mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-16 07:32:20 +00:00
50f75b6e8a
with my changed code. - Cleaned up DECORATE parser a little - moved the old style parsing code into its own file and rearranged a few things. - Made ProcessStates non-static so that it doesn't need to be passed as an argument to all functions in the DECORATE parser. - Moved DECORATE parser files into their own subdirectory. - Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases this creates needless overhead by adding a potentially unneeded name to the name table and looking up the name. In almost all cases where a name is needed it's as easy to assign sc_String to the name variable. - Added enum definitions to DECORATE. SVN r537 (trunk)
814 lines
20 KiB
C++
814 lines
20 KiB
C++
/*
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** info.cpp
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** Keeps track of available actors and their states
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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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 is completely different from Doom's info.c.
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**
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** The primary advancement over Doom's system is that actors can be defined
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** across multiple files without having to recompile most of the source
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** whenever one changes.
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*/
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#include "info.h"
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#include "m_fixed.h"
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#include "c_dispatch.h"
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#include "autosegs.h"
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#include "gi.h"
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#include "actor.h"
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#include "r_state.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "templates.h"
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#include "cmdlib.h"
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extern void LoadDecorations ();
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// Each state is owned by an actor. Actors can own any number of
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// states, but a single state cannot be owned by more than one
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// actor. States are archived by recording the actor they belong
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// to and the index into that actor's list of states.
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// For NULL states, which aren't owned by any actor, the owner
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// is recorded as AActor with the following state. AActor should
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// never actually have this many states of its own, so this
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// is (relatively) safe.
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#define NULL_STATE_INDEX 127
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//==========================================================================
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//
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//
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//==========================================================================
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FArchive &operator<< (FArchive &arc, FState *&state)
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{
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const PClass *info;
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if (arc.IsStoring ())
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{
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if (state == NULL)
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{
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arc.UserWriteClass (RUNTIME_CLASS(AActor));
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arc.WriteCount (NULL_STATE_INDEX);
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return arc;
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}
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info = FState::StaticFindStateOwner (state);
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if (info != NULL)
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{
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arc.UserWriteClass (info);
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arc.WriteCount ((DWORD)(state - info->ActorInfo->OwnedStates));
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}
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else
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{
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I_Error ("Cannot find owner for state %p:\n"
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"%s %c%c %3d [%p] -> %p", state,
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sprites[state->sprite.index].name,
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state->GetFrame() + 'A',
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state->GetFullbright() ? '*' : ' ',
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state->GetTics(),
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state->GetAction(),
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state->GetNextState());
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}
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}
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else
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{
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const PClass *info;
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DWORD ofs;
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arc.UserReadClass (info);
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ofs = arc.ReadCount ();
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if (ofs == NULL_STATE_INDEX && info == RUNTIME_CLASS(AActor))
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{
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state = NULL;
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}
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else if (info->ActorInfo != NULL)
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{
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state = info->ActorInfo->OwnedStates + ofs;
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}
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else
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{
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state = NULL;
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}
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}
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return arc;
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}
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//==========================================================================
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//
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// Find the actor that a state belongs to.
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//
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//==========================================================================
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const PClass *FState::StaticFindStateOwner (const FState *state)
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{
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const FActorInfo *info = RUNTIME_CLASS(AActor)->ActorInfo;
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if (state >= info->OwnedStates &&
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state < info->OwnedStates + info->NumOwnedStates)
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{
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return RUNTIME_CLASS(AActor);
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}
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TAutoSegIterator<FActorInfo *, &ARegHead, &ARegTail> reg;
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while (++reg != NULL)
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{
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if (state >= reg->OwnedStates &&
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state < reg->OwnedStates + reg->NumOwnedStates)
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{
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return reg->Class;
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}
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}
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for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
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{
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info = PClass::m_RuntimeActors[i]->ActorInfo;
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if (state >= info->OwnedStates &&
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state < info->OwnedStates + info->NumOwnedStates)
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{
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return info->Class;
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}
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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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// Find the actor that a state belongs to, but restrict the search to
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// the specified type and its ancestors.
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//
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//==========================================================================
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const PClass *FState::StaticFindStateOwner (const FState *state, const FActorInfo *info)
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{
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while (info != NULL)
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{
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if (state >= info->OwnedStates &&
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state < info->OwnedStates + info->NumOwnedStates)
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{
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return info->Class;
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}
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info = info->Class->ParentClass->ActorInfo;
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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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//
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//==========================================================================
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int GetSpriteIndex(const char * spritename)
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{
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for (unsigned i = 0; i < sprites.Size (); ++i)
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{
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if (strncmp (sprites[i].name, spritename, 4) == 0)
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{
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return (int)i;
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}
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}
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spritedef_t temp;
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strncpy (temp.name, spritename, 4);
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temp.name[4] = 0;
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temp.numframes = 0;
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temp.spriteframes = 0;
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return (int)sprites.Push (temp);
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}
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//==========================================================================
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//
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// Change sprite names to indices
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//
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//==========================================================================
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void ProcessStates (FState *states, int numstates)
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{
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int sprite = -1;
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if (states == NULL)
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return;
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while (--numstates >= 0)
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{
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if (sprite == -1 || strncmp (sprites[sprite].name, states->sprite.name, 4) != 0)
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{
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sprite = GetSpriteIndex(states->sprite.name);
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}
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states->sprite.index = sprite;
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states++;
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::StaticInit ()
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{
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TAutoSegIterator<FActorInfo *, &ARegHead, &ARegTail> reg;
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if (sprites.Size() == 0)
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{
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spritedef_t temp;
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// Sprite 0 is always TNT1
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memcpy (temp.name, "TNT1", 5);
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temp.numframes = 0;
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temp.spriteframes = 0;
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sprites.Push (temp);
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// Sprite 1 is always ----
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memcpy (temp.name, "----", 5);
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sprites.Push (temp);
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}
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// Attach FActorInfo structures to every actor's PClass
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while (++reg != NULL)
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{
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reg->Class->ActorInfo = reg;
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if (reg->OwnedStates &&
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(unsigned)reg->OwnedStates->sprite.index < sprites.Size ())
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{
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Printf ("\x1c+%s is stateless. Fix its default list.\n",
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reg->Class->TypeName.GetChars());
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}
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ProcessStates (reg->OwnedStates, reg->NumOwnedStates);
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}
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// Now build default instances of every actor
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reg.Reset ();
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while (++reg != NULL)
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{
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reg->BuildDefaults ();
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}
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Printf ("LoadDecorations: Load external actors.\n");
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LoadDecorations ();
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}
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//==========================================================================
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//
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// Called after the IWAD has been identified
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//
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//==========================================================================
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void FActorInfo::StaticGameSet ()
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{
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// Run every AT_GAME_SET function
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TAutoSegIteratorNoArrow<void (*)(), &GRegHead, &GRegTail> setters;
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while (++setters != NULL)
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{
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((void (*)())setters) ();
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}
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}
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//==========================================================================
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//
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// Called after Dehacked patches are applied
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//
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//==========================================================================
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void FActorInfo::StaticSetActorNums ()
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{
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memset (SpawnableThings, 0, sizeof(SpawnableThings));
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DoomEdMap.Empty ();
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// For every actor valid for this game, add it to the
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// SpawnableThings array and DoomEdMap
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TAutoSegIterator<FActorInfo *, &ARegHead, &ARegTail> reg;
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while (++reg != NULL)
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{
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reg->RegisterIDs ();
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}
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for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
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{
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PClass::m_RuntimeActors[i]->ActorInfo->RegisterIDs ();
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::RegisterIDs ()
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{
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if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
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{
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if (SpawnID != 0)
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{
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SpawnableThings[SpawnID] = Class;
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}
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if (DoomEdNum != -1)
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{
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DoomEdMap.AddType (DoomEdNum, Class);
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}
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}
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}
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//==========================================================================
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//
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// Called when a new game is started, but only if the game
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// speed has changed.
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//
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//==========================================================================
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void FActorInfo::StaticSpeedSet ()
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{
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TAutoSegIteratorNoArrow<void (*)(int), &SRegHead, &SRegTail> setters;
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while (++setters != NULL)
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{
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((void (*)(int))setters) (GameSpeed);
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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FActorInfo *FActorInfo::GetReplacement ()
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{
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if (Replacement == NULL)
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{
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return this;
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}
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// The Replacement field is temporarily NULLed to prevent
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// potential infinite recursion.
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FActorInfo *savedrep = Replacement;
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Replacement = NULL;
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FActorInfo *rep = savedrep->GetReplacement ();
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Replacement = savedrep;
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return rep;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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FActorInfo *FActorInfo::GetReplacee ()
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{
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if (Replacee == NULL)
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{
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return this;
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}
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// The Replacee field is temporarily NULLed to prevent
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// potential infinite recursion.
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FActorInfo *savedrep = Replacee;
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Replacee = NULL;
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FActorInfo *rep = savedrep->GetReplacee ();
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Replacee = savedrep;
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return rep;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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FStateLabel *FStateLabels::FindLabel (FName label)
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{
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return const_cast<FStateLabel *>(BinarySearch<FStateLabel, FName> (Labels, NumLabels, &FStateLabel::Label, label));
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}
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void FStateLabels::Destroy ()
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{
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for(int i=0; i<NumLabels;i++)
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{
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if (Labels[i].Children != NULL)
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{
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Labels[i].Children->Destroy();
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free (Labels[i].Children); // These are malloc'd, not new'd!
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Labels[i].Children=NULL;
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}
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}
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}
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//===========================================================================
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//
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// HasStates
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//
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// Checks whether the actor has special death states.
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//
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//===========================================================================
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bool AActor::HasSpecialDeathStates () const
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{
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const FActorInfo *info = GetClass()->ActorInfo;
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if (info->StateList != NULL)
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{
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FStateLabel *slabel = info->StateList->FindLabel (NAME_Death);
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if (slabel != NULL && slabel->Children != NULL)
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{
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for(int i=0;i<slabel->Children->NumLabels;i++)
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{
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if (slabel->Children->Labels[i].State != NULL) return true;
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}
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}
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}
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return false;
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}
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//===========================================================================
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//
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// FindState (one name version)
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//
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// Finds a state with the exact specified name.
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//
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//===========================================================================
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FState *AActor::FindState (FName label) const
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{
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const FActorInfo *info = GetClass()->ActorInfo;
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if (info->StateList != NULL)
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{
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FStateLabel *slabel = info->StateList->FindLabel (label);
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if (slabel != NULL)
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{
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return slabel->State;
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}
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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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// FindState (two name version)
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//
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//===========================================================================
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FState *AActor::FindState (FName label, FName sublabel, bool exact) const
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{
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const FActorInfo *info = GetClass()->ActorInfo;
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if (info->StateList != NULL)
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{
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FStateLabel *slabel = info->StateList->FindLabel (label);
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if (slabel != NULL)
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{
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if (slabel->Children != NULL)
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{
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FStateLabel *slabel2 = slabel->Children->FindLabel(sublabel);
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if (slabel2 != NULL)
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{
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return slabel2->State;
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}
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}
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if (!exact) return slabel->State;
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}
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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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// FindState (multiple names version)
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//
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// Finds a state that matches as many of the supplied names as possible.
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// A state with more names than those provided does not match.
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// A state with fewer names can match if there are no states with the exact
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// same number of names.
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//
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// The search proceeds like this. For the current class, keeping matching
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// names until there are no more. If both the argument list and the state
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// are out of names, it's an exact match, so return it. If the state still
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// has names, ignore it. If the argument list still has names, remember it.
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//
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//===========================================================================
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FState *FActorInfo::FindState (FName name) const
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{
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return FindState(1, &name);
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}
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FState *FActorInfo::FindState (int numnames, FName *names, bool exact) const
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{
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FStateLabels *labels = StateList;
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FState *best = NULL;
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if (labels != NULL)
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{
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int count = 0;
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FStateLabel *slabel = NULL;
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FName label;
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// Find the best-matching label for this class.
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while (labels != NULL && count < numnames)
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{
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label = *names++;
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slabel = labels->FindLabel (label);
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if (slabel != NULL)
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{
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count++;
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labels = slabel->Children;
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best = slabel->State;
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}
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else
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{
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break;
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}
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}
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if (count < numnames && exact) return NULL;
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}
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return best;
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}
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//===========================================================================
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//
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// Changes a single state
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//
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// If the given state does not exist it won't be changed
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// This is only used for postprocessing of actors that use different
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// spawn states for different games so more complex checks are not needed.
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//
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//===========================================================================
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void FActorInfo::ChangeState (FName label, FState * newstate) const
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{
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FStateLabel *slabel;
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if (StateList != NULL)
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{
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slabel = StateList->FindLabel (label);
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if (slabel != NULL)
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{
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slabel->State = newstate;
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}
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}
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}
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//==========================================================================
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//
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// Creates a list of names from a string. Dots are used as separator
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//
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//==========================================================================
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void MakeStateNameList(const char * fname, TArray<FName> * out)
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{
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FName firstpart, secondpart;
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char * c;
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// Handle the old names for the existing death states
|
|
char * name = copystring(fname);
|
|
firstpart = strtok(name, ".");
|
|
switch (firstpart)
|
|
{
|
|
case NAME_Burn:
|
|
firstpart = NAME_Death;
|
|
secondpart = NAME_Fire;
|
|
break;
|
|
case NAME_Ice:
|
|
firstpart = NAME_Death;
|
|
secondpart = NAME_Ice;
|
|
break;
|
|
case NAME_Disintegrate:
|
|
firstpart = NAME_Death;
|
|
secondpart = NAME_Disintegrate;
|
|
break;
|
|
case NAME_XDeath:
|
|
firstpart = NAME_Death;
|
|
secondpart = NAME_Extreme;
|
|
break;
|
|
}
|
|
|
|
out->Clear();
|
|
out->Push(firstpart);
|
|
if (secondpart!=NAME_None) out->Push(secondpart);
|
|
|
|
while ((c = strtok(NULL, "."))!=NULL)
|
|
{
|
|
FName cc = c;
|
|
out->Push(cc);
|
|
}
|
|
delete [] name;
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FDoomEdMap DoomEdMap;
|
|
|
|
FDoomEdMap::FDoomEdEntry *FDoomEdMap::DoomEdHash[DOOMED_HASHSIZE];
|
|
|
|
FDoomEdMap::~FDoomEdMap()
|
|
{
|
|
Empty();
|
|
}
|
|
|
|
void FDoomEdMap::AddType (int doomednum, const PClass *type)
|
|
{
|
|
unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
|
|
FDoomEdEntry *entry = DoomEdHash[hash];
|
|
while (entry && entry->DoomEdNum != doomednum)
|
|
{
|
|
entry = entry->HashNext;
|
|
}
|
|
if (entry == NULL)
|
|
{
|
|
entry = new FDoomEdEntry;
|
|
entry->HashNext = DoomEdHash[hash];
|
|
entry->DoomEdNum = doomednum;
|
|
DoomEdHash[hash] = entry;
|
|
}
|
|
else
|
|
{
|
|
Printf (PRINT_BOLD, "Warning: %s and %s both have doomednum %d.\n",
|
|
type->TypeName.GetChars(), entry->Type->TypeName.GetChars(), doomednum);
|
|
}
|
|
entry->Type = type;
|
|
}
|
|
|
|
void FDoomEdMap::DelType (int doomednum)
|
|
{
|
|
unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
|
|
FDoomEdEntry **prev = &DoomEdHash[hash];
|
|
FDoomEdEntry *entry = *prev;
|
|
while (entry && entry->DoomEdNum != doomednum)
|
|
{
|
|
prev = &entry->HashNext;
|
|
entry = entry->HashNext;
|
|
}
|
|
if (entry != NULL)
|
|
{
|
|
*prev = entry->HashNext;
|
|
delete entry;
|
|
}
|
|
}
|
|
|
|
void FDoomEdMap::Empty ()
|
|
{
|
|
int bucket;
|
|
|
|
for (bucket = 0; bucket < DOOMED_HASHSIZE; ++bucket)
|
|
{
|
|
FDoomEdEntry *probe = DoomEdHash[bucket];
|
|
|
|
while (probe != NULL)
|
|
{
|
|
FDoomEdEntry *next = probe->HashNext;
|
|
delete probe;
|
|
probe = next;
|
|
}
|
|
DoomEdHash[bucket] = NULL;
|
|
}
|
|
}
|
|
|
|
const PClass *FDoomEdMap::FindType (int doomednum) const
|
|
{
|
|
unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
|
|
FDoomEdEntry *entry = DoomEdHash[hash];
|
|
while (entry && entry->DoomEdNum != doomednum)
|
|
entry = entry->HashNext;
|
|
return entry ? entry->Type : NULL;
|
|
}
|
|
|
|
struct EdSorting
|
|
{
|
|
const PClass *Type;
|
|
int DoomEdNum;
|
|
};
|
|
|
|
static int STACK_ARGS sortnums (const void *a, const void *b)
|
|
{
|
|
return ((const EdSorting *)a)->DoomEdNum -
|
|
((const EdSorting *)b)->DoomEdNum;
|
|
}
|
|
|
|
void FDoomEdMap::DumpMapThings ()
|
|
{
|
|
TArray<EdSorting> infos (PClass::m_Types.Size());
|
|
int i;
|
|
|
|
for (i = 0; i < DOOMED_HASHSIZE; ++i)
|
|
{
|
|
FDoomEdEntry *probe = DoomEdHash[i];
|
|
|
|
while (probe != NULL)
|
|
{
|
|
EdSorting sorting = { probe->Type, probe->DoomEdNum };
|
|
infos.Push (sorting);
|
|
probe = probe->HashNext;
|
|
}
|
|
}
|
|
|
|
if (infos.Size () == 0)
|
|
{
|
|
Printf ("No map things registered\n");
|
|
}
|
|
else
|
|
{
|
|
qsort (&infos[0], infos.Size (), sizeof(EdSorting), sortnums);
|
|
|
|
for (i = 0; i < (int)infos.Size (); ++i)
|
|
{
|
|
Printf ("%6d %s\n",
|
|
infos[i].DoomEdNum, infos[i].Type->TypeName.GetChars());
|
|
}
|
|
}
|
|
}
|
|
|
|
CCMD (dumpmapthings)
|
|
{
|
|
FDoomEdMap::DumpMapThings ();
|
|
}
|
|
|
|
bool CheckCheatmode ();
|
|
|
|
CCMD (summon)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
const PClass *type = PClass::FindClass (argv[1]);
|
|
if (type == NULL)
|
|
{
|
|
Printf ("Unknown class '%s'\n", argv[1]);
|
|
return;
|
|
}
|
|
Net_WriteByte (DEM_SUMMON);
|
|
Net_WriteString (type->TypeName.GetChars());
|
|
}
|
|
}
|
|
|
|
CCMD (summonfriend)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
const PClass *type = PClass::FindClass (argv[1]);
|
|
if (type == NULL)
|
|
{
|
|
Printf ("Unknown class '%s'\n", argv[1]);
|
|
return;
|
|
}
|
|
Net_WriteByte (DEM_SUMMONFRIEND);
|
|
Net_WriteString (type->TypeName.GetChars());
|
|
}
|
|
}
|
|
|
|
CCMD (summonfoe)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
const PClass *type = PClass::FindClass (argv[1]);
|
|
if (type == NULL)
|
|
{
|
|
Printf ("Unknown class '%s'\n", argv[1]);
|
|
return;
|
|
}
|
|
Net_WriteByte (DEM_SUMMONFOE);
|
|
Net_WriteString (type->TypeName.GetChars());
|
|
}
|
|
}
|