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- Added a 'resetinventory' MAPINFO option.
- Added MF6_NOFEAR flag. - Added A_MonsterRefire(probability, jumptarget). - Added A_JumpIfTargetInSight(state) action function. - Changed: Puffs set their angle to face the originator of the attack. - Strife's burning hands originally make the level view fullbright. changed in ZDoom to do partial brightening. SVN r1642 (trunk)
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parent
3ba96a470b
commit
476e0bce2a
11 changed files with 86 additions and 8 deletions
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@ -1,4 +1,13 @@
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June 5, 2009
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June 6, 2009 (Changes by Graf Zahl)
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- Added a 'resetinventory' MAPINFO option.
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- Added MF6_NOFEAR flag.
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- Added A_MonsterRefire(probability, jumptarget).
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- Added A_JumpIfTargetInSight(state) action function.
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- Changed: Puffs set their angle to face the originator of the attack.
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- Strife's burning hands originally make the level view fullbright.
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changed in ZDoom to do partial brightening.
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June 5, 2009
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- Added support for horizontal mouse wheels, and set invprev/invnext as
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default bindings for it. This is Vista only. DirectInput mouse (in_mouse 2)
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does not support it, because the DirectInput mouse device does not expose
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@ -308,6 +308,7 @@ enum
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MF6_THRUSPECIES = 0x00000002, // Actors passes through other of the same species.
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MF6_MTHRUSPECIES = 0x00000004, // Missile passes through actors of its shooter's species.
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MF6_FORCEPAIN = 0x00000008, // forces target into painstate (unless it has the NOPAIN flag)
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MF6_NOFEAR = 0x00000010, // Not scared of frightening players
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// --- mobj.renderflags ---
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@ -549,6 +549,8 @@ static bool g_nomonsters;
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void G_ChangeLevel(const char *levelname, int position, bool keepFacing, int nextSkill,
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bool nointermission, bool resetinv, bool nomonsters)
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{
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level_info_t *nextinfo = NULL;
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if (unloading)
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{
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Printf (TEXTCOLOR_RED "Unloading scripts cannot exit the level again.\n");
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@ -559,7 +561,7 @@ void G_ChangeLevel(const char *levelname, int position, bool keepFacing, int nex
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if (strncmp(levelname, "enDSeQ", 6))
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{
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level_info_t *nextinfo = FindLevelInfo (nextlevel)->CheckLevelRedirect ();
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nextinfo = FindLevelInfo (nextlevel)->CheckLevelRedirect ();
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if (nextinfo)
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{
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nextlevel = nextinfo->mapname;
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@ -573,12 +575,20 @@ void G_ChangeLevel(const char *levelname, int position, bool keepFacing, int nex
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if (nointermission) level.flags |= LEVEL_NOINTERMISSION;
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cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
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cluster_info_t *nextcluster = FindClusterInfo (FindLevelInfo (nextlevel)->cluster);
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cluster_info_t *nextcluster = nextinfo? FindClusterInfo (nextinfo->cluster) : NULL;
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startpos = position;
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startkeepfacing = keepFacing;
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gameaction = ga_completed;
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resetinventory = resetinv;
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if (nextinfo != NULL)
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{
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if (thiscluster != nextcluster || (thiscluster && !(thiscluster->flags & CLUSTER_HUB)))
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{
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resetinventory |= !!(nextinfo->flags2 & LEVEL2_RESETINVENTORY);
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}
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}
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bglobal.End(); //Added by MC:
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@ -198,6 +198,7 @@ enum ELevelFlags
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LEVEL2_SMOOTHLIGHTING = 0x01000000, // Level uses the smooth lighting feature.
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LEVEL2_POLYGRIND = 0x02000000, // Polyobjects grind corpses to gibs.
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LEVEL2_RESETINVENTORY = 0x04000000, // Resets player inventory when starting this level (unless in a hub)
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};
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@ -1316,6 +1316,7 @@ MapFlagHandlers[] =
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{ "nocheckswitchrange", MITYPE_CLRFLAG2, LEVEL2_CHECKSWITCHRANGE, 0 },
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{ "grinding_polyobj", MITYPE_SETFLAG2, LEVEL2_POLYGRIND, 0 },
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{ "no_grinding_polyobj", MITYPE_CLRFLAG2, LEVEL2_POLYGRIND, 0 },
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{ "resetinventory", MITYPE_SETFLAG2, LEVEL2_RESETINVENTORY, 0 },
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{ "unfreezesingleplayerconversations",MITYPE_SETFLAG2, LEVEL2_CONV_SINGLE_UNFREEZE, 0 },
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{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
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{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX},
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@ -674,6 +674,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
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self->player->ReadyWeapon = NULL;
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self->player->PendingWeapon = WP_NOCHANGE;
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self->player->playerstate = PST_LIVE;
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self->player->extralight = 3;
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}
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}
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@ -705,6 +706,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_HandLower)
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{
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P_SetPsprite (self->player, ps_weapon, NULL);
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}
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if (self->player->extralight > 0) self->player->extralight--;
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}
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}
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@ -724,11 +724,14 @@ void P_NewChaseDir(AActor * actor)
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deltax = actor->target->x - actor->x;
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deltay = actor->target->y - actor->y;
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if ((actor->target->player != NULL && (actor->target->player->cheats & CF_FRIGHTENING)) ||
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(actor->flags4 & MF4_FRIGHTENED))
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if (!(actor->flags6 & MF6_NOFEAR))
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{
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deltax = -deltax;
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deltay = -deltay;
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if ((actor->target->player != NULL && (actor->target->player->cheats & CF_FRIGHTENING)) ||
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(actor->flags4 & MF4_FRIGHTENED))
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{
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deltax = -deltax;
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deltay = -deltay;
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}
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}
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}
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else
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@ -4272,6 +4272,7 @@ AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t
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puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE);
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if (puff == NULL) return NULL;
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if (source != NULL) puff->angle = R_PointToAngle2(x, y, source->x, source->y);
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// If a puff has a crash state and an actor was not hit,
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// it will enter the crash state. This is used by the StrifeSpark
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@ -80,6 +80,7 @@ static FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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static FRandom pr_monsterrefire ("MonsterRefire");
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//==========================================================================
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@ -1772,6 +1773,24 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
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}
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//===========================================================================
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//
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// A_JumpIfTargetInSight
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// jumps if monster can see its target
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInSight)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_STATE(jump, 0);
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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if (self->target == NULL || !P_CheckSight(self, self->target,4)) return;
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ACTION_JUMP(jump);
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}
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//===========================================================================
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//
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// Inventory drop
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P_RemoveThing(mo);
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}
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}
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}
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}
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//===========================================================================
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//
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// keep firing unless target got out of sight
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_INT(prob, 0);
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ACTION_PARAM_STATE(jump, 1);
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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A_FaceTarget (self);
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if (pr_monsterrefire() < prob)
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return;
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if (!self->target
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|| P_HitFriend (self)
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|| self->target->health <= 0
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|| !P_CheckSight (self, self->target, 0) )
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{
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ACTION_JUMP(jump);
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}
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}
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@ -213,6 +213,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, THRUSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, MTHRUSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, FORCEPAIN, AActor, flags6),
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DEFINE_FLAG(MF6, NOFEAR, AActor, flags6),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -236,6 +236,9 @@ ACTOR Actor native //: Thinker
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action native A_RemoveForcefield();
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action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
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action native A_PigPain ();
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action native A_JumpIfTargetInSight(state label);
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action native A_MonsterRefire(int chance, state label);
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States
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{
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