mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
Fixes crash in 2d map drawing where sector[-1] was accessed; added commands a2xy and ah2xyz to m32script, coded 2d preview of swinging and sliding doors; added "samprate" setting to configuration, useful if the default one gives jittering/echoey audio
git-svn-id: https://svn.eduke32.com/eduke32@1697 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
b2988abb54
commit
917b924a0d
14 changed files with 671 additions and 336 deletions
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@ -88,6 +88,10 @@ extern void ExtEditWallData(int16_t wallnum);
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extern void ExtEditSpriteData(int16_t spritenum);
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extern const char *ExtGetSectorType(int32_t lotag);
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extern void showsectordata(int16_t sectnum, int16_t small);
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extern void showwalldata(int16_t wallnum, int16_t small);
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extern void showspritedata(int16_t spritenum, int16_t small);
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extern int32_t circlewall;
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int32_t loadsetup(const char *fn); // from config.c
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@ -208,9 +208,6 @@ int32_t fillsector(int16_t sectnum, char fillcolor);
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int16_t whitelinescan(int16_t dalinehighlight);
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void printcoords16(int32_t posxe, int32_t posye, int16_t ange);
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void copysector(int16_t soursector, int16_t destsector, int16_t deststartwall, char copystat);
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void showsectordata(int16_t sectnum);
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void showwalldata(int16_t wallnum);
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void showspritedata(int16_t spritenum);
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int32_t drawtilescreen(int32_t pictopleft, int32_t picbox);
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void overheadeditor(void);
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static int32_t getlinehighlight(int32_t xplc, int32_t yplc, int32_t line);
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@ -6119,18 +6116,16 @@ void copysector(int16_t soursector, int16_t destsector, int16_t deststartwall, c
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Bsprintf(snotbuf, fmt, ## __VA_ARGS__); \
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printext16(8+col*200, ydim/*-(row*96)*/-STATUS2DSIZ+Yofs, color, -1, snotbuf, 0);
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void showsectordata(int16_t sectnum)
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void showsectordata(int16_t sectnum, int16_t small)
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{
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sectortype *sec;
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char snotbuf[80];
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int32_t col=0; //,row = 0;
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int32_t mode = (sectnum & 16384);
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int32_t color = mode?whitecol:editorcolors[11];
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int32_t color = small ? whitecol : editorcolors[11];
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sectnum &= ~16384;
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sec = §or[sectnum];
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if (mode)
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if (small)
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{
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_printmessage16("^10Sector %d %s ^O(F7 to edit)", sectnum, ExtGetSectorCaption(sectnum));
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return;
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@ -6169,19 +6164,17 @@ void showsectordata(int16_t sectnum)
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DOPRINT(96, "Palookup number: %d", sec->floorpal);
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}
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void showwalldata(int16_t wallnum)
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void showwalldata(int16_t wallnum, int16_t small)
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{
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walltype *wal;
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int32_t sec;
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char snotbuf[80];
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int32_t col=0; //, row = 0;
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int32_t mode = (wallnum & 16384);
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int32_t color = mode?whitecol:editorcolors[11];
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int32_t color = small ? whitecol : editorcolors[11];
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wallnum &= ~16384;
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wal = &wall[wallnum];
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if (mode)
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if (small)
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{
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_printmessage16("^10Wall %d %s ^O(F8 to edit)", wallnum, ExtGetWallCaption(wallnum));
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return;
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@ -6209,30 +6202,28 @@ void showwalldata(int16_t wallnum)
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col++;
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DOPRINT(48-(mode?16:0), "nextsector: %d", wal->nextsector);
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DOPRINT(56-(mode?16:0), "nextwall: %d", wal->nextwall);
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DOPRINT(48-(small?16:0), "nextsector: %d", wal->nextsector);
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DOPRINT(56-(small?16:0), "nextwall: %d", wal->nextwall);
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DOPRINT(72-(mode?16:0), "Extra: %d", wal->extra);
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DOPRINT(72-(small?16:0), "Extra: %d", wal->extra);
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// TX 20050102 I'm not sure what unit dist<<4 is supposed to be, but dist itself is correct in terms of game coordinates as one would expect
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DOPRINT(96-(mode?16:0), "Wall length: %d", wallength(wallnum));
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DOPRINT(96-(small?16:0), "Wall length: %d", wallength(wallnum));
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sec = sectorofwall(wallnum);
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DOPRINT(104-(mode?16:0), "Pixel height: %d", (sector[sec].floorz-sector[sec].ceilingz)>>8);
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DOPRINT(104-(small?16:0), "Pixel height: %d", (sector[sec].floorz-sector[sec].ceilingz)>>8);
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}
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void showspritedata(int16_t spritenum)
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void showspritedata(int16_t spritenum, int16_t small)
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{
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spritetype *spr;
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char snotbuf[80];
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int32_t col=0; //, row = 0;
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int32_t mode = (spritenum & 16384);
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int32_t color = mode?whitecol:editorcolors[11];
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int32_t color = small ? whitecol : editorcolors[11];
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spritenum &= ~16384;
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spr = &sprite[spritenum];
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if (mode)
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if (small)
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{
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_printmessage16("^10Sprite %d %s ^O(F8 to edit)",spritenum, ExtGetSpriteCaption(spritenum));
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return;
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@ -67,7 +67,7 @@ extern double msens;
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extern int32_t editorgridextent, grid, autogrid;
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static int32_t default_grid=3;
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extern int32_t graphicsmode;
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extern int32_t AmbienceToggle;
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extern int32_t AmbienceToggle, MixRate;
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extern int32_t ParentalLock;
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/*
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@ -133,7 +133,7 @@ int32_t loadsetup(const char *fn)
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if (readconfig(fp, "ydim2d", val, VL) > 0) ydim2d = Batoi(val);
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if (readconfig(fp, "xdim3d", val, VL) > 0) xdimgame = Batoi(val);
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if (readconfig(fp, "ydim3d", val, VL) > 0) ydimgame = Batoi(val);
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if (readconfig(fp, "samplerate", val, VL) > 0) option[7] = (Batoi(val) & 0x0f) << 4;
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// if (readconfig(fp, "samplerate", val, VL) > 0) option[7] = (Batoi(val) & 0x0f) << 4;
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if (readconfig(fp, "music", val, VL) > 0) { if (Batoi(val) != 0) option[2] = 1; else option[2] = 0; }
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if (readconfig(fp, "mouse", val, VL) > 0) { if (Batoi(val) != 0) option[3] = 1; else option[3] = 0; }
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if (readconfig(fp, "bpp", val, VL) > 0) bppgame = Batoi(val);
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@ -241,6 +241,7 @@ int32_t loadsetup(const char *fn)
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if (readconfig(fp, "graphicsmode", val, VL) > 0)
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graphicsmode = min(max(Batoi(val),0),2);
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if (readconfig(fp, "samplerate", val, VL) > 0) MixRate = min(max(8000, Batoi(val)), 48000);
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if (readconfig(fp, "ambiencetoggle", val, VL) > 0) AmbienceToggle = Batoi(val);
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if (readconfig(fp, "parlock", val, VL) > 0) ParentalLock = Batoi(val);
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@ -422,7 +423,10 @@ int32_t writesetup(const char *fn)
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"showambiencesounds = %d\n"
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"\n"
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"; 2D mode display type (0:classic, 1:textured, 2:textured/animated)\n"
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"graphicsmode = %d\n\n"
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"graphicsmode = %d\n"
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"\n"
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"; Sample rate in Hz\n"
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"samplerate = %d\n"
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"; Ambient sounds in 3D mode (0:off, 1:on)\n"
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"ambiencetoggle = %d\n"
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"parlock = %d\n"
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@ -503,8 +507,8 @@ int32_t writesetup(const char *fn)
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#endif
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option[3], msens, unrealedlook, pk_uedaccel, quickmapcycling,
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revertCTRL,scrollamount,pk_turnaccel,pk_turndecel,autosave,
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showheightindicators,showambiencesounds,graphicsmode,AmbienceToggle,ParentalLock,
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!!m32_osd_tryscript,
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showheightindicators,showambiencesounds,graphicsmode,
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MixRate,AmbienceToggle,ParentalLock, !!m32_osd_tryscript,
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#if 1
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keys[0], keys[1], keys[2], keys[3], keys[4], keys[5],
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keys[6], keys[7], keys[8], keys[9], keys[10], keys[11],
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@ -11086,7 +11086,7 @@ void draw2dscreen(int32_t posxe, int32_t posye, int16_t ange, int32_t zoome, int
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if (i == linehighlight || ((linehighlight >= 0) && (i == wall[linehighlight].nextwall)))
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if (totalclock & 16) col -= (2<<2);
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}
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else if (showfirstwall && (sector[searchsector].wallptr == i || sector[searchsector].wallptr == wall[i].nextwall))
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else if (showfirstwall && searchsector>=0 && (sector[searchsector].wallptr == i || sector[searchsector].wallptr == wall[i].nextwall))
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{
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col = 14;
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if (i == linehighlight) if (totalclock & 16) col -= (2<<2);
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@ -6,10 +6,13 @@
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5. 3D mode tile selector refrence
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6. Sector effector reference
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7. Sector tag reference
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8. Long SE reference
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9. Colors
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^P
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The purpose of mouse in 2D mode is pointing, selecting, moving object in a map.
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The purpose of mouse in 2D mode is pointing, selecting and
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moving objects in a map.
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Every time mouse is pointing at one of these:
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^3Every time mouse is pointing at one of these:
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1. Nothing
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2. Sector
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3. Sector and wall
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@ -20,115 +23,112 @@ Every time mouse is pointing at one of these:
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Some commands work differently depending on the currently selected object.
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Press ALT to work with a wall or sprite instead of any adjacent sectors.
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^14RSHIFT^O select vertex/sprites
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^14RALT^O select sectors
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^14WHEEL^O zoom
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^14WHEEL+ALT^O move camera and zoom
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^14LEFT BUTTON^O drag sectors/vertex/sprites
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^14RIGHT BUTTON^O move camera
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^14RIGHT MIDDLE^O move camera
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^14RSHIFT^O Select vertex/sprites
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^14RALT^O Select sectors
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^14WHEEL^O Zoom
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^14WHEEL+ALT^O Move camera and zoom
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^14LEFT BUTTON^O Drag sectors/vertex/sprites
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^14RIGHT BUTTON^O Move camera
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^14RIGHT MIDDLE^O Move camera
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^P
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LSHIFT show coordinates
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F1 show help
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F9 show the Sector Tags help
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M set extra of sector
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M+ALT set extra of wall/sprite
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/ Reset panning, size and flags to defaults
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/+SHIFT make square - set xrepeat to yrepeat
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LSHIFT Show coordinates
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F1 Show help
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F9 Show the Sector Tags help
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M Set extra of sector
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M+ALT Set extra of wall/sprite
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/ Reset panning, size and flags to defaults
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/+SHIFT Make square - set xrepeat to yrepeat
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KP_4 scaling sprite horizontally
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KP_6 scaling sprite horizontally
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KP_2 scaling sprite vertically
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KP_8 scaling sprite vertically
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+KP_5 speed up
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KP_4 Scaling sprite horizontally
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KP_6 Scaling sprite horizontally
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KP_2 Scaling sprite vertically
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KP_8 Scaling sprite vertically
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+KP_5 Speed up
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R cycle sprite alignment
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' S set sprite size
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' F function menu
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F7+ALT search sector lotag
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F8+ALT search wall/sprite lotag
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[ search backward
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] search forward
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G cycle grid size
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G+SHIFT cycle grid size backward
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' L set sprite/wall coordinates
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' 3 cycle modes of showing object's name
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' 7 swap lotag and hitag of wall/sprite
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' J goto X,Y
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R Cycle sprite alignment
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' S Set sprite size
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' F Function menu
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F7+ALT Search sector lotag
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F8+ALT Search wall/sprite lotag
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[ Search backward
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] Search forward
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G Cycle grid size
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G+SHIFT Cycle grid size backward
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' L Set sprite/wall coordinates
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' 3 Cycle modes of showing object's name
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' 7 Swap lotag and hitag of wall/sprite
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' J Goto X,Y
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X flip selected sectors in x
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Y flip selected sectors in y
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X+ALT mirror selected sectors in x
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Y+ALT mirror selected sectors in y
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X Flip selected sectors in x
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Y Flip selected sectors in y
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X+ALT Mirror selected sectors in x
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Y+ALT Mirror selected sectors in y
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F12 screenshot
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F12+SHIFT inverted screenshot
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F12 Screenshot
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F12+SHIFT Inverted screenshot
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B toggle blocking
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B+SHIFT toggle one-sided blocking for a wall
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F+ALT set the first wall of a sector
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O ornament sprite flat onto wall
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B Toggle blocking
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B+SHIFT Toggle one-sided blocking for a wall
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F+ALT Set the first wall of a sector
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O Ornament sprite flat onto wall
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, rotate sprite/selected sectors
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. rotate sprite/selected sectors
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< slowly rotate sprite/selected sectors
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> slowly rotate sprite/selected sectors
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, Rotate sprite/selected sectors
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. Rotate sprite/selected sectors
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< Slowly rotate sprite/selected sectors
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> Slowly rotate sprite/selected sectors
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SCROLL LOCK set starting position
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F5 show item count
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F6 show actor count
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F6 show Sector Effector help when pointed at sprite
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F7 edit sector data
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F8 edit wall/sprite data
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SCROLL LOCK Set starting position
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F5 Show item count
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F6 Show actor count
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F6 Show Sector Effector help when pointed at sprite
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F7 Edit sector data
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F8 Edit wall/sprite data
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T set sector lotag
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T+ALT set wall/sprite lotag
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T+CTRL toggle show tags
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T Set sector lotag
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T+ALT Set wall/sprite lotag
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T+CTRL Toggle show tags
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H set sector hitag
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H+ALT set wall/sprite hitag
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H+CTRL toggle hitscan sensitivity
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H+CTRL+SHIFT toggle hitscan sensitivity
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H Set sector hitag
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H+ALT Set wall/sprite hitag
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H+CTRL Toggle hitscan sensitivity
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P set sector palette
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E set sprite status list
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TAB show sector data
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TAB+CTRL show wall/sprite data
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TAB+ALT show wall/sprite data (The Windows cool switch may trigger when used.)
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P Set sector palette
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E Set sprite status list
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TAB Show sector data
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TAB+SHIFT Show wall/sprite data
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TAB+CTRL Show wall/sprite data
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LCTRL+RSHIFT select all walls of the current sector
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(point at a wall and, holding CTRL, press SHIFT)
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LCTRL+RSHIFT Select all walls of the current sector
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(point at a wall and, holding CTRL, press SHIFT)
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A zoom in
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Z zoom out
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L toggle grid lock
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J join sectors
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S insert sprite
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pressing a key from 1 to 0 on the upper row before pressing S will make the
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inserted sprite's picnum be 1 to 10, respectively
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S+ALT make inner sector
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C duplicate sectors/sprites
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C start circle attached to a wall
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KP_+ increase amount of walls in circle
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KP_- decrease amount of walls in circle
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SPACE start/end drawing of sector, end drawing of circle
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LENTER check all pointers for the current sector
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LSHIFT+LCTRL+LENTER check ALL pointers (manual attempt to recover map)
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BACKSPACE remove the last wall during drawing sector
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DEL delete sprite
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DEL+CTRL delete sector
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INS duplicate sectors/sprites
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INS start circle attached to a wall
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INS add vertex to wall
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RENETER switch to 3D mode
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ESC menu
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A Zoom in
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Z Zoom out
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L Toggle grid lock
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J Join sectors
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S Insert sprite (see samples/tiles.cfg for customization)
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S+ALT Make inner sector
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C Duplicate sectors/sprites
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C Start circle attached to a wall
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KP_+ Increase amount of walls in circle
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KP_- Decrease amount of walls in circle
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SPACE Start/end drawing of sector, end drawing of circle
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LENTER Check all pointers for the current sector
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LSHIFT+LCTRL+LENTER Check ALL pointers (manual attempt to recover map)
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BACKSPACE Remove the last wall during drawing sector
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DEL Delete sprite
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DEL+CTRL Delete sector
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INS Duplicate sectors/sprites
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INS Start circle attached to a wall
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INS Add vertex to wall
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RENTER Switch to 3D mode
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ESC Menu
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' A toggle autosave (every 3 minutes)
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' N toggle clipping
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S+CTRL save map
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L+CTRL load map
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' A Toggle autosave (every 3 minutes)
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' N Toggle clipping
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S+CTRL Save map
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L+CTRL Load map
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^P
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The mouse pointer always points at one of these objects:
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^3The mouse pointer always points at one of these objects:
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1. wall
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2. ceiling of sector
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3. floor of sector
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@ -136,203 +136,203 @@ The mouse pointer always points at one of these objects:
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5. masked wall (non-transparent or semi-transparent wall between sectors)
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It's important to understand this concept.
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Some commands work differently depending on the "current object",the object
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the mouse points at.
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Some commands work differently depending on the "current object",
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the object the mouse points at.
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Some commands only manipulate the "current object", but other commands
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manipulate the sprites and sectors which are "selected" in 2D mode.
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Other commands work globally.
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Mouse buttons:
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^14LEFT^O lock the current object. The current object won't
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^3Mouse buttons:
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^14LEFT^O Lock the current object. The current object won't
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change as long as the button is pressed.
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^14LEFT+MIDDLE^O toggle mouselook
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^14WHEEL^O change shade/visibility
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^14LEFT+WHEEL^O change tile
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^14RIGHT+WHEEL^O move object up/down
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^14LEFT+MIDDLE^O Toggle mouselook
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^14WHEEL^O Change shade/visibility
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^14LEFT+WHEEL^O Change tile
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^14RIGHT+WHEEL^O Move object up/down
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Additionally, there is now UnrealEd-style mouse navigation in 3D mode (toggle
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it with ^14F5^O), with the following bindings:
|
||||
Additionally, there is UnrealEd-style mouse navigation in 3D mode
|
||||
(toggle it with ^14F5^O) with the following bindings:
|
||||
^14RIGHT^O mouselook
|
||||
^14LEFT^O x: turning, y: move forward/back
|
||||
^14LEFT+RIGHT^O x: strafe left/right, y: move up/down
|
||||
^14MIDDLE^O y: move in viewing direction
|
||||
The console variable 'pk_uedaccel' changes the speed of navigation
|
||||
exponentially (valid values are 0-5).
|
||||
The console variable 'pk_uedaccel' changes the speed
|
||||
of navigation exponentially (valid values are 0-5).
|
||||
|
||||
^14LEFT+ALT^O move object up/down
|
||||
^14LEFT+SHIFT^O pan ceiling/floor/wall
|
||||
^14LEFT+SHIFT^O move sprite in horizontal plane
|
||||
^14LEFT+CTRL^O scale wall texture or size of sprite
|
||||
^14LEFT+CTRL^O change slope of sector
|
||||
^14LEFT+ALT^O Move object up/down
|
||||
^14LEFT+SHIFT^O Pan ceiling/floor/wall
|
||||
^14LEFT+SHIFT^O Move sprite in horizontal plane
|
||||
^14LEFT+CTRL^O Scale wall texture or size of sprite
|
||||
^14LEFT+CTRL^O Change slope of sector
|
||||
^P
|
||||
UP move forward
|
||||
DOWN move backward
|
||||
LEFT+RCTRL move left
|
||||
RIGHT+RCTRL move right
|
||||
A move up
|
||||
Z move down
|
||||
F4+ALT toggle showing the first wall
|
||||
+LSHIFT speed up movements
|
||||
UP Move forward
|
||||
DOWN Move backward
|
||||
LEFT+RCTRL Move left
|
||||
RIGHT+RCTRL Move right
|
||||
A Move up
|
||||
Z Move down
|
||||
F4+ALT Toggle showing the first wall
|
||||
+LSHIFT Speed up movements
|
||||
|
||||
LEFT turn left
|
||||
RIGHT turn right
|
||||
A+CTRL look down
|
||||
Z+CTRL lood up
|
||||
LEFT Turn left
|
||||
RIGHT Turn right
|
||||
A+CTRL Look down
|
||||
Z+CTRL Look up
|
||||
|
||||
' V set sector visibility
|
||||
; V set sector visibility on all selected sectors
|
||||
V choose tile
|
||||
3 toggle "sector over sector".
|
||||
F3 toggle mouselook
|
||||
' BACKSPACE clear all flags for wall/sprite
|
||||
' P paste palette to all selected sectors
|
||||
; P paste palette to all selected sectors & sprites
|
||||
DEL delete sprite
|
||||
F6 toggle automatic Sector Effector help
|
||||
F7 toggle automatic sector tag help
|
||||
' V Set sector visibility
|
||||
; V Set sector visibility on all selected sectors
|
||||
V Choose tile
|
||||
3 Toggle "sector over sector".
|
||||
F3 Toggle mouselook
|
||||
' BACKSPACE Clear all flags for wall/sprite
|
||||
' P Paste palette to all selected sectors
|
||||
; P Paste palette to all selected sectors & sprites
|
||||
DEL Delete sprite
|
||||
F6 Toggle automatic Sector Effector help
|
||||
F7 Toggle automatic sector tag help
|
||||
|
||||
, rotate sprite
|
||||
. rotate sprite
|
||||
< slowly rotate sprite
|
||||
> slowly rotate sprite
|
||||
. search & fix panning of the wall to the right
|
||||
, Rotate sprite
|
||||
. Rotate sprite
|
||||
< Slowly rotate sprite
|
||||
> Slowly rotate sprite
|
||||
. Search & fix panning of the wall to the right
|
||||
|
||||
' L change the coordinates of the current object
|
||||
CAPS LOCK cycle zmode
|
||||
' Z cycle zmode
|
||||
' M set the extra of the current object
|
||||
1 toggle one-sided flag of sprite/wall
|
||||
2 toggle bottom wall swapping
|
||||
O set top or bottom orientation of wall
|
||||
O ornament sprite flat onto wall
|
||||
M toggle masked wall
|
||||
H toggle hitscan sensitivity
|
||||
H+SHIFT toggle one side hitscan sensitivity for the wall
|
||||
' H set hitag of the current object
|
||||
' L Change the coordinates of the current object
|
||||
CAPS LOCK Cycle zmode
|
||||
' Z Cycle zmode
|
||||
' M Set the extra of the current object
|
||||
1 Toggle one-sided flag of sprite/wall
|
||||
2 Toggle bottom wall swapping
|
||||
O Set top or bottom orientation of wall
|
||||
O Ornament sprite flat onto wall
|
||||
M Toggle masked wall
|
||||
H Toggle hitscan sensitivity
|
||||
H+SHIFT Toggle one side hitscan sensitivity for the wall
|
||||
' H Set hitag of the current object
|
||||
|
||||
KP_MINUS darkens shade of individual sector/wall/sprite or selected sectors
|
||||
KP_MINUS+ALT decreases visibility of sector or selected sectors
|
||||
KP_MINUS+ALT+SHIFT slowly decreases visibility of sector or selected sectors
|
||||
KP_MINUS+ALT+CTRL decreases global visibility
|
||||
KP_PLUS lightens shade individual sector/wall/sprite or selected sectors
|
||||
KP_PLUS+ALT increases visibility of sector or selected sectors
|
||||
KP_PLUS+ALT+SHIFT slowly increases visibility of sector or selected sectors
|
||||
KP_PLUS+ALT+CTRL increases global visibility
|
||||
Note: ALT,CTRL, SHIFT are modifiers so they work with mouse too.
|
||||
KP_MINUS Darkens shade of individual sector/wall/sprite or selected sectors
|
||||
KP_MINUS+ALT Decreases visibility of sector or selected sectors
|
||||
KP_MINUS+ALT+SHIFT Slowly decreases visibility of sector or selected sectors
|
||||
KP_MINUS+ALT+CTRL Decreases global visibility
|
||||
KP_PLUS Lightens shade individual sector/wall/sprite or selected sectors
|
||||
KP_PLUS+ALT Increases visibility of sector or selected sectors
|
||||
KP_PLUS+ALT+SHIFT Slowly increases visibility of sector or selected sectors
|
||||
KP_PLUS+ALT+CTRL Increases global visibility
|
||||
^3Note: ALT, CTRL, SHIFT are modifiers so they work with mouse too.
|
||||
|
||||
PLUS/MINUS cycle tile
|
||||
E toggle sector texture expansion
|
||||
R toggle sector texture relativity alignment
|
||||
R cycle sprite aligment between: wall aligned, floor aligned, view aligned
|
||||
' R toggle framerate
|
||||
F flip the current object
|
||||
F+ALT set the first wall of sector
|
||||
+/- Cycle tile
|
||||
E Toggle sector texture expansion
|
||||
R Toggle sector texture relativity alignment
|
||||
R Cycle sprite aligment between: wall aligned, floor aligned, view aligned
|
||||
'R Toggle framerate
|
||||
F Flip the current object
|
||||
F+ALT Set the first wall of sector
|
||||
|
||||
PAGE UP move selected sprites or sectors up
|
||||
PAGE DN move selected sprites or sectors down
|
||||
PAGE UP+CTRL move selected sprites to ceiling
|
||||
PAGE DN+CTRL move selected sprites to floor
|
||||
+CTRL speed up movement
|
||||
+END slow down movement
|
||||
+HOME slow down movement even more
|
||||
Note: CTRL, HOME, END are modifiers, so they work with the mouse too.
|
||||
PAGE UP Move selected sprites or sectors up
|
||||
PAGE DN Move selected sprites or sectors down
|
||||
PAGE UP+CTRL Move selected sprites to ceiling
|
||||
PAGE DN+CTRL Move selected sprites to floor
|
||||
+CTRL Speed up movement
|
||||
+END Slow down movement
|
||||
+HOME Slow down movement even more
|
||||
^3Note: CTRL, HOME, END are modifiers, so they work with the mouse too.
|
||||
|
||||
' D cycle skill level
|
||||
' X toggle sprite shade preview
|
||||
' W toggle sprite display
|
||||
' Y toggle purple background
|
||||
' C copy shade from the clipboard to all objects in the map which are the same
|
||||
tile as the tile of the object in the clipboard. It works separately for
|
||||
sectors/walls/sprites depending on the current object.
|
||||
' T set lotag
|
||||
' H set hitag
|
||||
' S set shade
|
||||
F2 toggle clipboard preview
|
||||
TAB copy to the clipboard
|
||||
F1 toggle help
|
||||
G set picnum
|
||||
B toggle blocking
|
||||
B+SHIFT toggle one side blocking for the wall
|
||||
T cycles translucence for sprites/masked walls
|
||||
' D Cycle skill level
|
||||
' X Toggle sprite shade preview
|
||||
' W Toggle sprite display
|
||||
' Y Toggle purple background
|
||||
' C Copy shade from the clipboard to all objects in the map which are the same
|
||||
tile as the tile of the object in the clipboard. It works separately for
|
||||
sectors/walls/sprites depending on the current object.
|
||||
' T Set lotag
|
||||
' H Set hitag
|
||||
' S Set shade
|
||||
F2 Toggle clipboard preview
|
||||
TAB Copy to the clipboard
|
||||
F1 Toggle help
|
||||
G Set picnum
|
||||
B Toggle blocking
|
||||
B+SHIFT Toggle one side blocking for the wall
|
||||
T Cycles translucence for sprites/masked walls
|
||||
|
||||
LENTER+CTRL+SHIFT autoshade wall
|
||||
' LENTER paste picnum only
|
||||
LENTER+SHIFT paste shade and palette onto the current object
|
||||
LENTER+CTRL paste picnum, shading, and palette onto the current object
|
||||
LENTER paste all properties onto the current object
|
||||
LENTER+CTRL+SHIFT Autoshade wall
|
||||
' LENTER Paste picnum only
|
||||
LENTER+SHIFT Paste shade and palette onto the current object
|
||||
LENTER+CTRL Paste picnum, shading, and palette onto the current object
|
||||
LENTER Paste all properties onto the current object
|
||||
|
||||
' A toggle autosave. The interval is configurable in the .cfg.
|
||||
(by default: every 3 minutes)
|
||||
' A Toggle autosave. The interval is configurable in the .cfg.
|
||||
(by default: every 3 minutes)
|
||||
|
||||
' N toggle clipping for the camera
|
||||
N+CTRL toggle clipping for sprites
|
||||
' N Toggle clipping for the camera
|
||||
N+CTRL Toggle clipping for sprites
|
||||
|
||||
S+CTRL save map
|
||||
L+CTRL load map
|
||||
S+CTRL Save map
|
||||
L+CTRL Load map
|
||||
|
||||
ESC quit
|
||||
F11 brightness
|
||||
F12 screenshot
|
||||
F12+SHIFT inverted screenshot
|
||||
F9 reload and activate maphacks
|
||||
F10 disable maphacks
|
||||
ESC Quit
|
||||
F11 Brightness
|
||||
F12 Screenshot
|
||||
F12+SHIFT Inverted screenshot
|
||||
F9 Reload and activate maphacks
|
||||
F10 Disable maphacks
|
||||
|
||||
C toggle center sprite (cstat 128)
|
||||
ALT+C replace all tiles in the map with the clipboard
|
||||
C Toggle center sprite (cstat 128)
|
||||
ALT+C Replace all tiles in the map with the clipboard
|
||||
|
||||
[ increases slope quickly
|
||||
[+RSHIFT increases slope with medium speed
|
||||
[+LSHIFT increases slope slowly
|
||||
[+ALT align slope to the floor of an adjoining sector
|
||||
] decreases slope quickly
|
||||
]+RSHIFT decreases slope with medium speed
|
||||
]+LSHIFT decreases slope slowly
|
||||
]+ALT align slope to the ceiling of an adjoining sector
|
||||
[ Increases slope quickly
|
||||
[+RSHIFT Increases slope with medium speed
|
||||
[+LSHIFT Increases slope slowly
|
||||
[+ALT Align slope to the floor of an adjoining sector
|
||||
] Decreases slope quickly
|
||||
]+RSHIFT Decreases slope with medium speed
|
||||
]+LSHIFT Decreases slope slowly
|
||||
]+ALT Align slope to the ceiling of an adjoining sector
|
||||
|
||||
KP_4 pan floor/ceiling horizontally
|
||||
KP_6 pan floor/ceiling horizontally
|
||||
KP_2 pan floor/ceiling vertically
|
||||
KP_8 pan floor/ceiling vertically
|
||||
KP_4 scale wall/sprite horizontally
|
||||
KP_6 scale wall/sprite horizontally
|
||||
KP_2 scale wall/sprite vertically
|
||||
KP_8 scale wall/sprite vertically
|
||||
+SHIFT force panning (for walls)
|
||||
+KP_5 increase speed
|
||||
KP_4 Pan floor/ceiling horizontally
|
||||
KP_6 Pan floor/ceiling horizontally
|
||||
KP_2 Pan floor/ceiling vertically
|
||||
KP_8 Pan floor/ceiling vertically
|
||||
KP_4 Scale wall/sprite horizontally
|
||||
KP_6 Scale wall/sprite horizontally
|
||||
KP_2 Scale wall/sprite vertically
|
||||
KP_8 Scale wall/sprite vertically
|
||||
+SHIFT Force panning (for walls)
|
||||
+KP_5 Increase speed
|
||||
|
||||
/ Reset panning, size and flags to defaults
|
||||
/+SHIFT make square - set xrepeat to yrepeat
|
||||
/ Reset panning, size and flags to defaults
|
||||
/+SHIFT Make square - set xrepeat to yrepeat
|
||||
|
||||
P enable/disable parallax
|
||||
P+CTRL change parallax type (only in 8-bit classic renderer)
|
||||
P+ALT change palette of sector/wall/sprite
|
||||
D+ALT adjust clipping distance of the sprite
|
||||
T translucence for sprites/masked walls
|
||||
S insert sprite
|
||||
KP_ENTER switch to 2D mode
|
||||
P Enable/disable parallax
|
||||
P+CTRL Change parallax type (only in 8-bit classic renderer)
|
||||
P+ALT Change palette of sector/wall/sprite
|
||||
D+ALT Adjust clipping distance of the sprite
|
||||
T Translucence for sprites/masked walls
|
||||
S Insert sprite
|
||||
KP_ENTER Switch to 2D mode
|
||||
^P
|
||||
After pressing V in 3D mode, the editor enters tile browsing.
|
||||
|
||||
Keys:
|
||||
KP_/ zoom in
|
||||
KP_* zoom out
|
||||
^3Keys:
|
||||
KP_/ Zoom in
|
||||
KP_* Zoom out
|
||||
UP/DOWN/LEFT/RIGHT/PAGE UP/PAGE DOWN movements
|
||||
G go to specified tile
|
||||
U go to start of user defined art (3584)
|
||||
A go to start of Atomic edition's art (4096)
|
||||
E go to start of extended art (6144, 9216)
|
||||
G Go to specified tile
|
||||
U Go to start of user defined art (3584)
|
||||
A Go to start of Atomic edition's art (4096)
|
||||
E Go to start of extended art (6144, 9216)
|
||||
|
||||
V select from all tiles
|
||||
T select from pre-defined tileset (tiles.cfg)
|
||||
Z tile zoom
|
||||
ESC cancel
|
||||
ENTER accept
|
||||
V Select from all tiles
|
||||
T Select from pre-defined tileset (tiles.cfg)
|
||||
Z Tile zoom
|
||||
ESC Cancel
|
||||
ENTER Accept
|
||||
|
||||
Mouse:
|
||||
LEFT select
|
||||
CTRL+WHEEL zoom
|
||||
WHEEL scroll
|
||||
RIGHT smooth scrolling
|
||||
^3Mouse:
|
||||
LEFT select
|
||||
CTRL+WHEEL zoom
|
||||
WHEEL scroll
|
||||
RIGHT smooth scrolling
|
||||
^P
|
||||
0 : Rotating Sector
|
||||
1 : Pivot Sprite for SE 0
|
||||
|
@ -391,3 +391,170 @@ RIGHT smooth scrolling
|
|||
32767 : Secret Room
|
||||
65534 : End Of Level with Message
|
||||
65535 : End Of Level
|
||||
^P
|
||||
^3SE 0/1: ROTATED SECTOR
|
||||
SE1: pivot
|
||||
Ang: up--clockwise, down--counterclockwise
|
||||
SE0: a sector to rotate
|
||||
Hi = SE1 Hi
|
||||
|
||||
^3SE 2: EARTHQUAKE
|
||||
In quake sector, modeled as after the quake, insert additionally:
|
||||
MASTERSWITCH
|
||||
Lo=X
|
||||
In other sector:
|
||||
TOUCHPLATE
|
||||
Lo=X
|
||||
Anywhere:
|
||||
SE33: scraps
|
||||
Hi=X
|
||||
|
||||
^3SE 3: RANDOM LIGHTS AFTER SHOT OUT
|
||||
Light is wall:
|
||||
2-way, blockable?
|
||||
Lo=X
|
||||
Light is ceiling:
|
||||
sector Hi=X
|
||||
SE 3 in affected sector:
|
||||
Hi=X
|
||||
Shades:
|
||||
sectors/walls: when off
|
||||
SE: when on
|
||||
|
||||
^3SE 4: RANDOM LIGHTS
|
||||
Hi: random blink num. ^0(research!)
|
||||
Shades:
|
||||
sectors/walls: when off
|
||||
SE: when on
|
||||
|
||||
^3SE 5: ?
|
||||
|
||||
^3SE 6/14: SUBWAY
|
||||
subway sectors:
|
||||
Hi=unique per train
|
||||
SE 6: SUBWAY FRONT CAR
|
||||
Ang: direction of first movement
|
||||
SE 14: SUBWAY PULLED CARS
|
||||
Locators:
|
||||
starting with Lo=0, ascending
|
||||
Hi=1: train stops here
|
||||
|
||||
^3SE 7: TRANSPORT
|
||||
Hi=X link
|
||||
|
||||
^3SE 8: UP OPEN DOOR LIGHTS (with ST 20)
|
||||
SE 8 also in door sector
|
||||
Hi=X links with other SE8 sprites
|
||||
Shades:
|
||||
sectors/walls: when closed
|
||||
SE: when open
|
||||
Walls:
|
||||
Hi=1 means exclude this wall from changing shade
|
||||
|
||||
^3SE 9: DOWN OPEN DOOR LIGHTS (with ST 21)
|
||||
analogous SE 8
|
||||
|
||||
^3SE 10: ?
|
||||
|
||||
^3SE 11: ROTATE SECTOR DOOR
|
||||
Ang: up--clockwise, down--counterclockwise
|
||||
Hi: link doors to be opened simulataneously
|
||||
ST=23
|
||||
|
||||
^3SE 12: LIGHT SWITCH (preview with 'X)
|
||||
Hi=X
|
||||
Shades:
|
||||
sectors/walls: when off
|
||||
SE: when on
|
||||
[switch]:
|
||||
Lo=X
|
||||
|
||||
^3SEENINE: C-9 BARREL
|
||||
Hi=X
|
||||
Lo=delay ^0(>0? game ticks?)
|
||||
In all sectors with SEENINEs:
|
||||
MASTERSWITCH Lo=X
|
||||
[switch]:
|
||||
Lo=X
|
||||
|
||||
^3SE 13: C-9 EXPLOSIVE/BLASTABLE WALL
|
||||
CRACKs/SEENINEs: Hi=X
|
||||
SE 13: Hi=X
|
||||
other SEENINEs:
|
||||
Hi=X
|
||||
Lo=delay
|
||||
|
||||
^3SE 15: SLIDING DOOR (ST=25)
|
||||
Ang: opposite of direction of first movement
|
||||
GPSPEED:
|
||||
2*Lo: how far (BUILD units)
|
||||
|
||||
^3SE 17: ELEVATOR TRANSPORT
|
||||
Shade: darker on SE of starting sector
|
||||
Sectors:
|
||||
ST=15
|
||||
Top floor sector Hi=1
|
||||
|
||||
^3SE 18: INCREMENTAL SECTOR RISE/FALL
|
||||
Hi: units moved per activation (min: 1024?)
|
||||
Ang:
|
||||
up--floor affected
|
||||
down--ceiling affected
|
||||
Pal:
|
||||
0: start at floor/ceiling height
|
||||
not 0: start at SE height
|
||||
[switch] & ACTIVATOR ^0(in same sector as SE?):
|
||||
Lo=X
|
||||
|
||||
^3SE 19: SHOT TOUCHPLATE CIELING DOWN
|
||||
|
||||
^3SE 20: BRIDGE/STRETCH SECTOR (ST 27)
|
||||
Ang: direction
|
||||
ACTIVATOR
|
||||
Hi = SE Hi = [switch] Lo
|
||||
GPSPEED
|
||||
Lo: how far (BUILD units)
|
||||
|
||||
^3SE 21: DROP FLOOR (ST 28)
|
||||
Ang:
|
||||
up: drop ceiling
|
||||
down: drop floor
|
||||
z: end z ^0(())
|
||||
Sector:
|
||||
z: start z ^0(())
|
||||
GPSPEED
|
||||
Lo: rate ^0(units?)
|
||||
ACTIVATOR
|
||||
Lo = [switch] Lo
|
||||
|
||||
^3SE 24: CONVEYOR BELT
|
||||
Ang: direction
|
||||
GPSPEED:
|
||||
Lo=speed
|
||||
|
||||
^3SE 25: ENGINE PISTON (CRUSHER)
|
||||
z: starting z
|
||||
Sector:
|
||||
piston travels between ceiling z and floor z
|
||||
|
||||
^3SE 27: CAMERA FOR PLAYBACK
|
||||
Hi: radius (BUILD units?)
|
||||
|
||||
^3SE 28: LIGHTNING
|
||||
Hi = tile #4890 Hi
|
||||
|
||||
^3^0SE 29: WAVES
|
||||
^0 (...)
|
||||
^0 Hi: start height (min. height?)
|
||||
^0 GPSPEED Lo: start height (?) (phase?)
|
||||
|
||||
^0 Based on MAP EDITING FAQ v1.3 BY JONAH BISHOP and code research
|
||||
^P
|
||||
Foreground colors:
|
||||
^0,15 0 ^1,0 1 ^2 2 ^3 3 ^4 4 ^5 5 ^6 6 ^7 7
|
||||
^8 8 ^9 9 ^10 10^11 11^12 12^13 13^14 14^15 15
|
||||
|
||||
Background colors:
|
||||
^15,0 0 ^0,1 1 ^0,2 2 ^0,3 3 ^0,4 4 ^0,5 5 ^0,6 6 ^0,7 7
|
||||
^0,8 8 ^0,9 9 ^0,10 10^0,11 11^0,12 12^0,13 13^0,14 14^0,15 15
|
||||
|
||||
|
|
|
@ -20,6 +20,9 @@ define MAXSPECULARFACTOR 1000
|
|||
define SPOWERSTEPS 100
|
||||
define SFACTORSTEPS 100
|
||||
|
||||
// settings for various drawing enhancements
|
||||
define PREVIEW_DRAW_COLOR 11
|
||||
|
||||
////////// END USER SETTINGS //////////
|
||||
|
||||
|
||||
|
@ -73,7 +76,11 @@ definequote 25 WALL[%d].NEXTSECTOR=%d out of range: numsectors=%d!!!
|
|||
define PRSCALE 1000
|
||||
define MAXSPECULAR 100000
|
||||
|
||||
gamearray ar 128
|
||||
define TMPARLEN 128
|
||||
gamearray ar TMPARLEN
|
||||
gamearray xx TMPARLEN
|
||||
gamearray yy TMPARLEN
|
||||
|
||||
gamearray parm 8
|
||||
|
||||
// prints out maphack light definitions based on SE lights in map
|
||||
|
@ -369,6 +376,12 @@ defstate fiddlewithlights
|
|||
}
|
||||
ends
|
||||
|
||||
onevent EVENT_PREKEYS3D
|
||||
// state testkeyavail
|
||||
state fiddlewithlights
|
||||
endevent
|
||||
|
||||
|
||||
// rotate highlighted sprites around selected (closest to mouse) sprite
|
||||
// global parameter: dang
|
||||
defstate rotselspr
|
||||
|
@ -408,10 +421,6 @@ onevent EVENT_PREKEYS2D
|
|||
}
|
||||
endevent
|
||||
|
||||
onevent EVENT_PREKEYS3D
|
||||
// state testkeyavail
|
||||
state fiddlewithlights
|
||||
endevent
|
||||
|
||||
defstate setas
|
||||
set j dayx
|
||||
|
@ -424,15 +433,14 @@ onevent EVENT_ENTER3DMODE
|
|||
state setas
|
||||
endevent
|
||||
|
||||
|
||||
defstate cmp_by_lotag // comparator subroutine for sorting
|
||||
set RETURN sprite[SV2].lotag
|
||||
sub RETURN sprite[SV1].lotag
|
||||
ends
|
||||
|
||||
onevent EVENT_DRAW2DSCREEN
|
||||
ifl cursectnum 0 return
|
||||
|
||||
// connect LOCATORS in a sector by lines
|
||||
defstate connectlocators
|
||||
// connect LOCATORS in a sector with lines
|
||||
getarraysize ar tmp
|
||||
set j 0
|
||||
for i spritesofsector cursectnum
|
||||
|
@ -455,7 +463,9 @@ onevent EVENT_DRAW2DSCREEN
|
|||
set k i, add k 1, set k ar[k]
|
||||
drawline16b sprite[j].x sprite[j].y sprite[k].x sprite[k].y drawcol
|
||||
}
|
||||
ends
|
||||
|
||||
defstate draw_prlightprojections
|
||||
////////// polymer light 2d projections //////////
|
||||
var c d h r x2 y2 oldpat
|
||||
|
||||
|
@ -523,8 +533,104 @@ onevent EVENT_DRAW2DSCREEN
|
|||
}
|
||||
}
|
||||
set drawlinepat oldpat
|
||||
ends
|
||||
|
||||
defstate previewdoors2d
|
||||
// preview swinging and sliding doors in 2d mode
|
||||
var valid sect lo
|
||||
var i j w numw ang trange dx dy
|
||||
|
||||
set valid 0
|
||||
set sect searchsector
|
||||
|
||||
ifge sect 0
|
||||
{
|
||||
set lo sector[sect].lotag
|
||||
ife lo 23 set valid 1
|
||||
else ife lo 25 set valid 1
|
||||
}
|
||||
|
||||
ife valid 1
|
||||
{
|
||||
set valid 0
|
||||
for i spritesofsector sect
|
||||
ifactor SECTOREFFECTOR
|
||||
{
|
||||
ife .lotag 11 ife lo 23 set valid 1 // swinging door
|
||||
ife .lotag 15 ife lo 25 set valid 1 // slide door
|
||||
ife valid 1 { set j i, break }
|
||||
}
|
||||
|
||||
ife valid 1
|
||||
seti j
|
||||
else return
|
||||
|
||||
ife .lotag 15
|
||||
{
|
||||
set trange 256
|
||||
for i spritesofsector sect
|
||||
ifactor GPSPEED { set trange .lotag, break }
|
||||
mul trange 2 // now equals distance of sliding door to travel
|
||||
}
|
||||
|
||||
set i 0
|
||||
for w loopofwall sector[sect].wallptr
|
||||
{
|
||||
ifge i TMPARLEN break
|
||||
set xx[i] wall[w].x
|
||||
set yy[i] wall[w].y
|
||||
add i 1
|
||||
}
|
||||
ifl i TMPARLEN
|
||||
{
|
||||
set xx[i] xx[0]
|
||||
set yy[i] yy[0]
|
||||
add i 1
|
||||
}
|
||||
set numw i
|
||||
|
||||
ife .lotag 11
|
||||
{
|
||||
ifg .ang 1024 set ang -512 else set ang 512
|
||||
for i range numw
|
||||
rotatepoint .x .y xx[i] yy[i] ang xx[i] yy[i]
|
||||
}
|
||||
else // if .lotag 15
|
||||
{
|
||||
set ang .ang, add ang 1024
|
||||
a2xy ang dx dy
|
||||
mulscale dx trange dx 14
|
||||
mulscale dy trange dy 14
|
||||
|
||||
for i range numw
|
||||
{
|
||||
add xx[i] dx
|
||||
add yy[i] dy
|
||||
}
|
||||
}
|
||||
|
||||
set drawlinepat 0x33333333
|
||||
sub numw 1
|
||||
for i range numw
|
||||
{
|
||||
set j i, add j 1
|
||||
drawline16b xx[i] yy[i] xx[j] yy[j] PREVIEW_DRAW_COLOR
|
||||
}
|
||||
set drawlinepat 0xffffffff
|
||||
}
|
||||
ends
|
||||
|
||||
onevent EVENT_DRAW2DSCREEN
|
||||
ifge cursectnum 0
|
||||
{
|
||||
state connectlocators
|
||||
state draw_prlightprojections
|
||||
}
|
||||
|
||||
state previewdoors2d
|
||||
endevent
|
||||
|
||||
|
||||
// LOCATORS auto-incrementer
|
||||
onevent EVENT_INSERTSPRITE2D
|
||||
set k I
|
||||
|
@ -703,6 +809,7 @@ onevent EVENT_ANALYZESPRITES
|
|||
state tduplin
|
||||
endevent
|
||||
|
||||
|
||||
onevent EVENT_KEYS3D
|
||||
var l m
|
||||
|
||||
|
|
|
@ -6684,13 +6684,26 @@ static void Keys2d(void)
|
|||
|
||||
if (keystatus[KEYSC_TAB]) //TAB
|
||||
{
|
||||
if (cursectornum >= 0)
|
||||
if (eitherSHIFT || eitherCTRL)
|
||||
{
|
||||
if (pointhighlight >= 16384)
|
||||
{
|
||||
drawgradient();
|
||||
showspritedata(pointhighlight&16383, 0);
|
||||
}
|
||||
else if (linehighlight >= 0 && ((bstatus&1) || sectorofwall(linehighlight)==cursectornum))
|
||||
{
|
||||
drawgradient();
|
||||
showwalldata(linehighlight, 0);
|
||||
}
|
||||
}
|
||||
else if (cursectornum >= 0)
|
||||
{
|
||||
drawgradient();
|
||||
showsectordata((int16_t)i);
|
||||
showsectordata(cursectornum, 0);
|
||||
}
|
||||
}
|
||||
else if (!(keystatus[KEYSC_F5]|keystatus[KEYSC_F6]|keystatus[KEYSC_F7]|keystatus[KEYSC_F8]))
|
||||
else if (!(keystatus[KEYSC_F5]|keystatus[KEYSC_F6]|keystatus[KEYSC_F7]|keystatus[KEYSC_F8]) && !eitherSHIFT)
|
||||
{
|
||||
static int32_t counter = 0;
|
||||
static int32_t omx = 0, omy = 0;
|
||||
|
@ -6721,15 +6734,15 @@ static void Keys2d(void)
|
|||
if (pointhighlight >= 16384)
|
||||
{
|
||||
i = pointhighlight-16384;
|
||||
showspritedata((int16_t)i+16384);
|
||||
showspritedata(i, 1);
|
||||
|
||||
if (sprite[i].picnum==SECTOREFFECTOR)
|
||||
_printmessage16("^10%s", SectorEffectorText(i));
|
||||
}
|
||||
else if (linehighlight >= 0 && ((bstatus&1) || sectorofwall(linehighlight)==cursectornum))
|
||||
showwalldata((int16_t)linehighlight+16384);
|
||||
showwalldata(linehighlight, 1);
|
||||
else if (cursectornum >= 0)
|
||||
showsectordata((int16_t)cursectornum+16384);
|
||||
showsectordata(cursectornum, 1);
|
||||
}
|
||||
|
||||
if (totalclock < lastpm16time + 120*2)
|
||||
|
@ -6845,7 +6858,7 @@ static void Keys2d(void)
|
|||
Bsprintf(tempbuf,"Sector %d Extra: ",i);
|
||||
sector[i].extra = getnumber16(tempbuf,sector[i].extra,BTAG_MAX,1);
|
||||
// clearmidstatbar16();
|
||||
// showsectordata((int16_t)i);
|
||||
// showsectordata(i, 0);
|
||||
// break;
|
||||
}
|
||||
}
|
||||
|
@ -9864,7 +9877,7 @@ static void EditSectorData(int16_t sectnum)
|
|||
|
||||
disptext[dispwidth] = 0;
|
||||
|
||||
showsectordata(sectnum);
|
||||
showsectordata(sectnum, 0);
|
||||
|
||||
begindrawing();
|
||||
while (keystatus[KEYSC_ESC] == 0)
|
||||
|
@ -10096,7 +10109,7 @@ static void EditWallData(int16_t wallnum)
|
|||
|
||||
disptext[dispwidth] = 0;
|
||||
|
||||
showwalldata(wallnum);
|
||||
showwalldata(wallnum, 0);
|
||||
begindrawing();
|
||||
while (keystatus[KEYSC_ESC] == 0)
|
||||
{
|
||||
|
@ -10201,7 +10214,7 @@ static void EditWallData(int16_t wallnum)
|
|||
if (editval)
|
||||
{
|
||||
editval = 0;
|
||||
//showwalldata(wallnum);
|
||||
//showwalldata(wallnum, 0);
|
||||
//// printmessage16("");
|
||||
}
|
||||
//enddrawing();
|
||||
|
@ -10227,7 +10240,7 @@ static void EditSpriteData(int16_t spritenum)
|
|||
disptext[dispwidth] = 0;
|
||||
// clearmidstatbar16();
|
||||
|
||||
showspritedata(spritenum);
|
||||
showspritedata(spritenum, 0);
|
||||
|
||||
while (keystatus[KEYSC_ESC] == 0)
|
||||
{
|
||||
|
@ -10633,7 +10646,7 @@ static void GenericSpriteSearch()
|
|||
for (k=0; k<80; k++) disptext[k] = 0;
|
||||
|
||||
// disptext[dispwidth[col]] = 0;
|
||||
// showspritedata(spritenum);
|
||||
// showspritedata(spritenum, 0);
|
||||
wallsprite = 2;
|
||||
|
||||
while (keystatus[KEYSC_ESC] == 0)
|
||||
|
|
|
@ -11,10 +11,10 @@ INC=include
|
|||
include ../../$(EROOT)/Makefile.shared
|
||||
|
||||
ifneq (0,$(RELEASE))
|
||||
# Debugging disabled
|
||||
# Debugging disabled
|
||||
debug=-fomit-frame-pointer -funswitch-loops -O$(OPTLEVEL)
|
||||
else
|
||||
# Debugging enabled
|
||||
# Debugging enabled
|
||||
debug=-ggdb -O0 -DDEBUGGINGAIDS
|
||||
endif
|
||||
|
||||
|
@ -23,8 +23,8 @@ ifneq (0,$(DEBUGANYWAY))
|
|||
endif
|
||||
|
||||
CFLAGS=$(debug) -W -Wall -Wimplicit -Werror-implicit-function-declaration \
|
||||
-funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -D_FORTIFY_SOURCE=2 \
|
||||
-fjump-tables -fno-stack-protector
|
||||
-funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -D_FORTIFY_SOURCE=2 \
|
||||
$(F_JUMP_TABLES) $(F_NO_STACK_PROTECTOR)
|
||||
|
||||
CPPFLAGS=-I$(INC) -I$(SRC)
|
||||
|
||||
|
@ -53,7 +53,7 @@ $(OBJECTS): $(OBJ)/%.o: $(SRC)/%.c $(INC)/enet/*.h
|
|||
-mkdir -p $(OBJ)
|
||||
$(COMPILE_STATUS)
|
||||
if $(CC) $(CPPFLAGS) $(CFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
|
||||
|
||||
|
||||
ifeq ($(PRETTY_OUTPUT),1)
|
||||
.SILENT:
|
||||
endif
|
||||
|
|
|
@ -7,13 +7,15 @@ RELEASE?=1
|
|||
OPTLEVEL?=2
|
||||
SRC=src
|
||||
|
||||
DXROOT ?= c:/sdks/directx/dx8
|
||||
|
||||
include ../../$(EROOT)/Makefile.shared
|
||||
|
||||
ifneq (0,$(RELEASE))
|
||||
# Debugging disabled
|
||||
# Debugging disabled
|
||||
debug=-fomit-frame-pointer -funswitch-loops -O$(OPTLEVEL)
|
||||
else
|
||||
# Debugging enabled
|
||||
# Debugging enabled
|
||||
debug=-ggdb -O0 -DDEBUGGINGAIDS
|
||||
endif
|
||||
|
||||
|
@ -22,8 +24,8 @@ ifneq (0,$(DEBUGANYWAY))
|
|||
endif
|
||||
|
||||
CFLAGS=$(debug) -W -Wall -Wimplicit -Werror-implicit-function-declaration \
|
||||
-funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -D_FORTIFY_SOURCE=2 \
|
||||
-fjump-tables -fno-stack-protector
|
||||
-funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -D_FORTIFY_SOURCE=2 \
|
||||
$(F_JUMP_TABLES) $(F_NO_STACK_PROTECTOR)
|
||||
|
||||
CPPFLAGS=-Iinclude -Isrc -DHAVE_VORBIS
|
||||
|
||||
|
@ -37,7 +39,7 @@ OBJECTS=$(OBJ)/drivers.o \
|
|||
$(OBJ)/driver_nosound.o
|
||||
|
||||
ifeq ($(PLATFORM),WINDOWS)
|
||||
CPPFLAGS+= -Ithird-party/mingw32/include
|
||||
CPPFLAGS+= -I$(DXROOT)/include -Ithird-party/mingw32/include
|
||||
OBJECTS+= $(OBJ)/driver_directsound.o
|
||||
OBJNAME=libjfaudiolib_win32.a
|
||||
OBJ=obj_win
|
||||
|
@ -55,7 +57,7 @@ $(OBJECTS): $(OBJ)/%.o: $(SRC)/%.c
|
|||
-mkdir -p $(OBJ)
|
||||
$(COMPILE_STATUS)
|
||||
if $(CC) $(CPPFLAGS) $(CFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
|
||||
|
||||
|
||||
ifeq ($(PRETTY_OUTPUT),1)
|
||||
.SILENT:
|
||||
endif
|
||||
|
|
|
@ -246,6 +246,8 @@ const char *keyw[] =
|
|||
"ldist",
|
||||
"getangle",
|
||||
"getincangle",
|
||||
"a2xy",
|
||||
"ah2xyz",
|
||||
|
||||
"sort",
|
||||
"for", // *
|
||||
|
@ -1720,18 +1722,17 @@ static int32_t C_ParseCommand(void)
|
|||
return 1;
|
||||
}
|
||||
|
||||
|
||||
cs.currentStateOfs = (g_scriptPtr-script);
|
||||
|
||||
j = hash_find(&h_states, tlabel);
|
||||
if (j>=0) // only redefining
|
||||
{
|
||||
cs.currentStateIdx = j;
|
||||
cs.currentStateOfs = (g_scriptPtr-script);
|
||||
|
||||
Bsprintf(g_szCurrentBlockName, "%s", statesinfo[j].name);
|
||||
}
|
||||
else // new state definition
|
||||
{
|
||||
cs.currentStateIdx = j = g_stateCount;
|
||||
cs.currentStateOfs = (g_scriptPtr-script);
|
||||
|
||||
if (g_stateCount >= statesinfo_allocsize)
|
||||
{
|
||||
|
@ -1745,12 +1746,13 @@ static int32_t C_ParseCommand(void)
|
|||
}
|
||||
}
|
||||
|
||||
Bmemcpy(statesinfo[j].name, tlabel, MAXLABELLEN);
|
||||
statesinfo[j].numlocals = 0;
|
||||
Bsprintf(g_szCurrentBlockName, "%s", tlabel);
|
||||
Bstrcpy(statesinfo[j].name, tlabel);
|
||||
hash_add(&h_states, tlabel, j, 0);
|
||||
}
|
||||
|
||||
statesinfo[j].numlocals = 0;
|
||||
Bsprintf(g_szCurrentBlockName, "%s", statesinfo[j].name);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1953,6 +1955,7 @@ static int32_t C_ParseCommand(void)
|
|||
aEventNumLocals[j] = 0;
|
||||
cs.parsingEventOfs = g_scriptPtr-script;
|
||||
//Bsprintf(g_szBuf,"Adding Event for %d at %lX",j, g_parsingEventPtr); AddLog(g_szBuf);
|
||||
|
||||
if (j<0 || j >= MAXEVENTS)
|
||||
{
|
||||
initprintf("%s:%d: error: invalid event ID.\n",g_szScriptFileName,g_lineNumber);
|
||||
|
@ -2523,6 +2526,8 @@ repeatcase:
|
|||
uint16_t *numlocals = (cs.currentStateIdx >= 0) ?
|
||||
&statesinfo[cs.currentStateIdx].numlocals : &aEventNumLocals[cs.currentEvent];
|
||||
|
||||
//OSD_Printf("s%d,e%d: array `%s', numlocals of `%s' is %d.\n", cs.currentStateIdx, cs.currentEvent,
|
||||
// tlabel, g_szCurrentBlockName, (int32_t)*numlocals);
|
||||
if (((int32_t)(*numlocals))+asize > M32_MAX_LOCALS)
|
||||
C_CUSTOMERROR("too much local storage required (max: %d gamevar equivalents).", M32_MAX_LOCALS);
|
||||
else
|
||||
|
@ -2810,6 +2815,16 @@ repeatcase:
|
|||
C_GetManyVars(2);
|
||||
return 0;
|
||||
|
||||
case CON_A2XY:
|
||||
C_GetNextVar();
|
||||
C_GetManyVarsType(GV_WRITABLE, 2);
|
||||
return 0;
|
||||
|
||||
case CON_AH2XYZ:
|
||||
C_GetManyVars(2);
|
||||
C_GetManyVarsType(GV_WRITABLE, 3);
|
||||
return 0;
|
||||
|
||||
case CON_FOR: // special-purpose iteration
|
||||
{
|
||||
ofstype offset;
|
||||
|
|
|
@ -332,6 +332,8 @@ enum ScriptKeywords_t
|
|||
CON_LDIST,
|
||||
CON_GETANGLE,
|
||||
CON_GETINCANGLE,
|
||||
CON_A2XY,
|
||||
CON_AH2XYZ,
|
||||
|
||||
CON_SORT,
|
||||
CON_FOR,
|
||||
|
|
|
@ -248,6 +248,7 @@ static int32_t X_DoSort(const int32_t *lv, const int32_t *rv)
|
|||
return g_iReturnVar;
|
||||
}
|
||||
|
||||
// in interactive execution, allow the current sprite index to be the aimed-at sprite (in 3d mode)
|
||||
#define X_ERROR_INVALIDCI() \
|
||||
if ((vm.g_i < 0 || vm.g_i>=MAXSPRITES) && \
|
||||
(vm.g_st!=0 || searchstat!=3 || (vm.g_i=searchwall, vm.g_sp=&sprite[vm.g_i], 0))) \
|
||||
|
@ -973,6 +974,40 @@ skip_check:
|
|||
continue;
|
||||
}
|
||||
|
||||
case CON_A2XY:
|
||||
case CON_AH2XYZ:
|
||||
insptr++;
|
||||
{
|
||||
int32_t ang=Gv_GetVarX(*insptr++), horiz=(tw==CON_A2XY)?100:Gv_GetVarX(*insptr++);
|
||||
int32_t xvar=*insptr++, yvar=*insptr++;
|
||||
|
||||
int32_t x = sintable[(ang+512)&2047];
|
||||
int32_t y = sintable[ang&2047];
|
||||
|
||||
if (tw==CON_AH2XYZ)
|
||||
{
|
||||
int32_t zvar=*insptr++, z=0;
|
||||
|
||||
horiz -= 100;
|
||||
if (horiz)
|
||||
{
|
||||
int32_t veclen = ksqrt(200*200 + horiz*horiz);
|
||||
int32_t dacos = divscale14(200, veclen);
|
||||
|
||||
x = mulscale14(x, dacos);
|
||||
y = mulscale14(y, dacos);
|
||||
z = divscale14(horiz, veclen);
|
||||
}
|
||||
|
||||
Gv_SetVarX(zvar, z);
|
||||
}
|
||||
|
||||
Gv_SetVarX(xvar, x);
|
||||
Gv_SetVarX(yvar, y);
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
case CON_MULSCALE:
|
||||
insptr++;
|
||||
{
|
||||
|
@ -2736,11 +2771,12 @@ dodefault:
|
|||
}
|
||||
continue;
|
||||
|
||||
// ifaimingsprite and -wall also work in 2d mode, but you must "and" with 16383 yourself
|
||||
case CON_IFAIMINGSPRITE:
|
||||
VM_DoConditional(AIMING_AT_SPRITE);
|
||||
VM_DoConditional(AIMING_AT_SPRITE || pointhighlight>=16384);
|
||||
continue;
|
||||
case CON_IFAIMINGWALL:
|
||||
VM_DoConditional(AIMING_AT_WALL_OR_MASK);
|
||||
VM_DoConditional(AIMING_AT_WALL_OR_MASK || linehighlight>=0);
|
||||
continue;
|
||||
case CON_IFAIMINGSECTOR:
|
||||
VM_DoConditional(AIMING_AT_CEILING_OR_FLOOR);
|
||||
|
|
|
@ -143,9 +143,6 @@ extern intptr_t frameplace;
|
|||
|
||||
static int32_t acurpalette=0;
|
||||
|
||||
extern void showsectordata(int16_t sectnum);
|
||||
extern void showwalldata(int16_t wallnum);
|
||||
extern void showspritedata(int16_t spritenum);
|
||||
extern int32_t checksectorpointer(int16_t i, int16_t sectnum);
|
||||
|
||||
extern double msens;
|
||||
|
|
|
@ -51,6 +51,7 @@ static char SM32_havesound = 0;
|
|||
|
||||
char SoundToggle = 1;
|
||||
int32_t NumVoices = 32;
|
||||
int32_t MixRate = 44100;
|
||||
|
||||
int32_t backflag,g_numEnvSoundsPlaying;
|
||||
|
||||
|
@ -75,12 +76,8 @@ int32_t S_SoundStartup(void)
|
|||
void *initdata = 0;
|
||||
|
||||
// TODO: read config
|
||||
int32_t FXVolume=220, /*NumVoices=32,*/ NumChannels=2, NumBits=16, MixRate, ReverseStereo=0;
|
||||
#if defined(_WIN32)
|
||||
MixRate = 44100;
|
||||
#else
|
||||
MixRate = 44100;
|
||||
#endif
|
||||
int32_t FXVolume=220, /*NumVoices=32,*/ NumChannels=2, NumBits=16, ReverseStereo=0;
|
||||
|
||||
fxdevicetype = ASS_AutoDetect;
|
||||
|
||||
#ifdef WIN32
|
||||
|
|
Loading…
Reference in a new issue