- Fixed: Hexen's fighter's skull has a different animation than Heretic's so it needs to be a separate class.

- Added an option to parse lumps named ZMAPINFO in place of MAPINFO. Any MAPINFO lumps in files containing
  a ZMAPINFO lump will be completely ignored. This is to allow ZDoom specific definitions which are incompatible 
  with other engines capable of reading MAPINFO. Any ZMAPINFO lump must be in the new MAPINFO format.



SVN r2208 (trunk)
This commit is contained in:
Christoph Oelckers 2010-03-13 08:28:13 +00:00
parent cf06cd68bc
commit c191d95110
5 changed files with 84 additions and 5 deletions

View file

@ -68,9 +68,9 @@ struct FMapInfoParser
int format_type;
bool HexenHack;
FMapInfoParser()
FMapInfoParser(int format = FMT_Unknown)
{
format_type = FMT_Unknown;
format_type = format;
HexenHack = false;
}

View file

@ -1929,10 +1929,23 @@ void G_ParseMapInfo (const char *basemapinfo)
parse.ParseMapInfo(Wads.GetNumForFullName(basemapinfo), gamedefaults, defaultinfo);
}
static const char *mapinfonames[] = { "MAPINFO", "ZMAPINFO", NULL };
int nindex;
// Parse any extra MAPINFOs.
while ((lump = Wads.FindLump ("MAPINFO", &lastlump)) != -1)
while ((lump = Wads.FindLumpMulti (mapinfonames, &lastlump, false, &nindex)) != -1)
{
FMapInfoParser parse;
if (nindex == 0)
{
// If this lump is named MAPINFO we need to check if the same WAD contains a ZMAPINFO lump.
// If that exists we need to skip this one.
int wad = Wads.GetLumpFile(lump);
int altlump = Wads.CheckNumForName("ZMAPINFO", ns_global, wad, true);
if (altlump >= 0) continue;
}
FMapInfoParser parse(nindex == 1? FMapInfoParser::FMT_New : FMapInfoParser::FMT_Unknown);
level_info_t defaultinfo;
parse.ParseMapInfo(lump, gamedefaults, defaultinfo);
}

View file

@ -848,6 +848,46 @@ int FWadCollection::FindLump (const char *name, int *lastlump, bool anyns)
return -1;
}
//==========================================================================
//
// W_FindLumpMulti
//
// Find a named lump. Specifically allows duplicates for merging of e.g.
// SNDINFO lumps. Returns everything having one of the passed names.
//
//==========================================================================
int FWadCollection::FindLumpMulti (const char **names, int *lastlump, bool anyns, int *nameindex)
{
LumpRecord *lump_p;
assert(lastlump != NULL && *lastlump >= 0);
lump_p = &LumpInfo[*lastlump];
while (lump_p < &LumpInfo[NumLumps])
{
FResourceLump *lump = lump_p->lump;
if (anyns || lump->Namespace == ns_global)
{
for(const char **name = names; *name != NULL; name++)
{
if (!strnicmp(*name, lump->Name, 8))
{
int lump = int(lump_p - &LumpInfo[0]);
*lastlump = lump + 1;
if (nameindex != NULL) *nameindex = int(name - names);
return lump;
}
}
}
lump_p++;
}
*lastlump = NumLumps;
return -1;
}
//==========================================================================
//
// W_CheckLumpName

View file

@ -182,6 +182,7 @@ public:
FileReader * GetFileReader(int wadnum); // Gets a FileReader object to the entire WAD
int FindLump (const char *name, int *lastlump, bool anyns=false); // [RH] Find lumps with duplication
int FindLumpMulti (const char **names, int *lastlump, bool anyns = false, int *nameindex = NULL); // same with multiple possible names
bool CheckLumpName (int lump, const char *name); // [RH] True if lump's name == name
static DWORD LumpNameHash (const char *name); // [RH] Create hash key from an 8-char name

View file

@ -64,7 +64,7 @@ ACTOR FighterPlayer : PlayerPawn
Stop
XDeath:
PLAY O 5 A_PlayerScream
PLAY P 5 A_SkullPop
PLAY P 5 A_SkullPop("BloodyFighterSkull")
PLAY R 5 A_NoBlocking
PLAY STUV 5
PLAY W -1
@ -99,3 +99,28 @@ ACTOR FighterPlayer : PlayerPawn
}
}
// The fighter's bloody skull --------------------------------------------------------------
Actor BloodyFighterSkull : PlayerChunk
{
Game Hexen
Radius 4
Height 4
+NOBLOCKMAP
+DROPOFF
+LOWGRAVITY
+CANNOTPUSH
+SKYEXPLODE
+NOBLOCKMONST
+NOSKIN
States
{
Spawn:
BSKL A 0
BSKL ABCDFGH 5 A_CheckFloor("Hit")
Goto Spawn+1
Hit:
BSKL I 16 A_CheckPlayerDone
Wait
}
}