mirror of
https://github.com/ZDoom/gzdoom.git
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- Added a type check to Spawn(actorname,...) to allow it to print a
meaningful message instead of the nondescript 'Tried to spawn a class-less actor'. - Converted AGlassJunk to DECORATE and made the spawn function a little more flexible so that replacing the shard is easier. - Converted ABloodSplatter to DECORATE. - Removed A_Jiggle because it never worked properly. - Changed DECORATE parser to allow commas between arguments for multi- argument properties. For all newly added properties this format will become mandatory but for backwards compatibility it is optional for old ones. - Added a check for negative indices to TAutoGrowArray::SetVal to prevent passing an index of -1 from crashing the game. - Fixed: Morphing must clear the weapon's flash sprite. - Fixed: Resurrecting a morphed player caused a crash. - Fixed: Random sounds that recursively refer to themselves caused a stack overflow. Now they print a warning and get ignored. SVN r277 (trunk)
This commit is contained in:
parent
f94cdaf782
commit
5ac0789e6e
16 changed files with 156 additions and 113 deletions
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@ -1,3 +1,22 @@
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July 31, 2006 (Changes by Graf Zahl)
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- Added a type check to Spawn(actorname,...) to allow it to print a
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meaningful message instead of the nondescript
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'Tried to spawn a class-less actor'.
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- Converted AGlassJunk to DECORATE and made the spawn function a little
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more flexible so that replacing the shard is easier.
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- Converted ABloodSplatter to DECORATE.
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- Removed A_Jiggle because it never worked properly.
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- Changed DECORATE parser to allow commas between arguments for multi-
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argument properties. For all newly added properties this format will
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become mandatory but for backwards compatibility it is optional for
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old ones.
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- Added a check for negative indices to TAutoGrowArray::SetVal to prevent
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passing an index of -1 from crashing the game.
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- Fixed: Morphing must clear the weapon's flash sprite.
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- Fixed: Resurrecting a morphed player caused a crash.
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- Fixed: Random sounds that recursively refer to themselves caused a stack
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overflow. Now they print a warning and get ignored.
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July 30, 2006 (Changes by Graf Zahl)
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- Added Grubber's GetPlayerInfo ACS function.
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- Fixed: Starting a game without skill menu always started the first episode.
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@ -800,10 +800,7 @@ inline AActor *Spawn (const PClass *type, fixed_t x, fixed_t y, fixed_t z, repla
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return AActor::StaticSpawn (type, x, y, z, allowreplacement);
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}
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inline AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
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{
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return AActor::StaticSpawn (PClass::FindClass(type), x, y, z, allowreplacement);
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}
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AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement);
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template<class T>
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inline T *Spawn (fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
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@ -212,6 +212,11 @@ void AChickenPlayer::ActivateMorphWeapon ()
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
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}
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else
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{
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P_SetPsprite (player, ps_weapon, NULL);
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}
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P_SetPsprite (player, ps_flash, NULL);
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}
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// Chicken (non-player) -----------------------------------------------------
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@ -194,6 +194,7 @@ void APigPlayer::ActivateMorphWeapon ()
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{
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P_SetPsprite (player, ps_weapon, NULL);
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}
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P_SetPsprite (player, ps_flash, NULL);
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}
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// Pig (non-player) ---------------------------------------------------------
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@ -279,15 +279,6 @@ void cht_DoCheat (player_t *player, int cheat)
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else
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{
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player->playerstate = PST_LIVE;
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if (player->mo->tracer != NULL)
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{
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APlayerPawn * pmo = player->mo;
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player->mo = (APlayerPawn*)player->mo->tracer;
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pmo->Destroy();
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player->mo->player=player;
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player->mo->renderflags &= ~RF_INVISIBLE;
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player->morphTics = 0;
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}
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player->health = player->mo->health = player->mo->GetDefault()->health;
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player->viewheight = ((APlayerPawn *)player->mo->GetDefault())->ViewHeight;
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player->mo->flags = player->mo->GetDefault()->flags;
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@ -296,7 +287,16 @@ void cht_DoCheat (player_t *player, int cheat)
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player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
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player->mo->DamageType = MOD_UNKNOWN;
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// player->mo->GiveDefaultInventory();
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->UpState);
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if (player->ReadyWeapon != NULL)
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->UpState);
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}
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if (player->morphTics > 0)
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{
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P_UndoPlayerMorph(player);
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}
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}
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}
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break;
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@ -2523,41 +2523,6 @@ FUNC(LS_ClearForceField)
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return rtn;
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}
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class AGlassJunk : public AActor
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{
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DECLARE_ACTOR (AGlassJunk, AActor);
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};
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// [RH] Slowly fade the shards away instead of abruptly removing them.
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void A_GlassAway (AActor *self)
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{
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self->alpha -= FRACUNIT/32;
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if (self->alpha <= 0)
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{
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self->Destroy ();
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}
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}
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FState AGlassJunk::States[] =
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{
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// Are the first three frames used anywhere?
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S_NORMAL (SHAR, 'A', 128, NULL, &States[6]),
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S_NORMAL (SHAR, 'B', 128, NULL, &States[6]),
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S_NORMAL (SHAR, 'C', 128, NULL, &States[6]),
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S_NORMAL (SHAR, 'D', 128, NULL, &States[6]),
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S_NORMAL (SHAR, 'E', 128, NULL, &States[6]),
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S_NORMAL (SHAR, 'F', 128, NULL, &States[6]),
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S_NORMAL (----, 'A', 1, A_GlassAway, &States[6])
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};
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IMPLEMENT_ACTOR (AGlassJunk, Any, -1, 0)
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PROP_SpawnState (0)
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PROP_Flags (MF_NOCLIP | MF_NOBLOCKMAP | MF_STRIFEx8000000)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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END_DEFAULTS
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FUNC(LS_GlassBreak)
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// GlassBreak (bNoJunk)
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{
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@ -2591,10 +2556,10 @@ FUNC(LS_GlassBreak)
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for (int i = 0; i < 7; ++i)
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{
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glass = Spawn<AGlassJunk> (x, y, ONFLOORZ, ALLOW_REPLACE);
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glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE);
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glass->z += 24 * FRACUNIT;
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glass->SetState (&AGlassJunk::States[3 + pr_glass() % 3]);
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glass->SetState (glass->SpawnState + (pr_glass() % glass->health));
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an = pr_glass() << (32-8);
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glass->angle = an;
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an >>= ANGLETOFINESHIFT;
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@ -3150,6 +3150,16 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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return actor;
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}
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AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
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{
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const PClass *cls = PClass::FindClass(type);
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if (cls == NULL)
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{
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I_Error("Attempt to spawn actor of unknown type '%s'\n", type);
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}
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return AActor::StaticSpawn (cls, x, y, z, allowreplacement);
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}
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void AActor::LevelSpawned ()
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{
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if (tics > 0 && !(flags4 & MF4_SYNCHRONIZED))
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@ -3906,34 +3916,6 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
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P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
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}
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// Blood splatter -----------------------------------------------------------
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class ABloodSplatter : public AActor
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{
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DECLARE_ACTOR (ABloodSplatter, AActor)
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};
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FState ABloodSplatter::States[] =
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{
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#define S_BLOODSPLATTER 0
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S_NORMAL (BLUD, 'C', 8, NULL, &States[S_BLOODSPLATTER+1]),
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S_NORMAL (BLUD, 'B', 8, NULL, &States[S_BLOODSPLATTER+2]),
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S_NORMAL (BLUD, 'A', 8, NULL, NULL),
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#define S_BLOODSPLATTERX (S_BLOODSPLATTER+3)
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S_NORMAL (BLUD, 'A', 6, NULL, NULL)
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};
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IMPLEMENT_ACTOR (ABloodSplatter, Raven, -1, 0)
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PROP_SpawnState (S_BLOODSPLATTER)
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PROP_DeathState (S_BLOODSPLATTERX)
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PROP_RadiusFixed (2)
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PROP_HeightFixed (4)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH)
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PROP_Mass (5)
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END_DEFAULTS
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//---------------------------------------------------------------------------
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//
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// PROC P_BloodSplatter
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{
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AActor *mo;
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mo = Spawn<ABloodSplatter> (x, y, z, ALLOW_REPLACE);
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mo = Spawn("BloodSplatter", x, y, z, ALLOW_REPLACE);
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mo->target = originator;
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mo->momx = pr_splatter.Random2 () << 10;
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mo->momy = pr_splatter.Random2 () << 10;
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@ -966,6 +966,11 @@ static void S_AddSNDINFO (int lump)
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while (SC_GetString () && !SC_Compare ("}"))
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{
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WORD sfxto = S_FindSoundTentative (sc_String);
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if (sfxto == random.SfxHead)
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{
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Printf("Definition of random sound '%s' refers to itself recursively.", sc_String);
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continue;
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}
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list.Push (sfxto);
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}
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if (list.Size() == 1)
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@ -288,6 +288,8 @@ public:
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}
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void SetVal (unsigned int index, T val)
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{
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if ((int)index < 0) return; // These always result in an out of memory condition.
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if (index >= this->Size())
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{
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this->Resize (index + 1);
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@ -485,7 +485,6 @@ ACTOR(BishopMissileWeave)
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ACTOR(CStaffMissileSlither)
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ACTOR(CheckSight)
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ACTOR(ExtChase)
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ACTOR(Jiggle)
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ACTOR(DropInventory)
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ACTOR(SetBlend)
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ACTOR(JumpIf)
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@ -675,7 +674,6 @@ AFuncDesc AFTable[]=
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FUNC(A_SpawnDebris, "M")
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FUNC(A_CheckSight, "L")
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FUNC(A_ExtChase, "XXyx")
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FUNC(A_Jiggle, "XX")
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FUNC(A_DropInventory, "M")
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FUNC(A_SetBlend, "CXXc")
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FUNC(A_ChangeFlag, "TX")
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@ -2034,7 +2032,36 @@ static FState *CheckState(int statenum, PClass *type)
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}
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//==========================================================================
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//
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// Checks for a numeric parameter which may or may not be preceded by a comma
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//
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//==========================================================================
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static bool CheckNumParm()
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{
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if (SC_CheckString(","))
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{
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SC_MustGetNumber();
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return true;
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}
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else
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{
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return !!SC_CheckNumber();
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}
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}
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static bool CheckFloatParm()
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{
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if (SC_CheckString(","))
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{
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SC_MustGetFloat();
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return true;
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}
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else
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{
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return !!SC_CheckFloat();
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}
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}
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//==========================================================================
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//
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@ -2464,6 +2491,8 @@ static void ActorActiveSound (AActor *defaults, Baggage &bag)
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//==========================================================================
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static void ActorDropItem (AActor *defaults, Baggage &bag)
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{
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bool res;
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// create a linked list of dropitems
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if (!bag.DropItemSet)
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{
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@ -2477,10 +2506,11 @@ static void ActorDropItem (AActor *defaults, Baggage &bag)
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di->Name=sc_String;
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di->probability=255;
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di->amount=-1;
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if (SC_CheckNumber())
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if (CheckNumParm())
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{
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di->probability=sc_Number;
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if (SC_CheckNumber())
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if (CheckNumParm())
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{
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di->amount=sc_Number;
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}
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@ -2817,8 +2847,10 @@ static void ActorBloodColor (AActor *defaults, Baggage &bag)
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{
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SC_MustGetNumber();
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r=clamp<int>(sc_Number, 0, 255);
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SC_CheckString(",");
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SC_MustGetNumber();
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g=clamp<int>(sc_Number, 0, 255);
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SC_CheckString(",");
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SC_MustGetNumber();
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b=clamp<int>(sc_Number, 0, 255);
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}
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@ -3159,7 +3191,7 @@ static void InventoryPickupmsg (AInventory *defaults, Baggage &bag)
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SC_MustGetString();
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int game = SC_MatchString(games);
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if (game!=-1)
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if (game!=-1 && SC_CheckString(","))
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{
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SC_MustGetString();
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if (!(gameinfo.gametype&gamemode[game])) return;
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@ -3368,8 +3400,10 @@ static void PowerupColor (APowerupGiver *defaults, Baggage &bag)
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if (SC_CheckNumber())
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{
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r=clamp<int>(sc_Number, 0, 255);
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SC_CheckString(",");
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SC_MustGetNumber();
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g=clamp<int>(sc_Number, 0, 255);
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SC_CheckString(",");
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SC_MustGetNumber();
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b=clamp<int>(sc_Number, 0, 255);
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}
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@ -3393,6 +3427,7 @@ static void PowerupColor (APowerupGiver *defaults, Baggage &bag)
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g=GPART(c);
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b=BPART(c);
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}
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SC_CheckString(",");
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SC_MustGetFloat();
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alpha=int(sc_Float*255);
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alpha=clamp<int>(alpha, 0, 255);
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@ -3470,6 +3505,7 @@ static void PlayerColorRange (APlayerPawn *defaults, Baggage &bag)
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SC_MustGetNumber ();
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start = sc_Number;
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SC_CheckString(",");
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SC_MustGetNumber ();
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end = sc_Number;
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|
@ -3525,7 +3561,7 @@ static void PlayerForwardMove (APlayerPawn *defaults, Baggage &bag)
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{
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SC_MustGetFloat ();
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defaults->ForwardMove1 = defaults->ForwardMove2 = FLOAT2FIXED (sc_Float);
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if (SC_CheckFloat ())
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if (CheckFloatParm ())
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defaults->ForwardMove2 = FLOAT2FIXED (sc_Float);
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}
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|
@ -3536,7 +3572,7 @@ static void PlayerSideMove (APlayerPawn *defaults, Baggage &bag)
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{
|
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SC_MustGetFloat ();
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defaults->SideMove1 = defaults->SideMove2 = FLOAT2FIXED (sc_Float);
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if (SC_CheckFloat ())
|
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if (CheckFloatParm ())
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defaults->SideMove2 = FLOAT2FIXED (sc_Float);
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}
|
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|
@ -3596,7 +3632,7 @@ static void PlayerStartItem (APlayerPawn *defaults, Baggage &bag)
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di->Name = sc_String;
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di->probability=255;
|
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di->amount=0;
|
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if (SC_CheckNumber())
|
||||
if (CheckNumParm())
|
||||
{
|
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di->amount=sc_Number;
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||||
}
|
||||
|
|
|
@ -77,7 +77,6 @@ static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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static FRandom pr_crailgun ("CustomRailgun");
|
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_jiggle ("Jiggle");
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static FRandom pr_burst ("Burst");
|
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|
||||
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|
@ -1471,29 +1470,6 @@ void A_ExtChase(AActor * self)
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}
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||||
|
||||
|
||||
//===========================================================================
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||||
//
|
||||
// Weapon jiggling
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||||
//
|
||||
//===========================================================================
|
||||
void A_Jiggle(AActor * self)
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||||
{
|
||||
int index=CheckIndex(2, &CallingState);
|
||||
if (index<0) return;
|
||||
int xmax = EvalExpressionI (StateParameters[index], self);
|
||||
int ymax = EvalExpressionI (StateParameters[index+1], self);
|
||||
|
||||
if (self->player)
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||||
{
|
||||
int rand_x = (pr_jiggle()%(xmax*2))-xmax;
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||||
int rand_y = (pr_jiggle()%(ymax*2))-ymax;
|
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self->player->psprites[0].sx += rand_x;
|
||||
self->player->psprites[0].sy += rand_y;
|
||||
self->player->psprites[1].sx += rand_x;
|
||||
self->player->psprites[1].sy += rand_y;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Inventory drop
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||||
|
|
|
@ -1,3 +1,4 @@
|
|||
#include "actors/shared/blood.txt"
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||||
#include "actors/shared/debris.txt"
|
||||
#include "actors/shared/splashes.txt"
|
||||
|
||||
|
|
|
@ -77,7 +77,7 @@ ACTOR ArtiInvulnerability : PowerupGiver 84
|
|||
Inventory.RespawnTics 4230
|
||||
Inventory.Icon ARTIINVU
|
||||
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY"
|
||||
Inventory.PickupMessage Hexen "$TXT_ARTIINVULNERABILITY2"
|
||||
Inventory.PickupMessage Hexen, "$TXT_ARTIINVULNERABILITY2"
|
||||
Powerup.Type Invulnerable
|
||||
States
|
||||
{
|
||||
|
|
25
wadsrc/decorate/shared/blood.txt
Normal file
25
wadsrc/decorate/shared/blood.txt
Normal file
|
@ -0,0 +1,25 @@
|
|||
// Blood splatter -----------------------------------------------------------
|
||||
|
||||
ACTOR BloodSplatter
|
||||
{
|
||||
Game Raven
|
||||
Radius 2
|
||||
Height 4
|
||||
+NOBLOCKMAP
|
||||
+MISSILE
|
||||
+DROPOFF
|
||||
+NOTELEPORT
|
||||
+CANNOTPUSH
|
||||
Mass 5
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BLUD CBA 8
|
||||
Stop
|
||||
Death:
|
||||
BLUD A 6
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -370,3 +370,31 @@ ACTOR SGShard0 : GlassShard
|
|||
}
|
||||
}
|
||||
|
||||
ACTOR GlassJunk
|
||||
{
|
||||
+NOCLIP
|
||||
+NOBLOCKMAP
|
||||
RenderStyle Translucent
|
||||
Alpha 0.4
|
||||
Health 3 // Number of different shards
|
||||
States
|
||||
{
|
||||
// Are the first three frames used anywhere?
|
||||
SHAR A 128
|
||||
Goto Death
|
||||
SHAR B 128
|
||||
Goto Death
|
||||
SHAR C 128
|
||||
Goto Death
|
||||
Spawn:
|
||||
SHAR D 128
|
||||
Goto Death
|
||||
SHAR E 128
|
||||
Goto Death
|
||||
SHAR F 128
|
||||
Goto Death
|
||||
Death:
|
||||
"----" A 1 A_FadeOut(0.03)
|
||||
Wait
|
||||
}
|
||||
}
|
||||
|
|
|
@ -236,6 +236,7 @@ acs/strfhelp.o strfhelp.o
|
|||
|
||||
decorate.txt decorate/decorate.txt
|
||||
|
||||
actors/shared/blood.txt decorate/shared/blood.txt
|
||||
actors/shared/debris.txt decorate/shared/debris.txt
|
||||
actors/shared/splashes.txt decorate/shared/splashes.txt
|
||||
|
||||
|
|
Loading…
Reference in a new issue