- Added binary (b) and hexadecimal (x) cast types for ACS's various print

statements.
- Added ClassifyActor(tid) ACS builtin function. This takes a TID and returns
  a set of bits describing the actor. If TID is 0, it returns information
  about the activator. If there is more than one actor with the given TID,
  only the first one is considered. Currently defined bits are:
    ACTOR_NONE         No actors with this TID exist (only when TID is not 0).
    ACTOR_WORLD        Activator is the world (only when TID is 0).
    ACTOR_PLAYER       Actor is a player (includes bots and voodoo dolls).
    ACTOR_BOT          Actor is a bot.
    ACTOR_VOODOODOLL   Actor is a voodoo doll.
    ACTOR_MONSTER      Actor is a monster.
    ACTOR_ALIVE        Actor is alive (players/monsters only).
    ACTOR_DEAD         Actor is dead (players/monsters only).
    ACTOR_MISSILE      Actor is a missile.
    ACTOR_GENERIC      Actor exists, but no further information is available.


SVN r1310 (trunk)
This commit is contained in:
Randy Heit 2008-12-07 03:55:49 +00:00
commit 238de9cda1
3 changed files with 121 additions and 5 deletions

View file

@ -3,7 +3,7 @@
** General BEHAVIOR management and ACS execution environment
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
@ -31,7 +31,8 @@
**---------------------------------------------------------------------------
**
** This code at one time made lots of little-endian assumptions.
** I think it should be better now, but I have no real way to test it.
** I think it should be fine on big-endian machines now, but I have no
** real way to test it.
*/
#include <assert.h>
@ -2450,6 +2451,87 @@ int DLevelScript::GetPlayerInput(int playernum, int inputnum)
}
}
enum
{
ACTOR_NONE = 0x00000000,
ACTOR_WORLD = 0x00000001,
ACTOR_PLAYER = 0x00000002,
ACTOR_BOT = 0x00000004,
ACTOR_VOODOODOLL = 0x00000008,
ACTOR_MONSTER = 0x00000010,
ACTOR_ALIVE = 0x00000020,
ACTOR_DEAD = 0x00000040,
ACTOR_MISSILE = 0x00000080,
ACTOR_GENERIC = 0x00000100
};
int DLevelScript::DoClassifyActor(int tid)
{
AActor *actor;
int classify;
if (tid == 0)
{
actor = activator;
if (actor == NULL)
{
return ACTOR_WORLD;
}
}
else
{
FActorIterator it(tid);
actor = it.Next();
}
if (actor == NULL)
{
return ACTOR_NONE;
}
classify = 0;
if (actor->player != NULL)
{
classify |= ACTOR_PLAYER;
if (actor->player->playerstate == PST_DEAD)
{
classify |= ACTOR_DEAD;
}
else
{
classify |= ACTOR_ALIVE;
}
if (actor->player->mo != actor)
{
classify |= ACTOR_VOODOODOLL;
}
if (actor->player->isbot)
{
classify |= ACTOR_BOT;
}
}
else if (actor->flags3 & MF3_ISMONSTER)
{
classify |= ACTOR_MONSTER;
if (actor->health <= 0)
{
classify |= ACTOR_DEAD;
}
else
{
classify |= ACTOR_ALIVE;
}
}
else if (actor->flags & MF_MISSILE)
{
classify |= ACTOR_MISSILE;
}
else
{
classify |= ACTOR_GENERIC;
}
return classify;
}
#define NEXTWORD (LittleLong(*pc++))
#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
#define STACK(a) (Stack[sp - (a)])
@ -3864,6 +3946,16 @@ int DLevelScript::RunScript ()
--sp;
break;
case PCD_PRINTBINARY:
work.AppendFormat ("%B", STACK(1));
--sp;
break;
case PCD_PRINTHEX:
work.AppendFormat ("%X", STACK(1));
--sp;
break;
case PCD_PRINTCHARACTER:
work += (char)STACK(1);
--sp;
@ -5405,7 +5497,7 @@ int DLevelScript::RunScript ()
{
STACK(1) = actor->Sector->lightlevel;
}
else STACK(1)=0;
else STACK(1) = 0;
break;
}
@ -5429,6 +5521,10 @@ int DLevelScript::RunScript ()
}
break;
case PCD_CLASSIFYACTOR:
STACK(1) = DoClassifyActor(STACK(1));
break;
case PCD_MORPHACTOR:
{
int tag = STACK(7);