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https://github.com/ZDoom/gzdoom.git
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- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. SVN r956 (trunk)
This commit is contained in:
parent
80aebe9044
commit
d5563fe478
19 changed files with 343 additions and 173 deletions
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@ -1,3 +1,9 @@
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May 8, 2008 (Changes by Graf Zahl)
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- Changed all thing coordinates that were stored as shorts into fixed_t.
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- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
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that it is easier to add new features in the UDMF map format.
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- Added some initial code to read UDMF maps.
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May 2, 2008 (Changes by Graf Zahl)
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- Split off the slope creation code from p_Setup.cpp into its own file.
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- Separated the linedef activation types into a bit mask that allows combination
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@ -665,7 +665,7 @@ public:
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// no matter what (even if shot)
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player_s *player; // only valid if type of APlayerPawn
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TObjPtr<AActor> LastLookActor; // Actor last looked for (if TIDtoHate != 0)
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WORD SpawnPoint[3]; // For nightmare respawn
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fixed_t SpawnPoint[3]; // For nightmare respawn
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WORD SpawnAngle;
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int skillrespawncount;
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TObjPtr<AActor> tracer; // Thing being chased/attacked for tracers
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@ -29,6 +29,7 @@
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// Some global defines, that configure the game.
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#include "doomdef.h"
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#include "m_swap.h"
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@ -55,12 +56,16 @@ enum
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ML_BLOCKMAP, // LUT, motion clipping, walls/grid element
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ML_BEHAVIOR, // [RH] Hexen-style scripts. If present, THINGS
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// and LINEDEFS are also Hexen-style.
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ML_CONVERSATION, // Strife dialog (only for TEXTMAP format)
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ML_MAX,
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// [RH] These are compressed (and extended) nodes. They combine the data from
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// vertexes, segs, ssectors, and nodes into a single lump.
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ML_ZNODES = ML_NODES,
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ML_GLZNODES = ML_SSECTORS
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ML_GLZNODES = ML_SSECTORS,
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// for text map format
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ML_TEXTMAP = ML_THINGS,
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};
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@ -248,7 +253,7 @@ typedef struct
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} mapthing_t;
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// [RH] Hexen-compatible MapThing.
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typedef struct MapThing
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typedef struct
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{
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unsigned short thingid;
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short x;
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@ -259,9 +264,37 @@ typedef struct MapThing
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short flags;
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BYTE special;
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BYTE args[5];
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} mapthinghexen_t;
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// Internal representation of a mapthing
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struct FMapThing
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{
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unsigned short thingid;
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fixed_t x;
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fixed_t y;
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fixed_t z;
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short angle;
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short type;
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short flags;
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short special;
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int args[5];
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void Serialize (FArchive &);
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} mapthing2_t;
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FMapThing &operator =(mapthinghexen_t &mt)
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{
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thingid = mt.thingid;
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x = LittleShort(mt.x)<<FRACBITS;
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y = LittleShort(mt.y)<<FRACBITS;
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z = LittleShort(mt.z)<<FRACBITS;
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angle = LittleShort(mt.angle);
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type = LittleShort(mt.type);
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flags = LittleShort(mt.flags);
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special = mt.special;
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for(int i=0;i<5;i++) args[i] = mt.args[i];
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return *this;
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}
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};
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// [RH] MapThing flags.
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@ -188,10 +188,10 @@ extern bool playeringame[MAXPLAYERS];
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// Player spawn spots for deathmatch.
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extern TArray<mapthing2_t> deathmatchstarts;
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extern TArray<FMapThing> deathmatchstarts;
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// Player spawn spots.
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extern mapthing2_t playerstarts[MAXPLAYERS];
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extern FMapThing playerstarts[MAXPLAYERS];
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// Intermission stats.
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// Parameters for world map / intermission.
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@ -1236,20 +1236,20 @@ void G_PlayerReborn (int player)
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//
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// G_CheckSpot
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// Returns false if the player cannot be respawned
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// at the given mapthing2_t spot
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// at the given mapthing spot
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// because something is occupying it
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//
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bool G_CheckSpot (int playernum, mapthing2_t *mthing)
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bool G_CheckSpot (int playernum, FMapThing *mthing)
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{
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fixed_t x;
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fixed_t y;
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fixed_t z, oldz;
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int i;
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x = mthing->x << FRACBITS;
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y = mthing->y << FRACBITS;
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z = mthing->z << FRACBITS;
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x = mthing->x;
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y = mthing->y;
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z = mthing->z;
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z += P_PointInSector (x, y)->floorplane.ZatPoint (x, y);
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@ -1288,8 +1288,8 @@ bool G_CheckSpot (int playernum, mapthing2_t *mthing)
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// called at level load and each death
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//
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// [RH] Returns the distance of the closest player to the given mapthing2_t.
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static fixed_t PlayersRangeFromSpot (mapthing2_t *spot)
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// [RH] Returns the distance of the closest player to the given mapthing
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static fixed_t PlayersRangeFromSpot (FMapThing *spot)
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{
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fixed_t closest = INT_MAX;
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fixed_t distance;
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@ -1300,8 +1300,8 @@ static fixed_t PlayersRangeFromSpot (mapthing2_t *spot)
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if (!playeringame[i] || !players[i].mo || players[i].health <= 0)
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continue;
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distance = P_AproxDistance (players[i].mo->x - spot->x * FRACUNIT,
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players[i].mo->y - spot->y * FRACUNIT);
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distance = P_AproxDistance (players[i].mo->x - spot->x,
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players[i].mo->y - spot->y);
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if (distance < closest)
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closest = distance;
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@ -1311,10 +1311,10 @@ static fixed_t PlayersRangeFromSpot (mapthing2_t *spot)
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}
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// [RH] Select the deathmatch spawn spot farthest from everyone.
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static mapthing2_t *SelectFarthestDeathmatchSpot (size_t selections)
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static FMapThing *SelectFarthestDeathmatchSpot (size_t selections)
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{
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fixed_t bestdistance = 0;
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mapthing2_t *bestspot = NULL;
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FMapThing *bestspot = NULL;
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unsigned int i;
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for (i = 0; i < selections; i++)
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}
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// [RH] Select a deathmatch spawn spot at random (original mechanism)
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static mapthing2_t *SelectRandomDeathmatchSpot (int playernum, unsigned int selections)
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static FMapThing *SelectRandomDeathmatchSpot (int playernum, unsigned int selections)
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{
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unsigned int i, j;
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void G_DeathMatchSpawnPlayer (int playernum)
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{
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unsigned int selections;
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mapthing2_t *spot;
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FMapThing *spot;
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selections = deathmatchstarts.Size ();
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// [RH] We can get by with just 1 deathmatch start
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@ -279,8 +279,8 @@ void P_TeleportToPlayerStarts (AActor *victim)
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selections++;
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}
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i = pr_telestarts() % selections;
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destX = playerstarts[i].x << FRACBITS;
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destY = playerstarts[i].y << FRACBITS;
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destX = playerstarts[i].x;
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destY = playerstarts[i].y;
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destAngle = ANG45 * (playerstarts[i].angle/45);
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P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false);
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}
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if (selections > 0)
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{
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i = pr_teledm() % selections;
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destX = deathmatchstarts[i].x << FRACBITS;
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destY = deathmatchstarts[i].y << FRACBITS;
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destX = deathmatchstarts[i].x;
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destY = deathmatchstarts[i].y;
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destAngle = ANG45 * (deathmatchstarts[i].angle/45);
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P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false);
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}
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@ -48,14 +48,14 @@ bool AArtiTeleport::Use (bool pickup)
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{
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unsigned int selections = deathmatchstarts.Size ();
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unsigned int i = pr_tele() % selections;
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destX = deathmatchstarts[i].x << FRACBITS;
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destY = deathmatchstarts[i].y << FRACBITS;
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destX = deathmatchstarts[i].x;
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destY = deathmatchstarts[i].y;
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destAngle = ANG45 * (deathmatchstarts[i].angle/45);
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}
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else
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{
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destX = playerstarts[Owner->player - players].x << FRACBITS;
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destY = playerstarts[Owner->player - players].y << FRACBITS;
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destX = playerstarts[Owner->player - players].x;
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destY = playerstarts[Owner->player - players].y;
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destAngle = ANG45 * (playerstarts[Owner->player - players].angle/45);
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}
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P_Teleport (Owner, destX, destY, ONFLOORZ, destAngle, true, true, false);
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fixed_t _x, _y;
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sector_t *sec;
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_x = self->SpawnPoint[0] << FRACBITS;
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_y = self->SpawnPoint[1] << FRACBITS;
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_x = self->SpawnPoint[0];
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_y = self->SpawnPoint[1];
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sec = P_PointInSector (_x, _y);
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self->SetOrigin (_x, _y, sec->floorplane.ZatPoint (_x, _y));
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if (self->flags & MF_SPAWNCEILING)
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{
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self->z = self->ceilingz - self->height - (self->SpawnPoint[2] << FRACBITS);
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self->z = self->ceilingz - self->height - self->SpawnPoint[2];
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}
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else if (self->flags2 & MF2_SPAWNFLOAT)
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{
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}
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else
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{
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self->z = (self->SpawnPoint[2] << FRACBITS) + self->floorz;
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self->z = self->SpawnPoint[2] + self->floorz;
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if (self->flags2 & MF2_FLOATBOB)
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{
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self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
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@ -39,10 +39,13 @@ bool APuzzleItem::Use (bool pickup)
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}
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// [RH] Always play the sound if the use fails.
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S_Sound (Owner, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE);
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const char *message = GetClass()->Meta.GetMetaString (AIMETA_PuzzFailMessage);
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if (message != NULL && *message=='$') message = GStrings[message + 1];
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if (message == NULL) message = GStrings("TXT_USEPUZZLEFAILED");
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C_MidPrintBold (message);
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if (Owner != NULL && Owner->CheckLocalView (consoleplayer))
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{
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const char *message = GetClass()->Meta.GetMetaString (AIMETA_PuzzFailMessage);
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if (message != NULL && *message=='$') message = GStrings[message + 1];
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if (message == NULL) message = GStrings("TXT_USEPUZZLEFAILED");
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C_MidPrintBold (message);
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}
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return false;
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}
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@ -220,3 +220,35 @@ xx(MapSpot)
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xx(PatrolPoint)
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xx(PatrolSpecial)
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xx(Communicator)
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// Textmap properties
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//xx(X)
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//xx(Y)
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//xx(Z)
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//xx(Tid)
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//xx(Angle)
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xx(Type)
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//xx(Special)
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xx(Arg0)
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xx(Arg1)
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xx(Arg2)
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xx(Arg3)
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xx(Arg4)
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xx(Id)
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xx(V1)
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xx(V2)
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xx(Frontside)
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xx(Backside)
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xx(Offsetx)
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xx(Offsety)
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xx(Texturetop)
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xx(Texturebottom)
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xx(Texturemiddle)
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xx(Sector)
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xx(Floorheight)
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xx(Ceilingheight)
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xx(Lightlevel)
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xx(Tag)
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xx(Floorpic)
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xx(Ceilingpic)
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@ -124,12 +124,12 @@ void P_AdjustLine (line_t *line);
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static bool P_LoadBloodMap (BYTE *data, size_t len, mapthing2_t **sprites, int *numsprites);
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static bool P_LoadBloodMap (BYTE *data, size_t len, FMapThing **sprites, int *numsprites);
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static void LoadSectors (sectortype *bsectors);
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static void LoadWalls (walltype *walls, int numwalls, sectortype *bsectors);
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static int LoadSprites (spritetype *sprites, int numsprites, sectortype *bsectors, mapthing2_t *mapthings);
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static int LoadSprites (spritetype *sprites, int numsprites, sectortype *bsectors, FMapThing *mapthings);
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static vertex_t *FindVertex (fixed_t x, fixed_t y);
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static void CreateStartSpot (fixed_t *pos, mapthing2_t *start);
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static void CreateStartSpot (fixed_t *pos, FMapThing *start);
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static void CalcPlane (SlopeWork &slope, secplane_t &plane);
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static void Decrypt (void *to, const void *from, int len, int key);
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@ -147,7 +147,7 @@ static void Decrypt (void *to, const void *from, int len, int key);
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//
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//==========================================================================
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bool P_LoadBuildMap (BYTE *data, size_t len, mapthing2_t **sprites, int *numspr)
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bool P_LoadBuildMap (BYTE *data, size_t len, FMapThing **sprites, int *numspr)
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{
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if (len < 26)
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{
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@ -178,7 +178,7 @@ bool P_LoadBuildMap (BYTE *data, size_t len, mapthing2_t **sprites, int *numspr)
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(sectortype *)(data + 22));
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numsprites = *(WORD *)(data + 24 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype));
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*sprites = new mapthing2_t[numsprites + 1];
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*sprites = new FMapThing[numsprites + 1];
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CreateStartSpot ((fixed_t *)(data + 4), *sprites);
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*numspr = 1 + LoadSprites ((spritetype *)(data + 26 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)),
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numsprites, (sectortype *)(data + 22), *sprites + 1);
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@ -192,7 +192,7 @@ bool P_LoadBuildMap (BYTE *data, size_t len, mapthing2_t **sprites, int *numspr)
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//
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//==========================================================================
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static bool P_LoadBloodMap (BYTE *data, size_t len, mapthing2_t **mapthings, int *numspr)
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static bool P_LoadBloodMap (BYTE *data, size_t len, FMapThing **mapthings, int *numspr)
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{
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BYTE infoBlock[37];
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int mapver = data[5];
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@ -303,7 +303,7 @@ static bool P_LoadBloodMap (BYTE *data, size_t len, mapthing2_t **mapthings, int
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// BUILD info from the map we need. (Sprites are ignored.)
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LoadSectors (bsec);
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LoadWalls (bwal, numWalls, bsec);
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*mapthings = new mapthing2_t[numsprites + 1];
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*mapthings = new FMapThing[numsprites + 1];
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CreateStartSpot ((fixed_t *)infoBlock, *mapthings);
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*numspr = 1 + LoadSprites (bspr, numsprites, bsec, *mapthings + 1);
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@ -606,7 +606,7 @@ static void LoadWalls (walltype *walls, int numwalls, sectortype *bsec)
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//==========================================================================
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static int LoadSprites (spritetype *sprites, int numsprites, sectortype *bsectors,
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mapthing2_t *mapthings)
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FMapThing *mapthings)
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{
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char name[9];
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int picnum;
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@ -621,9 +621,9 @@ static int LoadSprites (spritetype *sprites, int numsprites, sectortype *bsector
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picnum = TexMan.GetTexture (name, FTexture::TEX_Build);
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mapthings[count].thingid = 0;
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mapthings[count].x = (short)(sprites[i].x >> 4);
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mapthings[count].y = -(short)(sprites[i].y >> 4);
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mapthings[count].z = (short)((bsectors[sprites[i].sectnum].floorz - sprites[i].z) >> 8);
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mapthings[count].x = (sprites[i].x << 12);
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mapthings[count].y = -(sprites[i].y << 12);
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mapthings[count].z = (bsectors[sprites[i].sectnum].floorz - sprites[i].z) << 8;
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mapthings[count].angle = (((2048-sprites[i].ang) & 2047) * 360) >> 11;
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mapthings[count].type = 9988;
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mapthings[count].flags = MTF_FIGHTER|MTF_CLERIC|MTF_MAGE|MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH|MTF_EASY|MTF_NORMAL|MTF_HARD;
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@ -671,12 +671,12 @@ vertex_t *FindVertex (fixed_t x, fixed_t y)
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//
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//==========================================================================
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static void CreateStartSpot (fixed_t *pos, mapthing2_t *start)
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static void CreateStartSpot (fixed_t *pos, FMapThing *start)
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{
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short angle = LittleShort(*(WORD *)(&pos[3]));
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mapthing2_t mt =
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FMapThing mt =
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{
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0, short(LittleLong(pos[0])>>4), short((-LittleLong(pos[1]))>>4), 0,// tid, x, y, z
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0, (LittleLong(pos[0])<<12), ((-LittleLong(pos[1]))<<12), 0,// tid, x, y, z
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short(Scale ((2048-angle)&2047, 360, 2048)), 1, // angle, type
|
||||
7|MTF_SINGLE|224, // flags
|
||||
// special and args are 0
|
||||
|
|
|
@ -51,6 +51,7 @@
|
|||
#include "p_enemy.h"
|
||||
#include "gstrings.h"
|
||||
#include "sound/i_music.h"
|
||||
#include "p_setup.h"
|
||||
|
||||
// The conversations as they exist inside a SCRIPTxx lump.
|
||||
struct Response
|
||||
|
@ -107,8 +108,9 @@ static int ConversationPauseTic;
|
|||
static bool ShowGold;
|
||||
|
||||
static void LoadScriptFile (const char *name);
|
||||
static FStrifeDialogueNode *ReadRetailNode (FWadLump *lump, DWORD &prevSpeakerType);
|
||||
static FStrifeDialogueNode *ReadTeaserNode (FWadLump *lump, DWORD &prevSpeakerType);
|
||||
static void LoadScriptFile(FileReader *lump, int numnodes);
|
||||
static FStrifeDialogueNode *ReadRetailNode (FileReader *lump, DWORD &prevSpeakerType);
|
||||
static FStrifeDialogueNode *ReadTeaserNode (FileReader *lump, DWORD &prevSpeakerType);
|
||||
static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses);
|
||||
static void DrawConversationMenu ();
|
||||
static void PickConversationReply ();
|
||||
|
@ -148,16 +150,25 @@ static const PClass *GetStrifeType (int typenum)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
void P_LoadStrifeConversations (const char *mapname)
|
||||
void P_LoadStrifeConversations (MapData *map, const char *mapname)
|
||||
{
|
||||
if (strnicmp (mapname, "MAP", 3) != 0)
|
||||
if (map->Size(ML_CONVERSATION) > 0)
|
||||
{
|
||||
return;
|
||||
LoadScriptFile ("SCRIPT00");
|
||||
map->Seek(ML_CONVERSATION);
|
||||
LoadScriptFile (map->file, map->Size(ML_CONVERSATION));
|
||||
}
|
||||
char scriptname[9] = { 'S','C','R','I','P','T',mapname[3],mapname[4],0 };
|
||||
else
|
||||
{
|
||||
if (strnicmp (mapname, "MAP", 3) != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
char scriptname[9] = { 'S','C','R','I','P','T',mapname[3],mapname[4],0 };
|
||||
|
||||
LoadScriptFile ("SCRIPT00");
|
||||
LoadScriptFile (scriptname);
|
||||
LoadScriptFile ("SCRIPT00");
|
||||
LoadScriptFile (scriptname);
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -216,17 +227,23 @@ static char *ncopystring (const char *string)
|
|||
static void LoadScriptFile (const char *name)
|
||||
{
|
||||
int lumpnum = Wads.CheckNumForName (name);
|
||||
int numnodes, i;
|
||||
DWORD prevSpeakerType;
|
||||
FStrifeDialogueNode *node;
|
||||
FWadLump *lump;
|
||||
FileReader *lump;
|
||||
|
||||
if (lumpnum < 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
lump = Wads.ReopenLumpNum (lumpnum);
|
||||
|
||||
LoadScriptFile(lump, Wads.LumpLength(lumpnum));
|
||||
}
|
||||
|
||||
static void LoadScriptFile(FileReader *lump, int numnodes)
|
||||
{
|
||||
int i;
|
||||
DWORD prevSpeakerType;
|
||||
FStrifeDialogueNode *node;
|
||||
|
||||
numnodes = Wads.LumpLength (lumpnum);
|
||||
if (!(gameinfo.flags & GI_SHAREWARE))
|
||||
{
|
||||
// Strife scripts are always a multiple of 1516 bytes because each entry
|
||||
|
@ -247,7 +264,6 @@ static void LoadScriptFile (const char *name)
|
|||
numnodes /= 1488;
|
||||
}
|
||||
|
||||
lump = Wads.ReopenLumpNum (lumpnum);
|
||||
prevSpeakerType = 0;
|
||||
|
||||
for (i = 0; i < numnodes; ++i)
|
||||
|
@ -273,7 +289,7 @@ static void LoadScriptFile (const char *name)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
static FStrifeDialogueNode *ReadRetailNode (FWadLump *lump, DWORD &prevSpeakerType)
|
||||
static FStrifeDialogueNode *ReadRetailNode (FileReader *lump, DWORD &prevSpeakerType)
|
||||
{
|
||||
FStrifeDialogueNode *node;
|
||||
Speech speech;
|
||||
|
@ -343,7 +359,7 @@ static FStrifeDialogueNode *ReadRetailNode (FWadLump *lump, DWORD &prevSpeakerTy
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
static FStrifeDialogueNode *ReadTeaserNode (FWadLump *lump, DWORD &prevSpeakerType)
|
||||
static FStrifeDialogueNode *ReadTeaserNode (FileReader *lump, DWORD &prevSpeakerType)
|
||||
{
|
||||
FStrifeDialogueNode *node;
|
||||
TeaserSpeech speech;
|
||||
|
|
|
@ -65,7 +65,9 @@ extern TArray<FStrifeDialogueNode *> StrifeDialogues;
|
|||
// initialized as part of the actor's setup in infodefaults.cpp.
|
||||
extern const PClass *StrifeTypes[1001];
|
||||
|
||||
void P_LoadStrifeConversations (const char *mapname);
|
||||
struct MapData;
|
||||
|
||||
void P_LoadStrifeConversations (MapData *map, const char *mapname);
|
||||
void P_FreeStrifeConversations ();
|
||||
|
||||
void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveangle);
|
||||
|
|
|
@ -87,7 +87,7 @@ void P_UnPredictPlayer ();
|
|||
|
||||
extern fixed_t FloatBobOffsets[64];
|
||||
|
||||
APlayerPawn *P_SpawnPlayer (mapthing2_t* mthing, bool tempplayer=false);
|
||||
APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer=false);
|
||||
|
||||
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
|
||||
int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);
|
||||
|
|
|
@ -414,7 +414,7 @@ void AActor::Serialize (FArchive &arc)
|
|||
}
|
||||
}
|
||||
|
||||
void MapThing::Serialize (FArchive &arc)
|
||||
void FMapThing::Serialize (FArchive &arc)
|
||||
{
|
||||
arc << thingid << x << y << z << angle << type << flags << special
|
||||
<< args[0] << args[1] << args[2] << args[3] << args[4];
|
||||
|
@ -2185,19 +2185,19 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
else if (info->flags2 & MF2_SPAWNFLOAT)
|
||||
z = FLOATRANDZ;
|
||||
else if (info->flags2 & MF2_FLOATBOB)
|
||||
z = mobj->SpawnPoint[2] << FRACBITS;
|
||||
z = mobj->SpawnPoint[2];
|
||||
else
|
||||
z = ONFLOORZ;
|
||||
|
||||
// spawn it
|
||||
x = mobj->SpawnPoint[0] << FRACBITS;
|
||||
y = mobj->SpawnPoint[1] << FRACBITS;
|
||||
x = mobj->SpawnPoint[0];
|
||||
y = mobj->SpawnPoint[1];
|
||||
mo = Spawn (RUNTIME_TYPE(mobj), x, y, z, NO_REPLACE);
|
||||
|
||||
if (z == ONFLOORZ)
|
||||
mo->z += mo->SpawnPoint[2] << FRACBITS;
|
||||
mo->z += mo->SpawnPoint[2];
|
||||
else if (z == ONCEILINGZ)
|
||||
mo->z -= mo->SpawnPoint[2] << FRACBITS;
|
||||
mo->z -= mo->SpawnPoint[2];
|
||||
|
||||
// something is occupying its position?
|
||||
if (!P_TestMobjLocation (mo))
|
||||
|
@ -3252,8 +3252,8 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
actor->ceilingsector = actor->Sector;
|
||||
}
|
||||
|
||||
actor->SpawnPoint[0] = ix >> FRACBITS;
|
||||
actor->SpawnPoint[1] = iy >> FRACBITS;
|
||||
actor->SpawnPoint[0] = ix;
|
||||
actor->SpawnPoint[1] = iy;
|
||||
|
||||
if (iz == ONFLOORZ)
|
||||
{
|
||||
|
@ -3278,7 +3278,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
}
|
||||
else
|
||||
{
|
||||
actor->SpawnPoint[2] = (actor->z - actor->floorz) >> FRACBITS;
|
||||
actor->SpawnPoint[2] = (actor->z - actor->floorz);
|
||||
}
|
||||
|
||||
if (actor->flags2 & MF2_FLOATBOB)
|
||||
|
@ -3500,7 +3500,7 @@ EXTERN_CVAR (Bool, chasedemo)
|
|||
|
||||
extern bool demonew;
|
||||
|
||||
APlayerPawn *P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
|
||||
APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
|
||||
{
|
||||
int playernum;
|
||||
player_t *p;
|
||||
|
@ -3571,8 +3571,8 @@ APlayerPawn *P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
|
|||
}
|
||||
else
|
||||
{
|
||||
spawn_x = mthing->x << FRACBITS;
|
||||
spawn_y = mthing->y << FRACBITS;
|
||||
spawn_x = mthing->x;
|
||||
spawn_y = mthing->y;
|
||||
spawn_angle = ANG45 * (mthing->angle/45);
|
||||
}
|
||||
|
||||
|
@ -3738,7 +3738,7 @@ APlayerPawn *P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
|
|||
// already be in host byte order.
|
||||
//
|
||||
// [RH] position is used to weed out unwanted start spots
|
||||
AActor *P_SpawnMapThing (mapthing2_t *mthing, int position)
|
||||
AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
||||
{
|
||||
const PClass *i;
|
||||
int mask;
|
||||
|
@ -3786,8 +3786,8 @@ AActor *P_SpawnMapThing (mapthing2_t *mthing, int position)
|
|||
{
|
||||
polyspawns_t *polyspawn = new polyspawns_t;
|
||||
polyspawn->next = polyspawns;
|
||||
polyspawn->x = mthing->x << FRACBITS;
|
||||
polyspawn->y = mthing->y << FRACBITS;
|
||||
polyspawn->x = mthing->x;
|
||||
polyspawn->y = mthing->y;
|
||||
polyspawn->angle = mthing->angle;
|
||||
polyspawn->type = mthing->type;
|
||||
polyspawns = polyspawn;
|
||||
|
@ -3888,8 +3888,7 @@ AActor *P_SpawnMapThing (mapthing2_t *mthing, int position)
|
|||
// [RH] sound sequence overriders
|
||||
if (mthing->type >= 1400 && mthing->type < 1410)
|
||||
{
|
||||
P_PointInSector (mthing->x<<FRACBITS,
|
||||
mthing->y<<FRACBITS)->seqType = mthing->type - 1400;
|
||||
P_PointInSector (mthing->x, mthing->y)->seqType = mthing->type - 1400;
|
||||
return NULL;
|
||||
}
|
||||
else if (mthing->type == 1411)
|
||||
|
@ -3907,8 +3906,7 @@ AActor *P_SpawnMapThing (mapthing2_t *mthing, int position)
|
|||
}
|
||||
else
|
||||
{
|
||||
P_PointInSector (mthing->x << FRACBITS,
|
||||
mthing->y << FRACBITS)->seqType = type;
|
||||
P_PointInSector (mthing->x, mthing->y)->seqType = type;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
@ -3932,7 +3930,7 @@ AActor *P_SpawnMapThing (mapthing2_t *mthing, int position)
|
|||
// [RH] Don't die if the map tries to spawn an unknown thing
|
||||
Printf ("Unknown type %i at (%i, %i)\n",
|
||||
mthing->type,
|
||||
mthing->x, mthing->y);
|
||||
mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
||||
i = PClass::FindClass("Unknown");
|
||||
}
|
||||
// [RH] If the thing's corresponding sprite has no frames, also map
|
||||
|
@ -3948,7 +3946,7 @@ AActor *P_SpawnMapThing (mapthing2_t *mthing, int position)
|
|||
sprites[defaults->SpawnState->sprite.index].numframes == 0)
|
||||
{
|
||||
Printf ("%s at (%i, %i) has no frames\n",
|
||||
i->TypeName.GetChars(), mthing->x, mthing->y);
|
||||
i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
||||
i = PClass::FindClass("Unknown");
|
||||
}
|
||||
}
|
||||
|
@ -4002,8 +4000,8 @@ AActor *P_SpawnMapThing (mapthing2_t *mthing, int position)
|
|||
}
|
||||
|
||||
// spawn it
|
||||
x = mthing->x << FRACBITS;
|
||||
y = mthing->y << FRACBITS;
|
||||
x = mthing->x;
|
||||
y = mthing->y;
|
||||
|
||||
if (info->flags & MF_SPAWNCEILING)
|
||||
z = ONCEILINGZ;
|
||||
|
@ -4017,9 +4015,9 @@ AActor *P_SpawnMapThing (mapthing2_t *mthing, int position)
|
|||
SpawningMapThing = false;
|
||||
|
||||
if (z == ONFLOORZ)
|
||||
mobj->z += mthing->z << FRACBITS;
|
||||
mobj->z += mthing->z;
|
||||
else if (z == ONCEILINGZ)
|
||||
mobj->z -= mthing->z << FRACBITS;
|
||||
mobj->z -= mthing->z;
|
||||
|
||||
mobj->SpawnPoint[0] = mthing->x;
|
||||
mobj->SpawnPoint[1] = mthing->y;
|
||||
|
|
212
src/p_setup.cpp
212
src/p_setup.cpp
|
@ -61,11 +61,11 @@
|
|||
#include "p_setup.h"
|
||||
#include "r_translate.h"
|
||||
|
||||
void P_SpawnSlopeMakers (mapthing2_t *firstmt, mapthing2_t *lastmt);
|
||||
void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt);
|
||||
void P_SetSlopes ();
|
||||
|
||||
extern AActor *P_SpawnMapThing (mapthing2_t *mthing, int position);
|
||||
extern bool P_LoadBuildMap (BYTE *mapdata, size_t len, mapthing2_t **things, int *numthings);
|
||||
extern AActor *P_SpawnMapThing (FMapThing *mthing, int position);
|
||||
extern bool P_LoadBuildMap (BYTE *mapdata, size_t len, FMapThing **things, int *numthings);
|
||||
|
||||
extern void P_LoadTranslator(const char *lump);
|
||||
extern void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
|
||||
|
@ -116,6 +116,8 @@ zone_t* zones;
|
|||
FExtraLight* ExtraLights;
|
||||
FLightStack* LightStacks;
|
||||
|
||||
static TArray<FMapThing> MapThingsConverted;
|
||||
|
||||
int sidecount;
|
||||
struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init
|
||||
{
|
||||
|
@ -175,8 +177,8 @@ BYTE* rejectmatrix;
|
|||
static bool ForceNodeBuild;
|
||||
|
||||
// Maintain single and multi player starting spots.
|
||||
TArray<mapthing2_t> deathmatchstarts (16);
|
||||
mapthing2_t playerstarts[MAXPLAYERS];
|
||||
TArray<FMapThing> deathmatchstarts (16);
|
||||
FMapThing playerstarts[MAXPLAYERS];
|
||||
|
||||
static void P_AllocateSideDefs (int count);
|
||||
static void P_SetSideNum (DWORD *sidenum_p, WORD sidenum);
|
||||
|
@ -303,20 +305,67 @@ MapData *P_OpenMapData(const char * mapname)
|
|||
}
|
||||
|
||||
int index = 0;
|
||||
for(int i = 1;; i++)
|
||||
|
||||
if (stricmp(Wads.GetLumpFullName(lump_name + 1), "TEXTMAP"))
|
||||
{
|
||||
// Since levels must be stored in WADs they can't really have full
|
||||
// names and for any valid level lump this always returns the short name.
|
||||
const char * lumpname = Wads.GetLumpFullName(lump_name + i);
|
||||
index = GetMapIndex(mapname, index, lumpname, i != 1 || map->MapLumps[0].Size == 0);
|
||||
if (index == ML_BEHAVIOR) map->HasBehavior = true;
|
||||
for(int i = 1;; i++)
|
||||
{
|
||||
// Since levels must be stored in WADs they can't really have full
|
||||
// names and for any valid level lump this always returns the short name.
|
||||
const char * lumpname = Wads.GetLumpFullName(lump_name + i);
|
||||
index = GetMapIndex(mapname, index, lumpname, i != 1 || map->MapLumps[0].Size == 0);
|
||||
if (index == ML_BEHAVIOR) map->HasBehavior = true;
|
||||
|
||||
// The next lump is not part of this map anymore
|
||||
if (index < 0) break;
|
||||
// The next lump is not part of this map anymore
|
||||
if (index < 0) break;
|
||||
|
||||
map->MapLumps[index].FilePos = Wads.GetLumpOffset(lump_name + i);
|
||||
map->MapLumps[index].Size = Wads.LumpLength(lump_name + i);
|
||||
strncpy(map->MapLumps[index].Name, lumpname, 8);
|
||||
map->MapLumps[index].FilePos = Wads.GetLumpOffset(lump_name + i);
|
||||
map->MapLumps[index].Size = Wads.LumpLength(lump_name + i);
|
||||
strncpy(map->MapLumps[index].Name, lumpname, 8);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
map->MapLumps[1].FilePos = Wads.GetLumpOffset(lump_name + 1);
|
||||
map->MapLumps[1].Size = Wads.LumpLength(lump_name + 1);
|
||||
for(int i = 2;; i++)
|
||||
{
|
||||
const char * lumpname = Wads.GetLumpFullName(lump_name + i);
|
||||
|
||||
if (lumpname == NULL)
|
||||
{
|
||||
I_Error("Invalid map definition for %s", mapname);
|
||||
}
|
||||
else if (!stricmp(lumpname, "ZNODES"))
|
||||
{
|
||||
index = ML_GLZNODES;
|
||||
}
|
||||
else if (!stricmp(lumpname, "BLOCKMAP"))
|
||||
{
|
||||
// there is no real point in creating a blockmap but let's use it anyway
|
||||
index = ML_BLOCKMAP;
|
||||
}
|
||||
else if (!stricmp(lumpname, "REJECT"))
|
||||
{
|
||||
index = ML_REJECT;
|
||||
}
|
||||
else if (!stricmp(lumpname, "DIALOGUE"))
|
||||
{
|
||||
index = ML_CONVERSATION;
|
||||
}
|
||||
else if (!stricmp(lumpname, "BEHAVIOR"))
|
||||
{
|
||||
index = ML_BEHAVIOR;
|
||||
}
|
||||
else if (!stricmp(lumpname, "ENDMAP"))
|
||||
{
|
||||
break;
|
||||
}
|
||||
else continue;
|
||||
map->MapLumps[index].FilePos = Wads.GetLumpOffset(lump_name + i);
|
||||
map->MapLumps[index].Size = Wads.LumpLength(lump_name + i);
|
||||
strncpy(map->MapLumps[index].Name, lumpname, 8);
|
||||
}
|
||||
}
|
||||
return map;
|
||||
}
|
||||
|
@ -356,6 +405,50 @@ MapData *P_OpenMapData(const char * mapname)
|
|||
(*map->file) >> offset >> size;
|
||||
map->file->Read(lumpname, 8);
|
||||
|
||||
if (i == 1 && !strnicmp(lumpname, "TEXTMAP", 8))
|
||||
{
|
||||
map->MapLumps[1].FilePos = offset;
|
||||
map->MapLumps[1].Size = size;
|
||||
for(int i = 2;; i++)
|
||||
{
|
||||
(*map->file) >> offset >> size;
|
||||
long v = map->file->Read(lumpname, 8);
|
||||
if (v < 8)
|
||||
{
|
||||
I_Error("Invalid map definition for %s", mapname);
|
||||
}
|
||||
else if (!stricmp(lumpname, "ZNODES"))
|
||||
{
|
||||
index = ML_GLZNODES;
|
||||
}
|
||||
else if (!stricmp(lumpname, "BLOCKMAP"))
|
||||
{
|
||||
// there is no real point in creating a blockmap but let's use it anyway
|
||||
index = ML_BLOCKMAP;
|
||||
}
|
||||
else if (!stricmp(lumpname, "REJECT"))
|
||||
{
|
||||
index = ML_REJECT;
|
||||
}
|
||||
else if (!stricmp(lumpname, "DIALOGUE"))
|
||||
{
|
||||
index = ML_CONVERSATION;
|
||||
}
|
||||
else if (!stricmp(lumpname, "BEHAVIOR"))
|
||||
{
|
||||
index = ML_BEHAVIOR;
|
||||
}
|
||||
else if (!stricmp(lumpname, "ENDMAP"))
|
||||
{
|
||||
return map;
|
||||
}
|
||||
else continue;
|
||||
map->MapLumps[index].FilePos = offset;
|
||||
map->MapLumps[index].Size = size;
|
||||
strncpy(map->MapLumps[index].Name, lumpname, 8);
|
||||
}
|
||||
}
|
||||
|
||||
if (i>0)
|
||||
{
|
||||
index = GetMapIndex(maplabel, index, lumpname, true);
|
||||
|
@ -1225,13 +1318,13 @@ void P_LoadNodes (MapData * map)
|
|||
//===========================================================================
|
||||
CVAR(Bool, dumpspawnedthings, false, 0)
|
||||
|
||||
static void SpawnMapThing(int index, mapthing2_t *mt, int position)
|
||||
static void SpawnMapThing(int index, FMapThing *mt, int position)
|
||||
{
|
||||
AActor *spawned = P_SpawnMapThing(mt, position);
|
||||
if (dumpspawnedthings)
|
||||
{
|
||||
Printf("%5d: (%5d, %5d, %5d), doomednum = %5d, flags = %04x, type = %s\n",
|
||||
index, mt->x, mt->y, mt->z, mt->type, mt->flags,
|
||||
index, mt->x>>FRACBITS, mt->y>>FRACBITS, mt->z>>FRACBITS, mt->type, mt->flags,
|
||||
spawned? spawned->GetClass()->TypeName.GetChars() : "(none)");
|
||||
}
|
||||
}
|
||||
|
@ -1244,7 +1337,7 @@ static void SpawnMapThing(int index, mapthing2_t *mt, int position)
|
|||
|
||||
void P_LoadThings (MapData * map, int position)
|
||||
{
|
||||
mapthing2_t mt2; // [RH] for translation
|
||||
FMapThing mt2; // [RH] for translation
|
||||
int lumplen = map->Size(ML_THINGS);
|
||||
int numthings = lumplen / sizeof(mapthing_t);
|
||||
|
||||
|
@ -1291,8 +1384,8 @@ void P_LoadThings (MapData * map, int position)
|
|||
}
|
||||
if (flags & BTF_NOTSINGLE) mt2.flags &= ~MTF_SINGLE;
|
||||
|
||||
mt2.x = LittleShort(mt->x);
|
||||
mt2.y = LittleShort(mt->y);
|
||||
mt2.x = LittleShort(mt->x) << FRACBITS;
|
||||
mt2.y = LittleShort(mt->y) << FRACBITS;
|
||||
mt2.angle = LittleShort(mt->angle);
|
||||
mt2.type = LittleShort(mt->type);
|
||||
|
||||
|
@ -1316,36 +1409,31 @@ void P_LoadThings (MapData * map, int position)
|
|||
void P_LoadThings2 (MapData * map, int position)
|
||||
{
|
||||
int lumplen = map->MapLumps[ML_THINGS].Size;
|
||||
int numthings = lumplen / sizeof(mapthing2_t);
|
||||
int numthings = lumplen / sizeof(mapthinghexen_t);
|
||||
|
||||
int i;
|
||||
char *mtp;
|
||||
mapthing2_t *mt;
|
||||
|
||||
MapThingsConverted.Resize(numthings);
|
||||
FMapThing *mti = &MapThingsConverted[0];
|
||||
|
||||
mtp = new char[lumplen];
|
||||
map->Read(ML_THINGS, mtp);
|
||||
mapthinghexen_t *mth = (mapthinghexen_t*)mtp;
|
||||
|
||||
#ifdef WORDS_BIGENDIAN
|
||||
for (i=0, mt = (mapthing2_t*)mtp; i < numthings; i++,mt++)
|
||||
for(int i = 0; i< numthings; i++)
|
||||
{
|
||||
mt->thingid = LittleShort(mt->thingid);
|
||||
mt->x = LittleShort(mt->x);
|
||||
mt->y = LittleShort(mt->y);
|
||||
mt->z = LittleShort(mt->z);
|
||||
mt->angle = LittleShort(mt->angle);
|
||||
mt->type = LittleShort(mt->type);
|
||||
mt->flags = LittleShort(mt->flags);
|
||||
}
|
||||
#endif
|
||||
|
||||
// [RH] Spawn slope creating things first.
|
||||
P_SpawnSlopeMakers ((mapthing2_t*)mtp, ((mapthing2_t*)mtp)+numthings);
|
||||
|
||||
for (i=0, mt = (mapthing2_t*)mtp; i < numthings; i++,mt++)
|
||||
{
|
||||
SpawnMapThing (i, mt, position);
|
||||
mti[i] = mth[i];
|
||||
}
|
||||
delete[] mtp;
|
||||
|
||||
// [RH] Spawn slope creating things first.
|
||||
P_SpawnSlopeMakers (mti, mti + numthings);
|
||||
|
||||
for (i=0; i < numthings; i++)
|
||||
{
|
||||
SpawnMapThing (i, &mti[i], position);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -2818,38 +2906,30 @@ void P_GetPolySpots (MapData * map, TArray<FNodeBuilder::FPolyStart> &spots, TAr
|
|||
{
|
||||
int spot1, spot2, spot3, anchor;
|
||||
|
||||
int lumplen = map->Size(ML_THINGS);
|
||||
int num = lumplen / sizeof(mapthing2_t);
|
||||
|
||||
mapthing2_t *mt;
|
||||
|
||||
map->Seek(ML_THINGS);
|
||||
mt = new mapthing2_t[num];
|
||||
map->file->Read(mt, num * sizeof(mapthing2_t));
|
||||
|
||||
if (gameinfo.gametype == GAME_Hexen)
|
||||
{
|
||||
spot1 = LittleShort(PO_HEX_SPAWN_TYPE);
|
||||
spot2 = LittleShort(PO_HEX_SPAWNCRUSH_TYPE);
|
||||
anchor = LittleShort(PO_HEX_ANCHOR_TYPE);
|
||||
spot1 = PO_HEX_SPAWN_TYPE;
|
||||
spot2 = PO_HEX_SPAWNCRUSH_TYPE;
|
||||
anchor = PO_HEX_ANCHOR_TYPE;
|
||||
}
|
||||
else
|
||||
{
|
||||
spot1 = LittleShort(PO_SPAWN_TYPE);
|
||||
spot2 = LittleShort(PO_SPAWNCRUSH_TYPE);
|
||||
anchor = LittleShort(PO_ANCHOR_TYPE);
|
||||
spot1 = PO_SPAWN_TYPE;
|
||||
spot2 = PO_SPAWNCRUSH_TYPE;
|
||||
anchor = PO_ANCHOR_TYPE;
|
||||
}
|
||||
spot3 = LittleShort(PO_SPAWNHURT_TYPE);
|
||||
spot3 = PO_SPAWNHURT_TYPE;
|
||||
|
||||
for (int i = 0; i < num; ++i)
|
||||
for (unsigned int i = 0; i < MapThingsConverted.Size(); ++i)
|
||||
{
|
||||
if (mt[i].type == spot1 || mt[i].type == spot2 || mt[i].type == spot3 || mt[i].type == anchor)
|
||||
if (MapThingsConverted[i].type == spot1 || MapThingsConverted[i].type == spot2 ||
|
||||
MapThingsConverted[i].type == spot3 || MapThingsConverted[i].type == anchor)
|
||||
{
|
||||
FNodeBuilder::FPolyStart newvert;
|
||||
newvert.x = LittleShort(mt[i].x) << FRACBITS;
|
||||
newvert.y = LittleShort(mt[i].y) << FRACBITS;
|
||||
newvert.polynum = LittleShort(mt[i].angle);
|
||||
if (mt[i].type == anchor)
|
||||
newvert.x = MapThingsConverted[i].x;
|
||||
newvert.y = MapThingsConverted[i].y;
|
||||
newvert.polynum = MapThingsConverted[i].angle;
|
||||
if (MapThingsConverted[i].type == anchor)
|
||||
{
|
||||
anchors.Push (newvert);
|
||||
}
|
||||
|
@ -2859,7 +2939,6 @@ void P_GetPolySpots (MapData * map, TArray<FNodeBuilder::FPolyStart> &spots, TAr
|
|||
}
|
||||
}
|
||||
}
|
||||
delete[] mt;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3027,7 +3106,7 @@ void P_FreeExtraLevelData()
|
|||
void P_SetupLevel (char *lumpname, int position)
|
||||
{
|
||||
cycle_t times[20] = { 0 };
|
||||
mapthing2_t *buildthings;
|
||||
FMapThing *buildthings;
|
||||
int numbuildthings;
|
||||
int i;
|
||||
bool buildmap;
|
||||
|
@ -3126,7 +3205,7 @@ void P_SetupLevel (char *lumpname, int position)
|
|||
}
|
||||
FBehavior::StaticLoadDefaultModules ();
|
||||
|
||||
P_LoadStrifeConversations (lumpname);
|
||||
P_LoadStrifeConversations (map, lumpname);
|
||||
|
||||
clock (times[0]);
|
||||
P_LoadVertexes (map);
|
||||
|
@ -3386,6 +3465,7 @@ void P_SetupLevel (char *lumpname, int position)
|
|||
Printf ("Time%3d:%10llu cycles (%s)\n", i, times[i], timenames[i]);
|
||||
}
|
||||
}
|
||||
MapThingsConverted.Clear();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -269,10 +269,10 @@ enum
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
static void P_SetSlopesFromVertexHeights(mapthing2_t *firstmt, mapthing2_t *lastmt)
|
||||
static void P_SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt)
|
||||
{
|
||||
TMap<int, fixed_t> vt_heights[2];
|
||||
mapthing2_t *mt;
|
||||
FMapThing *mt;
|
||||
bool vt_found = false;
|
||||
|
||||
for (mt = firstmt; mt < lastmt; ++mt)
|
||||
|
@ -281,15 +281,15 @@ static void P_SetSlopesFromVertexHeights(mapthing2_t *firstmt, mapthing2_t *last
|
|||
{
|
||||
for(int i=0; i<numvertexes; i++)
|
||||
{
|
||||
if (vertexes[i].x == mt->x << FRACBITS && vertexes[i].y == mt->y << FRACBITS)
|
||||
if (vertexes[i].x == mt->x && vertexes[i].y == mt->y)
|
||||
{
|
||||
if (mt->type == THING_VertexFloorZ)
|
||||
{
|
||||
vt_heights[0][i] = mt->z << FRACBITS;
|
||||
vt_heights[0][i] = mt->z;
|
||||
}
|
||||
else
|
||||
{
|
||||
vt_heights[1][i] = mt->z << FRACBITS;
|
||||
vt_heights[1][i] = mt->z;
|
||||
}
|
||||
vt_found = true;
|
||||
}
|
||||
|
@ -381,9 +381,9 @@ static void P_SetSlopesFromVertexHeights(mapthing2_t *firstmt, mapthing2_t *last
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void P_SpawnSlopeMakers (mapthing2_t *firstmt, mapthing2_t *lastmt)
|
||||
void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt)
|
||||
{
|
||||
mapthing2_t *mt;
|
||||
FMapThing *mt;
|
||||
|
||||
for (mt = firstmt; mt < lastmt; ++mt)
|
||||
{
|
||||
|
@ -395,8 +395,8 @@ void P_SpawnSlopeMakers (mapthing2_t *firstmt, mapthing2_t *lastmt)
|
|||
secplane_t *refplane;
|
||||
sector_t *sec;
|
||||
|
||||
x = mt->x << FRACBITS;
|
||||
y = mt->y << FRACBITS;
|
||||
x = mt->x;
|
||||
y = mt->y;
|
||||
sec = P_PointInSector (x, y);
|
||||
if (mt->type & 1)
|
||||
{
|
||||
|
@ -406,10 +406,10 @@ void P_SpawnSlopeMakers (mapthing2_t *firstmt, mapthing2_t *lastmt)
|
|||
{
|
||||
refplane = &sec->floorplane;
|
||||
}
|
||||
z = refplane->ZatPoint (x, y) + (mt->z << FRACBITS);
|
||||
z = refplane->ZatPoint (x, y) + (mt->z);
|
||||
if (mt->type==THING_VavoomFloor || mt->type==THING_VavoomCeiling)
|
||||
{
|
||||
P_VavoomSlope(sec, mt->thingid, x, y, mt->z<<FRACBITS, mt->type & 1);
|
||||
P_VavoomSlope(sec, mt->thingid, x, y, mt->z, mt->type & 1);
|
||||
}
|
||||
else if (mt->type <= THING_SlopeCeilingPointLine)
|
||||
{
|
||||
|
@ -428,7 +428,7 @@ void P_SpawnSlopeMakers (mapthing2_t *firstmt, mapthing2_t *lastmt)
|
|||
if (mt->type == THING_CopyFloorPlane ||
|
||||
mt->type == THING_CopyCeilingPlane)
|
||||
{
|
||||
P_CopyPlane (mt->args[0], mt->x << FRACBITS, mt->y << FRACBITS, mt->type & 1);
|
||||
P_CopyPlane (mt->args[0], mt->x, mt->y, mt->type & 1);
|
||||
mt->type = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -94,7 +94,7 @@ CCMD (dumpmap)
|
|||
|
||||
static int WriteTHINGS (FILE *file)
|
||||
{
|
||||
mapthing2_t mt = { 0 };
|
||||
mapthinghexen_t mt = { 0 };
|
||||
AActor *mo = players[consoleplayer].mo;
|
||||
|
||||
mt.x = LittleShort(short(mo->x >> FRACBITS));
|
||||
|
|
|
@ -2037,8 +2037,8 @@ void A_Stop (AActor *self)
|
|||
//===========================================================================
|
||||
void A_Respawn (AActor *actor)
|
||||
{
|
||||
fixed_t x = actor->SpawnPoint[0] << FRACBITS;
|
||||
fixed_t y = actor->SpawnPoint[1] << FRACBITS;
|
||||
fixed_t x = actor->SpawnPoint[0];
|
||||
fixed_t y = actor->SpawnPoint[1];
|
||||
sector_t *sec;
|
||||
|
||||
actor->flags |= MF_SOLID;
|
||||
|
|
Loading…
Reference in a new issue