mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower, optional bool not_mid, optional bool not_upper, optional bool not_floor, optional bool not_ceiling); and SectorDamage (int tag, int amount, str type, bool players_only, bool in_air, str protection_item, bool subclasses_okay); - Added the vid_nowidescreen cvar to disable widescreen aspect ratio correction. When this is enabled, the only display ratio available is 4:3 (and 5:4 if vid_tft is set). - Added support for setting an actor's damage property to an expression through decorate. Just enclose it within parentheses, and the expression will be evaluated exactly as-is without the normal Doom damage calculation. So if you want something that does exactly 6 damage, use a "Damage (6)" property. To deal normal Doom missile damage, you can use "Damage (random(1,8)*6)" instead of "Damage 6". - Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly maintained by ObtainInventory. SVN r288 (trunk)
This commit is contained in:
parent
55e299e4b3
commit
b25c7722f3
30 changed files with 369 additions and 180 deletions
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@ -1,3 +1,22 @@
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August 11, 2006
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- Added the ACS commands
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ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
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optional bool not_mid, optional bool not_upper, optional bool not_floor,
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optional bool not_ceiling); and
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SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
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str protection_item, bool subclasses_okay);
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- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
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correction. When this is enabled, the only display ratio available is 4:3
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(and 5:4 if vid_tft is set).
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- Added support for setting an actor's damage property to an expression
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through decorate. Just enclose it within parentheses, and the expression
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will be evaluated exactly as-is without the normal Doom damage calculation.
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So if you want something that does exactly 6 damage, use a "Damage (6)"
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property. To deal normal Doom missile damage, you can use
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"Damage (random(1,8)*6)" instead of "Damage 6".
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- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
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maintained by ObtainInventory.
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August 10, 2006 (Changes by Graf Zahl)
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- Gave Strife's PhosphorousFire the MF2_NODMGTHRUST flag so that its
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damage is truly thrustless. The 'thrustless' parameter disabled all
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@ -590,6 +590,9 @@ public:
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return (flags & MF_COUNTKILL) && !(flags & MF_FRIENDLY);
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}
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// Calculate amount of missile damage
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virtual int GetMissileDamage(int mask, int add);
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// info for drawing
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// NOTE: The first member variable *must* be x.
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fixed_t x,y,z;
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@ -621,7 +624,7 @@ public:
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fixed_t momx, momy, momz; // momentums
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SDWORD tics; // state tic counter
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FState *state;
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SDWORD damage; // For missiles and monster railgun
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SDWORD Damage; // For missiles and monster railgun
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DWORD flags;
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DWORD flags2; // Heretic flags
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DWORD flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
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@ -301,13 +301,13 @@ CCMD (hxvisit)
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CCMD (changemap)
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{
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if (m_Instigator == NULL)
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if (who == NULL)
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{
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Printf ("Use the map command when not in a game.\n");
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return;
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}
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if (m_Instigator->player - players != Net_Arbitrator && multiplayer)
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if (who->player - players != Net_Arbitrator && multiplayer)
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{
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Printf ("Only player %d can change the map.\n", Net_Arbitrator+1);
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return;
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@ -540,8 +540,7 @@ CCMD (dir)
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CCMD (fov)
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{
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player_t *player = m_Instigator ? m_Instigator->player
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: &players[consoleplayer];
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player_t *player = who ? who->player : &players[consoleplayer];
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if (argv.argc() != 2)
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{
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@ -839,9 +839,9 @@ FConsoleCommand::~FConsoleCommand ()
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delete[] m_Name;
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}
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void FConsoleCommand::Run (FCommandLine &argv, AActor *instigator, int key)
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void FConsoleCommand::Run (FCommandLine &argv, APlayerPawn *who, int key)
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{
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m_RunFunc (argv, instigator, key);
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m_RunFunc (argv, who, key);
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}
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FConsoleAlias::FConsoleAlias (const char *name, const char *command, bool noSave)
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@ -1097,7 +1097,7 @@ bool FConsoleAlias::IsAlias ()
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return true;
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}
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void FConsoleAlias::Run (FCommandLine &args, AActor *m_Instigator, int key)
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void FConsoleAlias::Run (FCommandLine &args, APlayerPawn *who, int key)
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{
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if (bRunning)
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{
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@ -37,6 +37,7 @@
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#include "dobject.h"
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class FConfigFile;
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class APlayerPawn;
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void C_ExecCmdLineParams ();
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long argsize;
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};
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typedef void (*CCmdRun) (FCommandLine &argv, AActor *instigator, int key);
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typedef void (*CCmdRun) (FCommandLine &argv, APlayerPawn *instigator, int key);
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class FConsoleCommand
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{
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virtual bool IsAlias ();
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void PrintCommand () { Printf ("%s\n", m_Name); }
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virtual void Run (FCommandLine &args, AActor *instigator, int key);
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virtual void Run (FCommandLine &args, APlayerPawn *instigator, int key);
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FConsoleCommand *m_Next, **m_Prev;
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char *m_Name;
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};
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#define CCMD(n) \
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void Cmd_##n (FCommandLine &, AActor *, int key); \
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FConsoleCommand Cmd_##n##_ (#n, Cmd_##n); \
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void Cmd_##n (FCommandLine &argv, AActor *m_Instigator, int key)
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void Cmd_##n (FCommandLine &, APlayerPawn *, int key); \
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FConsoleCommand Cmd_##n##_Ref (#n, Cmd_##n); \
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void Cmd_##n (FCommandLine &argv, APlayerPawn *who, int key)
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const int KEY_DBLCLICKED = 0x8000;
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public:
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FConsoleAlias (const char *name, const char *command, bool noSave);
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~FConsoleAlias ();
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void Run (FCommandLine &args, AActor *Instigator, int key);
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void Run (FCommandLine &args, APlayerPawn *Instigator, int key);
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bool IsAlias ();
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void PrintAlias ();
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void Archive (FConfigFile *f);
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@ -778,7 +778,7 @@ static int PatchThing (int thingy)
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}
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else if (linelen == 14 && stricmp (Line1, "Missile damage") == 0)
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{
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info->damage = val;
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info->Damage = val;
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}
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else if (linelen == 5)
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{
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@ -59,6 +59,7 @@ class player_s;
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class APlayerPawn : public AActor
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{
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DECLARE_STATELESS_ACTOR (APlayerPawn, AActor)
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HAS_OBJECT_POINTERS
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public:
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virtual void Serialize (FArchive &arc);
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int crouchsprite;
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int MaxHealth;
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AInventory *InvFirst; // first inventory item displayed on inventory bar
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AInventory *InvSel; // selected inventory item
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// [GRB] Player class properties
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fixed_t JumpZ;
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int health; // only used between levels, mo->health
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// is used during levels
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AInventory *InvFirst; // first inventory item displayed on inventory bar
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AInventory *InvSel; // selected inventory item
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int inventorytics;
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BYTE CurrentPlayerClass; // class # for this player instance
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int pieces; // Fourth Weapon pieces
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@ -721,7 +721,7 @@ static void ParseInsideDecoration (FActorInfo *info, AActor *defaults,
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else if (def == DEF_Projectile && SC_Compare ("Damage"))
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{
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SC_MustGetNumber ();
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defaults->damage = sc_Number;
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defaults->Damage = sc_Number;
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}
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else if (def == DEF_Projectile && SC_Compare ("DamageType"))
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{
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@ -124,18 +124,17 @@ void PClass::InsertIntoHash ()
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// Find a type, passed the name as a string
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const PClass *PClass::FindClass (const char *zaname)
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{
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FName namename (zaname, true);
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if (namename == NAME_None)
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{
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return NULL;
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}
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return FindClass (namename);
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return FindClass (FName (zaname, true));
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}
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// Find a type, passed the name as a name
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const PClass *PClass::FindClass (FName zaname)
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{
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if (zaname == NAME_None)
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{
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return NULL;
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}
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PClass *cls = TypeHash[zaname % HASH_SIZE];
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while (cls != 0)
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@ -246,7 +246,7 @@ void A_FatAttack3 (AActor *self)
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void A_Mushroom (AActor *actor)
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{
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int i, j, n = actor->damage;
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int i, j, n = actor->GetMissileDamage (0, 1);
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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spawntype = PClass::FindClass((ENamedName)StateParameters[index]);
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n = EvalExpressionI (StateParameters[index+1], actor);
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if (n == 0)
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n = actor->damage;
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n = actor->GetMissileDamage (0, 1);
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}
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if (spawntype == NULL) spawntype = RUNTIME_CLASS(AFatShot);
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@ -460,23 +460,23 @@ private:
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FaceRefresh = screen->GetPageCount ();
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OldFaceIndex = FaceIndex;
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}
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if (FaceRefresh || (CPlayer->InvSel != NULL && !(level.flags & LEVEL_NOINVENTORYBAR)))
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if (FaceRefresh || (CPlayer->mo->InvSel != NULL && !(level.flags & LEVEL_NOINVENTORYBAR)))
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{
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if (FaceRefresh)
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{
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FaceRefresh--;
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}
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DrawPartialImage (&StatusBarTex, 142, 37);
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if (CPlayer->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
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if (CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
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{
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DrawImage (Faces[FaceIndex], 143, 0);
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}
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else
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{
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DrawImage (TexMan(CPlayer->InvSel->Icon), 144, 0);
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if (CPlayer->InvSel->Amount != 1)
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DrawImage (TexMan(CPlayer->mo->InvSel->Icon), 144, 0);
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if (CPlayer->mo->InvSel->Amount != 1)
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{
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DrSmallNumber (CPlayer->InvSel->Amount, 165, 24);
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DrSmallNumber (CPlayer->mo->InvSel->Amount, 165, 24);
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}
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OldFaceIndex = -1;
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}
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int i;
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// If the player has no artifacts, don't draw the bar
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CPlayer->InvFirst = ValidateInvFirst (7);
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if (CPlayer->InvFirst != NULL)
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CPlayer->mo->InvFirst = ValidateInvFirst (7);
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if (CPlayer->mo->InvFirst != NULL)
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{
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for (item = CPlayer->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
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for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
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{
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DrawImage (Images[imgARTIBOX], 50+i*31, 2);
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DrawImage (TexMan(item->Icon), 50+i*31, 2);
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{
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DrSmallNumber (item->Amount, 66+i*31, 24);
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}
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if (item == CPlayer->InvSel)
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if (item == CPlayer->mo->InvSel)
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{
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DrawImage (Images[imgSELECTBOX], 50+i*31, 2);
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}
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DrawImage (Images[imgARTIBOX], 50+i*31, 2);
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}
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// Is there something to the left?
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if (CPlayer->mo->FirstInv() != CPlayer->InvFirst)
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if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
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{
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DrawImage (Images[!(gametic & 4) ?
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imgINVLFGEM1 : imgINVLFGEM2], 38, 2);
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@ -697,22 +697,22 @@ private:
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{
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if (CPlayer->inventorytics == 0)
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{
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if (CPlayer->InvSel != NULL)
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if (CPlayer->mo->InvSel != NULL)
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{
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screen->DrawTexture (TexMan(CPlayer->InvSel->Icon), -14, ammotop - 1/*-24*/,
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screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -14, ammotop - 1/*-24*/,
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DTA_HUDRules, HUD_Normal,
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DTA_CenterBottomOffset, true,
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TAG_DONE);
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DrBNumberOuter (CPlayer->InvSel->Amount, -68, ammotop - 18/*-41*/);
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DrBNumberOuter (CPlayer->mo->InvSel->Amount, -68, ammotop - 18/*-41*/);
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}
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}
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else
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{
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CPlayer->InvFirst = ValidateInvFirst (7);
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CPlayer->mo->InvFirst = ValidateInvFirst (7);
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i = 0;
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if (CPlayer->InvFirst != NULL)
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if (CPlayer->mo->InvFirst != NULL)
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{
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for (item = CPlayer->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
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for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
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{
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screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
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DTA_HUDRules, HUD_HorizCenter,
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@ -725,7 +725,7 @@ private:
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{
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DrSmallNumberOuter (item->Amount, -90+i*31, -10, true);
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}
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if (item == CPlayer->InvSel)
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if (item == CPlayer->mo->InvSel)
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{
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screen->DrawTexture (Images[imgSELECTBOX], -91+i*31, -3,
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DTA_HUDRules, HUD_HorizCenter,
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@ -741,7 +741,7 @@ private:
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TAG_DONE);
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}
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// Is there something to the left?
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if (CPlayer->mo->FirstInv() != CPlayer->InvFirst)
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if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
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{
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screen->DrawTexture (Images[!(gametic & 4) ?
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imgINVLFGEM1 : imgINVLFGEM2], -118, -33,
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@ -308,56 +308,56 @@ CCMD (invnext)
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{
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AInventory *next;
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if (m_Instigator == NULL)
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if (who == NULL)
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return;
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if (m_Instigator->player->InvSel != NULL)
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if (who->InvSel != NULL)
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{
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if ((next = m_Instigator->player->InvSel->NextInv()) != NULL)
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if ((next = who->InvSel->NextInv()) != NULL)
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{
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m_Instigator->player->InvSel = next;
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who->InvSel = next;
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}
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else
|
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{
|
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// Select the first item in the inventory
|
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if (!(m_Instigator->Inventory->ItemFlags & IF_INVBAR))
|
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if (!(who->Inventory->ItemFlags & IF_INVBAR))
|
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{
|
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m_Instigator->player->InvSel = m_Instigator->Inventory->NextInv();
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who->InvSel = who->Inventory->NextInv();
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}
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else
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{
|
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m_Instigator->player->InvSel = m_Instigator->Inventory;
|
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who->InvSel = who->Inventory;
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}
|
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}
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}
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m_Instigator->player->inventorytics = 5*TICRATE;
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who->player->inventorytics = 5*TICRATE;
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}
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CCMD (invprev)
|
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{
|
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AInventory *item, *newitem;
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|
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if (m_Instigator == NULL)
|
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if (who == NULL)
|
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return;
|
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|
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if (m_Instigator->player->InvSel != NULL)
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if (who->InvSel != NULL)
|
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{
|
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if ((item = m_Instigator->player->InvSel->PrevInv()) != NULL)
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if ((item = who->InvSel->PrevInv()) != NULL)
|
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{
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m_Instigator->player->InvSel = item;
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who->InvSel = item;
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}
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else
|
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{
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// Select the last item in the inventory
|
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item = m_Instigator->player->InvSel;
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item = who->InvSel;
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while ((newitem = item->NextInv()) != NULL)
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{
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item = newitem;
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}
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m_Instigator->player->InvSel = item;
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who->InvSel = item;
|
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}
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}
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m_Instigator->player->inventorytics = 5*TICRATE;
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who->player->inventorytics = 5*TICRATE;
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}
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CCMD (invuseall)
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|
@ -369,29 +369,29 @@ CCMD (invuse)
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{
|
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if (players[consoleplayer].inventorytics == 0 || gameinfo.gametype == GAME_Strife)
|
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{
|
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SendItemUse = players[consoleplayer].InvSel;
|
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SendItemUse = players[consoleplayer].mo->InvSel;
|
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}
|
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players[consoleplayer].inventorytics = 0;
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}
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|
||||
CCMD (use)
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{
|
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if (argv.argc() > 1 && m_Instigator != NULL)
|
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if (argv.argc() > 1 && who != NULL)
|
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{
|
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SendItemUse = m_Instigator->FindInventory (PClass::FindClass (argv[1]));
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SendItemUse = who->FindInventory (PClass::FindClass (argv[1]));
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}
|
||||
}
|
||||
|
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CCMD (invdrop)
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{
|
||||
SendItemDrop = players[consoleplayer].InvSel;
|
||||
SendItemDrop = players[consoleplayer].mo->InvSel;
|
||||
}
|
||||
|
||||
CCMD (drop)
|
||||
{
|
||||
if (argv.argc() > 1 && m_Instigator != NULL)
|
||||
if (argv.argc() > 1 && who != NULL)
|
||||
{
|
||||
SendItemDrop = m_Instigator->FindInventory (PClass::FindClass (argv[1]));
|
||||
SendItemDrop = who->FindInventory (PClass::FindClass (argv[1]));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -405,12 +405,12 @@ CCMD (useflechette)
|
|||
};
|
||||
int i, j;
|
||||
|
||||
if (m_Instigator == NULL)
|
||||
if (who == NULL)
|
||||
return;
|
||||
|
||||
if (m_Instigator->IsKindOf (PClass::FindClass (NAME_ClericPlayer)))
|
||||
if (who->IsKindOf (PClass::FindClass (NAME_ClericPlayer)))
|
||||
i = 0;
|
||||
else if (m_Instigator->IsKindOf (PClass::FindClass (NAME_MagePlayer)))
|
||||
else if (who->IsKindOf (PClass::FindClass (NAME_MagePlayer)))
|
||||
i = 1;
|
||||
else
|
||||
i = 2;
|
||||
|
@ -419,7 +419,7 @@ CCMD (useflechette)
|
|||
{
|
||||
const PClass *type = PClass::FindClass (bagnames[(i+j)%3]);
|
||||
AInventory *item;
|
||||
if (type != NULL && (item = m_Instigator->FindInventory (type)))
|
||||
if (type != NULL && (item = who->FindInventory (type)))
|
||||
{
|
||||
SendItemUse = item;
|
||||
break;
|
||||
|
@ -431,13 +431,13 @@ CCMD (select)
|
|||
{
|
||||
if (argv.argc() > 1)
|
||||
{
|
||||
AInventory *item = m_Instigator->FindInventory (PClass::FindClass (argv[1]));
|
||||
AInventory *item = who->FindInventory (PClass::FindClass (argv[1]));
|
||||
if (item != NULL)
|
||||
{
|
||||
m_Instigator->player->InvSel = item;
|
||||
who->InvSel = item;
|
||||
}
|
||||
}
|
||||
m_Instigator->player->inventorytics = 5*TICRATE;
|
||||
who->player->inventorytics = 5*TICRATE;
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -331,7 +331,7 @@ void A_LichAttack (AActor *actor)
|
|||
fire->momx = baseFire->momx;
|
||||
fire->momy = baseFire->momy;
|
||||
fire->momz = baseFire->momz;
|
||||
fire->damage = 0;
|
||||
fire->Damage = 0;
|
||||
fire->health = (i+1) * 2;
|
||||
P_CheckMissileSpawn (fire);
|
||||
}
|
||||
|
@ -418,7 +418,7 @@ void A_LichFireGrow (AActor *fire)
|
|||
fire->z += 9*FRACUNIT;
|
||||
if (fire->health == 0)
|
||||
{
|
||||
fire->damage = fire->GetDefault()->damage;
|
||||
fire->Damage = fire->GetDefault()->Damage;
|
||||
fire->SetState (&AHeadFX3::States[S_HEADFX3+3]);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -310,10 +310,10 @@ private:
|
|||
DrawImage (Images[imgUSEARTIA + ArtifactFlash], 182, 3);
|
||||
oldarti = NULL; // so that the correct artifact fills in after the flash
|
||||
}
|
||||
else if (oldarti != CPlayer->InvSel
|
||||
else if (oldarti != CPlayer->mo->InvSel
|
||||
|| (oldarti != NULL && oldartiCount != oldarti->Amount))
|
||||
{
|
||||
oldarti = CPlayer->InvSel;
|
||||
oldarti = CPlayer->mo->InvSel;
|
||||
oldartiCount = oldarti != NULL ? oldarti->Amount : 0;
|
||||
ArtiRefresh = screen->GetPageCount ();
|
||||
}
|
||||
|
@ -478,23 +478,23 @@ private:
|
|||
int i;
|
||||
|
||||
DrawImage (Images[imgINVBAR], 34, 2);
|
||||
CPlayer->InvFirst = ValidateInvFirst (7);
|
||||
if (CPlayer->InvFirst != NULL)
|
||||
CPlayer->mo->InvFirst = ValidateInvFirst (7);
|
||||
if (CPlayer->mo->InvFirst != NULL)
|
||||
{
|
||||
for (item = CPlayer->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
|
||||
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
|
||||
{
|
||||
DrawImage (TexMan(item->Icon), 50+i*31, 2);
|
||||
if (item->Amount != 1)
|
||||
{
|
||||
DrSmallNumber (item->Amount, 65+i*31, 24);
|
||||
}
|
||||
if (item == CPlayer->InvSel)
|
||||
if (item == CPlayer->mo->InvSel)
|
||||
{
|
||||
DrawImage (Images[imgSELECTBOX], 50+i*31, 31);
|
||||
}
|
||||
}
|
||||
// Is there something to the left?
|
||||
if (CPlayer->mo->FirstInv() != CPlayer->InvFirst)
|
||||
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
|
||||
{
|
||||
DrawImage (Images[!(gametic & 4) ?
|
||||
imgINVLFGEM1 : imgINVLFGEM2], 38, 1);
|
||||
|
@ -630,28 +630,28 @@ private:
|
|||
DTA_HUDRules, HUD_Normal,
|
||||
TAG_DONE);
|
||||
}
|
||||
else if (CPlayer->InvSel != NULL)
|
||||
else if (CPlayer->mo->InvSel != NULL)
|
||||
{
|
||||
screen->DrawTexture (Images[imgARTIBOX], -61, -31,
|
||||
DTA_HUDRules, HUD_Normal,
|
||||
DTA_Alpha, TRANSLUC50,
|
||||
TAG_DONE);
|
||||
screen->DrawTexture (TexMan(CPlayer->InvSel->Icon), -61, -31,
|
||||
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -61, -31,
|
||||
DTA_HUDRules, HUD_Normal,
|
||||
TAG_DONE);
|
||||
if (CPlayer->InvSel->Amount != 1)
|
||||
if (CPlayer->mo->InvSel->Amount != 1)
|
||||
{
|
||||
DrSmallNumberOuter (CPlayer->InvSel->Amount, -46, -9, false);
|
||||
DrSmallNumberOuter (CPlayer->mo->InvSel->Amount, -46, -9, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CPlayer->InvFirst = ValidateInvFirst (7);
|
||||
CPlayer->mo->InvFirst = ValidateInvFirst (7);
|
||||
i = 0;
|
||||
if (CPlayer->InvFirst != NULL)
|
||||
if (CPlayer->mo->InvFirst != NULL)
|
||||
{
|
||||
for (item = CPlayer->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
|
||||
for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
|
||||
{
|
||||
screen->DrawTexture (Images[imgARTIBOX], -100+i*31, -32,
|
||||
DTA_HUDRules, HUD_HorizCenter,
|
||||
|
@ -664,7 +664,7 @@ private:
|
|||
{
|
||||
DrSmallNumberOuter (item->Amount, -84+i*31, -10, true);
|
||||
}
|
||||
if (item == CPlayer->InvSel)
|
||||
if (item == CPlayer->mo->InvSel)
|
||||
{
|
||||
screen->DrawTexture (Images[imgSELECTBOX], -100+i*31, -3,
|
||||
DTA_HUDRules, HUD_HorizCenter,
|
||||
|
@ -672,7 +672,7 @@ private:
|
|||
}
|
||||
}
|
||||
// Is there something to the left?
|
||||
if (CPlayer->mo->FirstInv() != CPlayer->InvFirst)
|
||||
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
|
||||
{
|
||||
screen->DrawTexture (Images[!(gametic & 4) ?
|
||||
imgINVLFGEM1 : imgINVLFGEM2], -112, -33,
|
||||
|
|
|
@ -559,7 +559,7 @@ void A_LastZap (AActor *actor)
|
|||
{
|
||||
mo->SetState (&ALightningZap::States[S_LIGHTNING_ZAP_X1]);
|
||||
mo->momz = 40*FRACUNIT;
|
||||
mo->damage = 0;
|
||||
mo->Damage = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -389,10 +389,10 @@ private:
|
|||
DrawImage (Images[imgUSEARTIA + ArtifactFlash], 148, 2);
|
||||
oldarti = NULL; // so that the correct artifact fills in after the flash
|
||||
}
|
||||
else if (oldarti != CPlayer->InvSel
|
||||
else if (oldarti != CPlayer->mo->InvSel
|
||||
|| (oldarti != NULL && oldartiCount != oldarti->Amount))
|
||||
{
|
||||
oldarti = CPlayer->InvSel;
|
||||
oldarti = CPlayer->mo->InvSel;
|
||||
oldartiCount = oldarti != NULL ? oldarti->Amount : 0;
|
||||
ArtiRefresh = screen->GetPageCount ();
|
||||
}
|
||||
|
@ -708,23 +708,23 @@ private:
|
|||
int i;
|
||||
|
||||
DrawImage (Images[imgINVBAR], 38, 0);
|
||||
CPlayer->InvFirst = ValidateInvFirst (7);
|
||||
if (CPlayer->InvFirst != NULL)
|
||||
CPlayer->mo->InvFirst = ValidateInvFirst (7);
|
||||
if (CPlayer->mo->InvFirst != NULL)
|
||||
{
|
||||
for (item = CPlayer->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
|
||||
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
|
||||
{
|
||||
DrawImage (TexMan(item->Icon), 50+i*31, 1);
|
||||
if (item->Amount != 1)
|
||||
{
|
||||
DrSmallNumber (item->Amount, 68+i*31, 23);
|
||||
}
|
||||
if (item == CPlayer->InvSel)
|
||||
if (item == CPlayer->mo->InvSel)
|
||||
{
|
||||
DrawImage (Images[imgSELECTBOX], 51+i*31, 1);
|
||||
}
|
||||
}
|
||||
// Is there something to the left?
|
||||
if (CPlayer->mo->FirstInv() != CPlayer->InvFirst)
|
||||
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
|
||||
{
|
||||
DrawImage (Images[!(gametic & 4) ?
|
||||
imgINVLFGEM1 : imgINVLFGEM2], 42, 1);
|
||||
|
@ -904,28 +904,28 @@ private:
|
|||
DTA_HUDRules, HUD_Normal,
|
||||
TAG_DONE);
|
||||
}
|
||||
else if (CPlayer->InvSel != NULL)
|
||||
else if (CPlayer->mo->InvSel != NULL)
|
||||
{
|
||||
screen->DrawTexture (Images[imgARTIBOX], -80, -30,
|
||||
DTA_HUDRules, HUD_Normal,
|
||||
DTA_Alpha, HX_SHADOW,
|
||||
TAG_DONE);
|
||||
screen->DrawTexture (TexMan(CPlayer->InvSel->Icon), -82, -31,
|
||||
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -82, -31,
|
||||
DTA_HUDRules, HUD_Normal,
|
||||
TAG_DONE);
|
||||
if (CPlayer->InvSel->Amount != 1)
|
||||
if (CPlayer->mo->InvSel->Amount != 1)
|
||||
{
|
||||
DrSmallNumberOuter (CPlayer->InvSel->Amount, -64, -8, false);
|
||||
DrSmallNumberOuter (CPlayer->mo->InvSel->Amount, -64, -8, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CPlayer->InvFirst = ValidateInvFirst (7);
|
||||
CPlayer->mo->InvFirst = ValidateInvFirst (7);
|
||||
i = 0;
|
||||
if (CPlayer->InvFirst != NULL)
|
||||
if (CPlayer->mo->InvFirst != NULL)
|
||||
{
|
||||
for (item = CPlayer->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
|
||||
for (item = CPlayer->mo->InvFirst; item != NULL && i < 7; item = item->NextInv(), ++i)
|
||||
{
|
||||
screen->DrawTexture (Images[imgARTIBOX], -106+i*31, -32,
|
||||
DTA_HUDRules, HUD_HorizCenter,
|
||||
|
@ -938,7 +938,7 @@ private:
|
|||
{
|
||||
DrSmallNumberOuter (item->Amount, -90+i*31, -11, true);
|
||||
}
|
||||
if (item == CPlayer->InvSel)
|
||||
if (item == CPlayer->mo->InvSel)
|
||||
{
|
||||
screen->DrawTexture (Images[imgSELECTBOX], -107+i*31, -33,
|
||||
DTA_HUDRules, HUD_HorizCenter,
|
||||
|
@ -946,7 +946,7 @@ private:
|
|||
}
|
||||
}
|
||||
// Is there something to the left?
|
||||
if (CPlayer->mo->FirstInv() != CPlayer->InvFirst)
|
||||
if (CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
|
||||
{
|
||||
screen->DrawTexture (Images[!(gametic & 4) ?
|
||||
imgINVLFGEM1 : imgINVLFGEM2], -118, -33,
|
||||
|
|
|
@ -690,7 +690,7 @@ CCMD (countdecalsreal)
|
|||
|
||||
CCMD (spray)
|
||||
{
|
||||
if (argv.argc() < 2 || m_Instigator == NULL)
|
||||
if (who == NULL || argv.argc() < 2)
|
||||
{
|
||||
Printf ("Usage: spray <decal>\n");
|
||||
return;
|
||||
|
|
|
@ -1484,60 +1484,60 @@ AInventory *FBaseStatusBar::ValidateInvFirst (int numVisible) const
|
|||
AInventory *item;
|
||||
int i;
|
||||
|
||||
if (CPlayer->InvFirst == NULL)
|
||||
if (CPlayer->mo->InvFirst == NULL)
|
||||
{
|
||||
CPlayer->InvFirst = CPlayer->mo->FirstInv();
|
||||
if (CPlayer->InvFirst == NULL)
|
||||
CPlayer->mo->InvFirst = CPlayer->mo->FirstInv();
|
||||
if (CPlayer->mo->InvFirst == NULL)
|
||||
{ // Nothing to show
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
assert (CPlayer->InvFirst->Owner == CPlayer->mo);
|
||||
assert (CPlayer->mo->InvFirst->Owner == CPlayer->mo);
|
||||
|
||||
// If there are fewer than numVisible items shown, see if we can shift the
|
||||
// view left to show more.
|
||||
for (i = 0, item = CPlayer->InvFirst; item != NULL && i < numVisible; ++i, item = item->NextInv())
|
||||
for (i = 0, item = CPlayer->mo->InvFirst; item != NULL && i < numVisible; ++i, item = item->NextInv())
|
||||
{ }
|
||||
|
||||
while (i < numVisible)
|
||||
{
|
||||
item = CPlayer->InvFirst->PrevInv ();
|
||||
item = CPlayer->mo->InvFirst->PrevInv ();
|
||||
if (item == NULL)
|
||||
{
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
CPlayer->InvFirst = item;
|
||||
CPlayer->mo->InvFirst = item;
|
||||
++i;
|
||||
}
|
||||
}
|
||||
|
||||
if (CPlayer->InvSel == NULL)
|
||||
if (CPlayer->mo->InvSel == NULL)
|
||||
{
|
||||
// Nothing selected, so don't move the view.
|
||||
return CPlayer->InvFirst == NULL ? CPlayer->mo->Inventory : CPlayer->InvFirst;
|
||||
return CPlayer->mo->InvFirst == NULL ? CPlayer->mo->Inventory : CPlayer->mo->InvFirst;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Check if InvSel is already visible
|
||||
for (item = CPlayer->InvFirst, i = numVisible;
|
||||
for (item = CPlayer->mo->InvFirst, i = numVisible;
|
||||
item != NULL && i != 0;
|
||||
item = item->NextInv(), --i)
|
||||
{
|
||||
if (item == CPlayer->InvSel)
|
||||
if (item == CPlayer->mo->InvSel)
|
||||
{
|
||||
return CPlayer->InvFirst;
|
||||
return CPlayer->mo->InvFirst;
|
||||
}
|
||||
}
|
||||
// Check if InvSel is to the right of the visible range
|
||||
for (i = 1; item != NULL; item = item->NextInv(), ++i)
|
||||
{
|
||||
if (item == CPlayer->InvSel)
|
||||
if (item == CPlayer->mo->InvSel)
|
||||
{
|
||||
// Found it. Now advance InvFirst
|
||||
for (item = CPlayer->InvFirst; i != 0; --i)
|
||||
for (item = CPlayer->mo->InvFirst; i != 0; --i)
|
||||
{
|
||||
item = item->NextInv();
|
||||
}
|
||||
|
@ -1546,7 +1546,7 @@ AInventory *FBaseStatusBar::ValidateInvFirst (int numVisible) const
|
|||
}
|
||||
// Check if InvSel is to the left of the visible range
|
||||
for (item = CPlayer->mo->Inventory;
|
||||
item != CPlayer->InvSel;
|
||||
item != CPlayer->mo->InvSel;
|
||||
item = item->NextInv())
|
||||
{ }
|
||||
if (item != NULL)
|
||||
|
@ -1557,7 +1557,7 @@ AInventory *FBaseStatusBar::ValidateInvFirst (int numVisible) const
|
|||
// Didn't find the selected item, so don't move the view.
|
||||
// This should never happen, so let debug builds assert.
|
||||
assert (item != NULL);
|
||||
return CPlayer->InvFirst;
|
||||
return CPlayer->mo->InvFirst;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -425,10 +425,10 @@ private:
|
|||
}
|
||||
|
||||
// Inventory
|
||||
CPlayer->InvFirst = ValidateInvFirst (6);
|
||||
for (item = CPlayer->InvFirst, i = 0; item != NULL && i < 6; item = item->NextInv(), ++i)
|
||||
CPlayer->mo->InvFirst = ValidateInvFirst (6);
|
||||
for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 6; item = item->NextInv(), ++i)
|
||||
{
|
||||
if (item == CPlayer->InvSel)
|
||||
if (item == CPlayer->mo->InvSel)
|
||||
{
|
||||
screen->DrawTexture (Images[CursorImage],
|
||||
42 + 35*i + ST_X, 12 + ST_Y,
|
||||
|
@ -496,7 +496,7 @@ private:
|
|||
// Draw inventory
|
||||
if (CPlayer->inventorytics == 0)
|
||||
{
|
||||
if (CPlayer->InvSel != 0)
|
||||
if (CPlayer->mo->InvSel != 0)
|
||||
{
|
||||
if (ItemFlash > 0)
|
||||
{
|
||||
|
@ -508,8 +508,8 @@ private:
|
|||
DTA_Alpha, ItemFlash,
|
||||
TAG_DONE);
|
||||
}
|
||||
DrINumberOuter (CPlayer->InvSel->Amount, -51, -10, false, 7);
|
||||
screen->DrawTexture (TexMan(CPlayer->InvSel->Icon), -42, -17,
|
||||
DrINumberOuter (CPlayer->mo->InvSel->Amount, -51, -10, false, 7);
|
||||
screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -42, -17,
|
||||
DTA_HUDRules, HUD_Normal,
|
||||
DTA_CenterBottomOffset, true,
|
||||
TAG_DONE);
|
||||
|
@ -517,14 +517,14 @@ private:
|
|||
}
|
||||
else
|
||||
{
|
||||
CPlayer->InvFirst = ValidateInvFirst (6);
|
||||
CPlayer->mo->InvFirst = ValidateInvFirst (6);
|
||||
int i = 0;
|
||||
AInventory *item;
|
||||
if (CPlayer->InvFirst != NULL)
|
||||
if (CPlayer->mo->InvFirst != NULL)
|
||||
{
|
||||
for (item = CPlayer->InvFirst; item != NULL && i < 6; item = item->NextInv(), ++i)
|
||||
for (item = CPlayer->mo->InvFirst; item != NULL && i < 6; item = item->NextInv(), ++i)
|
||||
{
|
||||
if (item == CPlayer->InvSel)
|
||||
if (item == CPlayer->mo->InvSel)
|
||||
{
|
||||
screen->DrawTexture (Images[CursorImage], -100+i*35, -21,
|
||||
DTA_HUDRules, HUD_HorizCenter,
|
||||
|
|
|
@ -202,7 +202,7 @@ static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
|
|||
case ADEF_Radius: actor->radius = dataint; break;
|
||||
case ADEF_Height: actor->height = dataint; break;
|
||||
case ADEF_Mass: actor->Mass = dataint; break;
|
||||
case ADEF_Damage: actor->damage = dataint; break;
|
||||
case ADEF_Damage: actor->Damage = dataint; break;
|
||||
case ADEF_DamageType: actor->DamageType = dataint; break;
|
||||
case ADEF_Flags: actor->flags = dataint; break;
|
||||
case ADEF_Flags2: actor->flags2 = dataint; break;
|
||||
|
|
|
@ -891,7 +891,7 @@ menu_t ModesMenu =
|
|||
ModesItems,
|
||||
};
|
||||
|
||||
CUSTOM_CVAR (Bool, vid_tft, false, CVAR_ARCHIVE)
|
||||
CUSTOM_CVAR (Bool, vid_tft, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
{
|
||||
if (self)
|
||||
{
|
||||
|
|
114
src/p_acs.cpp
114
src/p_acs.cpp
|
@ -1845,6 +1845,44 @@ void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
|
|||
}
|
||||
}
|
||||
|
||||
void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, BOOL not_lower, BOOL not_mid, BOOL not_upper, BOOL not_floor, BOOL not_ceil)
|
||||
{
|
||||
const char *fromname = FBehavior::StaticLookupString (fromnamei);
|
||||
const char *toname = FBehavior::StaticLookupString (tonamei);
|
||||
int picnum1, picnum2;
|
||||
|
||||
if (fromname == NULL)
|
||||
return;
|
||||
|
||||
if (!(not_lower | not_mid | not_upper))
|
||||
{
|
||||
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
||||
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
||||
|
||||
for (int i = 0; i < numsides; ++i)
|
||||
{
|
||||
side_t *wal = &sides[i];
|
||||
|
||||
if (!not_lower && wal->bottomtexture == picnum1) wal->bottomtexture = picnum2;
|
||||
if (!not_mid && wal->midtexture == picnum1) wal->midtexture = picnum2;
|
||||
if (!not_upper && wal->toptexture == picnum1) wal->toptexture = picnum2;
|
||||
}
|
||||
}
|
||||
if (!(not_floor | not_ceil))
|
||||
{
|
||||
picnum1 = TexMan.GetTexture (fromname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
||||
picnum2 = TexMan.GetTexture (toname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
||||
|
||||
for (int i = 0; i < numsectors; ++i)
|
||||
{
|
||||
sector_t *sec = §ors[i];
|
||||
|
||||
if (!not_floor && sec->floorpic == picnum1) sec->floorpic = picnum2;
|
||||
if (!not_ceil && sec->ceilingpic == picnum1) sec->ceilingpic = picnum2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle)
|
||||
{
|
||||
const PClass *info = PClass::FindClass (FBehavior::StaticLookupString (type));
|
||||
|
@ -2084,7 +2122,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
break;
|
||||
|
||||
case APROP_Damage:
|
||||
actor->damage = value;
|
||||
actor->Damage = value;
|
||||
break;
|
||||
|
||||
case APROP_Alpha:
|
||||
|
@ -2169,7 +2207,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
|
|||
{
|
||||
case APROP_Health: return actor->health;
|
||||
case APROP_Speed: return actor->Speed;
|
||||
case APROP_Damage: return actor->damage;
|
||||
case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
|
||||
case APROP_Alpha: return actor->alpha;
|
||||
case APROP_RenderStyle: return actor->RenderStyle;
|
||||
case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
|
||||
|
@ -3973,6 +4011,11 @@ int DLevelScript::RunScript ()
|
|||
sp -= 4;
|
||||
break;
|
||||
|
||||
case PCD_REPLACETEXTURES:
|
||||
ReplaceTextures (STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
||||
sp -= 7;
|
||||
break;
|
||||
|
||||
case PCD_SETLINEBLOCKING:
|
||||
{
|
||||
int line = -1;
|
||||
|
@ -4900,6 +4943,73 @@ int DLevelScript::RunScript ()
|
|||
}
|
||||
break;
|
||||
|
||||
case PCD_SECTORDAMAGE:
|
||||
{
|
||||
int tag = STACK(7);
|
||||
int amount = STACK(6);
|
||||
FName type = FBehavior::StaticLookupString(STACK(5));
|
||||
BOOL playersOnly = STACK(4);
|
||||
BOOL inAirToo = STACK(3);
|
||||
FName protection = FName (FBehavior::StaticLookupString(STACK(2)), true);
|
||||
const PClass *protectClass = PClass::FindClass (protection);
|
||||
BOOL subclassesOkay = STACK(1);
|
||||
sp -= 7;
|
||||
|
||||
// Oh, give me custom damage types! :-)
|
||||
int modtype;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case NAME_Fire: modtype = MOD_FIRE; break;
|
||||
case NAME_Ice: modtype = MOD_ICE; break;
|
||||
default: modtype = MOD_UNKNOWN; break;
|
||||
}
|
||||
|
||||
int secnum = -1;
|
||||
|
||||
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
||||
{
|
||||
AActor *actor, *next;
|
||||
sector_t *sec = §ors[secnum];
|
||||
|
||||
for (actor = sec->thinglist; actor != NULL; actor = next)
|
||||
{
|
||||
next = actor->snext;
|
||||
|
||||
if (!(actor->flags & MF_SHOOTABLE))
|
||||
continue;
|
||||
|
||||
if (playersOnly && actor->player == NULL)
|
||||
continue;
|
||||
|
||||
if (!inAirToo && actor->z != sec->floorplane.ZatPoint (actor->x, actor->y) && !actor->waterlevel)
|
||||
continue;
|
||||
|
||||
if (protectClass != NULL)
|
||||
{
|
||||
if (!subclassesOkay)
|
||||
{
|
||||
if (actor->FindInventory (protectClass))
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
AInventory *item;
|
||||
|
||||
for (item = actor->Inventory; item != NULL; item = item->Inventory)
|
||||
{
|
||||
if (item->IsKindOf (protectClass))
|
||||
break;
|
||||
}
|
||||
if (item != NULL)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
P_DamageMobj (actor, NULL, NULL, amount, modtype);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -533,6 +533,8 @@ public:
|
|||
//[MW] end my p-codes
|
||||
PCD_GETPLAYERINFO, // [GRB]
|
||||
PCD_CHANGELEVEL,
|
||||
PCD_SECTORDAMAGE,
|
||||
PCD_REPLACETEXTURES,
|
||||
|
||||
PCODE_COMMAND_COUNT
|
||||
};
|
||||
|
@ -656,6 +658,7 @@ protected:
|
|||
static void ChangeFlat (int tag, int name, bool floorOrCeiling);
|
||||
static int CountPlayers ();
|
||||
static void SetLineTexture (int lineid, int side, int position, int name);
|
||||
static void ReplaceTextures (int fromname, int toname, BOOL notUpper, BOOL notMid, BOOL notLower, BOOL notFloor, BOOL notCeil);
|
||||
static int DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle);
|
||||
static int DoSpawnSpot (int type, int spot, int tid, int angle);
|
||||
static int DoSpawnSpotFacing (int type, int spot, int tid);
|
||||
|
|
|
@ -2140,7 +2140,7 @@ void A_MonsterRail (AActor *actor)
|
|||
actor->angle += pr_railface.Random2() << 21;
|
||||
}
|
||||
|
||||
P_RailAttack (actor, actor->damage, 0);
|
||||
P_RailAttack (actor, actor->GetMissileDamage (0, 1), 0);
|
||||
}
|
||||
|
||||
void A_Scream (AActor *actor)
|
||||
|
@ -2306,8 +2306,9 @@ void A_Die (AActor *actor)
|
|||
|
||||
void A_Detonate (AActor *mo)
|
||||
{
|
||||
P_RadiusAttack (mo, mo->target, mo->damage, mo->damage, mo->DamageType, true);
|
||||
if (mo->z <= mo->floorz + (mo->damage<<FRACBITS))
|
||||
int damage = mo->GetMissileDamage (0, 1);
|
||||
P_RadiusAttack (mo, mo->target, damage, damage, mo->DamageType, true);
|
||||
if (mo->z <= mo->floorz + (damage << FRACBITS))
|
||||
{
|
||||
P_HitFloor (mo);
|
||||
}
|
||||
|
|
|
@ -918,7 +918,7 @@ BOOL PIT_CheckThing (AActor *thing)
|
|||
|
||||
if (tmthing->flags2 & MF2_BOUNCE2)
|
||||
{
|
||||
if (tmthing->damage == 0)
|
||||
if (tmthing->Damage == 0)
|
||||
{
|
||||
return (tmthing->target == thing || !(thing->flags & MF_SOLID));
|
||||
}
|
||||
|
@ -1023,7 +1023,7 @@ BOOL PIT_CheckThing (AActor *thing)
|
|||
P_RipperBlood (tmthing, thing);
|
||||
}
|
||||
S_Sound (tmthing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
|
||||
damage = ((pr_checkthing()&3)+2)*tmthing->damage;
|
||||
damage = tmthing->GetMissileDamage (3, 2);
|
||||
P_DamageMobj (thing, tmthing, tmthing->target, damage, tmthing->DamageType);
|
||||
if (!(tmthing->flags3 & MF3_BLOODLESSIMPACT))
|
||||
{
|
||||
|
@ -1040,16 +1040,7 @@ BOOL PIT_CheckThing (AActor *thing)
|
|||
return true;
|
||||
}
|
||||
// Do damage
|
||||
damage = pr_checkthing();
|
||||
if (tmthing->flags4 & MF4_STRIFEDAMAGE)
|
||||
{
|
||||
damage &= 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
damage &= 7;
|
||||
}
|
||||
damage = (damage + 1) * tmthing->damage;
|
||||
damage = tmthing->GetMissileDamage ((tmthing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
|
||||
if (damage > 0)
|
||||
{
|
||||
P_DamageMobj (thing, tmthing, tmthing->target, damage, tmthing->DamageType);
|
||||
|
|
|
@ -95,6 +95,7 @@ static FRandom pr_ripperblood ("RipperBlood");
|
|||
static FRandom pr_chunk ("Chunk");
|
||||
static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
|
||||
static FRandom pr_spawnmissile ("SpawnMissile");
|
||||
static FRandom pr_missiledamage ("MissileDamage");
|
||||
FRandom pr_slam ("SkullSlam");
|
||||
static FRandom pr_multiclasschoice ("MultiClassChoice");
|
||||
|
||||
|
@ -256,7 +257,7 @@ void AActor::Serialize (FArchive &arc)
|
|||
<< momz
|
||||
<< tics
|
||||
<< state
|
||||
<< damage
|
||||
<< Damage
|
||||
<< flags
|
||||
<< flags2
|
||||
<< flags3
|
||||
|
@ -884,6 +885,16 @@ void AActor::ObtainInventory (AActor *other)
|
|||
other->Inventory = NULL;
|
||||
other->InventoryID = 0;
|
||||
|
||||
if (other->IsKindOf(RUNTIME_CLASS(APlayerPawn)) && this->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
{
|
||||
APlayerPawn *you = static_cast<APlayerPawn *>(other);
|
||||
APlayerPawn *me = static_cast<APlayerPawn *>(this);
|
||||
me->InvFirst = you->InvFirst;
|
||||
me->InvSel = you->InvSel;
|
||||
you->InvFirst = NULL;
|
||||
you->InvSel = NULL;
|
||||
}
|
||||
|
||||
AInventory *item = Inventory;
|
||||
while (item != NULL)
|
||||
{
|
||||
|
@ -2198,9 +2209,6 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
}
|
||||
|
||||
|
||||
//
|
||||
// [RH] Some new functions to work with Thing IDs. ------->
|
||||
//
|
||||
AActor *AActor::TIDHash[128];
|
||||
|
||||
//
|
||||
|
@ -2265,8 +2273,6 @@ void AActor::RemoveFromHash ()
|
|||
tid = 0;
|
||||
}
|
||||
|
||||
// <------- [RH] End new functions
|
||||
|
||||
angle_t AActor::AngleIncrements ()
|
||||
{
|
||||
return ANGLE_45;
|
||||
|
@ -2280,6 +2286,35 @@ void AActor::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
|
|||
{
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// AActor :: GetMissileDamage
|
||||
//
|
||||
// If the actor's damage amount is an expression, evaluate it and return
|
||||
// the result. Otherwise, return ((random() & mask) + add) * damage.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int AActor::GetMissileDamage (int mask, int add)
|
||||
{
|
||||
if ((Damage & 0xC0000000) == 0x40000000)
|
||||
{
|
||||
return EvalExpressionI (Damage & 0x3FFFFFFF, this);
|
||||
}
|
||||
if (Damage == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
else if (mask == 0)
|
||||
{
|
||||
return add * Damage;
|
||||
}
|
||||
else
|
||||
{
|
||||
return ((pr_missiledamage() & mask) + add) * Damage;
|
||||
}
|
||||
}
|
||||
|
||||
void AActor::Howl ()
|
||||
{
|
||||
}
|
||||
|
@ -2304,7 +2339,7 @@ void AActor::HitFloor ()
|
|||
|
||||
bool AActor::Slam (AActor *thing)
|
||||
{
|
||||
int dam = ((pr_slam()%8)+1) * damage;
|
||||
int dam = GetMissileDamage (7, 1);
|
||||
P_DamageMobj (thing, this, this, dam, MOD_HIT);
|
||||
P_TraceBleed (dam, thing, this);
|
||||
flags &= ~MF_SKULLFLY;
|
||||
|
@ -2747,7 +2782,7 @@ void AActor::Tick ()
|
|||
// won't hurt anything. Don't do this if damage is 0! That way, you can
|
||||
// still have missiles that go straight up and down through actors without
|
||||
// damaging anything.
|
||||
if ((flags & MF_MISSILE) && (momx|momy) == 0 && damage != 0)
|
||||
if ((flags & MF_MISSILE) && (momx|momy) == 0 && Damage != 0)
|
||||
{
|
||||
momx = 1;
|
||||
}
|
||||
|
|
|
@ -217,8 +217,6 @@ player_s::player_s()
|
|||
oldbuttons(0),
|
||||
attackdown(0),
|
||||
health(0),
|
||||
InvFirst(0),
|
||||
InvSel(0),
|
||||
inventorytics(0),
|
||||
CurrentPlayerClass(0),
|
||||
pieces(0),
|
||||
|
@ -363,7 +361,12 @@ int player_t::GetSpawnClass()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (APlayerPawn, Any, -1, 0)
|
||||
IMPLEMENT_POINTY_CLASS (APlayerPawn)
|
||||
DECLARE_POINTER(InvFirst)
|
||||
DECLARE_POINTER(InvSel)
|
||||
END_POINTERS
|
||||
|
||||
BEGIN_STATELESS_DEFAULTS (APlayerPawn, Any, -1, 0)
|
||||
PROP_SpawnHealth (100)
|
||||
PROP_RadiusFixed (16)
|
||||
PROP_HeightFixed (56)
|
||||
|
@ -394,7 +397,9 @@ void APlayerPawn::Serialize (FArchive &arc)
|
|||
<< ForwardMove2
|
||||
<< SideMove1
|
||||
<< SideMove2
|
||||
<< ScoreIcon;
|
||||
<< ScoreIcon
|
||||
<< InvFirst
|
||||
<< InvSel;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -478,9 +483,9 @@ void APlayerPawn::AddInventory (AInventory *item)
|
|||
Super::AddInventory (item);
|
||||
|
||||
// If nothing is selected, select this item.
|
||||
if (player != NULL && player->InvSel == NULL && (item->ItemFlags & IF_INVBAR))
|
||||
if (InvSel == NULL && (item->ItemFlags & IF_INVBAR))
|
||||
{
|
||||
player->InvSel = item;
|
||||
InvSel = item;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -501,20 +506,20 @@ void APlayerPawn::RemoveInventory (AInventory *item)
|
|||
// item, if there is one, or the previous item.
|
||||
if (player != NULL)
|
||||
{
|
||||
if (player->InvSel == item)
|
||||
if (InvSel == item)
|
||||
{
|
||||
player->InvSel = item->NextInv ();
|
||||
if (player->InvSel == NULL)
|
||||
InvSel = item->NextInv ();
|
||||
if (InvSel == NULL)
|
||||
{
|
||||
player->InvSel = item->PrevInv ();
|
||||
InvSel = item->PrevInv ();
|
||||
}
|
||||
}
|
||||
if (player->InvFirst == item)
|
||||
if (InvFirst == item)
|
||||
{
|
||||
player->InvFirst = item->NextInv ();
|
||||
if (player->InvFirst == NULL)
|
||||
InvFirst = item->NextInv ();
|
||||
if (InvFirst == NULL)
|
||||
{
|
||||
player->InvFirst = item->PrevInv ();
|
||||
InvFirst = item->PrevInv ();
|
||||
}
|
||||
}
|
||||
if (item == player->PendingWeapon)
|
||||
|
@ -2087,7 +2092,6 @@ void player_s::Serialize (FArchive &arc)
|
|||
<< centering
|
||||
<< health
|
||||
<< inventorytics
|
||||
<< InvFirst << InvSel
|
||||
<< pieces
|
||||
<< backpack
|
||||
<< fragcount
|
||||
|
|
|
@ -2365,8 +2365,22 @@ static void ActorPainChance (AActor *defaults, Baggage &bag)
|
|||
//==========================================================================
|
||||
static void ActorDamage (AActor *defaults, Baggage &bag)
|
||||
{
|
||||
SC_MustGetNumber();
|
||||
defaults->damage=sc_Number;
|
||||
// Damage can either be a single number, in which case it is subject
|
||||
// to the original damage calculation rules. Or, it can be an expression
|
||||
// and will be calculated as-is, ignoring the original rules. For
|
||||
// compatibility reasons, expressions must be enclosed within
|
||||
// parentheses.
|
||||
|
||||
if (SC_CheckString ("("))
|
||||
{
|
||||
SC_UnGet();
|
||||
defaults->Damage = 0x40000000 | ParseExpression (false);
|
||||
}
|
||||
else
|
||||
{
|
||||
SC_MustGetNumber ();
|
||||
defaults->Damage = sc_Number;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -318,7 +318,7 @@ void A_BulletAttack (AActor *self)
|
|||
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
|
||||
|
||||
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
|
||||
for (i=0 ; i<self->damage ; i++)
|
||||
for (i = self->GetMissileDamage (0, 1); i > 0; --i)
|
||||
{
|
||||
int angle = bangle + (pr_cabullet.Random2() << 20);
|
||||
int damage = ((pr_cabullet()%5)+1)*3;
|
||||
|
|
|
@ -949,6 +949,7 @@ void V_Shutdown()
|
|||
}
|
||||
|
||||
EXTERN_CVAR (Bool, vid_tft)
|
||||
CVAR (Bool, vid_nowidescreen, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
|
||||
|
||||
// Tries to guess the physical dimensions of the screen based on the
|
||||
// screen's pixel dimensions. Can return:
|
||||
|
@ -958,6 +959,14 @@ EXTERN_CVAR (Bool, vid_tft)
|
|||
// 4: 5:4
|
||||
int CheckRatio (int width, int height)
|
||||
{
|
||||
if (vid_nowidescreen)
|
||||
{
|
||||
if (!vid_tft)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
return (height * 5/4 == width) ? 4 : 0;
|
||||
}
|
||||
// If the size is approximately 16:9, consider it so.
|
||||
if (abs (height * 16/9 - width) < 10)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue