Merge branch 'maint' into scripting

This commit is contained in:
Christoph Oelckers 2013-07-28 10:47:17 +02:00
commit 909ec2e35a
8 changed files with 122 additions and 57 deletions

View file

@ -204,6 +204,7 @@ 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 +413,9 @@ 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 ();
@ -2193,6 +2197,12 @@ 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 +2338,6 @@ void AM_drawKeys ()
//
//
//=============================================================================
void AM_drawThings ()
{
AMColor color;
@ -2344,74 +2353,112 @@ void AM_drawThings ()
{
p.x = t->x >> FRACTOMAPBITS;
p.y = t->y >> FRACTOMAPBITS;
angle = t->angle;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
if (am_showthingsprites > 0 && t->sprite > 0)
{
AM_rotatePoint (&p.x, &p.y);
angle += ANG90 - players[consoleplayer].camera->angle;
}
FTexture *texture = NULL;
spriteframe_t *frame;
angle_t rotation = 0;
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)))
// try all modes backwards until a valid texture has been found.
for(int show = am_showthingsprites; show > 0 && texture == NULL; show--)
{
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));
const spritedef_t& sprite = sprites[t->sprite];
const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 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
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))
{
color = ThingColor_Item;
angle += players[consoleplayer].camera->angle - ANGLE_90;
}
rotation = angle >> 28;
const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
texture = TexMan(textureID);
}
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 (texture == NULL) goto drawTriangle; // fall back to standard display if no sprite can be found.
if (am_cheat >= 3)
const fixed_t spriteScale = 10 * scale_mtof;
DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
spriteScale, spriteScale, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
}
else
{
static const mline_t box[4] =
drawTriangle:
angle = t->angle;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
};
AM_rotatePoint (&p.x, &p.y);
angle += ANG90 - players[consoleplayer].camera->angle;
}
AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
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);
}
}
t = t->snext;
}
}

View file

@ -643,7 +643,8 @@ 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);
}
return 0;

View file

@ -958,6 +958,7 @@ public:
if (CurNode->SpeakerName != NULL)
{
speakerName = CurNode->SpeakerName;
if (speakerName[0] == '$') speakerName = GStrings(speakerName+1);
}
else
{

View file

@ -960,7 +960,7 @@ 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;
}

View file

@ -558,6 +558,7 @@ enum EDmgFlags
DMG_FORCED = 8,
DMG_NO_FACTOR = 16,
DMG_PLAYERATTACK = 32,
DMG_FOILINVUL = 64,
};

View file

@ -1891,6 +1891,7 @@ 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)
@ -2003,6 +2004,10 @@ 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;
}

View file

@ -59,6 +59,7 @@ 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;

View file

@ -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"
}
//-------------------------------------------------------------------------------------------