mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +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
|
@ -236,7 +236,7 @@ enum
|
|||
MF4_RANDOMIZE = 0x00000010, // Missile has random initial tic count
|
||||
MF4_NOSKIN = 0x00000020, // Player cannot use skins
|
||||
MF4_FIXMAPTHINGPOS = 0x00000040, // Fix this actor's position when spawned as a map thing
|
||||
MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor
|
||||
MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor / cannot be moved by any sector action.
|
||||
MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x
|
||||
|
||||
MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials
|
||||
|
@ -266,7 +266,7 @@ enum
|
|||
// --- mobj.flags5 ---
|
||||
|
||||
MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
|
||||
/* = 0x00000002, */
|
||||
/* = 0x00000002, reserved for use by scripting branch */
|
||||
MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
|
||||
MF5_NOFORWARDFALL = 0x00000008, // Does not make any actor fall forward by being damaged by this
|
||||
MF5_COUNTSECRET = 0x00000010, // From Doom 64: actor acts like a secret
|
||||
|
@ -284,7 +284,7 @@ enum
|
|||
MF5_NEVERFAST = 0x00010000, // never uses 'fast' attacking logic
|
||||
MF5_ALWAYSRESPAWN = 0x00020000, // always respawns, regardless of skill setting
|
||||
MF5_NEVERRESPAWN = 0x00040000, // never respawns, regardless of skill setting
|
||||
MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hittin this actor
|
||||
MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hitting this actor
|
||||
MF5_NOINFIGHTING = 0x00100000, // This actor doesn't switch target when it's hurt
|
||||
MF5_NOINTERACTION = 0x00200000, // Thing is completely excluded from any gameplay related checks
|
||||
MF5_NOTIMEFREEZE = 0x00400000, // Actor is not affected by time freezer
|
||||
|
@ -334,6 +334,11 @@ enum
|
|||
MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
|
||||
MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
|
||||
|
||||
// --- mobj.flags6 ---
|
||||
|
||||
MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
|
||||
MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
|
||||
|
||||
// --- mobj.renderflags ---
|
||||
|
||||
RF_XFLIP = 0x0001, // Flip sprite horizontally
|
||||
|
@ -838,6 +843,7 @@ public:
|
|||
DWORD flags4; // [RH] Even more flags!
|
||||
DWORD flags5; // OMG! We need another one.
|
||||
DWORD flags6; // Shit! Where did all the flags go?
|
||||
DWORD flags7; //
|
||||
|
||||
// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it.
|
||||
DWORD VisibleToTeam;
|
||||
|
|
|
@ -1300,7 +1300,7 @@ void D_DoAdvanceDemo (void)
|
|||
gamestate = GS_DEMOSCREEN;
|
||||
pagename = gameinfo.titlePage;
|
||||
pagetic = (int)(gameinfo.titleTime * TICRATE);
|
||||
S_StartMusic (gameinfo.titleMusic);
|
||||
S_ChangeMusic (gameinfo.titleMusic, gameinfo.titleOrder, false);
|
||||
demosequence = 3;
|
||||
pagecount = 0;
|
||||
C_HideConsole ();
|
||||
|
|
|
@ -589,7 +589,7 @@ void APowerInvisibility::DoEffect ()
|
|||
Super::DoEffect();
|
||||
// Due to potential interference with other PowerInvisibility items
|
||||
// the effect has to be refreshed each tic.
|
||||
fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
Owner->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
|
||||
switch (Mode)
|
||||
{
|
||||
|
@ -669,7 +669,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
|
|||
else if (changed == 1)
|
||||
{
|
||||
// something else set the weapon sprite back to opaque but this item is still active.
|
||||
fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
vis->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
|
||||
switch (Mode)
|
||||
{
|
||||
|
@ -696,7 +696,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
|
|||
// Handling of Strife-like cumulative invisibility powerups, the weapon itself shouldn't become invisible
|
||||
if ((vis->alpha < TRANSLUC25 && special1 > 0) || (vis->alpha == 0))
|
||||
{
|
||||
vis->alpha = clamp<fixed_t>((OPAQUE - Strength), 0, OPAQUE);
|
||||
vis->alpha = clamp<fixed_t>((OPAQUE - (Strength/100)), 0, OPAQUE);
|
||||
vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
|
||||
}
|
||||
return -1; // This item is valid so another one shouldn't reset the translucency
|
||||
|
|
|
@ -134,6 +134,8 @@ enum
|
|||
IF_RESTRICTABSOLUTELY = 1<<19, // RestrictedTo and ForbiddenTo do not allow pickup in any form by other classes
|
||||
IF_NEVERRESPAWN = 1<<20, // Never, ever respawns
|
||||
IF_NOSCREENFLASH = 1<<21, // No pickup flash on the player's screen
|
||||
IF_TOSSED = 1<<22, // Was spawned by P_DropItem (i.e. as a monster drop)
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
20
src/gi.cpp
20
src/gi.cpp
|
@ -184,6 +184,20 @@ const char* GameInfoBorders[] =
|
|||
gameinfo.key.color = NAME_Null; \
|
||||
}
|
||||
|
||||
#define GAMEINFOKEY_MUSIC(key, order, variable) \
|
||||
else if(nextKey.CompareNoCase(variable) == 0) \
|
||||
{ \
|
||||
sc.MustGetToken(TK_StringConst); \
|
||||
gameinfo.order = 0; \
|
||||
char *colon = strchr (sc.String, ':'); \
|
||||
if (colon) \
|
||||
{ \
|
||||
gameinfo.order = atoi(colon+1); \
|
||||
*colon = 0; \
|
||||
} \
|
||||
gameinfo.key = sc.String; \
|
||||
}
|
||||
|
||||
|
||||
void FMapInfoParser::ParseGameInfo()
|
||||
{
|
||||
|
@ -286,12 +300,12 @@ void FMapInfoParser::ParseGameInfo()
|
|||
GAMEINFOKEY_STRINGARRAY(creditPages, "CreditPage", 8, true)
|
||||
GAMEINFOKEY_STRINGARRAY(PlayerClasses, "addplayerclasses", 0, false)
|
||||
GAMEINFOKEY_STRINGARRAY(PlayerClasses, "playerclasses", 0, true)
|
||||
GAMEINFOKEY_STRING(titleMusic, "titleMusic")
|
||||
GAMEINFOKEY_MUSIC(titleMusic, titleOrder, "titleMusic")
|
||||
GAMEINFOKEY_FLOAT(titleTime, "titleTime")
|
||||
GAMEINFOKEY_FLOAT(advisoryTime, "advisoryTime")
|
||||
GAMEINFOKEY_FLOAT(pageTime, "pageTime")
|
||||
GAMEINFOKEY_STRING(chatSound, "chatSound")
|
||||
GAMEINFOKEY_STRING(finaleMusic, "finaleMusic")
|
||||
GAMEINFOKEY_MUSIC(finaleMusic, finaleOrder, "finaleMusic")
|
||||
GAMEINFOKEY_CSTRING(finaleFlat, "finaleFlat", 8)
|
||||
GAMEINFOKEY_STRINGARRAY(finalePages, "finalePage", 8, true)
|
||||
GAMEINFOKEY_STRINGARRAY(infoPages, "addinfoPage", 8, false)
|
||||
|
@ -309,7 +323,7 @@ void FMapInfoParser::ParseGameInfo()
|
|||
GAMEINFOKEY_COLOR(defaultbloodparticlecolor, "defaultbloodparticlecolor")
|
||||
GAMEINFOKEY_STRING(backpacktype, "backpacktype")
|
||||
GAMEINFOKEY_STRING(statusbar, "statusbar")
|
||||
GAMEINFOKEY_STRING(intermissionMusic, "intermissionMusic")
|
||||
GAMEINFOKEY_MUSIC(intermissionMusic, intermissionOrder, "intermissionMusic")
|
||||
GAMEINFOKEY_STRING(CursorPic, "CursorPic")
|
||||
GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic")
|
||||
GAMEINFOKEY_BOOL(drawreadthis, "drawreadthis")
|
||||
|
|
3
src/gi.h
3
src/gi.h
|
@ -91,11 +91,13 @@ struct gameinfo_t
|
|||
TArray<FName> PlayerClasses;
|
||||
|
||||
FString titleMusic;
|
||||
int titleOrder;
|
||||
float titleTime;
|
||||
float advisoryTime;
|
||||
float pageTime;
|
||||
FString chatSound;
|
||||
FString finaleMusic;
|
||||
int finaleOrder;
|
||||
char finaleFlat[9];
|
||||
char borderFlat[9];
|
||||
char SkyFlatName[9];
|
||||
|
@ -114,6 +116,7 @@ struct gameinfo_t
|
|||
FString backpacktype;
|
||||
FString statusbar;
|
||||
FString intermissionMusic;
|
||||
int intermissionOrder;
|
||||
FString CursorPic;
|
||||
DWORD dimcolor;
|
||||
float dimamount;
|
||||
|
|
|
@ -80,7 +80,7 @@ void DIntermissionScreen::Init(FIntermissionAction *desc, bool first)
|
|||
if (desc->mMusic.IsEmpty())
|
||||
{
|
||||
// only start the default music if this is the first action in an intermission
|
||||
if (first) S_ChangeMusic (gameinfo.finaleMusic, 0, desc->mMusicLooping);
|
||||
if (first) S_ChangeMusic (gameinfo.finaleMusic, gameinfo.finaleOrder, desc->mMusicLooping);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -311,6 +311,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
player->mo->flags4 = player->mo->GetDefault()->flags4;
|
||||
player->mo->flags5 = player->mo->GetDefault()->flags5;
|
||||
player->mo->flags6 = player->mo->GetDefault()->flags6;
|
||||
player->mo->flags7 = player->mo->GetDefault()->flags7;
|
||||
player->mo->renderflags &= ~RF_INVISIBLE;
|
||||
player->mo->height = player->mo->GetDefault()->height;
|
||||
player->mo->radius = player->mo->GetDefault()->radius;
|
||||
|
|
|
@ -2644,6 +2644,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
corpsehit->flags4 = info->flags4;
|
||||
corpsehit->flags5 = info->flags5;
|
||||
corpsehit->flags6 = info->flags6;
|
||||
corpsehit->flags7 = info->flags7;
|
||||
corpsehit->health = info->health;
|
||||
corpsehit->target = NULL;
|
||||
corpsehit->lastenemy = NULL;
|
||||
|
@ -3087,6 +3088,7 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int dropamount, int
|
|||
{
|
||||
AInventory * inv = static_cast<AInventory *>(mo);
|
||||
ModifyDropAmount(inv, dropamount);
|
||||
inv->ItemFlags |= IF_TOSSED;
|
||||
if (inv->SpecialDropAction (source))
|
||||
{
|
||||
// The special action indicates that the item should not spawn
|
||||
|
|
|
@ -1508,6 +1508,9 @@ bool AActor::OkayToSwitchTarget (AActor *other)
|
|||
if (other == this)
|
||||
return false; // [RH] Don't hate self (can happen when shooting barrels)
|
||||
|
||||
if (other->flags7 & MF7_NEVERTARGET)
|
||||
return false; // never EVER target me!
|
||||
|
||||
if (!(other->flags & MF_SHOOTABLE))
|
||||
return false; // Don't attack things that can't be hurt
|
||||
|
||||
|
|
|
@ -334,8 +334,7 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
|
|||
|
||||
spechit.Clear ();
|
||||
|
||||
bool StompAlwaysFrags = (thing->flags2 & MF2_TELESTOMP) ||
|
||||
(level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
|
||||
bool StompAlwaysFrags = ((thing->flags2 & MF2_TELESTOMP) || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag) && !(thing->flags7 & MF7_NOTELESTOMP);
|
||||
|
||||
FBoundingBox box(x, y, thing->radius);
|
||||
FBlockLinesIterator it(box);
|
||||
|
|
|
@ -200,8 +200,12 @@ void AActor::Serialize (FArchive &arc)
|
|||
<< flags3
|
||||
<< flags4
|
||||
<< flags5
|
||||
<< flags6
|
||||
<< special1
|
||||
<< flags6;
|
||||
if (SaveVersion >= 4504)
|
||||
{
|
||||
arc << flags7;
|
||||
}
|
||||
arc << special1
|
||||
<< special2
|
||||
<< health
|
||||
<< movedir
|
||||
|
@ -826,7 +830,7 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealt
|
|||
flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED));
|
||||
FriendPlayer = other->FriendPlayer;
|
||||
DesignatedTeam = other->DesignatedTeam;
|
||||
if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET))
|
||||
if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET) && !(other->target->flags7 & MF7_NEVERTARGET))
|
||||
{
|
||||
// LastHeard must be set as well so that A_Look can react to the new target if called
|
||||
LastHeard = target = other->target;
|
||||
|
@ -6133,6 +6137,9 @@ void PrintMiscActorInfo(AActor *query)
|
|||
Printf("\n\tflags6: %x", query->flags6);
|
||||
for (flagi = 0; flagi <= 31; flagi++)
|
||||
if (query->flags6 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
|
||||
Printf("\n\tflags7: %x", query->flags7);
|
||||
for (flagi = 0; flagi <= 31; flagi++)
|
||||
if (query->flags7 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
|
||||
Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
|
||||
query->BounceFlags, FIXED2FLOAT(query->bouncefactor),
|
||||
FIXED2FLOAT(query->wallbouncefactor));
|
||||
|
|
|
@ -452,6 +452,7 @@ bool P_Thing_Raise(AActor *thing)
|
|||
thing->flags4 = info->flags4;
|
||||
thing->flags5 = info->flags5;
|
||||
thing->flags6 = info->flags6;
|
||||
thing->flags7 = info->flags7;
|
||||
thing->health = info->health;
|
||||
thing->target = NULL;
|
||||
thing->lastenemy = NULL;
|
||||
|
|
|
@ -237,6 +237,9 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
|
||||
|
||||
DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
|
||||
|
@ -305,6 +308,7 @@ static FFlagDef InventoryFlags[] =
|
|||
DEFINE_FLAG(IF, RESTRICTABSOLUTELY, AInventory, ItemFlags),
|
||||
DEFINE_FLAG(IF, NEVERRESPAWN, AInventory, ItemFlags),
|
||||
DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags),
|
||||
DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags),
|
||||
|
||||
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
|
||||
DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),};
|
||||
|
|
|
@ -1286,7 +1286,8 @@ DEFINE_PROPERTY(clearflags, 0, Actor)
|
|||
defaults->flags3 =
|
||||
defaults->flags4 =
|
||||
defaults->flags5 =
|
||||
defaults->flags6 = 0;
|
||||
defaults->flags6 =
|
||||
defaults->flags7 = 0;
|
||||
defaults->flags2 &= MF2_ARGSDEFINED; // this flag must not be cleared
|
||||
}
|
||||
|
||||
|
@ -2113,9 +2114,8 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
|
|||
I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n");
|
||||
return;
|
||||
}
|
||||
// Puts a percent value in the 0.0..1.0 range
|
||||
PROP_FIXED_PARM(f, 0);
|
||||
*pStrength = f / 100;
|
||||
*pStrength = f;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
|||
|
||||
// Use 4500 as the base git save version, since it's higher than the
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4503
|
||||
#define SAVEVER 4504
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
|
@ -1947,7 +1947,7 @@ void WI_Ticker(void)
|
|||
if (level.info->InterMusic.IsNotEmpty())
|
||||
S_ChangeMusic(level.info->InterMusic, level.info->intermusicorder);
|
||||
else
|
||||
S_ChangeMusic (gameinfo.intermissionMusic.GetChars());
|
||||
S_ChangeMusic (gameinfo.intermissionMusic.GetChars(), gameinfo.intermissionOrder);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -300,7 +300,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
|
||||
action native A_SetTics(int tics);
|
||||
action native A_SetDamageType(name damagetype);
|
||||
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = -1);
|
||||
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
|
||||
|
||||
action native A_CheckSightOrRange(float distance, state label);
|
||||
action native A_CheckRange(float distance, state label);
|
||||
|
|
Loading…
Reference in a new issue