mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- Added a few things from Gez's experimental build:
* Beta Lost Soul (added DoomEdNum 9037 to it) * A_Mushroom extensions * Vavoom compatible MAPINFO keynames. * Vavoom's Sector_SetContents fixes to inactive 3D floor code. SVN r1818 (trunk)
This commit is contained in:
parent
980b68af17
commit
914d993aa1
11 changed files with 122 additions and 31 deletions
|
@ -1,3 +1,9 @@
|
||||||
|
September 14, 2009 (Changes by Graf Zahl)
|
||||||
|
- Added a few things from Gez's experimental build:
|
||||||
|
* Beta Lost Soul (added DoomEdNum 9037 to it)
|
||||||
|
* A_Mushroom extensions
|
||||||
|
* Vavoom compatible MAPINFO keynames.
|
||||||
|
|
||||||
September 11, 2009
|
September 11, 2009
|
||||||
- Added warning messages when loading maps that have non-zero values in
|
- Added warning messages when loading maps that have non-zero values in
|
||||||
unused line argument fields, because these maps could potentially break
|
unused line argument fields, because these maps could potentially break
|
||||||
|
|
|
@ -270,7 +270,7 @@ public:
|
||||||
// killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
|
// killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
|
||||||
// mo->velx and mo->vely represent true velocity experienced by player.
|
// mo->velx and mo->vely represent true velocity experienced by player.
|
||||||
// This only represents the thrust that the player applies himself.
|
// This only represents the thrust that the player applies himself.
|
||||||
// This avoids anomolies with such things as Boom ice and conveyors.
|
// This avoids anomalies with such things as Boom ice and conveyors.
|
||||||
fixed_t velx, vely; // killough 10/98
|
fixed_t velx, vely; // killough 10/98
|
||||||
|
|
||||||
bool centering;
|
bool centering;
|
||||||
|
|
|
@ -124,12 +124,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
|
||||||
{
|
{
|
||||||
int i, j;
|
int i, j;
|
||||||
|
|
||||||
ACTION_PARAM_START(3);
|
ACTION_PARAM_START(5);
|
||||||
ACTION_PARAM_CLASS(spawntype, 0);
|
ACTION_PARAM_CLASS(spawntype, 0);
|
||||||
ACTION_PARAM_INT(n, 1);
|
ACTION_PARAM_INT(n, 1);
|
||||||
ACTION_PARAM_INT(flags, 2);
|
ACTION_PARAM_INT(flags, 2);
|
||||||
|
ACTION_PARAM_FIXED(vrange, 3);
|
||||||
|
ACTION_PARAM_FIXED(hrange, 4);
|
||||||
|
|
||||||
if (n == 0) n = self->GetMissileDamage (0, 1);
|
if (n == 0) n = self->Damage; // GetMissileDamage (0, 1);
|
||||||
if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
|
if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
|
||||||
|
|
||||||
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
|
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
|
||||||
|
@ -148,7 +150,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
|
||||||
AActor *mo;
|
AActor *mo;
|
||||||
target->x = self->x + (i << FRACBITS); // Aim in many directions from source
|
target->x = self->x + (i << FRACBITS); // Aim in many directions from source
|
||||||
target->y = self->y + (j << FRACBITS);
|
target->y = self->y + (j << FRACBITS);
|
||||||
target->z = self->z + (P_AproxDistance(i,j) << (FRACBITS+2)); // Aim up fairly high
|
target->z = self->z + (P_AproxDistance(i,j) * vrange); // Aim up fairly high
|
||||||
if (flags == 0 && (self->state->Misc1 == 0 || !(i_compatflags & COMPATF_MUSHROOM)))
|
if (flags == 0 && (self->state->Misc1 == 0 || !(i_compatflags & COMPATF_MUSHROOM)))
|
||||||
{
|
{
|
||||||
mo = P_SpawnMissile (self, target, spawntype); // Launch fireball
|
mo = P_SpawnMissile (self, target, spawntype); // Launch fireball
|
||||||
|
@ -158,10 +160,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
|
||||||
mo = P_OldSpawnMissile (self, target, spawntype); // Launch fireball
|
mo = P_OldSpawnMissile (self, target, spawntype); // Launch fireball
|
||||||
}
|
}
|
||||||
if (mo != NULL)
|
if (mo != NULL)
|
||||||
{
|
{ // Slow it down a bit
|
||||||
mo->velx >>= 1;
|
mo->velx = FixedMul(mo->velx, hrange);
|
||||||
mo->vely >>= 1; // Slow it down a bit
|
mo->vely = FixedMul(mo->vely, hrange);
|
||||||
mo->velz >>= 1;
|
mo->velz = FixedMul(mo->velz, hrange);
|
||||||
mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
|
mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -13,6 +13,7 @@
|
||||||
*/
|
*/
|
||||||
|
|
||||||
FRandom pr_lost ("LostMissileRange");
|
FRandom pr_lost ("LostMissileRange");
|
||||||
|
FRandom pr_oldsoul ("BetaLostSoul");
|
||||||
|
|
||||||
//
|
//
|
||||||
// SkullAttack
|
// SkullAttack
|
||||||
|
@ -54,6 +55,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack)
|
||||||
A_SkullAttack(self, n);
|
A_SkullAttack(self, n);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
DEFINE_ACTION_FUNCTION(AActor, A_BetaSkullAttack)
|
||||||
|
{
|
||||||
|
int damage;
|
||||||
|
if (!self || !self->target || self->target->GetSpecies() == self->GetSpecies())
|
||||||
|
return;
|
||||||
|
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
|
||||||
|
A_FaceTarget(self);
|
||||||
|
damage = (pr_oldsoul()%8+1)*self->Damage;
|
||||||
|
P_DamageMobj(self->target, self, self, damage, NAME_None);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
// CVAR transsouls
|
// CVAR transsouls
|
||||||
|
|
|
@ -947,6 +947,12 @@ DEFINE_MAP_OPTION(secretnext, true)
|
||||||
parse.ParseNextMap(info->secretmap);
|
parse.ParseNextMap(info->secretmap);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
DEFINE_MAP_OPTION(secret, true) // Just an alias for secretnext, for Vavoom compatibility
|
||||||
|
{
|
||||||
|
parse.ParseAssign();
|
||||||
|
parse.ParseNextMap(info->secretmap);
|
||||||
|
}
|
||||||
|
|
||||||
DEFINE_MAP_OPTION(cluster, true)
|
DEFINE_MAP_OPTION(cluster, true)
|
||||||
{
|
{
|
||||||
parse.ParseAssign();
|
parse.ParseAssign();
|
||||||
|
@ -998,6 +1004,14 @@ DEFINE_MAP_OPTION(sky2, true)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Vavoom compatibility
|
||||||
|
DEFINE_MAP_OPTION(skybox, true)
|
||||||
|
{
|
||||||
|
parse.ParseAssign();
|
||||||
|
parse.ParseLumpOrTextureName(info->skypic1);
|
||||||
|
info->skyspeed1 = 0;
|
||||||
|
}
|
||||||
|
|
||||||
DEFINE_MAP_OPTION(fade, true)
|
DEFINE_MAP_OPTION(fade, true)
|
||||||
{
|
{
|
||||||
parse.ParseAssign();
|
parse.ParseAssign();
|
||||||
|
|
|
@ -168,13 +168,19 @@ static int P_Set3DFloor(line_t * line, int param,int param2, int alpha)
|
||||||
if (l->args[0])
|
if (l->args[0])
|
||||||
{
|
{
|
||||||
// Yes, Vavoom's 3D-floor definitions suck!
|
// Yes, Vavoom's 3D-floor definitions suck!
|
||||||
static DWORD vavoomcolors[]={
|
// The content list changed in r1783 of Vavoom to be unified
|
||||||
0, 0x101080, 0x801010, 0x108010, 0x287020, 0xf0f010};
|
// among all its supported games, so it has now ten different
|
||||||
|
// values instead of just five.
|
||||||
|
static DWORD vavoomcolors[]={VC_EMPTY,
|
||||||
|
VC_WATER, VC_LAVA, VC_NUKAGE, VC_SLIME, VC_HELLSLIME,
|
||||||
|
VC_BLOOD, VC_SLUDGE, VC_HAZARD, VC_BOOMWATER};
|
||||||
flags|=FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_FLOOD;
|
flags|=FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_FLOOD;
|
||||||
|
|
||||||
l->frontsector->ColorMap = GetSpecialLights (l->frontsector->ColorMap->Color,
|
l->frontsector->ColorMap =
|
||||||
vavoomcolors[l->args[0]],
|
GetSpecialLights (l->frontsector->ColorMap->Color,
|
||||||
l->frontsector->ColorMap->Desaturate);
|
vavoomcolors[l->args[0]]&VC_COLORMASK,
|
||||||
|
(vavoomcolors[l->args[0]]&VC_ALPHAMASK)>>24);
|
||||||
|
// l->frontsector->ColorMap->Desaturate);
|
||||||
}
|
}
|
||||||
alpha=(alpha*255)/100;
|
alpha=(alpha*255)/100;
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -39,7 +39,22 @@ typedef enum
|
||||||
|
|
||||||
} ffloortype_e;
|
} ffloortype_e;
|
||||||
|
|
||||||
|
// This is for the purpose of Sector_SetContents:
|
||||||
|
enum : unsigned int
|
||||||
|
{
|
||||||
|
VC_EMPTY = 0, // Here's the original values of the color shifts in Vavoom, and in ARGB:
|
||||||
|
VC_WATER = 0x80825032, // 130, 80, 50, 128 -> 80.82.50.32 (was 0x101080)
|
||||||
|
VC_LAVA = 0x96FF5000, // 255, 80, 0, 150 -> 96.FF.50.00 (was 0xf0f010)
|
||||||
|
VC_NUKAGE = 0x9632FF32, // 50, 255, 50, 150 -> 96.32.FF.32 (was 0x108010)
|
||||||
|
VC_SLIME = 0x96001905, // 0, 25, 5, 150 -> 96.00.19.05 (was 0x287020)
|
||||||
|
VC_HELLSLIME = 0x96FF5000, // 255, 80, 0, 150 -> 96.FF.50.00 (wasn't covered)
|
||||||
|
VC_BLOOD = 0x96A00A0A, // 160, 16, 16, 150 -> 96.A0.0A.0A (was 0x801010)
|
||||||
|
VC_SLUDGE = 0x9680A080, // 128, 160, 128, 150 -> 96.80.A0.80 (wasn't covered)
|
||||||
|
VC_HAZARD = 0x8080A080, // 128, 160, 128, 128 -> 80.80.A0.80 (wasn't covered)
|
||||||
|
VC_BOOMWATER = 0x80004FA5, // Boom WATERMAP: -> 80.00.4F.A5 (wasn't covered)
|
||||||
|
VC_ALPHAMASK = 0xFF000000,
|
||||||
|
VC_COLORMASK = 0x00FFFFFF,
|
||||||
|
};
|
||||||
|
|
||||||
#ifdef _3DFLOORS
|
#ifdef _3DFLOORS
|
||||||
|
|
||||||
|
|
|
@ -1594,12 +1594,12 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
||||||
#else
|
#else
|
||||||
// When flying, slide up or down blocking lines until the actor
|
// When flying, slide up or down blocking lines until the actor
|
||||||
// is not blocked.
|
// is not blocked.
|
||||||
if (thing->z+thing->height > tmceilingz)
|
if (thing->z+thing->height > tm.ceilingz)
|
||||||
{
|
{
|
||||||
thing->velz = -8*FRACUNIT;
|
thing->velz = -8*FRACUNIT;
|
||||||
goto pushline;
|
goto pushline;
|
||||||
}
|
}
|
||||||
else if (thing->z < tmfloorz && tmfloorz-tmdropoffz > thing->MaxDropOffHeight)
|
else if (thing->z < tm.floorz && tm.floorz-tm.dropoffz > thing->MaxDropOffHeight)
|
||||||
{
|
{
|
||||||
thing->velz = 8*FRACUNIT;
|
thing->velz = 8*FRACUNIT;
|
||||||
goto pushline;
|
goto pushline;
|
||||||
|
|
|
@ -283,16 +283,16 @@ void AActor::Serialize (FArchive &arc)
|
||||||
<< MaxStepHeight;
|
<< MaxStepHeight;
|
||||||
if (SaveVersion < 1796)
|
if (SaveVersion < 1796)
|
||||||
{
|
{
|
||||||
int bouncetype, bounceflags;
|
int BounceFlags, bounceflags;
|
||||||
arc << bouncetype;
|
arc << BounceFlags;
|
||||||
|
|
||||||
bounceflags = 0;
|
bounceflags = 0;
|
||||||
if (bouncetype & 4)
|
if (BounceFlags & 4)
|
||||||
bounceflags |= BOUNCE_UseSeeSound;
|
bounceflags |= BOUNCE_UseSeeSound;
|
||||||
bouncetype &= 3;
|
BounceFlags &= 3;
|
||||||
if (bouncetype == 1) bounceflags |= BOUNCE_Doom;
|
if (BounceFlags == 1) bounceflags |= BOUNCE_Doom;
|
||||||
else if (bouncetype == 2) bounceflags |= BOUNCE_Heretic;
|
else if (BounceFlags == 2) bounceflags |= BOUNCE_Heretic;
|
||||||
else if (bouncetype == 3) bounceflags |= BOUNCE_Hexen;
|
else if (BounceFlags == 3) bounceflags |= BOUNCE_Hexen;
|
||||||
if (flags3 & 0x00800000)
|
if (flags3 & 0x00800000)
|
||||||
flags3 &= ~0x00800000, bounceflags |= BOUNCE_CanBounceWater;
|
flags3 &= ~0x00800000, bounceflags |= BOUNCE_CanBounceWater;
|
||||||
if (flags3 & 0x01000000)
|
if (flags3 & 0x01000000)
|
||||||
|
@ -2124,7 +2124,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
|
||||||
//
|
//
|
||||||
if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
|
if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
|
||||||
{ // float down towards target if too close
|
{ // float down towards target if too close
|
||||||
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
|
if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
|
||||||
{
|
{
|
||||||
dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
|
dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
|
||||||
delta = (mo->target->z + (mo->height>>1)) - mo->z;
|
delta = (mo->target->z + (mo->height>>1)) - mo->z;
|
||||||
|
@ -2171,8 +2171,8 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
|
||||||
}
|
}
|
||||||
else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
|
else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
|
||||||
{
|
{
|
||||||
mo->velz = 0;
|
|
||||||
P_HitFloor (mo);
|
P_HitFloor (mo);
|
||||||
|
mo->velz = 0;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else if (mo->flags3 & MF3_FLOORHUGGER)
|
else if (mo->flags3 & MF3_FLOORHUGGER)
|
||||||
|
@ -2262,12 +2262,12 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
|
||||||
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
|
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (mo->velz > 0)
|
|
||||||
mo->velz = 0;
|
|
||||||
if (mo->flags & MF_SKULLFLY)
|
if (mo->flags & MF_SKULLFLY)
|
||||||
{ // the skull slammed into something
|
{ // the skull slammed into something
|
||||||
mo->velz = -mo->velz;
|
mo->velz = -mo->velz;
|
||||||
}
|
}
|
||||||
|
if (mo->velz > 0)
|
||||||
|
mo->velz = 0;
|
||||||
if (mo->flags & MF_MISSILE &&
|
if (mo->flags & MF_MISSILE &&
|
||||||
(!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
|
(!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
|
||||||
{
|
{
|
||||||
|
@ -4942,6 +4942,7 @@ AActor * P_OldSpawnMissile(AActor * source, AActor * dest, const PClass *type)
|
||||||
P_CheckMissileSpawn(th);
|
P_CheckMissileSpawn(th);
|
||||||
return th;
|
return th;
|
||||||
}
|
}
|
||||||
|
|
||||||
//---------------------------------------------------------------------------
|
//---------------------------------------------------------------------------
|
||||||
//
|
//
|
||||||
// FUNC P_SpawnMissileAngle
|
// FUNC P_SpawnMissileAngle
|
||||||
|
|
|
@ -80,6 +80,7 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_HeadAttack();
|
action native A_HeadAttack();
|
||||||
action native A_BruisAttack();
|
action native A_BruisAttack();
|
||||||
action native A_SkullAttack(float speed = 20);
|
action native A_SkullAttack(float speed = 20);
|
||||||
|
action native A_BetaSkullAttack();
|
||||||
action native A_Metal();
|
action native A_Metal();
|
||||||
action native A_SpidRefire();
|
action native A_SpidRefire();
|
||||||
action native A_BabyMetal();
|
action native A_BabyMetal();
|
||||||
|
@ -100,7 +101,7 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_BrainExplode();
|
action native A_BrainExplode();
|
||||||
action native A_Die(name damagetype = "none");
|
action native A_Die(name damagetype = "none");
|
||||||
action native A_Detonate();
|
action native A_Detonate();
|
||||||
action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0);
|
action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, float vrange = 4.0, float hrange = 0.5);
|
||||||
action native A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
|
action native A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
|
||||||
|
|
||||||
action native A_SetFloorClip();
|
action native A_SetFloorClip();
|
||||||
|
|
|
@ -49,3 +49,33 @@ ACTOR LostSoul 3006
|
||||||
Stop
|
Stop
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Actor BetaSkull : LostSoul 9037
|
||||||
|
{
|
||||||
|
States
|
||||||
|
{
|
||||||
|
Spawn:
|
||||||
|
SKUL A 10 A_Look
|
||||||
|
Loop
|
||||||
|
See:
|
||||||
|
SKUL BCDA 5 A_Chase
|
||||||
|
Loop
|
||||||
|
Missile:
|
||||||
|
SKUL E 4 A_FaceTarget
|
||||||
|
SKUL F 5 A_BetaSkullAttack
|
||||||
|
SKUL F 4
|
||||||
|
Goto See
|
||||||
|
Pain:
|
||||||
|
SKUL G 4
|
||||||
|
SKUL H 2 A_Pain
|
||||||
|
SKUL I 4
|
||||||
|
Goto See
|
||||||
|
Death:
|
||||||
|
SKUL JKLM 5
|
||||||
|
SKUL N 5 A_Scream
|
||||||
|
SKUL O 5
|
||||||
|
SKUL P 5 A_Fall
|
||||||
|
SKUL Q 5 A_Stop
|
||||||
|
Wait
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in a new issue