qzdoom/src/d_dehacked.cpp

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/*
** d_dehacked.cpp
** Parses dehacked/bex patches and changes game structures accordingly
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** Much of this file is fudging code to compensate for the fact that most of
** what could be changed with Dehacked is no longer in the same state it was
** in as of Doom 1.9. There is a lump in zdoom.wad (DEHSUPP) that stores most
** of the lookup tables used so that they need not be loaded all the time.
** Also, their total size is less in the lump than when they were part of the
** executable, so it saves space on disk as well as in memory.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stddef.h>
#include "doomtype.h"
#include "templates.h"
#include "doomstat.h"
#include "info.h"
#include "d_dehacked.h"
#include "s_sound.h"
#include "g_level.h"
#include "cmdlib.h"
#include "gstrings.h"
#include "m_alloc.h"
#include "m_misc.h"
#include "w_wad.h"
#include "d_player.h"
#include "r_state.h"
#include "gi.h"
#include "c_dispatch.h"
#include "decallib.h"
#include "v_palette.h"
2006-04-11 16:27:41 +00:00
#include "a_sharedglobal.h"
#include "thingdef/thingdef.h"
#include "thingdef/thingdef_exp.h"
#include "vectors.h"
#include "dobject.h"
#include "r_data/r_translate.h"
#include "sc_man.h"
#include "i_system.h"
#include "doomerrors.h"
#include "p_effect.h"
#include "farchive.h"
// [SO] Just the way Randy said to do it :)
// [RH] Made this CVAR_SERVERINFO
CVAR (Int, infighting, 0, CVAR_SERVERINFO)
static bool LoadDehSupp ();
static void UnloadDehSupp ();
// This is a list of all the action functions used by each of Doom's states.
static TArray<PSymbol *> Actions;
// These are the original heights of every Doom 2 thing. They are used if a patch
// specifies that a thing should be hanging from the ceiling but doesn't specify
// a height for the thing, since these are the heights it probably wants.
static TArray<int> OrgHeights;
// DeHackEd made the erroneous assumption that if a state didn't appear in
// Doom with an action function, then it was incorrect to assign it one.
// This is a list of the states that had action functions, so we can figure
// out where in the original list of states a DeHackEd codepointer is.
// (DeHackEd might also have done this for compatibility between Doom
// versions, because states could move around, but actions would never
// disappear, but that doesn't explain why frame patches specify an exact
// state rather than a code pointer.)
static TArray<int> CodePConv;
// Sprite names in the order Doom originally had them.
struct DEHSprName
{
char c[5];
};
static TArray<DEHSprName> OrgSprNames;
struct StateMapper
{
FState *State;
int StateSpan;
const PClass *Owner;
bool OwnerIsPickup;
};
static TArray<StateMapper> StateMap;
// Sound equivalences. When a patch tries to change a sound,
// use these sound names.
static TArray<FSoundID> SoundMap;
// Names of different actor types, in original Doom 2 order
static TArray<const PClass *> InfoNames;
// bit flags for PatchThing (a .bex extension):
struct BitName
{
char Name[20];
BYTE Bit;
BYTE WhichFlags;
};
static TArray<BitName> BitNames;
// Render styles
struct StyleName
{
char Name[20];
BYTE Num;
};
static TArray<StyleName> StyleNames;
static TArray<const PClass *> AmmoNames;
static TArray<const PClass *> WeaponNames;
// DeHackEd trickery to support MBF-style parameters
// List of states that are hacked to use a codepointer
struct MBFParamState
{
FState *state;
int pointer;
};
static TArray<MBFParamState> MBFParamStates;
// Data on how to correctly modify the codepointers
struct CodePointerAlias
{
char name[20];
char alias[20];
BYTE params;
};
static TArray<CodePointerAlias> MBFCodePointers;
struct AmmoPerAttack
{
actionf_p func;
int ammocount;
};
DECLARE_ACTION(A_Punch)
DECLARE_ACTION(A_FirePistol)
DECLARE_ACTION(A_FireShotgun)
DECLARE_ACTION(A_FireShotgun2)
DECLARE_ACTION(A_FireCGun)
DECLARE_ACTION(A_FireMissile)
DECLARE_ACTION_PARAMS(A_Saw)
DECLARE_ACTION(A_FirePlasma)
DECLARE_ACTION(A_FireBFG)
DECLARE_ACTION(A_FireOldBFG)
DECLARE_ACTION(A_FireRailgun)
// Default ammo use of the various weapon attacks
static AmmoPerAttack AmmoPerAttacks[] = {
{ AF_A_Punch, 0},
{ AF_A_FirePistol, 1},
{ AF_A_FireShotgun, 1},
{ AF_A_FireShotgun2, 2},
{ AF_A_FireCGun, 1},
{ AF_A_FireMissile, 1},
{ AFP_A_Saw, 0},
{ AF_A_FirePlasma, 1},
{ AF_A_FireBFG, -1}, // uses deh.BFGCells
{ AF_A_FireOldBFG, 1},
{ AF_A_FireRailgun, 1},
{ NULL, 0}
};
// Miscellaneous info that used to be constant
DehInfo deh =
{
100, // .StartHealth
50, // .StartBullets
100, // .MaxHealth
200, // .MaxArmor
1, // .GreenAC
2, // .BlueAC
200, // .MaxSoulsphere
100, // .SoulsphereHealth
200, // .MegasphereHealth
100, // .GodHealth
200, // .FAArmor
2, // .FAAC
200, // .KFAArmor
2, // .KFAAC
"PLAY", // Name of player sprite
255, // Rocket explosion style, 255=use cvar
FRACUNIT*2/3, // Rocket explosion alpha
false, // .NoAutofreeze
40, // BFG cells per shot
};
// Doom identified pickup items by their sprites. ZDoom prefers to use their
// class type to identify them instead. To support the traditional Doom
// behavior, for every thing touched by dehacked that has the MF_PICKUP flag,
// a new subclass of ADehackedPickup will be created with properties copied
// from the original actor's defaults. The original actor is then changed to
// spawn the new class.
IMPLEMENT_POINTY_CLASS (ADehackedPickup)
DECLARE_POINTER (RealPickup)
END_POINTERS
TArray<PClass *> TouchedActors;
char *UnchangedSpriteNames;
int NumUnchangedSprites;
// Sprite<->Class map for ADehackedPickup::DetermineType
static struct DehSpriteMap
{
char Sprite[5];
const char *ClassName;
}
DehSpriteMappings[] =
{
{ "AMMO", "ClipBox" },
{ "ARM1", "GreenArmor" },
{ "ARM2", "BlueArmor" },
{ "BFUG", "BFG9000" },
{ "BKEY", "BlueCard" },
{ "BON1", "HealthBonus" },
{ "BON2", "ArmorBonus" },
{ "BPAK", "Backpack" },
{ "BROK", "RocketBox" },
{ "BSKU", "BlueSkull" },
{ "CELL", "Cell" },
{ "CELP", "CellPack" },
{ "CLIP", "Clip" },
{ "CSAW", "Chainsaw" },
{ "LAUN", "RocketLauncher" },
{ "MEDI", "Medikit" },
{ "MEGA", "Megasphere" },
{ "MGUN", "Chaingun" },
{ "PINS", "BlurSphere" },
{ "PINV", "InvulnerabilitySphere" },
{ "PLAS", "PlasmaRifle" },
{ "PMAP", "Allmap" },
{ "PSTR", "Berserk" },
{ "PVIS", "Infrared" },
{ "RKEY", "RedCard" },
{ "ROCK", "RocketAmmo" },
{ "RSKU", "RedSkull" },
{ "SBOX", "ShellBox" },
{ "SGN2", "SuperShotgun" },
{ "SHEL", "Shell" },
{ "SHOT", "Shotgun" },
{ "SOUL", "Soulsphere" },
{ "STIM", "Stimpack" },
{ "SUIT", "RadSuit" },
{ "YKEY", "YellowCard" },
{ "YSKU", "YellowSkull" }
};
#define LINESIZE 2048
#define CHECKKEY(a,b) if (!stricmp (Line1, (a))) (b) = atoi(Line2);
static char *PatchFile, *PatchPt, *PatchName;
static int PatchSize;
static char *Line1, *Line2;
static int dversion, pversion;
static bool including, includenotext;
static const char *unknown_str = "Unknown key %s encountered in %s %d.\n";
static FStringTable *EnglishStrings;
// This is an offset to be used for computing the text stuff.
// Straight from the DeHackEd source which was
// Written by Greg Lewis, gregl@umich.edu.
static int toff[] = {129044, 129044, 129044, 129284, 129380};
struct Key {
const char *name;
ptrdiff_t offset;
};
static int PatchThing (int);
static int PatchSound (int);
static int PatchFrame (int);
static int PatchSprite (int);
static int PatchAmmo (int);
static int PatchWeapon (int);
static int PatchPointer (int);
static int PatchCheats (int);
static int PatchMisc (int);
static int PatchText (int);
static int PatchStrings (int);
static int PatchPars (int);
static int PatchCodePtrs (int);
static int PatchMusic (int);
static int DoInclude (int);
static bool DoDehPatch();
static const struct {
const char *name;
int (*func)(int);
} Modes[] = {
// These appear in .deh and .bex files
{ "Thing", PatchThing },
{ "Sound", PatchSound },
{ "Frame", PatchFrame },
{ "Sprite", PatchSprite },
{ "Ammo", PatchAmmo },
{ "Weapon", PatchWeapon },
{ "Pointer", PatchPointer },
{ "Cheat", PatchCheats },
{ "Misc", PatchMisc },
{ "Text", PatchText },
// These appear in .bex files
{ "include", DoInclude },
{ "[STRINGS]", PatchStrings },
{ "[PARS]", PatchPars },
{ "[CODEPTR]", PatchCodePtrs },
{ "[MUSIC]", PatchMusic },
{ NULL, NULL },
};
static int HandleMode (const char *mode, int num);
static bool HandleKey (const struct Key *keys, void *structure, const char *key, int value);
static bool ReadChars (char **stuff, int size);
static char *igets (void);
static int GetLine (void);
static void PushTouchedActor(PClass *cls)
{
for(unsigned i = 0; i < TouchedActors.Size(); i++)
{
if (TouchedActors[i] == cls) return;
}
TouchedActors.Push(cls);
}
static int HandleMode (const char *mode, int num)
{
int i = 0;
while (Modes[i].name && stricmp (Modes[i].name, mode))
i++;
if (Modes[i].name)
return Modes[i].func (num);
// Handle unknown or unimplemented data
Printf ("Unknown chunk %s encountered. Skipping.\n", mode);
do
i = GetLine ();
while (i == 1);
return i;
}
static bool HandleKey (const struct Key *keys, void *structure, const char *key, int value)
{
while (keys->name && stricmp (keys->name, key))
keys++;
if (keys->name) {
*((int *)(((BYTE *)structure) + keys->offset)) = value;
return false;
}
return true;
}
static int FindSprite (const char *sprname)
{
int i;
DWORD nameint = *((DWORD *)sprname);
for (i = 0; i < NumUnchangedSprites; ++i)
{
if (*((DWORD *)&UnchangedSpriteNames[i*4]) == nameint)
{
return i;
}
}
return -1;
}
static FState *FindState (int statenum)
{
int stateacc;
unsigned i;
if (statenum == 0)
return NULL;
for (i = 0, stateacc = 1; i < StateMap.Size(); i++)
{
if (stateacc <= statenum && stateacc + StateMap[i].StateSpan > statenum)
{
if (StateMap[i].State != NULL)
{
if (StateMap[i].OwnerIsPickup)
{
PushTouchedActor(const_cast<PClass *>(StateMap[i].Owner));
}
return StateMap[i].State + statenum - stateacc;
}
else return NULL;
}
stateacc += StateMap[i].StateSpan;
}
return NULL;
}
int FindStyle (const char *namestr)
{
for(unsigned i = 0; i < StyleNames.Size(); i++)
{
if (!stricmp(StyleNames[i].Name, namestr)) return StyleNames[i].Num;
}
DPrintf("Unknown render style %s\n", namestr);
return -1;
}
static bool ReadChars (char **stuff, int size)
{
char *str = *stuff;
if (!size) {
*str = 0;
return true;
}
do {
// Ignore carriage returns
if (*PatchPt != '\r')
*str++ = *PatchPt;
else
size++;
PatchPt++;
} while (--size && *PatchPt != 0);
*str = 0;
return true;
}
static void ReplaceSpecialChars (char *str)
{
char *p = str, c;
int i;
while ( (c = *p++) ) {
if (c != '\\') {
*str++ = c;
} else {
switch (*p) {
case 'n':
case 'N':
*str++ = '\n';
break;
case 't':
case 'T':
*str++ = '\t';
break;
case 'r':
case 'R':
*str++ = '\r';
break;
case 'x':
case 'X':
c = 0;
p++;
for (i = 0; i < 2; i++) {
c <<= 4;
if (*p >= '0' && *p <= '9')
c += *p-'0';
else if (*p >= 'a' && *p <= 'f')
c += 10 + *p-'a';
else if (*p >= 'A' && *p <= 'F')
c += 10 + *p-'A';
else
break;
p++;
}
*str++ = c;
break;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
c = 0;
for (i = 0; i < 3; i++) {
c <<= 3;
if (*p >= '0' && *p <= '7')
c += *p-'0';
else
break;
p++;
}
*str++ = c;
break;
default:
*str++ = *p;
break;
}
p++;
}
}
*str = 0;
}
static char *skipwhite (char *str)
{
if (str)
while (*str && isspace(*str))
str++;
return str;
}
static void stripwhite (char *str)
{
char *end = str + strlen(str) - 1;
while (end >= str && isspace(*end))
end--;
end[1] = '\0';
}
static char *igets (void)
{
char *line;
if (*PatchPt == '\0' || PatchPt >= PatchFile + PatchSize )
return NULL;
line = PatchPt;
while (*PatchPt != '\n' && *PatchPt != '\0')
PatchPt++;
if (*PatchPt == '\n')
*PatchPt++ = 0;
return line;
}
static int GetLine (void)
{
char *line, *line2;
do {
while ( (line = igets ()) )
if (line[0] != '#') // Skip comment lines
break;
if (!line)
return 0;
Line1 = skipwhite (line);
} while (Line1 && *Line1 == 0); // Loop until we get a line with
// more than just whitespace.
line = strchr (Line1, '=');
if (line) { // We have an '=' in the input line
line2 = line;
while (--line2 >= Line1)
if (*line2 > ' ')
break;
if (line2 < Line1)
return 0; // Nothing before '='
*(line2 + 1) = 0;
line++;
while (*line && *line <= ' ')
line++;
if (*line == 0)
return 0; // Nothing after '='
Line2 = line;
return 1;
} else { // No '=' in input line
line = Line1 + 1;
while (*line > ' ')
line++; // Get beyond first word
*line++ = 0;
while (*line && *line <= ' ')
line++; // Skip white space
//.bex files don't have this restriction
//if (*line == 0)
// return 0; // No second word
Line2 = line;
return 2;
}
}
// This enum must be in sync with the Aliases array in DEHSUPP.
enum MBFCodePointers
{
// Die and Detonate are not in this list because these codepointers have
// no dehacked arguments and therefore do not need special handling.
// NailBomb has no argument but is implemented as new parameters for A_Explode.
MBF_Mushroom, // misc1 = vrange (arg +3), misc2 = hrange (arg+4)
MBF_Spawn, // misc1 = type (arg +0), misc2 = Z-pos (arg +2)
MBF_Turn, // misc1 = angle (in degrees) (arg +0 but factor in current actor angle too)
MBF_Face, // misc1 = angle (in degrees) (arg +0)
MBF_Scratch, // misc1 = damage, misc 2 = sound
MBF_PlaySound, // misc1 = sound, misc2 = attenuation none (true) or normal (false)
MBF_RandomJump, // misc1 = state, misc2 = probability
MBF_LineEffect, // misc1 = Boom linedef type, misc2 = sector tag
SMMU_NailBomb, // No misc, but it's basically A_Explode with an added effect
};
int PrepareStateParameters(FState * state, int numparams, const PClass *cls);// Should probably be in a .h file.
// Hacks the parameter list for the given state so as to convert MBF-args (misc1 and misc2) into real args.
void SetDehParams(FState * state, int codepointer)
{
int value1 = state->GetMisc1();
int value2 = state->GetMisc2();
if (!(value1|value2)) return;
// Fakey fake script position thingamajig. Because NULL cannot be used instead.
// Even if the lump was parsed by an FScanner, there would hardly be a way to
// identify which line is troublesome.
FScriptPosition * pos = new FScriptPosition(FString("DEHACKED"), 0);
// Let's identify the codepointer we're dealing with.
PSymbolActionFunction * sym; PSymbol * s;
s = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(FName(MBFCodePointers[codepointer].name), true);
if (!s || s->SymbolType != SYM_ActionFunction) return;
sym = static_cast<PSymbolActionFunction*>(s);
// Bleargh! This will all have to be redone once scripting works
// Not sure exactly why the index for a state is greater by one point than the index for a symbol.
DPrintf("SetDehParams: Paramindex is %d, default is %d.\n",
state->ParameterIndex-1, sym->defaultparameterindex);
if (state->ParameterIndex-1 == sym->defaultparameterindex)
{
int a = PrepareStateParameters(state, MBFCodePointers[codepointer].params+1,
FState::StaticFindStateOwner(state)) -1;
int b = sym->defaultparameterindex;
// StateParams.Copy(a, b, MBFParams[codepointer]);
// Meh, function doesn't work. For some reason it resets the paramindex to the default value.
// For instance, a dehacked Commander Keen calling A_Explode would result in a crash as
// ACTION_PARAM_INT(damage, 0) would properly evaluate at paramindex 1377, but then
// ACTION_PARAM_INT(distance, 1) would improperly evaluate at paramindex 148! Now I'm not sure
// whether it's a genuine problem or working as intended and merely not appropriate for the
// task at hand here. So rather than modify it, I use a simple for loop of Set()s and Get()s,
// with a small modification to Set() that I know will have no repercussion anywhere else.
for (int i = 0; i<MBFCodePointers[codepointer].params; i++)
{
StateParams.Set(a+i, StateParams.Get(b+i), true);
}
DPrintf("New paramindex is %d.\n", state->ParameterIndex-1);
}
int ParamIndex = state->ParameterIndex - 1;
switch (codepointer)
{
case MBF_Mushroom:
StateParams.Set(ParamIndex+2, new FxConstant(1, *pos)); // Flag
// NOTE: Do not convert to float here because it will lose precision. It must be double.
if (value1) StateParams.Set(ParamIndex+3, new FxConstant(value1/65536., *pos)); // vrange
if (value2) StateParams.Set(ParamIndex+4, new FxConstant(value2/65536., *pos)); // hrange
break;
case MBF_Spawn:
if (InfoNames[value1-1] == NULL)
{
I_Error("No class found for dehackednum %d!\n", value1+1);
return;
}
StateParams.Set(ParamIndex+0, new FxConstant(InfoNames[value1-1], *pos)); // type
StateParams.Set(ParamIndex+2, new FxConstant(value2, *pos)); // height
break;
case MBF_Turn:
// Intentional fall through. I tried something more complicated by creating an
// FxExpression that corresponded to "variable angle + angle" so as to use A_SetAngle
// as well, but it became an overcomplicated mess that didn't even work as I had to
// create a compile context as well and couldn't get it right.
case MBF_Face:
StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // angle
break;
case MBF_Scratch: // misc1 = damage, misc 2 = sound
StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // damage
if (value2) StateParams.Set(ParamIndex+1, new FxConstant(SoundMap[value2-1], *pos)); // hit sound
break;
case MBF_PlaySound:
StateParams.Set(ParamIndex+0, new FxConstant(SoundMap[value1-1], *pos)); // soundid
StateParams.Set(ParamIndex+1, new FxConstant(CHAN_BODY, *pos)); // channel
StateParams.Set(ParamIndex+2, new FxConstant(1.0, *pos)); // volume
StateParams.Set(ParamIndex+3, new FxConstant(false, *pos)); // looping
StateParams.Set(ParamIndex+4, new FxConstant((value2 ? ATTN_NONE : ATTN_NORM), *pos)); // attenuation
break;
case MBF_RandomJump:
StateParams.Set(ParamIndex+0, new FxConstant(2, *pos)); // count
StateParams.Set(ParamIndex+1, new FxConstant(value2, *pos)); // maxchance
StateParams.Set(ParamIndex+2, new FxConstant(FindState(value1), *pos)); // jumpto
break;
case MBF_LineEffect:
// This is the second MBF codepointer that couldn't be translated easily.
// Calling P_TranslateLineDef() here was a simple matter, as was adding an
// extra parameter to A_CallSpecial so as to replicate the LINEDONE stuff,
// but unfortunately DEHACKED lumps are processed before the map translation
// arrays are initialized so this didn't work.
StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // special
StateParams.Set(ParamIndex+1, new FxConstant(value2, *pos)); // tag
break;
case SMMU_NailBomb:
// That one does not actually have MBF-style parameters. But since
// we're aliasing it to an extension of A_Explode...
StateParams.Set(ParamIndex+5, new FxConstant(30, *pos)); // nails
StateParams.Set(ParamIndex+6, new FxConstant(10, *pos)); // naildamage
break;
default:
// This simply should not happen.
Printf("Unmanaged dehacked codepointer alias num %i\n", codepointer);
}
}
static int PatchThing (int thingy)
{
enum
{
// Boom flags
MF_TRANSLATION = 0x0c000000, // if 0x4 0x8 or 0xc, use a translation
MF_TRANSSHIFT = 26, // table for player colormaps
// A couple of Boom flags that don't exist in ZDoom
MF_SLIDE = 0x00002000, // Player: keep info about sliding along walls.
MF_TRANSLUCENT = 0x80000000, // Translucent sprite?
// MBF flags: TOUCHY is remapped to flags6, FRIEND is turned into FRIENDLY,
// and finally BOUNCES is replaced by bouncetypes with the BOUNCES_MBF bit.
MF_TOUCHY = 0x10000000, // killough 11/98: dies when solids touch it
MF_BOUNCES = 0x20000000, // killough 7/11/98: for beta BFG fireballs
MF_FRIEND = 0x40000000, // killough 7/18/98: friendly monsters
};
int result;
AActor *info;
BYTE dummy[sizeof(AActor)];
bool hadHeight = false;
bool hadTranslucency = false;
bool hadStyle = false;
FStateDefinitions statedef;
bool patchedStates = false;
int oldflags;
const PClass *type;
SWORD *ednum, dummyed;
type = NULL;
info = (AActor *)&dummy;
ednum = &dummyed;
if (thingy > (int)InfoNames.Size() || thingy <= 0)
{
Printf ("Thing %d out of range.\n", thingy);
}
else
{
DPrintf ("Thing %d\n", thingy);
if (thingy > 0)
{
type = InfoNames[thingy - 1];
if (type == NULL)
{
info = (AActor *)&dummy;
ednum = &dummyed;
// An error for the name has already been printed while loading DEHSUPP.
Printf ("Could not find thing %d\n", thingy);
}
else
{
info = GetDefaultByType (type);
ednum = &type->ActorInfo->DoomEdNum;
}
}
}
oldflags = info->flags;
while ((result = GetLine ()) == 1)
{
char *endptr;
unsigned long val = strtoul (Line2, &endptr, 10);
size_t linelen = strlen (Line1);
if (linelen == 10 && stricmp (Line1, "Hit points") == 0)
{
info->health = val;
}
else if (linelen == 13 && stricmp (Line1, "Reaction time") == 0)
{
info->reactiontime = val;
}
else if (linelen == 11 && stricmp (Line1, "Pain chance") == 0)
{
info->PainChance = (SWORD)val;
}
else if (linelen == 12 && stricmp (Line1, "Translucency") == 0)
{
info->alpha = val;
info->RenderStyle = STYLE_Translucent;
hadTranslucency = true;
hadStyle = true;
}
else if (linelen == 6 && stricmp (Line1, "Height") == 0)
{
info->height = val;
info->projectilepassheight = 0; // needs to be disabled
hadHeight = true;
}
else if (linelen == 14 && stricmp (Line1, "Missile damage") == 0)
{
info->Damage = val;
}
else if (linelen == 5)
{
if (stricmp (Line1, "Speed") == 0)
{
info->Speed = val;
}
else if (stricmp (Line1, "Width") == 0)
{
info->radius = val;
}
else if (stricmp (Line1, "Alpha") == 0)
{
info->alpha = (fixed_t)(atof (Line2) * FRACUNIT);
hadTranslucency = true;
}
else if (stricmp (Line1, "Scale") == 0)
{
info->scaleY = info->scaleX = clamp<fixed_t> (FLOAT2FIXED(atof (Line2)), 1, 256*FRACUNIT);
}
else if (stricmp (Line1, "Decal") == 0)
{
stripwhite (Line2);
2006-04-12 01:50:09 +00:00
const FDecalTemplate *decal = DecalLibrary.GetDecalByName (Line2);
if (decal != NULL)
{
2006-04-12 01:50:09 +00:00
info->DecalGenerator = const_cast <FDecalTemplate *>(decal);
}
else
{
Printf ("Thing %d: Unknown decal %s\n", thingy, Line2);
}
}
}
else if (linelen == 12 && stricmp (Line1, "Render Style") == 0)
{
stripwhite (Line2);
int style = FindStyle (Line2);
if (style >= 0)
{
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
info->RenderStyle = ERenderStyle(style);
hadStyle = true;
}
}
else if (linelen > 6)
{
if (linelen == 12 && stricmp (Line1, "No Ice Death") == 0)
{
if (val)
{
info->flags4 |= MF4_NOICEDEATH;
}
else
{
info->flags4 &= ~MF4_NOICEDEATH;
}
}
else if (stricmp (Line1 + linelen - 6, " frame") == 0)
{
FState *state = FindState (val);
if (type != NULL && !patchedStates)
{
statedef.MakeStateDefines(type);
patchedStates = true;
}
if (!strnicmp (Line1, "Initial", 7))
statedef.SetStateLabel("Spawn", state ? state : GetDefault<AActor>()->SpawnState);
else if (!strnicmp (Line1, "First moving", 12))
statedef.SetStateLabel("See", state);
else if (!strnicmp (Line1, "Injury", 6))
statedef.SetStateLabel("Pain", state);
else if (!strnicmp (Line1, "Close attack", 12))
{
if (thingy != 1) // Not for players!
{
statedef.SetStateLabel("Melee", state);
}
}
else if (!strnicmp (Line1, "Far attack", 10))
{
if (thingy != 1) // Not for players!
{
statedef.SetStateLabel("Missile", state);
}
}
else if (!strnicmp (Line1, "Death", 5))
statedef.SetStateLabel("Death", state);
else if (!strnicmp (Line1, "Exploding", 9))
statedef.SetStateLabel("XDeath", state);
else if (!strnicmp (Line1, "Respawn", 7))
statedef.SetStateLabel("Raise", state);
}
else if (stricmp (Line1 + linelen - 6, " sound") == 0)
{
FSoundID snd;
if (val == 0 || val >= SoundMap.Size())
{
if (endptr == Line2)
{ // Sound was not a (valid) number,
// so treat it as an actual sound name.
stripwhite (Line2);
snd = Line2;
}
}
else
{
snd = SoundMap[val-1];
}
if (!strnicmp (Line1, "Alert", 5))
info->SeeSound = snd;
else if (!strnicmp (Line1, "Attack", 6))
info->AttackSound = snd;
else if (!strnicmp (Line1, "Pain", 4))
info->PainSound = snd;
else if (!strnicmp (Line1, "Death", 5))
info->DeathSound = snd;
else if (!strnicmp (Line1, "Action", 6))
info->ActiveSound = snd;
}
}
else if (linelen == 4)
{
if (stricmp (Line1, "Mass") == 0)
{
info->Mass = val;
}
else if (stricmp (Line1, "Bits") == 0)
{
DWORD value[4] = { 0, 0, 0 };
bool vchanged[4] = { false, false, false };
// ZDoom used to block the upper range of bits to force use of mnemonics for extra flags.
// MBF also defined extra flags in the same range, but without forcing mnemonics. For MBF
// compatibility, the upper bits are freed, but we have conflicts between the ZDoom bits
// and the MBF bits. The only such flag exposed to DEHSUPP, though, is STEALTH -- the others
// are not available through mnemonics, and aren't available either through their bit value.
// So if we find the STEALTH keyword, it's a ZDoom mod, otherwise assume FRIEND.
bool zdoomflags = false;
char *strval;
for (strval = Line2; (strval = strtok (strval, ",+| \t\f\r")); strval = NULL)
{
if (IsNum (strval))
{
// I have no idea why everyone insists on using strtol here even though it fails
// dismally if a value is parsed where the highest bit it set. Do people really
// use negative values here? Let's better be safe and check both.
if (strchr(strval, '-')) value[0] |= (unsigned long)strtol(strval, NULL, 10);
else value[0] |= (unsigned long)strtoul(strval, NULL, 10);
vchanged[0] = true;
}
else
{
// STEALTH FRIEND HACK!
if (!stricmp(strval, "STEALTH")) zdoomflags = true;
unsigned i;
for(i = 0; i < BitNames.Size(); i++)
{
if (!stricmp(strval, BitNames[i].Name))
{
vchanged[BitNames[i].WhichFlags] = true;
value[BitNames[i].WhichFlags] |= 1 << BitNames[i].Bit;
break;
}
}
if (i == BitNames.Size())
{
DPrintf("Unknown bit mnemonic %s\n", strval);
}
}
}
if (vchanged[0])
{
if (value[0] & MF_SLIDE)
{
// SLIDE (which occupies in Doom what is the MF_INCHASE slot in ZDoom)
value[0] &= ~MF_SLIDE; // clean the slot
// Nothing else to do, this flag is never actually used.
}
if (value[0] & MF_TRANSLATION)
{
info->Translation = TRANSLATION (TRANSLATION_Standard,
((value[0] & MF_TRANSLATION) >> (MF_TRANSSHIFT))-1);
value[0] &= ~MF_TRANSLATION;
}
if (value[0] & MF_TOUCHY)
{
// TOUCHY (which occupies in MBF what is the MF_UNMORPHED slot in ZDoom)
value[0] &= ~MF_TOUCHY; // clean the slot
info->flags6 |= MF6_TOUCHY; // remap the flag
}
if (value[0] & MF_BOUNCES)
{
// BOUNCES (which occupies in MBF the MF_NOLIFTDROP slot)
// This flag is especially convoluted as what it does depend on what
// other flags the actor also has, and whether it's "sentient" or not.
value[0] &= ~MF_BOUNCES; // clean the slot
// MBF considers that things that bounce can be damaged, even if not shootable.
info->flags6 |= MF6_VULNERABLE;
// MBF also considers that bouncers pass through blocking lines as projectiles.
info->flags3 |= MF3_NOBLOCKMONST;
// MBF also considers that bouncers that explode are grenades, and MBF grenades
// are supposed to hurt everything, except cyberdemons if they're fired by cybies.
// Let's translate that in a more generic way as grenades which hurt everything
// except the class of their shooter. Yes, it does diverge a bit from MBF, as for
// example a dehacked arachnotron that shoots grenade would kill itself quickly
// in MBF and will not here. But class-specific checks are cumbersome and limiting.
info->flags4 |= (MF4_FORCERADIUSDMG | MF4_DONTHARMCLASS);
// MBF bouncing missiles rebound on floors and ceiling, but not on walls.
// This is different from BOUNCE_Heretic behavior as in Heretic the missiles
// die when they bounce, while in MBF they will continue to bounce until they
// collide with a wall or a solid actor.
if (value[0] & MF_MISSILE) info->BounceFlags = BOUNCE_Classic;
// MBF bouncing actors that do not have the missile flag will also rebound on
// walls, and this does correspond roughly to the ZDoom bounce style.
else info->BounceFlags = BOUNCE_Grenade;
// MBF grenades are dehacked rockets that gain the BOUNCES flag but
// lose the MISSILE flag, so they can be identified here easily.
if (!(value[0] & MF_MISSILE) && info->effects & FX_ROCKET)
{
info->effects &= ~FX_ROCKET; // replace rocket trail
info->effects |= FX_GRENADE; // by grenade trail
}
// MBF bounce factors depend on flag combos:
enum
{
MBF_BOUNCE_NOGRAVITY = FRACUNIT, // With NOGRAVITY: full momentum
MBF_BOUNCE_FLOATDROPOFF = (FRACUNIT * 85) / 100,// With FLOAT and DROPOFF: 85%
MBF_BOUNCE_FLOAT = (FRACUNIT * 70) / 100,// With FLOAT alone: 70%
MBF_BOUNCE_DEFAULT = (FRACUNIT * 45) / 100,// Without the above flags: 45%
MBF_BOUNCE_WALL = (FRACUNIT * 50) / 100,// Bouncing off walls: 50%
};
info->bouncefactor = ((value[0] & MF_NOGRAVITY) ? MBF_BOUNCE_NOGRAVITY
: (value[0] & MF_FLOAT) ? (value[0] & MF_DROPOFF) ? MBF_BOUNCE_FLOATDROPOFF
: MBF_BOUNCE_FLOAT : MBF_BOUNCE_DEFAULT);
info->wallbouncefactor = ((value[0] & MF_NOGRAVITY) ? MBF_BOUNCE_NOGRAVITY : MBF_BOUNCE_WALL);
// MBF sentient actors with BOUNCE and FLOAT are able to "jump" by floating up.
if (info->IsSentient())
{
if (value[0] & MF_FLOAT) info->flags6 |= MF6_CANJUMP;
}
// Non sentient actors can be damaged but they shouldn't bleed.
else
{
value[0] |= MF_NOBLOOD;
}
}
if (zdoomflags && (value [0] & MF_STEALTH))
{
// STEALTH FRIEND HACK!
}
else if (value[0] & MF_FRIEND)
{
// FRIEND (which occupies in MBF the MF_STEALTH slot)
value[0] &= ~MF_FRIEND; // clean the slot
value[0] |= MF_FRIENDLY; // remap the flag to its ZDoom equivalent
// MBF friends are not blocked by monster blocking lines:
info->flags3 |= MF3_NOBLOCKMONST;
}
if (value[0] & MF_TRANSLUCENT)
{
// TRANSLUCENT (which occupies in Boom the MF_ICECORPSE slot)
value[0] &= ~MF_TRANSLUCENT; // clean the slot
vchanged[2] = true; value[2] |= 2; // let the TRANSLUCxx code below handle it
}
if ((info->flags & MF_MISSILE) && (info->flags2 & MF2_NOTELEPORT)
&& !(value[0] & MF_MISSILE))
{
// ZDoom gives missiles flags that did not exist in Doom: MF2_NOTELEPORT,
// MF2_IMPACT, and MF2_PCROSS. The NOTELEPORT one can be a problem since
// some projectile actors (those new to Doom II) were not excluded from
// triggering line effects and can teleport when the missile flag is removed.
info->flags2 &= ~MF2_NOTELEPORT;
}
info->flags = value[0];
}
if (vchanged[1])
{
info->flags2 = value[1];
if (info->flags2 & 0x00000004) // old BOUNCE1
{
info->flags2 &= ~4;
info->BounceFlags = BOUNCE_DoomCompat;
}
// Damage types that once were flags but now are not
if (info->flags2 & 0x20000000)
{
info->DamageType = NAME_Ice;
info->flags2 &= ~0x20000000;
}
if (info->flags2 & 0x10000)
{
info->DamageType = NAME_Fire;
info->flags2 &= ~0x10000;
}
if (info->flags2 & 1)
{
info->gravity = FRACUNIT/4;
info->flags2 &= ~1;
}
}
if (vchanged[2])
{
if (value[2] & 7)
{
hadTranslucency = true;
if (value[2] & 1)
info->alpha = TRANSLUC25;
else if (value[2] & 2)
info->alpha = TRANSLUC50;
else if (value[2] & 4)
info->alpha = TRANSLUC75;
info->RenderStyle = STYLE_Translucent;
}
if (value[2] & 8)
info->renderflags |= RF_INVISIBLE;
else
info->renderflags &= ~RF_INVISIBLE;
}
DPrintf ("Bits: %d,%d (0x%08x,0x%08x)\n", info->flags, info->flags2,
info->flags, info->flags2);
}
else if (stricmp (Line1, "ID #") == 0)
{
*ednum = (SWORD)val;
}
}
else Printf (unknown_str, Line1, "Thing", thingy);
}
if (info != (AActor *)&dummy)
{
// Reset heights for things hanging from the ceiling that
// don't specify a new height.
if (info->flags & MF_SPAWNCEILING &&
!hadHeight &&
thingy <= (int)OrgHeights.Size() && thingy > 0)
{
info->height = OrgHeights[thingy - 1] * FRACUNIT;
info->projectilepassheight = 0;
}
// If the thing's shadow changed, change its fuzziness if not already specified
if ((info->flags ^ oldflags) & MF_SHADOW)
{
if (info->flags & MF_SHADOW)
{ // changed to shadow
if (!hadStyle)
info->RenderStyle = STYLE_OptFuzzy;
if (!hadTranslucency)
info->alpha = FRACUNIT/5;
}
else
{ // changed from shadow
if (!hadStyle)
info->RenderStyle = STYLE_Normal;
}
}
// If this thing's speed is really low (i.e. meant to be a monster),
// bump it up, because all speeds are fixed point now.
if (abs(info->Speed) < 256)
{
info->Speed <<= FRACBITS;
}
if (info->flags & MF_SPECIAL)
{
PushTouchedActor(const_cast<PClass *>(type));
}
// If MF_COUNTKILL is set, make sure the other standard monster flags are
// set, too. And vice versa.
if (thingy != 1) // don't mess with the player's flags
{
if (info->flags & MF_COUNTKILL)
{
info->flags2 |= MF2_PUSHWALL | MF2_MCROSS | MF2_PASSMOBJ;
info->flags3 |= MF3_ISMONSTER;
}
else
{
info->flags2 &= ~(MF2_PUSHWALL | MF2_MCROSS);
info->flags3 &= ~MF3_ISMONSTER;
}
}
// Everything that's altered here gets the CANUSEWALLS flag, just in case
// it calls P_Move().
info->flags4 |= MF4_CANUSEWALLS;
if (patchedStates)
{
statedef.InstallStates(type->ActorInfo, info);
}
}
return result;
}
// The only remotely useful thing Dehacked sound patches could do
// was change where the sound's name was stored. Since there is no
// real benefit to doing this, and it would be very difficult for
// me to emulate it, I have disabled them entirely.
static int PatchSound (int soundNum)
{
int result;
DPrintf ("Sound %d (no longer supported)\n", soundNum);
/*
sfxinfo_t *info, dummy;
int offset = 0;
if (soundNum >= 1 && soundNum <= NUMSFX) {
info = &S_sfx[soundNum];
} else {
info = &dummy;
Printf ("Sound %d out of range.\n");
}
*/
while ((result = GetLine ()) == 1) {
/*
if (!stricmp ("Offset", Line1))
offset = atoi (Line2);
else CHECKKEY ("Zero/One", info->singularity)
else CHECKKEY ("Value", info->priority)
else CHECKKEY ("Zero 1", info->link)
else CHECKKEY ("Neg. One 1", info->pitch)
else CHECKKEY ("Neg. One 2", info->volume)
else CHECKKEY ("Zero 2", info->data)
else CHECKKEY ("Zero 3", info->usefulness)
else CHECKKEY ("Zero 4", info->lumpnum)
else Printf (unknown_str, Line1, "Sound", soundNum);
*/
}
/*
if (offset) {
// Calculate offset from start of sound names
offset -= toff[dversion] + 21076;
if (offset <= 64) // pistol .. bfg
offset >>= 3;
else if (offset <= 260) // sawup .. oof
offset = (offset + 4) >> 3;
else // telept .. skeatk
offset = (offset + 8) >> 3;
if (offset >= 0 && offset < NUMSFX) {
S_sfx[soundNum].name = OrgSfxNames[offset + 1];
} else {
Printf ("Sound name %d out of range.\n", offset + 1);
}
}
*/
return result;
}
static int PatchFrame (int frameNum)
{
int result;
int tics, misc1, frame;
FState *info, dummy;
info = FindState (frameNum);
if (info)
{
DPrintf ("Frame %d\n", frameNum);
if (frameNum == 47)
{ // Use original tics for S_DSGUNFLASH1
tics = 5;
}
else if (frameNum == 48)
{ // Ditto for S_DSGUNFLASH2
tics = 4;
}
else
{
tics = info->GetTics ();
}
misc1 = info->GetMisc1 ();
frame = info->GetFrame () | (info->GetFullbright() ? 0x8000 : 0);
}
else
{
info = &dummy;
tics = misc1 = frame = 0;
Printf ("Frame %d out of range\n", frameNum);
}
while ((result = GetLine ()) == 1)
{
int val = atoi (Line2);
size_t keylen = strlen (Line1);
if (keylen == 8 && stricmp (Line1, "Duration") == 0)
{
tics = clamp (val, -1, SHRT_MAX);
}
else if (keylen == 9 && stricmp (Line1, "Unknown 1") == 0)
{
misc1 = val;
}
else if (keylen == 9 && stricmp (Line1, "Unknown 2") == 0)
{
info->Misc2 = val;
}
else if (keylen == 13 && stricmp (Line1, "Sprite number") == 0)
{
unsigned int i;
if (val < (int)OrgSprNames.Size())
{
for (i = 0; i < sprites.Size(); i++)
{
if (memcmp (OrgSprNames[val].c, sprites[i].name, 4) == 0)
{
info->sprite = (int)i;
break;
}
}
if (i == sprites.Size ())
{
Printf ("Frame %d: Sprite %d (%s) is undefined\n",
frameNum, val, OrgSprNames[val].c);
}
}
else
{
Printf ("Frame %d: Sprite %d out of range\n", frameNum, val);
}
}
else if (keylen == 10 && stricmp (Line1, "Next frame") == 0)
{
info->NextState = FindState (val);
}
else if (keylen == 16 && stricmp (Line1, "Sprite subnumber") == 0)
{
frame = val;
}
else
{
Printf (unknown_str, Line1, "Frame", frameNum);
}
}
if (info != &dummy)
{
info->DefineFlags |= SDF_DEHACKED; // Signals the state has been modified by dehacked
if ((unsigned)(frame & 0x7fff) > 63)
{
Printf ("Frame %d: Subnumber must be in range [0,63]\n", frameNum);
}
info->Tics = tics;
info->Misc1 = misc1;
info->Frame = frame & 0x3f;
info->Fullbright = frame & 0x8000 ? true : false;
}
return result;
}
static int PatchSprite (int sprNum)
{
int result;
int offset = 0;
if ((unsigned)sprNum < OrgSprNames.Size())
{
DPrintf ("Sprite %d\n", sprNum);
}
else
{
Printf ("Sprite %d out of range.\n", sprNum);
sprNum = -1;
}
while ((result = GetLine ()) == 1)
{
if (!stricmp ("Offset", Line1))
offset = atoi (Line2);
else Printf (unknown_str, Line1, "Sprite", sprNum);
}
if (offset > 0 && sprNum != -1)
{
// Calculate offset from beginning of sprite names.
offset = (offset - toff[dversion] - 22044) / 8;
if ((unsigned)offset < OrgSprNames.Size())
{
sprNum = FindSprite (OrgSprNames[sprNum].c);
if (sprNum != -1)
strncpy (sprites[sprNum].name, OrgSprNames[offset].c, 4);
}
else
{
Printf ("Sprite name %d out of range.\n", offset);
}
}
return result;
}
static int PatchAmmo (int ammoNum)
{
const PClass *ammoType = NULL;
AAmmo *defaultAmmo = NULL;
int result;
int oldclip;
int dummy;
int *max = &dummy;
int *per = &dummy;
if (ammoNum >= 0 && ammoNum < 4 && (unsigned)ammoNum <= AmmoNames.Size())
{
DPrintf ("Ammo %d.\n", ammoNum);
ammoType = AmmoNames[ammoNum];
if (ammoType != NULL)
{
defaultAmmo = (AAmmo *)GetDefaultByType (ammoType);
if (defaultAmmo != NULL)
{
max = &defaultAmmo->MaxAmount;
per = &defaultAmmo->Amount;
}
}
}
if (ammoType == NULL)
{
Printf ("Ammo %d out of range.\n", ammoNum);
}
oldclip = *per;
while ((result = GetLine ()) == 1)
{
CHECKKEY ("Max ammo", *max)
else CHECKKEY ("Per ammo", *per)
else Printf (unknown_str, Line1, "Ammo", ammoNum);
}
// Calculate the new backpack-given amounts for this ammo.
if (ammoType != NULL)
{
defaultAmmo->BackpackMaxAmount = defaultAmmo->MaxAmount * 2;
defaultAmmo->BackpackAmount = defaultAmmo->Amount;
}
// Fix per-ammo/max-ammo amounts for descendants of the base ammo class
if (oldclip != *per)
{
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
{
PClass *type = PClass::m_Types[i];
if (type == ammoType)
continue;
if (type->IsDescendantOf (ammoType))
{
defaultAmmo = (AAmmo *)GetDefaultByType (type);
defaultAmmo->MaxAmount = *max;
defaultAmmo->Amount = Scale (defaultAmmo->Amount, *per, oldclip);
}
else if (type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
{
AWeapon *defWeap = (AWeapon *)GetDefaultByType (type);
if (defWeap->AmmoType1 == ammoType)
{
defWeap->AmmoGive1 = Scale (defWeap->AmmoGive1, *per, oldclip);
}
if (defWeap->AmmoType2 == ammoType)
{
defWeap->AmmoGive2 = Scale (defWeap->AmmoGive2, *per, oldclip);
}
}
}
}
return result;
}
static int PatchWeapon (int weapNum)
{
int result;
const PClass *type = NULL;
BYTE dummy[sizeof(AWeapon)];
AWeapon *info = (AWeapon *)&dummy;
bool patchedStates = false;
FStateDefinitions statedef;
if (weapNum >= 0 && weapNum < 9 && (unsigned)weapNum < WeaponNames.Size())
{
type = WeaponNames[weapNum];
if (type != NULL)
{
info = (AWeapon *)GetDefaultByType (type);
DPrintf ("Weapon %d\n", weapNum);
}
}
if (type == NULL)
{
Printf ("Weapon %d out of range.\n", weapNum);
}
while ((result = GetLine ()) == 1)
{
int val = atoi (Line2);
if (strlen (Line1) >= 9)
{
if (stricmp (Line1 + strlen (Line1) - 6, " frame") == 0)
{
FState *state = FindState (val);
if (type != NULL && !patchedStates)
{
statedef.MakeStateDefines(type);
patchedStates = true;
}
if (strnicmp (Line1, "Deselect", 8) == 0)
statedef.SetStateLabel("Select", state);
else if (strnicmp (Line1, "Select", 6) == 0)
statedef.SetStateLabel("Deselect", state);
else if (strnicmp (Line1, "Bobbing", 7) == 0)
statedef.SetStateLabel("Ready", state);
else if (strnicmp (Line1, "Shooting", 8) == 0)
statedef.SetStateLabel("Fire", state);
else if (strnicmp (Line1, "Firing", 6) == 0)
statedef.SetStateLabel("Flash", state);
}
else if (stricmp (Line1, "Ammo type") == 0)
{
if (val < 0 || val >= 12 || (unsigned)val >= AmmoNames.Size())
{
val = 5;
}
info->AmmoType1 = AmmoNames[val];
if (info->AmmoType1 != NULL)
{
info->AmmoGive1 = ((AAmmo*)GetDefaultByType (info->AmmoType1))->Amount * 2;
if (info->AmmoUse1 == 0)
{
info->AmmoUse1 = 1;
}
}
}
else
{
Printf (unknown_str, Line1, "Weapon", weapNum);
}
}
else if (stricmp (Line1, "Decal") == 0)
{
stripwhite (Line2);
2006-04-12 01:50:09 +00:00
const FDecalTemplate *decal = DecalLibrary.GetDecalByName (Line2);
if (decal != NULL)
{
2006-04-12 01:50:09 +00:00
info->DecalGenerator = const_cast <FDecalTemplate *>(decal);
}
else
{
Printf ("Weapon %d: Unknown decal %s\n", weapNum, Line2);
}
}
else if (stricmp (Line1, "Ammo use") == 0 || stricmp (Line1, "Ammo per shot") == 0)
{
info->AmmoUse1 = val;
info->flags6 |= MF6_INTRYMOVE; // flag the weapon for postprocessing (reuse a flag that can't be set by external means)
}
else if (stricmp (Line1, "Min ammo") == 0)
{
info->MinAmmo1 = val;
}
else
{
Printf (unknown_str, Line1, "Weapon", weapNum);
}
}
if (info->AmmoType1 == NULL)
{
info->AmmoUse1 = 0;
}
if (patchedStates)
{
statedef.InstallStates(type->ActorInfo, info);
}
return result;
}
static void SetPointer(FState *state, PSymbol *sym, int frame = 0)
{
if (sym==NULL || sym->SymbolType != SYM_ActionFunction)
{
state->SetAction(NULL);
return;
}
else
{
FString symname = sym->SymbolName.GetChars();
state->SetAction(static_cast<PSymbolActionFunction*>(sym));
// Note: CompareNoCase() calls stricmp() and therefore returns 0 when they're the same.
for (unsigned int i = 0; i < MBFCodePointers.Size(); i++)
{
if (!symname.CompareNoCase(MBFCodePointers[i].name))
{
MBFParamState newstate;
newstate.state = state;
newstate.pointer = i;
MBFParamStates.Push(newstate);
break; // No need to cycle through the rest of the list.
}
}
}
}
static int PatchPointer (int ptrNum)
{
int result;
- fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions that were changed some time ago. - fixed: The damage inflictor for a rail attack was the shooter, not the puff. - Fixed: Floor and ceiling huggers may not change their z-velocity when seeking. - Fixed: UDMF set the secret sector flag before parsing the sector's properties, resulting in it always being false. - Renamed sector's oldspecial variable to secretsector to better reflect its only use. - Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, not itself contrarily to other projectile spawning functions. A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the BossEye when in fact it wasn't. - Added Gez's submission for a DEHACKED hack introduced by Boom. (using code pointers of the form 'Pointer 0 (x statenumber)'. - fixed: Attaching 3DMidtex lines by sector tag did not work because lines were marked by index in the sector's line list but needed to be marked by line index in the global array. - fixed: On Linux ZDoom was creating a directory called "~.zdoom" for save files because of a missing slash. - fixed: UDMF was unable to read floating point values in exponential format because the C Mode scanner was missing a definition for them. - fixed: The recent changes for removing pointer aliasing got the end sequence info from an incorrect variable. To make this more robust the sequence index is now stored as a hexadecimal string to avoid storing binary data in a string. Also moved end sequence lookup from f_finale.cpp to the calling code so that the proper end sequences can be retrieved for secret exits, too. SVN r1777 (trunk)
2009-08-30 10:43:51 +00:00
// Hack for some Boom dehacked patches that are of the form Pointer 0 (x statenumber)
char * key;
int indexnum;
key=strchr(Line2, '(');
if (key++) key=strchr(key, ' '); else key=NULL;
if ((ptrNum == 0) && key++)
{
*strchr(key, ')') = '\0';
indexnum = atoi(key);
for (ptrNum = 0; (unsigned int) ptrNum < CodePConv.Size(); ++ptrNum)
{
if (CodePConv[ptrNum] == indexnum) break;
}
DPrintf("Final ptrNum: %i\n", ptrNum);
}
// End of hack.
// 448 Doom states with codepointers + 74 extra MBF states with codepointers = 522 total
// Better to just use the size of the array rather than a hardcoded value.
if (ptrNum >= 0 && (unsigned int) ptrNum < CodePConv.Size())
{
DPrintf ("Pointer %d\n", ptrNum);
- fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions that were changed some time ago. - fixed: The damage inflictor for a rail attack was the shooter, not the puff. - Fixed: Floor and ceiling huggers may not change their z-velocity when seeking. - Fixed: UDMF set the secret sector flag before parsing the sector's properties, resulting in it always being false. - Renamed sector's oldspecial variable to secretsector to better reflect its only use. - Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, not itself contrarily to other projectile spawning functions. A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the BossEye when in fact it wasn't. - Added Gez's submission for a DEHACKED hack introduced by Boom. (using code pointers of the form 'Pointer 0 (x statenumber)'. - fixed: Attaching 3DMidtex lines by sector tag did not work because lines were marked by index in the sector's line list but needed to be marked by line index in the global array. - fixed: On Linux ZDoom was creating a directory called "~.zdoom" for save files because of a missing slash. - fixed: UDMF was unable to read floating point values in exponential format because the C Mode scanner was missing a definition for them. - fixed: The recent changes for removing pointer aliasing got the end sequence info from an incorrect variable. To make this more robust the sequence index is now stored as a hexadecimal string to avoid storing binary data in a string. Also moved end sequence lookup from f_finale.cpp to the calling code so that the proper end sequences can be retrieved for secret exits, too. SVN r1777 (trunk)
2009-08-30 10:43:51 +00:00
}
else
{
Printf ("Pointer %d out of range.\n", ptrNum);
ptrNum = -1;
}
while ((result = GetLine ()) == 1)
{
if ((unsigned)ptrNum < CodePConv.Size() && (!stricmp (Line1, "Codep Frame")))
{
FState *state = FindState (CodePConv[ptrNum]);
if (state)
{
int index = atoi(Line2);
if ((unsigned)(index) >= Actions.Size())
SetPointer(state, NULL);
else
{
SetPointer(state, Actions[index], CodePConv[ptrNum]);
}
DPrintf("%s has a hacked state for pointer num %i with index %i\nLine1=%s, Line2=%s\n",
state->StaticFindStateOwner(state)->TypeName.GetChars(), ptrNum, index, Line1, Line2);
}
else
{
Printf ("Bad code pointer %d\n", ptrNum);
}
}
else Printf (unknown_str, Line1, "Pointer", ptrNum);
}
return result;
}
static int PatchCheats (int dummy)
{
int result;
DPrintf ("Cheats (support removed by request)\n");
while ((result = GetLine ()) == 1)
{
}
return result;
}
static int PatchMisc (int dummy)
{
static const struct Key keys[] = {
{ "Initial Health", myoffsetof(struct DehInfo,StartHealth) },
{ "Initial Bullets", myoffsetof(struct DehInfo,StartBullets) },
{ "Max Health", myoffsetof(struct DehInfo,MaxHealth) },
{ "Max Armor", myoffsetof(struct DehInfo,MaxArmor) },
{ "Green Armor Class", myoffsetof(struct DehInfo,GreenAC) },
{ "Blue Armor Class", myoffsetof(struct DehInfo,BlueAC) },
{ "Max Soulsphere", myoffsetof(struct DehInfo,MaxSoulsphere) },
{ "Soulsphere Health", myoffsetof(struct DehInfo,SoulsphereHealth) },
{ "Megasphere Health", myoffsetof(struct DehInfo,MegasphereHealth) },
{ "God Mode Health", myoffsetof(struct DehInfo,GodHealth) },
{ "IDFA Armor", myoffsetof(struct DehInfo,FAArmor) },
{ "IDFA Armor Class", myoffsetof(struct DehInfo,FAAC) },
{ "IDKFA Armor", myoffsetof(struct DehInfo,KFAArmor) },
{ "IDKFA Armor Class", myoffsetof(struct DehInfo,KFAAC) },
{ "No Autofreeze", myoffsetof(struct DehInfo,NoAutofreeze) },
{ NULL, 0 }
};
int result;
DPrintf ("Misc\n");
while ((result = GetLine()) == 1)
{
if (HandleKey (keys, &deh, Line1, atoi (Line2)))
{
if (stricmp (Line1, "BFG Cells/Shot") == 0)
{
deh.BFGCells = atoi (Line2);
}
else if (stricmp (Line1, "Rocket Explosion Style") == 0)
{
stripwhite (Line2);
int style = FindStyle (Line2);
if (style >= 0)
{
deh.ExplosionStyle = style;
}
}
else if (stricmp (Line1, "Rocket Explosion Alpha") == 0)
{
deh.ExplosionAlpha = (fixed_t)(atof (Line2) * FRACUNIT);
}
else if (stricmp (Line1, "Monsters Infight") == 0)
{
infighting = atoi (Line2);
}
else if (stricmp (Line1, "Monsters Ignore Each Other") == 0)
{
infighting = atoi (Line2) ? -1 : 0;
}
else if (strnicmp (Line1, "Powerup Color ", 14) == 0)
{
static const char * const names[] =
{
"Invulnerability",
"Berserk",
"Invisibility",
"Radiation Suit",
"Infrared",
"Tome of Power",
"Wings of Wrath",
"Speed",
"Minotaur",
NULL
};
static const PClass * const types[] =
{
RUNTIME_CLASS(APowerInvulnerable),
RUNTIME_CLASS(APowerStrength),
RUNTIME_CLASS(APowerInvisibility),
RUNTIME_CLASS(APowerIronFeet),
RUNTIME_CLASS(APowerLightAmp),
RUNTIME_CLASS(APowerWeaponLevel2),
RUNTIME_CLASS(APowerSpeed),
RUNTIME_CLASS(APowerMinotaur)
};
int i;
for (i = 0; names[i] != NULL; ++i)
{
if (stricmp (Line1 + 14, names[i]) == 0)
{
break;
}
}
if (names[i] == NULL)
{
Printf ("Unknown miscellaneous info %s.\n", Line1);
}
else
{
int r, g, b;
float a;
if (4 != sscanf (Line2, "%d %d %d %f", &r, &g, &b, &a))
{
Printf ("Bad powerup color description \"%s\" for %s\n", Line2, Line1);
}
else if (a > 0)
{
static_cast<APowerup *>(GetDefaultByType (types[i]))->BlendColor = PalEntry(
BYTE(clamp(a,0.f,1.f)*255.f),
clamp(r,0,255),
clamp(g,0,255),
clamp(b,0,255));
}
else
{
static_cast<APowerup *>(GetDefaultByType (types[i]))->BlendColor = 0;
}
}
}
else
{
Printf ("Unknown miscellaneous info %s.\n", Line1);
}
}
}
// Update default item properties by patching the affected items
// Note: This won't have any effect on DECORATE derivates of these items!
ABasicArmorPickup *armor;
armor = static_cast<ABasicArmorPickup *> (GetDefaultByName ("GreenArmor"));
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
if (armor!=NULL)
{
armor->SaveAmount = 100 * deh.GreenAC;
armor->SavePercent = deh.GreenAC == 1 ? FRACUNIT/3 : FRACUNIT/2;
}
armor = static_cast<ABasicArmorPickup *> (GetDefaultByName ("BlueArmor"));
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
if (armor!=NULL)
{
armor->SaveAmount = 100 * deh.BlueAC;
armor->SavePercent = deh.BlueAC == 1 ? FRACUNIT/3 : FRACUNIT/2;
}
ABasicArmorBonus *barmor;
barmor = static_cast<ABasicArmorBonus *> (GetDefaultByName ("ArmorBonus"));
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
if (barmor!=NULL)
{
barmor->MaxSaveAmount = deh.MaxArmor;
}
AHealth *health;
health = static_cast<AHealth *> (GetDefaultByName ("HealthBonus"));
if (health!=NULL)
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
{
health->MaxAmount = 2 * deh.MaxHealth;
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
}
health = static_cast<AHealth *> (GetDefaultByName ("Soulsphere"));
if (health!=NULL)
{
health->Amount = deh.SoulsphereHealth;
health->MaxAmount = deh.MaxSoulsphere;
}
health = static_cast<AHealth *> (GetDefaultByName ("MegasphereHealth"));
if (health!=NULL)
{
health->Amount = health->MaxAmount = deh.MegasphereHealth;
}
APlayerPawn *player = static_cast<APlayerPawn *> (GetDefaultByName ("DoomPlayer"));
if (player != NULL)
{
player->health = deh.StartHealth;
// Hm... I'm not sure that this is the right way to change this info...
int index = PClass::FindClass(NAME_DoomPlayer)->Meta.GetMetaInt (ACMETA_DropItems) - 1;
if (index >= 0 && index < (signed)DropItemList.Size())
{
FDropItem * di = DropItemList[index];
while (di != NULL)
{
if (di->Name == NAME_Clip)
{
di->amount = deh.StartBullets;
}
di = di->Next;
}
}
}
// 0xDD means "enable infighting"
if (infighting == 0xDD)
{
infighting = 1;
}
else if (infighting != -1)
{
infighting = 0;
}
return result;
}
static int PatchPars (int dummy)
{
char *space, mapname[8], *moredata;
level_info_t *info;
int result, par;
DPrintf ("[Pars]\n");
while ( (result = GetLine()) ) {
// Argh! .bex doesn't follow the same rules as .deh
if (result == 1) {
Printf ("Unknown key in [PARS] section: %s\n", Line1);
continue;
}
if (stricmp ("par", Line1))
return result;
space = strchr (Line2, ' ');
if (!space) {
Printf ("Need data after par.\n");
continue;
}
*space++ = '\0';
while (*space && isspace(*space))
space++;
moredata = strchr (space, ' ');
if (moredata) {
// At least 3 items on this line, must be E?M? format
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf (mapname, countof(mapname), "E%cM%c", *Line2, *space);
par = atoi (moredata + 1);
} else {
// Only 2 items, must be MAP?? format
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf (mapname, countof(mapname), "MAP%02d", atoi(Line2) % 100);
par = atoi (space);
}
if (!(info = FindLevelInfo (mapname)) ) {
Printf ("No map %s\n", mapname);
continue;
}
info->partime = par;
DPrintf ("Par for %s changed to %d\n", mapname, par);
}
return result;
}
static int PatchCodePtrs (int dummy)
{
int result;
DPrintf ("[CodePtr]\n");
while ((result = GetLine()) == 1)
{
if (!strnicmp ("Frame", Line1, 5) && isspace(Line1[5]))
{
int frame = atoi (Line1 + 5);
FState *state = FindState (frame);
stripwhite (Line2);
if (state == NULL)
{
Printf ("Frame %d out of range\n", frame);
}
else if (!stricmp(Line2, "NULL"))
{
SetPointer(state, NULL);
}
else
{
FString symname;
if ((Line2[0] == 'A' || Line2[0] == 'a') && Line2[1] == '_')
symname = Line2;
else
symname.Format("A_%s", Line2);
// Let's consider as aliases some redundant MBF pointer
for (unsigned int i = 0; i < MBFCodePointers.Size(); i++)
{
if (!symname.CompareNoCase(MBFCodePointers[i].alias))
{
symname = MBFCodePointers[i].name;
Printf("%s --> %s\n", MBFCodePointers[i].alias, MBFCodePointers[i].name);
}
}
// This skips the action table and goes directly to the internal symbol table
// DEH compatible functions are easy to recognize.
PSymbol *sym = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(symname, true);
if (sym == NULL || sym->SymbolType != SYM_ActionFunction)
{
Printf("Frame %d: Unknown code pointer '%s'\n", frame, Line2);
}
else
{
FString &args = static_cast<PSymbolActionFunction*>(sym)->Arguments;
if (args.Len()!=0 && (args[0]<'a' || args[0]>'z'))
{
Printf("Frame %d: Incompatible code pointer '%s'\n", frame, Line2);
sym = NULL;
}
}
SetPointer(state, sym, frame);
}
}
}
return result;
}
static int PatchMusic (int dummy)
{
int result;
DPrintf ("[Music]\n");
while ((result = GetLine()) == 1)
{
const char *newname = skipwhite (Line2);
FString keystring;
keystring << "MUSIC_" << Line1;
GStrings.SetString (keystring, newname);
DPrintf ("Music %s set to:\n%s\n", keystring.GetChars(), newname);
}
return result;
}
static int PatchText (int oldSize)
{
int newSize;
char *oldStr;
char *newStr;
char *temp;
INTBOOL good;
int result;
int i;
// Skip old size, since we already know it
temp = Line2;
while (*temp > ' ')
temp++;
while (*temp && *temp <= ' ')
temp++;
if (*temp == 0)
{
Printf ("Text chunk is missing size of new string.\n");
return 2;
}
newSize = atoi (temp);
oldStr = new char[oldSize + 1];
newStr = new char[newSize + 1];
if (!oldStr || !newStr)
{
Printf ("Out of memory.\n");
goto donewithtext;
}
good = ReadChars (&oldStr, oldSize);
good += ReadChars (&newStr, newSize);
if (!good)
{
delete[] newStr;
delete[] oldStr;
Printf ("Unexpected end-of-file.\n");
return 0;
}
if (includenotext)
{
Printf ("Skipping text chunk in included patch.\n");
goto donewithtext;
}
DPrintf ("Searching for text:\n%s\n", oldStr);
good = false;
// Search through sprite names; they are always 4 chars
if (oldSize == 4)
{
i = FindSprite (oldStr);
if (i != -1)
{
strncpy (sprites[i].name, newStr, 4);
if (strncmp ("PLAY", oldStr, 4) == 0)
{
strncpy (deh.PlayerSprite, newStr, 4);
}
// If this sprite is used by a pickup, then the DehackedPickup sprite map
// needs to be updated too.
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
for (i = 0; (size_t)i < countof(DehSpriteMappings); ++i)
{
if (strncmp (DehSpriteMappings[i].Sprite, oldStr, 4) == 0)
{
// Found a match, so change it.
strncpy (DehSpriteMappings[i].Sprite, newStr, 4);
// Now shift the map's entries around so that it stays sorted.
// This must be done because the map is scanned using a binary search.
while (i > 0 && strncmp (DehSpriteMappings[i-1].Sprite, newStr, 4) > 0)
{
swapvalues (DehSpriteMappings[i-1], DehSpriteMappings[i]);
--i;
}
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
while ((size_t)i < countof(DehSpriteMappings)-1 &&
strncmp (DehSpriteMappings[i+1].Sprite, newStr, 4) < 0)
{
swapvalues (DehSpriteMappings[i+1], DehSpriteMappings[i]);
++i;
}
break;
}
}
goto donewithtext;
}
}
if (!good)
{
// Search through most other texts
const char *str;
str = EnglishStrings->MatchString (oldStr);
if (str != NULL)
{
GStrings.SetString (str, newStr);
good = true;
}
if (!good)
{
DPrintf (" (Unmatched)\n");
}
}
donewithtext:
if (newStr)
delete[] newStr;
if (oldStr)
delete[] oldStr;
// Fetch next identifier for main loop
while ((result = GetLine ()) == 1)
;
return result;
}
static int PatchStrings (int dummy)
{
int result;
DPrintf ("[Strings]\n");
while ((result = GetLine()) == 1)
{
FString holdstring;
do
{
holdstring += skipwhite (Line2);
holdstring.StripRight();
if (holdstring.Len() > 0 && holdstring[holdstring.Len()-1] == '\\')
{
holdstring.Truncate((long)holdstring.Len()-1);
Line2 = igets ();
}
else
{
Line2 = NULL;
}
} while (Line2 && *Line2);
ReplaceSpecialChars (holdstring.LockBuffer());
holdstring.UnlockBuffer();
GStrings.SetString (Line1, holdstring);
DPrintf ("%s set to:\n%s\n", Line1, holdstring.GetChars());
}
return result;
}
static int DoInclude (int dummy)
{
char *data;
int savedversion, savepversion, savepatchsize;
char *savepatchfile, *savepatchpt, *savepatchname;
if (including)
{
Printf ("Sorry, can't nest includes\n");
return GetLine();
}
if (strnicmp (Line2, "notext", 6) == 0 && Line2[6] != 0 && isspace(Line2[6]))
{
includenotext = true;
Line2 = skipwhite (Line2+7);
}
stripwhite (Line2);
if (*Line2 == '\"')
{
data = ++Line2;
while (*data && *data != '\"')
data++;
*data = 0;
}
if (*Line2 == 0)
{
Printf ("Include directive is missing filename\n");
}
else
{
data = Line2;
DPrintf ("Including %s\n", data);
savepatchname = PatchName;
savepatchfile = PatchFile;
savepatchpt = PatchPt;
savepatchsize = PatchSize;
savedversion = dversion;
savepversion = pversion;
including = true;
// Try looking for the included file in the same directory
// as the patch before looking in the current file.
const char *lastSlash = savepatchname ? strrchr (savepatchname, '/') : NULL;
char *path = data;
if (lastSlash != NULL)
{
size_t pathlen = lastSlash - savepatchname + strlen (data) + 2;
path = new char[pathlen];
strncpy (path, savepatchname, (lastSlash - savepatchname) + 1);
strcpy (path + (lastSlash - savepatchname) + 1, data);
if (!FileExists (path))
{
delete[] path;
path = data;
}
}
D_LoadDehFile(path);
if (data != path)
{
delete[] path;
}
DPrintf ("Done with include\n");
PatchName = savepatchname;
PatchFile = savepatchfile;
PatchPt = savepatchpt;
PatchSize = savepatchsize;
dversion = savedversion;
pversion = savepversion;
}
including = false;
includenotext = false;
return GetLine();
}
int D_LoadDehLumps()
{
int lastlump = 0, lumpnum, count = 0;
while ((lumpnum = Wads.FindLump("DEHACKED", &lastlump)) >= 0)
{
count += D_LoadDehLump(lumpnum);
}
return count;
}
bool D_LoadDehLump(int lumpnum)
{
PatchSize = Wads.LumpLength(lumpnum);
PatchName = copystring(Wads.GetLumpFullPath(lumpnum));
PatchFile = new char[PatchSize + 1];
Wads.ReadLump(lumpnum, PatchFile);
PatchFile[PatchSize] = '\0'; // terminate with a '\0' character
return DoDehPatch();
}
bool D_LoadDehFile(const char *patchfile)
{
FILE *deh;
deh = fopen(patchfile, "rb");
if (deh != NULL)
{
PatchSize = Q_filelength(deh);
PatchName = copystring(patchfile);
PatchFile = new char[PatchSize + 1];
fread(PatchFile, 1, PatchSize, deh);
fclose(deh);
PatchFile[PatchSize] = '\0'; // terminate with a '\0' character
return DoDehPatch();
}
else
{
// Couldn't find it in the filesystem; try from a lump instead.
int lumpnum = Wads.CheckNumForFullName(patchfile, true);
if (lumpnum < 0)
{
// Compatibility fallback. It's just here because
// some WAD may need it. Should be deleted if it can
// be confirmed that nothing uses this case.
FString filebase(ExtractFileBase(patchfile));
lumpnum = Wads.CheckNumForName(filebase);
}
if (lumpnum >= 0)
{
return D_LoadDehLump(lumpnum);
}
}
Printf ("Could not open DeHackEd patch \"%s\"\n", patchfile);
return false;
}
static bool DoDehPatch()
{
Printf("Adding dehacked patch %s\n", PatchName);
int cont;
dversion = pversion = -1;
cont = 0;
if (0 == strncmp (PatchFile, "Patch File for DeHackEd v", 25))
{
if (PatchFile[25] < '3')
{
delete[] PatchName;
delete[] PatchFile;
Printf (PRINT_BOLD, "\"%s\" is an old and unsupported DeHackEd patch\n", PatchFile);
return false;
}
PatchPt = strchr (PatchFile, '\n');
while ((cont = GetLine()) == 1)
{
CHECKKEY ("Doom version", dversion)
else CHECKKEY ("Patch format", pversion)
}
if (!cont || dversion == -1 || pversion == -1)
{
delete[] PatchName;
delete[] PatchFile;
Printf (PRINT_BOLD, "\"%s\" is not a DeHackEd patch file\n", PatchFile);
return false;
}
}
else
{
DPrintf ("Patch does not have DeHackEd signature. Assuming .bex\n");
dversion = 19;
pversion = 6;
PatchPt = PatchFile;
while ((cont = GetLine()) == 1)
{}
}
if (pversion != 6)
{
Printf ("DeHackEd patch version is %d.\nUnexpected results may occur.\n", pversion);
}
if (dversion == 16)
dversion = 0;
else if (dversion == 17)
dversion = 2;
else if (dversion == 19)
dversion = 3;
else if (dversion == 20)
dversion = 1;
else if (dversion == 21)
dversion = 4;
else
{
Printf ("Patch created with unknown DOOM version.\nAssuming version 1.9.\n");
dversion = 3;
}
if (!LoadDehSupp ())
{
Printf ("Could not load DEH support data\n");
UnloadDehSupp ();
delete[] PatchName;
delete[] PatchFile;
return false;
}
do
{
if (cont == 1)
{
Printf ("Key %s encountered out of context\n", Line1);
cont = 0;
}
else if (cont == 2)
{
cont = HandleMode (Line1, atoi (Line2));
}
} while (cont);
UnloadDehSupp ();
delete[] PatchName;
delete[] PatchFile;
Printf ("Patch installed\n");
return true;
}
static inline bool CompareLabel (const char *want, const BYTE *have)
{
return *(DWORD *)want == *(DWORD *)have;
}
static inline short GetWord (const BYTE *in)
{
return (in[0] << 8) | (in[1]);
}
static short *GetWordSpace (void *in, size_t size)
{
short *ptr;
size_t i;
ptr = (short *)in;
for (i = 0; i < size; i++)
{
ptr[i] = GetWord ((BYTE *)in + i*2);
}
return ptr;
}
static int DehUseCount;
static void UnloadDehSupp ()
{
if (--DehUseCount <= 0)
{
// Handle MBF params here, before the required arrays are cleared
for (unsigned int i=0; i < MBFParamStates.Size(); i++)
{
SetDehParams(MBFParamStates[i].state, MBFParamStates[i].pointer);
}
MBFParamStates.Clear();
MBFParamStates.ShrinkToFit();
MBFCodePointers.Clear();
MBFCodePointers.ShrinkToFit();
// StateMap is not freed here, because if you load a second
// dehacked patch through some means other than including it
// in the first patch, it won't see the state information
// that was altered by the first. So we need to keep the
// StateMap around until all patches have been applied.
DehUseCount = 0;
Actions.Clear();
Actions.ShrinkToFit();
OrgHeights.Clear();
OrgHeights.ShrinkToFit();
CodePConv.Clear();
CodePConv.ShrinkToFit();
OrgSprNames.Clear();
OrgSprNames.ShrinkToFit();
SoundMap.Clear();
SoundMap.ShrinkToFit();
InfoNames.Clear();
InfoNames.ShrinkToFit();
BitNames.Clear();
BitNames.ShrinkToFit();
StyleNames.Clear();
StyleNames.ShrinkToFit();
AmmoNames.Clear();
AmmoNames.ShrinkToFit();
if (UnchangedSpriteNames != NULL)
{
delete[] UnchangedSpriteNames;
UnchangedSpriteNames = NULL;
NumUnchangedSprites = 0;
}
if (EnglishStrings != NULL)
{
delete EnglishStrings;
2006-04-11 16:27:41 +00:00
EnglishStrings = NULL;
}
}
}
static bool LoadDehSupp ()
{
try
{
// Make sure we only get the DEHSUPP lump from zdoom.pk3
// User modifications are not supported!
int lump = Wads.CheckNumForName("DEHSUPP");
if (lump == -1)
{
return false;
}
if (Wads.GetLumpFile(lump) > 0)
{
Printf("Warning: DEHSUPP no longer supported. DEHACKED patch disabled.\n");
return false;
}
bool gotnames = false;
int i;
if (++DehUseCount > 1)
{
return true;
}
if (EnglishStrings == NULL)
{
EnglishStrings = new FStringTable;
EnglishStrings->LoadStrings (true);
}
if (UnchangedSpriteNames == NULL)
{
UnchangedSpriteNames = new char[sprites.Size()*4];
NumUnchangedSprites = sprites.Size();
for (i = 0; i < NumUnchangedSprites; ++i)
{
memcpy (UnchangedSpriteNames+i*4, &sprites[i].name, 4);
}
}
FScanner sc;
sc.OpenLumpNum(lump);
sc.SetCMode(true);
while (sc.GetString())
{
if (sc.Compare("ActionList"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("NULL"))
{
Actions.Push(NULL);
}
else
{
// all relevant code pointers are either defined in AInventory
// or AActor so this will find all of them.
FString name = "A_";
name << sc.String;
PSymbol *sym = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(name, true);
if (sym == NULL || sym->SymbolType != SYM_ActionFunction)
{
sc.ScriptError("Unknown code pointer '%s'", sc.String);
}
else
{
FString &args = static_cast<PSymbolActionFunction*>(sym)->Arguments;
if (args.Len()!=0 && (args[0]<'a' || args[0]>'z'))
{
sc.ScriptError("Incompatible code pointer '%s'", sc.String);
}
}
Actions.Push(sym);
}
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("OrgHeights"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetNumber();
OrgHeights.Push(sc.Number);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("CodePConv"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetNumber();
CodePConv.Push(sc.Number);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("OrgSprNames"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
DEHSprName s;
// initialize with zeroes
memset(&s, 0, sizeof(s));
if (strlen(sc.String) ==4)
{
s.c[0] = sc.String[0];
s.c[1] = sc.String[1];
s.c[2] = sc.String[2];
s.c[3] = sc.String[3];
s.c[4] = 0;
}
else
{
sc.ScriptError("Invalid sprite name '%s' (must be 4 characters)", sc.String);
}
OrgSprNames.Push(s);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("StateMap"))
{
bool addit = StateMap.Size() == 0;
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
StateMapper s;
sc.MustGetString();
const PClass *type = PClass::FindClass (sc.String);
if (type == NULL)
{
sc.ScriptError ("Can't find type %s", sc.String);
}
else if (type->ActorInfo == NULL)
{
sc.ScriptError ("%s has no ActorInfo", sc.String);
}
sc.MustGetStringName(",");
sc.MustGetString();
s.State = type->ActorInfo->FindState(sc.String);
if (s.State == NULL)
{
sc.ScriptError("Invalid state '%s' in '%s'", sc.String, type->TypeName.GetChars());
}
sc.MustGetStringName(",");
sc.MustGetNumber();
if (s.State == NULL || s.State + sc.Number > type->ActorInfo->OwnedStates + type->ActorInfo->NumOwnedStates)
{
sc.ScriptError("Invalid state range in '%s'", type->TypeName.GetChars());
}
AActor *def = GetDefaultByType(type);
s.StateSpan = sc.Number;
s.Owner = type;
s.OwnerIsPickup = def != NULL && (def->flags & MF_SPECIAL) != 0;
if (addit) StateMap.Push(s);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("SoundMap"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
SoundMap.Push(S_FindSound(sc.String));
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("InfoNames"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
const PClass *cls = PClass::FindClass(sc.String);
if (cls == NULL)
{
sc.ScriptError("Unknown actor type '%s'", sc.String);
}
InfoNames.Push(cls);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("ThingBits"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
BitName bit;
sc.MustGetNumber();
if (sc.Number < 0 || sc.Number > 31)
{
sc.ScriptError("Invalid bit value %d", sc.Number);
}
bit.Bit = sc.Number;
sc.MustGetStringName(",");
sc.MustGetNumber();
if (sc.Number < 0 || sc.Number > 2)
{
sc.ScriptError("Invalid flag word %d", sc.Number);
}
bit.WhichFlags = sc.Number;
sc.MustGetStringName(",");
sc.MustGetString();
strncpy(bit.Name, sc.String, 19);
bit.Name[19]=0;
BitNames.Push(bit);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("RenderStyles"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
StyleName style;
sc.MustGetNumber();
style.Num = sc.Number;
sc.MustGetStringName(",");
sc.MustGetString();
strncpy(style.Name, sc.String, 19);
style.Name[19]=0;
StyleNames.Push(style);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("AmmoNames"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("NULL"))
{
AmmoNames.Push(NULL);
}
else
{
const PClass *cls = PClass::FindClass(sc.String);
if (cls == NULL || cls->ParentClass != RUNTIME_CLASS(AAmmo))
{
sc.ScriptError("Unknown ammo type '%s'", sc.String);
}
AmmoNames.Push(cls);
}
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("WeaponNames"))
{
WeaponNames.Clear(); // This won't be cleared by UnloadDEHSupp so we need to do it here explicitly
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
const PClass *cls = PClass::FindClass(sc.String);
if (cls == NULL || !cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
sc.ScriptError("Unknown weapon type '%s'", sc.String);
}
WeaponNames.Push(cls);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("Aliases"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
CodePointerAlias temp;
sc.MustGetString();
strncpy(temp.alias, sc.String, 19);
temp.alias[19]=0;
sc.MustGetStringName(",");
sc.MustGetString();
strncpy(temp.name, sc.String, 19);
temp.name[19]=0;
sc.MustGetStringName(",");
sc.MustGetNumber();
temp.params = sc.Number;
MBFCodePointers.Push(temp);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else
{
sc.ScriptError("Unknown section '%s'", sc.String);
}
sc.MustGetStringName(";");
}
return true;
}
catch(CRecoverableError &err)
{
// Don't abort if DEHSUPP loading fails.
// Just print the message and continue.
Printf("%s\n", err.GetMessage());
return false;
}
}
void FinishDehPatch ()
{
unsigned int touchedIndex;
for (touchedIndex = 0; touchedIndex < TouchedActors.Size(); ++touchedIndex)
{
PClass *type = TouchedActors[touchedIndex];
AActor *defaults1 = GetDefaultByType (type);
if (!(defaults1->flags & MF_SPECIAL))
{ // We only need to do this for pickups
continue;
}
// Create a new class that will serve as the actual pickup
char typeNameBuilder[32];
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf (typeNameBuilder, countof(typeNameBuilder), "DehackedPickup%d", touchedIndex);
PClass *subclass = RUNTIME_CLASS(ADehackedPickup)->CreateDerivedClass
(typeNameBuilder, sizeof(ADehackedPickup));
AActor *defaults2 = GetDefaultByType (subclass);
memcpy (defaults2, defaults1, sizeof(AActor));
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
// Make a copy of the replaced class's state labels
FStateDefinitions statedef;
statedef.MakeStateDefines(type);
if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
// If this is a hacked non-inventory item we must also copy AInventory's special states
statedef.AddStateDefines(RUNTIME_CLASS(AInventory)->ActorInfo->StateList);
}
statedef.InstallStates(subclass->ActorInfo, defaults2);
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
// Use the DECORATE replacement feature to redirect all spawns
// of the original class to the new one.
FActorInfo *old_replacement = type->ActorInfo->Replacement;
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
type->ActorInfo->Replacement = subclass->ActorInfo;
subclass->ActorInfo->Replacee = type->ActorInfo;
// If this actor was already replaced by another actor, copy that
// replacement over to this item.
if (old_replacement != NULL)
{
subclass->ActorInfo->Replacement = old_replacement;
}
DPrintf ("%s replaces %s\n", subclass->TypeName.GetChars(), type->TypeName.GetChars());
}
// Now that all Dehacked patches have been processed, it's okay to free StateMap.
StateMap.Clear();
StateMap.ShrinkToFit();
TouchedActors.Clear();
TouchedActors.ShrinkToFit();
// Now it gets nasty: We have to fiddle around with the weapons' ammo use info to make Doom's original
// ammo consumption work as intended.
for(unsigned i = 0; i < WeaponNames.Size(); i++)
{
AWeapon *weap = (AWeapon*)GetDefaultByType(WeaponNames[i]);
bool found = false;
if (weap->flags6 & MF6_INTRYMOVE)
{
// Weapon sets an explicit amount of ammo to use so we won't need any special processing here
weap->flags6 &= ~MF6_INTRYMOVE;
}
else
{
weap->WeaponFlags |= WIF_DEHAMMO;
weap->AmmoUse1 = 0;
// to allow proper checks in CheckAmmo we have to find the first attack pointer in the Fire sequence
// and set its default ammo use as the weapon's AmmoUse1.
TMap<FState*, bool> StateVisited;
FState *state = WeaponNames[i]->ActorInfo->FindState(NAME_Fire);
while (state != NULL)
{
bool *check = StateVisited.CheckKey(state);
if (check != NULL && *check)
{
break; // State has already been checked so we reached a loop
}
StateVisited[state] = true;
for(unsigned j = 0; AmmoPerAttacks[j].func != NULL; j++)
{
if (state->ActionFunc == AmmoPerAttacks[j].func)
{
found = true;
int use = AmmoPerAttacks[j].ammocount;
if (use < 0) use = deh.BFGCells;
weap->AmmoUse1 = use;
break;
}
}
if (found) break;
state = state->GetNextState();
}
}
}
WeaponNames.Clear();
WeaponNames.ShrinkToFit();
}
void ModifyDropAmount(AInventory *inv, int dropamount);
bool ADehackedPickup::TryPickup (AActor *&toucher)
{
const PClass *type = DetermineType ();
if (type == NULL)
{
return false;
}
2006-07-16 09:10:45 +00:00
RealPickup = static_cast<AInventory *>(Spawn (type, x, y, z, NO_REPLACE));
if (RealPickup != NULL)
{
// The internally spawned item should never count towards statistics.
RealPickup->ClearCounters();
if (!(flags & MF_DROPPED))
{
RealPickup->flags &= ~MF_DROPPED;
}
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
// If this item has been dropped by a monster the
// amount of ammo this gives must be adjusted.
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
if (droppedbymonster)
{
ModifyDropAmount(RealPickup, 0);
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
}
if (!RealPickup->CallTryPickup (toucher))
{
RealPickup->Destroy ();
RealPickup = NULL;
return false;
}
GoAwayAndDie ();
return true;
}
return false;
}
const char *ADehackedPickup::PickupMessage ()
{
return RealPickup->PickupMessage ();
}
bool ADehackedPickup::ShouldStay ()
{
return RealPickup->ShouldStay ();
}
bool ADehackedPickup::ShouldRespawn ()
{
return RealPickup->ShouldRespawn ();
}
void ADehackedPickup::PlayPickupSound (AActor *toucher)
{
RealPickup->PlayPickupSound (toucher);
}
void ADehackedPickup::DoPickupSpecial (AActor *toucher)
{
Super::DoPickupSpecial (toucher);
// If the real pickup hasn't joined the toucher's inventory, make sure it
// doesn't stick around.
if (RealPickup->Owner != toucher)
{
RealPickup->Destroy ();
}
RealPickup = NULL;
}
void ADehackedPickup::Destroy ()
{
if (RealPickup != NULL)
{
RealPickup->Destroy ();
RealPickup = NULL;
}
Super::Destroy ();
}
const PClass *ADehackedPickup::DetermineType ()
{
// Look at the actor's current sprite to determine what kind of
// item to pretend to me.
int min = 0;
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
int max = countof(DehSpriteMappings) - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lex = memcmp (DehSpriteMappings[mid].Sprite, sprites[sprite].name, 4);
if (lex == 0)
{
return PClass::FindClass (DehSpriteMappings[mid].ClassName);
}
else if (lex < 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
void ADehackedPickup::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << droppedbymonster;
}