Merge branch 'master' into portals2_visual

This commit is contained in:
Braden Obrzut 2016-01-18 09:45:42 -05:00
commit f3f77a1ba0
303 changed files with 21853 additions and 10014 deletions

View file

@ -76,6 +76,8 @@
#include "farchive.h"
#include "decallib.h"
#include "portal.h"
#include "p_terrain.h"
#include "version.h"
#include "g_shared/a_pickups.h"
@ -133,6 +135,16 @@ enum
ARMORINFO_ACTUALSAVEAMOUNT,
};
// PickActor
// [JP] I've renamed these flags to something else to avoid confusion with the other PAF_ flags
enum
{
// PAF_FORCETID,
// PAF_RETURNTID
PICKAF_FORCETID = 1,
PICKAF_RETURNTID = 2,
};
struct CallReturn
{
CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, ACSLocalArrays *arrays, bool discard, unsigned int runaway)
@ -1254,7 +1266,7 @@ static int UseInventory (AActor *activator, const char *type)
//
//============================================================================
static int CheckInventory (AActor *activator, const char *type)
static int CheckInventory (AActor *activator, const char *type, bool max)
{
if (activator == NULL || type == NULL)
return 0;
@ -1265,11 +1277,26 @@ static int CheckInventory (AActor *activator, const char *type)
}
else if (stricmp (type, "Health") == 0)
{
if (max)
{
if (activator->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
return static_cast<APlayerPawn *>(activator)->MaxHealth;
else
return activator->SpawnHealth();
}
return activator->health;
}
const PClass *info = PClass::FindClass (type);
AInventory *item = activator->FindInventory (info);
if (max)
{
if (item)
return item->MaxAmount;
else
return ((AInventory *)GetDefaultByType (info))->MaxAmount;
}
return item ? item->Amount : 0;
}
@ -1418,7 +1445,7 @@ FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader *fr, int len)
else
{
delete behavior;
Printf(TEXTCOLOR_RED "%s: invalid ACS module", Wads.GetLumpFullName(lumpnum));
Printf(TEXTCOLOR_RED "%s: invalid ACS module\n", Wads.GetLumpFullName(lumpnum));
return NULL;
}
}
@ -1928,11 +1955,14 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
int arraynum = MapVarStore[LittleLong(chunk[2])];
if ((unsigned)arraynum < (unsigned)NumArrays)
{
int initsize = MIN<int> (ArrayStore[arraynum].ArraySize, (LittleLong(chunk[1])-4)/4);
// Use unsigned iterator here to avoid issue with GCC 4.9/5.x
// optimizer. Might be some undefined behavior in this code,
// but I don't know what it is.
unsigned int initsize = MIN<unsigned int> (ArrayStore[arraynum].ArraySize, (LittleLong(chunk[1])-4)/4);
SDWORD *elems = ArrayStore[arraynum].Elements;
for (i = 0; i < initsize; ++i)
for (unsigned int j = 0; j < initsize; ++j)
{
elems[i] = LittleLong(chunk[3+i]);
elems[j] = LittleLong(chunk[3+j]);
}
}
chunk = (DWORD *)NextChunk((BYTE *)chunk);
@ -3365,6 +3395,14 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
if (info != NULL)
{
info = info->GetReplacement ();
if ((GetDefaultByType (info)->flags3 & MF3_ISMONSTER) &&
((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS)))
{
return 0;
}
actor = Spawn (info, x, y, z, ALLOW_REPLACE);
if (actor != NULL)
{
@ -3404,12 +3442,12 @@ int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool forc
while ( (aspot = iterator.Next ()) )
{
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle, force);
spawned += DoSpawn (type, aspot->X(), aspot->Y(), aspot->Z(), tid, angle, force);
}
}
else if (activator != NULL)
{
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, angle, force);
spawned += DoSpawn (type, activator->X(), activator->Y(), activator->Z(), tid, angle, force);
}
return spawned;
}
@ -3425,12 +3463,12 @@ int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
while ( (aspot = iterator.Next ()) )
{
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24, force);
spawned += DoSpawn (type, aspot->X(), aspot->Y(), aspot->Z(), tid, aspot->angle >> 24, force);
}
}
else if (activator != NULL)
{
spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, activator->angle >> 24, force);
spawned += DoSpawn (type, activator->X(), activator->Y(), activator->Z(), tid, activator->angle >> 24, force);
}
return spawned;
}
@ -3596,7 +3634,7 @@ int DoGetMasterTID (AActor *self)
else return 0;
}
static AActor *SingleActorFromTID (int tid, AActor *defactor)
AActor *SingleActorFromTID (int tid, AActor *defactor)
{
if (tid == 0)
{
@ -4108,7 +4146,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
F3DFloor *ff = sec->e->XFloor.ffloors[i];
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
actor->z >= ff->top.plane->ZatPoint(actor->x, actor->y))
actor->Z() >= ff->top.plane->ZatPoint(actor))
{ // This floor is beneath our feet.
secpic = *ff->top.texture;
break;
@ -4121,14 +4159,14 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
}
else
{
fixed_t z = actor->z + actor->height;
fixed_t z = actor->Top();
// Looking through planes from bottom to top
for (i = numff-1; i >= 0; --i)
{
F3DFloor *ff = sec->e->XFloor.ffloors[i];
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
z <= ff->bottom.plane->ZatPoint(actor->x, actor->y))
z <= ff->bottom.plane->ZatPoint(actor))
{ // This floor is above our eyes.
secpic = *ff->bottom.texture;
break;
@ -4423,6 +4461,11 @@ enum EACSFunctions
ACSF_ChangeActorRoll,
ACSF_GetActorRoll,
ACSF_QuakeEx,
ACSF_Warp, // 92
ACSF_GetMaxInventory,
ACSF_SetSectorDamage,
ACSF_SetSectorTerrain,
/* Zandronum's - these must be skipped when we reach 99!
-100:ResetMap(0),
-101 : PlayerIsSpectator(1),
@ -4686,8 +4729,8 @@ static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, an
{
angle += actor->angle;
}
return NULL != ShootDecal(tpl, actor, actor->Sector, actor->x, actor->y,
actor->z + (actor->height>>1) - actor->floorclip + actor->GetBobOffset() + zofs,
return NULL != ShootDecal(tpl, actor, actor->Sector, actor->X(), actor->Y(),
actor->Z() + (actor->height>>1) - actor->floorclip + actor->GetBobOffset() + zofs,
angle, distance, !!(flags & SDF_PERMANENT));
}
@ -5295,6 +5338,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
ClipRectWidth = argCount > 2 ? args[2] : 0;
ClipRectHeight = argCount > 3 ? args[3] : 0;
WrapWidth = argCount > 4 ? args[4] : 0;
HandleAspect = argCount > 5 ? !!args[5] : true;
break;
case ACSF_SetHUDWrapWidth:
@ -5360,6 +5404,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
FName damagetype = argCount > 5 && args[5]? FName(FBehavior::StaticLookupString(args[5])) : NAME_None;
fixed_t range = argCount > 6 && args[6]? args[6] : MISSILERANGE;
int flags = argCount > 7 && args[7]? args[7] : 0;
int pufftid = argCount > 8 && args[8]? args[8] : 0;
int fhflags = 0;
if (flags & FHF_NORANDOMPUFFZ) fhflags |= LAF_NORANDOMPUFFZ;
@ -5367,7 +5412,12 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
if (args[0] == 0)
{
P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype, fhflags);
AActor *puff = P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype, fhflags);
if (puff != NULL && pufftid != 0)
{
puff->tid = pufftid;
puff->AddToHash();
}
}
else
{
@ -5376,7 +5426,12 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
while ((source = it.Next()) != NULL)
{
P_LineAttack(source, angle, range, pitch, damage, damagetype, pufftype, fhflags);
AActor *puff = P_LineAttack(source, angle, range, pitch, damage, damagetype, pufftype, fhflags);
if (puff != NULL && pufftid != 0)
{
puff->tid = pufftid;
puff->AddToHash();
}
}
}
}
@ -5759,9 +5814,9 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
return 0;
}
DWORD actorMask = MF_SHOOTABLE;
ActorFlags actorMask = MF_SHOOTABLE;
if (argCount >= 6) {
actorMask = args[5];
actorMask = ActorFlags::FromInt(args[5]);
}
DWORD wallMask = ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN;
@ -5769,11 +5824,10 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
wallMask = args[6];
}
bool forceTID = 0;
int flags = 0;
if (argCount >= 8)
{
if (args[7] != 0)
forceTID = 1;
flags = args[7];
}
AActor* pickedActor = P_LinePickActor(actor, args[1] << 16, args[3], args[2] << 16, actorMask, wallMask);
@ -5781,15 +5835,19 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
return 0;
}
if (!(forceTID) && (args[4] == 0) && (pickedActor->tid == 0))
if (!(flags & PICKAF_FORCETID) && (args[4] == 0) && (pickedActor->tid == 0))
return 0;
if ((pickedActor->tid == 0) || (forceTID))
if ((pickedActor->tid == 0) || (flags & PICKAF_FORCETID))
{
pickedActor->RemoveFromHash();
pickedActor->tid = args[4];
pickedActor->AddToHash();
}
if (flags & PICKAF_RETURNTID)
{
return pickedActor->tid;
}
return 1;
}
break;
@ -5849,11 +5907,94 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_GetActorRoll:
actor = SingleActorFromTID(args[0], activator);
return actor != NULL? actor->roll >> 16 : 0;
// [ZK] A_Warp in ACS
case ACSF_Warp:
{
int tid_dest = args[0];
fixed_t xofs = args[1];
fixed_t yofs = args[2];
fixed_t zofs = args[3];
angle_t angle = args[4];
int flags = args[5];
const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
bool exact = argCount > 7 ? !!args[7] : false;
fixed_t heightoffset = argCount > 8 ? args[8] : 0;
fixed_t radiusoffset = argCount > 9 ? args[9] : 0;
fixed_t pitch = argCount > 10 ? args[10] : 0;
FState *state = argCount > 6 ? activator->GetClass()->ActorInfo->FindStateByString(statename, exact) : 0;
AActor *reference;
if((flags & WARPF_USEPTR) && tid_dest != AAPTR_DEFAULT)
{
reference = COPY_AAPTR(activator, tid_dest);
}
else
{
reference = SingleActorFromTID(tid_dest, activator);
}
// If there is no actor to warp to, fail.
if (!reference)
return false;
if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
{
if (state && argCount > 6)
{
activator->SetState(state);
}
return true;
}
return false;
}
case ACSF_GetMaxInventory:
actor = SingleActorFromTID(args[0], activator);
if (actor != NULL)
{
return CheckInventory(actor, FBehavior::StaticLookupString(args[1]), true);
}
break;
case ACSF_SetSectorDamage:
if (argCount >= 2)
{
FSectorTagIterator it(args[0]);
int s;
while ((s = it.Next()) >= 0)
{
sector_t *sec = &sectors[s];
sec->damageamount = args[1];
sec->damagetype = argCount >= 3 ? FName(FBehavior::StaticLookupString(args[2])) : FName(NAME_None);
sec->damageinterval = argCount >= 4 ? clamp(args[3], 1, INT_MAX) : 32;
sec->leakydamage = argCount >= 5 ? args[4] : 0;
}
}
break;
case ACSF_SetSectorTerrain:
if (argCount >= 3)
{
if (args[1] == sector_t::floor || args[1] == sector_t::ceiling)
{
int terrain = P_FindTerrain(FBehavior::StaticLookupString(args[2]));
FSectorTagIterator it(args[0]);
int s;
while ((s = it.Next()) >= 0)
{
sectors[s].terrainnum[args[1]] = terrain;
}
}
}
break;
default:
break;
}
return 0;
}
@ -5991,6 +6132,7 @@ int DLevelScript::RunScript ()
int sp = 0;
int *pc = this->pc;
ACSFormat fmt = activeBehavior->GetFormat();
FBehavior* const savedActiveBehavior = activeBehavior;
unsigned int runaway = 0; // used to prevent infinite loops
int pcd;
FString work;
@ -6024,6 +6166,7 @@ int DLevelScript::RunScript ()
{
default:
Printf ("Unknown P-Code %d in %s\n", pcd, ScriptPresentation(script).GetChars());
activeBehavior = savedActiveBehavior;
// fall through
case PCD_TERMINATE:
DPrintf ("%s finished\n", ScriptPresentation(script).GetChars());
@ -7230,9 +7373,9 @@ int DLevelScript::RunScript ()
sp--;
break;
case PCD_DROP:
case PCD_SETRESULTVALUE:
resultValue = STACK(1);
case PCD_DROP: //fall through.
sp--;
break;
@ -7787,7 +7930,7 @@ scriptwait:
}
break;
}
msg->SetClipRect(ClipRectLeft, ClipRectTop, ClipRectWidth, ClipRectHeight);
msg->SetClipRect(ClipRectLeft, ClipRectTop, ClipRectWidth, ClipRectHeight, HandleAspect);
if (WrapWidth != 0)
{
msg->SetWrapWidth(WrapWidth);
@ -8273,17 +8416,17 @@ scriptwait:
break;
case PCD_CHECKINVENTORY:
STACK(1) = CheckInventory (activator, FBehavior::StaticLookupString (STACK(1)));
STACK(1) = CheckInventory (activator, FBehavior::StaticLookupString (STACK(1)), false);
break;
case PCD_CHECKACTORINVENTORY:
STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
FBehavior::StaticLookupString (STACK(1)));
FBehavior::StaticLookupString (STACK(1)), false);
sp--;
break;
case PCD_CHECKINVENTORYDIRECT:
PushToStack (CheckInventory (activator, FBehavior::StaticLookupString (TAGSTR(uallong(pc[0])))));
PushToStack (CheckInventory (activator, FBehavior::StaticLookupString (TAGSTR(uallong(pc[0]))), false));
pc += 1;
break;
@ -8459,11 +8602,11 @@ scriptwait:
}
else if (pcd == PCD_GETACTORZ)
{
STACK(1) = actor->z + actor->GetBobOffset();
STACK(1) = actor->Z() + actor->GetBobOffset();
}
else
{
STACK(1) = (&actor->x)[pcd - PCD_GETACTORX];
STACK(1) = pcd == PCD_GETACTORX ? actor->X() : pcd == PCD_GETACTORY ? actor->Y() : actor->Z();
}
}
break;
@ -8842,7 +8985,22 @@ scriptwait:
break;
case PCD_STRLEN:
STACK(1) = SDWORD(strlen(FBehavior::StaticLookupString (STACK(1))));
{
const char *str = FBehavior::StaticLookupString(STACK(1));
if (str != NULL)
{
STACK(1) = SDWORD(strlen(str));
break;
}
static bool StrlenInvalidPrintedAlready = false;
if (!StrlenInvalidPrintedAlready)
{
Printf(PRINT_BOLD, "Warning: ACS function strlen called with invalid string argument.\n");
StrlenInvalidPrintedAlready = true;
}
STACK(1) = 0;
}
break;
case PCD_GETCVAR:
@ -9302,6 +9460,10 @@ scriptwait:
}
break;
case PCD_CONSOLECOMMAND:
Printf (TEXTCOLOR_RED GAMENAME " doesn't support execution of console commands from scripts\n");
sp -= 3;
break;
}
}
@ -9383,6 +9545,7 @@ DLevelScript::DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr
activefont = SmallFont;
hudwidth = hudheight = 0;
ClipRectLeft = ClipRectTop = ClipRectWidth = ClipRectHeight = WrapWidth = 0;
HandleAspect = true;
state = SCRIPT_Running;
// Hexen waited one second before executing any open scripts. I didn't realize