- Added handling for UDMF user keys.

- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
  are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
  a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
  "misc/podgrow".


SVN r1575 (trunk)
This commit is contained in:
Christoph Oelckers 2009-05-11 21:05:40 +00:00
parent b224765351
commit 571d28281b
16 changed files with 540 additions and 1493 deletions

View File

@ -1,283 +0,0 @@
README - DOOM assembly code
Okay, I add the DOS assembly module for the historically
inclined here (may rec.games.programmer suffer). If anyone
feels the urge to port these to GNU GCC; either inline or
as separate modules including Makefile support, be my guest.
Module tmap.S includes the inner loops for texture mapping,
the interesting one being the floor/ceiling span rendering.
There was another module in the source dump, fpfunc.S, that
had both texture mapping and fixed point functions. It
contained implementations both for i386 and M68k. For
brevity, I include only the i386 fixed point stuff below.
//====================================================
// tmap.S as of January 10th, 1997
//================
//
// R_DrawColumn
//
//================
.data
loopcount .long 0
pixelcount .long 0
.text
.align 16
.globl _R_DrawColumn
_R_DrawColumn:
pushad
movl ebp,[_dc_yl]
movl ebx,ebp
movl edi,[_ylookup+ebx*4]
movl ebx,[_dc_x]
addl edi,[_columnofs + ebx*4]
movl eax,[_dc_yh]
incl eax
subl eax,ebp // pixel count
movl [pixelcount],eax // save for final pixel
js done // nothing to scale
shrl eax,1 // double pixel count
movl [loopcount],eax
movl ecx,[_dc_iscale]
movl eax,[_centery]
subl eax,ebp
imull ecx
movl ebp,[_dc_texturemid]
subl ebp,eax
shll ebp,9 // 7 significant bits, 25 frac
movl esi,[_dc_source]
movl ebx,[_dc_iscale]
shll ebx,9
movl eax,OFFSET patch1+2 // convice tasm to modify code...
movl [eax],ebx
movl eax,OFFSET patch2+2 // convice tasm to modify code...
movl [eax],ebx
// eax aligned colormap
// ebx aligned colormap
// ecx,edx scratch
// esi virtual source
// edi moving destination pointer
// ebp frac
movl ecx,ebp // begin calculating first pixel
addl ebp,ebx // advance frac pointer
shrl ecx,25 // finish calculation for first pixel
movl edx,ebp // begin calculating second pixel
addl ebp,ebx // advance frac pointer
shrl edx,25 // finish calculation for second pixel
movl eax,[_dc_colormap]
movl ebx,eax
movb al,[esi+ecx] // get first pixel
movb bl,[esi+edx] // get second pixel
movb al,[eax] // color translate first pixel
movb bl,[ebx] // color translate second pixel
testl [pixelcount],0fffffffeh
jnz doubleloop // at least two pixels to map
jmp checklast
.align 16
doubleloop:
movl ecx,ebp // begin calculating third pixel
patch1:
addl ebp,12345678h // advance frac pointer
movb [edi],al // write first pixel
shrl ecx,25 // finish calculation for third pixel
movl edx,ebp // begin calculating fourth pixel
patch2:
addl ebp,12345678h // advance frac pointer
movl [edi+SCREENWIDTH],bl // write second pixel
shrl edx,25 // finish calculation for fourth pixel
movb al,[esi+ecx] // get third pixel
addl edi,SCREENWIDTH*2 // advance to third pixel destination
movb bl,[esi+edx] // get fourth pixel
decl [loopcount] // done with loop?
movb al,[eax] // color translate third pixel
movb bl,[ebx] // color translate fourth pixel
jnz doubleloop
// check for final pixel
checklast:
testl [pixelcount],1
jz done
movb [edi],al // write final pixel
done:
popad
ret
//================
//
// R_DrawSpan
//
// Horizontal texture mapping
//
//================
.align 16
.globl _R_DrawSpan
_R_DrawSpan:
pushad
//
// find loop count
//
movl eax,[_ds_x2]
incl eax
subl eax,[_ds_x1] // pixel count
movl [pixelcount],eax // save for final pixel
js hdone // nothing to scale
shrl eax,1 // double pixel count
movl [loopcount],eax
//
// build composite position
//
movl ebp,[_ds_xfrac]
shll ebp,10
andl ebp,0ffff0000h
movl eax,[_ds_yfrac]
shrl eax,6
andl eax,0ffffh
orl ebp,eax
movl esi,[_ds_source]
//
// calculate screen dest
//
movl edi,[_ds_y]
movl edi,[_ylookup+edi*4]
movl eax,[_ds_x1]
addl edi,[_columnofs+eax*4]
//
// build composite step
//
movl ebx,[_ds_xstep]
shll ebx,10
andl ebx,0ffff0000h
movl eax,[_ds_ystep]
shrl eax,6
andl eax,0ffffh
orl ebx,eax
movl eax,OFFSET hpatch1+2 // convice tasm to modify code...
movl [eax],ebx
movl eax,OFFSET hpatch2+2 // convice tasm to modify code...
movl [eax],ebx
// eax aligned colormap
// ebx aligned colormap
// ecx,edx scratch
// esi virtual source
// edi moving destination pointer
// ebp frac
shldl ecx,ebp,22 // begin calculating third pixel (y units)
shldl ecx,ebp,6 // begin calculating third pixel (x units)
addl ebp,ebx // advance frac pointer
andl ecx,4095 // finish calculation for third pixel
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
addl ebp,ebx // advance frac pointer
andl edx,4095 // finish calculation for fourth pixel
movl eax,[_ds_colormap]
movl ebx,eax
movb al,[esi+ecx] // get first pixel
movb bl,[esi+edx] // get second pixel
movb al,[eax] // color translate first pixel
movb bl,[ebx] // color translate second pixel
testl [pixelcount],0fffffffeh
jnz hdoubleloop // at least two pixels to map
jmp hchecklast
.align 16
hdoubleloop:
shldl ecx,ebp,22 // begin calculating third pixel (y units)
shldl ecx,ebp,6 // begin calculating third pixel (x units)
hpatch1:
addl ebp,12345678h // advance frac pointer
movb [edi],al // write first pixel
andl ecx,4095 // finish calculation for third pixel
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
hpatch2:
addl ebp,12345678h // advance frac pointer
movb [edi+1],bl // write second pixel
andl edx,4095 // finish calculation for fourth pixel
movb al,[esi+ecx] // get third pixel
addl edi,2 // advance to third pixel destination
movb bl,[esi+edx] // get fourth pixel
decl [loopcount] // done with loop?
movb al,[eax] // color translate third pixel
movb bl,[ebx] // color translate fourth pixel
jnz hdoubleloop
// check for final pixel
hchecklast:
testl [pixelcount],1
jz hdone
movb [edi],al // write final pixel
hdone:
popad
ret
//====================================================
// fpfunc.S as of January 10th, 1997 (parts)
#ifdef i386
.text
.align 4
.globl _FixedMul
_FixedMul:
pushl %ebp
movl %esp,%ebp
movl 8(%ebp),%eax
imull 12(%ebp)
shrdl $16,%edx,%eax
popl %ebp
ret
.align 4
.globl _FixedDiv2
_FixedDiv2:
pushl %ebp
movl %esp,%ebp
movl 8(%ebp),%eax
cdq
shldl $16,%eax,%edx
sall $16,%eax
idivl 12(%ebp)
popl %ebp
ret
#endif

View File

@ -1,303 +0,0 @@
ZDoom 1.19 offers a partial conversion of the Doom code to C++. As such, some
functions and classes have been encapsulated in classes. This document tries
to give an overview of those classes and how to use them.
Command line parameters
=======================
Previous versions of ZDoom kept the command line in the myargv and myargc
global variables. This version uses a single variable, Args, of type DArgs.
This class is defined in m_argv.h and implemented in m_argv.cpp. The three
most important functions are:
int DArgs::CheckParm (const char *check) const;
Checks to see if a parameter exists. If it does, it's index number is
returned. Use the GetArg() method to retrieve an arguments specified
after it.
char *DArgs::CheckValue (const char *check) const;
This is similar to CheckParm(), but it returns the value of the argument
immediately following parameter. If the parameter is not present, or it
has no argument, NULL is returned.
char *DArgs::GetArg (int index) const;
Retrieves the value of an argument. This is similar to argv[index].
For the other functions, check the implementation in m_argv.cpp to see what
they do.
Error messages
==============
There are two functions for reporting error conditions: I_Error() and
I_FatalError(). Use the first for errors that can be recovered from. It will
drop the user to the fullscreen console and print the message. Use the
second for error conditions that are much harder to recover from. It will
terminate the program and display the message.
Console commands
================
Adding new console commands is now very simple, compared to previous
versions of ZDoom. Registration is now completely automatic if you use the
BEGIN_COMMAND and END_COMMAND macros defined in c_dispatch.h. A simple
command could be implemented like this:
#include "c_dispatch.h"
BEGIN_COMMAND(hello)
{
Printf (PRINT_HIGH, "Hello, world!\n");
}
END_COMMAND(hello)
The parameter to the BEGIN_COMMAND and END_COMMAND macros is the name of
the command, as typed at the console (in this case, "hello"). You should use
the same name for both BEGIN_ and END_. You can access the arguments to the
command using argc and argv. If you want to know who activated the command,
m_Instigator is a pointer to the actor of the player who called it.
Console variables
=================
Adding new console variables is also similar. The c_cvars.h file contains
four macros related to using cvars:
CVAR (name, default, flags)
Declares a new console variable with the name "name" and default
value "default" and flags "flags". (See c_cvars.h for the different
flags). An example:
CVAR (var_friction, "1", CVAR_SERVERINFO);
EXTERN_CVAR (name)
Imports a cvar defined elsewhere. This just generates the code
"extern cvar_t name;", but you should still use this macro.
BEGIN_CUSTOM_CVAR (name, default, flags)
END_CUSTOM_CVAR (name)
Declares a cvar that performs some special action each time its value
changes. You should use a compound statement between the BEGIN_ and
END_ macros, just like with commands above. Any code between these
two macros can use "var" to access the associated cvar. Example:
BEGIN_CUSTOM_CVAR (splashfactor, "1.0", CVAR_SERVERINFO)
{
if (var.value <= 0.0f)
var.Set (1.0f);
else
selfthrustscale = 1.0f / var.value;
}
END_CUSTOM_CVAR (splashfactor)
This example also illustrates bounds checking for cvars. The basic
idea is:
if (variable is within range)
<do something with it>
else
<set it to something that is in range>
Calling Set() will automatically execute the code block again, so you
must make sure that you do nothing but reset the value of the cvar if
it's out of range. The code block will also be executed at program
startup when the cvar is constructed.
The DObject class hierarchy
===========================
Most classes in ZDoom 1.18 are descendants of the DObject class. This class
provides basic typechecking and serialization functionality. In a future
version of ZDoom, it will also provide a means to interface C++ code with
DoomScript. If you want to be able to perform type-checking on a class, save
it to disk, or access it from DoomScript (in a later version), it should be
a descendant of DObject.
The basic features of DObject require that you use some of the macros in
dobject.h: DECLARE_CLASS, IMPLEMENT_CLASS, DECLARE_SERIAL, and
IMPLEMENT_SERIAL. For a class that won't be saved to disk, do this:
class MyClass : public DObject
{
DECLARE_CLASS (MyClass, DObject)
public:
...
Rest of class definition
...
}
Then someplace else, where you define the class, add this line:
IMPLEMENT_CLASS (MyClass, DObject)
(You should be sure to replace MyClass with the actual name of your class
and DObject with the name of your class's superclass.)
For a class that can be saved to disk (ie, a serializable class), use
DECLARE_SERIAL and IMPLEMENT_SERIAL instead. Serializable classes require
default constructors. If you don't want anybody to be able to create an
instance of the class using the default constructor, you can hide it
inside the private portion of the class definition:
...
private:
MyClass () {}
...
Serializable classes also require that you define a Serialize() method.
This function should call the superclass's Serialize() method and then
either store or extract the fields for the class. (Whenever you change
the contents of a class, be sure to change its accompanying Serialize()
method.) A generic Serialize() looks like this:
void MyClass::Serialize (FArchive &arc)
{
Super::Serialize (arc);
if (arc.IsStoring ())
{
arc << m_field1 << m_field2 << m_field3 << ... ;
}
else
{
arc >> m_field1 >> m_field2 >> m_field3 >> ... ;
}
}
There are also some structs that use some serialization code that you
should be sure to change if you change the structs. The code for
serializing sector_t and line_t can be found in P_SerializeWorld() in
p_saveg.cpp. The code for serializing player_t is in p_user.cpp as
player_t::Serialize().
To determine the type of an object, you can use the IsA() and IsKindOf()
methods of DObject. IsA() tests if the object is an instance of a
specific type of class, and is probably not what you want. IsKindOf()
checks if an object is a specific type of class or one of its
descendants. Example: Suppose anActor points to an instance of AActor.
(anActor->IsA (RUNTIME_CLASS(DThinker))) will return false because AActor
is not the same as DThinker, but (anActor->IsKindOf
(RUNTIME_CLASS(DThinker))) will return true because AActor is a
descendant of DThinker.
Pointer cleanup
===============
Whenever an object is destroyed, ZDoom will attempt to NULL any pointers that
pointed to that object. This eliminates various anomalies caused by trying to
reference stale pointers. This mechanism is not entirely transparent and
requires some work on your part. When you create a subclass of DObject that
contains pointers, you should use the IMPLEMENT_POINTY_SERIAL or
IMPLEMENT_POINTY_CLASS macros instead of IMPLEMENT_SERIAL or IMPLEMENT_CLASS.
Following the macro, you list each element of the class that points to a
DObject (or a subclass of it). If the pointer points to something that is not
a DObject (such as a char *), you do not need to include it in this list.
After you list all the pointers, use the END_POINTERS macro.
The implementation for the AActor class looks like this:
IMPLEMENT_POINTY_SERIAL (AActor, DThinker)
DECLARE_POINTER (target)
DECLARE_POINTER (lastenemy)
DECLARE_POINTER (tracer)
DECLARE_POINTER (goal)
END_POINTERS
If you add pointers to any class, you need to update this list accordingly.
The player class uses a hack, because it is not derived from DObject, to
clear pointers. See player_t::FixPointers() in p_user.cpp if you add any
pointers to player_t.
When you want to destroy any object derived from DThinker (this includes all
actors), call that object's Destroy() method. Do not use delete, because it
is not guaranteed to perform all necessary cleanup. If the object is not
derived from DThinker, however, you can safely call delete on it.
As an example, if you have an instance of AActor called actor, and you want
to get rid of it, use:
actor->Destroy ();
If you have an instance of DCanvas called canvas and want to get rid of it,
either of the following will work (but not both):
canvas->Destroy (); or
delete canvas;
Thinkers
========
Almost everything that can affect the appearance of the world is implemented
as a subclass of DThinker. The important base classes are:
DPolyAction
A polyobject that is doing something (DRotatePoly, DMovePoly, or
DPolyDoor).
DSectorEffect
An effect that occurs inside a certain sector. This is further broken
up into DLighting (for lighting changes) and DMover (for floor/
ceiling movement). DMover is also subclassed into DMovingFloor (for
moving floors only) and DMovingCeiling (for moving ceilings only).
For effects that move both the floor and ceiling, subclass DMover
and have a look at either DPillar or DElevator.
AActor
This is probably the most important. All players, monsters, items,
ammo, weapons, and anything else that appears as a sprite in the
world is an instance of AActor. This is nowhere near as encapsulated
as I would like it to be because of the necessity to maintain
compatibility with DeHackEd patches until DoomScript is done. This
means that there is no easy way to subclass AActor and spawn an
instance of the subclass in the map. I don't like it, but it's a step
in the right direction.
To find all instances of a specific type of thinker in a map, you can use the
TThinkerIterator template class. It's usage is simple:
TThinkerIterator<TypeOfClass> iterator;
TypeOfClass *object;
while ( (object = iterator.Next ()) )
{
// do something with the object
}
AActor methods
==============
A few of the functions that operate on actors have been moved inside the
AActor class:
P_ClearTidHashes() -> AActor::ClearTIDHashes()
P_AddMobjToHash() -> AActor::AddToHash()
P_RemoveMobjFromHash() -> AActor::RemoveFromHash()
P_FindMobjByTid() -> AActor::FindByTID()
P_FindGoal() -> AActor::FindGoal()
P_UnsetThingPosition() -> AActor::UnlinkFromWorld()
P_SetThingPosition() -> AActor::LinkToWorld()
AActor::SetOrigin() has also been introduced. It simply moves the actor to
a specific location on the map without performing any collision detection.
A bit more on serialization
===========================
The serialization mechanism is a fairly standard, yet powerful, framework
that can save a bunch of objects to disk and properly maintain pointers
between them. When you store a pointer to an object, the object will also be
stored to disk if it hasn't been already. When you read the pointer, the
object it points to will also be read from disk if it hasn't been already.
This allows pointers to objects to be preserved without any extra effort on
your part. Pointers to something other than a DObject or one of its
descendents need to be implemented specially by overloading operator << (see
info.h for a few of these). If you're not sure how serialization works, take
a look at some of the serialization functions for the existing classes by
grepping through the source for "::Serialize" (without the quotes).

View File

@ -1,756 +0,0 @@
! $XConsortium: rgb.txt,v 10.41 94/02/20 18:39:36 rws Exp $
255 250 250 snow
248 248 255 ghost white
248 248 255 GhostWhite
245 245 245 white smoke
245 245 245 WhiteSmoke
220 220 220 gainsboro
255 250 240 floral white
255 250 240 FloralWhite
253 245 230 old lace
253 245 230 OldLace
250 240 230 linen
250 235 215 antique white
250 235 215 AntiqueWhite
255 239 213 papaya whip
255 239 213 PapayaWhip
255 235 205 blanched almond
255 235 205 BlanchedAlmond
255 228 196 bisque
255 218 185 peach puff
255 218 185 PeachPuff
255 222 173 navajo white
255 222 173 NavajoWhite
255 228 181 moccasin
255 248 220 cornsilk
255 255 240 ivory
255 250 205 lemon chiffon
255 250 205 LemonChiffon
255 245 238 seashell
240 255 240 honeydew
245 255 250 mint cream
245 255 250 MintCream
240 255 255 azure
240 248 255 alice blue
240 248 255 AliceBlue
230 230 250 lavender
255 240 245 lavender blush
255 240 245 LavenderBlush
255 228 225 misty rose
255 228 225 MistyRose
255 255 255 white
0 0 0 black
47 79 79 dark slate gray
47 79 79 DarkSlateGray
47 79 79 dark slate grey
47 79 79 DarkSlateGrey
105 105 105 dim gray
105 105 105 DimGray
105 105 105 dim grey
105 105 105 DimGrey
112 128 144 slate gray
112 128 144 SlateGray
112 128 144 slate grey
112 128 144 SlateGrey
119 136 153 light slate gray
119 136 153 LightSlateGray
119 136 153 light slate grey
119 136 153 LightSlateGrey
190 190 190 gray
190 190 190 grey
211 211 211 light grey
211 211 211 LightGrey
211 211 211 light gray
211 211 211 LightGray
25 25 112 midnight blue
25 25 112 MidnightBlue
0 0 128 navy
0 0 128 navy blue
0 0 128 NavyBlue
100 149 237 cornflower blue
100 149 237 CornflowerBlue
72 61 139 dark slate blue
72 61 139 DarkSlateBlue
106 90 205 slate blue
106 90 205 SlateBlue
123 104 238 medium slate blue
123 104 238 MediumSlateBlue
132 112 255 light slate blue
132 112 255 LightSlateBlue
0 0 205 medium blue
0 0 205 MediumBlue
65 105 225 royal blue
65 105 225 RoyalBlue
0 0 255 blue
30 144 255 dodger blue
30 144 255 DodgerBlue
0 191 255 deep sky blue
0 191 255 DeepSkyBlue
135 206 235 sky blue
135 206 235 SkyBlue
135 206 250 light sky blue
135 206 250 LightSkyBlue
70 130 180 steel blue
70 130 180 SteelBlue
176 196 222 light steel blue
176 196 222 LightSteelBlue
173 216 230 light blue
173 216 230 LightBlue
176 224 230 powder blue
176 224 230 PowderBlue
175 238 238 pale turquoise
175 238 238 PaleTurquoise
0 206 209 dark turquoise
0 206 209 DarkTurquoise
72 209 204 medium turquoise
72 209 204 MediumTurquoise
64 224 208 turquoise
0 255 255 cyan
224 255 255 light cyan
224 255 255 LightCyan
95 158 160 cadet blue
95 158 160 CadetBlue
102 205 170 medium aquamarine
102 205 170 MediumAquamarine
127 255 212 aquamarine
0 100 0 dark green
0 100 0 DarkGreen
85 107 47 dark olive green
85 107 47 DarkOliveGreen
143 188 143 dark sea green
143 188 143 DarkSeaGreen
46 139 87 sea green
46 139 87 SeaGreen
60 179 113 medium sea green
60 179 113 MediumSeaGreen
32 178 170 light sea green
32 178 170 LightSeaGreen
152 251 152 pale green
152 251 152 PaleGreen
0 255 127 spring green
0 255 127 SpringGreen
124 252 0 lawn green
124 252 0 LawnGreen
0 255 0 green
127 255 0 chartreuse
0 250 154 medium spring green
0 250 154 MediumSpringGreen
173 255 47 green yellow
173 255 47 GreenYellow
50 205 50 lime green
50 205 50 LimeGreen
154 205 50 yellow green
154 205 50 YellowGreen
34 139 34 forest green
34 139 34 ForestGreen
107 142 35 olive drab
107 142 35 OliveDrab
189 183 107 dark khaki
189 183 107 DarkKhaki
240 230 140 khaki
238 232 170 pale goldenrod
238 232 170 PaleGoldenrod
250 250 210 light goldenrod yellow
250 250 210 LightGoldenrodYellow
255 255 224 light yellow
255 255 224 LightYellow
255 255 0 yellow
255 215 0 gold
238 221 130 light goldenrod
238 221 130 LightGoldenrod
218 165 32 goldenrod
184 134 11 dark goldenrod
184 134 11 DarkGoldenrod
188 143 143 rosy brown
188 143 143 RosyBrown
205 92 92 indian red
205 92 92 IndianRed
139 69 19 saddle brown
139 69 19 SaddleBrown
160 82 45 sienna
205 133 63 peru
222 184 135 burlywood
245 245 220 beige
245 222 179 wheat
244 164 96 sandy brown
244 164 96 SandyBrown
210 180 140 tan
210 105 30 chocolate
178 34 34 firebrick
165 42 42 brown
233 150 122 dark salmon
233 150 122 DarkSalmon
250 128 114 salmon
255 160 122 light salmon
255 160 122 LightSalmon
255 165 0 orange
255 140 0 dark orange
255 140 0 DarkOrange
255 127 80 coral
240 128 128 light coral
240 128 128 LightCoral
255 99 71 tomato
255 69 0 orange red
255 69 0 OrangeRed
255 0 0 red
255 105 180 hot pink
255 105 180 HotPink
255 20 147 deep pink
255 20 147 DeepPink
255 192 203 pink
255 182 193 light pink
255 182 193 LightPink
219 112 147 pale violet red
219 112 147 PaleVioletRed
176 48 96 maroon
199 21 133 medium violet red
199 21 133 MediumVioletRed
208 32 144 violet red
208 32 144 VioletRed
255 0 255 magenta
238 130 238 violet
221 160 221 plum
218 112 214 orchid
186 85 211 medium orchid
186 85 211 MediumOrchid
153 50 204 dark orchid
153 50 204 DarkOrchid
148 0 211 dark violet
148 0 211 DarkViolet
138 43 226 blue violet
138 43 226 BlueViolet
160 32 240 purple
147 112 219 medium purple
147 112 219 MediumPurple
216 191 216 thistle
255 250 250 snow1
238 233 233 snow2
205 201 201 snow3
139 137 137 snow4
255 245 238 seashell1
238 229 222 seashell2
205 197 191 seashell3
139 134 130 seashell4
255 239 219 AntiqueWhite1
238 223 204 AntiqueWhite2
205 192 176 AntiqueWhite3
139 131 120 AntiqueWhite4
255 228 196 bisque1
238 213 183 bisque2
205 183 158 bisque3
139 125 107 bisque4
255 218 185 PeachPuff1
238 203 173 PeachPuff2
205 175 149 PeachPuff3
139 119 101 PeachPuff4
255 222 173 NavajoWhite1
238 207 161 NavajoWhite2
205 179 139 NavajoWhite3
139 121 94 NavajoWhite4
255 250 205 LemonChiffon1
238 233 191 LemonChiffon2
205 201 165 LemonChiffon3
139 137 112 LemonChiffon4
255 248 220 cornsilk1
238 232 205 cornsilk2
205 200 177 cornsilk3
139 136 120 cornsilk4
255 255 240 ivory1
238 238 224 ivory2
205 205 193 ivory3
139 139 131 ivory4
240 255 240 honeydew1
224 238 224 honeydew2
193 205 193 honeydew3
131 139 131 honeydew4
255 240 245 LavenderBlush1
238 224 229 LavenderBlush2
205 193 197 LavenderBlush3
139 131 134 LavenderBlush4
255 228 225 MistyRose1
238 213 210 MistyRose2
205 183 181 MistyRose3
139 125 123 MistyRose4
240 255 255 azure1
224 238 238 azure2
193 205 205 azure3
131 139 139 azure4
131 111 255 SlateBlue1
122 103 238 SlateBlue2
105 89 205 SlateBlue3
71 60 139 SlateBlue4
72 118 255 RoyalBlue1
67 110 238 RoyalBlue2
58 95 205 RoyalBlue3
39 64 139 RoyalBlue4
0 0 255 blue1
0 0 238 blue2
0 0 205 blue3
0 0 139 blue4
30 144 255 DodgerBlue1
28 134 238 DodgerBlue2
24 116 205 DodgerBlue3
16 78 139 DodgerBlue4
99 184 255 SteelBlue1
92 172 238 SteelBlue2
79 148 205 SteelBlue3
54 100 139 SteelBlue4
0 191 255 DeepSkyBlue1
0 178 238 DeepSkyBlue2
0 154 205 DeepSkyBlue3
0 104 139 DeepSkyBlue4
135 206 255 SkyBlue1
126 192 238 SkyBlue2
108 166 205 SkyBlue3
74 112 139 SkyBlue4
176 226 255 LightSkyBlue1
164 211 238 LightSkyBlue2
141 182 205 LightSkyBlue3
96 123 139 LightSkyBlue4
198 226 255 SlateGray1
185 211 238 SlateGray2
159 182 205 SlateGray3
108 123 139 SlateGray4
202 225 255 LightSteelBlue1
188 210 238 LightSteelBlue2
162 181 205 LightSteelBlue3
110 123 139 LightSteelBlue4
191 239 255 LightBlue1
178 223 238 LightBlue2
154 192 205 LightBlue3
104 131 139 LightBlue4
224 255 255 LightCyan1
209 238 238 LightCyan2
180 205 205 LightCyan3
122 139 139 LightCyan4
187 255 255 PaleTurquoise1
174 238 238 PaleTurquoise2
150 205 205 PaleTurquoise3
102 139 139 PaleTurquoise4
152 245 255 CadetBlue1
142 229 238 CadetBlue2
122 197 205 CadetBlue3
83 134 139 CadetBlue4
0 245 255 turquoise1
0 229 238 turquoise2
0 197 205 turquoise3
0 134 139 turquoise4
0 255 255 cyan1
0 238 238 cyan2
0 205 205 cyan3
0 139 139 cyan4
151 255 255 DarkSlateGray1
141 238 238 DarkSlateGray2
121 205 205 DarkSlateGray3
82 139 139 DarkSlateGray4
127 255 212 aquamarine1
118 238 198 aquamarine2
102 205 170 aquamarine3
69 139 116 aquamarine4
193 255 193 DarkSeaGreen1
180 238 180 DarkSeaGreen2
155 205 155 DarkSeaGreen3
105 139 105 DarkSeaGreen4
84 255 159 SeaGreen1
78 238 148 SeaGreen2
67 205 128 SeaGreen3
46 139 87 SeaGreen4
154 255 154 PaleGreen1
144 238 144 PaleGreen2
124 205 124 PaleGreen3
84 139 84 PaleGreen4
0 255 127 SpringGreen1
0 238 118 SpringGreen2
0 205 102 SpringGreen3
0 139 69 SpringGreen4
0 255 0 green1
0 238 0 green2
0 205 0 green3
0 139 0 green4
127 255 0 chartreuse1
118 238 0 chartreuse2
102 205 0 chartreuse3
69 139 0 chartreuse4
192 255 62 OliveDrab1
179 238 58 OliveDrab2
154 205 50 OliveDrab3
105 139 34 OliveDrab4
202 255 112 DarkOliveGreen1
188 238 104 DarkOliveGreen2
162 205 90 DarkOliveGreen3
110 139 61 DarkOliveGreen4
255 246 143 khaki1
238 230 133 khaki2
205 198 115 khaki3
139 134 78 khaki4
255 236 139 LightGoldenrod1
238 220 130 LightGoldenrod2
205 190 112 LightGoldenrod3
139 129 76 LightGoldenrod4
255 255 224 LightYellow1
238 238 209 LightYellow2
205 205 180 LightYellow3
139 139 122 LightYellow4
255 255 0 yellow1
238 238 0 yellow2
205 205 0 yellow3
139 139 0 yellow4
255 215 0 gold1
238 201 0 gold2
205 173 0 gold3
139 117 0 gold4
255 193 37 goldenrod1
238 180 34 goldenrod2
205 155 29 goldenrod3
139 105 20 goldenrod4
255 185 15 DarkGoldenrod1
238 173 14 DarkGoldenrod2
205 149 12 DarkGoldenrod3
139 101 8 DarkGoldenrod4
255 193 193 RosyBrown1
238 180 180 RosyBrown2
205 155 155 RosyBrown3
139 105 105 RosyBrown4
255 106 106 IndianRed1
238 99 99 IndianRed2
205 85 85 IndianRed3
139 58 58 IndianRed4
255 130 71 sienna1
238 121 66 sienna2
205 104 57 sienna3
139 71 38 sienna4
255 211 155 burlywood1
238 197 145 burlywood2
205 170 125 burlywood3
139 115 85 burlywood4
255 231 186 wheat1
238 216 174 wheat2
205 186 150 wheat3
139 126 102 wheat4
255 165 79 tan1
238 154 73 tan2
205 133 63 tan3
139 90 43 tan4
255 127 36 chocolate1
238 118 33 chocolate2
205 102 29 chocolate3
139 69 19 chocolate4
255 48 48 firebrick1
238 44 44 firebrick2
205 38 38 firebrick3
139 26 26 firebrick4
255 64 64 brown1
238 59 59 brown2
205 51 51 brown3
139 35 35 brown4
255 140 105 salmon1
238 130 98 salmon2
205 112 84 salmon3
139 76 57 salmon4
255 160 122 LightSalmon1
238 149 114 LightSalmon2
205 129 98 LightSalmon3
139 87 66 LightSalmon4
255 165 0 orange1
238 154 0 orange2
205 133 0 orange3
139 90 0 orange4
255 127 0 DarkOrange1
238 118 0 DarkOrange2
205 102 0 DarkOrange3
139 69 0 DarkOrange4
255 114 86 coral1
238 106 80 coral2
205 91 69 coral3
139 62 47 coral4
255 99 71 tomato1
238 92 66 tomato2
205 79 57 tomato3
139 54 38 tomato4
255 69 0 OrangeRed1
238 64 0 OrangeRed2
205 55 0 OrangeRed3
139 37 0 OrangeRed4
255 0 0 red1
238 0 0 red2
205 0 0 red3
139 0 0 red4
255 20 147 DeepPink1
238 18 137 DeepPink2
205 16 118 DeepPink3
139 10 80 DeepPink4
255 110 180 HotPink1
238 106 167 HotPink2
205 96 144 HotPink3
139 58 98 HotPink4
255 181 197 pink1
238 169 184 pink2
205 145 158 pink3
139 99 108 pink4
255 174 185 LightPink1
238 162 173 LightPink2
205 140 149 LightPink3
139 95 101 LightPink4
255 130 171 PaleVioletRed1
238 121 159 PaleVioletRed2
205 104 137 PaleVioletRed3
139 71 93 PaleVioletRed4
255 52 179 maroon1
238 48 167 maroon2
205 41 144 maroon3
139 28 98 maroon4
255 62 150 VioletRed1
238 58 140 VioletRed2
205 50 120 VioletRed3
139 34 82 VioletRed4
255 0 255 magenta1
238 0 238 magenta2
205 0 205 magenta3
139 0 139 magenta4
255 131 250 orchid1
238 122 233 orchid2
205 105 201 orchid3
139 71 137 orchid4
255 187 255 plum1
238 174 238 plum2
205 150 205 plum3
139 102 139 plum4
224 102 255 MediumOrchid1
209 95 238 MediumOrchid2
180 82 205 MediumOrchid3
122 55 139 MediumOrchid4
191 62 255 DarkOrchid1
178 58 238 DarkOrchid2
154 50 205 DarkOrchid3
104 34 139 DarkOrchid4
155 48 255 purple1
145 44 238 purple2
125 38 205 purple3
85 26 139 purple4
171 130 255 MediumPurple1
159 121 238 MediumPurple2
137 104 205 MediumPurple3
93 71 139 MediumPurple4
255 225 255 thistle1
238 210 238 thistle2
205 181 205 thistle3
139 123 139 thistle4
0 0 0 gray0
0 0 0 grey0
3 3 3 gray1
3 3 3 grey1
5 5 5 gray2
5 5 5 grey2
8 8 8 gray3
8 8 8 grey3
10 10 10 gray4
10 10 10 grey4
13 13 13 gray5
13 13 13 grey5
15 15 15 gray6
15 15 15 grey6
18 18 18 gray7
18 18 18 grey7
20 20 20 gray8
20 20 20 grey8
23 23 23 gray9
23 23 23 grey9
26 26 26 gray10
26 26 26 grey10
28 28 28 gray11
28 28 28 grey11
31 31 31 gray12
31 31 31 grey12
33 33 33 gray13
33 33 33 grey13
36 36 36 gray14
36 36 36 grey14
38 38 38 gray15
38 38 38 grey15
41 41 41 gray16
41 41 41 grey16
43 43 43 gray17
43 43 43 grey17
46 46 46 gray18
46 46 46 grey18
48 48 48 gray19
48 48 48 grey19
51 51 51 gray20
51 51 51 grey20
54 54 54 gray21
54 54 54 grey21
56 56 56 gray22
56 56 56 grey22
59 59 59 gray23
59 59 59 grey23
61 61 61 gray24
61 61 61 grey24
64 64 64 gray25
64 64 64 grey25
66 66 66 gray26
66 66 66 grey26
69 69 69 gray27
69 69 69 grey27
71 71 71 gray28
71 71 71 grey28
74 74 74 gray29
74 74 74 grey29
77 77 77 gray30
77 77 77 grey30
79 79 79 gray31
79 79 79 grey31
82 82 82 gray32
82 82 82 grey32
84 84 84 gray33
84 84 84 grey33
87 87 87 gray34
87 87 87 grey34
89 89 89 gray35
89 89 89 grey35
92 92 92 gray36
92 92 92 grey36
94 94 94 gray37
94 94 94 grey37
97 97 97 gray38
97 97 97 grey38
99 99 99 gray39
99 99 99 grey39
102 102 102 gray40
102 102 102 grey40
105 105 105 gray41
105 105 105 grey41
107 107 107 gray42
107 107 107 grey42
110 110 110 gray43
110 110 110 grey43
112 112 112 gray44
112 112 112 grey44
115 115 115 gray45
115 115 115 grey45
117 117 117 gray46
117 117 117 grey46
120 120 120 gray47
120 120 120 grey47
122 122 122 gray48
122 122 122 grey48
125 125 125 gray49
125 125 125 grey49
127 127 127 gray50
127 127 127 grey50
130 130 130 gray51
130 130 130 grey51
133 133 133 gray52
133 133 133 grey52
135 135 135 gray53
135 135 135 grey53
138 138 138 gray54
138 138 138 grey54
140 140 140 gray55
140 140 140 grey55
143 143 143 gray56
143 143 143 grey56
145 145 145 gray57
145 145 145 grey57
148 148 148 gray58
148 148 148 grey58
150 150 150 gray59
150 150 150 grey59
153 153 153 gray60
153 153 153 grey60
156 156 156 gray61
156 156 156 grey61
158 158 158 gray62
158 158 158 grey62
161 161 161 gray63
161 161 161 grey63
163 163 163 gray64
163 163 163 grey64
166 166 166 gray65
166 166 166 grey65
168 168 168 gray66
168 168 168 grey66
171 171 171 gray67
171 171 171 grey67
173 173 173 gray68
173 173 173 grey68
176 176 176 gray69
176 176 176 grey69
179 179 179 gray70
179 179 179 grey70
181 181 181 gray71
181 181 181 grey71
184 184 184 gray72
184 184 184 grey72
186 186 186 gray73
186 186 186 grey73
189 189 189 gray74
189 189 189 grey74
191 191 191 gray75
191 191 191 grey75
194 194 194 gray76
194 194 194 grey76
196 196 196 gray77
196 196 196 grey77
199 199 199 gray78
199 199 199 grey78
201 201 201 gray79
201 201 201 grey79
204 204 204 gray80
204 204 204 grey80
207 207 207 gray81
207 207 207 grey81
209 209 209 gray82
209 209 209 grey82
212 212 212 gray83
212 212 212 grey83
214 214 214 gray84
214 214 214 grey84
217 217 217 gray85
217 217 217 grey85
219 219 219 gray86
219 219 219 grey86
222 222 222 gray87
222 222 222 grey87
224 224 224 gray88
224 224 224 grey88
227 227 227 gray89
227 227 227 grey89
229 229 229 gray90
229 229 229 grey90
232 232 232 gray91
232 232 232 grey91
235 235 235 gray92
235 235 235 grey92
237 237 237 gray93
237 237 237 grey93
240 240 240 gray94
240 240 240 grey94
242 242 242 gray95
242 242 242 grey95
245 245 245 gray96
245 245 245 grey96
247 247 247 gray97
247 247 247 grey97
250 250 250 gray98
250 250 250 grey98
252 252 252 gray99
252 252 252 grey99
255 255 255 gray100
255 255 255 grey100
169 169 169 dark grey
169 169 169 DarkGrey
169 169 169 dark gray
169 169 169 DarkGray
0 0 139 dark blue
0 0 139 DarkBlue
0 139 139 dark cyan
0 139 139 DarkCyan
139 0 139 dark magenta
139 0 139 DarkMagenta
139 0 0 dark red
139 0 0 DarkRed
144 238 144 light green
144 238 144 LightGreen

View File

@ -2,6 +2,20 @@
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
May 10, 2009 (Changes by Graf Zahl)
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
May 9, 2009 (Changes by Graf Zahl)
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
May 8, 2009
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().

View File

@ -116,7 +116,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MakePod)
}
mo->SetState (mo->FindState("Grow"));
P_ThrustMobj (mo, pr_makepod()<<24, (fixed_t)(4.5*FRACUNIT));
S_Sound (mo, CHAN_BODY, "world/podgrow", 1, ATTN_IDLE);
S_Sound (mo, CHAN_BODY, self->AttackSound, 1, ATTN_IDLE);
self->special1++; // Increment generated pod count
mo->master = self; // Link the generator to the pod
return;

View File

@ -70,6 +70,7 @@
#include "sbarinfo.h"
#include "cmdlib.h"
#include "m_png.h"
#include "p_setup.h"
extern FILE *Logfile;
@ -2405,6 +2406,7 @@ enum
APROP_Friendly = 16,
APROP_SpawnHealth = 17,
APROP_Dropped = 18,
APROP_Notarget = 19,
};
// These are needed for ACS's APROP_RenderStyle
@ -2492,6 +2494,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
if (value) actor->flags2 |= MF2_INVULNERABLE; else actor->flags2 &= ~MF2_INVULNERABLE;
break;
case APROP_Notarget:
if (value) actor->flags3 |= MF3_NOTARGET; else actor->flags3 &= ~MF3_NOTARGET;
break;
case APROP_JumpZ:
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
static_cast<APlayerPawn *>(actor)->JumpZ = value;
@ -2595,6 +2601,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
case APROP_ChaseGoal: return !!(actor->flags5 & MF5_CHASEGOAL);
case APROP_Frightened: return !!(actor->flags4 & MF4_FRIGHTENED);
case APROP_Friendly: return !!(actor->flags & MF_FRIENDLY);
case APROP_Notarget: return !!(actor->flags3 & MF3_NOTARGET);
case APROP_SpawnHealth: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
{
return static_cast<APlayerPawn *>(actor)->MaxHealth;
@ -2772,8 +2779,80 @@ int DLevelScript::DoClassifyActor(int tid)
return classify;
}
enum EACSFunctions
{
GetLineUDMFInt=1,
GetLineUDMFFixed,
GetThingUDMFInt,
GetThingUDMFFixed,
GetSectorUDMFInt,
GetSectorUDMFFixed,
GetSideUDMFInt,
GetSideUDMFFixed,
};
int DLevelScript::SideFromID(int id, int side)
{
if (side != 0 && side != 1) return -1;
if (id == 0)
{
if (activationline == NULL) return -1;
if (activationline->sidenum[side] == NO_SIDE) return -1;
return sides[activationline->sidenum[side]].Index;
}
else
{
int line = P_FindLineFromID(id, -1);
if (line == -1) return -1;
if (lines[line].sidenum[side] == NO_SIDE) return -1;
return sides[lines[line].sidenum[side]].Index;
}
}
int DLevelScript::LineFromID(int id)
{
if (id == 0)
{
if (activationline == NULL) return -1;
return int(activationline - lines);
}
else
{
return P_FindLineFromID(id, -1);
}
}
int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
{
switch(funcIndex)
{
case GetLineUDMFInt:
return GetUDMFInt(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
case GetLineUDMFFixed:
return GetUDMFFixed(UDMF_Line, LineFromID(args[0]), FBehavior::StaticLookupString(args[1]));
case GetThingUDMFInt:
case GetThingUDMFFixed:
return 0; // Not implemented yet
case GetSectorUDMFInt:
return GetUDMFInt(UDMF_Sector, P_FindSectorFromTag(args[0], -1), FBehavior::StaticLookupString(args[1]));
case GetSectorUDMFFixed:
return GetUDMFFixed(UDMF_Sector, P_FindSectorFromTag(args[0], -1), FBehavior::StaticLookupString(args[1]));
case GetSideUDMFInt:
return GetUDMFInt(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
case GetSideUDMFFixed:
return GetUDMFFixed(UDMF_Side, SideFromID(args[0], args[1]), FBehavior::StaticLookupString(args[2]));
default:
break;
}
return 0;
}
#define NEXTWORD (LittleLong(*pc++))
#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
#define NEXTSHORT (fmt==ACS_LittleEnhanced?getshort(pc):NEXTWORD)
#define STACK(a) (Stack[sp - (a)])
#define PushToStack(a) (Stack[sp++] = (a))
@ -2784,6 +2863,13 @@ inline int getbyte (int *&pc)
return res;
}
inline int getshort (int *&pc)
{
int res = LittleShort( *(SWORD *)pc);
pc = (int *)((BYTE *)pc+2);
return res;
}
int DLevelScript::RunScript ()
{
DACSThinker *controller = DACSThinker::ActiveThinker;
@ -3064,6 +3150,17 @@ int DLevelScript::RunScript ()
pc = (int *)((BYTE *)pc + 6);
break;
case PCD_CALLFUNC:
{
int argCount = NEXTBYTE;
int funcIndex = NEXTSHORT;
int retval = CallFunction(argCount, funcIndex, &STACK(argCount));
sp -= argCount-1;
STACK(1) = retval;
}
break;
case PCD_CALL:
case PCD_CALLDISCARD:
{

View File

@ -586,6 +586,7 @@ public:
PCD_CLASSIFYACTOR,
PCD_PRINTBINARY,
/*350*/ PCD_PRINTHEX,
PCD_CALLFUNC,
/*351*/ PCODE_COMMAND_COUNT
};
@ -715,6 +716,7 @@ protected:
static int DoSpawnSpot (int type, int spot, int tid, int angle);
static int DoSpawnSpotFacing (int type, int spot, int tid);
int DoClassifyActor (int tid);
int CallFunction(int argCount, int funcIndex, SDWORD *args);
void DoFadeTo (int r, int g, int b, int a, fixed_t time);
void DoFadeRange (int r1, int g1, int b1, int a1,
@ -725,6 +727,9 @@ protected:
int GetActorProperty (int tid, int property);
int GetPlayerInput (int playernum, int inputnum);
int LineFromID(int id);
int SideFromID(int id, int side);
private:
DLevelScript ();

View File

@ -846,60 +846,62 @@ void P_RandomChaseDir (AActor *actor)
}
player = players[i].mo;
}
if (pr_newchasedir() & 1 || !P_CheckSight (actor, player))
if (player != NULL && playeringame[i])
{
deltax = player->x - actor->x;
deltay = player->y - actor->y;
if (deltax>128*FRACUNIT)
d[1]= DI_EAST;
else if (deltax<-128*FRACUNIT)
d[1]= DI_WEST;
else
d[1]=DI_NODIR;
if (deltay<-128*FRACUNIT)
d[2]= DI_SOUTH;
else if (deltay>128*FRACUNIT)
d[2]= DI_NORTH;
else
d[2]=DI_NODIR;
// try direct route
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
if (pr_newchasedir() & 1 || !P_CheckSight (actor, player))
{
actor->movedir = diags[((deltay<0)<<1) + (deltax>0)];
if (actor->movedir != turnaround && P_TryWalk(actor))
return;
}
deltax = player->x - actor->x;
deltay = player->y - actor->y;
// try other directions
if (pr_newchasedir() > 200 || abs(deltay) > abs(deltax))
{
swap (d[1], d[2]);
}
if (deltax>128*FRACUNIT)
d[1]= DI_EAST;
else if (deltax<-128*FRACUNIT)
d[1]= DI_WEST;
else
d[1]=DI_NODIR;
if (d[1] == turnaround)
d[1] = DI_NODIR;
if (d[2] == turnaround)
d[2] = DI_NODIR;
if (deltay<-128*FRACUNIT)
d[2]= DI_SOUTH;
else if (deltay>128*FRACUNIT)
d[2]= DI_NORTH;
else
d[2]=DI_NODIR;
if (d[1] != DI_NODIR)
{
actor->movedir = d[1];
if (P_TryWalk (actor))
// try direct route
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
{
// either moved forward or attacked
return;
actor->movedir = diags[((deltay<0)<<1) + (deltax>0)];
if (actor->movedir != turnaround && P_TryWalk(actor))
return;
}
}
if (d[2] != DI_NODIR)
{
actor->movedir = d[2];
if (P_TryWalk (actor))
return;
// try other directions
if (pr_newchasedir() > 200 || abs(deltay) > abs(deltax))
{
swap (d[1], d[2]);
}
if (d[1] == turnaround)
d[1] = DI_NODIR;
if (d[2] == turnaround)
d[2] = DI_NODIR;
if (d[1] != DI_NODIR)
{
actor->movedir = d[1];
if (P_TryWalk (actor))
{
// either moved forward or attacked
return;
}
}
if (d[2] != DI_NODIR)
{
actor->movedir = d[2];
if (P_TryWalk (actor))
return;
}
}
}
}

View File

@ -3393,11 +3393,14 @@ void P_TraceBleed (int damage, AActor *target, AActor *missile)
void P_TraceBleed (int damage, AActor *target)
{
fixed_t one = pr_tracebleed() << 24;
fixed_t two = (pr_tracebleed()-128) << 16;
if (target != NULL)
{
fixed_t one = pr_tracebleed() << 24;
fixed_t two = (pr_tracebleed()-128) << 16;
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
target, one, two);
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
target, one, two);
}
}
//

View File

@ -382,6 +382,8 @@ void P_SerializeWorld (FArchive &arc)
<< si->Flags
<< si->LeftSide
<< si->RightSide;
if (SaveVersion >= 1575)
arc << si->Index;
DBaseDecal::SerializeChain (arc, &si->AttachedDecals);
}
}

View File

@ -69,6 +69,7 @@
void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt);
void P_SetSlopes ();
void BloodCrypt (void *data, int key, int len);
void P_ClearUDMFKeys();
extern AActor *P_SpawnMapThing (FMapThing *mthing, int position);
extern bool P_LoadBuildMap (BYTE *mapdata, size_t len, FMapThing **things, int *numthings);
@ -2331,6 +2332,7 @@ void P_LoadSideDefs2 (MapData * map)
sd->SetTextureYOffset(LittleShort(msd->rowoffset)<<FRACBITS);
sd->linenum = NO_INDEX;
sd->Flags = 0;
sd->Index = i;
// killough 4/4/98: allow sidedef texture names to be overloaded
// killough 4/11/98: refined to allow colormaps to work as wall
@ -3281,6 +3283,7 @@ void P_FreeLevelData ()
delete[] level.Scrolls;
level.Scrolls = NULL;
}
P_ClearUDMFKeys();
}
extern msecnode_t *headsecnode;

View File

@ -108,4 +108,7 @@ void P_LoadTranslator(const char *lumpname);
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
int P_TranslateSectorSpecial (int);
int GetUDMFInt(int type, int index, const char *key);
fixed_t GetUDMFFixed(int type, int index, const char *key);
#endif

View File

@ -123,6 +123,116 @@ extern TArray<int> linemap;
#define CHECK_N(f) if (!(namespace_bits&(f))) break;
//===========================================================================
//
// Storage of UDMF user properties
//
//===========================================================================
typedef TMap<int, FUDMFKeys> FUDMFKeyMap;
static FUDMFKeyMap UDMFKeys[4];
// Things must be handled differently
void P_ClearUDMFKeys()
{
for(int i=0;i<4;i++)
{
UDMFKeys[i].Clear();
}
}
static int STACK_ARGS udmfcmp(const void *a, const void *b)
{
FUDMFKey *A = (FUDMFKey*)a;
FUDMFKey *B = (FUDMFKey*)b;
return int(A->Key) - int(B->Key);
}
void FUDMFKeys::Sort()
{
qsort(&(*this)[0], Size(), sizeof(FUDMFKey), udmfcmp);
}
FUDMFKey *FUDMFKeys::Find(FName key)
{
int min = 0, max = Size()-1;
while (min <= max)
{
int mid = (min + max) / 2;
if ((*this)[mid].Key == key)
{
return &(*this)[mid];
}
else if ((*this)[mid].Key <= key)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
//===========================================================================
//
// Retrieves UDMF user properties
//
//===========================================================================
int GetUDMFInt(int type, int index, const char *key)
{
assert(type >=0 && type <=3);
if (index > 0)
{
FUDMFKeys *pKeys = UDMFKeys[type].CheckKey(index);
if (pKeys != NULL)
{
FUDMFKey *pKey = pKeys->Find(key);
if (pKey != NULL)
{
return FLOAT2FIXED(pKey->IntVal);
}
}
}
return 0;
}
fixed_t GetUDMFFixed(int type, int index, const char *key)
{
assert(type >=0 && type <=3);
if (index > 0)
{
FUDMFKeys *pKeys = UDMFKeys[type].CheckKey(index);
if (pKeys != NULL)
{
FUDMFKey *pKey = pKeys->Find(key);
if (pKey != NULL)
{
return FLOAT2FIXED(pKey->FloatVal);
}
}
}
return 0;
}
//===========================================================================
//
// UDMF parser
//
//===========================================================================
struct UDMFParser
{
FScanner sc;
@ -131,6 +241,7 @@ struct UDMFParser
bool isTranslated;
bool isExtended;
bool floordrop;
FString parsedString;
TArray<line_t> ParsedLines;
TArray<side_t> ParsedSides;
@ -148,7 +259,7 @@ struct UDMFParser
//===========================================================================
//
// Parses a 'key = value' line of the map but doesn't read the semicolon
// Parses a 'key = value' line of the map
//
//===========================================================================
@ -176,6 +287,13 @@ struct UDMFParser
sc.Float = -sc.Float;
}
}
if (sc.TokenType == TK_StringConst)
{
parsedString = sc.String;
}
int savedtoken = sc.TokenType;
sc.MustGetToken(';');
sc.TokenType = savedtoken;
return key;
}
@ -227,7 +345,7 @@ struct UDMFParser
{
sc.ScriptMessage("String value expected for key '%s'", key);
}
return sc.String;
return parsedString;
}
void Flag(DWORD &value, int mask, const char *key)
@ -236,6 +354,61 @@ struct UDMFParser
else value &= ~mask;
}
void AddUserKey(FName key, int kind, int index)
{
FUDMFKeys &keyarray = UDMFKeys[kind][index];
for(unsigned i=0; i < keyarray.Size(); i++)
{
if (keyarray[i].Key == key)
{
switch (sc.TokenType)
{
case TK_Int:
keyarray[i] = sc.Number;
break;
case TK_Float:
keyarray[i] = sc.Float;
break;
default:
case TK_String:
keyarray[i] = parsedString;
break;
case TK_True:
keyarray[i] = 1;
break;
case TK_False:
keyarray[i] = 0;
break;
}
return;
}
}
FUDMFKey ukey;
ukey.Key = key;
switch (sc.TokenType)
{
case TK_Int:
ukey = sc.Number;
break;
case TK_Float:
ukey = sc.Float;
break;
default:
case TK_String:
ukey = parsedString;
break;
case TK_True:
ukey = 1;
break;
case TK_False:
ukey = 0;
break;
}
keyarray.Push(ukey);
}
//===========================================================================
//
// Parse a thing block
@ -377,9 +550,12 @@ struct UDMFParser
break;
default:
if (!strnicmp("user_", key.GetChars(), 5))
{
// Custom user key - handle later
}
break;
}
sc.MustGetToken(';');
}
// Thing specials are only valid in namespaces with Hexen-type specials
// and in ZDoomTranslated - which will use the translator on them.
@ -412,7 +588,7 @@ struct UDMFParser
//
//===========================================================================
void ParseLinedef(line_t *ld)
void ParseLinedef(line_t *ld, int index)
{
bool passuse = false;
bool strifetrans = false;
@ -435,11 +611,11 @@ struct UDMFParser
{
case NAME_V1:
ld->v1 = (vertex_t*)(intptr_t)CheckInt(key); // must be relocated later
break;
continue;
case NAME_V2:
ld->v2 = (vertex_t*)(intptr_t)CheckInt(key); // must be relocated later
break;
continue;
case NAME_Special:
ld->special = CheckInt(key);
@ -449,19 +625,19 @@ struct UDMFParser
ld->special = 0; // NULL all specials which don't exist in Hexen
}
break;
continue;
case NAME_Id:
ld->id = CheckInt(key);
break;
continue;
case NAME_Sidefront:
ld->sidenum[0] = CheckInt(key);
break;
continue;
case NAME_Sideback:
ld->sidenum[1] = CheckInt(key);
break;
continue;
case NAME_Arg0:
case NAME_Arg1:
@ -469,63 +645,63 @@ struct UDMFParser
case NAME_Arg3:
case NAME_Arg4:
ld->args[int(key)-int(NAME_Arg0)] = CheckInt(key);
break;
continue;
case NAME_Blocking:
Flag(ld->flags, ML_BLOCKING, key);
break;
continue;
case NAME_Blockmonsters:
Flag(ld->flags, ML_BLOCKMONSTERS, key);
break;
continue;
case NAME_Twosided:
Flag(ld->flags, ML_TWOSIDED, key);
break;
continue;
case NAME_Dontpegtop:
Flag(ld->flags, ML_DONTPEGTOP, key);
break;
continue;
case NAME_Dontpegbottom:
Flag(ld->flags, ML_DONTPEGBOTTOM, key);
break;
continue;
case NAME_Secret:
Flag(ld->flags, ML_SECRET, key);
break;
continue;
case NAME_Blocksound:
Flag(ld->flags, ML_SOUNDBLOCK, key);
break;
continue;
case NAME_Dontdraw:
Flag(ld->flags, ML_DONTDRAW, key);
break;
continue;
case NAME_Mapped:
Flag(ld->flags, ML_MAPPED, key);
break;
continue;
case NAME_Jumpover:
CHECK_N(St | Zd | Zdt | Va)
Flag(ld->flags, ML_RAILING, key);
break;
continue;
case NAME_Blockfloating:
CHECK_N(St | Zd | Zdt | Va)
Flag(ld->flags, ML_BLOCK_FLOATERS, key);
break;
continue;
case NAME_Transparent:
CHECK_N(St | Zd | Zdt | Va)
strifetrans = CheckBool(key);
break;
continue;
case NAME_Passuse:
CHECK_N(Dm | Zd | Zdt | Va)
passuse = CheckBool(key);
break;
continue;
default:
break;
@ -536,39 +712,39 @@ struct UDMFParser
{
case NAME_Playercross:
Flag(ld->activation, SPAC_Cross, key);
break;
continue;
case NAME_Playeruse:
Flag(ld->activation, SPAC_Use, key);
break;
continue;
case NAME_Monstercross:
Flag(ld->activation, SPAC_MCross, key);
break;
continue;
case NAME_Impact:
Flag(ld->activation, SPAC_Impact, key);
break;
continue;
case NAME_Playerpush:
Flag(ld->activation, SPAC_Push, key);
break;
continue;
case NAME_Missilecross:
Flag(ld->activation, SPAC_PCross, key);
break;
continue;
case NAME_Monsteruse:
Flag(ld->activation, SPAC_MUse, key);
break;
continue;
case NAME_Monsterpush:
Flag(ld->activation, SPAC_MPush, key);
break;
continue;
case NAME_Repeatspecial:
Flag(ld->flags, ML_REPEAT_SPECIAL, key);
break;
continue;
default:
break;
@ -579,7 +755,7 @@ struct UDMFParser
{
case NAME_Alpha:
ld->Alpha = CheckFixed(key);
break;
continue;
case NAME_Renderstyle:
{
@ -587,61 +763,65 @@ struct UDMFParser
if (!stricmp(str, "translucent")) ld->flags &= ~ML_ADDTRANS;
else if (!stricmp(str, "add")) ld->flags |= ML_ADDTRANS;
else sc.ScriptMessage("Unknown value \"%s\" for 'renderstyle'\n", str);
break;
continue;
}
case NAME_Anycross:
Flag(ld->activation, SPAC_AnyCross, key);
break;
continue;
case NAME_Monsteractivate:
Flag(ld->flags, ML_MONSTERSCANACTIVATE, key);
break;
continue;
case NAME_Blockplayers:
Flag(ld->flags, ML_BLOCK_PLAYERS, key);
break;
continue;
case NAME_Blockeverything:
Flag(ld->flags, ML_BLOCKEVERYTHING, key);
break;
continue;
case NAME_Zoneboundary:
Flag(ld->flags, ML_ZONEBOUNDARY, key);
break;
continue;
case NAME_Clipmidtex:
Flag(ld->flags, ML_CLIP_MIDTEX, key);
break;
continue;
case NAME_Wrapmidtex:
Flag(ld->flags, ML_WRAP_MIDTEX, key);
break;
continue;
case NAME_Midtex3d:
Flag(ld->flags, ML_3DMIDTEX, key);
break;
continue;
case NAME_Checkswitchrange:
Flag(ld->flags, ML_CHECKSWITCHRANGE, key);
break;
continue;
case NAME_Firstsideonly:
Flag(ld->flags, ML_FIRSTSIDEONLY, key);
break;
continue;
case NAME_blockprojectiles:
Flag(ld->flags, ML_BLOCKPROJECTILE, key);
break;
continue;
case NAME_blockuse:
Flag(ld->flags, ML_BLOCKUSE, key);
break;
continue;
default:
break;
}
sc.MustGetToken(';');
if (!strnicmp("user_", key.GetChars(), 5))
{
AddUserKey(key, UDMF_Line, index);
}
}
if (isTranslated)
@ -671,7 +851,7 @@ struct UDMFParser
//
//===========================================================================
void ParseSidedef(side_t *sd, mapsidedef_t *sdt)
void ParseSidedef(side_t *sd, mapsidedef_t *sdt, int index)
{
fixed_t texofs[2]={0,0};
@ -688,27 +868,27 @@ struct UDMFParser
{
case NAME_Offsetx:
texofs[0] = CheckInt(key) << FRACBITS;
break;
continue;
case NAME_Offsety:
texofs[1] = CheckInt(key) << FRACBITS;
break;
continue;
case NAME_Texturetop:
strncpy(sdt->toptexture, CheckString(key), 8);
break;
continue;
case NAME_Texturebottom:
strncpy(sdt->bottomtexture, CheckString(key), 8);
break;
continue;
case NAME_Texturemiddle:
strncpy(sdt->midtexture, CheckString(key), 8);
break;
continue;
case NAME_Sector:
sd->sector = (sector_t*)(intptr_t)CheckInt(key);
break;
continue;
default:
break;
@ -718,53 +898,55 @@ struct UDMFParser
{
case NAME_offsetx_top:
sd->SetTextureXOffset(side_t::top, CheckFixed(key));
break;
continue;
case NAME_offsety_top:
sd->SetTextureYOffset(side_t::top, CheckFixed(key));
break;
continue;
case NAME_offsetx_mid:
sd->SetTextureXOffset(side_t::mid, CheckFixed(key));
break;
continue;
case NAME_offsety_mid:
sd->SetTextureYOffset(side_t::mid, CheckFixed(key));
break;
continue;
case NAME_offsetx_bottom:
sd->SetTextureXOffset(side_t::bottom, CheckFixed(key));
break;
continue;
case NAME_offsety_bottom:
sd->SetTextureYOffset(side_t::bottom, CheckFixed(key));
break;
continue;
case NAME_light:
sd->SetLight(CheckInt(key));
break;
continue;
case NAME_lightabsolute:
if (CheckBool(key)) sd->Flags |= WALLF_ABSLIGHTING;
else sd->Flags &= ~WALLF_ABSLIGHTING;
break;
continue;
case NAME_nofakecontrast:
if (CheckBool(key)) sd->Flags |= WALLF_NOFAKECONTRAST;
else sd->Flags &= WALLF_NOFAKECONTRAST;
break;
continue;
case NAME_smoothlighting:
if (CheckBool(key)) sd->Flags |= WALLF_SMOOTHLIGHTING;
else sd->Flags &= ~WALLF_SMOOTHLIGHTING;
break;
continue;
default:
break;
}
sc.MustGetToken(';');
if (!strnicmp("user_", key.GetChars(), 5))
{
AddUserKey(key, UDMF_Side, index);
}
}
// initialization of these is delayed to allow separate offsets and add them with the global ones.
sd->AddTextureXOffset(side_t::top, texofs[0]);
@ -818,23 +1000,23 @@ struct UDMFParser
{
case NAME_Heightfloor:
sec->SetPlaneTexZ(sector_t::floor, CheckInt(key) << FRACBITS);
break;
continue;
case NAME_Heightceiling:
sec->SetPlaneTexZ(sector_t::ceiling, CheckInt(key) << FRACBITS);
break;
continue;
case NAME_Texturefloor:
SetTexture(sec, index, sector_t::floor, CheckString(key));
break;
continue;
case NAME_Textureceiling:
SetTexture(sec, index, sector_t::ceiling, CheckString(key));
break;
continue;
case NAME_Lightlevel:
sec->lightlevel = (BYTE)clamp<int>(CheckInt(key), 0, 255);
break;
continue;
case NAME_Special:
sec->special = (short)CheckInt(key);
@ -844,11 +1026,11 @@ struct UDMFParser
if (sec->special < 0 || sec->special > 255 || !HexenSectorSpecialOk[sec->special])
sec->special = 0; // NULL all unknown specials
}
break;
continue;
case NAME_Id:
sec->tag = (short)CheckInt(key);
break;
continue;
default:
break;
@ -858,99 +1040,102 @@ struct UDMFParser
{
case NAME_Xpanningfloor:
sec->SetXOffset(sector_t::floor, CheckFixed(key));
break;
continue;
case NAME_Ypanningfloor:
sec->SetYOffset(sector_t::floor, CheckFixed(key));
break;
continue;
case NAME_Xpanningceiling:
sec->SetXOffset(sector_t::ceiling, CheckFixed(key));
break;
continue;
case NAME_Ypanningceiling:
sec->SetYOffset(sector_t::ceiling, CheckFixed(key));
break;
continue;
case NAME_Xscalefloor:
sec->SetXScale(sector_t::floor, CheckFixed(key));
break;
continue;
case NAME_Yscalefloor:
sec->SetYScale(sector_t::floor, CheckFixed(key));
break;
continue;
case NAME_Xscaleceiling:
sec->SetXScale(sector_t::ceiling, CheckFixed(key));
break;
continue;
case NAME_Yscaleceiling:
sec->SetYScale(sector_t::ceiling, CheckFixed(key));
break;
continue;
case NAME_Rotationfloor:
sec->SetAngle(sector_t::floor, CheckAngle(key));
break;
continue;
case NAME_Rotationceiling:
sec->SetAngle(sector_t::ceiling, CheckAngle(key));
break;
continue;
case NAME_Lightfloor:
sec->SetPlaneLight(sector_t::floor, CheckInt(key));
break;
continue;
case NAME_Lightceiling:
sec->SetPlaneLight(sector_t::ceiling, CheckInt(key));
break;
continue;
case NAME_Lightfloorabsolute:
if (CheckBool(key)) sec->ChangeFlags(sector_t::floor, 0, SECF_ABSLIGHTING);
else sec->ChangeFlags(sector_t::floor, SECF_ABSLIGHTING, 0);
break;
continue;
case NAME_Lightceilingabsolute:
if (CheckBool(key)) sec->ChangeFlags(sector_t::ceiling, 0, SECF_ABSLIGHTING);
else sec->ChangeFlags(sector_t::ceiling, SECF_ABSLIGHTING, 0);
break;
continue;
case NAME_Gravity:
sec->gravity = float(CheckFloat(key));
break;
continue;
case NAME_Lightcolor:
lightcolor = CheckInt(key);
break;
continue;
case NAME_Fadecolor:
fadecolor = CheckInt(key);
break;
continue;
case NAME_Desaturation:
desaturation = int(255*CheckFloat(key));
break;
continue;
case NAME_Silent:
Flag(sec->Flags, SECF_SILENT, key);
break;
continue;
case NAME_NoRespawn:
Flag(sec->Flags, SECF_NORESPAWN, key);
break;
continue;
case NAME_Nofallingdamage:
Flag(sec->Flags, SECF_NOFALLINGDAMAGE, key);
break;
continue;
case NAME_Dropactors:
Flag(sec->Flags, SECF_FLOORDROP, key);
break;
continue;
default:
break;
}
sc.MustGetToken(';');
if (!strnicmp("user_", key.GetChars(), 5))
{
AddUserKey(key, UDMF_Sector, index);
}
}
sec->floorplane.d = -sec->GetPlaneTexZ(sector_t::floor);
@ -1196,14 +1381,14 @@ struct UDMFParser
else if (sc.Compare("linedef"))
{
line_t li;
ParseLinedef(&li);
ParseLinedef(&li, ParsedLines.Size());
ParsedLines.Push(li);
}
else if (sc.Compare("sidedef"))
{
side_t si;
mapsidedef_t st;
ParseSidedef(&si, &st);
ParseSidedef(&si, &st, ParsedSides.Size());
ParsedSides.Push(si);
ParsedSideTextures.Push(st);
}

View File

@ -85,6 +85,70 @@ class FBitmap;
struct FCopyInfo;
class DInterpolation;
enum
{
UDMF_Line,
UDMF_Side,
UDMF_Sector,
UDMF_Thing
};
struct FUDMFKey
{
enum
{
UDMF_Int,
UDMF_Float,
UDMF_String
};
FName Key;
int Type;
int IntVal;
double FloatVal;
FString StringVal;
FUDMFKey()
{
}
FUDMFKey& operator =(int val)
{
Type = UDMF_Int;
IntVal = val;
FloatVal = val;
StringVal = "";
return *this;
}
FUDMFKey& operator =(double val)
{
Type = UDMF_Float;
IntVal = int(val);
FloatVal = val;
StringVal = "";
return *this;
}
FUDMFKey& operator =(const FString &val)
{
Type = UDMF_String;
IntVal = strtol(val, NULL, 0);
FloatVal = strtod(val, NULL);
StringVal = val;
return *this;
}
};
class FUDMFKeys : public TArray<FUDMFKey>
{
public:
void Sort();
FUDMFKey *Find(FName key);
};
//
// The SECTORS record, at runtime.
// Stores things/mobjs.
@ -663,6 +727,7 @@ struct side_t
WORD TexelLength;
SWORD Light;
BYTE Flags;
int Index; // needed to access custom UDMF fields which are stored in loading order.
int GetLightLevel (bool foggy, int baselight) const;

View File

@ -147,6 +147,12 @@ void FResourceLump::LumpNameSetup(char *iname)
}
}
//==========================================================================
//
// Checks for embedded resource files
//
//==========================================================================
void FResourceLump::CheckEmbedded()
{
// Checks for embedded archives
@ -155,6 +161,7 @@ void FResourceLump::CheckEmbedded()
{
// Mark all embedded WADs
Flags |= LUMPF_EMBEDDED;
memset(Name, 0, 8);
}
/* later
else
@ -162,10 +169,12 @@ void FResourceLump::CheckEmbedded()
if (c==NULL) c = strstr(Name, ".zip");
if (c==NULL) c = strstr(Name, ".pk3");
if (c==NULL) c = strstr(Name, ".7z");
if (c==NULL) c = strstr(Name, ".pak");
if (c && strlen(c) <= 4)
{
// Mark all embedded archives in any directory
Flags |= LUMPF_EMBEDDED;
memset(Name, 0, 8);
}
}
*/

View File

@ -68,6 +68,7 @@ ACTOR PodGenerator 43
+NOBLOCKMAP
+NOSECTOR
+DONTSPLASH
AttackSound "misc/podgrow"
action native A_MakePod (class<Actor> podtype = "Pod");