STACK(2) = (STACK(2) < STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GT:
|
|
|
|
STACK(2) = (STACK(2) > STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LE:
|
|
|
|
STACK(2) = (STACK(2) <= STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GE:
|
|
|
|
STACK(2) = (STACK(2) >= STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ASSIGNSCRIPTVAR:
|
|
|
|
locals[NEXTBYTE] = STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case PCD_ASSIGNMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) = STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ASSIGNWORLDVAR:
|
|
|
|
ACS_WorldVars[NEXTBYTE] = STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ASSIGNGLOBALVAR:
|
|
|
|
ACS_GlobalVars[NEXTBYTE] = STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ASSIGNMAPARRAY:
|
|
|
|
activeBehavior->SetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(2), STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ASSIGNWORLDARRAY:
|
|
|
|
ACS_WorldArrays[NEXTBYTE][STACK(2)] = STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ASSIGNGLOBALARRAY:
|
|
|
|
ACS_GlobalArrays[NEXTBYTE][STACK(2)] = STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHSCRIPTVAR:
|
|
|
|
PushToStack (locals[NEXTBYTE]);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHMAPVAR:
|
|
|
|
PushToStack (*(activeBehavior->MapVars[NEXTBYTE]));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHWORLDVAR:
|
|
|
|
PushToStack (ACS_WorldVars[NEXTBYTE]);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHGLOBALVAR:
|
|
|
|
PushToStack (ACS_GlobalVars[NEXTBYTE]);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHMAPARRAY:
|
|
|
|
STACK(1) = activeBehavior->GetArrayVal (*(activeBehavior->MapVars[NEXTBYTE]), STACK(1));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHWORLDARRAY:
|
|
|
|
STACK(1) = ACS_WorldArrays[NEXTBYTE][STACK(1)];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHGLOBALARRAY:
|
|
|
|
STACK(1) = ACS_GlobalArrays[NEXTBYTE][STACK(1)];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ADDSCRIPTVAR:
|
|
|
|
locals[NEXTBYTE] += STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ADDMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) += STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ADDWORLDVAR:
|
|
|
|
ACS_WorldVars[NEXTBYTE] += STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ADDGLOBALVAR:
|
|
|
|
ACS_GlobalVars[NEXTBYTE] += STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ADDMAPARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(2);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ADDWORLDARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(2)] += STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ADDGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_GlobalArrays[a][STACK(2)] += STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUBSCRIPTVAR:
|
|
|
|
locals[NEXTBYTE] -= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUBMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) -= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUBWORLDVAR:
|
|
|
|
ACS_WorldVars[NEXTBYTE] -= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUBGLOBALVAR:
|
|
|
|
ACS_GlobalVars[NEXTBYTE] -= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUBMAPARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(2);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUBWORLDARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(2)] -= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUBGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_GlobalArrays[a][STACK(2)] -= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MULSCRIPTVAR:
|
|
|
|
locals[NEXTBYTE] *= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MULMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) *= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MULWORLDVAR:
|
|
|
|
ACS_WorldVars[NEXTBYTE] *= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MULGLOBALVAR:
|
|
|
|
ACS_GlobalVars[NEXTBYTE] *= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MULMAPARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(2);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) * STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MULWORLDARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(2)] *= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MULGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_GlobalArrays[a][STACK(2)] *= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DIVSCRIPTVAR:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_DivideBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
locals[NEXTBYTE] /= STACK(1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DIVMAPVAR:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_DivideBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) /= STACK(1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DIVWORLDVAR:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_DivideBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ACS_WorldVars[NEXTBYTE] /= STACK(1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DIVGLOBALVAR:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_DivideBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ACS_GlobalVars[NEXTBYTE] /= STACK(1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DIVMAPARRAY:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_DivideBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(2);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) / STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DIVWORLDARRAY:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_DivideBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(2)] /= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DIVGLOBALARRAY:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_DivideBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_GlobalArrays[a][STACK(2)] /= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MODSCRIPTVAR:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_ModulusBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
locals[NEXTBYTE] %= STACK(1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MODMAPVAR:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_ModulusBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) %= STACK(1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MODWORLDVAR:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_ModulusBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ACS_WorldVars[NEXTBYTE] %= STACK(1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MODGLOBALVAR:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_ModulusBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ACS_GlobalVars[NEXTBYTE] %= STACK(1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MODMAPARRAY:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_ModulusBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(2);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) % STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MODWORLDARRAY:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_ModulusBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(2)] %= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MODGLOBALARRAY:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_ModulusBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_GlobalArrays[a][STACK(2)] %= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
//[MW] start
|
|
|
|
case PCD_ANDSCRIPTVAR:
|
|
|
|
locals[NEXTBYTE] &= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ANDMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) &= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ANDWORLDVAR:
|
|
|
|
ACS_WorldVars[NEXTBYTE] &= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ANDGLOBALVAR:
|
|
|
|
ACS_GlobalVars[NEXTBYTE] &= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ANDMAPARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(2);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) & STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ANDWORLDARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(2)] &= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ANDGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_GlobalArrays[a][STACK(2)] &= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_EORSCRIPTVAR:
|
|
|
|
locals[NEXTBYTE] ^= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_EORMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) ^= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_EORWORLDVAR:
|
|
|
|
ACS_WorldVars[NEXTBYTE] ^= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_EORGLOBALVAR:
|
|
|
|
ACS_GlobalVars[NEXTBYTE] ^= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_EORMAPARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(2);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) ^ STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_EORWORLDARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(2)] ^= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_EORGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_GlobalArrays[a][STACK(2)] ^= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ORSCRIPTVAR:
|
|
|
|
locals[NEXTBYTE] |= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ORMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) |= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ORWORLDVAR:
|
|
|
|
ACS_WorldVars[NEXTBYTE] |= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ORGLOBALVAR:
|
|
|
|
ACS_GlobalVars[NEXTBYTE] |= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ORMAPARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(2);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) | STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ORWORLDARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(2)] |= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ORGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
int i = STACK(2);
|
|
|
|
ACS_GlobalArrays[a][STACK(2)] |= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSSCRIPTVAR:
|
|
|
|
locals[NEXTBYTE] <<= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) <<= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSWORLDVAR:
|
|
|
|
ACS_WorldVars[NEXTBYTE] <<= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSGLOBALVAR:
|
|
|
|
ACS_GlobalVars[NEXTBYTE] <<= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSMAPARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(2);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) << STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSWORLDARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(2)] <<= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_GlobalArrays[a][STACK(2)] <<= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RSSCRIPTVAR:
|
|
|
|
locals[NEXTBYTE] >>= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RSMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) >>= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RSWORLDVAR:
|
|
|
|
ACS_WorldVars[NEXTBYTE] >>= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RSGLOBALVAR:
|
|
|
|
ACS_GlobalVars[NEXTBYTE] >>= STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RSMAPARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(2);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) >> STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RSWORLDARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(2)] >>= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RSGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_GlobalArrays[a][STACK(2)] >>= STACK(1);
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
//[MW] end
|
|
|
|
|
|
|
|
case PCD_INCSCRIPTVAR:
|
|
|
|
++locals[NEXTBYTE];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_INCMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) += 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_INCWORLDVAR:
|
|
|
|
++ACS_WorldVars[NEXTBYTE];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_INCGLOBALVAR:
|
|
|
|
++ACS_GlobalVars[NEXTBYTE];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_INCMAPARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(1);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) + 1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_INCWORLDARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(1)] += 1;
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_INCGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_GlobalArrays[a][STACK(1)] += 1;
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DECSCRIPTVAR:
|
|
|
|
--locals[NEXTBYTE];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DECMAPVAR:
|
|
|
|
*(activeBehavior->MapVars[NEXTBYTE]) -= 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DECWORLDVAR:
|
|
|
|
--ACS_WorldVars[NEXTBYTE];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DECGLOBALVAR:
|
|
|
|
--ACS_GlobalVars[NEXTBYTE];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DECMAPARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[NEXTBYTE]);
|
|
|
|
int i = STACK(1);
|
|
|
|
activeBehavior->SetArrayVal (a, i, activeBehavior->GetArrayVal (a, i) - 1);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DECWORLDARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
ACS_WorldArrays[a][STACK(1)] -= 1;
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DECGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
int i = STACK(1);
|
|
|
|
ACS_GlobalArrays[a][STACK(1)] -= 1;
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GOTO:
|
|
|
|
pc = activeBehavior->Ofs2PC (*pc);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_IFGOTO:
|
|
|
|
if (STACK(1))
|
|
|
|
pc = activeBehavior->Ofs2PC (*pc);
|
|
|
|
else
|
|
|
|
pc++;
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DROP:
|
|
|
|
case PCD_SETRESULTVALUE:
|
|
|
|
resultValue = STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DELAY:
|
|
|
|
statedata = STACK(1) + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
|
|
|
if (statedata > 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_Delayed;
|
|
|
|
}
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DELAYDIRECT:
|
|
|
|
statedata = NEXTWORD + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
|
|
|
if (statedata > 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_Delayed;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DELAYDIRECTB:
|
|
|
|
statedata = *(BYTE *)pc + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
|
|
|
if (statedata > 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_Delayed;
|
|
|
|
}
|
|
|
|
pc = (int *)((BYTE *)pc + 1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RANDOM:
|
|
|
|
STACK(2) = Random (STACK(2), STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
case PCD_RANDOMDIRECT:
|
|
|
|
PushToStack (Random (pc[0], pc[1]));
|
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RANDOMDIRECTB:
|
|
|
|
PushToStack (Random (((BYTE *)pc)[0], ((BYTE *)pc)[1]));
|
|
|
|
pc = (int *)((BYTE *)pc + 2);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_THINGCOUNT:
|
2008-03-21 21:15:56 +00:00
|
|
|
STACK(2) = ThingCount (STACK(2), -1, STACK(1), -1);
|
2008-01-27 11:25:03 +00:00
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_THINGCOUNTDIRECT:
|
2008-03-21 21:15:56 +00:00
|
|
|
PushToStack (ThingCount (pc[0], -1, pc[1], -1));
|
2008-01-27 11:25:03 +00:00
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_THINGCOUNTNAME:
|
2008-03-21 21:15:56 +00:00
|
|
|
STACK(2) = ThingCount (-1, STACK(2), STACK(1), -1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_THINGCOUNTNAMESECTOR:
|
2008-10-19 22:24:34 +00:00
|
|
|
STACK(3) = ThingCount (-1, STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 2;
|
2008-03-21 21:15:56 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_THINGCOUNTSECTOR:
|
2008-10-19 22:24:34 +00:00
|
|
|
STACK(3) = ThingCount (STACK(3), -1, STACK(2), STACK(1));
|
|
|
|
sp -= 2;
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TAGWAIT:
|
|
|
|
state = SCRIPT_TagWait;
|
|
|
|
statedata = STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TAGWAITDIRECT:
|
|
|
|
state = SCRIPT_TagWait;
|
|
|
|
statedata = NEXTWORD;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_POLYWAIT:
|
|
|
|
state = SCRIPT_PolyWait;
|
|
|
|
statedata = STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_POLYWAITDIRECT:
|
|
|
|
state = SCRIPT_PolyWait;
|
|
|
|
statedata = NEXTWORD;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHANGEFLOOR:
|
|
|
|
ChangeFlat (STACK(2), STACK(1), 0);
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHANGEFLOORDIRECT:
|
|
|
|
ChangeFlat (pc[0], pc[1], 0);
|
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHANGECEILING:
|
|
|
|
ChangeFlat (STACK(2), STACK(1), 1);
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHANGECEILINGDIRECT:
|
|
|
|
ChangeFlat (pc[0], pc[1], 1);
|
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RESTART:
|
|
|
|
{
|
|
|
|
const ScriptPtr *scriptp;
|
|
|
|
|
|
|
|
scriptp = activeBehavior->FindScript (script);
|
|
|
|
pc = activeBehavior->GetScriptAddress (scriptp);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ANDLOGICAL:
|
|
|
|
STACK(2) = (STACK(2) && STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ORLOGICAL:
|
|
|
|
STACK(2) = (STACK(2) || STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ANDBITWISE:
|
|
|
|
STACK(2) = (STACK(2) & STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ORBITWISE:
|
|
|
|
STACK(2) = (STACK(2) | STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_EORBITWISE:
|
|
|
|
STACK(2) = (STACK(2) ^ STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_NEGATELOGICAL:
|
|
|
|
STACK(1) = !STACK(1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_NEGATEBINARY:
|
|
|
|
STACK(1) = ~STACK(1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSHIFT:
|
|
|
|
STACK(2) = (STACK(2) << STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RSHIFT:
|
|
|
|
STACK(2) = (STACK(2) >> STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_UNARYMINUS:
|
|
|
|
STACK(1) = -STACK(1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_IFNOTGOTO:
|
|
|
|
if (!STACK(1))
|
|
|
|
pc = activeBehavior->Ofs2PC (*pc);
|
|
|
|
else
|
|
|
|
pc++;
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LINESIDE:
|
|
|
|
PushToStack (backSide);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SCRIPTWAIT:
|
|
|
|
statedata = STACK(1);
|
|
|
|
if (controller->RunningScripts[statedata])
|
|
|
|
state = SCRIPT_ScriptWait;
|
|
|
|
else
|
|
|
|
state = SCRIPT_ScriptWaitPre;
|
|
|
|
sp--;
|
|
|
|
PutLast ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SCRIPTWAITDIRECT:
|
|
|
|
state = SCRIPT_ScriptWait;
|
|
|
|
statedata = NEXTWORD;
|
|
|
|
PutLast ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CLEARLINESPECIAL:
|
|
|
|
if (activationline)
|
|
|
|
activationline->special = 0;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CASEGOTO:
|
|
|
|
if (STACK(1) == NEXTWORD)
|
|
|
|
{
|
|
|
|
pc = activeBehavior->Ofs2PC (*pc);
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pc++;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CASEGOTOSORTED:
|
|
|
|
// The count and jump table are 4-byte aligned
|
2008-06-28 13:29:59 +00:00
|
|
|
pc = (int *)(((size_t)pc + 3) & ~3);
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int numcases = NEXTWORD;
|
|
|
|
int min = 0, max = numcases-1;
|
|
|
|
while (min <= max)
|
|
|
|
{
|
|
|
|
int mid = (min + max) / 2;
|
|
|
|
SDWORD caseval = pc[mid*2];
|
|
|
|
if (caseval == STACK(1))
|
|
|
|
{
|
|
|
|
pc = activeBehavior->Ofs2PC (pc[mid*2+1]);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if (caseval < STACK(1))
|
|
|
|
{
|
|
|
|
min = mid + 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
max = mid - 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (min > max)
|
|
|
|
{
|
|
|
|
// The case was not found, so go to the next instruction.
|
|
|
|
pc += numcases * 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_BEGINPRINT:
|
|
|
|
work = "";
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PRINTSTRING:
|
|
|
|
case PCD_PRINTLOCALIZED:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
|
|
if (pcd == PCD_PRINTLOCALIZED)
|
|
|
|
{
|
|
|
|
lookup = GStrings(lookup);
|
|
|
|
}
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
|
|
|
work += lookup;
|
|
|
|
}
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PRINTNUMBER:
|
|
|
|
work.AppendFormat ("%d", STACK(1));
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
2008-12-07 16:38:02 +00:00
|
|
|
case PCD_PRINTBINARY:
|
|
|
|
work.AppendFormat ("%B", STACK(1));
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PRINTHEX:
|
|
|
|
work.AppendFormat ("%X", STACK(1));
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
case PCD_PRINTCHARACTER:
|
|
|
|
work += (char)STACK(1);
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PRINTFIXED:
|
|
|
|
work.AppendFormat ("%g", FIXED2FLOAT(STACK(1)));
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [BC] Print activator's name
|
|
|
|
// [RH] Fancied up a bit
|
|
|
|
case PCD_PRINTNAME:
|
|
|
|
{
|
|
|
|
player_t *player = NULL;
|
|
|
|
|
|
|
|
if (STACK(1) == 0 || (unsigned)STACK(1) > MAXPLAYERS)
|
|
|
|
{
|
|
|
|
if (activator)
|
|
|
|
{
|
|
|
|
player = activator->player;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (playeringame[STACK(1)-1])
|
|
|
|
{
|
|
|
|
player = &players[STACK(1)-1];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
work.AppendFormat ("Player %d", STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (player)
|
|
|
|
{
|
|
|
|
work += player->userinfo.netname;
|
|
|
|
}
|
|
|
|
else if (activator)
|
|
|
|
{
|
|
|
|
work += RUNTIME_TYPE(activator)->TypeName.GetChars();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
work += ' ';
|
|
|
|
}
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [JB] Print map character array
|
|
|
|
case PCD_PRINTMAPCHARARRAY:
|
|
|
|
{
|
|
|
|
int a = *(activeBehavior->MapVars[STACK(1)]);
|
|
|
|
int offset = STACK(2);
|
|
|
|
int c;
|
|
|
|
while((c = activeBehavior->GetArrayVal (a, offset)) != '\0') {
|
|
|
|
work += (char)c;
|
|
|
|
offset++;
|
|
|
|
}
|
|
|
|
sp-=2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [JB] Print world character array
|
|
|
|
case PCD_PRINTWORLDCHARARRAY:
|
|
|
|
{
|
|
|
|
int a = STACK(1);
|
|
|
|
int offset = STACK(2);
|
|
|
|
int c;
|
|
|
|
while((c = ACS_WorldArrays[a][offset]) != '\0') {
|
|
|
|
work += (char)c;
|
|
|
|
offset++;
|
|
|
|
}
|
|
|
|
sp-=2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [JB] Print global character array
|
|
|
|
case PCD_PRINTGLOBALCHARARRAY:
|
|
|
|
{
|
|
|
|
int a = STACK(1);
|
|
|
|
int offset = STACK(2);
|
|
|
|
int c;
|
|
|
|
while((c = ACS_GlobalArrays[a][offset]) != '\0') {
|
|
|
|
work += (char)c;
|
|
|
|
offset++;
|
|
|
|
}
|
|
|
|
sp-=2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [GRB] Print key name(s) for a command
|
|
|
|
case PCD_PRINTBIND:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
|
|
|
int key1 = 0, key2 = 0;
|
|
|
|
|
|
|
|
C_GetKeysForCommand ((char *)lookup, &key1, &key2);
|
|
|
|
|
|
|
|
if (key2)
|
|
|
|
work << KeyNames[key1] << " or " << KeyNames[key2];
|
|
|
|
else if (key1)
|
|
|
|
work << KeyNames[key1];
|
|
|
|
else
|
|
|
|
work << "??? (" << (char *)lookup << ')';
|
|
|
|
}
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ENDPRINT:
|
|
|
|
case PCD_ENDPRINTBOLD:
|
|
|
|
case PCD_MOREHUDMESSAGE:
|
|
|
|
case PCD_ENDLOG:
|
2008-12-07 17:48:36 +00:00
|
|
|
work = strbin1 (work);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (pcd == PCD_ENDLOG)
|
|
|
|
{
|
|
|
|
Printf ("%s\n", work.GetChars());
|
|
|
|
}
|
|
|
|
else if (pcd != PCD_MOREHUDMESSAGE)
|
|
|
|
{
|
|
|
|
AActor *screen = activator;
|
|
|
|
// If a missile is the activator, make the thing that
|
|
|
|
// launched the missile the target of the print command.
|
|
|
|
if (screen != NULL &&
|
|
|
|
screen->player == NULL &&
|
|
|
|
(screen->flags & MF_MISSILE) &&
|
|
|
|
screen->target != NULL)
|
|
|
|
{
|
|
|
|
screen = screen->target;
|
|
|
|
}
|
|
|
|
if (pcd == PCD_ENDPRINTBOLD || screen == NULL ||
|
|
|
|
screen->CheckLocalView (consoleplayer))
|
|
|
|
{
|
2008-11-27 23:28:48 +00:00
|
|
|
C_MidPrint (activefont, work);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
optstart = -1;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_OPTHUDMESSAGE:
|
|
|
|
optstart = sp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ENDHUDMESSAGE:
|
|
|
|
case PCD_ENDHUDMESSAGEBOLD:
|
|
|
|
if (optstart == -1)
|
|
|
|
{
|
|
|
|
optstart = sp;
|
|
|
|
}
|
|
|
|
{
|
|
|
|
AActor *screen = activator;
|
|
|
|
if (screen != NULL &&
|
|
|
|
screen->player == NULL &&
|
|
|
|
(screen->flags & MF_MISSILE) &&
|
|
|
|
screen->target != NULL)
|
|
|
|
{
|
|
|
|
screen = screen->target;
|
|
|
|
}
|
|
|
|
if (pcd == PCD_ENDHUDMESSAGEBOLD || screen == NULL ||
|
|
|
|
players[consoleplayer].mo == screen)
|
|
|
|
{
|
|
|
|
int type = Stack[optstart-6];
|
|
|
|
int id = Stack[optstart-5];
|
|
|
|
EColorRange color;
|
|
|
|
float x = FIXED2FLOAT(Stack[optstart-3]);
|
|
|
|
float y = FIXED2FLOAT(Stack[optstart-2]);
|
|
|
|
float holdTime = FIXED2FLOAT(Stack[optstart-1]);
|
|
|
|
DHUDMessage *msg;
|
|
|
|
|
|
|
|
if (type & HUDMSG_COLORSTRING)
|
|
|
|
{
|
|
|
|
color = V_FindFontColor(FBehavior::StaticLookupString(Stack[optstart-4]));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
color = CLAMPCOLOR(Stack[optstart-4]);
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (type & 0xFFFF)
|
|
|
|
{
|
|
|
|
default: // normal
|
2008-11-27 23:28:48 +00:00
|
|
|
msg = new DHUDMessage (activefont, work, x, y, hudwidth, hudheight, color, holdTime);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
case 1: // fade out
|
|
|
|
{
|
|
|
|
float fadeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f;
|
2008-11-27 23:28:48 +00:00
|
|
|
msg = new DHUDMessageFadeOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, fadeTime);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: // type on, then fade out
|
|
|
|
{
|
|
|
|
float typeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.05f;
|
|
|
|
float fadeTime = (optstart < sp-1) ? FIXED2FLOAT(Stack[optstart+1]) : 0.5f;
|
2008-11-27 23:28:48 +00:00
|
|
|
msg = new DHUDMessageTypeOnFadeOut (activefont, work, x, y, hudwidth, hudheight, color, typeTime, holdTime, fadeTime);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3: // fade in, then fade out
|
|
|
|
{
|
|
|
|
float inTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f;
|
|
|
|
float outTime = (optstart < sp-1) ? FIXED2FLOAT(Stack[optstart+1]) : 0.5f;
|
2008-11-27 23:28:48 +00:00
|
|
|
msg = new DHUDMessageFadeInOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, inTime, outTime);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
StatusBar->AttachMessage (msg, id ? 0xff000000|id : 0);
|
|
|
|
if (type & HUDMSG_LOG)
|
|
|
|
{
|
|
|
|
static const char bar[] = TEXTCOLOR_ORANGE "\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
|
|
|
|
"\36\36\36\36\36\36\36\36\36\36\36\36\37" TEXTCOLOR_NORMAL "\n";
|
|
|
|
static const char logbar[] = "\n<------------------------------->\n";
|
|
|
|
char consolecolor[3];
|
|
|
|
|
|
|
|
consolecolor[0] = '\x1c';
|
|
|
|
consolecolor[1] = color >= CR_BRICK && color <= CR_YELLOW ? color + 'A' : '-';
|
|
|
|
consolecolor[2] = '\0';
|
|
|
|
AddToConsole (-1, bar);
|
|
|
|
AddToConsole (-1, consolecolor);
|
|
|
|
AddToConsole (-1, work);
|
|
|
|
AddToConsole (-1, bar);
|
|
|
|
if (Logfile)
|
|
|
|
{
|
|
|
|
fputs (logbar, Logfile);
|
|
|
|
fputs (work, Logfile);
|
|
|
|
fputs (logbar, Logfile);
|
|
|
|
fflush (Logfile);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp = optstart-6;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETFONT:
|
|
|
|
DoSetFont (STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETFONTDIRECT:
|
|
|
|
DoSetFont (pc[0]);
|
|
|
|
pc++;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PLAYERCOUNT:
|
|
|
|
PushToStack (CountPlayers ());
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GAMETYPE:
|
|
|
|
if (gamestate == GS_TITLELEVEL)
|
|
|
|
PushToStack (GAME_TITLE_MAP);
|
|
|
|
else if (deathmatch)
|
|
|
|
PushToStack (GAME_NET_DEATHMATCH);
|
|
|
|
else if (multiplayer)
|
|
|
|
PushToStack (GAME_NET_COOPERATIVE);
|
|
|
|
else
|
|
|
|
PushToStack (GAME_SINGLE_PLAYER);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GAMESKILL:
|
|
|
|
PushToStack (G_SkillProperty(SKILLP_ACSReturn));
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [BC] Start ST PCD's
|
|
|
|
case PCD_PLAYERHEALTH:
|
|
|
|
if (activator)
|
|
|
|
PushToStack (activator->health);
|
|
|
|
else
|
|
|
|
PushToStack (0);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PLAYERARMORPOINTS:
|
|
|
|
if (activator)
|
|
|
|
{
|
|
|
|
ABasicArmor *armor = activator->FindInventory<ABasicArmor>();
|
|
|
|
PushToStack (armor ? armor->Amount : 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PushToStack (0);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PLAYERFRAGS:
|
|
|
|
if (activator && activator->player)
|
|
|
|
PushToStack (activator->player->fragcount);
|
|
|
|
else
|
|
|
|
PushToStack (0);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MUSICCHANGE:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
|
|
|
S_ChangeMusic (lookup, STACK(1));
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SINGLEPLAYER:
|
|
|
|
PushToStack (!netgame);
|
|
|
|
break;
|
|
|
|
// [BC] End ST PCD's
|
|
|
|
|
|
|
|
case PCD_TIMER:
|
|
|
|
PushToStack (level.time);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SECTORSOUND:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
|
|
|
if (activationline)
|
|
|
|
{
|
|
|
|
S_Sound (
|
2008-07-04 16:54:29 +00:00
|
|
|
activationline->frontsector,
|
|
|
|
CHAN_AUTO, // Not CHAN_AREA, because that'd probably break existing scripts.
|
2008-01-27 11:25:03 +00:00
|
|
|
lookup,
|
|
|
|
(float)(STACK(1)) / 127.f,
|
|
|
|
ATTN_NORM);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
S_Sound (
|
|
|
|
CHAN_AUTO,
|
|
|
|
lookup,
|
|
|
|
(float)(STACK(1)) / 127.f,
|
|
|
|
ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_AMBIENTSOUND:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
|
|
|
S_Sound (CHAN_AUTO,
|
|
|
|
lookup,
|
|
|
|
(float)(STACK(1)) / 127.f, ATTN_NONE);
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LOCALAMBIENTSOUND:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
if (lookup != NULL && activator->CheckLocalView (consoleplayer))
|
|
|
|
{
|
|
|
|
S_Sound (CHAN_AUTO,
|
|
|
|
lookup,
|
|
|
|
(float)(STACK(1)) / 127.f, ATTN_NONE);
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ACTIVATORSOUND:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
2008-07-19 23:52:06 +00:00
|
|
|
if (activator != NULL)
|
|
|
|
{
|
|
|
|
S_Sound (activator, CHAN_AUTO,
|
|
|
|
lookup,
|
|
|
|
(float)(STACK(1)) / 127.f, ATTN_NORM);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
S_Sound (CHAN_AUTO,
|
|
|
|
lookup,
|
|
|
|
(float)(STACK(1)) / 127.f, ATTN_NONE);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SOUNDSEQUENCE:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
|
|
|
if (activationline)
|
|
|
|
{
|
2008-06-15 17:17:31 +00:00
|
|
|
SN_StartSequence (activationline->frontsector, CHAN_FULLHEIGHT, lookup, 0);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETLINETEXTURE:
|
|
|
|
SetLineTexture (STACK(4), STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_REPLACETEXTURES:
|
|
|
|
ReplaceTextures (STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETLINEBLOCKING:
|
|
|
|
{
|
|
|
|
int line = -1;
|
|
|
|
|
|
|
|
while ((line = P_FindLineFromID (STACK(2), line)) >= 0)
|
|
|
|
{
|
|
|
|
switch (STACK(1))
|
|
|
|
{
|
|
|
|
case BLOCK_NOTHING:
|
|
|
|
lines[line].flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
|
|
|
|
break;
|
|
|
|
case BLOCK_CREATURES:
|
|
|
|
default:
|
|
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
|
|
|
|
lines[line].flags |= ML_BLOCKING;
|
|
|
|
break;
|
|
|
|
case BLOCK_EVERYTHING:
|
|
|
|
lines[line].flags &= ~(ML_RAILING|ML_BLOCK_PLAYERS);
|
|
|
|
lines[line].flags |= ML_BLOCKING|ML_BLOCKEVERYTHING;
|
|
|
|
break;
|
|
|
|
case BLOCK_RAILING:
|
|
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS);
|
|
|
|
lines[line].flags |= ML_RAILING|ML_BLOCKING;
|
|
|
|
break;
|
|
|
|
case BLOCK_PLAYERS:
|
|
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCKING|ML_RAILING);
|
|
|
|
lines[line].flags |= ML_BLOCK_PLAYERS;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETLINEMONSTERBLOCKING:
|
|
|
|
{
|
|
|
|
int line = -1;
|
|
|
|
|
|
|
|
while ((line = P_FindLineFromID (STACK(2), line)) >= 0)
|
|
|
|
{
|
|
|
|
if (STACK(1))
|
|
|
|
lines[line].flags |= ML_BLOCKMONSTERS;
|
|
|
|
else
|
|
|
|
lines[line].flags &= ~ML_BLOCKMONSTERS;
|
|
|
|
}
|
|
|
|
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETLINESPECIAL:
|
|
|
|
{
|
|
|
|
int linenum = -1;
|
|
|
|
|
|
|
|
while ((linenum = P_FindLineFromID (STACK(7), linenum)) >= 0) {
|
|
|
|
line_t *line = &lines[linenum];
|
|
|
|
|
|
|
|
line->special = STACK(6);
|
|
|
|
line->args[0] = STACK(5);
|
|
|
|
line->args[1] = STACK(4);
|
|
|
|
line->args[2] = STACK(3);
|
|
|
|
line->args[3] = STACK(2);
|
|
|
|
line->args[4] = STACK(1);
|
|
|
|
}
|
|
|
|
sp -= 7;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETTHINGSPECIAL:
|
|
|
|
{
|
|
|
|
if (STACK(7) != 0)
|
|
|
|
{
|
|
|
|
FActorIterator iterator (STACK(7));
|
|
|
|
AActor *actor;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
actor->special = STACK(6);
|
|
|
|
actor->args[0] = STACK(5);
|
|
|
|
actor->args[1] = STACK(4);
|
|
|
|
actor->args[2] = STACK(3);
|
|
|
|
actor->args[3] = STACK(2);
|
|
|
|
actor->args[4] = STACK(1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (activator != NULL)
|
|
|
|
{
|
|
|
|
activator->special = STACK(6);
|
|
|
|
activator->args[0] = STACK(5);
|
|
|
|
activator->args[1] = STACK(4);
|
|
|
|
activator->args[2] = STACK(3);
|
|
|
|
activator->args[3] = STACK(2);
|
|
|
|
activator->args[4] = STACK(1);
|
|
|
|
}
|
|
|
|
sp -= 7;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_THINGSOUND:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
|
|
|
FActorIterator iterator (STACK(3));
|
|
|
|
AActor *spot;
|
|
|
|
|
|
|
|
while ( (spot = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
S_Sound (spot, CHAN_AUTO,
|
|
|
|
lookup,
|
|
|
|
(float)(STACK(1))/127.f, ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_FIXEDMUL:
|
|
|
|
STACK(2) = FixedMul (STACK(2), STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_FIXEDDIV:
|
|
|
|
STACK(2) = FixedDiv (STACK(2), STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETGRAVITY:
|
|
|
|
level.gravity = (float)STACK(1) / 65536.f;
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETGRAVITYDIRECT:
|
|
|
|
level.gravity = (float)pc[0] / 65536.f;
|
|
|
|
pc++;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETAIRCONTROL:
|
|
|
|
level.aircontrol = STACK(1);
|
|
|
|
sp--;
|
|
|
|
G_AirControlChanged ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETAIRCONTROLDIRECT:
|
|
|
|
level.aircontrol = pc[0];
|
|
|
|
pc++;
|
|
|
|
G_AirControlChanged ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SPAWN:
|
2009-06-06 15:24:18 +00:00
|
|
|
STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1), false);
|
2008-01-27 11:25:03 +00:00
|
|
|
sp -= 5;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SPAWNDIRECT:
|
2009-06-06 15:24:18 +00:00
|
|
|
PushToStack (DoSpawn (pc[0], pc[1], pc[2], pc[3], pc[4], pc[5], false));
|
2008-01-27 11:25:03 +00:00
|
|
|
pc += 6;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SPAWNSPOT:
|
2009-06-06 15:24:18 +00:00
|
|
|
STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1), false);
|
2008-01-27 11:25:03 +00:00
|
|
|
sp -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SPAWNSPOTDIRECT:
|
2009-06-06 15:24:18 +00:00
|
|
|
PushToStack (DoSpawnSpot (pc[0], pc[1], pc[2], pc[3], false));
|
2008-01-27 11:25:03 +00:00
|
|
|
pc += 4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SPAWNSPOTFACING:
|
2009-06-06 15:24:18 +00:00
|
|
|
STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1), false);
|
2008-01-27 11:25:03 +00:00
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CLEARINVENTORY:
|
|
|
|
ClearInventory (activator);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CLEARACTORINVENTORY:
|
|
|
|
if (STACK(3) == 0)
|
|
|
|
{
|
|
|
|
ClearInventory(NULL);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator it(STACK(3));
|
|
|
|
AActor *actor;
|
|
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
|
|
{
|
|
|
|
ClearInventory(actor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GIVEINVENTORY:
|
|
|
|
GiveInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GIVEACTORINVENTORY:
|
|
|
|
{
|
|
|
|
const char *type = FBehavior::StaticLookupString(STACK(2));
|
|
|
|
if (STACK(3) == 0)
|
|
|
|
{
|
|
|
|
GiveInventory(NULL, FBehavior::StaticLookupString(STACK(2)), STACK(1));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator it(STACK(3));
|
|
|
|
AActor *actor;
|
|
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
|
|
{
|
|
|
|
GiveInventory(actor, type, STACK(1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 3;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GIVEINVENTORYDIRECT:
|
|
|
|
GiveInventory (activator, FBehavior::StaticLookupString (pc[0]), pc[1]);
|
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TAKEINVENTORY:
|
|
|
|
TakeInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TAKEACTORINVENTORY:
|
|
|
|
{
|
|
|
|
const char *type = FBehavior::StaticLookupString(STACK(2));
|
|
|
|
if (STACK(3) == 0)
|
|
|
|
{
|
|
|
|
TakeInventory(NULL, type, STACK(1));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator it(STACK(3));
|
|
|
|
AActor *actor;
|
|
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
|
|
{
|
|
|
|
TakeInventory(actor, type, STACK(1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 3;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TAKEINVENTORYDIRECT:
|
|
|
|
TakeInventory (activator, FBehavior::StaticLookupString (pc[0]), pc[1]);
|
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHECKINVENTORY:
|
|
|
|
STACK(1) = CheckInventory (activator, FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHECKACTORINVENTORY:
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
|
2008-01-27 11:25:03 +00:00
|
|
|
FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHECKINVENTORYDIRECT:
|
|
|
|
PushToStack (CheckInventory (activator, FBehavior::StaticLookupString (pc[0])));
|
|
|
|
pc += 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_USEINVENTORY:
|
|
|
|
STACK(1) = UseInventory (activator, FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_USEACTORINVENTORY:
|
|
|
|
{
|
|
|
|
int ret = 0;
|
|
|
|
const char *type = FBehavior::StaticLookupString(STACK(1));
|
|
|
|
if (STACK(2) == 0)
|
|
|
|
{
|
|
|
|
ret = UseInventory(NULL, type);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator it(STACK(2));
|
|
|
|
AActor *actor;
|
|
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
|
|
{
|
|
|
|
ret += UseInventory(actor, type);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
STACK(2) = ret;
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETSIGILPIECES:
|
|
|
|
{
|
|
|
|
ASigil *sigil;
|
|
|
|
|
|
|
|
if (activator == NULL || (sigil = activator->FindInventory<ASigil>()) == NULL)
|
|
|
|
{
|
|
|
|
PushToStack (0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PushToStack (sigil->NumPieces);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETAMMOCAPACITY:
|
|
|
|
if (activator != NULL)
|
|
|
|
{
|
|
|
|
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
AInventory *item;
|
|
|
|
|
|
|
|
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
|
|
|
|
{
|
|
|
|
item = activator->FindInventory (type);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = item->MaxAmount;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = ((AInventory *)GetDefaultByType (type))->MaxAmount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETAMMOCAPACITY:
|
|
|
|
if (activator != NULL)
|
|
|
|
{
|
|
|
|
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(2)));
|
|
|
|
AInventory *item;
|
|
|
|
|
|
|
|
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
|
|
|
|
{
|
|
|
|
item = activator->FindInventory (type);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
item->MaxAmount = STACK(1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item = activator->GiveInventoryType (type);
|
|
|
|
item->MaxAmount = STACK(1);
|
|
|
|
item->Amount = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETMUSIC:
|
|
|
|
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
|
|
|
|
sp -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETMUSICDIRECT:
|
|
|
|
S_ChangeMusic (FBehavior::StaticLookupString (pc[0]), pc[1]);
|
|
|
|
pc += 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LOCALSETMUSIC:
|
|
|
|
if (activator == players[consoleplayer].mo)
|
|
|
|
{
|
|
|
|
S_ChangeMusic (FBehavior::StaticLookupString (STACK(3)), STACK(2));
|
|
|
|
}
|
|
|
|
sp -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LOCALSETMUSICDIRECT:
|
|
|
|
if (activator == players[consoleplayer].mo)
|
|
|
|
{
|
|
|
|
S_ChangeMusic (FBehavior::StaticLookupString (pc[0]), pc[1]);
|
|
|
|
}
|
|
|
|
pc += 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_FADETO:
|
|
|
|
DoFadeTo (STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 5;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_FADERANGE:
|
|
|
|
DoFadeRange (STACK(9), STACK(8), STACK(7), STACK(6),
|
|
|
|
STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 9;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CANCELFADE:
|
|
|
|
{
|
|
|
|
TThinkerIterator<DFlashFader> iterator;
|
|
|
|
DFlashFader *fader;
|
|
|
|
|
|
|
|
while ( (fader = iterator.Next()) )
|
|
|
|
{
|
|
|
|
if (activator == NULL || fader->WhoFor() == activator)
|
|
|
|
{
|
|
|
|
fader->Cancel ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PLAYMOVIE:
|
|
|
|
STACK(1) = I_PlayMovie (FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETACTORPOSITION:
|
|
|
|
{
|
|
|
|
bool result = false;
|
|
|
|
AActor *actor = SingleActorFromTID (STACK(5), activator);
|
|
|
|
if (actor != NULL)
|
|
|
|
result = P_MoveThing(actor, STACK(4), STACK(3), STACK(2), !!STACK(1));
|
|
|
|
sp -= 4;
|
|
|
|
STACK(1) = result;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETACTORX:
|
|
|
|
case PCD_GETACTORY:
|
|
|
|
case PCD_GETACTORZ:
|
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID (STACK(1), activator);
|
|
|
|
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = (&actor->x)[pcd - PCD_GETACTORX];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETACTORFLOORZ:
|
|
|
|
case PCD_GETACTORCEILINGZ:
|
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID (STACK(1), activator);
|
|
|
|
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
else if (pcd == PCD_GETACTORFLOORZ)
|
|
|
|
{
|
|
|
|
STACK(1) = actor->floorz;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = actor->ceilingz;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETACTORANGLE:
|
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID (STACK(1), activator);
|
|
|
|
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = actor->angle >> 16;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETACTORPITCH:
|
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID (STACK(1), activator);
|
|
|
|
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = actor->pitch >> 16;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETLINEROWOFFSET:
|
|
|
|
if (activationline)
|
|
|
|
{
|
2009-09-06 21:11:24 +00:00
|
|
|
PushToStack (activationline->sidedef[0]->GetTextureYOffset(side_t::mid) >> FRACBITS);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PushToStack (0);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETSECTORFLOORZ:
|
|
|
|
case PCD_GETSECTORCEILINGZ:
|
|
|
|
// Arguments are (tag, x, y). If you don't use slopes, then (x, y) don't
|
|
|
|
// really matter and can be left as (0, 0) if you like.
|
|
|
|
{
|
|
|
|
int secnum = P_FindSectorFromTag (STACK(3), -1);
|
|
|
|
fixed_t z = 0;
|
|
|
|
|
|
|
|
if (secnum >= 0)
|
|
|
|
{
|
|
|
|
fixed_t x = STACK(2) << FRACBITS;
|
|
|
|
fixed_t y = STACK(1) << FRACBITS;
|
|
|
|
if (pcd == PCD_GETSECTORFLOORZ)
|
|
|
|
{
|
|
|
|
z = sectors[secnum].floorplane.ZatPoint (x, y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
z = sectors[secnum].ceilingplane.ZatPoint (x, y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
STACK(1) = z;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETSECTORLIGHTLEVEL:
|
|
|
|
{
|
|
|
|
int secnum = P_FindSectorFromTag (STACK(1), -1);
|
|
|
|
int z = -1;
|
|
|
|
|
|
|
|
if (secnum >= 0)
|
|
|
|
{
|
|
|
|
z = sectors[secnum].lightlevel;
|
|
|
|
}
|
|
|
|
STACK(1) = z;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETFLOORTRIGGER:
|
|
|
|
new DPlaneWatcher (activator, activationline, backSide, false, STACK(8),
|
|
|
|
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 8;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETCEILINGTRIGGER:
|
|
|
|
new DPlaneWatcher (activator, activationline, backSide, true, STACK(8),
|
|
|
|
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 8;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_STARTTRANSLATION:
|
|
|
|
{
|
|
|
|
int i = STACK(1);
|
|
|
|
sp--;
|
|
|
|
if (i >= 1 && i <= MAX_ACS_TRANSLATIONS)
|
|
|
|
{
|
|
|
|
translation = translationtables[TRANSLATION_LevelScripted].GetVal(i - 1);
|
|
|
|
if (translation == NULL)
|
|
|
|
{
|
|
|
|
translation = new FRemapTable;
|
|
|
|
translationtables[TRANSLATION_LevelScripted].SetVal(i - 1, translation);
|
|
|
|
}
|
|
|
|
translation->MakeIdentity();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TRANSLATIONRANGE1:
|
|
|
|
{ // translation using palette shifting
|
|
|
|
int start = STACK(4);
|
|
|
|
int end = STACK(3);
|
|
|
|
int pal1 = STACK(2);
|
|
|
|
int pal2 = STACK(1);
|
|
|
|
sp -= 4;
|
|
|
|
|
|
|
|
if (translation != NULL)
|
|
|
|
translation->AddIndexRange(start, end, pal1, pal2);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TRANSLATIONRANGE2:
|
|
|
|
{ // translation using RGB values
|
|
|
|
// (would HSV be a good idea too?)
|
|
|
|
int start = STACK(8);
|
|
|
|
int end = STACK(7);
|
|
|
|
int r1 = STACK(6);
|
|
|
|
int g1 = STACK(5);
|
|
|
|
int b1 = STACK(4);
|
|
|
|
int r2 = STACK(3);
|
|
|
|
int g2 = STACK(2);
|
|
|
|
int b2 = STACK(1);
|
|
|
|
sp -= 8;
|
|
|
|
|
|
|
|
if (translation != NULL)
|
|
|
|
translation->AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ENDTRANSLATION:
|
|
|
|
// This might be useful for hardware rendering, but
|
|
|
|
// for software it is superfluous.
|
|
|
|
translation->UpdateNative();
|
|
|
|
translation = NULL;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SIN:
|
|
|
|
STACK(1) = finesine[angle_t(STACK(1)<<16)>>ANGLETOFINESHIFT];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_COS:
|
|
|
|
STACK(1) = finecosine[angle_t(STACK(1)<<16)>>ANGLETOFINESHIFT];
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_VECTORANGLE:
|
|
|
|
STACK(2) = R_PointToAngle2 (0, 0, STACK(2), STACK(1)) >> 16;
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHECKWEAPON:
|
|
|
|
if (activator == NULL || activator->player == NULL || // Non-players do not have weapons
|
|
|
|
activator->player->ReadyWeapon == NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = 0 == stricmp (FBehavior::StaticLookupString (STACK(1)),
|
|
|
|
activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETWEAPON:
|
|
|
|
if (activator == NULL || activator->player == NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AInventory *item = activator->FindInventory (PClass::FindClass (
|
|
|
|
FBehavior::StaticLookupString (STACK(1))));
|
|
|
|
|
|
|
|
if (item == NULL || !item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
else if (activator->player->ReadyWeapon == item)
|
|
|
|
{
|
|
|
|
// The weapon is already selected, so setweapon succeeds by default,
|
|
|
|
// but make sure the player isn't switching away from it.
|
|
|
|
activator->player->PendingWeapon = WP_NOCHANGE;
|
|
|
|
STACK(1) = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AWeapon *weap = static_cast<AWeapon *> (item);
|
|
|
|
|
|
|
|
if (weap->CheckAmmo (AWeapon::EitherFire, false))
|
|
|
|
{
|
|
|
|
// There's enough ammo, so switch to it.
|
|
|
|
STACK(1) = 1;
|
|
|
|
activator->player->PendingWeapon = weap;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
case PCD_SETMARINEWEAPON:
|
|
|
|
if (STACK(2) != 0)
|
|
|
|
{
|
|
|
|
AScriptedMarine *marine;
|
|
|
|
TActorIterator<AScriptedMarine> iterator (STACK(2));
|
|
|
|
|
|
|
|
while ((marine = iterator.Next()) != NULL)
|
|
|
|
{
|
|
|
|
marine->SetWeapon ((AScriptedMarine::EMarineWeapon)STACK(1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
if (activator != NULL && activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
barrier_cast<AScriptedMarine *>(activator)->SetWeapon (
|
2008-01-27 11:25:03 +00:00
|
|
|
(AScriptedMarine::EMarineWeapon)STACK(1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETMARINESPRITE:
|
|
|
|
{
|
|
|
|
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
|
|
|
|
if (type != NULL)
|
|
|
|
{
|
|
|
|
if (STACK(2) != 0)
|
|
|
|
{
|
|
|
|
AScriptedMarine *marine;
|
|
|
|
TActorIterator<AScriptedMarine> iterator (STACK(2));
|
|
|
|
|
|
|
|
while ((marine = iterator.Next()) != NULL)
|
|
|
|
{
|
|
|
|
marine->SetSprite (type);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
if (activator != NULL && activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
barrier_cast<AScriptedMarine *>(activator)->SetSprite (type);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf ("Unknown actor type: %s\n", FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETACTORPROPERTY:
|
|
|
|
SetActorProperty (STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETACTORPROPERTY:
|
|
|
|
STACK(2) = GetActorProperty (STACK(2), STACK(1));
|
|
|
|
sp -= 1;
|
|
|
|
break;
|
|
|
|
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
case PCD_GETPLAYERINPUT:
|
|
|
|
STACK(2) = GetPlayerInput (STACK(2), STACK(1));
|
|
|
|
sp -= 1;
|
|
|
|
break;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
case PCD_PLAYERNUMBER:
|
|
|
|
if (activator == NULL || activator->player == NULL)
|
|
|
|
{
|
|
|
|
PushToStack (-1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
PushToStack (int(activator->player - players));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PLAYERINGAME:
|
|
|
|
if (STACK(1) < 0 || STACK(1) > MAXPLAYERS)
|
|
|
|
{
|
|
|
|
STACK(1) = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = playeringame[STACK(1)];
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PLAYERISBOT:
|
|
|
|
if (STACK(1) < 0 || STACK(1) > MAXPLAYERS || !playeringame[STACK(1)])
|
|
|
|
{
|
|
|
|
STACK(1) = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = players[STACK(1)].isbot;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ACTIVATORTID:
|
|
|
|
if (activator == NULL)
|
|
|
|
{
|
|
|
|
PushToStack (0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PushToStack (activator->tid);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETSCREENWIDTH:
|
|
|
|
PushToStack (SCREENWIDTH);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETSCREENHEIGHT:
|
|
|
|
PushToStack (SCREENHEIGHT);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_THING_PROJECTILE2:
|
|
|
|
// Like Thing_Projectile(Gravity) specials, but you can give the
|
|
|
|
// projectile a TID.
|
|
|
|
// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
|
|
|
|
P_Thing_Projectile (STACK(7), activator, STACK(6), NULL, ((angle_t)(STACK(5)<<24)),
|
|
|
|
STACK(4)<<(FRACBITS-3), STACK(3)<<(FRACBITS-3), 0, NULL, STACK(2), STACK(1), false);
|
|
|
|
sp -= 7;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SPAWNPROJECTILE:
|
|
|
|
// Same, but takes an actor name instead of a spawn ID.
|
|
|
|
P_Thing_Projectile (STACK(7), activator, 0, FBehavior::StaticLookupString (STACK(6)), ((angle_t)(STACK(5)<<24)),
|
|
|
|
STACK(4)<<(FRACBITS-3), STACK(3)<<(FRACBITS-3), 0, NULL, STACK(2), STACK(1), false);
|
|
|
|
sp -= 7;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_STRLEN:
|
|
|
|
STACK(1) = SDWORD(strlen(FBehavior::StaticLookupString (STACK(1))));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETCVAR:
|
|
|
|
{
|
|
|
|
FBaseCVar *cvar = FindCVar (FBehavior::StaticLookupString (STACK(1)), NULL);
|
|
|
|
if (cvar == NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UCVarValue val = cvar->GetGenericRep (CVAR_Int);
|
|
|
|
STACK(1) = val.Int;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETHUDSIZE:
|
|
|
|
hudwidth = abs (STACK(3));
|
|
|
|
hudheight = abs (STACK(2));
|
|
|
|
if (STACK(1) != 0)
|
|
|
|
{ // Negative height means to cover the status bar
|
|
|
|
hudheight = -hudheight;
|
|
|
|
}
|
|
|
|
sp -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETLEVELINFO:
|
|
|
|
switch (STACK(1))
|
|
|
|
{
|
|
|
|
case LEVELINFO_PAR_TIME: STACK(1) = level.partime; break;
|
|
|
|
case LEVELINFO_SUCK_TIME: STACK(1) = level.sucktime; break;
|
|
|
|
case LEVELINFO_CLUSTERNUM: STACK(1) = level.cluster; break;
|
|
|
|
case LEVELINFO_LEVELNUM: STACK(1) = level.levelnum; break;
|
|
|
|
case LEVELINFO_TOTAL_SECRETS: STACK(1) = level.total_secrets; break;
|
|
|
|
case LEVELINFO_FOUND_SECRETS: STACK(1) = level.found_secrets; break;
|
|
|
|
case LEVELINFO_TOTAL_ITEMS: STACK(1) = level.total_items; break;
|
|
|
|
case LEVELINFO_FOUND_ITEMS: STACK(1) = level.found_items; break;
|
|
|
|
case LEVELINFO_TOTAL_MONSTERS: STACK(1) = level.total_monsters; break;
|
|
|
|
case LEVELINFO_KILLED_MONSTERS: STACK(1) = level.killed_monsters; break;
|
|
|
|
default: STACK(1) = 0; break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHANGESKY:
|
|
|
|
{
|
|
|
|
const char *sky1name, *sky2name;
|
|
|
|
|
|
|
|
sky1name = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
sky2name = FBehavior::StaticLookupString (STACK(1));
|
|
|
|
if (sky1name[0] != 0)
|
|
|
|
{
|
|
|
|
strncpy (level.skypic1, sky1name, 8);
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
sky1texture = TexMan.GetTexture (sky1name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (sky2name[0] != 0)
|
|
|
|
{
|
|
|
|
strncpy (level.skypic2, sky2name, 8);
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
sky2texture = TexMan.GetTexture (sky2name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
R_InitSkyMap ();
|
2008-06-14 15:37:17 +00:00
|
|
|
sp -= 2;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETCAMERATOTEXTURE:
|
|
|
|
{
|
|
|
|
const char *picname = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
AActor *camera;
|
|
|
|
|
|
|
|
if (STACK(3) == 0)
|
|
|
|
{
|
|
|
|
camera = activator;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator it (STACK(3));
|
|
|
|
camera = it.Next ();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (camera != NULL)
|
|
|
|
{
|
2008-06-28 13:29:59 +00:00
|
|
|
FTextureID picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
if (!picnum.Exists())
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
Printf ("SetCameraToTexture: %s is not a texture\n", picname);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FCanvasTextureInfo::Add (camera, picnum, STACK(1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 3;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETACTORANGLE: // [GRB]
|
|
|
|
if (STACK(2) == 0)
|
|
|
|
{
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
if (activator != NULL)
|
|
|
|
activator->angle = STACK(1) << 16;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (STACK(2));
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
actor->angle = STACK(1) << 16;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETACTORPITCH:
|
|
|
|
if (STACK(2) == 0)
|
|
|
|
{
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
if (activator != NULL)
|
|
|
|
activator->pitch = STACK(1) << 16;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (STACK(2));
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
actor->pitch = STACK(1) << 16;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETACTORSTATE:
|
|
|
|
{
|
|
|
|
const char *statename = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
FState *state;
|
|
|
|
|
|
|
|
if (STACK(3) == 0)
|
|
|
|
{
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
if (activator != NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-09-23 21:41:49 +00:00
|
|
|
state = activator->GetClass()->ActorInfo->FindStateByString (statename, !!STACK(1));
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
if (state != NULL)
|
|
|
|
{
|
|
|
|
activator->SetState (state);
|
|
|
|
STACK(3) = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(3) = 0;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (STACK(3));
|
|
|
|
AActor *actor;
|
|
|
|
int count = 0;
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
2008-09-23 21:41:49 +00:00
|
|
|
state = actor->GetClass()->ActorInfo->FindStateByString (statename, !!STACK(1));
|
2008-01-27 11:25:03 +00:00
|
|
|
if (state != NULL)
|
|
|
|
{
|
|
|
|
actor->SetState (state);
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
STACK(3) = count;
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PLAYERCLASS: // [GRB]
|
|
|
|
if (STACK(1) < 0 || STACK(1) >= MAXPLAYERS || !playeringame[STACK(1)])
|
|
|
|
{
|
|
|
|
STACK(1) = -1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = players[STACK(1)].CurrentPlayerClass;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETPLAYERINFO: // [GRB]
|
|
|
|
if (STACK(2) < 0 || STACK(2) >= MAXPLAYERS || !playeringame[STACK(2)])
|
|
|
|
{
|
|
|
|
STACK(2) = -1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
userinfo_t *userinfo = &players[STACK(2)].userinfo;
|
|
|
|
switch (STACK(1))
|
|
|
|
{
|
|
|
|
case PLAYERINFO_TEAM: STACK(2) = userinfo->team; break;
|
2009-01-18 09:42:37 +00:00
|
|
|
case PLAYERINFO_AIMDIST: STACK(2) = userinfo->GetAimDist(); break;
|
2008-01-27 11:25:03 +00:00
|
|
|
case PLAYERINFO_COLOR: STACK(2) = userinfo->color; break;
|
|
|
|
case PLAYERINFO_GENDER: STACK(2) = userinfo->gender; break;
|
|
|
|
case PLAYERINFO_NEVERSWITCH: STACK(2) = userinfo->neverswitch; break;
|
|
|
|
case PLAYERINFO_MOVEBOB: STACK(2) = userinfo->MoveBob; break;
|
|
|
|
case PLAYERINFO_STILLBOB: STACK(2) = userinfo->StillBob; break;
|
|
|
|
case PLAYERINFO_PLAYERCLASS: STACK(2) = userinfo->PlayerClass; break;
|
|
|
|
default: STACK(2) = 0; break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHANGELEVEL:
|
|
|
|
{
|
|
|
|
int flags = STACK(2);
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3),
|
2008-01-27 11:25:03 +00:00
|
|
|
!!(flags & CHANGELEVEL_KEEPFACING), STACK(1),
|
|
|
|
!!(flags & CHANGELEVEL_NOINTERMISSION),
|
|
|
|
!!(flags & CHANGELEVEL_RESETINVENTORY),
|
|
|
|
!!(flags & CHANGELEVEL_NOMONSTERS));
|
|
|
|
sp -= 4;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SECTORDAMAGE:
|
|
|
|
{
|
|
|
|
int tag = STACK(5);
|
|
|
|
int amount = STACK(4);
|
|
|
|
FName type = FBehavior::StaticLookupString(STACK(3));
|
|
|
|
FName protection = FName (FBehavior::StaticLookupString(STACK(2)), true);
|
|
|
|
const PClass *protectClass = PClass::FindClass (protection);
|
|
|
|
int flags = STACK(1);
|
|
|
|
sp -= 5;
|
|
|
|
|
|
|
|
int secnum = -1;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
|
|
{
|
|
|
|
AActor *actor, *next;
|
|
|
|
sector_t *sec = §ors[secnum];
|
|
|
|
|
|
|
|
for (actor = sec->thinglist; actor != NULL; actor = next)
|
|
|
|
{
|
|
|
|
next = actor->snext;
|
|
|
|
|
|
|
|
if (!(actor->flags & MF_SHOOTABLE))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (!(flags & DAMAGE_NONPLAYERS) && actor->player == NULL)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint (actor->x, actor->y) && !actor->waterlevel)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (protectClass != NULL)
|
|
|
|
{
|
|
|
|
if (!(flags & DAMAGE_SUBCLASSES_PROTECT))
|
|
|
|
{
|
|
|
|
if (actor->FindInventory (protectClass))
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AInventory *item;
|
|
|
|
|
|
|
|
for (item = actor->Inventory; item != NULL; item = item->Inventory)
|
|
|
|
{
|
|
|
|
if (item->IsKindOf (protectClass))
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (item != NULL)
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
P_DamageMobj (actor, NULL, NULL, amount, type);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-07-06 17:32:31 +00:00
|
|
|
break;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
case PCD_THINGDAMAGE2:
|
|
|
|
STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(FBehavior::StaticLookupString(STACK(1))));
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
2008-03-01 18:54:31 +00:00
|
|
|
|
|
|
|
case PCD_CHECKACTORCEILINGTEXTURE:
|
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID(STACK(2), activator);
|
|
|
|
if (actor != NULL)
|
|
|
|
{
|
|
|
|
FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(STACK(1)));
|
2008-08-22 07:36:50 +00:00
|
|
|
STACK(2) = (tex == TexMan[actor->Sector->GetTexture(sector_t::ceiling)]);
|
2008-03-01 18:54:31 +00:00
|
|
|
}
|
|
|
|
else STACK(2)=0;
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case PCD_CHECKACTORFLOORTEXTURE:
|
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID(STACK(2), activator);
|
|
|
|
if (actor != NULL)
|
|
|
|
{
|
|
|
|
FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(STACK(1)));
|
2008-08-22 07:36:50 +00:00
|
|
|
STACK(2) = (tex == TexMan[actor->Sector->GetTexture(sector_t::floor)]);
|
2008-03-01 18:54:31 +00:00
|
|
|
}
|
|
|
|
else STACK(2)=0;
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case PCD_GETACTORLIGHTLEVEL:
|
2008-03-19 11:19:03 +00:00
|
|
|
{
|
2008-03-01 18:54:31 +00:00
|
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
|
|
if (actor != NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = actor->Sector->lightlevel;
|
|
|
|
}
|
2008-12-07 16:38:02 +00:00
|
|
|
else STACK(1) = 0;
|
2008-03-01 18:54:31 +00:00
|
|
|
break;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
2008-03-19 11:19:03 +00:00
|
|
|
|
|
|
|
case PCD_SETMUGSHOTSTATE:
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
StatusBar->SetMugShotState(FBehavior::StaticLookupString(STACK(1)));
|
2008-10-19 22:24:34 +00:00
|
|
|
sp--;
|
2008-03-19 11:19:03 +00:00
|
|
|
break;
|
2008-04-17 20:58:50 +00:00
|
|
|
|
|
|
|
case PCD_CHECKPLAYERCAMERA:
|
|
|
|
{
|
|
|
|
int playernum = STACK(1);
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
2008-04-17 20:58:50 +00:00
|
|
|
if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = -1;
|
|
|
|
}
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
else
|
2008-04-17 20:58:50 +00:00
|
|
|
{
|
|
|
|
STACK(1) = players[playernum].camera->tid;
|
|
|
|
}
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2008-12-07 16:38:02 +00:00
|
|
|
case PCD_CLASSIFYACTOR:
|
|
|
|
STACK(1) = DoClassifyActor(STACK(1));
|
|
|
|
break;
|
|
|
|
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
case PCD_MORPHACTOR:
|
|
|
|
{
|
|
|
|
int tag = STACK(7);
|
|
|
|
FName playerclass_name = FBehavior::StaticLookupString(STACK(6));
|
|
|
|
const PClass *playerclass = PClass::FindClass (playerclass_name);
|
|
|
|
FName monsterclass_name = FBehavior::StaticLookupString(STACK(5));
|
|
|
|
const PClass *monsterclass = PClass::FindClass (monsterclass_name);
|
|
|
|
int duration = STACK(4);
|
|
|
|
int style = STACK(3);
|
|
|
|
FName morphflash_name = FBehavior::StaticLookupString(STACK(2));
|
|
|
|
const PClass *morphflash = PClass::FindClass (morphflash_name);
|
|
|
|
FName unmorphflash_name = FBehavior::StaticLookupString(STACK(1));
|
|
|
|
const PClass *unmorphflash = PClass::FindClass (unmorphflash_name);
|
|
|
|
int changes = 0;
|
|
|
|
|
|
|
|
if (tag == 0)
|
|
|
|
{
|
|
|
|
if (activator->player)
|
|
|
|
{
|
|
|
|
if (P_MorphPlayer(activator->player, activator->player, playerclass, duration, style, morphflash, unmorphflash))
|
|
|
|
{
|
|
|
|
changes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (P_MorphMonster(activator, monsterclass, duration, style, morphflash, unmorphflash))
|
|
|
|
{
|
|
|
|
changes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (tag);
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
if (actor->player)
|
|
|
|
{
|
|
|
|
if (P_MorphPlayer(activator->player, actor->player, playerclass, duration, style, morphflash, unmorphflash))
|
|
|
|
{
|
|
|
|
changes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (P_MorphMonster(actor, monsterclass, duration, style, morphflash, unmorphflash))
|
|
|
|
{
|
|
|
|
changes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
STACK(7) = changes;
|
|
|
|
sp -= 6;
|
2008-04-17 20:58:50 +00:00
|
|
|
}
|
|
|
|
break;
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
|
|
|
|
case PCD_UNMORPHACTOR:
|
|
|
|
{
|
|
|
|
int tag = STACK(2);
|
|
|
|
bool force = !!STACK(1);
|
|
|
|
int changes = 0;
|
|
|
|
|
|
|
|
if (tag == 0)
|
|
|
|
{
|
|
|
|
if (activator->player)
|
|
|
|
{
|
|
|
|
if (P_UndoPlayerMorph(activator->player, activator->player, force))
|
|
|
|
{
|
|
|
|
changes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (activator->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
|
|
|
|
{
|
|
|
|
AMorphedMonster *morphed_actor = barrier_cast<AMorphedMonster *>(activator);
|
|
|
|
if (P_UndoMonsterMorph(morphed_actor, force))
|
|
|
|
{
|
|
|
|
changes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (tag);
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
if (actor->player)
|
|
|
|
{
|
|
|
|
if (P_UndoPlayerMorph(activator->player, actor->player, force))
|
|
|
|
{
|
|
|
|
changes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
|
|
|
|
{
|
|
|
|
AMorphedMonster *morphed_actor = static_cast<AMorphedMonster *>(actor);
|
|
|
|
if (P_UndoMonsterMorph(morphed_actor, force))
|
|
|
|
{
|
|
|
|
changes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
STACK(2) = changes;
|
|
|
|
sp -= 1;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (state == SCRIPT_DivideBy0)
|
|
|
|
{
|
|
|
|
Printf ("Divide by zero in script %d\n", script);
|
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
}
|
|
|
|
else if (state == SCRIPT_ModulusBy0)
|
|
|
|
{
|
|
|
|
Printf ("Modulus by zero in script %d\n", script);
|
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
}
|
|
|
|
if (state == SCRIPT_PleaseRemove)
|
|
|
|
{
|
|
|
|
Unlink ();
|
|
|
|
if (controller->RunningScripts[script] == this)
|
|
|
|
controller->RunningScripts[script] = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this->pc = pc;
|
|
|
|
assert (sp == 0);
|
|
|
|
}
|
|
|
|
return resultValue;
|
|
|
|
}
|
|
|
|
|
|
|
|
#undef PushtoStack
|
|
|
|
|
|
|
|
static DLevelScript *P_GetScriptGoing (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
|
2008-03-12 15:21:17 +00:00
|
|
|
bool backSide, int arg0, int arg1, int arg2, int always)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
|
|
|
|
if (controller && !always && controller->RunningScripts[num])
|
|
|
|
{
|
|
|
|
if (controller->RunningScripts[num]->GetState () == DLevelScript::SCRIPT_Suspended)
|
|
|
|
{
|
|
|
|
controller->RunningScripts[num]->SetState (DLevelScript::SCRIPT_Running);
|
|
|
|
return controller->RunningScripts[num];
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
return new DLevelScript (who, where, num, code, module, backSide, arg0, arg1, arg2, always);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
DLevelScript::DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
|
2008-03-12 15:21:17 +00:00
|
|
|
bool backside, int arg0, int arg1, int arg2, int always)
|
2008-01-27 11:25:03 +00:00
|
|
|
: activeBehavior (module)
|
|
|
|
{
|
|
|
|
if (DACSThinker::ActiveThinker == NULL)
|
|
|
|
new DACSThinker;
|
|
|
|
|
|
|
|
script = num;
|
|
|
|
numlocalvars = code->VarCount;
|
|
|
|
localvars = new SDWORD[code->VarCount];
|
|
|
|
localvars[0] = arg0;
|
|
|
|
localvars[1] = arg1;
|
|
|
|
localvars[2] = arg2;
|
|
|
|
memset (localvars+code->ArgCount, 0, (code->VarCount-code->ArgCount)*sizeof(SDWORD));
|
|
|
|
pc = module->GetScriptAddress (code);
|
|
|
|
activator = who;
|
|
|
|
activationline = where;
|
|
|
|
backSide = backside;
|
|
|
|
activefont = SmallFont;
|
|
|
|
hudwidth = hudheight = 0;
|
2008-03-12 15:21:17 +00:00
|
|
|
state = SCRIPT_Running;
|
|
|
|
// Hexen waited one second before executing any open scripts. I didn't realize
|
|
|
|
// this when I wrote my ACS implementation. Now that I know, it's still best to
|
|
|
|
// run them right away because there are several map properties that can't be
|
|
|
|
// set in an editor. If an open script sets them, it looks dumb if a second
|
|
|
|
// goes by while they're in their default state.
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (!always)
|
|
|
|
DACSThinker::ActiveThinker->RunningScripts[num] = this;
|
|
|
|
|
|
|
|
Link ();
|
|
|
|
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
if (level.flags2 & LEVEL2_HEXENHACK)
|
|
|
|
{
|
|
|
|
PutLast();
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
DPrintf ("Script %d started.\n", num);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void SetScriptState (int script, DLevelScript::EScriptState state)
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
|
|
|
|
if (controller != NULL && controller->RunningScripts[script])
|
|
|
|
controller->RunningScripts[script]->SetState (state);
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_DoDeferedScripts ()
|
|
|
|
{
|
|
|
|
acsdefered_t *def;
|
|
|
|
const ScriptPtr *scriptdata;
|
|
|
|
FBehavior *module;
|
|
|
|
|
|
|
|
// Handle defered scripts in this step, too
|
|
|
|
def = level.info->defered;
|
|
|
|
while (def)
|
|
|
|
{
|
|
|
|
acsdefered_t *next = def->next;
|
|
|
|
switch (def->type)
|
|
|
|
{
|
|
|
|
case acsdefered_t::defexecute:
|
|
|
|
case acsdefered_t::defexealways:
|
|
|
|
scriptdata = FBehavior::StaticFindScript (def->script, module);
|
|
|
|
if (scriptdata)
|
|
|
|
{
|
|
|
|
P_GetScriptGoing ((unsigned)def->playernum < MAXPLAYERS &&
|
|
|
|
playeringame[def->playernum] ? players[def->playernum].mo : NULL,
|
|
|
|
NULL, def->script,
|
|
|
|
scriptdata, module,
|
|
|
|
0, def->arg0, def->arg1, def->arg2,
|
2008-03-12 15:21:17 +00:00
|
|
|
def->type == acsdefered_t::defexealways);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf ("P_DoDeferredScripts: Unknown script %d\n", def->script);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case acsdefered_t::defsuspend:
|
|
|
|
SetScriptState (def->script, DLevelScript::SCRIPT_Suspended);
|
|
|
|
DPrintf ("Defered suspend of script %d\n", def->script);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case acsdefered_t::defterminate:
|
|
|
|
SetScriptState (def->script, DLevelScript::SCRIPT_PleaseRemove);
|
|
|
|
DPrintf ("Defered terminate of script %d\n", def->script);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
delete def;
|
|
|
|
def = next;
|
|
|
|
}
|
|
|
|
level.info->defered = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void addDefered (level_info_t *i, acsdefered_t::EType type, int script, int arg0, int arg1, int arg2, AActor *who)
|
|
|
|
{
|
|
|
|
if (i)
|
|
|
|
{
|
2008-09-15 23:47:00 +00:00
|
|
|
acsdefered_t *def = new acsdefered_t;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
def->next = i->defered;
|
|
|
|
def->type = type;
|
|
|
|
def->script = script;
|
|
|
|
def->arg0 = arg0;
|
|
|
|
def->arg1 = arg1;
|
|
|
|
def->arg2 = arg2;
|
|
|
|
if (who != NULL && who->player != NULL)
|
|
|
|
{
|
Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
|
|
|
def->playernum = int(who->player - players);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
def->playernum = -1;
|
|
|
|
}
|
|
|
|
i->defered = def;
|
|
|
|
DPrintf ("Script %d on map %s defered\n", script, i->mapname);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXTERN_CVAR (Bool, sv_cheats)
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int P_StartScript (AActor *who, line_t *where, int script, char *map, bool backSide,
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int arg0, int arg1, int arg2, int always, bool wantResultCode, bool net)
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{
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if (map == NULL || 0 == strnicmp (level.mapname, map, 8))
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{
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FBehavior *module = NULL;
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const ScriptPtr *scriptdata;
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if ((scriptdata = FBehavior::StaticFindScript (script, module)) != NULL)
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{
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if (net && netgame && !sv_cheats)
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{
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// If playing multiplayer and cheats are disallowed, check to
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// make sure only net scripts are run.
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if (!(scriptdata->Flags & SCRIPTF_Net))
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{
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Printf (PRINT_BOLD, "%s tried to puke script %d (%d, %d, %d)\n",
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who->player->userinfo.netname, script, arg0, arg1, arg2);
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return false;
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}
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}
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DLevelScript *runningScript = P_GetScriptGoing (who, where, script,
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2008-03-12 15:21:17 +00:00
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scriptdata, module, backSide, arg0, arg1, arg2, always);
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2008-01-27 11:25:03 +00:00
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if (runningScript != NULL)
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{
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if (wantResultCode)
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{
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return runningScript->RunScript ();
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}
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return true;
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}
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return false;
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}
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else
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{
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if (!net || (who && who->player == &players[consoleplayer]))
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{
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Printf ("P_StartScript: Unknown script %d\n", script);
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}
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}
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}
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else
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{
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addDefered (FindLevelInfo (map),
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always ? acsdefered_t::defexealways : acsdefered_t::defexecute,
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script, arg0, arg1, arg2, who);
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return true;
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}
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return false;
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}
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void P_SuspendScript (int script, char *map)
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{
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if (strnicmp (level.mapname, map, 8))
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addDefered (FindLevelInfo (map), acsdefered_t::defsuspend, script, 0, 0, 0, NULL);
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else
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SetScriptState (script, DLevelScript::SCRIPT_Suspended);
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}
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void P_TerminateScript (int script, char *map)
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{
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if (strnicmp (level.mapname, map, 8))
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addDefered (FindLevelInfo (map), acsdefered_t::defterminate, script, 0, 0, 0, NULL);
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else
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SetScriptState (script, DLevelScript::SCRIPT_PleaseRemove);
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}
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2008-09-15 23:47:00 +00:00
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FArchive &operator<< (FArchive &arc, acsdefered_t *&defertop)
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2008-01-27 11:25:03 +00:00
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{
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BYTE more;
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if (arc.IsStoring ())
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{
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2008-09-15 23:47:00 +00:00
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acsdefered_t *defer = defertop;
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2008-01-27 11:25:03 +00:00
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more = 1;
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while (defer)
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{
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BYTE type;
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arc << more;
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type = (BYTE)defer->type;
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arc << type << defer->script << defer->playernum
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<< defer->arg0 << defer->arg1 << defer->arg2;
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defer = defer->next;
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}
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more = 0;
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arc << more;
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}
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else
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{
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2008-09-15 23:47:00 +00:00
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acsdefered_t **defer = &defertop;
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2008-01-27 11:25:03 +00:00
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arc << more;
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while (more)
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{
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2008-09-15 23:47:00 +00:00
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*defer = new acsdefered_t;
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2008-01-27 11:25:03 +00:00
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arc << more;
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2008-09-15 23:47:00 +00:00
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(*defer)->type = (acsdefered_t::EType)more;
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2008-01-27 11:25:03 +00:00
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arc << (*defer)->script << (*defer)->playernum
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<< (*defer)->arg0 << (*defer)->arg1 << (*defer)->arg2;
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defer = &((*defer)->next);
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arc << more;
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}
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*defer = NULL;
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}
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return arc;
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}
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CCMD (scriptstat)
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{
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if (DACSThinker::ActiveThinker == NULL)
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{
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Printf ("No scripts are running.\n");
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}
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else
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{
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DACSThinker::ActiveThinker->DumpScriptStatus ();
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}
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}
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void DACSThinker::DumpScriptStatus ()
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{
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static const char *stateNames[] =
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{
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"Running",
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"Suspended",
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"Delayed",
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"TagWait",
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"PolyWait",
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"ScriptWaitPre",
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"ScriptWait",
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"PleaseRemove"
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};
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DLevelScript *script = Scripts;
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while (script != NULL)
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{
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Printf ("%d: %s\n", script->script, stateNames[script->state]);
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script = script->next;
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}
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}
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