- Removed the r: ACS print cast. You can do it yourself with s: and an array.

- Changed all the bool arguments to the ACS ReplaceTextures and SectorDamage
  commands with a single flags argument. SectorDamage also gained extended
  functionality: you can now make it hurt only players, only non-players, or
  both. Previously, hurting only non-players was not possible.
- Added the HUDMSG_COLORSTRING flag for ACS hudmessages. If you OR it in with
  the message type, the color will be treated as a string naming the color
  you want to use, so now you can use custom colors with hudmessages.


SVN r318 (trunk)
This commit is contained in:
Randy Heit 2006-09-01 01:08:27 +00:00
parent a2fbb8c880
commit c87be34b08
3 changed files with 62 additions and 33 deletions

View file

@ -1,3 +1,13 @@
August 31, 2006
- Removed the r: ACS print cast. You can do it yourself with s: and an array.
- Changed all the bool arguments to the ACS ReplaceTextures and SectorDamage
commands with a single flags argument. SectorDamage also gained extended
functionality: you can now make it hurt only players, only non-players, or
both. Previously, hurting only non-players was not possible.
- Added the HUDMSG_COLORSTRING flag for ACS hudmessages. If you OR it in with
the message type, the color will be treated as a string naming the color
you want to use, so now you can use custom colors with hudmessages.
August 30, 2006
- Added the FNameNoInit class that is exactly like FName except it does not
initialize its index, so it can be used from inside Actors without

View file

@ -75,8 +75,23 @@ FRandom pr_acs ("ACS");
#define CLAMPCOLOR(c) (EColorRange)((unsigned)(c) >= NUM_TEXT_COLORS ? CR_UNTRANSLATED : (c))
#define HUDMSG_LOG (0x80000000)
#define HUDMSG_COLORSTRING (0x40000000)
#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
// Flags for ReplaceTextures
#define NOT_BOTTOM 1
#define NOT_MIDDLE 2
#define NOT_TOP 4
#define NOT_FLOOR 8
#define NOT_CEILING 16
// Flags for SectorDamage
#define DAMAGE_PLAYERS 1
#define DAMAGE_NONPLAYERS 2
#define DAMAGE_IN_AIR 4
#define DAMAGE_SUBCLASSES_PROTECT 8
struct CallReturn
{
ScriptFunction *ReturnFunction;
@ -1845,7 +1860,7 @@ void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
}
}
void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, BOOL not_lower, BOOL not_mid, BOOL not_upper, BOOL not_floor, BOOL not_ceil)
void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, int flags)
{
const char *fromname = FBehavior::StaticLookupString (fromnamei);
const char *toname = FBehavior::StaticLookupString (tonamei);
@ -1854,7 +1869,7 @@ void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, BOOL not_lower,
if (fromname == NULL)
return;
if (!(not_lower | not_mid | not_upper))
if ((flags ^ (NOT_BOTTOM | NOT_MIDDLE | NOT_TOP)) != 0)
{
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
@ -1863,12 +1878,12 @@ void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, BOOL not_lower,
{
side_t *wal = &sides[i];
if (!not_lower && wal->bottomtexture == picnum1) wal->bottomtexture = picnum2;
if (!not_mid && wal->midtexture == picnum1) wal->midtexture = picnum2;
if (!not_upper && wal->toptexture == picnum1) wal->toptexture = picnum2;
if (!(flags & NOT_BOTTOM) && wal->bottomtexture == picnum1) wal->bottomtexture = picnum2;
if (!(flags & NOT_MIDDLE) && wal->midtexture == picnum1) wal->midtexture = picnum2;
if (!(flags & NOT_TOP) && wal->toptexture == picnum1) wal->toptexture = picnum2;
}
}
if (!(not_floor | not_ceil))
if ((flags ^ (NOT_FLOOR | NOT_CEILING)) != 0)
{
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
@ -1877,8 +1892,8 @@ void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, BOOL not_lower,
{
sector_t *sec = &sectors[i];
if (!not_floor && sec->floorpic == picnum1) sec->floorpic = picnum2;
if (!not_ceil && sec->ceilingpic == picnum1) sec->ceilingpic = picnum2;
if (!(flags & NOT_FLOOR) && sec->floorpic == picnum1) sec->floorpic = picnum2;
if (!(flags & NOT_CEILING) && sec->ceilingpic == picnum1) sec->ceilingpic = picnum2;
}
}
}
@ -3701,12 +3716,6 @@ int DLevelScript::RunScript ()
}
break;
case PCD_PRINTCOLOR:
work += TEXTCOLOR_ESCAPE;
work += 'A' + char(CLAMPCOLOR(STACK(1)));
sp--;
break;
// [JB] Print map character array
case PCD_PRINTMAPCHARARRAY:
{
@ -3808,13 +3817,22 @@ int DLevelScript::RunScript ()
{
int type = Stack[optstart-6];
int id = Stack[optstart-5];
EColorRange color = CLAMPCOLOR(Stack[optstart-4]);
EColorRange color;
float x = FIXED2FLOAT(Stack[optstart-3]);
float y = FIXED2FLOAT(Stack[optstart-2]);
float holdTime = FIXED2FLOAT(Stack[optstart-1]);
DHUDMessage *msg;
switch (type & ~HUDMSG_LOG)
if (type & HUDMSG_COLORSTRING)
{
color = V_FindFontColor(FBehavior::StaticLookupString(Stack[optstart-4]));
}
else
{
color = CLAMPCOLOR(Stack[optstart-4]);
}
switch (type & 0xFFFF)
{
default: // normal
msg = new DHUDMessage (work, x, y, hudwidth, hudheight, color, holdTime);
@ -4018,8 +4036,8 @@ int DLevelScript::RunScript ()
break;
case PCD_REPLACETEXTURES:
ReplaceTextures (STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
sp -= 7;
ReplaceTextures (STACK(3), STACK(2), STACK(1));
sp -= 3;
break;
case PCD_SETLINEBLOCKING:
@ -4951,15 +4969,13 @@ int DLevelScript::RunScript ()
case PCD_SECTORDAMAGE:
{
int tag = STACK(7);
int amount = STACK(6);
FName type = FBehavior::StaticLookupString(STACK(5));
BOOL playersOnly = STACK(4);
BOOL inAirToo = STACK(3);
int tag = STACK(5);
int amount = STACK(4);
FName type = FBehavior::StaticLookupString(STACK(3));
FName protection = FName (FBehavior::StaticLookupString(STACK(2)), true);
const PClass *protectClass = PClass::FindClass (protection);
BOOL subclassesOkay = STACK(1);
sp -= 7;
int flags = STACK(1);
sp -= 5;
// Oh, give me custom damage types! :-)
int modtype;
@ -4986,15 +5002,18 @@ int DLevelScript::RunScript ()
if (!(actor->flags & MF_SHOOTABLE))
continue;
if (playersOnly && actor->player == NULL)
if (!(flags & DAMAGE_NONPLAYERS) && actor->player == NULL)
continue;
if (!inAirToo && actor->z != sec->floorplane.ZatPoint (actor->x, actor->y) && !actor->waterlevel)
if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
continue;
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint (actor->x, actor->y) && !actor->waterlevel)
continue;
if (protectClass != NULL)
{
if (!subclassesOkay)
if (!(flags & DAMAGE_SUBCLASSES_PROTECT))
{
if (actor->FindInventory (protectClass))
continue;

View file

@ -535,7 +535,7 @@ public:
PCD_CHANGELEVEL,
PCD_SECTORDAMAGE,
PCD_REPLACETEXTURES,
/*330*/ PCD_PRINTCOLOR,
/*330*/
PCODE_COMMAND_COUNT
};
@ -659,7 +659,7 @@ protected:
static void ChangeFlat (int tag, int name, bool floorOrCeiling);
static int CountPlayers ();
static void SetLineTexture (int lineid, int side, int position, int name);
static void ReplaceTextures (int fromname, int toname, BOOL notUpper, BOOL notMid, BOOL notLower, BOOL notFloor, BOOL notCeil);
static void ReplaceTextures (int fromname, int toname, int flags);
static int DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle);
static int DoSpawnSpot (int type, int spot, int tid, int angle);
static int DoSpawnSpotFacing (int type, int spot, int tid);