mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
This commit is contained in:
commit
a59336908c
14 changed files with 446 additions and 12 deletions
|
@ -88,6 +88,7 @@ struct MapinfoEdMapItem
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// These are for error reporting. We must store the file information because it's no longer available when these items get resolved.
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FString filename;
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int linenum;
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bool noskillflags;
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};
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typedef TMap<int, MapinfoEdMapItem> IdMap;
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@ -184,12 +185,18 @@ void FMapInfoParser::ParseDoomEdNums()
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}
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memset(editem.args, 0, sizeof(editem.args));
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editem.argsdefined = 0;
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editem.noskillflags = false;
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int minargs = 0;
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int maxargs = 5;
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FString specialname;
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if (sc.CheckString(","))
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{
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if (sc.CheckString("noskillflags"))
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{
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editem.noskillflags = true;
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if (!sc.CheckString(",")) goto noargs;
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}
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editem.argsdefined = 5; // mark args as used - if this is done we need to prevent assignment of map args in P_SpawnMapThing.
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if (editem.special < 0) editem.special = 0;
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if (!sc.CheckNumber())
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@ -238,6 +245,7 @@ void FMapInfoParser::ParseDoomEdNums()
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error++;
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}
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}
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noargs:
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DoomEdFromMapinfo.Insert(ednum, editem);
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}
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else
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@ -275,6 +283,7 @@ void InitActorNumsFromMapinfo()
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ent.Type = cls;
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ent.Special = pair->Value.special;
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ent.ArgsDefined = pair->Value.argsdefined;
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ent.NoSkillFlags = pair->Value.noskillflags;
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memcpy(ent.Args, pair->Value.args, sizeof(ent.Args));
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DoomEdMap.Insert(pair->Key, ent);
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}
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@ -358,6 +358,7 @@ struct FDoomEdEntry
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PClassActor *Type;
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short Special;
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signed char ArgsDefined;
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bool NoSkillFlags;
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int Args[5];
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};
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@ -5817,7 +5817,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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}
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mask = G_SkillProperty(SKILLP_SpawnFilter);
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if (!(mthing->SkillFilter & mask))
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if (!(mthing->SkillFilter & mask) && !mentry->NoSkillFlags)
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{
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return NULL;
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}
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@ -8481,6 +8481,12 @@ FxExpression *FxActionSpecialCall::Resolve(FCompileContext& ctx)
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if (ArgList[i]->ValueType->GetRegType() == REGT_FLOAT /* lax */)
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{
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ArgList[i] = new FxIntCast(ArgList[i], ctx.FromDecorate);
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ArgList[i] = ArgList[i]->Resolve(ctx);
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if (ArgList[i] == nullptr)
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{
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delete this;
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return nullptr;
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}
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}
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else
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{
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@ -171,11 +171,13 @@ void FCanvasTexture::Unload ()
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if (Canvas != NULL)
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{
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delete Canvas;
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Canvas = nullptr;
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}
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if (CanvasBgra != NULL)
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{
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delete CanvasBgra;
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CanvasBgra = nullptr;
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}
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FTexture::Unload();
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@ -100,10 +100,22 @@ IWad
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BannerColors = "ff ff 00", "00 c0 00"
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}
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IWad
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{
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Name = "Strife: Veteran Edition"
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Autoname = "strife.veteran"
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Game = "Strife"
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Config = "Strife"
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Mapinfo = "mapinfo/strife.txt"
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MustContain = "MAP35", "I_RELB", "FXAA_F"
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BannerColors = "f0 f0 f0", "6b 3c 18"
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Required = "Strife: Quest for the Sigil"
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}
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IWad
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{
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Name = "Strife: Quest for the Sigil"
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Autoname = "strife"
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Autoname = "strife.strife"
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Game = "Strife"
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Config = "Strife"
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Mapinfo = "mapinfo/strife.txt"
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@ -418,4 +430,5 @@ Names
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"hacx2.wad"
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"square1.pk3"
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"delaweare.wad"
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"sve.wad"
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}
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@ -2671,7 +2671,7 @@ GLTEXMNU_SORTDRAWLIST = "Sort draw lists by texture";
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// Dynamic Light Options
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GLLIGHTMNU_TITLE = "DYNAMIC LIGHTS";
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GLLIGHTMNU_LIGHTSENABLED = "Dynamic Lights enabled";
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GLLIGHTMNU_LIGHTSENABLED = "Dynamic Lights (OpenGL)";
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GLLIGHTMNU_LIGHTDEFS = "Enable light definitions";
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GLLIGHTMNU_CLIPLIGHTS = "Clip lights";
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GLLIGHTMNU_LIGHTSPRITES = "Lights affect sprites";
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@ -2806,5 +2806,14 @@ TCMNU_TRUECOLOR = "True color output";
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TCMNU_MINFILTER = "Linear filter when downscaling";
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TCMNU_MAGFILTER = "Linear filter when upscaling";
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TCMNU_MIPMAP = "Use mipmapped textures";
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TCMNU_DYNLIGHTS = "Dynamic lights";
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TCMNU_DYNLIGHTS = "Dynamic lights (Software)";
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// SVE strings:
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TAG_TALISMANRED = "Red Talisman";
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TAG_TALISMANGREEN = "Green Talisman";
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TAG_TALISMANBLUE = "Blue Talisman";
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MSG_TALISMANRED = "You have a feeling that it wasn't to be touched...";
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MSG_TALISMANGREEN = "Whatever it is, it doesn't belong in this world...";
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MSG_TALISMANBLUE = "It must do something...";
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MSG_TALISMANPOWER = "You have super strength!";
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@ -323,4 +323,12 @@ conversationids
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341 = QuestItem30
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342 = QuestItem31
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343 = SlideshowStarter
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345 = SVEBlueChalice
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346 = SVEFlagSpotRed
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347 = SVEFlagSpotBlue
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348 = SVETalismanRed
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349 = SVETalismanGreen
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350 = SVETalismanBlue
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351 = SVEOpenDoor225
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}
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@ -324,6 +324,30 @@ DoomEdNums
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3004 = Peasant1
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3005 = Crusader
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3006 = Sentinel
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5080 = none // CTC stuff
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5081 = none
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5130 = SVEFlagSpotBlue
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5131 = SVEFlagSpotRed
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7957 = none // AltLight for lightmapped geometry.
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7958 = SVELight7958, noskillflags
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7959 = SVELight7959, noskillflags
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7960 = SVELight7960, noskillflags
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7961 = SVELight7961, noskillflags
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7962 = SVELight7962, noskillflags
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7963 = none
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7964 = SVELight7964, noskillflags
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7965 = SVELight7965, noskillflags
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7966 = SVETalismanRed
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7967 = SVETalismanGreen
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7968 = SVETalismanBlue
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7969 = none // Bloom threshold.
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7970 = SVEBlueChalice
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7971 = SVELight7971, noskillflags
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7972 = SVELight7972, noskillflags
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7973 = SVELight7973, noskillflags
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7974 = SVELight7974, noskillflags
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7975 = SVEOreSpawner
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}
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SpawnNums
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@ -861,6 +885,38 @@ map MAP34 "AREA 3: Movement Base"
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noallies
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}
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map MAP35 "AREA 35: Factory: Production"
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{
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next = "MAP01"
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sky1 = "SKYMNT01"
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music = "D_TRIBAL"
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cluster = 1
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}
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map MAP36 "AREA 36: Castle Clash"
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{
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next = "MAP37"
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sky1 = "SKYMNT01"
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music = "D_MARCH"
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cluster = 3
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}
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map MAP37 "AREA 37: Killing Grounds"
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{
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next = "MAP38"
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sky1 = "SKYMNT01"
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music = "D_STRIKE"
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cluster = 3
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}
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map MAP38 "AREA 38: Ordered Chaos"
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{
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next = "MAP36"
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sky1 = "SKYMNT01"
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music = "D_TRIBAL"
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cluster = 3
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}
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cluster 1
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{
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hub
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|
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@ -706,7 +706,6 @@ OptionMenu "TrueColorOptions"
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Option "$TCMNU_MINFILTER", "r_minfilter", "OnOff"
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Option "$TCMNU_MAGFILTER", "r_magfilter", "OnOff"
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Option "$TCMNU_MIPMAP", "r_mipmap", "OnOff"
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Option "$TCMNU_DYNLIGHTS", "r_dynlights", "OnOff"
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}
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OptionMenu "SWROptions"
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@ -2094,7 +2093,8 @@ OptionMenu "GLTextureGLOptions"
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OptionMenu "GLLightOptions"
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{
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Title "$GLLIGHTMNU_TITLE"
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Option "$GLLIGHTMNU_LIGHTSENABLED", gl_lights, "YesNo"
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Option "$TCMNU_DYNLIGHTS", "r_dynlights", "OnOff"
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Option "$GLLIGHTMNU_LIGHTSENABLED", gl_lights, "OnOff"
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Option "$GLLIGHTMNU_LIGHTDEFS", gl_attachedlights, "YesNo"
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Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo"
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Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
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|
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@ -247,6 +247,8 @@ version "2.5"
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#include "zscript/strife/weapongrenade.txt"
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#include "zscript/strife/weaponmauler.txt"
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#include "zscript/strife/sigil.txt"
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#include "zscript/strife/svestuff.txt"
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#include "zscript/strife/svelights.txt"
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#include "zscript/chex/chexmonsters.txt"
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#include "zscript/chex/chexkeys.txt"
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|
|
129
wadsrc/static/zscript/strife/svelights.txt
Normal file
129
wadsrc/static/zscript/strife/svelights.txt
Normal file
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@ -0,0 +1,129 @@
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// This turns the helper things for creating lightmaps in SVE into actual light sources
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class SVELight : PointLight
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{
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override void BeginPlay()
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{
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Super.BeginPlay();
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if (!bSpawnCeiling) AddZ(height);
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}
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}
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class SVELight7958 : SVELight
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{
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Default
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{
|
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+SPAWNCEILING
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+DYNAMICLIGHT.ATTENUATE
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Height 6;
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Args 255,255,224,128;
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}
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}
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|
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class SVELight7959 : SVELight
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{
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Default
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{
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+DYNAMICLIGHT.ATTENUATE
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Height 6;
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Args 255,255,224,128;
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}
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}
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|
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class SVELight7960 : SVELight
|
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{
|
||||
Default
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{
|
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+SPAWNCEILING
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+DYNAMICLIGHT.ATTENUATE
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Height 6;
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Args 255,255,64,100;
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}
|
||||
}
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||||
|
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class SVELight7961 : SVELight
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{
|
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Default
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{
|
||||
+DYNAMICLIGHT.ATTENUATE
|
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Height 6;
|
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Args 255,255,64,100;
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||||
}
|
||||
}
|
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|
||||
class SVELight7962 : SVELight
|
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{
|
||||
Default
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{
|
||||
+DYNAMICLIGHT.ATTENUATE
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Height 8;
|
||||
Args 255,64,16,128;
|
||||
}
|
||||
}
|
||||
|
||||
// 7963 has intentionally been omitted
|
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|
||||
class SVELight7964 : SVELight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+SPAWNCEILING
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
Height 64;
|
||||
Args 200,200,170,160;
|
||||
}
|
||||
}
|
||||
|
||||
class SVELight7965 : SVELight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
Height 64;
|
||||
Args 200,200,170,160;
|
||||
}
|
||||
}
|
||||
|
||||
class SVELight7971 : SVELight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
Height 80;
|
||||
Args 248,248,224,144;
|
||||
}
|
||||
}
|
||||
|
||||
class SVELight7972 : SVELight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+SPAWNCEILING
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
Height 24;
|
||||
Args 168,175,255,128;
|
||||
}
|
||||
}
|
||||
|
||||
class SVELight7973 : SVELight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
Height 80;
|
||||
Args 112,112,112,100;
|
||||
}
|
||||
}
|
||||
|
||||
class SVELight7974 : SVELight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
Height 80;
|
||||
Args 100,100,90,100;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
191
wadsrc/static/zscript/strife/svestuff.txt
Normal file
191
wadsrc/static/zscript/strife/svestuff.txt
Normal file
|
@ -0,0 +1,191 @@
|
|||
|
||||
// CTC flag spots. They are not functional and only here so that something gets spawned for them.
|
||||
|
||||
class SVEFlagSpotRed : Inventory
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FLGR A 1 BRIGHT;
|
||||
FLGR A 0 BRIGHT; // A_FlagStandSpawn
|
||||
FLGR A 1 BRIGHT; // A_FlagStandCheck
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
||||
class SVEFlagSpotBlue : Inventory
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FLGB A 1 BRIGHT;
|
||||
FLGB A 0 BRIGHT; // A_FlagStandSpawn
|
||||
FLGB A 1 BRIGHT; // A_FlagStandCheck
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
||||
class SVEBlueChalice : Inventory
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DROPPED
|
||||
+FLOORCLIP
|
||||
+INVENTORY.INVBAR
|
||||
Radius 10;
|
||||
Height 16;
|
||||
Tag "$TAG_OFFERINGCHALICE";
|
||||
Inventory.Icon "I_RELB";
|
||||
Inventory.PickupMessage "$TXT_OFFERINGCHALICE";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
RELB A -1 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
class SVETalismanPowerup : Inventory
|
||||
{
|
||||
}
|
||||
|
||||
class SVETalismanRed : Inventory
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DROPPED
|
||||
+FLOORCLIP
|
||||
+INVENTORY.INVBAR
|
||||
Radius 10;
|
||||
Height 16;
|
||||
Inventory.MaxAmount 1;
|
||||
Inventory.Icon "I_FLGR";
|
||||
Tag "$TAG_TALISMANRED";
|
||||
Inventory.PickupMessage "$MSG_TALISMANRED";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FLGR A -1 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
let useok = Super.TryPickup (toucher);
|
||||
if (useok)
|
||||
{
|
||||
if (toucher.FindInventory("SVETalismanRed") &&
|
||||
toucher.FindInventory("SVETalismanGreen") &&
|
||||
toucher.FindInventory("SVETalismanBlue"))
|
||||
{
|
||||
toucher.A_Print("$MSG_TALISMANPOWER");
|
||||
GiveInventoryType("SVETalismanPowerup");
|
||||
}
|
||||
}
|
||||
return useok;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class SVETalismanBlue : SVETalismanRed
|
||||
{
|
||||
Default
|
||||
{
|
||||
+INVENTORY.INVBAR
|
||||
Inventory.Icon "I_FLGB";
|
||||
Tag "$TAG_TALISMANBLUE";
|
||||
Inventory.PickupMessage "$MSG_TALISMANBLUE";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FLGB A -1 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
class SVETalismanGreen : SVETalismanRed
|
||||
{
|
||||
Default
|
||||
{
|
||||
+INVENTORY.INVBAR
|
||||
Inventory.Icon "I_FLGG";
|
||||
Tag "$TAG_TALISMANGREEN";
|
||||
Inventory.PickupMessage "$MSG_TALISMANGREEN";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FLGG A -1 BRIGHT;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
class SVEOreSpawner : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOSECTOR
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 175 A_OreSpawner;
|
||||
loop;
|
||||
}
|
||||
|
||||
//
|
||||
// A_OreSpawner
|
||||
//
|
||||
// [SVE] svillarreal
|
||||
//
|
||||
|
||||
void A_OreSpawner()
|
||||
{
|
||||
if(deathmatch) return;
|
||||
|
||||
bool inrange = false;
|
||||
for(int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if(!playeringame[i])
|
||||
continue;
|
||||
|
||||
if(Distance2D(players[i].mo) < 2048)
|
||||
{
|
||||
inrange = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(!inrange) return;
|
||||
|
||||
let it = ThinkerIterator.Create("DegninOre");
|
||||
Thinker ac;
|
||||
|
||||
int numores = 0;
|
||||
while (ac = it.Next())
|
||||
{
|
||||
if (++numores == 3) return;
|
||||
}
|
||||
Spawn("DegninOre", Pos);
|
||||
}
|
||||
}
|
||||
|
||||
class SVEOpenDoor225 : DummyStrifeItem
|
||||
{
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
Door_Open(225, 16);
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
||||
override bool SpecialDropAction (Actor dropper)
|
||||
{
|
||||
Door_Open(225, 16);
|
||||
Destroy ();
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
|
@ -40,13 +40,21 @@ class PunchDagger : StrifeWeapon
|
|||
action void A_JabDagger ()
|
||||
{
|
||||
FTranslatedLineTarget t;
|
||||
|
||||
int power = MIN(10, stamina / 10);
|
||||
int damage = (random[JabDagger]() % (power + 8)) * (power + 2);
|
||||
|
||||
if (FindInventory("PowerStrength"))
|
||||
int damage;
|
||||
|
||||
if (FindInventory("SVETalismanPowerup"))
|
||||
{
|
||||
damage *= 10;
|
||||
damage = 1000;
|
||||
}
|
||||
else
|
||||
{
|
||||
int power = MIN(10, stamina / 10);
|
||||
damage = (random[JabDagger]() % (power + 8)) * (power + 2);
|
||||
|
||||
if (FindInventory("PowerStrength"))
|
||||
{
|
||||
damage *= 10;
|
||||
}
|
||||
}
|
||||
|
||||
double angle = angle + random2[JabDagger]() * (5.625 / 256);
|
||||
|
|
Loading…
Reference in a new issue