mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 06:42:12 +00:00
Merge remote-tracking branch 'origin/openal' into openal
Conflicts: src/sound/fmodsound.cpp src/sound/oalsound.cpp src/sound/oalsound.h
This commit is contained in:
commit
0e21057a2a
97 changed files with 1119 additions and 350 deletions
|
@ -1,6 +1,39 @@
|
|||
cmake_minimum_required( VERSION 2.4 )
|
||||
project(ZDoom)
|
||||
|
||||
# Generator expression are available some time in CMake 2.8. Due to
|
||||
# cmake_minimum_required, we can assume a minor version of > 7 implies major >= 2
|
||||
if(${CMAKE_MAJOR_VERSION} GREATER 2 OR ${CMAKE_MINOR_VERSION} GREATER 7)
|
||||
option( NO_GENERATOR_EXPRESSIONS "Disable generator expressions (for building pk3s with IDEs)." OFF )
|
||||
else(${CMAKE_MAJOR_VERSION} GREATER 2 OR ${CMAKE_MINOR_VERSION} GREATER 7)
|
||||
set( NO_GENERATOR_EXPRESSIONS ON )
|
||||
endif(${CMAKE_MAJOR_VERSION} GREATER 2 OR ${CMAKE_MINOR_VERSION} GREATER 7)
|
||||
|
||||
# Simplify pk3 building, add_pk3(filename srcdirectory)
|
||||
function( add_pk3 PK3_NAME PK3_DIR )
|
||||
get_target_property(ZIPDIR_EXE zipdir LOCATION)
|
||||
|
||||
# Generate target name. Just use "pk3" for main pk3 target.
|
||||
string( REPLACE "." "_" PK3_TARGET ${PK3_NAME} )
|
||||
if( ${PK3_TARGET} STREQUAL "zdoom_pk3" )
|
||||
set( PK3_TARGET "pk3" )
|
||||
endif( ${PK3_TARGET} STREQUAL "zdoom_pk3" )
|
||||
|
||||
if( NO_GENERATOR_EXPRESSIONS )
|
||||
add_custom_command( OUTPUT ${ZDOOM_OUTPUT_DIR}/${PK3_NAME}
|
||||
COMMAND ${ZIPDIR_EXE} -udf ${ZDOOM_OUTPUT_DIR}/${PK3_NAME} ${PK3_DIR}
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${ZDOOM_OUTPUT_DIR}/${PK3_NAME} $<TARGET_FILE_DIR:zdoom>
|
||||
DEPENDS zipdir ${PK3_DIR} )
|
||||
else( NO_GENERATOR_EXPRESSIONS )
|
||||
add_custom_command( OUTPUT ${ZDOOM_OUTPUT_DIR}/${PK3_NAME}
|
||||
COMMAND ${ZIPDIR_EXE} -udf ${ZDOOM_OUTPUT_DIR}/${PK3_NAME} ${PK3_DIR}
|
||||
DEPENDS zipdir ${PK3_DIR} )
|
||||
endif( NO_GENERATOR_EXPRESSIONS )
|
||||
|
||||
add_custom_target( ${PK3_TARGET} ALL
|
||||
DEPENDS ${ZDOOM_OUTPUT_DIR}/${PK3_NAME} )
|
||||
endfunction( add_pk3 )
|
||||
|
||||
IF( NOT CMAKE_BUILD_TYPE )
|
||||
SET( CMAKE_BUILD_TYPE Debug CACHE STRING
|
||||
"Choose the type of build, options are: Debug Release RelWithDebInfo MinSizeRel."
|
||||
|
|
|
@ -44,7 +44,7 @@
|
|||
|
||||
#define DUMB_VERSION_STR "0.9.3"
|
||||
|
||||
#define DUMB_NAME "DUMB v"DUMB_VERSION_STR
|
||||
#define DUMB_NAME "DUMB v" DUMB_VERSION_STR
|
||||
|
||||
#define DUMB_YEAR 2005
|
||||
#define DUMB_MONTH 8
|
||||
|
@ -56,13 +56,13 @@
|
|||
#define DUMB_DAY_STR1 "7"
|
||||
|
||||
#if DUMB_MONTH < 10
|
||||
#define DUMB_MONTH_STR2 "0"DUMB_MONTH_STR1
|
||||
#define DUMB_MONTH_STR2 "0" DUMB_MONTH_STR1
|
||||
#else
|
||||
#define DUMB_MONTH_STR2 DUMB_MONTH_STR1
|
||||
#endif
|
||||
|
||||
#if DUMB_DAY < 10
|
||||
#define DUMB_DAY_STR2 "0"DUMB_DAY_STR1
|
||||
#define DUMB_DAY_STR2 "0" DUMB_DAY_STR1
|
||||
#else
|
||||
#define DUMB_DAY_STR2 DUMB_DAY_STR1
|
||||
#endif
|
||||
|
@ -74,7 +74,7 @@
|
|||
*/
|
||||
#define DUMB_DATE (DUMB_YEAR*10000 + DUMB_MONTH*100 + DUMB_DAY)
|
||||
|
||||
#define DUMB_DATE_STR DUMB_DAY_STR1"."DUMB_MONTH_STR1"."DUMB_YEAR_STR4
|
||||
#define DUMB_DATE_STR DUMB_DAY_STR1 "." DUMB_MONTH_STR1 "." DUMB_YEAR_STR4
|
||||
|
||||
|
||||
#undef MIN
|
||||
|
|
|
@ -650,8 +650,8 @@ static DUMB_IT_SIGDATA *it_mod_load_sigdata(DUMBFILE *f, int rstrict)
|
|||
|
||||
if ( ( rstrict & 2 ) )
|
||||
{
|
||||
long total_sample_size;
|
||||
long remain;
|
||||
int32 total_sample_size;
|
||||
int32 remain;
|
||||
rem = f;
|
||||
f = dumbfile_buffer_mod_2(rem, sigdata->n_samples, sigdata->sample, &total_sample_size, &remain);
|
||||
if (!f) {
|
||||
|
|
|
@ -436,7 +436,7 @@ static int limit_xm_getc(void *f)
|
|||
|
||||
|
||||
|
||||
static long limit_xm_getnc(char *ptr, int32 n, void *f)
|
||||
static int32 limit_xm_getnc(char *ptr, int32 n, void *f)
|
||||
{
|
||||
LIMITED_XM *lx = f;
|
||||
int left;
|
||||
|
|
|
@ -113,6 +113,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
|||
blockprojectiles = <bool>;// Line blocks all projectiles
|
||||
blockuse = <bool>; // Line blocks all use actions
|
||||
blocksight = <bool>; // Line blocks monster line of sight
|
||||
blockhitscan = <bool>; // Line blocks hitscan attacks
|
||||
locknumber = <int>; // Line special is locked
|
||||
arg0str = <string>; // Alternate string-based version of arg0
|
||||
|
||||
|
@ -186,6 +187,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
|||
soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
|
||||
// sound sequence thing in the sector will override this property.
|
||||
hidden = <bool>; // if true this sector will not be drawn on the textured automap.
|
||||
waterzone = <bool>; // Sector is under water and swimmable
|
||||
|
||||
* Note about dropactors
|
||||
|
||||
|
@ -203,6 +205,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
|||
// Parameter is the conversation ID, 0 meaning none.
|
||||
countsecret = <bool>; // Picking up this actor counts as a secret.
|
||||
arg0str = <string>; // Alternate string-based version of arg0
|
||||
gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
|
||||
// negative values are used as their absolute. Default = 1.0.
|
||||
|
||||
* Note about arg0str
|
||||
|
||||
|
@ -328,6 +332,9 @@ Added back locknumber property.
|
|||
1.20 25.02.2012
|
||||
Added arg0str thing property.
|
||||
|
||||
1.21 09.08.2013
|
||||
Added waterzone sector property.
|
||||
|
||||
===============================================================================
|
||||
EOF
|
||||
===============================================================================
|
||||
|
|
|
@ -9,7 +9,12 @@ include( CheckFunctionExists )
|
|||
include( CheckCXXCompilerFlag )
|
||||
include( FindPkgConfig )
|
||||
|
||||
option( NO_ASM "Disable assembly code" )
|
||||
if( NOT APPLE )
|
||||
option( NO_ASM "Disable assembly code" OFF )
|
||||
else( NOT APPLE )
|
||||
# At the moment asm code doesn't work with OS X, so disable by default
|
||||
option( NO_ASM "Disable assembly code" ON )
|
||||
endif( NOT APPLE )
|
||||
if( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
|
||||
option( NO_STRIP "Do not strip Release or MinSizeRel builds" )
|
||||
# At least some versions of Xcode fail if you strip with the linker
|
||||
|
@ -71,8 +76,11 @@ if( WIN32 )
|
|||
set( FMOD_SEARCH_PATHS
|
||||
"C:/Program Files/FMOD SoundSystem/FMOD Programmers API ${WIN_TYPE}/api"
|
||||
"C:/Program Files (x86)/FMOD SoundSystem/FMOD Programmers API ${WIN_TYPE}/api"
|
||||
# This next one is for me.
|
||||
"E:/Software/Dev/FMOD/${WIN_TYPE}/api" )
|
||||
# This next one is for Randy.
|
||||
"E:/Software/Dev/FMOD/${WIN_TYPE}/api"
|
||||
# .. and this one for Graf Zahl
|
||||
"D:/portable/FMOD SoundSystem 4.26/FMOD Programmers API WIN32/api"
|
||||
)
|
||||
set( FMOD_INC_PATH_SUFFIXES PATH_SUFFIXES inc )
|
||||
set( FMOD_LIB_PATH_SUFFIXES PATH_SUFFIXES lib )
|
||||
set( NASM_NAMES nasmw nasm )
|
||||
|
|
|
@ -268,7 +268,7 @@ enum
|
|||
MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
|
||||
/* = 0x00000002, */
|
||||
MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
|
||||
/* = 0x00000008, */
|
||||
MF5_NOFORWARDFALL = 0x00000008, // Does not make any actor fall forward by being damaged by this
|
||||
MF5_COUNTSECRET = 0x00000010, // From Doom 64: actor acts like a secret
|
||||
MF5_AVOIDINGDROPOFF = 0x00000020, // Used to move monsters away from dropoffs
|
||||
MF5_NODAMAGE = 0x00000040, // Actor can be shot and reacts to being shot but takes no damage
|
||||
|
@ -331,6 +331,7 @@ enum
|
|||
MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
|
||||
MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
|
||||
MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
|
||||
MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
|
||||
|
||||
// --- mobj.renderflags ---
|
||||
|
||||
|
|
183
src/am_map.cpp
183
src/am_map.cpp
|
@ -186,6 +186,9 @@ CVAR (Color, am_ovwallcolor, 0x00ff00, CVAR_ARCHIVE);
|
|||
CVAR (Color, am_ovspecialwallcolor, 0xffffff, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovthingcolor, 0xe88800, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovotherwallscolor, 0x008844, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovefwallcolor, 0x008844, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovfdwallcolor, 0x008844, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovcdwallcolor, 0x008844, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovunseencolor, 0x00226e, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovtelecolor, 0xffff00, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_intralevelcolor, 0x0000ff, CVAR_ARCHIVE);
|
||||
|
@ -204,6 +207,7 @@ CVAR (Color, am_ovthingcolor_friend, 0xe88800, CVAR_ARCHIVE);
|
|||
CVAR (Color, am_ovthingcolor_monster, 0xe88800, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovthingcolor_item, 0xe88800, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovthingcolor_citem, 0xe88800, CVAR_ARCHIVE);
|
||||
CVAR (Int, am_showthingsprites, 0, CVAR_ARCHIVE);
|
||||
|
||||
|
||||
static int bigstate = 0;
|
||||
|
@ -412,6 +416,9 @@ static bool stopped = true;
|
|||
|
||||
static void AM_calcMinMaxMtoF();
|
||||
|
||||
static void DrawMarker (FTexture *tex, fixed_t x, fixed_t y, int yadjust,
|
||||
INTBOOL flip, fixed_t xscale, fixed_t yscale, int translation, fixed_t alpha, DWORD fillcolor, FRenderStyle renderstyle);
|
||||
|
||||
void AM_rotatePoint (fixed_t *x, fixed_t *y);
|
||||
void AM_rotate (fixed_t *x, fixed_t *y, angle_t an);
|
||||
void AM_doFollowPlayer ();
|
||||
|
@ -917,7 +924,9 @@ static void AM_initColors (bool overlayed)
|
|||
ThingColor_Monster.FromCVar (am_ovthingcolor_monster);
|
||||
ThingColor.FromCVar (am_ovthingcolor);
|
||||
LockedColor.FromCVar (am_ovotherwallscolor);
|
||||
EFWallColor = FDWallColor = CDWallColor = LockedColor;
|
||||
EFWallColor.FromCVar (am_ovefwallcolor);
|
||||
FDWallColor.FromCVar (am_ovfdwallcolor);
|
||||
CDWallColor.FromCVar (am_ovcdwallcolor);
|
||||
TSWallColor.FromCVar (am_ovunseencolor);
|
||||
NotSeenColor = TSWallColor;
|
||||
InterTeleportColor.FromCVar (am_ovtelecolor);
|
||||
|
@ -2193,6 +2202,12 @@ AM_drawLineCharacter
|
|||
|
||||
void AM_drawPlayers ()
|
||||
{
|
||||
if (am_cheat >= 2 && am_showthingsprites > 0)
|
||||
{
|
||||
// Player sprites are drawn with the others
|
||||
return;
|
||||
}
|
||||
|
||||
mpoint_t pt;
|
||||
angle_t angle;
|
||||
int i;
|
||||
|
@ -2328,7 +2343,6 @@ void AM_drawKeys ()
|
|||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void AM_drawThings ()
|
||||
{
|
||||
AMColor color;
|
||||
|
@ -2342,75 +2356,116 @@ void AM_drawThings ()
|
|||
t = sectors[i].thinglist;
|
||||
while (t)
|
||||
{
|
||||
p.x = t->x >> FRACTOMAPBITS;
|
||||
p.y = t->y >> FRACTOMAPBITS;
|
||||
angle = t->angle;
|
||||
|
||||
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
||||
if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
|
||||
{
|
||||
AM_rotatePoint (&p.x, &p.y);
|
||||
angle += ANG90 - players[consoleplayer].camera->angle;
|
||||
}
|
||||
p.x = t->x >> FRACTOMAPBITS;
|
||||
p.y = t->y >> FRACTOMAPBITS;
|
||||
|
||||
color = ThingColor;
|
||||
|
||||
// use separate colors for special thing types
|
||||
if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
|
||||
{
|
||||
if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend;
|
||||
else color = ThingColor_Monster;
|
||||
}
|
||||
else if (t->flags&MF_SPECIAL)
|
||||
{
|
||||
// Find the key's own color.
|
||||
// Only works correctly if single-key locks have lower numbers than any-key locks.
|
||||
// That is the case for all default keys, however.
|
||||
if (t->IsKindOf(RUNTIME_CLASS(AKey)))
|
||||
if (am_showthingsprites > 0 && t->sprite > 0)
|
||||
{
|
||||
if (G_SkillProperty(SKILLP_EasyKey))
|
||||
{
|
||||
// Already drawn by AM_drawKeys(), so don't draw again
|
||||
color.Index = -1;
|
||||
}
|
||||
else if (am_showkeys)
|
||||
{
|
||||
int P_GetMapColorForKey (AInventory * key);
|
||||
int c = P_GetMapColorForKey(static_cast<AKey *>(t));
|
||||
FTexture *texture = NULL;
|
||||
spriteframe_t *frame;
|
||||
angle_t rotation = 0;
|
||||
|
||||
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
|
||||
else color = ThingColor_CountItem;
|
||||
AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y);
|
||||
color.Index = -1;
|
||||
}
|
||||
else
|
||||
// try all modes backwards until a valid texture has been found.
|
||||
for(int show = am_showthingsprites; show > 0 && texture == NULL; show--)
|
||||
{
|
||||
color = ThingColor_Item;
|
||||
const spritedef_t& sprite = sprites[t->sprite];
|
||||
const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
|
||||
|
||||
frame = &SpriteFrames[spriteIndex];
|
||||
angle_t angle = ANGLE_270 - t->angle;
|
||||
if (frame->Texture[0] != frame->Texture[1]) angle += (ANGLE_180 / 16);
|
||||
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
||||
{
|
||||
angle += players[consoleplayer].camera->angle - ANGLE_90;
|
||||
}
|
||||
rotation = angle >> 28;
|
||||
|
||||
const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
|
||||
texture = TexMan(textureID);
|
||||
}
|
||||
|
||||
if (texture == NULL) goto drawTriangle; // fall back to standard display if no sprite can be found.
|
||||
|
||||
const fixed_t spriteXScale = FixedMul(t->scaleX, 10 * scale_mtof);
|
||||
const fixed_t spriteYScale = FixedMul(t->scaleY, 10 * scale_mtof);
|
||||
|
||||
DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
|
||||
spriteXScale, spriteYScale, t->Translation, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
|
||||
}
|
||||
else
|
||||
{
|
||||
drawTriangle:
|
||||
angle = t->angle;
|
||||
|
||||
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
||||
{
|
||||
AM_rotatePoint (&p.x, &p.y);
|
||||
angle += ANG90 - players[consoleplayer].camera->angle;
|
||||
}
|
||||
|
||||
color = ThingColor;
|
||||
|
||||
// use separate colors for special thing types
|
||||
if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
|
||||
{
|
||||
if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend;
|
||||
else color = ThingColor_Monster;
|
||||
}
|
||||
else if (t->flags&MF_SPECIAL)
|
||||
{
|
||||
// Find the key's own color.
|
||||
// Only works correctly if single-key locks have lower numbers than any-key locks.
|
||||
// That is the case for all default keys, however.
|
||||
if (t->IsKindOf(RUNTIME_CLASS(AKey)))
|
||||
{
|
||||
if (G_SkillProperty(SKILLP_EasyKey))
|
||||
{
|
||||
// Already drawn by AM_drawKeys(), so don't draw again
|
||||
color.Index = -1;
|
||||
}
|
||||
else if (am_showkeys)
|
||||
{
|
||||
int P_GetMapColorForKey (AInventory * key);
|
||||
int c = P_GetMapColorForKey(static_cast<AKey *>(t));
|
||||
|
||||
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
|
||||
else color = ThingColor_CountItem;
|
||||
AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y);
|
||||
color.Index = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = ThingColor_Item;
|
||||
}
|
||||
}
|
||||
else if (t->flags&MF_COUNTITEM)
|
||||
color = ThingColor_CountItem;
|
||||
else
|
||||
color = ThingColor_Item;
|
||||
}
|
||||
|
||||
if (color.Index != -1)
|
||||
{
|
||||
AM_drawLineCharacter
|
||||
(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
|
||||
16<<MAPBITS, angle, color, p.x, p.y);
|
||||
}
|
||||
|
||||
if (am_cheat >= 3)
|
||||
{
|
||||
static const mline_t box[4] =
|
||||
{
|
||||
{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
|
||||
{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
|
||||
{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
|
||||
{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
|
||||
};
|
||||
|
||||
AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
|
||||
}
|
||||
}
|
||||
else if (t->flags&MF_COUNTITEM)
|
||||
color = ThingColor_CountItem;
|
||||
else
|
||||
color = ThingColor_Item;
|
||||
}
|
||||
|
||||
if (color.Index != -1)
|
||||
{
|
||||
AM_drawLineCharacter
|
||||
(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
|
||||
16<<MAPBITS, angle, color, p.x, p.y);
|
||||
}
|
||||
|
||||
if (am_cheat >= 3)
|
||||
{
|
||||
static const mline_t box[4] =
|
||||
{
|
||||
{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
|
||||
{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
|
||||
{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
|
||||
{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
|
||||
};
|
||||
|
||||
AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
|
||||
}
|
||||
t = t->snext;
|
||||
}
|
||||
|
|
|
@ -51,6 +51,7 @@
|
|||
|
||||
#include "i_system.h"
|
||||
|
||||
#include "doomerrors.h"
|
||||
#include "doomstat.h"
|
||||
#include "gstrings.h"
|
||||
#include "s_sound.h"
|
||||
|
@ -343,22 +344,30 @@ CCMD (changemap)
|
|||
|
||||
if (argv.argc() > 1)
|
||||
{
|
||||
if (!P_CheckMapData(argv[1]))
|
||||
try
|
||||
{
|
||||
Printf ("No map %s\n", argv[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (argv.argc() > 2)
|
||||
if (!P_CheckMapData(argv[1]))
|
||||
{
|
||||
Net_WriteByte (DEM_CHANGEMAP2);
|
||||
Net_WriteByte (atoi(argv[2]));
|
||||
Printf ("No map %s\n", argv[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
Net_WriteByte (DEM_CHANGEMAP);
|
||||
if (argv.argc() > 2)
|
||||
{
|
||||
Net_WriteByte (DEM_CHANGEMAP2);
|
||||
Net_WriteByte (atoi(argv[2]));
|
||||
}
|
||||
else
|
||||
{
|
||||
Net_WriteByte (DEM_CHANGEMAP);
|
||||
}
|
||||
Net_WriteString (argv[1]);
|
||||
}
|
||||
Net_WriteString (argv[1]);
|
||||
}
|
||||
catch(CRecoverableError &error)
|
||||
{
|
||||
if (error.GetMessage())
|
||||
Printf("%s", error.GetMessage());
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -960,8 +969,8 @@ CCMD(nextmap)
|
|||
{
|
||||
if (netgame)
|
||||
{
|
||||
Printf ("Use "TEXTCOLOR_BOLD"changemap"TEXTCOLOR_NORMAL" instead. "TEXTCOLOR_BOLD"Nextmap"
|
||||
TEXTCOLOR_NORMAL" is for single-player only.\n");
|
||||
Printf ("Use " TEXTCOLOR_BOLD "changemap" TEXTCOLOR_NORMAL " instead. " TEXTCOLOR_BOLD "Nextmap"
|
||||
TEXTCOLOR_NORMAL " is for single-player only.\n");
|
||||
return;
|
||||
}
|
||||
char *next = NULL;
|
||||
|
@ -988,8 +997,8 @@ CCMD(nextsecret)
|
|||
{
|
||||
if (netgame)
|
||||
{
|
||||
Printf ("Use "TEXTCOLOR_BOLD"changemap"TEXTCOLOR_NORMAL" instead. "TEXTCOLOR_BOLD"Nextsecret"
|
||||
TEXTCOLOR_NORMAL" is for single-player only.\n");
|
||||
Printf ("Use " TEXTCOLOR_BOLD "changemap" TEXTCOLOR_NORMAL " instead. " TEXTCOLOR_BOLD "Nextsecret"
|
||||
TEXTCOLOR_NORMAL " is for single-player only.\n");
|
||||
return;
|
||||
}
|
||||
char *next = NULL;
|
||||
|
@ -1138,4 +1147,4 @@ CCMD(secret)
|
|||
else inlevel = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2121,7 +2121,20 @@ static bool C_TabCompleteList ()
|
|||
Printf (TEXTCOLOR_BLUE "Completions for %s:\n", CmdLine+2);
|
||||
for (i = TabPos; nummatches > 0; ++i, --nummatches)
|
||||
{
|
||||
Printf ("%-*s", int(maxwidth), TabCommands[i].TabName.GetChars());
|
||||
// [Dusk] Print console commands blue, CVars green, aliases red.
|
||||
const char* colorcode = "";
|
||||
FConsoleCommand* ccmd;
|
||||
if (FindCVar (TabCommands[i].TabName, NULL))
|
||||
colorcode = TEXTCOLOR_GREEN;
|
||||
else if ((ccmd = FConsoleCommand::FindByName (TabCommands[i].TabName)) != NULL)
|
||||
{
|
||||
if (ccmd->IsAlias())
|
||||
colorcode = TEXTCOLOR_RED;
|
||||
else
|
||||
colorcode = TEXTCOLOR_LIGHTBLUE;
|
||||
}
|
||||
|
||||
Printf ("%s%-*s", colorcode, int(maxwidth), TabCommands[i].TabName.GetChars());
|
||||
x += maxwidth;
|
||||
if (x > ConCols - maxwidth)
|
||||
{
|
||||
|
|
|
@ -92,8 +92,8 @@ private:
|
|||
|
||||
struct FActionMap
|
||||
{
|
||||
unsigned int Key; // value from passing Name to MakeKey()
|
||||
FButtonStatus *Button;
|
||||
unsigned int Key; // value from passing Name to MakeKey()
|
||||
char Name[12];
|
||||
};
|
||||
|
||||
|
@ -134,38 +134,38 @@ bool ParsingKeyConf;
|
|||
|
||||
FActionMap ActionMaps[] =
|
||||
{
|
||||
{ 0x0d52d67b, &Button_AM_PanLeft, "am_panleft"},
|
||||
{ 0x125f5226, &Button_User2, "user2" },
|
||||
{ 0x1eefa611, &Button_Jump, "jump" },
|
||||
{ 0x201f1c55, &Button_Right, "right" },
|
||||
{ 0x20ccc4d5, &Button_Zoom, "zoom" },
|
||||
{ 0x23a99cd7, &Button_Back, "back" },
|
||||
{ 0x41df90c2, &Button_AM_ZoomIn, "am_zoomin"},
|
||||
{ 0x426b69e7, &Button_Reload, "reload" },
|
||||
{ 0x4463f43a, &Button_LookDown, "lookdown" },
|
||||
{ 0x51f7a334, &Button_AM_ZoomOut, "am_zoomout"},
|
||||
{ 0x534c30ee, &Button_User4, "user4" },
|
||||
{ 0x5622bf42, &Button_Attack, "attack" },
|
||||
{ 0x577712d0, &Button_User1, "user1" },
|
||||
{ 0x57c25cb2, &Button_Klook, "klook" },
|
||||
{ 0x59f3e907, &Button_Forward, "forward" },
|
||||
{ 0x6167ce99, &Button_MoveDown, "movedown" },
|
||||
{ 0x676885b8, &Button_AltAttack, "altattack" },
|
||||
{ 0x6fa41b84, &Button_MoveLeft, "moveleft" },
|
||||
{ 0x818f08e6, &Button_MoveRight, "moveright" },
|
||||
{ 0x8197097b, &Button_AM_PanRight, "am_panright"},
|
||||
{ 0x8d89955e, &Button_AM_PanUp, "am_panup"} ,
|
||||
{ 0xa2b62d8b, &Button_Mlook, "mlook" },
|
||||
{ 0xab2c3e71, &Button_Crouch, "crouch" },
|
||||
{ 0xb000b483, &Button_Left, "left" },
|
||||
{ 0xb62b1e49, &Button_LookUp, "lookup" },
|
||||
{ 0xb6f8fe92, &Button_User3, "user3" },
|
||||
{ 0xb7e6a54b, &Button_Strafe, "strafe" },
|
||||
{ 0xce301c81, &Button_AM_PanDown, "am_pandown"},
|
||||
{ 0xd5897c73, &Button_ShowScores, "showscores" },
|
||||
{ 0xe0ccb317, &Button_Speed, "speed" },
|
||||
{ 0xe0cfc260, &Button_Use, "use" },
|
||||
{ 0xfdd701c7, &Button_MoveUp, "moveup" },
|
||||
{ &Button_AM_PanLeft, 0x0d52d67b, "am_panleft"},
|
||||
{ &Button_User2, 0x125f5226, "user2" },
|
||||
{ &Button_Jump, 0x1eefa611, "jump" },
|
||||
{ &Button_Right, 0x201f1c55, "right" },
|
||||
{ &Button_Zoom, 0x20ccc4d5, "zoom" },
|
||||
{ &Button_Back, 0x23a99cd7, "back" },
|
||||
{ &Button_AM_ZoomIn, 0x41df90c2, "am_zoomin"},
|
||||
{ &Button_Reload, 0x426b69e7, "reload" },
|
||||
{ &Button_LookDown, 0x4463f43a, "lookdown" },
|
||||
{ &Button_AM_ZoomOut, 0x51f7a334, "am_zoomout"},
|
||||
{ &Button_User4, 0x534c30ee, "user4" },
|
||||
{ &Button_Attack, 0x5622bf42, "attack" },
|
||||
{ &Button_User1, 0x577712d0, "user1" },
|
||||
{ &Button_Klook, 0x57c25cb2, "klook" },
|
||||
{ &Button_Forward, 0x59f3e907, "forward" },
|
||||
{ &Button_MoveDown, 0x6167ce99, "movedown" },
|
||||
{ &Button_AltAttack, 0x676885b8, "altattack" },
|
||||
{ &Button_MoveLeft, 0x6fa41b84, "moveleft" },
|
||||
{ &Button_MoveRight, 0x818f08e6, "moveright" },
|
||||
{ &Button_AM_PanRight, 0x8197097b, "am_panright"},
|
||||
{ &Button_AM_PanUp, 0x8d89955e, "am_panup"} ,
|
||||
{ &Button_Mlook, 0xa2b62d8b, "mlook" },
|
||||
{ &Button_Crouch, 0xab2c3e71, "crouch" },
|
||||
{ &Button_Left, 0xb000b483, "left" },
|
||||
{ &Button_LookUp, 0xb62b1e49, "lookup" },
|
||||
{ &Button_User3, 0xb6f8fe92, "user3" },
|
||||
{ &Button_Strafe, 0xb7e6a54b, "strafe" },
|
||||
{ &Button_AM_PanDown, 0xce301c81, "am_pandown"},
|
||||
{ &Button_ShowScores, 0xd5897c73, "showscores" },
|
||||
{ &Button_Speed, 0xe0ccb317, "speed" },
|
||||
{ &Button_Use, 0xe0cfc260, "use" },
|
||||
{ &Button_MoveUp, 0xfdd701c7, "moveup" },
|
||||
};
|
||||
#define NUM_ACTIONS countof(ActionMaps)
|
||||
|
||||
|
@ -627,7 +627,14 @@ void C_DoCommand (const char *cmd, int keynum)
|
|||
}
|
||||
else
|
||||
{
|
||||
new DStoredCommand (com, beg);
|
||||
if (len == 4 && strnicmp(beg, "warp", 4) == 0)
|
||||
{
|
||||
StoredWarp = beg;
|
||||
}
|
||||
else
|
||||
{
|
||||
new DStoredCommand (com, beg);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -955,6 +962,11 @@ bool FConsoleCommand::AddToHash (FConsoleCommand **table)
|
|||
return true;
|
||||
}
|
||||
|
||||
FConsoleCommand* FConsoleCommand::FindByName (const char* name)
|
||||
{
|
||||
return FindNameInHashTable (Commands, name, strlen (name));
|
||||
}
|
||||
|
||||
FConsoleCommand::FConsoleCommand (const char *name, CCmdRun runFunc)
|
||||
: m_RunFunc (runFunc)
|
||||
{
|
||||
|
|
|
@ -93,6 +93,7 @@ public:
|
|||
void PrintCommand () { Printf ("%s\n", m_Name); }
|
||||
|
||||
virtual void Run (FCommandLine &args, APlayerPawn *instigator, int key);
|
||||
static FConsoleCommand* FindByName (const char* name);
|
||||
|
||||
FConsoleCommand *m_Next, **m_Prev;
|
||||
char *m_Name;
|
||||
|
|
|
@ -105,6 +105,7 @@ static FCompatOption Options[] =
|
|||
{ "vileghosts", BCOMPATF_VILEGHOSTS, SLOT_BCOMPAT },
|
||||
{ "ignoreteleporttags", BCOMPATF_BADTELEPORTERS, SLOT_BCOMPAT },
|
||||
{ "rebuildnodes", BCOMPATF_REBUILDNODES, SLOT_BCOMPAT },
|
||||
{ "linkfrozenprops", BCOMPATF_LINKFROZENPROPS, SLOT_BCOMPAT },
|
||||
|
||||
// list copied from g_mapinfo.cpp
|
||||
{ "shorttex", COMPATF_SHORTTEX, SLOT_COMPAT },
|
||||
|
@ -540,7 +541,7 @@ CCMD (mapchecksum)
|
|||
}
|
||||
for (int i = 1; i < argv.argc(); ++i)
|
||||
{
|
||||
map = P_OpenMapData(argv[i]);
|
||||
map = P_OpenMapData(argv[i], true);
|
||||
if (map == NULL)
|
||||
{
|
||||
Printf("Cannot load %s as a map\n", argv[i]);
|
||||
|
|
|
@ -2338,6 +2338,7 @@ int D_LoadDehLumps()
|
|||
count += D_LoadDehLump(lumpnum);
|
||||
}
|
||||
|
||||
#if 0 // commented out for 'maint' version.
|
||||
if (0 == PatchSize)
|
||||
{
|
||||
// No DEH/BEX patch is loaded yet, try to find lump(s) with specific extensions
|
||||
|
@ -2358,6 +2359,7 @@ int D_LoadDehLumps()
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
return count;
|
||||
}
|
||||
|
|
|
@ -367,7 +367,7 @@ int FIWadManager::CheckIWAD (const char *doomwaddir, WadStuff *wads)
|
|||
// Under UNIX OSes, the search path is:
|
||||
// 1. Current directory
|
||||
// 2. $DOOMWADDIR
|
||||
// 3. $HOME/.zdoom
|
||||
// 3. $HOME/.config/zdoom
|
||||
// 4. The share directory defined at compile time (/usr/local/share/zdoom)
|
||||
//
|
||||
// The search path can be altered by editing the IWADSearch.Directories
|
||||
|
@ -516,9 +516,19 @@ int FIWadManager::IdentifyVersion (TArray<FString> &wadfiles, const char *iwad,
|
|||
I_FatalError ("Cannot find a game IWAD (doom.wad, doom2.wad, heretic.wad, etc.).\n"
|
||||
"Did you install ZDoom properly? You can do either of the following:\n"
|
||||
"\n"
|
||||
#if defined(_WIN32)
|
||||
"1. Place one or more of these wads in the same directory as ZDoom.\n"
|
||||
"2. Edit your zdoom-username.ini and add the directories of your iwads\n"
|
||||
"to the list beneath [IWADSearch.Directories]");
|
||||
#elif defined(__APPLE__)
|
||||
"1. Place one or more of these wads in ~/Library/Application Support/zdoom/\n"
|
||||
"2. Edit your ~/Library/Preferences/zdoom.ini and add the directories\n"
|
||||
"of your iwads to the list beneath [IWADSearch.Directories]");
|
||||
#else
|
||||
"1. Place one or more of these wads in ~/.config/zdoom/.\n"
|
||||
"2. Edit your ~/.config/zdoom/zdoom.ini and add the directories of your\n"
|
||||
"iwads to the list beneath [IWADSearch.Directories]");
|
||||
#endif
|
||||
}
|
||||
|
||||
pickwad = 0;
|
||||
|
|
|
@ -218,6 +218,7 @@ int NoWipe; // [RH] Allow wipe? (Needs to be set each time)
|
|||
bool singletics = false; // debug flag to cancel adaptiveness
|
||||
FString startmap;
|
||||
bool autostart;
|
||||
FString StoredWarp;
|
||||
bool advancedemo;
|
||||
FILE *debugfile;
|
||||
event_t events[MAXEVENTS];
|
||||
|
@ -1300,7 +1301,7 @@ void D_DoAdvanceDemo (void)
|
|||
gamestate = GS_DEMOSCREEN;
|
||||
pagename = gameinfo.titlePage;
|
||||
pagetic = (int)(gameinfo.titleTime * TICRATE);
|
||||
S_StartMusic (gameinfo.titleMusic);
|
||||
S_ChangeMusic (gameinfo.titleMusic, gameinfo.titleOrder, false);
|
||||
demosequence = 3;
|
||||
pagecount = 0;
|
||||
C_HideConsole ();
|
||||
|
@ -2081,7 +2082,7 @@ static void CheckCmdLine()
|
|||
{
|
||||
startmap = "&wt@01";
|
||||
}
|
||||
autostart = false;
|
||||
autostart = StoredWarp.IsNotEmpty();
|
||||
|
||||
const char *val = Args->CheckValue ("-skill");
|
||||
if (val)
|
||||
|
@ -2281,8 +2282,6 @@ void D_DoomMain (void)
|
|||
execFiles = Args->GatherFiles ("-exec");
|
||||
D_MultiExec (execFiles, true);
|
||||
|
||||
C_ExecCmdLineParams (); // [RH] do all +set commands on the command line
|
||||
|
||||
CopyFiles(allwads, pwads);
|
||||
|
||||
// Since this function will never leave we must delete this array here manually.
|
||||
|
@ -2298,6 +2297,8 @@ void D_DoomMain (void)
|
|||
// Now that wads are loaded, define mod-specific cvars.
|
||||
ParseCVarInfo();
|
||||
|
||||
C_ExecCmdLineParams (); // [RH] do all +set commands on the command line
|
||||
|
||||
// [RH] Initialize localizable strings.
|
||||
GStrings.LoadStrings (false);
|
||||
|
||||
|
@ -2529,6 +2530,11 @@ void D_DoomMain (void)
|
|||
if (demorecording)
|
||||
G_BeginRecording (startmap);
|
||||
G_InitNew (startmap, false);
|
||||
if (StoredWarp.IsNotEmpty())
|
||||
{
|
||||
AddCommandString(StoredWarp.LockBuffer());
|
||||
StoredWarp = NULL;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -713,7 +713,7 @@ void D_WriteUserInfoStrings (int pnum, BYTE **stream, bool compact)
|
|||
|
||||
if (!compact)
|
||||
{ // In verbose mode, prepend the cvar's name
|
||||
*stream += sprintf(*((char **)stream), "\\%s\\", pair->Key.GetChars());
|
||||
*stream += sprintf(*((char **)stream), "\\%s", pair->Key.GetChars());
|
||||
}
|
||||
// A few of these need special handling for compatibility reasons.
|
||||
switch (pair->Key.GetIndex())
|
||||
|
@ -1048,3 +1048,15 @@ CCMD (playerinfo)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
userinfo_t::~userinfo_t()
|
||||
{
|
||||
TMapIterator<FName, FBaseCVar *> it(*this);
|
||||
TMap<FName, FBaseCVar *>::Pair *pair;
|
||||
|
||||
while (it.NextPair(pair))
|
||||
{
|
||||
delete pair->Value;
|
||||
}
|
||||
this->Clear();
|
||||
}
|
||||
|
|
|
@ -140,6 +140,8 @@ public:
|
|||
int SpawnMask;
|
||||
FNameNoInit MorphWeapon;
|
||||
fixed_t AttackZOffset; // attack height, relative to player center
|
||||
fixed_t UseRange; // [NS] Distance at which player can +use
|
||||
fixed_t AirCapacity; // Multiplier for air supply underwater.
|
||||
const PClass *FlechetteType;
|
||||
|
||||
// [CW] Fades for when you are being damaged.
|
||||
|
@ -260,6 +262,8 @@ enum
|
|||
|
||||
struct userinfo_t : TMap<FName,FBaseCVar *>
|
||||
{
|
||||
~userinfo_t();
|
||||
|
||||
int GetAimDist() const
|
||||
{
|
||||
if (dmflags2 & DF2_NOAUTOAIM)
|
||||
|
@ -321,6 +325,10 @@ struct userinfo_t : TMap<FName,FBaseCVar *>
|
|||
{
|
||||
return *static_cast<FIntCVar *>(*CheckKey(NAME_Gender));
|
||||
}
|
||||
bool GetNoAutostartMap() const
|
||||
{
|
||||
return *static_cast<FBoolCVar *>(*CheckKey(NAME_Wi_NoAutostartMap));
|
||||
}
|
||||
|
||||
void Reset();
|
||||
int TeamChanged(int team);
|
||||
|
@ -344,6 +352,7 @@ class player_t
|
|||
{
|
||||
public:
|
||||
player_t();
|
||||
player_t &operator= (const player_t &p);
|
||||
|
||||
void Serialize (FArchive &arc);
|
||||
size_t FixPointers (const DObject *obj, DObject *replacement);
|
||||
|
|
|
@ -153,6 +153,7 @@ enum ELineFlags
|
|||
ML_BLOCKPROJECTILE = 0x01000000,
|
||||
ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
|
||||
ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
|
||||
ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
|
||||
};
|
||||
|
||||
|
||||
|
@ -342,6 +343,7 @@ struct FMapThing
|
|||
int special;
|
||||
int args[5];
|
||||
int Conversation;
|
||||
fixed_t gravity;
|
||||
|
||||
void Serialize (FArchive &);
|
||||
};
|
||||
|
|
|
@ -349,6 +349,7 @@ enum
|
|||
BCOMPATF_BADTELEPORTERS = 1 << 3, // Ignore tags on Teleport specials
|
||||
BCOMPATF_BADPORTALS = 1 << 4, // Restores the old unstable portal behavior
|
||||
BCOMPATF_REBUILDNODES = 1 << 5, // Force node rebuild
|
||||
BCOMPATF_LINKFROZENPROPS = 1 << 6, // Clearing PROP_TOTALLYFROZEN or PROP_FROZEN also clears the other
|
||||
};
|
||||
|
||||
// phares 3/20/98:
|
||||
|
|
|
@ -59,6 +59,8 @@ extern FString startmap; // [RH] Actual map name now
|
|||
|
||||
extern bool autostart;
|
||||
|
||||
extern FString StoredWarp; // [RH] +warp at the command line
|
||||
|
||||
// Selected by user.
|
||||
EXTERN_CVAR (Int, gameskill);
|
||||
extern int NextSkill; // [RH] Skill to use at next level load
|
||||
|
|
|
@ -357,12 +357,10 @@ void DThinker::DestroyThinkersInList (FThinkerList &list)
|
|||
{
|
||||
if (list.Sentinel != NULL)
|
||||
{
|
||||
DThinker *node = list.Sentinel->NextThinker;
|
||||
while (node != list.Sentinel)
|
||||
for (DThinker *node = list.Sentinel->NextThinker; node != list.Sentinel; node = list.Sentinel->NextThinker)
|
||||
{
|
||||
DThinker *next = node->NextThinker;
|
||||
assert(node != NULL);
|
||||
node->Destroy();
|
||||
node = next;
|
||||
}
|
||||
list.Sentinel->Destroy();
|
||||
list.Sentinel = NULL;
|
||||
|
@ -380,9 +378,8 @@ void DThinker::DestroyMostThinkersInList (FThinkerList &list, int stat)
|
|||
// it from the list. G_FinishTravel() will find it later from
|
||||
// a players[].mo link and destroy it then, after copying various
|
||||
// information to a new player.
|
||||
for (DThinker *probe = list.Sentinel->NextThinker, *next; probe != list.Sentinel; probe = next)
|
||||
for (DThinker *probe = list.Sentinel->NextThinker; probe != list.Sentinel; probe = list.Sentinel->NextThinker)
|
||||
{
|
||||
next = probe->NextThinker;
|
||||
if (!probe->IsKindOf(RUNTIME_CLASS(APlayerPawn)) || // <- should not happen
|
||||
static_cast<AActor *>(probe)->player == NULL ||
|
||||
static_cast<AActor *>(probe)->player->mo != probe)
|
||||
|
|
|
@ -101,15 +101,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
|
|||
//
|
||||
// A_VileAttack
|
||||
//
|
||||
|
||||
// A_VileAttack flags
|
||||
#define VAF_DMGTYPEAPPLYTODIRECT 1
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
|
||||
{
|
||||
ACTION_PARAM_START(6);
|
||||
ACTION_PARAM_START(7);
|
||||
ACTION_PARAM_SOUND(snd,0);
|
||||
ACTION_PARAM_INT(dmg,1);
|
||||
ACTION_PARAM_INT(blastdmg,2);
|
||||
ACTION_PARAM_INT(blastrad,3);
|
||||
ACTION_PARAM_FIXED(thrust,4);
|
||||
ACTION_PARAM_NAME(dmgtype,5);
|
||||
ACTION_PARAM_INT(flags,6);
|
||||
|
||||
AActor *fire, *target;
|
||||
angle_t an;
|
||||
|
@ -123,7 +128,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
|
|||
return;
|
||||
|
||||
S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||||
int newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
|
||||
|
||||
int newdam;
|
||||
|
||||
if (flags & VAF_DMGTYPEAPPLYTODIRECT)
|
||||
newdam = P_DamageMobj (target, self, self, dmg, dmgtype);
|
||||
|
||||
else
|
||||
newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
|
||||
|
||||
P_TraceBleed (newdam > 0 ? newdam : dmg, target);
|
||||
|
||||
an = self->angle >> ANGLETOFINESHIFT;
|
||||
|
|
|
@ -53,7 +53,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch)
|
|||
angle += pr_punch.Random2() << 18;
|
||||
pitch = P_AimLineAttack (self, angle, MELEERANGE, &linetarget);
|
||||
|
||||
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true, &linetarget);
|
||||
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, LAF_ISMELEEATTACK, &linetarget);
|
||||
|
||||
// turn to face target
|
||||
if (linetarget)
|
||||
|
@ -589,7 +589,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
|
|||
damage += (pr_bfgspray() & 7) + 1;
|
||||
|
||||
thingToHit = linetarget;
|
||||
int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash));
|
||||
int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash),
|
||||
spray != NULL && (spray->flags3 & MF3_FOILINVUL)? DMG_FOILINVUL : 0);
|
||||
P_TraceBleed (newdam > 0 ? newdam : damage, thingToHit, self->target);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -862,7 +862,10 @@ static void ChangeSpy (int changespy)
|
|||
int pnum = consoleplayer;
|
||||
if (changespy != SPY_CANCEL)
|
||||
{
|
||||
pnum = int(players[consoleplayer].camera->player - players);
|
||||
player_t *player = players[consoleplayer].camera->player;
|
||||
// only use the camera as starting index if it's a valid player.
|
||||
if (player != NULL) pnum = int(players[consoleplayer].camera->player - players);
|
||||
|
||||
int step = (changespy == SPY_NEXT) ? 1 : -1;
|
||||
|
||||
do
|
||||
|
|
|
@ -58,12 +58,12 @@ class AFSwordMissile : public AActor
|
|||
{
|
||||
DECLARE_CLASS (AFSwordMissile, AActor)
|
||||
public:
|
||||
int DoSpecialDamage(AActor *victim, AActor *source, int damage, FName damagetype);
|
||||
int DoSpecialDamage(AActor *victim, int damage, FName damagetype);
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS (AFSwordMissile)
|
||||
|
||||
int AFSwordMissile::DoSpecialDamage(AActor *victim, AActor *source, int damage, FName damagetype)
|
||||
int AFSwordMissile::DoSpecialDamage(AActor *victim, int damage, FName damagetype)
|
||||
{
|
||||
if (victim->player)
|
||||
{
|
||||
|
|
|
@ -40,6 +40,7 @@
|
|||
#include "s_sound.h"
|
||||
#include "d_event.h"
|
||||
#include "m_random.h"
|
||||
#include "doomerrors.h"
|
||||
#include "doomstat.h"
|
||||
#include "wi_stuff.h"
|
||||
#include "w_wad.h"
|
||||
|
@ -164,19 +165,27 @@ CCMD (map)
|
|||
{
|
||||
if (netgame)
|
||||
{
|
||||
Printf ("Use "TEXTCOLOR_BOLD"changemap"TEXTCOLOR_NORMAL" instead. "TEXTCOLOR_BOLD"Map"
|
||||
TEXTCOLOR_NORMAL" is for single-player only.\n");
|
||||
Printf ("Use " TEXTCOLOR_BOLD "changemap" TEXTCOLOR_NORMAL " instead. " TEXTCOLOR_BOLD "Map"
|
||||
TEXTCOLOR_NORMAL " is for single-player only.\n");
|
||||
return;
|
||||
}
|
||||
if (argv.argc() > 1)
|
||||
{
|
||||
if (!P_CheckMapData(argv[1]))
|
||||
try
|
||||
{
|
||||
Printf ("No map %s\n", argv[1]);
|
||||
if (!P_CheckMapData(argv[1]))
|
||||
{
|
||||
Printf ("No map %s\n", argv[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
G_DeferedInitNew (argv[1]);
|
||||
}
|
||||
}
|
||||
else
|
||||
catch(CRecoverableError &error)
|
||||
{
|
||||
G_DeferedInitNew (argv[1]);
|
||||
if (error.GetMessage())
|
||||
Printf("%s", error.GetMessage());
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1914,7 +1923,7 @@ CCMD(listmaps)
|
|||
for(unsigned i = 0; i < wadlevelinfos.Size(); i++)
|
||||
{
|
||||
level_info_t *info = &wadlevelinfos[i];
|
||||
MapData *map = P_OpenMapData(info->mapname);
|
||||
MapData *map = P_OpenMapData(info->mapname, true);
|
||||
|
||||
if (map != NULL)
|
||||
{
|
||||
|
|
|
@ -589,7 +589,7 @@ void APowerInvisibility::DoEffect ()
|
|||
Super::DoEffect();
|
||||
// Due to potential interference with other PowerInvisibility items
|
||||
// the effect has to be refreshed each tic.
|
||||
fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
Owner->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
|
||||
switch (Mode)
|
||||
{
|
||||
|
@ -669,7 +669,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
|
|||
else if (changed == 1)
|
||||
{
|
||||
// something else set the weapon sprite back to opaque but this item is still active.
|
||||
fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
vis->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
|
||||
switch (Mode)
|
||||
{
|
||||
|
@ -696,7 +696,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
|
|||
// Handling of Strife-like cumulative invisibility powerups, the weapon itself shouldn't become invisible
|
||||
if ((vis->alpha < TRANSLUC25 && special1 > 0) || (vis->alpha == 0))
|
||||
{
|
||||
vis->alpha = clamp<fixed_t>((OPAQUE - Strength), 0, OPAQUE);
|
||||
vis->alpha = clamp<fixed_t>((OPAQUE - (Strength/100)), 0, OPAQUE);
|
||||
vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
|
||||
}
|
||||
return -1; // This item is valid so another one shouldn't reset the translucency
|
||||
|
@ -1697,7 +1697,7 @@ void APowerRegeneration::DoEffect()
|
|||
{
|
||||
if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
|
||||
{
|
||||
if (P_GiveBody(Owner, 5))
|
||||
if (P_GiveBody(Owner, Strength/FRACUNIT))
|
||||
{
|
||||
S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
|
||||
}
|
||||
|
|
|
@ -38,6 +38,7 @@ class ACustomBridge : public AActor
|
|||
DECLARE_CLASS (ACustomBridge, AActor)
|
||||
public:
|
||||
void BeginPlay ();
|
||||
void Destroy();
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS(ACustomBridge)
|
||||
|
@ -58,6 +59,25 @@ void ACustomBridge::BeginPlay ()
|
|||
}
|
||||
}
|
||||
|
||||
void ACustomBridge::Destroy()
|
||||
{
|
||||
// Hexen originally just set a flag to make the bridge balls remove themselves in A_BridgeOrbit.
|
||||
// But this is not safe with custom bridge balls that do not necessarily call that function.
|
||||
// So the best course of action is to look for all bridge balls here and destroy them ourselves.
|
||||
|
||||
TThinkerIterator<AActor> it;
|
||||
AActor *thing;
|
||||
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
if (thing->target == this)
|
||||
{
|
||||
thing->Destroy();
|
||||
}
|
||||
}
|
||||
Super::Destroy();
|
||||
}
|
||||
|
||||
// Action functions for the non-Doom bridge --------------------------------
|
||||
|
||||
#define ORBIT_RADIUS 15
|
||||
|
@ -89,10 +109,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
|
|||
// 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);
|
||||
}
|
||||
self->angle += rotationspeed;
|
||||
self->x = self->target->x + rotationradius * finecosine[self->angle >> ANGLETOFINESHIFT];
|
||||
self->y = self->target->y + rotationradius * finesine[self->angle >> ANGLETOFINESHIFT];
|
||||
|
@ -115,7 +131,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
|
|||
cy = self->y;
|
||||
cz = self->z;
|
||||
startangle = pr_orbit() << 24;
|
||||
self->special1 = 0;
|
||||
|
||||
// Spawn triad into world -- may be more than a triad now.
|
||||
int ballcount = self->args[2]==0 ? 3 : self->args[2];
|
||||
|
@ -129,14 +144,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
|
|||
}
|
||||
}
|
||||
|
||||
/* 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 --------------------------------------------------------
|
||||
|
||||
|
|
|
@ -785,7 +785,7 @@ void AInventory::BecomePickup ()
|
|||
LinkToWorld ();
|
||||
P_FindFloorCeiling (this);
|
||||
}
|
||||
flags = GetDefault()->flags | MF_DROPPED;
|
||||
flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM;
|
||||
renderflags &= ~RF_INVISIBLE;
|
||||
SetState (SpawnState);
|
||||
}
|
||||
|
@ -1792,7 +1792,10 @@ bool ABackpackItem::HandlePickup (AInventory *item)
|
|||
AInventory *ABackpackItem::CreateTossable ()
|
||||
{
|
||||
ABackpackItem *pack = static_cast<ABackpackItem *>(Super::CreateTossable());
|
||||
pack->bDepleted = true;
|
||||
if (pack != NULL)
|
||||
{
|
||||
pack->bDepleted = true;
|
||||
}
|
||||
return pack;
|
||||
}
|
||||
|
||||
|
|
|
@ -121,7 +121,11 @@ class ARandomSpawner : public AActor
|
|||
AActor * newmobj = NULL;
|
||||
bool boss = false;
|
||||
Super::PostBeginPlay();
|
||||
if (Species == NAME_None) { Destroy(); return; }
|
||||
if (Species == NAME_None)
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
const PClass * cls = PClass::FindClass(Species);
|
||||
if (this->flags & MF_MISSILE && target && target->target) // Attempting to spawn a missile.
|
||||
{
|
||||
|
@ -142,8 +146,9 @@ class ARandomSpawner : public AActor
|
|||
newmobj->args[4] = args[4];
|
||||
newmobj->special1 = special1;
|
||||
newmobj->special2 = special2;
|
||||
newmobj->SpawnFlags = SpawnFlags;
|
||||
newmobj->SpawnFlags = SpawnFlags & ~MTF_SECRET; // MTF_SECRET needs special treatment to avoid incrementing the secret counter twice. It had already been processed for the spawner itself.
|
||||
newmobj->HandleSpawnFlags();
|
||||
newmobj->SpawnFlags = SpawnFlags;
|
||||
newmobj->tid = tid;
|
||||
newmobj->AddToHash();
|
||||
newmobj->velx = velx;
|
||||
|
|
|
@ -352,11 +352,8 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
|
|||
SetState("grin", false);
|
||||
return 0;
|
||||
}
|
||||
else if (CurrentState == NULL)
|
||||
{
|
||||
bEvilGrin = false;
|
||||
}
|
||||
}
|
||||
bEvilGrin = false;
|
||||
|
||||
bool ouch = (!st_oldouch && FaceHealth - player->health > ST_MUCHPAIN) || (st_oldouch && player->health - FaceHealth > ST_MUCHPAIN);
|
||||
if (player->damagecount &&
|
||||
|
|
|
@ -53,6 +53,7 @@
|
|||
#include "d_player.h"
|
||||
#include "farchive.h"
|
||||
#include "a_hexenglobal.h"
|
||||
#include "gstrings.h"
|
||||
|
||||
#include "../version.h"
|
||||
|
||||
|
@ -1375,8 +1376,8 @@ void DBaseStatusBar::Draw (EHudState state)
|
|||
// Draw monster count
|
||||
if (am_showmonsters)
|
||||
{
|
||||
mysnprintf (line, countof(line), "MONSTERS:" TEXTCOLOR_GREY " %d/%d",
|
||||
level.killed_monsters, level.total_monsters);
|
||||
mysnprintf (line, countof(line), "%s" TEXTCOLOR_GREY " %d/%d",
|
||||
GStrings("AM_MONSTERS"), level.killed_monsters, level.total_monsters);
|
||||
screen->DrawText (SmallFont, highlight, 8, y, line,
|
||||
DTA_CleanNoMove, true, TAG_DONE);
|
||||
y += height;
|
||||
|
@ -1385,8 +1386,8 @@ void DBaseStatusBar::Draw (EHudState state)
|
|||
// Draw secret count
|
||||
if (am_showsecrets)
|
||||
{
|
||||
mysnprintf (line, countof(line), "SECRETS:" TEXTCOLOR_GREY " %d/%d",
|
||||
level.found_secrets, level.total_secrets);
|
||||
mysnprintf (line, countof(line), "%s" TEXTCOLOR_GREY " %d/%d",
|
||||
GStrings("AM_SECRETS"), level.found_secrets, level.total_secrets);
|
||||
screen->DrawText (SmallFont, highlight, 8, y, line,
|
||||
DTA_CleanNoMove, true, TAG_DONE);
|
||||
y += height;
|
||||
|
@ -1395,8 +1396,8 @@ void DBaseStatusBar::Draw (EHudState state)
|
|||
// Draw item count
|
||||
if (am_showitems)
|
||||
{
|
||||
mysnprintf (line, countof(line), "ITEMS:" TEXTCOLOR_GREY " %d/%d",
|
||||
level.found_items, level.total_items);
|
||||
mysnprintf (line, countof(line), "%s" TEXTCOLOR_GREY " %d/%d",
|
||||
GStrings("AM_ITEMS"), level.found_items, level.total_items);
|
||||
screen->DrawText (SmallFont, highlight, 8, y, line,
|
||||
DTA_CleanNoMove, true, TAG_DONE);
|
||||
}
|
||||
|
|
20
src/gi.cpp
20
src/gi.cpp
|
@ -184,6 +184,20 @@ const char* GameInfoBorders[] =
|
|||
gameinfo.key.color = NAME_Null; \
|
||||
}
|
||||
|
||||
#define GAMEINFOKEY_MUSIC(key, order, variable) \
|
||||
else if(nextKey.CompareNoCase(variable) == 0) \
|
||||
{ \
|
||||
sc.MustGetToken(TK_StringConst); \
|
||||
gameinfo.order = 0; \
|
||||
char *colon = strchr (sc.String, ':'); \
|
||||
if (colon) \
|
||||
{ \
|
||||
gameinfo.order = atoi(colon+1); \
|
||||
*colon = 0; \
|
||||
} \
|
||||
gameinfo.key = sc.String; \
|
||||
}
|
||||
|
||||
|
||||
void FMapInfoParser::ParseGameInfo()
|
||||
{
|
||||
|
@ -286,12 +300,12 @@ void FMapInfoParser::ParseGameInfo()
|
|||
GAMEINFOKEY_STRINGARRAY(creditPages, "CreditPage", 8, true)
|
||||
GAMEINFOKEY_STRINGARRAY(PlayerClasses, "addplayerclasses", 0, false)
|
||||
GAMEINFOKEY_STRINGARRAY(PlayerClasses, "playerclasses", 0, true)
|
||||
GAMEINFOKEY_STRING(titleMusic, "titleMusic")
|
||||
GAMEINFOKEY_MUSIC(titleMusic, titleOrder, "titleMusic")
|
||||
GAMEINFOKEY_FLOAT(titleTime, "titleTime")
|
||||
GAMEINFOKEY_FLOAT(advisoryTime, "advisoryTime")
|
||||
GAMEINFOKEY_FLOAT(pageTime, "pageTime")
|
||||
GAMEINFOKEY_STRING(chatSound, "chatSound")
|
||||
GAMEINFOKEY_STRING(finaleMusic, "finaleMusic")
|
||||
GAMEINFOKEY_MUSIC(finaleMusic, finaleOrder, "finaleMusic")
|
||||
GAMEINFOKEY_CSTRING(finaleFlat, "finaleFlat", 8)
|
||||
GAMEINFOKEY_STRINGARRAY(finalePages, "finalePage", 8, true)
|
||||
GAMEINFOKEY_STRINGARRAY(infoPages, "addinfoPage", 8, false)
|
||||
|
@ -309,7 +323,7 @@ void FMapInfoParser::ParseGameInfo()
|
|||
GAMEINFOKEY_COLOR(defaultbloodparticlecolor, "defaultbloodparticlecolor")
|
||||
GAMEINFOKEY_STRING(backpacktype, "backpacktype")
|
||||
GAMEINFOKEY_STRING(statusbar, "statusbar")
|
||||
GAMEINFOKEY_STRING(intermissionMusic, "intermissionMusic")
|
||||
GAMEINFOKEY_MUSIC(intermissionMusic, intermissionOrder, "intermissionMusic")
|
||||
GAMEINFOKEY_STRING(CursorPic, "CursorPic")
|
||||
GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic")
|
||||
GAMEINFOKEY_BOOL(drawreadthis, "drawreadthis")
|
||||
|
|
3
src/gi.h
3
src/gi.h
|
@ -91,11 +91,13 @@ struct gameinfo_t
|
|||
TArray<FName> PlayerClasses;
|
||||
|
||||
FString titleMusic;
|
||||
int titleOrder;
|
||||
float titleTime;
|
||||
float advisoryTime;
|
||||
float pageTime;
|
||||
FString chatSound;
|
||||
FString finaleMusic;
|
||||
int finaleOrder;
|
||||
char finaleFlat[9];
|
||||
char borderFlat[9];
|
||||
char SkyFlatName[9];
|
||||
|
@ -114,6 +116,7 @@ struct gameinfo_t
|
|||
FString backpacktype;
|
||||
FString statusbar;
|
||||
FString intermissionMusic;
|
||||
int intermissionOrder;
|
||||
FString CursorPic;
|
||||
DWORD dimcolor;
|
||||
float dimamount;
|
||||
|
|
|
@ -42,11 +42,6 @@
|
|||
|
||||
extern FStringTable GStrings;
|
||||
|
||||
// QuitGame messages
|
||||
#define NUM_QUITDOOMMESSAGES 14
|
||||
#define NUM_QUITSTRIFEMESSAGES 8
|
||||
#define NUM_QUITCHEXMESSAGES 7
|
||||
|
||||
extern const char *endmsg[];
|
||||
|
||||
|
||||
|
|
|
@ -80,7 +80,7 @@ void DIntermissionScreen::Init(FIntermissionAction *desc, bool first)
|
|||
if (desc->mMusic.IsEmpty())
|
||||
{
|
||||
// only start the default music if this is the first action in an intermission
|
||||
if (first) S_ChangeMusic (gameinfo.finaleMusic, 0, desc->mMusicLooping);
|
||||
if (first) S_ChangeMusic (gameinfo.finaleMusic, gameinfo.finaleOrder, desc->mMusicLooping);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -35,6 +35,7 @@
|
|||
#include <string.h>
|
||||
#include "m_argv.h"
|
||||
#include "cmdlib.h"
|
||||
#include "i_system.h"
|
||||
|
||||
IMPLEMENT_CLASS (DArgs)
|
||||
|
||||
|
@ -391,6 +392,14 @@ void DArgs::CollectFiles(const char *param, const char *extension)
|
|||
}
|
||||
}
|
||||
|
||||
// Optional: Replace short path names with long path names
|
||||
#ifdef _WIN32
|
||||
for (i = 0; i < work.Size(); ++i)
|
||||
{
|
||||
work[i] = I_GetLongPathName(work[i]);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Step 3: Add work back to Argv, as long as it's non-empty.
|
||||
if (work.Size() > 0)
|
||||
{
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
#include <stdlib.h>
|
||||
#include "doomtype.h"
|
||||
|
||||
#if defined(__GNUC__) && defined(__i386__)
|
||||
#if defined(__GNUC__) && defined(__i386__) && !defined(__clang__)
|
||||
#include "gccinlines.h"
|
||||
#elif defined(_MSC_VER) && defined(_M_IX86)
|
||||
#include "mscinlines.h"
|
||||
|
|
|
@ -131,7 +131,8 @@ void ClearSaveGames()
|
|||
{
|
||||
for(unsigned i=0;i<DLoadSaveMenu::SaveGames.Size(); i++)
|
||||
{
|
||||
delete DLoadSaveMenu::SaveGames[i];
|
||||
if(!DLoadSaveMenu::SaveGames[i]->bNoDelete)
|
||||
delete DLoadSaveMenu::SaveGames[i];
|
||||
}
|
||||
DLoadSaveMenu::SaveGames.Clear();
|
||||
}
|
||||
|
@ -898,7 +899,7 @@ IMPLEMENT_CLASS(DSaveMenu)
|
|||
DSaveMenu::DSaveMenu(DMenu *parent, FListMenuDescriptor *desc)
|
||||
: DLoadSaveMenu(parent, desc)
|
||||
{
|
||||
strcpy (NewSaveNode.Title, "<New Save Game>");
|
||||
strcpy (NewSaveNode.Title, GStrings["NEWSAVE"]);
|
||||
NewSaveNode.bNoDelete = true;
|
||||
SaveGames.Insert(0, &NewSaveNode);
|
||||
TopItem = 0;
|
||||
|
|
|
@ -166,15 +166,18 @@ public:
|
|||
NewWidth = SCREENWIDTH;
|
||||
NewHeight = SCREENHEIGHT;
|
||||
}
|
||||
OldWidth = SCREENWIDTH;
|
||||
OldHeight = SCREENHEIGHT;
|
||||
OldBits = DisplayBits;
|
||||
NewBits = BitTranslate[DummyDepthCvar];
|
||||
setmodeneeded = true;
|
||||
testingmode = I_GetTime(false) + 5 * TICRATE;
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE);
|
||||
SetModesMenu (NewWidth, NewHeight, NewBits);
|
||||
return true;
|
||||
else
|
||||
{
|
||||
OldWidth = SCREENWIDTH;
|
||||
OldHeight = SCREENHEIGHT;
|
||||
OldBits = DisplayBits;
|
||||
NewBits = BitTranslate[DummyDepthCvar];
|
||||
setmodeneeded = true;
|
||||
testingmode = I_GetTime(false) + 5 * TICRATE;
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE);
|
||||
SetModesMenu (NewWidth, NewHeight, NewBits);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return Super::Responder(ev);
|
||||
}
|
||||
|
@ -348,7 +351,7 @@ void M_InitVideoModesMenu ()
|
|||
static bool GetSelectedSize (int *width, int *height)
|
||||
{
|
||||
FOptionMenuDescriptor *opt = GetVideoModeMenu();
|
||||
if (opt != NULL)
|
||||
if (opt != NULL && (unsigned)opt->mSelectedItem < opt->mItems.Size())
|
||||
{
|
||||
int line = opt->mSelectedItem;
|
||||
int hsel;
|
||||
|
|
|
@ -442,6 +442,7 @@ xx(Alphafloor)
|
|||
xx(Alphaceiling)
|
||||
xx(Renderstylefloor)
|
||||
xx(Renderstyleceiling)
|
||||
xx(Waterzone)
|
||||
|
||||
xx(offsetx_top)
|
||||
xx(offsety_top)
|
||||
|
@ -464,6 +465,7 @@ xx(blockprojectiles)
|
|||
xx(blockuse)
|
||||
xx(hidden)
|
||||
xx(blocksight)
|
||||
xx(blockhitscan)
|
||||
|
||||
xx(Renderstyle)
|
||||
|
||||
|
@ -567,3 +569,4 @@ xx(NeverSwitchOnPickup)
|
|||
xx(MoveBob)
|
||||
xx(StillBob)
|
||||
xx(PlayerClass)
|
||||
xx(Wi_NoAutostartMap)
|
||||
|
|
113
src/p_acs.cpp
113
src/p_acs.cpp
|
@ -46,6 +46,7 @@
|
|||
#include "p_acs.h"
|
||||
#include "p_saveg.h"
|
||||
#include "p_lnspec.h"
|
||||
#include "p_enemy.h"
|
||||
#include "m_random.h"
|
||||
#include "doomstat.h"
|
||||
#include "c_console.h"
|
||||
|
@ -112,6 +113,9 @@ FRandom pr_acs ("ACS");
|
|||
#define NOT_FLOOR 8
|
||||
#define NOT_CEILING 16
|
||||
|
||||
// LineAtack flags
|
||||
#define FHF_NORANDOMPUFFZ 1
|
||||
|
||||
// SpawnDecal flags
|
||||
#define SDF_ABSANGLE 1
|
||||
#define SDF_PERMANENT 2
|
||||
|
@ -571,11 +575,7 @@ int ACSStringPool::InsertString(FString &str, unsigned int h, unsigned int bucke
|
|||
}
|
||||
else
|
||||
{ // Scan for the next free entry
|
||||
unsigned int i;
|
||||
for (i = FirstFreeEntry + 1; i < Pool.Size() && Pool[i].Next != FREE_ENTRY; ++i)
|
||||
{
|
||||
}
|
||||
FirstFreeEntry = i;
|
||||
FindFirstFreeEntry(FirstFreeEntry + 1);
|
||||
}
|
||||
PoolEntry *entry = &Pool[index];
|
||||
entry->Str = str;
|
||||
|
@ -586,6 +586,23 @@ int ACSStringPool::InsertString(FString &str, unsigned int h, unsigned int bucke
|
|||
return index | STRPOOL_LIBRARYID_OR;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// ACSStringPool :: FindFirstFreeEntry
|
||||
//
|
||||
// Finds the first free entry, starting at base.
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void ACSStringPool::FindFirstFreeEntry(unsigned base)
|
||||
{
|
||||
while (base < Pool.Size() && Pool[base].Next != FREE_ENTRY)
|
||||
{
|
||||
base++;
|
||||
}
|
||||
FirstFreeEntry = base;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// ACSStringPool :: ReadStrings
|
||||
|
@ -634,6 +651,7 @@ void ACSStringPool::ReadStrings(PNGHandle *png, DWORD id)
|
|||
{
|
||||
delete[] str;
|
||||
}
|
||||
FindFirstFreeEntry(0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -686,6 +704,7 @@ void ACSStringPool::Dump() const
|
|||
Printf("%4u. (%2d) \"%s\"\n", i, Pool[i].LockCount, Pool[i].Str.GetChars());
|
||||
}
|
||||
}
|
||||
Printf("First free %u\n", FirstFreeEntry);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -3509,6 +3528,8 @@ enum
|
|||
APROP_Radius = 36,
|
||||
APROP_ReactionTime = 37,
|
||||
APROP_MeleeRange = 38,
|
||||
APROP_ViewHeight = 39,
|
||||
APROP_AttackZOffset = 40
|
||||
};
|
||||
|
||||
// These are needed for ACS's APROP_RenderStyle
|
||||
|
@ -3724,6 +3745,16 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
actor->reactiontime = value;
|
||||
break;
|
||||
|
||||
case APROP_ViewHeight:
|
||||
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
static_cast<APlayerPawn *>(actor)->ViewHeight = value;
|
||||
break;
|
||||
|
||||
case APROP_AttackZOffset:
|
||||
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
static_cast<APlayerPawn *>(actor)->AttackZOffset = value;
|
||||
break;
|
||||
|
||||
default:
|
||||
// do nothing.
|
||||
break;
|
||||
|
@ -3796,6 +3827,23 @@ int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack,
|
|||
case APROP_Radius: return actor->radius;
|
||||
case APROP_ReactionTime:return actor->reactiontime;
|
||||
case APROP_MeleeRange: return actor->meleerange;
|
||||
case APROP_ViewHeight: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
{
|
||||
return static_cast<APlayerPawn *>(actor)->ViewHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
case APROP_AttackZOffset:
|
||||
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
{
|
||||
return static_cast<APlayerPawn *>(actor)->AttackZOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound, stack, stackdepth);
|
||||
case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound, stack, stackdepth);
|
||||
|
@ -3848,6 +3896,8 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
|
|||
case APROP_Radius:
|
||||
case APROP_ReactionTime:
|
||||
case APROP_MeleeRange:
|
||||
case APROP_ViewHeight:
|
||||
case APROP_AttackZOffset:
|
||||
return (GetActorProperty(tid, property, NULL, 0) == value);
|
||||
|
||||
// Boolean values need to compare to a binary version of value
|
||||
|
@ -4199,6 +4249,7 @@ enum EACSFunctions
|
|||
ACSF_PlayActorSound,
|
||||
ACSF_SpawnDecal,
|
||||
ACSF_CheckFont,
|
||||
ACSF_DropItem,
|
||||
|
||||
// ZDaemon
|
||||
ACSF_GetTeamScore = 19620, // (int team)
|
||||
|
@ -4966,10 +5017,13 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
|
|||
FName pufftype = argCount > 4 && args[4]? FName(FBehavior::StaticLookupString(args[4])) : NAME_BulletPuff;
|
||||
FName damagetype = argCount > 5 && args[5]? FName(FBehavior::StaticLookupString(args[5])) : NAME_None;
|
||||
fixed_t range = argCount > 6 && args[6]? args[6] : MISSILERANGE;
|
||||
int flags = argCount > 7 && args[7]? args[7] : 0;
|
||||
|
||||
int fhflags = (flags & FHF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
|
||||
|
||||
if (args[0] == 0)
|
||||
{
|
||||
P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype);
|
||||
P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype, fhflags);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4978,7 +5032,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
|
|||
|
||||
while ((source = it.Next()) != NULL)
|
||||
{
|
||||
P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype);
|
||||
P_LineAttack(activator, angle, range, pitch, damage, damagetype, pufftype, fhflags);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5025,7 +5079,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
{
|
||||
S_Sound(spot, chan, sid, vol, atten);
|
||||
}
|
||||
else if (!S_IsActorPlayingSomething(spot, chan, sid))
|
||||
else if (!S_IsActorPlayingSomething(spot, chan & 7, sid))
|
||||
{
|
||||
S_Sound(spot, chan | CHAN_LOOP, sid, vol, atten);
|
||||
}
|
||||
|
@ -5198,6 +5252,39 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
// bool CheckFont(str fontname)
|
||||
return V_GetFont(FBehavior::StaticLookupString(args[0])) != NULL;
|
||||
|
||||
case ACSF_DropItem:
|
||||
{
|
||||
const char *type = FBehavior::StaticLookupString(args[1]);
|
||||
int amount = argCount >= 3? args[2] : -1;
|
||||
int chance = argCount >= 4? args[3] : 256;
|
||||
const PClass *cls = PClass::FindClass(type);
|
||||
int cnt = 0;
|
||||
if (cls != NULL)
|
||||
{
|
||||
if (args[0] == 0)
|
||||
{
|
||||
if (activator != NULL)
|
||||
{
|
||||
P_DropItem(activator, cls, amount, chance);
|
||||
cnt++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FActorIterator it(args[0]);
|
||||
AActor *actor;
|
||||
|
||||
while ((actor = it.Next()) != NULL)
|
||||
{
|
||||
P_DropItem(actor, cls, amount, chance);
|
||||
cnt++;
|
||||
}
|
||||
}
|
||||
return cnt;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
@ -5556,7 +5643,8 @@ int DLevelScript::RunScript ()
|
|||
case PCD_PUSHFUNCTION:
|
||||
{
|
||||
int funcnum = NEXTBYTE;
|
||||
PushToStack(funcnum | activeBehavior->GetLibraryID());
|
||||
// Not technically a string, but since we use the same tagging mechanism
|
||||
PushToStack(TAGSTR(funcnum));
|
||||
break;
|
||||
}
|
||||
case PCD_CALL:
|
||||
|
@ -5572,7 +5660,7 @@ int DLevelScript::RunScript ()
|
|||
if(pcd == PCD_CALLSTACK)
|
||||
{
|
||||
funcnum = STACK(1);
|
||||
module = FBehavior::StaticGetModule(funcnum>>16);
|
||||
module = FBehavior::StaticGetModule(funcnum>>LIBRARYID_SHIFT);
|
||||
--sp;
|
||||
|
||||
funcnum &= 0xFFFF; // Clear out tag
|
||||
|
@ -8321,7 +8409,7 @@ scriptwait:
|
|||
{
|
||||
int playernum = STACK(1);
|
||||
|
||||
if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL)
|
||||
if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL || players[playernum].camera->player != NULL)
|
||||
{
|
||||
STACK(1) = -1;
|
||||
}
|
||||
|
@ -8449,7 +8537,8 @@ scriptwait:
|
|||
case PCD_SAVESTRING:
|
||||
// Saves the string
|
||||
{
|
||||
PushToStack(GlobalACSStrings.AddString(work, Stack, sp));
|
||||
const int str = GlobalACSStrings.AddString(work, Stack, sp);
|
||||
PushToStack(str);
|
||||
STRINGBUILDER_FINISH(work);
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -100,6 +100,7 @@ public:
|
|||
private:
|
||||
int FindString(const char *str, size_t len, unsigned int h, unsigned int bucketnum);
|
||||
int InsertString(FString &str, unsigned int h, unsigned int bucketnum, const SDWORD *stack, int stackdepth);
|
||||
void FindFirstFreeEntry(unsigned int base);
|
||||
|
||||
enum { NUM_BUCKETS = 251 };
|
||||
enum { FREE_ENTRY = 0xFFFFFFFE }; // Stored in PoolEntry's Next field
|
||||
|
|
|
@ -698,6 +698,7 @@ static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
|
|||
mapthings[count].SkillFilter = 0xffff;
|
||||
mapthings[count].flags = MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH;
|
||||
mapthings[count].special = 0;
|
||||
mapthings[count].gravity = FRACUNIT;
|
||||
|
||||
if (xsprites != NULL && sprites[i].lotag == 710)
|
||||
{ // Blood ambient sound
|
||||
|
|
|
@ -752,7 +752,10 @@ public:
|
|||
{
|
||||
ReplyText = GStrings(ReplyText + 1);
|
||||
}
|
||||
FBrokenLines *ReplyLines = V_BreakLines (SmallFont, 320-50-10, ReplyText);
|
||||
FString ReplyString = ReplyText;
|
||||
if (reply->NeedsGold) ReplyString.AppendFormat(" for %u", reply->ItemCheck[0].Amount);
|
||||
|
||||
FBrokenLines *ReplyLines = V_BreakLines (SmallFont, 320-50-10, ReplyString);
|
||||
|
||||
mResponses.Push(mResponseLines.Size());
|
||||
for (j = 0; ReplyLines[j].Width >= 0; ++j)
|
||||
|
@ -958,6 +961,7 @@ public:
|
|||
if (CurNode->SpeakerName != NULL)
|
||||
{
|
||||
speakerName = CurNode->SpeakerName;
|
||||
if (speakerName[0] == '$') speakerName = GStrings(speakerName+1);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1151,7 +1155,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
|
|||
break;
|
||||
}
|
||||
}
|
||||
if (jump)
|
||||
if (jump && CurNode->ItemCheckNode > 0)
|
||||
{
|
||||
int root = pc->player->ConversationNPC->ConversationRoot;
|
||||
CurNode = StrifeDialogues[root + CurNode->ItemCheckNode - 1];
|
||||
|
|
|
@ -915,7 +915,7 @@ void P_NewChaseDir(AActor * actor)
|
|||
// MBF's monster_backing option. Made an actor flag instead. Also cleaned the code up to make it readable.
|
||||
// Todo: implement the movement logic
|
||||
AActor *target = actor->target;
|
||||
if (target->health > 0 && !actor->IsFriend(target))
|
||||
if (target->health > 0 && !actor->IsFriend(target) && target != actor->goal)
|
||||
{ // Live enemy target
|
||||
|
||||
if (actor->flags3 & MF3_AVOIDMELEE)
|
||||
|
|
|
@ -252,7 +252,7 @@ static bool LoadGLVertexes(FileReader * lump)
|
|||
// GLNodes V1 and V4 are unsupported.
|
||||
// V1 because the precision is insufficient and
|
||||
// V4 due to the missing partner segs
|
||||
Printf("GL nodes v%d found. This format is not supported by "GAMENAME"\n",
|
||||
Printf("GL nodes v%d found. This format is not supported by " GAMENAME "\n",
|
||||
(*(int *)gldata == gNd4)? 4:1);
|
||||
|
||||
delete [] gldata;
|
||||
|
|
|
@ -657,10 +657,38 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
|
|||
|
||||
|
||||
FState *diestate = NULL;
|
||||
int gibhealth = GibHealth();
|
||||
int iflags4 = inflictor == NULL ? 0 : inflictor->flags4;
|
||||
bool extremelydead = ((health < gibhealth || iflags4 & MF4_EXTREMEDEATH) && !(iflags4 & MF4_NOEXTREMEDEATH));
|
||||
|
||||
// Special check for 'extreme' damage type to ensure that it gets recorded properly as an extreme death for subsequent checks.
|
||||
if (DamageType == NAME_Extreme)
|
||||
{
|
||||
extremelydead = true;
|
||||
DamageType = NAME_None;
|
||||
}
|
||||
|
||||
// find the appropriate death state. The order is:
|
||||
//
|
||||
// 1. If damagetype is not 'none' and death is extreme, try a damage type specific extreme death state
|
||||
// 2. If no such state is found or death is not extreme try a damage type specific normal death state
|
||||
// 3. If damagetype is 'ice' and actor is a monster or player, try the generic freeze death (unless prohibited)
|
||||
// 4. If no state has been found and death is extreme, try the extreme death state
|
||||
// 5. If no such state is found or death is not extreme try the regular death state.
|
||||
// 6. If still no state has been found, destroy the actor immediately.
|
||||
|
||||
if (DamageType != NAME_None)
|
||||
{
|
||||
diestate = FindState (NAME_Death, DamageType, true);
|
||||
if (extremelydead)
|
||||
{
|
||||
FName labels[] = { NAME_Death, NAME_Extreme, DamageType };
|
||||
diestate = FindState(3, labels, true);
|
||||
}
|
||||
if (diestate == NULL)
|
||||
{
|
||||
diestate = FindState (NAME_Death, DamageType, true);
|
||||
if (diestate != NULL) extremelydead = false;
|
||||
}
|
||||
if (diestate == NULL)
|
||||
{
|
||||
if (DamageType == NAME_Ice)
|
||||
|
@ -669,15 +697,13 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
|
|||
if (!deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) && (player || (flags3 & MF3_ISMONSTER)))
|
||||
{
|
||||
diestate = FindState(NAME_GenericFreezeDeath);
|
||||
extremelydead = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (diestate == NULL)
|
||||
{
|
||||
int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
|
||||
|
||||
int gibhealth = GibHealth();
|
||||
|
||||
// Don't pass on a damage type this actor cannot handle.
|
||||
// (most importantly, prevent barrels from passing on ice damage.)
|
||||
|
@ -687,33 +713,43 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
|
|||
DamageType = NAME_None;
|
||||
}
|
||||
|
||||
if ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
|
||||
if (extremelydead)
|
||||
{ // Extreme death
|
||||
diestate = FindState (NAME_Death, NAME_Extreme, true);
|
||||
// If a non-player, mark as extremely dead for the crash state.
|
||||
if (diestate != NULL && player == NULL && health >= gibhealth)
|
||||
{
|
||||
health = gibhealth - 1;
|
||||
}
|
||||
// For players, mark the appropriate flag.
|
||||
else if (player != NULL)
|
||||
{
|
||||
player->cheats |= CF_EXTREMELYDEAD;
|
||||
}
|
||||
}
|
||||
if (diestate == NULL)
|
||||
{ // Normal death
|
||||
extremelydead = false;
|
||||
diestate = FindState (NAME_Death);
|
||||
}
|
||||
}
|
||||
|
||||
if (extremelydead)
|
||||
{
|
||||
// We'll only get here if an actual extreme death state was used.
|
||||
|
||||
// For players, mark the appropriate flag.
|
||||
if (player != NULL)
|
||||
{
|
||||
player->cheats |= CF_EXTREMELYDEAD;
|
||||
}
|
||||
// If a non-player, mark as extremely dead for the crash state.
|
||||
else if (health >= gibhealth)
|
||||
{
|
||||
health = gibhealth - 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (diestate != NULL)
|
||||
{
|
||||
SetState (diestate);
|
||||
|
||||
tics -= pr_killmobj() & 3;
|
||||
if (tics < 1)
|
||||
tics = 1;
|
||||
if (tics > 1)
|
||||
{
|
||||
tics -= pr_killmobj() & 3;
|
||||
if (tics < 1)
|
||||
tics = 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -932,7 +968,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
{ // actor is invulnerable
|
||||
if (target->player == NULL)
|
||||
{
|
||||
if (inflictor == NULL || !(inflictor->flags3 & MF3_FOILINVUL))
|
||||
if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
@ -1107,7 +1143,9 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
&& (pr_damagemobj()&1)
|
||||
// [RH] But only if not too fast and not flying
|
||||
&& thrust < 10*FRACUNIT
|
||||
&& !(target->flags & MF_NOGRAVITY))
|
||||
&& !(target->flags & MF_NOGRAVITY)
|
||||
&& (inflictor == NULL || !(inflictor->flags5 & MF5_NOFORWARDFALL))
|
||||
)
|
||||
{
|
||||
ang += ANG180;
|
||||
thrust *= 4;
|
||||
|
|
|
@ -1562,9 +1562,21 @@ FUNC(LS_Thing_SetGoal)
|
|||
ok = true;
|
||||
if (self->flags & MF_SHOOTABLE)
|
||||
{
|
||||
if (self->target == self->goal)
|
||||
{ // Targeting a goal already? -> don't target it anymore.
|
||||
// A_Look will set it to the goal, presuming no real targets
|
||||
// come into view by then.
|
||||
self->target = NULL;
|
||||
}
|
||||
self->goal = goal;
|
||||
if (arg3 == 0) self->flags5 &=~ MF5_CHASEGOAL;
|
||||
else self->flags5 |= MF5_CHASEGOAL;
|
||||
if (arg3 == 0)
|
||||
{
|
||||
self->flags5 &= ~MF5_CHASEGOAL;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->flags5 |= MF5_CHASEGOAL;
|
||||
}
|
||||
if (self->target == NULL)
|
||||
{
|
||||
self->reactiontime = arg2 * TICRATE;
|
||||
|
@ -2545,6 +2557,7 @@ FUNC(LS_Line_SetBlocking)
|
|||
ML_RAILING,
|
||||
ML_BLOCKUSE,
|
||||
ML_BLOCKSIGHT,
|
||||
ML_BLOCKHITSCAN,
|
||||
-1
|
||||
};
|
||||
|
||||
|
@ -2813,6 +2826,11 @@ FUNC(LS_SetPlayerProperty)
|
|||
{
|
||||
int i;
|
||||
|
||||
if ((ib_compatflags & BCOMPATF_LINKFROZENPROPS) && (mask & (CF_FROZEN | CF_TOTALLYFROZEN)))
|
||||
{ // Clearing one of these properties clears both of them (if the compat flag is set.)
|
||||
mask = CF_FROZEN | CF_TOTALLYFROZEN;
|
||||
}
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i])
|
||||
|
|
|
@ -554,6 +554,7 @@ enum EDmgFlags
|
|||
DMG_FORCED = 8,
|
||||
DMG_NO_FACTOR = 16,
|
||||
DMG_PLAYERATTACK = 32,
|
||||
DMG_FOILINVUL = 64,
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -53,11 +53,6 @@
|
|||
#include "r_data/r_translate.h"
|
||||
#include "g_level.h"
|
||||
|
||||
#define WATER_SINK_FACTOR 3
|
||||
#define WATER_SINK_SMALL_FACTOR 4
|
||||
#define WATER_SINK_SPEED (FRACUNIT/2)
|
||||
#define WATER_JUMP_SPEED (FRACUNIT*7/2)
|
||||
|
||||
CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
|
||||
CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
||||
CVAR (Bool, cl_doautoaim, false, CVAR_ARCHIVE)
|
||||
|
@ -3563,7 +3558,7 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|||
else tflags = TRACE_NoSky|TRACE_Impact;
|
||||
|
||||
if (!Trace (t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
|
||||
MF_SHOOTABLE, ML_BLOCKEVERYTHING, t1, trace,
|
||||
MF_SHOOTABLE, ML_BLOCKEVERYTHING|ML_BLOCKHITSCAN, t1, trace,
|
||||
tflags, hitGhosts ? CheckForGhost : CheckForSpectral))
|
||||
{ // hit nothing
|
||||
if (puffDefaults == NULL)
|
||||
|
@ -4359,14 +4354,17 @@ bool P_NoWayTraverse (AActor *usething, fixed_t endx, fixed_t endy)
|
|||
void P_UseLines (player_t *player)
|
||||
{
|
||||
angle_t angle;
|
||||
fixed_t x1, y1;
|
||||
fixed_t x1, y1, usedist;
|
||||
bool foundline;
|
||||
|
||||
foundline = false;
|
||||
|
||||
angle = player->mo->angle >> ANGLETOFINESHIFT;
|
||||
x1 = player->mo->x + (USERANGE>>FRACBITS)*finecosine[angle];
|
||||
y1 = player->mo->y + (USERANGE>>FRACBITS)*finesine[angle];
|
||||
usedist = player->mo->UseRange;
|
||||
|
||||
// [NS] Now queries the Player's UseRange.
|
||||
x1 = player->mo->x + FixedMul(usedist, finecosine[angle]);
|
||||
y1 = player->mo->y + FixedMul(usedist, finesine[angle]);
|
||||
|
||||
// old code:
|
||||
//
|
||||
|
@ -4398,13 +4396,20 @@ void P_UseLines (player_t *player)
|
|||
bool P_UsePuzzleItem (AActor *PuzzleItemUser, int PuzzleItemType)
|
||||
{
|
||||
int angle;
|
||||
fixed_t x1, y1, x2, y2;
|
||||
fixed_t x1, y1, x2, y2, usedist;
|
||||
|
||||
angle = PuzzleItemUser->angle>>ANGLETOFINESHIFT;
|
||||
x1 = PuzzleItemUser->x;
|
||||
y1 = PuzzleItemUser->y;
|
||||
x2 = x1+(USERANGE>>FRACBITS)*finecosine[angle];
|
||||
y2 = y1+(USERANGE>>FRACBITS)*finesine[angle];
|
||||
|
||||
// [NS] If it's a Player, get their UseRange.
|
||||
if (PuzzleItemUser->player)
|
||||
usedist = PuzzleItemUser->player->mo->UseRange;
|
||||
else
|
||||
usedist = USERANGE;
|
||||
|
||||
x2 = x1 + FixedMul(usedist, finecosine[angle]);
|
||||
y2 = y1 + FixedMul(usedist, finesine[angle]);
|
||||
|
||||
FPathTraverse it(x1, y1, x2, y2, PT_ADDLINES|PT_ADDTHINGS);
|
||||
intercept_t *in;
|
||||
|
|
|
@ -3993,8 +3993,12 @@ void AActor::HandleSpawnFlags ()
|
|||
}
|
||||
if (SpawnFlags & MTF_SECRET)
|
||||
{
|
||||
//Printf("Secret %s in sector %i!\n", GetTag(), Sector->sectornum);
|
||||
flags5 |= MF5_COUNTSECRET;
|
||||
if (!(flags5 & MF5_COUNTSECRET))
|
||||
{
|
||||
//Printf("Secret %s in sector %i!\n", GetTag(), Sector->sectornum);
|
||||
flags5 |= MF5_COUNTSECRET;
|
||||
level.total_secrets++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4712,6 +4716,10 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
mobj->SpawnPoint[2] = mthing->z;
|
||||
mobj->SpawnAngle = mthing->angle;
|
||||
mobj->SpawnFlags = mthing->flags;
|
||||
if (mthing->gravity < 0) mobj->gravity = -mthing->gravity;
|
||||
else if (mthing->gravity > 0) mobj->gravity = FixedMul(mobj->gravity, mthing->gravity);
|
||||
else mobj->flags &= ~MF_NOGRAVITY;
|
||||
|
||||
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
||||
|
||||
if (!(mobj->flags2 & MF2_ARGSDEFINED))
|
||||
|
@ -5922,7 +5930,15 @@ void AActor::Crash()
|
|||
|
||||
if (DamageType != NAME_None)
|
||||
{
|
||||
crashstate = FindState(NAME_Crash, DamageType, true);
|
||||
if (health < GibHealth())
|
||||
{ // Extreme death
|
||||
FName labels[] = { NAME_Crash, NAME_Extreme, DamageType };
|
||||
crashstate = FindState (3, labels, true);
|
||||
}
|
||||
if (crashstate == NULL)
|
||||
{ // Normal death
|
||||
crashstate = FindState(NAME_Crash, DamageType, true);
|
||||
}
|
||||
}
|
||||
if (crashstate == NULL)
|
||||
{
|
||||
|
|
|
@ -256,11 +256,19 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
{
|
||||
// The userinfo needs to be saved for real players, but it
|
||||
// needs to come from the save for bots.
|
||||
userinfo_t uibackup = dst->userinfo;
|
||||
userinfo_t uibackup;
|
||||
userinfo_t uibackup2;
|
||||
|
||||
uibackup.TransferFrom(dst->userinfo);
|
||||
uibackup2.TransferFrom(src->userinfo);
|
||||
|
||||
int chasecam = dst->cheats & CF_CHASECAM; // Remember the chasecam setting
|
||||
bool attackdown = dst->attackdown;
|
||||
bool usedown = dst->usedown;
|
||||
*dst = *src;
|
||||
|
||||
|
||||
*dst = *src; // To avoid memory leaks at this point the userinfo in src must be empty which is taken care of by the TransferFrom call above.
|
||||
|
||||
dst->cheats |= chasecam;
|
||||
|
||||
if (dst->isbot)
|
||||
|
@ -276,10 +284,11 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
}
|
||||
bglobal.botnum++;
|
||||
bglobal.botingame[dst - players] = true;
|
||||
dst->userinfo.TransferFrom(uibackup2);
|
||||
}
|
||||
else
|
||||
{
|
||||
dst->userinfo = uibackup;
|
||||
dst->userinfo.TransferFrom(uibackup);
|
||||
}
|
||||
// Validate the skin
|
||||
dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
|
||||
|
|
|
@ -250,7 +250,7 @@ static int GetMapIndex(const char *mapname, int lastindex, const char *lumpname,
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
MapData *P_OpenMapData(const char * mapname)
|
||||
MapData *P_OpenMapData(const char * mapname, bool justcheck)
|
||||
{
|
||||
MapData * map = new MapData;
|
||||
FileReader * wadReader = NULL;
|
||||
|
@ -329,7 +329,20 @@ MapData *P_OpenMapData(const char * mapname)
|
|||
// Since levels must be stored in WADs they can't really have full
|
||||
// names and for any valid level lump this always returns the short name.
|
||||
const char * lumpname = Wads.GetLumpFullName(lump_name + i);
|
||||
index = GetMapIndex(mapname, index, lumpname, i != 1 || Wads.LumpLength(lump_name + i) == 0);
|
||||
try
|
||||
{
|
||||
index = GetMapIndex(mapname, index, lumpname, !justcheck);
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
delete map;
|
||||
throw;
|
||||
}
|
||||
if (index == -2)
|
||||
{
|
||||
delete map;
|
||||
return NULL;
|
||||
}
|
||||
if (index == ML_BEHAVIOR) map->HasBehavior = true;
|
||||
|
||||
// The next lump is not part of this map anymore
|
||||
|
@ -461,7 +474,20 @@ MapData *P_OpenMapData(const char * mapname)
|
|||
|
||||
if (i>0)
|
||||
{
|
||||
index = GetMapIndex(maplabel, index, lumpname, true);
|
||||
try
|
||||
{
|
||||
index = GetMapIndex(maplabel, index, lumpname, !justcheck);
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
delete map;
|
||||
throw;
|
||||
}
|
||||
if (index == -2)
|
||||
{
|
||||
delete map;
|
||||
return NULL;
|
||||
}
|
||||
if (index == ML_BEHAVIOR) map->HasBehavior = true;
|
||||
|
||||
// The next lump is not part of this map anymore
|
||||
|
@ -492,7 +518,7 @@ MapData *P_OpenMapData(const char * mapname)
|
|||
|
||||
bool P_CheckMapData(const char *mapname)
|
||||
{
|
||||
MapData *mapd = P_OpenMapData(mapname);
|
||||
MapData *mapd = P_OpenMapData(mapname, true);
|
||||
if (mapd == NULL) return false;
|
||||
delete mapd;
|
||||
return true;
|
||||
|
@ -1734,6 +1760,7 @@ void P_LoadThings (MapData * map)
|
|||
|
||||
memset (&mti[i], 0, sizeof(mti[i]));
|
||||
|
||||
mti[i].gravity = FRACUNIT;
|
||||
mti[i].Conversation = 0;
|
||||
mti[i].SkillFilter = MakeSkill(flags);
|
||||
mti[i].ClassFilter = 0xffff; // Doom map format doesn't have class flags so spawn for all player classes
|
||||
|
@ -1809,6 +1836,7 @@ void P_LoadThings2 (MapData * map)
|
|||
mti[i].ClassFilter = (mti[i].flags & MTF_CLASS_MASK) >> MTF_CLASS_SHIFT;
|
||||
mti[i].flags &= ~(MTF_SKILLMASK|MTF_CLASS_MASK);
|
||||
mti[i].Conversation = 0;
|
||||
mti[i].gravity = FRACUNIT;
|
||||
}
|
||||
delete[] mtp;
|
||||
}
|
||||
|
@ -3592,7 +3620,7 @@ void P_SetupLevel (char *lumpname, int position)
|
|||
P_FreeLevelData ();
|
||||
interpolator.ClearInterpolations(); // [RH] Nothing to interpolate on a fresh level.
|
||||
|
||||
MapData *map = P_OpenMapData(lumpname);
|
||||
MapData *map = P_OpenMapData(lumpname, true);
|
||||
if (map == NULL)
|
||||
{
|
||||
I_Error("Unable to open map '%s'\n", lumpname);
|
||||
|
|
|
@ -94,7 +94,7 @@ struct MapData
|
|||
void GetChecksum(BYTE cksum[16]);
|
||||
};
|
||||
|
||||
MapData * P_OpenMapData(const char * mapname);
|
||||
MapData * P_OpenMapData(const char * mapname, bool justcheck);
|
||||
bool P_CheckMapData(const char * mapname);
|
||||
|
||||
|
||||
|
|
|
@ -639,12 +639,21 @@ void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass,
|
|||
{
|
||||
next = actor->snext;
|
||||
// Only affect actors touching the 3D floor
|
||||
if (actor->z + actor->height > sec->floorplane.ZatPoint(actor->x, actor->y))
|
||||
fixed_t z1 = sec->floorplane.ZatPoint(actor->x, actor->y);
|
||||
fixed_t z2 = sec->ceilingplane.ZatPoint(actor->x, actor->y);
|
||||
if (z2 < z1)
|
||||
{
|
||||
// Account for Vavoom-style 3D floors
|
||||
fixed_t zz = z1;
|
||||
z1 = z2;
|
||||
z2 = zz;
|
||||
}
|
||||
if (actor->z + actor->height > z1)
|
||||
{
|
||||
// If DAMAGE_IN_AIR is used, anything not beneath the 3D floor will be
|
||||
// damaged (so, anything touching it or above it). Other 3D floors between
|
||||
// the actor and this one will not stop this effect.
|
||||
if ((flags & DAMAGE_IN_AIR) || actor->z <= sec->ceilingplane.ZatPoint(actor->x, actor->y))
|
||||
if ((flags & DAMAGE_IN_AIR) || actor->z <= z2)
|
||||
{
|
||||
// Here we pass the DAMAGE_IN_AIR flag to disable the floor check, since it
|
||||
// only works with the real sector's floor. We did the appropriate height checks
|
||||
|
|
|
@ -763,7 +763,7 @@ protected:
|
|||
fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
|
||||
int usespecials);
|
||||
friend bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
|
||||
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush, bool hereticlower=false);
|
||||
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush, bool hereticlower);
|
||||
friend bool EV_FloorCrushStop (int tag);
|
||||
friend bool EV_DoDonut (int tag, line_t *line, fixed_t pillarspeed, fixed_t slimespeed);
|
||||
private:
|
||||
|
@ -774,7 +774,7 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
|
|||
fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
|
||||
int usespecials);
|
||||
bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
|
||||
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush, bool hereticlower);
|
||||
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush, bool hereticlower=false);
|
||||
bool EV_FloorCrushStop (int tag);
|
||||
bool EV_DoDonut (int tag, line_t *line, fixed_t pillarspeed, fixed_t slimespeed);
|
||||
|
||||
|
|
|
@ -475,6 +475,7 @@ public:
|
|||
FString arg0str, arg1str;
|
||||
|
||||
memset(th, 0, sizeof(*th));
|
||||
th->gravity = FRACUNIT;
|
||||
sc.MustGetToken('{');
|
||||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
|
@ -515,6 +516,11 @@ public:
|
|||
th->special = CheckInt(key);
|
||||
break;
|
||||
|
||||
case NAME_Gravity:
|
||||
CHECK_N(Zd | Zdt)
|
||||
th->gravity = CheckFixed(key);
|
||||
break;
|
||||
|
||||
case NAME_Arg0:
|
||||
case NAME_Arg1:
|
||||
case NAME_Arg2:
|
||||
|
@ -921,6 +927,10 @@ public:
|
|||
Flag(ld->flags, ML_BLOCKSIGHT, key);
|
||||
continue;
|
||||
|
||||
case NAME_blockhitscan:
|
||||
Flag(ld->flags, ML_BLOCKHITSCAN, key);
|
||||
continue;
|
||||
|
||||
// [Dusk] lock number
|
||||
case NAME_Locknumber:
|
||||
ld->locknumber = CheckInt(key);
|
||||
|
@ -1326,7 +1336,11 @@ public:
|
|||
continue;
|
||||
|
||||
case NAME_hidden:
|
||||
sec->MoreFlags |= SECF_HIDDEN;
|
||||
Flag(sec->MoreFlags, SECF_HIDDEN, key);
|
||||
break;
|
||||
|
||||
case NAME_Waterzone:
|
||||
Flag(sec->MoreFlags, SECF_UNDERWATER, key);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
|
|
@ -224,7 +224,6 @@ class USDFParser : public UDMFParserBase
|
|||
if (reply->ItemCheck.Size() > 0)
|
||||
{
|
||||
if (reply->ItemCheck[0].Amount <= 0) reply->NeedsGold = false;
|
||||
if (reply->NeedsGold) ReplyString.AppendFormat(" for %u", reply->ItemCheck[0].Amount);
|
||||
}
|
||||
|
||||
reply->Reply = ncopystring(ReplyString);
|
||||
|
@ -288,6 +287,7 @@ class USDFParser : public UDMFParserBase
|
|||
//node->ItemCheckCount[0] = node->ItemCheckCount[1] = node->ItemCheckCount[2] = -1;
|
||||
|
||||
node->ThisNodeNum = StrifeDialogues.Push(node);
|
||||
node->ItemCheckNode = -1;
|
||||
|
||||
FString SpeakerName;
|
||||
FString Dialogue;
|
||||
|
|
120
src/p_user.cpp
120
src/p_user.cpp
|
@ -309,12 +309,120 @@ player_t::player_t()
|
|||
ConversationFaceTalker(0)
|
||||
{
|
||||
memset (&cmd, 0, sizeof(cmd));
|
||||
memset (&userinfo, 0, sizeof(userinfo));
|
||||
memset (frags, 0, sizeof(frags));
|
||||
memset (psprites, 0, sizeof(psprites));
|
||||
memset (&skill, 0, sizeof(skill));
|
||||
}
|
||||
|
||||
player_t &player_t::operator=(const player_t &p)
|
||||
{
|
||||
mo = p.mo;
|
||||
playerstate = p.playerstate;
|
||||
cmd = p.cmd;
|
||||
original_cmd = p.original_cmd;
|
||||
original_oldbuttons = p.original_oldbuttons;
|
||||
// Intentionally not copying userinfo!
|
||||
cls = p.cls;
|
||||
DesiredFOV = p.DesiredFOV;
|
||||
FOV = p.FOV;
|
||||
viewz = p.viewz;
|
||||
viewheight = p.viewheight;
|
||||
deltaviewheight = p.deltaviewheight;
|
||||
bob = p.bob;
|
||||
velx = p.velx;
|
||||
vely = p.vely;
|
||||
centering = p.centering;
|
||||
turnticks = p.turnticks;
|
||||
attackdown = p.attackdown;
|
||||
usedown = p.usedown;
|
||||
oldbuttons = p.oldbuttons;
|
||||
health = p.health;
|
||||
inventorytics = p.inventorytics;
|
||||
CurrentPlayerClass = p.CurrentPlayerClass;
|
||||
backpack = p.backpack;
|
||||
memcpy(frags, &p.frags, sizeof(frags));
|
||||
fragcount = p.fragcount;
|
||||
lastkilltime = p.lastkilltime;
|
||||
multicount = p.multicount;
|
||||
spreecount = p.spreecount;
|
||||
WeaponState = p.WeaponState;
|
||||
ReadyWeapon = p.ReadyWeapon;
|
||||
PendingWeapon = p.PendingWeapon;
|
||||
cheats = p.cheats;
|
||||
timefreezer = p.timefreezer;
|
||||
refire = p.refire;
|
||||
inconsistant = p.inconsistant;
|
||||
waiting = p.waiting;
|
||||
killcount = p.killcount;
|
||||
itemcount = p.itemcount;
|
||||
secretcount = p.secretcount;
|
||||
damagecount = p.damagecount;
|
||||
bonuscount = p.bonuscount;
|
||||
hazardcount = p.hazardcount;
|
||||
poisoncount = p.poisoncount;
|
||||
poisontype = p.poisontype;
|
||||
poisonpaintype = p.poisonpaintype;
|
||||
poisoner = p.poisoner;
|
||||
attacker = p.attacker;
|
||||
extralight = p.extralight;
|
||||
fixedcolormap = p.fixedcolormap;
|
||||
fixedlightlevel = p.fixedlightlevel;
|
||||
memcpy(psprites, &p.psprites, sizeof(psprites));
|
||||
morphTics = p.morphTics;
|
||||
MorphedPlayerClass = p.MorphedPlayerClass;
|
||||
MorphStyle = p.MorphStyle;
|
||||
MorphExitFlash = p.MorphExitFlash;
|
||||
PremorphWeapon = p.PremorphWeapon;
|
||||
chickenPeck = p.chickenPeck;
|
||||
jumpTics = p.jumpTics;
|
||||
respawn_time = p.respawn_time;
|
||||
camera = p.camera;
|
||||
air_finished = p.air_finished;
|
||||
LastDamageType = p.LastDamageType;
|
||||
savedyaw = p.savedyaw;
|
||||
savedpitch = p.savedpitch;
|
||||
angle = p.angle;
|
||||
dest = p.dest;
|
||||
prev = p.prev;
|
||||
enemy = p.enemy;
|
||||
missile = p.missile;
|
||||
mate = p.mate;
|
||||
last_mate = p.last_mate;
|
||||
settings_controller = p.settings_controller;
|
||||
skill = p.skill;
|
||||
t_active = p.t_active;
|
||||
t_respawn = p.t_respawn;
|
||||
t_strafe = p.t_strafe;
|
||||
t_react = p.t_react;
|
||||
t_fight = p.t_fight;
|
||||
t_roam = p.t_roam;
|
||||
t_rocket = p.t_rocket;
|
||||
isbot = p.isbot;
|
||||
first_shot = p.first_shot;
|
||||
sleft = p.sleft;
|
||||
allround = p.allround;
|
||||
oldx = p.oldx;
|
||||
oldy = p.oldy;
|
||||
BlendR = p.BlendR;
|
||||
BlendG = p.BlendG;
|
||||
BlendB = p.BlendB;
|
||||
BlendA = p.BlendA;
|
||||
LogText = p.LogText;
|
||||
MinPitch = p.MinPitch;
|
||||
MaxPitch = p.MaxPitch;
|
||||
crouching = p.crouching;
|
||||
crouchdir = p.crouchdir;
|
||||
crouchfactor = p.crouchfactor;
|
||||
crouchoffset = p.crouchoffset;
|
||||
crouchviewdelta = p.crouchviewdelta;
|
||||
weapons = p.weapons;
|
||||
ConversationNPC = p.ConversationNPC;
|
||||
ConversationPC = p.ConversationPC;
|
||||
ConversationNPCAngle = p.ConversationNPCAngle;
|
||||
ConversationFaceTalker = p.ConversationFaceTalker;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// This function supplements the pointer cleanup in dobject.cpp, because
|
||||
// player_t is not derived from DObject. (I tried it, and DestroyScan was
|
||||
// unable to properly determine the player object's type--possibly
|
||||
|
@ -474,6 +582,14 @@ void APlayerPawn::Serialize (FArchive &arc)
|
|||
{
|
||||
arc << GruntSpeed << FallingScreamMinSpeed << FallingScreamMaxSpeed;
|
||||
}
|
||||
if (SaveVersion >= 4502)
|
||||
{
|
||||
arc << UseRange;
|
||||
}
|
||||
if (SaveVersion >= 4503)
|
||||
{
|
||||
arc << AirCapacity;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -1063,7 +1179,7 @@ bool APlayerPawn::ResetAirSupply (bool playgasp)
|
|||
{
|
||||
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
|
||||
}
|
||||
if (level.airsupply> 0) player->air_finished = level.time + level.airsupply;
|
||||
if (level.airsupply> 0 && player->mo->AirCapacity > 0) player->air_finished = level.time + FixedMul(level.airsupply, player->mo->AirCapacity);
|
||||
else player->air_finished = INT_MAX;
|
||||
return wasdrowning;
|
||||
}
|
||||
|
|
|
@ -174,7 +174,15 @@ void R_InitPlanes ()
|
|||
void R_DeinitPlanes ()
|
||||
{
|
||||
fakeActive = 0;
|
||||
R_ClearPlanes(false);
|
||||
|
||||
// do not use R_ClearPlanes because at this point the screen pointer is no longer valid.
|
||||
for (int i = 0; i <= MAXVISPLANES; i++) // new code -- killough
|
||||
{
|
||||
for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
|
||||
{
|
||||
freehead = &(*freehead)->next;
|
||||
}
|
||||
}
|
||||
for (visplane_t *pl = freetail; pl != NULL; )
|
||||
{
|
||||
visplane_t *next = pl->next;
|
||||
|
@ -490,7 +498,7 @@ void R_MapColoredPlane (int y, int x1)
|
|||
|
||||
void R_ClearPlanes (bool fullclear)
|
||||
{
|
||||
int i, max;
|
||||
int i;
|
||||
|
||||
// Don't clear fake planes if not doing a full clear.
|
||||
if (!fullclear)
|
||||
|
@ -516,7 +524,6 @@ void R_ClearPlanes (bool fullclear)
|
|||
}
|
||||
else
|
||||
{
|
||||
max = fullclear ? MAXVISPLANES : MAXVISPLANES-1;
|
||||
for (i = 0; i <= MAXVISPLANES; i++) // new code -- killough
|
||||
{
|
||||
for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
|
||||
|
@ -524,10 +531,7 @@ void R_ClearPlanes (bool fullclear)
|
|||
freehead = &(*freehead)->next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (fullclear)
|
||||
{
|
||||
// opening / clipping determination
|
||||
clearbufshort (floorclip, viewwidth, viewheight);
|
||||
// [RH] clip ceiling to console bottom
|
||||
|
|
|
@ -828,7 +828,7 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
|
|||
{
|
||||
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
|
||||
{
|
||||
lightlist_t *lit = &backsector->e->XFloor.lightlist[i];
|
||||
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
|
||||
break;
|
||||
|
|
|
@ -62,6 +62,9 @@
|
|||
extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
|
||||
EXTERN_CVAR (Bool, cl_capfps)
|
||||
|
||||
extern lighttable_t* fixedcolormap;
|
||||
extern FSpecialColormap*realfixedcolormap;
|
||||
|
||||
// TYPES -------------------------------------------------------------------
|
||||
|
||||
struct InterpolationViewer
|
||||
|
@ -1005,6 +1008,11 @@ void FCanvasTextureInfo::UpdateAll ()
|
|||
{
|
||||
FCanvasTextureInfo *probe;
|
||||
|
||||
// curse Doom's overuse of global variables in the renderer.
|
||||
// These get clobbered by rendering to a camera texture but they need to be preserved so the final rendering can be done with the correct palette.
|
||||
unsigned char *savecolormap = fixedcolormap;
|
||||
FSpecialColormap *savecm = realfixedcolormap;
|
||||
|
||||
for (probe = List; probe != NULL; probe = probe->Next)
|
||||
{
|
||||
if (probe->Viewpoint != NULL && probe->Texture->bNeedsUpdate)
|
||||
|
@ -1012,6 +1020,9 @@ void FCanvasTextureInfo::UpdateAll ()
|
|||
Renderer->RenderTextureView(probe->Texture, probe->Viewpoint, probe->FOV);
|
||||
}
|
||||
}
|
||||
|
||||
fixedcolormap = savecolormap;
|
||||
realfixedcolormap = savecm;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -243,7 +243,7 @@ bool F7ZFile::Open(bool quiet)
|
|||
Archive = NULL;
|
||||
if (!quiet)
|
||||
{
|
||||
Printf("\n"TEXTCOLOR_RED"%s: ", Filename);
|
||||
Printf("\n" TEXTCOLOR_RED "%s: ", Filename);
|
||||
if (res == SZ_ERROR_UNSUPPORTED)
|
||||
{
|
||||
Printf("Decoder does not support this archive\n");
|
||||
|
|
|
@ -63,7 +63,7 @@ bool FPlayList::ChangeList (const char *path)
|
|||
|
||||
if ( (file = fopen (path, "rb")) == NULL)
|
||||
{
|
||||
Printf ("Could not open "TEXTCOLOR_BOLD"%s"TEXTCOLOR_NORMAL": %s\n", path, strerror(errno));
|
||||
Printf ("Could not open " TEXTCOLOR_BOLD "%s" TEXTCOLOR_NORMAL ": %s\n", path, strerror(errno));
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -1683,7 +1683,7 @@ bool S_GetSoundPlayingInfo (const FPolyObj *poly, int sound_id)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool S_IsChannelUsed(AActor *actor, int channel, int *seen)
|
||||
static bool S_IsChannelUsed(AActor *actor, int channel, int *seen)
|
||||
{
|
||||
if (*seen & (1 << channel))
|
||||
{
|
||||
|
|
|
@ -922,7 +922,7 @@ void STACK_ARGS FScanner::ScriptMessage (const char *message, ...)
|
|||
va_end (arglist);
|
||||
}
|
||||
|
||||
Printf (TEXTCOLOR_RED"Script error, \"%s\" line %d:\n"TEXTCOLOR_RED"%s\n", ScriptName.GetChars(),
|
||||
Printf (TEXTCOLOR_RED "Script error, \"%s\" line %d:\n" TEXTCOLOR_RED "%s\n", ScriptName.GetChars(),
|
||||
AlreadyGot? AlreadyGotLine : Line, composed.GetChars());
|
||||
}
|
||||
|
||||
|
|
|
@ -616,7 +616,7 @@ int I_PickIWad (WadStuff *wads, int numwads, bool showwin, int defaultiwad)
|
|||
const char *str;
|
||||
if((str=getenv("KDE_FULL_SESSION")) && strcmp(str, "true") == 0)
|
||||
{
|
||||
FString cmd("kdialog --title \""GAMESIG" ");
|
||||
FString cmd("kdialog --title \"" GAMESIG " ");
|
||||
cmd << GetVersionString() << ": Select an IWAD to use\""
|
||||
" --menu \"ZDoom found more than one IWAD\n"
|
||||
"Select from the list below to determine which one to use:\"";
|
||||
|
@ -749,6 +749,8 @@ int I_FindClose (void *handle)
|
|||
findstate_t *state = (findstate_t *)handle;
|
||||
if (handle != (void*)-1 && state->count > 0)
|
||||
{
|
||||
for(int i = 0;i < state->count;++i)
|
||||
free (state->namelist[i]);
|
||||
state->count = 0;
|
||||
free (state->namelist);
|
||||
state->namelist = NULL;
|
||||
|
|
|
@ -156,7 +156,7 @@ static const char* const tableHeaders[NUM_COLUMNS] = { "IWAD", "Game" };
|
|||
cancelled = false;
|
||||
|
||||
app = [NSApplication sharedApplication];
|
||||
id windowTitle = [NSString stringWithUTF8String:GAMESIG " " DOTVERSIONSTR ": Select an IWAD to use"];
|
||||
id windowTitle = [NSString stringWithFormat:@GAMESIG " %s: Select an IWAD to use", GetVersionString()];
|
||||
|
||||
NSRect frame = NSMakeRect(0, 0, 440, 450);
|
||||
window = [[NSWindow alloc] initWithContentRect:frame styleMask:NSTitledWindowMask backing:NSBackingStoreBuffered defer:NO];
|
||||
|
|
|
@ -108,7 +108,6 @@ CUSTOM_CVAR (Float, snd_waterlp, 250, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|||
}
|
||||
|
||||
#ifndef NO_FMOD
|
||||
|
||||
#if FMOD_VERSION < 0x43400
|
||||
#define FMOD_OPENSTATE_PLAYING FMOD_OPENSTATE_STREAMING
|
||||
#endif
|
||||
|
@ -734,8 +733,8 @@ bool FMODSoundRenderer::Init()
|
|||
}
|
||||
if (wrongver != NULL)
|
||||
{
|
||||
Printf (" "TEXTCOLOR_ORANGE"Error! You are using %s version of FMOD (%x.%02x.%02x).\n"
|
||||
" "TEXTCOLOR_ORANGE"This program was built for version %x.%02x.%02x\n",
|
||||
Printf (" " TEXTCOLOR_ORANGE "Error! You are using %s version of FMOD (%x.%02x.%02x).\n"
|
||||
" " TEXTCOLOR_ORANGE "This program was built for version %x.%02x.%02x\n",
|
||||
wrongver,
|
||||
version >> 16, (version >> 8) & 255, version & 255,
|
||||
FMOD_VERSION >> 16, (FMOD_VERSION >> 8) & 255, FMOD_VERSION & 255);
|
||||
|
@ -1263,15 +1262,15 @@ void FMODSoundRenderer::PrintStatus()
|
|||
unsigned int bufferlength;
|
||||
int numbuffers;
|
||||
|
||||
Printf ("Loaded FMOD version: "TEXTCOLOR_GREEN"%x.%02x.%02x\n", ActiveFMODVersion >> 16,
|
||||
Printf ("Loaded FMOD version: " TEXTCOLOR_GREEN "%x.%02x.%02x\n", ActiveFMODVersion >> 16,
|
||||
(ActiveFMODVersion >> 8) & 255, ActiveFMODVersion & 255);
|
||||
if (FMOD_OK == Sys->getOutput(&output))
|
||||
{
|
||||
Printf ("Output type: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(OutputNames, output));
|
||||
Printf ("Output type: " TEXTCOLOR_GREEN "%s\n", Enum_NameForNum(OutputNames, output));
|
||||
}
|
||||
if (FMOD_OK == Sys->getSpeakerMode(&speakermode))
|
||||
{
|
||||
Printf ("Speaker mode: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(SpeakerModeNames, speakermode));
|
||||
Printf ("Speaker mode: " TEXTCOLOR_GREEN "%s\n", Enum_NameForNum(SpeakerModeNames, speakermode));
|
||||
}
|
||||
if (FMOD_OK == Sys->getDriver(&driver))
|
||||
{
|
||||
|
@ -1280,19 +1279,19 @@ void FMODSoundRenderer::PrintStatus()
|
|||
{
|
||||
strcpy(name, "Unknown");
|
||||
}
|
||||
Printf ("Driver: "TEXTCOLOR_GREEN"%d"TEXTCOLOR_NORMAL" ("TEXTCOLOR_ORANGE"%s"TEXTCOLOR_NORMAL")\n", driver, name);
|
||||
Printf ("Driver: " TEXTCOLOR_GREEN "%d" TEXTCOLOR_NORMAL " (" TEXTCOLOR_ORANGE "%s" TEXTCOLOR_NORMAL ")\n", driver, name);
|
||||
DumpDriverCaps(Driver_Caps, Driver_MinFrequency, Driver_MaxFrequency);
|
||||
}
|
||||
if (FMOD_OK == Sys->getSoftwareFormat(&samplerate, &format, &numoutputchannels, NULL, &resampler, NULL))
|
||||
{
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer sample rate: "TEXTCOLOR_GREEN"%d\n", samplerate);
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer format: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(SoundFormatNames, format));
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer channels: "TEXTCOLOR_GREEN"%d\n", numoutputchannels);
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer resampler: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(ResamplerNames, resampler));
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer sample rate: " TEXTCOLOR_GREEN "%d\n", samplerate);
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer format: " TEXTCOLOR_GREEN "%s\n", Enum_NameForNum(SoundFormatNames, format));
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer channels: " TEXTCOLOR_GREEN "%d\n", numoutputchannels);
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer resampler: " TEXTCOLOR_GREEN "%s\n", Enum_NameForNum(ResamplerNames, resampler));
|
||||
}
|
||||
if (FMOD_OK == Sys->getDSPBufferSize(&bufferlength, &numbuffers))
|
||||
{
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "DSP buffers: "TEXTCOLOR_GREEN"%u samples x %d\n", bufferlength, numbuffers);
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "DSP buffers: " TEXTCOLOR_GREEN "%u samples x %d\n", bufferlength, numbuffers);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1304,8 +1303,8 @@ void FMODSoundRenderer::PrintStatus()
|
|||
|
||||
void FMODSoundRenderer::DumpDriverCaps(FMOD_CAPS caps, int minfrequency, int maxfrequency)
|
||||
{
|
||||
Printf (TEXTCOLOR_OLIVE " Min. frequency: "TEXTCOLOR_GREEN"%d\n", minfrequency);
|
||||
Printf (TEXTCOLOR_OLIVE " Max. frequency: "TEXTCOLOR_GREEN"%d\n", maxfrequency);
|
||||
Printf (TEXTCOLOR_OLIVE " Min. frequency: " TEXTCOLOR_GREEN "%d\n", minfrequency);
|
||||
Printf (TEXTCOLOR_OLIVE " Max. frequency: " TEXTCOLOR_GREEN "%d\n", maxfrequency);
|
||||
Printf (" Features:\n");
|
||||
if (caps == 0) Printf(TEXTCOLOR_OLIVE " None\n");
|
||||
if (caps & FMOD_CAPS_HARDWARE) Printf(TEXTCOLOR_OLIVE " Hardware mixing\n");
|
||||
|
@ -1320,7 +1319,7 @@ void FMODSoundRenderer::DumpDriverCaps(FMOD_CAPS caps, int minfrequency, int max
|
|||
{
|
||||
Printf("\n");
|
||||
}
|
||||
if (caps & FMOD_CAPS_REVERB_LIMITED) Printf("TEXTCOLOR_OLIVE Limited reverb\n");
|
||||
if (caps & FMOD_CAPS_REVERB_LIMITED) Printf(TEXTCOLOR_OLIVE " Limited reverb\n");
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1388,11 +1387,11 @@ FString FMODSoundRenderer::GatherStats()
|
|||
}
|
||||
#endif
|
||||
|
||||
out.Format ("%d channels,"TEXTCOLOR_YELLOW"%5.2f"TEXTCOLOR_NORMAL"%% CPU "
|
||||
"(DSP:"TEXTCOLOR_YELLOW"%5.2f"TEXTCOLOR_NORMAL"%% "
|
||||
"Stream:"TEXTCOLOR_YELLOW"%5.2f"TEXTCOLOR_NORMAL"%% "
|
||||
"Geometry:"TEXTCOLOR_YELLOW"%5.2f"TEXTCOLOR_NORMAL"%% "
|
||||
"Update:"TEXTCOLOR_YELLOW"%5.2f"TEXTCOLOR_NORMAL"%%)",
|
||||
out.Format ("%d channels," TEXTCOLOR_YELLOW "%5.2f" TEXTCOLOR_NORMAL "%% CPU "
|
||||
"(DSP:" TEXTCOLOR_YELLOW "%5.2f" TEXTCOLOR_NORMAL "%% "
|
||||
"Stream:" TEXTCOLOR_YELLOW "%5.2f" TEXTCOLOR_NORMAL "%% "
|
||||
"Geometry:" TEXTCOLOR_YELLOW "%5.2f" TEXTCOLOR_NORMAL "%% "
|
||||
"Update:" TEXTCOLOR_YELLOW "%5.2f" TEXTCOLOR_NORMAL "%%)",
|
||||
channels, total, dsp, stream, geometry, update);
|
||||
return out;
|
||||
}
|
||||
|
|
|
@ -620,10 +620,10 @@ FString FluidSynthMIDIDevice::GetStats()
|
|||
fluid_settings_getint(FluidSettings, "synth.polyphony", &maxpoly);
|
||||
CritSec.Leave();
|
||||
|
||||
out.Format("Voices: "TEXTCOLOR_YELLOW"%3d"TEXTCOLOR_NORMAL"/"TEXTCOLOR_ORANGE"%3d"TEXTCOLOR_NORMAL"("TEXTCOLOR_RED"%3d"TEXTCOLOR_NORMAL")"
|
||||
TEXTCOLOR_YELLOW"%6.2f"TEXTCOLOR_NORMAL"%% CPU "
|
||||
"Reverb: "TEXTCOLOR_YELLOW"%3s"TEXTCOLOR_NORMAL
|
||||
" Chorus: "TEXTCOLOR_YELLOW"%3s",
|
||||
out.Format("Voices: " TEXTCOLOR_YELLOW "%3d" TEXTCOLOR_NORMAL "/" TEXTCOLOR_ORANGE "%3d" TEXTCOLOR_NORMAL "(" TEXTCOLOR_RED "%3d" TEXTCOLOR_NORMAL ")"
|
||||
TEXTCOLOR_YELLOW "%6.2f" TEXTCOLOR_NORMAL "%% CPU "
|
||||
"Reverb: " TEXTCOLOR_YELLOW "%3s" TEXTCOLOR_NORMAL
|
||||
" Chorus: " TEXTCOLOR_YELLOW "%3s",
|
||||
voices, polyphony, maxpoly, load, reverb, chorus);
|
||||
return out;
|
||||
}
|
||||
|
|
|
@ -1376,7 +1376,7 @@ void OpenALSoundRenderer::SetSfxPaused(bool paused, int slot)
|
|||
}
|
||||
}
|
||||
|
||||
void OpenALSoundRenderer::SetInactive(EInactiveState)
|
||||
void OpenALSoundRenderer::SetInactive(SoundRenderer::EInactiveState)
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
@ -74,7 +74,7 @@ public:
|
|||
virtual void SetSfxVolume(float volume);
|
||||
virtual void SetMusicVolume(float volume);
|
||||
virtual SoundHandle LoadSound(BYTE *sfxdata, int length);
|
||||
virtual SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend);
|
||||
virtual SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend = -1);
|
||||
virtual void UnloadSound(SoundHandle sfx);
|
||||
virtual unsigned int GetMSLength(SoundHandle sfx);
|
||||
virtual unsigned int GetSampleLength(SoundHandle sfx);
|
||||
|
@ -104,7 +104,7 @@ public:
|
|||
virtual void SetSfxPaused(bool paused, int slot);
|
||||
|
||||
// Pauses or resumes *every* channel, including environmental reverb.
|
||||
virtual void SetInactive(EInactiveState state);
|
||||
virtual void SetInactive(SoundRenderer::EInactiveState inactive);
|
||||
|
||||
// Updates the volume, separation, and pitch of a sound channel.
|
||||
virtual void UpdateSoundParams3D(SoundListener *listener, FISoundChannel *chan, bool areasound, const FVector3 &pos, const FVector3 &vel);
|
||||
|
|
|
@ -463,7 +463,7 @@ void STAT_ChangeLevel(const char *newl)
|
|||
{
|
||||
// we reached the end of this episode
|
||||
int wad = 0;
|
||||
MapData * map = P_OpenMapData(StartEpisode->mEpisodeMap);
|
||||
MapData * map = P_OpenMapData(StartEpisode->mEpisodeMap, false);
|
||||
if (map != NULL)
|
||||
{
|
||||
wad = Wads.GetLumpFile(map->lumpnum);
|
||||
|
|
|
@ -659,6 +659,17 @@ void FTextureManager::ParseCameraTexture(FScanner &sc)
|
|||
sc.UnGet ();
|
||||
}
|
||||
}
|
||||
if (sc.GetString())
|
||||
{
|
||||
if (sc.Compare("WorldPanning"))
|
||||
{
|
||||
viewer->bWorldPanning = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.UnGet();
|
||||
}
|
||||
}
|
||||
viewer->SetScaledSize(fitwidth, fitheight);
|
||||
}
|
||||
|
||||
|
|
|
@ -233,13 +233,13 @@ FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchl
|
|||
NumParts = SAFESHORT(mtexture.d->patchcount);
|
||||
}
|
||||
|
||||
if (NumParts <= 0)
|
||||
if (NumParts < 0)
|
||||
{
|
||||
I_FatalError ("Bad texture directory");
|
||||
}
|
||||
|
||||
UseType = FTexture::TEX_Wall;
|
||||
Parts = new TexPart[NumParts];
|
||||
Parts = NumParts > 0 ? new TexPart[NumParts] : NULL;
|
||||
Width = SAFESHORT(mtexture.d->width);
|
||||
Height = SAFESHORT(mtexture.d->height);
|
||||
strncpy (Name, (const char *)mtexture.d->name, 8);
|
||||
|
@ -906,7 +906,7 @@ void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int d
|
|||
|
||||
// There is bizzarely a Doom editing tool that writes to the
|
||||
// first two elements of columndirectory, so I can't check those.
|
||||
if (SAFESHORT(tex->patchcount) <= 0 ||
|
||||
if (SAFESHORT(tex->patchcount) < 0 ||
|
||||
tex->columndirectory[2] != 0 ||
|
||||
tex->columndirectory[3] != 0)
|
||||
{
|
||||
|
|
|
@ -127,7 +127,7 @@ void FTextureManager::DeleteAll()
|
|||
{
|
||||
if (mAnimatedDoors[i].TextureFrames != NULL)
|
||||
{
|
||||
delete mAnimatedDoors[i].TextureFrames;
|
||||
delete[] mAnimatedDoors[i].TextureFrames;
|
||||
mAnimatedDoors[i].TextureFrames = NULL;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -70,6 +70,7 @@
|
|||
#include "m_bbox.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "p_trace.h"
|
||||
#include "gstrings.h"
|
||||
|
||||
|
||||
static FRandom pr_camissile ("CustomActorfire");
|
||||
|
@ -1403,7 +1404,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|||
}
|
||||
|
||||
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
|
||||
int puffFlags = LAF_ISMELEEATTACK | (flags & CPF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
|
||||
int puffFlags = LAF_ISMELEEATTACK | ((flags & CPF_NORANDOMPUFFZ) ? LAF_NORANDOMPUFFZ : 0);
|
||||
|
||||
P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget, &actualdamage);
|
||||
|
||||
|
@ -1425,7 +1426,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|||
|
||||
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
|
||||
if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1746,6 +1746,7 @@ enum SIX_Flags
|
|||
SIXF_TRANSFERSCALE = 1 << 14,
|
||||
SIXF_TRANSFERSPECIAL = 1 << 15,
|
||||
SIXF_CLEARCALLERSPECIAL = 1 << 16,
|
||||
SIXF_TRANSFERSTENCILCOL = 1 << 17,
|
||||
};
|
||||
|
||||
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
||||
|
@ -1858,6 +1859,10 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
|||
self->special = 0;
|
||||
memset(self->args, 0, sizeof(self->args));
|
||||
}
|
||||
if (flags & SIXF_TRANSFERSTENCILCOL)
|
||||
{
|
||||
mo->fillcolor = self->fillcolor;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -2133,6 +2138,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
|
|||
ACTION_PARAM_FLOAT(time, 1);
|
||||
ACTION_PARAM_NAME(fontname, 2);
|
||||
|
||||
if (text[0] == '$') text = GStrings(text+1);
|
||||
if (self->CheckLocalView (consoleplayer) ||
|
||||
(self->target!=NULL && self->target->CheckLocalView (consoleplayer)))
|
||||
{
|
||||
|
@ -2171,6 +2177,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
|
|||
float saved = con_midtime;
|
||||
FFont *font = NULL;
|
||||
|
||||
if (text[0] == '$') text = GStrings(text+1);
|
||||
if (fontname != NAME_None)
|
||||
{
|
||||
font = V_GetFont(fontname);
|
||||
|
@ -2196,11 +2203,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log)
|
|||
{
|
||||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_STRING(text, 0);
|
||||
|
||||
if (text[0] == '$') text = GStrings(text+1);
|
||||
Printf("%s\n", text);
|
||||
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//=========================================================================
|
||||
//
|
||||
// A_LogInt
|
||||
//
|
||||
|
@ -4925,6 +4934,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
|
|||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_INT(tics_to_set, 0);
|
||||
|
||||
if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
{ // Is this a weapon? Need to check psp states for a match, then. Blah.
|
||||
for (int i = 0; i < NUMPSPRITES; ++i)
|
||||
{
|
||||
if (self->player->psprites[i].state == CallingState)
|
||||
{
|
||||
self->player->psprites[i].tics = tics_to_set;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Just set tics for self.
|
||||
self->tics = tics_to_set;
|
||||
}
|
||||
|
||||
|
@ -4941,3 +4962,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType)
|
|||
|
||||
self->DamageType = damagetype;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_DropItem
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_CLASS(spawntype, 0);
|
||||
ACTION_PARAM_INT(amount, 1);
|
||||
ACTION_PARAM_INT(chance, 2);
|
||||
|
||||
P_DropItem(self, spawntype, amount, chance);
|
||||
}
|
||||
|
|
|
@ -184,6 +184,7 @@ static FFlagDef ActorFlags[]=
|
|||
|
||||
DEFINE_FLAG(MF5, DONTDRAIN, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NOFORWARDFALL, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, COUNTSECRET, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
|
||||
|
@ -233,6 +234,7 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
|
||||
DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
|
|
|
@ -867,7 +867,7 @@ static void ParseActionDef (FScanner &sc, PClass *cls)
|
|||
OPTIONAL = 1
|
||||
};
|
||||
|
||||
bool error = false;
|
||||
unsigned int error = 0;
|
||||
const AFuncDesc *afd;
|
||||
FName funcname;
|
||||
FString args;
|
||||
|
@ -876,8 +876,8 @@ static void ParseActionDef (FScanner &sc, PClass *cls)
|
|||
|
||||
if (sc.LumpNum == -1 || Wads.GetLumpFile(sc.LumpNum) > 0)
|
||||
{
|
||||
sc.ScriptMessage ("action functions can only be imported by internal class and actor definitions!");
|
||||
error++;
|
||||
sc.ScriptMessage ("Action functions can only be imported by internal class and actor definitions!");
|
||||
++error;
|
||||
}
|
||||
|
||||
sc.MustGetToken(TK_Native);
|
||||
|
@ -887,7 +887,7 @@ static void ParseActionDef (FScanner &sc, PClass *cls)
|
|||
if (afd == NULL)
|
||||
{
|
||||
sc.ScriptMessage ("The function '%s' has not been exported from the executable.", sc.String);
|
||||
error++;
|
||||
++error;
|
||||
}
|
||||
sc.MustGetToken('(');
|
||||
if (!sc.CheckToken(')'))
|
||||
|
@ -998,7 +998,7 @@ static void ParseActionDef (FScanner &sc, PClass *cls)
|
|||
}
|
||||
if (error)
|
||||
{
|
||||
FScriptPosition::ErrorCounter++;
|
||||
FScriptPosition::ErrorCounter += error;
|
||||
}
|
||||
else if (cls->Symbols.AddSymbol (sym) == NULL)
|
||||
{
|
||||
|
|
|
@ -2113,9 +2113,8 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
|
|||
I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n");
|
||||
return;
|
||||
}
|
||||
// Puts a percent value in the 0.0..1.0 range
|
||||
PROP_FIXED_PARM(f, 0);
|
||||
*pStrength = f / 100;
|
||||
*pStrength = f;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2410,6 +2409,24 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, viewheight, F, PlayerPawn)
|
|||
defaults->ViewHeight = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, userange, F, PlayerPawn)
|
||||
{
|
||||
PROP_FIXED_PARM(z, 0);
|
||||
defaults->UseRange = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, aircapacity, F, PlayerPawn)
|
||||
{
|
||||
PROP_FIXED_PARM(z, 0);
|
||||
defaults->AirCapacity = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
|||
|
||||
// Use 4500 as the base git save version, since it's higher than the
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4501
|
||||
#define SAVEVER 4503
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
|
@ -62,7 +62,7 @@ typedef enum
|
|||
|
||||
CVAR (Bool, wi_percents, true, CVAR_ARCHIVE)
|
||||
CVAR (Bool, wi_showtotaltime, true, CVAR_ARCHIVE)
|
||||
CVAR (Bool, wi_noautostartmap, false, CVAR_ARCHIVE)
|
||||
CVAR (Bool, wi_noautostartmap, false, CVAR_USERINFO|CVAR_ARCHIVE)
|
||||
|
||||
|
||||
void WI_loadData ();
|
||||
|
@ -1098,11 +1098,28 @@ void WI_updateNoState ()
|
|||
{
|
||||
WI_updateAnimatedBack();
|
||||
|
||||
if (acceleratestage)
|
||||
{
|
||||
cnt = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool noauto = noautostartmap;
|
||||
|
||||
if (!wi_noautostartmap && !noautostartmap) cnt--;
|
||||
if (acceleratestage) cnt=0;
|
||||
for (int i = 0; !noauto && i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (playeringame[i])
|
||||
{
|
||||
noauto |= players[i].userinfo.GetNoAutostartMap();
|
||||
}
|
||||
}
|
||||
if (!noauto)
|
||||
{
|
||||
cnt--;
|
||||
}
|
||||
}
|
||||
|
||||
if (cnt==0)
|
||||
if (cnt == 0)
|
||||
{
|
||||
WI_End();
|
||||
G_WorldDone();
|
||||
|
@ -1947,7 +1964,7 @@ void WI_Ticker(void)
|
|||
if (level.info->InterMusic.IsNotEmpty())
|
||||
S_ChangeMusic(level.info->InterMusic, level.info->intermusicorder);
|
||||
else
|
||||
S_ChangeMusic (gameinfo.intermissionMusic.GetChars());
|
||||
S_ChangeMusic (gameinfo.intermissionMusic.GetChars(), gameinfo.intermissionOrder);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -1569,3 +1569,31 @@ unsigned int I_MakeRNGSeed()
|
|||
CryptReleaseContext(prov, 0);
|
||||
return seed;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// I_GetLongPathName
|
||||
//
|
||||
// Returns the long version of the path, or the original if there isn't
|
||||
// anything worth changing.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString I_GetLongPathName(FString shortpath)
|
||||
{
|
||||
DWORD buffsize = GetLongPathName(shortpath.GetChars(), NULL, 0);
|
||||
if (buffsize == 0)
|
||||
{ // nothing to change (it doesn't exist, maybe?)
|
||||
return shortpath;
|
||||
}
|
||||
TCHAR *buff = new TCHAR[buffsize];
|
||||
DWORD buffsize2 = GetLongPathName(shortpath.GetChars(), buff, buffsize);
|
||||
if (buffsize2 >= buffsize)
|
||||
{ // Failure! Just return the short path
|
||||
delete[] buff;
|
||||
return shortpath;
|
||||
}
|
||||
FString longpath(buff, buffsize2);
|
||||
delete[] buff;
|
||||
return longpath;
|
||||
}
|
||||
|
|
|
@ -155,6 +155,9 @@ typedef _W64 long WLONG_PTR;
|
|||
typedef long WLONG_PTR;
|
||||
#endif
|
||||
|
||||
// Wrapper for GetLongPathName
|
||||
FString I_GetLongPathName(FString shortpath);
|
||||
|
||||
// Directory searching routines
|
||||
|
||||
// Mirror WIN32_FIND_DATAA in <winbase.h>
|
||||
|
|
|
@ -1,11 +1,3 @@
|
|||
cmake_minimum_required( VERSION 2.4 )
|
||||
|
||||
get_target_property(ZIPDIR_EXE zipdir LOCATION)
|
||||
|
||||
add_custom_command( OUTPUT ${ZDOOM_OUTPUT_DIR}/zdoom.pk3
|
||||
COMMAND ${ZIPDIR_EXE} -udf ${ZDOOM_OUTPUT_DIR}/zdoom.pk3 ${CMAKE_CURRENT_SOURCE_DIR}/static
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${ZDOOM_OUTPUT_DIR}/zdoom.pk3 $<TARGET_FILE_DIR:zdoom>
|
||||
DEPENDS zipdir ${CMAKE_CURRENT_SOURCE_DIR}/static )
|
||||
|
||||
add_custom_target( pk3 ALL
|
||||
DEPENDS ${ZDOOM_OUTPUT_DIR}/zdoom.pk3 )
|
||||
add_pk3(zdoom.pk3 ${CMAKE_CURRENT_SOURCE_DIR}/static)
|
||||
|
|
|
@ -84,7 +84,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_VileChase();
|
||||
action native A_VileStart();
|
||||
action native A_VileTarget(class<Actor> fire = "ArchvileFire");
|
||||
action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire");
|
||||
action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire", int flags = 0);
|
||||
action native A_StartFire();
|
||||
action native A_Fire(float spawnheight = 0);
|
||||
action native A_FireCrackle();
|
||||
|
@ -300,6 +300,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
|
||||
action native A_SetTics(int tics);
|
||||
action native A_SetDamageType(name damagetype);
|
||||
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
|
||||
|
||||
action native A_CheckSightOrRange(float distance, state label);
|
||||
action native A_CheckRange(float distance, state label);
|
||||
|
|
|
@ -4,6 +4,9 @@ const int PAF_NOSKULLATTACK = 1;
|
|||
const int PAF_AIMFACING = 2;
|
||||
const int PAF_NOTARGET = 4;
|
||||
|
||||
// Flags for A_VileAttack
|
||||
const int VAF_DMGTYPEAPPLYTODIRECT = 1;
|
||||
|
||||
// Flags for A_Saw
|
||||
const int SF_NORANDOM = 1;
|
||||
const int SF_RANDOMLIGHTMISS = 2;
|
||||
|
@ -59,6 +62,7 @@ const int SXF_MULTIPLYSPEED = 8192;
|
|||
const int SXF_TRANSFERSCALE = 16384;
|
||||
const int SXF_TRANSFERSPECIAL = 32768;
|
||||
const int SXF_CLEARCALLERSPECIAL = 65536;
|
||||
const int SXF_TRANSFERSTENCILCOL = 131072;
|
||||
|
||||
// Flags for A_Chase
|
||||
const int CHF_FASTCHASE = 1;
|
||||
|
|
|
@ -300,6 +300,7 @@ ACTOR PowerDrain : Powerup native
|
|||
ACTOR PowerRegeneration : Powerup native
|
||||
{
|
||||
Powerup.Duration -120
|
||||
Powerup.Strength 5
|
||||
}
|
||||
|
||||
ACTOR PowerHighJump : Powerup native {}
|
||||
|
|
|
@ -24,6 +24,7 @@ Actor PlayerPawn : Actor native
|
|||
Player.GruntSpeed 12
|
||||
Player.FallingScreamSpeed 35,40
|
||||
Player.ViewHeight 41
|
||||
Player.UseRange 64
|
||||
Player.ForwardMove 1,1
|
||||
Player.SideMove 1,1
|
||||
Player.ColorRange 0,0
|
||||
|
@ -31,6 +32,7 @@ Actor PlayerPawn : Actor native
|
|||
Player.DamageScreenColor "ff 00 00"
|
||||
Player.MugShotMaxHealth 0
|
||||
Player.FlechetteType "ArtiPoisonBag3"
|
||||
Player.AirCapacity 1
|
||||
Obituary "$OB_MPDEFAULT"
|
||||
}
|
||||
|
||||
|
|
|
@ -20,6 +20,7 @@ ACTOR AlienSpectre1 : SpectralMonster 129
|
|||
PainSound "alienspectre/pain"
|
||||
DeathSound "alienspectre/death"
|
||||
ActiveSound "alienspectre/active"
|
||||
Obituary "$OB_ALIENSPECTRE"
|
||||
+NOGRAVITY
|
||||
+FLOAT
|
||||
+SHADOW
|
||||
|
|
|
@ -353,3 +353,26 @@ F481922F4881F74760F3C0437FD5EDD0 // map03
|
|||
// make the blue key spawn above the 3D floor
|
||||
setthingz 918 296
|
||||
}
|
||||
|
||||
64B6CE3CB7349B6F6B1A885C449ACB96 // Super Sonic Doom, map31
|
||||
{
|
||||
// During the end-of-level tally, both PROP_FROZEN and PROP_TOTALLYFROZEN
|
||||
// are set, but only PROP_TOTALLYFROZEN is cleared, so PROP_FROZEN is
|
||||
// still set when returning to the origin map.
|
||||
linkfrozenprops
|
||||
}
|
||||
|
||||
D62DCA9EC226DE49108D5DD9271F7631 // Cheogsh 2 map04
|
||||
{
|
||||
// Stuff in megasphere cage is positioned too low
|
||||
setthingz 1640 528
|
||||
setthingz 1641 528
|
||||
setthingz 1642 528
|
||||
setthingz 1643 528
|
||||
setthingz 1644 528
|
||||
setthingz 1645 528
|
||||
setthingz 1646 528
|
||||
setthingz 1647 528
|
||||
setthingz 1648 528
|
||||
setthingz 1649 528
|
||||
}
|
|
@ -112,6 +112,7 @@ PD_YELLOWCO = "You need a yellow card to activate this object";
|
|||
PD_BLUESO = "You need a blue skull to activate this object";
|
||||
PD_REDSO = "You need a red skull to activate this object";
|
||||
PD_YELLOWSO = "You need a yellow skull to activate this object";
|
||||
NEWSAVE = "<New Save Game>";
|
||||
GGSAVED = "game saved.";
|
||||
HUSTR_MSGU = "[Message unsent]";
|
||||
PICKUP_PISTOL_DROPPED = "Picked up a pistol.";
|
||||
|
@ -735,7 +736,7 @@ OB_MACIL = "%o should have never rebelled against Macil.";
|
|||
OB_REBEL = "%o was gunned down by a Rebel.";
|
||||
OB_BEGGAR = "%o was beaten to death by the poor.";
|
||||
OB_PEASANT = "%o should have never picked a fight with a civilian.";
|
||||
OB_ALIENSPECTE = "%o was struck down by the Spectre.";
|
||||
OB_ALIENSPECTRE = "%o was struck down by the Spectre.";
|
||||
OB_ENTITY = "%o felt the wrath of The One God.";
|
||||
OB_LOREMASTER = "%o couldn't escape from the Lore Master's grasp.";
|
||||
OB_PROGRAMMER = "%o was deleted by the Programmer.";
|
||||
|
@ -1614,6 +1615,10 @@ MNU_EPISODE = "Select Episode";
|
|||
WI_FINISHED = "finished";
|
||||
WI_ENTERING = "Now entering:";
|
||||
|
||||
AM_MONSTERS = "Monsters:";
|
||||
AM_SECRETS = "Secrets:";
|
||||
AM_ITEMS = "Items:";
|
||||
|
||||
// Bloodbath announcer
|
||||
|
||||
BBA_BONED = "%k boned %o like a fish";
|
||||
|
|
|
@ -779,7 +779,7 @@ OB_MACIL = "%o n'aurait jamais du se rebelle contre Macil.";
|
|||
OB_REBEL = "%o a ete abbatu par un Rebel.";
|
||||
OB_BEGGAR = "%o a ete battu a mort par un pauvre.";
|
||||
OB_PEASANT = "%o n'aurait jamais du chercher la bagarre a un civil.";
|
||||
OB_ALIENSPECTE = "%o a ete terrasse par le Spectre.";
|
||||
OB_ALIENSPECTRE = "%o a ete terrasse par le Spectre.";
|
||||
OB_ENTITY = "%o a senti le courroux du dieu unique.";
|
||||
OB_LOREMASTER = "%o n'a pu echapper a l'emprise du Maitre des Traditions.";
|
||||
OB_PROGRAMMER = "%o a ete efface par le Programmer.";
|
||||
|
|
|
@ -712,7 +712,7 @@ OB_MACIL = "%o should have never rebelled against Macil.";
|
|||
OB_REBEL = "%o was gunned down by a Rebel.";
|
||||
OB_BEGGAR = "%o was beaten to death by the poor.";
|
||||
OB_PEASANT = "%o should have never picked a fight with a civilian.";
|
||||
OB_ALIENSPECTE = "%o was struck down by the Spectre.";
|
||||
OB_ALIENSPECTRE = "%o was struck down by the Spectre.";
|
||||
OB_ENTITY = "%o felt the wrath of The One God.";
|
||||
OB_LOREMASTER = "%o couldn't escape from the Lore Master's grasp.";
|
||||
OB_PROGRAMMER = "%o was deleted by the Programmer.";
|
||||
|
|
|
@ -912,6 +912,14 @@ OptionValue MaplabelTypes
|
|||
2, "Not for hubs"
|
||||
}
|
||||
|
||||
OptionValue STSTypes
|
||||
{
|
||||
0, "Off"
|
||||
1, "Front"
|
||||
2, "Animated"
|
||||
3, "Rotated"
|
||||
}
|
||||
|
||||
OptionMenu AutomapOptions
|
||||
{
|
||||
Title "AUTOMAP OPTIONS"
|
||||
|
@ -934,6 +942,7 @@ OptionMenu AutomapOptions
|
|||
Option "Draw map background", "am_drawmapback", "OnOff"
|
||||
Option "Show keys (cheat)", "am_showkeys", "OnOff"
|
||||
Option "Show trigger lines", "am_showtriggerlines", "OnOff"
|
||||
Option "Show things as sprites", "am_showthingsprites", "STSTypes"
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------
|
||||
|
@ -1001,8 +1010,11 @@ OptionMenu MapColorMenu
|
|||
StaticText "Overlay Mode", 1
|
||||
ColorPicker "You", "am_ovyourcolor"
|
||||
ColorPicker "1-sided walls", "am_ovwallcolor"
|
||||
ColorPicker "2-sided walls", "am_ovotherwallscolor"
|
||||
ColorPicker "2-sided walls with different floors", "am_ovfdwallcolor"
|
||||
ColorPicker "2-sided walls with different ceilings", "am_ovcdwallcolor"
|
||||
ColorPicker "2-sided walls with 3D floors", "am_ovefwallcolor"
|
||||
ColorPicker "Not-yet-seen walls", "am_ovunseencolor"
|
||||
ColorPicker "Locked doors", "am_ovotherwallscolor"
|
||||
ColorPicker "Teleporter", "am_ovtelecolor"
|
||||
ColorPicker "Secret sector", "am_ovsecretsectorcolor"
|
||||
ColorPicker "Special trigger lines", "am_ovspecialwallcolor"
|
||||
|
|
Loading…
Reference in a new issue