- merged 3dfloors2 branch into trunk.

SVN r3124 (trunk)
This commit is contained in:
Christoph Oelckers 2011-01-29 11:09:38 +00:00
parent a2acc382df
commit fae8ed444c
41 changed files with 12357 additions and 444 deletions

View file

@ -708,6 +708,7 @@ add_executable( zdoom WIN32
p_xlat.cpp
parsecontext.cpp
po_man.cpp
r_3dfloors.cpp
r_bsp.cpp
r_data.cpp
r_draw.cpp
@ -879,7 +880,18 @@ add_executable( zdoom WIN32
timidity/resample.cpp
timidity/timidity.cpp
xlat/parse_xlat.cpp
autozend.cpp )
fragglescript/t_fspic.cpp
fragglescript/t_func.cpp
fragglescript/t_load.cpp
fragglescript/t_oper.cpp
fragglescript/t_parse.cpp
fragglescript/t_prepro.cpp
fragglescript/t_script.cpp
fragglescript/t_spec.cpp
fragglescript/t_variable.cpp
fragglescript/t_cmd.cpp
autozend.cpp
)
set_source_files_properties( xlat/parse_xlat.cpp PROPERTIES OBJECT_DEPENDS "${CMAKE_CURRENT_BINARY_DIR}/xlat_parser.c" )
set_source_files_properties( sc_man.cpp PROPERTIES OBJECT_DEPENDS "${CMAKE_CURRENT_BINARY_DIR}/sc_man_scanner.h" )

View file

@ -89,7 +89,7 @@ struct AMColor
};
static AMColor Background, YourColor, WallColor, TSWallColor,
FDWallColor, CDWallColor, ThingColor,
FDWallColor, CDWallColor, EFWallColor, ThingColor,
ThingColor_Item, ThingColor_CountItem, ThingColor_Monster, ThingColor_Friend,
SpecialWallColor, SecretWallColor, GridColor, XHairColor,
NotSeenColor,
@ -171,6 +171,7 @@ CVAR (Color, am_specialwallcolor, 0xffffff, CVAR_ARCHIVE);
CVAR (Color, am_tswallcolor, 0x888888, CVAR_ARCHIVE);
CVAR (Color, am_fdwallcolor, 0x887058, CVAR_ARCHIVE);
CVAR (Color, am_cdwallcolor, 0x4c3820, CVAR_ARCHIVE);
CVAR (Color, am_efwallcolor, 0x665555, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_gridcolor, 0x8b5a2b, CVAR_ARCHIVE);
CVAR (Color, am_xhaircolor, 0x808080, CVAR_ARCHIVE);
@ -909,7 +910,7 @@ static void AM_initColors (bool overlayed)
ThingColor_Monster.FromCVar (am_ovthingcolor_monster);
ThingColor.FromCVar (am_ovthingcolor);
LockedColor.FromCVar (am_ovotherwallscolor);
FDWallColor = CDWallColor = LockedColor;
EFWallColor = FDWallColor = CDWallColor = LockedColor;
TSWallColor.FromCVar (am_ovunseencolor);
NotSeenColor = TSWallColor;
InterTeleportColor.FromCVar (am_ovtelecolor);
@ -928,6 +929,7 @@ static void AM_initColors (bool overlayed)
TSWallColor.FromCVar (am_tswallcolor);
FDWallColor.FromCVar (am_fdwallcolor);
CDWallColor.FromCVar (am_cdwallcolor);
EFWallColor.FromCVar (am_efwallcolor);
ThingColor_Item.FromCVar (am_thingcolor_item);
ThingColor_CountItem.FromCVar (am_thingcolor_citem);
ThingColor_Friend.FromCVar (am_thingcolor_friend);
@ -968,7 +970,7 @@ static void AM_initColors (bool overlayed)
SpecialWallColor =
WallColor = DoomColors[3];
TSWallColor = DoomColors[4];
FDWallColor = DoomColors[5];
EFWallColor = FDWallColor = DoomColors[5];
LockedColor =
CDWallColor = DoomColors[6];
ThingColor_Item =
@ -990,7 +992,7 @@ static void AM_initColors (bool overlayed)
SpecialWallColor =
WallColor = StrifeColors[3];
TSWallColor = StrifeColors[4];
FDWallColor = StrifeColors[5];
EFWallColor = FDWallColor = StrifeColors[5];
LockedColor =
CDWallColor = StrifeColors[6];
ThingColor_Item = StrifeColors[10];
@ -1012,7 +1014,7 @@ static void AM_initColors (bool overlayed)
SpecialWallColor =
WallColor = RavenColors[3];
TSWallColor = RavenColors[4];
FDWallColor = RavenColors[5];
EFWallColor = FDWallColor = RavenColors[5];
LockedColor =
CDWallColor = RavenColors[6];
ThingColor =
@ -1647,6 +1649,56 @@ void AM_drawSubsectors()
originy = f_y + (f_h - (originpt.y - m_y) * scale / float(1 << 24));
// Coloring for the polygon
colormap = sec->ColorMap;
FTextureID maptex = sec->GetTexture(sector_t::floor);
#ifdef _3DFLOORS
if (sec->e->XFloor.ffloors.Size())
{
secplane_t *floorplane = &sec->floorplane;
// Look for the highest floor below the camera viewpoint.
// Check the center of the subsector's sector. Do not check each
// subsector separately because that might result in different planes for
// different subsectors of the same sector which is not wanted here.
// (Make the comparison in floating point to avoid overflows and improve performance.)
double secx;
double secy;
double cmpz = FIXED2DBL(viewz);
if (players[consoleplayer].camera && sec == players[consoleplayer].camera->Sector)
{
// For the actual camera sector use the current viewpoint as reference.
secx = FIXED2DBL(viewx);
secy = FIXED2DBL(viewy);
}
else
{
secx = FIXED2DBL(sec->soundorg[0]);
secy = FIXED2DBL(sec->soundorg[1]);
}
for (unsigned int i = 0; i < sec->e->XFloor.ffloors.Size(); ++i)
{
F3DFloor *rover = sec->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & FF_FOG) continue;
if (rover->alpha == 0) continue;
if (rover->top.plane->ZatPoint(secx, secy) < cmpz)
{
maptex = *(rover->top.texture);
floorplane = rover->top.plane;
break;
}
}
lightlist_t *light = P_GetPlaneLight(sec, floorplane, false);
floorlight = *light->p_lightlevel;
colormap = light->extra_colormap;
}
#endif
// If this subsector has not actually been seen yet (because you are cheating
// to see it on the map), tint and desaturate it.
if (!(subsectors[i].flags & SSECF_DRAWN))
@ -1662,8 +1714,7 @@ void AM_drawSubsectors()
}
// Draw the polygon.
screen->FillSimplePoly(
TexMan(sec->GetTexture(sector_t::floor)),
screen->FillSimplePoly(TexMan(maptex),
&points[0], points.Size(),
originx, originy,
scale / (FIXED2FLOAT(sec->GetXScale(sector_t::floor)) * float(1 << MAPBITS)),
@ -1777,6 +1828,69 @@ void AM_showSS()
}
}
#ifdef _3DFLOORS
//=============================================================================
//
// Determines if a 3D floor boundary should be drawn
//
//=============================================================================
bool AM_Check3DFloors(line_t *line)
{
TArray<F3DFloor*> &ff_front = line->frontsector->e->XFloor.ffloors;
TArray<F3DFloor*> &ff_back = line->backsector->e->XFloor.ffloors;
// No 3D floors so there's no boundary
if (ff_back.Size() == 0 && ff_front.Size() == 0) return false;
int realfrontcount = 0;
int realbackcount = 0;
for(unsigned i=0;i<ff_front.Size();i++)
{
F3DFloor *rover = ff_front[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->alpha == 0) continue;
realfrontcount++;
}
for(unsigned i=0;i<ff_back.Size();i++)
{
F3DFloor *rover = ff_back[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->alpha == 0) continue;
realbackcount++;
}
// if the amount of 3D floors does not match there is a boundary
if (realfrontcount != realbackcount) return true;
for(unsigned i=0;i<ff_front.Size();i++)
{
F3DFloor *rover = ff_front[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->alpha == 0) continue;
bool found = false;
for(unsigned j=0;j<ff_back.Size();j++)
{
F3DFloor *rover2 = ff_back[j];
if (!(rover2->flags & FF_EXISTS)) continue;
if (rover2->alpha == 0) continue;
if (rover->model == rover2->model && rover->flags == rover2->flags)
{
found = true;
break;
}
}
// At least one 3D floor in the front sector didn't have a match in the back sector so there is a boundary.
if (!found) return true;
}
// All 3D floors could be matched so let's not draw a boundary.
return false;
}
#endif
//=============================================================================
//
// Determines visible lines, draws them.
@ -1895,6 +2009,12 @@ void AM_drawWalls (bool allmap)
{
AM_drawMline(&l, CDWallColor); // ceiling level change
}
#ifdef _3DFLOORS
else if (AM_Check3DFloors(&lines[i]))
{
AM_drawMline(&l, EFWallColor); // Extra floor border
}
#endif
else if (am_cheat != 0)
{
AM_drawMline(&l, TSWallColor);

View file

@ -264,7 +264,7 @@ void CheckCompatibility(MapData *map)
// When playing Doom IWAD levels force COMPAT_SHORTTEX and COMPATF_LIGHT.
// I'm not sure if the IWAD maps actually need COMPATF_LIGHT but it certainly does not hurt.
// TNT's MAP31 also needs COMPATF_STAIRINDEX but that only gets activated for TNT.WAD.
if (Wads.GetLumpFile(map->lumpnum) == 1 && (gameinfo.flags & GI_COMPATSHORTTEX) && !(level.flags & LEVEL_HEXENFORMAT))
if (Wads.GetLumpFile(map->lumpnum) == 1 && (gameinfo.flags & GI_COMPATSHORTTEX) && level.maptype == MAPTYPE_DOOM)
{
ii_compatflags = COMPATF_SHORTTEX|COMPATF_LIGHT;
if (gameinfo.flags & GI_COMPATSTAIRS) ii_compatflags |= COMPATF_STAIRINDEX;

208
src/fragglescript/t_cmd.cpp Normal file
View file

@ -0,0 +1,208 @@
/*
** t_cmd.cpp
** Emulation for selected Legacy console commands
** Unfortunately Legacy allows full access of FS to the console
** so everything that gets used by some map has to be emulated...
**
**---------------------------------------------------------------------------
** Copyright 2005 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
#include <string.h>
#include <stdio.h>
#include "p_local.h"
#include "doomdef.h"
#include "doomstat.h"
#include "c_dispatch.h"
#include "sc_man.h"
#include "g_level.h"
#ifdef GLSUPPORT
#include "gl/gl_functions.h"
#endif
//==========================================================================
//
//
//
//==========================================================================
static void FS_Gimme(const char * what)
{
char buffer[80];
// This is intentionally limited to the few items
// it can handle in Legacy.
if (!strnicmp(what, "health", 6)) what="health";
else if (!strnicmp(what, "ammo", 4)) what="ammo";
else if (!strnicmp(what, "armor", 5)) what="greenarmor";
else if (!strnicmp(what, "keys", 4)) what="keys";
else if (!strnicmp(what, "weapons", 7)) what="weapons";
else if (!strnicmp(what, "chainsaw", 8)) what="chainsaw";
else if (!strnicmp(what, "shotgun", 7)) what="shotgun";
else if (!strnicmp(what, "supershotgun", 12)) what="supershotgun";
else if (!strnicmp(what, "rocket", 6)) what="rocketlauncher";
else if (!strnicmp(what, "plasma", 6)) what="plasmarifle";
else if (!strnicmp(what, "bfg", 3)) what="BFG9000";
else if (!strnicmp(what, "chaingun", 8)) what="chaingun";
else if (!strnicmp(what, "berserk", 7)) what="Berserk";
else if (!strnicmp(what, "map", 3)) what="Allmap";
else if (!strnicmp(what, "fullmap", 7)) what="Allmap";
else return;
mysnprintf(buffer, countof(buffer), "give %.72s", what);
AddCommandString(buffer);
}
//==========================================================================
//
//
//
//==========================================================================
void FS_MapCmd(FScanner &sc)
{
char nextmap[9];
int NextSkill = -1;
int flags = CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH;
if (dmflags & DF_NO_MONSTERS)
flags |= CHANGELEVEL_NOMONSTERS;
sc.MustGetString();
strncpy (nextmap, sc.String, 8);
nextmap[8]=0;
while (sc.GetString())
{
if (sc.Compare("-skill"))
{
sc.MustGetNumber();
NextSkill = clamp<int>(sc.Number-1, 0, AllSkills.Size()-1);
}
else if (sc.Compare("-monsters"))
{
sc.MustGetNumber();
if (sc.Number)
flags &= ~CHANGELEVEL_NOMONSTERS;
else
flags |= CHANGELEVEL_NOMONSTERS;
}
else if (sc.Compare("-noresetplayers"))
{
flags &= ~(CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH);
}
}
G_ChangeLevel(nextmap, 0, flags, NextSkill);
}
//==========================================================================
//
//
//
//==========================================================================
void FS_EmulateCmd(char * string)
{
FScanner sc;
sc.OpenMem("RUNCMD", string, (int)strlen(string));
while (sc.GetString())
{
if (sc.Compare("GIMME"))
{
while (sc.GetString())
{
if (!sc.Compare(";")) FS_Gimme(sc.String);
else break;
}
}
else if (sc.Compare("ALLOWJUMP"))
{
sc.MustGetNumber();
if (sc.Number) dmflags = dmflags & ~DF_NO_JUMP;
else dmflags=dmflags | DF_NO_JUMP;
while (sc.GetString())
{
if (sc.Compare(";")) break;
}
}
else if (sc.Compare("gravity"))
{
sc.MustGetFloat();
level.gravity=(float)(sc.Float*800);
while (sc.GetString())
{
if (sc.Compare(";")) break;
}
}
else if (sc.Compare("viewheight"))
{
sc.MustGetFloat();
fixed_t playerviewheight = (fixed_t)(sc.Float*FRACUNIT);
for(int i=0;i<MAXPLAYERS;i++)
{
// No, this is not correct. But this is the way Legacy WADs expect it to be handled!
if (players[i].mo != NULL) players[i].mo->ViewHeight = playerviewheight;
players[i].Uncrouch();
}
while (sc.GetString())
{
if (sc.Compare(";")) break;
}
}
else if (sc.Compare("map"))
{
FS_MapCmd(sc);
}
else if (sc.Compare("gr_fogdensity"))
{
sc.MustGetNumber();
// Using this disables most MAPINFO fog options!
#ifdef GLSUPPORT
gl_SetFogParams(sc.Number*70/400, 0xff000000, 0, 0);
#endif
}
else if (sc.Compare("gr_fogcolor"))
{
sc.MustGetString();
level.fadeto = strtol(sc.String, NULL, 16);
}
else
{
// Skip unhandled commands
while (sc.GetString())
{
if (sc.Compare(";")) break;
}
}
}
}

14
src/fragglescript/t_fs.h Normal file
View file

@ -0,0 +1,14 @@
#ifndef T_FS_H
#define T_FS_H
// global FS interface
struct MapData;
class AActor;
void T_PreprocessScripts();
void T_LoadScripts(MapData * map);
void T_AddSpawnedThing(AActor * );
#endif

View file

@ -0,0 +1,202 @@
/*
** t_fspic.cpp
** Fragglescript HUD pics (incomplete and untested!)
**
**---------------------------------------------------------------------------
** Copyright 2005 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
#include "t_script.h"
#include "doomtype.h"
#include "p_local.h"
#include "farchive.h"
#include "sbar.h"
struct FHudPic
{
FTextureID texturenum;
int xpos;
int ypos;
bool draw;
void Serialize(FArchive & arc)
{
arc << xpos << ypos << draw << texturenum;
}
};
//======================================================================
//
//======================================================================
class DHUDPicManager : public DHUDMessage
{
// This is no real hudmessage but this way I don't need any external code to handle this
// because the hudmessage and thinker code handles everything automatically
DECLARE_CLASS(DHUDPicManager, DHUDMessage)
float basetrans;
public:
TArray<FHudPic> piclist;
DHUDPicManager();
~DHUDPicManager() {}
void Serialize(FArchive & ar);
virtual void DoDraw (int linenum, int x, int y, int hudheight, float translucent);
} ;
IMPLEMENT_CLASS(DHUDPicManager)
//======================================================================
//
//======================================================================
DHUDPicManager::DHUDPicManager()
{
HUDWidth=HUDHeight=0;
basetrans=0.8f;
//SetID(0xffffffff);
NumLines=1;
HoldTics=0; // stay forever!
//logtoconsole=false;
}
//======================================================================
//
//======================================================================
void DHUDPicManager::Serialize(FArchive & ar)
{
Super::Serialize(ar);
short count=piclist.Size();
ar << count << basetrans;
if (ar.IsLoading()) piclist.Resize(count);
for(int i=0;i<count;i++) piclist[i].Serialize(ar);
}
//======================================================================
//
//======================================================================
void DHUDPicManager::DoDraw (int linenum, int x, int y, int hudheight, float translucent)
{
for(unsigned int i=0; i<piclist.Size();i++) if (piclist[i].texturenum.isValid() && piclist[i].draw)
{
FTexture * tex = TexMan[piclist[i].texturenum];
if (tex) screen->DrawTexture(tex, piclist[i].xpos, piclist[i].ypos, DTA_320x200, true,
DTA_Alpha, (fixed_t)(translucent*basetrans*FRACUNIT), TAG_DONE);
}
}
//======================================================================
//
//======================================================================
static TArray<FHudPic> & GetPicList()
{
//TThinkerIterator<DHUDPicManager> it;
DHUDPicManager * pm=NULL;//it.Next();
if (!pm) pm=new DHUDPicManager;
return pm->piclist;
}
//======================================================================
//
// External interface
//
//======================================================================
//======================================================================
//
//======================================================================
int HU_GetFSPic(FTextureID texturenum, int xpos, int ypos)
{
TArray<FHudPic> &piclist=GetPicList();
unsigned int i;
for(i=0;i<piclist.Size();i++) if (piclist[i].texturenum.isValid()) continue;
if (i==piclist.Size()) i=piclist.Reserve(1);
FHudPic * pic=&piclist[i];
piclist[i].texturenum = texturenum;
piclist[i].xpos = xpos;
piclist[i].ypos = ypos;
piclist[i].draw = false;
return i;
}
//======================================================================
//
//======================================================================
int HU_DeleteFSPic(unsigned handle)
{
TArray<FHudPic> &piclist=GetPicList();
if(handle >= piclist.Size()) return -1;
piclist[handle].texturenum.SetInvalid();
return 0;
}
//======================================================================
//
//======================================================================
int HU_ModifyFSPic(unsigned handle, FTextureID texturenum, int xpos, int ypos)
{
TArray<FHudPic> &piclist=GetPicList();
if(handle >= piclist.Size()) return -1;
if(!piclist[handle].texturenum.isValid()) return -1;
piclist[handle].texturenum = texturenum;
piclist[handle].xpos = xpos;
piclist[handle].ypos = ypos;
return 0;
}
//======================================================================
//
//======================================================================
int HU_FSDisplay(unsigned handle, bool newval)
{
TArray<FHudPic> &piclist=GetPicList();
if(handle >= piclist.Size()) return -1;
if(!piclist[handle].texturenum.isValid()) return -1;
piclist[handle].draw = newval;
return 0;
}

4843
src/fragglescript/t_func.cpp Normal file

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,368 @@
/*
** t_load.cpp
** FraggleScript loader
**
**---------------------------------------------------------------------------
** Copyright 2002-2005 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
#include "w_wad.h"
#include "tarray.h"
#include "g_level.h"
#include "sc_man.h"
#include "s_sound.h"
#include "r_data.h"
#include "r_sky.h"
#include "t_script.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "gi.h"
#include "xlat/xlat.h"
void T_Init();
class FScriptLoader
{
enum
{
RT_SCRIPT,
RT_INFO,
RT_OTHER,
} readtype;
int drownflag;
bool HasScripts;
bool IgnoreInfo;
void ParseInfoCmd(char *line, FString &scriptsrc);
public:
bool ParseInfo(MapData * map);
};
struct FFsOptions : public FOptionalMapinfoData
{
FFsOptions()
{
identifier = "fragglescript";
nocheckposition = false;
}
virtual FOptionalMapinfoData *Clone() const
{
FFsOptions *newopt = new FFsOptions;
newopt->identifier = identifier;
newopt->nocheckposition = nocheckposition;
return newopt;
}
bool nocheckposition;
};
DEFINE_MAP_OPTION(fs_nocheckposition, false)
{
FFsOptions *opt = info->GetOptData<FFsOptions>("fragglescript");
parse.ParseAssign();
if (parse.CheckAssign())
{
parse.sc.MustGetNumber();
opt->nocheckposition = !!parse.sc.Number;
}
else
{
opt->nocheckposition = true;
}
}
//-----------------------------------------------------------------------------
//
// Process the lump to strip all unneeded information from it
//
//-----------------------------------------------------------------------------
void FScriptLoader::ParseInfoCmd(char *line, FString &scriptsrc)
{
char *temp;
// clear any control chars
for(temp=line; *temp; temp++) if (*temp<32) *temp=32;
if(readtype != RT_SCRIPT) // not for scripts
{
temp = line+strlen(line)-1;
// strip spaces at the beginning and end of the line
while(*temp == ' ') *temp-- = 0;
while(*line == ' ') line++;
if(!*line) return;
if((line[0] == '/' && line[1] == '/') || // comment
line[0] == '#' || line[0] == ';') return;
}
if(*line == '[') // a new section seperator
{
line++;
if(!strnicmp(line, "scripts", 7))
{
readtype = RT_SCRIPT;
HasScripts = true; // has scripts
}
else if (!strnicmp(line, "level info", 10))
{
readtype = RT_INFO;
}
return;
}
if (readtype==RT_SCRIPT)
{
scriptsrc << line << '\n';
}
else if (readtype==RT_INFO)
{
// Read the usable parts of the level info header
// and ignore the rest.
FScanner sc;
sc.OpenMem("LEVELINFO", line, (int)strlen(line));
sc.SetCMode(true);
sc.MustGetString();
if (sc.Compare("levelname"))
{
char * beg = strchr(line, '=')+1;
while (*beg<=' ') beg++;
char * comm = strstr(beg, "//");
if (comm) *comm=0;
level.LevelName = beg;
}
else if (sc.Compare("partime"))
{
sc.MustGetStringName("=");
sc.MustGetNumber();
level.partime=sc.Number;
}
else if (sc.Compare("music"))
{
bool FS_ChangeMusic(const char * string);
sc.MustGetStringName("=");
sc.MustGetString();
if (!FS_ChangeMusic(sc.String))
{
S_ChangeMusic(level.Music, level.musicorder);
}
}
else if (sc.Compare("skyname"))
{
sc.MustGetStringName("=");
sc.MustGetString();
strncpy(level.skypic1, sc.String, 8);
strncpy(level.skypic2, sc.String, 8);
level.skypic1[8]=level.skypic2[8]=0;
sky2texture = sky1texture = TexMan.GetTexture (sc.String, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
R_InitSkyMap ();
}
else if (sc.Compare("interpic"))
{
sc.MustGetStringName("=");
sc.MustGetString();
level.info->ExitPic = sc.String;
}
else if (sc.Compare("gravity"))
{
sc.MustGetStringName("=");
sc.MustGetNumber();
level.gravity=sc.Number*8.f;
}
else if (sc.Compare("nextlevel"))
{
sc.MustGetStringName("=");
sc.MustGetString();
strncpy(level.nextmap, sc.String, 8);
level.nextmap[8]=0;
}
else if (sc.Compare("nextsecret"))
{
sc.MustGetStringName("=");
sc.MustGetString();
strncpy(level.secretmap, sc.String, 8);
level.secretmap[8]=0;
}
else if (sc.Compare("drown"))
{
sc.MustGetStringName("=");
sc.MustGetNumber();
drownflag=!!sc.Number;
}
else if (sc.Compare("consolecmd"))
{
char * beg = strchr(line, '=')+1;
while (*beg<' ') beg++;
char * comm = strstr(beg, "//");
if (comm) *comm=0;
FS_EmulateCmd(beg);
}
else if (sc.Compare("ignore"))
{
sc.MustGetStringName("=");
sc.MustGetNumber();
IgnoreInfo=!!sc.Number;
}
// Ignore anything unknows
sc.Close();
}
}
//-----------------------------------------------------------------------------
//
// Loads the scripts for the current map
// Initializes all FS data
//
//-----------------------------------------------------------------------------
bool FScriptLoader::ParseInfo(MapData * map)
{
char *lump;
char *rover;
char *startofline;
int lumpsize;
bool fsglobal=false;
FString scriptsrc;
// Global initializazion if not done yet.
static bool done=false;
// Load the script lump
IgnoreInfo = false;
lumpsize = map->Size(0);
if (lumpsize==0)
{
// Try a global FS lump
int lumpnum=Wads.CheckNumForName("FSGLOBAL");
if (lumpnum<0) return false;
lumpsize=Wads.LumpLength(lumpnum);
if (lumpsize==0) return false;
fsglobal=true;
lump=new char[lumpsize+3];
Wads.ReadLump(lumpnum,lump);
}
else
{
lump=new char[lumpsize+3];
map->Read(0, lump);
}
// Append a new line. The parser likes to crash when the last character is a valid token.
lump[lumpsize]='\n';
lump[lumpsize+1]='\r';
lump[lumpsize+2]=0;
lumpsize+=2;
rover = startofline = lump;
HasScripts=false;
drownflag=-1;
readtype = RT_OTHER;
while(rover < lump+lumpsize)
{
if(*rover == '\n') // end of line
{
*rover = 0; // make it an end of string (0)
if (!IgnoreInfo) ParseInfoCmd(startofline, scriptsrc);
startofline = rover+1; // next line
*rover = '\n'; // back to end of line
}
rover++;
}
if (HasScripts)
{
new DFraggleThinker;
DFraggleThinker::ActiveThinker->LevelScript->data = copystring(scriptsrc.GetChars());
if (drownflag==-1) drownflag = (level.maptype != MAPTYPE_DOOM || fsglobal);
if (!drownflag) level.airsupply=0; // Legacy doesn't to water damage so we need to check if it has to be disabled here.
FFsOptions *opt = level.info->GetOptData<FFsOptions>("fragglescript", false);
if (opt != NULL)
{
DFraggleThinker::ActiveThinker->nocheckposition = opt->nocheckposition;
}
}
delete lump;
return HasScripts;
}
//-----------------------------------------------------------------------------
//
// Starts the level info parser
// and patches the global linedef translation table
//
//-----------------------------------------------------------------------------
void T_LoadScripts(MapData *map)
{
FScriptLoader parser;
T_Init();
bool HasScripts = parser.ParseInfo(map);
// Hack for Legacy compatibility: Since 272 is normally an MBF sky transfer we have to patch it.
// It could be done with an additional translator but that would be sub-optimal for the user.
// To handle this the default translator defines the proper Legacy type at index 270.
// This code then then swaps 270 and 272 - but only if this is either Doom or Heretic and
// the default translator is being used.
// Custom translators will not be patched.
if ((gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Heretic) && level.info->Translator.IsEmpty() &&
level.maptype == MAPTYPE_DOOM && SimpleLineTranslations[272 - 2*HasScripts].special == FS_Execute)
{
FLineTrans t = SimpleLineTranslations[270];
SimpleLineTranslations[270] = SimpleLineTranslations[272];
SimpleLineTranslations[272] = t;
}
}
//-----------------------------------------------------------------------------
//
// Adds an actor to the list of spawned things
//
//-----------------------------------------------------------------------------
void T_AddSpawnedThing(AActor * ac)
{
if (DFraggleThinker::ActiveThinker)
{
TArray<TObjPtr<AActor> > &SpawnedThings = DFraggleThinker::ActiveThinker->SpawnedThings;
SpawnedThings.Push(GC::ReadBarrier(ac));
}
}

View file

@ -0,0 +1,653 @@
// Emacs style mode select -*- C++ -*-
//----------------------------------------------------------------------------
//
// Copyright(C) 2000 Simon Howard
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//--------------------------------------------------------------------------
//
// Operators
//
// Handler code for all the operators. The 'other half'
// of the parsing.
//
// By Simon Howard
//
//---------------------------------------------------------------------------
//
// FraggleScript is from SMMU which is under the GPL. Technically,
// therefore, combining the FraggleScript code with the non-free
// ZDoom code is a violation of the GPL.
//
// As this may be a problem for you, I hereby grant an exception to my
// copyright on the SMMU source (including FraggleScript). You may use
// any code from SMMU in (G)ZDoom, provided that:
//
// * For any binary release of the port, the source code is also made
// available.
// * The copyright notice is kept on any file containing my code.
//
//
/* includes ************************/
#include "t_script.h"
#define evaluate_leftnright(a, b, c) {\
EvaluateExpression(left, (a), (b)-1); \
EvaluateExpression(right, (b)+1, (c)); }\
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
FParser::operator_t FParser::operators[]=
{
{"=", &FParser::OPequals, backward},
{"||", &FParser::OPor, forward},
{"&&", &FParser::OPand, forward},
{"|", &FParser::OPor_bin, forward},
{"&", &FParser::OPand_bin, forward},
{"==", &FParser::OPcmp, forward},
{"!=", &FParser::OPnotcmp, forward},
{"<", &FParser::OPlessthan, forward},
{">", &FParser::OPgreaterthan, forward},
{"<=", &FParser::OPlessthanorequal, forward},
{">=", &FParser::OPgreaterthanorequal, forward},
{"+", &FParser::OPplus, forward},
{"-", &FParser::OPminus, forward},
{"*", &FParser::OPmultiply, forward},
{"/", &FParser::OPdivide, forward},
{"%", &FParser::OPremainder, forward},
{"~", &FParser::OPnot_bin, forward}, // haleyjd
{"!", &FParser::OPnot, forward},
{"++", &FParser::OPincrement, forward},
{"--", &FParser::OPdecrement, forward},
{".", &FParser::OPstructure, forward},
};
int FParser::num_operators = sizeof(FParser::operators) / sizeof(FParser::operator_t);
/***************** logic *********************/
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPequals(svalue_t &result, int start, int n, int stop)
{
DFsVariable *var;
var = Script->FindVariable(Tokens[start]);
if(var)
{
EvaluateExpression(result, n+1, stop);
var->SetValue (result);
}
else
{
script_error("unknown variable '%s'\n", Tokens[start]);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPor(svalue_t &result, int start, int n, int stop)
{
int exprtrue = false;
// if first is true, do not evaluate the second
EvaluateExpression(result, start, n-1);
if(intvalue(result))
exprtrue = true;
else
{
EvaluateExpression(result, n+1, stop);
exprtrue = !!intvalue(result);
}
result.type = svt_int;
result.value.i = exprtrue;
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPand(svalue_t &result, int start, int n, int stop)
{
int exprtrue = true;
// if first is false, do not eval second
EvaluateExpression(result, start, n-1);
if(!intvalue(result) )
exprtrue = false;
else
{
EvaluateExpression(result, n+1, stop);
exprtrue = !!intvalue(result);
}
result.type = svt_int;
result.value.i = exprtrue;
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPcmp(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
evaluate_leftnright(start, n, stop);
result.type = svt_int; // always an int returned
if(left.type == svt_string && right.type == svt_string)
{
result.value.i = !strcmp(left.string, right.string);
return;
}
// haleyjd: direct mobj comparison when both are mobj
if(left.type == svt_mobj && right.type == svt_mobj)
{
// we can safely assume reference equivalency for
// AActor's in all cases since they are static for the
// duration of a level
result.value.i = (left.value.mobj == right.value.mobj);
return;
}
if(left.type == svt_fixed || right.type == svt_fixed)
{
result.value.i = (fixedvalue(left) == fixedvalue(right));
return;
}
result.value.i = (intvalue(left) == intvalue(right));
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPnotcmp(svalue_t &result, int start, int n, int stop)
{
OPcmp(result, start, n, stop);
result.type = svt_int;
result.value.i = !result.value.i;
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPlessthan(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
evaluate_leftnright(start, n, stop);
result.type = svt_int;
// haleyjd: 8-17
if(left.type == svt_fixed || right.type == svt_fixed)
result.value.i = (fixedvalue(left) < fixedvalue(right));
else
result.value.i = (intvalue(left) < intvalue(right));
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPgreaterthan(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
evaluate_leftnright(start, n, stop);
// haleyjd: 8-17
result.type = svt_int;
if(left.type == svt_fixed || right.type == svt_fixed)
result.value.i = (fixedvalue(left) > fixedvalue(right));
else
result.value.i = (intvalue(left) > intvalue(right));
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPnot(svalue_t &result, int start, int n, int stop)
{
EvaluateExpression(result, n+1, stop);
result.value.i = !intvalue(result);
result.type = svt_int;
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPplus(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
evaluate_leftnright(start, n, stop);
if (left.type == svt_string)
{
if (right.type == svt_string)
{
result.string.Format("%s%s", left.string.GetChars(), right.string.GetChars());
}
else if (right.type == svt_fixed)
{
result.string.Format("%s%4.4f", left.string.GetChars(), floatvalue(right));
}
else
{
result.string.Format("%s%i", left.string.GetChars(), intvalue(right));
}
result.type = svt_string;
}
// haleyjd: 8-17
else if(left.type == svt_fixed || right.type == svt_fixed)
{
result.type = svt_fixed;
result.value.f = fixedvalue(left) + fixedvalue(right);
}
else
{
result.type = svt_int;
result.value.i = intvalue(left) + intvalue(right);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPminus(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
// do they mean minus as in '-1' rather than '2-1'?
if(start == n)
{
// kinda hack, hehe
EvaluateExpression(right, n+1, stop);
}
else
{
evaluate_leftnright(start, n, stop);
}
// haleyjd: 8-17
if(left.type == svt_fixed || right.type == svt_fixed)
{
result.type = svt_fixed;
result.value.f = fixedvalue(left) - fixedvalue(right);
}
else
{
result.type = svt_int;
result.value.i = intvalue(left) - intvalue(right);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPmultiply(svalue_t &result,int start, int n, int stop)
{
svalue_t left, right;
evaluate_leftnright(start, n, stop);
// haleyjd: 8-17
if(left.type == svt_fixed || right.type == svt_fixed)
{
result.type = svt_fixed;
result.value.f = FixedMul(fixedvalue(left), fixedvalue(right));
}
else
{
result.type = svt_int;
result.value.i = intvalue(left) * intvalue(right);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPdivide(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
evaluate_leftnright(start, n, stop);
// haleyjd: 8-17
if(left.type == svt_fixed || right.type == svt_fixed)
{
fixed_t fr;
if((fr = fixedvalue(right)) == 0)
script_error("divide by zero\n");
else
{
result.type = svt_fixed;
result.value.f = FixedDiv(fixedvalue(left), fr);
}
}
else
{
int ir;
if(!(ir = intvalue(right)))
script_error("divide by zero\n");
else
{
result.type = svt_int;
result.value.i = intvalue(left) / ir;
}
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPremainder(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
int ir;
evaluate_leftnright(start, n, stop);
if(!(ir = intvalue(right)))
script_error("divide by zero\n");
else
{
result.type = svt_int;
result.value.i = intvalue(left) % ir;
}
}
/********** binary operators **************/
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPor_bin(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
evaluate_leftnright(start, n, stop);
result.type = svt_int;
result.value.i = intvalue(left) | intvalue(right);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPand_bin(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
evaluate_leftnright(start, n, stop);
result.type = svt_int;
result.value.i = intvalue(left) & intvalue(right);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPnot_bin(svalue_t &result, int start, int n, int stop)
{
EvaluateExpression(result, n+1, stop);
result.value.i = ~intvalue(result);
result.type = svt_int;
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPincrement(svalue_t &result, int start, int n, int stop)
{
if(start == n) // ++n
{
DFsVariable *var;
var = Script->FindVariable(Tokens[stop]);
if(!var)
{
script_error("unknown variable '%s'\n", Tokens[stop]);
}
var->GetValue(result);
// haleyjd
if(var->type != svt_fixed)
{
result.value.i = intvalue(result) + 1;
result.type = svt_int;
var->SetValue (result);
}
else
{
result.value.f = fixedvalue(result) + FRACUNIT;
result.type = svt_fixed;
var->SetValue (result);
}
}
else if(stop == n) // n++
{
svalue_t newvalue;
DFsVariable *var;
var = Script->FindVariable(Tokens[start]);
if(!var)
{
script_error("unknown variable '%s'\n", Tokens[start]);
}
var->GetValue(result);
// haleyjd
if(var->type != svt_fixed)
{
newvalue.type = svt_int;
newvalue.value.i = intvalue(result) + 1;
var->SetValue (newvalue);
}
else
{
newvalue.type = svt_fixed;
newvalue.value.f = fixedvalue(result) + FRACUNIT;
var->SetValue (newvalue);
}
}
else
{
script_error("incorrect arguments to ++ operator\n");
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPdecrement(svalue_t &result, int start, int n, int stop)
{
if(start == n) // ++n
{
DFsVariable *var;
var = Script->FindVariable(Tokens[stop]);
if(!var)
{
script_error("unknown variable '%s'\n", Tokens[stop]);
}
var->GetValue(result);
// haleyjd
if(var->type != svt_fixed)
{
result.value.i = intvalue(result) - 1;
result.type = svt_int;
var->SetValue (result);
}
else
{
result.value.f = fixedvalue(result) - FRACUNIT;
result.type = svt_fixed;
var->SetValue (result);
}
}
else if(stop == n) // n++
{
svalue_t newvalue;
DFsVariable *var;
var = Script->FindVariable(Tokens[start]);
if(!var)
{
script_error("unknown variable '%s'\n", Tokens[start]);
}
var->GetValue(result);
// haleyjd
if(var->type != svt_fixed)
{
newvalue.type = svt_int;
newvalue.value.i = intvalue(result) - 1;
var->SetValue (newvalue);
}
else
{
newvalue.type = svt_fixed;
newvalue.value.f = fixedvalue(result) - FRACUNIT;
var->SetValue (newvalue);
}
}
else
{
script_error("incorrect arguments to ++ operator\n");
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPlessthanorequal(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
evaluate_leftnright(start, n, stop);
result.type = svt_int;
if(left.type == svt_fixed || right.type == svt_fixed)
result.value.i = (fixedvalue(left) <= fixedvalue(right));
else
result.value.i = (intvalue(left) <= intvalue(right));
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FParser::OPgreaterthanorequal(svalue_t &result, int start, int n, int stop)
{
svalue_t left, right;
evaluate_leftnright(start, n, stop);
result.type = svt_int;
if(left.type == svt_fixed || right.type == svt_fixed)
result.value.i = (fixedvalue(left) >= fixedvalue(right));
else
result.value.i = (intvalue(left) >= intvalue(right));
}

View file

@ -0,0 +1,746 @@
// Emacs style mode select -*- C++ -*-
//----------------------------------------------------------------------------
//
// Copyright(C) 2000 Simon Howard
// Copyright(C) 2002-2008 Christoph Oelckers
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//--------------------------------------------------------------------------
//
// Parsing.
//
// Takes lines of code, or groups of lines and runs them.
// The main core of FraggleScript
//
// By Simon Howard
//
//---------------------------------------------------------------------------
//
// FraggleScript is from SMMU which is under the GPL. Technically,
// therefore, combining the FraggleScript code with the non-free
// ZDoom code is a violation of the GPL.
//
// As this may be a problem for you, I hereby grant an exception to my
// copyright on the SMMU source (including FraggleScript). You may use
// any code from SMMU in (G)ZDoom, provided that:
//
// * For any binary release of the port, the source code is also made
// available.
// * The copyright notice is kept on any file containing my code.
//
//
/* includes ************************/
#include <stdarg.h>
#include "t_script.h"
#include "s_sound.h"
#include "v_text.h"
#include "c_cvars.h"
#include "i_system.h"
CVAR(Bool, script_debug, false, 0)
/************ Divide into tokens **************/
#define isnum(c) ( ((c)>='0' && (c)<='9') || (c)=='.')
//==========================================================================
//
// NextToken: end this token, go onto the next
//
//==========================================================================
void FParser::NextToken()
{
if(Tokens[NumTokens-1][0] || TokenType[NumTokens-1]==string_)
{
NumTokens++;
Tokens[NumTokens-1] = Tokens[NumTokens-2] + strlen(Tokens[NumTokens-2]) + 1;
Tokens[NumTokens-1][0] = 0;
}
// get to the next token, ignoring spaces, newlines,
// useless chars, comments etc
while(1)
{
// empty whitespace
if(*Rover && (*Rover==' ' || *Rover<32))
{
while((*Rover==' ' || *Rover<32) && *Rover) Rover++;
}
// end-of-script?
if(!*Rover)
{
if(Tokens[0][0])
{
// line contains text, but no semicolon: an error
script_error("missing ';'\n");
}
// empty line, end of command-list
return;
}
break; // otherwise
}
if(NumTokens>1 && *Rover == '(' && TokenType[NumTokens-2] == name_)
TokenType[NumTokens-2] = function;
if(*Rover == '{' || *Rover == '}')
{
if(*Rover == '{')
{
BraceType = bracket_open;
Section = Script->FindSectionStart(Rover);
}
else // closing brace
{
BraceType = bracket_close;
Section = Script->FindSectionEnd(Rover);
}
if(!Section)
{
I_Error("section not found!\n");
return;
}
}
else if(*Rover == ':') // label
{
// ignore the label : reset
NumTokens = 1;
Tokens[0][0] = 0; TokenType[NumTokens-1] = name_;
Rover++; // ignore
}
else if(*Rover == '\"')
{
TokenType[NumTokens-1] = string_;
if(TokenType[NumTokens-2] == string_) NumTokens--; // join strings
Rover++;
}
else
{
TokenType[NumTokens-1] = isop(*Rover) ? operator_ : isnum(*Rover) ? number : name_;
}
}
//==========================================================================
//
// return an escape sequence (prefixed by a '\')
// do not use all C escape sequences
//
//==========================================================================
static char escape_sequence(char c)
{
if(c == 'n') return '\n';
if(c == '\\') return '\\';
if(c == '"') return '"';
if(c == '?') return '?';
if(c == 'a') return '\a'; // alert beep
if(c == 't') return '\t'; //tab
return c;
}
//==========================================================================
//
// add_char: add one character to the current token
//
//==========================================================================
static void add_char(char *tokn, char c)
{
char *out = tokn + strlen(tokn);
out[0] = c;
out[1] = 0;
}
//==========================================================================
//
// get_tokens.
// Take a string, break it into tokens.
//
// individual tokens are stored inside the tokens[] array
// tokentype is also used to hold the type for each token:
//
// name: a piece of text which starts with an alphabet letter.
// probably a variable name. Some are converted into
// function types later on in find_brackets
// number: a number. like '12' or '1337'
// operator: an operator such as '&&' or '+'. All FraggleScript
// operators are either one character, or two character
// (if 2 character, 2 of the same char or ending in '=')
// string: a text string that was enclosed in quote "" marks in
// the original text
// unset: shouldn't ever end up being set really.
// function: a function name (found in second stage parsing)
//
//==========================================================================
char *FParser::GetTokens(char *s)
{
char *tokn = NULL;
Rover = s;
NumTokens = 1;
Tokens[0][0] = 0; TokenType[NumTokens-1] = name_;
Section = NULL; // default to no section found
NextToken();
LineStart = Rover; // save the start
if(*Rover)
{
while(1)
{
tokn = Tokens[NumTokens-1];
if(Section)
{
// a { or } section brace has been found
break; // stop parsing now
}
else if(TokenType[NumTokens-1] != string_)
{
if(*Rover == ';') break; // check for end of command ';'
}
switch(TokenType[NumTokens-1])
{
case unset:
case string_:
while(*Rover != '\"') // dedicated loop for speed
{
if(*Rover == '\\') // escape sequences
{
Rover++;
if (*Rover>='0' && *Rover<='9')
{
add_char(tokn, TEXTCOLOR_ESCAPE);
add_char(tokn, *Rover+'A'-'0');
}
else add_char(tokn, escape_sequence(*Rover));
}
else
add_char(tokn, *Rover);
Rover++;
}
Rover++;
NextToken(); // end of this token
continue;
case operator_:
// all 2-character operators either end in '=' or
// are 2 of the same character
// do not allow 2-characters for brackets '(' ')'
// which are still being considered as operators
// operators are only 2-char max, do not need
// a seperate loop
if((*tokn && *Rover != '=' && *Rover!=*tokn) ||
*tokn == '(' || *tokn == ')')
{
// end of operator
NextToken();
continue;
}
add_char(tokn, *Rover);
break;
case number:
// haleyjd: 8-17
// add while number chars are read
while(isnum(*Rover)) // dedicated loop
add_char(tokn, *Rover++);
NextToken();
continue;
case name_:
// add the chars
while(!isop(*Rover)) // dedicated loop
add_char(tokn, *Rover++);
NextToken();
continue;
default:
break;
}
Rover++;
}
}
// check for empty last token
if(!tokn || !tokn[0])
{
NumTokens = NumTokens - 1;
}
Rover++;
return Rover;
}
//==========================================================================
//
// PrintTokens: add one character to the current token
//
//==========================================================================
void FParser::PrintTokens() // DEBUG
{
int i;
for (i = 0; i < NumTokens; i++)
{
Printf("\n'%s' \t\t --", Tokens[i]);
switch (TokenType[i])
{
case string_:
Printf("string");
break;
case operator_:
Printf("operator");
break;
case name_:
Printf("name");
break;
case number:
Printf("number");
break;
case unset:
Printf("duh");
break;
case function:
Printf("function name");
break;
}
}
Printf("\n");
if (Section)
Printf("current section: offset %i\n", Section->start_index);
}
//==========================================================================
//
// Parses a block of script code
//
//==========================================================================
void FParser::Run(char *rover, char *data, char *end)
{
Rover = rover;
try
{
PrevSection = NULL; // clear it
while(*Rover) // go through the script executing each statement
{
// past end of script?
if(Rover > end)
break;
PrevSection = Section; // store from prev. statement
// get the line and tokens
GetTokens(Rover);
if(!NumTokens)
{
if(Section) // no tokens but a brace
{
// possible } at end of loop:
// refer to spec.c
spec_brace();
}
continue; // continue to next statement
}
if(script_debug) PrintTokens(); // debug
RunStatement(); // run the statement
}
}
catch (const CFsError &err)
{
ErrorMessage(err.msg);
}
catch (const CFsTerminator &)
{
// The script has signalled that it wants to be terminated in an orderly fashion.
}
}
//==========================================================================
//
// decide what to do with it
//
// NB this stuff is a bit hardcoded:
// it could be nicer really but i'm
// aiming for speed
//
// if() and while() will be mistaken for functions
// during token processing
//
//==========================================================================
void FParser::RunStatement()
{
if(TokenType[0] == function)
{
if(!strcmp(Tokens[0], "if"))
{
Script->lastiftrue = spec_if();
return;
}
else if(!strcmp(Tokens[0], "elseif"))
{
if(!PrevSection ||
(PrevSection->type != st_if &&
PrevSection->type != st_elseif))
{
script_error("elseif statement without if\n");
return;
}
Script->lastiftrue = spec_elseif(Script->lastiftrue);
return;
}
else if(!strcmp(Tokens[0], "else"))
{
if(!PrevSection ||
(PrevSection->type != st_if &&
PrevSection->type != st_elseif))
{
script_error("else statement without if\n");
return;
}
spec_else(Script->lastiftrue);
Script->lastiftrue = true;
return;
}
else if(!strcmp(Tokens[0], "while"))
{
spec_while();
return;
}
else if(!strcmp(Tokens[0], "for"))
{
spec_for();
return;
}
}
else if(TokenType[0] == name_)
{
// NB: goto is a function so is not here
// Allow else without '()'
if (!strcmp(Tokens[0], "else"))
{
if(!PrevSection ||
(PrevSection->type != st_if &&
PrevSection->type != st_elseif))
{
script_error("else statement without if\n");
return;
}
spec_else(Script->lastiftrue);
Script->lastiftrue = true;
return;
}
// if a variable declaration, return now
if(spec_variable()) return;
}
// just a plain expression
svalue_t scratch;
EvaluateExpression(scratch,0, NumTokens-1);
}
/***************** Evaluating Expressions ************************/
//==========================================================================
//
// find a token, ignoring things in brackets
//
//==========================================================================
int FParser::FindOperator(int start, int stop, const char *value)
{
int i;
int bracketlevel = 0;
for(i=start; i<=stop; i++)
{
// only interested in operators
if(TokenType[i] != operator_) continue;
// use bracketlevel to check the number of brackets
// which we are inside
bracketlevel += Tokens[i][0]=='(' ? 1 :
Tokens[i][0]==')' ? -1 : 0;
// only check when we are not in brackets
if(!bracketlevel && !strcmp(value, Tokens[i]))
return i;
}
return -1;
}
//==========================================================================
//
// go through tokens the same as find_operator, but backwards
//
//==========================================================================
int FParser::FindOperatorBackwards(int start, int stop, const char *value)
{
int i;
int bracketlevel = 0;
for(i=stop; i>=start; i--) // check backwards
{
// operators only
if(TokenType[i] != operator_) continue;
// use bracketlevel to check the number of brackets
// which we are inside
bracketlevel += Tokens[i][0]=='(' ? -1 :
Tokens[i][0]==')' ? 1 : 0;
// only check when we are not in brackets
// if we find what we want, return it
if(!bracketlevel && !strcmp(value, Tokens[i]))
return i;
}
return -1;
}
//==========================================================================
//
// simple_evaluate is used once evalute_expression gets to the level
// where it is evaluating just one token
//
// converts number tokens into svalue_ts and returns
// the same with string tokens
// name tokens are considered to be variables and
// attempts are made to find the value of that variable
// command tokens are executed (does not return a svalue_t)
//
//==========================================================================
void FParser::SimpleEvaluate(svalue_t &returnvar, int n)
{
DFsVariable *var;
switch(TokenType[n])
{
case string_:
returnvar.type = svt_string;
returnvar.string = Tokens[n];
break;
case number:
if(strchr(Tokens[n], '.'))
{
returnvar.type = svt_fixed;
returnvar.value.f = (fixed_t)(atof(Tokens[n]) * FRACUNIT);
}
else
{
returnvar.type = svt_int;
returnvar.value.i = atoi(Tokens[n]);
}
break;
case name_:
var = Script->FindVariable(Tokens[n]);
if(!var)
{
script_error("unknown variable '%s'\n", Tokens[n]);
}
else var->GetValue(returnvar);
default:
break;
}
}
//==========================================================================
//
// pointless_brackets checks to see if there are brackets surrounding
// an expression. eg. "(2+4)" is the same as just "2+4"
//
// because of the recursive nature of evaluate_expression, this function is
// neccesary as evaluating expressions such as "2*(2+4)" will inevitably
// lead to evaluating "(2+4)"
//
//==========================================================================
void FParser::PointlessBrackets(int *start, int *stop)
{
int bracket_level, i;
// check that the start and end are brackets
while(Tokens[*start][0] == '(' && Tokens[*stop][0] == ')')
{
bracket_level = 0;
// confirm there are pointless brackets..
// if they are, bracket_level will only get to 0
// at the last token
// check up to <*stop rather than <=*stop to ignore
// the last token
for(i = *start; i<*stop; i++)
{
if(TokenType[i] != operator_) continue; // ops only
bracket_level += (Tokens[i][0] == '(');
bracket_level -= (Tokens[i][0] == ')');
if(bracket_level == 0) return; // stop if braces stop before end
}
// move both brackets in
*start = *start + 1;
*stop = *stop - 1;
}
}
//==========================================================================
//
// evaluate_expresion is the basic function used to evaluate
// a FraggleScript expression.
// start and stop denote the tokens which are to be evaluated.
//
// works by recursion: it finds operators in the expression
// (checking for each in turn), then splits the expression into
// 2 parts, left and right of the operator found.
// The handler function for that particular operator is then
// called, which in turn calls evaluate_expression again to
// evaluate each side. When it reaches the level of being asked
// to evaluate just 1 token, it calls simple_evaluate
//
//==========================================================================
void FParser::EvaluateExpression(svalue_t &result, int start, int stop)
{
int i, n;
// possible pointless brackets
if(TokenType[start] == operator_ && TokenType[stop] == operator_)
PointlessBrackets(&start, &stop);
if(start == stop) // only 1 thing to evaluate
{
SimpleEvaluate(result, start);
return;
}
// go through each operator in order of precedence
for(i=0; i<num_operators; i++)
{
// check backwards for the token. it has to be
// done backwards for left-to-right reading: eg so
// 5-3-2 is (5-3)-2 not 5-(3-2)
if (operators[i].direction==forward)
{
n = FindOperatorBackwards(start, stop, operators[i].string);
}
else
{
n = FindOperator(start, stop, operators[i].string);
}
if( n != -1)
{
// call the operator function and evaluate this chunk of tokens
(this->*operators[i].handler)(result, start, n, stop);
return;
}
}
if(TokenType[start] == function)
{
EvaluateFunction(result, start, stop);
return;
}
// error ?
{
FString tempstr;
for(i=start; i<=stop; i++) tempstr << Tokens[i] << ' ';
script_error("couldnt evaluate expression: %s\n",tempstr.GetChars());
}
}
//==========================================================================
//
// intercepts an error message and inserts script/line information
//
//==========================================================================
void FParser::ErrorMessage(FString msg)
{
int linenum = 0;
// find the line number
if(Rover >= Script->data && Rover <= Script->data+Script->len)
{
char *temp;
for(temp = Script->data; temp<LineStart; temp++)
if(*temp == '\n') linenum++; // count EOLs
}
//lineinfo.Format("Script %d, line %d: ", Script->scriptnum, linenum);
I_Error("Script %d, line %d: %s", Script->scriptnum, linenum, msg.GetChars());
}
//==========================================================================
//
// throws an error message
//
//==========================================================================
void script_error(const char *s, ...)
{
FString composed;
va_list args;
va_start(args, s);
composed.VFormat(s, args);
throw CFsError(composed);
}
// EOF

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@ -0,0 +1,445 @@
// Emacs style mode select -*- C++ -*-
//----------------------------------------------------------------------------
//
// Copyright(C) 2000 Simon Howard
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//--------------------------------------------------------------------------
//
// Preprocessor.
//
// The preprocessor must be called when the script is first loaded.
// It performs 2 functions:
// 1: blank out comments (which could be misinterpreted)
// 2: makes a list of all the sections held within {} braces
// 3: 'dry' runs the script: goes thru each statement and
// sets the types of all the DFsSection's in the script
// 4: Saves locations of all goto() labels
//
// the system of DFsSection's is pretty horrible really, but it works
// and its probably the only way i can think of of saving scripts
// half-way thru running
//
// By Simon Howard
//
//---------------------------------------------------------------------------
//
// FraggleScript is from SMMU which is under the GPL. Technically,
// therefore, combining the FraggleScript code with the non-free
// ZDoom code is a violation of the GPL.
//
// As this may be a problem for you, I hereby grant an exception to my
// copyright on the SMMU source (including FraggleScript). You may use
// any code from SMMU in (G)ZDoom, provided that:
//
// * For any binary release of the port, the source code is also made
// available.
// * The copyright notice is kept on any file containing my code.
//
//
/* includes ************************/
#include "t_script.h"
#include "i_system.h"
#include "w_wad.h"
#include "farchive.h"
//==========================================================================
//
// {} sections
//
// during preprocessing all of the {} sections
// are found. these are stored in a hash table
// according to their offset in the script.
// functions here deal with creating new sections
// and finding them from a given offset.
//
//==========================================================================
IMPLEMENT_POINTY_CLASS(DFsSection)
DECLARE_POINTER(next)
END_POINTERS
//==========================================================================
//
//
//
//==========================================================================
void DFsSection::Serialize(FArchive &ar)
{
Super::Serialize(ar);
ar << type << start_index << end_index << loop_index << next;
}
//==========================================================================
//
//
//
//==========================================================================
char *DFsScript::SectionStart(const DFsSection *sec)
{
return data + sec->start_index;
}
//==========================================================================
//
//
//
//==========================================================================
char *DFsScript::SectionEnd(const DFsSection *sec)
{
return data + sec->end_index;
}
//==========================================================================
//
//
//
//==========================================================================
char *DFsScript::SectionLoop(const DFsSection *sec)
{
return data + sec->loop_index;
}
//==========================================================================
//
//
//
//==========================================================================
void DFsScript::ClearSections()
{
for(int i=0;i<SECTIONSLOTS;i++)
{
DFsSection * var = sections[i];
while(var)
{
DFsSection *next = var->next;
var->Destroy();
var = next;
}
sections[i] = NULL;
}
}
//==========================================================================
//
// create section
//
//==========================================================================
DFsSection *DFsScript::NewSection(const char *brace)
{
int n = section_hash(brace);
DFsSection *newsec = new DFsSection;
newsec->start_index = MakeIndex(brace);
newsec->next = sections[n];
sections[n] = newsec;
GC::WriteBarrier(this, newsec);
return newsec;
}
//==========================================================================
//
// find a Section from the location of the starting { brace
//
//==========================================================================
DFsSection *DFsScript::FindSectionStart(const char *brace)
{
int n = section_hash(brace);
DFsSection *current = sections[n];
// use the hash table: check the appropriate hash chain
while(current)
{
if(SectionStart(current) == brace) return current;
current = current->next;
}
return NULL; // not found
}
//==========================================================================
//
// find a Section from the location of the closing } brace
//
//==========================================================================
DFsSection *DFsScript::FindSectionEnd(const char *brace)
{
int n;
// hash table is no use, they are hashed according to
// the offset of the starting brace
// we have to go through every entry to find from the
// ending brace
for(n=0; n<SECTIONSLOTS; n++) // check all sections in all chains
{
DFsSection *current = sections[n];
while(current)
{
if(SectionEnd(current) == brace) return current; // found it
current = current->next;
}
}
return NULL; // not found
}
//==========================================================================
//
// preproocessor main loop
//
// This works by recursion. when a { opening
// brace is found, another instance of the
// function is called for the data inside
// the {} section.
// At the same time, the sections are noted
// down and hashed. Goto() labels are noted
// down, and comments are blanked out
//
//==========================================================================
char *DFsScript::ProcessFindChar(char *datap, char find)
{
while(*datap)
{
if(*datap==find) return datap;
if(*datap=='\"') // found a quote: ignore stuff in it
{
datap++;
while(*datap && *datap != '\"')
{
// escape sequence ?
if(*datap=='\\') datap++;
datap++;
}
// error: end of script in a constant
if(!*datap) return NULL;
}
// comments: blank out
if(*datap=='/' && *(datap+1)=='*') // /* -- */ comment
{
while(*datap && (*datap != '*' || *(datap+1) != '/') )
{
*datap=' '; datap++;
}
if(*datap)
*datap = *(datap+1) = ' '; // blank the last bit
else
{
// script terminated in comment
script_error("script terminated inside comment\n");
}
}
if(*datap=='/' && *(datap+1)=='/') // // -- comment
{
while(*datap != '\n')
{
*datap=' '; datap++; // blank out
}
}
/********** labels ****************/
// labels are also found during the
// preprocessing. these are of the form
//
// label_name:
//
// and are used for the goto function.
// goto labels are stored as variables.
if(*datap==':' && scriptnum != -1) // not in global scripts
{
char *labelptr = datap-1;
while(!isop(*labelptr)) labelptr--;
FString labelname(labelptr+1, strcspn(labelptr+1, ":"));
if (labelname.Len() == 0)
{
Printf(PRINT_BOLD,"Script %d: ':' encountrered in incorrect position!\n",scriptnum);
}
DFsVariable *newlabel = NewVariable(labelname, svt_label);
newlabel->value.i = MakeIndex(labelptr);
}
if(*datap=='{') // { -- } sections: add 'em
{
DFsSection *newsec = NewSection(datap);
newsec->type = st_empty;
// find the ending } and save
char * theend = ProcessFindChar(datap+1, '}');
if(!theend)
{ // brace not found
// This is fatal because it will cause a crash later
// if the game isn't terminated.
I_Error("Script %d: section error: no ending brace\n", scriptnum);
}
newsec->end_index = MakeIndex(theend);
// continue from the end of the section
datap = theend;
}
datap++;
}
return NULL;
}
//==========================================================================
//
// second stage parsing
//
// second stage preprocessing considers the script
// in terms of tokens rather than as plain data.
//
// we 'dry' run the script: go thru each statement and
// collect types for Sections
//
// this is an important thing to do, it cannot be done
// at runtime for 2 reasons:
// 1. gotos() jumping inside loops will pass thru
// the end of the loop
// 2. savegames. loading a script saved inside a
// loop will let it pass thru the loop
//
// this is basically a cut-down version of the normal
// parsing loop.
//
//==========================================================================
void DFsScript::DryRunScript()
{
char *end = data + len;
char *rover = data;
// allocate space for the tokens
FParser parse(this);
try
{
while(rover < end && *rover)
{
rover = parse.GetTokens(rover);
if(!parse.NumTokens) continue;
if(parse.Section && parse.TokenType[0] == function)
{
if(!strcmp(parse.Tokens[0], "if"))
{
parse.Section->type = st_if;
continue;
}
else if(!strcmp(parse.Tokens[0], "elseif")) // haleyjd: SoM's else code
{
parse.Section->type = st_elseif;
continue;
}
else if(!strcmp(parse.Tokens[0], "else"))
{
parse.Section->type = st_else;
continue;
}
else if(!strcmp(parse.Tokens[0], "while") ||
!strcmp(parse.Tokens[0], "for"))
{
parse.Section->type = st_loop;
parse.Section->loop_index = MakeIndex(parse.LineStart);
continue;
}
}
}
}
catch (CFsError err)
{
parse.ErrorMessage(err.msg);
}
}
//==========================================================================
//
// main preprocess function
//
//==========================================================================
void DFsScript::Preprocess()
{
len = (int)strlen(data);
ProcessFindChar(data, 0); // fill in everything
DryRunScript();
}
//==========================================================================
//
// FraggleScript allows 'including' of other lumps.
// we divert input from the current script (normally
// levelscript) to a seperate lump. This of course
// first needs to be preprocessed to remove comments
// etc.
//
// parse an 'include' lump
//
//==========================================================================
void DFsScript::ParseInclude(char *lumpname)
{
int lumpnum;
char *lump;
if((lumpnum = Wads.CheckNumForName(lumpname)) == -1)
{
I_Error("include lump '%s' not found!\n", lumpname);
return;
}
int lumplen=Wads.LumpLength(lumpnum);
lump=new char[lumplen+10];
Wads.ReadLump(lumpnum,lump);
lump[lumplen]=0;
// preprocess the include
// we assume that it does not include sections or labels or
// other nasty things
ProcessFindChar(lump, 0);
// now parse the lump
FParser parse(this);
parse.Run(lump, lump, lump+lumplen);
// free the lump
delete[] lump;
}

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@ -0,0 +1,725 @@
// Emacs style mode select -*- C++ -*-
//----------------------------------------------------------------------------
//
// Copyright(C) 2000 Simon Howard
// Copyright(C) 2005-2008 Christoph Oelckers
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//--------------------------------------------------------------------------
//
// scripting.
//
// delayed scripts, running scripts, console cmds etc in here
// the interface between FraggleScript and the rest of the game
//
// By Simon Howard
//
// (completely redone and cleaned up in 2008 by Christoph Oelckers)
//
//---------------------------------------------------------------------------
//
// FraggleScript is from SMMU which is under the GPL. Technically,
// therefore, combining the FraggleScript code with the non-free
// ZDoom code is a violation of the GPL.
//
// As this may be a problem for you, I hereby grant an exception to my
// copyright on the SMMU source (including FraggleScript). You may use
// any code from SMMU in (G)ZDoom, provided that:
//
// * For any binary release of the port, the source code is also made
// available.
// * The copyright notice is kept on any file containing my code.
//
//
#include "r_local.h"
#include "t_script.h"
#include "p_lnspec.h"
#include "a_keys.h"
#include "d_player.h"
#include "p_spec.h"
#include "c_dispatch.h"
#include "i_system.h"
#include "doomerrors.h"
#include "doomstat.h"
//==========================================================================
//
// global variables
// These two are the last remaining ones:
// - The global script contains static data so it must be global
// - The trigger is referenced by a global variable. However, it is set
// each time a script is started so that's not a problem.
//
//==========================================================================
DFsScript *global_script;
AActor *trigger_obj;
//==========================================================================
//
//
//
//==========================================================================
#define DECLARE_16_POINTERS(v, i) \
DECLARE_POINTER(v[i]) \
DECLARE_POINTER(v[i+1]) \
DECLARE_POINTER(v[i+2]) \
DECLARE_POINTER(v[i+3]) \
DECLARE_POINTER(v[i+4]) \
DECLARE_POINTER(v[i+5]) \
DECLARE_POINTER(v[i+6]) \
DECLARE_POINTER(v[i+7]) \
DECLARE_POINTER(v[i+8]) \
DECLARE_POINTER(v[i+9]) \
DECLARE_POINTER(v[i+10]) \
DECLARE_POINTER(v[i+11]) \
DECLARE_POINTER(v[i+12]) \
DECLARE_POINTER(v[i+13]) \
DECLARE_POINTER(v[i+14]) \
DECLARE_POINTER(v[i+15]) \
//==========================================================================
//
//
//
//==========================================================================
IMPLEMENT_POINTY_CLASS(DFsScript)
DECLARE_POINTER(parent)
DECLARE_POINTER(trigger)
DECLARE_16_POINTERS(sections, 0)
DECLARE_POINTER(sections[16])
DECLARE_16_POINTERS(variables, 0)
DECLARE_16_POINTERS(children, 0)
DECLARE_16_POINTERS(children, 16)
DECLARE_16_POINTERS(children, 32)
DECLARE_16_POINTERS(children, 48)
DECLARE_16_POINTERS(children, 64)
DECLARE_16_POINTERS(children, 80)
DECLARE_16_POINTERS(children, 96)
DECLARE_16_POINTERS(children, 112)
DECLARE_16_POINTERS(children, 128)
DECLARE_16_POINTERS(children, 144)
DECLARE_16_POINTERS(children, 160)
DECLARE_16_POINTERS(children, 176)
DECLARE_16_POINTERS(children, 192)
DECLARE_16_POINTERS(children, 208)
DECLARE_16_POINTERS(children, 224)
DECLARE_16_POINTERS(children, 240)
DECLARE_POINTER(children[256])
END_POINTERS
//==========================================================================
//
//
//
//==========================================================================
void DFsScript::ClearChildren()
{
int j;
for(j=0;j<MAXSCRIPTS;j++) if (children[j])
{
children[j]->Destroy();
children[j]=NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
DFsScript::DFsScript()
{
int i;
for(i=0; i<SECTIONSLOTS; i++) sections[i] = NULL;
for(i=0; i<VARIABLESLOTS; i++) variables[i] = NULL;
for(i=0; i<MAXSCRIPTS; i++) children[i] = NULL;
data = NULL;
scriptnum = -1;
len = 0;
parent = NULL;
trigger = NULL;
lastiftrue = false;
}
//==========================================================================
//
//
//
//==========================================================================
void DFsScript::Destroy()
{
ClearVariables(true);
ClearSections();
ClearChildren();
parent = NULL;
if (data != NULL) delete [] data;
data = NULL;
parent = NULL;
trigger = NULL;
Super::Destroy();
}
//==========================================================================
//
//
//
//==========================================================================
void DFsScript::Serialize(FArchive &arc)
{
Super::Serialize(arc);
// don't save a reference to the global script
if (parent == global_script) parent = NULL;
arc << data << scriptnum << len << parent << trigger << lastiftrue;
for(int i=0; i< SECTIONSLOTS; i++) arc << sections[i];
for(int i=0; i< VARIABLESLOTS; i++) arc << variables[i];
for(int i=0; i< MAXSCRIPTS; i++) arc << children[i];
if (parent == NULL) parent = global_script;
}
//==========================================================================
//
// run_script
//
// the function called by t_script.c
//
//==========================================================================
void DFsScript::ParseScript(char *position)
{
if (position == NULL)
{
lastiftrue = false;
position = data;
}
// check for valid position
if(position < data || position > data+len)
{
Printf("script %d: trying to continue from point outside script!\n", scriptnum);
return;
}
trigger_obj = trigger; // set trigger
try
{
FParser parse(this);
parse.Run(position, data, data + len);
}
catch (CRecoverableError &err)
{
Printf ("%s\n", err.GetMessage());
}
// dont clear global vars!
if(scriptnum != -1) ClearVariables(); // free variables
// haleyjd
lastiftrue = false;
}
//==========================================================================
//
// Running Scripts
//
//==========================================================================
IMPLEMENT_POINTY_CLASS(DRunningScript)
DECLARE_POINTER(prev)
DECLARE_POINTER(next)
DECLARE_POINTER(trigger)
DECLARE_16_POINTERS(variables, 0)
END_POINTERS
//==========================================================================
//
//
//
//==========================================================================
DRunningScript::DRunningScript(AActor *trigger, DFsScript *owner, int index)
{
prev = next = NULL;
script = owner;
GC::WriteBarrier(this, script);
save_point = index;
wait_type = wt_none;
wait_data = 0;
this->trigger = trigger;
if (owner == NULL)
{
for(int i=0; i< VARIABLESLOTS; i++) variables[i] = NULL;
}
else
{
// save the script variables
for(int i=0; i<VARIABLESLOTS; i++)
{
variables[i] = owner->variables[i];
if (index == 0) // we are starting another Script:
{
// remove all the variables from the script variable list
// we only start with the basic labels
while(variables[i] && variables[i]->type != svt_label)
variables[i] = variables[i]->next;
}
else // a script is being halted
{
// remove all the variables from the script variable list
// to prevent them being removed when the script stops
while(owner->variables[i] && owner->variables[i]->type != svt_label)
owner->variables[i] = owner->variables[i]->next;
GC::WriteBarrier(owner, owner->variables[i]);
}
GC::WriteBarrier(this, variables[i]);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void DRunningScript::Destroy()
{
int i;
DFsVariable *current, *next;
for(i=0; i<VARIABLESLOTS; i++)
{
current = variables[i];
// go thru this chain
while(current)
{
next = current->next; // save for after freeing
current->Destroy();
current = next; // go to next in chain
}
variables[i] = NULL;
}
Super::Destroy();
}
//==========================================================================
//
//
//
//==========================================================================
void DRunningScript::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << script << save_point << wait_type << wait_data << prev << next << trigger;
for(int i=0; i< VARIABLESLOTS; i++) arc << variables[i];
}
//==========================================================================
//
// The main thinker
//
//==========================================================================
IMPLEMENT_POINTY_CLASS(DFraggleThinker)
DECLARE_POINTER(RunningScripts)
DECLARE_POINTER(LevelScript)
END_POINTERS
TObjPtr<DFraggleThinker> DFraggleThinker::ActiveThinker;
//==========================================================================
//
//
//
//==========================================================================
DFraggleThinker::DFraggleThinker()
: DThinker(STAT_SCRIPTS)
{
if (ActiveThinker)
{
I_Error ("Only one FraggleThinker is allowed to exist at a time.\nCheck your code.");
}
else
{
ActiveThinker = this;
RunningScripts = new DRunningScript;
LevelScript = new DFsScript;
LevelScript->parent = global_script;
GC::WriteBarrier(this, RunningScripts);
GC::WriteBarrier(this, LevelScript);
nocheckposition = false;
}
}
//==========================================================================
//
//
//
//==========================================================================
void DFraggleThinker::Destroy()
{
DRunningScript *p = RunningScripts;
while (p)
{
DRunningScript *q = p;
p = p->next;
q->prev = q->next = NULL;
q->Destroy();
}
RunningScripts = NULL;
LevelScript->Destroy();
LevelScript = NULL;
SpawnedThings.Clear();
ActiveThinker = NULL;
Super::Destroy();
}
//==========================================================================
//
//
//
//==========================================================================
void DFraggleThinker::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << LevelScript << RunningScripts << SpawnedThings << nocheckposition;
}
//==========================================================================
//
// PAUSING SCRIPTS
//
//==========================================================================
bool DFraggleThinker::wait_finished(DRunningScript *script)
{
switch(script->wait_type)
{
case wt_none: return true; // uh? hehe
case wt_scriptwait: // waiting for script to finish
{
DRunningScript *current;
for(current = RunningScripts->next; current; current = current->next)
{
if(current == script) continue; // ignore this script
if(current->script->scriptnum == script->wait_data)
return false; // script still running
}
return true; // can continue now
}
case wt_delay: // just count down
{
return --script->wait_data <= 0;
}
case wt_tagwait:
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag(script->wait_data, secnum)) >= 0)
{
sector_t *sec = &sectors[secnum];
if(sec->floordata || sec->ceilingdata || sec->lightingdata)
return false; // not finished
}
return true;
}
case wt_scriptwaitpre: // haleyjd - wait for script to start
{
DRunningScript *current;
for(current = RunningScripts->next; current; current=current->next)
{
if(current == script) continue; // ignore this script
if(current->script->scriptnum == script->wait_data)
return true; // script is now running
}
return false; // no running instances found
}
default: return true;
}
return false;
}
//==========================================================================
//
//
//
//==========================================================================
void DFraggleThinker::Tick()
{
DRunningScript *current, *next;
int i;
current = RunningScripts->next;
while(current)
{
if(wait_finished(current))
{
// copy out the script variables from the
// runningscript
for(i=0; i<VARIABLESLOTS; i++)
{
current->script->variables[i] = current->variables[i];
GC::WriteBarrier(current->script, current->variables[i]);
current->variables[i] = NULL;
}
current->script->trigger = current->trigger; // copy trigger
// unhook from chain
current->prev->next = current->next;
GC::WriteBarrier(current->prev, current->next);
if(current->next)
{
current->next->prev = current->prev;
GC::WriteBarrier(current->next, current->prev);
}
next = current->next; // save before freeing
// continue the script
current->script->ParseScript (current->script->data + current->save_point);
// free
current->Destroy();
}
else
next = current->next;
current = next; // continue to next in chain
}
}
//==========================================================================
//
// We have to mark the SpawnedThings array manually because it's not
// in the list of declared pointers.
//
//==========================================================================
size_t DFraggleThinker::PropagateMark()
{
for(unsigned i=0;i<SpawnedThings.Size();i++)
{
GC::Mark(SpawnedThings[i]);
}
return Super::PropagateMark();
}
//==========================================================================
//
// Again we have to handle the SpawnedThings array manually because
// it's not in the list of declared pointers.
//
//==========================================================================
size_t DFraggleThinker::PointerSubstitution (DObject *old, DObject *notOld)
{
size_t changed = Super::PointerSubstitution(old, notOld);
for(unsigned i=0;i<SpawnedThings.Size();i++)
{
if (SpawnedThings[i] == static_cast<AActor*>(old))
{
SpawnedThings[i] = static_cast<AActor*>(notOld);
changed++;
}
}
return changed;
}
//==========================================================================
//
// Adds a running script to the list of running scripts
//
//==========================================================================
void DFraggleThinker::AddRunningScript(DRunningScript *runscr)
{
runscr->next = RunningScripts->next;
GC::WriteBarrier(runscr, RunningScripts->next);
runscr->prev = RunningScripts;
GC::WriteBarrier(runscr, RunningScripts);
runscr->prev->next = runscr;
GC::WriteBarrier(runscr->prev, runscr);
if(runscr->next)
{
runscr->next->prev = runscr;
GC::WriteBarrier(runscr->next, runscr);
}
}
//==========================================================================
//
//
//
//==========================================================================
void T_PreprocessScripts()
{
DFraggleThinker *th = DFraggleThinker::ActiveThinker;
if (th)
{
// run the levelscript first
// get the other scripts
// levelscript started by player 0 'superplayer'
th->LevelScript->trigger = players[0].mo;
th->LevelScript->Preprocess();
th->LevelScript->ParseScript();
}
}
//==========================================================================
//
//
//
//==========================================================================
static bool RunScript(int snum, AActor * t_trigger)
{
DFraggleThinker *th = DFraggleThinker::ActiveThinker;
if (th)
{
// [CO] It is far too dangerous to start the script right away.
// Better queue it for execution for the next time
// the runningscripts are checked.
if(snum < 0 || snum >= MAXSCRIPTS) return false;
DFsScript *script = th->LevelScript->children[snum];
if(!script) return false;
DRunningScript *runscr = new DRunningScript(t_trigger, script, 0);
// hook into chain at start
th->AddRunningScript(runscr);
return true;
}
return false;
}
//==========================================================================
//
//
//
//==========================================================================
static int LS_FS_Execute (line_t *ln, AActor *it, bool backSide,
int arg0, int arg1, int arg2, int arg3, int arg4)
// FS_Execute(script#,firstsideonly,lock,msgtype)
{
if (arg1 && ln && backSide) return false;
if (arg2!=0 && !P_CheckKeys(it, arg2, !!arg3)) return false;
return RunScript(arg0,it);
}
//==========================================================================
//
//
//
//==========================================================================
void FS_Close()
{
int i;
DFsVariable *current, *next;
// we have to actually delete the global variables if we don't want
// to get them reported as memory leaks.
for(i=0; i<VARIABLESLOTS; i++)
{
current = global_script->variables[i];
while(current)
{
next = current->next; // save for after freeing
current->ObjectFlags |= OF_YesReallyDelete;
delete current;
current = next; // go to next in chain
}
}
GC::DelSoftRoot(global_script);
global_script->ObjectFlags |= OF_YesReallyDelete;
delete global_script;
}
void T_Init()
{
void init_functions();
if (global_script == NULL)
{
// I'd rather link the special here than make another source file depend on FS!
LineSpecials[FS_Execute]=LS_FS_Execute;
global_script = new DFsScript;
GC::AddSoftRoot(global_script);
init_functions();
atterm(FS_Close);
}
}
//==========================================================================
//
//
//
//==========================================================================
CCMD(fpuke)
{
int argc = argv.argc();
if (argc < 2)
{
Printf (" fpuke <script>\n");
}
else
{
RunScript(atoi(argv[1]), players[consoleplayer].mo);
}
}

View file

@ -0,0 +1,698 @@
// Emacs style mode select -*- C++ -*-
//----------------------------------------------------------------------------
//
// Copyright(C) 2000 Simon Howard
// Copyright(C) 2002-2008 Christoph Oelckers
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//---------------------------------------------------------------------------
//
// FraggleScript is from SMMU which is under the GPL. Technically,
// therefore, combining the FraggleScript code with the non-free
// ZDoom code is a violation of the GPL.
//
// As this may be a problem for you, I hereby grant an exception to my
// copyright on the SMMU source (including FraggleScript). You may use
// any code from SMMU in (G)ZDoom, provided that:
//
// * For any binary release of the port, the source code is also made
// available.
// * The copyright notice is kept on any file containing my code.
//
//
#ifndef __T_SCRIPT_H__
#define __T_SCRIPT_H__
#include "p_setup.h"
#include "p_lnspec.h"
#include "m_fixed.h"
#include "actor.h"
#ifdef _MSC_VER
// This pragma saves 8kb of wasted code.
#pragma pointers_to_members( full_generality, single_inheritance )
#endif
class DRunningScript;
inline bool isop(int c)
{
return !( ( (c)<='Z' && (c)>='A') || ( (c)<='z' && (c)>='a') ||
( (c)<='9' && (c)>='0') || ( (c)=='_') );
}
//==========================================================================
//
//
//
//==========================================================================
enum
{
svt_string,
svt_int,
svt_mobj, // a map object
svt_function, // functions are stored as variables
svt_label, // labels for goto calls are variables
svt_const, // const
svt_fixed, // haleyjd: fixed-point int - 8-17 std
svt_pInt, // pointer to game int
svt_pMobj, // pointer to game mobj
svt_linespec, // line special (can be used as both function and constant)
};
//==========================================================================
//
//
//
//==========================================================================
struct svalue_t
{
int type;
FString string;
union
{
int i;
fixed_t f; // haleyjd: 8-17
AActor *mobj;
} value;
svalue_t()
{
type = svt_int;
value.i = 0;
}
svalue_t(const svalue_t & other)
{
type = other.type;
string = other.string;
value = other.value;
}
};
int intvalue(const svalue_t & v);
fixed_t fixedvalue(const svalue_t & v);
float floatvalue(const svalue_t & v);
const char *stringvalue(const svalue_t & v);
AActor *actorvalue(const svalue_t &svalue);
//==========================================================================
//
// varoius defines collected in a nicer manner
//
//==========================================================================
enum
{
VARIABLESLOTS = 16,
SECTIONSLOTS = 17,
T_MAXTOKENS = 256,
TOKENLENGTH = 128,
MAXARGS = 128,
MAXSCRIPTS = 257,
};
//==========================================================================
//
// One variable
//
//==========================================================================
struct FParser;
struct DFsVariable : public DObject
{
DECLARE_CLASS(DFsVariable, DObject)
HAS_OBJECT_POINTERS
public:
FString Name;
TObjPtr<DFsVariable> next; // for hashing
int type; // svt_string or svt_int: same as in svalue_t
FString string;
TObjPtr<AActor> actor;
union value_t
{
SDWORD i;
fixed_t fixed; // haleyjd: fixed-point
// the following are only used in the global script so we don't need to bother with them
// when serializing variables.
int *pI; // pointer to game int
AActor **pMobj; // pointer to game obj
void (FParser::*handler)(); // for functions
const FLineSpecial *ls;
} value;
public:
DFsVariable(const char *_name = "");
void GetValue(svalue_t &result);
void SetValue(const svalue_t &newvalue);
void Serialize(FArchive &ar);
};
//==========================================================================
//
// hash the variables for speed: this is the hashkey
//
//==========================================================================
inline int variable_hash(const char *n)
{
return
(n[0]? ( ( n[0] + n[1] +
(n[1] ? n[2] +
(n[2] ? n[3] : 0) : 0) ) % VARIABLESLOTS ) :0);
}
//==========================================================================
//
// Sections
//
//==========================================================================
enum // section types
{
st_empty, // empty {} braces
st_if,
st_elseif,
st_else,
st_loop,
};
struct DFsSection : public DObject
{
DECLARE_CLASS(DFsSection, DObject)
HAS_OBJECT_POINTERS
public:
int type;
int start_index;
int end_index;
int loop_index;
TObjPtr<DFsSection> next; // for hashing
DFsSection()
{
next = NULL;
}
void Serialize(FArchive &ar);
};
//==========================================================================
//
// Tokens
//
//==========================================================================
enum tokentype_t
{
name_, // a name, eg 'count1' or 'frag'
number,
operator_,
string_,
unset,
function // function name
};
enum // brace types: where current_section is a { or }
{
bracket_open,
bracket_close
};
//==========================================================================
//
// Errors
//
//==========================================================================
class CFsError
{
public:
// trying to throw strings crashes VC++ badly so we have to use a static buffer. :(
char msg[2048];
CFsError(const FString &in)
{
strncpy(msg, in, 2047);
msg[2047]=0;
}
};
// throw this object to regularly terminate a script's execution.
class CFsTerminator
{
int fill;
};
//==========================================================================
//
// Scripts
//
//==========================================================================
class DFsScript : public DObject
{
DECLARE_CLASS(DFsScript, DObject)
HAS_OBJECT_POINTERS
public:
// script data
char *data;
int scriptnum; // this script's number
int len;
// {} sections
TObjPtr<DFsSection> sections[SECTIONSLOTS];
// variables:
TObjPtr<DFsVariable> variables[VARIABLESLOTS];
// ptr to the parent script
// the parent script is the script above this level
// eg. individual linetrigger scripts are children
// of the levelscript, which is a child of the
// global_script
TObjPtr<DFsScript> parent;
// haleyjd: 8-17
// child scripts.
// levelscript holds ptrs to all of the level's scripts
// here.
TObjPtr<DFsScript> children[MAXSCRIPTS];
TObjPtr<AActor> trigger; // object which triggered this script
bool lastiftrue; // haleyjd: whether last "if" statement was
// true or false
DFsScript();
void Destroy();
void Serialize(FArchive &ar);
DFsVariable *NewVariable(const char *name, int vtype);
void NewFunction(const char *name, void (FParser::*handler)());
DFsVariable *VariableForName(const char *name);
DFsVariable *FindVariable(const char *name);
void ClearVariables(bool complete= false);
DFsVariable *NewLabel(char *labelptr);
char *LabelValue(const svalue_t &v);
char *SectionStart(const DFsSection *sec);
char *SectionEnd(const DFsSection *sec);
char *SectionLoop(const DFsSection *sec);
void ClearSections();
void ClearChildren();
int MakeIndex(const char *p) { return int(p-data); }
// preprocessor
int section_hash(const char *b) { return MakeIndex(b) % SECTIONSLOTS; }
DFsSection *NewSection(const char *brace);
DFsSection *FindSectionStart(const char *brace);
DFsSection *FindSectionEnd(const char *brace);
char *ProcessFindChar(char *data, char find);
void DryRunScript();
void Preprocess();
void ParseInclude(char *lumpname);
void ParseScript(char *rover = NULL);
void ParseData(char *rover, char *data, char *end);
};
//==========================================================================
//
// The script parser
//
//==========================================================================
struct FParser
{
struct operator_t
{
const char *string;
void (FParser::*handler)(svalue_t &, int, int, int); // left, mid, right
int direction;
};
enum
{
forward,
backward
};
static operator_t operators[];
static int num_operators;
char *LineStart;
char *Rover;
char *Tokens[T_MAXTOKENS];
tokentype_t TokenType[T_MAXTOKENS];
int NumTokens;
DFsScript *Script; // the current script
DFsSection *Section;
DFsSection *PrevSection;
int BraceType;
int t_argc; // number of arguments
svalue_t *t_argv; // arguments
svalue_t t_return; // returned value
FString t_func; // name of current function
FParser(DFsScript *scr)
{
LineStart = NULL;
Rover = NULL;
Tokens[0] = new char[scr->len+32]; // 32 for safety. FS seems to need a few bytes more than the script's actual length.
NumTokens = 0;
Script = scr;
Section = PrevSection = NULL;
BraceType = 0;
}
~FParser()
{
if (Tokens[0]) delete [] Tokens[0];
}
void NextToken();
char *GetTokens(char *s);
void PrintTokens();
void ErrorMessage(FString msg);
void Run(char *rover, char *data, char *end);
void RunStatement();
int FindOperator(int start, int stop, const char *value);
int FindOperatorBackwards(int start, int stop, const char *value);
void SimpleEvaluate(svalue_t &, int n);
void PointlessBrackets(int *start, int *stop);
void EvaluateExpression(svalue_t &, int start, int stop);
void EvaluateFunction(svalue_t &, int start, int stop);
void OPequals(svalue_t &, int, int, int); // =
void OPplus(svalue_t &, int, int, int); // +
void OPminus(svalue_t &, int, int, int); // -
void OPmultiply(svalue_t &, int, int, int); // *
void OPdivide(svalue_t &, int, int, int); // /
void OPremainder(svalue_t &, int, int, int); // %
void OPor(svalue_t &, int, int, int); // ||
void OPand(svalue_t &, int, int, int); // &&
void OPnot(svalue_t &, int, int, int); // !
void OPor_bin(svalue_t &, int, int, int); // |
void OPand_bin(svalue_t &, int, int, int); // &
void OPnot_bin(svalue_t &, int, int, int); // ~
void OPcmp(svalue_t &, int, int, int); // ==
void OPnotcmp(svalue_t &, int, int, int); // !=
void OPlessthan(svalue_t &, int, int, int); // <
void OPgreaterthan(svalue_t &, int, int, int); // >
void OPincrement(svalue_t &, int, int, int); // ++
void OPdecrement(svalue_t &, int, int, int); // --
void OPstructure(svalue_t &, int, int, int); // in t_vari.c
void OPlessthanorequal(svalue_t &, int, int, int); // <=
void OPgreaterthanorequal(svalue_t &, int, int, int); // >=
void spec_brace();
bool spec_if();
bool spec_elseif(bool lastif);
void spec_else(bool lastif);
void spec_for();
void spec_while();
void CreateVariable(int newvar_type, DFsScript *newvar_script, int start, int stop);
void ParseVarLine(int newvar_type, DFsScript *newvar_script, int start);
bool spec_variable();
void spec_script();
DFsSection *looping_section();
FString GetFormatString(int startarg);
bool CheckArgs(int cnt);
void SF_Print();
void SF_Rnd();
void SF_Continue();
void SF_Break();
void SF_Goto();
void SF_Return();
void SF_Include();
void SF_Input();
void SF_Beep();
void SF_Clock();
void SF_ExitLevel();
void SF_Tip();
void SF_TimedTip();
void SF_PlayerTip();
void SF_Message();
void SF_PlayerMsg();
void SF_PlayerInGame();
void SF_PlayerName();
void SF_PlayerObj();
void SF_StartScript(); // FPUKE needs to access this
void SF_ScriptRunning();
void SF_Wait();
void SF_TagWait();
void SF_ScriptWait();
void SF_ScriptWaitPre(); // haleyjd: new wait types
void SF_Player();
void SF_Spawn();
void SF_RemoveObj();
void SF_KillObj();
void SF_ObjX();
void SF_ObjY();
void SF_ObjZ();
void SF_ObjAngle();
void SF_Teleport();
void SF_SilentTeleport();
void SF_DamageObj();
void SF_ObjSector();
void SF_ObjHealth();
void SF_ObjFlag();
void SF_PushThing();
void SF_ReactionTime();
void SF_MobjTarget();
void SF_MobjMomx();
void SF_MobjMomy();
void SF_MobjMomz();
void SF_PointToAngle();
void SF_PointToDist();
void SF_SetCamera();
void SF_ClearCamera();
void SF_StartSound();
void SF_StartSectorSound();
void SF_FloorHeight();
void SF_MoveFloor();
void SF_CeilingHeight();
void SF_MoveCeiling();
void SF_LightLevel();
void SF_FadeLight();
void SF_FloorTexture();
void SF_SectorColormap();
void SF_CeilingTexture();
void SF_ChangeHubLevel();
void SF_StartSkill();
void SF_OpenDoor();
void SF_CloseDoor();
void SF_RunCommand();
void SF_LineTrigger();
void SF_ChangeMusic();
void SF_SetLineBlocking();
void SF_SetLineMonsterBlocking();
void SF_SetLineTexture();
void SF_Max();
void SF_Min();
void SF_Abs();
void SF_Gameskill();
void SF_Gamemode();
void SF_IsPlayerObj();
void SF_PlayerKeys();
void SF_PlayerAmmo();
void SF_MaxPlayerAmmo();
void SF_PlayerWeapon();
void SF_PlayerSelectedWeapon();
void SF_GiveInventory();
void SF_TakeInventory();
void SF_CheckInventory();
void SF_SetWeapon();
void SF_MoveCamera();
void SF_ObjAwaken();
void SF_AmbientSound();
void SF_ExitSecret();
void SF_MobjValue();
void SF_StringValue();
void SF_IntValue();
void SF_FixedValue();
void SF_SpawnExplosion();
void SF_RadiusAttack();
void SF_SetObjPosition();
void SF_TestLocation();
void SF_HealObj(); //no pain sound
void SF_ObjDead();
void SF_SpawnMissile();
void SF_MapThingNumExist();
void SF_MapThings();
void SF_ObjState();
void SF_LineFlag();
void SF_PlayerAddFrag();
void SF_SkinColor();
void SF_PlayDemo();
void SF_CheckCVar();
void SF_Resurrect();
void SF_LineAttack();
void SF_ObjType();
void SF_Sin();
void SF_ASin();
void SF_Cos();
void SF_ACos();
void SF_Tan();
void SF_ATan();
void SF_Exp();
void SF_Log();
void SF_Sqrt();
void SF_Floor();
void SF_Pow();
void SF_NewHUPic();
void SF_DeleteHUPic();
void SF_ModifyHUPic();
void SF_SetHUPicDisplay();
void SF_SetCorona();
void SF_Ls();
void SF_LevelNum();
void SF_MobjRadius();
void SF_MobjHeight();
void SF_ThingCount();
void SF_SetColor();
void SF_SpawnShot2();
void SF_KillInSector();
void SF_SectorType();
void SF_SetLineTrigger();
void SF_ChangeTag();
void SF_WallGlow();
void RunLineSpecial(const FLineSpecial *);
DRunningScript *SaveCurrentScript();
};
//==========================================================================
//
// Running scripts
//
//==========================================================================
enum waittype_e
{
wt_none, // not waiting
wt_delay, // wait for a set amount of time
wt_tagwait, // wait for sector to stop moving
wt_scriptwait, // wait for script to finish
wt_scriptwaitpre, // haleyjd - wait for script to start
};
class DRunningScript : public DObject
{
DECLARE_CLASS(DRunningScript, DObject)
HAS_OBJECT_POINTERS
public:
DRunningScript(AActor *trigger=NULL, DFsScript *owner = NULL, int index = 0) ;
void Destroy();
void Serialize(FArchive &arc);
TObjPtr<DFsScript> script;
// where we are
int save_point;
int wait_type;
int wait_data; // data for wait: tagnum, counter, script number etc
// saved variables
TObjPtr<DFsVariable> variables[VARIABLESLOTS];
TObjPtr<DRunningScript> prev, next; // for chain
TObjPtr<AActor> trigger;
};
//-----------------------------------------------------------------------------
//
// This thinker eliminates the need to call the Fragglescript functions from the main code
//
//-----------------------------------------------------------------------------
class DFraggleThinker : public DThinker
{
DECLARE_CLASS(DFraggleThinker, DThinker)
HAS_OBJECT_POINTERS
public:
TObjPtr<DFsScript> LevelScript;
TObjPtr<DRunningScript> RunningScripts;
TArray<TObjPtr<AActor> > SpawnedThings;
bool nocheckposition;
DFraggleThinker();
void Destroy();
void Serialize(FArchive & arc);
void Tick();
size_t PropagateMark();
size_t PointerSubstitution (DObject *old, DObject *notOld);
bool wait_finished(DRunningScript *script);
void AddRunningScript(DRunningScript *runscr);
static TObjPtr<DFraggleThinker> ActiveThinker;
};
//-----------------------------------------------------------------------------
//
// Global stuff
//
//-----------------------------------------------------------------------------
#include "t_fs.h"
void script_error(const char *s, ...);
void FS_EmulateCmd(char * string);
extern AActor *trigger_obj;
extern DFsScript *global_script;
#endif

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// Emacs style mode select -*- C++ -*-
//----------------------------------------------------------------------------
//
// Copyright(C) 2000 Simon Howard
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//--------------------------------------------------------------------------
//
// 'Special' stuff
//
// if(), int statements, etc.
//
// By Simon Howard
//
//---------------------------------------------------------------------------
//
// FraggleScript is from SMMU which is under the GPL. Technically,
// therefore, combining the FraggleScript code with the non-free
// ZDoom code is a violation of the GPL.
//
// As this may be a problem for you, I hereby grant an exception to my
// copyright on the SMMU source (including FraggleScript). You may use
// any code from SMMU in (G)ZDoom, provided that:
//
// * For any binary release of the port, the source code is also made
// available.
// * The copyright notice is kept on any file containing my code.
//
//
#include "t_script.h"
//==========================================================================
//
// ending brace found in parsing
//
//==========================================================================
void FParser::spec_brace()
{
if(BraceType != bracket_close) // only deal with closing } braces
return;
// if() requires nothing to be done
if(Section->type == st_if || Section->type == st_else)
return;
// if a loop, jump back to the start of the loop
if(Section->type == st_loop)
{
Rover = Script->SectionLoop(Section);
return;
}
}
//==========================================================================
//
// 'if' statement -- haleyjd: changed to bool for else/elseif
//
//==========================================================================
bool FParser::spec_if()
{
int endtoken;
svalue_t eval;
if((endtoken = FindOperator(0, NumTokens-1, ")")) == -1)
{
script_error("parse error in if statement\n");
return false;
}
// 2 to skip past the 'if' and '('
EvaluateExpression(eval, 2, endtoken-1);
bool ifresult = !!intvalue(eval);
if(Section && BraceType == bracket_open && endtoken == NumTokens-1)
{
// {} braces
if(!ifresult) // skip to end of section
Rover = Script->SectionEnd(Section) + 1;
}
else if(ifresult) // if() without {} braces
{
// nothing to do ?
if(endtoken != NumTokens-1)
EvaluateExpression(eval, endtoken+1, NumTokens-1);
}
return ifresult;
}
//==========================================================================
//
// 'elseif' statement
//
//==========================================================================
bool FParser::spec_elseif(bool lastif)
{
int endtoken;
svalue_t eval;
if((endtoken = FindOperator(0, NumTokens-1, ")")) == -1)
{
script_error("parse error in elseif statement\n");
return false;
}
if(lastif)
{
Rover = Script->SectionEnd(Section) + 1;
return true;
}
// 2 to skip past the 'elseif' and '('
EvaluateExpression(eval, 2, endtoken-1);
bool ifresult = !!intvalue(eval);
if(Section && BraceType == bracket_open
&& endtoken == NumTokens-1)
{
// {} braces
if(!ifresult) // skip to end of section
Rover = Script->SectionEnd(Section) + 1;
}
else if(ifresult) // elseif() without {} braces
{
// nothing to do ?
if(endtoken != NumTokens-1)
EvaluateExpression(eval, endtoken+1, NumTokens-1);
}
return ifresult;
}
//==========================================================================
//
// 'else' statement
//
//==========================================================================
void FParser::spec_else(bool lastif)
{
if(lastif)
Rover = Script->SectionEnd(Section) + 1;
}
//==========================================================================
//
// while() loop
//
//==========================================================================
void FParser::spec_while()
{
int endtoken;
svalue_t eval;
if(!Section)
{
script_error("no {} section given for loop\n");
return;
}
if( (endtoken = FindOperator(0, NumTokens-1, ")")) == -1)
{
script_error("parse error in loop statement\n");
return;
}
EvaluateExpression(eval, 2, endtoken-1);
// skip if no longer valid
if(!intvalue(eval)) Rover = Script->SectionEnd(Section) + 1;
}
//==========================================================================
//
// for() loop
//
//==========================================================================
void FParser::spec_for()
{
svalue_t eval;
int start;
int comma1, comma2; // token numbers of the seperating commas
if(!Section)
{
script_error("need {} delimiters for for()\n");
return;
}
// is a valid section
start = 2; // skip "for" and "(": start on third token(2)
// find the seperating commas first
if( (comma1 = FindOperator(start, NumTokens-1, ",")) == -1
|| (comma2 = FindOperator(comma1+1, NumTokens-1, ",")) == -1)
{
script_error("incorrect arguments to for()\n"); // haleyjd:
return; // said if()
}
// are we looping back from a previous loop?
if(Section == PrevSection)
{
// do the loop 'action' (third argument)
EvaluateExpression(eval, comma2+1, NumTokens-2);
// check if we should run the loop again (second argument)
EvaluateExpression(eval, comma1+1, comma2-1);
if(!intvalue(eval))
{
// stop looping
Rover = Script->SectionEnd(Section) + 1;
}
}
else
{
// first time: starting the loop
// just evaluate the starting expression (first arg)
EvaluateExpression(eval, start, comma1-1);
}
}
//==========================================================================
//
// Variable Creation
//
// called for each individual variable in a statement
//
//==========================================================================
void FParser::CreateVariable(int newvar_type, DFsScript *newvar_script, int start, int stop)
{
if(TokenType[start] != name_)
{
script_error("invalid name for variable: '%s'\n", Tokens[start]);
return;
}
// check if already exists, only checking
// the current script
if(newvar_script->VariableForName (Tokens[start]))
{
// In Eternity this was fatal and in Legacy it was ignored
// So make this a warning.
Printf("FS: redefined symbol: '%s'\n", Tokens[start]);
return; // already one
}
// haleyjd: disallow mobj references in the hub script --
// they cause dangerous dangling references and are of no
// potential use
if(newvar_script != Script && newvar_type == svt_mobj)
{
script_error("cannot create mobj reference in hub script\n");
return;
}
newvar_script->NewVariable (Tokens[start], newvar_type);
if(stop != start)
{
svalue_t scratch;
EvaluateExpression(scratch, start, stop);
}
}
//==========================================================================
//
// divide a statement (without type prefix) into individual
// variables to create them using create_variable
//
//==========================================================================
void FParser::ParseVarLine(int newvar_type, DFsScript *newvar_script, int start)
{
int starttoken = start, endtoken;
while(1)
{
endtoken = FindOperator(starttoken, NumTokens-1, ",");
if(endtoken == -1) break;
CreateVariable(newvar_type, newvar_script, starttoken, endtoken-1);
starttoken = endtoken+1; //start next after end of this one
}
// dont forget the last one
CreateVariable(newvar_type, newvar_script, starttoken, NumTokens-1);
}
//==========================================================================
//
// variable definition
//
//==========================================================================
bool FParser::spec_variable()
{
int start = 0;
int newvar_type = -1; // init to -1
DFsScript *newvar_script = Script; // use current script
// check for 'hub' keyword to make a hub variable
if(!strcmp(Tokens[start], "hub"))
{
// The hub script doesn't work so it's probably safest to store the variable locally.
//newvar_script = &hub_script;
start++; // skip first token
}
// now find variable type
if(!strcmp(Tokens[start], "const"))
{
newvar_type = svt_const;
start++;
}
else if(!strcmp(Tokens[start], "string"))
{
newvar_type = svt_string;
start++;
}
else if(!strcmp(Tokens[start], "int"))
{
newvar_type = svt_int;
start++;
}
else if(!strcmp(Tokens[start], "mobj"))
{
newvar_type = svt_mobj;
start++;
}
else if(!strcmp(Tokens[start], "fixed") || !strcmp(Tokens[start], "float"))
{
newvar_type = svt_fixed;
start++;
}
else if(!strcmp(Tokens[start], "script")) // check for script creation
{
spec_script();
return true; // used tokens
}
// are we creating a new variable?
if(newvar_type != -1)
{
ParseVarLine(newvar_type, newvar_script, start);
return true; // used tokens
}
return false; // not used: try normal parsing
}
//==========================================================================
//
// ADD SCRIPT
//
// when the level is first loaded, all the
// scripts are simply stored in the levelscript.
// before the level starts, this script is
// preprocessed and run like any other. This allows
// the individual scripts to be derived from the
// levelscript. When the interpreter detects the
// 'script' keyword this function is called
//
//==========================================================================
void FParser::spec_script()
{
int scriptnum;
int datasize;
DFsScript *newscript;
scriptnum = 0;
if(!Section)
{
script_error("need seperators for newscript\n");
return;
}
// presume that the first token is "newscript"
if(NumTokens < 2)
{
script_error("need newscript number\n");
return;
}
svalue_t result;
EvaluateExpression(result, 1, NumTokens-1);
scriptnum = intvalue(result);
if(scriptnum < 0)
{
script_error("invalid newscript number\n");
return;
}
newscript = new DFsScript;
// add to scripts list of parent
Script->children[scriptnum] = newscript;
GC::WriteBarrier(Script, newscript);
// copy newscript data
// workout newscript size: -2 to ignore { and }
datasize = (Section->end_index - Section->start_index - 2);
// alloc extra 10 for safety
newscript->data = (char *)malloc(datasize+10);
// copy from parent newscript (levelscript)
// ignore first char which is {
memcpy(newscript->data, Script->SectionStart(Section) + 1, datasize);
// tack on a 0 to end the string
newscript->data[datasize] = '\0';
newscript->scriptnum = scriptnum;
newscript->parent = Script; // remember parent
// preprocess the newscript now
newscript->Preprocess();
// we dont want to run the newscript, only add it
// jump past the newscript in parsing
Rover = Script->SectionEnd(Section) + 1;
}
//==========================================================================
//
// evaluate_function: once parse.c is pretty
// sure it has a function to run it calls
// this. evaluate_function makes sure that
// it is a function call first, then evaluates all
// the arguments given to the function.
// these are built into an argc/argv-style
// list. the function 'handler' is then called.
//
//==========================================================================
void FParser::EvaluateFunction(svalue_t &result, int start, int stop)
{
DFsVariable *func = NULL;
int startpoint, endpoint;
// the arguments need to be built locally in case of
// function returns as function arguments eg
// print("here is a random number: ", rnd() );
int argc;
svalue_t argv[MAXARGS];
if(TokenType[start] != function || TokenType[stop] != operator_
|| Tokens[stop][0] != ')' )
{
script_error("misplaced closing paren\n");
}
// all the functions are stored in the global script
else if( !(func = global_script->VariableForName (Tokens[start])) )
{
script_error("no such function: '%s'\n",Tokens[start]);
}
else if(func->type != svt_function && func->type != svt_linespec)
{
script_error("'%s' not a function\n", Tokens[start]);
}
// build the argument list
// use a C command-line style system rather than
// a system using a fixed length list
argc = 0;
endpoint = start + 2; // ignore the function name and first bracket
while(endpoint < stop)
{
startpoint = endpoint;
endpoint = FindOperator(startpoint, stop-1, ",");
// check for -1: no more ','s
if(endpoint == -1)
{ // evaluate the last expression
endpoint = stop;
}
if(endpoint-1 < startpoint)
break;
EvaluateExpression(argv[argc], startpoint, endpoint-1);
endpoint++; // skip the ','
argc++;
}
// store the arguments in the global arglist
t_argc = argc;
t_argv = argv;
// haleyjd: return values can propagate to void functions, so
// t_return needs to be cleared now
t_return.type = svt_int;
t_return.value.i = 0;
// now run the function
if (func->type == svt_function)
{
(this->*func->value.handler)();
}
else
{
RunLineSpecial(func->value.ls);
}
// return the returned value
result = t_return;
}
//==========================================================================
//
// structure dot (.) operator
// there are not really any structs in FraggleScript, it's
// just a different way of calling a function that looks
// nicer. ie
// a.b() = a.b = b(a)
// a.b(c) = b(a,c)
//
// this function is just based on the one above
//
//==========================================================================
void FParser::OPstructure(svalue_t &result, int start, int n, int stop)
{
DFsVariable *func = NULL;
// the arguments need to be built locally in case of
// function returns as function arguments eg
// print("here is a random number: ", rnd() );
int argc;
svalue_t argv[MAXARGS];
// all the functions are stored in the global script
if( !(func = global_script->VariableForName (Tokens[n+1])) )
{
script_error("no such function: '%s'\n",Tokens[n+1]);
}
else if(func->type != svt_function)
{
script_error("'%s' not a function\n", Tokens[n+1]);
}
// build the argument list
// add the left part as first arg
EvaluateExpression(argv[0], start, n-1);
argc = 1; // start on second argv
if(stop != n+1) // can be a.b not a.b()
{
int startpoint, endpoint;
// ignore the function name and first bracket
endpoint = n + 3;
while(endpoint < stop)
{
startpoint = endpoint;
endpoint = FindOperator(startpoint, stop-1, ",");
// check for -1: no more ','s
if(endpoint == -1)
{ // evaluate the last expression
endpoint = stop;
}
if(endpoint-1 < startpoint)
break;
EvaluateExpression(argv[argc], startpoint, endpoint-1);
endpoint++; // skip the ','
argc++;
}
}
// store the arguments in the global arglist
t_argc = argc;
t_argv = argv;
t_func = func->Name;
// haleyjd: return values can propagate to void functions, so
// t_return needs to be cleared now
t_return.type = svt_int;
t_return.value.i = 0;
// now run the function
(this->*func->value.handler)();
// return the returned value
result = t_return;
}

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// Emacs style mode select -*- C++ -*-
//----------------------------------------------------------------------------
//
// Copyright(C) 2000 Simon Howard
// Copyright(C) 2002-2008 Christoph Oelckers
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//--------------------------------------------------------------------------
//
// Variables.
//
// Variable code: create new variables, look up variables, get value,
// set value
//
// variables are stored inside the individual scripts, to allow for
// 'local' and 'global' variables. This way, individual scripts cannot
// access variables in other scripts. However, 'global' variables can
// be made which can be accessed by all scripts. These are stored inside
// a dedicated DFsScript which exists only to hold all of these global
// variables.
//
// functions are also stored as variables, these are kept in the global
// script so they can be accessed by all scripts. function variables
// cannot be set or changed inside the scripts themselves.
//
//---------------------------------------------------------------------------
//
// FraggleScript is from SMMU which is under the GPL. Technically,
// therefore, combining the FraggleScript code with the non-free
// ZDoom code is a violation of the GPL.
//
// As this may be a problem for you, I hereby grant an exception to my
// copyright on the SMMU source (including FraggleScript). You may use
// any code from SMMU in (G)ZDoom, provided that:
//
// * For any binary release of the port, the source code is also made
// available.
// * The copyright notice is kept on any file containing my code.
//
//
#include "t_script.h"
#include "a_pickups.h"
#include "farchive.h"
//==========================================================================
//
//
//
//==========================================================================
int intvalue(const svalue_t &v)
{
return (v.type == svt_string ? atoi(v.string) :
v.type == svt_fixed ? (int)(v.value.f / FRACUNIT) :
v.type == svt_mobj ? -1 : v.value.i );
}
//==========================================================================
//
//
//
//==========================================================================
fixed_t fixedvalue(const svalue_t &v)
{
return (v.type == svt_fixed ? v.value.f :
v.type == svt_string ? (fixed_t)(atof(v.string) * FRACUNIT) :
v.type == svt_mobj ? -1*FRACUNIT : v.value.i * FRACUNIT );
}
//==========================================================================
//
//
//
//==========================================================================
float floatvalue(const svalue_t &v)
{
return (float)( (v.type == svt_string ? atof(v.string) :
v.type == svt_fixed ? (float)(v.value.f / (float)FRACUNIT) :
v.type == svt_mobj ? -1.f : (float)v.value.i ));
}
//==========================================================================
//
// sf: string value of an svalue_t
//
//==========================================================================
const char *stringvalue(const svalue_t & v)
{
static char buffer[256];
switch(v.type)
{
case svt_string:
return v.string;
case svt_mobj:
// return the class name
return (const char *)v.value.mobj->GetClass()->TypeName;
case svt_fixed:
{
double val = ((double)v.value.f) / FRACUNIT;
mysnprintf(buffer, countof(buffer), "%g", val);
return buffer;
}
case svt_int:
default:
mysnprintf(buffer, countof(buffer), "%i", v.value.i);
return buffer;
}
}
//==========================================================================
//
//
//==========================================================================
AActor* actorvalue(const svalue_t &svalue)
{
int intval;
if(svalue.type == svt_mobj)
{
// Inventory items in the player's inventory have to be considered non-present.
if (svalue.value.mobj != NULL &&
svalue.value.mobj->IsKindOf(RUNTIME_CLASS(AInventory)) &&
static_cast<AInventory*>(svalue.value.mobj)->Owner != NULL)
{
return NULL;
}
return svalue.value.mobj;
}
else
{
TArray<TObjPtr<AActor> > &SpawnedThings = DFraggleThinker::ActiveThinker->SpawnedThings;
// this requires some creativity. We use the intvalue
// as the thing number of a thing in the level.
intval = intvalue(svalue);
if(intval < 0 || intval >= (int)SpawnedThings.Size())
{
return NULL;
}
// Inventory items in the player's inventory have to be considered non-present.
if (SpawnedThings[intval] != NULL &&
SpawnedThings[intval]->IsKindOf(RUNTIME_CLASS(AInventory)) &&
barrier_cast<AInventory*>(SpawnedThings[intval])->Owner != NULL)
{
return NULL;
}
return SpawnedThings[intval];
}
}
//==========================================================================
//
//
//==========================================================================
IMPLEMENT_POINTY_CLASS(DFsVariable)
DECLARE_POINTER (next)
DECLARE_POINTER (actor)
END_POINTERS
//==========================================================================
//
//
//==========================================================================
DFsVariable::DFsVariable(const char * _name)
{
Name=_name;
type=svt_int;
actor = NULL;
value.i=0;
next=NULL;
}
//==========================================================================
//
// returns an svalue_t holding the current
// value of a particular variable.
//
//==========================================================================
void DFsVariable::GetValue(svalue_t &returnvar)
{
switch (type)
{
case svt_pInt:
returnvar.type = svt_int;
returnvar.value.i = *value.pI;
break;
case svt_pMobj:
returnvar.type = svt_mobj;
returnvar.value.mobj = *value.pMobj;
break;
case svt_mobj:
returnvar.type = type;
returnvar.value.mobj = actor;
break;
case svt_linespec:
returnvar.type = svt_int;
returnvar.value.i = value.ls->number;
break;
case svt_string:
returnvar.type = type;
returnvar.string = string;
break;
default:
// copy the value (also handles fixed)
returnvar.type = type;
returnvar.value.i = value.i;
break;
}
}
//==========================================================================
//
// set a variable to a value from an svalue_t
//
//==========================================================================
void DFsVariable::SetValue(const svalue_t &newvalue)
{
if(type == svt_const)
{
// const adapts to the value it is set to
type = newvalue.type;
}
switch (type)
{
case svt_int:
value.i = intvalue(newvalue);
break;
case svt_string:
if (newvalue.type == svt_string)
{
string = newvalue.string;
}
else
{
string = stringvalue(newvalue);
}
break;
case svt_fixed:
value.fixed = fixedvalue(newvalue);
break;
case svt_mobj:
actor = actorvalue(newvalue);
break;
case svt_pInt:
*value.pI = intvalue(newvalue);
break;
case svt_pMobj:
*value.pMobj = actorvalue(newvalue);
break;
case svt_function:
script_error("attempt to set function to a value\n");
break;
default:
script_error("invalid variable type\n");
break;
}
}
//==========================================================================
//
// Archive one script variable
//
//==========================================================================
void DFsVariable::Serialize(FArchive & ar)
{
Super::Serialize(ar);
ar << Name << type << string << actor << value.i << next;
}
//==========================================================================
//
// From here: variable related functions inside DFsScript
//
//==========================================================================
//==========================================================================
//
// create a new variable in a particular script.
// returns a pointer to the new variable.
//
//==========================================================================
DFsVariable *DFsScript::NewVariable(const char *name, int vtype)
{
DFsVariable *newvar = new DFsVariable(name);
newvar->type = vtype;
int n = variable_hash(name);
newvar->next = variables[n];
variables[n] = newvar;
GC::WriteBarrier(this, newvar);
return newvar;
}
void DFsScript::NewFunction(const char *name, void (FParser::*handler)() )
{
NewVariable (name, svt_function)->value.handler = handler;
}
//==========================================================================
//
// search a particular script for a variable, which
// is returned if it exists
//
//==========================================================================
DFsVariable *DFsScript::VariableForName(const char *name)
{
int n = variable_hash(name);
DFsVariable *current = variables[n];
while(current)
{
if(!strcmp(name, current->Name)) // found it?
return current;
current = current->next; // check next in chain
}
return NULL;
}
//==========================================================================
//
// find_variable checks through the current script, level script
// and global script to try to find the variable of the name wanted
//
//==========================================================================
DFsVariable *DFsScript::FindVariable(const char *name)
{
DFsVariable *var;
DFsScript *current = this;
while(current)
{
// check this script
if ((var = current->VariableForName(name)))
return var;
current = current->parent; // try the parent of this one
}
return NULL; // no variable
}
//==========================================================================
//
// free all the variables in a given script
//
//==========================================================================
void DFsScript::ClearVariables(bool complete)
{
int i;
DFsVariable *current, *next;
for(i=0; i<VARIABLESLOTS; i++)
{
current = variables[i];
// go thru this chain
while(current)
{
// labels are added before variables, during
// preprocessing, so will be at the end of the chain
// we can be sure there are no more variables to free
if(current->type == svt_label && !complete) break;
next = current->next; // save for after freeing
current->Destroy();
current = next; // go to next in chain
}
// start of labels or NULL
variables[i] = current;
}
}
//==========================================================================
//
//
//
//==========================================================================
char *DFsScript::LabelValue(const svalue_t &v)
{
if (v.type == svt_label) return data + v.value.i;
else return NULL;
}

View file

@ -1045,6 +1045,19 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm)
x = self->x + ((pr_storm()&127) - 64) * FRACUNIT;
y = self->y + ((pr_storm()&127) - 64) * FRACUNIT;
mo = Spawn<ARainPillar> (x, y, ONCEILINGZ, ALLOW_REPLACE);
#ifdef _3DFLOORS
// We used bouncecount to store the 3D floor index in A_HideInCeiling
if (!mo) return;
fixed_t newz;
if (self->bouncecount >= 0
&& (unsigned)self->bouncecount < self->Sector->e->XFloor.ffloors.Size())
newz = self->Sector->e->XFloor.ffloors[self->bouncecount]->bottom.plane->ZatPoint(x, y);// - 40 * FRACUNIT;
else
newz = self->Sector->ceilingplane.ZatPoint(x, y);
int moceiling = P_Find3DFloor(NULL, x, y, newz, false, false, newz);
if (moceiling >= 0)
mo->z = newz - mo->height;
#endif
mo->Translation = multiplayer ?
TRANSLATION(TRANSLATION_PlayersExtra,self->special2) : 0;
mo->target = self->target;
@ -1084,6 +1097,23 @@ DEFINE_ACTION_FUNCTION(AActor, A_RainImpact)
DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling)
{
#ifdef _3DFLOORS
// We use bouncecount to store the 3D floor index
fixed_t foo;
for (unsigned int i=0; i< self->Sector->e->XFloor.ffloors.Size(); i++)
{
F3DFloor * rover = self->Sector->e->XFloor.ffloors[i];
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
if ((foo = rover->bottom.plane->ZatPoint(self->x, self->y)) >= (self->z + self->height))
{
self->z = foo + 4*FRACUNIT;
self->bouncecount = i;
return;
}
}
self->bouncecount = -1;
#endif
self->z = self->ceilingz + 4*FRACUNIT;
}

View file

@ -162,7 +162,7 @@ enum ELevelFlags
LEVEL_STARTLIGHTNING = 0x01000000, // Automatically start lightning
LEVEL_FILTERSTARTS = 0x02000000, // Apply mapthing filtering to player starts
LEVEL_LOOKUPLEVELNAME = 0x04000000, // Level name is the name of a language string
LEVEL_HEXENFORMAT = 0x08000000, // Level uses the Hexen map format
//LEVEL_HEXENFORMAT = 0x08000000, // Level uses the Hexen map format
LEVEL_SWAPSKIES = 0x10000000, // Used by lightning
LEVEL_NOALLIES = 0x20000000, // i.e. Inside Strife's front base
@ -253,6 +253,15 @@ struct FOptionalMapinfoDataPtr
typedef TMap<FName, FOptionalMapinfoDataPtr> FOptData;
typedef TMap<int, FName> FMusicMap;
enum EMapType
{
MAPTYPE_UNKNOWN = 0,
MAPTYPE_DOOM,
MAPTYPE_HEXEN,
MAPTYPE_BUILD,
MAPTYPE_UDMF // This does not distinguish between namespaces.
};
struct level_info_t
{
int levelnum;
@ -380,6 +389,7 @@ struct FLevelLocals
char mapname[256]; // the lump name (E1M1, MAP01, etc)
char nextmap[11]; // go here when using the regular exit
char secretmap[11]; // map to go to when used secret exit
EMapType maptype;
DWORD flags;
DWORD flags2;

View file

@ -51,6 +51,58 @@
//
//==========================================================================
//==========================================================================
//
// Wrappers to access the colormap information
//
//==========================================================================
FDynamicColormap *F3DFloor::GetColormap()
{
// If there's no fog in either model or target sector this is easy and fast.
if ((target->ColorMap->Fade == 0 && model->ColorMap->Fade == 0) || (flags & FF_FADEWALLS))
{
return model->ColorMap;
}
else
{
// We must create a new colormap combining the properties we need
return GetSpecialLights(model->ColorMap->Color, target->ColorMap->Fade, model->ColorMap->Desaturate);
}
}
PalEntry F3DFloor::GetBlend()
{
// The model sector's fog is used as blend unless FF_FADEWALLS is set.
if (!(flags & FF_FADEWALLS) && target->ColorMap->Fade != model->ColorMap->Fade)
{
return model->ColorMap->Fade;
}
else
{
return 0;
}
}
void F3DFloor::UpdateColormap(FDynamicColormap *&map)
{
// If there's no fog in either model or target sector (or both have the same fog) this is easy and fast.
if ((target->ColorMap->Fade == 0 && model->ColorMap->Fade == 0) || (flags & FF_FADEWALLS) ||
target->ColorMap->Fade == model->ColorMap->Fade)
{
map = model->ColorMap;
}
else
{
// since rebuilding the map is not a cheap operation let's only do it if something really changed.
if (map->Color != model->ColorMap->Color || map->Fade != target->ColorMap->Fade ||
map->Desaturate != model->ColorMap->Desaturate)
{
map = GetSpecialLights(model->ColorMap->Color, target->ColorMap->Fade, model->ColorMap->Desaturate);
}
}
}
//==========================================================================
//
// Add one 3D floor to the sector
@ -61,13 +113,16 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
F3DFloor* ffloor;
unsigned i;
if(!(flags & FF_THISINSIDE)) {
for(i = 0; i < sec2->e->XFloor.attached.Size(); i++) if(sec2->e->XFloor.attached[i] == sec) return;
sec2->e->XFloor.attached.Push(sec);
}
//Add the floor
ffloor = new F3DFloor;
ffloor->top.model = ffloor->bottom.model = ffloor->model = sec2;
ffloor->target = sec;
ffloor->ceilingclip = ffloor->floorclip = NULL;
if (!(flags&FF_THINFLOOR))
{
@ -133,7 +188,18 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
ffloor->flags &= ~FF_ADDITIVETRANS;
}
if(flags & FF_THISINSIDE) {
// switch the planes
F3DFloor::planeref sp = ffloor->top;
ffloor->top=ffloor->bottom;
ffloor->bottom=sp;
}
sec->e->XFloor.ffloors.Push(ffloor);
// kg3D - software renderer only hack
// this is really required because of ceilingclip and floorclip
if(flags & FF_BOTHPLANES) P_Add3DFloor(sec, sec2, master, FF_EXISTS | FF_THISINSIDE | FF_RENDERPLANES | FF_NOSHADE | FF_SEETHROUGH | FF_SHOOTTHROUGH | (flags & FF_INVERTSECTOR), transluc);
}
//==========================================================================
@ -460,7 +526,9 @@ void P_Recalculate3DFloors(sector_t * sector)
lightlist[0].plane = sector->ceilingplane;
lightlist[0].p_lightlevel = &sector->lightlevel;
lightlist[0].caster = NULL;
lightlist[0].p_extra_colormap = &sector->ColorMap;
lightlist[0].lightsource = NULL;
lightlist[0].extra_colormap = sector->ColorMap;
lightlist[0].blend = 0;
lightlist[0].flags = 0;
maxheight = sector->CenterCeiling();
@ -479,7 +547,9 @@ void P_Recalculate3DFloors(sector_t * sector)
newlight.plane = *rover->top.plane;
newlight.p_lightlevel = rover->toplightlevel;
newlight.caster = rover;
newlight.p_extra_colormap=&rover->model->ColorMap;
newlight.lightsource = rover;
newlight.extra_colormap = rover->GetColormap();
newlight.blend = rover->GetBlend();
newlight.flags = rover->flags;
lightlist.Push(newlight);
}
@ -491,7 +561,9 @@ void P_Recalculate3DFloors(sector_t * sector)
// this segment begins over the ceiling and extends beyond it
lightlist[0].p_lightlevel = rover->toplightlevel;
lightlist[0].caster = rover;
lightlist[0].p_extra_colormap=&rover->model->ColorMap;
lightlist[0].lightsource = rover;
lightlist[0].extra_colormap = rover->GetColormap();
lightlist[0].blend = rover->GetBlend();
lightlist[0].flags = rover->flags;
}
}
@ -504,13 +576,17 @@ void P_Recalculate3DFloors(sector_t * sector)
newlight.plane = *rover->bottom.plane;
if (lightlist.Size()>1)
{
newlight.lightsource = lightlist[lightlist.Size()-2].lightsource;
newlight.p_lightlevel = lightlist[lightlist.Size()-2].p_lightlevel;
newlight.p_extra_colormap = lightlist[lightlist.Size()-2].p_extra_colormap;
newlight.extra_colormap = lightlist[lightlist.Size()-2].extra_colormap;
newlight.blend = lightlist[lightlist.Size()-2].blend;
}
else
{
newlight.lightsource = NULL;
newlight.p_lightlevel = &sector->lightlevel;
newlight.p_extra_colormap = &sector->ColorMap;
newlight.extra_colormap = sector->ColorMap;
newlight.blend = 0;
}
newlight.flags = rover->flags;
lightlist.Push(newlight);
@ -520,6 +596,11 @@ void P_Recalculate3DFloors(sector_t * sector)
}
}
//==========================================================================
//
// recalculates 3D floors for all attached sectors
//
//==========================================================================
void P_RecalculateAttached3DFloors(sector_t * sec)
{
@ -532,11 +613,55 @@ void P_RecalculateAttached3DFloors(sector_t * sec)
P_Recalculate3DFloors(sec);
}
//==========================================================================
//
// recalculates light lists for this sector
//
//==========================================================================
void P_RecalculateLights(sector_t *sector)
{
TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
for(unsigned i = 0; i < lightlist.Size(); i++)
{
lightlist_t *ll = &lightlist[i];
if (ll->lightsource != NULL)
{
ll->lightsource->UpdateColormap(ll->extra_colormap);
ll->blend = ll->lightsource->GetBlend();
}
else
{
ll->extra_colormap = sector->ColorMap;
ll->blend = 0;
}
}
}
//==========================================================================
//
// recalculates light lists for all attached sectors
//
//==========================================================================
void P_RecalculateAttachedLights(sector_t *sector)
{
extsector_t::xfloor &x = sector->e->XFloor;
for(unsigned int i=0; i<x.attached.Size(); i++)
{
P_RecalculateLights(x.attached[i]);
}
P_RecalculateLights(sector);
}
//==========================================================================
//
//
//
//==========================================================================
lightlist_t * P_GetPlaneLight(sector_t * sector, secplane_t * plane, bool underside)
{
unsigned i;
@ -659,6 +784,11 @@ void P_Spawn3DFloors (void)
break;
case Sector_Set3DFloor:
// The flag high-byte/line id is only needed in Hexen format.
// UDMF can set both of these parameters without any restriction of the usable values.
// In Doom format the translators can take full integers for the tag and the line ID always is the same as the tag.
if (level.maptype == MAPTYPE_HEXEN)
{
if (line->args[1]&8)
{
line->id = line->args[4];
@ -668,6 +798,7 @@ void P_Spawn3DFloors (void)
line->args[0]+=256*line->args[4];
line->args[4]=0;
}
}
P_Set3DFloor(line, line->args[1]&~8, line->args[2], line->args[3]);
break;
@ -677,6 +808,11 @@ void P_Spawn3DFloors (void)
line->special=0;
line->args[0] = line->args[1] = line->args[2] = line->args[3] = line->args[4] = 0;
}
// kg3D - do it in software
for (i = 0; i < numsectors; i++)
{
P_Recalculate3DFloors(&sectors[i]);
}
}
@ -707,5 +843,59 @@ secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z)
return retplane;
}
//==========================================================================
//
// Gives the index to an extra floor above or below the given location.
// -1 means normal floor or ceiling
//
//==========================================================================
int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, bool floor, fixed_t &cmpz)
{
// If no sector given, find the one appropriate
if (sec == NULL)
sec = R_PointInSubsector(x, y)->sector;
// Above normal ceiling
cmpz = sec->ceilingplane.ZatPoint(x, y);
if (z >= cmpz)
return -1;
// Below normal floor
cmpz = sec->floorplane.ZatPoint(x, y);
if (z <= cmpz)
return -1;
// Looking through planes from top to bottom
for (int i = 0; i < (signed)sec->e->XFloor.ffloors.Size(); ++i)
{
F3DFloor *rover = sec->e->XFloor.ffloors[i];
// We are only interested in solid 3D floors here
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
if (above)
{
// z is above that floor
if (floor && (z >= (cmpz = rover->top.plane->ZatPoint(x, y))))
return i - 1;
// z is above that ceiling
if (z >= (cmpz = rover->bottom.plane->ZatPoint(x, y)))
return i - 1;
}
else // below
{
// z is below that ceiling
if (!floor && (z <= (cmpz = rover->bottom.plane->ZatPoint(x, y))))
return i;
// z is below that floor
if (z <= (cmpz = rover->top.plane->ZatPoint(x, y)))
return i;
}
}
// Failsafe
return -1;
}
#endif

View file

@ -4,7 +4,7 @@
#define CenterSpot(sec) (vertex_t*)&(sec)->soundorg[0]
//#define _3DFLOORS
#define _3DFLOORS
// 3D floor flags. Most are the same as in Legacy but I added some for EDGE's and Vavoom's features as well.
typedef enum
@ -36,7 +36,7 @@ typedef enum
FF_FADEWALLS = 0x8000000, // Applies real fog to walls and doesn't blend the view
FF_ADDITIVETRANS = 0x10000000, // Render this floor with additive translucency
FF_FLOOD = 0x20000000, // extends towards the next lowest flooding or solid 3D floor or the bottom of the sector
FF_THISINSIDE = 0x40000000, // hack for software 3D with FF_BOTHPLANES
} ffloortype_e;
// This is for the purpose of Sector_SetContents:
@ -64,6 +64,8 @@ enum
struct secplane_t;
struct FDynamicColormap;
struct F3DFloor
{
@ -93,18 +95,26 @@ struct F3DFloor
int lastlight;
int alpha;
// kg3D - for software
short *floorclip;
short *ceilingclip;
int validcount;
FDynamicColormap *GetColormap();
void UpdateColormap(FDynamicColormap *&map);
PalEntry GetBlend();
};
struct FDynamicColormap;
struct lightlist_t
{
secplane_t plane;
unsigned char * p_lightlevel;
FDynamicColormap ** p_extra_colormap;
FDynamicColormap * extra_colormap;
PalEntry blend;
int flags;
F3DFloor* lightsource;
F3DFloor* caster;
};
@ -118,6 +128,9 @@ bool P_CheckFor3DFloorHit(AActor * mo);
bool P_CheckFor3DCeilingHit(AActor * mo);
void P_Recalculate3DFloors(sector_t *);
void P_RecalculateAttached3DFloors(sector_t * sec);
void P_RecalculateLights(sector_t *sector);
void P_RecalculateAttachedLights(sector_t *sector);
lightlist_t * P_GetPlaneLight(sector_t * , secplane_t * plane, bool underside);
void P_Spawn3DFloors( void );
@ -127,6 +140,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
fixed_t x, fixed_t y, fixed_t refx, fixed_t refy);
secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z);
int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, bool floor, fixed_t &cmpz);
#else

View file

@ -2514,6 +2514,25 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
if ( abs(corpsehit-> x - viletryx) > maxdist ||
abs(corpsehit-> y - viletryy) > maxdist )
continue; // not actually touching
#ifdef _3DFLOORS
// Let's check if there are floors in between the archvile and its target
sector_t *vilesec = self->Sector;
sector_t *corpsec = corpsehit->Sector;
// We only need to test if at least one of the sectors has a 3D floor.
sector_t *testsec = vilesec->e->XFloor.ffloors.Size() ? vilesec :
(vilesec != corpsec && corpsec->e->XFloor.ffloors.Size()) ? corpsec : NULL;
if (testsec)
{
fixed_t zdist1, zdist2;
if (P_Find3DFloor(testsec, corpsehit->x, corpsehit->y, corpsehit->z, false, true, zdist1)
!= P_Find3DFloor(testsec, self->x, self->y, self->z, false, true, zdist2))
{
// Not on same floor
if (vilesec == corpsec || abs(zdist1 - self->z) > self->height)
continue;
}
}
#endif
corpsehit->velx = corpsehit->vely = 0;
// [RH] Check against real height and radius

View file

@ -690,12 +690,14 @@ void sector_t::SetColor(int r, int g, int b, int desat)
{
PalEntry color = PalEntry (r,g,b);
ColorMap = GetSpecialLights (color, ColorMap->Fade, desat);
P_RecalculateAttachedLights(this);
}
void sector_t::SetFade(int r, int g, int b)
{
PalEntry fade = PalEntry (r,g,b);
ColorMap = GetSpecialLights (ColorMap->Color, fade, ColorMap->Desaturate);
P_RecalculateAttachedLights(this);
}
//===========================================================================

View file

@ -67,6 +67,8 @@
#include "compatibility.h"
#include "po_man.h"
#include "fragglescript/t_fs.h"
void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt);
void P_SetSlopes ();
void P_CopySlopes();
@ -135,9 +137,6 @@ int numgamesubsectors;
bool hasglnodes;
FExtraLight* ExtraLights;
FLightStack* LightStacks;
TArray<FMapThing> MapThingsConverted;
int sidecount;
@ -653,28 +652,64 @@ static void SetTexture (side_t *side, int position, DWORD *blend, char *name8)
side->SetTexture(position, texture);
}
static void SetTextureNoErr (side_t *side, int position, DWORD *color, char *name8, bool *validcolor)
static void SetTextureNoErr (side_t *side, int position, DWORD *color, char *name8, bool *validcolor, bool isFog)
{
char name[9];
FTextureID texture;
strncpy (name, name8, 8);
name[8] = 0;
*validcolor = false;
texture = TexMan.CheckForTexture (name, FTexture::TEX_Wall,
FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny);
if (!texture.Exists())
{
char name2[9];
char *stop;
strncpy (name2, name, 8);
name2[8] = 0;
*color = strtoul (name2, &stop, 16);
strncpy (name2, name+1, 7);
name2[7] = 0;
if (*name != '#')
{
*color = strtoul (name, &stop, 16);
texture = FNullTextureID();
*validcolor = (*stop == 0) && (stop >= name2 + 2) && (stop <= name2 + 6);
*validcolor = (*stop == 0) && (stop >= name + 2) && (stop <= name + 6);
return;
}
else // Support for Legacy's color format!
{
int l=(int)strlen(name);
texture = FNullTextureID();
*validcolor = false;
if (l>=7)
{
for(stop=name2;stop<name2+6;stop++) if (!isxdigit(*stop)) *stop='0';
int factor = l==7? 0 : clamp<int> ((name2[6]&223)-'A', 0, 25);
name2[6]=0; int blue=strtol(name2+4,NULL,16);
name2[4]=0; int green=strtol(name2+2,NULL,16);
name2[2]=0; int red=strtol(name2,NULL,16);
if (!isFog)
{
if (factor==0)
{
*validcolor=false;
return;
}
factor = factor * 255 / 25;
}
else
{
*validcolor = false;
factor=0;
}
*color=MAKEARGB(factor, red, green, blue);
texture = FNullTextureID();
*validcolor = true;
return;
}
}
texture = FNullTextureID();
}
side->SetTexture(position, texture);
}
@ -1570,6 +1605,7 @@ void SpawnMapThing(int index, FMapThing *mt, int position)
index, mt->x>>FRACBITS, mt->y>>FRACBITS, mt->z>>FRACBITS, mt->type, mt->flags,
spawned? spawned->GetClass()->TypeName.GetChars() : "(none)");
}
T_AddSpawnedThing(spawned);
}
//===========================================================================
@ -1767,7 +1803,7 @@ void P_SetLineID (line_t *ld)
// [RH] Set line id (as appropriate) here
// for Doom format maps this must be done in P_TranslateLineDef because
// the tag doesn't always go into the first arg.
if (level.flags & LEVEL_HEXENFORMAT)
if (level.maptype == MAPTYPE_HEXEN)
{
switch (ld->special)
{
@ -2334,8 +2370,8 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, mapside
DWORD color = MAKERGB(255,255,255), fog = 0;
bool colorgood, foggood;
SetTextureNoErr (sd, side_t::bottom, &fog, msd->bottomtexture, &foggood);
SetTextureNoErr (sd, side_t::top, &color, msd->toptexture, &colorgood);
SetTextureNoErr (sd, side_t::bottom, &fog, msd->bottomtexture, &foggood, true);
SetTextureNoErr (sd, side_t::top, &color, msd->toptexture, &colorgood, false);
strncpy (name, msd->midtexture, 8);
SetTexture(sd, side_t::mid, msd->midtexture);
@ -2899,7 +2935,6 @@ line_t** linebuffer;
static void P_GroupLines (bool buildmap)
{
cycle_t times[16];
TArray<linf> exLightTags;
int* linesDoneInEachSector;
int i;
int j;
@ -2909,7 +2944,7 @@ static void P_GroupLines (bool buildmap)
sector_t* sector;
FBoundingBox bbox;
bool flaggedNoFronts = false;
unsigned int ii, jj;
unsigned int jj;
for (i = 0; i < (int)countof(times); ++i)
{
@ -2960,29 +2995,6 @@ static void P_GroupLines (bool buildmap)
li->backsector->linecount++;
total++;
}
// [RH] Count extra lights
if (li->special == ExtraFloor_LightOnly)
{
int adder = li->args[1] == 1 ? 2 : 1;
for (ii = 0; ii < exLightTags.Size(); ++ii)
{
if (exLightTags[ii].tag == li->args[0])
break;
}
if (ii == exLightTags.Size())
{
linf info = { li->args[0], adder };
exLightTags.Push (info);
totallights += adder;
}
else
{
totallights += adder;
exLightTags[ii].count += adder;
}
}
}
if (flaggedNoFronts)
{
@ -2990,21 +3002,6 @@ static void P_GroupLines (bool buildmap)
}
times[1].Unclock();
// collect extra light info
times[2].Clock();
LightStacks = new FLightStack[totallights];
ExtraLights = new FExtraLight[exLightTags.Size()];
memset (ExtraLights, 0, exLightTags.Size()*sizeof(FExtraLight));
for (ii = 0, jj = 0; ii < exLightTags.Size(); ++ii)
{
ExtraLights[ii].Tag = exLightTags[ii].tag;
ExtraLights[ii].NumLights = exLightTags[ii].count;
ExtraLights[ii].Lights = &LightStacks[jj];
jj += ExtraLights[ii].NumLights;
}
times[2].Unclock();
// build line tables for each sector
times[3].Clock();
linebuffer = new line_t *[total];
@ -3060,43 +3057,6 @@ static void P_GroupLines (bool buildmap)
sector->soundorg[0] = bbox.Right()/2 + bbox.Left()/2;
sector->soundorg[1] = bbox.Top()/2 + bbox.Bottom()/2;
sector->soundorg[2] = sector->floorplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
// Find a triangle in the sector for sorting extra lights
// The points must be in the sector, because intersecting
// planes are okay so long as they intersect beyond all
// sectors that use them.
if (sector->linecount == 0)
{ // If the sector has no lines, its tag is guaranteed to be 0, which
// means it cannot be used for extralights. So just use some dummy
// vertices for the triangle.
sector->Triangle[0] = vertexes;
sector->Triangle[1] = vertexes;
sector->Triangle[2] = vertexes;
}
else
{
sector->Triangle[0] = sector->lines[0]->v1;
sector->Triangle[1] = sector->lines[0]->v2;
sector->Triangle[2] = sector->Triangle[0]; // failsafe
if (sector->linecount > 1)
{
fixed_t dx = sector->Triangle[1]->x - sector->Triangle[0]->x;
fixed_t dy = sector->Triangle[1]->y - sector->Triangle[1]->y;
// Find another point in the sector that does not lie
// on the same line as the first two points.
for (j = 2; j < sector->linecount*2; ++j)
{
vertex_t *v;
v = (j & 1) ? sector->lines[j>>1]->v1 : sector->lines[j>>1]->v2;
if (DMulScale32 (v->y - sector->Triangle[0]->y, dx,
sector->Triangle[0]->x - v->x, dy) != 0)
{
sector->Triangle[2] = v;
}
}
}
}
}
delete[] linesDoneInEachSector;
times[3].Unclock();
@ -3113,33 +3073,6 @@ static void P_GroupLines (bool buildmap)
}
times[5].Unclock();
times[6].Clock();
for (i = 0, li = lines; i < numlines; ++i, ++li)
{
if (li->special == ExtraFloor_LightOnly)
{
for (ii = 0; ii < exLightTags.Size(); ++ii)
{
if (ExtraLights[ii].Tag == li->args[0])
break;
}
if (ii < exLightTags.Size())
{
ExtraLights[ii].InsertLight (li->frontsector->ceilingplane, li, li->args[1] == 2);
if (li->args[1] == 1)
{
ExtraLights[ii].InsertLight (li->frontsector->floorplane, li, 2);
}
j = -1;
while ((j = P_FindSectorFromTag (li->args[0], j)) >= 0)
{
sectors[j].ExtraLights = &ExtraLights[ii];
}
}
}
}
times[6].Unclock();
if (showloadtimes)
{
Printf ("---Group Lines Times---\n");
@ -3150,56 +3083,6 @@ static void P_GroupLines (bool buildmap)
}
}
void FExtraLight::InsertLight (const secplane_t &inplane, line_t *line, int type)
{
// type 0 : !bottom, !flooder
// type 1 : !bottom, flooder
// type 2 : bottom, !flooder
vertex_t **triangle = line->frontsector->Triangle;
int i, j;
fixed_t diff = FIXED_MAX;
secplane_t plane = inplane;
if (type != 2)
{
plane.FlipVert ();
}
// Find the first plane this light is above and insert it there
for (i = 0; i < NumUsedLights; ++i)
{
for (j = 0; j < 3; ++j)
{
diff = plane.ZatPoint (triangle[j]) - Lights[i].Plane.ZatPoint (triangle[j]);
if (diff != 0)
{
break;
}
}
if (diff >= 0)
{
break;
}
}
if (i < NumLights)
{
for (j = MIN<int>(NumUsedLights, NumLights-1); j > i; --j)
{
Lights[j] = Lights[j-1];
}
Lights[i].Plane = plane;
Lights[i].Master = type == 2 ? NULL : line->frontsector;
Lights[i].bBottom = type == 2;
Lights[i].bFlooder = type == 1;
Lights[i].bOverlaps = diff == 0;
if (NumUsedLights < NumLights)
{
++NumUsedLights;
}
}
}
//
// P_LoadReject
//
@ -3451,16 +3334,6 @@ void P_FreeLevelData ()
delete[] rejectmatrix;
rejectmatrix = NULL;
}
if (LightStacks != NULL)
{
delete[] LightStacks;
LightStacks = NULL;
}
if (ExtraLights != NULL)
{
delete[] ExtraLights;
ExtraLights = NULL;
}
if (linebuffer != NULL)
{
delete[] linebuffer;
@ -3538,6 +3411,7 @@ void P_SetupLevel (char *lumpname, int position)
times[i].Reset();
}
level.maptype = MAPTYPE_UNKNOWN;
wminfo.partime = 180;
MapThingsConverted.Clear();
@ -3618,7 +3492,7 @@ void P_SetupLevel (char *lumpname, int position)
if (map->HasBehavior)
{
P_LoadBehavior (map);
level.flags |= LEVEL_HEXENFORMAT;
level.maptype = MAPTYPE_HEXEN;
}
else
{
@ -3641,9 +3515,14 @@ void P_SetupLevel (char *lumpname, int position)
}
}
P_LoadTranslator(translator);
level.maptype = MAPTYPE_DOOM;
}
if (map->isText)
{
level.maptype = MAPTYPE_UDMF;
}
CheckCompatibility(map);
T_LoadScripts(map);
if (!map->HasBehavior || map->isText)
{
@ -3721,6 +3600,7 @@ void P_SetupLevel (char *lumpname, int position)
else
{
ForceNodeBuild = true;
level.maptype = MAPTYPE_BUILD;
}
bool reloop = false;
@ -3996,6 +3876,7 @@ void P_SetupLevel (char *lumpname, int position)
}
}
T_PreprocessScripts(); // preprocess FraggleScript scripts
// build subsector connect matrix
// UNUSED P_ConnectSubsectors ();

161
src/r_3dfloors.cpp Normal file
View file

@ -0,0 +1,161 @@
/*
** r_3dfloors.cpp
** software 3D floors addon
**
** by kgsws
*/
#include "templates.h"
#include "doomdef.h"
#include "p_local.h"
#include "c_dispatch.h"
#include "r_local.h"
#include "r_bsp.h"
#include "r_plane.h"
#include "r_3dfloors.h"
// external variables
int fake3D;
F3DFloor *fakeFloor;
fixed_t fakeHeight;
fixed_t fakeAlpha;
int fakeActive = 0;
fixed_t sclipBottom;
fixed_t sclipTop;
HeightLevel *height_top = NULL;
HeightLevel *height_cur = NULL;
int CurrentMirror = 0;
int CurrentSkybox = 0;
// private variables
int height_max = -1;
TArray<HeightStack> toplist;
ClipStack *clip_top = NULL;
ClipStack *clip_cur = NULL;
void R_3D_DeleteHeights()
{
height_cur = height_top;
while(height_cur) {
height_top = height_cur;
height_cur = height_cur->next;
M_Free(height_top);
}
height_max = -1;
height_top = height_cur = NULL;
}
void R_3D_AddHeight(secplane_t *add, sector_t *sec)
{
HeightLevel *near;
HeightLevel *curr;
fixed_t height;
height = add->ZatPoint(viewx, viewy);
if(height >= sec->CenterCeiling()) return;
if(height <= sec->CenterFloor()) return;
fakeActive = 1;
if(height_max >= 0) {
near = height_top;
while(near && near->height < height) near = near->next;
if(near) {
if(near->height == height) return;
curr = (HeightLevel*)M_Malloc(sizeof(HeightLevel));
curr->height = height;
curr->prev = near->prev;
curr->next = near;
if(near->prev) near->prev->next = curr;
else height_top = curr;
near->prev = curr;
} else {
curr = (HeightLevel*)M_Malloc(sizeof(HeightLevel));
curr->height = height;
curr->prev = height_cur;
curr->next = NULL;
height_cur->next = curr;
height_cur = curr;
}
} else {
height_top = height_cur = (HeightLevel*)M_Malloc(sizeof(HeightLevel));
height_top->height = height;
height_top->prev = NULL;
height_top->next = NULL;
}
height_max++;
}
void R_3D_NewClip()
{
ClipStack *curr;
// extern short floorclip[MAXWIDTH];
// extern short ceilingclip[MAXWIDTH];
curr = (ClipStack*)M_Malloc(sizeof(ClipStack));
curr->next = 0;
memcpy(curr->floorclip, floorclip, sizeof(short) * MAXWIDTH);
memcpy(curr->ceilingclip, ceilingclip, sizeof(short) * MAXWIDTH);
curr->ffloor = fakeFloor;
assert(fakeFloor->floorclip == NULL);
assert(fakeFloor->ceilingclip == NULL);
fakeFloor->floorclip = curr->floorclip;
fakeFloor->ceilingclip = curr->ceilingclip;
if(clip_top) {
clip_cur->next = curr;
clip_cur = curr;
} else {
clip_top = clip_cur = curr;
}
}
void R_3D_ResetClip()
{
clip_cur = clip_top;
while(clip_cur)
{
assert(clip_cur->ffloor->floorclip != NULL);
assert(clip_cur->ffloor->ceilingclip != NULL);
clip_cur->ffloor->ceilingclip = clip_cur->ffloor->floorclip = NULL;
clip_top = clip_cur;
clip_cur = clip_cur->next;
M_Free(clip_top);
}
clip_cur = clip_top = NULL;
}
void R_3D_EnterSkybox()
{
HeightStack current;
current.height_top = height_top;
current.height_cur = height_cur;
current.height_max = height_max;
toplist.Push(current);
height_top = NULL;
height_cur = NULL;
height_max = -1;
CurrentSkybox++;
}
void R_3D_LeaveSkybox()
{
HeightStack current;
current.height_top = NULL;
current.height_cur = NULL;
current.height_max = -1;
toplist.Pop(current);
height_top = current.height_top;
height_cur = current.height_cur;
height_max = current.height_max;
CurrentSkybox--;
}

69
src/r_3dfloors.h Normal file
View file

@ -0,0 +1,69 @@
#ifndef SOFT_FAKE3D_H
#define SOFT_FAKE3D_H
#include "p_3dfloors.h"
// special types
struct HeightLevel
{
fixed_t height;
struct HeightLevel *prev;
struct HeightLevel *next;
};
struct HeightStack
{
HeightLevel *height_top;
HeightLevel *height_cur;
int height_max;
};
struct ClipStack
{
short floorclip[MAXWIDTH];
short ceilingclip[MAXWIDTH];
F3DFloor *ffloor;
ClipStack *next;
};
// external varialbes
// fake3D flags:
enum
{
// BSP stage:
FAKE3D_FAKEFLOOR = 1, // fake floor, mark seg as FAKE
FAKE3D_FAKECEILING = 2, // fake ceiling, mark seg as FAKE
FAKE3D_FAKEBACK = 4, // R_AddLine with fake backsector, mark seg as FAKE
FAKE3D_FAKEMASK = 7,
// sorting stage:
FAKE3D_CLIPBOTTOM = 1, // clip bottom
FAKE3D_CLIPTOP = 2, // clip top
FAKE3D_REFRESHCLIP = 4, // refresh clip info
FAKE3D_DOWN2UP = 8, // rendering from down to up (floors)
FAKE3D_16 = 16, // what is this?
};
extern int fake3D;
extern F3DFloor *fakeFloor;
extern fixed_t fakeHeight;
extern fixed_t fakeAlpha;
extern int fakeActive;
extern fixed_t sclipBottom;
extern fixed_t sclipTop;
extern HeightLevel *height_top;
extern HeightLevel *height_cur;
extern int CurrentMirror;
extern int CurrentSkybox;
// functions
void R_3D_DeleteHeights();
void R_3D_AddHeight(secplane_t *add, sector_t *sec);
void R_3D_NewClip();
void R_3D_ResetClip();
void R_3D_EnterSkybox();
void R_3D_LeaveSkybox();
#endif

View file

@ -42,6 +42,7 @@
#include "r_plane.h"
#include "r_draw.h"
#include "r_things.h"
#include "r_3dfloors.h"
#include "a_sharedglobal.h"
#include "g_level.h"
#include "nodebuild.h"
@ -189,6 +190,10 @@ bool R_ClipWallSegment (int first, int last, bool solid)
{
// Post is entirely visible (above start).
R_StoreWallRange (first, last);
if (fake3D & FAKE3D_FAKEMASK)
{
return true;
}
// Insert a new clippost for solid walls.
if (solid)
@ -217,7 +222,7 @@ bool R_ClipWallSegment (int first, int last, bool solid)
R_StoreWallRange (first, start->first);
// Adjust the clip size for solid walls
if (solid)
if (solid && !(fake3D & FAKE3D_FAKEMASK))
{
start->first = first;
}
@ -246,6 +251,10 @@ bool R_ClipWallSegment (int first, int last, bool solid)
R_StoreWallRange (next->last, last);
crunch:
if (fake3D & FAKE3D_FAKEMASK)
{
return true;
}
if (solid)
{
// Adjust the clip size.
@ -715,8 +724,10 @@ void R_AddLine (seg_t *line)
WallDepthScale = WallInvZstep * WallTMapScale2;
WallDepthOrg = -WallUoverZstep * WallTMapScale2;
if (!(fake3D & FAKE3D_FAKEBACK))
{
backsector = line->backsector;
}
rw_frontcz1 = frontsector->ceilingplane.ZatPoint (line->v1->x, line->v1->y);
rw_frontfz1 = frontsector->floorplane.ZatPoint (line->v1->x, line->v1->y);
rw_frontcz2 = frontsector->ceilingplane.ZatPoint (line->v2->x, line->v2->y);
@ -732,9 +743,11 @@ void R_AddLine (seg_t *line)
}
else
{
// killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
// kg3D - its fake, no transfer_heights
if (!(fake3D & FAKE3D_FAKEBACK))
{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
backsector = R_FakeFlat (backsector, &tempsec, NULL, NULL, true);
}
doorclosed = 0; // killough 4/16/98
rw_backcz1 = backsector->ceilingplane.ZatPoint (line->v1->x, line->v1->y);
@ -817,6 +830,10 @@ void R_AddLine (seg_t *line)
// [RH] and rotation
|| backsector->GetAngle(sector_t::floor) != frontsector->GetAngle(sector_t::floor)
|| backsector->GetAngle(sector_t::ceiling) != frontsector->GetAngle(sector_t::ceiling)
// kg3D - and fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
)
{
solid = false;
@ -1003,65 +1020,6 @@ static bool R_CheckBBox (fixed_t *bspcoord) // killough 1/28/98: static
return true;
}
void R_GetExtraLight (int *light, const secplane_t &plane, FExtraLight *el)
{
FDynamicColormap *floodcolormap;
int floodlight;
bool flooding;
vertex_t **triangle;
int i, j;
fixed_t diff;
if (el == NULL)
{
return;
}
triangle = frontsector->Triangle;
flooding = false;
floodcolormap = basecolormap;
floodlight = *light;
for (i = 0; i < el->NumUsedLights; ++i)
{
for (j = 0; j < 3; ++j)
{
diff = plane.ZatPoint (triangle[j]) - el->Lights[i].Plane.ZatPoint (triangle[j]);
if (diff != 0)
{
break;
}
}
if (diff >= 0)
{
break;
}
if (!flooding || el->Lights[i].bFlooder)
{
if (el->Lights[i].Master == NULL)
{
basecolormap = floodcolormap;
*light = floodlight;
}
else
{
basecolormap = el->Lights[i].Master->ColorMap;
*light = el->Lights[i].Master->lightlevel;
if (el->Lights[i].bFlooder)
{
flooding = true;
floodcolormap = basecolormap;
floodlight = *light;
}
}
}
}
}
//==========================================================================
//
// FMiniBSP Constructor
@ -1129,6 +1087,24 @@ static void R_AddPolyobjs(subsector_t *sub)
}
}
// kg3D - add fake segs, never rendered
void R_FakeDrawLoop(subsector_t *sub)
{
int count;
seg_t* line;
count = sub->numlines;
line = sub->firstline;
while (count--)
{
if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
{
R_AddLine (line);
}
line++;
}
}
//
// R_Subsector
@ -1144,6 +1120,13 @@ void R_Subsector (subsector_t *sub)
int floorlightlevel; // killough 3/16/98: set floor lightlevel
int ceilinglightlevel; // killough 4/11/98
bool outersubsector;
int fll, cll;
// kg3D - fake floor stuff
visplane_t *backupfp;
visplane_t *backupcp;
//secplane_t templane;
lightlist_t *light;
if (InSubsector != NULL)
{ // InSubsector is not NULL. This means we are rendering from a mini-BSP.
@ -1181,13 +1164,26 @@ void R_Subsector (subsector_t *sub)
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
&ceilinglightlevel, false); // killough 4/11/98
basecolormap = frontsector->ColorMap;
R_GetExtraLight (&ceilinglightlevel, frontsector->ceilingplane, frontsector->ExtraLights);
fll = floorlightlevel;
cll = ceilinglightlevel;
// [RH] set foggy flag
foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
r_actualextralight = foggy ? 0 : extralight << 4;
// kg3D - fake lights
if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
basecolormap = light->extra_colormap;
ceilinglightlevel = *light->p_lightlevel;
}
else
{
basecolormap = frontsector->ColorMap;
ceilinglightlevel = frontsector->lightlevel;
}
ceilingplane = frontsector->ceilingplane.ZatPoint (viewx, viewy) > viewz ||
frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
(frontsector->CeilingSkyBox != NULL && frontsector->CeilingSkyBox->bAlways) ||
@ -1207,8 +1203,17 @@ void R_Subsector (subsector_t *sub)
frontsector->CeilingSkyBox
) : NULL;
if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false);
basecolormap = light->extra_colormap;
floorlightlevel = *light->p_lightlevel;
}
else
{
basecolormap = frontsector->ColorMap;
R_GetExtraLight (&floorlightlevel, frontsector->floorplane, frontsector->ExtraLights);
floorlightlevel = frontsector->lightlevel;
}
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
// killough 3/16/98: add floorlightlevel
@ -1232,6 +1237,142 @@ void R_Subsector (subsector_t *sub)
frontsector->FloorSkyBox
) : NULL;
// kg3D - fake planes rendering
if (frontsector->e && frontsector->e->XFloor.ffloors.Size())
{
backupfp = floorplane;
backupcp = ceilingplane;
// first check all floors
for (int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++)
{
fakeFloor = frontsector->e->XFloor.ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
if (fakeFloor->bottom.plane->a || fakeFloor->bottom.plane->b) continue;
if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES|FF_RENDERSIDES)))
{
R_3D_AddHeight(fakeFloor->top.plane, frontsector);
}
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->alpha == 0) continue;
if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue;
fakeAlpha = MIN(Scale(fakeFloor->alpha, OPAQUE, 255), OPAQUE);
if (fakeFloor->validcount != validcount)
{
fakeFloor->validcount = validcount;
R_3D_NewClip();
}
fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->soundorg[0], frontsector->soundorg[0]);
if (fakeHeight < viewz &&
fakeHeight > frontsector->floorplane.ZatPoint(frontsector->soundorg[0], frontsector->soundorg[1]))
{
fake3D = FAKE3D_FAKEFLOOR;
tempsec = *fakeFloor->model;
tempsec.floorplane = *fakeFloor->top.plane;
if (!(fakeFloor->flags & FF_THISINSIDE) && !(fakeFloor->flags & FF_INVERTSECTOR))
{
tempsec.SetTexture(sector_t::floor, tempsec.GetTexture(sector_t::ceiling));
}
frontsector = &tempsec;
if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false);
basecolormap = light->extra_colormap;
floorlightlevel = *light->p_lightlevel;
}
ceilingplane = NULL;
floorplane = R_FindPlane(frontsector->floorplane,
frontsector->GetTexture(sector_t::floor),
floorlightlevel + r_actualextralight, // killough 3/16/98
frontsector->GetAlpha(sector_t::floor),
frontsector->GetXOffset(sector_t::floor), // killough 3/7/98
frontsector->GetYOffset(sector_t::floor), // killough 3/7/98
frontsector->GetXScale(sector_t::floor),
frontsector->GetYScale(sector_t::floor),
frontsector->GetAngle(sector_t::floor),
frontsector->sky,
NULL);
R_FakeDrawLoop(sub);
fake3D = 0;
frontsector = sub->sector;
}
}
// and now ceilings
for (unsigned int i = 0; i < frontsector->e->XFloor.ffloors.Size(); i++)
{
fakeFloor = frontsector->e->XFloor.ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
if (fakeFloor->top.plane->a || fakeFloor->top.plane->b) continue;
if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES|FF_RENDERSIDES)))
{
R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
}
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->alpha == 0) continue;
if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE|FF_INVERTSECTOR)) == (FF_SWIMMABLE|FF_INVERTSECTOR)) continue;
fakeAlpha = MIN(Scale(fakeFloor->alpha, OPAQUE, 255), OPAQUE);
if (fakeFloor->validcount != validcount)
{
fakeFloor->validcount = validcount;
R_3D_NewClip();
}
fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->soundorg[0], frontsector->soundorg[1]);
if (fakeHeight > viewz &&
fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->soundorg[0], frontsector->soundorg[1]))
{
fake3D = FAKE3D_FAKECEILING;
tempsec = *fakeFloor->model;
tempsec.ceilingplane = *fakeFloor->bottom.plane;
if (!(fakeFloor->flags & FF_THISINSIDE) &&
!(fakeFloor->flags & FF_INVERTSECTOR) ||
fakeFloor->flags & FF_THISINSIDE &&
fakeFloor->flags & FF_INVERTSECTOR)
{
tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor));
}
frontsector = &tempsec;
tempsec.ceilingplane.ChangeHeight(-1);
if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false);
basecolormap = light->extra_colormap;
ceilinglightlevel = *light->p_lightlevel;
}
tempsec.ceilingplane.ChangeHeight(1);
floorplane = NULL;
ceilingplane = R_FindPlane(frontsector->ceilingplane, // killough 3/8/98
frontsector->GetTexture(sector_t::ceiling),
ceilinglightlevel + r_actualextralight, // killough 4/11/98
frontsector->GetAlpha(sector_t::ceiling),
frontsector->GetXOffset(sector_t::ceiling), // killough 3/7/98
frontsector->GetYOffset(sector_t::ceiling), // killough 3/7/98
frontsector->GetXScale(sector_t::ceiling),
frontsector->GetYScale(sector_t::ceiling),
frontsector->GetAngle(sector_t::ceiling),
frontsector->sky,
NULL);
R_FakeDrawLoop(sub);
fake3D = 0;
frontsector = sub->sector;
}
}
fakeFloor = NULL;
floorplane = backupfp;
ceilingplane = backupcp;
}
basecolormap = frontsector->ColorMap;
floorlightlevel = fll;
ceilinglightlevel = cll;
// killough 9/18/98: Fix underwater slowdown, by passing real sector
// instead of fake one. Improve sprite lighting by basing sprite
// lightlevels on floor & ceiling lightlevels in the surrounding area.
@ -1250,11 +1391,52 @@ void R_Subsector (subsector_t *sub)
}
}
count = sub->numlines;
line = sub->firstline;
while (count--)
{
if (!outersubsector || line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
{
R_AddLine (line);
// kg3D - fake planes bounding calculation
if (line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
{
backupfp = floorplane;
backupcp = ceilingplane;
floorplane = NULL;
ceilingplane = NULL;
for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
{
fakeFloor = line->backsector->e->XFloor.ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (!fakeFloor->model) continue;
fake3D = FAKE3D_FAKEBACK;
tempsec = *fakeFloor->model;
tempsec.floorplane = *fakeFloor->top.plane;
tempsec.ceilingplane = *fakeFloor->bottom.plane;
backsector = &tempsec;
if (fakeFloor->validcount != validcount)
{
fakeFloor->validcount = validcount;
R_3D_NewClip();
}
if (frontsector->CenterFloor() >= backsector->CenterFloor())
{
fake3D |= FAKE3D_DOWN2UP;
}
if (frontsector->CenterCeiling() <= backsector->CenterCeiling())
{
fake3D |= FAKE3D_16;
}
R_AddLine(line); // fake
}
fakeFloor = NULL;
fake3D = 0;
floorplane = backupfp;
ceilingplane = backupcp;
}
R_AddLine (line); // now real
}
line++;
}

View file

@ -39,6 +39,7 @@ struct drawseg_t
fixed_t yrepeat;
BYTE silhouette; // 0=none, 1=bottom, 2=top, 3=both
BYTE bFogBoundary;
BYTE bFakeBoundary; // for fake walls
int shade;
// Pointers to lists for sprite clipping,
// all three adjusted so [x1] is first value.
@ -46,6 +47,10 @@ struct drawseg_t
ptrdiff_t sprbottomclip; // type short
ptrdiff_t maskedtexturecol; // type short
ptrdiff_t swall; // type fixed_t
int fake; // ident fake drawseg, don't draw and clip sprites
// backups
ptrdiff_t bkup; // sprtopclip backup, for mid and fake textures
float WallUoverZorg, WallUoverZstep, WallInvZorg, WallInvZstep, WallDepthScale, WallDepthOrg;
};

View file

@ -212,6 +212,12 @@ struct secplane_t
fixed_t a, b, c, d, ic;
// Returns the value of z at (0,0) This is used by the 3D floor code which does not handle slopes
fixed_t Zat0 () const
{
return ic < 0? d:-d;
}
// Returns the value of z at (x,y)
fixed_t ZatPoint (fixed_t x, fixed_t y) const
{
@ -348,24 +354,6 @@ enum
struct FDynamicColormap;
struct FLightStack
{
secplane_t Plane; // Plane above this light (points up)
sector_t *Master; // Sector to get light from (NULL for owner)
BITFIELD bBottom:1; // Light is from the bottom of a block?
BITFIELD bFlooder:1; // Light floods lower lights until another flooder is reached?
BITFIELD bOverlaps:1; // Plane overlaps the next one
};
struct FExtraLight
{
short Tag;
WORD NumLights;
WORD NumUsedLights;
FLightStack *Lights; // Lights arranged from top to bottom
void InsertLight (const secplane_t &plane, line_t *line, int type);
};
struct FLinkedSector
{
@ -616,7 +604,10 @@ struct sector_t
sector_t *GetHeightSec() const
{
return (heightsec && !(heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))? heightsec : NULL;
return (heightsec &&
!(heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
!(this->e && this->e->XFloor.ffloors.Size())
)? heightsec : NULL;
}
void ChangeLightLevel(int newval)
@ -725,10 +716,6 @@ struct sector_t
// regular sky.
TObjPtr<ASkyViewpoint> FloorSkyBox, CeilingSkyBox;
// Planes that partition this sector into different light zones.
FExtraLight *ExtraLights;
vertex_t *Triangle[3]; // Three points that can define a plane
short secretsector; //jff 2/16/98 remembers if sector WAS secret (automap)
int sectornum; // for comparing sector copies
@ -1072,6 +1059,8 @@ struct vissprite_t
lighttable_t *colormap;
sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
sector_t *sector; // [RH] sector this sprite is in
F3DFloor *fakefloor;
F3DFloor *fakeceiling;
fixed_t alpha;
fixed_t floorclip;
union

View file

@ -49,6 +49,7 @@
#include "r_interpolate.h"
#include "r_bsp.h"
#include "r_plane.h"
#include "r_3dfloors.h"
#include "v_palette.h"
#include "po_man.h"
@ -1147,10 +1148,36 @@ void R_SetupFrame (AActor *actor)
}
extralight = camera->player ? camera->player->extralight : 0;
newblend = 0;
// killough 3/20/98, 4/4/98: select colormap based on player status
// [RH] Can also select a blend
TArray<lightlist_t> &lightlist = viewsector->e->XFloor.lightlist;
if (lightlist.Size() > 0)
{
for(unsigned int i=0;i<lightlist.Size();i++)
{
fixed_t lightbottom;
if (i<lightlist.Size()-1)
lightbottom = lightlist[i+1].plane.ZatPoint(viewx, viewy);
else
lightbottom = viewsector->floorplane.ZatPoint(viewx, viewy);
if (lightbottom < viewz)
{
// 3d floor 'fog' is rendered as a blending value
PalEntry blendv = lightlist[i].blend;
// If no alpha is set, use 50%
if (blendv.a==0 && blendv!=0) blendv.a=128;
newblend = blendv.d;
break;
}
}
}
else
{
const sector_t *s = viewsector->GetHeightSec();
if (s != NULL)
{
@ -1162,9 +1189,6 @@ void R_SetupFrame (AActor *actor)
if (APART(newblend) == 0 && newblend >= numfakecmaps)
newblend = 0;
}
else
{
newblend = 0;
}
// [RH] Don't override testblend unless entering a sector with a
@ -1361,6 +1385,8 @@ void R_EnterMirror (drawseg_t *ds, int depth)
fixed_t startx = viewx;
fixed_t starty = viewy;
CurrentMirror++;
unsigned int mirrorsAtStart = WallMirrors.Size ();
vertex_t *v1 = ds->curline->v1;
@ -1416,6 +1442,7 @@ void R_EnterMirror (drawseg_t *ds, int depth)
MirrorFlags = (depth + 1) & 1;
R_RenderBSPNode (nodes + numnodes - 1);
R_3D_ResetClip(); // reset clips (floor/ceiling)
R_DrawPlanes ();
R_DrawSkyBoxes ();
@ -1486,6 +1513,9 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
MaskedCycles.Reset();
WallScanCycles.Reset();
fakeActive = 0; // kg3D - reset fake floor idicator
R_3D_ResetClip(); // reset clips (floor/ceiling)
R_SetupBuffer ();
R_SetupFrame (actor);
@ -1540,6 +1570,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
if (r_polymost < 2)
{
R_RenderBSPNode (nodes + numnodes - 1); // The head node is the last node output.
R_3D_ResetClip(); // reset clips (floor/ceiling)
}
camera->renderflags = savedflags;
WallCycles.Unclock();

View file

@ -55,6 +55,7 @@
#include "r_bsp.h"
#include "r_plane.h"
#include "r_segs.h"
#include "r_3dfloors.h"
#include "v_palette.h"
#ifdef _MSC_VER
@ -173,6 +174,7 @@ void R_InitPlanes ()
void R_DeinitPlanes ()
{
fakeActive = 0;
R_ClearPlanes(false);
for (visplane_t *pl = freetail; pl != NULL; )
{
@ -467,6 +469,9 @@ void R_ClearPlanes (bool fullclear)
{
int i, max;
// kg3D - we can't just clear planes if there are fake planes
if(!fullclear && fakeActive) return;
max = fullclear ? MAXVISPLANES : MAXVISPLANES-1;
for (i = 0; i <= max; i++) // new code -- killough
for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
@ -560,7 +565,11 @@ visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightl
{
plane = height;
isskybox = false;
sky = 0; // not skyflatnum so it can't be a sky
// kg3D - hack, store alpha in sky
// i know there is ->alpha, but this also allows to identify fake plane
// and ->alpha is for stacked sectors
if (fake3D & (FAKE3D_FAKEFLOOR|FAKE3D_FAKECEILING)) sky = 0x80000000 | fakeAlpha;
else sky = 0; // not skyflatnum so it can't be a sky
skybox = NULL;
alpha = FRACUNIT;
}
@ -623,7 +632,10 @@ visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightl
xscale == check->xscale &&
yscale == check->yscale &&
angle == check->angle &&
sky == check->sky
sky == check->sky &&
CurrentMirror == check->CurrentMirror &&
MirrorFlags == check->MirrorFlags &&
CurrentSkybox == check->CurrentSkybox
)
{
return check;
@ -652,6 +664,9 @@ visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightl
check->viewz = stacked_viewz;
check->viewangle = stacked_angle;
check->alpha = alpha;
check->CurrentMirror = CurrentMirror;
check->MirrorFlags = MirrorFlags;
check->CurrentSkybox = CurrentSkybox;
clearbufshort (check->top, viewwidth, 0x7fff);
@ -737,6 +752,9 @@ visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop)
new_pl->viewangle = pl->viewangle;
new_pl->sky = pl->sky;
new_pl->alpha = pl->alpha;
new_pl->CurrentMirror = pl->CurrentMirror;
new_pl->MirrorFlags = pl->MirrorFlags;
new_pl->CurrentSkybox = pl->CurrentSkybox;
pl = new_pl;
pl->minx = start;
pl->maxx = stop;
@ -969,12 +987,45 @@ void R_DrawPlanes ()
{
for (pl = visplanes[i]; pl; pl = pl->next)
{
// kg3D - draw only correct planes
if(pl->CurrentMirror != CurrentMirror || pl->CurrentSkybox != CurrentSkybox)
continue;
// kg3D - draw only real planes now
if(pl->sky >= 0) {
vpcount++;
R_DrawSinglePlane (pl, OPAQUE, false);
}
}
}
}
// kg3D - draw all visplanes with "height"
void R_DrawHeightPlanes(fixed_t height)
{
visplane_t *pl;
int i;
ds_color = 3;
for (i = 0; i < MAXVISPLANES; i++)
{
for (pl = visplanes[i]; pl; pl = pl->next)
{
// kg3D - draw only correct planes
if(pl->CurrentSkybox != CurrentSkybox)
continue;
if(pl->sky < 0 && pl->height.Zat0() == height) {
viewx = pl->viewx;
viewy = pl->viewy;
viewangle = pl->viewangle;
MirrorFlags = pl->MirrorFlags;
R_DrawSinglePlane (pl, pl->sky & 0x7FFFFFFF, true);
}
}
}
}
//==========================================================================
//
// R_DrawSinglePlane
@ -1072,6 +1123,8 @@ void R_DrawSkyBoxes ()
if (visplanes[MAXVISPLANES] == NULL)
return;
R_3D_EnterSkybox();
int savedextralight = extralight;
fixed_t savedx = viewx;
fixed_t savedy = viewy;
@ -1160,7 +1213,6 @@ void R_DrawSkyBoxes ()
// Create a drawseg to clip sprites to the sky plane
R_CheckDrawSegs ();
R_CheckOpenings ((pl->maxx - pl->minx + 1)*2);
ds_p->siz1 = INT_MAX;
ds_p->siz2 = INT_MAX;
ds_p->sz1 = 0;
@ -1190,6 +1242,7 @@ void R_DrawSkyBoxes ()
visplaneStack.Push (pl);
R_RenderBSPNode (nodes + numnodes - 1);
R_3D_ResetClip(); // reset clips (floor/ceiling)
R_DrawPlanes ();
sky->bInSkybox = false;
@ -1243,8 +1296,13 @@ void R_DrawSkyBoxes ()
viewangle = savedangle;
R_SetViewAngle ();
R_3D_LeaveSkybox();
if(fakeActive) return;
for (*freehead = visplanes[MAXVISPLANES], visplanes[MAXVISPLANES] = NULL; *freehead; )
freehead = &(*freehead)->next;
}
ADD_STAT(skyboxes)

View file

@ -56,6 +56,11 @@ struct visplane_s
angle_t viewangle;
fixed_t alpha;
// kg3D - keep track of mirror and skybox owner
int CurrentSkybox;
int CurrentMirror; // mirror counter, counts all of them
int MirrorFlags; // this is not related to CurrentMirror
unsigned short *bottom; // [RH] bottom and top arrays are dynamically
unsigned short pad; // allocated immediately after the
unsigned short top[3]; // visplane.

View file

@ -869,7 +869,7 @@ extern FTexture *bottomtexture;
extern FTexture *midtexture;
extern bool rw_mustmarkfloor, rw_mustmarkceiling;
extern void R_NewWall(bool);
extern void R_GetExtraLight (int *light, const secplane_t &plane, FExtraLight *el);
//extern void R_GetExtraLight (int *light, const secplane_t &plane, FExtraLight *el);
extern int doorclosed;
extern int viewpitch;
#include "p_lnspec.h"
@ -1408,7 +1408,7 @@ void RP_Subsector (subsector_t *sub)
&ceilinglightlevel, false); // killough 4/11/98
basecolormap = frontsector->ColorMap;
R_GetExtraLight (&ceilinglightlevel, frontsector->ceilingplane, frontsector->ExtraLights);
//R_GetExtraLight (&ceilinglightlevel, frontsector->ceilingplane, frontsector->ExtraLights);
// [RH] set foggy flag
foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
@ -1433,7 +1433,7 @@ void RP_Subsector (subsector_t *sub)
) : NULL;*/
basecolormap = frontsector->ColorMap;
R_GetExtraLight (&floorlightlevel, frontsector->floorplane, frontsector->ExtraLights);
//R_GetExtraLight (&floorlightlevel, frontsector->floorplane, frontsector->ExtraLights);
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
// killough 3/16/98: add floorlightlevel

View file

@ -49,6 +49,7 @@
#include "r_bsp.h"
#include "r_plane.h"
#include "r_segs.h"
#include "r_3dfloors.h"
#include "v_palette.h"
#define WALLYREPEAT 8
@ -200,12 +201,14 @@ static void BlastMaskedColumn (void (*blastfunc)(const BYTE *pixels, const FText
const FTexture::Span *spans;
const BYTE *pixels = tex->GetColumn (maskedtexturecol[dc_x] >> FRACBITS, &spans);
blastfunc (pixels, spans);
maskedtexturecol[dc_x] = FIXED_MAX;
// maskedtexturecol[dc_x] = FIXED_MAX; // kg3D - seems to be useless
}
rw_light += rw_lightstep;
spryscale += rw_scalestep;
}
void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2);
void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
{
FTexture *tex;
@ -213,6 +216,8 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
sector_t tempsec; // killough 4/13/98
fixed_t texheight, textop, texheightscale;
const sector_t *sec;
sprflipvert = false;
curline = ds->curline;
@ -224,7 +229,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
drawmode = R_SetPatchStyle (LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
MIN(curline->linedef->Alpha, FRACUNIT), 0, 0);
if ((drawmode == DontDraw && !ds->bFogBoundary))
if ((drawmode == DontDraw && !ds->bFogBoundary && !ds->bFakeBoundary))
{
return;
}
@ -237,7 +242,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
tex = TexMan(curline->sidedef->GetTexture(side_t::mid));
// killough 4/13/98: get correct lightlevel for 2s normal textures
const sector_t *sec = R_FakeFlat (frontsector, &tempsec, NULL, NULL, false);
sec = R_FakeFlat (frontsector, &tempsec, NULL, NULL, false);
basecolormap = sec->ColorMap; // [RH] Set basecolormap
@ -245,6 +250,23 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
if (fixedlightlev < 0)
{
for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (!(fake3D & FAKE3D_CLIPTOP))
{
sclipTop = sec->ceilingplane.ZatPoint(viewx, viewy);
}
if (sclipTop <= frontsector->e->XFloor.lightlist[i].plane.ZatPoint(viewx, viewy))
{
basecolormap = frontsector->e->XFloor.lightlist[i].extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *frontsector->e->XFloor.lightlist[i].p_lightlevel) + r_actualextralight);
break;
}
}
}
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
@ -257,6 +279,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
goto clearfog;
}
}
if(ds->bFakeBoundary && !(ds->bFakeBoundary & 4) || drawmode == DontDraw) goto clearfog;
MaskedSWall = (fixed_t *)(openings + ds->swall) - ds->x1;
MaskedScaleY = ds->yrepeat;
@ -321,13 +344,36 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
goto clearfog;
}
if ((fake3D & FAKE3D_CLIPBOTTOM) && textop <= sclipBottom - viewz)
{
goto clearfog;
}
if ((fake3D & FAKE3D_CLIPTOP) && textop - texheight >= sclipTop - viewz)
{
goto clearfog;
}
WallSZ1 = ds->sz1;
WallSZ2 = ds->sz2;
WallSX1 = ds->sx1;
WallSX2 = ds->sx2;
if (fake3D & FAKE3D_CLIPTOP)
{
OWallMost (wallupper, textop < sclipTop - viewz ? textop : sclipTop - viewz);
}
else
{
OWallMost (wallupper, textop);
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
OWallMost (walllower, textop - texheight > sclipBottom - viewz ? textop - texheight : sclipBottom - viewz);
}
else
{
OWallMost (walllower, textop - texheight);
}
for (i = x1; i <= x2; i++)
{
@ -386,6 +432,31 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
}
else
{ // Texture does wrap vertically.
WallSZ1 = ds->sz1;
WallSZ2 = ds->sz2;
WallSX1 = ds->sx1;
WallSX2 = ds->sx2;
if (fake3D & FAKE3D_CLIPTOP)
{
OWallMost (wallupper, sclipTop - viewz);
for (i = x1; i <= x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
mceilingclip = wallupper;
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
OWallMost (walllower, sclipBottom - viewz);
for (i = x1; i <= x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
mfloorclip = walllower;
}
rw_offset = 0;
rw_pic = tex;
@ -401,9 +472,508 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
clearfog:
R_FinishSetPatchStyle ();
//if (ds->bFogBoundary)
if (ds->bFakeBoundary & 3)
{
clearbufshort (openings + ds->sprtopclip - ds->x1 + x1, x2-x1+1, viewheight);
R_RenderFakeWallRange(ds, x1, x2);
}
if (fake3D & FAKE3D_REFRESHCLIP)
{
memcpy(openings + ds->sprtopclip, openings + ds->bkup, (ds->x2-ds->x1+1) * 2);
}
else
{
clearbufshort(openings + ds->sprtopclip - ds->x1 + x1, x2-x1+1, viewheight);
}
return;
}
// kg3D - render one fake wall
void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
{
int i;
fixed_t xscale, yscale;
fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
ESPSResult drawmode;
drawmode = R_SetPatchStyle (LegacyRenderStyles[rover->flags & FF_ADDITIVETRANS ? STYLE_Add : STYLE_Translucent],
Alpha, 0, 0);
if(drawmode == DontDraw) {
R_FinishSetPatchStyle();
return;
}
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
MaskedSWall = (fixed_t *)(openings + ds->swall) - ds->x1;
// find positioning
xscale = FixedMul(rw_pic->xScale, sidedef->GetTextureXScale(side_t::mid));
yscale = FixedMul(rw_pic->yScale, sidedef->GetTextureYScale(side_t::mid));
// encapsulate the lifetime of rowoffset
fixed_t rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureYOffset(side_t::mid);
dc_texturemid = rover->model->GetPlaneTexZ(sector_t::ceiling);
rw_offset = curline->sidedef->GetTextureXOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureXOffset(side_t::mid);
if (rowoffset < 0)
{
rowoffset += rw_pic->GetHeight() << FRACBITS;
}
if (rw_pic->bWorldPanning)
{
// rowoffset is added before the MulScale3 so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid = MulScale16(dc_texturemid - viewz + rowoffset, yscale);
rw_offset = MulScale16 (rw_offset, xscale);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
dc_texturemid = MulScale16(dc_texturemid - viewz, yscale) + rowoffset;
}
if (fixedlightlev >= 0)
dc_colormap = basecolormap->Maps + fixedlightlev;
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
WallSZ1 = ds->sz1;
WallSZ2 = ds->sz2;
WallSX1 = ds->sx1;
WallSX2 = ds->sx2;
WallTX1 = ds->cx;
WallTY1 = ds->cy;
WallTX2 = WallTX1 + ds->cdx;
WallTY2 = WallTY1 + ds->cdy;
WallDepthScale = ds->WallDepthScale;
WallDepthOrg = ds->WallDepthOrg;
WallUoverZorg = ds->WallUoverZorg;
WallUoverZstep = ds->WallUoverZstep;
WallInvZorg = ds->WallInvZorg;
WallInvZstep = ds->WallInvZstep;
OWallMost(wallupper, sclipTop - viewz);
OWallMost(walllower, sclipBottom - viewz);
for (i = x1; i <= x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
for (i = x1; i <= x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
PrepLWall (lwall, curline->sidedef->TexelLength*xscale);
if(colfunc == basecolfunc)
maskwallscan(x1, x2, wallupper, walllower, MaskedSWall , lwall, yscale);
else {
transmaskwallscan(x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale);
}
R_FinishSetPatchStyle();
}
// kg3D - walls of fake floors
void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
{
FTexture *const DONT_DRAW = ((FTexture*)(intptr_t)-1);
int i,j;
F3DFloor *rover, *fover;
int passed, last;
fixed_t floorheight;
fixed_t ceilingheight;
sprflipvert = false;
curline = ds->curline;
frontsector = curline->frontsector;
backsector = curline->backsector;
if (backsector == NULL)
{
return;
}
if ((ds->bFakeBoundary & 3) == 2)
{
sector_t *sec = backsector;
backsector = frontsector;
frontsector = sec;
}
floorheight = backsector->CenterFloor();
ceilingheight = backsector->CenterCeiling();
// maybe fix clipheights
if (!(fake3D & FAKE3D_CLIPBOTTOM)) sclipBottom = floorheight;
if (!(fake3D & FAKE3D_CLIPTOP)) sclipTop = ceilingheight;
if (fake3D & FAKE3D_DOWN2UP)
{ // bottom to viewz
last = 0;
for (i = backsector->e->XFloor.ffloors.Size() - 1; i >= 0; i--)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) ||
rover->top.plane->a || rover->top.plane->b ||
rover->bottom.plane->a || rover->bottom.plane->b ||
rover->top.plane->Zat0() <= sclipBottom ||
rover->bottom.plane->Zat0() >= ceilingheight)
{
if (!i)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = NULL;
if (rover->bottom.plane->Zat0() >= sclipTop || passed)
{
if (last)
{
break;
}
// maybe wall from inside rendering?
fover = NULL;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = NULL;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->top.plane->Zat0() <= sclipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= sclipTop)
{ // no, last possible
fover = NULL;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES|FF_INVERTPLANES)))
{ // no
fover = NULL;
}
break;
}
// nothing
if (!fover || j == -1)
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
else if(fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top));
}
else if(fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom));
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid));
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{
// maybe not visible?
fover = NULL;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model) // never
{
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->top.plane->Zat0() <= sclipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= sclipTop)
{ // visible, last possible
fover = NULL;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(fover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = NULL; // visible
break;
}
if (fover && j != -1)
{
fover = NULL;
last = 1;
continue; // not visible
}
}
if (!rw_pic)
{
fover = NULL;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top));
}
else if(rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom));
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid));
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
basecolormap = backsector->e->XFloor.lightlist[j].extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *backsector->e->XFloor.lightlist[j].p_lightlevel) + r_actualextralight);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
basecolormap = frontsector->e->XFloor.lightlist[j].extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *frontsector->e->XFloor.lightlist[j].p_lightlevel) + r_actualextralight);
break;
}
}
}
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover);
}
else rw_pic = NULL;
break;
}
}
else
{ // top to viewz
for (i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) ||
rover->top.plane->a || rover->top.plane->b ||
rover->bottom.plane->a || rover->bottom.plane->b ||
rover->bottom.plane->Zat0() >= sclipTop ||
rover->top.plane->Zat0() <= floorheight)
{
if (i == backsector->e->XFloor.ffloors.Size() - 1)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = NULL;
if (rover->top.plane->Zat0() <= sclipBottom || passed)
{ // maybe wall from inside rendering?
fover = NULL;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = NULL;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->bottom.plane->Zat0() >= sclipTop) continue; // no
if (fover->top.plane->Zat0() <= sclipBottom)
{ // no, last possible
fover = NULL;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES|FF_INVERTPLANES)))
{ // no
fover = NULL;
}
break;
}
// nothing
if (!fover || j == frontsector->e->XFloor.ffloors.Size())
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{
rw_pic = DONT_DRAW; // don't ever draw (but treat as something has been found)
}
else if (fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top));
}
else if (fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom));
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid));
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{ // maybe not visible?
fover = NULL;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, its bugged
if(fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->bottom.plane->Zat0() >= sclipTop) continue; // no
if (fover->top.plane->Zat0() <= sclipBottom)
{ // visible, last possible
fover = NULL;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(rover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = NULL; // visible
break;
}
if (fover && j != frontsector->e->XFloor.ffloors.Size())
{ // not visible
break;
}
}
if (rw_pic == NULL)
{
fover = NULL;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top));
}
else if (rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom));
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid));
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
basecolormap = backsector->e->XFloor.lightlist[j].extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *backsector->e->XFloor.lightlist[j].p_lightlevel) + r_actualextralight);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if(sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
basecolormap = frontsector->e->XFloor.lightlist[j].extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *frontsector->e->XFloor.lightlist[j].p_lightlevel) + r_actualextralight);
break;
}
}
}
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover);
}
else
{
rw_pic = NULL;
}
break;
}
}
return;
}
@ -586,70 +1156,38 @@ void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t
void wallscan_striped (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat)
{
bool flooding = false;
FDynamicColormap *startcolormap = basecolormap;
int startshade = wallshade;
bool fogginess = foggy;
FDynamicColormap *floodcolormap = startcolormap;
int floodshade = startshade;
bool floodfoggy = foggy;
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
FExtraLight *el = frontsector->ExtraLights;
up = uwal;
down = most1;
assert(WallSX1 <= x1);
assert(WallSX2 > x2);
for (int i = 0; i < el->NumUsedLights; ++i)
// kg3D - fake floors instead of zdoom light list
for (unsigned int i = 0; i < frontsector->e->XFloor.lightlist.Size(); i++)
{
if (flooding && !el->Lights[i].bFlooder)
{
continue;
}
if (!el->Lights[i].bOverlaps)
{
int j = WallMost (most3, el->Lights[i].Plane);
if (j != 3 /*&& (most3[x1] > up[x1] || most3[x2] > up[x2])*/)
int j = WallMost (most3, frontsector->e->XFloor.lightlist[i].plane);
if (j != 3)
{
for (int j = x1; j <= x2; ++j)
{
down[j] = clamp (most3[j], up[j], dwal[j]);
}
wallscan (x1, x2, up, down, swal, lwal, yrepeat);
up = down;
down = (down == most1) ? most2 : most1;
}
basecolormap = frontsector->e->XFloor.lightlist[i].extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess,
*frontsector->e->XFloor.lightlist[i].p_lightlevel) + r_actualextralight);
}
if (el->Lights[i].Master == NULL)
{
basecolormap = floodcolormap;
wallshade = floodshade;
fogginess = floodfoggy;
}
else
{
basecolormap = el->Lights[i].Master->ColorMap;
fogginess = level.fadeto || basecolormap->Fade;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess,
el->Lights[i].Master->lightlevel) + r_actualextralight);
if (el->Lights[i].bFlooder)
{
floodcolormap = basecolormap;
floodshade = wallshade;
flooding = true;
}
}
}
wallscan (x1, x2, up, dwal, swal, lwal, yrepeat);
basecolormap = startcolormap;
wallshade = startshade;
@ -1043,7 +1581,7 @@ void R_RenderSegLoop ()
{
for (x = x1; x < x2; ++x)
{
short top = ceilingclip[x];
short top = (fakeFloor && fake3D & 2) ? fakeFloor->ceilingclip[x] : ceilingclip[x];
short bottom = MIN (walltop[x], floorclip[x]);
if (top < bottom)
{
@ -1059,7 +1597,7 @@ void R_RenderSegLoop ()
for (x = x1; x < x2; ++x)
{
short top = MAX (wallbottom[x], ceilingclip[x]);
short bottom = floorclip[x];
short bottom = (fakeFloor && fake3D & 1) ? fakeFloor->floorclip[x] : floorclip[x];
if (top < bottom)
{
assert (bottom <= viewheight);
@ -1069,6 +1607,36 @@ void R_RenderSegLoop ()
}
}
// kg3D - fake planes clipping
if (fake3D & FAKE3D_REFRESHCLIP)
{
if (fake3D & FAKE3D_DOWN2UP)
{
memcpy (fakeFloor->floorclip+x1, wallbottom+x1, (x2-x1)*sizeof(short));
}
else
{
for (x = x1; x < x2; ++x)
{
walllower[x] = MIN (MAX (walllower[x], ceilingclip[x]), wallbottom[x]);
}
memcpy (fakeFloor->floorclip+x1, walllower+x1, (x2-x1)*sizeof(short));
}
if (fake3D & FAKE3D_16)
{
memcpy (fakeFloor->ceilingclip+x1, walltop+x1, (x2-x1)*sizeof(short));
}
else
{
for (x = x1; x < x2; ++x)
{
wallupper[x] = MAX (MIN (wallupper[x], floorclip[x]), walltop[x]);
}
memcpy (fakeFloor->ceilingclip+x1, wallupper+x1, (x2-x1)*sizeof(short));
}
}
if(fake3D & 7) return;
// draw the wall tiers
if (midtexture)
{ // one sided line
@ -1091,7 +1659,7 @@ void R_RenderSegLoop ()
{
rw_offset = rw_offset_mid;
}
if (fixedcolormap != NULL || !frontsector->ExtraLights)
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
{
wallscan (x1, x2-1, walltop, wallbottom, swall, lwall, yscale);
}
@ -1130,7 +1698,7 @@ void R_RenderSegLoop ()
{
rw_offset = rw_offset_top;
}
if (fixedcolormap != NULL || !frontsector->ExtraLights)
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
{
wallscan (x1, x2-1, walltop, wallupper, swall, lwall, yscale);
}
@ -1172,7 +1740,7 @@ void R_RenderSegLoop ()
{
rw_offset = rw_offset_bottom;
}
if (fixedcolormap != NULL || !frontsector->ExtraLights)
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
{
wallscan (x1, x2-1, walllower, wallbottom, swall, lwall, yscale);
}
@ -1312,6 +1880,10 @@ void R_NewWall (bool needlights)
|| backsector->GetAngle(sector_t::floor) != frontsector->GetAngle(sector_t::floor)
// kg3D - add fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
|| (sidedef->GetTexture(side_t::mid).isValid() &&
((linedef->flags & (ML_CLIP_MIDTEX|ML_WRAP_MIDTEX)) ||
(sidedef->Flags & (WALLF_CLIP_MIDTEX|WALLF_WRAP_MIDTEX))))
@ -1344,6 +1916,10 @@ void R_NewWall (bool needlights)
|| backsector->GetAngle(sector_t::ceiling) != frontsector->GetAngle(sector_t::ceiling)
// kg3D - add fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
|| (sidedef->GetTexture(side_t::mid).isValid() &&
((linedef->flags & (ML_CLIP_MIDTEX|ML_WRAP_MIDTEX)) ||
(sidedef->Flags & (WALLF_CLIP_MIDTEX|WALLF_WRAP_MIDTEX))))
@ -1535,20 +2111,22 @@ void R_CheckDrawSegs ()
// R_CheckOpenings
//
void R_CheckOpenings (size_t need)
ptrdiff_t R_NewOpening (ptrdiff_t len)
{
need += lastopening;
if (need > maxopenings)
ptrdiff_t res = lastopening;
lastopening += len;
if ((size_t)lastopening > maxopenings)
{
do
maxopenings = maxopenings ? maxopenings*2 : 16384;
while (need > maxopenings);
while ((size_t)lastopening > maxopenings);
openings = (short *)M_Realloc (openings, maxopenings * sizeof(*openings));
DPrintf ("MaxOpenings increased to %zu\n", maxopenings);
}
return res;
}
//
// R_StoreWallRange
// A wall segment will be drawn between start and stop pixels (inclusive).
@ -1556,6 +2134,7 @@ void R_CheckOpenings (size_t need)
void R_StoreWallRange (int start, int stop)
{
int i;
bool maskedtexture = false;
#ifdef RANGECHECK
@ -1583,6 +2162,12 @@ void R_StoreWallRange (int start, int stop)
ds_p->cy = WallTY1;
ds_p->cdx = WallTX2 - WallTX1;
ds_p->cdy = WallTY2 - WallTY1;
ds_p->WallDepthScale = WallDepthScale;
ds_p->WallDepthOrg = WallDepthOrg;
ds_p->WallUoverZorg = WallUoverZorg;
ds_p->WallUoverZstep = WallUoverZstep;
ds_p->WallInvZorg = WallInvZorg;
ds_p->WallInvZstep = WallInvZstep;
ds_p->siz1 = (DWORD)DivScale32 (1, WallSZ1) >> 1;
ds_p->siz2 = (DWORD)DivScale32 (1, WallSZ2) >> 1;
ds_p->x1 = rw_x = start;
@ -1590,11 +2175,12 @@ void R_StoreWallRange (int start, int stop)
ds_p->curline = curline;
rw_stopx = stop;
ds_p->bFogBoundary = false;
ds_p->bFakeBoundary = false;
if(fake3D & 7) ds_p->fake = 1;
else ds_p->fake = 0;
// killough 1/6/98, 2/1/98: remove limit on openings
R_CheckOpenings ((stop - start)*6);
ds_p->sprtopclip = ds_p->sprbottomclip = ds_p->maskedtexturecol = ds_p->swall = -1;
ds_p->sprtopclip = ds_p->sprbottomclip = ds_p->maskedtexturecol = ds_p->bkup = ds_p->swall = -1;
if (rw_markmirror)
{
@ -1651,9 +2237,29 @@ void R_StoreWallRange (int start, int stop)
}
}
if(!ds_p->fake && backsector->e && backsector->e->XFloor.ffloors.Size()) {
for(i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++) {
F3DFloor *rover = backsector->e->XFloor.ffloors[i];
if(rover->flags & FF_RENDERSIDES && (!(rover->flags & FF_INVERTSIDES) || rover->flags & FF_ALLSIDES)) {
ds_p->bFakeBoundary |= 1;
break;
}
}
}
if(!ds_p->fake && frontsector->e && frontsector->e->XFloor.ffloors.Size()) {
for(i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) {
F3DFloor *rover = frontsector->e->XFloor.ffloors[i];
if(rover->flags & FF_RENDERSIDES && (rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES)) {
ds_p->bFakeBoundary |= 2;
break;
}
}
}
// kg3D - no for fakes
if(!ds_p->fake)
// allocate space for masked texture tables, if needed
// [RH] Don't just allocate the space; fill it in too.
if ((TexMan(sidedef->GetTexture(side_t::mid))->UseType != FTexture::TEX_Null || IsFogBoundary (frontsector, backsector)) &&
if ((TexMan(sidedef->GetTexture(side_t::mid))->UseType != FTexture::TEX_Null || ds_p->bFakeBoundary || IsFogBoundary (frontsector, backsector)) &&
(rw_ceilstat != 12 || !sidedef->GetTexture(side_t::top).isValid()) &&
(rw_floorstat != 3 || !sidedef->GetTexture(side_t::bottom).isValid()) &&
(WallSZ1 >= TOO_CLOSE_Z && WallSZ2 >= TOO_CLOSE_Z))
@ -1665,8 +2271,11 @@ void R_StoreWallRange (int start, int stop)
maskedtexture = true;
ds_p->bFogBoundary = IsFogBoundary (frontsector, backsector);
if (sidedef->GetTexture(side_t::mid).isValid())
if (sidedef->GetTexture(side_t::mid).isValid() || ds_p->bFakeBoundary)
{
if(sidedef->GetTexture(side_t::mid).isValid())
ds_p->bFakeBoundary |= 4; // it is also mid texture
ds_p->maskedtexturecol = R_NewOpening ((stop - start) * 2);
ds_p->swall = R_NewOpening ((stop - start) * 2);
@ -1746,11 +2355,19 @@ void R_StoreWallRange (int start, int stop)
R_RenderSegLoop ();
if(fake3D & 7) {
ds_p++;
return;
}
// save sprite clipping info
if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture) && ds_p->sprtopclip == -1)
{
ds_p->sprtopclip = R_NewOpening (stop - start);
memcpy (openings + ds_p->sprtopclip, &ceilingclip[start], sizeof(short)*(stop-start));
// kg3D - backup for mid and fake walls
ds_p->bkup = R_NewOpening (stop - start);
memcpy (openings + ds_p->bkup, &ceilingclip[start], sizeof(short)*(stop-start));
}
if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture) && ds_p->sprbottomclip == -1)

View file

@ -31,14 +31,8 @@ extern short *openings;
extern ptrdiff_t lastopening;
extern size_t maxopenings;
inline ptrdiff_t R_NewOpening (ptrdiff_t len)
{
ptrdiff_t res = lastopening;
lastopening += len;
return res;
}
ptrdiff_t R_NewOpening (ptrdiff_t len);
void R_CheckOpenings (size_t need);
void R_CheckDrawSegs ();
void R_RenderSegLoop ();

View file

@ -86,9 +86,6 @@ extern subsector_t * gamesubsectors;
extern int numgamesubsectors;
extern FExtraLight* ExtraLights;
extern FLightStack* LightStacks;
inline FArchive &operator<< (FArchive &arc, sector_t *&sec)
{
return arc.SerializePointer (sectors, (BYTE **)&sec, sizeof(*sectors));

View file

@ -56,6 +56,7 @@
#include "r_bsp.h"
#include "r_plane.h"
#include "r_segs.h"
#include "r_3dfloors.h"
#include "v_palette.h"
#include "r_translate.h"
@ -1683,7 +1684,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
// R_ProjectSprite
// Generates a vissprite for a thing if it might be visible.
//
void R_ProjectSprite (AActor *thing, int fakeside)
void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling)
{
fixed_t fx, fy, fz;
fixed_t tr_x;
@ -1978,11 +1979,14 @@ void R_ProjectSprite (AActor *thing, int fakeside)
vis->gzb = gzb; // [RH] use gzb, not thing->z
vis->gzt = gzt; // killough 3/27/98
vis->renderflags = thing->renderflags;
if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;
vis->Translation = thing->Translation; // [RH] thing translation table
vis->FakeFlatStat = fakeside;
vis->alpha = thing->alpha;
vis->fakefloor = fakefloor;
vis->fakeceiling = fakeceiling;
if (voxel != NULL)
{
@ -2063,6 +2067,9 @@ void R_ProjectSprite (AActor *thing, int fakeside)
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
{
AActor *thing;
F3DFloor *rover;
F3DFloor *fakeceiling = NULL;
F3DFloor *fakefloor = NULL;
// BSP is traversed by subsector.
// A sector might have been split into several
@ -2079,7 +2086,26 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
// Handle all things in sector.
for (thing = sec->thinglist; thing; thing = thing->snext)
{
R_ProjectSprite (thing, fakeside);
// find fake level
for(int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) {
rover = frontsector->e->XFloor.ffloors[i];
if(!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
if(!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
if(!fakefloor)
{
if(!(rover->top.plane->a) && !(rover->top.plane->b))
{
if(rover->top.plane->Zat0() <= thing->z) fakefloor = rover;
}
}
if(!(rover->bottom.plane->a) && !(rover->bottom.plane->b))
{
if(rover->bottom.plane->Zat0() >= thing->z + thing->height) fakeceiling = rover;
}
}
R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling);
fakeceiling = NULL;
fakefloor = NULL;
}
}
@ -2307,31 +2333,54 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
//
//==========================================================================
void R_DrawPlayerSprites (void)
void R_DrawPlayerSprites ()
{
int i;
int lightnum;
pspdef_t* psp;
sector_t* sec;
sector_t* sec = NULL;
static sector_t tempsec;
int floorlight, ceilinglight;
F3DFloor *rover;
if (!r_drawplayersprites ||
!camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM))
return;
if(fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) {
for(i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
if(viewz <= viewsector->e->XFloor.lightlist[i].plane.Zat0()) {
rover = viewsector->e->XFloor.lightlist[i].caster;
if(rover) {
if(rover->flags & FF_DOUBLESHADOW && viewz <= rover->bottom.plane->Zat0())
break;
sec = rover->model;
if(rover->flags & FF_FADEWALLS)
basecolormap = sec->ColorMap;
else
basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
}
break;
}
if(!sec) {
sec = viewsector;
basecolormap = sec->ColorMap;
}
floorlight = ceilinglight = sec->lightlevel;
} else {
// This used to use camera->Sector but due to interpolation that can be incorrect
// when the interpolated viewpoint is in a different sector than the camera.
sec = R_FakeFlat (viewsector, &tempsec, &floorlight,
&ceilinglight, false);
// [RH] set foggy flag
foggy = (level.fadeto || sec->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE));
r_actualextralight = foggy ? 0 : extralight << 4;
// [RH] set basecolormap
basecolormap = sec->ColorMap;
}
// [RH] set foggy flag
foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
r_actualextralight = foggy ? 0 : extralight << 4;
// get light level
lightnum = ((floorlight + ceilinglight) >> 1) + r_actualextralight;
@ -2656,10 +2705,16 @@ void R_DrawSprite (vissprite_t *spr)
int r1, r2;
short topclip, botclip;
short *clip1, *clip2;
lighttable_t *colormap = spr->colormap;
F3DFloor *rover;
FDynamicColormap *mybasecolormap;
// [RH] Check for particles
if (!spr->bIsVoxel && spr->pic == NULL)
{
// kg3D - reject invisible parts
if ((fake3D & FAKE3D_CLIPBOTTOM) && spr->gz <= sclipBottom) return;
if ((fake3D & FAKE3D_CLIPTOP) && spr->gz >= sclipTop) return;
R_DrawParticle (spr);
return;
}
@ -2675,6 +2730,93 @@ void R_DrawSprite (vissprite_t *spr)
if (spr->sector == NULL)
return;
// kg3D - reject invisible parts
if ((fake3D & FAKE3D_CLIPBOTTOM) && spr->gzt <= sclipBottom) return;
if ((fake3D & FAKE3D_CLIPTOP) && spr->gzb >= sclipTop) return;
// kg3D - correct colors now
if (!fixedcolormap && fixedlightlev < 0 && spr->sector->e && spr->sector->e->XFloor.lightlist.Size())
{
if (!(fake3D & FAKE3D_CLIPTOP))
{
sclipTop = spr->sector->ceilingplane.ZatPoint(viewx, viewy);
}
sector_t *sec = NULL;
for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (sclipTop <= spr->sector->e->XFloor.lightlist[i].plane.Zat0())
{
rover = spr->sector->e->XFloor.lightlist[i].caster;
if (rover)
{
if (rover->flags & FF_DOUBLESHADOW && sclipTop <= rover->bottom.plane->Zat0())
{
break;
}
sec = rover->model;
if (rover->flags & FF_FADEWALLS)
{
mybasecolormap = sec->ColorMap;
}
else
{
mybasecolormap = spr->sector->e->XFloor.lightlist[i].extra_colormap;
}
}
break;
}
}
// found new values, recalculate
if (sec)
{
INTBOOL invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay);
if (spr->RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
// Sprites that are added to the scene must fade to black.
if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (spr->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{ // Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
}
}
// get light level
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
spr->colormap = mybasecolormap->Maps + fixedlightlev;
}
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright
spr->colormap = mybasecolormap->Maps;
}
else
{ // diminished light
spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
spr->colormap = mybasecolormap->Maps + (GETPALOOKUP (
(fixed_t)DivScale12 (r_SpriteVisibility, spr->depth), spriteshade) << COLORMAPSHIFT);
}
}
}
// [RH] Initialize the clipping arrays to their largest possible range
// instead of using a special "not clipped" value. This eliminates
// visual anomalies when looking down and should be faster, too.
@ -2752,6 +2894,50 @@ void R_DrawSprite (vissprite_t *spr)
}
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
if (!spr->bIsVoxel)
{
fixed_t h = sclipBottom;
if (spr->fakefloor)
{
fixed_t floorz = spr->fakefloor->top.plane->Zat0();
if (viewz > floorz && floorz == sclipBottom )
{
h = spr->fakefloor->bottom.plane->Zat0();
}
}
h = (centeryfrac - FixedMul(h-viewz, scale)) >> FRACBITS;
if (h < botclip)
{
botclip = MAX<short>(0, h);
}
}
hzb = MAX(hzb, sclipBottom);
}
if (fake3D & FAKE3D_CLIPTOP)
{
if (!spr->bIsVoxel)
{
fixed_t h = sclipTop;
if (spr->fakeceiling != NULL)
{
fixed_t ceilingz = spr->fakeceiling->bottom.plane->Zat0();
if (viewz < ceilingz && ceilingz == sclipTop)
{
h = spr->fakeceiling->top.plane->Zat0();
}
}
h = (centeryfrac - FixedMul (h-viewz, scale)) >> FRACBITS;
if (h > topclip)
{
topclip = MIN<short>(h, viewheight);
}
}
hzt = MIN(hzt, sclipTop);
}
#if 0
// [RH] Sprites that were split by a drawseg should also be clipped
// by the sector's floor and ceiling. (Not sure how/if to handle this
@ -2776,6 +2962,7 @@ void R_DrawSprite (vissprite_t *spr)
if (topclip >= botclip)
{
spr->colormap = colormap;
return;
}
@ -2799,6 +2986,8 @@ void R_DrawSprite (vissprite_t *spr)
for (ds = ds_p; ds-- > firstdrawseg; ) // new -- killough
{
// kg3D - no clipping on fake segs
if(ds->fake) continue;
// determine if the drawseg obscures the sprite
if (ds->x1 > x2 || ds->x2 < x1 ||
(!(ds->silhouette & SIL_BOTH) && ds->maskedtexturecol == -1 &&
@ -2887,6 +3076,7 @@ void R_DrawSprite (vissprite_t *spr)
}
if (i == x2)
{
spr->colormap = colormap;
return;
}
}
@ -2894,12 +3084,14 @@ void R_DrawSprite (vissprite_t *spr)
int maxvoxely = spr->gzb > hzb ? INT_MAX : (spr->gzt - hzb) / spr->yscale;
R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot);
}
spr->colormap = colormap;
}
//
// R_DrawMasked
//
void R_DrawMasked (void)
// kg3D:
// R_DrawMasked contains sorting
// original renamed to R_DrawMaskedSingle
void R_DrawMaskedSingle (bool renew)
{
drawseg_t *ds;
int i;
@ -2907,7 +3099,6 @@ void R_DrawMasked (void)
#if 0
R_SplitVisSprites ();
#endif
R_SortVisSprites (sv_compare, firstvissprite - vissprites);
for (i = vsprcount; i > 0; i--)
{
@ -2922,14 +3113,75 @@ void R_DrawMasked (void)
// for (ds=ds_p-1 ; ds >= drawsegs ; ds--) old buggy code
if (renew)
{
fake3D |= FAKE3D_REFRESHCLIP;
}
for (ds = ds_p; ds-- > firstdrawseg; ) // new -- killough
{
// kg3D - no fake segs
if (ds->fake) continue;
if (ds->maskedtexturecol != -1 || ds->bFogBoundary)
{
R_RenderMaskedSegRange (ds, ds->x1, ds->x2);
}
}
}
void R_DrawHeightPlanes(fixed_t height); // kg3D - fake planes
void R_DrawMasked (void)
{
R_SortVisSprites (sv_compare, firstvissprite - vissprites);
if (height_top == NULL)
{ // kg3D - no visible 3D floors, normal rendering
R_DrawMaskedSingle(false);
}
else
{ // kg3D - correct sorting
HeightLevel *hl;
// ceilings
for (hl = height_cur; hl != NULL && hl->height >= viewz; hl = hl->prev)
{
if (hl->next)
{
fake3D = FAKE3D_CLIPBOTTOM | FAKE3D_CLIPTOP;
sclipTop = hl->next->height;
}
else
{
fake3D = FAKE3D_CLIPBOTTOM;
}
sclipBottom = hl->height;
R_DrawMaskedSingle(true);
R_DrawHeightPlanes(hl->height);
}
// floors
fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPTOP;
sclipTop = height_top->height;
R_DrawMaskedSingle(true);
hl = height_top;
for (hl = height_top; hl != NULL && hl->height < viewz; hl = hl->next)
{
R_DrawHeightPlanes(hl->height);
if (hl->next)
{
fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPTOP | FAKE3D_CLIPBOTTOM;
sclipTop = hl->next->height;
}
else
{
fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPBOTTOM;
}
sclipBottom = hl->height;
R_DrawMaskedSingle(true);
}
R_3D_DeleteHeights();
fake3D = 0;
}
// draw the psprites on top of everything but does not draw on side views
if (!viewangleoffset)
{
@ -3150,6 +3402,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
vis->cx = tx;
vis->gx = particle->x;
vis->gy = particle->y;
vis->texturemid = particle->z; // kg3D
vis->gzb = y1;
vis->gzt = y2;
vis->x1 = x1;
@ -3161,7 +3414,6 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
vis->renderflags = particle->trans;
vis->FakeFlatStat = fakeside;
vis->floorclip = 0;
vis->heightsec = heightsec;
if (fixedlightlev >= 0)
{
@ -3190,6 +3442,8 @@ static void R_DrawMaskedSegsBehindParticle (const vissprite_t *vis)
for (unsigned int p = InterestingDrawsegs.Size(); p-- > FirstInterestingDrawseg; )
{
drawseg_t *ds = &drawsegs[InterestingDrawsegs[p]];
// kg3D - no fake segs
if(ds->fake) continue;
if (ds->x1 >= x2 || ds->x2 < x1)
{
continue;

View file

@ -53,6 +53,12 @@ ACTOR MapSpot 9001
RenderStyle None
}
// same with different editor number for Legacy maps -----------------------
ACTOR FS_Mapspot : Mapspot 5004
{
}
// Map spot with gravity ---------------------------------------------------
ACTOR MapSpotGravity : MapSpot 9013

BIN
wadsrc/static/etc.h.txt Normal file

Binary file not shown.

View file

@ -920,6 +920,7 @@ OptionMenu MapColorMenu
ColorPicker "1-sided walls", "am_wallcolor"
ColorPicker "2-sided walls with different floors", "am_fdwallcolor"
ColorPicker "2-sided walls with different ceilings", "am_cdwallcolor"
ColorPicker "2-sided walls with 3D floors", "am_efwallcolor"
ColorPicker "Map grid", "am_gridcolor"
ColorPicker "Center point", "am_xhaircolor"
ColorPicker "Not-yet-seen walls", "am_notseencolor"

224
wadsrc/static/things.h.txt Normal file
View file

@ -0,0 +1,224 @@
const PLAYER = 0;
const TROOPER = 1;
const SHOTGUY = 2;
const ARCHVILE = 3;
const REVENANT = 5;
const MANCUBUS = 8;
const CHAINGUY = 10;
const IMP = 11;
const DEMON = 12;
const SPECTRE = 13;
const CACODEMON = 14;
const BARONOFHELL = 15;
const HELLKNIGHT = 17;
const LOSTSOUL = 18;
const SPIDERMASTERMIND = 19;
const ARACHNOTRON = 20;
const CYBERDEMON = 21;
const PAINELEMENTAL = 22;
const WOLFSS = 23;
const KEEN = 24;
const BOSSBRAIN = 25;
const BOSSSPIT = 26;
const BOSSTARGET = 27;
const REVENANTMISL = 6;
const IMPSHOT = 31;
const CACOSHOT = 32;
const FLYINGROCKET = 33;
const FLYINGPLASMA = 34;
const FLYINGBFG = 35;
const ARACHPLAZ = 36;
const MANCUBUSSHOT = 9;
const BARONSHOT = 16;
const SPAWNSHOT = 28;
const PUFF = 37;
const BLOOD = 38;
const TFOG = 39;
const IFOG = 40;
const TELEPORTMAN = 41;
const EXTRABFG = 42;
const VILEFIRE = 4;
const SMOKE = 7;
const SPAWNFIRE = 29;
const PARTICLE = 145;
const GREENARMOR = 43;
const BLUEARMOR = 44;
const HEALTHPOTION = 45;
const ARMORHELMET = 46;
const STIMPACK = 53;
const MEDIKIT = 54;
const BLUEKEYCARD = 47;
const REDKEYCARD = 48;
const YELLOWKEYCARD = 49;
const YELLOWSKULLKEY = 50;
const REDSKULLKEY = 51;
const BLUESKULLKEY = 52;
const SUPERCHARGE = 55;
const INVULNERABILITY = 56;
const BESERKPACK = 57;
const INVISIBILITY = 58;
const RADSUIT = 59;
const AUTOMAP = 60;
const LITEAMP = 61;
const MEGASPHERE = 62;
const CLIP = 63;
const BULLETBOX = 64;
const ROCKET = 65;
const ROCKETBOX = 66;
const ECELL = 67;
const ECELLPACK = 68;
const SHELLS = 69;
const SHELLBOX = 70;
const BACKPACK = 71;
const BFG = 72;
const CHAINGUN = 73;
const CHAINSAW = 74;
const RLAUNCHER = 75;
const PLASMAGUN = 76;
const SHOTGUN = 77;
const SUPERSHOTGUN = 78;
const BARREL = 30;
const TALLTECHLAMP = 79;
const SHORTTECHLAMP = 80;
const FLOORLAMP = 81;
const TALLGRNPILLAR = 82;
const SHRTGRNPILLAR = 83;
const TALLREDPILLAR = 84;
const SHRTREDPILLAR = 85;
const SKULLCOLUMN = 86;
const HEARTCOLUMN = 87;
const EVILEYE = 88;
const SKULLROCK = 89;
const GRAYTREE = 90;
const TALLBLUFIRESTICK = 91;
const TALLGRNFIRESTICK = 92;
const TALLREDFIRESTICK = 93;
const SHRTBLUFIRESTICK = 94;
const SHRTGRNFIRESTICK = 95;
const SHRTREDFIRESTICK = 96;
const STALAGMITE = 97;
const TALLTECHPILLAR = 98;
const CANDLE = 99;
const CANDELABRA = 100;
const TREE = 126;
const BURNINGBARREL = 127;
const TWITCHCORPSE1 = 101;
const TWITCHCORPSE2 = 110;
const HANGINGMAN1 = 102;
const HANGINGMAN2 = 103;
const HANGINGMAN3 = 104;
const HANGINGMAN4 = 105;
const HANGINGMAN5 = 106;
const HANGINGMAN6 = 107;
const HANGINGMAN7 = 108;
const HANGINGMAN8 = 109;
const HANGINGMAN9 = 128;
const HANGINGMAN10 = 129;
const HANGINGMAN11 = 130;
const HANGINGMAN12 = 131;
const HANGINGMAN13 = 132;
const HANGINGMAN14 = 133;
const DEADCACO = 111;
const DEADPLAYER = 112;
const DEADTROOPER = 113;
const DEADDEMON = 114;
const DEADLOSTSOUL = 115;
const DEADIMP = 116;
const DEADSERGEANT = 117;
const SLOP = 118;
const SLOP2 = 119;
const SKULLPOLE1 = 120;
const SKULLPOLE2 = 122;
const BLOODPOOL1 = 121;
const SKULLPILE = 123;
const BLOODPOOL2 = 134;
const BLOODPOOL3 = 135;
const BLOODPOOL4 = 136;
const DEADCORPSE1 = 124;
const TWITCHCORPSE3 = 125;
const PUSH = 137;
const PULL = 138;
const DOGS = 139;
const MF_SPECIAL = 0;
const MF_SOLID = 1;
const MF_SHOOTABLE = 2;
const MF_NOSECTOR = 3;
const MF_NOBLOCKMAP = 4;
const MF_AMBUSH = 5;
const MF_JUSTHIT = 6;
const MF_JUSTATTACKED = 7;
const MF_SPAWNCEILING = 8;
const MF_NOGRAVITY = 9;
const MF_DROPOFF = 10;
const MF_PICKUP = 11;
const MF_NOCLIP = 12;
const MF_SLIDE = 13;
const MF_FLOAT = 14;
const MF_TELEPORT = 15;
const MF_MISSILE = 16;
const MF_DROPPED = 17;
const MF_SHADOW = 18;
const MF_NOBLOOD = 19;
const MF_CORPSE = 20;
const MF_INFLOAT = 21;
const MF_COUNTKILL = 22;
const MF_COUNTITEM = 23;
const MF_SKULLFLY = 24;
const MF_NOTDMATCH = 25;
const MF_TRANSLATION = 26;
const PLASMA_L = 1;
const PLASMAEXP_L = 2;
const ROCKET_L = 3;
const ROCKETEXP_L = 4;
const BFG_L = 5;
const BFGEXP_L = 6;
const BLUETALL_L = 7;
const GREENTALL_L = 8;
const REDTALL_L = 9;
const BLUESMALL_L = 10;
const GREENSMALL_L = 11;
const REDSMALL_L = 12;
const TECHLAMP_L = 13;
const TECHLAMP2_L = 14;
const COLUMN_L = 15;
const CANDLE_L = 16;
const CANDLEABRE_L = 17;
const REDBALL_L = 18;
const GREENBALL_L = 19;
const ROCKET2_L = 20;
const CORONA_TYPE = 0;
const CORONA_OFFX = 1;
const CORONA_OFFY = 2;
const CORONA_COLOR = 3;
const CORONA_SIZE = 4;
const LIGHT_COLOR = 5;
const LIGHT_RADIUS = 6;
const UNDEFINED_SPR = 0;
const CORONA_SPR = 1;
const DYNLIGHT_SPR = 2;
const LIGHT_SPR = 3;
const ROCKET_SPR = 19;

View file

@ -275,12 +275,21 @@ include "xlat/defines.i"
/****** MBF linetypes ******/
270 = WALK|REP, FS_Execute(tag)
271 = 0, Static_Init (tag, Init_TransferSky, 0)
272 = 0, Static_Init (tag, Init_TransferSky, 1)
/****** Legacy linetype ******/
/****** Legacy linetypes ******/
273 = WALK|REP, FS_Execute(tag, 1)
274 = WALK, FS_Execute(tag)
275 = WALK, FS_Execute(tag, 1)
276 = USE|REP, FS_Execute(tag)
277 = USE, FS_Execute(tag)
278 = SHOOT|REP, FS_Execute(tag)
279 = SHOOT, FS_Execute(tag)
280 = 0, Transfer_Heights (tag, 12)
281 = 0, Sector_Set3DFloor(tag, 1, 0, 255)
282 = 0, Static_Init(tag, 1)
// No, I haven't actually looked at these in Legacy. But these look like they
// should give results equivalent to hardware Legacy rendering.
@ -289,12 +298,18 @@ include "xlat/defines.i"
286 = 0, TranslucentLine (lineid, 48, 0)
287 = 0, TranslucentLine (lineid, 128, 1)
281 = 0, ExtraFloor_LightOnly (tag, 0) // thick extra floor
301 = 0, ExtraFloor_LightOnly (tag, 1) // thick water
302 = 0, ExtraFloor_LightOnly (tag, 1) // fog
303 = 0, ExtraFloor_LightOnly (tag, 0) // light
304 = 0, ExtraFloor_LightOnly (tag, 1) // opaque water
305 = 0, ExtraFloor_LightOnly (tag, 1) // light block
288 = 0, TranslucentLine(lineid, 255, 0)
289 = 0, Sector_Set3DFloor(tag, 1, 1, 255)
300 = 0, Sector_Set3DFloor(tag, 1, 1, 127)
301 = 0, Sector_Set3DFloor(tag, 2, 2, 127)
302 = 0, Sector_Set3DFloor(tag, 3, 6, 127)
303 = 0, Sector_Set3DFloor(tag, 3)
304 = 0, Sector_Set3DFloor(tag, 2, 2, 255)
305 = 0, Sector_Set3DFloor(tag, 3, 2)
306 = 0, Sector_Set3DFloor(tag, 1)
332 = 0, Sector_Set3DFloor(tag, 4)
/****** ZDoom linetypes ******/
@ -327,20 +342,20 @@ include "xlat/defines.i"
/****** EDGE linetypes ******/
400 = 0, ExtraFloor_LightOnly (tag, 0) // thick
401 = 0, ExtraFloor_LightOnly (tag, 0) // thick, side_upper
402 = 0, ExtraFloor_LightOnly (tag, 0) // thick, side_lower
403 = 0, ExtraFloor_LightOnly (tag, 2) // opaque liquid, flooder
404 = 0, ExtraFloor_LightOnly (tag, 2) // 80% liquid, flooder
405 = 0, ExtraFloor_LightOnly (tag, 2) // 60% liquid, flooder
406 = 0, ExtraFloor_LightOnly (tag, 2) // 40% liquid, flooder
407 = 0, ExtraFloor_LightOnly (tag, 2) // 20% liquid, flooder
408 = 0, ExtraFloor_LightOnly (tag, 0) // light
413 = 0, ExtraFloor_LightOnly (tag, 0) // thin opaque floor
414 = 0, ExtraFloor_LightOnly (tag, 0) // thin 80% floor
415 = 0, ExtraFloor_LightOnly (tag, 0) // thin 60% floor
416 = 0, ExtraFloor_LightOnly (tag, 0) // thin 40% floor
417 = 0, ExtraFloor_LightOnly (tag, 0) // thin 20% floor
400 = 0, Sector_Set3DFloor(tag, 1, 0, 255)
401 = 0, Sector_Set3DFloor(tag, 1, 16, 255)
402 = 0, Sector_Set3DFloor(tag, 1, 32, 255)
403 = 0, Sector_Set3DFloor(tag, 2, 2, 255)
404 = 0, Sector_Set3DFloor(tag, 2, 2, 204)
405 = 0, Sector_Set3DFloor(tag, 2, 2, 153)
406 = 0, Sector_Set3DFloor(tag, 2, 2, 102)
407 = 0, Sector_Set3DFloor(tag, 2, 2, 51)
408 = 0, Sector_Set3DFloor(tag, 2, 2)
413 = 0, Sector_Set3DFloor(tag, 1, 8, 255)
414 = 0, Sector_Set3DFloor(tag, 1, 8, 204)
415 = 0, Sector_Set3DFloor(tag, 1, 8, 153)
416 = 0, Sector_Set3DFloor(tag, 1, 8, 102)
417 = 0, Sector_Set3DFloor(tag, 1, 8, 51)
409 = 0, TranslucentLine (lineid, 204) // 80% translucent
410 = 0, TranslucentLine (lineid, 153) // 60% translucent

View file

@ -2307,6 +2307,10 @@
<Filter
Name="Render Sources"
>
<File
RelativePath=".\src\r_3dfloors.cpp"
>
</File>
<File
RelativePath=".\src\r_bsp.cpp"
>
@ -2359,6 +2363,10 @@
<Filter
Name="Render Headers"
>
<File
RelativePath=".\src\r_3dfloors.h"
>
</File>
<File
RelativePath=".\src\r_blend.h"
>
@ -3628,6 +3636,58 @@
>
</File>
</Filter>
<Filter
Name="FraggleScript"
>
<File
RelativePath=".\src\fragglescript\t_cmd.cpp"
>
</File>
<File
RelativePath=".\src\fragglescript\t_fs.h"
>
</File>
<File
RelativePath=".\src\fragglescript\t_fspic.cpp"
>
</File>
<File
RelativePath=".\src\fragglescript\t_func.cpp"
>
</File>
<File
RelativePath=".\src\fragglescript\t_load.cpp"
>
</File>
<File
RelativePath=".\src\fragglescript\t_oper.cpp"
>
</File>
<File
RelativePath=".\src\fragglescript\t_parse.cpp"
>
</File>
<File
RelativePath=".\src\fragglescript\t_prepro.cpp"
>
</File>
<File
RelativePath=".\src\fragglescript\t_script.cpp"
>
</File>
<File
RelativePath=".\src\fragglescript\t_script.h"
>
</File>
<File
RelativePath=".\src\fragglescript\t_spec.cpp"
>
</File>
<File
RelativePath=".\src\fragglescript\t_variable.cpp"
>
</File>
</Filter>
<Filter
Name="Resource Files"
>