- Update scripting branch to latest version of trunk.

SVN r3767 (scripting)
This commit is contained in:
Randy Heit 2012-07-17 02:53:53 +00:00
commit d85604da19
22 changed files with 99 additions and 105 deletions

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@ -1157,9 +1157,12 @@ void AM_NewResolution()
//=============================================================================
CCMD (togglemap)
{
if (gameaction == ga_nothing)
{
gameaction = ga_togglemap;
}
}
//=============================================================================
//

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@ -174,6 +174,7 @@ class APlayerChunk : public APlayerPawn
enum
{
PPF_NOTHRUSTWHENINVUL = 1, // Attacks do not thrust the player if they are invulnerable.
PPF_CANSUPERMORPH = 2, // Being remorphed into this class can give you a Tome of Power
};
//

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@ -92,7 +92,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BatMove)
}
// Handle Z movement
self->z = self->target->z + 2*FloatBobOffsets[self->args[0]];
self->z = self->target->z + 16*finesine[self->args[0] << BOBTOFINESHIFT];
self->args[0] = (self->args[0]+3)&63;
return 0;
}

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@ -175,9 +175,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopChase)
{
PARAM_ACTION_PROLOGUE;
self->z -= FloatBobOffsets[self->special2] >> 1;
self->z -= finesine[self->special2 << BOBTOFINESHIFT] * 4;
self->special2 = (self->special2 + 4) & 63;
self->z += FloatBobOffsets[self->special2] >> 1;
self->z += finesine[self->special2 << BOBTOFINESHIFT] * 4;
return 0;
}

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@ -146,17 +146,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack2)
switch (j)
{ // float bob index
case 0:
mo->special2 = pr_holyatk2()&7; // upper-left
mo->special2 = pr_holyatk2(8 << BOBTOFINESHIFT); // upper-left
break;
case 1:
mo->special2 = 32+(pr_holyatk2()&7); // upper-right
mo->special2 = FINEANGLES/2 + pr_holyatk2(8 << BOBTOFINESHIFT); // upper-right
break;
case 2:
mo->special2 = (32+(pr_holyatk2()&7))<<16; // lower-left
mo->special2 = (FINEANGLES/2 + pr_holyatk2(8 << BOBTOFINESHIFT)) << 16; // lower-left
break;
case 3:
i = pr_holyatk2();
mo->special2 = ((32+(i&7))<<16)+32+(pr_holyatk2()&7);
i = pr_holyatk2(8 << BOBTOFINESHIFT);
mo->special2 = ((FINEANGLES/2 + i) << 16) + FINEANGLES/2 + pr_holyatk2(8 << BOBTOFINESHIFT);
break;
}
mo->z = self->z;
@ -464,21 +464,17 @@ void CHolyWeave (AActor *actor, FRandom &pr_random)
int angle;
weaveXY = actor->special2 >> 16;
weaveZ = actor->special2&0xFFFF;
weaveZ = actor->special2 & FINEMASK;
angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
newX = actor->x-FixedMul(finecosine[angle],
FloatBobOffsets[weaveXY]<<2);
newY = actor->y-FixedMul(finesine[angle],
FloatBobOffsets[weaveXY]<<2);
weaveXY = (weaveXY+(pr_random()%5))&63;
newX += FixedMul(finecosine[angle],
FloatBobOffsets[weaveXY]<<2);
newY += FixedMul(finesine[angle],
FloatBobOffsets[weaveXY]<<2);
newX = actor->x - FixedMul(finecosine[angle], finesine[weaveXY] * 32);
newY = actor->y - FixedMul(finesine[angle], finesine[weaveXY] * 32);
weaveXY = (weaveXY + pr_random(5 << BOBTOFINESHIFT)) & FINEMASK;
newX += FixedMul(finecosine[angle], finesine[weaveXY] * 32);
newY += FixedMul(finesine[angle], finesine[weaveXY] * 32);
P_TryMove(actor, newX, newY, true);
actor->z -= FloatBobOffsets[weaveZ]<<1;
weaveZ = (weaveZ+(pr_random()%5))&63;
actor->z += FloatBobOffsets[weaveZ]<<1;
actor->z -= finesine[weaveZ] * 16;
weaveZ = (weaveZ + pr_random(5 << BOBTOFINESHIFT)) & FINEMASK;
actor->z += finesine[weaveZ] * 16;
actor->special2 = weaveZ + (weaveXY << 16);
}

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@ -145,7 +145,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
if (self->threshold) self->threshold--;
// Float up and down
self->z += FloatBobOffsets[weaveindex];
self->z += finesine[weaveindex << BOBTOFINESHIFT] * 8;
self->special1 = (weaveindex + 2) & 63;
// Ensure it stays above certain height

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@ -420,7 +420,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagDamage)
P_RadiusAttack (self, self->target, 4, 40, self->DamageType, true);
bobIndex = self->special2;
self->z += FloatBobOffsets[bobIndex]>>4;
self->z += finesine[bobIndex << BOBTOFINESHIFT] >> 1;
self->special2 = (bobIndex + 1) & 63;
return 0;
}

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@ -90,7 +90,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FogMove)
if ((self->args[3] % 4) == 0)
{
weaveindex = self->special2;
self->z += FloatBobOffsets[weaveindex]>>1;
self->z += finesine[weaveindex << BOBTOFINESHIFT] * 4;
self->special2 = (weaveindex + 1) & 63;
}

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@ -186,7 +186,7 @@ void KSpiritInit (AActor *spirit, AActor *korax)
spirit->health = KORAX_SPIRIT_LIFETIME;
spirit->tracer = korax; // Swarm around korax
spirit->special2 = 32+(pr_kspiritinit()&7); // Float bob index
spirit->special2 = FINEANGLES/2 + pr_kspiritinit(8 << BOBTOFINESHIFT); // Float bob index
spirit->args[0] = 10; // initial turn value
spirit->args[1] = 0; // initial look angle

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@ -246,7 +246,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithChase)
PARAM_ACTION_PROLOGUE;
int weaveindex = self->special1;
self->z += FloatBobOffsets[weaveindex];
self->z += finesine[weaveindex << BOBTOFINESHIFT] * 8;
self->special1 = (weaveindex + 2) & 63;
// if (self->floorclip > 0)
// {

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@ -47,6 +47,13 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
}
if (p->morphTics)
{ // Player is already a beast
if ((p->mo->GetClass() == spawntype)
&& (p->mo->PlayerFlags & PPF_CANSUPERMORPH)
&& (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE))
&& (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == NULL))
{ // Make a super chicken
p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
}
return false;
}
if (p->health <= 0)

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@ -385,7 +385,11 @@ void FListMenuItemPlayerDisplay::UpdateRandomClass()
if (++mRandomClass >= (int)PlayerClasses.Size ()) mRandomClass = 0;
mPlayerClass = &PlayerClasses[mRandomClass];
mPlayerState = GetDefaultByType (mPlayerClass->Type)->SeeState;
mPlayerTics = mPlayerState->GetTics();
if (mPlayerState == NULL)
{ // No see state, so try spawn state.
mPlayerState = GetDefaultByType (mPlayerClass->Type)->SpawnState;
}
mPlayerTics = mPlayerState != NULL ? mPlayerState->GetTics() : -1;
mRandomTimer = 6;
// Since the newly displayed class may used a different translation
@ -435,7 +439,11 @@ void FListMenuItemPlayerDisplay::SetPlayerClass(int classnum, bool force)
{
mPlayerClass = &PlayerClasses[classnum];
mPlayerState = GetDefaultByType (mPlayerClass->Type)->SeeState;
mPlayerTics = mPlayerState->GetTics();
if (mPlayerState == NULL)
{ // No see state, so try spawn state.
mPlayerState = GetDefaultByType (mPlayerClass->Type)->SpawnState;
}
mPlayerTics = mPlayerState != NULL ? mPlayerState->GetTics() : -1;
mClassNum = classnum;
}
}
@ -557,6 +565,8 @@ void FListMenuItemPlayerDisplay::Drawer(bool selected)
spriteframe_t *sprframe;
fixed_t scaleX, scaleY;
if (mPlayerState != NULL)
{
if (mSkin == 0)
{
sprframe = &SpriteFrames[sprites[mPlayerState->sprite].spriteframes + mPlayerState->GetFrame()];
@ -569,6 +579,7 @@ void FListMenuItemPlayerDisplay::Drawer(bool selected)
scaleX = skins[mSkin].ScaleX;
scaleY = skins[mSkin].ScaleY;
}
}
if (sprframe != NULL)
{

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@ -3362,6 +3362,10 @@ enum EACSFunctions
ACSF_ACS_NamedLockedExecuteDoor,
ACSF_ACS_NamedExecuteWithResult,
ACSF_ACS_NamedExecuteAlways,
// ZDaemon
ACSF_GetTeamScore = 19620,
ACSF_SetTeamScore,
};
int DLevelScript::SideFromID(int id, int side)
@ -5292,20 +5296,24 @@ int DLevelScript::RunScript ()
case PCD_SCRIPTWAIT:
statedata = STACK(1);
sp--;
scriptwait:
if (controller->RunningScripts.CheckKey(statedata) != NULL)
state = SCRIPT_ScriptWait;
else
state = SCRIPT_ScriptWaitPre;
sp--;
PutLast ();
break;
case PCD_SCRIPTWAITDIRECT:
state = SCRIPT_ScriptWait;
statedata = uallong(pc[0]);
pc++;
PutLast ();
break;
goto scriptwait;
case PCD_SCRIPTWAITNAMED:
statedata = -FName(FBehavior::StaticLookupString(STACK(1)));
sp--;
goto scriptwait;
case PCD_CLEARLINESPECIAL:
if (activationline != NULL)

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@ -598,8 +598,9 @@ public:
PCD_STRCPYTOMAPCHRANGE, // [FDARI] input range (copy string to all/part of array)
PCD_STRCPYTOWORLDCHRANGE,
PCD_STRCPYTOGLOBALCHRANGE,
PCD_PUSHFUNCTION,
/*360*/ PCD_CALLSTACK,
PCD_PUSHFUNCTION, // from Eternity
/*360*/ PCD_CALLSTACK, // from Eternity
PCD_SCRIPTWAITNAMED,
/*361*/ PCODE_COMMAND_COUNT
};

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@ -114,8 +114,6 @@ void P_UnPredictPlayer ();
#define ONCEILINGZ FIXED_MAX
#define FLOATRANDZ (FIXED_MAX-1)
extern fixed_t FloatBobOffsets[64];
APlayerPawn *P_SpawnPlayer (struct FPlayerStart *mthing, int playernum, bool tempplayer=false);
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);

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@ -119,47 +119,6 @@ CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
fixed_t FloatBobOffsets[64] =
{
0, 51389, 102283, 152192,
200636, 247147, 291278, 332604,
370727, 405280, 435929, 462380,
484378, 501712, 514213, 521763,
524287, 521763, 514213, 501712,
484378, 462380, 435929, 405280,
370727, 332604, 291278, 247147,
200636, 152192, 102283, 51389,
-1, -51390, -102284, -152193,
-200637, -247148, -291279, -332605,
-370728, -405281, -435930, -462381,
-484380, -501713, -514215, -521764,
-524288, -521764, -514214, -501713,
-484379, -462381, -435930, -405280,
-370728, -332605, -291279, -247148,
-200637, -152193, -102284, -51389
};
fixed_t FloatBobDiffs[64] =
{
51389, 51389, 50894, 49909, 48444,
46511, 44131, 41326, 38123,
34553, 30649, 26451, 21998,
17334, 12501, 7550, 2524,
-2524, -7550, -12501, -17334,
-21998, -26451, -30649, -34553,
-38123, -41326, -44131, -46511,
-48444, -49909, -50894, -51390,
-51389, -50894, -49909, -48444,
-46511, -44131, -41326, -38123,
-34553, -30649, -26451, -21999,
-17333, -12502, -7549, -2524,
2524, 7550, 12501, 17334,
21998, 26451, 30650, 34552,
38123, 41326, 44131, 46511,
48444, 49909, 50895
};
CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);

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@ -44,14 +44,15 @@
#endif
#define FINEANGLEBITS 13
#define FINEANGLES 8192
#define FINEMASK (FINEANGLES-1)
// 0x100000000 to 0x2000
#define ANGLETOFINESHIFT 19
#define BOBTOFINESHIFT (FINEANGLEBITS - 6)
// Effective size is 10240.
extern fixed_t finesine[5*FINEANGLES/4];

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@ -355,7 +355,6 @@ int MatchString (const char *in, const char **strings);
struct StateCallData
{
FState *State;
AActor *Item;
bool Result;
};

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@ -100,7 +100,6 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
bool result = false;
int counter = 0;
StateCall.Item = this;
while (State != NULL)
{
// Assume success. The code pointer will set this to false if necessary
@ -2790,6 +2789,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
// A_CheckCeiling
// [GZ] Totally copied from A_CheckFloor, jumps if actor touches ceiling
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
{
@ -2878,7 +2878,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
}
else
{
oktorespawn = P_CheckPosition(self, self->x, self->z, true);
oktorespawn = P_CheckPosition(self, self->x, self->y, true);
}
if (oktorespawn)
@ -4078,11 +4078,11 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdis
if (xydist != 0 && xyspeed != 0)
{
dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
dist = MulScale13(finesine[weaveXY << BOBTOFINESHIFT], xydist);
newX = self->x - FixedMul (finecosine[angle], dist);
newY = self->y - FixedMul (finesine[angle], dist);
weaveXY = (weaveXY + xyspeed) & 63;
dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
dist = MulScale13(finesine[weaveXY << BOBTOFINESHIFT], xydist);
newX += FixedMul (finecosine[angle], dist);
newY += FixedMul (finesine[angle], dist);
if (!(self->flags5 & MF5_NOINTERACTION))
@ -4099,12 +4099,11 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdis
}
self->WeaveIndexXY = weaveXY;
}
if (zdist != 0 && zspeed != 0)
{
self->z -= FixedMul(FloatBobOffsets[weaveZ], zdist);
self->z -= MulScale13(finesine[weaveZ << BOBTOFINESHIFT], zdist);
weaveZ = (weaveZ + zspeed) & 63;
self->z += FixedMul(FloatBobOffsets[weaveZ], zdist);
self->z += MulScale13(finesine[weaveZ << BOBTOFINESHIFT], zdist);
self->WeaveIndexZ = weaveZ;
}
}
@ -4441,6 +4440,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
//==========================================================================
//
// ACS_Named* stuff
//
// These are exactly like their un-named line special equivalents, except
// they take strings instead of integers to indicate which script to run.

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@ -333,6 +333,7 @@ static FFlagDef PlayerPawnFlags[] =
{
// PlayerPawn flags
DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags),
DEFINE_FLAG(PPF, CANSUPERMORPH, APlayerPawn, PlayerFlags),
};
static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =

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@ -68,6 +68,7 @@ ACTOR ChickenPlayer : PlayerPawn native
Speed 1
Gravity 0.125
+NOSKIN
+CANSUPERMORPH
PainSound "chicken/pain"
DeathSound "chicken/death"
Player.JumpZ 1

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@ -66,6 +66,7 @@ F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
71C2E6D9CFA3D8750C6A9599FB2453BD // Hacx map03: There are some switches behind
96368EB950E33AF62EA6423434E3CEF7 // HacX map17: shootable covers in these levels
BA530202AF0BA0C6CBAE6A0C7076FB72 // Requiem map04
{
useblocking
}
@ -176,3 +177,10 @@ E2B5D1400279335811C1C1C0B437D9C8 // Deathknights of the Dark Citadel, map54
{
floormove
}
// There is a special at the beginning of the level which relies on the Pain Elemental's lost soul limit.
811A0C97777A198BC9B2BB558CB46E6A // Hell Revealed map19
{
limitpain
}