mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Merge branch 'master' into scripting
Conflicts: src/actor.h src/thingdef/thingdef_codeptr.cpp
This commit is contained in:
commit
3e4678765b
40 changed files with 346 additions and 163 deletions
|
@ -113,6 +113,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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|||
blockprojectiles = <bool>;// Line blocks all projectiles
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blockuse = <bool>; // Line blocks all use actions
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blocksight = <bool>; // Line blocks monster line of sight
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blockhitscan = <bool>; // Line blocks hitscan attacks
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locknumber = <int>; // Line special is locked
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arg0str = <string>; // Alternate string-based version of arg0
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@ -204,6 +205,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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// Parameter is the conversation ID, 0 meaning none.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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arg0str = <string>; // Alternate string-based version of arg0
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gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.0.
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* Note about arg0str
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15
src/actor.h
15
src/actor.h
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@ -238,7 +238,7 @@ 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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@ -270,7 +270,7 @@ enum
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MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
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MF5_INSTATECALL = 0x00000002, // This actor is being run through CallStateChain
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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/* = 0x00000008, */
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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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MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs
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MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage
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@ -286,7 +286,7 @@ 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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@ -333,6 +333,14 @@ enum
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MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
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MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
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MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
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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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MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
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// --- mobj.renderflags ---
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@ -806,6 +814,7 @@ 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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|
186
src/am_map.cpp
186
src/am_map.cpp
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@ -115,6 +115,7 @@ CVAR (Color, am_interlevelcolor, 0xff0000, CVAR_ARCHIVE);
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CVAR (Color, am_secretsectorcolor, 0xff00ff, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_friend, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_monster, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_ncmonster, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_item, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_citem, 0xfcfcfc, CVAR_ARCHIVE);
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@ -134,6 +135,7 @@ CVAR (Color, am_ovsecretsectorcolor,0x00ffff, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_friend, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_monster, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_ncmonster, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_item, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_citem, 0xe88800, CVAR_ARCHIVE);
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@ -190,6 +192,7 @@ static const char *ColorNames[] = {
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"ThingColor_Item",
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"ThingColor_CountItem",
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"ThingColor_Monster",
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"ThingColor_NocountMonster",
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"ThingColor_Friend",
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"SpecialWallColor",
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"SecretWallColor",
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@ -219,6 +222,7 @@ struct AMColorset
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ThingColor_Item,
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ThingColor_CountItem,
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ThingColor_Monster,
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ThingColor_NocountMonster,
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ThingColor_Friend,
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SpecialWallColor,
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SecretWallColor,
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@ -318,6 +322,7 @@ static FColorCVar *cv_standard[] = {
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&am_thingcolor_item,
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&am_thingcolor_citem,
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&am_thingcolor_monster,
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&am_thingcolor_ncmonster,
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&am_thingcolor_friend,
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&am_specialwallcolor,
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&am_secretwallcolor,
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@ -342,6 +347,7 @@ static FColorCVar *cv_overlay[] = {
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&am_ovthingcolor_item,
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&am_ovthingcolor_citem,
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&am_ovthingcolor_monster,
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&am_ovthingcolor_ncmonster,
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&am_ovthingcolor_friend,
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&am_ovspecialwallcolor,
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&am_ovsecretwallcolor,
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@ -368,6 +374,7 @@ static unsigned char DoomColors[]= {
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0x74,0xfc,0x6c, // thingcolor_item
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0x74,0xfc,0x6c, // thingcolor_citem
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0x74,0xfc,0x6c, // thingcolor_monster
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0x74,0xfc,0x6c, // thingcolor_ncmonster
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0x74,0xfc,0x6c, // thingcolor_friend
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NOT_USED, // specialwallcolor
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NOT_USED, // secretwallcolor
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@ -393,6 +400,7 @@ static unsigned char StrifeColors[]= {
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219, 171, 0, // thingcolor_item
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219, 171, 0, // thingcolor_citem
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0xfc,0x00,0x00, // thingcolor_monster
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0xfc,0x00,0x00, // thingcolor_ncmonster
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0xfc,0x00,0x00, // thingcolor_friend
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NOT_USED, // specialwallcolor
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NOT_USED, // secretwallcolor
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@ -418,6 +426,7 @@ static unsigned char RavenColors[]= {
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236, 236, 236, // thingcolor_item
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236, 236, 236, // thingcolor_citem
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236, 236, 236, // thingcolor_monster
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236, 236, 236, // thingcolor_ncmonster
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236, 236, 236, // thingcolor_friend
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NOT_USED, // specialwallcolor
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NOT_USED, // secretwallcolor
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@ -2616,114 +2625,117 @@ void AM_drawThings ()
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t = sectors[i].thinglist;
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while (t)
|
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{
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p.x = t->x >> FRACTOMAPBITS;
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p.y = t->y >> FRACTOMAPBITS;
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if (am_showthingsprites > 0 && t->sprite > 0)
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if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
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{
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FTexture *texture = NULL;
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spriteframe_t *frame;
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angle_t rotation = 0;
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p.x = t->x >> FRACTOMAPBITS;
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p.y = t->y >> FRACTOMAPBITS;
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// try all modes backwards until a valid texture has been found.
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for(int show = am_showthingsprites; show > 0 && texture == NULL; show--)
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if (am_showthingsprites > 0 && t->sprite > 0)
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{
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const spritedef_t& sprite = sprites[t->sprite];
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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FTexture *texture = NULL;
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spriteframe_t *frame;
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angle_t rotation = 0;
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// try all modes backwards until a valid texture has been found.
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for(int show = am_showthingsprites; show > 0 && texture == NULL; show--)
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{
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const spritedef_t& sprite = sprites[t->sprite];
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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frame = &SpriteFrames[spriteIndex];
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angle_t angle = ANGLE_270 - t->angle;
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if (frame->Texture[0] != frame->Texture[1]) angle += (ANGLE_180 / 16);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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angle += players[consoleplayer].camera->angle - ANGLE_90;
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}
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rotation = angle >> 28;
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const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
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texture = TexMan(textureID);
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}
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if (texture == NULL) goto drawTriangle; // fall back to standard display if no sprite can be found.
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const fixed_t spriteScale = 10 * scale_mtof;
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DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
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spriteScale, spriteScale, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
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}
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else
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{
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drawTriangle:
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angle = t->angle;
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frame = &SpriteFrames[spriteIndex];
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angle_t angle = ANGLE_270 - t->angle;
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if (frame->Texture[0] != frame->Texture[1]) angle += (ANGLE_180 / 16);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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angle += players[consoleplayer].camera->angle - ANGLE_90;
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AM_rotatePoint (&p.x, &p.y);
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angle += ANG90 - players[consoleplayer].camera->angle;
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}
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rotation = angle >> 28;
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const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
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texture = TexMan(textureID);
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}
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color = AMColors[AMColors.ThingColor];
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if (texture == NULL) goto drawTriangle; // fall back to standard display if no sprite can be found.
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const fixed_t spriteScale = 10 * scale_mtof;
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DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
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spriteScale, spriteScale, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
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}
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else
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{
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drawTriangle:
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angle = t->angle;
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|
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
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{
|
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AM_rotatePoint (&p.x, &p.y);
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angle += ANG90 - players[consoleplayer].camera->angle;
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}
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|
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color = AMColors[AMColors.ThingColor];
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|
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// use separate colors for special thing types
|
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if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
|
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{
|
||||
if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = AMColors[AMColors.ThingColor_Friend];
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else color = AMColors[AMColors.ThingColor_Monster];
|
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}
|
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else if (t->flags&MF_SPECIAL)
|
||||
{
|
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// Find the key's own color.
|
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// Only works correctly if single-key locks have lower numbers than any-key locks.
|
||||
// That is the case for all default keys, however.
|
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if (t->IsKindOf(RUNTIME_CLASS(AKey)))
|
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// use separate colors for special thing types
|
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if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
|
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{
|
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if (G_SkillProperty(SKILLP_EasyKey))
|
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if (t->flags & MF_FRIENDLY) color = AMColors[AMColors.ThingColor_Friend];
|
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else if (!(t->flags & MF_COUNTKILL)) color = AMColors[AMColors.ThingColor_NocountMonster];
|
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else color = AMColors[AMColors.ThingColor_Monster];
|
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}
|
||||
else if (t->flags&MF_SPECIAL)
|
||||
{
|
||||
// Find the key's own color.
|
||||
// Only works correctly if single-key locks have lower numbers than any-key locks.
|
||||
// That is the case for all default keys, however.
|
||||
if (t->IsKindOf(RUNTIME_CLASS(AKey)))
|
||||
{
|
||||
// Already drawn by AM_drawKeys(), so don't draw again
|
||||
color.Index = -1;
|
||||
}
|
||||
else if (am_showkeys)
|
||||
{
|
||||
int P_GetMapColorForKey (AInventory * key);
|
||||
int c = P_GetMapColorForKey(static_cast<AKey *>(t));
|
||||
if (G_SkillProperty(SKILLP_EasyKey))
|
||||
{
|
||||
// Already drawn by AM_drawKeys(), so don't draw again
|
||||
color.Index = -1;
|
||||
}
|
||||
else if (am_showkeys)
|
||||
{
|
||||
int P_GetMapColorForKey (AInventory * key);
|
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int c = P_GetMapColorForKey(static_cast<AKey *>(t));
|
||||
|
||||
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
|
||||
else color = AMColors[AMColors.ThingColor_CountItem];
|
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AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y);
|
||||
color.Index = -1;
|
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
|
||||
else color = AMColors[AMColors.ThingColor_CountItem];
|
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AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y);
|
||||
color.Index = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = AMColors[AMColors.ThingColor_Item];
|
||||
}
|
||||
}
|
||||
else if (t->flags&MF_COUNTITEM)
|
||||
color = AMColors[AMColors.ThingColor_CountItem];
|
||||
else
|
||||
{
|
||||
color = AMColors[AMColors.ThingColor_Item];
|
||||
}
|
||||
}
|
||||
else if (t->flags&MF_COUNTITEM)
|
||||
color = AMColors[AMColors.ThingColor_CountItem];
|
||||
else
|
||||
color = AMColors[AMColors.ThingColor_Item];
|
||||
}
|
||||
|
||||
if (color.Index != -1)
|
||||
{
|
||||
AM_drawLineCharacter
|
||||
(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
|
||||
16<<MAPBITS, angle, color, p.x, p.y);
|
||||
}
|
||||
|
||||
if (am_cheat == 3 || am_cheat == 6)
|
||||
{
|
||||
static const mline_t box[4] =
|
||||
if (color.Index != -1)
|
||||
{
|
||||
{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
|
||||
{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
|
||||
{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
|
||||
{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
|
||||
};
|
||||
AM_drawLineCharacter
|
||||
(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
|
||||
16<<MAPBITS, angle, color, p.x, p.y);
|
||||
}
|
||||
|
||||
AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
|
||||
if (am_cheat == 3 || am_cheat == 6)
|
||||
{
|
||||
static const mline_t box[4] =
|
||||
{
|
||||
{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
|
||||
{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
|
||||
{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
|
||||
{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
|
||||
};
|
||||
|
||||
AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
t = t->snext;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -855,7 +855,7 @@ void D_Display ()
|
|||
FTexture *tex;
|
||||
int x;
|
||||
|
||||
tex = TexMan[gameinfo.PauseSign];
|
||||
tex = TexMan(gameinfo.PauseSign);
|
||||
x = (SCREENWIDTH - tex->GetScaledWidth() * CleanXfac)/2 +
|
||||
tex->GetScaledLeftOffset() * CleanXfac;
|
||||
screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE);
|
||||
|
@ -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 ();
|
||||
|
|
|
@ -153,6 +153,7 @@ enum ELineFlags
|
|||
ML_BLOCKPROJECTILE = 0x01000000,
|
||||
ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
|
||||
ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
|
||||
ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
|
||||
};
|
||||
|
||||
|
||||
|
@ -342,6 +343,7 @@ struct FMapThing
|
|||
int special;
|
||||
int args[5];
|
||||
int Conversation;
|
||||
fixed_t gravity;
|
||||
|
||||
void Serialize (FArchive &);
|
||||
};
|
||||
|
|
|
@ -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
|
||||
|
@ -1697,7 +1697,7 @@ void APowerRegeneration::DoEffect()
|
|||
{
|
||||
if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
|
||||
{
|
||||
if (P_GiveBody(Owner, 5))
|
||||
if (P_GiveBody(Owner, Strength/FRACUNIT))
|
||||
{
|
||||
S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
|
||||
}
|
||||
|
|
|
@ -125,6 +125,8 @@ 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;
|
||||
|
|
|
@ -42,11 +42,6 @@
|
|||
|
||||
extern FStringTable GStrings;
|
||||
|
||||
// QuitGame messages
|
||||
#define NUM_QUITDOOMMESSAGES 14
|
||||
#define NUM_QUITSTRIFEMESSAGES 8
|
||||
#define NUM_QUITCHEXMESSAGES 7
|
||||
|
||||
extern const char *endmsg[];
|
||||
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -207,7 +207,7 @@ bool DMenu::MouseEventBack(int type, int x, int y)
|
|||
{
|
||||
if (m_show_backbutton >= 0)
|
||||
{
|
||||
FTexture *tex = TexMan[gameinfo.mBackButton];
|
||||
FTexture *tex = TexMan(gameinfo.mBackButton);
|
||||
if (tex != NULL)
|
||||
{
|
||||
if (m_show_backbutton&1) x -= screen->GetWidth() - tex->GetScaledWidth() * CleanXfac;
|
||||
|
@ -263,7 +263,7 @@ void DMenu::Drawer ()
|
|||
{
|
||||
if (this == DMenu::CurrentMenu && BackbuttonAlpha > 0 && m_show_backbutton >= 0 && m_use_mouse)
|
||||
{
|
||||
FTexture *tex = TexMan[gameinfo.mBackButton];
|
||||
FTexture *tex = TexMan(gameinfo.mBackButton);
|
||||
int w = tex->GetScaledWidth() * CleanXfac;
|
||||
int h = tex->GetScaledHeight() * CleanYfac;
|
||||
int x = (!(m_show_backbutton&1))? 0:screen->GetWidth() - w;
|
||||
|
@ -909,6 +909,11 @@ CCMD (openmenu)
|
|||
M_SetMenu(argv[1], -1);
|
||||
}
|
||||
|
||||
CCMD (closemenu)
|
||||
{
|
||||
M_ClearMenus();
|
||||
}
|
||||
|
||||
//
|
||||
// Toggle messages on/off
|
||||
//
|
||||
|
|
|
@ -763,7 +763,7 @@ public:
|
|||
: FOptionMenuItem(label, menu)
|
||||
{
|
||||
FBaseCVar *cv = FindCVar(menu, NULL);
|
||||
if (cv->GetRealType() == CVAR_Color)
|
||||
if (cv != NULL && cv->GetRealType() == CVAR_Color)
|
||||
{
|
||||
mCVar = (FColorCVar*)cv;
|
||||
}
|
||||
|
|
|
@ -467,6 +467,7 @@ xx(blockprojectiles)
|
|||
xx(blockuse)
|
||||
xx(hidden)
|
||||
xx(blocksight)
|
||||
xx(blockhitscan)
|
||||
|
||||
xx(Renderstyle)
|
||||
|
||||
|
|
|
@ -60,7 +60,7 @@
|
|||
FDynamicColormap *F3DFloor::GetColormap()
|
||||
{
|
||||
// If there's no fog in either model or target sector this is easy and fast.
|
||||
if ((target->ColorMap->Fade == 0 && model->ColorMap->Fade == 0) || (flags & FF_FADEWALLS))
|
||||
if ((target->ColorMap->Fade == 0 && model->ColorMap->Fade == 0) || (flags & (FF_FADEWALLS|FF_FOG)))
|
||||
{
|
||||
return model->ColorMap;
|
||||
}
|
||||
|
|
|
@ -46,6 +46,7 @@
|
|||
#include "p_acs.h"
|
||||
#include "p_saveg.h"
|
||||
#include "p_lnspec.h"
|
||||
#include "p_enemy.h"
|
||||
#include "m_random.h"
|
||||
#include "doomstat.h"
|
||||
#include "c_console.h"
|
||||
|
@ -4232,6 +4233,8 @@ enum EACSFunctions
|
|||
ACSF_PlayActorSound,
|
||||
ACSF_SpawnDecal,
|
||||
ACSF_CheckFont,
|
||||
ACSF_DropItem,
|
||||
ACSF_CheckFlag,
|
||||
|
||||
// ZDaemon
|
||||
ACSF_GetTeamScore = 19620, // (int team)
|
||||
|
@ -5230,6 +5233,49 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
// bool CheckFont(str fontname)
|
||||
return V_GetFont(FBehavior::StaticLookupString(args[0])) != NULL;
|
||||
|
||||
case ACSF_DropItem:
|
||||
{
|
||||
const char *type = FBehavior::StaticLookupString(args[1]);
|
||||
int amount = argCount >= 3? args[2] : -1;
|
||||
int chance = argCount >= 4? args[3] : 256;
|
||||
const PClass *cls = PClass::FindClass(type);
|
||||
int cnt = 0;
|
||||
if (cls != NULL)
|
||||
{
|
||||
if (args[0] == 0)
|
||||
{
|
||||
if (activator != NULL)
|
||||
{
|
||||
P_DropItem(activator, cls, amount, chance);
|
||||
cnt++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FActorIterator it(args[0]);
|
||||
AActor *actor;
|
||||
|
||||
while ((actor = it.Next()) != NULL)
|
||||
{
|
||||
P_DropItem(actor, cls, amount, chance);
|
||||
cnt++;
|
||||
}
|
||||
}
|
||||
return cnt;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ACSF_CheckFlag:
|
||||
{
|
||||
AActor *actor = SingleActorFromTID(args[0], activator);
|
||||
if (actor != NULL)
|
||||
{
|
||||
return !!CheckActorFlag(actor, FBehavior::StaticLookupString(args[1]));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -698,6 +698,7 @@ static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
|
|||
mapthings[count].SkillFilter = 0xffff;
|
||||
mapthings[count].flags = MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH;
|
||||
mapthings[count].special = 0;
|
||||
mapthings[count].gravity = FRACUNIT;
|
||||
|
||||
if (xsprites != NULL && sprites[i].lotag == 710)
|
||||
{ // Blood ambient sound
|
||||
|
@ -876,4 +877,4 @@ void ACustomSprite::BeginPlay ()
|
|||
renderflags |= RF_XFLIP;
|
||||
if (args[4] & 8)
|
||||
renderflags |= RF_YFLIP;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1425,6 +1425,9 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
|
|||
if (!(link->flags3 & MF3_ISMONSTER))
|
||||
continue; // don't target it if it isn't a monster (could be a barrel)
|
||||
|
||||
if (link->flags7 & MF7_NEVERTARGET)
|
||||
continue;
|
||||
|
||||
other = NULL;
|
||||
if (link->flags & MF_FRIENDLY)
|
||||
{
|
||||
|
@ -2656,6 +2659,7 @@ 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;
|
||||
|
@ -3131,6 +3135,7 @@ AInventory *P_DropItem (AActor *source, PClassActor *type, int dropamount, int c
|
|||
{
|
||||
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
|
||||
|
|
|
@ -1138,7 +1138,9 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
&& (pr_damagemobj()&1)
|
||||
// [RH] But only if not too fast and not flying
|
||||
&& thrust < 10*FRACUNIT
|
||||
&& !(target->flags & MF_NOGRAVITY))
|
||||
&& !(target->flags & MF_NOGRAVITY)
|
||||
&& (inflictor == NULL || !(inflictor->flags5 & MF5_NOFORWARDFALL))
|
||||
)
|
||||
{
|
||||
ang += ANG180;
|
||||
thrust *= 4;
|
||||
|
@ -1501,6 +1503,9 @@ 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
|
||||
|
||||
|
|
|
@ -2545,6 +2545,7 @@ FUNC(LS_Line_SetBlocking)
|
|||
ML_RAILING,
|
||||
ML_BLOCKUSE,
|
||||
ML_BLOCKSIGHT,
|
||||
ML_BLOCKHITSCAN,
|
||||
-1
|
||||
};
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
@ -383,7 +382,8 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
|
|||
|
||||
// monsters don't stomp things except on boss level
|
||||
// [RH] Some Heretic/Hexen monsters can telestomp
|
||||
if (StompAlwaysFrags && !(th->flags6 & MF6_NOTELEFRAG))
|
||||
// ... and some items can never be telefragged while others will be telefragged by everything that teleports upon them.
|
||||
if ((StompAlwaysFrags && !(th->flags6 & MF6_NOTELEFRAG)) || (th->flags7 & MF7_ALWAYSTELEFRAG))
|
||||
{
|
||||
P_DamageMobj (th, thing, thing, TELEFRAG_DAMAGE, NAME_Telefrag, DMG_THRUSTLESS);
|
||||
continue;
|
||||
|
@ -3563,7 +3563,7 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|||
else tflags = TRACE_NoSky|TRACE_Impact;
|
||||
|
||||
if (!Trace (t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
|
||||
MF_SHOOTABLE, ML_BLOCKEVERYTHING, t1, trace,
|
||||
MF_SHOOTABLE, ML_BLOCKEVERYTHING|ML_BLOCKHITSCAN, t1, trace,
|
||||
tflags, hitGhosts ? CheckForGhost : CheckForSpectral))
|
||||
{ // hit nothing
|
||||
if (puffDefaults == NULL)
|
||||
|
@ -5050,6 +5050,15 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
|
|||
P_CheckFakeFloorTriggers (thing, oldz);
|
||||
}
|
||||
}
|
||||
else if ((thing->z != oldfloorz && !(thing->flags & MF_NOLIFTDROP)))
|
||||
{
|
||||
fixed_t oldz = thing->z;
|
||||
if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
|
||||
{
|
||||
thing->z = thing->z - oldfloorz + thing->floorz;
|
||||
P_CheckFakeFloorTriggers (thing, oldz);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
@ -5061,6 +5070,7 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
|
|||
void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
|
||||
{
|
||||
fixed_t oldfloorz = thing->floorz;
|
||||
fixed_t oldz = thing->z;
|
||||
|
||||
P_AdjustFloorCeil (thing, cpos);
|
||||
|
||||
|
@ -5075,22 +5085,30 @@ void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
|
|||
return; // do not move bridge things
|
||||
}
|
||||
intersectors.Clear ();
|
||||
fixed_t oldz = thing->z;
|
||||
thing->z = thing->floorz;
|
||||
switch (P_PushUp (thing, cpos))
|
||||
}
|
||||
else
|
||||
{
|
||||
if((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
|
||||
{
|
||||
default:
|
||||
P_CheckFakeFloorTriggers (thing, oldz);
|
||||
break;
|
||||
case 1:
|
||||
P_DoCrunch (thing, cpos);
|
||||
P_CheckFakeFloorTriggers (thing, oldz);
|
||||
break;
|
||||
case 2:
|
||||
P_DoCrunch (thing, cpos);
|
||||
thing->z = oldz;
|
||||
break;
|
||||
intersectors.Clear ();
|
||||
thing->z = thing->z - oldfloorz + thing->floorz;
|
||||
}
|
||||
else return;
|
||||
}
|
||||
switch (P_PushUp (thing, cpos))
|
||||
{
|
||||
default:
|
||||
P_CheckFakeFloorTriggers (thing, oldz);
|
||||
break;
|
||||
case 1:
|
||||
P_DoCrunch (thing, cpos);
|
||||
P_CheckFakeFloorTriggers (thing, oldz);
|
||||
break;
|
||||
case 2:
|
||||
P_DoCrunch (thing, cpos);
|
||||
thing->z = oldz;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -285,8 +285,12 @@ void AActor::Serialize (FArchive &arc)
|
|||
<< flags3
|
||||
<< flags4
|
||||
<< flags5
|
||||
<< flags6
|
||||
<< special1
|
||||
<< flags6;
|
||||
if (SaveVersion >= 4504)
|
||||
{
|
||||
arc << flags7;
|
||||
}
|
||||
arc << special1
|
||||
<< special2
|
||||
<< health
|
||||
<< movedir
|
||||
|
@ -921,7 +925,7 @@ 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;
|
||||
|
@ -4822,6 +4826,10 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
mobj->SpawnPoint[2] = mthing->z;
|
||||
mobj->SpawnAngle = mthing->angle;
|
||||
mobj->SpawnFlags = mthing->flags;
|
||||
if (mthing->gravity < 0) mobj->gravity = -mthing->gravity;
|
||||
else if (mthing->gravity > 0) mobj->gravity = FixedMul(mobj->gravity, mthing->gravity);
|
||||
else mobj->flags &= ~MF_NOGRAVITY;
|
||||
|
||||
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
||||
|
||||
if (!(mobj->flags2 & MF2_ARGSDEFINED))
|
||||
|
@ -6227,6 +6235,9 @@ 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));
|
||||
|
|
|
@ -1747,6 +1747,7 @@ void P_LoadThings (MapData * map)
|
|||
|
||||
memset (&mti[i], 0, sizeof(mti[i]));
|
||||
|
||||
mti[i].gravity = FRACUNIT;
|
||||
mti[i].Conversation = 0;
|
||||
mti[i].SkillFilter = MakeSkill(flags);
|
||||
mti[i].ClassFilter = 0xffff; // Doom map format doesn't have class flags so spawn for all player classes
|
||||
|
@ -1822,6 +1823,7 @@ void P_LoadThings2 (MapData * map)
|
|||
mti[i].ClassFilter = (mti[i].flags & MTF_CLASS_MASK) >> MTF_CLASS_SHIFT;
|
||||
mti[i].flags &= ~(MTF_SKILLMASK|MTF_CLASS_MASK);
|
||||
mti[i].Conversation = 0;
|
||||
mti[i].gravity = FRACUNIT;
|
||||
}
|
||||
delete[] mtp;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -475,6 +475,7 @@ public:
|
|||
FString arg0str, arg1str;
|
||||
|
||||
memset(th, 0, sizeof(*th));
|
||||
th->gravity = FRACUNIT;
|
||||
sc.MustGetToken('{');
|
||||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
|
@ -515,6 +516,11 @@ public:
|
|||
th->special = CheckInt(key);
|
||||
break;
|
||||
|
||||
case NAME_Gravity:
|
||||
CHECK_N(Zd | Zdt)
|
||||
th->gravity = CheckFixed(key);
|
||||
break;
|
||||
|
||||
case NAME_Arg0:
|
||||
case NAME_Arg1:
|
||||
case NAME_Arg2:
|
||||
|
@ -921,6 +927,10 @@ public:
|
|||
Flag(ld->flags, ML_BLOCKSIGHT, key);
|
||||
continue;
|
||||
|
||||
case NAME_blockhitscan:
|
||||
Flag(ld->flags, ML_BLOCKHITSCAN, key);
|
||||
continue;
|
||||
|
||||
// [Dusk] lock number
|
||||
case NAME_Locknumber:
|
||||
ld->locknumber = CheckInt(key);
|
||||
|
|
|
@ -828,7 +828,7 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
|
|||
{
|
||||
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
|
||||
{
|
||||
lightlist_t *lit = &backsector->e->XFloor.lightlist[i];
|
||||
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
|
||||
break;
|
||||
|
|
|
@ -31,6 +31,7 @@ bool CheckDeprecatedFlags(const AActor *actor, PClassActor *info, int index);
|
|||
const char *GetFlagName(unsigned int flagnum, int flagoffset);
|
||||
void ModActorFlag(AActor *actor, FFlagDef *fd, bool set);
|
||||
INTBOOL CheckActorFlag(const AActor *actor, FFlagDef *fd);
|
||||
INTBOOL CheckActorFlag(const AActor *owner, const char *flagname, bool printerror = true);
|
||||
|
||||
#define FLAG_NAME(flagnum, flagvar) GetFlagName(flagnum, myoffsetof(AActor, flagvar))
|
||||
|
||||
|
|
|
@ -4016,30 +4016,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag)
|
|||
return numret;
|
||||
}
|
||||
|
||||
long dot = flagname.IndexOf('.');
|
||||
FFlagDef *fd;
|
||||
PClassActor *cls = owner->GetClass();
|
||||
|
||||
if (dot >= 0)
|
||||
if (CheckActorFlag(owner, flagname))
|
||||
{
|
||||
FString part1(flagname.Left(dot));
|
||||
fd = FindFlag(cls, part1, flagname.Mid(dot+1));
|
||||
}
|
||||
else
|
||||
{
|
||||
fd = FindFlag(cls, flagname, NULL);
|
||||
}
|
||||
|
||||
if (fd != NULL)
|
||||
{
|
||||
if (CheckActorFlag(owner, fd))
|
||||
{
|
||||
ACTION_JUMP(jumpto);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Printf("Unknown flag '%s' in '%s'\n", flagname.GetChars(), cls->TypeName.GetChars());
|
||||
ACTION_JUMP(jumpto);
|
||||
}
|
||||
return numret;
|
||||
}
|
||||
|
@ -5225,3 +5204,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType)
|
|||
self->DamageType = damagetype;
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_DropItem
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_CLASS(spawntype, 0);
|
||||
ACTION_PARAM_INT(amount, 1);
|
||||
ACTION_PARAM_INT(chance, 2);
|
||||
|
||||
P_DropItem(self, spawntype, amount, chance);
|
||||
}
|
||||
|
|
|
@ -184,6 +184,7 @@ static FFlagDef ActorFlags[]=
|
|||
|
||||
DEFINE_FLAG(MF5, DONTDRAIN, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NOFORWARDFALL, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
|
||||
|
@ -233,6 +234,12 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
|
||||
|
||||
DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
|
@ -302,6 +309,7 @@ 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),};
|
||||
|
|
|
@ -194,6 +194,33 @@ INTBOOL CheckActorFlag(const AActor *owner, FFlagDef *fd)
|
|||
#endif
|
||||
}
|
||||
|
||||
INTBOOL CheckActorFlag(const AActor *owner, const char *flagname, bool printerror)
|
||||
{
|
||||
const char *dot = strchr (flagname, '.');
|
||||
FFlagDef *fd;
|
||||
const PClass *cls = owner->GetClass();
|
||||
|
||||
if (dot != NULL)
|
||||
{
|
||||
FString part1(flagname, dot-flagname);
|
||||
fd = FindFlag (cls, part1, dot+1);
|
||||
}
|
||||
else
|
||||
{
|
||||
fd = FindFlag (cls, flagname, NULL);
|
||||
}
|
||||
|
||||
if (fd != NULL)
|
||||
{
|
||||
return CheckActorFlag(owner, fd);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (printerror) Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// HandleDeprecatedFlags
|
||||
|
@ -1323,7 +1350,8 @@ 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
|
||||
}
|
||||
|
||||
|
@ -2157,9 +2185,8 @@ 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);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -300,6 +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 = 256);
|
||||
|
||||
action native A_CheckSightOrRange(float distance, state label);
|
||||
action native A_CheckRange(float distance, state label);
|
||||
|
|
|
@ -300,6 +300,7 @@ ACTOR PowerDrain : Powerup native
|
|||
ACTOR PowerRegeneration : Powerup native
|
||||
{
|
||||
Powerup.Duration -120
|
||||
Powerup.Strength 5
|
||||
}
|
||||
|
||||
ACTOR PowerHighJump : Powerup native {}
|
||||
|
|
|
@ -20,6 +20,7 @@ ACTOR AlienSpectre1 : SpectralMonster 129
|
|||
PainSound "alienspectre/pain"
|
||||
DeathSound "alienspectre/death"
|
||||
ActiveSound "alienspectre/active"
|
||||
Obituary "$OB_ALIENSPECTRE"
|
||||
+NOGRAVITY
|
||||
+FLOAT
|
||||
+SHADOW
|
||||
|
|
|
@ -736,7 +736,7 @@ OB_MACIL = "%o should have never rebelled against Macil.";
|
|||
OB_REBEL = "%o was gunned down by a Rebel.";
|
||||
OB_BEGGAR = "%o was beaten to death by the poor.";
|
||||
OB_PEASANT = "%o should have never picked a fight with a civilian.";
|
||||
OB_ALIENSPECTE = "%o was struck down by the Spectre.";
|
||||
OB_ALIENSPECTRE = "%o was struck down by the Spectre.";
|
||||
OB_ENTITY = "%o felt the wrath of The One God.";
|
||||
OB_LOREMASTER = "%o couldn't escape from the Lore Master's grasp.";
|
||||
OB_PROGRAMMER = "%o was deleted by the Programmer.";
|
||||
|
|
|
@ -779,7 +779,7 @@ OB_MACIL = "%o n'aurait jamais du se rebelle contre Macil.";
|
|||
OB_REBEL = "%o a ete abbatu par un Rebel.";
|
||||
OB_BEGGAR = "%o a ete battu a mort par un pauvre.";
|
||||
OB_PEASANT = "%o n'aurait jamais du chercher la bagarre a un civil.";
|
||||
OB_ALIENSPECTE = "%o a ete terrasse par le Spectre.";
|
||||
OB_ALIENSPECTRE = "%o a ete terrasse par le Spectre.";
|
||||
OB_ENTITY = "%o a senti le courroux du dieu unique.";
|
||||
OB_LOREMASTER = "%o n'a pu echapper a l'emprise du Maitre des Traditions.";
|
||||
OB_PROGRAMMER = "%o a ete efface par le Programmer.";
|
||||
|
|
|
@ -712,7 +712,7 @@ OB_MACIL = "%o should have never rebelled against Macil.";
|
|||
OB_REBEL = "%o was gunned down by a Rebel.";
|
||||
OB_BEGGAR = "%o was beaten to death by the poor.";
|
||||
OB_PEASANT = "%o should have never picked a fight with a civilian.";
|
||||
OB_ALIENSPECTE = "%o was struck down by the Spectre.";
|
||||
OB_ALIENSPECTRE = "%o was struck down by the Spectre.";
|
||||
OB_ENTITY = "%o felt the wrath of The One God.";
|
||||
OB_LOREMASTER = "%o couldn't escape from the Lore Master's grasp.";
|
||||
OB_PROGRAMMER = "%o was deleted by the Programmer.";
|
||||
|
|
|
@ -1019,6 +1019,7 @@ OptionMenu MapColorMenu
|
|||
ColorPicker "Secret walls", "am_secretwallcolor"
|
||||
ColorPicker "Actors", "am_thingcolor"
|
||||
ColorPicker "Monsters", "am_thingcolor_monster"
|
||||
ColorPicker "non-counting Monsters", "am_thingcolor_ncmonster"
|
||||
ColorPicker "Friends", "am_thingcolor_friend"
|
||||
ColorPicker "Items", "am_thingcolor_item"
|
||||
ColorPicker "Count Items", "am_thingcolor_citem"
|
||||
|
@ -1041,6 +1042,7 @@ OptionMenu MapColorMenu
|
|||
ColorPicker "Secret walls", "am_ovsecretwallcolor"
|
||||
ColorPicker "Actors", "am_ovthingcolor"
|
||||
ColorPicker "Monsters", "am_ovthingcolor_monster"
|
||||
ColorPicker "non-counting Monsters", "am_ovthingcolor_ncmonster"
|
||||
ColorPicker "Friends", "am_ovthingcolor_friend"
|
||||
ColorPicker "Items", "am_ovthingcolor_item"
|
||||
ColorPicker "Count Items", "am_ovthingcolor_citem"
|
||||
|
|
Loading…
Reference in a new issue