mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
16f239536a
18 changed files with 64 additions and 22 deletions
12
src/actor.h
12
src/actor.h
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@ -236,7 +236,7 @@ enum
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MF4_RANDOMIZE = 0x00000010, // Missile has random initial tic count
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MF4_NOSKIN = 0x00000020, // Player cannot use skins
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MF4_FIXMAPTHINGPOS = 0x00000040, // Fix this actor's position when spawned as a map thing
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MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor
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MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor / cannot be moved by any sector action.
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MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x
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MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials
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@ -266,7 +266,7 @@ enum
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// --- mobj.flags5 ---
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MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
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/* = 0x00000002, */
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/* = 0x00000002, reserved for use by scripting branch */
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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MF5_NOFORWARDFALL = 0x00000008, // Does not make any actor fall forward by being damaged by this
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MF5_COUNTSECRET = 0x00000010, // From Doom 64: actor acts like a secret
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@ -284,7 +284,7 @@ enum
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MF5_NEVERFAST = 0x00010000, // never uses 'fast' attacking logic
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MF5_ALWAYSRESPAWN = 0x00020000, // always respawns, regardless of skill setting
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MF5_NEVERRESPAWN = 0x00040000, // never respawns, regardless of skill setting
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MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hittin this actor
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MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hitting this actor
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MF5_NOINFIGHTING = 0x00100000, // This actor doesn't switch target when it's hurt
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MF5_NOINTERACTION = 0x00200000, // Thing is completely excluded from any gameplay related checks
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MF5_NOTIMEFREEZE = 0x00400000, // Actor is not affected by time freezer
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@ -334,6 +334,11 @@ enum
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
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// --- mobj.flags6 ---
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MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
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MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
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// --- mobj.renderflags ---
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RF_XFLIP = 0x0001, // Flip sprite horizontally
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@ -838,6 +843,7 @@ public:
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DWORD flags4; // [RH] Even more flags!
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DWORD flags5; // OMG! We need another one.
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DWORD flags6; // Shit! Where did all the flags go?
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DWORD flags7; //
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// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it.
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DWORD VisibleToTeam;
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@ -1300,7 +1300,7 @@ void D_DoAdvanceDemo (void)
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gamestate = GS_DEMOSCREEN;
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pagename = gameinfo.titlePage;
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pagetic = (int)(gameinfo.titleTime * TICRATE);
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S_StartMusic (gameinfo.titleMusic);
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S_ChangeMusic (gameinfo.titleMusic, gameinfo.titleOrder, false);
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demosequence = 3;
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pagecount = 0;
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C_HideConsole ();
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@ -589,7 +589,7 @@ void APowerInvisibility::DoEffect ()
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Super::DoEffect();
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// Due to potential interference with other PowerInvisibility items
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// the effect has to be refreshed each tic.
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fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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Owner->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
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switch (Mode)
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{
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@ -669,7 +669,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
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else if (changed == 1)
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{
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// something else set the weapon sprite back to opaque but this item is still active.
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fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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vis->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
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switch (Mode)
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{
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@ -696,7 +696,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
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// Handling of Strife-like cumulative invisibility powerups, the weapon itself shouldn't become invisible
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if ((vis->alpha < TRANSLUC25 && special1 > 0) || (vis->alpha == 0))
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{
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vis->alpha = clamp<fixed_t>((OPAQUE - Strength), 0, OPAQUE);
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vis->alpha = clamp<fixed_t>((OPAQUE - (Strength/100)), 0, OPAQUE);
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vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
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}
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return -1; // This item is valid so another one shouldn't reset the translucency
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@ -134,6 +134,8 @@ enum
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IF_RESTRICTABSOLUTELY = 1<<19, // RestrictedTo and ForbiddenTo do not allow pickup in any form by other classes
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IF_NEVERRESPAWN = 1<<20, // Never, ever respawns
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IF_NOSCREENFLASH = 1<<21, // No pickup flash on the player's screen
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IF_TOSSED = 1<<22, // Was spawned by P_DropItem (i.e. as a monster drop)
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};
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20
src/gi.cpp
20
src/gi.cpp
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@ -184,6 +184,20 @@ const char* GameInfoBorders[] =
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gameinfo.key.color = NAME_Null; \
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}
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#define GAMEINFOKEY_MUSIC(key, order, variable) \
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else if(nextKey.CompareNoCase(variable) == 0) \
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{ \
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sc.MustGetToken(TK_StringConst); \
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gameinfo.order = 0; \
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char *colon = strchr (sc.String, ':'); \
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if (colon) \
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{ \
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gameinfo.order = atoi(colon+1); \
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*colon = 0; \
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} \
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gameinfo.key = sc.String; \
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}
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void FMapInfoParser::ParseGameInfo()
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{
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@ -286,12 +300,12 @@ void FMapInfoParser::ParseGameInfo()
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GAMEINFOKEY_STRINGARRAY(creditPages, "CreditPage", 8, true)
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GAMEINFOKEY_STRINGARRAY(PlayerClasses, "addplayerclasses", 0, false)
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GAMEINFOKEY_STRINGARRAY(PlayerClasses, "playerclasses", 0, true)
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GAMEINFOKEY_STRING(titleMusic, "titleMusic")
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GAMEINFOKEY_MUSIC(titleMusic, titleOrder, "titleMusic")
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GAMEINFOKEY_FLOAT(titleTime, "titleTime")
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GAMEINFOKEY_FLOAT(advisoryTime, "advisoryTime")
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GAMEINFOKEY_FLOAT(pageTime, "pageTime")
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GAMEINFOKEY_STRING(chatSound, "chatSound")
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GAMEINFOKEY_STRING(finaleMusic, "finaleMusic")
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GAMEINFOKEY_MUSIC(finaleMusic, finaleOrder, "finaleMusic")
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GAMEINFOKEY_CSTRING(finaleFlat, "finaleFlat", 8)
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GAMEINFOKEY_STRINGARRAY(finalePages, "finalePage", 8, true)
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GAMEINFOKEY_STRINGARRAY(infoPages, "addinfoPage", 8, false)
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@ -309,7 +323,7 @@ void FMapInfoParser::ParseGameInfo()
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GAMEINFOKEY_COLOR(defaultbloodparticlecolor, "defaultbloodparticlecolor")
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GAMEINFOKEY_STRING(backpacktype, "backpacktype")
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GAMEINFOKEY_STRING(statusbar, "statusbar")
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GAMEINFOKEY_STRING(intermissionMusic, "intermissionMusic")
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GAMEINFOKEY_MUSIC(intermissionMusic, intermissionOrder, "intermissionMusic")
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GAMEINFOKEY_STRING(CursorPic, "CursorPic")
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GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic")
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GAMEINFOKEY_BOOL(drawreadthis, "drawreadthis")
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3
src/gi.h
3
src/gi.h
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@ -91,11 +91,13 @@ struct gameinfo_t
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TArray<FName> PlayerClasses;
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FString titleMusic;
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int titleOrder;
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float titleTime;
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float advisoryTime;
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float pageTime;
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FString chatSound;
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FString finaleMusic;
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int finaleOrder;
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char finaleFlat[9];
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char borderFlat[9];
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char SkyFlatName[9];
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@ -114,6 +116,7 @@ struct gameinfo_t
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FString backpacktype;
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FString statusbar;
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FString intermissionMusic;
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int intermissionOrder;
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FString CursorPic;
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DWORD dimcolor;
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float dimamount;
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@ -80,7 +80,7 @@ void DIntermissionScreen::Init(FIntermissionAction *desc, bool first)
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if (desc->mMusic.IsEmpty())
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{
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// only start the default music if this is the first action in an intermission
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if (first) S_ChangeMusic (gameinfo.finaleMusic, 0, desc->mMusicLooping);
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if (first) S_ChangeMusic (gameinfo.finaleMusic, gameinfo.finaleOrder, desc->mMusicLooping);
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}
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else
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{
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@ -311,6 +311,7 @@ void cht_DoCheat (player_t *player, int cheat)
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player->mo->flags4 = player->mo->GetDefault()->flags4;
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player->mo->flags5 = player->mo->GetDefault()->flags5;
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player->mo->flags6 = player->mo->GetDefault()->flags6;
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player->mo->flags7 = player->mo->GetDefault()->flags7;
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player->mo->renderflags &= ~RF_INVISIBLE;
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player->mo->height = player->mo->GetDefault()->height;
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player->mo->radius = player->mo->GetDefault()->radius;
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@ -2644,6 +2644,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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corpsehit->flags4 = info->flags4;
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corpsehit->flags5 = info->flags5;
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corpsehit->flags6 = info->flags6;
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corpsehit->flags7 = info->flags7;
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corpsehit->health = info->health;
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corpsehit->target = NULL;
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corpsehit->lastenemy = NULL;
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@ -3087,6 +3088,7 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int dropamount, int
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{
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AInventory * inv = static_cast<AInventory *>(mo);
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ModifyDropAmount(inv, dropamount);
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inv->ItemFlags |= IF_TOSSED;
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if (inv->SpecialDropAction (source))
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{
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// The special action indicates that the item should not spawn
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@ -1508,6 +1508,9 @@ bool AActor::OkayToSwitchTarget (AActor *other)
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if (other == this)
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return false; // [RH] Don't hate self (can happen when shooting barrels)
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if (other->flags7 & MF7_NEVERTARGET)
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return false; // never EVER target me!
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if (!(other->flags & MF_SHOOTABLE))
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return false; // Don't attack things that can't be hurt
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@ -334,8 +334,7 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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spechit.Clear ();
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bool StompAlwaysFrags = (thing->flags2 & MF2_TELESTOMP) ||
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(level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
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bool StompAlwaysFrags = ((thing->flags2 & MF2_TELESTOMP) || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag) && !(thing->flags7 & MF7_NOTELESTOMP);
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FBoundingBox box(x, y, thing->radius);
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FBlockLinesIterator it(box);
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@ -200,8 +200,12 @@ void AActor::Serialize (FArchive &arc)
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<< flags3
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<< flags4
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<< flags5
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<< flags6
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<< special1
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<< flags6;
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if (SaveVersion >= 4504)
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{
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arc << flags7;
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}
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arc << special1
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<< special2
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<< health
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<< movedir
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@ -826,7 +830,7 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealt
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flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED));
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FriendPlayer = other->FriendPlayer;
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DesignatedTeam = other->DesignatedTeam;
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if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET))
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if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET) && !(other->target->flags7 & MF7_NEVERTARGET))
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{
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// LastHeard must be set as well so that A_Look can react to the new target if called
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LastHeard = target = other->target;
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@ -6133,6 +6137,9 @@ void PrintMiscActorInfo(AActor *query)
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Printf("\n\tflags6: %x", query->flags6);
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags6 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
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Printf("\n\tflags7: %x", query->flags7);
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags7 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
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Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
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query->BounceFlags, FIXED2FLOAT(query->bouncefactor),
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FIXED2FLOAT(query->wallbouncefactor));
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@ -452,6 +452,7 @@ bool P_Thing_Raise(AActor *thing)
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thing->flags4 = info->flags4;
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thing->flags5 = info->flags5;
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thing->flags6 = info->flags6;
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thing->flags7 = info->flags7;
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thing->health = info->health;
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thing->target = NULL;
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thing->lastenemy = NULL;
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@ -237,6 +237,9 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
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DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
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DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
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DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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@ -305,6 +308,7 @@ static FFlagDef InventoryFlags[] =
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DEFINE_FLAG(IF, RESTRICTABSOLUTELY, AInventory, ItemFlags),
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DEFINE_FLAG(IF, NEVERRESPAWN, AInventory, ItemFlags),
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DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags),
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DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags),
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DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
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DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),};
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@ -1286,7 +1286,8 @@ DEFINE_PROPERTY(clearflags, 0, Actor)
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defaults->flags3 =
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defaults->flags4 =
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defaults->flags5 =
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defaults->flags6 = 0;
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defaults->flags6 =
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defaults->flags7 = 0;
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defaults->flags2 &= MF2_ARGSDEFINED; // this flag must not be cleared
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}
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@ -2113,9 +2114,8 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
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I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n");
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return;
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}
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// Puts a percent value in the 0.0..1.0 range
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PROP_FIXED_PARM(f, 0);
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*pStrength = f / 100;
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*pStrength = f;
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}
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//==========================================================================
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4503
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#define SAVEVER 4504
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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@ -1947,7 +1947,7 @@ void WI_Ticker(void)
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if (level.info->InterMusic.IsNotEmpty())
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S_ChangeMusic(level.info->InterMusic, level.info->intermusicorder);
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else
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S_ChangeMusic (gameinfo.intermissionMusic.GetChars());
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S_ChangeMusic (gameinfo.intermissionMusic.GetChars(), gameinfo.intermissionOrder);
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}
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@ -300,7 +300,7 @@ ACTOR Actor native //: Thinker
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action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
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action native A_SetTics(int tics);
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action native A_SetDamageType(name damagetype);
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action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = -1);
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action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
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action native A_CheckSightOrRange(float distance, state label);
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action native A_CheckRange(float distance, state label);
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