- Add support for user variables on things in UDMF maps. If you include an actor's user variable

in its UDMF thing definition, that user variable will be set to the desired value for that
  actor when the map is loaded.

SVN r4140 (trunk)
This commit is contained in:
Randy Heit 2013-02-17 00:23:58 +00:00
commit e434ccc3f6
3 changed files with 76 additions and 6 deletions

View file

@ -142,6 +142,8 @@ int numgamesubsectors;
bool hasglnodes;
TArray<FMapThing> MapThingsConverted;
TMap<unsigned,unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
TArray<FMapThingUserData> MapThingsUserData;
int sidecount;
sidei_t *sidetemp;
@ -1637,7 +1639,7 @@ void P_LoadNodes (MapData * map)
//===========================================================================
CVAR(Bool, dumpspawnedthings, false, 0)
void SpawnMapThing(int index, FMapThing *mt, int position)
AActor *SpawnMapThing(int index, FMapThing *mt, int position)
{
AActor *spawned = P_SpawnMapThing(mt, position);
if (dumpspawnedthings)
@ -1647,6 +1649,42 @@ void SpawnMapThing(int index, FMapThing *mt, int position)
spawned? spawned->GetClass()->TypeName.GetChars() : "(none)");
}
T_AddSpawnedThing(spawned);
return spawned;
}
//===========================================================================
//
// SetMapThingUserData
//
//===========================================================================
static void SetMapThingUserData(AActor *actor, unsigned udi)
{
if (actor == NULL)
{
return;
}
while (MapThingsUserData[udi].Property != NAME_None)
{
FName varname = MapThingsUserData[udi].Property;
int value = MapThingsUserData[udi].Value;
PSymbol *sym = actor->GetClass()->Symbols.FindSymbol(varname, true);
PSymbolVariable *var;
udi++;
if (sym == NULL || sym->SymbolType != SYM_Variable ||
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar ||
var->ValueType.Type != VAL_Int)
{
DPrintf("%s is not a user variable in class %s\n", varname.GetChars(),
actor->GetClass()->TypeName.GetChars());
}
else
{ // Set the value of the specified user variable.
*(int *)(reinterpret_cast<BYTE *>(actor) + var->offset) = value;
}
}
}
//===========================================================================
@ -1685,7 +1723,7 @@ void P_LoadThings (MapData * map)
for (int i=0 ; i < numthings; i++, mt++)
{
// [RH] At this point, monsters unique to Doom II were weeded out
// if the IWAD wasn't for Doom II. R_SpawnMapThing() can now
// if the IWAD wasn't for Doom II. P_SpawnMapThing() can now
// handle these and more cases better, so we just pass it
// everything and let it decide what to do with them.
@ -1780,7 +1818,12 @@ void P_SpawnThings (int position)
for (int i=0; i < numthings; i++)
{
SpawnMapThing (i, &MapThingsConverted[i], position);
AActor *actor = SpawnMapThing (i, &MapThingsConverted[i], position);
unsigned *udi = MapThingsUserDataIndex.CheckKey((unsigned)i);
if (udi != NULL)
{
SetMapThingUserData(actor, *udi);
}
}
for(int i=0; i<MAXPLAYERS; i++)
{
@ -3501,6 +3544,8 @@ void P_SetupLevel (char *lumpname, int position)
wminfo.partime = 180;
MapThingsConverted.Clear();
MapThingsUserDataIndex.Clear();
MapThingsUserData.Clear();
linemap.Clear();
FCanvasTextureInfo::EmptyList ();
R_FreePastViewers ();
@ -4071,6 +4116,8 @@ void P_SetupLevel (char *lumpname, int position)
}
}
MapThingsConverted.Clear();
MapThingsUserDataIndex.Clear();
MapThingsUserData.Clear();
if (glsegextras != NULL)
{