Quasar
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Posts: 5152
Registered: 08-00 |
GhostlyDeath said:
In ReMooD, I just have something I call "Upper Extended Line Types", which range from 0x10000 through 0xFFFFFFFF. Of all of them are generalized (you can see the current allocations and how they are setup in the WAD data and the source code). Of which, those types will be accesable in the future when/if UDMF is added.
For Hexen, the line special is just set to 0xFFFFFFFF which is then parsed by code which handles Hexen lines (since they take arguments, etc.).
In the new line special system I am building, actions are dynamically bound to numeric slots to become the line specials we know from certain games. Except for BOOM generalized specials, because there are too many of them (more than 11000). This would weigh down the hash table too much. Instead, specials > GenFloorBase (0x2F80, IIRC) get filtered out first and all map to a BoomGenAction.
When the ZDoom means of invoking these in Hexen-format maps is added, those specials' prologues can extract the needed info from the line args and then call the same action routine, so there shouldn't be massive code duplication.
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