- Reduced the rate at which drowning damage increases.

- Added more player water sounds:
    *dive - Played when your head goes below water.
    *surface - Played when your head goes back above water.
    *gasp - Played when you were drowning and get your air back.
  If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
  damage-specific player pain sounds. It looks for a sound with a name like
  "*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
  be assigned. Hence, the $playerreserve command has been eliminated, because
  it is no longer needed and it was never accessible from user wads, so I
  don't need to worry about breaking anything by removing it.


SVN r474 (trunk)
This commit is contained in:
Randy Heit 2007-02-04 00:22:56 +00:00
parent ea0c7395de
commit b361ba05d8
9 changed files with 127 additions and 51 deletions

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@ -1,3 +1,18 @@
February 3, 2007
- Reduced the rate at which drowning damage increases.
- Added more player water sounds:
*dive - Played when your head goes below water.
*surface - Played when your head goes back above water.
*gasp - Played when you were drowning and get your air back.
If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
damage-specific player pain sounds. It looks for a sound with a name like
"*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
be assigned. Hence, the $playerreserve command has been eliminated, because
it is no longer needed and it was never accessible from user wads, so I
don't need to worry about breaking anything by removing it.
February 2, 2007
- Added a new fixrtext tool that sets the IMAGE_SCN_MEM_WRITE flag for
.rtext files in the assembly object files. Now I can avoid doing this at

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@ -749,7 +749,7 @@ public:
int GetTics(FState * newstate);
bool SetState (FState *newstate);
bool SetStateNF (FState *newstate);
bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
FState *FindState (FName label) const;
FState *FindState (FName label, FName sublabel, bool exact = false) const;

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@ -117,6 +117,9 @@ public:
int SpawnMask;
FNameNoInit MorphWeapon;
bool UpdateWaterLevel (fixed_t oldz, bool splash);
bool ResetAirSupply ();
int GetMaxHealth() const;
};

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@ -727,7 +727,7 @@ void APowerIronFeet::AbsorbDamage (int damage, FName damageType, int &newdamage)
newdamage = 0;
if (Owner->player != NULL)
{
Owner->player->air_finished = level.time + level.airsupply;
Owner->player->mo->ResetAirSupply ();
}
}
else if (Inventory != NULL)

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@ -3478,7 +3478,7 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
p->multicount = 0;
p->lastkilltime = 0;
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
p->air_finished = level.time + level.airsupply;
p->mo->ResetAirSupply();
p->Uncrouch();
p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.

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@ -832,6 +832,55 @@ int APlayerPawn::GetMaxHealth() const
return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
}
//===========================================================================
//
// APlayerPawn :: UpdateWaterLevel
//
// Plays surfacing and diving sounds, as appropriate.
//
//===========================================================================
bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
{
int oldlevel = waterlevel;
bool retval = Super::UpdateWaterLevel (oldz, splash);
if (oldlevel < 3 && waterlevel == 3)
{ // Our head just went under.
S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
}
else if (oldlevel == 3 && waterlevel < 3)
{ // Our head just came up.
if (player->air_finished > level.time)
{ // We hadn't run out of air yet.
S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
}
// If we were running out of air, then ResetAirSupply() will play *gasp.
}
return retval;
}
//===========================================================================
//
// APlayerPawn :: ResetAirSupply
//
// Gives the player a full "tank" of air. If they had previously completely
// run out of air, also plays the *gasp sound. Returns true if the player
// was drowning.
//
//===========================================================================
bool APlayerPawn::ResetAirSupply ()
{
bool wasdrowning = (player->air_finished < level.time);
if (wasdrowning)
{
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
}
player->air_finished = level.time + level.airsupply;
return wasdrowning;
}
//===========================================================================
//
// Animations
@ -1108,27 +1157,27 @@ void A_PlayerScream (AActor *self)
if (!sound && self->special1<10)
{ // Wimpy death sound
sound = S_FindSkinnedSound (self, "*wimpydeath");
sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
}
if (!sound && self->health <= -50)
{
if (self->health > -100)
{ // Crazy death sound
sound = S_FindSkinnedSound (self, "*crazydeath");
sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
}
if (!sound)
{ // Extreme death sound
sound = S_FindSkinnedSound (self, "*xdeath");
sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
if (!sound)
{
sound = S_FindSkinnedSound (self, "*gibbed");
sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
chan = CHAN_BODY;
}
}
}
if (!sound)
{ // Normal death sound
sound=S_FindSkinnedSound (self, "*death");
sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
}
if (chan != CHAN_VOICE)
@ -2122,17 +2171,17 @@ void P_PlayerThink (player_t *player)
}
// Handle air supply
if (level.airsupply>0)
if (level.airsupply > 0)
{
if (player->mo->waterlevel < 3 ||
(player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))
{
player->air_finished = level.time + level.airsupply;
player->mo->ResetAirSupply ();
}
else if (player->air_finished <= level.time && !(level.time & 31))
{
P_DamageMobj (player->mo, NULL, NULL, 2 + 2*((level.time-player->air_finished)/TICRATE), NAME_Drowning);
P_DamageMobj (player->mo, NULL, NULL, 2 + ((level.time-player->air_finished)/TICRATE), NAME_Drowning);
}
}
}

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@ -128,7 +128,6 @@ enum SICommands
{
SI_Ambient,
SI_Random,
SI_PlayerReserve,
SI_PlayerSound,
SI_PlayerSoundDup,
SI_PlayerCompat,
@ -219,7 +218,6 @@ static const char *SICommandStrings[] =
{
"$ambient",
"$random",
"$playerreserve",
"$playersound",
"$playersounddup",
"$playercompat",
@ -452,7 +450,12 @@ int S_AddSoundLump (const char *logicalname, int lump)
int S_FindSoundTentative (const char *name)
{
int id = S_FindSoundNoHash (name);
return id != 0 ? id : S_AddSoundLump (name, -1);
if (id == 0)
{
id = S_AddSoundLump (name, -1);
S_sfx[id].bTentative = true;
}
return id;
}
//==========================================================================
@ -500,6 +503,7 @@ static int S_AddSound (const char *logicalname, int lumpnum)
sfx->lumpnum = lumpnum;
sfx->bRandomHeader = false;
sfx->link = sfxinfo_t::NO_LINK;
sfx->bTentative = false;
//sfx->PitchMask = CurrentPitchMask;
}
else
@ -537,9 +541,9 @@ int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum, bo
int id;
fakename = pclass;
fakename += ';';
fakename += '"';
fakename += '0' + gender;
fakename += ';';
fakename += '"';
fakename += S_sfx[refid].name;
id = S_AddSoundLump (fakename, lumpnum);
@ -1000,16 +1004,6 @@ static void S_AddSNDINFO (int lump)
SC_MustGetString (); // Unused for now
break;
case SI_PlayerReserve:
// $playerreserve <logical name>
{
SC_MustGetString ();
int id = S_AddSound (sc_String, -1);
S_sfx[id].link = NumPlayerReserves++;
S_sfx[id].bPlayerReserve = true;
}
break;
case SI_PlayerSound: {
// $playersound <player class> <gender> <logical name> <lump name>
char pclass[MAX_SNDNAME+1];
@ -1269,9 +1263,20 @@ static void S_ParsePlayerSoundCommon (char pclass[MAX_SNDNAME+1], int &gender, i
gender = D_GenderToInt (sc_String);
SC_MustGetString ();
refid = S_FindSoundNoHash (sc_String);
if (!S_sfx[refid].bPlayerReserve)
if (refid != 0 && !S_sfx[refid].bPlayerReserve && !S_sfx[refid].bTentative)
{
SC_ScriptError ("%s has not been reserved for a player sound", sc_String);
SC_ScriptError ("%s has already been used for a non-player sound.", sc_String);
}
if (refid == 0)
{
refid = S_AddSound (sc_String, -1);
S_sfx[refid].bTentative = true;
}
if (S_sfx[refid].bTentative)
{
S_sfx[refid].link = NumPlayerReserves++;
S_sfx[refid].bTentative = false;
S_sfx[refid].bPlayerReserve = true;
}
SC_MustGetString ();
}
@ -1601,6 +1606,31 @@ int S_FindSkinnedSound (AActor *actor, int refid)
return S_LookupPlayerSound (pclass, gender, refid);
}
//==========================================================================
//
// S_FindSkinnedSoundEx
//
// Tries looking for both "name-extendedname" and "name" in that order.
//==========================================================================
int S_FindSkinnedSoundEx (AActor *actor, const char *name, const char *extendedname)
{
FString fullname;
int id;
// Look for "name-extendedname";
fullname = name;
fullname += '-';
fullname += extendedname;
id = S_FindSound (fullname);
if (id == 0)
{ // Look for "name"
id = S_FindSound (name);
}
return S_FindSkinnedSound (actor, id);
}
//==========================================================================
//
// CCMD soundlist

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@ -57,6 +57,7 @@ struct sfxinfo_t
WORD b16bit:1;
WORD bUsed:1;
WORD bSingular:1;
WORD bTentative:1;
WORD link;
@ -194,6 +195,7 @@ bool S_AreSoundsEquivalent (AActor *actor, const char *name1, const char *name2)
int S_LookupPlayerSound (const char *playerclass, int gender, const char *logicalname);
int S_LookupPlayerSound (const char *playerclass, int gender, int refid);
int S_FindSkinnedSound (AActor *actor, const char *logicalname);
int S_FindSkinnedSoundEx (AActor *actor, const char *logicalname, const char *extendedname);
int S_FindSkinnedSound (AActor *actor, int refid);
int S_FindSoundByLump (int lump);
int S_AddSound (const char *logicalname, const char *lumpname); // Add sound by lumpname

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@ -13,29 +13,6 @@
//
//===========================================================================
$playerreserve *death
$playerreserve *xdeath
$playerreserve *wimpydeath
$playerreserve *crazydeath
$playerreserve *burndeath
$playerreserve *gibbed
$playerreserve *splat
$playerreserve *pain100
$playerreserve *pain75
$playerreserve *pain50
$playerreserve *pain25
$playerreserve *grunt
$playerreserve *land
$playerreserve *falling
$playerreserve *jump
$playerreserve *fist
$playerreserve *fistgrunt
$playerreserve *usefail
$playerreserve *evillaugh
$playerreserve *weaponlaugh
$playerreserve *puzzfail
$playerreserve *poison
// Use *pain in a script to play any of the pain sounds
$random *pain { *pain100 *pain75 *pain50 *pain25 }