This commit is contained in:
Christoph Oelckers 2013-08-09 13:05:14 +02:00
commit ad7c53855e
16 changed files with 126 additions and 28 deletions

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@ -186,6 +186,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
// sound sequence thing in the sector will override this property. // sound sequence thing in the sector will override this property.
hidden = <bool>; // if true this sector will not be drawn on the textured automap. 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 * Note about dropactors
@ -328,6 +329,9 @@ Added back locknumber property.
1.20 25.02.2012 1.20 25.02.2012
Added arg0str thing property. Added arg0str thing property.
1.21 09.08.2013
Added waterzone sector property.
=============================================================================== ===============================================================================
EOF EOF
=============================================================================== ===============================================================================

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@ -85,7 +85,7 @@ CVAR (Bool, am_showtotaltime, false, CVAR_ARCHIVE);
CVAR (Int, am_colorset, 0, CVAR_ARCHIVE); CVAR (Int, am_colorset, 0, CVAR_ARCHIVE);
CVAR (Bool, am_customcolors, true, CVAR_ARCHIVE); CVAR (Bool, am_customcolors, true, CVAR_ARCHIVE);
CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE); CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE);
CVAR (Bool, am_drawmapback, true, CVAR_ARCHIVE); CVAR (Int, am_drawmapback, 1, CVAR_ARCHIVE);
CVAR (Bool, am_showkeys, true, CVAR_ARCHIVE); CVAR (Bool, am_showkeys, true, CVAR_ARCHIVE);
CVAR (Bool, am_showtriggerlines, false, CVAR_ARCHIVE); CVAR (Bool, am_showtriggerlines, false, CVAR_ARCHIVE);
CVAR (Int, am_showthingsprites, 0, CVAR_ARCHIVE); CVAR (Int, am_showthingsprites, 0, CVAR_ARCHIVE);
@ -435,6 +435,7 @@ static unsigned char RavenColors[]= {
static AMColorset AMColors; static AMColorset AMColors;
static AMColorset AMMod; static AMColorset AMMod;
static AMColorset AMModOverlay;
//============================================================================= //=============================================================================
@ -443,12 +444,14 @@ static AMColorset AMMod;
// //
//============================================================================= //=============================================================================
void FMapInfoParser::ParseAMColors() void FMapInfoParser::ParseAMColors(bool overlay)
{ {
bool colorset = false; bool colorset = false;
AMMod.setWhite(); AMColorset &cset = overlay? AMModOverlay : AMMod;
AMMod.defined = true;
cset.setWhite();
cset.defined = true;
sc.MustGetToken('{'); sc.MustGetToken('{');
while(sc.GetToken()) while(sc.GetToken())
{ {
@ -464,15 +467,15 @@ void FMapInfoParser::ParseAMColors()
sc.MustGetToken(TK_StringConst); sc.MustGetToken(TK_StringConst);
if (sc.Compare("doom")) if (sc.Compare("doom"))
{ {
AMMod.initFromColors(DoomColors, false); cset.initFromColors(DoomColors, false);
} }
else if (sc.Compare("raven")) else if (sc.Compare("raven"))
{ {
AMMod.initFromColors(RavenColors, true); cset.initFromColors(RavenColors, true);
} }
else if (sc.Compare("strife")) else if (sc.Compare("strife"))
{ {
AMMod.initFromColors(StrifeColors, false); cset.initFromColors(StrifeColors, false);
} }
else else
{ {
@ -482,11 +485,11 @@ void FMapInfoParser::ParseAMColors()
else if (nextKey.CompareNoCase("showlocks") == 0) else if (nextKey.CompareNoCase("showlocks") == 0)
{ {
if(sc.CheckToken(TK_False)) if(sc.CheckToken(TK_False))
AMMod.displayLocks = false; cset.displayLocks = false;
else else
{ {
sc.MustGetToken(TK_True); sc.MustGetToken(TK_True);
AMMod.displayLocks = true; cset.displayLocks = true;
} }
} }
else else
@ -501,7 +504,7 @@ void FMapInfoParser::ParseAMColors()
FString colorName = V_GetColorStringByName(color); FString colorName = V_GetColorStringByName(color);
if(!colorName.IsEmpty()) color = colorName; if(!colorName.IsEmpty()) color = colorName;
int colorval = V_GetColorFromString(NULL, color); int colorval = V_GetColorFromString(NULL, color);
AMMod.c[i].FromRGB(RPART(colorval), GPART(colorval), BPART(colorval)); cset.c[i].FromRGB(RPART(colorval), GPART(colorval), BPART(colorval));
colorset = true; colorset = true;
break; break;
} }
@ -1244,7 +1247,14 @@ static void AM_initColors (bool overlayed)
{ {
if (overlayed) if (overlayed)
{ {
AMColors.initFromCVars(cv_overlay); if (am_customcolors && AMModOverlay.defined)
{
AMColors = AMModOverlay;
}
else
{
AMColors.initFromCVars(cv_overlay);
}
} }
else if (am_customcolors && AMMod.defined) else if (am_customcolors && AMMod.defined)
{ {
@ -1598,7 +1608,17 @@ void AM_Ticker ()
void AM_clearFB (const AMColor &color) void AM_clearFB (const AMColor &color)
{ {
if (!mapback.isValid() || !am_drawmapback) bool drawback = mapback.isValid() && am_drawmapback != 0;
if (am_drawmapback == 2)
{
// only draw background when using a mod defined custom color set or Raven colors, if am_drawmapback is 2.
if (!am_customcolors || !AMMod.defined)
{
drawback &= (am_colorset == 3);
}
}
if (!drawback)
{ {
screen->Clear (0, 0, f_w, f_h, color.Index, color.RGB); screen->Clear (0, 0, f_w, f_h, color.Index, color.RGB);
} }
@ -2209,7 +2229,7 @@ void AM_drawWalls (bool allmap)
if (am_cheat != 0 || (lines[i].flags & ML_MAPPED)) if (am_cheat != 0 || (lines[i].flags & ML_MAPPED))
{ {
if ((lines[i].flags & ML_DONTDRAW) && am_cheat == 0) if ((lines[i].flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4))
{ {
if (!am_showallenabled || CheckCheatmode(false)) if (!am_showallenabled || CheckCheatmode(false))
{ {
@ -2316,14 +2336,14 @@ void AM_drawWalls (bool allmap)
AM_drawMline(&l, AMColors.EFWallColor); // Extra floor border AM_drawMline(&l, AMColors.EFWallColor); // Extra floor border
} }
#endif #endif
else if (am_cheat != 0) else if (am_cheat > 0 && am_cheat < 4)
{ {
AM_drawMline(&l, AMColors.TSWallColor); AM_drawMline(&l, AMColors.TSWallColor);
} }
} }
else if (allmap) else if (allmap)
{ {
if ((lines[i].flags & ML_DONTDRAW) && am_cheat == 0) if ((lines[i].flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4))
{ {
if (!am_showallenabled || CheckCheatmode(false)) if (!am_showallenabled || CheckCheatmode(false))
{ {
@ -2443,7 +2463,7 @@ AM_drawLineCharacter
void AM_drawPlayers () void AM_drawPlayers ()
{ {
if (am_cheat >= 2 && am_showthingsprites > 0) if (am_cheat >= 2 && am_cheat != 4 && am_showthingsprites > 0)
{ {
// Player sprites are drawn with the others // Player sprites are drawn with the others
return; return;
@ -2690,7 +2710,7 @@ void AM_drawThings ()
16<<MAPBITS, angle, color, p.x, p.y); 16<<MAPBITS, angle, color, p.x, p.y);
} }
if (am_cheat >= 3) if (am_cheat == 3 || am_cheat == 6)
{ {
static const mline_t box[4] = static const mline_t box[4] =
{ {
@ -2888,7 +2908,7 @@ void AM_Drawer ()
AM_drawPlayers(); AM_drawPlayers();
if (G_SkillProperty(SKILLP_EasyKey)) if (G_SkillProperty(SKILLP_EasyKey))
AM_drawKeys(); AM_drawKeys();
if (am_cheat >= 2 || allthings) if ((am_cheat >= 2 && am_cheat != 4) || allthings)
AM_drawThings(); AM_drawThings();
AM_drawAuthorMarkers(); AM_drawAuthorMarkers();

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@ -141,6 +141,7 @@ public:
FNameNoInit MorphWeapon; FNameNoInit MorphWeapon;
fixed_t AttackZOffset; // attack height, relative to player center fixed_t AttackZOffset; // attack height, relative to player center
fixed_t UseRange; // [NS] Distance at which player can +use fixed_t UseRange; // [NS] Distance at which player can +use
fixed_t AirCapacity; // Multiplier for air supply underwater.
const PClass *FlechetteType; const PClass *FlechetteType;
// [CW] Fades for when you are being damaged. // [CW] Fades for when you are being damaged.

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@ -101,15 +101,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
// //
// A_VileAttack // A_VileAttack
// //
// A_VileAttack flags
#define VAF_DMGTYPEAPPLYTODIRECT 1
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
{ {
ACTION_PARAM_START(6); ACTION_PARAM_START(7);
ACTION_PARAM_SOUND(snd,0); ACTION_PARAM_SOUND(snd,0);
ACTION_PARAM_INT(dmg,1); ACTION_PARAM_INT(dmg,1);
ACTION_PARAM_INT(blastdmg,2); ACTION_PARAM_INT(blastdmg,2);
ACTION_PARAM_INT(blastrad,3); ACTION_PARAM_INT(blastrad,3);
ACTION_PARAM_FIXED(thrust,4); ACTION_PARAM_FIXED(thrust,4);
ACTION_PARAM_NAME(dmgtype,5); ACTION_PARAM_NAME(dmgtype,5);
ACTION_PARAM_INT(flags,6);
AActor *fire, *target; AActor *fire, *target;
angle_t an; angle_t an;
@ -123,7 +128,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
return; return;
S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM); 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); P_TraceBleed (newdam > 0 ? newdam : dmg, target);
an = self->angle >> ANGLETOFINESHIFT; an = self->angle >> ANGLETOFINESHIFT;

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@ -103,7 +103,7 @@ struct FMapInfoParser
void ParseIntermissionAction(FIntermissionDescriptor *Desc); void ParseIntermissionAction(FIntermissionDescriptor *Desc);
void ParseIntermission(); void ParseIntermission();
void ParseAMColors(); void ParseAMColors(bool);
FName CheckEndSequence(); FName CheckEndSequence();
FName ParseEndGame(); FName ParseEndGame();
}; };

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@ -1842,12 +1842,12 @@ void FMapInfoParser::ParseMapInfo (int lump, level_info_t &gamedefaults, level_i
sc.ScriptError("intermission definitions not supported with old MAPINFO syntax"); sc.ScriptError("intermission definitions not supported with old MAPINFO syntax");
} }
} }
else if (sc.Compare("automap")) else if (sc.Compare("automap") || sc.Compare("automap_overlay"))
{ {
if (format_type != FMT_Old) if (format_type != FMT_Old)
{ {
format_type = FMT_New; format_type = FMT_New;
ParseAMColors(); ParseAMColors(sc.Compare("automap_overlay"));
} }
else else
{ {

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@ -442,6 +442,7 @@ xx(Alphafloor)
xx(Alphaceiling) xx(Alphaceiling)
xx(Renderstylefloor) xx(Renderstylefloor)
xx(Renderstyleceiling) xx(Renderstyleceiling)
xx(Waterzone)
xx(offsetx_top) xx(offsetx_top)
xx(offsety_top) xx(offsety_top)

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@ -3512,6 +3512,8 @@ enum
APROP_Radius = 36, APROP_Radius = 36,
APROP_ReactionTime = 37, APROP_ReactionTime = 37,
APROP_MeleeRange = 38, APROP_MeleeRange = 38,
APROP_ViewHeight = 39,
APROP_AttackZOffset = 40
}; };
// These are needed for ACS's APROP_RenderStyle // These are needed for ACS's APROP_RenderStyle
@ -3727,6 +3729,16 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
actor->reactiontime = value; actor->reactiontime = value;
break; 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: default:
// do nothing. // do nothing.
break; break;
@ -3799,6 +3811,23 @@ int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack,
case APROP_Radius: return actor->radius; case APROP_Radius: return actor->radius;
case APROP_ReactionTime:return actor->reactiontime; case APROP_ReactionTime:return actor->reactiontime;
case APROP_MeleeRange: return actor->meleerange; 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_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound, stack, stackdepth);
case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound, stack, stackdepth); case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound, stack, stackdepth);
@ -3851,6 +3880,8 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
case APROP_Radius: case APROP_Radius:
case APROP_ReactionTime: case APROP_ReactionTime:
case APROP_MeleeRange: case APROP_MeleeRange:
case APROP_ViewHeight:
case APROP_AttackZOffset:
return (GetActorProperty(tid, property, NULL, 0) == value); return (GetActorProperty(tid, property, NULL, 0) == value);
// Boolean values need to compare to a binary version of value // Boolean values need to compare to a binary version of value

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@ -1326,7 +1326,11 @@ public:
continue; continue;
case NAME_hidden: case NAME_hidden:
sec->MoreFlags |= SECF_HIDDEN; Flag(sec->MoreFlags, SECF_HIDDEN, key);
break;
case NAME_Waterzone:
Flag(sec->MoreFlags, SECF_UNDERWATER, key);
break; break;
default: default:

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@ -477,6 +477,10 @@ void APlayerPawn::Serialize (FArchive &arc)
{ {
arc << UseRange; arc << UseRange;
} }
if (SaveVersion >= 4503)
{
arc << AirCapacity;
}
} }
//=========================================================================== //===========================================================================
@ -1066,7 +1070,7 @@ bool APlayerPawn::ResetAirSupply (bool playgasp)
{ {
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM); 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; else player->air_finished = INT_MAX;
return wasdrowning; return wasdrowning;
} }

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@ -2419,6 +2419,15 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, userange, F, PlayerPawn)
defaults->UseRange = z; defaults->UseRange = z;
} }
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, aircapacity, F, PlayerPawn)
{
PROP_FIXED_PARM(z, 0);
defaults->AirCapacity = z;
}
//========================================================================== //==========================================================================
// //
//========================================================================== //==========================================================================

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@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the // Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got. // SVN revision ever got.
#define SAVEVER 4502 #define SAVEVER 4503
#define SAVEVERSTRINGIFY2(x) #x #define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x) #define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

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@ -84,7 +84,7 @@ ACTOR Actor native //: Thinker
action native A_VileChase(); action native A_VileChase();
action native A_VileStart(); action native A_VileStart();
action native A_VileTarget(class<Actor> fire = "ArchvileFire"); 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_StartFire();
action native A_Fire(float spawnheight = 0); action native A_Fire(float spawnheight = 0);
action native A_FireCrackle(); action native A_FireCrackle();

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@ -4,6 +4,9 @@ const int PAF_NOSKULLATTACK = 1;
const int PAF_AIMFACING = 2; const int PAF_AIMFACING = 2;
const int PAF_NOTARGET = 4; const int PAF_NOTARGET = 4;
// Flags for A_VileAttack
const int VAF_DMGTYPEAPPLYTODIRECT = 1;
// Flags for A_Saw // Flags for A_Saw
const int SF_NORANDOM = 1; const int SF_NORANDOM = 1;
const int SF_RANDOMLIGHTMISS = 2; const int SF_RANDOMLIGHTMISS = 2;

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@ -32,6 +32,7 @@ Actor PlayerPawn : Actor native
Player.DamageScreenColor "ff 00 00" Player.DamageScreenColor "ff 00 00"
Player.MugShotMaxHealth 0 Player.MugShotMaxHealth 0
Player.FlechetteType "ArtiPoisonBag3" Player.FlechetteType "ArtiPoisonBag3"
Player.AirCapacity 1
Obituary "$OB_MPDEFAULT" Obituary "$OB_MPDEFAULT"
} }

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@ -928,6 +928,13 @@ OptionValue STSTypes
3, "Rotated" 3, "Rotated"
} }
OptionValue MapBackTypes
{
0, "Off"
1, "On"
2, "Map defined colors only"
}
OptionMenu AutomapOptions OptionMenu AutomapOptions
{ {
Title "AUTOMAP OPTIONS" Title "AUTOMAP OPTIONS"
@ -948,7 +955,7 @@ OptionMenu AutomapOptions
Option "Show total time elapsed", "am_showtotaltime", "OnOff" Option "Show total time elapsed", "am_showtotaltime", "OnOff"
Option "Show secrets on map", "am_map_secrets", "SecretTypes" Option "Show secrets on map", "am_map_secrets", "SecretTypes"
Option "Show map label", "am_showmaplabel", "MaplabelTypes" Option "Show map label", "am_showmaplabel", "MaplabelTypes"
Option "Draw map background", "am_drawmapback", "OnOff" Option "Draw map background", "am_drawmapback", "MapBackTypes"
Option "Show keys (cheat)", "am_showkeys", "OnOff" Option "Show keys (cheat)", "am_showkeys", "OnOff"
Option "Show trigger lines", "am_showtriggerlines", "OnOff" Option "Show trigger lines", "am_showtriggerlines", "OnOff"
Option "Show things as sprites", "am_showthingsprites", "STSTypes" Option "Show things as sprites", "am_showthingsprites", "STSTypes"