mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- Reduced the rate at which drowning damage increases.
- Added more player water sounds: *dive - Played when your head goes below water. *surface - Played when your head goes back above water. *gasp - Played when you were drowning and get your air back. If your head surfaces and you were drowning, only *gasp plays, not both. - Added damage-specific player death sounds, in the same fashion as the damage-specific player pain sounds. It looks for a sound with a name like "*death-damagetype" first and then "*death" if the first sound didn't exist. - Removed the constraint that player sounds must be reserved before they can be assigned. Hence, the $playerreserve command has been eliminated, because it is no longer needed and it was never accessible from user wads, so I don't need to worry about breaking anything by removing it. SVN r474 (trunk)
This commit is contained in:
parent
ea0c7395de
commit
b361ba05d8
9 changed files with 127 additions and 51 deletions
|
@ -1,3 +1,18 @@
|
||||||
|
February 3, 2007
|
||||||
|
- Reduced the rate at which drowning damage increases.
|
||||||
|
- Added more player water sounds:
|
||||||
|
*dive - Played when your head goes below water.
|
||||||
|
*surface - Played when your head goes back above water.
|
||||||
|
*gasp - Played when you were drowning and get your air back.
|
||||||
|
If your head surfaces and you were drowning, only *gasp plays, not both.
|
||||||
|
- Added damage-specific player death sounds, in the same fashion as the
|
||||||
|
damage-specific player pain sounds. It looks for a sound with a name like
|
||||||
|
"*death-damagetype" first and then "*death" if the first sound didn't exist.
|
||||||
|
- Removed the constraint that player sounds must be reserved before they can
|
||||||
|
be assigned. Hence, the $playerreserve command has been eliminated, because
|
||||||
|
it is no longer needed and it was never accessible from user wads, so I
|
||||||
|
don't need to worry about breaking anything by removing it.
|
||||||
|
|
||||||
February 2, 2007
|
February 2, 2007
|
||||||
- Added a new fixrtext tool that sets the IMAGE_SCN_MEM_WRITE flag for
|
- Added a new fixrtext tool that sets the IMAGE_SCN_MEM_WRITE flag for
|
||||||
.rtext files in the assembly object files. Now I can avoid doing this at
|
.rtext files in the assembly object files. Now I can avoid doing this at
|
||||||
|
|
|
@ -749,7 +749,7 @@ public:
|
||||||
int GetTics(FState * newstate);
|
int GetTics(FState * newstate);
|
||||||
bool SetState (FState *newstate);
|
bool SetState (FState *newstate);
|
||||||
bool SetStateNF (FState *newstate);
|
bool SetStateNF (FState *newstate);
|
||||||
bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
|
virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
|
||||||
|
|
||||||
FState *FindState (FName label) const;
|
FState *FindState (FName label) const;
|
||||||
FState *FindState (FName label, FName sublabel, bool exact = false) const;
|
FState *FindState (FName label, FName sublabel, bool exact = false) const;
|
||||||
|
|
|
@ -117,6 +117,9 @@ public:
|
||||||
int SpawnMask;
|
int SpawnMask;
|
||||||
FNameNoInit MorphWeapon;
|
FNameNoInit MorphWeapon;
|
||||||
|
|
||||||
|
bool UpdateWaterLevel (fixed_t oldz, bool splash);
|
||||||
|
bool ResetAirSupply ();
|
||||||
|
|
||||||
int GetMaxHealth() const;
|
int GetMaxHealth() const;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -727,7 +727,7 @@ void APowerIronFeet::AbsorbDamage (int damage, FName damageType, int &newdamage)
|
||||||
newdamage = 0;
|
newdamage = 0;
|
||||||
if (Owner->player != NULL)
|
if (Owner->player != NULL)
|
||||||
{
|
{
|
||||||
Owner->player->air_finished = level.time + level.airsupply;
|
Owner->player->mo->ResetAirSupply ();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (Inventory != NULL)
|
else if (Inventory != NULL)
|
||||||
|
|
|
@ -3478,7 +3478,7 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
|
||||||
p->multicount = 0;
|
p->multicount = 0;
|
||||||
p->lastkilltime = 0;
|
p->lastkilltime = 0;
|
||||||
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
|
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
|
||||||
p->air_finished = level.time + level.airsupply;
|
p->mo->ResetAirSupply();
|
||||||
p->Uncrouch();
|
p->Uncrouch();
|
||||||
|
|
||||||
p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.
|
p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.
|
||||||
|
|
|
@ -832,6 +832,55 @@ int APlayerPawn::GetMaxHealth() const
|
||||||
return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
|
return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// APlayerPawn :: UpdateWaterLevel
|
||||||
|
//
|
||||||
|
// Plays surfacing and diving sounds, as appropriate.
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
|
||||||
|
{
|
||||||
|
int oldlevel = waterlevel;
|
||||||
|
bool retval = Super::UpdateWaterLevel (oldz, splash);
|
||||||
|
if (oldlevel < 3 && waterlevel == 3)
|
||||||
|
{ // Our head just went under.
|
||||||
|
S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
|
||||||
|
}
|
||||||
|
else if (oldlevel == 3 && waterlevel < 3)
|
||||||
|
{ // Our head just came up.
|
||||||
|
if (player->air_finished > level.time)
|
||||||
|
{ // We hadn't run out of air yet.
|
||||||
|
S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
|
||||||
|
}
|
||||||
|
// If we were running out of air, then ResetAirSupply() will play *gasp.
|
||||||
|
}
|
||||||
|
return retval;
|
||||||
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// APlayerPawn :: ResetAirSupply
|
||||||
|
//
|
||||||
|
// Gives the player a full "tank" of air. If they had previously completely
|
||||||
|
// run out of air, also plays the *gasp sound. Returns true if the player
|
||||||
|
// was drowning.
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
bool APlayerPawn::ResetAirSupply ()
|
||||||
|
{
|
||||||
|
bool wasdrowning = (player->air_finished < level.time);
|
||||||
|
|
||||||
|
if (wasdrowning)
|
||||||
|
{
|
||||||
|
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
|
||||||
|
}
|
||||||
|
player->air_finished = level.time + level.airsupply;
|
||||||
|
return wasdrowning;
|
||||||
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
//
|
//
|
||||||
// Animations
|
// Animations
|
||||||
|
@ -1108,27 +1157,27 @@ void A_PlayerScream (AActor *self)
|
||||||
|
|
||||||
if (!sound && self->special1<10)
|
if (!sound && self->special1<10)
|
||||||
{ // Wimpy death sound
|
{ // Wimpy death sound
|
||||||
sound = S_FindSkinnedSound (self, "*wimpydeath");
|
sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
|
||||||
}
|
}
|
||||||
if (!sound && self->health <= -50)
|
if (!sound && self->health <= -50)
|
||||||
{
|
{
|
||||||
if (self->health > -100)
|
if (self->health > -100)
|
||||||
{ // Crazy death sound
|
{ // Crazy death sound
|
||||||
sound = S_FindSkinnedSound (self, "*crazydeath");
|
sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
|
||||||
}
|
}
|
||||||
if (!sound)
|
if (!sound)
|
||||||
{ // Extreme death sound
|
{ // Extreme death sound
|
||||||
sound = S_FindSkinnedSound (self, "*xdeath");
|
sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
|
||||||
if (!sound)
|
if (!sound)
|
||||||
{
|
{
|
||||||
sound = S_FindSkinnedSound (self, "*gibbed");
|
sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
|
||||||
chan = CHAN_BODY;
|
chan = CHAN_BODY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (!sound)
|
if (!sound)
|
||||||
{ // Normal death sound
|
{ // Normal death sound
|
||||||
sound=S_FindSkinnedSound (self, "*death");
|
sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (chan != CHAN_VOICE)
|
if (chan != CHAN_VOICE)
|
||||||
|
@ -2122,17 +2171,17 @@ void P_PlayerThink (player_t *player)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle air supply
|
// Handle air supply
|
||||||
if (level.airsupply>0)
|
if (level.airsupply > 0)
|
||||||
{
|
{
|
||||||
if (player->mo->waterlevel < 3 ||
|
if (player->mo->waterlevel < 3 ||
|
||||||
(player->mo->flags2 & MF2_INVULNERABLE) ||
|
(player->mo->flags2 & MF2_INVULNERABLE) ||
|
||||||
(player->cheats & CF_GODMODE))
|
(player->cheats & CF_GODMODE))
|
||||||
{
|
{
|
||||||
player->air_finished = level.time + level.airsupply;
|
player->mo->ResetAirSupply ();
|
||||||
}
|
}
|
||||||
else if (player->air_finished <= level.time && !(level.time & 31))
|
else if (player->air_finished <= level.time && !(level.time & 31))
|
||||||
{
|
{
|
||||||
P_DamageMobj (player->mo, NULL, NULL, 2 + 2*((level.time-player->air_finished)/TICRATE), NAME_Drowning);
|
P_DamageMobj (player->mo, NULL, NULL, 2 + ((level.time-player->air_finished)/TICRATE), NAME_Drowning);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -128,7 +128,6 @@ enum SICommands
|
||||||
{
|
{
|
||||||
SI_Ambient,
|
SI_Ambient,
|
||||||
SI_Random,
|
SI_Random,
|
||||||
SI_PlayerReserve,
|
|
||||||
SI_PlayerSound,
|
SI_PlayerSound,
|
||||||
SI_PlayerSoundDup,
|
SI_PlayerSoundDup,
|
||||||
SI_PlayerCompat,
|
SI_PlayerCompat,
|
||||||
|
@ -219,7 +218,6 @@ static const char *SICommandStrings[] =
|
||||||
{
|
{
|
||||||
"$ambient",
|
"$ambient",
|
||||||
"$random",
|
"$random",
|
||||||
"$playerreserve",
|
|
||||||
"$playersound",
|
"$playersound",
|
||||||
"$playersounddup",
|
"$playersounddup",
|
||||||
"$playercompat",
|
"$playercompat",
|
||||||
|
@ -452,7 +450,12 @@ int S_AddSoundLump (const char *logicalname, int lump)
|
||||||
int S_FindSoundTentative (const char *name)
|
int S_FindSoundTentative (const char *name)
|
||||||
{
|
{
|
||||||
int id = S_FindSoundNoHash (name);
|
int id = S_FindSoundNoHash (name);
|
||||||
return id != 0 ? id : S_AddSoundLump (name, -1);
|
if (id == 0)
|
||||||
|
{
|
||||||
|
id = S_AddSoundLump (name, -1);
|
||||||
|
S_sfx[id].bTentative = true;
|
||||||
|
}
|
||||||
|
return id;
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -500,6 +503,7 @@ static int S_AddSound (const char *logicalname, int lumpnum)
|
||||||
sfx->lumpnum = lumpnum;
|
sfx->lumpnum = lumpnum;
|
||||||
sfx->bRandomHeader = false;
|
sfx->bRandomHeader = false;
|
||||||
sfx->link = sfxinfo_t::NO_LINK;
|
sfx->link = sfxinfo_t::NO_LINK;
|
||||||
|
sfx->bTentative = false;
|
||||||
//sfx->PitchMask = CurrentPitchMask;
|
//sfx->PitchMask = CurrentPitchMask;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -537,9 +541,9 @@ int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum, bo
|
||||||
int id;
|
int id;
|
||||||
|
|
||||||
fakename = pclass;
|
fakename = pclass;
|
||||||
fakename += ';';
|
fakename += '"';
|
||||||
fakename += '0' + gender;
|
fakename += '0' + gender;
|
||||||
fakename += ';';
|
fakename += '"';
|
||||||
fakename += S_sfx[refid].name;
|
fakename += S_sfx[refid].name;
|
||||||
|
|
||||||
id = S_AddSoundLump (fakename, lumpnum);
|
id = S_AddSoundLump (fakename, lumpnum);
|
||||||
|
@ -1000,16 +1004,6 @@ static void S_AddSNDINFO (int lump)
|
||||||
SC_MustGetString (); // Unused for now
|
SC_MustGetString (); // Unused for now
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case SI_PlayerReserve:
|
|
||||||
// $playerreserve <logical name>
|
|
||||||
{
|
|
||||||
SC_MustGetString ();
|
|
||||||
int id = S_AddSound (sc_String, -1);
|
|
||||||
S_sfx[id].link = NumPlayerReserves++;
|
|
||||||
S_sfx[id].bPlayerReserve = true;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case SI_PlayerSound: {
|
case SI_PlayerSound: {
|
||||||
// $playersound <player class> <gender> <logical name> <lump name>
|
// $playersound <player class> <gender> <logical name> <lump name>
|
||||||
char pclass[MAX_SNDNAME+1];
|
char pclass[MAX_SNDNAME+1];
|
||||||
|
@ -1269,9 +1263,20 @@ static void S_ParsePlayerSoundCommon (char pclass[MAX_SNDNAME+1], int &gender, i
|
||||||
gender = D_GenderToInt (sc_String);
|
gender = D_GenderToInt (sc_String);
|
||||||
SC_MustGetString ();
|
SC_MustGetString ();
|
||||||
refid = S_FindSoundNoHash (sc_String);
|
refid = S_FindSoundNoHash (sc_String);
|
||||||
if (!S_sfx[refid].bPlayerReserve)
|
if (refid != 0 && !S_sfx[refid].bPlayerReserve && !S_sfx[refid].bTentative)
|
||||||
{
|
{
|
||||||
SC_ScriptError ("%s has not been reserved for a player sound", sc_String);
|
SC_ScriptError ("%s has already been used for a non-player sound.", sc_String);
|
||||||
|
}
|
||||||
|
if (refid == 0)
|
||||||
|
{
|
||||||
|
refid = S_AddSound (sc_String, -1);
|
||||||
|
S_sfx[refid].bTentative = true;
|
||||||
|
}
|
||||||
|
if (S_sfx[refid].bTentative)
|
||||||
|
{
|
||||||
|
S_sfx[refid].link = NumPlayerReserves++;
|
||||||
|
S_sfx[refid].bTentative = false;
|
||||||
|
S_sfx[refid].bPlayerReserve = true;
|
||||||
}
|
}
|
||||||
SC_MustGetString ();
|
SC_MustGetString ();
|
||||||
}
|
}
|
||||||
|
@ -1601,6 +1606,31 @@ int S_FindSkinnedSound (AActor *actor, int refid)
|
||||||
return S_LookupPlayerSound (pclass, gender, refid);
|
return S_LookupPlayerSound (pclass, gender, refid);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
// S_FindSkinnedSoundEx
|
||||||
|
//
|
||||||
|
// Tries looking for both "name-extendedname" and "name" in that order.
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
int S_FindSkinnedSoundEx (AActor *actor, const char *name, const char *extendedname)
|
||||||
|
{
|
||||||
|
FString fullname;
|
||||||
|
int id;
|
||||||
|
|
||||||
|
// Look for "name-extendedname";
|
||||||
|
fullname = name;
|
||||||
|
fullname += '-';
|
||||||
|
fullname += extendedname;
|
||||||
|
id = S_FindSound (fullname);
|
||||||
|
|
||||||
|
if (id == 0)
|
||||||
|
{ // Look for "name"
|
||||||
|
id = S_FindSound (name);
|
||||||
|
}
|
||||||
|
return S_FindSkinnedSound (actor, id);
|
||||||
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
// CCMD soundlist
|
// CCMD soundlist
|
||||||
|
|
|
@ -57,6 +57,7 @@ struct sfxinfo_t
|
||||||
WORD b16bit:1;
|
WORD b16bit:1;
|
||||||
WORD bUsed:1;
|
WORD bUsed:1;
|
||||||
WORD bSingular:1;
|
WORD bSingular:1;
|
||||||
|
WORD bTentative:1;
|
||||||
|
|
||||||
WORD link;
|
WORD link;
|
||||||
|
|
||||||
|
@ -194,6 +195,7 @@ bool S_AreSoundsEquivalent (AActor *actor, const char *name1, const char *name2)
|
||||||
int S_LookupPlayerSound (const char *playerclass, int gender, const char *logicalname);
|
int S_LookupPlayerSound (const char *playerclass, int gender, const char *logicalname);
|
||||||
int S_LookupPlayerSound (const char *playerclass, int gender, int refid);
|
int S_LookupPlayerSound (const char *playerclass, int gender, int refid);
|
||||||
int S_FindSkinnedSound (AActor *actor, const char *logicalname);
|
int S_FindSkinnedSound (AActor *actor, const char *logicalname);
|
||||||
|
int S_FindSkinnedSoundEx (AActor *actor, const char *logicalname, const char *extendedname);
|
||||||
int S_FindSkinnedSound (AActor *actor, int refid);
|
int S_FindSkinnedSound (AActor *actor, int refid);
|
||||||
int S_FindSoundByLump (int lump);
|
int S_FindSoundByLump (int lump);
|
||||||
int S_AddSound (const char *logicalname, const char *lumpname); // Add sound by lumpname
|
int S_AddSound (const char *logicalname, const char *lumpname); // Add sound by lumpname
|
||||||
|
|
|
@ -13,29 +13,6 @@
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
||||||
$playerreserve *death
|
|
||||||
$playerreserve *xdeath
|
|
||||||
$playerreserve *wimpydeath
|
|
||||||
$playerreserve *crazydeath
|
|
||||||
$playerreserve *burndeath
|
|
||||||
$playerreserve *gibbed
|
|
||||||
$playerreserve *splat
|
|
||||||
$playerreserve *pain100
|
|
||||||
$playerreserve *pain75
|
|
||||||
$playerreserve *pain50
|
|
||||||
$playerreserve *pain25
|
|
||||||
$playerreserve *grunt
|
|
||||||
$playerreserve *land
|
|
||||||
$playerreserve *falling
|
|
||||||
$playerreserve *jump
|
|
||||||
$playerreserve *fist
|
|
||||||
$playerreserve *fistgrunt
|
|
||||||
$playerreserve *usefail
|
|
||||||
$playerreserve *evillaugh
|
|
||||||
$playerreserve *weaponlaugh
|
|
||||||
$playerreserve *puzzfail
|
|
||||||
$playerreserve *poison
|
|
||||||
|
|
||||||
// Use *pain in a script to play any of the pain sounds
|
// Use *pain in a script to play any of the pain sounds
|
||||||
$random *pain { *pain100 *pain75 *pain50 *pain25 }
|
$random *pain { *pain100 *pain75 *pain50 *pain25 }
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue