2006-02-24 04:48:15 +00:00
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/*
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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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2006-06-11 01:37:00 +00:00
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** Copyright 1998-2006 Randy Heit
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2006-02-24 04:48:15 +00:00
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This is completely different from Doom's info.c.
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**
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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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2008-09-14 23:54:38 +00:00
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#include "d_net.h"
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2006-02-24 04:48:15 +00:00
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#include "gi.h"
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2009-09-17 01:36:14 +00:00
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#include "vm.h"
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2006-02-24 04:48:15 +00:00
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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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2006-10-31 14:53:21 +00:00
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#include "templates.h"
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2007-04-22 09:06:29 +00:00
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#include "cmdlib.h"
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2009-06-26 17:17:52 +00:00
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#include "g_level.h"
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2006-02-24 04:48:15 +00:00
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2008-10-25 17:38:00 +00:00
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extern void LoadActors ();
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2006-02-24 04:48:15 +00:00
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2009-09-23 00:23:24 +00:00
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int CallDecorateAction(VMFrameStack *stack, VMValue *param, int numparam, VMReturn *ret, int numret)
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{
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assert(numparam == 6);
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actionf_p action = (actionf_p)param[5].a;
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action((AActor *)param[0].a, (AActor *)param[1].a, (FState *)param[2].a, param[3].i, (StateCallData *)param[4].a);
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return 0;
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}
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void FState::SetAction(PSymbolActionFunction *func, bool setdefaultparams)
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{
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if (func != NULL)
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{
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// All generated functions use this code.
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static const VM_UBYTE codetemplate[] =
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{
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OP_PARAM, 0, REGT_POINTER, 0,
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OP_PARAM, 0, REGT_POINTER, 1,
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OP_PARAM, 0, REGT_POINTER, 2,
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OP_PARAM, 0, REGT_INT, 0,
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OP_PARAM, 0, REGT_POINTER, 3,
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OP_PARAM, 0, REGT_POINTER|REGT_KONST, 0,
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OP_CALL_K, 1, 6, 0,
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OP_RET, 0, REGT_NIL, 0
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};
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// Find the CallDecorateAction function. If not found, create it and install it
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// in Actor.
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VMFunction *callfunc;
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PSymbol *sym = RUNTIME_CLASS(AActor)->Symbols.FindSymbol("CallDecorateAction", false);
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if (sym == NULL)
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{
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PSymbolVMFunction *symfunc = new PSymbolVMFunction("CallDecorateAction");
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VMNativeFunction *calldec = new VMNativeFunction(CallDecorateAction);
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symfunc->Function = calldec;
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sym = symfunc;
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RUNTIME_CLASS(AActor)->Symbols.AddSymbol(sym);
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}
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assert(sym->SymbolType == SYM_VMFunction);
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assert(((PSymbolVMFunction *)sym)->Function != NULL);
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callfunc = ((PSymbolVMFunction *)sym)->Function;
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// Create a function for this state.
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VMScriptFunction *vmfunc = new VMScriptFunction;
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VM_UBYTE *code = vmfunc->AllocCode(sizeof(codetemplate)/VM_OPSIZE);
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memcpy(code, codetemplate, sizeof(codetemplate));
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FVoidObj *konsta = vmfunc->AllocKonstA(2);
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VM_ATAG *atag = vmfunc->KonstATags();
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konsta[0].v = func->Function;
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konsta[1].o = callfunc;
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atag[0] = ATAG_GENERIC;
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atag[1] = ATAG_OBJECT;
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vmfunc->NumRegA = 4;
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vmfunc->NumRegD = 1;
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vmfunc->MaxParam = 6;
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vmfunc->NumArgs = 5;
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ActionFunc = vmfunc;
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if (setdefaultparams) ParameterIndex = func->defaultparameterindex+1;
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}
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else
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{
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ActionFunc = NULL;
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if (setdefaultparams) ParameterIndex = 0;
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}
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}
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2009-09-17 01:36:14 +00:00
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bool FState::CallAction(AActor *self, AActor *stateowner, StateCallData *statecall)
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{
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if (ActionFunc != NULL)
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{
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//ActionFunc(self, stateowner, this, ParameterIndex-1, statecall);
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VMFrameStack stack;
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VMValue params[5] = { self, stateowner, this, ParameterIndex - 1, VMValue(statecall, ATAG_STATE) };
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stack.Call(ActionFunc, params, countof(params), NULL, 0, NULL);
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return true;
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}
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else
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{
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return false;
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}
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}
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2009-06-26 17:17:52 +00:00
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2006-10-31 14:53:21 +00:00
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//==========================================================================
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//
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//
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//==========================================================================
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2006-07-13 10:17:56 +00:00
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int GetSpriteIndex(const char * spritename)
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{
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2008-12-07 12:11:59 +00:00
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static char lastsprite[5];
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static int lastindex;
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2008-09-21 18:02:38 +00:00
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// Make sure that the string is upper case and 4 characters long
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2008-10-05 18:45:05 +00:00
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char upper[5]={0,0,0,0,0};
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2008-09-21 18:02:38 +00:00
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for (int i = 0; spritename[i] != 0 && i < 4; i++)
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{
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upper[i] = toupper (spritename[i]);
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}
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2008-12-07 12:11:59 +00:00
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// cache the name so if the next one is the same the function doesn't have to perform a search.
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if (!strcmp(upper, lastsprite))
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{
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return lastindex;
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}
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strcpy(lastsprite, upper);
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2006-07-13 10:17:56 +00:00
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for (unsigned i = 0; i < sprites.Size (); ++i)
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{
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2008-12-07 12:11:59 +00:00
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if (strcmp (sprites[i].name, upper) == 0)
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2006-07-13 10:17:56 +00:00
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{
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2008-12-07 12:11:59 +00:00
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return (lastindex = (int)i);
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2006-07-13 10:17:56 +00:00
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}
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}
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spritedef_t temp;
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2008-09-21 18:02:38 +00:00
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strcpy (temp.name, upper);
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2006-07-13 10:17:56 +00:00
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temp.numframes = 0;
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temp.spriteframes = 0;
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2008-12-07 12:11:59 +00:00
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return (lastindex = (int)sprites.Push (temp));
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2006-07-13 10:17:56 +00:00
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}
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2006-10-31 14:53:21 +00:00
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//==========================================================================
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//
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//
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//==========================================================================
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2006-02-24 04:48:15 +00:00
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void FActorInfo::StaticInit ()
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{
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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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2008-10-25 17:38:00 +00:00
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Printf ("LoadActors: Load actor definitions.\n");
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LoadActors ();
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2006-02-24 04:48:15 +00:00
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}
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2006-10-31 14:53:21 +00:00
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//==========================================================================
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//
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2006-02-24 04:48:15 +00:00
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// Called after Dehacked patches are applied
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2006-10-31 14:53:21 +00:00
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//
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//==========================================================================
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2006-02-24 04:48:15 +00:00
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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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2006-05-10 02:40:43 +00:00
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for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
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2006-02-24 04:48:15 +00:00
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{
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2006-05-10 02:40:43 +00:00
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PClass::m_RuntimeActors[i]->ActorInfo->RegisterIDs ();
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2006-02-24 04:48:15 +00:00
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}
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}
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2006-10-31 14:53:21 +00:00
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//==========================================================================
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//
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//
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//==========================================================================
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2006-02-24 04:48:15 +00:00
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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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2008-09-01 19:45:17 +00:00
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// Fill out the list for Chex Quest with Doom's actors
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if (gameinfo.gametype == GAME_Chex && DoomEdMap.FindType(DoomEdNum) == NULL &&
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(GameFilter & GAME_Doom))
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{
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2008-09-01 19:56:32 +00:00
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DoomEdMap.AddType (DoomEdNum, Class, true);
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2008-09-01 19:45:17 +00:00
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}
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2006-02-24 04:48:15 +00:00
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}
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2006-10-31 14:53:21 +00:00
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//==========================================================================
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//
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//
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//==========================================================================
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2009-06-26 17:17:52 +00:00
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FActorInfo *FActorInfo::GetReplacement (bool lookskill)
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2006-07-08 02:17:35 +00:00
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{
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2009-06-26 17:17:52 +00:00
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FName skillrepname = AllSkills[gameskill].GetReplacement(this->Class->TypeName);
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2009-06-26 21:06:49 +00:00
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if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
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{
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Printf("Warning: incorrect actor name in definition of skill %s: \n\
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class %s is replaced by inexistent class %s\n\
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Skill replacement will be ignored for this actor.\n",
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AllSkills[gameskill].Name.GetChars(),
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this->Class->TypeName.GetChars(), skillrepname.GetChars());
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AllSkills[gameskill].SetReplacement(this->Class->TypeName, NAME_None);
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AllSkills[gameskill].SetReplacedBy(skillrepname, NAME_None);
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lookskill = false; skillrepname = NAME_None;
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}
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2009-06-26 17:17:52 +00:00
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if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
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2006-07-08 02:17:35 +00:00
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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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2009-06-26 17:17:52 +00:00
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FActorInfo *rep = savedrep;
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// Handle skill-based replacement here. It has precedence on DECORATE replacement
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// in that the skill replacement is applied first, followed by DECORATE replacement
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// on the actor indicated by the skill replacement.
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2009-06-26 21:06:49 +00:00
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if (lookskill && (skillrepname != NAME_None))
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2009-06-26 17:17:52 +00:00
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{
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rep = PClass::FindClass(skillrepname)->ActorInfo;
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}
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// Now handle DECORATE replacement chain
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// Skill replacements are not recursive, contrarily to DECORATE replacements
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rep = rep->GetReplacement(false);
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// Reset the temporarily NULLed field
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2006-07-08 02:17:35 +00:00
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Replacement = savedrep;
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return rep;
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}
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2006-10-31 14:53:21 +00:00
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//==========================================================================
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//
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//
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//==========================================================================
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2009-06-26 17:17:52 +00:00
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FActorInfo *FActorInfo::GetReplacee (bool lookskill)
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2006-07-16 15:00:10 +00:00
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{
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2009-09-14 19:44:14 +00:00
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FName skillrepname = AllSkills[gameskill].GetReplacedBy(this->Class->TypeName);
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if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
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{
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2009-06-26 21:06:49 +00:00
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Printf("Warning: incorrect actor name in definition of skill %s: \
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inexistent class %s is replaced by class %s\n\
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Skill replacement will be ignored for this actor.\n",
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AllSkills[gameskill].Name.GetChars(),
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skillrepname.GetChars(), this->Class->TypeName.GetChars());
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AllSkills[gameskill].SetReplacedBy(this->Class->TypeName, NAME_None);
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AllSkills[gameskill].SetReplacement(skillrepname, NAME_None);
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lookskill = false;
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}
|
2009-06-26 17:17:52 +00:00
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if (Replacee == NULL && (!lookskill || skillrepname == NAME_None))
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2006-07-16 15:00:10 +00:00
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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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2009-09-14 19:44:14 +00:00
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FActorInfo *rep = savedrep;
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if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL))
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{
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rep = PClass::FindClass(skillrepname)->ActorInfo;
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}
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rep = rep->GetReplacee (false); Replacee = savedrep;
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2006-07-16 15:00:10 +00:00
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return rep;
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}
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|
2008-08-23 08:48:19 +00:00
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::SetDamageFactor(FName type, fixed_t factor)
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{
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if (factor != FRACUNIT)
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{
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if (DamageFactors == NULL) DamageFactors=new DmgFactors;
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DamageFactors->Insert(type, factor);
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}
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else
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{
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if (DamageFactors != NULL)
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DamageFactors->Remove(type);
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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::SetPainChance(FName type, int chance)
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{
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if (chance >= 0)
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{
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if (PainChances == NULL) PainChances=new PainChanceList;
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PainChances->Insert(type, MIN(chance, 255));
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}
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else
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{
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if (PainChances != NULL)
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PainChances->Remove(type);
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}
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}
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2006-10-31 14:53:21 +00:00
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//==========================================================================
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//
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//
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//==========================================================================
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2006-02-24 04:48:15 +00:00
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FDoomEdMap DoomEdMap;
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FDoomEdMap::FDoomEdEntry *FDoomEdMap::DoomEdHash[DOOMED_HASHSIZE];
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2006-05-09 03:40:15 +00:00
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FDoomEdMap::~FDoomEdMap()
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{
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Empty();
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}
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2008-09-01 19:56:32 +00:00
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void FDoomEdMap::AddType (int doomednum, const PClass *type, bool temporary)
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2006-02-24 04:48:15 +00:00
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{
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unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
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FDoomEdEntry *entry = DoomEdHash[hash];
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while (entry && entry->DoomEdNum != doomednum)
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{
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entry = entry->HashNext;
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}
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if (entry == NULL)
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{
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entry = new FDoomEdEntry;
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entry->HashNext = DoomEdHash[hash];
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entry->DoomEdNum = doomednum;
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DoomEdHash[hash] = entry;
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}
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2008-09-01 19:56:32 +00:00
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else if (!entry->temp)
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2006-02-24 04:48:15 +00:00
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{
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Printf (PRINT_BOLD, "Warning: %s and %s both have doomednum %d.\n",
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2006-05-10 02:40:43 +00:00
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type->TypeName.GetChars(), entry->Type->TypeName.GetChars(), doomednum);
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2006-02-24 04:48:15 +00:00
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}
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2008-09-01 19:56:32 +00:00
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entry->temp = temporary;
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2006-02-24 04:48:15 +00:00
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entry->Type = type;
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}
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void FDoomEdMap::DelType (int doomednum)
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{
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unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
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FDoomEdEntry **prev = &DoomEdHash[hash];
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FDoomEdEntry *entry = *prev;
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while (entry && entry->DoomEdNum != doomednum)
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{
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prev = &entry->HashNext;
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entry = entry->HashNext;
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}
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if (entry != NULL)
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{
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*prev = entry->HashNext;
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delete entry;
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}
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}
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void FDoomEdMap::Empty ()
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{
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int bucket;
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for (bucket = 0; bucket < DOOMED_HASHSIZE; ++bucket)
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{
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FDoomEdEntry *probe = DoomEdHash[bucket];
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while (probe != NULL)
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{
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FDoomEdEntry *next = probe->HashNext;
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delete probe;
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probe = next;
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}
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DoomEdHash[bucket] = NULL;
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}
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}
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2006-05-10 02:40:43 +00:00
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const PClass *FDoomEdMap::FindType (int doomednum) const
|
2006-02-24 04:48:15 +00:00
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|
|
{
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unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
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FDoomEdEntry *entry = DoomEdHash[hash];
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while (entry && entry->DoomEdNum != doomednum)
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entry = entry->HashNext;
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return entry ? entry->Type : NULL;
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}
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struct EdSorting
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{
|
2006-05-10 02:40:43 +00:00
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const PClass *Type;
|
2006-02-24 04:48:15 +00:00
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int DoomEdNum;
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};
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static int STACK_ARGS sortnums (const void *a, const void *b)
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{
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|
return ((const EdSorting *)a)->DoomEdNum -
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((const EdSorting *)b)->DoomEdNum;
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}
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void FDoomEdMap::DumpMapThings ()
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{
|
2006-05-10 02:40:43 +00:00
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TArray<EdSorting> infos (PClass::m_Types.Size());
|
2006-02-24 04:48:15 +00:00
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int i;
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for (i = 0; i < DOOMED_HASHSIZE; ++i)
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|
|
{
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|
FDoomEdEntry *probe = DoomEdHash[i];
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|
|
while (probe != NULL)
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{
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|
|
EdSorting sorting = { probe->Type, probe->DoomEdNum };
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|
|
infos.Push (sorting);
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|
|
probe = probe->HashNext;
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|
|
}
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|
|
}
|
|
|
|
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|
|
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",
|
2006-05-10 02:40:43 +00:00
|
|
|
infos[i].DoomEdNum, infos[i].Type->TypeName.GetChars());
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (dumpmapthings)
|
|
|
|
{
|
|
|
|
FDoomEdMap::DumpMapThings ();
|
|
|
|
}
|
|
|
|
|
2006-09-14 00:02:31 +00:00
|
|
|
bool CheckCheatmode ();
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2008-12-16 01:23:44 +00:00
|
|
|
static void SummonActor (int command, int command2, FCommandLine argv)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (CheckCheatmode ())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (argv.argc() > 1)
|
|
|
|
{
|
2006-05-10 02:40:43 +00:00
|
|
|
const PClass *type = PClass::FindClass (argv[1]);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (type == NULL)
|
|
|
|
{
|
|
|
|
Printf ("Unknown class '%s'\n", argv[1]);
|
|
|
|
return;
|
|
|
|
}
|
2008-12-16 01:23:44 +00:00
|
|
|
Net_WriteByte (argv.argc() > 2 ? command2 : command);
|
2006-05-10 02:40:43 +00:00
|
|
|
Net_WriteString (type->TypeName.GetChars());
|
2008-12-16 01:23:44 +00:00
|
|
|
|
2009-08-03 20:40:45 +00:00
|
|
|
if (argv.argc () > 2) {
|
|
|
|
Net_WriteWord (atoi (argv[2])); // angle
|
|
|
|
if (argv.argc () > 3) Net_WriteWord (atoi (argv[3])); // TID
|
|
|
|
else Net_WriteWord (0);
|
|
|
|
if (argv.argc () > 4) Net_WriteByte (atoi (argv[4])); // special
|
|
|
|
else Net_WriteByte (0);
|
|
|
|
for(int i = 5; i < 10; i++) { // args[5]
|
|
|
|
if(i < argv.argc()) Net_WriteLong (atoi (argv[i]));
|
|
|
|
else Net_WriteLong (0);
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-12-16 01:23:44 +00:00
|
|
|
CCMD (summon)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-12-16 01:23:44 +00:00
|
|
|
SummonActor (DEM_SUMMON, DEM_SUMMON2, argv);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2008-12-16 01:23:44 +00:00
|
|
|
CCMD (summonfriend)
|
|
|
|
{
|
|
|
|
SummonActor (DEM_SUMMONFRIEND, DEM_SUMMONFRIEND2, argv);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2007-01-16 03:04:00 +00:00
|
|
|
|
2009-09-14 19:44:14 +00:00
|
|
|
CCMD (summonmbf)
|
|
|
|
{
|
|
|
|
SummonActor (DEM_SUMMONMBF, DEM_SUMMONFRIEND2, argv);
|
|
|
|
}
|
|
|
|
|
2007-01-16 03:04:00 +00:00
|
|
|
CCMD (summonfoe)
|
|
|
|
{
|
2008-12-16 01:23:44 +00:00
|
|
|
SummonActor (DEM_SUMMONFOE, DEM_SUMMONFOE2, argv);
|
2007-01-16 03:04:00 +00:00
|
|
|
}
|