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https://github.com/ZDoom/gzdoom.git
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- Ported GZDoom's deep water splash code so that splashes are handled properly
in Boom maps with non-swimmable water. - Changed ENDOOM CVAR so that there is an option to show only modified versions. SVN r444 (trunk)
This commit is contained in:
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6b1bf235fd
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7 changed files with 62 additions and 23 deletions
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@ -1,3 +1,8 @@
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January 7, 2007 (Changes by Graf Zahl)
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- Ported GZDoom's deep water splash code so that splashes are handled properly
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in Boom maps with non-swimmable water.
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- Changed ENDOOM CVAR so that there is an option to show only modified versions.
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January 6, 2007
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- Added simulation of Strife's startup screen.
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- Switched from a 14-pixel tall VGA font to a 16-pixel tall one for the
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@ -677,6 +677,7 @@ public:
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AActor *inext, **iprev;// Links to other mobjs in same bucket
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AActor *goal; // Monster's goal if not chasing anything
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BYTE waterlevel; // 0=none, 1=feet, 2=waist, 3=eyes
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BYTE boomwaterlevel; // splash information for non-swimmable water sectors
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BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
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WORD SpawnFlags;
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fixed_t meleerange;
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@ -748,7 +749,7 @@ public:
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int GetTics(FState * newstate);
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bool SetState (FState *newstate);
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bool SetStateNF (FState *newstate);
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bool UpdateWaterLevel (fixed_t oldz);
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bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
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FState *FindState (FName label) const;
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FState *FindState (FName label, FName sublabel, bool exact = false) const;
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@ -81,7 +81,7 @@
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#include "m_menu.h"
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EXTERN_CVAR(Bool, nomonsterinterpolation)
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EXTERN_CVAR(Bool, showendoom)
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EXTERN_CVAR(Int, showendoom)
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//
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// defaulted values
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//
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@ -498,6 +498,12 @@ static value_t Wipes[] = {
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{ 3.0, "Crossfade" }
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};
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static value_t Endoom[] = {
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{ 0.0, "Off" },
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{ 1.0, "On" },
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{ 2.0, "Only modified" }
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};
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static menuitem_t VideoItems[] = {
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{ more, "Message Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartMessagesMenu} },
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{ more, "Automap Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartAutomapMenu} },
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@ -511,7 +517,7 @@ static menuitem_t VideoItems[] = {
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{ discrete, "Stretch status bar", {&st_scale}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ discrete, "Screen wipe style", {&wipetype}, {4.0}, {0.0}, {0.0}, {Wipes} },
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#ifdef _WIN32
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{ discrete, "Show ENDOOM screen", {&showendoom}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ discrete, "Show ENDOOM screen", {&showendoom}, {3.0}, {0.0}, {0.0}, {Endoom} },
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{ discrete, "DirectDraw palette hack", {&vid_palettehack}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ discrete, "Use attached surfaces", {&vid_attachedsurfaces},{2.0}, {0.0}, {0.0}, {OnOff} },
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#endif
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@ -307,7 +307,7 @@ void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile ver
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void P_TraceBleed (int damage, AActor *target); // random direction version
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void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, FName puff = NAME_BulletPuff); // [RH] Shoot a railgun
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bool P_HitFloor (AActor *thing);
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bool P_HitWater (AActor *thing, sector_t *sec);
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bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashz=FIXED_MIN);
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bool P_CheckMissileSpawn (AActor *missile);
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void P_PlaySpawnSound(AActor *missile, AActor *spawner);
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@ -400,6 +400,7 @@ void AActor::Serialize (FArchive &arc)
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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UpdateWaterLevel(z, false);
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}
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}
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@ -2858,10 +2859,7 @@ void AActor::Tick ()
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Crash();
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}
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if (UpdateWaterLevel (oldz))
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{
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P_HitWater (this, Sector);
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}
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UpdateWaterLevel (oldz);
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// [RH] Don't advance if predicting a player
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if (player && (player->cheats & CF_PREDICTING))
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@ -2918,9 +2916,11 @@ void AActor::Tick ()
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//
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//==========================================================================
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bool AActor::UpdateWaterLevel (fixed_t oldz)
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bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
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{
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BYTE lastwaterlevel = waterlevel;
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fixed_t fh=FIXED_MIN;
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bool reset=false;
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waterlevel = 0;
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@ -2938,8 +2938,8 @@ bool AActor::UpdateWaterLevel (fixed_t oldz)
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const sector_t *hsec = Sector->heightsec;
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if (hsec != NULL && !(hsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{
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fixed_t fh = hsec->floorplane.ZatPoint (x, y);
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if (hsec->MoreFlags & SECF_UNDERWATERMASK)
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fh = hsec->floorplane.ZatPoint (x, y);
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//if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors!
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{
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if (z < fh)
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{
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@ -2958,15 +2958,24 @@ bool AActor::UpdateWaterLevel (fixed_t oldz)
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{
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waterlevel = 3;
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}
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else
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{
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waterlevel=0;
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}
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}
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else
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{
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return (oldz >= fh) && (z < fh);
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}
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// even non-swimmable deep water must be checked here to do the splashes correctly
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// But the water level must be reset when this function returns!
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if (!(hsec->MoreFlags&SECF_UNDERWATER)) reset=true;
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}
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}
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return (lastwaterlevel == 0 && waterlevel != 0);
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// some additional checks to make deep sectors à la Boom splash without setting
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// the water flags.
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if (boomwaterlevel == 0 && waterlevel != 0 && dosplash) P_HitWater(this, Sector, fh);
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boomwaterlevel=waterlevel;
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if (reset) waterlevel=lastwaterlevel;
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return false; // we did the splash ourselves! ;)
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}
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//----------------------------------------------------------------------------
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@ -3156,7 +3165,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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{
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actor->floorclip = 0;
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}
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actor->UpdateWaterLevel (actor->z);
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actor->UpdateWaterLevel (actor->z, false);
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if (!SpawningMapThing)
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{
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actor->BeginPlay ();
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@ -4110,7 +4119,7 @@ int P_GetThingFloorType (AActor *thing)
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// Returns true if hit liquid and splashed, false if not.
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//---------------------------------------------------------------------------
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bool P_HitWater (AActor *thing, sector_t *sec)
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bool P_HitWater (AActor * thing, sector_t * sec, fixed_t z)
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{
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if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
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return false;
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@ -4122,6 +4131,9 @@ bool P_HitWater (AActor *thing, sector_t *sec)
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FSplashDef *splash;
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int terrainnum;
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if (z==FIXED_MIN) z=thing->z;
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// don't splash above the object
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else if (z>thing->z+(thing->height>>1)) return false;
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if (sec->heightsec == NULL ||
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//!sec->heightsec->waterzone ||
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(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) ||
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@ -4137,16 +4149,21 @@ bool P_HitWater (AActor *thing, sector_t *sec)
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int splashnum = Terrains[terrainnum].Splash;
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bool smallsplash = false;
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const secplane_t *plane;
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fixed_t z;
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if (splashnum == -1)
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return Terrains[terrainnum].IsLiquid;
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// don't splash when touching an underwater floor
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if (thing->waterlevel>=1 && z<=thing->floorz) return Terrains[terrainnum].IsLiquid;
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plane = (sec->heightsec != NULL &&
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//sec->heightsec->waterzone &&
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!(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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? &sec->heightsec->floorplane : &sec->floorplane;
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z = plane->ZatPoint (thing->x, thing->y);
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// Don't splash for living things with small vertical velocities.
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// There are levels where the constant splashing from the monsters gets extremely annoying
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if ((thing->flags3&MF3_ISMONSTER || thing->player) && thing->momz>=-5*FRACUNIT) return Terrains[terrainnum].IsLiquid;
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splash = &Splashes[splashnum];
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@ -171,7 +171,11 @@ bool (*ST_NetLoop)(bool (*timer_callback)(void *), void *userdata);
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BITMAPINFO *StartupBitmap;
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CVAR(Bool, showendoom, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, showendoom, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self < 0) self = 0;
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else if (self > 2) self=2;
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}
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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@ -966,10 +970,9 @@ static void ST_Strife_DrawStuff (int old_laser, int new_laser)
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// Shows an ENDOOM text screen
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//
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//==========================================================================
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void ST_Endoom()
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{
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if (!showendoom) exit(0);
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if (showendoom == 0) exit(0);
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int endoom_lump = Wads.CheckNumForName (
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gameinfo.gametype == GAME_Doom? "ENDOOM" :
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exit(0);
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}
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if (Wads.GetLumpFile(endoom_lump) == FWadCollection::IWAD_FILENUM && showendoom == 2)
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{
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// showendoom==2 means to show only lumps from PWADs.
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exit(0);
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}
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font = ST_Util_LoadFont (TEXT_FONT_NAME);
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if (font == NULL)
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{
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@ -3,6 +3,7 @@
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actor GibbedMarine 10
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{
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Game Doom
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SpawnID 145
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States
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{
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Spawn:
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