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https://github.com/ZDoom/gzdoom.git
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- added 'defaultterrain' option to terrain parser for mods that want to have
a different default terrain than a generic solid surface. - added format char processing to A_Print(Bold) and all printable messages that can be defined in DECORATE. - Fixed: The railgun code ignored MF3_ALWAYSPUFF. - added desaturated translations. - added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg. SVN r1921 (trunk)
This commit is contained in:
parent
34a4738b74
commit
8b27bd1434
15 changed files with 219 additions and 65 deletions
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@ -1,5 +1,14 @@
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October 16, 2009 (Changes by Graf Zahl)
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- added 'defaultterrain' option to terrain parser for mods that want to have
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a different default terrain than a generic solid surface.
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- added format char processing to A_Print(Bold) and all printable messages
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that can be defined in DECORATE.
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- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
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- added desaturated translations.
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- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.
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October 15, 2009 (Changes by Graf Zahl)
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October 15, 2009 (Changes by Graf Zahl)
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- added ACS CheckActprClass function
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- added ACS CheckActorClass function
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- fixed: When a blasted actor collided with another one this other actor's
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- fixed: When a blasted actor collided with another one this other actor's
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DONTBLAST flag was not checked.
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DONTBLAST flag was not checked.
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- added a global DamageFactor actor property. All damage this actor takes is multiplied
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- added a global DamageFactor actor property. All damage this actor takes is multiplied
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@ -1824,8 +1824,8 @@ CCMD (echo)
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int last = argv.argc()-1;
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int last = argv.argc()-1;
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for (int i = 1; i <= last; ++i)
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for (int i = 1; i <= last; ++i)
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{
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{
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strbin (argv[i]);
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FString formatted = strbin1 (argv[i]);
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Printf ("%s%s", argv[i], i!=last ? " " : "\n");
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Printf ("%s%s", formatted.GetChars(), i!=last ? " " : "\n");
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}
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}
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}
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}
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@ -252,7 +252,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2)
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DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
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DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
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{
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{
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S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
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CALL_ACTION(A_ReFire, self);
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A_ReFire (self);
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}
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}
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@ -3767,6 +3767,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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for (i = 0; i < RailHits.Size (); i++)
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for (i = 0; i < RailHits.Size (); i++)
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{
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{
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fixed_t x, y, z;
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fixed_t x, y, z;
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bool spawnpuff;
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x = x1 + FixedMul (RailHits[i].Distance, vx);
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x = x1 + FixedMul (RailHits[i].Distance, vx);
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y = y1 + FixedMul (RailHits[i].Distance, vy);
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y = y1 + FixedMul (RailHits[i].Distance, vy);
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@ -3775,13 +3776,15 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
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if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
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(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
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(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
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{
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{
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if (puffclass != NULL) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG90, 1, PF_HITTHING);
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spawnpuff = puffclass != NULL;
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}
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}
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else
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else
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{
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{
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spawnpuff = (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF);
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P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
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P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
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P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
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P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
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}
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}
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if (spawnpuff) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG90, 1, PF_HITTHING);
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P_DamageMobj (RailHits[i].HitActor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
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P_DamageMobj (RailHits[i].HitActor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
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}
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}
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@ -3789,6 +3792,11 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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if (trace.HitType == TRACE_HitWall)
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if (trace.HitType == TRACE_HitWall)
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{
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{
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SpawnShootDecal (source, trace);
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SpawnShootDecal (source, trace);
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if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
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{
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P_SpawnPuff (source, puffclass, trace.X, trace.Y, trace.Z, source->angle - ANG90, 1, 0);
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}
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}
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}
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if (trace.HitType == TRACE_HitFloor &&
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if (trace.HitType == TRACE_HitFloor &&
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trace.CrossedWater == NULL &&
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trace.CrossedWater == NULL &&
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@ -206,7 +206,7 @@ void P_BringUpWeapon (player_t *player)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void P_FireWeapon (player_t *player)
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void P_FireWeapon (player_t *player, FState *state)
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{
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{
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AWeapon *weapon;
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AWeapon *weapon;
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@ -225,7 +225,11 @@ void P_FireWeapon (player_t *player)
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player->mo->PlayAttacking ();
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player->mo->PlayAttacking ();
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weapon->bAltFire = false;
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weapon->bAltFire = false;
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P_SetPsprite (player, ps_weapon, weapon->GetAtkState(!!player->refire));
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if (state == NULL)
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{
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state = weapon->GetAtkState(!!player->refire);
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}
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P_SetPsprite (player, ps_weapon, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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{
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P_NoiseAlert (player->mo, player->mo, false);
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P_NoiseAlert (player->mo, player->mo, false);
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@ -238,7 +242,7 @@ void P_FireWeapon (player_t *player)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void P_FireWeaponAlt (player_t *player)
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void P_FireWeaponAlt (player_t *player, FState *state)
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{
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{
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AWeapon *weapon;
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AWeapon *weapon;
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@ -258,8 +262,12 @@ void P_FireWeaponAlt (player_t *player)
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player->mo->PlayAttacking ();
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player->mo->PlayAttacking ();
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weapon->bAltFire = true;
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weapon->bAltFire = true;
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if (state == NULL)
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{
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state = weapon->GetAltAtkState(!!player->refire);
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}
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P_SetPsprite (player, ps_weapon, weapon->GetAltAtkState(!!player->refire));
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P_SetPsprite (player, ps_weapon, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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{
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P_NoiseAlert (player->mo, player->mo, false);
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P_NoiseAlert (player->mo, player->mo, false);
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@ -456,7 +464,7 @@ void P_CheckWeaponFire (player_t *player)
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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{
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{
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player->attackdown = true;
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player->attackdown = true;
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P_FireWeapon (player);
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P_FireWeapon (player, NULL);
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return;
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return;
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}
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}
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}
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}
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@ -465,7 +473,7 @@ void P_CheckWeaponFire (player_t *player)
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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{
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{
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player->attackdown = true;
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player->attackdown = true;
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P_FireWeaponAlt (player);
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P_FireWeaponAlt (player, NULL);
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return;
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return;
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}
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}
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}
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}
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@ -507,7 +515,15 @@ void P_CheckWeaponSwitch (player_t *player)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_ReFire)
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire)
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{
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ACTION_PARAM_START(1)
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ACTION_PARAM_STATE(state, 0);
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A_ReFire(self, state);
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}
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void A_ReFire(AActor *self, FState *state)
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{
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{
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player_t *player = self->player;
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player_t *player = self->player;
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@ -520,14 +536,14 @@ DEFINE_ACTION_FUNCTION(AInventory, A_ReFire)
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&& player->PendingWeapon == WP_NOCHANGE && player->health)
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&& player->PendingWeapon == WP_NOCHANGE && player->health)
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{
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{
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player->refire++;
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player->refire++;
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P_FireWeapon (player);
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P_FireWeapon (player, state);
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}
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}
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else if ((player->cmd.ucmd.buttons&BT_ALTATTACK)
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else if ((player->cmd.ucmd.buttons&BT_ALTATTACK)
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&& player->ReadyWeapon->bAltFire
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&& player->ReadyWeapon->bAltFire
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&& player->PendingWeapon == WP_NOCHANGE && player->health)
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&& player->PendingWeapon == WP_NOCHANGE && player->health)
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{
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{
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player->refire++;
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player->refire++;
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P_FireWeaponAlt (player);
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P_FireWeaponAlt (player, state);
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}
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}
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else
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else
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{
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{
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@ -661,8 +677,11 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
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//
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//
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// A_GunFlash
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// A_GunFlash
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//
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//
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DEFINE_ACTION_FUNCTION(AInventory, A_GunFlash)
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
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{
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{
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ACTION_PARAM_START(1)
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ACTION_PARAM_STATE(flash, 0);
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player_t *player = self->player;
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player_t *player = self->player;
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if (NULL == player)
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if (NULL == player)
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@ -671,9 +690,11 @@ DEFINE_ACTION_FUNCTION(AInventory, A_GunFlash)
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}
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}
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player->mo->PlayAttacking2 ();
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player->mo->PlayAttacking2 ();
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FState * flash=NULL;
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if (flash == NULL)
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if (player->ReadyWeapon->bAltFire) flash = player->ReadyWeapon->FindState(NAME_AltFlash);
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{
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if (flash == NULL) flash = player->ReadyWeapon->FindState(NAME_Flash);
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if (player->ReadyWeapon->bAltFire) flash = player->ReadyWeapon->FindState(NAME_AltFlash);
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if (flash == NULL) flash = player->ReadyWeapon->FindState(NAME_Flash);
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}
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P_SetPsprite (player, ps_flash, flash);
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P_SetPsprite (player, ps_flash, flash);
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}
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}
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@ -95,6 +95,6 @@ void DoReadyWeaponToFire(AActor * self, bool primary = true, bool secondary = tr
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void DoReadyWeaponToSwitch(AActor * self);
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void DoReadyWeaponToSwitch(AActor * self);
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DECLARE_ACTION(A_Raise)
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DECLARE_ACTION(A_Raise)
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DECLARE_ACTION(A_ReFire)
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void A_ReFire(AActor *self, FState *state = NULL);
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#endif // __P_PSPR_H__
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#endif // __P_PSPR_H__
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@ -63,7 +63,8 @@ enum EOuterKeywords
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OUT_IFHERETIC,
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OUT_IFHERETIC,
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OUT_IFHEXEN,
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OUT_IFHEXEN,
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OUT_IFSTRIFE,
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OUT_IFSTRIFE,
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OUT_ENDIF
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OUT_ENDIF,
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OUT_DEFAULTTERRAIN
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};
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};
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enum ETerrainKeywords
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enum ETerrainKeywords
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@ -125,6 +126,7 @@ static void GenericParse (FScanner &sc, FGenericParse *parser, const char **keyw
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void *fields, const char *type, FName name);
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void *fields, const char *type, FName name);
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static void ParseDamage (FScanner &sc, int keyword, void *fields);
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static void ParseDamage (FScanner &sc, int keyword, void *fields);
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static void ParseFriction (FScanner &sc, int keyword, void *fields);
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static void ParseFriction (FScanner &sc, int keyword, void *fields);
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static void ParseDefault (FScanner &sc);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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@ -133,6 +135,7 @@ static void ParseFriction (FScanner &sc, int keyword, void *fields);
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FTerrainTypeArray TerrainTypes;
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FTerrainTypeArray TerrainTypes;
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TArray<FSplashDef> Splashes;
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TArray<FSplashDef> Splashes;
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TArray<FTerrainDef> Terrains;
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TArray<FTerrainDef> Terrains;
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WORD DefaultTerrainType;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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@ -146,6 +149,7 @@ static const char *OuterKeywords[] =
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"ifhexen",
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"ifhexen",
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"ifstrife",
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"ifstrife",
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"endif",
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"endif",
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"defaultterrain",
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NULL
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NULL
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};
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};
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@ -222,27 +226,7 @@ static FGenericParse TerrainParser[] =
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{ GEN_Bool, {theoffsetof(FTerrainDef, AllowProtection)} },
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{ GEN_Bool, {theoffsetof(FTerrainDef, AllowProtection)} },
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};
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};
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/*
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struct
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{
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char *name;
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int type;
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bool Heretic;
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}
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TerrainTypeDefs[] =
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{
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{ "FLTWAWA1", FLOOR_WATER, true },
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{ "FLTFLWW1", FLOOR_WATER, true },
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{ "FLTLAVA1", FLOOR_LAVA, true },
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{ "FLATHUH1", FLOOR_LAVA, true },
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{ "FLTSLUD1", FLOOR_SLUDGE, true },
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{ "X_005", FLOOR_WATER, false },
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{ "X_001", FLOOR_LAVA, false },
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{ "X_009", FLOOR_SLUDGE, false },
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{ "F_033", FLOOR_ICE, false },
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{ "END", -1 }
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};
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*/
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|
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// CODE --------------------------------------------------------------------
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// CODE --------------------------------------------------------------------
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|
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@ -258,9 +242,9 @@ void P_InitTerrainTypes ()
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int lump;
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int lump;
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int size;
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int size;
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size = (TexMan.NumTextures()+1)*sizeof(BYTE);
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size = (TexMan.NumTextures()+1);
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TerrainTypes.Resize(size);
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TerrainTypes.Resize(size);
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memset (&TerrainTypes[0], 0, size);
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TerrainTypes.Clear();
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|
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MakeDefaultTerrain ();
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MakeDefaultTerrain ();
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|
|
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|
@ -343,6 +327,10 @@ static void ParseOuter (FScanner &sc)
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ParseFloor (sc);
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ParseFloor (sc);
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break;
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break;
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|
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case OUT_DEFAULTTERRAIN:
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ParseDefault (sc);
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|
break;
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|
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case OUT_IFDOOM:
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case OUT_IFDOOM:
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if (!(gameinfo.gametype & GAME_DoomChex))
|
if (!(gameinfo.gametype & GAME_DoomChex))
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{
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{
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|
@ -676,7 +664,27 @@ static void ParseFloor (FScanner &sc)
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Printf ("Unknown terrain %s\n", sc.String);
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Printf ("Unknown terrain %s\n", sc.String);
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terrain = 0;
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terrain = 0;
|
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}
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}
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TerrainTypes[picnum] = terrain;
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TerrainTypes.Set(picnum.GetIndex(), terrain);
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|
}
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|
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//==========================================================================
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|
//
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// ParseFloor
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|
//
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|
//==========================================================================
|
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|
|
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static void ParseDefault (FScanner &sc)
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|
{
|
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|
int terrain;
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|
|
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|
sc.MustGetString ();
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|
terrain = FindTerrain (sc.String);
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|
if (terrain == -1)
|
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|
{
|
||||||
|
Printf ("Unknown terrain %s\n", sc.String);
|
||||||
|
terrain = 0;
|
||||||
|
}
|
||||||
|
DefaultTerrainType = terrain;
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
|
@ -39,25 +39,36 @@
|
||||||
|
|
||||||
struct PClass;
|
struct PClass;
|
||||||
|
|
||||||
// This is just a wrapper class so that I don't have to expose FTextureID's implementation
|
extern WORD DefaultTerrainType;
|
||||||
// to anything that doesn't really need it.
|
|
||||||
|
|
||||||
class FTerrainTypeArray
|
class FTerrainTypeArray
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
TArray<BYTE> Types;
|
TArray<WORD> Types;
|
||||||
|
|
||||||
BYTE &operator [](FTextureID tex)
|
WORD operator [](FTextureID tex) const
|
||||||
{
|
{
|
||||||
return Types[tex.GetIndex()];
|
WORD type = Types[tex.GetIndex()];
|
||||||
|
return type == 0xffff? DefaultTerrainType : type;
|
||||||
}
|
}
|
||||||
BYTE &operator [](int texnum)
|
WORD operator [](int texnum) const
|
||||||
{
|
{
|
||||||
return Types[texnum];
|
WORD type = Types[texnum];
|
||||||
|
return type == 0xffff? DefaultTerrainType : type;
|
||||||
}
|
}
|
||||||
void Resize(unsigned newsize)
|
void Resize(unsigned newsize)
|
||||||
{
|
{
|
||||||
Types.Resize(newsize);
|
Types.Resize(newsize);
|
||||||
}
|
}
|
||||||
|
void Clear()
|
||||||
|
{
|
||||||
|
memset (&Types[0], 0xff, Types.Size()*sizeof(WORD));
|
||||||
|
}
|
||||||
|
void Set(int index, int value)
|
||||||
|
{
|
||||||
|
Types[index] = value;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
extern FTerrainTypeArray TerrainTypes;
|
extern FTerrainTypeArray TerrainTypes;
|
||||||
|
|
|
@ -396,9 +396,48 @@ void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, in
|
||||||
//
|
//
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
void FRemapTable::AddDesaturation(int start, int end, float r1,float g1, float b1, float r2, float g2, float b2)
|
||||||
|
{
|
||||||
|
r1 = clamp(r1, 0.0f, 2.0f);
|
||||||
|
g1 = clamp(g1, 0.0f, 2.0f);
|
||||||
|
b1 = clamp(b1, 0.0f, 2.0f);
|
||||||
|
r2 = clamp(r2, 0.0f, 2.0f);
|
||||||
|
g2 = clamp(g2, 0.0f, 2.0f);
|
||||||
|
b2 = clamp(b2, 0.0f, 2.0f);
|
||||||
|
|
||||||
|
r2 -= r1;
|
||||||
|
g2 -= g1;
|
||||||
|
b2 -= b1;
|
||||||
|
r1 *= 255;
|
||||||
|
g1 *= 255;
|
||||||
|
b1 *= 255;
|
||||||
|
|
||||||
|
for(int c=start; c < end; c++)
|
||||||
|
{
|
||||||
|
double intensity = (GPalette.BaseColors[c].r * 77 +
|
||||||
|
GPalette.BaseColors[c].g * 143 +
|
||||||
|
GPalette.BaseColors[c].b * 37) / 256.0;
|
||||||
|
|
||||||
|
PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
|
||||||
|
MIN(255, int(g1 + intensity*g2)),
|
||||||
|
MIN(255, int(b1 + intensity*b2)));
|
||||||
|
|
||||||
|
Remap[c] = ColorMatcher.Pick(pe);
|
||||||
|
Palette[c] = pe;
|
||||||
|
Palette[c].a = c==0? 0:255;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//----------------------------------------------------------------------------
|
||||||
|
|
||||||
void FRemapTable::AddToTranslation(const char * range)
|
void FRemapTable::AddToTranslation(const char * range)
|
||||||
{
|
{
|
||||||
int start,end;
|
int start,end;
|
||||||
|
bool desaturated = false;
|
||||||
FScanner sc;
|
FScanner sc;
|
||||||
|
|
||||||
sc.OpenMem("translation", range, int(strlen(range)));
|
sc.OpenMem("translation", range, int(strlen(range)));
|
||||||
|
@ -412,7 +451,15 @@ void FRemapTable::AddToTranslation(const char * range)
|
||||||
sc.MustGetToken(TK_IntConst);
|
sc.MustGetToken(TK_IntConst);
|
||||||
end = sc.Number;
|
end = sc.Number;
|
||||||
sc.MustGetToken('=');
|
sc.MustGetToken('=');
|
||||||
if (!sc.CheckToken('['))
|
if (start < 0 || start > 255 || end < 0 || end > 255)
|
||||||
|
{
|
||||||
|
sc.ScriptError("Palette index out of range");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
sc.MustGetAnyToken();
|
||||||
|
|
||||||
|
if (sc.TokenType != '[' && sc.TokenType != '%')
|
||||||
{
|
{
|
||||||
int pal1,pal2;
|
int pal1,pal2;
|
||||||
|
|
||||||
|
@ -423,7 +470,7 @@ void FRemapTable::AddToTranslation(const char * range)
|
||||||
pal2 = sc.Number;
|
pal2 = sc.Number;
|
||||||
AddIndexRange(start, end, pal1, pal2);
|
AddIndexRange(start, end, pal1, pal2);
|
||||||
}
|
}
|
||||||
else
|
else if (sc.TokenType == '[')
|
||||||
{
|
{
|
||||||
// translation using RGB values
|
// translation using RGB values
|
||||||
int r1,g1,b1,r2,g2,b2;
|
int r1,g1,b1,r2,g2,b2;
|
||||||
|
@ -456,6 +503,46 @@ void FRemapTable::AddToTranslation(const char * range)
|
||||||
|
|
||||||
AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
|
AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
|
||||||
}
|
}
|
||||||
|
else if (sc.TokenType == '%')
|
||||||
|
{
|
||||||
|
// translation using RGB values
|
||||||
|
float r1,g1,b1,r2,g2,b2;
|
||||||
|
|
||||||
|
sc.MustGetToken('[');
|
||||||
|
sc.MustGetAnyToken();
|
||||||
|
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||||
|
r1 = float(sc.Float);
|
||||||
|
sc.MustGetToken(',');
|
||||||
|
|
||||||
|
sc.MustGetAnyToken();
|
||||||
|
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||||
|
g1 = float(sc.Float);
|
||||||
|
sc.MustGetToken(',');
|
||||||
|
|
||||||
|
sc.MustGetAnyToken();
|
||||||
|
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||||
|
b1 = float(sc.Float);
|
||||||
|
sc.MustGetToken(']');
|
||||||
|
sc.MustGetToken(':');
|
||||||
|
sc.MustGetToken('[');
|
||||||
|
|
||||||
|
sc.MustGetAnyToken();
|
||||||
|
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||||
|
r2 = float(sc.Float);
|
||||||
|
sc.MustGetToken(',');
|
||||||
|
|
||||||
|
sc.MustGetAnyToken();
|
||||||
|
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||||
|
g2 = float(sc.Float);
|
||||||
|
sc.MustGetToken(',');
|
||||||
|
|
||||||
|
sc.MustGetAnyToken();
|
||||||
|
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||||
|
b2 = float(sc.Float);
|
||||||
|
sc.MustGetToken(']');
|
||||||
|
|
||||||
|
AddDesaturation(start, end, r1, g1, b1, r2, g2, b2);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
catch (CRecoverableError &err)
|
catch (CRecoverableError &err)
|
||||||
{
|
{
|
||||||
|
|
|
@ -38,6 +38,7 @@ struct FRemapTable
|
||||||
void Serialize(FArchive &ar);
|
void Serialize(FArchive &ar);
|
||||||
void AddIndexRange(int start, int end, int pal1, int pal2);
|
void AddIndexRange(int start, int end, int pal1, int pal2);
|
||||||
void AddColorRange(int start, int end, int r1,int g1, int b1, int r2, int g2, int b2);
|
void AddColorRange(int start, int end, int r1,int g1, int b1, int r2, int g2, int b2);
|
||||||
|
void AddDesaturation(int start, int end, float r1,float g1, float b1, float r2, float g2, float b2);
|
||||||
void AddToTranslation(const char * range);
|
void AddToTranslation(const char * range);
|
||||||
int StoreTranslation();
|
int StoreTranslation();
|
||||||
|
|
||||||
|
|
|
@ -1699,7 +1699,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
|
||||||
con_midtime = time;
|
con_midtime = time;
|
||||||
}
|
}
|
||||||
|
|
||||||
C_MidPrint(font != NULL ? font : SmallFont, text);
|
FString formatted = strbin1(text);
|
||||||
|
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
|
||||||
con_midtime = saved;
|
con_midtime = saved;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1729,7 +1730,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
|
||||||
con_midtime = time;
|
con_midtime = time;
|
||||||
}
|
}
|
||||||
|
|
||||||
C_MidPrintBold(font != NULL ? font : SmallFont, text);
|
FString formatted = strbin1(text);
|
||||||
|
C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars());
|
||||||
con_midtime = saved;
|
con_midtime = saved;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1987,8 +1989,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_KillSiblings)
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
|
||||||
{
|
{
|
||||||
ACTION_PARAM_START(1);
|
ACTION_PARAM_START(2);
|
||||||
ACTION_PARAM_INT(cnt, 0);
|
ACTION_PARAM_INT(cnt, 0);
|
||||||
|
ACTION_PARAM_STATE(state, 1);
|
||||||
|
|
||||||
if (cnt<0 || cnt>=5) return;
|
if (cnt<0 || cnt>=5) return;
|
||||||
if (!self->args[cnt]--)
|
if (!self->args[cnt]--)
|
||||||
|
@ -2003,7 +2006,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
self->SetState(self->FindState(NAME_Death));
|
// can't use "Death" as default parameter with current DECORATE parser.
|
||||||
|
if (state == NULL) state = self->FindState(NAME_Death);
|
||||||
|
self->SetState(state);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -592,11 +592,15 @@ static bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defau
|
||||||
// fall through
|
// fall through
|
||||||
|
|
||||||
case 'S':
|
case 'S':
|
||||||
case 'T':
|
|
||||||
sc.MustGetString();
|
sc.MustGetString();
|
||||||
conv.s = strings[strings.Reserve(1)] = sc.String;
|
conv.s = strings[strings.Reserve(1)] = sc.String;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case 'T':
|
||||||
|
sc.MustGetString();
|
||||||
|
conv.s = strings[strings.Reserve(1)] = strbin1(sc.String);
|
||||||
|
break;
|
||||||
|
|
||||||
case 'C':
|
case 'C':
|
||||||
if (sc.CheckNumber ())
|
if (sc.CheckNumber ())
|
||||||
{
|
{
|
||||||
|
|
|
@ -186,7 +186,7 @@ int MatchString (const char *in, const char **strings)
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
DEFINE_INFO_PROPERTY(game, T, Actor)
|
DEFINE_INFO_PROPERTY(game, S, Actor)
|
||||||
{
|
{
|
||||||
PROP_STRING_PARM(str, 0);
|
PROP_STRING_PARM(str, 0);
|
||||||
if (!stricmp(str, "Doom"))
|
if (!stricmp(str, "Doom"))
|
||||||
|
@ -1302,7 +1302,7 @@ DEFINE_CLASS_PROPERTY(pickupflash, S, Inventory)
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
DEFINE_CLASS_PROPERTY(pickupmessage, S, Inventory)
|
DEFINE_CLASS_PROPERTY(pickupmessage, T, Inventory)
|
||||||
{
|
{
|
||||||
PROP_STRING_PARM(str, 0);
|
PROP_STRING_PARM(str, 0);
|
||||||
info->Class->Meta.SetMetaString(AIMETA_PickupMessage, str);
|
info->Class->Meta.SetMetaString(AIMETA_PickupMessage, str);
|
||||||
|
@ -1354,7 +1354,7 @@ DEFINE_CLASS_PROPERTY(givequest, I, Inventory)
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
DEFINE_CLASS_PROPERTY(lowmessage, IS, Health)
|
DEFINE_CLASS_PROPERTY(lowmessage, IT, Health)
|
||||||
{
|
{
|
||||||
PROP_INT_PARM(i, 0);
|
PROP_INT_PARM(i, 0);
|
||||||
PROP_STRING_PARM(str, 1);
|
PROP_STRING_PARM(str, 1);
|
||||||
|
@ -1383,7 +1383,7 @@ DEFINE_CLASS_PROPERTY(number, I, PuzzleItem)
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
DEFINE_CLASS_PROPERTY(failmessage, S, PuzzleItem)
|
DEFINE_CLASS_PROPERTY(failmessage, T, PuzzleItem)
|
||||||
{
|
{
|
||||||
PROP_STRING_PARM(str, 0);
|
PROP_STRING_PARM(str, 0);
|
||||||
info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, str);
|
info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, str);
|
||||||
|
|
|
@ -224,7 +224,7 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label);
|
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label);
|
||||||
action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0);
|
action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0);
|
||||||
action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0);
|
action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0);
|
||||||
action native A_CountdownArg(int argnum);
|
action native A_CountdownArg(int argnum, state targstate = "");
|
||||||
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
|
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
|
||||||
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
||||||
action native A_Burst(class<Actor> chunktype);
|
action native A_Burst(class<Actor> chunktype);
|
||||||
|
|
|
@ -36,10 +36,10 @@ ACTOR Inventory native
|
||||||
action native A_BFGsound();
|
action native A_BFGsound();
|
||||||
action native A_FireBFG();
|
action native A_FireBFG();
|
||||||
action native A_FireOldBFG();
|
action native A_FireOldBFG();
|
||||||
action native A_ReFire();
|
action native A_ReFire(state flash = "");
|
||||||
action native A_ClearReFire();
|
action native A_ClearReFire();
|
||||||
action native A_CheckReload();
|
action native A_CheckReload();
|
||||||
action native A_GunFlash();
|
action native A_GunFlash(state flash = "");
|
||||||
action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
|
action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
|
||||||
action native A_CheckForReload(int counter, state label, bool dontincrement = false);
|
action native A_CheckForReload(int counter, state label, bool dontincrement = false);
|
||||||
action native A_ResetReloadCounter();
|
action native A_ResetReloadCounter();
|
||||||
|
|
Loading…
Reference in a new issue