mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. SVN r1105 (trunk)
This commit is contained in:
parent
9f21b22cc5
commit
bf0ee1342c
6 changed files with 158 additions and 150 deletions
|
@ -1,3 +1,9 @@
|
|||
August 3, 2008 (Changes by Graf Zahl)
|
||||
- Cleaned up the new bridge code and exported all related actors to
|
||||
DECORATE so that the exported code pointers can be used.
|
||||
- Separated Heretic's and Hexen's invulnerability items for stability
|
||||
reasons.
|
||||
|
||||
August 2, 2008
|
||||
- Fixed spurious warnings on 32-bit VC++ debug builds.
|
||||
- Made the subsong (order) number a proper parameter to MusInfo::Play()
|
||||
|
|
|
@ -6,81 +6,6 @@
|
|||
|
||||
static FRandom pr_orbit ("Orbit");
|
||||
|
||||
void A_BridgeOrbit (AActor *);
|
||||
void A_BridgeInit (AActor *);
|
||||
|
||||
// The Hexen (and Heretic) version of the bridge spawns extra floating
|
||||
// "balls" orbiting the bridge. The Doom version only shows the bridge
|
||||
// itself.
|
||||
|
||||
// Bridge ball -------------------------------------------------------------
|
||||
|
||||
class ABridgeBall : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (ABridgeBall, AActor)
|
||||
};
|
||||
|
||||
FState ABridgeBall::States[] =
|
||||
{
|
||||
S_NORMAL (TLGL, 'A', 2, NULL , &States[1]),
|
||||
S_NORMAL (TLGL, 'A', 1, A_BridgeOrbit , &States[1])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABridgeBall, Any, -1, 0)
|
||||
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
||||
PROP_Flags2 (MF2_NOTELEPORT)
|
||||
PROP_SpawnState (0)
|
||||
END_DEFAULTS
|
||||
|
||||
// The bridge itself -------------------------------------------------------
|
||||
|
||||
class ABridge : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (ABridge, AActor)
|
||||
};
|
||||
|
||||
FState ABridge::States[] =
|
||||
{
|
||||
#define S_DBRIDGE 0
|
||||
S_BRIGHT (TLGL, 'A', 4, NULL , &States[S_DBRIDGE+1]),
|
||||
S_BRIGHT (TLGL, 'B', 4, NULL , &States[S_DBRIDGE+2]),
|
||||
S_BRIGHT (TLGL, 'C', 4, NULL , &States[S_DBRIDGE+3]),
|
||||
S_BRIGHT (TLGL, 'D', 4, NULL , &States[S_DBRIDGE+4]),
|
||||
S_BRIGHT (TLGL, 'E', 4, NULL , &States[S_DBRIDGE+0]),
|
||||
|
||||
#define S_BRIDGE (S_DBRIDGE+5)
|
||||
S_NORMAL (TLGL, 'A', 2, NULL , &States[S_BRIDGE+1]),
|
||||
S_NORMAL (TLGL, 'A', 2, A_BridgeInit , &States[S_BRIDGE+2]),
|
||||
S_NORMAL (TLGL, 'A', -1, NULL , NULL),
|
||||
|
||||
#define S_FREE_BRIDGE (S_BRIDGE+3)
|
||||
S_NORMAL (TLGL, 'A', 2, NULL , &States[S_FREE_BRIDGE+1]),
|
||||
S_NORMAL (TLGL, 'A', 300, NULL , NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABridge, Any, 118, 21)
|
||||
PROP_Flags (MF_SOLID|MF_NOGRAVITY|MF_NOLIFTDROP)
|
||||
END_DEFAULTS
|
||||
|
||||
AT_GAME_SET (Bridge)
|
||||
{
|
||||
ABridge *def = GetDefault<ABridge> ();
|
||||
|
||||
if (gameinfo.gametype == GAME_Doom)
|
||||
{
|
||||
def->SpawnState = &ABridge::States[S_DBRIDGE];
|
||||
def->radius = 36 * FRACUNIT;
|
||||
def->height = 4 * FRACUNIT;
|
||||
def->RenderStyle = STYLE_Normal;
|
||||
}
|
||||
else
|
||||
{
|
||||
def->SpawnState = &ABridge::States[S_BRIDGE];
|
||||
def->radius = 32 * FRACUNIT;
|
||||
def->height = 2 * FRACUNIT;
|
||||
def->RenderStyle = STYLE_None;
|
||||
}
|
||||
}
|
||||
|
||||
// Custom bridge --------------------------------------------------------
|
||||
/*
|
||||
|
@ -108,26 +33,20 @@ AT_GAME_SET (Bridge)
|
|||
This value only matters if args[2] is not zero.
|
||||
*/
|
||||
|
||||
class ACustomBridge : public ABridge
|
||||
class ACustomBridge : public AActor
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (ACustomBridge, ABridge)
|
||||
DECLARE_CLASS (ACustomBridge, AActor)
|
||||
public:
|
||||
void BeginPlay ();
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (ACustomBridge, Any, 9991, 0)
|
||||
PROP_SpawnState (S_DBRIDGE)
|
||||
PROP_SeeState (S_BRIDGE)
|
||||
PROP_DeathState (S_FREE_BRIDGE)
|
||||
PROP_Flags4 (MF4_ACTLIKEBRIDGE)
|
||||
PROP_RenderStyle (STYLE_None)
|
||||
END_DEFAULTS
|
||||
IMPLEMENT_CLASS(ACustomBridge)
|
||||
|
||||
void ACustomBridge::BeginPlay ()
|
||||
{
|
||||
if (args[2]) // Hexen bridge if there are balls
|
||||
{
|
||||
SetState(FindState(FName("See")));
|
||||
SetState(SeeState);
|
||||
radius = args[0] ? args[0] << FRACBITS : 32 * FRACUNIT;
|
||||
height = args[1] ? args[1] << FRACBITS : 2 * FRACUNIT;
|
||||
}
|
||||
|
@ -163,14 +82,13 @@ void A_BridgeOrbit (AActor *self)
|
|||
int rotationspeed = ANGLE_45/32*3/5;
|
||||
int rotationradius = ORBIT_RADIUS;
|
||||
// If the bridge is custom, set non-default values if any.
|
||||
if (self->target->IsKindOf(PClass::FindClass("CustomBridge")))
|
||||
{
|
||||
// Set angular speed; 1--128: counterclockwise rotation ~=1--180°; 129--255: clockwise rotation ~= 180--1°
|
||||
if (self->target->args[3] > 128) rotationspeed = ANGLE_45/32 * (self->target->args[3]-256) / TICRATE;
|
||||
else if (self->target->args[3] > 0) rotationspeed = ANGLE_45/32 * (self->target->args[3]) / TICRATE;
|
||||
// Set rotation radius
|
||||
if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
|
||||
}
|
||||
|
||||
// Set angular speed; 1--128: counterclockwise rotation ~=1--180°; 129--255: clockwise rotation ~= 180--1°
|
||||
if (self->target->args[3] > 128) rotationspeed = ANGLE_45/32 * (self->target->args[3]-256) / TICRATE;
|
||||
else if (self->target->args[3] > 0) rotationspeed = ANGLE_45/32 * (self->target->args[3]) / TICRATE;
|
||||
// Set rotation radius
|
||||
if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
|
||||
|
||||
if (self->target->special1)
|
||||
{
|
||||
self->SetState (NULL);
|
||||
|
@ -209,7 +127,7 @@ void A_BridgeInit (AActor *self)
|
|||
self->special1 = 0;
|
||||
|
||||
// Spawn triad into world -- may be more than a triad now.
|
||||
int ballcount = ((self->GetClass()==PClass::FindClass("Bridge") || (self->args[2]==0)) ? 3 : self->args[2]);
|
||||
int ballcount = self->args[2]==0 ? 3 : self->args[2];
|
||||
const PClass *balltype = GetBallType();
|
||||
for (int i = 0; i < ballcount; i++)
|
||||
{
|
||||
|
@ -220,38 +138,25 @@ void A_BridgeInit (AActor *self)
|
|||
}
|
||||
}
|
||||
|
||||
/* never used
|
||||
void A_BridgeRemove (AActor *self)
|
||||
{
|
||||
self->special1 = true; // Removing the bridge
|
||||
self->flags &= ~MF_SOLID;
|
||||
self->SetState (&ABridge::States[S_FREE_BRIDGE]);
|
||||
}
|
||||
*/
|
||||
|
||||
// Invisible bridge --------------------------------------------------------
|
||||
|
||||
class AInvisibleBridge : public ABridge
|
||||
class AInvisibleBridge : public AActor
|
||||
{
|
||||
DECLARE_ACTOR (AInvisibleBridge, ABridge)
|
||||
DECLARE_CLASS (AInvisibleBridge, AActor)
|
||||
public:
|
||||
void BeginPlay ();
|
||||
void Tick ()
|
||||
{
|
||||
Super::Tick ();
|
||||
}
|
||||
};
|
||||
|
||||
FState AInvisibleBridge::States[] =
|
||||
{
|
||||
S_NORMAL (TNT1, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AInvisibleBridge, Any, 9990, 0)
|
||||
PROP_RenderStyle (STYLE_None)
|
||||
PROP_SpawnState (0)
|
||||
PROP_RadiusFixed (32)
|
||||
PROP_HeightFixed (4)
|
||||
PROP_Flags4 (MF4_ACTLIKEBRIDGE)
|
||||
END_DEFAULTS
|
||||
IMPLEMENT_CLASS(AInvisibleBridge)
|
||||
|
||||
void AInvisibleBridge::BeginPlay ()
|
||||
{
|
||||
|
@ -262,36 +167,3 @@ void AInvisibleBridge::BeginPlay ()
|
|||
height = args[1] << FRACBITS;
|
||||
}
|
||||
|
||||
// And some invisible bridges from Skull Tag -------------------------------
|
||||
|
||||
class AInvisibleBridge32 : public AInvisibleBridge
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AInvisibleBridge32, AInvisibleBridge)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge32, Any, 5061, 0)
|
||||
PROP_RadiusFixed (32)
|
||||
PROP_HeightFixed (8)
|
||||
END_DEFAULTS
|
||||
|
||||
|
||||
class AInvisibleBridge16 : public AInvisibleBridge
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AInvisibleBridge16, AInvisibleBridge)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge16, Any, 5064, 0)
|
||||
PROP_RadiusFixed (16)
|
||||
PROP_HeightFixed (8)
|
||||
END_DEFAULTS
|
||||
|
||||
|
||||
class AInvisibleBridge8 : public AInvisibleBridge
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AInvisibleBridge8, AInvisibleBridge)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge8, Any, 5065, 0)
|
||||
PROP_RadiusFixed (8)
|
||||
PROP_HeightFixed (8)
|
||||
END_DEFAULTS
|
||||
|
|
|
@ -41,5 +41,5 @@ public:
|
|||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -65,19 +65,39 @@ ACTOR ArtiFly : PowerupGiver 83
|
|||
}
|
||||
}
|
||||
|
||||
// Invulnerability ----------------------------------------------------------
|
||||
// Invulnerability Heretic ---------------------------------------------------
|
||||
|
||||
ACTOR ArtiInvulnerability : PowerupGiver 84
|
||||
{
|
||||
Game Raven
|
||||
Game Heretic
|
||||
SpawnID 133
|
||||
+COUNTITEM
|
||||
+FLOATBOB
|
||||
+INVENTORY.PICKUPFLASH
|
||||
Inventory.RespawnTics 4230
|
||||
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY"
|
||||
Powerup.Type Invulnerable
|
||||
Powerup.Color GoldMap
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
INVU ABCD 3
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Invulnerability Hexen ----------------------------------------------------------
|
||||
|
||||
ACTOR ArtiInvulnerability2 : PowerupGiver 84
|
||||
{
|
||||
Game Hexen
|
||||
SpawnID 133
|
||||
+COUNTITEM
|
||||
+FLOATBOB
|
||||
+INVENTORY.PICKUPFLASH
|
||||
Inventory.RespawnTics 4230
|
||||
Inventory.Icon ARTIINVU
|
||||
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY"
|
||||
Inventory.PickupMessage Hexen, "$TXT_ARTIINVULNERABILITY2"
|
||||
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY2"
|
||||
Powerup.Type Invulnerable
|
||||
States
|
||||
{
|
||||
|
|
109
wadsrc/static/actors/shared/bridge.txt
Normal file
109
wadsrc/static/actors/shared/bridge.txt
Normal file
|
@ -0,0 +1,109 @@
|
|||
// Bridge ball -------------------------------------------------------------
|
||||
|
||||
ACTOR BridgeBall
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOTELEPORT
|
||||
+NOGRAVITY
|
||||
|
||||
action native A_BridgeOrbit();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TLGL A 2 Bright
|
||||
TLGL A 1 Bright A_BridgeOrbit
|
||||
Wait
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// The bridge itself -------------------------------------------------------
|
||||
|
||||
ACTOR CustomBridge 9991 native
|
||||
{
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+NOLIFTDROP
|
||||
+ACTLIKEBRIDGE
|
||||
Radius 32
|
||||
Height 2
|
||||
RenderStyle None
|
||||
|
||||
action native A_BridgeInit(optional class<Actor> balltype);
|
||||
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
TLGL ABCDE 3 Bright
|
||||
Loop
|
||||
See:
|
||||
TLGL A 2
|
||||
TLGL A 2 A_BridgeInit
|
||||
TLGL A -1
|
||||
Stop
|
||||
Death:
|
||||
TLGL A 2
|
||||
TLGL A 300
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// The Hexen bridge -------------------------------------------------------
|
||||
|
||||
ACTOR Bridge : CustomBridge 118
|
||||
{
|
||||
Game Raven
|
||||
SpawnID 21
|
||||
RenderStyle None
|
||||
Args 32, 2, 3, 0
|
||||
}
|
||||
|
||||
// The ZDoom bridge -------------------------------------------------------
|
||||
|
||||
ACTOR ZBridge : CustomBridge 118
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 21
|
||||
Args 36, 4, 0, 0
|
||||
}
|
||||
|
||||
|
||||
// Invisible bridge --------------------------------------------------------
|
||||
|
||||
ACTOR InvisibleBridge 9990 native
|
||||
{
|
||||
RenderStyle None
|
||||
Radius 32
|
||||
Height 4
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+NOLIFTDROP
|
||||
+ACTLIKEBRIDGE
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// And some invisible bridges from Skull Tag -------------------------------
|
||||
|
||||
ACTOR InvisibleBridge32 : InvisibleBridge 5061
|
||||
{
|
||||
Radius 32
|
||||
Height 8
|
||||
}
|
||||
|
||||
ACTOR InvisibleBridge16 : InvisibleBridge 5064
|
||||
{
|
||||
Radius 16
|
||||
Height 8
|
||||
}
|
||||
|
||||
ACTOR InvisibleBridge8 : InvisibleBridge 5065
|
||||
{
|
||||
Radius 8
|
||||
Height 8
|
||||
}
|
|
@ -9,6 +9,7 @@
|
|||
#include "actors/shared/pickups.txt"
|
||||
#include "actors/shared/fountain.txt"
|
||||
#include "actors/shared/soundsequence.txt"
|
||||
#include "actors/shared/bridge.txt"
|
||||
|
||||
#include "actors/doom/doomplayer.txt"
|
||||
#include "actors/doom/possessed.txt"
|
||||
|
|
Loading…
Reference in a new issue