- Cleaned up the new bridge code and exported all related actors to

DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability 
  reasons.


SVN r1105 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-03 12:00:36 +00:00
parent 9f21b22cc5
commit bf0ee1342c
6 changed files with 158 additions and 150 deletions

View File

@ -1,3 +1,9 @@
August 3, 2008 (Changes by Graf Zahl)
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
August 2, 2008
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()

View File

@ -6,81 +6,6 @@
static FRandom pr_orbit ("Orbit");
void A_BridgeOrbit (AActor *);
void A_BridgeInit (AActor *);
// The Hexen (and Heretic) version of the bridge spawns extra floating
// "balls" orbiting the bridge. The Doom version only shows the bridge
// itself.
// Bridge ball -------------------------------------------------------------
class ABridgeBall : public AActor
{
DECLARE_ACTOR (ABridgeBall, AActor)
};
FState ABridgeBall::States[] =
{
S_NORMAL (TLGL, 'A', 2, NULL , &States[1]),
S_NORMAL (TLGL, 'A', 1, A_BridgeOrbit , &States[1])
};
IMPLEMENT_ACTOR (ABridgeBall, Any, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (0)
END_DEFAULTS
// The bridge itself -------------------------------------------------------
class ABridge : public AActor
{
DECLARE_ACTOR (ABridge, AActor)
};
FState ABridge::States[] =
{
#define S_DBRIDGE 0
S_BRIGHT (TLGL, 'A', 4, NULL , &States[S_DBRIDGE+1]),
S_BRIGHT (TLGL, 'B', 4, NULL , &States[S_DBRIDGE+2]),
S_BRIGHT (TLGL, 'C', 4, NULL , &States[S_DBRIDGE+3]),
S_BRIGHT (TLGL, 'D', 4, NULL , &States[S_DBRIDGE+4]),
S_BRIGHT (TLGL, 'E', 4, NULL , &States[S_DBRIDGE+0]),
#define S_BRIDGE (S_DBRIDGE+5)
S_NORMAL (TLGL, 'A', 2, NULL , &States[S_BRIDGE+1]),
S_NORMAL (TLGL, 'A', 2, A_BridgeInit , &States[S_BRIDGE+2]),
S_NORMAL (TLGL, 'A', -1, NULL , NULL),
#define S_FREE_BRIDGE (S_BRIDGE+3)
S_NORMAL (TLGL, 'A', 2, NULL , &States[S_FREE_BRIDGE+1]),
S_NORMAL (TLGL, 'A', 300, NULL , NULL)
};
IMPLEMENT_ACTOR (ABridge, Any, 118, 21)
PROP_Flags (MF_SOLID|MF_NOGRAVITY|MF_NOLIFTDROP)
END_DEFAULTS
AT_GAME_SET (Bridge)
{
ABridge *def = GetDefault<ABridge> ();
if (gameinfo.gametype == GAME_Doom)
{
def->SpawnState = &ABridge::States[S_DBRIDGE];
def->radius = 36 * FRACUNIT;
def->height = 4 * FRACUNIT;
def->RenderStyle = STYLE_Normal;
}
else
{
def->SpawnState = &ABridge::States[S_BRIDGE];
def->radius = 32 * FRACUNIT;
def->height = 2 * FRACUNIT;
def->RenderStyle = STYLE_None;
}
}
// Custom bridge --------------------------------------------------------
/*
@ -108,26 +33,20 @@ AT_GAME_SET (Bridge)
This value only matters if args[2] is not zero.
*/
class ACustomBridge : public ABridge
class ACustomBridge : public AActor
{
DECLARE_STATELESS_ACTOR (ACustomBridge, ABridge)
DECLARE_CLASS (ACustomBridge, AActor)
public:
void BeginPlay ();
};
IMPLEMENT_STATELESS_ACTOR (ACustomBridge, Any, 9991, 0)
PROP_SpawnState (S_DBRIDGE)
PROP_SeeState (S_BRIDGE)
PROP_DeathState (S_FREE_BRIDGE)
PROP_Flags4 (MF4_ACTLIKEBRIDGE)
PROP_RenderStyle (STYLE_None)
END_DEFAULTS
IMPLEMENT_CLASS(ACustomBridge)
void ACustomBridge::BeginPlay ()
{
if (args[2]) // Hexen bridge if there are balls
{
SetState(FindState(FName("See")));
SetState(SeeState);
radius = args[0] ? args[0] << FRACBITS : 32 * FRACUNIT;
height = args[1] ? args[1] << FRACBITS : 2 * FRACUNIT;
}
@ -163,14 +82,13 @@ void A_BridgeOrbit (AActor *self)
int rotationspeed = ANGLE_45/32*3/5;
int rotationradius = ORBIT_RADIUS;
// If the bridge is custom, set non-default values if any.
if (self->target->IsKindOf(PClass::FindClass("CustomBridge")))
{
// Set angular speed; 1--128: counterclockwise rotation ~=1--180°; 129--255: clockwise rotation ~= 180--1°
if (self->target->args[3] > 128) rotationspeed = ANGLE_45/32 * (self->target->args[3]-256) / TICRATE;
else if (self->target->args[3] > 0) rotationspeed = ANGLE_45/32 * (self->target->args[3]) / TICRATE;
// Set rotation radius
if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
}
// Set angular speed; 1--128: counterclockwise rotation ~=1--180°; 129--255: clockwise rotation ~= 180--1°
if (self->target->args[3] > 128) rotationspeed = ANGLE_45/32 * (self->target->args[3]-256) / TICRATE;
else if (self->target->args[3] > 0) rotationspeed = ANGLE_45/32 * (self->target->args[3]) / TICRATE;
// Set rotation radius
if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
if (self->target->special1)
{
self->SetState (NULL);
@ -209,7 +127,7 @@ void A_BridgeInit (AActor *self)
self->special1 = 0;
// Spawn triad into world -- may be more than a triad now.
int ballcount = ((self->GetClass()==PClass::FindClass("Bridge") || (self->args[2]==0)) ? 3 : self->args[2]);
int ballcount = self->args[2]==0 ? 3 : self->args[2];
const PClass *balltype = GetBallType();
for (int i = 0; i < ballcount; i++)
{
@ -220,38 +138,25 @@ void A_BridgeInit (AActor *self)
}
}
/* never used
void A_BridgeRemove (AActor *self)
{
self->special1 = true; // Removing the bridge
self->flags &= ~MF_SOLID;
self->SetState (&ABridge::States[S_FREE_BRIDGE]);
}
*/
// Invisible bridge --------------------------------------------------------
class AInvisibleBridge : public ABridge
class AInvisibleBridge : public AActor
{
DECLARE_ACTOR (AInvisibleBridge, ABridge)
DECLARE_CLASS (AInvisibleBridge, AActor)
public:
void BeginPlay ();
void Tick ()
{
Super::Tick ();
}
};
FState AInvisibleBridge::States[] =
{
S_NORMAL (TNT1, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AInvisibleBridge, Any, 9990, 0)
PROP_RenderStyle (STYLE_None)
PROP_SpawnState (0)
PROP_RadiusFixed (32)
PROP_HeightFixed (4)
PROP_Flags4 (MF4_ACTLIKEBRIDGE)
END_DEFAULTS
IMPLEMENT_CLASS(AInvisibleBridge)
void AInvisibleBridge::BeginPlay ()
{
@ -262,36 +167,3 @@ void AInvisibleBridge::BeginPlay ()
height = args[1] << FRACBITS;
}
// And some invisible bridges from Skull Tag -------------------------------
class AInvisibleBridge32 : public AInvisibleBridge
{
DECLARE_STATELESS_ACTOR (AInvisibleBridge32, AInvisibleBridge)
};
IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge32, Any, 5061, 0)
PROP_RadiusFixed (32)
PROP_HeightFixed (8)
END_DEFAULTS
class AInvisibleBridge16 : public AInvisibleBridge
{
DECLARE_STATELESS_ACTOR (AInvisibleBridge16, AInvisibleBridge)
};
IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge16, Any, 5064, 0)
PROP_RadiusFixed (16)
PROP_HeightFixed (8)
END_DEFAULTS
class AInvisibleBridge8 : public AInvisibleBridge
{
DECLARE_STATELESS_ACTOR (AInvisibleBridge8, AInvisibleBridge)
};
IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge8, Any, 5065, 0)
PROP_RadiusFixed (8)
PROP_HeightFixed (8)
END_DEFAULTS

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@ -41,5 +41,5 @@ public:
};
#endif

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@ -65,19 +65,39 @@ ACTOR ArtiFly : PowerupGiver 83
}
}
// Invulnerability ----------------------------------------------------------
// Invulnerability Heretic ---------------------------------------------------
ACTOR ArtiInvulnerability : PowerupGiver 84
{
Game Raven
Game Heretic
SpawnID 133
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
Inventory.RespawnTics 4230
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY"
Powerup.Type Invulnerable
Powerup.Color GoldMap
States
{
Spawn:
INVU ABCD 3
Loop
}
}
// Invulnerability Hexen ----------------------------------------------------------
ACTOR ArtiInvulnerability2 : PowerupGiver 84
{
Game Hexen
SpawnID 133
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
Inventory.RespawnTics 4230
Inventory.Icon ARTIINVU
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY"
Inventory.PickupMessage Hexen, "$TXT_ARTIINVULNERABILITY2"
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY2"
Powerup.Type Invulnerable
States
{

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@ -0,0 +1,109 @@
// Bridge ball -------------------------------------------------------------
ACTOR BridgeBall
{
+NOBLOCKMAP
+NOTELEPORT
+NOGRAVITY
action native A_BridgeOrbit();
States
{
Spawn:
TLGL A 2 Bright
TLGL A 1 Bright A_BridgeOrbit
Wait
}
}
// The bridge itself -------------------------------------------------------
ACTOR CustomBridge 9991 native
{
+SOLID
+NOGRAVITY
+NOLIFTDROP
+ACTLIKEBRIDGE
Radius 32
Height 2
RenderStyle None
action native A_BridgeInit(optional class<Actor> balltype);
states
{
Spawn:
TLGL ABCDE 3 Bright
Loop
See:
TLGL A 2
TLGL A 2 A_BridgeInit
TLGL A -1
Stop
Death:
TLGL A 2
TLGL A 300
Stop
}
}
// The Hexen bridge -------------------------------------------------------
ACTOR Bridge : CustomBridge 118
{
Game Raven
SpawnID 21
RenderStyle None
Args 32, 2, 3, 0
}
// The ZDoom bridge -------------------------------------------------------
ACTOR ZBridge : CustomBridge 118
{
Game Doom
SpawnID 21
Args 36, 4, 0, 0
}
// Invisible bridge --------------------------------------------------------
ACTOR InvisibleBridge 9990 native
{
RenderStyle None
Radius 32
Height 4
+SOLID
+NOGRAVITY
+NOLIFTDROP
+ACTLIKEBRIDGE
States
{
Spawn:
TNT1 A -1
Stop
}
}
// And some invisible bridges from Skull Tag -------------------------------
ACTOR InvisibleBridge32 : InvisibleBridge 5061
{
Radius 32
Height 8
}
ACTOR InvisibleBridge16 : InvisibleBridge 5064
{
Radius 16
Height 8
}
ACTOR InvisibleBridge8 : InvisibleBridge 5065
{
Radius 8
Height 8
}

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@ -9,6 +9,7 @@
#include "actors/shared/pickups.txt"
#include "actors/shared/fountain.txt"
#include "actors/shared/soundsequence.txt"
#include "actors/shared/bridge.txt"
#include "actors/doom/doomplayer.txt"
#include "actors/doom/possessed.txt"