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- Added support for using named scripts with UDMF maps. On lines with ACS specials
(i.e. ACS_Execute, etc.), set the arg0str property to the name of the script to execute. The standard numeric arg0 property will be ignored in this case. SVN r3372 (trunk)
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5 changed files with 76 additions and 52 deletions
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@ -39,7 +39,7 @@ between the TEXTMAP and ENDMAP lumps:
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BEHAVIOR = contains compiled ACS code
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DIALOGUE = contains compiled Strife conversation scripts.
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ZNODES = Nodes (must be stored as extended GL nodes. Compression is allowed
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but deprecated for portability reasons.)
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but deprecated for portability reasons.)
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BLOCKMAP = blockmap. It is recommended not to include this lump in UDMF maps.
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REJECT = reject table. Recommended use is for special effects only.
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@ -111,9 +111,14 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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midtex3d = <bool>; // Actors can walk on mid texture.
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checkswitchrange = <bool>;// Switches can only be activated when vertically reachable.
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blockprojectiles = <bool>;// Line blocks all projectiles
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blockuse = <bool>; // Line blocks all use actions
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blocksight = <bool>; // Line blocks monster line of sight
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blockuse = <bool>; // Line blocks all use actions
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blocksight = <bool>; // Line blocks monster line of sight
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arg0str = <string>; // Alternate string-based version of arg0
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* Note about arg0str
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For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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will be used as the name of the script to execute, and arg0 will be ignored.
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}
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sidedef
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@ -135,16 +140,16 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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light = <integer>; // This side's light level. Default is 0.
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lightabsolute = <bool>; // true = 'light' is an absolute value. Default is
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// relative to the owning sector's light level.
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nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
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smoothlighting = <bool>; // Use smooth fake contrast.
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nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
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smoothlighting = <bool>; // Use smooth fake contrast.
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clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Side's mid textures are wrapped.
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nodecals = <bool>; // Disables decals on the sidedef.
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nodecals = <bool>; // Disables decals on the sidedef.
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}
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sector
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{
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xpanningfloor = <float>; // X texture offset of floor texture, Default = 0.0.
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xpanningfloor = <float>; // X texture offset of floor texture, Default = 0.0.
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ypanningfloor = <float>; // Y texture offset of floor texture, Default = 0.0.
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xpanningceiling = <float>; // X texture offset of ceiling texture, Default = 0.0.
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ypanningceiling = <float>; // Y texture offset of ceiling texture, Default = 0.0.
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@ -163,9 +168,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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alphafloor = <float>; // translucency of floor plane (only has meaning with Sector_SetPortal) Default is 1.0.
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alphaceiling = <float>; // translucency of ceiling plane (only has meaning with Sector_SetPortal) Default is 1.0.
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renderstylefloor = <string>; // floor plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
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// can be "translucent" or "add", default is "translucent".
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// can be "translucent" or "add", default is "translucent".
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renderstyleceiling = <string>; // ceiling plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
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// can be "translucent" or "add", default is "translucent".
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// can be "translucent" or "add", default is "translucent".
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gravity = <float>; // Sector's gravity. Default is 1.0.
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lightcolor = <integer>; // Sector's light color as RRGGBB value, default = 0xffffff.
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fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
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@ -173,10 +178,10 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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silent = <bool>; // Actors in this sector make no sound,
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nofallingdamage = <bool>; // Falling damage is disabled in this sector
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dropactors = <bool>; // Actors drop with instantly moving floors (*)
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norespawn = <bool>; // Players can not respawn in this sector
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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// sound sequence thing in the sector will override this property.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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norespawn = <bool>; // Players can not respawn in this sector
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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// sound sequence thing in the sector will override this property.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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* Note about dropactors
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@ -190,9 +195,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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{
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skill# = <bool> // Unlike the base spec, # can range from 1-16.
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class# = <bool> // Unlike the base spec, # can range from 1-16.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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// Parameter is the conversation ID, 0 meaning none.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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// Parameter is the conversation ID, 0 meaning none.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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}
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@ -303,6 +308,10 @@ Removed remarks of 8 being the maximum number of player classes/skill levels the
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Added renderstyleceiling and renderstylefloor sector properties
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Added Sector_Set3DFloor to list of specials that need to be handled for line ID remapping
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1.18 17.02.2012
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Added arg0str linedef property.
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Standardized whitespace.
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===============================================================================
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EOF
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===============================================================================
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@ -292,6 +292,7 @@ xx(Arg1)
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xx(Arg2)
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xx(Arg3)
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xx(Arg4)
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xx(Arg0Str)
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xx(Id)
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xx(V1)
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xx(V2)
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@ -198,6 +198,11 @@ typedef int (*lnSpecFunc)(struct line_t *line,
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extern lnSpecFunc LineSpecials[256];
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extern BYTE NamedACSToNormalACS[7];
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static inline bool P_IsACSSpecial(int specnum)
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{
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return (specnum >= ACS_Execute && specnum <= ACS_LockedExecuteDoor) ||
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specnum == ACS_ExecuteAlways;
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}
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int P_FindLineSpecial (const char *string, int *min_args=NULL, int *max_args=NULL);
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bool P_ActivateThingSpecial(AActor * thing, AActor * trigger, bool death=false);
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@ -396,8 +396,7 @@ void P_SerializeWorld (FArchive &arc)
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<< li->special
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<< li->Alpha
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<< li->id;
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if ((li->special >= ACS_Execute && li->special <= ACS_LockedExecuteDoor) ||
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li->special == ACS_ExecuteAlways)
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if (P_IsACSSpecial(li->special))
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{
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P_SerializeACSScriptNumber(arc, li->args[0], false);
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}
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@ -651,6 +651,7 @@ public:
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{
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bool passuse = false;
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bool strifetrans = false;
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FString arg0str;
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memset(ld, 0, sizeof(*ld));
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ld->Alpha = FRACUNIT;
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@ -706,6 +707,11 @@ public:
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ld->args[int(key)-int(NAME_Arg0)] = CheckInt(key);
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continue;
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case NAME_Arg0Str:
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CHECK_N(Zd);
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arg0str = CheckString(key);
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continue;
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case NAME_Blocking:
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Flag(ld->flags, ML_BLOCKING, key);
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continue;
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@ -920,6 +926,10 @@ public:
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ld->sidedef[0] = (side_t*)(intptr_t)(1);
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Printf("Line %d has no first side.\n", index);
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}
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if (arg0str.IsNotEmpty() && P_IsACSSpecial(ld->special))
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{
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ld->args[0] = -FName(arg0str);
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}
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}
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//===========================================================================
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