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- Added global constants to DECORATE so that I can define meaningful flag
names for some DECORATE functions. Technically these will be constants of the AActor class but that will make them accessible in all other actor classes. SVN r397 (trunk)
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a537d1a115
commit
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11 changed files with 62 additions and 18 deletions
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@ -1,4 +1,8 @@
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November 29, 2006 (Changes by Graf Zahl)
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- Added global constants to DECORATE so that I can define meaningful flag
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names for some DECORATE functions. Technically these will be constants
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of the AActor class but that will make them accessible in all other actor
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classes.
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- Made the constructor of PSymbolTable inline. Having this a real function
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adds 100kb to the EXE, mostly needless exception handling code.
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@ -114,7 +114,7 @@ END_DEFAULTS
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void ProcessActor(void (*process)(FState *, int));
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void ProcessWeapon(void (*process)(FState *, int));
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void ParseGlobalConst();
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void FinishThingdef();
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void InitDecorateTranslations();
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@ -335,6 +335,11 @@ static void ParseDecorate (void (*process)(FState *, int))
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def = DEF_Projectile;
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SC_MustGetString ();
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}
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else if (SC_Compare ("Const"))
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{
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ParseGlobalConst();
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continue;
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}
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else
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{
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parent = RUNTIME_CLASS(AActor);
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@ -2561,6 +2561,23 @@ static void ActorConstDef (AActor *defaults, Baggage &bag)
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}
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}
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//==========================================================================
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//
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// ParseGlobalConst
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//
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// Parses a constant outside an actor definition
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// These will be inserted into AActor's symbol table
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//
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//==========================================================================
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void ParseGlobalConst()
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{
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Baggage bag;
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bag.Info = RUNTIME_CLASS(AActor)->ActorInfo;
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ActorConstDef(GetDefault<AActor>(), bag);
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}
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//==========================================================================
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//
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// ActorActionDef
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13
wadsrc/decorate/constants.txt
Normal file
13
wadsrc/decorate/constants.txt
Normal file
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// Flags for A_CustomMissile
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const int CMF_AIMOFFSET = 1;
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const int CMF_AIMDIRECTION = 2;
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const int CMF_TRACKOWNER = 4;
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const int CMF_CHECKTARGETDEAD = 8;
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// Flags for A_SpawnItemEx
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const int SXF_TRANSFERTRANSLATION=1;
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const int SXF_ABSOLUTEPOSITION=2;
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const int SXF_ABSOLUTEANGLE=4;
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const int SXF_ABSOLUTEMOMENTUM=8;
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const int SXF_SETMASTER=16;
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@ -1,3 +1,5 @@
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#include "actors/constants.txt"
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#include "actors/shared/botstuff.txt"
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#include "actors/shared/blood.txt"
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#include "actors/shared/debris.txt"
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@ -80,7 +80,8 @@ ACTOR BeastBall
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States
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{
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Spawn:
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FRB1 AABBCC 2 A_SpawnItemEx("Puffy", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, 0,0,0,0,2, 64)
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FRB1 AABBCC 2 A_SpawnItemEx("Puffy", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,
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0,0,0,0,SXF_ABSOLUTEPOSITION, 64)
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Loop
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Death:
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FRB1 DEFGH 4
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@ -27,9 +27,9 @@ ACTOR Snake 92
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Loop
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Missile:
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SNKE FF 5 A_FaceTarget
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SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, 8)
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SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD)
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SNKE FFF 5 A_FaceTarget
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SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, 8)
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SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD)
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Goto See
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Pain:
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SNKE E 3
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@ -87,9 +87,9 @@ ACTOR CentaurLeader : Centaur 115
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{
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Missile:
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CENT E 10 A_FaceTarget
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CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, 1)
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CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET)
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CENT E 10 A_FaceTarget
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CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, 1)
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CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET)
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Goto See
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}
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}
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@ -19,6 +19,7 @@ ACTOR Demon1 31
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PainSound "DemonPain"
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DeathSound "DemonDeath"
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ActiveSound "DemonActive"
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const int ChunkFlags = SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM;
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States
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{
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Spawn:
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@ -51,11 +52,11 @@ ACTOR Demon1 31
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Stop
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XDeath:
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DEMN H 6
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DEMN I 0 A_SpawnItemEx("Demon1Chunk1", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), 9, 90)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk2", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), 9, 270)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk3", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), 9, 270)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk4", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), 9, 270)
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DEMN I 6 A_SpawnItemEx("Demon1Chunk5", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), 9, 270)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk1", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk2", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk3", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk4", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEMN I 6 A_SpawnItemEx("Demon1Chunk5", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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Goto Death+2
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Ice:
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DEMN Q 5 A_FreezeDeath
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@ -245,11 +246,11 @@ ACTOR Demon2 : Demon1 8080
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Stop
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XDeath:
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DEM2 H 6
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk1", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), 9, 90)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk2", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), 9, 270)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk3", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), 9, 270)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk4", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), 9, 270)
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DEM2 I 6 A_SpawnItemEx("Demon2Chunk5", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), 9, 270)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk1", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk2", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk3", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk4", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEM2 I 6 A_SpawnItemEx("Demon2Chunk5", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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Goto Death+2
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Ice:
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DEM2 Q 5 A_FreezeDeath
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@ -50,7 +50,7 @@ ACTOR Ettin 10030
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ETTB C 4 A_SpawnItemEx("EttinMace", 0,0,8.5,
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random[DropMace](-128,127) * 0.03125,
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random[DropMace](-128,127) * 0.03125,
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10 + random[DropMace](0,255) * 0.015625, 0, 4)
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10 + random[DropMace](0,255) * 0.015625, 0, SXF_ABSOLUTEMOMENTUM)
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ETTB D 4 A_Scream
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ETTB E 4 A_QueueCorpse
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ETTB FGHIJK 4
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@ -239,7 +239,8 @@ textcolors.txt textcolors.txt
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========
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# Decorate stuff
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decorate.txt decorate/decorate.txt
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decorate.txt decorate/decorate.txt
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actors/constants.txt decorate/constants.txt
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actors/shared/botstuff.txt decorate/shared/botstuff.txt
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actors/shared/blood.txt decorate/shared/blood.txt
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