2006-02-24 04:48:15 +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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2012-02-16 21:23:03 +00:00
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** Copyright 1998-2012 Randy Heit
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2006-02-24 04:48:15 +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 03:55:49 +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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2006-02-24 04:48:15 +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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2006-05-17 01:38:07 +00:00
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#include "gi.h"
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#include "sc_man.h"
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2007-02-24 12:09:36 +00:00
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#include "c_bind.h"
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2007-04-22 09:06:29 +00:00
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#include "info.h"
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2011-07-06 08:50:15 +00:00
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#include "r_data/r_translate.h"
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2008-09-14 23:54:38 +00:00
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#include "cmdlib.h"
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2009-02-03 19:11:43 +00:00
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#include "m_png.h"
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2009-05-11 21:05:40 +00:00
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#include "p_setup.h"
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2010-08-10 18:30:18 +00:00
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#include "po_man.h"
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2011-06-13 10:22:47 +00:00
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#include "actorptrselect.h"
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2011-07-06 14:20:54 +00:00
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#include "farchive.h"
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2013-06-05 02:15:21 +00:00
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#include "decallib.h"
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2006-02-24 04:48:15 +00:00
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2009-06-05 20:23:47 +00:00
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#include "g_shared/a_pickups.h"
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2006-02-24 04:48:15 +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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2006-09-01 01:08:27 +00:00
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#define CLAMPCOLOR(c) (EColorRange)((unsigned)(c) >= NUM_TEXT_COLORS ? CR_UNTRANSLATED : (c))
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2008-05-18 15:48:03 +00:00
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#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
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2006-09-01 01:08:27 +00:00
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2012-08-12 22:24:15 +00:00
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// HUD message flags
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#define HUDMSG_LOG (0x80000000)
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#define HUDMSG_COLORSTRING (0x40000000)
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#define HUDMSG_ADDBLEND (0x20000000)
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2012-09-20 02:06:50 +00:00
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#define HUDMSG_ALPHA (0x10000000)
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- Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
* SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
reset everything
back to normal.
* SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
to the full width of the HUD, as normal.
* HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
message it's attached to.
SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
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#define HUDMSG_NOWRAP (0x08000000)
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2012-08-12 22:24:15 +00:00
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// HUD message layers; these are not flags
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#define HUDMSG_LAYER_SHIFT 12
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#define HUDMSG_LAYER_MASK (0x0000F000)
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// See HUDMSGLayer enumerations in sbar.h
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// HUD message visibility flags
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#define HUDMSG_VISIBILITY_SHIFT 16
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#define HUDMSG_VISIBILITY_MASK (0x00070000)
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// See HUDMSG visibility enumerations in sbar.h
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2006-09-01 01:08:27 +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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2013-06-05 02:15:21 +00:00
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// SpawnDecal flags
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#define SDF_ABSANGLE 1
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#define SDF_PERMANENT 2
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2006-02-24 04:48:15 +00:00
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struct CallReturn
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{
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2013-02-02 05:54:15 +00:00
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CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, bool discard, unsigned int runaway)
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2009-03-20 02:13:25 +00:00
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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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2013-02-02 05:54:15 +00:00
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bDiscardResult(discard),
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EntryInstrCount(runaway)
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2009-03-20 02:13:25 +00:00
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{}
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2006-02-24 04:48:15 +00:00
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ScriptFunction *ReturnFunction;
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FBehavior *ReturnModule;
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2006-04-12 01:50:09 +00:00
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SDWORD *ReturnLocals;
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int ReturnAddress;
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int bDiscardResult;
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2013-02-02 05:54:15 +00:00
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unsigned int EntryInstrCount;
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2006-02-24 04:48:15 +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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2012-02-26 03:36:05 +00:00
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const int *args, int argcount, int flags);
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2006-02-24 04:48:15 +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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2013-05-30 02:22:47 +00:00
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TArray<FString> ACS_StringBuilderStack;
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#define STRINGBUILDER_START(Builder) if (Builder.IsNotEmpty() || ACS_StringBuilderStack.Size()) { ACS_StringBuilderStack.Push(Builder); Builder = ""; }
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#define STRINGBUILDER_FINISH(Builder) if (!ACS_StringBuilderStack.Pop(Builder)) { Builder = ""; }
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//============================================================================
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//
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// uallong
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//
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// Read a possibly unaligned four-byte little endian integer from memory.
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//
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//============================================================================
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2006-02-24 04:48:15 +00:00
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2013-05-30 02:22:47 +00:00
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#if defined(_M_IX86) || defined(_M_X64) || defined(__i386__)
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inline int uallong(const int &foo)
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{
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return foo;
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}
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#else
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inline int uallong(const int &foo)
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{
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const unsigned char *bar = (const unsigned char *)&foo;
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return bar[0] | (bar[1] << 8) | (bar[2] << 16) | (bar[3] << 24);
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}
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#endif
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2009-02-03 19:11:43 +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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2013-05-30 02:22:47 +00:00
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//----------------------------------------------------------------------------
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//
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// Global ACS strings (Formerly known as On the fly strings)
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//
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// This special string table is part of the global state. Programmatically
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// generated strings (e.g. those returned by strparam) are stored here.
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// PCD_TAGSTRING also now stores strings in this table instead of simply
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// tagging strings with their library ID.
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//
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// Identical strings map to identical string identifiers.
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//
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// When the string table needs to grow to hold more strings, a garbage
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// collection is first attempted to see if more room can be made to store
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// strings without growing. A string is concidered in use if any value
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// in any of these variable blocks contains a valid ID in the global string
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// table:
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2013-06-02 23:58:29 +00:00
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// * The active area of the ACS stack
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2013-05-30 02:22:47 +00:00
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// * All running scripts' local variables
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// * All map variables
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// * All world variables
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// * All global variables
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// It's not important whether or not they are really used as strings, only
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// that they might be. A string is also concidered in use if its lock count
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// is non-zero, even if none of the above variable blocks referenced it.
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//
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// To keep track of local and map variables for nonresident maps in a hub,
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// when a map's state is archived, all strings found in its local and map
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// variables are locked. When a map is revisited in a hub, all strings found
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// in its local and map variables are unlocked. Locking and unlocking are
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// cumulative operations.
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//
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// What this all means is that:
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// * Strings returned by strparam last indefinitely. No longer do they
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// disappear at the end of the tic they were generated.
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// * You can pass library strings around freely without having to worry
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// about always having the same libraries loaded in the same order on
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// every map that needs to use those strings.
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//
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//----------------------------------------------------------------------------
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ACSStringPool GlobalACSStrings;
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ACSStringPool::ACSStringPool()
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{
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memset(PoolBuckets, 0xFF, sizeof(PoolBuckets));
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FirstFreeEntry = 0;
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}
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//============================================================================
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//
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// ACSStringPool :: Clear
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//
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// Remove all strings from the pool.
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//
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//============================================================================
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void ACSStringPool::Clear()
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{
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Pool.Clear();
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memset(PoolBuckets, 0xFF, sizeof(PoolBuckets));
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FirstFreeEntry = 0;
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}
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2011-05-11 22:29:49 +00:00
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//============================================================================
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//
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2013-05-30 02:22:47 +00:00
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// ACSStringPool :: AddString
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//
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// Returns a valid string identifier (including library ID) or -1 if we ran
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// out of room. Identical strings will return identical values.
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2011-05-11 22:29:49 +00:00
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//
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//============================================================================
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2013-06-02 23:58:29 +00:00
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int ACSStringPool::AddString(const char *str, const SDWORD *stack, int stackdepth)
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2013-05-30 02:22:47 +00:00
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{
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size_t len = strlen(str);
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unsigned int h = SuperFastHash(str, len);
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unsigned int bucketnum = h % NUM_BUCKETS;
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int i = FindString(str, len, h, bucketnum);
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if (i >= 0)
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{
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return i | STRPOOL_LIBRARYID_OR;
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}
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FString fstr(str);
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2013-06-02 23:58:29 +00:00
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return InsertString(fstr, h, bucketnum, stack, stackdepth);
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2013-05-30 02:22:47 +00:00
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}
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2011-05-11 22:29:49 +00:00
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2013-06-02 23:58:29 +00:00
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int ACSStringPool::AddString(FString &str, const SDWORD *stack, int stackdepth)
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2013-05-27 02:41:50 +00:00
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{
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2013-05-30 02:22:47 +00:00
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unsigned int h = SuperFastHash(str.GetChars(), str.Len());
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unsigned int bucketnum = h % NUM_BUCKETS;
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int i = FindString(str, str.Len(), h, bucketnum);
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if (i >= 0)
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{
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return i | STRPOOL_LIBRARYID_OR;
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}
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2013-06-02 23:58:29 +00:00
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return InsertString(str, h, bucketnum, stack, stackdepth);
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2013-05-30 02:22:47 +00:00
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}
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//============================================================================
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//
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// ACSStringPool :: GetString
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//
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//============================================================================
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const char *ACSStringPool::GetString(int strnum)
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{
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assert((strnum & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR);
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strnum &= ~LIBRARYID_MASK;
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if ((unsigned)strnum < Pool.Size() && Pool[strnum].Next != FREE_ENTRY)
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2013-05-27 02:41:50 +00:00
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{
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2013-05-30 02:22:47 +00:00
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return Pool[strnum].Str;
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}
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return NULL;
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}
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//============================================================================
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//
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// ACSStringPool :: LockString
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//
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// Prevents this string from being purged.
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//
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//============================================================================
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void ACSStringPool::LockString(int strnum)
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{
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assert((strnum & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR);
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strnum &= ~LIBRARYID_MASK;
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assert((unsigned)strnum < Pool.Size());
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Pool[strnum].LockCount++;
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}
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//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: UnlockString
|
|
|
|
//
|
|
|
|
// When equally mated with LockString, allows this string to be purged.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void ACSStringPool::UnlockString(int strnum)
|
|
|
|
{
|
|
|
|
assert((strnum & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR);
|
|
|
|
strnum &= ~LIBRARYID_MASK;
|
|
|
|
assert((unsigned)strnum < Pool.Size());
|
|
|
|
assert(Pool[strnum].LockCount > 0);
|
|
|
|
Pool[strnum].LockCount--;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: MarkString
|
|
|
|
//
|
|
|
|
// Prevent this string from being purged during the next call to PurgeStrings.
|
|
|
|
// This does not carry over to subsequent calls of PurgeStrings.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void ACSStringPool::MarkString(int strnum)
|
|
|
|
{
|
|
|
|
assert((strnum & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR);
|
|
|
|
strnum &= ~LIBRARYID_MASK;
|
|
|
|
assert((unsigned)strnum < Pool.Size());
|
|
|
|
Pool[strnum].LockCount |= 0x80000000;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: LockStringArray
|
|
|
|
//
|
|
|
|
// Prevents several strings from being purged. Entries not in this pool will
|
|
|
|
// be silently ignored. The idea here is to pass this function a block of
|
|
|
|
// ACS variables. Everything that looks like it might be a string in the pool
|
|
|
|
// is locked, even if it's not actually used as such. It's better to keep
|
|
|
|
// more strings than we need than to throw away ones we do need.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void ACSStringPool::LockStringArray(const int *strnum, unsigned int count)
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < count; ++i)
|
|
|
|
{
|
|
|
|
int num = strnum[i];
|
|
|
|
if ((num & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR)
|
2013-05-27 02:41:50 +00:00
|
|
|
{
|
2013-05-30 02:22:47 +00:00
|
|
|
num &= ~LIBRARYID_MASK;
|
|
|
|
if ((unsigned)num < Pool.Size())
|
|
|
|
{
|
|
|
|
Pool[num].LockCount++;
|
|
|
|
}
|
2013-05-27 02:41:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2011-05-11 22:29:49 +00:00
|
|
|
|
2013-05-30 02:22:47 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: UnlockStringArray
|
|
|
|
//
|
|
|
|
// Reverse of LockStringArray.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void ACSStringPool::UnlockStringArray(const int *strnum, unsigned int count)
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < count; ++i)
|
|
|
|
{
|
|
|
|
int num = strnum[i];
|
|
|
|
if ((num & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR)
|
|
|
|
{
|
|
|
|
num &= ~LIBRARYID_MASK;
|
|
|
|
if ((unsigned)num < Pool.Size())
|
|
|
|
{
|
|
|
|
assert(Pool[num].LockCount > 0);
|
|
|
|
Pool[num].LockCount--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2011-05-11 22:29:49 +00:00
|
|
|
|
2012-12-21 22:47:55 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
2013-05-30 02:22:47 +00:00
|
|
|
// ACSStringPool :: MarkStringArray
|
2012-12-21 22:47:55 +00:00
|
|
|
//
|
2013-05-30 02:22:47 +00:00
|
|
|
// Array version of MarkString.
|
2012-12-21 22:47:55 +00:00
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
2013-05-30 02:22:47 +00:00
|
|
|
void ACSStringPool::MarkStringArray(const int *strnum, unsigned int count)
|
2012-12-21 22:47:55 +00:00
|
|
|
{
|
2013-05-30 02:22:47 +00:00
|
|
|
for (unsigned int i = 0; i < count; ++i)
|
|
|
|
{
|
|
|
|
int num = strnum[i];
|
|
|
|
if ((num & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR)
|
|
|
|
{
|
|
|
|
num &= ~LIBRARYID_MASK;
|
|
|
|
if ((unsigned)num < Pool.Size())
|
|
|
|
{
|
|
|
|
Pool[num].LockCount |= 0x80000000;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2012-12-21 22:47:55 +00:00
|
|
|
}
|
2013-05-30 02:22:47 +00:00
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: MarkStringMap
|
|
|
|
//
|
|
|
|
// World/global variables version of MarkString.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void ACSStringPool::MarkStringMap(const FWorldGlobalArray &aray)
|
2012-12-21 22:47:55 +00:00
|
|
|
{
|
2013-05-30 02:22:47 +00:00
|
|
|
FWorldGlobalArray::ConstIterator it(aray);
|
|
|
|
FWorldGlobalArray::ConstPair *pair;
|
|
|
|
|
|
|
|
while (it.NextPair(pair))
|
|
|
|
{
|
|
|
|
int num = pair->Value;
|
|
|
|
if ((num & LIBRARYID_MASK) == STRPOOL_LIBRARYID_OR)
|
|
|
|
{
|
|
|
|
num &= ~LIBRARYID_MASK;
|
|
|
|
if ((unsigned)num < Pool.Size())
|
|
|
|
{
|
|
|
|
Pool[num].LockCount |= 0x80000000;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: UnlockAll
|
|
|
|
//
|
|
|
|
// Resets every entry's lock count to 0. Used when doing a partial reset of
|
|
|
|
// ACS state such as travelling to a new hub.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void ACSStringPool::UnlockAll()
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < Pool.Size(); ++i)
|
|
|
|
{
|
|
|
|
Pool[i].LockCount = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: PurgeStrings
|
|
|
|
//
|
|
|
|
// Remove all unlocked strings from the pool.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void ACSStringPool::PurgeStrings()
|
|
|
|
{
|
|
|
|
// Clear the hash buckets. We'll rebuild them as we decide what strings
|
|
|
|
// to keep and which to toss.
|
|
|
|
memset(PoolBuckets, 0xFF, sizeof(PoolBuckets));
|
2013-06-04 02:49:07 +00:00
|
|
|
size_t usedcount = 0, freedcount = 0;
|
2013-05-30 02:22:47 +00:00
|
|
|
for (unsigned int i = 0; i < Pool.Size(); ++i)
|
|
|
|
{
|
|
|
|
PoolEntry *entry = &Pool[i];
|
|
|
|
if (entry->Next != FREE_ENTRY)
|
|
|
|
{
|
|
|
|
if (entry->LockCount == 0)
|
2013-06-04 02:49:07 +00:00
|
|
|
{
|
|
|
|
freedcount++;
|
|
|
|
// Mark this entry as free.
|
2013-05-30 02:22:47 +00:00
|
|
|
entry->Next = FREE_ENTRY;
|
|
|
|
if (i < FirstFreeEntry)
|
|
|
|
{
|
|
|
|
FirstFreeEntry = i;
|
|
|
|
}
|
2013-06-04 02:49:07 +00:00
|
|
|
// And free the string.
|
|
|
|
entry->Str = "";
|
2013-05-30 02:22:47 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-06-04 02:49:07 +00:00
|
|
|
usedcount++;
|
2013-05-30 02:22:47 +00:00
|
|
|
// Rehash this entry.
|
|
|
|
unsigned int h = entry->Hash % NUM_BUCKETS;
|
|
|
|
entry->Next = PoolBuckets[h];
|
|
|
|
PoolBuckets[h] = i;
|
|
|
|
// Remove MarkString's mark.
|
|
|
|
entry->LockCount &= 0x7FFFFFFF;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: FindString
|
|
|
|
//
|
|
|
|
// Finds a string in the pool. Does not include the library ID in the returned
|
|
|
|
// value. Returns -1 if the string does not exist in the pool.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
int ACSStringPool::FindString(const char *str, size_t len, unsigned int h, unsigned int bucketnum)
|
|
|
|
{
|
|
|
|
unsigned int i = PoolBuckets[bucketnum];
|
|
|
|
while (i != NO_ENTRY)
|
|
|
|
{
|
|
|
|
PoolEntry *entry = &Pool[i];
|
|
|
|
assert(entry->Next != FREE_ENTRY);
|
|
|
|
if (entry->Hash == h && entry->Str.Len() == len &&
|
|
|
|
memcmp(entry->Str.GetChars(), str, len) == 0)
|
|
|
|
{
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
i = entry->Next;
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: InsertString
|
|
|
|
//
|
|
|
|
// Inserts a new string into the pool.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
2013-06-02 23:58:29 +00:00
|
|
|
int ACSStringPool::InsertString(FString &str, unsigned int h, unsigned int bucketnum, const SDWORD *stack, int stackdepth)
|
2013-05-30 02:22:47 +00:00
|
|
|
{
|
|
|
|
unsigned int index = FirstFreeEntry;
|
|
|
|
if (index >= MIN_GC_SIZE && index == Pool.Max())
|
|
|
|
{ // We will need to grow the array. Try a garbage collection first.
|
2013-06-02 23:58:29 +00:00
|
|
|
P_CollectACSGlobalStrings(stack, stackdepth);
|
2013-06-04 02:49:07 +00:00
|
|
|
index = FirstFreeEntry;
|
|
|
|
}
|
|
|
|
if (FirstFreeEntry >= STRPOOL_LIBRARYID_OR)
|
|
|
|
{ // If we go any higher, we'll collide with the library ID marker.
|
|
|
|
return -1;
|
2013-05-30 02:22:47 +00:00
|
|
|
}
|
|
|
|
if (index == Pool.Size())
|
|
|
|
{ // There were no free entries; make a new one.
|
|
|
|
Pool.Reserve(1);
|
|
|
|
FirstFreeEntry++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Scan for the next free entry
|
|
|
|
unsigned int i;
|
|
|
|
for (i = FirstFreeEntry + 1; i < Pool.Size() && Pool[i].Next != FREE_ENTRY; ++i)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
FirstFreeEntry = i;
|
|
|
|
}
|
|
|
|
PoolEntry *entry = &Pool[index];
|
|
|
|
entry->Str = str;
|
|
|
|
entry->Hash = h;
|
|
|
|
entry->Next = PoolBuckets[bucketnum];
|
|
|
|
entry->LockCount = 0;
|
|
|
|
PoolBuckets[bucketnum] = index;
|
|
|
|
return index | STRPOOL_LIBRARYID_OR;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: ReadStrings
|
|
|
|
//
|
|
|
|
// Reads strings from a PNG chunk.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void ACSStringPool::ReadStrings(PNGHandle *png, DWORD id)
|
|
|
|
{
|
|
|
|
Clear();
|
|
|
|
|
|
|
|
size_t len = M_FindPNGChunk(png, id);
|
|
|
|
if (len != 0)
|
|
|
|
{
|
|
|
|
FPNGChunkArchive arc(png->File->GetFile(), id, len);
|
|
|
|
int32 i, j, poolsize;
|
|
|
|
unsigned int h, bucketnum;
|
|
|
|
char *str = NULL;
|
|
|
|
|
|
|
|
arc << poolsize;
|
|
|
|
|
|
|
|
Pool.Resize(poolsize);
|
|
|
|
i = 0;
|
|
|
|
j = arc.ReadCount();
|
|
|
|
while (j >= 0)
|
|
|
|
{
|
|
|
|
// Mark skipped entries as free
|
|
|
|
for (; i < j; ++i)
|
|
|
|
{
|
|
|
|
Pool[i].Next = FREE_ENTRY;
|
|
|
|
Pool[i].LockCount = 0;
|
|
|
|
}
|
|
|
|
arc << str;
|
|
|
|
h = SuperFastHash(str, strlen(str));
|
|
|
|
bucketnum = h % NUM_BUCKETS;
|
|
|
|
Pool[i].Str = str;
|
|
|
|
Pool[i].Hash = h;
|
|
|
|
Pool[i].LockCount = arc.ReadCount();
|
|
|
|
Pool[i].Next = PoolBuckets[bucketnum];
|
|
|
|
PoolBuckets[bucketnum] = i;
|
|
|
|
i++;
|
|
|
|
j = arc.ReadCount();
|
|
|
|
}
|
|
|
|
if (str != NULL)
|
|
|
|
{
|
|
|
|
delete[] str;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: WriteStrings
|
|
|
|
//
|
|
|
|
// Writes strings to a PNG chunk.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void ACSStringPool::WriteStrings(FILE *file, DWORD id) const
|
|
|
|
{
|
|
|
|
int32 i, poolsize = (int32)Pool.Size();
|
|
|
|
|
|
|
|
if (poolsize == 0)
|
|
|
|
{ // No need to write if we don't have anything.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
FPNGChunkArchive arc(file, id);
|
|
|
|
|
|
|
|
arc << poolsize;
|
|
|
|
for (i = 0; i < poolsize; ++i)
|
|
|
|
{
|
|
|
|
PoolEntry *entry = &Pool[i];
|
|
|
|
if (entry->Next != FREE_ENTRY)
|
|
|
|
{
|
|
|
|
arc.WriteCount(i);
|
|
|
|
arc.WriteString(entry->Str);
|
|
|
|
arc.WriteCount(entry->LockCount);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
arc.WriteCount(-1);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ACSStringPool :: Dump
|
|
|
|
//
|
|
|
|
// Lists all strings in the pool.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void ACSStringPool::Dump() const
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < Pool.Size(); ++i)
|
|
|
|
{
|
|
|
|
if (Pool[i].Next != FREE_ENTRY)
|
|
|
|
{
|
|
|
|
Printf("%4u. (%2d) \"%s\"\n", i, Pool[i].LockCount, Pool[i].Str.GetChars());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// P_MarkWorldVarStrings
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void P_MarkWorldVarStrings()
|
|
|
|
{
|
|
|
|
GlobalACSStrings.MarkStringArray(ACS_WorldVars, countof(ACS_WorldVars));
|
|
|
|
for (size_t i = 0; i < countof(ACS_WorldArrays); ++i)
|
|
|
|
{
|
|
|
|
GlobalACSStrings.MarkStringMap(ACS_WorldArrays[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// P_MarkGlobalVarStrings
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void P_MarkGlobalVarStrings()
|
|
|
|
{
|
|
|
|
GlobalACSStrings.MarkStringArray(ACS_GlobalVars, countof(ACS_GlobalVars));
|
|
|
|
for (size_t i = 0; i < countof(ACS_GlobalArrays); ++i)
|
|
|
|
{
|
|
|
|
GlobalACSStrings.MarkStringMap(ACS_GlobalArrays[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// P_CollectACSGlobalStrings
|
|
|
|
//
|
|
|
|
// Garbage collect ACS global strings.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
2013-06-02 23:58:29 +00:00
|
|
|
void P_CollectACSGlobalStrings(const SDWORD *stack, int stackdepth)
|
2013-05-30 02:22:47 +00:00
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
if (stack != NULL && stackdepth != 0)
|
|
|
|
{
|
|
|
|
GlobalACSStrings.MarkStringArray(stack, stackdepth);
|
|
|
|
}
|
2013-05-30 02:22:47 +00:00
|
|
|
FBehavior::StaticMarkLevelVarStrings();
|
|
|
|
P_MarkWorldVarStrings();
|
|
|
|
P_MarkGlobalVarStrings();
|
|
|
|
GlobalACSStrings.PurgeStrings();
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
CCMD(acsgc)
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
P_CollectACSGlobalStrings(NULL, 0);
|
2013-05-30 02:22:47 +00:00
|
|
|
}
|
|
|
|
CCMD(globstr)
|
|
|
|
{
|
|
|
|
GlobalACSStrings.Dump();
|
2012-12-21 22:47:55 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2012-03-08 20:48:53 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ScriptPresentation
|
|
|
|
//
|
|
|
|
// Returns a presentable version of the script number.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static FString ScriptPresentation(int script)
|
|
|
|
{
|
|
|
|
FString out = "script ";
|
|
|
|
|
|
|
|
if (script < 0)
|
|
|
|
{
|
|
|
|
FName scrname = FName(ENamedName(-script));
|
|
|
|
if (scrname.IsValidName())
|
|
|
|
{
|
|
|
|
out << '"' << scrname.GetChars() << '"';
|
|
|
|
return out;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
out.AppendFormat("%d", script);
|
|
|
|
return out;
|
|
|
|
}
|
|
|
|
|
2009-02-03 19:11:43 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
2013-05-30 02:22:47 +00:00
|
|
|
// P_ClearACSVars
|
2009-02-03 19:11:43 +00:00
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void P_ClearACSVars(bool alsoglobal)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
memset (ACS_WorldVars, 0, sizeof(ACS_WorldVars));
|
|
|
|
for (i = 0; i < NUM_WORLDVARS; ++i)
|
|
|
|
{
|
|
|
|
ACS_WorldArrays[i].Clear ();
|
|
|
|
}
|
|
|
|
if (alsoglobal)
|
|
|
|
{
|
|
|
|
memset (ACS_GlobalVars, 0, sizeof(ACS_GlobalVars));
|
|
|
|
for (i = 0; i < NUM_GLOBALVARS; ++i)
|
|
|
|
{
|
|
|
|
ACS_GlobalArrays[i].Clear ();
|
|
|
|
}
|
2013-05-30 02:22:47 +00:00
|
|
|
// Since we cleared all ACS variables, we know nothing refers to them
|
|
|
|
// anymore.
|
|
|
|
GlobalACSStrings.Clear();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Purge any strings that aren't referenced by global variables, since
|
|
|
|
// they're the only possible references left.
|
|
|
|
P_MarkGlobalVarStrings();
|
|
|
|
GlobalACSStrings.PurgeStrings();
|
2009-02-03 19:11:43 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
2013-05-30 02:22:47 +00:00
|
|
|
// WriteVars
|
2009-02-03 19:11:43 +00:00
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void WriteVars (FILE *file, SDWORD *vars, size_t count, DWORD id)
|
|
|
|
{
|
|
|
|
size_t i, j;
|
|
|
|
|
|
|
|
for (i = 0; i < count; ++i)
|
|
|
|
{
|
|
|
|
if (vars[i] != 0)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (i < count)
|
|
|
|
{
|
|
|
|
// Find last non-zero var. Anything beyond the last stored variable
|
|
|
|
// will be zeroed at load time.
|
|
|
|
for (j = count-1; j > i; --j)
|
|
|
|
{
|
|
|
|
if (vars[j] != 0)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
FPNGChunkArchive arc (file, id);
|
|
|
|
for (i = 0; i <= j; ++i)
|
|
|
|
{
|
|
|
|
DWORD var = vars[i];
|
|
|
|
arc << var;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void ReadVars (PNGHandle *png, SDWORD *vars, size_t count, DWORD id)
|
|
|
|
{
|
|
|
|
size_t len = M_FindPNGChunk (png, id);
|
|
|
|
size_t used = 0;
|
|
|
|
|
|
|
|
if (len != 0)
|
|
|
|
{
|
|
|
|
DWORD var;
|
|
|
|
size_t i;
|
|
|
|
FPNGChunkArchive arc (png->File->GetFile(), id, len);
|
|
|
|
used = len / 4;
|
|
|
|
|
|
|
|
for (i = 0; i < used; ++i)
|
|
|
|
{
|
|
|
|
arc << var;
|
|
|
|
vars[i] = var;
|
|
|
|
}
|
|
|
|
png->File->ResetFilePtr();
|
|
|
|
}
|
|
|
|
if (used < count)
|
|
|
|
{
|
|
|
|
memset (&vars[used], 0, (count-used)*4);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
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();
|
2010-11-08 00:01:21 +00:00
|
|
|
|
2009-02-03 19:11:43 +00:00
|
|
|
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'));
|
2013-05-30 02:22:47 +00:00
|
|
|
GlobalACSStrings.ReadStrings(png, MAKE_ID('a','s','T','r'));
|
2009-02-03 19:11:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
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'));
|
2013-05-30 02:22:47 +00:00
|
|
|
GlobalACSStrings.WriteStrings(stdfile, MAKE_ID('a','s','T','r'));
|
2009-02-03 19:11:43 +00:00
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
//---- Inventory functions --------------------------------------//
|
|
|
|
//
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// 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])
|
2012-05-31 09:46:07 +00:00
|
|
|
players[i].mo->ClearInventory();
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2012-05-31 09:46:07 +00:00
|
|
|
activator->ClearInventory();
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// DoGiveInv
|
|
|
|
//
|
|
|
|
// Gives an item to a single actor.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
static void DoGiveInv (AActor *actor, const PClass *info, int amount)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
AWeapon *savedPendingWeap = actor->player != NULL
|
|
|
|
? actor->player->PendingWeapon : NULL;
|
|
|
|
bool hadweap = actor->player != NULL ? actor->player->ReadyWeapon != NULL : true;
|
|
|
|
|
2006-07-16 09:10:45 +00:00
|
|
|
AInventory *item = static_cast<AInventory *>(Spawn (info, 0,0,0, NO_REPLACE));
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
// This shouldn't count for the item statistics!
|
2010-09-19 00:06:45 +00:00
|
|
|
item->ClearCounters();
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
|
|
|
}
|
2008-09-13 22:08:41 +00:00
|
|
|
if (!item->CallTryPickup (actor))
|
2006-02-24 04:48:15 +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.
|
2009-02-06 00:16:57 +00:00
|
|
|
if (savedPendingWeap != NULL && hadweap && actor->player != NULL)
|
2006-02-24 04:48:15 +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)
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *info;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (amount <= 0 || type == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
2006-05-10 02:40:43 +00:00
|
|
|
if (stricmp (type, "Armor") == 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
type = "BasicArmorPickup";
|
|
|
|
}
|
2006-05-10 02:40:43 +00:00
|
|
|
info = PClass::FindClass (type);
|
2006-02-24 04:48:15 +00:00
|
|
|
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.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
static void DoTakeInv (AActor *actor, const PClass *info, int amount)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
AInventory *item = actor->FindInventory (info);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
item->Amount -= amount;
|
|
|
|
if (item->Amount <= 0)
|
|
|
|
{
|
2008-05-18 15:48:03 +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
|
2007-01-12 15:24:10 +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.
|
2007-03-07 02:24:24 +00:00
|
|
|
if (item->ItemFlags & IF_KEEPDEPLETED)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2007-03-07 02:24:24 +00:00
|
|
|
item->Amount = 0;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2007-03-07 02:24:24 +00:00
|
|
|
item->Destroy ();
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// TakeInventory
|
|
|
|
//
|
|
|
|
// Takes an item from one or more actors.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void TakeInventory (AActor *activator, const char *type, int amount)
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *info;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (type == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (strcmp (type, "Armor") == 0)
|
|
|
|
{
|
|
|
|
type = "BasicArmor";
|
|
|
|
}
|
|
|
|
if (amount <= 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
2006-05-10 02:40:43 +00:00
|
|
|
info = PClass::FindClass (type);
|
2006-02-24 04:48:15 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2007-12-25 08:44:13 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// 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)
|
|
|
|
{
|
2012-03-09 01:56:37 +00:00
|
|
|
if (actor->player == NULL)
|
|
|
|
{
|
|
|
|
return actor->UseInventory(item);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int cheats;
|
|
|
|
bool res;
|
|
|
|
|
|
|
|
// Bypass CF_TOTALLYFROZEN
|
|
|
|
cheats = actor->player->cheats;
|
|
|
|
actor->player->cheats &= ~CF_TOTALLYFROZEN;
|
|
|
|
res = actor->UseInventory(item);
|
|
|
|
actor->player->cheats |= (cheats & CF_TOTALLYFROZEN);
|
|
|
|
return res;
|
|
|
|
}
|
2007-12-25 08:44:13 +00:00
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// 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;
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
if (stricmp (type, "Armor") == 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
type = "BasicArmor";
|
|
|
|
}
|
2006-05-10 02:40:43 +00:00
|
|
|
else if (stricmp (type, "Health") == 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
return activator->health;
|
|
|
|
}
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *info = PClass::FindClass (type);
|
2006-02-24 04:48:15 +00:00
|
|
|
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 02:56:11 +00:00
|
|
|
TObjPtr<AActor> Activator;
|
2006-02-24 04:48:15 +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;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
if (bCeiling)
|
|
|
|
{
|
|
|
|
newd = Sector->ceilingplane.d;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
newd = Sector->floorplane.d;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((LastD < WatchD && newd >= WatchD) ||
|
|
|
|
(LastD > WatchD && newd <= WatchD))
|
|
|
|
{
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(Special, Line, Activator, LineSide, Arg0, Arg1, Arg2, Arg3, Arg4);
|
2006-02-24 04:48:15 +00:00
|
|
|
Destroy ();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//---- ACS lump manager ----//
|
|
|
|
|
2006-05-17 01:38:07 +00:00
|
|
|
// 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)
|
|
|
|
{
|
2008-04-03 03:19:21 +00:00
|
|
|
FScanner sc(lump);
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
while (sc.GetString())
|
2006-05-17 01:38:07 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
int acslump = Wads.CheckNumForName (sc.String, ns_acslibrary);
|
2006-05-17 01:38:07 +00:00
|
|
|
if (acslump >= 0)
|
|
|
|
{
|
|
|
|
StaticLoadModule (acslump);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
Printf ("Could not find autoloaded ACS library %s\n", sc.String);
|
2006-05-17 01:38:07 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-08-08 10:24:08 +00:00
|
|
|
FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader *fr, int len)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-08-08 10:24:08 +00:00
|
|
|
if (lumpnum == -1 && fr == NULL) return NULL;
|
2008-08-07 07:17:29 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
for (unsigned int i = 0; i < StaticModules.Size(); ++i)
|
|
|
|
{
|
|
|
|
if (StaticModules[i]->LumpNum == lumpnum)
|
|
|
|
{
|
|
|
|
return StaticModules[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-06-14 15:56:56 +00:00
|
|
|
return new FBehavior (lumpnum, fr, len);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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];
|
|
|
|
}
|
|
|
|
|
2013-05-30 02:22:47 +00:00
|
|
|
void FBehavior::StaticMarkLevelVarStrings()
|
|
|
|
{
|
|
|
|
// Mark map variables.
|
|
|
|
for (DWORD modnum = 0; modnum < StaticModules.Size(); ++modnum)
|
|
|
|
{
|
|
|
|
StaticModules[modnum]->MarkMapVarStrings();
|
|
|
|
}
|
|
|
|
// Mark running scripts' local variables.
|
|
|
|
if (DACSThinker::ActiveThinker != NULL)
|
|
|
|
{
|
|
|
|
for (DLevelScript *script = DACSThinker::ActiveThinker->Scripts; script != NULL; script = script->GetNext())
|
|
|
|
{
|
|
|
|
script->MarkLocalVarStrings();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::StaticLockLevelVarStrings()
|
|
|
|
{
|
|
|
|
// Lock map variables.
|
|
|
|
for (DWORD modnum = 0; modnum < StaticModules.Size(); ++modnum)
|
|
|
|
{
|
|
|
|
StaticModules[modnum]->LockMapVarStrings();
|
|
|
|
}
|
|
|
|
// Lock running scripts' local variables.
|
|
|
|
if (DACSThinker::ActiveThinker != NULL)
|
|
|
|
{
|
|
|
|
for (DLevelScript *script = DACSThinker::ActiveThinker->Scripts; script != NULL; script = script->GetNext())
|
|
|
|
{
|
|
|
|
script->LockLocalVarStrings();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::StaticUnlockLevelVarStrings()
|
|
|
|
{
|
|
|
|
// Unlock map variables.
|
|
|
|
for (DWORD modnum = 0; modnum < StaticModules.Size(); ++modnum)
|
|
|
|
{
|
|
|
|
StaticModules[modnum]->UnlockMapVarStrings();
|
|
|
|
}
|
|
|
|
// Unlock running scripts' local variables.
|
|
|
|
if (DACSThinker::ActiveThinker != NULL)
|
|
|
|
{
|
|
|
|
for (DLevelScript *script = DACSThinker::ActiveThinker->Scripts; script != NULL; script = script->GetNext())
|
|
|
|
{
|
|
|
|
script->UnlockLocalVarStrings();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::MarkMapVarStrings() const
|
|
|
|
{
|
|
|
|
GlobalACSStrings.MarkStringArray(MapVarStore, NUM_MAPVARS);
|
|
|
|
for (int i = 0; i < NumArrays; ++i)
|
|
|
|
{
|
|
|
|
GlobalACSStrings.MarkStringArray(ArrayStore[i].Elements, ArrayStore[i].ArraySize);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::LockMapVarStrings() const
|
|
|
|
{
|
|
|
|
GlobalACSStrings.LockStringArray(MapVarStore, NUM_MAPVARS);
|
|
|
|
for (int i = 0; i < NumArrays; ++i)
|
|
|
|
{
|
|
|
|
GlobalACSStrings.LockStringArray(ArrayStore[i].Elements, ArrayStore[i].ArraySize);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::UnlockMapVarStrings() const
|
|
|
|
{
|
|
|
|
GlobalACSStrings.UnlockStringArray(MapVarStore, NUM_MAPVARS);
|
|
|
|
for (int i = 0; i < NumArrays; ++i)
|
|
|
|
{
|
|
|
|
GlobalACSStrings.UnlockStringArray(ArrayStore[i].Elements, ArrayStore[i].ArraySize);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
|
|
|
|
2011-04-24 17:16:13 +00:00
|
|
|
memset (vars, 0, max*sizeof(*vars));
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
arc << last;
|
|
|
|
if (last == 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
arc << first;
|
|
|
|
last += first;
|
|
|
|
truelast = last;
|
|
|
|
|
|
|
|
if (last > max)
|
|
|
|
{
|
|
|
|
last = max;
|
|
|
|
}
|
|
|
|
|
|
|
|
while (first < last)
|
|
|
|
{
|
|
|
|
arc << vars[first];
|
|
|
|
++first;
|
|
|
|
}
|
|
|
|
while (first < truelast)
|
|
|
|
{
|
|
|
|
arc << arcval;
|
|
|
|
++first;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-06-14 15:56:56 +00:00
|
|
|
FBehavior::FBehavior (int lumpnum, FileReader * fr, int len)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
BYTE *object;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
NumScripts = 0;
|
|
|
|
NumFunctions = 0;
|
|
|
|
NumArrays = 0;
|
|
|
|
NumTotalArrays = 0;
|
|
|
|
Scripts = NULL;
|
|
|
|
Functions = NULL;
|
|
|
|
Arrays = NULL;
|
|
|
|
ArrayStore = NULL;
|
|
|
|
Chunks = NULL;
|
2007-10-29 20:27:40 +00:00
|
|
|
Data = NULL;
|
2006-02-24 04:48:15 +00:00
|
|
|
Format = ACS_Unknown;
|
|
|
|
LumpNum = lumpnum;
|
|
|
|
memset (MapVarStore, 0, sizeof(MapVarStore));
|
|
|
|
ModuleName[0] = 0;
|
2013-02-02 05:54:15 +00:00
|
|
|
FunctionProfileData = NULL;
|
2007-10-29 20:27:40 +00:00
|
|
|
|
|
|
|
// 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.
|
2013-05-30 02:22:47 +00:00
|
|
|
LibraryID = StaticModules.Push (this) << LIBRARYID_SHIFT;
|
2007-10-29 20:27:40 +00:00
|
|
|
|
2006-06-14 15:56:56 +00:00
|
|
|
if (fr == NULL) len = Wads.LumpLength (lumpnum);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2007-10-29 20:27:40 +00:00
|
|
|
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
|
2006-09-14 00:02:31 +00:00
|
|
|
object = new BYTE[len];
|
2006-06-14 15:56:56 +00:00
|
|
|
if (fr == NULL)
|
|
|
|
{
|
|
|
|
Wads.ReadLump (lumpnum, object);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fr->Read (object, len);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (object[0] != 'A' || object[1] != 'C' || object[2] != 'S')
|
|
|
|
{
|
2007-11-08 09:22:06 +00:00
|
|
|
delete[] object;
|
2006-02-24 04:48:15 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (object[3])
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
Format = ACS_Old;
|
|
|
|
break;
|
|
|
|
case 'E':
|
|
|
|
Format = ACS_Enhanced;
|
|
|
|
break;
|
|
|
|
case 'e':
|
|
|
|
Format = ACS_LittleEnhanced;
|
|
|
|
break;
|
|
|
|
default:
|
2007-11-08 09:22:06 +00:00
|
|
|
delete[] object;
|
2006-02-24 04:48:15 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2006-06-14 15:56:56 +00:00
|
|
|
if (fr == NULL)
|
|
|
|
{
|
|
|
|
Wads.GetLumpName (ModuleName, lumpnum);
|
|
|
|
ModuleName[8] = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
strcpy(ModuleName, "BEHAVIOR");
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
Data = object;
|
|
|
|
DataSize = len;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-02-24 04:48:15 +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)
|
|
|
|
{
|
2010-08-12 22:15:32 +00:00
|
|
|
StringTable = LittleLong(((DWORD *)Data)[1]);
|
|
|
|
StringTable += LittleLong(((DWORD *)(Data + StringTable))[0]) * 12 + 4;
|
2012-03-15 19:08:19 +00:00
|
|
|
UnescapeStringTable(Data + StringTable, Data, false);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UnencryptStrings ();
|
2006-08-03 03:45:58 +00:00
|
|
|
BYTE *strings = FindChunk (MAKE_ID('S','T','R','L'));
|
|
|
|
if (strings != NULL)
|
|
|
|
{
|
2008-09-14 23:54:38 +00:00
|
|
|
StringTable = DWORD(strings - Data + 8);
|
2012-03-15 19:08:19 +00:00
|
|
|
UnescapeStringTable(strings + 8, NULL, true);
|
2006-08-03 03:45:58 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
StringTable = 0;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (Format == ACS_Old)
|
|
|
|
{
|
|
|
|
// Do initialization for old-style behavior lumps
|
|
|
|
for (i = 0; i < NUM_MAPVARS; ++i)
|
|
|
|
{
|
|
|
|
MapVars[i] = &MapVarStore[i];
|
|
|
|
}
|
2013-05-30 02:22:47 +00:00
|
|
|
//LibraryID = StaticModules.Push (this) << LIBRARYID_SHIFT;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DWORD *chunk;
|
|
|
|
|
|
|
|
Functions = FindChunk (MAKE_ID('F','U','N','C'));
|
|
|
|
if (Functions != NULL)
|
|
|
|
{
|
|
|
|
NumFunctions = LittleLong(((DWORD *)Functions)[1]) / 8;
|
|
|
|
Functions += 8;
|
2013-02-02 05:54:15 +00:00
|
|
|
FunctionProfileData = new ACSProfileInfo[NumFunctions];
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2012-12-20 04:17:18 +00:00
|
|
|
// Load JUMP points
|
|
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('J','U','M','P'));
|
|
|
|
if (chunk != NULL)
|
|
|
|
{
|
|
|
|
for (i = 0;i < (int)LittleLong(chunk[1]);i += 4)
|
|
|
|
JumpPoints.Push(LittleLong(chunk[2 + i/4]));
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// 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)
|
|
|
|
{
|
2013-05-30 02:22:47 +00:00
|
|
|
// MapVarStore[chunk[i+2]] |= LibraryID;
|
2013-06-02 23:17:46 +00:00
|
|
|
const char *str = LookupString(MapVarStore[chunk[i+2]]);
|
|
|
|
if (str != NULL)
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
MapVarStore[chunk[i+2]] = GlobalACSStrings.AddString(str, NULL, 0);
|
2013-06-02 23:17:46 +00:00
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
2013-05-30 02:22:47 +00:00
|
|
|
// *elems |= LibraryID;
|
2013-06-02 23:17:46 +00:00
|
|
|
const char *str = LookupString(*elems);
|
|
|
|
if (str != NULL)
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
*elems = GlobalACSStrings.AddString(str, NULL, 0);
|
2013-06-02 23:17:46 +00:00
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2012-12-17 19:17:02 +00:00
|
|
|
|
|
|
|
// [BL] Newer version of ASTR for structure aware compilers although we only have one array per chunk
|
|
|
|
chunk = (DWORD *)FindChunk (MAKE_ID('A','T','A','G'));
|
|
|
|
while (chunk != NULL)
|
|
|
|
{
|
|
|
|
const BYTE* chunkData = (const BYTE*)(chunk + 2);
|
|
|
|
// First byte is version, it should be 0
|
|
|
|
if(*chunkData++ == 0)
|
|
|
|
{
|
2012-12-21 22:47:55 +00:00
|
|
|
int arraynum = MapVarStore[uallong(*(const int*)(chunkData))];
|
2012-12-17 19:17:02 +00:00
|
|
|
chunkData += 4;
|
|
|
|
if ((unsigned)arraynum < (unsigned)NumArrays)
|
|
|
|
{
|
|
|
|
SDWORD *elems = ArrayStore[arraynum].Elements;
|
|
|
|
// Ending zeros may be left out.
|
|
|
|
for (int j = MIN(chunk[1]-5, ArrayStore[arraynum].ArraySize); j > 0; --j, ++elems, ++chunkData)
|
|
|
|
{
|
|
|
|
// For ATAG, a value of 0 = Integer, 1 = String, 2 = FunctionPtr
|
|
|
|
// Our implementation uses the same tags for both String and FunctionPtr
|
2013-05-30 02:22:47 +00:00
|
|
|
if (*chunkData == 2)
|
|
|
|
{
|
2012-12-17 19:17:02 +00:00
|
|
|
*elems |= LibraryID;
|
2013-05-30 02:22:47 +00:00
|
|
|
}
|
|
|
|
else if (*chunkData == 1)
|
|
|
|
{
|
2013-06-02 23:17:46 +00:00
|
|
|
const char *str = LookupString(*elems);
|
|
|
|
if (str != NULL)
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
*elems = GlobalACSStrings.AddString(str, NULL, 0);
|
2013-06-02 23:17:46 +00:00
|
|
|
}
|
2013-05-30 02:22:47 +00:00
|
|
|
}
|
2012-12-17 19:17:02 +00:00
|
|
|
}
|
|
|
|
i += 4+ArrayStore[arraynum].ArraySize;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
chunk = (DWORD *)NextChunk ((BYTE *)chunk);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2012-03-08 21:37:34 +00:00
|
|
|
// Load required libraries.
|
2006-02-24 04:48:15 +00:00
|
|
|
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);
|
|
|
|
}
|
2007-10-29 20:27:40 +00:00
|
|
|
if (module != NULL) Imports.Push (module);
|
2011-02-19 08:59:43 +00:00
|
|
|
do {;} while (parse[++i]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
++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;
|
|
|
|
}
|
2012-03-08 21:37:34 +00:00
|
|
|
// The next two properties do not affect code compatibility, so it is
|
2006-02-24 04:48:15 +00:00
|
|
|
// 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];
|
|
|
|
}
|
2011-02-19 08:59:43 +00:00
|
|
|
do {;} while (parse[++j]);
|
2006-02-24 04:48:15 +00:00
|
|
|
++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;
|
2006-09-14 00:02:31 +00:00
|
|
|
Printf ("The array %s in %s has %u elements, but %s expects it to only have %u.\n",
|
2006-02-24 04:48:15 +00:00
|
|
|
parse, lib->ModuleName, lib->ArrayStore[impNum].ArraySize,
|
|
|
|
ModuleName, expectedSize);
|
|
|
|
}
|
|
|
|
}
|
2011-02-19 08:59:43 +00:00
|
|
|
do {;} while (*++parse);
|
2006-02-24 04:48:15 +00:00
|
|
|
++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;
|
|
|
|
}
|
2013-02-02 05:54:15 +00:00
|
|
|
if (FunctionProfileData != NULL)
|
|
|
|
{
|
|
|
|
delete[] FunctionProfileData;
|
|
|
|
FunctionProfileData = NULL;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
if (Data != NULL)
|
|
|
|
{
|
|
|
|
delete[] Data;
|
|
|
|
Data = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FBehavior::LoadScriptsDirectory ()
|
|
|
|
{
|
|
|
|
union
|
|
|
|
{
|
|
|
|
BYTE *b;
|
|
|
|
DWORD *dw;
|
|
|
|
WORD *w;
|
2012-03-04 03:18:06 +00:00
|
|
|
SWORD *sw;
|
2006-02-24 04:48:15 +00:00
|
|
|
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:
|
2010-08-12 22:15:32 +00:00
|
|
|
scripts.dw = (DWORD *)(Data + LittleLong(((DWORD *)Data)[1]));
|
|
|
|
NumScripts = LittleLong(scripts.dw[0]);
|
2006-02-24 04:48:15 +00:00
|
|
|
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))
|
|
|
|
{
|
2010-08-12 22:56:08 +00:00
|
|
|
NumScripts = LittleLong(scripts.dw[1]) / 12;
|
2006-02-24 04:48:15 +00:00
|
|
|
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);
|
2009-05-15 10:39:40 +00:00
|
|
|
ptr2->Type = BYTE(LittleShort(ptr1->Type));
|
2006-02-24 04:48:15 +00:00
|
|
|
ptr2->ArgCount = LittleLong(ptr1->ArgCount);
|
|
|
|
ptr2->Address = LittleLong(ptr1->Address);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2010-08-12 22:56:08 +00:00
|
|
|
NumScripts = LittleLong(scripts.dw[1]) / 8;
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-02-24 04:48:15 +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);
|
2010-02-13 05:15:32 +00:00
|
|
|
// Check for duplicates because ACC originally did not enforce
|
|
|
|
// script number uniqueness across different script types. We
|
|
|
|
// only need to do this for old format lumps, because the ACCs
|
|
|
|
// that produce new format lumps won't let you do this.
|
|
|
|
if (Format == ACS_Old)
|
|
|
|
{
|
|
|
|
for (i = 0; i < NumScripts - 1; ++i)
|
|
|
|
{
|
|
|
|
if (Scripts[i].Number == Scripts[i+1].Number)
|
|
|
|
{
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf("%s appears more than once.\n",
|
|
|
|
ScriptPresentation(Scripts[i].Number).GetChars());
|
2010-02-13 05:15:32 +00:00
|
|
|
// Make the closed version the first one.
|
|
|
|
if (Scripts[i+1].Type == SCRIPT_Closed)
|
|
|
|
{
|
2010-07-23 21:19:59 +00:00
|
|
|
swapvalues(Scripts[i], Scripts[i+1]);
|
2010-02-13 05:15:32 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (Format == ACS_Old)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Load script flags
|
|
|
|
scripts.b = FindChunk (MAKE_ID('S','F','L','G'));
|
|
|
|
if (scripts.dw != NULL)
|
|
|
|
{
|
2012-04-26 02:03:43 +00:00
|
|
|
max = scripts.dw[1] / 4;
|
2006-02-24 04:48:15 +00:00
|
|
|
scripts.dw += 2;
|
|
|
|
for (i = max; i > 0; --i, scripts.w += 2)
|
|
|
|
{
|
2012-03-04 03:18:06 +00:00
|
|
|
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.sw[0])));
|
2006-02-24 04:48:15 +00:00
|
|
|
if (ptr != NULL)
|
|
|
|
{
|
|
|
|
ptr->Flags = LittleShort(scripts.w[1]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-02-11 01:04:42 +00:00
|
|
|
// Load script var counts. (Only recorded for scripts that use more than LOCAL_SIZE variables.)
|
2006-02-24 04:48:15 +00:00
|
|
|
scripts.b = FindChunk (MAKE_ID('S','V','C','T'));
|
|
|
|
if (scripts.dw != NULL)
|
|
|
|
{
|
2012-02-11 01:04:42 +00:00
|
|
|
max = scripts.dw[1] / 4;
|
2006-02-24 04:48:15 +00:00
|
|
|
scripts.dw += 2;
|
|
|
|
for (i = max; i > 0; --i, scripts.w += 2)
|
|
|
|
{
|
2012-03-04 03:18:06 +00:00
|
|
|
ScriptPtr *ptr = const_cast<ScriptPtr *>(FindScript (LittleShort(scripts.sw[0])));
|
2006-02-24 04:48:15 +00:00
|
|
|
if (ptr != NULL)
|
|
|
|
{
|
|
|
|
ptr->VarCount = LittleShort(scripts.w[1]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2012-02-15 02:18:30 +00:00
|
|
|
|
|
|
|
// Load script names (if any)
|
|
|
|
scripts.b = FindChunk(MAKE_ID('S','N','A','M'));
|
|
|
|
if (scripts.dw != NULL)
|
|
|
|
{
|
2012-03-15 19:08:19 +00:00
|
|
|
UnescapeStringTable(scripts.b + 8, NULL, false);
|
2012-02-15 02:18:30 +00:00
|
|
|
for (i = 0; i < NumScripts; ++i)
|
|
|
|
{
|
|
|
|
// ACC stores script names as an index into the SNAM chunk, with the first index as
|
|
|
|
// -1 and counting down from there. We convert this from an index into SNAM into
|
|
|
|
// a negative index into the global name table.
|
|
|
|
if (Scripts[i].Number < 0)
|
|
|
|
{
|
|
|
|
const char *str = (const char *)(scripts.b + 8 + scripts.dw[3 + (-Scripts[i].Number - 1)]);
|
|
|
|
FName name(str);
|
|
|
|
Scripts[i].Number = -name;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// We need to resort scripts, because the new numbers for named scripts likely
|
|
|
|
// do not match the order they were originally in.
|
|
|
|
qsort (Scripts, NumScripts, sizeof(ScriptPtr), SortScripts);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
int STACK_ARGS FBehavior::SortScripts (const void *a, const void *b)
|
|
|
|
{
|
|
|
|
ScriptPtr *ptr1 = (ScriptPtr *)a;
|
|
|
|
ScriptPtr *ptr2 = (ScriptPtr *)b;
|
|
|
|
return ptr1->Number - ptr2->Number;
|
|
|
|
}
|
|
|
|
|
2012-03-08 21:37:34 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// FBehavior :: UnencryptStrings
|
|
|
|
//
|
|
|
|
// Descrambles strings in a STRE chunk to transform it into a STRL chunk.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
void FBehavior::UnencryptStrings ()
|
|
|
|
{
|
|
|
|
DWORD *prevchunk = NULL;
|
|
|
|
DWORD *chunk = (DWORD *)FindChunk(MAKE_ID('S','T','R','E'));
|
|
|
|
while (chunk != NULL)
|
|
|
|
{
|
2012-03-08 21:37:34 +00:00
|
|
|
for (DWORD strnum = 0; strnum < LittleLong(chunk[3]); ++strnum)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2012-03-08 21:37:34 +00:00
|
|
|
int ofs = LittleLong(chunk[5+strnum]);
|
2006-02-24 04:48:15 +00:00
|
|
|
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');
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-03-08 21:37:34 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// FBehavior :: UnescapeStringTable
|
|
|
|
//
|
|
|
|
// Processes escape sequences for every string in a string table.
|
2012-03-15 19:08:19 +00:00
|
|
|
// Chunkstart points to the string table. Datastart points to the base address
|
|
|
|
// for offsets in the string table; if NULL, it will use chunkstart. If
|
|
|
|
// has_padding is true, then this is a STRL chunk with four bytes of padding
|
|
|
|
// on either side of the string count.
|
2012-03-08 21:37:34 +00:00
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
2012-03-15 19:08:19 +00:00
|
|
|
void FBehavior::UnescapeStringTable(BYTE *chunkstart, BYTE *datastart, bool has_padding)
|
2012-03-08 21:37:34 +00:00
|
|
|
{
|
|
|
|
assert(chunkstart != NULL);
|
|
|
|
|
|
|
|
DWORD *chunk = (DWORD *)chunkstart;
|
|
|
|
|
2012-03-15 19:08:19 +00:00
|
|
|
if (datastart == NULL)
|
|
|
|
{
|
|
|
|
datastart = chunkstart;
|
|
|
|
}
|
2012-03-08 21:37:34 +00:00
|
|
|
if (!has_padding)
|
|
|
|
{
|
|
|
|
chunk[0] = LittleLong(chunk[0]);
|
|
|
|
for (DWORD strnum = 0; strnum < chunk[0]; ++strnum)
|
|
|
|
{
|
|
|
|
int ofs = LittleLong(chunk[1 + strnum]); // Byte swap offset, if needed.
|
|
|
|
chunk[1 + strnum] = ofs;
|
2012-03-15 19:08:19 +00:00
|
|
|
strbin((char *)datastart + ofs);
|
2012-03-08 21:37:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
chunk[1] = LittleLong(chunk[1]);
|
|
|
|
for (DWORD strnum = 0; strnum < chunk[1]; ++strnum)
|
|
|
|
{
|
|
|
|
int ofs = LittleLong(chunk[3 + strnum]); // Byte swap offset, if needed.
|
|
|
|
chunk[3 + strnum] = ofs;
|
2012-03-15 19:08:19 +00:00
|
|
|
strbin((char *)datastart + ofs);
|
2012-03-08 21:37:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// FBehavior :: IsGood
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
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
|
|
|
|
{
|
2012-02-15 02:18:30 +00:00
|
|
|
const ScriptPtr *ptr = BinarySearch<ScriptPtr, int>
|
|
|
|
((ScriptPtr *)Scripts, NumScripts, &ScriptPtr::Number, script);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2010-02-13 05:15:32 +00:00
|
|
|
// If the preceding script has the same number, return it instead.
|
|
|
|
// See the note by the script sorting above for why.
|
|
|
|
if (ptr > Scripts)
|
|
|
|
{
|
|
|
|
if (ptr[-1].Number == script)
|
|
|
|
{
|
|
|
|
ptr--;
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
|
|
|
|
2012-03-08 21:37:34 +00:00
|
|
|
for (i = 0; i < LittleLong(names[2]); ++i)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2012-03-08 21:37:34 +00:00
|
|
|
if (stricmp (varname, (char *)(names + 2) + LittleLong(names[3+i])) == 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2011-06-13 09:14:02 +00:00
|
|
|
inline bool FBehavior::CopyStringToArray(int arraynum, int index, int maxLength, const char *string)
|
|
|
|
{
|
|
|
|
// false if the operation was incomplete or unsuccessful
|
|
|
|
|
|
|
|
if ((unsigned)arraynum >= (unsigned)NumTotalArrays || index < 0)
|
|
|
|
return false;
|
|
|
|
const ArrayInfo *array = Arrays[arraynum];
|
|
|
|
|
|
|
|
if ((signed)array->ArraySize - index < maxLength) maxLength = (signed)array->ArraySize - index;
|
|
|
|
|
|
|
|
while (maxLength-- > 0)
|
|
|
|
{
|
|
|
|
array->Elements[index++] = *string;
|
|
|
|
if (!(*string)) return true; // written terminating 0
|
|
|
|
string++;
|
|
|
|
}
|
|
|
|
return !(*string); // return true if only terminating 0 was not written
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
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)
|
|
|
|
{
|
2013-05-30 02:22:47 +00:00
|
|
|
DWORD lib = index >> LIBRARYID_SHIFT;
|
|
|
|
|
|
|
|
if (lib == STRPOOL_LIBRARYID)
|
2011-05-11 22:29:49 +00:00
|
|
|
{
|
2013-05-30 02:22:47 +00:00
|
|
|
return GlobalACSStrings.GetString(index);
|
2011-05-11 22:29:49 +00:00
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
if (lib >= (DWORD)StaticModules.Size())
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
return StaticModules[lib]->LookupString (index & 0xffff);
|
|
|
|
}
|
|
|
|
|
|
|
|
const char *FBehavior::LookupString (DWORD index) const
|
|
|
|
{
|
2006-08-03 03:45:58 +00:00
|
|
|
if (StringTable == 0)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
if (Format == ACS_Old)
|
|
|
|
{
|
|
|
|
DWORD *list = (DWORD *)(Data + StringTable);
|
|
|
|
|
|
|
|
if (index >= list[0])
|
|
|
|
return NULL; // Out of range for this list;
|
2012-03-08 21:37:34 +00:00
|
|
|
return (const char *)(Data + list[1+index]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
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)
|
|
|
|
{
|
2012-03-08 20:48:53 +00:00
|
|
|
static const char *const TypeNames[] =
|
|
|
|
{
|
|
|
|
"Closed",
|
|
|
|
"Open",
|
|
|
|
"Respawn",
|
|
|
|
"Death",
|
|
|
|
"Enter",
|
|
|
|
"Pickup",
|
|
|
|
"BlueReturn",
|
|
|
|
"RedReturn",
|
|
|
|
"WhiteReturn",
|
|
|
|
"Unknown", "Unknown", "Unknown",
|
|
|
|
"Lightning",
|
|
|
|
"Unloading",
|
|
|
|
"Disconnect",
|
|
|
|
"Return"
|
|
|
|
};
|
|
|
|
DPrintf("Starting all scripts of type %d (%s)\n", type,
|
|
|
|
type < countof(TypeNames) ? TypeNames[type] : TypeNames[SCRIPT_Lightning - 1]);
|
2006-02-24 04:48:15 +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,
|
2012-02-26 03:36:05 +00:00
|
|
|
ptr, this, &arg1, 1, always ? ACS_ALWAYS : 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (runNow)
|
|
|
|
{
|
|
|
|
runningScript->RunScript ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
- Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-02-15 02:18:30 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
2012-02-18 02:17:33 +00:00
|
|
|
// P_SerializeACSScriptNumber
|
2012-02-15 02:18:30 +00:00
|
|
|
//
|
|
|
|
// Serializes a script number. If it's negative, it's really a name, so
|
|
|
|
// that will get serialized after it.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2012-02-18 02:17:33 +00:00
|
|
|
void P_SerializeACSScriptNumber(FArchive &arc, int &scriptnum, bool was2byte)
|
2012-02-15 02:18:30 +00:00
|
|
|
{
|
2012-03-13 02:43:24 +00:00
|
|
|
if (SaveVersion < 3359)
|
2012-02-15 02:18:30 +00:00
|
|
|
{
|
2012-03-13 02:43:24 +00:00
|
|
|
if (was2byte)
|
2012-02-15 02:18:30 +00:00
|
|
|
{
|
2012-03-13 02:43:24 +00:00
|
|
|
WORD oldver;
|
|
|
|
arc << oldver;
|
|
|
|
scriptnum = oldver;
|
2012-02-15 02:18:30 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2012-03-13 02:43:24 +00:00
|
|
|
arc << scriptnum;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
arc << scriptnum;
|
|
|
|
// If the script number is negative, then it's really a name.
|
|
|
|
// So read/store the name after it.
|
|
|
|
if (scriptnum < 0)
|
|
|
|
{
|
|
|
|
if (arc.IsStoring())
|
|
|
|
{
|
|
|
|
arc.WriteName(FName(ENamedName(-scriptnum)).GetChars());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
const char *nam = arc.ReadName();
|
|
|
|
scriptnum = -FName(nam);
|
|
|
|
}
|
2012-02-15 02:18:30 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
//---- The ACS Interpreter ----//
|
|
|
|
|
2008-03-12 02:56:11 +00:00
|
|
|
IMPLEMENT_POINTY_CLASS (DACSThinker)
|
|
|
|
DECLARE_POINTER(LastScript)
|
|
|
|
DECLARE_POINTER(Scripts)
|
|
|
|
END_POINTERS
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2008-03-13 03:14:33 +00:00
|
|
|
TObjPtr<DACSThinker> DACSThinker::ActiveThinker;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
DACSThinker::DACSThinker ()
|
2010-01-02 12:40:07 +00:00
|
|
|
: DThinker(STAT_SCRIPTS)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (ActiveThinker)
|
|
|
|
{
|
|
|
|
I_Error ("Only one ACSThinker is allowed to exist at a time.\nCheck your code.");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ActiveThinker = this;
|
|
|
|
Scripts = NULL;
|
|
|
|
LastScript = NULL;
|
2012-02-15 02:18:30 +00:00
|
|
|
RunningScripts.Clear();
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DACSThinker::~DACSThinker ()
|
|
|
|
{
|
|
|
|
Scripts = NULL;
|
|
|
|
ActiveThinker = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DACSThinker::Serialize (FArchive &arc)
|
|
|
|
{
|
2012-02-15 02:18:30 +00:00
|
|
|
int scriptnum;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
Super::Serialize (arc);
|
|
|
|
arc << Scripts << LastScript;
|
|
|
|
if (arc.IsStoring ())
|
|
|
|
{
|
2012-02-15 02:18:30 +00:00
|
|
|
ScriptMap::Iterator it(RunningScripts);
|
|
|
|
ScriptMap::Pair *pair;
|
|
|
|
|
|
|
|
while (it.NextPair(pair))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2012-02-15 02:18:30 +00:00
|
|
|
assert(pair->Value != NULL);
|
|
|
|
arc << pair->Value;
|
|
|
|
scriptnum = pair->Key;
|
2012-02-18 02:17:33 +00:00
|
|
|
P_SerializeACSScriptNumber(arc, scriptnum, true);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2009-09-01 02:08:53 +00:00
|
|
|
DLevelScript *nilptr = NULL;
|
|
|
|
arc << nilptr;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2012-02-15 02:18:30 +00:00
|
|
|
else // Loading
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DLevelScript *script = NULL;
|
2012-02-15 02:18:30 +00:00
|
|
|
RunningScripts.Clear();
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
arc << script;
|
|
|
|
while (script)
|
|
|
|
{
|
2012-02-18 02:17:33 +00:00
|
|
|
P_SerializeACSScriptNumber(arc, scriptnum, true);
|
2006-02-24 04:48:15 +00:00
|
|
|
RunningScripts[scriptnum] = script;
|
|
|
|
arc << script;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DACSThinker::Tick ()
|
|
|
|
{
|
|
|
|
DLevelScript *script = Scripts;
|
|
|
|
|
|
|
|
while (script)
|
|
|
|
{
|
|
|
|
DLevelScript *next = script->next;
|
|
|
|
script->RunScript ();
|
|
|
|
script = next;
|
|
|
|
}
|
2011-05-11 22:29:49 +00:00
|
|
|
|
2013-05-30 02:22:47 +00:00
|
|
|
// GlobalACSStrings.Clear();
|
2011-05-11 22:29:49 +00:00
|
|
|
|
|
|
|
if (ACS_StringBuilderStack.Size())
|
|
|
|
{
|
|
|
|
int size = ACS_StringBuilderStack.Size();
|
|
|
|
ACS_StringBuilderStack.Clear();
|
|
|
|
I_Error("Error: %d garbage entries on ACS string builder stack.", size);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
- Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
IMPLEMENT_POINTY_CLASS (DLevelScript)
|
2008-03-12 02:56:11 +00:00
|
|
|
DECLARE_POINTER(next)
|
|
|
|
DECLARE_POINTER(prev)
|
|
|
|
DECLARE_POINTER(activator)
|
2006-02-24 04:48:15 +00:00
|
|
|
END_POINTERS
|
|
|
|
|
2011-07-06 14:20:54 +00:00
|
|
|
inline FArchive &operator<< (FArchive &arc, DLevelScript::EScriptState &state)
|
|
|
|
{
|
|
|
|
BYTE val = (BYTE)state;
|
|
|
|
arc << val;
|
|
|
|
state = (DLevelScript::EScriptState)val;
|
|
|
|
return arc;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
void DLevelScript::Serialize (FArchive &arc)
|
|
|
|
{
|
|
|
|
DWORD i;
|
|
|
|
|
|
|
|
Super::Serialize (arc);
|
2012-02-15 02:18:30 +00:00
|
|
|
arc << next << prev;
|
|
|
|
|
2012-02-18 02:17:33 +00:00
|
|
|
P_SerializeACSScriptNumber(arc, script, false);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
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 ())
|
|
|
|
{
|
2013-05-30 02:22:47 +00:00
|
|
|
WORD lib = activeBehavior->GetLibraryID() >> LIBRARYID_SHIFT;
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
- Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
* SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
reset everything
back to normal.
* SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
to the full width of the HUD, as normal.
* HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
message it's attached to.
SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
|
|
|
if (SaveVersion >= 3960)
|
|
|
|
{
|
|
|
|
arc << ClipRectLeft << ClipRectTop << ClipRectWidth << ClipRectHeight
|
|
|
|
<< WrapWidth;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ClipRectLeft = ClipRectTop = ClipRectWidth = ClipRectHeight = WrapWidth = 0;
|
|
|
|
}
|
2013-02-02 05:54:15 +00:00
|
|
|
if (SaveVersion >= 4058)
|
|
|
|
{
|
|
|
|
arc << InModuleScriptNumber;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Don't worry about locating profiling info for old saves.
|
|
|
|
InModuleScriptNumber = -1;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
DLevelScript::DLevelScript ()
|
|
|
|
{
|
|
|
|
next = prev = NULL;
|
|
|
|
if (DACSThinker::ActiveThinker == NULL)
|
|
|
|
new DACSThinker;
|
|
|
|
activefont = SmallFont;
|
|
|
|
localvars = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
DLevelScript::~DLevelScript ()
|
|
|
|
{
|
|
|
|
if (localvars != NULL)
|
|
|
|
delete[] localvars;
|
2011-01-14 09:07:00 +00:00
|
|
|
localvars = NULL;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::Unlink ()
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
|
|
|
|
if (controller->LastScript == this)
|
2008-03-12 02:56:11 +00:00
|
|
|
{
|
2006-02-24 04:48:15 +00:00
|
|
|
controller->LastScript = prev;
|
2008-03-12 02:56:11 +00:00
|
|
|
GC::WriteBarrier(controller, prev);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
if (controller->Scripts == this)
|
2008-03-12 02:56:11 +00:00
|
|
|
{
|
2006-02-24 04:48:15 +00:00
|
|
|
controller->Scripts = next;
|
2008-03-12 02:56:11 +00:00
|
|
|
GC::WriteBarrier(controller, next);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
if (prev)
|
2008-03-12 02:56:11 +00:00
|
|
|
{
|
2006-02-24 04:48:15 +00:00
|
|
|
prev->next = next;
|
2008-03-12 02:56:11 +00:00
|
|
|
GC::WriteBarrier(prev, next);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
if (next)
|
2008-03-12 02:56:11 +00:00
|
|
|
{
|
2006-02-24 04:48:15 +00:00
|
|
|
next->prev = prev;
|
2008-03-12 02:56:11 +00:00
|
|
|
GC::WriteBarrier(next, prev);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::Link ()
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
|
|
|
|
next = controller->Scripts;
|
2008-03-12 02:56:11 +00:00
|
|
|
GC::WriteBarrier(this, next);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (controller->Scripts)
|
2008-03-12 02:56:11 +00:00
|
|
|
{
|
2006-02-24 04:48:15 +00:00
|
|
|
controller->Scripts->prev = this;
|
2008-03-12 02:56:11 +00:00
|
|
|
GC::WriteBarrier(controller->Scripts, this);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
prev = NULL;
|
|
|
|
controller->Scripts = this;
|
2008-03-12 02:56:11 +00:00
|
|
|
GC::WriteBarrier(controller, this);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (controller->LastScript == NULL)
|
2008-03-12 02:56:11 +00:00
|
|
|
{
|
2006-02-24 04:48:15 +00:00
|
|
|
controller->LastScript = this;
|
2008-03-12 02:56:11 +00:00
|
|
|
}
|
2006-02-24 04:48:15 +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)
|
|
|
|
{
|
2010-07-23 21:19:59 +00:00
|
|
|
swapvalues (max, min);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
return min + pr_acs(max - min + 1);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2008-03-21 12:25:45 +00:00
|
|
|
int DLevelScript::ThingCount (int type, int stringid, int tid, int tag)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
AActor *actor;
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *kind;
|
2006-02-24 04:48:15 +00:00
|
|
|
int count = 0;
|
2006-07-13 03:34:50 +00:00
|
|
|
bool replacemented = false;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2012-11-09 23:53:58 +00:00
|
|
|
if (type > 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2012-11-09 23:53:58 +00:00
|
|
|
kind = P_GetSpawnableType(type);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (kind == NULL)
|
|
|
|
return 0;
|
|
|
|
}
|
2006-07-09 20:15:38 +00:00
|
|
|
else if (stringid >= 0)
|
|
|
|
{
|
|
|
|
const char *type_name = FBehavior::StaticLookupString (stringid);
|
|
|
|
if (type_name == NULL)
|
|
|
|
return 0;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-07-09 20:15:38 +00:00
|
|
|
kind = PClass::FindClass (type_name);
|
2006-07-13 03:34:50 +00:00
|
|
|
if (kind == NULL || kind->ActorInfo == NULL)
|
2006-07-09 20:15:38 +00:00
|
|
|
return 0;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-07-09 20:15:38 +00:00
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
kind = NULL;
|
|
|
|
}
|
2006-07-13 03:34:50 +00:00
|
|
|
|
|
|
|
do_count:
|
2006-02-24 04:48:15 +00:00
|
|
|
if (tid)
|
|
|
|
{
|
|
|
|
FActorIterator iterator (tid);
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
if (actor->health > 0 &&
|
|
|
|
(kind == NULL || actor->IsA (kind)))
|
|
|
|
{
|
2008-03-21 12:25:45 +00:00
|
|
|
if (actor->Sector->tag == tag || tag == -1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-03-21 12:25:45 +00:00
|
|
|
// Don't count items in somebody's inventory
|
|
|
|
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
|
|
|
|
static_cast<AInventory *>(actor)->Owner == NULL)
|
|
|
|
{
|
|
|
|
count++;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TThinkerIterator<AActor> iterator;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
if (actor->health > 0 &&
|
|
|
|
(kind == NULL || actor->IsA (kind)))
|
|
|
|
{
|
2008-03-21 12:25:45 +00:00
|
|
|
if (actor->Sector->tag == tag || tag == -1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-03-21 12:25:45 +00:00
|
|
|
// Don't count items in somebody's inventory
|
|
|
|
if (!actor->IsKindOf (RUNTIME_CLASS(AInventory)) ||
|
|
|
|
static_cast<AInventory *>(actor)->Owner == NULL)
|
|
|
|
{
|
|
|
|
count++;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2006-07-13 03:34:50 +00:00
|
|
|
if (!replacemented && kind != NULL)
|
|
|
|
{
|
|
|
|
// Again, with decorate replacements
|
|
|
|
replacemented = true;
|
2010-08-26 20:59:15 +00:00
|
|
|
PClass *newkind = kind->GetReplacement();
|
2006-07-13 03:34:50 +00:00
|
|
|
if (newkind != kind)
|
|
|
|
{
|
|
|
|
kind = newkind;
|
|
|
|
goto do_count;
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::ChangeFlat (int tag, int name, bool floorOrCeiling)
|
|
|
|
{
|
2008-06-15 18:36:26 +00:00
|
|
|
FTextureID flat;
|
|
|
|
int secnum = -1;
|
2006-02-24 04:48:15 +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)
|
|
|
|
{
|
2008-08-16 20:19:35 +00:00
|
|
|
int pos = floorOrCeiling? sector_t::ceiling : sector_t::floor;
|
|
|
|
sectors[secnum].SetTexture(pos, flat);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int DLevelScript::CountPlayers ()
|
|
|
|
{
|
|
|
|
int count = 0, i;
|
|
|
|
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
if (playeringame[i])
|
|
|
|
count++;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
|
|
|
|
{
|
2008-06-15 18:36:26 +00:00
|
|
|
FTextureID texture;
|
|
|
|
int linenum = -1;
|
2006-02-24 04:48:15 +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 20:45:56 +00:00
|
|
|
sidedef = lines[linenum].sidedef[side];
|
|
|
|
if (sidedef == NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
continue;
|
|
|
|
|
|
|
|
switch (position)
|
|
|
|
{
|
|
|
|
case TEXTURE_TOP:
|
2008-03-21 17:35:49 +00:00
|
|
|
sidedef->SetTexture(side_t::top, texture);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
case TEXTURE_MIDDLE:
|
2008-03-21 17:35:49 +00:00
|
|
|
sidedef->SetTexture(side_t::mid, texture);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
case TEXTURE_BOTTOM:
|
2008-03-21 17:35:49 +00:00
|
|
|
sidedef->SetTexture(side_t::bottom, texture);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-09-01 01:08:27 +00:00
|
|
|
void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, int flags)
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
{
|
|
|
|
const char *fromname = FBehavior::StaticLookupString (fromnamei);
|
|
|
|
const char *toname = FBehavior::StaticLookupString (tonamei);
|
2008-06-15 18:36:26 +00:00
|
|
|
FTextureID picnum1, picnum2;
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
|
|
|
|
if (fromname == NULL)
|
|
|
|
return;
|
|
|
|
|
2006-09-01 01:08:27 +00:00
|
|
|
if ((flags ^ (NOT_BOTTOM | NOT_MIDDLE | NOT_TOP)) != 0)
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
{
|
|
|
|
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 17:35:49 +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);
|
|
|
|
}
|
|
|
|
}
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
}
|
|
|
|
}
|
2006-09-01 01:08:27 +00:00
|
|
|
if ((flags ^ (NOT_FLOOR | NOT_CEILING)) != 0)
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
{
|
|
|
|
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];
|
|
|
|
|
2008-08-16 20:19:35 +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);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-06-05 21:44:34 +00:00
|
|
|
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *info = PClass::FindClass (FBehavior::StaticLookupString (type));
|
2006-02-24 04:48:15 +00:00
|
|
|
AActor *actor = NULL;
|
- Fixed: EV_Teleport() did not set players to their idle state, so if they
were running when the teleported, they would still be running afterward
even though they weren't moving anywhere. Normally, P_XYMovement() does
this when they stop due to friction.
- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
for target switching on actors with MF5_NODAMAGE set.
- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
commands to be the total count of things spawned, rather than a pretty
much useless reference to the actor spawned at the last map spot.
- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
passed it a full-length angle.
- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
it was set to a see or spawn state, resetting its tic count and bypassing
the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
dormant skulls shouldn't do slamming damage, either.
- Fixed: P_Thing_Spawn() returned success only if all thing instances were
successfully spawned. As long as at least one thing was spawned, it should
be considered a success.
- Fixed: Flipped single rotation sprites were only flipped every other 22.5
degree interval.
SVN r484 (trunk)
2007-02-14 22:47:01 +00:00
|
|
|
int spawncount = 0;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (info != NULL)
|
|
|
|
{
|
2006-07-16 09:10:45 +00:00
|
|
|
actor = Spawn (info, x, y, z, ALLOW_REPLACE);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (actor != NULL)
|
|
|
|
{
|
2006-10-20 01:58:26 +00:00
|
|
|
DWORD oldFlags2 = actor->flags2;
|
|
|
|
actor->flags2 |= MF2_PASSMOBJ;
|
2009-06-05 21:44:34 +00:00
|
|
|
if (force || P_TestMobjLocation (actor))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
actor->angle = angle << 24;
|
|
|
|
actor->tid = tid;
|
|
|
|
actor->AddToHash ();
|
|
|
|
if (actor->flags & MF_SPECIAL)
|
|
|
|
actor->flags |= MF_DROPPED; // Don't respawn
|
2006-10-20 01:58:26 +00:00
|
|
|
actor->flags2 = oldFlags2;
|
- Fixed: EV_Teleport() did not set players to their idle state, so if they
were running when the teleported, they would still be running afterward
even though they weren't moving anywhere. Normally, P_XYMovement() does
this when they stop due to friction.
- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
for target switching on actors with MF5_NODAMAGE set.
- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
commands to be the total count of things spawned, rather than a pretty
much useless reference to the actor spawned at the last map spot.
- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
passed it a full-length angle.
- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
it was set to a see or spawn state, resetting its tic count and bypassing
the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
dormant skulls shouldn't do slamming damage, either.
- Fixed: P_Thing_Spawn() returned success only if all thing instances were
successfully spawned. As long as at least one thing was spawned, it should
be considered a success.
- Fixed: Flipped single rotation sprites were only flipped every other 22.5
degree interval.
SVN r484 (trunk)
2007-02-14 22:47:01 +00:00
|
|
|
spawncount++;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// If this is a monster, subtract it from the total monster
|
|
|
|
// count, because it already added to it during spawning.
|
2010-09-19 00:06:45 +00:00
|
|
|
actor->ClearCounters();
|
2006-02-24 04:48:15 +00:00
|
|
|
actor->Destroy ();
|
|
|
|
actor = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
- Fixed: EV_Teleport() did not set players to their idle state, so if they
were running when the teleported, they would still be running afterward
even though they weren't moving anywhere. Normally, P_XYMovement() does
this when they stop due to friction.
- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
for target switching on actors with MF5_NODAMAGE set.
- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
commands to be the total count of things spawned, rather than a pretty
much useless reference to the actor spawned at the last map spot.
- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
passed it a full-length angle.
- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
it was set to a see or spawn state, resetting its tic count and bypassing
the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
dormant skulls shouldn't do slamming damage, either.
- Fixed: P_Thing_Spawn() returned success only if all thing instances were
successfully spawned. As long as at least one thing was spawned, it should
be considered a success.
- Fixed: Flipped single rotation sprites were only flipped every other 22.5
degree interval.
SVN r484 (trunk)
2007-02-14 22:47:01 +00:00
|
|
|
return spawncount;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2009-06-05 21:44:34 +00:00
|
|
|
int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool force)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
int spawned = 0;
|
|
|
|
|
2009-08-12 18:57:31 +00:00
|
|
|
if (spot != 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-08-12 18:57:31 +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);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
return spawned;
|
|
|
|
}
|
|
|
|
|
2009-06-05 21:44:34 +00:00
|
|
|
int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
|
2006-07-09 20:15:38 +00:00
|
|
|
{
|
|
|
|
int spawned = 0;
|
|
|
|
|
2009-08-12 18:57:31 +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)
|
2006-07-09 20:15:38 +00:00
|
|
|
{
|
2009-08-12 18:57:31 +00:00
|
|
|
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, activator->angle >> 24, force);
|
2006-07-09 20:15:38 +00:00
|
|
|
}
|
|
|
|
return spawned;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
void DLevelScript::DoFadeTo (int r, int g, int b, int a, fixed_t time)
|
|
|
|
{
|
2011-08-16 21:59:35 +00:00
|
|
|
DoFadeRange (0, 0, 0, -1, clamp(r, 0, 255), clamp(g, 0, 255), clamp(b, 0, 255), clamp(a, 0, FRACUNIT), time);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
2006-09-17 10:43:51 +00:00
|
|
|
activefont = V_GetFont (fontname);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (activefont == NULL)
|
|
|
|
{
|
2006-09-17 10:43:51 +00:00
|
|
|
activefont = SmallFont;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-07-24 06:38:57 +00:00
|
|
|
int DoSetMaster (AActor *self, AActor *master)
|
|
|
|
{
|
|
|
|
AActor *defs;
|
|
|
|
if (self->flags3&MF3_ISMONSTER)
|
|
|
|
{
|
|
|
|
if (master)
|
|
|
|
{
|
|
|
|
if (master->flags3&MF3_ISMONSTER)
|
|
|
|
{
|
|
|
|
self->FriendPlayer = 0;
|
|
|
|
self->master = master;
|
|
|
|
level.total_monsters -= self->CountsAsKill();
|
|
|
|
self->flags = (self->flags & ~MF_FRIENDLY) | (master->flags & MF_FRIENDLY);
|
|
|
|
level.total_monsters += self->CountsAsKill();
|
|
|
|
// Don't attack your new master
|
|
|
|
if (self->target == self->master) self->target = NULL;
|
|
|
|
if (self->lastenemy == self->master) self->lastenemy = NULL;
|
|
|
|
if (self->LastHeard == self->master) self->LastHeard = NULL;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else if (master->player)
|
|
|
|
{
|
|
|
|
// [KS] Be friendly to this player
|
|
|
|
self->master = NULL;
|
|
|
|
level.total_monsters -= self->CountsAsKill();
|
|
|
|
self->flags|=MF_FRIENDLY;
|
2012-06-09 04:15:56 +00:00
|
|
|
self->SetFriendPlayer(master->player);
|
2010-07-24 06:38:57 +00:00
|
|
|
|
|
|
|
AActor * attacker=master->player->attacker;
|
|
|
|
if (attacker)
|
|
|
|
{
|
|
|
|
if (!(attacker->flags&MF_FRIENDLY) ||
|
|
|
|
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=self->FriendPlayer))
|
|
|
|
{
|
|
|
|
self->LastHeard = self->target = attacker;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// And stop attacking him if necessary.
|
|
|
|
if (self->target == master) self->target = NULL;
|
|
|
|
if (self->lastenemy == master) self->lastenemy = NULL;
|
|
|
|
if (self->LastHeard == master) self->LastHeard = NULL;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
self->master = NULL;
|
|
|
|
self->FriendPlayer = 0;
|
|
|
|
// Go back to whatever friendliness we usually have...
|
|
|
|
defs = self->GetDefault();
|
|
|
|
level.total_monsters -= self->CountsAsKill();
|
|
|
|
self->flags = (self->flags & ~MF_FRIENDLY) | (defs->flags & MF_FRIENDLY);
|
|
|
|
level.total_monsters += self->CountsAsKill();
|
|
|
|
// ...And re-side with our friends.
|
|
|
|
if (self->target && !self->IsHostile (self->target)) self->target = NULL;
|
|
|
|
if (self->lastenemy && !self->IsHostile (self->lastenemy)) self->lastenemy = NULL;
|
|
|
|
if (self->LastHeard && !self->IsHostile (self->LastHeard)) self->LastHeard = NULL;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int DoGetMasterTID (AActor *self)
|
|
|
|
{
|
|
|
|
if (self->master) return self->master->tid;
|
|
|
|
else if (self->FriendPlayer)
|
|
|
|
{
|
|
|
|
player_t *player = &players[(self->FriendPlayer)-1];
|
|
|
|
return player->mo->tid;
|
|
|
|
}
|
|
|
|
else return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static AActor *SingleActorFromTID (int tid, AActor *defactor)
|
|
|
|
{
|
|
|
|
if (tid == 0)
|
|
|
|
{
|
|
|
|
return defactor;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (tid);
|
|
|
|
return iterator.Next();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-01-28 08:48:52 +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,
|
2009-05-11 21:05:40 +00:00
|
|
|
APROP_Notarget = 19,
|
2009-07-05 05:56:20 +00:00
|
|
|
APROP_Species = 20,
|
2009-09-14 21:41:44 +00:00
|
|
|
APROP_NameTag = 21,
|
2009-09-14 19:44:14 +00:00
|
|
|
APROP_Score = 22,
|
2009-10-10 12:42:57 +00:00
|
|
|
APROP_Notrigger = 23,
|
2009-10-15 20:09:22 +00:00
|
|
|
APROP_DamageFactor = 24,
|
2010-07-24 06:38:57 +00:00
|
|
|
APROP_MasterTID = 25,
|
2010-09-16 07:00:27 +00:00
|
|
|
APROP_TargetTID = 26,
|
2010-11-07 07:31:58 +00:00
|
|
|
APROP_TracerTID = 27,
|
2010-11-08 00:01:21 +00:00
|
|
|
APROP_WaterLevel = 28,
|
|
|
|
APROP_ScaleX = 29,
|
|
|
|
APROP_ScaleY = 30,
|
2010-12-16 08:05:00 +00:00
|
|
|
APROP_Dormant = 31,
|
2011-01-14 22:59:20 +00:00
|
|
|
APROP_Mass = 32,
|
2012-03-11 09:08:35 +00:00
|
|
|
APROP_Accuracy = 33,
|
|
|
|
APROP_Stamina = 34,
|
2012-11-09 23:06:40 +00:00
|
|
|
APROP_Height = 35,
|
|
|
|
APROP_Radius = 36,
|
2013-04-20 21:32:03 +00:00
|
|
|
APROP_ReactionTime = 37,
|
2013-06-01 02:23:27 +00:00
|
|
|
APROP_MeleeRange = 38,
|
2010-11-08 00:01:21 +00:00
|
|
|
};
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2008-01-26 15:50:52 +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
|
|
|
|
};
|
|
|
|
|
2006-02-24 04:48:15 +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:
|
2012-03-15 21:21:00 +00:00
|
|
|
// Don't alter the health of dead things.
|
|
|
|
if (actor->health <= 0 || (actor->player != NULL && actor->player->playerstate == PST_DEAD))
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
actor->health = value;
|
|
|
|
if (actor->player != NULL)
|
|
|
|
{
|
|
|
|
actor->player->health = value;
|
|
|
|
}
|
2012-03-15 21:21:00 +00:00
|
|
|
// If the health is set to a non-positive value, properly kill the actor.
|
|
|
|
if (value <= 0)
|
|
|
|
{
|
|
|
|
actor->Die(activator, activator);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
2006-06-14 03:57:58 +00:00
|
|
|
|
|
|
|
case APROP_Speed:
|
|
|
|
actor->Speed = value;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_Damage:
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
actor->Damage = value;
|
2006-06-14 03:57:58 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_Alpha:
|
|
|
|
actor->alpha = value;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_RenderStyle:
|
2008-01-26 15:50:52 +00:00
|
|
|
for(int i=0; LegacyRenderStyleIndices[i] >= 0; i++)
|
|
|
|
{
|
2008-05-18 15:48:03 +00:00
|
|
|
if (LegacyRenderStyleIndices[i] == value)
|
2008-01-26 15:50:52 +00:00
|
|
|
{
|
|
|
|
actor->RenderStyle = ERenderStyle(i);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2006-06-14 03:57:58 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_Ambush:
|
|
|
|
if (value) actor->flags |= MF_AMBUSH; else actor->flags &= ~MF_AMBUSH;
|
|
|
|
break;
|
|
|
|
|
2009-01-28 08:48:52 +00:00
|
|
|
case APROP_Dropped:
|
|
|
|
if (value) actor->flags |= MF_DROPPED; else actor->flags &= ~MF_DROPPED;
|
|
|
|
break;
|
|
|
|
|
2006-06-14 03:57:58 +00:00
|
|
|
case APROP_Invulnerable:
|
|
|
|
if (value) actor->flags2 |= MF2_INVULNERABLE; else actor->flags2 &= ~MF2_INVULNERABLE;
|
|
|
|
break;
|
|
|
|
|
2009-05-11 21:05:40 +00:00
|
|
|
case APROP_Notarget:
|
|
|
|
if (value) actor->flags3 |= MF3_NOTARGET; else actor->flags3 &= ~MF3_NOTARGET;
|
|
|
|
break;
|
|
|
|
|
2009-10-10 12:42:57 +00:00
|
|
|
case APROP_Notrigger:
|
|
|
|
if (value) actor->flags6 |= MF6_NOTRIGGER; else actor->flags6 &= ~MF6_NOTRIGGER;
|
|
|
|
break;
|
|
|
|
|
2006-06-14 03:57:58 +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;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2007-02-24 12:09:36 +00:00
|
|
|
case APROP_Friendly:
|
|
|
|
if (value)
|
2010-08-10 16:22:57 +00:00
|
|
|
{
|
|
|
|
if (actor->CountsAsKill()) level.total_monsters--;
|
2007-02-24 12:09:36 +00:00
|
|
|
actor->flags |= MF_FRIENDLY;
|
2010-08-10 16:22:57 +00:00
|
|
|
}
|
2007-02-24 12:09:36 +00:00
|
|
|
else
|
2010-08-10 16:22:57 +00:00
|
|
|
{
|
2007-02-24 12:09:36 +00:00
|
|
|
actor->flags &= ~MF_FRIENDLY;
|
2010-08-10 16:22:57 +00:00
|
|
|
if (actor->CountsAsKill()) level.total_monsters++;
|
|
|
|
}
|
2007-02-24 12:09:36 +00:00
|
|
|
break;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2008-01-28 09:39:46 +00:00
|
|
|
|
|
|
|
case APROP_SpawnHealth:
|
|
|
|
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
|
|
{
|
|
|
|
static_cast<APlayerPawn *>(actor)->MaxHealth = value;
|
|
|
|
}
|
|
|
|
break;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2007-01-20 14:27:44 +00:00
|
|
|
case APROP_Gravity:
|
|
|
|
actor->gravity = value;
|
|
|
|
break;
|
2006-06-14 03:57:58 +00:00
|
|
|
|
|
|
|
case APROP_SeeSound:
|
2008-06-15 02:25:09 +00:00
|
|
|
actor->SeeSound = FBehavior::StaticLookupString(value);
|
2006-06-14 03:57:58 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_AttackSound:
|
2008-06-15 02:25:09 +00:00
|
|
|
actor->AttackSound = FBehavior::StaticLookupString(value);
|
2006-06-14 03:57:58 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_PainSound:
|
2008-06-15 02:25:09 +00:00
|
|
|
actor->PainSound = FBehavior::StaticLookupString(value);
|
2006-06-14 03:57:58 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_DeathSound:
|
2008-06-15 02:25:09 +00:00
|
|
|
actor->DeathSound = FBehavior::StaticLookupString(value);
|
2006-06-14 03:57:58 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_ActiveSound:
|
2008-06-15 02:25:09 +00:00
|
|
|
actor->ActiveSound = FBehavior::StaticLookupString(value);
|
2006-06-14 03:57:58 +00:00
|
|
|
break;
|
2009-07-05 05:56:20 +00:00
|
|
|
|
|
|
|
case APROP_Species:
|
|
|
|
actor->Species = FBehavior::StaticLookupString(value);
|
|
|
|
break;
|
2009-09-14 19:44:14 +00:00
|
|
|
|
|
|
|
case APROP_Score:
|
|
|
|
actor->Score = value;
|
2012-01-21 23:16:35 +00:00
|
|
|
break;
|
2009-09-14 21:41:44 +00:00
|
|
|
|
|
|
|
case APROP_NameTag:
|
2011-01-12 00:17:13 +00:00
|
|
|
actor->SetTag(FBehavior::StaticLookupString(value));
|
2009-09-14 21:41:44 +00:00
|
|
|
break;
|
|
|
|
|
2009-10-15 20:09:22 +00:00
|
|
|
case APROP_DamageFactor:
|
|
|
|
actor->DamageFactor = value;
|
|
|
|
break;
|
|
|
|
|
2010-07-24 06:38:57 +00:00
|
|
|
case APROP_MasterTID:
|
|
|
|
AActor *other;
|
|
|
|
other = SingleActorFromTID (value, NULL);
|
|
|
|
DoSetMaster (actor, other);
|
|
|
|
break;
|
|
|
|
|
2010-11-08 00:01:21 +00:00
|
|
|
case APROP_ScaleX:
|
|
|
|
actor->scaleX = value;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_ScaleY:
|
|
|
|
actor->scaleY = value;
|
|
|
|
break;
|
|
|
|
|
2011-01-14 22:59:20 +00:00
|
|
|
case APROP_Mass:
|
|
|
|
actor->Mass = value;
|
|
|
|
break;
|
|
|
|
|
2012-03-11 09:08:35 +00:00
|
|
|
case APROP_Accuracy:
|
|
|
|
actor->accuracy = value;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case APROP_Stamina:
|
|
|
|
actor->stamina = value;
|
|
|
|
break;
|
|
|
|
|
2013-04-20 21:32:03 +00:00
|
|
|
case APROP_ReactionTime:
|
|
|
|
actor->reactiontime = value;
|
|
|
|
break;
|
|
|
|
|
2009-09-14 21:41:44 +00:00
|
|
|
default:
|
|
|
|
// do nothing.
|
2009-09-14 19:44:14 +00:00
|
|
|
break;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-06-02 23:58:29 +00:00
|
|
|
int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack, int stackdepth)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID (tid, activator);
|
|
|
|
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
switch (property)
|
|
|
|
{
|
|
|
|
case APROP_Health: return actor->health;
|
|
|
|
case APROP_Speed: return actor->Speed;
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
|
2009-10-15 20:09:22 +00:00
|
|
|
case APROP_DamageFactor:return actor->DamageFactor;
|
2006-02-24 04:48:15 +00:00
|
|
|
case APROP_Alpha: return actor->alpha;
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +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)
|
|
|
|
{
|
2008-01-26 15:50:52 +00:00
|
|
|
return LegacyRenderStyleIndices[style];
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// The current render style isn't expressable as a legacy style,
|
|
|
|
// so pretends it's normal.
|
|
|
|
return STYLE_Normal;
|
2007-01-20 14:27:44 +00:00
|
|
|
case APROP_Gravity: return actor->gravity;
|
2010-08-28 12:57:23 +00:00
|
|
|
case APROP_Invulnerable:return !!(actor->flags2 & MF2_INVULNERABLE);
|
2006-02-24 04:48:15 +00:00
|
|
|
case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
|
2009-01-28 08:48:52 +00:00
|
|
|
case APROP_Dropped: return !!(actor->flags & MF_DROPPED);
|
2006-05-13 12:41:15 +00:00
|
|
|
case APROP_ChaseGoal: return !!(actor->flags5 & MF5_CHASEGOAL);
|
|
|
|
case APROP_Frightened: return !!(actor->flags4 & MF4_FRIGHTENED);
|
2007-02-24 12:09:36 +00:00
|
|
|
case APROP_Friendly: return !!(actor->flags & MF_FRIENDLY);
|
2009-05-11 21:05:40 +00:00
|
|
|
case APROP_Notarget: return !!(actor->flags3 & MF3_NOTARGET);
|
2009-10-10 12:42:57 +00:00
|
|
|
case APROP_Notrigger: return !!(actor->flags6 & MF6_NOTRIGGER);
|
2010-12-16 08:05:00 +00:00
|
|
|
case APROP_Dormant: return !!(actor->flags2 & MF2_DORMANT);
|
2008-01-28 09:39:46 +00:00
|
|
|
case APROP_SpawnHealth: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
|
|
{
|
|
|
|
return static_cast<APlayerPawn *>(actor)->MaxHealth;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-07-04 18:17:44 +00:00
|
|
|
return actor->SpawnHealth();
|
2008-01-28 09:39:46 +00:00
|
|
|
}
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
|
|
|
{
|
|
|
|
return static_cast<APlayerPawn *>(actor)->JumpZ; // [GRB]
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
2009-09-14 19:44:14 +00:00
|
|
|
case APROP_Score: return actor->Score;
|
2010-07-24 06:38:57 +00:00
|
|
|
case APROP_MasterTID: return DoGetMasterTID (actor);
|
2010-09-16 08:36:14 +00:00
|
|
|
case APROP_TargetTID: return (actor->target != NULL)? actor->target->tid : 0;
|
|
|
|
case APROP_TracerTID: return (actor->tracer != NULL)? actor->tracer->tid : 0;
|
2010-11-07 07:31:58 +00:00
|
|
|
case APROP_WaterLevel: return actor->waterlevel;
|
2010-11-08 00:01:21 +00:00
|
|
|
case APROP_ScaleX: return actor->scaleX;
|
|
|
|
case APROP_ScaleY: return actor->scaleY;
|
2011-01-14 22:59:20 +00:00
|
|
|
case APROP_Mass: return actor->Mass;
|
2012-03-11 09:08:35 +00:00
|
|
|
case APROP_Accuracy: return actor->accuracy;
|
|
|
|
case APROP_Stamina: return actor->stamina;
|
2012-11-09 23:06:40 +00:00
|
|
|
case APROP_Height: return actor->height;
|
|
|
|
case APROP_Radius: return actor->radius;
|
2013-04-20 21:32:03 +00:00
|
|
|
case APROP_ReactionTime:return actor->reactiontime;
|
2013-06-01 02:23:27 +00:00
|
|
|
case APROP_MeleeRange: return actor->meleerange;
|
2010-11-08 00:01:21 +00:00
|
|
|
|
2013-06-02 23:58:29 +00:00
|
|
|
case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound, stack, stackdepth);
|
|
|
|
case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound, stack, stackdepth);
|
|
|
|
case APROP_PainSound: return GlobalACSStrings.AddString(actor->PainSound, stack, stackdepth);
|
|
|
|
case APROP_DeathSound: return GlobalACSStrings.AddString(actor->DeathSound, stack, stackdepth);
|
|
|
|
case APROP_ActiveSound: return GlobalACSStrings.AddString(actor->ActiveSound, stack, stackdepth);
|
|
|
|
case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies(), stack, stackdepth);
|
|
|
|
case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag(), stack, stackdepth);
|
2013-06-01 02:51:14 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
default: return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-07-05 05:56:20 +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:
|
2009-10-15 20:09:22 +00:00
|
|
|
case APROP_DamageFactor:
|
2009-07-05 05:56:20 +00:00
|
|
|
case APROP_Alpha:
|
|
|
|
case APROP_RenderStyle:
|
|
|
|
case APROP_Gravity:
|
|
|
|
case APROP_SpawnHealth:
|
|
|
|
case APROP_JumpZ:
|
2009-09-16 15:57:08 +00:00
|
|
|
case APROP_Score:
|
2010-07-24 06:38:57 +00:00
|
|
|
case APROP_MasterTID:
|
2010-09-16 07:00:27 +00:00
|
|
|
case APROP_TargetTID:
|
|
|
|
case APROP_TracerTID:
|
2010-12-20 19:13:12 +00:00
|
|
|
case APROP_WaterLevel:
|
|
|
|
case APROP_ScaleX:
|
|
|
|
case APROP_ScaleY:
|
2011-01-14 22:59:20 +00:00
|
|
|
case APROP_Mass:
|
2012-03-11 09:08:35 +00:00
|
|
|
case APROP_Accuracy:
|
|
|
|
case APROP_Stamina:
|
2012-11-09 23:06:40 +00:00
|
|
|
case APROP_Height:
|
|
|
|
case APROP_Radius:
|
2013-04-20 21:32:03 +00:00
|
|
|
case APROP_ReactionTime:
|
2013-06-01 02:23:27 +00:00
|
|
|
case APROP_MeleeRange:
|
2013-06-02 23:58:29 +00:00
|
|
|
return (GetActorProperty(tid, property, NULL, 0) == value);
|
2009-07-05 05:56:20 +00:00
|
|
|
|
|
|
|
// Boolean values need to compare to a binary version of value
|
|
|
|
case APROP_Ambush:
|
2010-08-28 12:57:23 +00:00
|
|
|
case APROP_Invulnerable:
|
2009-07-05 05:56:20 +00:00
|
|
|
case APROP_Dropped:
|
|
|
|
case APROP_ChaseGoal:
|
|
|
|
case APROP_Frightened:
|
|
|
|
case APROP_Friendly:
|
|
|
|
case APROP_Notarget:
|
2009-10-10 12:42:57 +00:00
|
|
|
case APROP_Notrigger:
|
2010-12-16 08:05:00 +00:00
|
|
|
case APROP_Dormant:
|
2013-06-02 23:58:29 +00:00
|
|
|
return (GetActorProperty(tid, property, NULL, 0) == (!!value));
|
2009-07-05 05:56:20 +00:00
|
|
|
|
2013-06-01 02:51:14 +00:00
|
|
|
// Strings are covered by GetActorProperty, but they're fairly
|
|
|
|
// heavy-duty, so make the check here.
|
2009-07-05 05:56:20 +00:00
|
|
|
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;
|
2009-09-14 21:41:44 +00:00
|
|
|
case APROP_NameTag: string = actor->GetTag(); break;
|
2009-07-05 05:56:20 +00:00
|
|
|
}
|
|
|
|
if (string == NULL) string = "";
|
|
|
|
return (!stricmp(string, FBehavior::StaticLookupString(value)));
|
|
|
|
}
|
|
|
|
|
2012-03-18 02:44:46 +00:00
|
|
|
bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, bool floor)
|
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID(tid, activator);
|
|
|
|
if (actor == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(string));
|
|
|
|
if (tex == NULL)
|
|
|
|
{ // If the texture we want to check against doesn't exist, then
|
|
|
|
// they're obviously not the same.
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
int i, numff;
|
|
|
|
FTextureID secpic;
|
|
|
|
sector_t *sec = actor->Sector;
|
|
|
|
numff = sec->e->XFloor.ffloors.Size();
|
|
|
|
|
|
|
|
if (floor)
|
|
|
|
{
|
|
|
|
// Looking through planes from top to bottom
|
|
|
|
for (i = 0; i < numff; ++i)
|
|
|
|
{
|
|
|
|
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
2012-03-20 03:00:33 +00:00
|
|
|
|
|
|
|
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
|
|
|
|
actor->z >= ff->top.plane->ZatPoint(actor->x, actor->y))
|
2012-03-18 02:44:46 +00:00
|
|
|
{ // This floor is beneath our feet.
|
|
|
|
secpic = *ff->top.texture;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (i == numff)
|
|
|
|
{ // Use sector's floor
|
|
|
|
secpic = sec->GetTexture(sector_t::floor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fixed_t z = actor->z + actor->height;
|
|
|
|
// Looking through planes from bottom to top
|
|
|
|
for (i = numff-1; i >= 0; --i)
|
|
|
|
{
|
|
|
|
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
|
|
|
|
2012-03-20 03:00:33 +00:00
|
|
|
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
|
|
|
|
z <= ff->bottom.plane->ZatPoint(actor->x, actor->y))
|
2012-03-18 02:44:46 +00:00
|
|
|
{ // This floor is above our eyes.
|
|
|
|
secpic = *ff->bottom.texture;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (i < 0)
|
|
|
|
{ // Use sector's ceiling
|
|
|
|
secpic = sec->GetTexture(sector_t::ceiling);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return tex == TexMan[secpic];
|
|
|
|
}
|
|
|
|
|
2008-09-13 02:55:45 +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)
|
|
|
|
{
|
2009-04-05 03:22:36 +00:00
|
|
|
if (activator == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
2008-09-13 02:55:45 +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 03:55:49 +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;
|
|
|
|
}
|
|
|
|
|
2013-06-03 00:09:46 +00:00
|
|
|
enum
|
|
|
|
{
|
|
|
|
SOUND_See,
|
|
|
|
SOUND_Attack,
|
|
|
|
SOUND_Pain,
|
|
|
|
SOUND_Death,
|
|
|
|
SOUND_Active,
|
|
|
|
SOUND_Use,
|
|
|
|
SOUND_Bounce,
|
|
|
|
SOUND_WallBounce,
|
|
|
|
SOUND_CrushPain,
|
|
|
|
SOUND_Howl,
|
|
|
|
};
|
|
|
|
|
|
|
|
static FSoundID GetActorSound(const AActor *actor, int soundtype)
|
|
|
|
{
|
|
|
|
switch (soundtype)
|
|
|
|
{
|
|
|
|
case SOUND_See: return actor->SeeSound;
|
|
|
|
case SOUND_Attack: return actor->AttackSound;
|
|
|
|
case SOUND_Pain: return actor->PainSound;
|
|
|
|
case SOUND_Death: return actor->DeathSound;
|
|
|
|
case SOUND_Active: return actor->ActiveSound;
|
|
|
|
case SOUND_Use: return actor->UseSound;
|
|
|
|
case SOUND_Bounce: return actor->BounceSound;
|
|
|
|
case SOUND_WallBounce: return actor->WallBounceSound;
|
|
|
|
case SOUND_CrushPain: return actor->CrushPainSound;
|
|
|
|
case SOUND_Howl: return actor->GetClass()->Meta.GetMetaInt(AMETA_HowlSound);
|
|
|
|
default: return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-05-11 21:05:40 +00:00
|
|
|
enum EACSFunctions
|
|
|
|
{
|
2009-05-11 22:16:41 +00:00
|
|
|
ACSF_GetLineUDMFInt=1,
|
|
|
|
ACSF_GetLineUDMFFixed,
|
|
|
|
ACSF_GetThingUDMFInt,
|
|
|
|
ACSF_GetThingUDMFFixed,
|
|
|
|
ACSF_GetSectorUDMFInt,
|
|
|
|
ACSF_GetSectorUDMFFixed,
|
|
|
|
ACSF_GetSideUDMFInt,
|
|
|
|
ACSF_GetSideUDMFFixed,
|
2009-06-30 20:57:51 +00:00
|
|
|
ACSF_GetActorVelX,
|
|
|
|
ACSF_GetActorVelY,
|
|
|
|
ACSF_GetActorVelZ,
|
2009-05-11 22:16:41 +00:00
|
|
|
ACSF_SetActivator,
|
|
|
|
ACSF_SetActivatorToTarget,
|
|
|
|
ACSF_GetActorViewHeight,
|
2009-05-15 17:21:45 +00:00
|
|
|
ACSF_GetChar,
|
2009-05-30 08:56:40 +00:00
|
|
|
ACSF_GetAirSupply,
|
|
|
|
ACSF_SetAirSupply,
|
|
|
|
ACSF_SetSkyScrollSpeed,
|
2009-06-05 20:23:47 +00:00
|
|
|
ACSF_GetArmorType,
|
2009-06-05 21:44:34 +00:00
|
|
|
ACSF_SpawnSpotForced,
|
|
|
|
ACSF_SpawnSpotFacingForced,
|
2009-07-05 05:56:20 +00:00
|
|
|
ACSF_CheckActorProperty,
|
2009-09-06 08:27:18 +00:00
|
|
|
ACSF_SetActorVelocity,
|
2009-09-14 21:41:44 +00:00
|
|
|
ACSF_SetUserVariable,
|
|
|
|
ACSF_GetUserVariable,
|
2009-10-15 08:25:07 +00:00
|
|
|
ACSF_Radius_Quake2,
|
2009-10-15 20:09:22 +00:00
|
|
|
ACSF_CheckActorClass,
|
2009-10-25 02:19:51 +00:00
|
|
|
ACSF_SetUserArray,
|
|
|
|
ACSF_GetUserArray,
|
2009-10-27 02:43:00 +00:00
|
|
|
ACSF_SoundSequenceOnActor,
|
|
|
|
ACSF_SoundSequenceOnSector,
|
|
|
|
ACSF_SoundSequenceOnPolyobj,
|
2010-08-10 18:30:18 +00:00
|
|
|
ACSF_GetPolyobjX,
|
|
|
|
ACSF_GetPolyobjY,
|
2010-08-13 06:31:22 +00:00
|
|
|
ACSF_CheckSight,
|
2011-01-14 10:40:59 +00:00
|
|
|
ACSF_SpawnForced,
|
2011-05-16 23:47:58 +00:00
|
|
|
ACSF_AnnouncerSound, // Skulltag
|
2011-06-13 10:22:47 +00:00
|
|
|
ACSF_SetPointer,
|
2012-02-16 21:23:03 +00:00
|
|
|
ACSF_ACS_NamedExecute,
|
|
|
|
ACSF_ACS_NamedSuspend,
|
|
|
|
ACSF_ACS_NamedTerminate,
|
|
|
|
ACSF_ACS_NamedLockedExecute,
|
|
|
|
ACSF_ACS_NamedLockedExecuteDoor,
|
|
|
|
ACSF_ACS_NamedExecuteWithResult,
|
|
|
|
ACSF_ACS_NamedExecuteAlways,
|
2012-08-01 03:12:43 +00:00
|
|
|
ACSF_UniqueTID,
|
|
|
|
ACSF_IsTIDUsed,
|
2012-10-13 22:55:44 +00:00
|
|
|
ACSF_Sqrt,
|
|
|
|
ACSF_FixedSqrt,
|
|
|
|
ACSF_VectorLength,
|
- Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
* SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
reset everything
back to normal.
* SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
to the full width of the HUD, as normal.
* HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
message it's attached to.
SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
|
|
|
ACSF_SetHUDClipRect,
|
|
|
|
ACSF_SetHUDWrapWidth,
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
ACSF_SetCVar,
|
|
|
|
ACSF_GetUserCVar,
|
|
|
|
ACSF_SetUserCVar,
|
2013-05-27 02:41:50 +00:00
|
|
|
ACSF_GetCVarString,
|
2013-05-27 02:20:32 +00:00
|
|
|
ACSF_SetCVarString,
|
2013-05-27 02:41:50 +00:00
|
|
|
ACSF_GetUserCVarString,
|
2013-05-27 02:20:32 +00:00
|
|
|
ACSF_SetUserCVarString,
|
2013-06-01 02:19:18 +00:00
|
|
|
ACSF_LineAttack,
|
2013-06-01 02:43:36 +00:00
|
|
|
ACSF_PlaySound,
|
|
|
|
ACSF_StopSound,
|
2013-06-01 17:07:24 +00:00
|
|
|
ACSF_strcmp,
|
|
|
|
ACSF_stricmp,
|
|
|
|
ACSF_StrLeft,
|
|
|
|
ACSF_StrRight,
|
|
|
|
ACSF_StrMid,
|
2013-06-01 17:17:15 +00:00
|
|
|
ACSF_GetActorClass,
|
|
|
|
ACSF_GetWeapon,
|
2013-06-01 17:46:50 +00:00
|
|
|
ACSF_SoundVolume,
|
2013-06-03 00:09:46 +00:00
|
|
|
ACSF_PlayActorSound,
|
2013-06-05 02:15:21 +00:00
|
|
|
ACSF_SpawnDecal,
|
2013-06-06 20:48:57 +00:00
|
|
|
ACSF_CheckFont,
|
2012-07-14 02:01:08 +00:00
|
|
|
|
|
|
|
// ZDaemon
|
- Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
* SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
reset everything
back to normal.
* SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
to the full width of the HUD, as normal.
* HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
message it's attached to.
SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
|
|
|
ACSF_GetTeamScore = 19620, // (int team)
|
|
|
|
ACSF_SetTeamScore, // (int team, int value)
|
2009-05-11 21:05:40 +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 20:45:56 +00:00
|
|
|
if (activationline->sidedef[side] == NULL) return -1;
|
|
|
|
return activationline->sidedef[side]->Index;
|
2009-05-11 21:05:40 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int line = P_FindLineFromID(id, -1);
|
|
|
|
if (line == -1) return -1;
|
2009-09-06 20:45:56 +00:00
|
|
|
if (lines[line].sidedef[side] == NULL) return -1;
|
|
|
|
return lines[line].sidedef[side]->Index;
|
2009-05-11 21:05:40 +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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-10-25 02:19:51 +00:00
|
|
|
static void SetUserVariable(AActor *self, FName varname, int index, int value)
|
|
|
|
{
|
|
|
|
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
|
|
|
|
int max;
|
|
|
|
PSymbolVariable *var;
|
|
|
|
|
|
|
|
if (sym == NULL || sym->SymbolType != SYM_Variable ||
|
|
|
|
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (var->ValueType.Type == VAL_Int)
|
|
|
|
{
|
|
|
|
max = 1;
|
|
|
|
}
|
|
|
|
else if (var->ValueType.Type == VAL_Array && var->ValueType.BaseType == VAL_Int)
|
|
|
|
{
|
|
|
|
max = var->ValueType.size;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// Set the value of the specified user variable.
|
|
|
|
if (index >= 0 && index < max)
|
|
|
|
{
|
|
|
|
((int *)(reinterpret_cast<BYTE *>(self) + var->offset))[index] = value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int GetUserVariable(AActor *self, FName varname, int index)
|
|
|
|
{
|
|
|
|
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
|
|
|
|
int max;
|
|
|
|
PSymbolVariable *var;
|
|
|
|
|
|
|
|
if (sym == NULL || sym->SymbolType != SYM_Variable ||
|
|
|
|
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
if (var->ValueType.Type == VAL_Int)
|
|
|
|
{
|
|
|
|
max = 1;
|
|
|
|
}
|
|
|
|
else if (var->ValueType.Type == VAL_Array && var->ValueType.BaseType == VAL_Int)
|
|
|
|
{
|
|
|
|
max = var->ValueType.size;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
// Get the value of the specified user variable.
|
|
|
|
if (index >= 0 && index < max)
|
|
|
|
{
|
|
|
|
return ((int *)(reinterpret_cast<BYTE *>(self) + var->offset))[index];
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
// Converts fixed- to floating-point as required.
|
2013-05-27 02:20:32 +00:00
|
|
|
static void DoSetCVar(FBaseCVar *cvar, int value, bool is_string, bool force=false)
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
{
|
|
|
|
UCVarValue val;
|
|
|
|
ECVarType type;
|
|
|
|
|
|
|
|
// For serverinfo variables, only the arbitrator should set it.
|
|
|
|
// The actual change to this cvar will not show up until it's
|
|
|
|
// been replicated to all peers.
|
|
|
|
if ((cvar->GetFlags() & CVAR_SERVERINFO) && consoleplayer != Net_Arbitrator)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
2013-05-27 02:20:32 +00:00
|
|
|
if (is_string)
|
|
|
|
{
|
|
|
|
val.String = FBehavior::StaticLookupString(value);
|
|
|
|
type = CVAR_String;
|
|
|
|
}
|
|
|
|
else if (cvar->GetRealType() == CVAR_Float)
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
{
|
|
|
|
val.Float = FIXED2FLOAT(value);
|
|
|
|
type = CVAR_Float;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
val.Int = value;
|
|
|
|
type = CVAR_Int;
|
|
|
|
}
|
|
|
|
if (force)
|
|
|
|
{
|
|
|
|
cvar->ForceSet(val, type, true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
cvar->SetGenericRep(val, type);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Converts floating- to fixed-point as required.
|
2013-06-02 23:58:29 +00:00
|
|
|
static int DoGetCVar(FBaseCVar *cvar, bool is_string, const SDWORD *stack, int stackdepth)
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
{
|
|
|
|
UCVarValue val;
|
|
|
|
|
2013-05-27 02:41:50 +00:00
|
|
|
if (is_string)
|
|
|
|
{
|
|
|
|
val = cvar->GetGenericRep(CVAR_String);
|
2013-06-02 23:58:29 +00:00
|
|
|
return GlobalACSStrings.AddString(val.String, stack, stackdepth);
|
2013-05-27 02:41:50 +00:00
|
|
|
}
|
|
|
|
else if (cvar->GetRealType() == CVAR_Float)
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
{
|
|
|
|
val = cvar->GetGenericRep(CVAR_Float);
|
|
|
|
return FLOAT2FIXED(val.Float);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
val = cvar->GetGenericRep(CVAR_Int);
|
|
|
|
return val.Int;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-06-02 23:58:29 +00:00
|
|
|
static int GetUserCVar(int playernum, const char *cvarname, bool is_string, const SDWORD *stack, int stackdepth)
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
{
|
|
|
|
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
|
|
|
|
FBaseCVar *cvar;
|
|
|
|
if (cvar_p == NULL || (cvar = *cvar_p) == NULL || (cvar->GetFlags() & CVAR_IGNORE))
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
2013-06-02 23:58:29 +00:00
|
|
|
return DoGetCVar(cvar, is_string, stack, stackdepth);
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
}
|
|
|
|
|
2013-06-02 23:58:29 +00:00
|
|
|
static int GetCVar(AActor *activator, const char *cvarname, bool is_string, const SDWORD *stack, int stackdepth)
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
{
|
|
|
|
FBaseCVar *cvar = FindCVar(cvarname, NULL);
|
|
|
|
// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return 0.
|
|
|
|
if (cvar == NULL || (cvar->GetFlags() & CVAR_IGNORE))
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// For userinfo cvars, redirect to GetUserCVar
|
|
|
|
if (cvar->GetFlags() & CVAR_USERINFO)
|
|
|
|
{
|
|
|
|
if (activator == NULL || activator->player == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
2013-06-02 23:58:29 +00:00
|
|
|
return GetUserCVar(int(activator->player - players), cvarname, is_string, stack, stackdepth);
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
}
|
2013-06-02 23:58:29 +00:00
|
|
|
return DoGetCVar(cvar, is_string, stack, stackdepth);
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-05-27 02:20:32 +00:00
|
|
|
static int SetUserCVar(int playernum, const char *cvarname, int value, bool is_string)
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
{
|
|
|
|
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
|
|
|
|
FBaseCVar *cvar;
|
|
|
|
// Only mod-created cvars may be set.
|
|
|
|
if (cvar_p == NULL || (cvar = *cvar_p) == NULL || (cvar->GetFlags() & CVAR_IGNORE) || !(cvar->GetFlags() & CVAR_MOD))
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
2013-05-27 02:20:32 +00:00
|
|
|
DoSetCVar(cvar, value, is_string);
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
|
|
|
|
// If we are this player, then also reflect this change in the local version of this cvar.
|
|
|
|
if (playernum == consoleplayer)
|
|
|
|
{
|
|
|
|
FBaseCVar *cvar = FindCVar(cvarname, NULL);
|
|
|
|
// If we can find it in the userinfo, then we should also be able to find it in the normal cvar list,
|
|
|
|
// but check just to be safe.
|
|
|
|
if (cvar != NULL)
|
|
|
|
{
|
2013-05-27 02:20:32 +00:00
|
|
|
DoSetCVar(cvar, value, is_string, true);
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
2013-05-27 02:20:32 +00:00
|
|
|
static int SetCVar(AActor *activator, const char *cvarname, int value, bool is_string)
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
{
|
|
|
|
FBaseCVar *cvar = FindCVar(cvarname, NULL);
|
|
|
|
// Only mod-created cvars may be set.
|
|
|
|
if (cvar == NULL || (cvar->GetFlags() & (CVAR_IGNORE|CVAR_NOSET)) || !(cvar->GetFlags() & CVAR_MOD))
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
// For userinfo cvars, redirect to SetUserCVar
|
|
|
|
if (cvar->GetFlags() & CVAR_USERINFO)
|
|
|
|
{
|
|
|
|
if (activator == NULL || activator->player == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
2013-05-27 02:20:32 +00:00
|
|
|
return SetUserCVar(int(activator->player - players), cvarname, value, is_string);
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
}
|
2013-05-27 02:20:32 +00:00
|
|
|
DoSetCVar(cvar, value, is_string);
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
2013-06-05 02:15:21 +00:00
|
|
|
static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, angle_t angle, fixed_t zofs, fixed_t distance)
|
|
|
|
{
|
|
|
|
if (!(flags & SDF_ABSANGLE))
|
|
|
|
{
|
|
|
|
angle += actor->angle;
|
|
|
|
}
|
|
|
|
return NULL != ShootDecal(tpl, actor, actor->Sector, actor->x, actor->y,
|
|
|
|
actor->z + (actor->height>>1) - actor->floorclip + actor->GetBobOffset() + zofs,
|
|
|
|
angle, distance, !!(flags & SDF_PERMANENT));
|
|
|
|
}
|
|
|
|
|
2013-06-02 23:58:29 +00:00
|
|
|
int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const SDWORD *stack, int stackdepth)
|
2009-05-11 21:05:40 +00:00
|
|
|
{
|
2009-05-11 22:16:41 +00:00
|
|
|
AActor *actor;
|
2009-05-11 21:05:40 +00:00
|
|
|
switch(funcIndex)
|
|
|
|
{
|
2009-05-11 22:16:41 +00:00
|
|
|
case ACSF_GetLineUDMFInt:
|
2009-05-11 21:05:40 +00:00
|
|
|
return GetUDMFInt(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
|
2009-05-11 22:16:41 +00:00
|
|
|
|
|
|
|
case ACSF_GetLineUDMFFixed:
|
2009-05-11 21:05:40 +00:00
|
|
|
return GetUDMFFixed(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
|
2009-05-11 22:16:41 +00:00
|
|
|
|
|
|
|
case ACSF_GetThingUDMFInt:
|
|
|
|
case ACSF_GetThingUDMFFixed:
|
2009-05-11 21:05:40 +00:00
|
|
|
return 0; // Not implemented yet
|
2009-05-11 22:16:41 +00:00
|
|
|
|
|
|
|
case ACSF_GetSectorUDMFInt:
|
2009-05-11 21:05:40 +00:00
|
|
|
return GetUDMFInt(UDMF_Sector, P_FindSectorFromTag(args[0], -1), FBehavior::StaticLookupString(args[1]));
|
2009-05-11 22:16:41 +00:00
|
|
|
|
|
|
|
case ACSF_GetSectorUDMFFixed:
|
2009-05-11 21:05:40 +00:00
|
|
|
return GetUDMFFixed(UDMF_Sector, P_FindSectorFromTag(args[0], -1), FBehavior::StaticLookupString(args[1]));
|
2009-05-11 22:16:41 +00:00
|
|
|
|
|
|
|
case ACSF_GetSideUDMFInt:
|
2009-05-11 21:05:40 +00:00
|
|
|
return GetUDMFInt(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
|
2009-05-11 22:16:41 +00:00
|
|
|
|
|
|
|
case ACSF_GetSideUDMFFixed:
|
2009-05-11 21:05:40 +00:00
|
|
|
return GetUDMFFixed(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
|
2009-05-11 22:16:41 +00:00
|
|
|
|
2009-06-30 20:57:51 +00:00
|
|
|
case ACSF_GetActorVelX:
|
2009-05-11 22:16:41 +00:00
|
|
|
actor = SingleActorFromTID(args[0], activator);
|
2009-06-30 20:57:51 +00:00
|
|
|
return actor != NULL? actor->velx : 0;
|
2009-05-11 22:16:41 +00:00
|
|
|
|
2009-06-30 20:57:51 +00:00
|
|
|
case ACSF_GetActorVelY:
|
2009-05-11 22:16:41 +00:00
|
|
|
actor = SingleActorFromTID(args[0], activator);
|
2009-06-30 20:57:51 +00:00
|
|
|
return actor != NULL? actor->vely : 0;
|
2009-05-11 22:16:41 +00:00
|
|
|
|
2009-06-30 20:57:51 +00:00
|
|
|
case ACSF_GetActorVelZ:
|
2009-05-11 22:16:41 +00:00
|
|
|
actor = SingleActorFromTID(args[0], activator);
|
2009-06-30 20:57:51 +00:00
|
|
|
return actor != NULL? actor->velz : 0;
|
2009-05-11 22:16:41 +00:00
|
|
|
|
2011-06-13 10:22:47 +00:00
|
|
|
case ACSF_SetPointer:
|
|
|
|
if (activator)
|
|
|
|
{
|
|
|
|
AActor *ptr = SingleActorFromTID(args[1], activator);
|
|
|
|
if (argCount > 2)
|
|
|
|
{
|
|
|
|
ptr = COPY_AAPTR(ptr, args[2]);
|
|
|
|
}
|
|
|
|
if (ptr == activator) ptr = NULL;
|
|
|
|
ASSIGN_AAPTR(activator, args[0], ptr, (argCount > 3) ? args[3] : 0);
|
|
|
|
return ptr != NULL;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
|
2009-05-11 22:16:41 +00:00
|
|
|
case ACSF_SetActivator:
|
2011-06-13 10:22:47 +00:00
|
|
|
if (argCount > 1 && args[1] != AAPTR_DEFAULT) // condition (x != AAPTR_DEFAULT) is essentially condition (x).
|
|
|
|
{
|
|
|
|
activator = COPY_AAPTR(SingleActorFromTID(args[0], activator), args[1]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
activator = SingleActorFromTID(args[0], NULL);
|
|
|
|
}
|
2009-05-11 22:16:41 +00:00
|
|
|
return activator != NULL;
|
|
|
|
|
|
|
|
case ACSF_SetActivatorToTarget:
|
2009-08-08 01:34:20 +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;
|
|
|
|
}
|
2011-06-13 10:22:47 +00:00
|
|
|
if (actor != NULL) // [FDARI] moved this (actor != NULL)-branch inside the other, so that it is only tried when it can be true
|
|
|
|
{
|
|
|
|
activator = actor;
|
|
|
|
return 1;
|
|
|
|
}
|
2009-08-08 01:34:20 +00:00
|
|
|
}
|
2009-08-08 22:52:58 +00:00
|
|
|
return 0;
|
2009-05-11 22:16:41 +00:00
|
|
|
|
|
|
|
case ACSF_GetActorViewHeight:
|
2011-06-13 10:22:47 +00:00
|
|
|
actor = SingleActorFromTID(args[0], activator);
|
2009-05-11 22:16:41 +00:00
|
|
|
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;
|
|
|
|
|
2009-05-15 17:21:45 +00:00
|
|
|
case ACSF_GetChar:
|
|
|
|
{
|
|
|
|
const char *p = FBehavior::StaticLookupString(args[0]);
|
2009-05-15 22:06:44 +00:00
|
|
|
if (p != NULL && args[1] >= 0 && args[1] < int(strlen(p)))
|
2009-05-15 17:21:45 +00:00
|
|
|
{
|
|
|
|
return p[args[1]];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-05-30 08:56:40 +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;
|
|
|
|
}
|
2009-05-11 22:16:41 +00:00
|
|
|
|
2009-06-05 20:23:47 +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);
|
2009-06-09 17:13:03 +00:00
|
|
|
if (armor && armor->ArmorType == p) return armor->Amount;
|
2009-06-05 20:23:47 +00:00
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2009-06-05 21:44:34 +00:00
|
|
|
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);
|
|
|
|
|
2009-07-05 05:56:20 +00:00
|
|
|
case ACSF_CheckActorProperty:
|
|
|
|
return (CheckActorProperty(args[0], args[1], args[2]));
|
2009-09-06 08:27:18 +00:00
|
|
|
|
|
|
|
case ACSF_SetActorVelocity:
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
2009-09-08 03:19:57 +00:00
|
|
|
P_Thing_SetVelocity(activator, args[1], args[2], args[3], !!args[4], !!args[5]);
|
2009-09-06 08:27:18 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TActorIterator<AActor> iterator (args[0]);
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
2009-09-08 03:19:57 +00:00
|
|
|
P_Thing_SetVelocity(actor, args[1], args[2], args[3], !!args[4], !!args[5]);
|
2009-09-06 08:27:18 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
2009-07-05 05:56:20 +00:00
|
|
|
|
2009-09-14 21:41:44 +00:00
|
|
|
case ACSF_SetUserVariable:
|
|
|
|
{
|
|
|
|
int cnt = 0;
|
2009-10-25 02:19:51 +00:00
|
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
|
|
if (varname != NAME_None)
|
2009-09-14 21:41:44 +00:00
|
|
|
{
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
|
|
|
if (activator != NULL)
|
|
|
|
{
|
2009-10-25 02:19:51 +00:00
|
|
|
SetUserVariable(activator, varname, 0, args[2]);
|
2009-09-14 21:41:44 +00:00
|
|
|
}
|
|
|
|
cnt++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-10-25 02:19:51 +00:00
|
|
|
TActorIterator<AActor> iterator(args[0]);
|
2009-09-14 21:41:44 +00:00
|
|
|
|
2009-10-25 02:19:51 +00:00
|
|
|
while ( (actor = iterator.Next()) )
|
2009-09-14 21:41:44 +00:00
|
|
|
{
|
2009-10-25 02:19:51 +00:00
|
|
|
SetUserVariable(actor, varname, 0, args[2]);
|
2009-09-14 21:41:44 +00:00
|
|
|
cnt++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return cnt;
|
|
|
|
}
|
|
|
|
|
|
|
|
case ACSF_GetUserVariable:
|
2009-10-01 14:54:29 +00:00
|
|
|
{
|
2009-10-25 02:19:51 +00:00
|
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
|
|
if (varname != NAME_None)
|
2009-09-14 21:41:44 +00:00
|
|
|
{
|
2013-06-01 17:13:15 +00:00
|
|
|
AActor *a = SingleActorFromTID(args[0], activator);
|
2009-10-25 02:19:51 +00:00
|
|
|
return a != NULL ? GetUserVariable(a, varname, 0) : 0;
|
2009-09-14 21:41:44 +00:00
|
|
|
}
|
2009-10-25 02:19:51 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
case ACSF_SetUserArray:
|
|
|
|
{
|
|
|
|
int cnt = 0;
|
|
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
|
|
if (varname != NAME_None)
|
|
|
|
{
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
|
|
|
if (activator != NULL)
|
|
|
|
{
|
|
|
|
SetUserVariable(activator, varname, args[2], args[3]);
|
|
|
|
}
|
|
|
|
cnt++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TActorIterator<AActor> iterator(args[0]);
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next()) )
|
|
|
|
{
|
|
|
|
SetUserVariable(actor, varname, args[2], args[3]);
|
|
|
|
cnt++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return cnt;
|
|
|
|
}
|
|
|
|
|
|
|
|
case ACSF_GetUserArray:
|
|
|
|
{
|
|
|
|
FName varname(FBehavior::StaticLookupString(args[1]), true);
|
|
|
|
if (varname != NAME_None)
|
|
|
|
{
|
2013-06-01 17:13:15 +00:00
|
|
|
AActor *a = SingleActorFromTID(args[0], activator);
|
2009-10-25 02:19:51 +00:00
|
|
|
return a != NULL ? GetUserVariable(a, varname, args[2]) : 0;
|
|
|
|
}
|
|
|
|
return 0;
|
2009-10-01 14:54:29 +00:00
|
|
|
}
|
2009-10-15 08:25:07 +00:00
|
|
|
|
|
|
|
case ACSF_Radius_Quake2:
|
|
|
|
P_StartQuake(activator, args[0], args[1], args[2], args[3], args[4], FBehavior::StaticLookupString(args[5]));
|
|
|
|
break;
|
2009-09-14 21:41:44 +00:00
|
|
|
|
2009-10-15 20:09:22 +00:00
|
|
|
case ACSF_CheckActorClass:
|
|
|
|
{
|
2013-06-01 17:13:15 +00:00
|
|
|
AActor *a = SingleActorFromTID(args[0], activator);
|
2010-03-05 03:43:51 +00:00
|
|
|
return a == NULL ? false : a->GetClass()->TypeName == FName(FBehavior::StaticLookupString(args[1]));
|
2009-10-15 20:09:22 +00:00
|
|
|
}
|
|
|
|
|
2013-06-01 17:17:15 +00:00
|
|
|
case ACSF_GetActorClass:
|
|
|
|
{
|
|
|
|
AActor *a = SingleActorFromTID(args[0], activator);
|
2013-06-02 23:58:29 +00:00
|
|
|
return GlobalACSStrings.AddString(a == NULL ? "None" : a->GetClass()->TypeName.GetChars(), stack, stackdepth);
|
2013-06-01 17:17:15 +00:00
|
|
|
}
|
|
|
|
|
2009-10-27 02:43:00 +00:00
|
|
|
case ACSF_SoundSequenceOnActor:
|
|
|
|
{
|
|
|
|
const char *seqname = FBehavior::StaticLookupString(args[1]);
|
|
|
|
if (seqname != NULL)
|
|
|
|
{
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
|
|
|
if (activator != NULL)
|
|
|
|
{
|
|
|
|
SN_StartSequence(activator, seqname, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator it(args[0]);
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
while ( (actor = it.Next()) )
|
|
|
|
{
|
|
|
|
SN_StartSequence(actor, seqname, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACSF_SoundSequenceOnSector:
|
|
|
|
{
|
|
|
|
const char *seqname = FBehavior::StaticLookupString(args[1]);
|
|
|
|
int space = args[2] < CHAN_FLOOR || args[2] > CHAN_INTERIOR ? CHAN_FULLHEIGHT : args[2];
|
|
|
|
if (seqname != NULL)
|
|
|
|
{
|
|
|
|
int secnum = -1;
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
|
|
|
|
{
|
|
|
|
SN_StartSequence(§ors[secnum], args[2], seqname, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACSF_SoundSequenceOnPolyobj:
|
|
|
|
{
|
|
|
|
const char *seqname = FBehavior::StaticLookupString(args[1]);
|
|
|
|
if (seqname != NULL)
|
|
|
|
{
|
|
|
|
FPolyObj *poly = PO_GetPolyobj(args[0]);
|
|
|
|
if (poly != NULL)
|
|
|
|
{
|
|
|
|
SN_StartSequence(poly, seqname, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
2009-10-15 20:09:22 +00:00
|
|
|
|
2010-08-10 18:30:18 +00:00
|
|
|
case ACSF_GetPolyobjX:
|
|
|
|
{
|
|
|
|
FPolyObj *poly = PO_GetPolyobj(args[0]);
|
|
|
|
if (poly != NULL)
|
|
|
|
{
|
|
|
|
return poly->StartSpot.x;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return FIXED_MAX;
|
|
|
|
|
|
|
|
case ACSF_GetPolyobjY:
|
|
|
|
{
|
|
|
|
FPolyObj *poly = PO_GetPolyobj(args[0]);
|
|
|
|
if (poly != NULL)
|
|
|
|
{
|
|
|
|
return poly->StartSpot.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return FIXED_MAX;
|
2010-08-13 06:31:22 +00:00
|
|
|
|
|
|
|
case ACSF_CheckSight:
|
|
|
|
{
|
|
|
|
AActor *source;
|
|
|
|
AActor *dest;
|
|
|
|
|
|
|
|
int flags = SF_IGNOREVISIBILITY;
|
|
|
|
|
|
|
|
if (args[2] & 1) flags |= SF_IGNOREWATERBOUNDARY;
|
|
|
|
if (args[2] & 2) flags |= SF_SEEPASTBLOCKEVERYTHING | SF_SEEPASTSHOOTABLELINES;
|
|
|
|
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
|
|
|
source = (AActor *) activator;
|
|
|
|
|
|
|
|
if (args[1] == 0) return 1; // [KS] I'm sure the activator can see itself.
|
|
|
|
|
|
|
|
TActorIterator<AActor> dstiter (args[1]);
|
|
|
|
|
|
|
|
while ( (dest = dstiter.Next ()) )
|
|
|
|
{
|
|
|
|
if (P_CheckSight(source, dest, flags)) return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TActorIterator<AActor> srciter (args[0]);
|
|
|
|
|
|
|
|
while ( (source = srciter.Next ()) )
|
|
|
|
{
|
|
|
|
if (args[1] != 0)
|
|
|
|
{
|
|
|
|
TActorIterator<AActor> dstiter (args[1]);
|
|
|
|
while ( (dest = dstiter.Next ()) )
|
|
|
|
{
|
|
|
|
if (P_CheckSight(source, dest, flags)) return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2011-03-29 05:20:33 +00:00
|
|
|
if (P_CheckSight(source, activator, flags)) return 1;
|
2010-08-13 06:31:22 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
2010-08-10 18:30:18 +00:00
|
|
|
|
2011-01-14 10:40:59 +00:00
|
|
|
case ACSF_SpawnForced:
|
|
|
|
return DoSpawn(args[0], args[1], args[2], args[3], args[4], args[5], true);
|
|
|
|
|
2012-02-16 21:23:03 +00:00
|
|
|
case ACSF_ACS_NamedExecute:
|
|
|
|
case ACSF_ACS_NamedSuspend:
|
|
|
|
case ACSF_ACS_NamedTerminate:
|
|
|
|
case ACSF_ACS_NamedLockedExecute:
|
|
|
|
case ACSF_ACS_NamedLockedExecuteDoor:
|
|
|
|
case ACSF_ACS_NamedExecuteWithResult:
|
|
|
|
case ACSF_ACS_NamedExecuteAlways:
|
|
|
|
{
|
|
|
|
int scriptnum = -FName(FBehavior::StaticLookupString(args[0]));
|
|
|
|
int arg1 = argCount > 1 ? args[1] : 0;
|
|
|
|
int arg2 = argCount > 2 ? args[2] : 0;
|
|
|
|
int arg3 = argCount > 3 ? args[3] : 0;
|
|
|
|
int arg4 = argCount > 4 ? args[4] : 0;
|
|
|
|
return P_ExecuteSpecial(NamedACSToNormalACS[funcIndex - ACSF_ACS_NamedExecute],
|
|
|
|
activationline, activator, backSide,
|
|
|
|
scriptnum, arg1, arg2, arg3, arg4);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2012-08-01 03:12:43 +00:00
|
|
|
case ACSF_UniqueTID:
|
|
|
|
return P_FindUniqueTID(argCount > 0 ? args[0] : 0, argCount > 1 ? args[1] : 0);
|
|
|
|
|
|
|
|
case ACSF_IsTIDUsed:
|
|
|
|
return P_IsTIDUsed(args[0]);
|
|
|
|
|
2012-10-13 22:55:44 +00:00
|
|
|
case ACSF_Sqrt:
|
|
|
|
return xs_FloorToInt(sqrt(double(args[0])));
|
|
|
|
|
|
|
|
case ACSF_FixedSqrt:
|
|
|
|
return FLOAT2FIXED(sqrt(FIXED2DBL(args[0])));
|
|
|
|
|
|
|
|
case ACSF_VectorLength:
|
|
|
|
return FLOAT2FIXED(TVector2<double>(FIXED2DBL(args[0]), FIXED2DBL(args[1])).Length());
|
|
|
|
|
- Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
* SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
reset everything
back to normal.
* SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
to the full width of the HUD, as normal.
* HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
message it's attached to.
SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
|
|
|
case ACSF_SetHUDClipRect:
|
|
|
|
ClipRectLeft = argCount > 0 ? args[0] : 0;
|
|
|
|
ClipRectTop = argCount > 1 ? args[1] : 0;
|
|
|
|
ClipRectWidth = argCount > 2 ? args[2] : 0;
|
|
|
|
ClipRectHeight = argCount > 3 ? args[3] : 0;
|
|
|
|
WrapWidth = argCount > 4 ? args[4] : 0;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACSF_SetHUDWrapWidth:
|
|
|
|
WrapWidth = argCount > 0 ? args[0] : 0;
|
|
|
|
break;
|
|
|
|
|
2013-05-27 02:41:50 +00:00
|
|
|
case ACSF_GetCVarString:
|
|
|
|
if (argCount == 1)
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
return GetCVar(activator, FBehavior::StaticLookupString(args[0]), true, stack, stackdepth);
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2013-05-27 02:41:50 +00:00
|
|
|
case ACSF_SetCVar:
|
|
|
|
if (argCount == 2)
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
{
|
2013-05-27 02:41:50 +00:00
|
|
|
return SetCVar(activator, FBehavior::StaticLookupString(args[0]), args[1], false);
|
2013-05-27 02:20:32 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2013-05-27 02:41:50 +00:00
|
|
|
case ACSF_SetCVarString:
|
|
|
|
if (argCount == 2)
|
2013-05-27 02:20:32 +00:00
|
|
|
{
|
2013-05-27 02:41:50 +00:00
|
|
|
return SetCVar(activator, FBehavior::StaticLookupString(args[0]), args[1], true);
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2013-05-27 02:41:50 +00:00
|
|
|
case ACSF_GetUserCVar:
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
if (argCount == 2)
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), false, stack, stackdepth);
|
2013-05-27 02:20:32 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2013-05-27 02:41:50 +00:00
|
|
|
case ACSF_GetUserCVarString:
|
2013-05-27 02:20:32 +00:00
|
|
|
if (argCount == 2)
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), true, stack, stackdepth);
|
2013-05-27 02:41:50 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACSF_SetUserCVar:
|
|
|
|
if (argCount == 3)
|
|
|
|
{
|
|
|
|
return SetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), args[2], false);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACSF_SetUserCVarString:
|
|
|
|
if (argCount == 3)
|
|
|
|
{
|
|
|
|
return SetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), args[2], true);
|
- Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
* bool SetCVar("cvarname", newvalue)
* bool SetUserCVar(int playernum, "cvarname", newvalue)
GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
specific player. (All user cvars can be examined using the playerinfo console command.)
SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
for a specific player's user cvar.
SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.
If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
for the player who activated the script. e.g.
GetCVar("gender")
is the same as
GetUserCVar(PlayerNumber(), "gender")
If you get the value of a floating point cvar, it will be returned as a fixed point number.
Otherwise, it will be returned as an integer.
SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2013-06-01 02:19:18 +00:00
|
|
|
//[RC] A bullet firing function for ACS. Thanks to DavidPH.
|
|
|
|
case ACSF_LineAttack:
|
|
|
|
{
|
|
|
|
fixed_t angle = args[1] << FRACBITS;
|
|
|
|
fixed_t pitch = args[2] << FRACBITS;
|
|
|
|
int damage = args[3];
|
|
|
|
FName pufftype = argCount > 4 && args[4]? FName(FBehavior::StaticLookupString(args[4])) : NAME_BulletPuff;
|
|
|
|
FName damagetype = argCount > 5 && args[5]? FName(FBehavior::StaticLookupString(args[5])) : NAME_None;
|
2013-06-04 02:54:57 +00:00
|
|
|
fixed_t range = argCount > 6 && args[6]? args[6] : MISSILERANGE;
|
2013-06-01 02:19:18 +00:00
|
|
|
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
|
|
|
P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AActor *source;
|
|
|
|
FActorIterator it(args[0]);
|
|
|
|
|
|
|
|
while ((source = it.Next()) != NULL)
|
|
|
|
{
|
|
|
|
P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2013-06-01 02:43:36 +00:00
|
|
|
case ACSF_PlaySound:
|
2013-06-03 00:09:46 +00:00
|
|
|
case ACSF_PlayActorSound:
|
2013-06-01 02:43:36 +00:00
|
|
|
// PlaySound(tid, "SoundName", channel, volume, looping, attenuation)
|
|
|
|
{
|
2013-06-03 00:09:46 +00:00
|
|
|
FSoundID sid;
|
|
|
|
|
|
|
|
if (funcIndex == ACSF_PlaySound)
|
|
|
|
{
|
|
|
|
const char *lookup = FBehavior::StaticLookupString(args[1]);
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
|
|
|
sid = lookup;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (sid != 0 || funcIndex == ACSF_PlayActorSound)
|
2013-06-01 02:43:36 +00:00
|
|
|
{
|
|
|
|
FActorIterator it(args[0]);
|
|
|
|
AActor *spot;
|
|
|
|
|
|
|
|
int chan = argCount > 2 ? args[2] : CHAN_BODY;
|
|
|
|
float vol = argCount > 3 ? FIXED2FLOAT(args[3]) : 1.f;
|
|
|
|
INTBOOL looping = argCount > 4 ? args[4] : false;
|
|
|
|
float atten = argCount > 5 ? FIXED2FLOAT(args[5]) : ATTN_NORM;
|
|
|
|
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
|
|
|
spot = activator;
|
|
|
|
goto doplaysound;
|
|
|
|
}
|
|
|
|
while ((spot = it.Next()) != NULL)
|
|
|
|
{
|
2013-06-03 00:09:46 +00:00
|
|
|
doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
2013-06-01 02:43:36 +00:00
|
|
|
{
|
2013-06-03 00:09:46 +00:00
|
|
|
sid = GetActorSound(spot, args[1]);
|
2013-06-01 02:43:36 +00:00
|
|
|
}
|
2013-06-03 00:09:46 +00:00
|
|
|
if (sid != 0)
|
2013-06-01 02:43:36 +00:00
|
|
|
{
|
2013-06-03 00:09:46 +00:00
|
|
|
if (!looping)
|
|
|
|
{
|
|
|
|
S_Sound(spot, chan, sid, vol, atten);
|
|
|
|
}
|
2013-07-02 03:01:26 +00:00
|
|
|
else if (!S_IsActorPlayingSomething(spot, chan & 7, sid))
|
2013-06-03 00:09:46 +00:00
|
|
|
{
|
|
|
|
S_Sound(spot, chan | CHAN_LOOP, sid, vol, atten);
|
|
|
|
}
|
2013-06-01 02:43:36 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACSF_StopSound:
|
|
|
|
{
|
|
|
|
int chan = argCount > 1 ? args[1] : CHAN_BODY;
|
|
|
|
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
|
|
|
S_StopSound(activator, chan);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator it(args[0]);
|
|
|
|
AActor *spot;
|
|
|
|
|
|
|
|
while ((spot = it.Next()) != NULL)
|
|
|
|
{
|
|
|
|
S_StopSound(spot, chan);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2013-06-01 17:46:50 +00:00
|
|
|
case ACSF_SoundVolume:
|
|
|
|
// SoundVolume(int tid, int channel, fixed volume)
|
|
|
|
{
|
|
|
|
int chan = args[1];
|
|
|
|
float volume = FIXED2FLOAT(args[2]);
|
|
|
|
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
|
|
|
S_ChangeSoundVolume(activator, chan, volume);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator it(args[0]);
|
|
|
|
AActor *spot;
|
|
|
|
|
|
|
|
while ((spot = it.Next()) != NULL)
|
|
|
|
{
|
|
|
|
S_ChangeSoundVolume(spot, chan, volume);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2013-06-01 17:07:24 +00:00
|
|
|
case ACSF_strcmp:
|
|
|
|
case ACSF_stricmp:
|
|
|
|
if (argCount >= 2)
|
|
|
|
{
|
|
|
|
const char *a, *b;
|
|
|
|
a = FBehavior::StaticLookupString(args[0]);
|
|
|
|
b = FBehavior::StaticLookupString(args[1]);
|
|
|
|
|
|
|
|
// Don't crash on invalid strings.
|
|
|
|
if (a == NULL) a = "";
|
|
|
|
if (b == NULL) b = "";
|
|
|
|
|
|
|
|
if (argCount > 2)
|
|
|
|
{
|
|
|
|
int n = args[2];
|
|
|
|
return (funcIndex == ACSF_strcmp) ? strncmp(a, b, n) : strnicmp(a, b, n);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return (funcIndex == ACSF_strcmp) ? strcmp(a, b) : stricmp(a, b);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACSF_StrLeft:
|
|
|
|
case ACSF_StrRight:
|
|
|
|
if (argCount >= 2)
|
|
|
|
{
|
|
|
|
const char *oldstr = FBehavior::StaticLookupString(args[0]);
|
|
|
|
if (oldstr == NULL || *oldstr == '\0')
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
return GlobalACSStrings.AddString("", stack, stackdepth);
|
2013-06-01 17:07:24 +00:00
|
|
|
}
|
|
|
|
size_t oldlen = strlen(oldstr);
|
|
|
|
size_t newlen = args[1];
|
|
|
|
|
|
|
|
if (oldlen < newlen)
|
|
|
|
{
|
|
|
|
newlen = oldlen;
|
|
|
|
}
|
|
|
|
FString newstr(funcIndex == ACSF_StrLeft ? oldstr : oldstr + oldlen - newlen, newlen);
|
2013-06-02 23:58:29 +00:00
|
|
|
return GlobalACSStrings.AddString(newstr, stack, stackdepth);
|
2013-06-01 17:07:24 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACSF_StrMid:
|
|
|
|
if (argCount >= 3)
|
|
|
|
{
|
|
|
|
const char *oldstr = FBehavior::StaticLookupString(args[0]);
|
|
|
|
if (oldstr == NULL || *oldstr == '\0')
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
return GlobalACSStrings.AddString("", stack, stackdepth);
|
2013-06-01 17:07:24 +00:00
|
|
|
}
|
|
|
|
size_t oldlen = strlen(oldstr);
|
|
|
|
size_t pos = args[1];
|
|
|
|
size_t newlen = args[2];
|
|
|
|
|
|
|
|
if (pos >= oldlen)
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
return GlobalACSStrings.AddString("", stack, stackdepth);
|
2013-06-01 17:07:24 +00:00
|
|
|
}
|
|
|
|
if (pos + newlen > oldlen || pos + newlen < pos)
|
|
|
|
{
|
|
|
|
newlen = oldlen - pos;
|
|
|
|
}
|
2013-06-02 23:58:29 +00:00
|
|
|
return GlobalACSStrings.AddString(FString(oldstr + pos, newlen), stack, stackdepth);
|
2013-06-01 17:07:24 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2013-06-01 17:17:15 +00:00
|
|
|
case ACSF_GetWeapon:
|
|
|
|
if (activator == NULL || activator->player == NULL || // Non-players do not have weapons
|
|
|
|
activator->player->ReadyWeapon == NULL)
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
return GlobalACSStrings.AddString("None", stack, stackdepth);
|
2013-06-01 17:17:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
return GlobalACSStrings.AddString(activator->player->ReadyWeapon->GetClass()->TypeName.GetChars(), stack, stackdepth);
|
2013-06-01 17:17:15 +00:00
|
|
|
}
|
|
|
|
|
2013-06-05 02:15:21 +00:00
|
|
|
case ACSF_SpawnDecal:
|
|
|
|
// int SpawnDecal(int tid, str decalname, int flags, fixed angle, int zoffset, int distance)
|
|
|
|
// Returns number of decals spawned (not including spreading)
|
|
|
|
{
|
|
|
|
int count = 0;
|
|
|
|
const FDecalTemplate *tpl = DecalLibrary.GetDecalByName(FBehavior::StaticLookupString(args[1]));
|
|
|
|
if (tpl != NULL)
|
|
|
|
{
|
|
|
|
int flags = (argCount > 2) ? args[2] : 0;
|
|
|
|
angle_t angle = (argCount > 3) ? (args[3] << FRACBITS) : 0;
|
|
|
|
fixed_t zoffset = (argCount > 4) ? (args[4] << FRACBITS) : 0;
|
|
|
|
fixed_t distance = (argCount > 5) ? (args[5] << FRACBITS) : 64*FRACUNIT;
|
|
|
|
|
|
|
|
if (args[0] == 0)
|
|
|
|
{
|
|
|
|
if (activator != NULL)
|
|
|
|
{
|
|
|
|
count += DoSpawnDecal(activator, tpl, flags, angle, zoffset, distance);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator it(args[0]);
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
while ((actor = it.Next()) != NULL)
|
|
|
|
{
|
|
|
|
count += DoSpawnDecal(actor, tpl, flags, angle, zoffset, distance);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2013-06-06 20:48:57 +00:00
|
|
|
case ACSF_CheckFont:
|
|
|
|
// bool CheckFont(str fontname)
|
|
|
|
return V_GetFont(FBehavior::StaticLookupString(args[0])) != NULL;
|
|
|
|
|
2009-05-11 21:05:40 +00:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2010-04-20 11:03:31 +00:00
|
|
|
enum
|
|
|
|
{
|
|
|
|
PRINTNAME_LEVELNAME = -1,
|
|
|
|
PRINTNAME_LEVEL = -2,
|
|
|
|
PRINTNAME_SKILL = -3,
|
|
|
|
};
|
|
|
|
|
2009-05-11 21:05:40 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
#define NEXTWORD (LittleLong(*pc++))
|
|
|
|
#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
|
2009-05-11 21:05:40 +00:00
|
|
|
#define NEXTSHORT (fmt==ACS_LittleEnhanced?getshort(pc):NEXTWORD)
|
2006-02-24 04:48:15 +00:00
|
|
|
#define STACK(a) (Stack[sp - (a)])
|
|
|
|
#define PushToStack(a) (Stack[sp++] = (a))
|
2012-06-11 21:46:47 +00:00
|
|
|
// Direct instructions that take strings need to have the tag applied.
|
|
|
|
#define TAGSTR(a) (a|activeBehavior->GetLibraryID())
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
inline int getbyte (int *&pc)
|
|
|
|
{
|
|
|
|
int res = *(BYTE *)pc;
|
|
|
|
pc = (int *)((BYTE *)pc+1);
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
2009-05-11 21:05:40 +00:00
|
|
|
inline int getshort (int *&pc)
|
|
|
|
{
|
|
|
|
int res = LittleShort( *(SWORD *)pc);
|
|
|
|
pc = (int *)((BYTE *)pc+2);
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
int DLevelScript::RunScript ()
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
|
|
|
SDWORD *locals = localvars;
|
|
|
|
ScriptFunction *activeFunction = NULL;
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
FRemapTable *translation = 0;
|
2006-02-24 04:48:15 +00:00
|
|
|
int resultValue = 1;
|
|
|
|
|
2012-03-31 20:53:01 +00:00
|
|
|
// Hexen truncates all special arguments to bytes (only when using an old MAPINFO and old ACS format
|
|
|
|
const int specialargmask = ((level.flags2 & LEVEL2_HEXENHACK) && activeBehavior->GetFormat() == ACS_Old) ? 255 : ~0;
|
2012-01-21 23:47:13 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-02-24 04:48:15 +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
|
2012-02-15 02:18:30 +00:00
|
|
|
if (controller->RunningScripts.CheckKey(statedata) != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
state = SCRIPT_ScriptWait;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCRIPT_ScriptWait:
|
|
|
|
// Wait for a script to stop running, then enter state running
|
2012-02-15 02:18:30 +00:00
|
|
|
if (controller->RunningScripts.CheckKey(statedata) != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
return resultValue;
|
|
|
|
|
|
|
|
state = SCRIPT_Running;
|
|
|
|
PutFirst ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2007-02-24 17:56:43 +00:00
|
|
|
SDWORD Stack[STACK_SIZE];
|
2006-02-24 04:48:15 +00:00
|
|
|
int sp = 0;
|
2007-02-24 17:56:43 +00:00
|
|
|
int *pc = this->pc;
|
2006-02-24 04:48:15 +00:00
|
|
|
ACSFormat fmt = activeBehavior->GetFormat();
|
2013-02-02 05:54:15 +00:00
|
|
|
unsigned int runaway = 0; // used to prevent infinite loops
|
2006-02-24 04:48:15 +00:00
|
|
|
int pcd;
|
2006-05-26 04:38:22 +00:00
|
|
|
FString work;
|
2006-02-24 04:48:15 +00:00
|
|
|
const char *lookup;
|
|
|
|
int optstart = -1;
|
|
|
|
int temp;
|
|
|
|
|
|
|
|
while (state == SCRIPT_Running)
|
|
|
|
{
|
2012-06-17 04:06:52 +00:00
|
|
|
if (++runaway > 2000000)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf ("Runaway %s terminated\n", ScriptPresentation(script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
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:
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf ("Unknown P-Code %d in %s\n", pcd, ScriptPresentation(script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
// fall through
|
|
|
|
case PCD_TERMINATE:
|
2012-03-08 20:48:53 +00:00
|
|
|
DPrintf ("%s finished\n", ScriptPresentation(script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_NOP:
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUSPEND:
|
|
|
|
state = SCRIPT_Suspended;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TAGSTRING:
|
2013-05-30 02:22:47 +00:00
|
|
|
//Stack[sp-1] |= activeBehavior->GetLibraryID();
|
2013-06-02 23:58:29 +00:00
|
|
|
Stack[sp-1] = GlobalACSStrings.AddString(activeBehavior->LookupString(Stack[sp-1]), Stack, sp);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHNUMBER:
|
2010-08-12 22:39:06 +00:00
|
|
|
PushToStack (uallong(pc[0]));
|
|
|
|
pc++;
|
2006-02-24 04:48:15 +00:00
|
|
|
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:
|
2010-07-23 21:19:59 +00:00
|
|
|
swapvalues(Stack[sp-2], Stack[sp-1]);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC1:
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
STACK(1) & specialargmask, 0, 0, 0, 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC2:
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
STACK(2) & specialargmask,
|
|
|
|
STACK(1) & specialargmask, 0, 0, 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC3:
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
STACK(3) & specialargmask,
|
|
|
|
STACK(2) & specialargmask,
|
|
|
|
STACK(1) & specialargmask, 0, 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC4:
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
STACK(4) & specialargmask,
|
|
|
|
STACK(3) & specialargmask,
|
|
|
|
STACK(2) & specialargmask,
|
|
|
|
STACK(1) & specialargmask, 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC5:
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
STACK(5) & specialargmask,
|
|
|
|
STACK(4) & specialargmask,
|
|
|
|
STACK(3) & specialargmask,
|
|
|
|
STACK(2) & specialargmask,
|
|
|
|
STACK(1) & specialargmask);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 5;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC5RESULT:
|
2011-02-13 10:18:28 +00:00
|
|
|
STACK(5) = P_ExecuteSpecial(NEXTBYTE, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
STACK(5) & specialargmask,
|
|
|
|
STACK(4) & specialargmask,
|
|
|
|
STACK(3) & specialargmask,
|
|
|
|
STACK(2) & specialargmask,
|
|
|
|
STACK(1) & specialargmask);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC1DIRECT:
|
|
|
|
temp = NEXTBYTE;
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(temp, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
uallong(pc[0]) & specialargmask ,0, 0, 0, 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC2DIRECT:
|
|
|
|
temp = NEXTBYTE;
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(temp, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
uallong(pc[0]) & specialargmask,
|
|
|
|
uallong(pc[1]) & specialargmask, 0, 0, 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC3DIRECT:
|
|
|
|
temp = NEXTBYTE;
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(temp, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
uallong(pc[0]) & specialargmask,
|
|
|
|
uallong(pc[1]) & specialargmask,
|
|
|
|
uallong(pc[2]) & specialargmask, 0, 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC4DIRECT:
|
|
|
|
temp = NEXTBYTE;
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(temp, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
uallong(pc[0]) & specialargmask,
|
|
|
|
uallong(pc[1]) & specialargmask,
|
|
|
|
uallong(pc[2]) & specialargmask,
|
|
|
|
uallong(pc[3]) & specialargmask, 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC5DIRECT:
|
|
|
|
temp = NEXTBYTE;
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(temp, activationline, activator, backSide,
|
2012-01-21 23:47:13 +00:00
|
|
|
uallong(pc[0]) & specialargmask,
|
|
|
|
uallong(pc[1]) & specialargmask,
|
|
|
|
uallong(pc[2]) & specialargmask,
|
|
|
|
uallong(pc[3]) & specialargmask,
|
|
|
|
uallong(pc[4]) & specialargmask);
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 5;
|
|
|
|
break;
|
|
|
|
|
2012-01-21 23:47:13 +00:00
|
|
|
// Parameters for PCD_LSPEC?DIRECTB are by definition bytes so never need and-ing.
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_LSPEC1DIRECTB:
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(((BYTE *)pc)[0], activationline, activator, backSide,
|
2006-02-24 04:48:15 +00:00
|
|
|
((BYTE *)pc)[1], 0, 0, 0, 0);
|
|
|
|
pc = (int *)((BYTE *)pc + 2);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC2DIRECTB:
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(((BYTE *)pc)[0], activationline, activator, backSide,
|
2006-02-24 04:48:15 +00:00
|
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], 0, 0, 0);
|
|
|
|
pc = (int *)((BYTE *)pc + 3);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC3DIRECTB:
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(((BYTE *)pc)[0], activationline, activator, backSide,
|
2006-02-24 04:48:15 +00:00
|
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3], 0, 0);
|
|
|
|
pc = (int *)((BYTE *)pc + 4);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC4DIRECTB:
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(((BYTE *)pc)[0], activationline, activator, backSide,
|
2006-02-24 04:48:15 +00:00
|
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3],
|
|
|
|
((BYTE *)pc)[4], 0);
|
|
|
|
pc = (int *)((BYTE *)pc + 5);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSPEC5DIRECTB:
|
2011-02-13 10:18:28 +00:00
|
|
|
P_ExecuteSpecial(((BYTE *)pc)[0], activationline, activator, backSide,
|
2006-02-24 04:48:15 +00:00
|
|
|
((BYTE *)pc)[1], ((BYTE *)pc)[2], ((BYTE *)pc)[3],
|
|
|
|
((BYTE *)pc)[4], ((BYTE *)pc)[5]);
|
|
|
|
pc = (int *)((BYTE *)pc + 6);
|
|
|
|
break;
|
|
|
|
|
2009-05-11 21:05:40 +00:00
|
|
|
case PCD_CALLFUNC:
|
|
|
|
{
|
|
|
|
int argCount = NEXTBYTE;
|
|
|
|
int funcIndex = NEXTSHORT;
|
|
|
|
|
2013-06-02 23:58:29 +00:00
|
|
|
int retval = CallFunction(argCount, funcIndex, &STACK(argCount), Stack, sp);
|
2009-05-11 21:05:40 +00:00
|
|
|
sp -= argCount-1;
|
|
|
|
STACK(1) = retval;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2012-07-03 01:24:52 +00:00
|
|
|
case PCD_PUSHFUNCTION:
|
|
|
|
{
|
|
|
|
int funcnum = NEXTBYTE;
|
|
|
|
PushToStack(funcnum | activeBehavior->GetLibraryID());
|
|
|
|
break;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_CALL:
|
|
|
|
case PCD_CALLDISCARD:
|
2012-07-03 01:24:52 +00:00
|
|
|
case PCD_CALLSTACK:
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
int funcnum;
|
|
|
|
int i;
|
|
|
|
ScriptFunction *func;
|
2012-07-03 01:24:52 +00:00
|
|
|
FBehavior *module;
|
2006-04-12 01:50:09 +00:00
|
|
|
SDWORD *mylocals;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2012-07-03 01:24:52 +00:00
|
|
|
if(pcd == PCD_CALLSTACK)
|
|
|
|
{
|
|
|
|
funcnum = STACK(1);
|
|
|
|
module = FBehavior::StaticGetModule(funcnum>>16);
|
|
|
|
--sp;
|
|
|
|
|
|
|
|
funcnum &= 0xFFFF; // Clear out tag
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
module = activeBehavior;
|
|
|
|
funcnum = NEXTBYTE;
|
|
|
|
}
|
2012-07-03 20:17:31 +00:00
|
|
|
func = module->GetFunction (funcnum, module);
|
2012-07-03 01:24:52 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
if (func == NULL)
|
|
|
|
{
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf ("Function %d in %s out of range\n", funcnum, ScriptPresentation(script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (sp + func->LocalCount + 64 > STACK_SIZE)
|
|
|
|
{ // 64 is the margin for the function's working space
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf ("Out of stack space in %s\n", ScriptPresentation(script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
break;
|
|
|
|
}
|
2006-04-12 01:50:09 +00:00
|
|
|
mylocals = locals;
|
2006-02-24 04:48:15 +00:00
|
|
|
// 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;
|
2009-03-20 02:13:25 +00:00
|
|
|
::new(&Stack[sp]) CallReturn(activeBehavior->PC2Ofs(pc), activeFunction,
|
2013-02-02 05:54:15 +00:00
|
|
|
activeBehavior, mylocals, pcd == PCD_CALLDISCARD, runaway);
|
2009-03-20 02:13:25 +00:00
|
|
|
sp += (sizeof(CallReturn) + sizeof(int) - 1) / sizeof(int);
|
2006-02-24 04:48:15 +00:00
|
|
|
pc = module->Ofs2PC (func->Address);
|
|
|
|
activeFunction = func;
|
|
|
|
activeBehavior = module;
|
|
|
|
fmt = module->GetFormat();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RETURNVOID:
|
|
|
|
case PCD_RETURNVAL:
|
|
|
|
{
|
|
|
|
int value;
|
2006-05-26 04:38:22 +00:00
|
|
|
union
|
|
|
|
{
|
|
|
|
SDWORD *retsp;
|
2009-03-20 02:13:25 +00:00
|
|
|
CallReturn *ret;
|
2006-05-26 04:38:22 +00:00
|
|
|
};
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (pcd == PCD_RETURNVAL)
|
|
|
|
{
|
|
|
|
value = Stack[--sp];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
value = 0;
|
|
|
|
}
|
|
|
|
sp -= sizeof(CallReturn)/sizeof(int);
|
2006-05-26 04:38:22 +00:00
|
|
|
retsp = &Stack[sp];
|
2013-02-02 05:54:15 +00:00
|
|
|
activeBehavior->GetFunctionProfileData(activeFunction)->AddRun(runaway - ret->EntryInstrCount);
|
2009-05-15 10:39:40 +00:00
|
|
|
sp = int(locals - Stack);
|
2009-03-20 02:13:25 +00:00
|
|
|
pc = ret->ReturnModule->Ofs2PC(ret->ReturnAddress);
|
|
|
|
activeFunction = ret->ReturnFunction;
|
|
|
|
activeBehavior = ret->ReturnModule;
|
2006-02-24 04:48:15 +00:00
|
|
|
fmt = activeBehavior->GetFormat();
|
2009-03-20 02:13:25 +00:00
|
|
|
locals = ret->ReturnLocals;
|
|
|
|
if (!ret->bDiscardResult)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
Stack[sp++] = value;
|
|
|
|
}
|
2009-03-20 02:13:25 +00:00
|
|
|
ret->~CallReturn();
|
2006-02-24 04:48:15 +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:
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[NEXTBYTE][STACK(2)] = STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ASSIGNGLOBALARRAY:
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[NEXTBYTE][STACK(2)] = STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
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:
|
2007-04-12 23:00:52 +00:00
|
|
|
STACK(1) = ACS_WorldArrays[NEXTBYTE][STACK(1)];
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PUSHGLOBALARRAY:
|
2007-04-12 23:00:52 +00:00
|
|
|
STACK(1) = ACS_GlobalArrays[NEXTBYTE][STACK(1)];
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(2)] += STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ADDGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(2)] += STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(2)] -= STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SUBGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(2)] -= STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(2)] *= STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MULGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(2)] *= STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(2)] /= STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DIVGLOBALARRAY:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_DivideBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(2)] /= STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(2)] %= STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_MODGLOBALARRAY:
|
|
|
|
if (STACK(1) == 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_ModulusBy0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(2)] %= STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2006-07-16 20:13:24 +00:00
|
|
|
//[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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(2)] &= STACK(1);
|
2006-07-16 20:13:24 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ANDGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(2)] &= STACK(1);
|
2006-07-16 20:13:24 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(2)] ^= STACK(1);
|
2006-07-16 20:13:24 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_EORGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(2)] ^= STACK(1);
|
2006-07-16 20:13:24 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(2)] |= STACK(1);
|
2006-07-16 20:13:24 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_ORGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
int i = STACK(2);
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(2)] |= STACK(1);
|
2006-07-16 20:13:24 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(2)] <<= STACK(1);
|
2006-07-16 20:13:24 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LSGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(2)] <<= STACK(1);
|
2006-07-16 20:13:24 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(2)] >>= STACK(1);
|
2006-07-16 20:13:24 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RSGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(2)] >>= STACK(1);
|
2006-07-16 20:13:24 +00:00
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
//[MW] end
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(1)] += 1;
|
2006-02-24 04:48:15 +00:00
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_INCGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(1)] += 1;
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_WorldArrays[a][STACK(1)] -= 1;
|
2006-02-24 04:48:15 +00:00
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DECGLOBALARRAY:
|
|
|
|
{
|
|
|
|
int a = NEXTBYTE;
|
|
|
|
int i = STACK(1);
|
2007-04-12 23:00:52 +00:00
|
|
|
ACS_GlobalArrays[a][STACK(1)] -= 1;
|
2006-02-24 04:48:15 +00:00
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GOTO:
|
2010-08-12 22:15:32 +00:00
|
|
|
pc = activeBehavior->Ofs2PC (LittleLong(*pc));
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
2012-12-20 04:17:18 +00:00
|
|
|
case PCD_GOTOSTACK:
|
|
|
|
pc = activeBehavior->Jump2PC (STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_IFGOTO:
|
|
|
|
if (STACK(1))
|
2010-08-12 22:15:32 +00:00
|
|
|
pc = activeBehavior->Ofs2PC (LittleLong(*pc));
|
2006-02-24 04:48:15 +00:00
|
|
|
else
|
|
|
|
pc++;
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DROP:
|
|
|
|
case PCD_SETRESULTVALUE:
|
|
|
|
resultValue = STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DELAY:
|
2006-10-03 03:14:28 +00:00
|
|
|
statedata = STACK(1) + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (statedata > 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_Delayed;
|
|
|
|
}
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DELAYDIRECT:
|
2010-08-12 22:39:06 +00:00
|
|
|
statedata = uallong(pc[0]) + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
|
|
|
pc++;
|
2006-02-24 04:48:15 +00:00
|
|
|
if (statedata > 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_Delayed;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_DELAYDIRECTB:
|
2006-10-03 03:14:28 +00:00
|
|
|
statedata = *(BYTE *)pc + (fmt == ACS_Old && gameinfo.gametype == GAME_Hexen);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (statedata > 0)
|
|
|
|
{
|
|
|
|
state = SCRIPT_Delayed;
|
|
|
|
}
|
|
|
|
pc = (int *)((BYTE *)pc + 1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_RANDOM:
|
|
|
|
STACK(2) = Random (STACK(2), STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_RANDOMDIRECT:
|
2010-08-12 22:39:06 +00:00
|
|
|
PushToStack (Random (uallong(pc[0]), uallong(pc[1])));
|
2006-02-24 04:48:15 +00:00
|
|
|
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 12:25:45 +00:00
|
|
|
STACK(2) = ThingCount (STACK(2), -1, STACK(1), -1);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_THINGCOUNTDIRECT:
|
2010-08-12 22:39:06 +00:00
|
|
|
PushToStack (ThingCount (uallong(pc[0]), -1, uallong(pc[1]), -1));
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
2006-07-09 20:15:38 +00:00
|
|
|
case PCD_THINGCOUNTNAME:
|
2008-03-21 12:25:45 +00:00
|
|
|
STACK(2) = ThingCount (-1, STACK(2), STACK(1), -1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_THINGCOUNTNAMESECTOR:
|
2008-10-14 01:24:27 +00:00
|
|
|
STACK(3) = ThingCount (-1, STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 2;
|
2008-03-21 12:25:45 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_THINGCOUNTSECTOR:
|
2008-10-14 01:24:27 +00:00
|
|
|
STACK(3) = ThingCount (STACK(3), -1, STACK(2), STACK(1));
|
|
|
|
sp -= 2;
|
2006-07-09 20:15:38 +00:00
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_TAGWAIT:
|
|
|
|
state = SCRIPT_TagWait;
|
|
|
|
statedata = STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TAGWAITDIRECT:
|
|
|
|
state = SCRIPT_TagWait;
|
2010-08-12 22:39:06 +00:00
|
|
|
statedata = uallong(pc[0]);
|
|
|
|
pc++;
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_POLYWAIT:
|
|
|
|
state = SCRIPT_PolyWait;
|
|
|
|
statedata = STACK(1);
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_POLYWAITDIRECT:
|
|
|
|
state = SCRIPT_PolyWait;
|
2010-08-12 22:39:06 +00:00
|
|
|
statedata = uallong(pc[0]);
|
|
|
|
pc++;
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHANGEFLOOR:
|
|
|
|
ChangeFlat (STACK(2), STACK(1), 0);
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHANGEFLOORDIRECT:
|
2012-06-11 21:46:47 +00:00
|
|
|
ChangeFlat (uallong(pc[0]), TAGSTR(uallong(pc[1])), 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHANGECEILING:
|
|
|
|
ChangeFlat (STACK(2), STACK(1), 1);
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHANGECEILINGDIRECT:
|
2012-06-11 21:46:47 +00:00
|
|
|
ChangeFlat (uallong(pc[0]), TAGSTR(uallong(pc[1])), 1);
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
|
|
|
|
2012-03-17 03:10:19 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
2006-10-09 15:55:47 +00:00
|
|
|
case PCD_NEGATEBINARY:
|
|
|
|
STACK(1) = ~STACK(1);
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
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))
|
2010-08-12 22:15:32 +00:00
|
|
|
pc = activeBehavior->Ofs2PC (LittleLong(*pc));
|
2006-02-24 04:48:15 +00:00
|
|
|
else
|
|
|
|
pc++;
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_LINESIDE:
|
|
|
|
PushToStack (backSide);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SCRIPTWAIT:
|
|
|
|
statedata = STACK(1);
|
2012-07-11 03:14:08 +00:00
|
|
|
sp--;
|
|
|
|
scriptwait:
|
2012-02-15 02:18:30 +00:00
|
|
|
if (controller->RunningScripts.CheckKey(statedata) != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
state = SCRIPT_ScriptWait;
|
|
|
|
else
|
|
|
|
state = SCRIPT_ScriptWaitPre;
|
|
|
|
PutLast ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SCRIPTWAITDIRECT:
|
2010-08-12 22:39:06 +00:00
|
|
|
statedata = uallong(pc[0]);
|
|
|
|
pc++;
|
2012-07-11 03:14:08 +00:00
|
|
|
goto scriptwait;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2012-07-11 04:00:04 +00:00
|
|
|
case PCD_SCRIPTWAITNAMED:
|
|
|
|
statedata = -FName(FBehavior::StaticLookupString(STACK(1)));
|
|
|
|
sp--;
|
|
|
|
goto scriptwait;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_CLEARLINESPECIAL:
|
2012-03-15 20:33:33 +00:00
|
|
|
if (activationline != NULL)
|
|
|
|
{
|
2006-02-24 04:48:15 +00:00
|
|
|
activationline->special = 0;
|
2012-12-17 19:17:02 +00:00
|
|
|
DPrintf("Cleared line special on line %d\n", (int)(activationline - lines));
|
2012-03-15 20:33:33 +00:00
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CASEGOTO:
|
2010-08-12 22:39:06 +00:00
|
|
|
if (STACK(1) == uallong(pc[0]))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2010-08-12 22:39:06 +00:00
|
|
|
pc = activeBehavior->Ofs2PC (uallong(pc[1]));
|
2006-02-24 04:48:15 +00:00
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2010-08-12 22:39:06 +00:00
|
|
|
pc += 2;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CASEGOTOSORTED:
|
|
|
|
// The count and jump table are 4-byte aligned
|
2008-06-25 22:16:04 +00:00
|
|
|
pc = (int *)(((size_t)pc + 3) & ~3);
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2010-08-12 22:39:06 +00:00
|
|
|
int numcases = uallong(pc[0]); pc++;
|
2006-02-24 04:48:15 +00:00
|
|
|
int min = 0, max = numcases-1;
|
|
|
|
while (min <= max)
|
|
|
|
{
|
|
|
|
int mid = (min + max) / 2;
|
|
|
|
SDWORD caseval = pc[mid*2];
|
|
|
|
if (caseval == STACK(1))
|
|
|
|
{
|
2010-08-12 22:15:32 +00:00
|
|
|
pc = activeBehavior->Ofs2PC (LittleLong(pc[mid*2+1]));
|
2006-02-24 04:48:15 +00:00
|
|
|
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:
|
2011-05-11 22:29:49 +00:00
|
|
|
STRINGBUILDER_START(work);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PRINTSTRING:
|
|
|
|
case PCD_PRINTLOCALIZED:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
|
|
if (pcd == PCD_PRINTLOCALIZED)
|
|
|
|
{
|
|
|
|
lookup = GStrings(lookup);
|
|
|
|
}
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
2006-05-26 04:38:22 +00:00
|
|
|
work += lookup;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PRINTNUMBER:
|
2006-09-14 00:02:31 +00:00
|
|
|
work.AppendFormat ("%d", STACK(1));
|
2006-02-24 04:48:15 +00:00
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
2008-12-07 03:55:49 +00:00
|
|
|
case PCD_PRINTBINARY:
|
|
|
|
work.AppendFormat ("%B", STACK(1));
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PRINTHEX:
|
|
|
|
work.AppendFormat ("%X", STACK(1));
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_PRINTCHARACTER:
|
2006-05-26 04:38:22 +00:00
|
|
|
work += (char)STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_PRINTFIXED:
|
2006-05-26 04:38:22 +00:00
|
|
|
work.AppendFormat ("%g", FIXED2FLOAT(STACK(1)));
|
2006-02-24 04:48:15 +00:00
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [BC] Print activator's name
|
|
|
|
// [RH] Fancied up a bit
|
|
|
|
case PCD_PRINTNAME:
|
|
|
|
{
|
|
|
|
player_t *player = NULL;
|
|
|
|
|
2010-04-20 11:03:31 +00:00
|
|
|
if (STACK(1) < 0)
|
|
|
|
{
|
|
|
|
switch (STACK(1))
|
|
|
|
{
|
|
|
|
case PRINTNAME_LEVELNAME:
|
|
|
|
work += level.LevelName;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PRINTNAME_LEVEL:
|
|
|
|
work += level.mapname;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PRINTNAME_SKILL:
|
|
|
|
work += G_SkillName();
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
work += ' ';
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
else if (STACK(1) == 0 || (unsigned)STACK(1) > MAXPLAYERS)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (activator)
|
|
|
|
{
|
|
|
|
player = activator->player;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (playeringame[STACK(1)-1])
|
|
|
|
{
|
|
|
|
player = &players[STACK(1)-1];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-09-14 00:02:31 +00:00
|
|
|
work.AppendFormat ("Player %d", STACK(1));
|
2006-02-24 04:48:15 +00:00
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (player)
|
|
|
|
{
|
2013-05-12 18:27:03 +00:00
|
|
|
work += player->userinfo.GetName();
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (activator)
|
|
|
|
{
|
2010-09-15 14:47:44 +00:00
|
|
|
work += activator->GetTag();
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-05-26 04:38:22 +00:00
|
|
|
work += ' ';
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
sp--;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [JB] Print map character array
|
|
|
|
case PCD_PRINTMAPCHARARRAY:
|
2011-06-13 09:14:02 +00:00
|
|
|
case PCD_PRINTMAPCHRANGE:
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2011-06-13 09:14:02 +00:00
|
|
|
int capacity, offset;
|
|
|
|
|
|
|
|
if (pcd == PCD_PRINTMAPCHRANGE)
|
|
|
|
{
|
|
|
|
capacity = STACK(1);
|
|
|
|
offset = STACK(2);
|
|
|
|
if (capacity < 1 || offset < 0)
|
|
|
|
{
|
|
|
|
sp -= 4;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
capacity = 0x7FFFFFFF;
|
|
|
|
offset = 0;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
int a = *(activeBehavior->MapVars[STACK(1)]);
|
2011-06-13 09:14:02 +00:00
|
|
|
offset += STACK(2);
|
2006-05-26 04:38:22 +00:00
|
|
|
int c;
|
2011-06-13 09:14:02 +00:00
|
|
|
while(capacity-- && (c = activeBehavior->GetArrayVal (a, offset)) != '\0') {
|
2006-05-26 04:38:22 +00:00
|
|
|
work += (char)c;
|
2006-02-24 04:48:15 +00:00
|
|
|
offset++;
|
|
|
|
}
|
2011-06-13 09:14:02 +00:00
|
|
|
sp-= 2;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [JB] Print world character array
|
|
|
|
case PCD_PRINTWORLDCHARARRAY:
|
2011-06-13 09:14:02 +00:00
|
|
|
case PCD_PRINTWORLDCHRANGE:
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2011-06-13 09:14:02 +00:00
|
|
|
int capacity, offset;
|
|
|
|
if (pcd == PCD_PRINTWORLDCHRANGE)
|
|
|
|
{
|
|
|
|
capacity = STACK(1);
|
|
|
|
offset = STACK(2);
|
|
|
|
if (capacity < 1 || offset < 0)
|
|
|
|
{
|
|
|
|
sp -= 4;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
capacity = 0x7FFFFFFF;
|
|
|
|
offset = 0;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
int a = STACK(1);
|
2011-06-13 09:14:02 +00:00
|
|
|
offset += STACK(2);
|
2006-05-26 04:38:22 +00:00
|
|
|
int c;
|
2011-06-13 09:14:02 +00:00
|
|
|
while(capacity-- && (c = ACS_WorldArrays[a][offset]) != '\0') {
|
2006-05-26 04:38:22 +00:00
|
|
|
work += (char)c;
|
2006-02-24 04:48:15 +00:00
|
|
|
offset++;
|
|
|
|
}
|
2011-06-13 09:14:02 +00:00
|
|
|
sp-= 2;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [JB] Print global character array
|
|
|
|
case PCD_PRINTGLOBALCHARARRAY:
|
2011-06-13 09:14:02 +00:00
|
|
|
case PCD_PRINTGLOBALCHRANGE:
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2011-06-13 09:14:02 +00:00
|
|
|
int capacity, offset;
|
|
|
|
if (pcd == PCD_PRINTGLOBALCHRANGE)
|
|
|
|
{
|
|
|
|
capacity = STACK(1);
|
|
|
|
offset = STACK(2);
|
|
|
|
if (capacity < 1 || offset < 0)
|
|
|
|
{
|
|
|
|
sp -= 4;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
capacity = 0x7FFFFFFF;
|
|
|
|
offset = 0;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
int a = STACK(1);
|
2011-06-13 09:14:02 +00:00
|
|
|
offset += STACK(2);
|
2006-05-26 04:38:22 +00:00
|
|
|
int c;
|
2011-06-13 09:14:02 +00:00
|
|
|
while(capacity-- && (c = ACS_GlobalArrays[a][offset]) != '\0') {
|
2006-05-26 04:38:22 +00:00
|
|
|
work += (char)c;
|
2006-02-24 04:48:15 +00:00
|
|
|
offset++;
|
|
|
|
}
|
2011-06-13 09:14:02 +00:00
|
|
|
sp-= 2;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2007-02-24 12:09:36 +00:00
|
|
|
// [GRB] Print key name(s) for a command
|
|
|
|
case PCD_PRINTBIND:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
|
|
|
int key1 = 0, key2 = 0;
|
|
|
|
|
2010-08-27 15:20:05 +00:00
|
|
|
Bindings.GetKeysForCommand ((char *)lookup, &key1, &key2);
|
2007-02-24 12:09:36 +00:00
|
|
|
|
|
|
|
if (key2)
|
2007-02-24 17:56:43 +00:00
|
|
|
work << KeyNames[key1] << " or " << KeyNames[key2];
|
2007-02-24 12:09:36 +00:00
|
|
|
else if (key1)
|
2007-02-24 17:56:43 +00:00
|
|
|
work << KeyNames[key1];
|
2007-02-24 12:09:36 +00:00
|
|
|
else
|
2007-02-24 17:56:43 +00:00
|
|
|
work << "??? (" << (char *)lookup << ')';
|
2007-02-24 12:09:36 +00:00
|
|
|
}
|
|
|
|
--sp;
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_ENDPRINT:
|
|
|
|
case PCD_ENDPRINTBOLD:
|
|
|
|
case PCD_MOREHUDMESSAGE:
|
|
|
|
case PCD_ENDLOG:
|
|
|
|
if (pcd == PCD_ENDLOG)
|
|
|
|
{
|
2006-05-26 04:38:22 +00:00
|
|
|
Printf ("%s\n", work.GetChars());
|
2011-05-11 22:29:49 +00:00
|
|
|
STRINGBUILDER_FINISH(work);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
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 17:43:36 +00:00
|
|
|
C_MidPrint (activefont, work);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2011-05-11 22:29:49 +00:00
|
|
|
STRINGBUILDER_FINISH(work);
|
2006-02-24 04:48:15 +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];
|
2006-09-01 01:08:27 +00:00
|
|
|
EColorRange color;
|
2006-02-24 04:48:15 +00:00
|
|
|
float x = FIXED2FLOAT(Stack[optstart-3]);
|
|
|
|
float y = FIXED2FLOAT(Stack[optstart-2]);
|
|
|
|
float holdTime = FIXED2FLOAT(Stack[optstart-1]);
|
- Added ACS support for setting HUD messages alpha levels. This is an additional optional
parameter added to the end of the HudMessage command's existing parameter lists. So for
HUDMSG_PLAIN, it comes after the hold time. For HUDMSG_FADEOUT and HUDMSG_TYPEONE, it comes
after the fade time. And for HUDMSG_FADEINOUT, it comes after the out time.
- Alpha is a fixed point number between 0.0 and 1.0.
- Example:
Without alpha (unchanged from before):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0);
With alpha (alpha is added to the end):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0, 0.5 /* this is the alpha */);
SVN r3825 (trunk)
2012-08-12 23:24:41 +00:00
|
|
|
fixed_t alpha;
|
2006-02-24 04:48:15 +00:00
|
|
|
DHUDMessage *msg;
|
|
|
|
|
2006-09-01 01:08:27 +00:00
|
|
|
if (type & HUDMSG_COLORSTRING)
|
|
|
|
{
|
|
|
|
color = V_FindFontColor(FBehavior::StaticLookupString(Stack[optstart-4]));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
color = CLAMPCOLOR(Stack[optstart-4]);
|
|
|
|
}
|
|
|
|
|
2012-08-12 22:24:15 +00:00
|
|
|
switch (type & 0xFF)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
default: // normal
|
- Added ACS support for setting HUD messages alpha levels. This is an additional optional
parameter added to the end of the HudMessage command's existing parameter lists. So for
HUDMSG_PLAIN, it comes after the hold time. For HUDMSG_FADEOUT and HUDMSG_TYPEONE, it comes
after the fade time. And for HUDMSG_FADEINOUT, it comes after the out time.
- Alpha is a fixed point number between 0.0 and 1.0.
- Example:
Without alpha (unchanged from before):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0);
With alpha (alpha is added to the end):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0, 0.5 /* this is the alpha */);
SVN r3825 (trunk)
2012-08-12 23:24:41 +00:00
|
|
|
alpha = (optstart < sp) ? Stack[optstart] : FRACUNIT;
|
2008-11-27 17:43:36 +00:00
|
|
|
msg = new DHUDMessage (activefont, work, x, y, hudwidth, hudheight, color, holdTime);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
case 1: // fade out
|
|
|
|
{
|
|
|
|
float fadeTime = (optstart < sp) ? FIXED2FLOAT(Stack[optstart]) : 0.5f;
|
- Added ACS support for setting HUD messages alpha levels. This is an additional optional
parameter added to the end of the HudMessage command's existing parameter lists. So for
HUDMSG_PLAIN, it comes after the hold time. For HUDMSG_FADEOUT and HUDMSG_TYPEONE, it comes
after the fade time. And for HUDMSG_FADEINOUT, it comes after the out time.
- Alpha is a fixed point number between 0.0 and 1.0.
- Example:
Without alpha (unchanged from before):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0);
With alpha (alpha is added to the end):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0, 0.5 /* this is the alpha */);
SVN r3825 (trunk)
2012-08-12 23:24:41 +00:00
|
|
|
alpha = (optstart < sp-1) ? Stack[optstart+1] : FRACUNIT;
|
2008-11-27 17:43:36 +00:00
|
|
|
msg = new DHUDMessageFadeOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, fadeTime);
|
2006-02-24 04:48:15 +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;
|
- Added ACS support for setting HUD messages alpha levels. This is an additional optional
parameter added to the end of the HudMessage command's existing parameter lists. So for
HUDMSG_PLAIN, it comes after the hold time. For HUDMSG_FADEOUT and HUDMSG_TYPEONE, it comes
after the fade time. And for HUDMSG_FADEINOUT, it comes after the out time.
- Alpha is a fixed point number between 0.0 and 1.0.
- Example:
Without alpha (unchanged from before):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0);
With alpha (alpha is added to the end):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0, 0.5 /* this is the alpha */);
SVN r3825 (trunk)
2012-08-12 23:24:41 +00:00
|
|
|
alpha = (optstart < sp-2) ? Stack[optstart+2] : FRACUNIT;
|
2008-11-27 17:43:36 +00:00
|
|
|
msg = new DHUDMessageTypeOnFadeOut (activefont, work, x, y, hudwidth, hudheight, color, typeTime, holdTime, fadeTime);
|
2006-02-24 04:48:15 +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;
|
- Added ACS support for setting HUD messages alpha levels. This is an additional optional
parameter added to the end of the HudMessage command's existing parameter lists. So for
HUDMSG_PLAIN, it comes after the hold time. For HUDMSG_FADEOUT and HUDMSG_TYPEONE, it comes
after the fade time. And for HUDMSG_FADEINOUT, it comes after the out time.
- Alpha is a fixed point number between 0.0 and 1.0.
- Example:
Without alpha (unchanged from before):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0);
With alpha (alpha is added to the end):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0, 0.5 /* this is the alpha */);
SVN r3825 (trunk)
2012-08-12 23:24:41 +00:00
|
|
|
alpha = (optstart < sp-2) ? Stack[optstart+2] : FRACUNIT;
|
2008-11-27 17:43:36 +00:00
|
|
|
msg = new DHUDMessageFadeInOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, inTime, outTime);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
- Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
* SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
reset everything
back to normal.
* SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
to the full width of the HUD, as normal.
* HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
message it's attached to.
SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
|
|
|
msg->SetClipRect(ClipRectLeft, ClipRectTop, ClipRectWidth, ClipRectHeight);
|
|
|
|
if (WrapWidth != 0)
|
|
|
|
{
|
|
|
|
msg->SetWrapWidth(WrapWidth);
|
|
|
|
}
|
2012-08-12 22:24:15 +00:00
|
|
|
msg->SetVisibility((type & HUDMSG_VISIBILITY_MASK) >> HUDMSG_VISIBILITY_SHIFT);
|
- Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
* SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
reset everything
back to normal.
* SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
to the full width of the HUD, as normal.
* HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
message it's attached to.
SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
|
|
|
if (type & HUDMSG_NOWRAP)
|
|
|
|
{
|
|
|
|
msg->SetNoWrap(true);
|
|
|
|
}
|
2012-09-20 02:06:50 +00:00
|
|
|
if (type & HUDMSG_ALPHA)
|
|
|
|
{
|
|
|
|
msg->SetAlpha(alpha);
|
|
|
|
}
|
2012-08-12 23:14:31 +00:00
|
|
|
if (type & HUDMSG_ADDBLEND)
|
|
|
|
{
|
|
|
|
msg->SetRenderStyle(STYLE_Add);
|
|
|
|
}
|
2012-08-12 22:24:15 +00:00
|
|
|
StatusBar->AttachMessage (msg, id ? 0xff000000|id : 0,
|
|
|
|
(type & HUDMSG_LAYER_MASK) >> HUDMSG_LAYER_SHIFT);
|
2006-02-24 04:48:15 +00:00
|
|
|
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";
|
2006-05-26 04:38:22 +00:00
|
|
|
char consolecolor[3];
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-26 04:38:22 +00:00
|
|
|
consolecolor[0] = '\x1c';
|
|
|
|
consolecolor[1] = color >= CR_BRICK && color <= CR_YELLOW ? color + 'A' : '-';
|
|
|
|
consolecolor[2] = '\0';
|
2006-02-24 04:48:15 +00:00
|
|
|
AddToConsole (-1, bar);
|
2006-05-26 04:38:22 +00:00
|
|
|
AddToConsole (-1, consolecolor);
|
|
|
|
AddToConsole (-1, work);
|
2006-02-24 04:48:15 +00:00
|
|
|
AddToConsole (-1, bar);
|
|
|
|
if (Logfile)
|
|
|
|
{
|
|
|
|
fputs (logbar, Logfile);
|
2006-05-26 04:38:22 +00:00
|
|
|
fputs (work, Logfile);
|
2006-02-24 04:48:15 +00:00
|
|
|
fputs (logbar, Logfile);
|
|
|
|
fflush (Logfile);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2011-05-11 22:29:49 +00:00
|
|
|
STRINGBUILDER_FINISH(work);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp = optstart-6;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETFONT:
|
|
|
|
DoSetFont (STACK(1));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETFONTDIRECT:
|
2012-06-11 21:46:47 +00:00
|
|
|
DoSetFont (TAGSTR(uallong(pc[0])));
|
2006-02-24 04:48:15 +00:00
|
|
|
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:
|
2007-11-02 22:03:03 +00:00
|
|
|
PushToStack (G_SkillProperty(SKILLP_ACSReturn));
|
2006-02-24 04:48:15 +00:00
|
|
|
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 (
|
2008-07-01 04:06:56 +00:00
|
|
|
activationline->frontsector,
|
|
|
|
CHAN_AUTO, // Not CHAN_AREA, because that'd probably break existing scripts.
|
2006-02-24 04:48:15 +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)
|
|
|
|
{
|
2008-07-12 08:16:19 +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);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SOUNDSEQUENCE:
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(1));
|
|
|
|
if (lookup != NULL)
|
|
|
|
{
|
2009-10-27 02:43:00 +00:00
|
|
|
if (activationline != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-06-15 02:25:09 +00:00
|
|
|
SN_StartSequence (activationline->frontsector, CHAN_FULLHEIGHT, lookup, 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETLINETEXTURE:
|
|
|
|
SetLineTexture (STACK(4), STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 4;
|
|
|
|
break;
|
|
|
|
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
case PCD_REPLACETEXTURES:
|
2006-09-01 01:08:27 +00:00
|
|
|
ReplaceTextures (STACK(3), STACK(2), STACK(1));
|
|
|
|
sp -= 3;
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_SETLINEBLOCKING:
|
|
|
|
{
|
|
|
|
int line = -1;
|
|
|
|
|
|
|
|
while ((line = P_FindLineFromID (STACK(2), line)) >= 0)
|
|
|
|
{
|
|
|
|
switch (STACK(1))
|
|
|
|
{
|
|
|
|
case BLOCK_NOTHING:
|
2006-11-10 12:13:37 +00:00
|
|
|
lines[line].flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
case BLOCK_CREATURES:
|
|
|
|
default:
|
2006-11-10 12:13:37 +00:00
|
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_RAILING|ML_BLOCK_PLAYERS);
|
2006-02-24 04:48:15 +00:00
|
|
|
lines[line].flags |= ML_BLOCKING;
|
|
|
|
break;
|
|
|
|
case BLOCK_EVERYTHING:
|
2006-11-10 12:13:37 +00:00
|
|
|
lines[line].flags &= ~(ML_RAILING|ML_BLOCK_PLAYERS);
|
2006-02-24 04:48:15 +00:00
|
|
|
lines[line].flags |= ML_BLOCKING|ML_BLOCKEVERYTHING;
|
|
|
|
break;
|
|
|
|
case BLOCK_RAILING:
|
2006-11-10 12:13:37 +00:00
|
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS);
|
2006-02-24 04:48:15 +00:00
|
|
|
lines[line].flags |= ML_RAILING|ML_BLOCKING;
|
|
|
|
break;
|
2006-11-10 12:13:37 +00:00
|
|
|
case BLOCK_PLAYERS:
|
|
|
|
lines[line].flags &= ~(ML_BLOCKEVERYTHING|ML_BLOCKING|ML_RAILING);
|
|
|
|
lines[line].flags |= ML_BLOCK_PLAYERS;
|
|
|
|
break;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
2012-02-18 02:17:33 +00:00
|
|
|
int specnum = STACK(6);
|
|
|
|
int arg0 = STACK(5);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2012-02-18 02:17:33 +00:00
|
|
|
// Convert named ACS "specials" into real specials.
|
|
|
|
if (specnum >= -ACSF_ACS_NamedExecuteAlways && specnum <= -ACSF_ACS_NamedExecute)
|
|
|
|
{
|
|
|
|
specnum = NamedACSToNormalACS[-specnum - ACSF_ACS_NamedExecute];
|
|
|
|
arg0 = -FName(FBehavior::StaticLookupString(arg0));
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2012-02-18 02:17:33 +00:00
|
|
|
while ((linenum = P_FindLineFromID (STACK(7), linenum)) >= 0)
|
|
|
|
{
|
|
|
|
line_t *line = &lines[linenum];
|
|
|
|
line->special = specnum;
|
|
|
|
line->args[0] = arg0;
|
2006-02-24 04:48:15 +00:00
|
|
|
line->args[1] = STACK(4);
|
|
|
|
line->args[2] = STACK(3);
|
|
|
|
line->args[3] = STACK(2);
|
|
|
|
line->args[4] = STACK(1);
|
2012-03-15 20:33:33 +00:00
|
|
|
DPrintf("Set special on line %d (id %d) to %d(%d,%d,%d,%d,%d)\n",
|
|
|
|
linenum, STACK(7), specnum, arg0, STACK(4), STACK(3), STACK(2), STACK(1));
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
sp -= 7;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETTHINGSPECIAL:
|
|
|
|
{
|
2012-02-26 02:25:33 +00:00
|
|
|
int specnum = STACK(6);
|
|
|
|
int arg0 = STACK(5);
|
|
|
|
|
|
|
|
// Convert named ACS "specials" into real specials.
|
|
|
|
if (specnum >= -ACSF_ACS_NamedExecuteAlways && specnum <= -ACSF_ACS_NamedExecute)
|
|
|
|
{
|
|
|
|
specnum = NamedACSToNormalACS[-specnum - ACSF_ACS_NamedExecute];
|
|
|
|
arg0 = -FName(FBehavior::StaticLookupString(arg0));
|
|
|
|
}
|
|
|
|
|
2006-12-16 11:49:48 +00:00
|
|
|
if (STACK(7) != 0)
|
|
|
|
{
|
|
|
|
FActorIterator iterator (STACK(7));
|
|
|
|
AActor *actor;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-12-16 11:49:48 +00:00
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
2012-02-26 02:25:33 +00:00
|
|
|
actor->special = specnum;
|
|
|
|
actor->args[0] = arg0;
|
2006-12-16 11:49:48 +00:00
|
|
|
actor->args[1] = STACK(4);
|
|
|
|
actor->args[2] = STACK(3);
|
|
|
|
actor->args[3] = STACK(2);
|
|
|
|
actor->args[4] = STACK(1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (activator != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2012-02-26 02:25:33 +00:00
|
|
|
activator->special = specnum;
|
|
|
|
activator->args[0] = arg0;
|
2006-12-16 11:49:48 +00:00
|
|
|
activator->args[1] = STACK(4);
|
|
|
|
activator->args[2] = STACK(3);
|
|
|
|
activator->args[3] = STACK(2);
|
|
|
|
activator->args[4] = STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
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:
|
2010-08-12 22:39:06 +00:00
|
|
|
level.gravity = (float)uallong(pc[0]) / 65536.f;
|
2006-02-24 04:48:15 +00:00
|
|
|
pc++;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETAIRCONTROL:
|
|
|
|
level.aircontrol = STACK(1);
|
|
|
|
sp--;
|
|
|
|
G_AirControlChanged ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETAIRCONTROLDIRECT:
|
2010-08-12 22:39:06 +00:00
|
|
|
level.aircontrol = uallong(pc[0]);
|
2006-02-24 04:48:15 +00:00
|
|
|
pc++;
|
|
|
|
G_AirControlChanged ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SPAWN:
|
2009-06-05 21:44:34 +00:00
|
|
|
STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1), false);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 5;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SPAWNDIRECT:
|
2012-06-11 21:46:47 +00:00
|
|
|
PushToStack (DoSpawn (TAGSTR(uallong(pc[0])), uallong(pc[1]), uallong(pc[2]), uallong(pc[3]), uallong(pc[4]), uallong(pc[5]), false));
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 6;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SPAWNSPOT:
|
2009-06-05 21:44:34 +00:00
|
|
|
STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1), false);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SPAWNSPOTDIRECT:
|
2012-06-11 21:46:47 +00:00
|
|
|
PushToStack (DoSpawnSpot (TAGSTR(uallong(pc[0])), uallong(pc[1]), uallong(pc[2]), uallong(pc[3]), false));
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 4;
|
|
|
|
break;
|
|
|
|
|
2006-07-09 20:15:38 +00:00
|
|
|
case PCD_SPAWNSPOTFACING:
|
2009-06-05 21:44:34 +00:00
|
|
|
STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1), false);
|
2006-07-09 20:15:38 +00:00
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_CLEARINVENTORY:
|
|
|
|
ClearInventory (activator);
|
|
|
|
break;
|
|
|
|
|
2006-06-18 15:49:00 +00:00
|
|
|
case PCD_CLEARACTORINVENTORY:
|
2010-03-22 22:15:56 +00:00
|
|
|
if (STACK(1) == 0)
|
2007-12-18 03:25:19 +00:00
|
|
|
{
|
|
|
|
ClearInventory(NULL);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2010-03-22 22:15:56 +00:00
|
|
|
FActorIterator it(STACK(1));
|
2007-12-18 03:25:19 +00:00
|
|
|
AActor *actor;
|
|
|
|
for (actor = it.Next(); actor != NULL; actor = it.Next())
|
|
|
|
{
|
|
|
|
ClearInventory(actor);
|
|
|
|
}
|
|
|
|
}
|
2006-06-18 15:49:00 +00:00
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_GIVEINVENTORY:
|
|
|
|
GiveInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
2006-06-18 15:49:00 +00:00
|
|
|
case PCD_GIVEACTORINVENTORY:
|
2007-12-18 03:25:19 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
2006-06-18 15:49:00 +00:00
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_GIVEINVENTORYDIRECT:
|
2012-06-11 21:46:47 +00:00
|
|
|
GiveInventory (activator, FBehavior::StaticLookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1]));
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TAKEINVENTORY:
|
|
|
|
TakeInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
2006-06-18 15:49:00 +00:00
|
|
|
case PCD_TAKEACTORINVENTORY:
|
2007-12-18 03:25:19 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
2006-06-18 15:49:00 +00:00
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_TAKEINVENTORYDIRECT:
|
2012-06-11 21:46:47 +00:00
|
|
|
TakeInventory (activator, FBehavior::StaticLookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1]));
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHECKINVENTORY:
|
|
|
|
STACK(1) = CheckInventory (activator, FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
break;
|
|
|
|
|
2006-06-18 15:49:00 +00:00
|
|
|
case PCD_CHECKACTORINVENTORY:
|
2008-05-18 15:48:03 +00:00
|
|
|
STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
|
2006-06-18 15:49:00 +00:00
|
|
|
FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_CHECKINVENTORYDIRECT:
|
2012-06-11 21:46:47 +00:00
|
|
|
PushToStack (CheckInventory (activator, FBehavior::StaticLookupString (TAGSTR(uallong(pc[0])))));
|
2006-02-24 04:48:15 +00:00
|
|
|
pc += 1;
|
|
|
|
break;
|
|
|
|
|
2007-12-25 08:44:13 +00:00
|
|
|
case PCD_USEINVENTORY:
|
|
|
|
STACK(1) = UseInventory (activator, FBehavior::StaticLookupString (STACK(1)));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_USEACTORINVENTORY:
|
|
|
|
{
|
2007-12-25 09:31:10 +00:00
|
|
|
int ret = 0;
|
2007-12-25 08:44:13 +00:00
|
|
|
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;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
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)
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
|
2006-02-24 04:48:15 +00:00
|
|
|
AInventory *item;
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(2)));
|
2006-02-24 04:48:15 +00:00
|
|
|
AInventory *item;
|
|
|
|
|
2006-05-10 02:40:43 +00:00
|
|
|
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
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:
|
2012-06-11 21:46:47 +00:00
|
|
|
S_ChangeMusic (FBehavior::StaticLookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1]));
|
2006-02-24 04:48:15 +00:00
|
|
|
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)
|
|
|
|
{
|
2012-06-11 21:46:47 +00:00
|
|
|
S_ChangeMusic (FBehavior::StaticLookupString (TAGSTR(uallong(pc[0]))), uallong(pc[1]));
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
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;
|
|
|
|
|
2006-06-18 15:49:00 +00:00
|
|
|
case PCD_SETACTORPOSITION:
|
|
|
|
{
|
2006-09-14 00:02:31 +00:00
|
|
|
bool result = false;
|
2006-06-18 15:49:00 +00:00
|
|
|
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;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_GETACTORX:
|
|
|
|
case PCD_GETACTORY:
|
|
|
|
case PCD_GETACTORZ:
|
|
|
|
{
|
2010-09-23 01:51:00 +00:00
|
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
2012-07-30 00:50:19 +00:00
|
|
|
if (actor == NULL)
|
- Add the bob offset to the missiles spawned by P_SpawnMissile(), P_SpawnMissileAngle(), P_SpawnMissileAngleSpeed(), A_MissileAttack, A_ComboAttack, A_BasicAttack, A_CustomMissile, A_CustomComboAttack, A_ThrowGrenade, A_SpawnDebris, and A_Burst.
- Add the bob offset to the value returned by GetActorZ.
SVN r3795 (trunk)
2012-07-30 00:05:24 +00:00
|
|
|
{
|
2012-07-30 00:50:19 +00:00
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
else if (pcd == PCD_GETACTORZ)
|
|
|
|
{
|
|
|
|
STACK(1) = actor->z + actor->GetBobOffset();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(1) = (&actor->x)[pcd - PCD_GETACTORX];
|
- Add the bob offset to the missiles spawned by P_SpawnMissile(), P_SpawnMissileAngle(), P_SpawnMissileAngleSpeed(), A_MissileAttack, A_ComboAttack, A_BasicAttack, A_CustomMissile, A_CustomComboAttack, A_ThrowGrenade, A_SpawnDebris, and A_Burst.
- Add the bob offset to the value returned by GetActorZ.
SVN r3795 (trunk)
2012-07-30 00:05:24 +00:00
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETACTORFLOORZ:
|
|
|
|
{
|
2010-09-23 01:51:00 +00:00
|
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
|
|
STACK(1) = actor == NULL ? 0 : actor->floorz;
|
|
|
|
}
|
|
|
|
break;
|
2006-06-18 15:49:00 +00:00
|
|
|
|
2010-09-23 01:51:00 +00:00
|
|
|
case PCD_GETACTORCEILINGZ:
|
|
|
|
{
|
|
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
|
|
STACK(1) = actor == NULL ? 0 : actor->ceilingz;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETACTORANGLE:
|
|
|
|
{
|
2010-09-23 01:51:00 +00:00
|
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
|
|
STACK(1) = actor == NULL ? 0 : actor->angle >> 16;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2006-10-22 10:32:41 +00:00
|
|
|
case PCD_GETACTORPITCH:
|
|
|
|
{
|
2010-09-23 01:51:00 +00:00
|
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
|
|
STACK(1) = actor == NULL ? 0 : actor->pitch >> 16;
|
2006-10-22 10:32:41 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_GETLINEROWOFFSET:
|
2010-09-23 01:51:00 +00:00
|
|
|
if (activationline != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-09-06 20:45:56 +00:00
|
|
|
PushToStack (activationline->sidedef[0]->GetTextureYOffset(side_t::mid) >> FRACBITS);
|
2006-02-24 04:48:15 +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;
|
|
|
|
|
2006-06-18 15:49:00 +00:00
|
|
|
case PCD_GETSECTORLIGHTLEVEL:
|
|
|
|
{
|
|
|
|
int secnum = P_FindSectorFromTag (STACK(1), -1);
|
|
|
|
int z = -1;
|
|
|
|
|
|
|
|
if (secnum >= 0)
|
|
|
|
{
|
|
|
|
z = sectors[secnum].lightlevel;
|
|
|
|
}
|
|
|
|
STACK(1) = z;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
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)
|
|
|
|
{
|
2008-01-08 01:08:27 +00:00
|
|
|
translation = translationtables[TRANSLATION_LevelScripted].GetVal(i - 1);
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
if (translation == NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
translation = new FRemapTable;
|
2008-01-08 01:08:27 +00:00
|
|
|
translationtables[TRANSLATION_LevelScripted].SetVal(i - 1, translation);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
translation->MakeIdentity();
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
|
2007-12-26 16:06:03 +00:00
|
|
|
if (translation != NULL)
|
|
|
|
translation->AddIndexRange(start, end, pal1, pal2);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_TRANSLATIONRANGE2:
|
|
|
|
{ // translation using RGB values
|
|
|
|
// (would HSV be a good idea too?)
|
|
|
|
int start = STACK(8);
|
|
|
|
int end = STACK(7);
|
2007-12-26 16:06:03 +00:00
|
|
|
int r1 = STACK(6);
|
|
|
|
int g1 = STACK(5);
|
|
|
|
int b1 = STACK(4);
|
|
|
|
int r2 = STACK(3);
|
|
|
|
int g2 = STACK(2);
|
|
|
|
int b2 = STACK(1);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 8;
|
|
|
|
|
2007-12-26 16:06:03 +00:00
|
|
|
if (translation != NULL)
|
|
|
|
translation->AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2012-09-20 02:14:43 +00:00
|
|
|
case PCD_TRANSLATIONRANGE3:
|
|
|
|
{ // translation using desaturation
|
|
|
|
int start = STACK(8);
|
|
|
|
int end = STACK(7);
|
|
|
|
fixed_t r1 = STACK(6);
|
|
|
|
fixed_t g1 = STACK(5);
|
|
|
|
fixed_t b1 = STACK(4);
|
|
|
|
fixed_t r2 = STACK(3);
|
|
|
|
fixed_t g2 = STACK(2);
|
|
|
|
fixed_t b2 = STACK(1);
|
|
|
|
sp -= 8;
|
|
|
|
|
|
|
|
if (translation != NULL)
|
|
|
|
translation->AddDesaturation(start, end,
|
|
|
|
FIXED2DBL(r1), FIXED2DBL(g1), FIXED2DBL(b1),
|
|
|
|
FIXED2DBL(r2), FIXED2DBL(g2), FIXED2DBL(b2));
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_ENDTRANSLATION:
|
|
|
|
// This might be useful for hardware rendering, but
|
|
|
|
// for software it is superfluous.
|
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
|
|
|
translation->UpdateNative();
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
|
|
|
|
2011-01-17 00:33:20 +00:00
|
|
|
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) = activator->player->ReadyWeapon->GetClass()->TypeName == FName(FBehavior::StaticLookupString (STACK(1)), true);
|
|
|
|
}
|
|
|
|
break;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
case PCD_SETWEAPON:
|
|
|
|
if (activator == NULL || activator->player == NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
AInventory *item = activator->FindInventory (PClass::FindClass (
|
2006-02-24 04:48:15 +00:00
|
|
|
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;
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2006-02-24 04:48:15 +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 02:56:11 +00:00
|
|
|
if (activator != NULL && activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-03-12 02:56:11 +00:00
|
|
|
barrier_cast<AScriptedMarine *>(activator)->SetWeapon (
|
2006-02-24 04:48:15 +00:00
|
|
|
(AScriptedMarine::EMarineWeapon)STACK(1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_SETMARINESPRITE:
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(1)));
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
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 02:56:11 +00:00
|
|
|
if (activator != NULL && activator->IsKindOf (RUNTIME_CLASS(AScriptedMarine)))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-03-12 02:56:11 +00:00
|
|
|
barrier_cast<AScriptedMarine *>(activator)->SetSprite (type);
|
2006-02-24 04:48:15 +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:
|
2013-06-02 23:58:29 +00:00
|
|
|
STACK(2) = GetActorProperty (STACK(2), STACK(1), Stack, sp);
|
2006-02-24 04:48:15 +00:00
|
|
|
sp -= 1;
|
|
|
|
break;
|
|
|
|
|
2008-09-13 02:55:45 +00:00
|
|
|
case PCD_GETPLAYERINPUT:
|
|
|
|
STACK(2) = GetPlayerInput (STACK(2), STACK(1));
|
|
|
|
sp -= 1;
|
|
|
|
break;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
case PCD_PLAYERNUMBER:
|
|
|
|
if (activator == NULL || activator->player == NULL)
|
|
|
|
{
|
|
|
|
PushToStack (-1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-05-15 10:39:40 +00:00
|
|
|
PushToStack (int(activator->player - players));
|
2006-02-24 04:48:15 +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);
|
2006-10-27 03:03:34 +00:00
|
|
|
P_Thing_Projectile (STACK(7), activator, STACK(6), NULL, ((angle_t)(STACK(5)<<24)),
|
2006-06-03 12:30:11 +00:00
|
|
|
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.
|
2006-10-27 03:03:34 +00:00
|
|
|
P_Thing_Projectile (STACK(7), activator, 0, FBehavior::StaticLookupString (STACK(6)), ((angle_t)(STACK(5)<<24)),
|
2006-02-24 04:48:15 +00:00
|
|
|
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:
|
2013-06-02 23:58:29 +00:00
|
|
|
STACK(1) = GetCVar(activator, FBehavior::StaticLookupString(STACK(1)), false, Stack, sp);
|
2006-02-24 04:48:15 +00:00
|
|
|
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);
|
2008-05-23 14:04:16 +00:00
|
|
|
sky1texture = TexMan.GetTexture (sky1name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
if (sky2name[0] != 0)
|
|
|
|
{
|
|
|
|
strncpy (level.skypic2, sky2name, 8);
|
2008-05-23 14:04:16 +00:00
|
|
|
sky2texture = TexMan.GetTexture (sky2name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_ReturnFirst);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
R_InitSkyMap ();
|
2008-06-11 21:03:32 +00:00
|
|
|
sp -= 2;
|
2006-02-24 04:48:15 +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)
|
|
|
|
{
|
2008-06-15 18:36:26 +00:00
|
|
|
FTextureID picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
if (!picnum.Exists())
|
2006-02-24 04:48:15 +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]
|
2006-10-27 03:03:34 +00:00
|
|
|
if (STACK(2) == 0)
|
|
|
|
{
|
2008-06-03 14:38:42 +00:00
|
|
|
if (activator != NULL)
|
|
|
|
activator->angle = STACK(1) << 16;
|
2006-10-27 03:03:34 +00:00
|
|
|
}
|
|
|
|
else
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
FActorIterator iterator (STACK(2));
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
actor->angle = STACK(1) << 16;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
2006-07-13 10:17:56 +00:00
|
|
|
|
2006-10-22 10:32:41 +00:00
|
|
|
case PCD_SETACTORPITCH:
|
2006-10-27 03:03:34 +00:00
|
|
|
if (STACK(2) == 0)
|
|
|
|
{
|
2008-06-03 14:38:42 +00:00
|
|
|
if (activator != NULL)
|
|
|
|
activator->pitch = STACK(1) << 16;
|
2006-10-27 03:03:34 +00:00
|
|
|
}
|
|
|
|
else
|
2006-10-22 10:32:41 +00:00
|
|
|
{
|
|
|
|
FActorIterator iterator (STACK(2));
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
actor->pitch = STACK(1) << 16;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
break;
|
|
|
|
|
- Moved the implementation for the Thing_Damage special into another function
so that I can create the ACS function Thing_Damage2. It's exactly the same as
Thing_Damage, except the damage type is specified by name. When I did this,
I noticed that it didn't do anything useful for a TID of 0, so I made it
affect the activator in that case.
- Added a new SetActorState ACS function:
int SetActorState (int tid, str statename, optional bool exact);
If tid is 0, it affects the script activator, otherwise it affects all the
matching actors. Statename is the name of the state you want to put the
actor in. The final parameter, exact, specifies whether or not partial
state name matches are accepted. If you don't specify it or set it to
false, if you try to do something like:
SetActorState (0, "Foo.Bar");
And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
state. If you set exact to true:
SetActorState (0, "Foo.Bar", true);
Then the actor must have a Foo.Bar state, or it will not change state at
all, even if it has a Foo state.
The return value for this function is the number of actors that successfully
changed state. Note that you should refrain from using this function to
enter special states such as Death, or unpredictable results could occur.
SVN r505 (trunk)
2007-03-23 22:26:14 +00:00
|
|
|
case PCD_SETACTORSTATE:
|
|
|
|
{
|
|
|
|
const char *statename = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
FState *state;
|
|
|
|
|
|
|
|
if (STACK(3) == 0)
|
|
|
|
{
|
2008-06-03 14:38:42 +00:00
|
|
|
if (activator != NULL)
|
- Moved the implementation for the Thing_Damage special into another function
so that I can create the ACS function Thing_Damage2. It's exactly the same as
Thing_Damage, except the damage type is specified by name. When I did this,
I noticed that it didn't do anything useful for a TID of 0, so I made it
affect the activator in that case.
- Added a new SetActorState ACS function:
int SetActorState (int tid, str statename, optional bool exact);
If tid is 0, it affects the script activator, otherwise it affects all the
matching actors. Statename is the name of the state you want to put the
actor in. The final parameter, exact, specifies whether or not partial
state name matches are accepted. If you don't specify it or set it to
false, if you try to do something like:
SetActorState (0, "Foo.Bar");
And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
state. If you set exact to true:
SetActorState (0, "Foo.Bar", true);
Then the actor must have a Foo.Bar state, or it will not change state at
all, even if it has a Foo state.
The return value for this function is the number of actors that successfully
changed state. Note that you should refrain from using this function to
enter special states such as Death, or unpredictable results could occur.
SVN r505 (trunk)
2007-03-23 22:26:14 +00:00
|
|
|
{
|
2008-09-22 18:55:29 +00:00
|
|
|
state = activator->GetClass()->ActorInfo->FindStateByString (statename, !!STACK(1));
|
2008-06-03 14:38:42 +00:00
|
|
|
if (state != NULL)
|
|
|
|
{
|
|
|
|
activator->SetState (state);
|
|
|
|
STACK(3) = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
STACK(3) = 0;
|
|
|
|
}
|
- Moved the implementation for the Thing_Damage special into another function
so that I can create the ACS function Thing_Damage2. It's exactly the same as
Thing_Damage, except the damage type is specified by name. When I did this,
I noticed that it didn't do anything useful for a TID of 0, so I made it
affect the activator in that case.
- Added a new SetActorState ACS function:
int SetActorState (int tid, str statename, optional bool exact);
If tid is 0, it affects the script activator, otherwise it affects all the
matching actors. Statename is the name of the state you want to put the
actor in. The final parameter, exact, specifies whether or not partial
state name matches are accepted. If you don't specify it or set it to
false, if you try to do something like:
SetActorState (0, "Foo.Bar");
And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
state. If you set exact to true:
SetActorState (0, "Foo.Bar", true);
Then the actor must have a Foo.Bar state, or it will not change state at
all, even if it has a Foo state.
The return value for this function is the number of actors that successfully
changed state. Note that you should refrain from using this function to
enter special states such as Death, or unpredictable results could occur.
SVN r505 (trunk)
2007-03-23 22:26:14 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (STACK(3));
|
|
|
|
AActor *actor;
|
|
|
|
int count = 0;
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
2008-09-22 18:55:29 +00:00
|
|
|
state = actor->GetClass()->ActorInfo->FindStateByString (statename, !!STACK(1));
|
- Moved the implementation for the Thing_Damage special into another function
so that I can create the ACS function Thing_Damage2. It's exactly the same as
Thing_Damage, except the damage type is specified by name. When I did this,
I noticed that it didn't do anything useful for a TID of 0, so I made it
affect the activator in that case.
- Added a new SetActorState ACS function:
int SetActorState (int tid, str statename, optional bool exact);
If tid is 0, it affects the script activator, otherwise it affects all the
matching actors. Statename is the name of the state you want to put the
actor in. The final parameter, exact, specifies whether or not partial
state name matches are accepted. If you don't specify it or set it to
false, if you try to do something like:
SetActorState (0, "Foo.Bar");
And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
state. If you set exact to true:
SetActorState (0, "Foo.Bar", true);
Then the actor must have a Foo.Bar state, or it will not change state at
all, even if it has a Foo state.
The return value for this function is the number of actors that successfully
changed state. Note that you should refrain from using this function to
enter special states such as Death, or unpredictable results could occur.
SVN r505 (trunk)
2007-03-23 22:26:14 +00:00
|
|
|
if (state != NULL)
|
|
|
|
{
|
|
|
|
actor->SetState (state);
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
STACK(3) = count;
|
|
|
|
}
|
|
|
|
sp -= 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2006-07-13 10:17:56 +00:00
|
|
|
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;
|
2006-07-16 20:13:24 +00:00
|
|
|
|
2006-07-30 22:56:20 +00:00
|
|
|
case PCD_GETPLAYERINFO: // [GRB]
|
|
|
|
if (STACK(2) < 0 || STACK(2) >= MAXPLAYERS || !playeringame[STACK(2)])
|
|
|
|
{
|
|
|
|
STACK(2) = -1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2012-08-22 22:09:17 +00:00
|
|
|
player_t *pl = &players[STACK(2)];
|
|
|
|
userinfo_t *userinfo = &pl->userinfo;
|
2006-07-30 22:56:20 +00:00
|
|
|
switch (STACK(1))
|
|
|
|
{
|
2013-05-12 18:27:03 +00:00
|
|
|
case PLAYERINFO_TEAM: STACK(2) = userinfo->GetTeam(); break;
|
2009-01-10 09:40:47 +00:00
|
|
|
case PLAYERINFO_AIMDIST: STACK(2) = userinfo->GetAimDist(); break;
|
2013-05-12 18:27:03 +00:00
|
|
|
case PLAYERINFO_COLOR: STACK(2) = userinfo->GetColor(); break;
|
|
|
|
case PLAYERINFO_GENDER: STACK(2) = userinfo->GetGender(); break;
|
|
|
|
case PLAYERINFO_NEVERSWITCH: STACK(2) = userinfo->GetNeverSwitch(); break;
|
|
|
|
case PLAYERINFO_MOVEBOB: STACK(2) = userinfo->GetMoveBob(); break;
|
|
|
|
case PLAYERINFO_STILLBOB: STACK(2) = userinfo->GetStillBob(); break;
|
|
|
|
case PLAYERINFO_PLAYERCLASS: STACK(2) = userinfo->GetPlayerClassNum(); break;
|
2012-08-22 22:09:17 +00:00
|
|
|
case PLAYERINFO_DESIREDFOV: STACK(2) = (int)pl->DesiredFOV; break;
|
|
|
|
case PLAYERINFO_FOV: STACK(2) = (int)pl->FOV; break;
|
2007-02-24 12:09:36 +00:00
|
|
|
default: STACK(2) = 0; break;
|
2006-07-30 22:56:20 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
sp -= 1;
|
2006-09-30 08:35:09 +00:00
|
|
|
break;
|
2006-08-10 15:28:12 +00:00
|
|
|
|
|
|
|
case PCD_CHANGELEVEL:
|
|
|
|
{
|
2010-06-18 03:35:41 +00:00
|
|
|
G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3), STACK(2), STACK(1));
|
2006-08-10 15:28:12 +00:00
|
|
|
sp -= 4;
|
|
|
|
}
|
2006-07-30 22:56:20 +00:00
|
|
|
break;
|
|
|
|
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
case PCD_SECTORDAMAGE:
|
|
|
|
{
|
2006-09-01 01:08:27 +00:00
|
|
|
int tag = STACK(5);
|
|
|
|
int amount = STACK(4);
|
|
|
|
FName type = FBehavior::StaticLookupString(STACK(3));
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
FName protection = FName (FBehavior::StaticLookupString(STACK(2)), true);
|
|
|
|
const PClass *protectClass = PClass::FindClass (protection);
|
2006-09-01 01:08:27 +00:00
|
|
|
int flags = STACK(1);
|
|
|
|
sp -= 5;
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
|
2012-04-26 02:35:02 +00:00
|
|
|
P_SectorDamage(tag, amount, type, protectClass, flags);
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
}
|
2008-07-05 19:06:30 +00:00
|
|
|
break;
|
- Moved the implementation for the Thing_Damage special into another function
so that I can create the ACS function Thing_Damage2. It's exactly the same as
Thing_Damage, except the damage type is specified by name. When I did this,
I noticed that it didn't do anything useful for a TID of 0, so I made it
affect the activator in that case.
- Added a new SetActorState ACS function:
int SetActorState (int tid, str statename, optional bool exact);
If tid is 0, it affects the script activator, otherwise it affects all the
matching actors. Statename is the name of the state you want to put the
actor in. The final parameter, exact, specifies whether or not partial
state name matches are accepted. If you don't specify it or set it to
false, if you try to do something like:
SetActorState (0, "Foo.Bar");
And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
state. If you set exact to true:
SetActorState (0, "Foo.Bar", true);
Then the actor must have a Foo.Bar state, or it will not change state at
all, even if it has a Foo state.
The return value for this function is the number of actors that successfully
changed state. Note that you should refrain from using this function to
enter special states such as Death, or unpredictable results could occur.
SVN r505 (trunk)
2007-03-23 22:26:14 +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 16:59:17 +00:00
|
|
|
|
|
|
|
case PCD_CHECKACTORCEILINGTEXTURE:
|
2012-03-18 02:44:46 +00:00
|
|
|
STACK(2) = DoCheckActorTexture(STACK(2), activator, STACK(1), false);
|
2008-03-01 16:59:17 +00:00
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_CHECKACTORFLOORTEXTURE:
|
2012-03-18 02:44:46 +00:00
|
|
|
STACK(2) = DoCheckActorTexture(STACK(2), activator, STACK(1), true);
|
2008-03-01 16:59:17 +00:00
|
|
|
sp--;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PCD_GETACTORLIGHTLEVEL:
|
2008-03-19 09:53:23 +00:00
|
|
|
{
|
2008-03-01 16:59:17 +00:00
|
|
|
AActor *actor = SingleActorFromTID(STACK(1), activator);
|
|
|
|
if (actor != NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = actor->Sector->lightlevel;
|
|
|
|
}
|
2008-12-07 03:55:49 +00:00
|
|
|
else STACK(1) = 0;
|
2008-03-01 16:59:17 +00:00
|
|
|
break;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2008-03-19 09:53:23 +00:00
|
|
|
|
|
|
|
case PCD_SETMUGSHOTSTATE:
|
2008-05-18 15:48:03 +00:00
|
|
|
StatusBar->SetMugShotState(FBehavior::StaticLookupString(STACK(1)));
|
2008-10-19 00:47:07 +00:00
|
|
|
sp--;
|
2008-03-19 09:53:23 +00:00
|
|
|
break;
|
2008-04-15 10:04:41 +00:00
|
|
|
|
|
|
|
case PCD_CHECKPLAYERCAMERA:
|
|
|
|
{
|
2008-04-15 22:17:30 +00:00
|
|
|
int playernum = STACK(1);
|
2008-05-18 15:48:03 +00:00
|
|
|
|
2008-04-15 22:17:30 +00:00
|
|
|
if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL)
|
|
|
|
{
|
|
|
|
STACK(1) = -1;
|
2008-04-15 10:04:41 +00:00
|
|
|
}
|
2008-05-18 15:48:03 +00:00
|
|
|
else
|
2008-04-15 22:17:30 +00:00
|
|
|
{
|
|
|
|
STACK(1) = players[playernum].camera->tid;
|
|
|
|
}
|
2008-05-18 15:48:03 +00:00
|
|
|
}
|
2008-04-15 22:17:30 +00:00
|
|
|
break;
|
2008-05-22 19:35:38 +00:00
|
|
|
|
2008-12-07 03:55:49 +00:00
|
|
|
case PCD_CLASSIFYACTOR:
|
|
|
|
STACK(1) = DoClassifyActor(STACK(1));
|
|
|
|
break;
|
|
|
|
|
2008-05-22 19:35:38 +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)
|
|
|
|
{
|
2013-02-19 01:51:07 +00:00
|
|
|
if (activator != NULL && activator->player)
|
2008-05-22 19:35:38 +00:00
|
|
|
{
|
2013-02-19 01:51:07 +00:00
|
|
|
changes += P_MorphPlayer(activator->player, activator->player, playerclass, duration, style, morphflash, unmorphflash);
|
2008-05-22 19:35:38 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-02-19 01:51:07 +00:00
|
|
|
changes += P_MorphMonster(activator, monsterclass, duration, style, morphflash, unmorphflash);
|
2008-05-22 19:35:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (tag);
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
if (actor->player)
|
|
|
|
{
|
2013-02-19 01:51:07 +00:00
|
|
|
changes += P_MorphPlayer(activator == NULL ? NULL : activator->player,
|
|
|
|
actor->player, playerclass, duration, style, morphflash, unmorphflash);
|
2008-05-22 19:35:38 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-02-19 01:51:07 +00:00
|
|
|
changes += P_MorphMonster(actor, monsterclass, duration, style, morphflash, unmorphflash);
|
2008-05-22 19:35:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
STACK(7) = changes;
|
|
|
|
sp -= 6;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
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;
|
2011-05-11 22:29:49 +00:00
|
|
|
|
|
|
|
case PCD_SAVESTRING:
|
|
|
|
// Saves the string
|
|
|
|
{
|
2013-06-02 23:58:29 +00:00
|
|
|
PushToStack(GlobalACSStrings.AddString(work, Stack, sp));
|
2011-05-11 22:29:49 +00:00
|
|
|
STRINGBUILDER_FINISH(work);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2011-06-13 09:14:02 +00:00
|
|
|
case PCD_STRCPYTOMAPCHRANGE:
|
|
|
|
case PCD_STRCPYTOWORLDCHRANGE:
|
|
|
|
case PCD_STRCPYTOGLOBALCHRANGE:
|
|
|
|
// source: stringid(2); stringoffset(1)
|
|
|
|
// destination: capacity (3); stringoffset(4); arrayid (5); offset(6)
|
|
|
|
|
|
|
|
{
|
|
|
|
int index = STACK(4);
|
|
|
|
int capacity = STACK(3);
|
|
|
|
|
|
|
|
if (index < 0 || STACK(1) < 0)
|
|
|
|
{
|
|
|
|
// no writable destination, or negative offset to source string
|
|
|
|
sp -= 5;
|
|
|
|
Stack[sp-1] = 0; // false
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
index += STACK(6);
|
|
|
|
|
|
|
|
lookup = FBehavior::StaticLookupString (STACK(2));
|
|
|
|
|
|
|
|
if (!lookup) {
|
|
|
|
// no data, operation complete
|
|
|
|
STRCPYTORANGECOMPLETE:
|
|
|
|
sp -= 5;
|
|
|
|
Stack[sp-1] = 1; // true
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0;i < STACK(1); i++)
|
|
|
|
{
|
|
|
|
if (! (*(lookup++)))
|
|
|
|
{
|
|
|
|
// no data, operation complete
|
|
|
|
goto STRCPYTORANGECOMPLETE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (pcd)
|
|
|
|
{
|
|
|
|
case PCD_STRCPYTOMAPCHRANGE:
|
|
|
|
{
|
2013-02-22 18:42:26 +00:00
|
|
|
int a = STACK(5);
|
|
|
|
if (a < NUM_MAPVARS && a > 0 &&
|
|
|
|
activeBehavior->MapVars[a])
|
|
|
|
{
|
|
|
|
Stack[sp-6] = activeBehavior->CopyStringToArray(*(activeBehavior->MapVars[a]), index, capacity, lookup);
|
|
|
|
}
|
2011-06-13 09:14:02 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case PCD_STRCPYTOWORLDCHRANGE:
|
|
|
|
{
|
|
|
|
int a = STACK(5);
|
|
|
|
|
|
|
|
while (capacity-- > 0)
|
|
|
|
{
|
|
|
|
ACS_WorldArrays[a][index++] = *lookup;
|
|
|
|
if (! (*(lookup++))) goto STRCPYTORANGECOMPLETE; // complete with terminating 0
|
|
|
|
}
|
|
|
|
|
|
|
|
Stack[sp-6] = !(*lookup); // true/success if only terminating 0 was not copied
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case PCD_STRCPYTOGLOBALCHRANGE:
|
|
|
|
{
|
|
|
|
int a = STACK(5);
|
|
|
|
|
|
|
|
while (capacity-- > 0)
|
|
|
|
{
|
|
|
|
ACS_GlobalArrays[a][index++] = *lookup;
|
|
|
|
if (! (*(lookup++))) goto STRCPYTORANGECOMPLETE; // complete with terminating 0
|
|
|
|
}
|
|
|
|
|
|
|
|
Stack[sp-6] = !(*lookup); // true/success if only terminating 0 was not copied
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
sp -= 5;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
2008-05-22 19:35:38 +00:00
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2013-02-02 05:54:15 +00:00
|
|
|
if (runaway != 0 && InModuleScriptNumber >= 0)
|
|
|
|
{
|
|
|
|
activeBehavior->GetScriptPtr(InModuleScriptNumber)->ProfileData.AddRun(runaway);
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
if (state == SCRIPT_DivideBy0)
|
|
|
|
{
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf ("Divide by zero in %s\n", ScriptPresentation(script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
}
|
|
|
|
else if (state == SCRIPT_ModulusBy0)
|
|
|
|
{
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf ("Modulus by zero in %s\n", ScriptPresentation(script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
state = SCRIPT_PleaseRemove;
|
|
|
|
}
|
|
|
|
if (state == SCRIPT_PleaseRemove)
|
|
|
|
{
|
|
|
|
Unlink ();
|
2012-02-15 02:18:30 +00:00
|
|
|
DLevelScript **running;
|
|
|
|
if ((running = controller->RunningScripts.CheckKey(script)) != NULL &&
|
|
|
|
*running == this)
|
|
|
|
{
|
|
|
|
controller->RunningScripts.Remove(script);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
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,
|
2012-02-26 03:36:05 +00:00
|
|
|
const int *args, int argcount, int flags)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
2012-02-15 02:18:30 +00:00
|
|
|
DLevelScript **running;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2012-02-26 03:36:05 +00:00
|
|
|
if (controller && !(flags & ACS_ALWAYS) && (running = controller->RunningScripts.CheckKey(num)) != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2012-02-15 02:18:30 +00:00
|
|
|
if ((*running)->GetState() == DLevelScript::SCRIPT_Suspended)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2012-02-15 02:18:30 +00:00
|
|
|
(*running)->SetState(DLevelScript::SCRIPT_Running);
|
|
|
|
return *running;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2012-02-26 03:36:05 +00:00
|
|
|
return new DLevelScript (who, where, num, code, module, args, argcount, flags);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
DLevelScript::DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
|
2012-02-26 03:36:05 +00:00
|
|
|
const int *args, int argcount, int flags)
|
2006-02-24 04:48:15 +00:00
|
|
|
: activeBehavior (module)
|
|
|
|
{
|
|
|
|
if (DACSThinker::ActiveThinker == NULL)
|
|
|
|
new DACSThinker;
|
|
|
|
|
|
|
|
script = num;
|
2012-02-11 01:04:42 +00:00
|
|
|
assert(code->VarCount >= code->ArgCount);
|
2006-02-24 04:48:15 +00:00
|
|
|
numlocalvars = code->VarCount;
|
|
|
|
localvars = new SDWORD[code->VarCount];
|
2012-02-26 03:36:05 +00:00
|
|
|
memset(localvars, 0, code->VarCount * sizeof(SDWORD));
|
|
|
|
for (int i = 0; i < MIN<int>(argcount, code->ArgCount); ++i)
|
2011-01-14 09:07:00 +00:00
|
|
|
{
|
2012-02-26 03:36:05 +00:00
|
|
|
localvars[i] = args[i];
|
2011-01-14 09:07:00 +00:00
|
|
|
}
|
2012-02-26 03:36:05 +00:00
|
|
|
pc = module->GetScriptAddress(code);
|
2013-02-02 05:54:15 +00:00
|
|
|
InModuleScriptNumber = module->GetScriptIndex(code);
|
2006-02-24 04:48:15 +00:00
|
|
|
activator = who;
|
|
|
|
activationline = where;
|
2012-02-26 03:36:05 +00:00
|
|
|
backSide = flags & ACS_BACKSIDE;
|
2006-02-24 04:48:15 +00:00
|
|
|
activefont = SmallFont;
|
|
|
|
hudwidth = hudheight = 0;
|
- Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
* SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
reset everything
back to normal.
* SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
to the full width of the HUD, as normal.
* HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
message it's attached to.
SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
|
|
|
ClipRectLeft = ClipRectTop = ClipRectWidth = ClipRectHeight = WrapWidth = 0;
|
2008-03-12 02:56:11 +00:00
|
|
|
state = SCRIPT_Running;
|
- Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
* SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
reset everything
back to normal.
* SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
to the full width of the HUD, as normal.
* HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
message it's attached to.
SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
|
|
|
|
2008-03-12 02:56:11 +00:00
|
|
|
// 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.
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2012-02-26 03:36:05 +00:00
|
|
|
if (!(flags & ACS_ALWAYS))
|
2006-02-24 04:48:15 +00:00
|
|
|
DACSThinker::ActiveThinker->RunningScripts[num] = this;
|
|
|
|
|
2012-02-26 03:36:05 +00:00
|
|
|
Link();
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2009-04-30 03:50:52 +00:00
|
|
|
if (level.flags2 & LEVEL2_HEXENHACK)
|
|
|
|
{
|
|
|
|
PutLast();
|
|
|
|
}
|
|
|
|
|
2012-03-08 20:48:53 +00:00
|
|
|
DPrintf("%s started.\n", ScriptPresentation(num).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void SetScriptState (int script, DLevelScript::EScriptState state)
|
|
|
|
{
|
|
|
|
DACSThinker *controller = DACSThinker::ActiveThinker;
|
2012-02-15 02:18:30 +00:00
|
|
|
DLevelScript **running;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2012-02-15 02:18:30 +00:00
|
|
|
if (controller != NULL && (running = controller->RunningScripts.CheckKey(script)) != NULL)
|
|
|
|
{
|
|
|
|
(*running)->SetState (state);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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,
|
2012-02-26 03:36:05 +00:00
|
|
|
def->args, 3,
|
|
|
|
def->type == acsdefered_t::defexealways ? ACS_ALWAYS : 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf ("P_DoDeferredScripts: Unknown %s\n", ScriptPresentation(def->script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case acsdefered_t::defsuspend:
|
|
|
|
SetScriptState (def->script, DLevelScript::SCRIPT_Suspended);
|
2012-03-08 20:48:53 +00:00
|
|
|
DPrintf ("Deferred suspend of %s\n", ScriptPresentation(def->script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case acsdefered_t::defterminate:
|
|
|
|
SetScriptState (def->script, DLevelScript::SCRIPT_PleaseRemove);
|
2012-03-08 20:48:53 +00:00
|
|
|
DPrintf ("Deferred terminate of %s\n", ScriptPresentation(def->script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
delete def;
|
|
|
|
def = next;
|
|
|
|
}
|
|
|
|
level.info->defered = NULL;
|
|
|
|
}
|
|
|
|
|
2012-02-26 03:36:05 +00:00
|
|
|
static void addDefered (level_info_t *i, acsdefered_t::EType type, int script, const int *args, int argcount, AActor *who)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (i)
|
|
|
|
{
|
2008-09-15 14:11:05 +00:00
|
|
|
acsdefered_t *def = new acsdefered_t;
|
2012-02-26 03:36:05 +00:00
|
|
|
int j;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
def->next = i->defered;
|
|
|
|
def->type = type;
|
|
|
|
def->script = script;
|
2012-03-17 03:10:19 +00:00
|
|
|
for (j = 0; (size_t)j < countof(def->args) && j < argcount; ++j)
|
2012-02-26 03:36:05 +00:00
|
|
|
{
|
|
|
|
def->args[j] = args[j];
|
|
|
|
}
|
2012-03-17 03:10:19 +00:00
|
|
|
while ((size_t)j < countof(def->args))
|
2012-02-26 03:36:05 +00:00
|
|
|
{
|
|
|
|
def->args[j++] = 0;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
if (who != NULL && who->player != NULL)
|
|
|
|
{
|
2009-05-15 10:39:40 +00:00
|
|
|
def->playernum = int(who->player - players);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
def->playernum = -1;
|
|
|
|
}
|
|
|
|
i->defered = def;
|
2012-03-08 20:48:53 +00:00
|
|
|
DPrintf ("%s on map %s deferred\n", ScriptPresentation(script).GetChars(), i->mapname);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXTERN_CVAR (Bool, sv_cheats)
|
|
|
|
|
2012-02-26 03:36:05 +00:00
|
|
|
int P_StartScript (AActor *who, line_t *where, int script, const char *map, const int *args, int argcount, int flags)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (map == NULL || 0 == strnicmp (level.mapname, map, 8))
|
|
|
|
{
|
|
|
|
FBehavior *module = NULL;
|
|
|
|
const ScriptPtr *scriptdata;
|
|
|
|
|
|
|
|
if ((scriptdata = FBehavior::StaticFindScript (script, module)) != NULL)
|
|
|
|
{
|
2012-02-26 03:36:05 +00:00
|
|
|
if ((flags & ACS_NET) && netgame && !sv_cheats)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
// If playing multiplayer and cheats are disallowed, check to
|
|
|
|
// make sure only net scripts are run.
|
|
|
|
if (!(scriptdata->Flags & SCRIPTF_Net))
|
|
|
|
{
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf(PRINT_BOLD, "%s tried to puke %s (\n",
|
2013-05-12 18:27:03 +00:00
|
|
|
who->player->userinfo.GetName(), ScriptPresentation(script).GetChars());
|
2012-02-26 03:36:05 +00:00
|
|
|
for (int i = 0; i < argcount; ++i)
|
|
|
|
{
|
|
|
|
Printf(PRINT_BOLD, "%d%s", args[i], i == argcount-1 ? "" : ", ");
|
|
|
|
}
|
|
|
|
Printf(PRINT_BOLD, ")\n");
|
2006-02-24 04:48:15 +00:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
DLevelScript *runningScript = P_GetScriptGoing (who, where, script,
|
2012-02-26 03:36:05 +00:00
|
|
|
scriptdata, module, args, argcount, flags);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (runningScript != NULL)
|
|
|
|
{
|
2012-02-26 03:36:05 +00:00
|
|
|
if (flags & ACS_WANTRESULT)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2012-02-26 03:36:05 +00:00
|
|
|
return runningScript->RunScript();
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2012-02-26 03:36:05 +00:00
|
|
|
if (!(flags & ACS_NET) || (who && who->player == &players[consoleplayer]))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf("P_StartScript: Unknown %s\n", ScriptPresentation(script).GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
addDefered (FindLevelInfo (map),
|
2012-02-26 03:36:05 +00:00
|
|
|
(flags & ACS_ALWAYS) ? acsdefered_t::defexealways : acsdefered_t::defexecute,
|
|
|
|
script, args, argcount, who);
|
2006-02-24 04:48:15 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_SuspendScript (int script, char *map)
|
|
|
|
{
|
|
|
|
if (strnicmp (level.mapname, map, 8))
|
2012-02-26 03:36:05 +00:00
|
|
|
addDefered (FindLevelInfo (map), acsdefered_t::defsuspend, script, NULL, 0, NULL);
|
2006-02-24 04:48:15 +00:00
|
|
|
else
|
|
|
|
SetScriptState (script, DLevelScript::SCRIPT_Suspended);
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_TerminateScript (int script, char *map)
|
|
|
|
{
|
|
|
|
if (strnicmp (level.mapname, map, 8))
|
2012-02-26 03:36:05 +00:00
|
|
|
addDefered (FindLevelInfo (map), acsdefered_t::defterminate, script, NULL, 0, NULL);
|
2006-02-24 04:48:15 +00:00
|
|
|
else
|
|
|
|
SetScriptState (script, DLevelScript::SCRIPT_PleaseRemove);
|
|
|
|
}
|
|
|
|
|
2008-09-15 14:11:05 +00:00
|
|
|
FArchive &operator<< (FArchive &arc, acsdefered_t *&defertop)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
BYTE more;
|
|
|
|
|
|
|
|
if (arc.IsStoring ())
|
|
|
|
{
|
2008-09-15 14:11:05 +00:00
|
|
|
acsdefered_t *defer = defertop;
|
2006-02-24 04:48:15 +00:00
|
|
|
more = 1;
|
|
|
|
while (defer)
|
|
|
|
{
|
|
|
|
BYTE type;
|
|
|
|
arc << more;
|
|
|
|
type = (BYTE)defer->type;
|
2012-02-16 21:23:03 +00:00
|
|
|
arc << type;
|
2012-02-18 02:17:33 +00:00
|
|
|
P_SerializeACSScriptNumber(arc, defer->script, false);
|
2012-02-26 03:36:05 +00:00
|
|
|
arc << defer->playernum << defer->args[0] << defer->args[1] << defer->args[2];
|
2006-02-24 04:48:15 +00:00
|
|
|
defer = defer->next;
|
|
|
|
}
|
|
|
|
more = 0;
|
|
|
|
arc << more;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-09-15 14:11:05 +00:00
|
|
|
acsdefered_t **defer = &defertop;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
arc << more;
|
|
|
|
while (more)
|
|
|
|
{
|
2008-09-15 14:11:05 +00:00
|
|
|
*defer = new acsdefered_t;
|
2006-02-24 04:48:15 +00:00
|
|
|
arc << more;
|
2008-09-15 14:11:05 +00:00
|
|
|
(*defer)->type = (acsdefered_t::EType)more;
|
2012-02-18 02:17:33 +00:00
|
|
|
P_SerializeACSScriptNumber(arc, (*defer)->script, false);
|
2012-02-26 03:36:05 +00:00
|
|
|
arc << (*defer)->playernum << (*defer)->args[0] << (*defer)->args[1] << (*defer)->args[2];
|
2006-02-24 04:48:15 +00:00
|
|
|
defer = &((*defer)->next);
|
|
|
|
arc << more;
|
|
|
|
}
|
|
|
|
*defer = NULL;
|
|
|
|
}
|
|
|
|
return arc;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (scriptstat)
|
|
|
|
{
|
|
|
|
if (DACSThinker::ActiveThinker == NULL)
|
|
|
|
{
|
|
|
|
Printf ("No scripts are running.\n");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DACSThinker::ActiveThinker->DumpScriptStatus ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DACSThinker::DumpScriptStatus ()
|
|
|
|
{
|
|
|
|
static const char *stateNames[] =
|
|
|
|
{
|
|
|
|
"Running",
|
|
|
|
"Suspended",
|
|
|
|
"Delayed",
|
|
|
|
"TagWait",
|
|
|
|
"PolyWait",
|
|
|
|
"ScriptWaitPre",
|
|
|
|
"ScriptWait",
|
|
|
|
"PleaseRemove"
|
|
|
|
};
|
|
|
|
DLevelScript *script = Scripts;
|
|
|
|
|
|
|
|
while (script != NULL)
|
|
|
|
{
|
2012-03-08 20:48:53 +00:00
|
|
|
Printf("%s: %s\n", ScriptPresentation(script->script).GetChars(), stateNames[script->state]);
|
2006-02-24 04:48:15 +00:00
|
|
|
script = script->next;
|
|
|
|
}
|
|
|
|
}
|
2013-02-02 05:54:15 +00:00
|
|
|
|
|
|
|
// Profiling support --------------------------------------------------------
|
|
|
|
|
|
|
|
ACSProfileInfo::ACSProfileInfo()
|
2013-02-03 04:30:20 +00:00
|
|
|
{
|
|
|
|
Reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
void ACSProfileInfo::Reset()
|
2013-02-02 05:54:15 +00:00
|
|
|
{
|
|
|
|
TotalInstr = 0;
|
|
|
|
NumRuns = 0;
|
|
|
|
MinInstrPerRun = UINT_MAX;
|
|
|
|
MaxInstrPerRun = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ACSProfileInfo::AddRun(unsigned int num_instr)
|
|
|
|
{
|
|
|
|
TotalInstr += num_instr;
|
|
|
|
NumRuns++;
|
|
|
|
if (num_instr < MinInstrPerRun)
|
|
|
|
{
|
|
|
|
MinInstrPerRun = num_instr;
|
|
|
|
}
|
|
|
|
if (num_instr > MaxInstrPerRun)
|
|
|
|
{
|
|
|
|
MaxInstrPerRun = num_instr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ArrangeScriptProfiles(TArray<ProfileCollector> &profiles)
|
|
|
|
{
|
|
|
|
for (unsigned int mod_num = 0; mod_num < FBehavior::StaticModules.Size(); ++mod_num)
|
|
|
|
{
|
|
|
|
FBehavior *module = FBehavior::StaticModules[mod_num];
|
|
|
|
ProfileCollector prof;
|
|
|
|
prof.Module = module;
|
|
|
|
for (int i = 0; i < module->NumScripts; ++i)
|
|
|
|
{
|
|
|
|
prof.Index = i;
|
|
|
|
prof.ProfileData = &module->Scripts[i].ProfileData;
|
|
|
|
profiles.Push(prof);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ArrangeFunctionProfiles(TArray<ProfileCollector> &profiles)
|
|
|
|
{
|
|
|
|
for (unsigned int mod_num = 0; mod_num < FBehavior::StaticModules.Size(); ++mod_num)
|
|
|
|
{
|
|
|
|
FBehavior *module = FBehavior::StaticModules[mod_num];
|
|
|
|
ProfileCollector prof;
|
|
|
|
prof.Module = module;
|
|
|
|
for (int i = 0; i < module->NumFunctions; ++i)
|
|
|
|
{
|
2013-02-03 03:54:31 +00:00
|
|
|
ScriptFunction *func = (ScriptFunction *)module->Functions + i;
|
|
|
|
if (func->ImportNum == 0)
|
|
|
|
{
|
|
|
|
prof.Index = i;
|
|
|
|
prof.ProfileData = module->FunctionProfileData + i;
|
|
|
|
profiles.Push(prof);
|
|
|
|
}
|
2013-02-02 05:54:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-02-03 04:30:20 +00:00
|
|
|
void ClearProfiles(TArray<ProfileCollector> &profiles)
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < profiles.Size(); ++i)
|
|
|
|
{
|
|
|
|
profiles[i].ProfileData->Reset();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-02-02 05:54:15 +00:00
|
|
|
static int STACK_ARGS sort_by_total_instr(const void *a_, const void *b_)
|
|
|
|
{
|
|
|
|
const ProfileCollector *a = (const ProfileCollector *)a_;
|
|
|
|
const ProfileCollector *b = (const ProfileCollector *)b_;
|
|
|
|
|
|
|
|
assert(a != NULL && a->ProfileData != NULL);
|
|
|
|
assert(b != NULL && b->ProfileData != NULL);
|
|
|
|
return (int)(b->ProfileData->TotalInstr - a->ProfileData->TotalInstr);
|
|
|
|
}
|
|
|
|
|
2013-02-03 04:30:20 +00:00
|
|
|
static int STACK_ARGS sort_by_min(const void *a_, const void *b_)
|
|
|
|
{
|
|
|
|
const ProfileCollector *a = (const ProfileCollector *)a_;
|
|
|
|
const ProfileCollector *b = (const ProfileCollector *)b_;
|
|
|
|
|
|
|
|
return b->ProfileData->MinInstrPerRun - a->ProfileData->MinInstrPerRun;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int STACK_ARGS sort_by_max(const void *a_, const void *b_)
|
|
|
|
{
|
|
|
|
const ProfileCollector *a = (const ProfileCollector *)a_;
|
|
|
|
const ProfileCollector *b = (const ProfileCollector *)b_;
|
|
|
|
|
|
|
|
return b->ProfileData->MaxInstrPerRun - a->ProfileData->MaxInstrPerRun;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int STACK_ARGS sort_by_avg(const void *a_, const void *b_)
|
|
|
|
{
|
|
|
|
const ProfileCollector *a = (const ProfileCollector *)a_;
|
|
|
|
const ProfileCollector *b = (const ProfileCollector *)b_;
|
|
|
|
|
|
|
|
int a_avg = a->ProfileData->NumRuns == 0 ? 0 : int(a->ProfileData->TotalInstr / a->ProfileData->NumRuns);
|
|
|
|
int b_avg = b->ProfileData->NumRuns == 0 ? 0 : int(b->ProfileData->TotalInstr / b->ProfileData->NumRuns);
|
|
|
|
return b_avg - a_avg;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int STACK_ARGS sort_by_runs(const void *a_, const void *b_)
|
|
|
|
{
|
|
|
|
const ProfileCollector *a = (const ProfileCollector *)a_;
|
|
|
|
const ProfileCollector *b = (const ProfileCollector *)b_;
|
|
|
|
|
|
|
|
return b->ProfileData->NumRuns - a->ProfileData->NumRuns;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ShowProfileData(TArray<ProfileCollector> &profiles, long ilimit,
|
|
|
|
int (STACK_ARGS *sorter)(const void *, const void *), bool functions)
|
2013-02-02 05:54:15 +00:00
|
|
|
{
|
|
|
|
static const char *const typelabels[2] = { "script", "function" };
|
|
|
|
|
|
|
|
if (profiles.Size() == 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned int limit;
|
|
|
|
char modname[13];
|
|
|
|
char scriptname[21];
|
|
|
|
|
2013-02-03 04:30:20 +00:00
|
|
|
qsort(&profiles[0], profiles.Size(), sizeof(ProfileCollector), sorter);
|
2013-02-02 05:54:15 +00:00
|
|
|
|
|
|
|
if (ilimit > 0)
|
|
|
|
{
|
|
|
|
Printf(TEXTCOLOR_ORANGE "Top %ld %ss:\n", ilimit, typelabels[functions]);
|
|
|
|
limit = (unsigned int)ilimit;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf(TEXTCOLOR_ORANGE "All %ss:\n", typelabels[functions]);
|
|
|
|
limit = UINT_MAX;
|
|
|
|
}
|
|
|
|
|
2013-02-03 04:30:20 +00:00
|
|
|
Printf(TEXTCOLOR_YELLOW "Module %-20s Total Runs Avg Min Max\n", typelabels[functions]);
|
2013-02-02 05:54:15 +00:00
|
|
|
Printf(TEXTCOLOR_YELLOW "------------ -------------------- ---------- ------- ------- ------- -------\n");
|
|
|
|
for (unsigned int i = 0; i < limit && i < profiles.Size(); ++i)
|
|
|
|
{
|
|
|
|
ProfileCollector *prof = &profiles[i];
|
|
|
|
if (prof->ProfileData->NumRuns == 0)
|
|
|
|
{ // Don't list ones that haven't run.
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Module name
|
2013-02-22 18:16:23 +00:00
|
|
|
mysnprintf(modname, sizeof(modname), "%s", prof->Module->GetModuleName());
|
2013-02-03 04:30:20 +00:00
|
|
|
|
2013-02-02 05:54:15 +00:00
|
|
|
// Script/function name
|
|
|
|
if (functions)
|
|
|
|
{
|
|
|
|
DWORD *fnames = (DWORD *)prof->Module->FindChunk(MAKE_ID('F','N','A','M'));
|
|
|
|
if (prof->Index >= 0 && prof->Index < (int)LittleLong(fnames[2]))
|
|
|
|
{
|
|
|
|
mysnprintf(scriptname, sizeof(scriptname), "%s",
|
|
|
|
(char *)(fnames + 2) + LittleLong(fnames[3+prof->Index]));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mysnprintf(scriptname, sizeof(scriptname), "Function %d", prof->Index);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mysnprintf(scriptname, sizeof(scriptname), "%s",
|
|
|
|
ScriptPresentation(prof->Module->GetScriptPtr(prof->Index)->Number).GetChars() + 7);
|
|
|
|
}
|
|
|
|
Printf("%-12s %-20s%11llu%8u%8u%8u%8u\n",
|
|
|
|
modname, scriptname,
|
|
|
|
prof->ProfileData->TotalInstr,
|
|
|
|
prof->ProfileData->NumRuns,
|
2013-02-03 04:30:20 +00:00
|
|
|
unsigned(prof->ProfileData->TotalInstr / prof->ProfileData->NumRuns),
|
2013-02-02 05:54:15 +00:00
|
|
|
prof->ProfileData->MinInstrPerRun,
|
2013-02-03 04:30:20 +00:00
|
|
|
prof->ProfileData->MaxInstrPerRun
|
|
|
|
);
|
2013-02-02 05:54:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD(acsprofile)
|
|
|
|
{
|
2013-02-03 04:30:20 +00:00
|
|
|
static int (STACK_ARGS *sort_funcs[])(const void*, const void *) =
|
|
|
|
{
|
|
|
|
sort_by_total_instr,
|
|
|
|
sort_by_min,
|
|
|
|
sort_by_max,
|
|
|
|
sort_by_avg,
|
|
|
|
sort_by_runs
|
|
|
|
};
|
|
|
|
static const char *sort_names[] = { "total", "min", "max", "avg", "runs" };
|
|
|
|
static const BYTE sort_match_len[] = { 1, 2, 2, 1, 1 };
|
|
|
|
|
2013-02-02 05:54:15 +00:00
|
|
|
TArray<ProfileCollector> ScriptProfiles, FuncProfiles;
|
|
|
|
long limit = 10;
|
2013-02-03 04:30:20 +00:00
|
|
|
int (STACK_ARGS *sorter)(const void *, const void *) = sort_by_total_instr;
|
|
|
|
|
|
|
|
assert(countof(sort_names) == countof(sort_match_len));
|
2013-02-02 05:54:15 +00:00
|
|
|
|
|
|
|
ArrangeScriptProfiles(ScriptProfiles);
|
|
|
|
ArrangeFunctionProfiles(FuncProfiles);
|
|
|
|
|
|
|
|
if (argv.argc() > 1)
|
|
|
|
{
|
2013-02-03 04:30:20 +00:00
|
|
|
// `acsprofile clear` will zero all profiling information collected so far.
|
|
|
|
if (stricmp(argv[1], "clear") == 0)
|
|
|
|
{
|
|
|
|
ClearProfiles(ScriptProfiles);
|
|
|
|
ClearProfiles(FuncProfiles);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
for (int i = 1; i < argv.argc(); ++i)
|
|
|
|
{
|
|
|
|
// If it's a number, set the display limit.
|
|
|
|
char *endptr;
|
|
|
|
long num = strtol(argv[i], &endptr, 0);
|
|
|
|
if (endptr != argv[i])
|
|
|
|
{
|
|
|
|
limit = num;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
// If it's a name, set the sort method. We accept partial matches for
|
|
|
|
// options that are shorter than the sort name.
|
|
|
|
size_t optlen = strlen(argv[i]);
|
2013-02-22 18:16:23 +00:00
|
|
|
unsigned int j;
|
2013-02-03 04:30:20 +00:00
|
|
|
for (j = 0; j < countof(sort_names); ++j)
|
|
|
|
{
|
|
|
|
if (optlen < sort_match_len[j] || optlen > strlen(sort_names[j]))
|
|
|
|
{ // Too short or long to match.
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (strnicmp(argv[i], sort_names[j], optlen) == 0)
|
|
|
|
{
|
|
|
|
sorter = sort_funcs[j];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (j == countof(sort_names))
|
|
|
|
{
|
|
|
|
Printf("Unknown option '%s'\n", argv[i]);
|
|
|
|
Printf("acsprofile clear : Reset profiling information\n");
|
|
|
|
Printf("acsprofile [total|min|max|avg|runs] [<limit>]\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
2013-02-02 05:54:15 +00:00
|
|
|
}
|
|
|
|
|
2013-02-03 04:30:20 +00:00
|
|
|
ShowProfileData(ScriptProfiles, limit, sorter, false);
|
|
|
|
ShowProfileData(FuncProfiles, limit, sorter, true);
|
2013-02-02 05:54:15 +00:00
|
|
|
}
|