mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 01:02:03 +00:00
- Update scripting branch to latest version of trunk.
SVN r3767 (scripting)
This commit is contained in:
commit
d85604da19
22 changed files with 99 additions and 105 deletions
|
@ -1157,9 +1157,12 @@ void AM_NewResolution()
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//=============================================================================
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CCMD (togglemap)
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{
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if (gameaction == ga_nothing)
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{
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gameaction = ga_togglemap;
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}
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}
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//=============================================================================
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//
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@ -174,6 +174,7 @@ class APlayerChunk : public APlayerPawn
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enum
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{
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PPF_NOTHRUSTWHENINVUL = 1, // Attacks do not thrust the player if they are invulnerable.
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PPF_CANSUPERMORPH = 2, // Being remorphed into this class can give you a Tome of Power
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};
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//
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@ -92,7 +92,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BatMove)
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}
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// Handle Z movement
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self->z = self->target->z + 2*FloatBobOffsets[self->args[0]];
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self->z = self->target->z + 16*finesine[self->args[0] << BOBTOFINESHIFT];
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self->args[0] = (self->args[0]+3)&63;
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return 0;
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}
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@ -175,9 +175,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopChase)
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{
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PARAM_ACTION_PROLOGUE;
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self->z -= FloatBobOffsets[self->special2] >> 1;
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self->z -= finesine[self->special2 << BOBTOFINESHIFT] * 4;
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self->special2 = (self->special2 + 4) & 63;
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self->z += FloatBobOffsets[self->special2] >> 1;
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self->z += finesine[self->special2 << BOBTOFINESHIFT] * 4;
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return 0;
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}
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@ -146,17 +146,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack2)
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switch (j)
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{ // float bob index
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case 0:
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mo->special2 = pr_holyatk2()&7; // upper-left
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mo->special2 = pr_holyatk2(8 << BOBTOFINESHIFT); // upper-left
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break;
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case 1:
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mo->special2 = 32+(pr_holyatk2()&7); // upper-right
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mo->special2 = FINEANGLES/2 + pr_holyatk2(8 << BOBTOFINESHIFT); // upper-right
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break;
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case 2:
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mo->special2 = (32+(pr_holyatk2()&7))<<16; // lower-left
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mo->special2 = (FINEANGLES/2 + pr_holyatk2(8 << BOBTOFINESHIFT)) << 16; // lower-left
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break;
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case 3:
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i = pr_holyatk2();
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mo->special2 = ((32+(i&7))<<16)+32+(pr_holyatk2()&7);
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i = pr_holyatk2(8 << BOBTOFINESHIFT);
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mo->special2 = ((FINEANGLES/2 + i) << 16) + FINEANGLES/2 + pr_holyatk2(8 << BOBTOFINESHIFT);
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break;
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}
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mo->z = self->z;
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@ -464,21 +464,17 @@ void CHolyWeave (AActor *actor, FRandom &pr_random)
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int angle;
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weaveXY = actor->special2 >> 16;
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weaveZ = actor->special2&0xFFFF;
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weaveZ = actor->special2 & FINEMASK;
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angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
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newX = actor->x-FixedMul(finecosine[angle],
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FloatBobOffsets[weaveXY]<<2);
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newY = actor->y-FixedMul(finesine[angle],
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FloatBobOffsets[weaveXY]<<2);
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weaveXY = (weaveXY+(pr_random()%5))&63;
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newX += FixedMul(finecosine[angle],
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FloatBobOffsets[weaveXY]<<2);
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newY += FixedMul(finesine[angle],
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FloatBobOffsets[weaveXY]<<2);
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newX = actor->x - FixedMul(finecosine[angle], finesine[weaveXY] * 32);
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newY = actor->y - FixedMul(finesine[angle], finesine[weaveXY] * 32);
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weaveXY = (weaveXY + pr_random(5 << BOBTOFINESHIFT)) & FINEMASK;
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newX += FixedMul(finecosine[angle], finesine[weaveXY] * 32);
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newY += FixedMul(finesine[angle], finesine[weaveXY] * 32);
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P_TryMove(actor, newX, newY, true);
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actor->z -= FloatBobOffsets[weaveZ]<<1;
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weaveZ = (weaveZ+(pr_random()%5))&63;
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actor->z += FloatBobOffsets[weaveZ]<<1;
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actor->z -= finesine[weaveZ] * 16;
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weaveZ = (weaveZ + pr_random(5 << BOBTOFINESHIFT)) & FINEMASK;
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actor->z += finesine[weaveZ] * 16;
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actor->special2 = weaveZ + (weaveXY << 16);
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}
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@ -145,7 +145,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
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if (self->threshold) self->threshold--;
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// Float up and down
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self->z += FloatBobOffsets[weaveindex];
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self->z += finesine[weaveindex << BOBTOFINESHIFT] * 8;
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self->special1 = (weaveindex + 2) & 63;
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// Ensure it stays above certain height
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@ -420,7 +420,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagDamage)
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P_RadiusAttack (self, self->target, 4, 40, self->DamageType, true);
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bobIndex = self->special2;
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self->z += FloatBobOffsets[bobIndex]>>4;
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self->z += finesine[bobIndex << BOBTOFINESHIFT] >> 1;
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self->special2 = (bobIndex + 1) & 63;
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return 0;
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}
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@ -90,7 +90,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FogMove)
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if ((self->args[3] % 4) == 0)
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{
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weaveindex = self->special2;
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self->z += FloatBobOffsets[weaveindex]>>1;
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self->z += finesine[weaveindex << BOBTOFINESHIFT] * 4;
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self->special2 = (weaveindex + 1) & 63;
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}
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@ -186,7 +186,7 @@ void KSpiritInit (AActor *spirit, AActor *korax)
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spirit->health = KORAX_SPIRIT_LIFETIME;
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spirit->tracer = korax; // Swarm around korax
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spirit->special2 = 32+(pr_kspiritinit()&7); // Float bob index
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spirit->special2 = FINEANGLES/2 + pr_kspiritinit(8 << BOBTOFINESHIFT); // Float bob index
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spirit->args[0] = 10; // initial turn value
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spirit->args[1] = 0; // initial look angle
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@ -246,7 +246,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithChase)
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PARAM_ACTION_PROLOGUE;
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int weaveindex = self->special1;
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self->z += FloatBobOffsets[weaveindex];
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self->z += finesine[weaveindex << BOBTOFINESHIFT] * 8;
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self->special1 = (weaveindex + 2) & 63;
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// if (self->floorclip > 0)
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// {
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@ -47,6 +47,13 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
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}
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if (p->morphTics)
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{ // Player is already a beast
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if ((p->mo->GetClass() == spawntype)
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&& (p->mo->PlayerFlags & PPF_CANSUPERMORPH)
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&& (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE))
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&& (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == NULL))
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{ // Make a super chicken
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p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
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}
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return false;
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}
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if (p->health <= 0)
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@ -385,7 +385,11 @@ void FListMenuItemPlayerDisplay::UpdateRandomClass()
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if (++mRandomClass >= (int)PlayerClasses.Size ()) mRandomClass = 0;
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mPlayerClass = &PlayerClasses[mRandomClass];
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mPlayerState = GetDefaultByType (mPlayerClass->Type)->SeeState;
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mPlayerTics = mPlayerState->GetTics();
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if (mPlayerState == NULL)
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{ // No see state, so try spawn state.
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mPlayerState = GetDefaultByType (mPlayerClass->Type)->SpawnState;
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}
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mPlayerTics = mPlayerState != NULL ? mPlayerState->GetTics() : -1;
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mRandomTimer = 6;
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// Since the newly displayed class may used a different translation
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@ -435,7 +439,11 @@ void FListMenuItemPlayerDisplay::SetPlayerClass(int classnum, bool force)
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{
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mPlayerClass = &PlayerClasses[classnum];
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mPlayerState = GetDefaultByType (mPlayerClass->Type)->SeeState;
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mPlayerTics = mPlayerState->GetTics();
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if (mPlayerState == NULL)
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{ // No see state, so try spawn state.
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mPlayerState = GetDefaultByType (mPlayerClass->Type)->SpawnState;
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}
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mPlayerTics = mPlayerState != NULL ? mPlayerState->GetTics() : -1;
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mClassNum = classnum;
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}
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}
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@ -557,6 +565,8 @@ void FListMenuItemPlayerDisplay::Drawer(bool selected)
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spriteframe_t *sprframe;
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fixed_t scaleX, scaleY;
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if (mPlayerState != NULL)
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{
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if (mSkin == 0)
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{
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sprframe = &SpriteFrames[sprites[mPlayerState->sprite].spriteframes + mPlayerState->GetFrame()];
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@ -569,6 +579,7 @@ void FListMenuItemPlayerDisplay::Drawer(bool selected)
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scaleX = skins[mSkin].ScaleX;
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scaleY = skins[mSkin].ScaleY;
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}
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}
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if (sprframe != NULL)
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{
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@ -3362,6 +3362,10 @@ enum EACSFunctions
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ACSF_ACS_NamedLockedExecuteDoor,
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ACSF_ACS_NamedExecuteWithResult,
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ACSF_ACS_NamedExecuteAlways,
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// ZDaemon
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ACSF_GetTeamScore = 19620,
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ACSF_SetTeamScore,
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};
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int DLevelScript::SideFromID(int id, int side)
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@ -5292,20 +5296,24 @@ int DLevelScript::RunScript ()
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case PCD_SCRIPTWAIT:
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statedata = STACK(1);
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sp--;
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scriptwait:
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if (controller->RunningScripts.CheckKey(statedata) != NULL)
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state = SCRIPT_ScriptWait;
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else
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state = SCRIPT_ScriptWaitPre;
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sp--;
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PutLast ();
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break;
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case PCD_SCRIPTWAITDIRECT:
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state = SCRIPT_ScriptWait;
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statedata = uallong(pc[0]);
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pc++;
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PutLast ();
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break;
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goto scriptwait;
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case PCD_SCRIPTWAITNAMED:
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statedata = -FName(FBehavior::StaticLookupString(STACK(1)));
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sp--;
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goto scriptwait;
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case PCD_CLEARLINESPECIAL:
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if (activationline != NULL)
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|
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@ -598,8 +598,9 @@ public:
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PCD_STRCPYTOMAPCHRANGE, // [FDARI] input range (copy string to all/part of array)
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PCD_STRCPYTOWORLDCHRANGE,
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PCD_STRCPYTOGLOBALCHRANGE,
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PCD_PUSHFUNCTION,
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/*360*/ PCD_CALLSTACK,
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PCD_PUSHFUNCTION, // from Eternity
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/*360*/ PCD_CALLSTACK, // from Eternity
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PCD_SCRIPTWAITNAMED,
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/*361*/ PCODE_COMMAND_COUNT
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};
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|
|
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@ -114,8 +114,6 @@ void P_UnPredictPlayer ();
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#define ONCEILINGZ FIXED_MAX
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#define FLOATRANDZ (FIXED_MAX-1)
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extern fixed_t FloatBobOffsets[64];
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|
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APlayerPawn *P_SpawnPlayer (struct FPlayerStart *mthing, int playernum, bool tempplayer=false);
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void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
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|
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@ -119,47 +119,6 @@ CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
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CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
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CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
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fixed_t FloatBobOffsets[64] =
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{
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0, 51389, 102283, 152192,
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200636, 247147, 291278, 332604,
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370727, 405280, 435929, 462380,
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484378, 501712, 514213, 521763,
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524287, 521763, 514213, 501712,
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484378, 462380, 435929, 405280,
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370727, 332604, 291278, 247147,
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200636, 152192, 102283, 51389,
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-1, -51390, -102284, -152193,
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-200637, -247148, -291279, -332605,
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-370728, -405281, -435930, -462381,
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-484380, -501713, -514215, -521764,
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-524288, -521764, -514214, -501713,
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-484379, -462381, -435930, -405280,
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-370728, -332605, -291279, -247148,
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-200637, -152193, -102284, -51389
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};
|
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fixed_t FloatBobDiffs[64] =
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{
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51389, 51389, 50894, 49909, 48444,
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46511, 44131, 41326, 38123,
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34553, 30649, 26451, 21998,
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17334, 12501, 7550, 2524,
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-2524, -7550, -12501, -17334,
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-21998, -26451, -30649, -34553,
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-38123, -41326, -44131, -46511,
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-48444, -49909, -50894, -51390,
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-51389, -50894, -49909, -48444,
|
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-46511, -44131, -41326, -38123,
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-34553, -30649, -26451, -21999,
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-17333, -12502, -7549, -2524,
|
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2524, 7550, 12501, 17334,
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21998, 26451, 30650, 34552,
|
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38123, 41326, 44131, 46511,
|
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48444, 49909, 50895
|
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};
|
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|
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CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
|
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CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
|
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|
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|
|
|
@ -44,14 +44,15 @@
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#endif
|
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|
||||
|
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|
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#define FINEANGLEBITS 13
|
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#define FINEANGLES 8192
|
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#define FINEMASK (FINEANGLES-1)
|
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|
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|
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// 0x100000000 to 0x2000
|
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#define ANGLETOFINESHIFT 19
|
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|
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#define BOBTOFINESHIFT (FINEANGLEBITS - 6)
|
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|
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// Effective size is 10240.
|
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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;
|
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AActor *Item;
|
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bool Result;
|
||||
};
|
||||
|
||||
|
|
|
@ -100,7 +100,6 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
|
|||
bool result = false;
|
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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.
|
||||
|
|
|
@ -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[] =
|
||||
|
|
|
@ -68,6 +68,7 @@ ACTOR ChickenPlayer : PlayerPawn native
|
|||
Speed 1
|
||||
Gravity 0.125
|
||||
+NOSKIN
|
||||
+CANSUPERMORPH
|
||||
PainSound "chicken/pain"
|
||||
DeathSound "chicken/death"
|
||||
Player.JumpZ 1
|
||||
|
|
|
@ -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
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue