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https://github.com/ZDoom/gzdoom-gles.git
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- Added per-actor teleport fog modifications.
- New properties include TeleFogSourceType and TeleFogDestType. - TeleFogSourceType is the fog left behind where the actor teleported away from. - TeleFogDestType is the fog the actor sees when it arrives at its destination. - Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
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24f1bfae99
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30acb72006
8 changed files with 68 additions and 27 deletions
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@ -983,6 +983,8 @@ public:
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FNameNoInit PainType;
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FNameNoInit PainType;
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FNameNoInit DeathType;
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FNameNoInit DeathType;
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FNameNoInit TeleFogSourceType;
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FNameNoInit TeleFogDestType;
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FState *SpawnState;
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FState *SpawnState;
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FState *SeeState;
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FState *SeeState;
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@ -2680,18 +2680,10 @@ void P_NightmareRespawn (AActor *mobj)
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mo->PrevZ = z; // Do not interpolate Z position if we changed it since spawning.
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mo->PrevZ = z; // Do not interpolate Z position if we changed it since spawning.
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// spawn a teleport fog at old spot because of removal of the body?
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// spawn a teleport fog at old spot because of removal of the body?
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mo = Spawn ("TeleportFog", mobj->x, mobj->y, mobj->z, ALLOW_REPLACE);
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P_SpawnTeleportFog(mobj, mobj->x, mobj->y, mobj->z + TELEFOGHEIGHT, true);
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if (mo != NULL)
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{
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mo->z += TELEFOGHEIGHT;
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}
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// spawn a teleport fog at the new spot
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// spawn a teleport fog at the new spot
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mo = Spawn ("TeleportFog", x, y, z, ALLOW_REPLACE);
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P_SpawnTeleportFog(mobj, x, y, z + TELEFOGHEIGHT, false);
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if (mo != NULL)
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{
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mo->z += TELEFOGHEIGHT;
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}
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// remove the old monster
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// remove the old monster
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mobj->Destroy ();
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mobj->Destroy ();
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@ -903,6 +903,7 @@ bool EV_DoChange (line_t *line, EChange changetype, int tag);
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//
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//
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// P_TELEPT
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// P_TELEPT
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//
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//
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void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool beforeTele = true, bool replace = true, bool setTarget = false); //Spawns teleport fog. Pass the actor to pluck TeleFogFromType and TeleFogToType. 'from' determines if this is the fog to spawn at the old position (true) or new (false).
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bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, bool useFog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false);
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bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, bool useFog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false);
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bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false);
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bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false);
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bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBOOL reverse);
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bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBOOL reverse);
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@ -74,19 +74,23 @@ void ATeleportFog::PostBeginPlay ()
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//
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//
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//==========================================================================
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//==========================================================================
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void P_SpawnTeleportFog(fixed_t x, fixed_t y, fixed_t z, int spawnid)
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void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool beforeTele, bool replace, bool setTarget)
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{
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{
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const PClass *fog = P_GetSpawnableType(spawnid);
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AActor *mo;
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FNameNoInit tf = (beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType);
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if (fog == NULL)
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if (!tf) //If the actor doesn't have one, initialize the original.
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{
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{
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AActor *mo = Spawn ("TeleportFog", x, y, z + TELEFOGHEIGHT, ALLOW_REPLACE);
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mo = Spawn<ATeleportFog>(x, y, z, (replace ? ALLOW_REPLACE : NO_REPLACE));
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}
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}
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else
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else
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{
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{
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AActor *mo = Spawn (fog, x, y, z, ALLOW_REPLACE);
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mo = Spawn(tf, x, y, z, (replace ? ALLOW_REPLACE : NO_REPLACE));
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if (mo != NULL) S_Sound(mo, CHAN_BODY, mo->SeeSound, 1.f, ATTN_NORM);
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}
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}
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if (mo != NULL && setTarget)
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mo->target = mobj;
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}
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}
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//
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//
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@ -186,8 +190,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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if (sourceFog && !predicting)
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if (sourceFog && !predicting)
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{
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{
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fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
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fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
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AActor *fog = Spawn<ATeleportFog> (oldx, oldy, oldz + fogDelta, ALLOW_REPLACE);
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P_SpawnTeleportFog(thing, oldx, oldy, oldz, true, true, true); //Passes the actor through which then pulls the TeleFog metadate types based on properties.
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fog->target = thing;
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}
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}
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if (useFog)
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if (useFog)
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{
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{
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@ -195,9 +198,8 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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{
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{
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fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
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fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
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an = angle >> ANGLETOFINESHIFT;
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an = angle >> ANGLETOFINESHIFT;
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AActor *fog = Spawn<ATeleportFog>(x + 20 * finecosine[an],
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P_SpawnTeleportFog(thing, x + 20 * finecosine[an], y + 20 * finesine[an], thing->z + fogDelta, false, true, true);
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y + 20 * finesine[an], thing->z + fogDelta, ALLOW_REPLACE);
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fog->target = thing;
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}
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}
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if (thing->player)
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if (thing->player)
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{
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{
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@ -92,7 +92,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
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mobj->angle = (angle != ANGLE_MAX ? angle : spot->angle);
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mobj->angle = (angle != ANGLE_MAX ? angle : spot->angle);
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if (fog)
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if (fog)
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{
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{
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Spawn<ATeleportFog> (spot->x, spot->y, spot->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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P_SpawnTeleportFog(mobj, spot->x, spot->y, spot->z + TELEFOGHEIGHT, false);
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}
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}
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if (mobj->flags & MF_SPECIAL)
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if (mobj->flags & MF_SPECIAL)
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mobj->flags |= MF_DROPPED; // Don't respawn
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mobj->flags |= MF_DROPPED; // Don't respawn
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@ -130,8 +130,8 @@ bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog)
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{
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{
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if (fog)
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if (fog)
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{
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{
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Spawn<ATeleportFog> (x, y, z + TELEFOGHEIGHT, ALLOW_REPLACE);
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P_SpawnTeleportFog(source, x, y, z);
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Spawn<ATeleportFog> (oldx, oldy, oldz + TELEFOGHEIGHT, ALLOW_REPLACE);
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P_SpawnTeleportFog(source, oldx, oldy, oldz, false);
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}
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}
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source->PrevX = x;
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source->PrevX = x;
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source->PrevY = y;
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source->PrevY = y;
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@ -2938,9 +2938,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(flags, 0);
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ACTION_PARAM_INT(flags, 0);
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bool oktorespawn = false;
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bool oktorespawn = false;
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fixed_t oldx = self->x;
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fixed_t oldy = self->y;
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fixed_t oldz = self->z;
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self->flags |= MF_SOLID;
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self->flags |= MF_SOLID;
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self->height = self->GetDefault()->height;
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self->height = self->GetDefault()->height;
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CALL_ACTION(A_RestoreSpecialPosition, self);
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CALL_ACTION(A_RestoreSpecialPosition, self);
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@ -2998,7 +2999,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
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if (flags & RSF_FOG)
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if (flags & RSF_FOG)
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{
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{
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Spawn<ATeleportFog> (self->x, self->y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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P_SpawnTeleportFog(self, oldx, oldy, oldz, true);
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P_SpawnTeleportFog(self, self->x, self->y, self->z, false);
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}
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}
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if (self->CountsAsKill())
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if (self->CountsAsKill())
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{
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{
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@ -5377,3 +5379,24 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Remove)
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}
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}
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}
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}
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//===========================================================================
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//
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// A_SetTeleFog
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//
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// Sets the teleport fog(s) for the calling actor.
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// Takes a name of the classes for te source and destination.
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTeleFog)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_NAME(oldpos, 0);
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ACTION_PARAM_NAME(newpos, 1);
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if (oldpos)
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self->TeleFogSourceType = oldpos;
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if (newpos)
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self->TeleFogDestType = newpos;
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}
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@ -1416,6 +1416,26 @@ DEFINE_PROPERTY(stamina, I, Actor)
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defaults->stamina = i;
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defaults->stamina = i;
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}
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(telefogsourcetype, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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if (!stricmp(str, "TeleportFog")) defaults->TeleFogSourceType = NAME_None;
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else defaults->TeleFogSourceType = str;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(telefogdesttype, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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if (!stricmp(str, "TeleportFog")) defaults->TeleFogDestType = NAME_None;
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else defaults->TeleFogDestType = str;
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// Special inventory properties
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// Special inventory properties
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@ -317,6 +317,7 @@ ACTOR Actor native //: Thinker
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action native A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
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action native A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
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action native A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
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action native A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
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action native A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
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action native A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
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action native A_SetTeleFog(name oldpos, name newpos);
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action native A_CheckSightOrRange(float distance, state label);
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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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action native A_CheckRange(float distance, state label);
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