- Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders

so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
This commit is contained in:
Christoph Oelckers 2008-09-15 14:11:05 +00:00
parent b07542ddd6
commit 760f70d3f1
171 changed files with 1665 additions and 248 deletions

View File

@ -535,90 +535,15 @@ add_executable( zdoom WIN32
x86.cpp
zstrformat.cpp
zstring.cpp
g_doom/a_arachnotron.cpp
g_doom/a_archvile.cpp
g_doom/a_bossbrain.cpp
g_doom/a_bruiser.cpp
g_doom/a_cacodemon.cpp
g_doom/a_cyberdemon.cpp
g_doom/a_demon.cpp
g_doom/a_doomimp.cpp
g_doom/a_doommisc.cpp
g_doom/a_doomweaps.cpp
g_doom/a_fatso.cpp
g_doom/a_keen.cpp
g_doom/a_lostsoul.cpp
g_doom/a_painelemental.cpp
g_doom/a_possessed.cpp
g_doom/a_revenant.cpp
g_doom/a_scriptedmarine.cpp
g_doom/a_spidermaster.cpp
g_doom/doom_sbar.cpp
g_heretic/a_chicken.cpp
g_heretic/a_dsparil.cpp
g_heretic/a_hereticartifacts.cpp
g_heretic/a_hereticimp.cpp
g_heretic/a_hereticmisc.cpp
g_heretic/a_hereticweaps.cpp
g_heretic/a_ironlich.cpp
g_heretic/a_knight.cpp
g_heretic/a_wizard.cpp
g_heretic/heretic_sbar.cpp
g_hexen/a_bats.cpp
g_hexen/a_bishop.cpp
g_hexen/a_blastradius.cpp
g_hexen/a_boostarmor.cpp
g_hexen/a_centaur.cpp
g_hexen/a_clericflame.cpp
g_hexen/a_clericholy.cpp
g_hexen/a_clericmace.cpp
g_hexen/a_clericstaff.cpp
g_hexen/a_dragon.cpp
g_hexen/a_fighteraxe.cpp
g_hexen/a_fighterhammer.cpp
g_hexen/a_fighterplayer.cpp
g_hexen/a_fighterquietus.cpp
g_hexen/a_firedemon.cpp
g_hexen/a_flechette.cpp
g_hexen/a_fog.cpp
g_hexen/a_healingradius.cpp
g_hexen/a_heresiarch.cpp
g_hexen/a_hexenspecialdecs.cpp
g_hexen/a_iceguy.cpp
g_hexen/a_korax.cpp
g_hexen/a_magecone.cpp
g_hexen/a_magelightning.cpp
g_hexen/a_magestaff.cpp
g_hexen/a_magewand.cpp
g_hexen/a_pig.cpp
g_hexen/a_serpent.cpp
g_hexen/a_spike.cpp
g_hexen/a_summon.cpp
g_hexen/a_teleportother.cpp
g_hexen/a_wraith.cpp
g_hexen/a_hexenmisc.cpp
g_hexen/hexen_sbar.cpp
g_raven/a_artitele.cpp
g_raven/a_minotaur.cpp
g_strife/a_acolyte.cpp
g_strife/a_alienspectres.cpp
g_strife/a_coin.cpp
g_strife/a_crusader.cpp
g_strife/a_entityboss.cpp
g_strife/a_inquisitor.cpp
g_strife/a_loremaster.cpp
g_strife/a_macil.cpp
g_strife/a_oracle.cpp
g_strife/a_programmer.cpp
g_strife/a_reaver.cpp
g_strife/a_rebels.cpp
g_strife/a_sentinel.cpp
g_strife/a_spectral.cpp
g_strife/a_stalker.cpp
g_strife/a_strifeitems.cpp
g_strife/a_strifestuff.cpp
g_strife/a_strifeweapons.cpp
g_strife/a_templar.cpp
g_strife/a_thingstoblowup.cpp
g_strife/strife_sbar.cpp
g_shared/a_action.cpp
g_shared/a_armor.cpp

View File

@ -44,6 +44,7 @@
// Needs access to LFB.
#include "v_video.h"
#include "v_palette.h"
#include "v_text.h"

View File

@ -22,6 +22,7 @@
#include "c_console.h"
#include "c_dispatch.h"
#include "c_cvars.h"
#include "d_player.h"
#include "v_text.h"
#include "v_video.h"
#include "gi.h"

View File

@ -98,6 +98,7 @@
#include "g_level.h"
#include "d_event.h"
#include "d_netinf.h"
#include "v_palette.h"
EXTERN_CVAR(Bool, hud_althud)
void DrawHUD();

View File

@ -29,7 +29,6 @@
#include "i_system.h"
#include "g_level.h"
#include "p_local.h"
#include "p_acs.h"
int SaveVersion;

View File

@ -48,6 +48,7 @@
#include "r_translate.h"
#include "g_level.h"
#include "d_event.h"
#include "v_palette.h"
static void FadePic ();
static void GetFinaleText (const char *msgLumpName);

View File

@ -283,6 +283,14 @@ inline FArchive &operator<< (FArchive &arc, T* &object)
FArchive &operator<< (FArchive &arc, const PClass * &info);
class FFont;
FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font);
template<> inline FArchive &operator<< <FFont> (FArchive &arc, FFont* &font)
{
return SerializeFFontPtr (arc, font);
}
template<class T,class TT>
inline FArchive &operator<< (FArchive &arc, TArray<T,TT> &self)
{

View File

@ -1,9 +1,11 @@
/*
#include "actor.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
DEFINE_ACTION_FUNCTION(AActor, A_BspiAttack)
{

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
@ -6,6 +7,7 @@
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
//
// PIT_VileCheck

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
@ -9,6 +10,7 @@
#include "thingdef/thingdef.h"
#include "doomstat.h"
#include "g_level.h"
*/
static FRandom pr_brainscream ("BrainScream");
static FRandom pr_brainexplode ("BrainExplode");

View File

@ -1,14 +1,3 @@
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "doomstat.h"
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
static FRandom pr_bruisattack ("BruisAttack");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
@ -7,6 +8,7 @@
#include "a_action.h"
#include "s_sound.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_headattack ("HeadAttack");

View File

@ -1,9 +1,11 @@
/*
#include "actor.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
DEFINE_ACTION_FUNCTION(AActor, A_CyberAttack)
{

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
@ -6,6 +7,7 @@
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_sargattack ("SargAttack");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
@ -7,6 +8,7 @@
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_troopattack ("TroopAttack");

View File

@ -1,6 +1,5 @@
#include "actor.h"
#include "info.h"
#include "p_enemy.h"
#include "p_local.h"
#include "a_sharedglobal.h"
#include "m_random.h"
@ -8,6 +7,31 @@
#include "doomstat.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "p_enemy.h"
#include "a_doomglobal.h"
#include "a_specialspot.h"
#include "templates.h"
#include "m_bbox.h"
// Include all the other Doom stuff here to reduce compile time
#include "a_arachnotron.cpp"
#include "a_archvile.cpp"
#include "a_bossbrain.cpp"
#include "a_bruiser.cpp"
#include "a_cacodemon.cpp"
#include "a_cyberdemon.cpp"
#include "a_demon.cpp"
#include "a_doomimp.cpp"
#include "a_doomweaps.cpp"
#include "a_fatso.cpp"
#include "a_keen.cpp"
#include "a_lostsoul.cpp"
#include "a_painelemental.cpp"
#include "a_possessed.cpp"
#include "a_revenant.cpp"
#include "a_spidermaster.cpp"
#include "a_scriptedmarine.cpp"
// The barrel of green goop ------------------------------------------------

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "s_sound.h"
@ -12,6 +13,7 @@
#include "templates.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
static FRandom pr_punch ("Punch");
static FRandom pr_saw ("Saw");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
@ -7,6 +8,7 @@
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
//
// Mancubus attack,

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
@ -5,6 +6,7 @@
#include "p_enemy.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
//
// A_KeenDie

View File

@ -1,3 +1,4 @@
/*
#include "templates.h"
#include "actor.h"
#include "info.h"
@ -9,6 +10,7 @@
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
FRandom pr_lost ("LostMissileRange");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "p_enemy.h"
@ -7,6 +8,7 @@
#include "m_bbox.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
DECLARE_ACTION(A_SkullAttack)

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
@ -7,6 +8,7 @@
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_posattack ("PosAttack");
static FRandom pr_sposattack ("SPosAttack");

View File

@ -1,3 +1,4 @@
/*
#include "templates.h"
#include "actor.h"
#include "info.h"
@ -9,6 +10,7 @@
#include "a_action.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
static FRandom pr_tracer ("Tracer");
static FRandom pr_skelfist ("SkelFist");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "p_enemy.h"
#include "a_action.h"
@ -9,6 +10,7 @@
#include "r_translate.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
#define MARINE_PAIN_CHANCE 160

View File

@ -1,3 +1,4 @@
/*
#include "templates.h"
#include "actor.h"
#include "m_random.h"
@ -6,6 +7,7 @@
#include "p_enemy.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_spidrefire ("SpidRefire");

View File

@ -16,6 +16,7 @@
#include "r_translate.h"
#include "sbarinfo.h"
#include "g_level.h"
#include "v_palette.h"
#define ST_EVILGRINCOUNT (2*TICRATE)

View File

@ -41,9 +41,7 @@
#include "m_random.h"
#include "m_crc32.h"
#include "i_system.h"
#include "p_setup.h"
#include "p_saveg.h"
#include "p_effect.h"
#include "p_tick.h"
#include "d_main.h"
#include "wi_stuff.h"

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -11,6 +12,7 @@
#include "d_event.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
void P_UpdateBeak (AActor *actor);

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
@ -10,6 +11,7 @@
#include "a_specialspot.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
static FRandom pr_s2fx1 ("S2FX1");
static FRandom pr_scrc1atk ("Srcr1Attack");

View File

@ -1,11 +1,12 @@
/*
#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "thingdef/thingdef.h"
*/
// Tome of power ------------------------------------------------------------

View File

@ -1,12 +1,13 @@
/*
#include "templates.h"
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_imp ("ImpExplode");

View File

@ -1,6 +1,5 @@
#include "actor.h"
#include "info.h"
#include "p_enemy.h"
#include "a_pickups.h"
#include "a_action.h"
#include "m_random.h"
@ -8,6 +7,24 @@
#include "s_sound.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
#include "p_enemy.h"
#include "a_specialspot.h"
#include "g_level.h"
#include "a_sharedglobal.h"
#include "templates.h"
#include "r_translate.h"
#include "doomstat.h"
// Include all the other Heretic stuff here to reduce compile time
#include "a_chicken.cpp"
#include "a_dsparil.cpp"
#include "a_hereticartifacts.cpp"
#include "a_hereticimp.cpp"
#include "a_hereticweaps.cpp"
#include "a_ironlich.cpp"
#include "a_knight.cpp"
#include "a_wizard.cpp"
static FRandom pr_podpain ("PodPain");
static FRandom pr_makepod ("MakePod");
@ -15,7 +32,7 @@ static FRandom pr_teleg ("TeleGlitter");
static FRandom pr_teleg2 ("TeleGlitter2");
static FRandom pr_volcano ("VolcanoSet");
static FRandom pr_blast ("VolcanoBlast");
static FRandom pr_impact ("VolcBallImpact");
static FRandom pr_volcimpact ("VolcBallImpact");
//----------------------------------------------------------------------------
//
@ -184,7 +201,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_VolcBallImpact)
angle >>= ANGLETOFINESHIFT;
tiny->momx = FixedMul (FRACUNIT*7/10, finecosine[angle]);
tiny->momy = FixedMul (FRACUNIT*7/10, finesine[angle]);
tiny->momz = FRACUNIT + (pr_impact() << 9);
tiny->momz = FRACUNIT + (pr_volcimpact() << 9);
P_CheckMissileSpawn (tiny);
}
}

View File

@ -1,3 +1,4 @@
/*
#include "templates.h"
#include "actor.h"
#include "info.h"
@ -8,13 +9,11 @@
#include "p_pspr.h"
#include "p_local.h"
#include "gstrings.h"
#include "p_effect.h"
#include "gstrings.h"
#include "p_enemy.h"
#include "gi.h"
#include "r_translate.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
static FRandom pr_sap ("StaffAtkPL1");
static FRandom pr_sap2 ("StaffAtkPL2");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
@ -8,6 +9,7 @@
#include "gstrings.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
static FRandom pr_foo ("WhirlwindDamage");
static FRandom pr_atk ("LichAttack");

View File

@ -1,13 +1,14 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_dripblood ("DripBlood");
static FRandom pr_knightatk ("KnightAttack");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
@ -7,6 +8,7 @@
#include "a_action.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_wizatk3 ("WizAtk3");

View File

@ -15,6 +15,7 @@
#include "a_keys.h"
#include "r_translate.h"
#include "g_level.h"
#include "v_palette.h"
static FRandom pr_chainwiggle;

View File

@ -1,9 +1,11 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_batspawn ("BatSpawn");
static FRandom pr_batmove ("BatMove");

View File

@ -1,12 +1,13 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_action.h"
#include "m_random.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_boom ("BishopBoom");
static FRandom pr_atk ("BishopAttack");

View File

@ -1,3 +1,4 @@
/*
#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
@ -5,6 +6,7 @@
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
*/
#define BLAST_RADIUS_DIST 255*FRACUNIT
#define BLAST_SPEED 20*FRACUNIT

View File

@ -1,3 +1,4 @@
/*
#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
@ -5,6 +6,7 @@
#include "p_local.h"
#include "gi.h"
#include "s_sound.h"
*/
// Boost Armor Artifact (Dragonskin Bracers) --------------------------------

View File

@ -1,8 +1,10 @@
/*
#include "actor.h"
#include "p_enemy.h"
#include "a_action.h"
#include "m_random.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_centaurdefend ("CentaurDefend");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -5,12 +6,12 @@
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
const fixed_t FLAMESPEED = fixed_t(0.45*FRACUNIT);
const fixed_t CFLAMERANGE = 12*64*FRACUNIT;

View File

@ -1,15 +1,16 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_hexenglobal.h"
#include "gstrings.h"
#include "a_weaponpiece.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
*/
#define BLAST_FULLSTRENGTH 255

View File

@ -1,11 +1,13 @@
/*
#include "m_random.h"
#include "p_local.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget);
static FRandom pr_atk ("CMaceAttack");
static FRandom pr_maceatk ("CMaceAttack");
//===========================================================================
//
@ -27,7 +29,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
return;
}
damage = 25+(pr_atk()&15);
damage = 25+(pr_maceatk()&15);
for (i = 0; i < 16; i++)
{
angle = player->mo->angle+i*(ANG45/16);

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -5,12 +6,12 @@
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_staffcheck ("CStaffCheck");
static FRandom pr_blink ("CStaffBlink");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "p_enemy.h"
@ -6,7 +7,7 @@
#include "m_random.h"
#include "s_sound.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_dragonseek ("DragonSeek");
static FRandom pr_dragonflight ("DragonFlight");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -5,17 +6,16 @@
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "p_effect.h"
#include "thingdef/thingdef.h"
*/
#define AXERANGE ((fixed_t)(2.25*MELEERANGE))
static FRandom pr_atk ("FAxeAtk");
static FRandom pr_axeatk ("FAxeAtk");
void A_FAxeCheckReady (AActor *actor);
void A_FAxeCheckUp (AActor *actor);
@ -203,8 +203,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
}
AActor *pmo=player->mo;
damage = 40+(pr_atk()&15);
damage += pr_atk()&7;
damage = 40+(pr_axeatk()&15);
damage += pr_axeatk()&7;
power = 0;
weapon = player->ReadyWeapon;
if (player->ReadyWeapon->Ammo1->Amount > 0)

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -5,16 +6,16 @@
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
const fixed_t HAMMER_RANGE = MELEERANGE+MELEERANGE/2;
static FRandom pr_atk ("FHammerAtk");
static FRandom pr_hammeratk ("FHammerAtk");
extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget);
@ -40,7 +41,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
}
AActor *pmo=player->mo;
damage = 60+(pr_atk()&63);
damage = 60+(pr_hammeratk()&63);
power = 10*FRACUNIT;
for (i = 0; i < 16; i++)
{

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -5,11 +6,10 @@
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
// Fighter Weapon Base Class ------------------------------------------------

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -5,12 +6,12 @@
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "a_weaponpiece.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_quietusdrop ("QuietusDrop");
static FRandom pr_fswordflame ("FSwordFlame");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
@ -6,6 +7,7 @@
#include "a_action.h"
#include "m_random.h"
#include "thingdef/thingdef.h"
*/
#define FIREDEMON_ATTACK_RANGE 64*8*FRACUNIT

View File

@ -1,10 +1,10 @@
/*
#include "actor.h"
#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_action.h"
@ -12,6 +12,7 @@
#include "w_wad.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
static FRandom pr_poisonbag ("PoisonBag");
static FRandom pr_poisoncloud ("PoisonCloud");

View File

@ -1,6 +1,8 @@
/*
#include "m_random.h"
#include "p_local.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_fogspawn ("FogSpawn");

View File

@ -1,15 +1,16 @@
/*
#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_action.h"
#include "a_hexenglobal.h"
#include "gi.h"
#include "doomstat.h"
*/
#define HEAL_RADIUS_DIST 255*FRACUNIT

View File

@ -1,15 +1,15 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_action.h"
#include "m_random.h"
#include "a_hexenglobal.h"
#include "i_system.h"
#include "p_acs.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
//============================================================================
//

View File

@ -0,0 +1,53 @@
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "a_action.h"
#include "m_random.h"
#include "a_sharedglobal.h"
#include "a_hexenglobal.h"
#include "i_system.h"
#include "thingdef/thingdef.h"
#include "gi.h"
#include "g_level.h"
#include "p_enemy.h"
#include "a_weaponpiece.h"
#include "doomstat.h"
#include "p_lnspec.h"
#include "p_terrain.h"
#include "m_bbox.h"
#include "ravenshared.h"
// Include all the Hexen stuff here to reduce compile time
#include "a_bats.cpp"
#include "a_bishop.cpp"
#include "a_blastradius.cpp"
#include "a_boostarmor.cpp"
#include "a_centaur.cpp"
#include "a_clericflame.cpp"
#include "a_clericholy.cpp"
#include "a_clericmace.cpp"
#include "a_clericstaff.cpp"
#include "a_dragon.cpp"
#include "a_fighteraxe.cpp"
#include "a_fighterhammer.cpp"
#include "a_fighterplayer.cpp"
#include "a_fighterquietus.cpp"
#include "a_firedemon.cpp"
#include "a_flechette.cpp"
#include "a_fog.cpp"
#include "a_healingradius.cpp"
#include "a_heresiarch.cpp"
#include "a_hexenspecialdecs.cpp"
#include "a_iceguy.cpp"
#include "a_korax.cpp"
#include "a_magecone.cpp"
#include "a_magelightning.cpp"
#include "a_magestaff.cpp"
#include "a_magewand.cpp"
#include "a_pig.cpp"
#include "a_serpent.cpp"
#include "a_spike.cpp"
#include "a_summon.cpp"
#include "a_teleportother.cpp"
#include "a_wraith.cpp"

View File

@ -2,10 +2,10 @@
** Decorations that do special things
*/
/*
#include "actor.h"
#include "info.h"
#include "a_action.h"
#include "p_enemy.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
@ -14,6 +14,7 @@
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
*/
static FRandom pr_pottery ("PotteryExplode");
static FRandom pr_bit ("PotteryChooseBit");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
@ -6,6 +7,7 @@
#include "a_action.h"
#include "m_random.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_iceguylook ("IceGuyLook");
static FRandom pr_iceguychase ("IceGuyChase");

View File

@ -16,17 +16,18 @@
// 255 For use in death script (spawn spots)
//===========================================================================
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "p_spec.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_action.h"
#include "m_random.h"
#include "i_system.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
const int KORAX_SPIRIT_LIFETIME = 5*TICRATE/5; // 5 seconds
const int KORAX_COMMAND_HEIGHT = 120;
@ -60,7 +61,7 @@ static FRandom pr_koraxcommand ("KoraxCommand");
static FRandom pr_kspiritweave ("KSpiritWeave");
static FRandom pr_kspiritseek ("KSpiritSeek");
static FRandom pr_kspiritroam ("KSpiritRoam");
static FRandom pr_missile ("SKoraxMissile");
static FRandom pr_kmissile ("SKoraxMissile");
void A_KoraxChase (AActor *);
void A_KoraxStep (AActor *);
@ -511,7 +512,7 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
an = R_PointToAngle2(x, y, dest->x, dest->y);
if (dest->flags & MF_SHADOW)
{ // Invisible target
an += pr_missile.Random2()<<21;
an += pr_kmissile.Random2()<<21;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -5,12 +6,12 @@
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
const int SHARDSPAWN_LEFT = 1;
const int SHARDSPAWN_RIGHT = 2;

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -5,13 +6,13 @@
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
#define ZAGSPEED FRACUNIT

View File

@ -1,14 +1,15 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_hexenglobal.h"
#include "gstrings.h"
#include "a_weaponpiece.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
static FRandom pr_mstafftrack ("MStaffTrack");
static FRandom pr_bloodscourgedrop ("BloodScourgeDrop");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -5,12 +6,12 @@
#include "d_player.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_pspr.h"
#include "gstrings.h"
#include "a_hexenglobal.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_smoke ("MWandSmoke");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "gi.h"
#include "m_random.h"
@ -11,6 +12,7 @@
#include "d_event.h"
#include "gstrings.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_snoutattack ("SnoutAttack");
static FRandom pr_pigattack ("PigAttack");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
@ -7,6 +8,7 @@
#include "m_random.h"
#include "p_terrain.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_serpentchase ("SerpentChase");
static FRandom pr_serpenthump ("SerpentHump");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
@ -7,6 +8,7 @@
#include "s_sound.h"
#include "m_bbox.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_thrustraise ("ThrustRaise");

View File

@ -1,13 +1,14 @@
/*
#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "ravenshared.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
void A_Summon (AActor *);

View File

@ -1,15 +1,16 @@
/*
#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "p_lnspec.h"
#include "m_random.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
*/
#define TELEPORT_LIFE 1

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
@ -7,6 +8,7 @@
#include "m_random.h"
#include "a_sharedglobal.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_stealhealth ("StealHealth");
static FRandom pr_wraithfx2 ("WraithFX2");

View File

@ -16,6 +16,7 @@
#include "a_keys.h"
#include "r_translate.h"
#include "a_weaponpiece.h"
#include "v_palette.h"
class FManaBar : public FTexture

View File

@ -77,6 +77,7 @@
#include "cmdlib.h"
#include "d_net.h"
#include "d_netinf.h"
#include "v_palette.h"
#include "gi.h"

View File

@ -122,7 +122,7 @@
#define LEVEL_SMOOTHLIGHTING UCONST64(0x100000000000000) // Level uses the smooth lighting feature.
struct acsdefered_s;
struct acsdefered_t;
struct FSpecialAction
{
@ -171,7 +171,7 @@ struct level_info_t
int musicorder;
FCompressedMemFile *snapshot;
DWORD snapshotVer;
struct acsdefered_s *defered;
struct acsdefered_t *defered;
char skypic2[9];
float skyspeed1;
float skyspeed2;

View File

@ -8,7 +8,6 @@
#include "p_local.h"
#include "p_spec.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "p_effect.h"
#include "a_artifacts.h"
#include "sbar.h"
@ -19,6 +18,7 @@
#include "a_morph.h"
#include "g_level.h"
#include "doomstat.h"
#include "v_palette.h"
static FRandom pr_torch ("Torch");

View File

@ -43,6 +43,7 @@
#include "c_dispatch.h"
#include "d_net.h"
#include "colormatcher.h"
#include "v_palette.h"
static fixed_t DecalWidth, DecalLeft, DecalRight;
static fixed_t SpreadZ;
@ -301,7 +302,7 @@ fixed_t DBaseDecal::GetRealZ (const side_t *wall) const
default:
return Z;
case RF_RELUPPER:
if (curline->linedef->flags & ML_DONTPEGTOP)
if (line->flags & ML_DONTPEGTOP)
{
return Z + front->GetPlaneTexZ(sector_t::ceiling);
}
@ -310,7 +311,7 @@ fixed_t DBaseDecal::GetRealZ (const side_t *wall) const
return Z + back->GetPlaneTexZ(sector_t::ceiling);
}
case RF_RELLOWER:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
if (line->flags & ML_DONTPEGBOTTOM)
{
return Z + front->GetPlaneTexZ(sector_t::ceiling);
}
@ -319,7 +320,7 @@ fixed_t DBaseDecal::GetRealZ (const side_t *wall) const
return Z + back->GetPlaneTexZ(sector_t::floor);
}
case RF_RELMID:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
if (line->flags & ML_DONTPEGBOTTOM)
{
return Z + front->GetPlaneTexZ(sector_t::floor);
}

View File

@ -4,7 +4,6 @@
#include "gstrings.h"
#include "p_local.h"
#include "gi.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_sharedglobal.h"

View File

@ -3,7 +3,6 @@
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "c_console.h"
#include "doomstat.h"

View File

@ -65,6 +65,7 @@
#include "s_sound.h"
#include "m_random.h"
#include "s_sndseq.h"
#include "farchive.h"
// SoundSequenceSlot --------------------------------------------------------

View File

@ -36,7 +36,6 @@
#include "v_collection.h"
#include "v_text.h"
struct patch_t;
class player_t;
struct FRemapTable;

View File

@ -55,6 +55,7 @@
#include "a_weaponpiece.h"
#include "a_strifeglobal.h"
#include "g_level.h"
#include "v_palette.h"
static FRandom pr_chainwiggle; //use the same method of chain wiggling as heretic.

View File

@ -46,11 +46,12 @@
#include "v_text.h"
#include "s_sound.h"
#include "gi.h"
#include "p_effect.h"
#include "doomstat.h"
#include "g_level.h"
#include "d_net.h"
#include "colormatcher.h"
#include "v_palette.h"
#include "../version.h"
#define XHAIRSHRINKSIZE (FRACUNIT/18)

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
@ -8,6 +9,7 @@
#include "doomdata.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
//============================================================================
//

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
@ -10,6 +11,7 @@
#include "gstrings.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
static FRandom pr_spectrespawn ("AlienSpectreSpawn");
static FRandom pr_spectrechunk ("212e4");

View File

@ -1,6 +1,8 @@
/*
#include "a_pickups.h"
#include "a_strifeglobal.h"
#include "gstrings.h"
*/
// Coin ---------------------------------------------------------------------

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
@ -6,6 +7,7 @@
#include "s_sound.h"
#include "a_strifeglobal.h"
#include "thingdef/thingdef.h"
*/
bool Sys_1ed64 (AActor *self)
{

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
@ -7,6 +8,7 @@
#include "a_strifeglobal.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
static FRandom pr_entity ("Entity");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
@ -5,6 +6,7 @@
#include "p_enemy.h"
#include "s_sound.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_inq ("Inquisitor");

View File

@ -1,11 +1,12 @@
/*
#include "actor.h"
#include "a_action.h"
#include "a_strifeglobal.h"
#include "m_random.h"
#include "p_enemy.h"
#include "p_local.h"
#include "s_sound.h"
#include "thingdef/thingdef.h"
*/
// Loremaster (aka Priest) --------------------------------------------------

View File

@ -1,10 +1,11 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_strifeglobal.h"
*/
// Macil (version 2) ---------------------------------------------------------

View File

@ -1,8 +1,11 @@
/*
#include "actor.h"
#include "a_action.h"
#include "a_strifeglobal.h"
#include "p_enemy.h"
#include "r_defs.h"
#include "thingdef/thingdef.h"
*/
class AOracle : public AActor
{

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
@ -9,7 +10,7 @@
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
*/
static FRandom pr_prog ("Programmer");
// The Programmer level ending thing ----------------------------------------

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "p_enemy.h"
#include "a_action.h"
@ -6,6 +7,7 @@
#include "p_local.h"
#include "a_strifeglobal.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_reaverattack ("ReaverAttack");

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
@ -9,6 +10,7 @@
#include "a_strifeglobal.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
static FRandom pr_shootgun ("ShootGun");

View File

@ -1,9 +1,11 @@
/*
#include "actor.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_local.h"
#include "m_random.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_sentinelrefire ("SentinelRefire");

View File

@ -1,12 +1,13 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_strifeglobal.h"
#include "thingdef/thingdef.h"
*/
AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target);

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
@ -5,6 +6,7 @@
#include "p_enemy.h"
#include "s_sound.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_stalker ("Stalker");

View File

@ -1,3 +1,4 @@
/*
#include "info.h"
#include "a_pickups.h"
#include "d_player.h"
@ -15,7 +16,7 @@
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "doomstat.h"
*/
// Degnin Ore ---------------------------------------------------------------
IMPLEMENT_CLASS(ADegninOre)

View File

@ -12,6 +12,32 @@
#include "c_console.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
#include "gstrings.h"
#include "a_keys.h"
#include "a_sharedglobal.h"
#include "templates.h"
#include "d_event.h"
// Include all the other Strife stuff here to reduce compile time
#include "a_acolyte.cpp"
#include "a_alienspectres.cpp"
#include "a_coin.cpp"
#include "a_crusader.cpp"
#include "a_entityboss.cpp"
#include "a_inquisitor.cpp"
#include "a_loremaster.cpp"
#include "a_macil.cpp"
#include "a_oracle.cpp"
#include "a_programmer.cpp"
#include "a_reaver.cpp"
#include "a_rebels.cpp"
#include "a_sentinel.cpp"
#include "a_spectral.cpp"
#include "a_stalker.cpp"
#include "a_strifeitems.cpp"
#include "a_strifeweapons.cpp"
#include "a_templar.cpp"
#include "a_thingstoblowup.cpp"
// Notes so I don't forget them:
// Strife does some extra stuff in A_Explode if a player caused the explosion. (probably NoiseAlert)
@ -521,7 +547,7 @@ void APowerCoupling::Die (AActor *source, AActor *inflictor)
players[i].mo->GiveInventoryType (QuestItemClasses[5]);
S_Sound (CHAN_VOICE, "svox/voc13", 1, ATTN_NORM);
players[i].SetLogNumber (13);
P_DropItem (this, "BrokenPowerCoupling", -1, 256);
P_DropItem (this, PClass::FindClass("BrokenPowerCoupling"), -1, 256);
Destroy ();
}

View File

@ -1,3 +1,4 @@
/*
#include "a_pickups.h"
#include "p_local.h"
#include "m_random.h"
@ -7,6 +8,7 @@
#include "templates.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
// Note: Strife missiles do 1-4 times their damage amount.
// Doom missiles do 1-8 times their damage amount, so to

View File

@ -1,3 +1,4 @@
/*
#include "actor.h"
#include "m_random.h"
#include "a_action.h"
@ -6,6 +7,7 @@
#include "s_sound.h"
#include "a_strifeglobal.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_templar ("Templar");

Some files were not shown because too many files have changed in this diff Show More