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- Added Gez's Skulltag feature patch, including:
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player * WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate) * A_FireSTGrenade codepointer, extended to be parameterizable * The grenade (as the default actor for A_FireSTGrenade) * Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties. SVN r1661 (trunk)
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17 changed files with 154 additions and 23 deletions
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@ -1,4 +1,13 @@
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June 9, 2009 (Changes by Graf Zahl)
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- Added Gez's Skulltag feature patch, including:
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* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
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* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will
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not affect autoaim settings for a hitscan or railgun, and that's deliberate)
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* A_FireSTGrenade codepointer, extended to be parameterizable
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* The grenade (as the default actor for A_FireSTGrenade)
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* Protective armors à la RedArmor: they work with a DamageFactor; for example to
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recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove
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the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
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- Fixed: I_ShutdownInput must NULL all pointers because it can be called twice
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if an ENDOOM screen is displayed.
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- Fixed: R_DrawSkyStriped used frontyScale without initializing it first.
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@ -309,6 +309,7 @@ enum
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MF6_MTHRUSPECIES = 0x00000004, // Missile passes through actors of its shooter's species.
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MF6_FORCEPAIN = 0x00000008, // forces target into painstate (unless it has the NOPAIN flag)
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MF6_NOFEAR = 0x00000010, // Not scared of frightening players
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MF6_BUMPSPECIAL = 0x00000020, // Actor executes its special when being collided (as the ST flag)
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// --- mobj.renderflags ---
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@ -361,6 +361,34 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMissile)
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P_SpawnPlayerMissile (self, PClass::FindClass("Rocket"));
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}
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//
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// A_FireSTGrenade: not exactly backported from ST, but should work the same
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade)
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{
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player_t *player;
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(grenade, 0);
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if (grenade == NULL) return;
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if (NULL == (player = self->player))
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{
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return;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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// Temporarily raise the pitch to send the grenade slightly upwards
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fixed_t SavedPlayerPitch = self->pitch;
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self->pitch -= (1152 << FRACBITS);
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P_SpawnPlayerMissile(self, grenade);
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self->pitch = SavedPlayerPitch;
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}
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//
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// A_FirePlasma
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//
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@ -139,6 +139,7 @@ void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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{
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// The armor has become useless
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SavePercent = 0;
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ArmorType = NAME_None; // Not NAME_BasicArmor.
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// Now see if the player has some more armor in their inventory
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// and use it if so. As in Strife, the best armor is used up first.
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ABasicArmorPickup *best = NULL;
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@ -162,6 +163,24 @@ void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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}
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damage = newdamage;
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}
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// Once the armor has absorbed its part of the damage, then apply its damage factor, if any, to the player
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if ((damage > 0) && (ArmorType != NAME_None)) // BasicArmor is not going to have any damage factor, so skip it.
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{
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// This code is taken and adapted from APowerProtection::ModifyDamage().
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// The differences include not checking for the NAME_None key (doesn't seem appropriate here),
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// not using a default value, and of course the way the damage factor info is obtained.
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const fixed_t *pdf = NULL;
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DmgFactors *df = PClass::FindClass(ArmorType)->ActorInfo->DamageFactors;
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if (df != NULL && df->CountUsed() != 0)
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{
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pdf = df->CheckKey(damageType);
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if (pdf != NULL)
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{
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damage = newdamage = FixedMul(damage, *pdf);
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}
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}
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}
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if (Inventory != NULL)
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{
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Inventory->AbsorbDamage (damage, damageType, newdamage);
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@ -1387,7 +1387,7 @@ IMPLEMENT_CLASS (AHealth)
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//===========================================================================
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//
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// AHealth :: TryPickup
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// AHealth :: PickupMessage
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//
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//===========================================================================
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const char *AHealth::PickupMessage ()
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@ -317,9 +317,10 @@ enum
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WIF_POWERED_UP = 0x00000400, // this is a tome-of-power'ed version of its sister
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WIF_AMMO_CHECKBOTH = 0x00000800, // check for both primary and secondary fire before switching it off
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WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up
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WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickba
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WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickback
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WIF_NOAUTOAIM = 0x00004000, // this weapon never uses autoaim (useful for ballistic projectiles)
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WIF_CHEATNOTWEAPON = 1<<27, // Give cheat considers this not a weapon (used by Sigil)
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WIF_CHEATNOTWEAPON = 0x08000000, // Give cheat considers this not a weapon (used by Sigil)
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// Flags used only by bot AI:
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@ -2957,7 +2957,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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{
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FName p(FBehavior::StaticLookupString(args[0]));
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ABasicArmor * armor = (ABasicArmor *) players[args[1]].mo->FindInventory(NAME_BasicArmor);
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if (armor->ArmorType == p) return 1;
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if (armor && armor->ArmorType == p) return armor->Amount;
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}
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return 0;
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}
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@ -826,6 +826,13 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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return false;
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}
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}
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// Check for players touching a thing with MF6_BUMPSPECIAL
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// A blind recreation of what the Skulltag code is probably like.
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if (tm.thing->player && (thing->flags6 & MF6_BUMPSPECIAL) && thing->special)
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{
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LineSpecials[thing->special] (NULL, tm.thing, false, thing->args[0],
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thing->args[1], thing->args[2], thing->args[3], thing->args[4]);
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}
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// Check for missile
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if (tm.thing->flags & MF_MISSILE)
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{
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@ -4999,7 +4999,15 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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AActor *linetarget;
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int vrange = nofreeaim? ANGLE_1*35 : 0;
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// see which target is to be aimed at
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// Note: NOAUTOAIM is implemented only here, and not in the hitscan or rail attack functions.
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// That is because it is only justified for projectiles affected by gravity, not for other attacks.
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if (source && source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM))
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{
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// Keep exactly the same angle and pitch as the player's own aim
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pitch = source->pitch; linetarget = NULL;
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}
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else // see which target is to be aimed at
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{
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i = 2;
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do
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{
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break;
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}
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} while (linetarget == NULL && --i >= 0);
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}
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if (linetarget == NULL)
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{
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@ -535,12 +535,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
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ACTION_PARAM_START(3);
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ACTION_PARAM_NAME(Type, 0);
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ACTION_PARAM_STATE(JumpOffset, 1);
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ACTION_PARAM_INT(amount, 1);
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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ABasicArmor * armor = (ABasicArmor *) self->FindInventory(NAME_BasicArmor);
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if (armor && armor->ArmorType == Type)
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if (armor && armor->ArmorType == Type && armor->Amount >= amount)
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ACTION_JUMP(JumpOffset);
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}
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@ -214,6 +214,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, MTHRUSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, FORCEPAIN, AActor, flags6),
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DEFINE_FLAG(MF6, NOFEAR, AActor, flags6),
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DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_DEPRECATED_FLAG(HERETICBOUNCE),
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DEFINE_DEPRECATED_FLAG(HEXENBOUNCE),
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DEFINE_DEPRECATED_FLAG(DOOMBOUNCE),
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DEFINE_DUMMY_FLAG(NONETID),
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DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN),
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DEFINE_DUMMY_FLAG(CLIENTSIDEONLY),
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// Various Skulltag flags that are quite irrelevant to ZDoom
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DEFINE_DUMMY_FLAG(NONETID), // netcode-based
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DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN), // netcode-based
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DEFINE_DUMMY_FLAG(CLIENTSIDEONLY), // netcode-based
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DEFINE_DUMMY_FLAG(EXPLODEONDEATH), // seems useless
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};
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static FFlagDef InventoryFlags[] =
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DEFINE_FLAG(WIF, CHEATNOTWEAPON, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, NO_AUTO_SWITCH, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, AMMO_CHECKBOTH, AWeapon, WeaponFlags),
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DEFINE_FLAG(WIF, NOAUTOAIM, AWeapon, WeaponFlags),
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DEFINE_DUMMY_FLAG(NOLMS),
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};
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@ -60,7 +60,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def);
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//
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// ParseParameter
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//
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// Parses aparameter - either a default in a function declaration
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// Parses a parameter - either a default in a function declaration
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// or an argument in a function call.
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//
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//==========================================================================
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@ -1262,6 +1262,14 @@ DEFINE_CLASS_PROPERTY(pickupsound, S, Inventory)
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defaults->PickupSound = str;
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}
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//==========================================================================
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// Dummy for Skulltag compatibility...
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//==========================================================================
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DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory)
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{
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PROP_STRING_PARM(str, 0);
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}
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//==========================================================================
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//
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//==========================================================================
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@ -176,7 +176,7 @@ ACTOR Actor native //: Thinker
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action native A_JumpIfHealthLower(int health, state label);
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action native A_JumpIfCloser(float distance, state label);
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action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label);
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action native A_JumpIfArmorType(string Type, state label);
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action native A_JumpIfArmorType(string Type, state label, int amount = 1);
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action native A_GiveInventory(class<Inventory> itemtype, int amount = 0);
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action native A_TakeInventory(class<Inventory> itemtype, int amount = 0);
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action native A_SpawnItem(class<Actor> itemtype, float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
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@ -340,6 +340,45 @@ ACTOR Rocket
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}
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}
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// --------------------------------------------------------------------------
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//
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// Grenade -- Taken and adapted from Skulltag
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//
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// --------------------------------------------------------------------------
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ACTOR Grenade
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{
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SpawnID 216
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Radius 8
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Height 8
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Speed 25
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Damage 20
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Projectile
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-NOGRAVITY
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+RANDOMIZE
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+DEHEXPLOSION
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+GRENADETRAIL
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BounceType "Doom"
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Gravity 0.25
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SeeSound "weapons/grenlf"
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DeathSound "weapons/grenlx"
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BounceSound "weapons/grbnce"
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Obituary "$OB_GRENADE"
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DamageType Grenade
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States
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{
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Spawn:
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SGRN A 1 Bright
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Loop
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Death:
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MISL B 8 Bright A_Explode
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MISL C 6 Bright
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MISL D 4 Bright
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Plasma rifle
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action native A_LoadShotgun2();
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action native A_CloseShotgun2();
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action native A_FireCGun();
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action native A_FireSTGrenade(class<Actor> grenadetype = "Grenade");
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action native A_FireMissile();
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action native A_FirePlasma();
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action native A_FireRailgun();
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@ -201,6 +201,9 @@ weapons/plasmax dsfirxpl
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weapons/bfgf dsbfg
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weapons/bfgx dsrxplod
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weapons/railgf railgf1
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weapons/grbnce dsbounce
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weapons/grenlx dsgrnexp
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weapons/grenlf dsglaunc
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// Problem: weapons/rocklx needs to be unlimited but
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// is also used for the MAP30 brain explosion.
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