Oh boy, here comes a big one.

Doomreal development is officially back to life.
Doomreal now depends on Doom Tournament, as it's an add-on for it.
Most of the resources are in place right now, just a couple more things left to add in.
Flak cannon is still incomplete and weapon development will be resumed soon.
There is a main menu now, I hope you like it.
Player classes don't have models assigned yet, so they will look weird.
Overall this is not yet very playable.
This commit is contained in:
Marisa the Magician 2019-08-10 22:15:56 +02:00
commit d3b11d1ef2
1145 changed files with 1065 additions and 883 deletions

View file

@ -1,16 +1,10 @@
Class UnrealPlayer : DoomPlayer
Class UPlayer : UTPlayer
{
bool lastground;
double lastvelz, prevvelz;
transient CVar footsteps;
Default
{
Player.StartItem "Automag";
Player.StartItem "DispersionPistol";
Player.StartItem "UMiniAmmo", 30;
Player.DamageScreenColor "FF 00 00", 1.0;
Player.ViewHeight 46;
//Player.StartItem "Automag";
//Player.StartItem "DispersionPistol";
//Player.StartItem "UMiniAmmo", 30;
}
// Have to modify the give cheat to handle UT armor
@ -81,7 +75,7 @@ Class UnrealPlayer : DoomPlayer
// Doomreal gives the player all subclasses of UnrealArmor
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
if ( !(AllActorClasses[i] is "UnrealArmor") ) continue;
if ( !(AllActorClasses[i].GetParentClass() is "UnrealArmor") ) continue;
let item = Inventory(Spawn(AllActorClasses[i]));
if ( !item.CallTryPickup(self) ) item.Destroy();
}
@ -162,91 +156,61 @@ Class UnrealPlayer : DoomPlayer
}
else GiveInventory(type,amount,true);
}
override void Tick()
{
Super.Tick();
if ( !player ) return;
if ( !footsteps ) footsteps = CVar.GetCVar('stinger_footsteps',players[consoleplayer]);
if ( !footsteps.GetBool() ) return;
double ang = level.time/(20*TICRATE/35.)*360.;
if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) )
{
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03);
else A_PlaySound("u1/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
}
if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) )
{
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/wetsplash",CHAN_AUTO,abs(lastvelz*0.0625));
else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.03));
}
lastground = player.onground;
lastvelz = prevvelz;
prevvelz = vel.z;
}
}
// Random Spawner that passes through dropped status to items
Class RandomSpawner2 : RandomSpawner
Class UPlayerMale1 : UPlayer
{
override void PostSpawn( Actor spawned )
{
if ( !bDROPPED ) return;
if ( spawned is 'Inventory' ) Inventory(spawned).bTOSSED = bDROPPED;
if ( spawned is 'UnrealWeapon' )
{
spawned.SetState(spawned.ResolveState("Spawn")+1);
Inventory(spawned).bALWAYSPICKUP = true;
}
}
}
Class UnrealWeapon : Weapon
{
// Drawstuffs under HUD
virtual ui void PreRender( double lbottom ) {}
// Drawstuffs over HUD
virtual ui void PostRender( double lbottom ) {}
override Inventory CreateTossable( int amt )
{
if ( Ammo1 && (Ammo1.Amount <= 0) ) return null;
Inventory d = Super.CreateTossable(amt);
if ( d && (d.GetClass() == GetClass()) )
{
d.SetState(d.ResolveState("Spawn")+1);
d.bALWAYSPICKUP = true;
}
return d;
}
override bool SpecialDropAction( Actor dropper )
{
SetState(ResolveState("Spawn")+1);
bALWAYSPICKUP = true;
return false;
}
override void Tick()
{
Super.Tick();
if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return;
Owner.player.WeaponState |= WF_WEAPONBOBBING; // U1 weapons always bob
}
override void OwnerDied()
{
Super.OwnerDied();
A_ClearRefire();
}
Default
{
Weapon.BobStyle "Smooth";
Weapon.BobSpeed 1.5;
Weapon.BobRangeX 0.2;
Weapon.BobRangeY 0.4;
+WEAPON.NOALERT;
Player.SoundClass "umale";
Player.DisplayName "$N_MALE1";
Player.Portrait "";
UTPlayer.VoiceType VOICE_MaleOne;
-NOMENU;
}
}
Class UPlayerMale2 : UPlayer
{
Default
{
Player.SoundClass "umale";
Player.DisplayName "$N_MALE2";
Player.Portrait "";
UTPlayer.VoiceType VOICE_MaleOne;
-NOMENU;
}
}
Class UPlayerMale3 : UPlayer
{
Default
{
Player.SoundClass "umale";
Player.DisplayName "$N_MALE3";
Player.Portrait "";
UTPlayer.VoiceType VOICE_MaleTwo;
-NOMENU;
}
}
Class UPlayerFemale1 : UPlayer
{
Default
{
Player.SoundClass "ufemale";
Player.DisplayName "$N_FEMALE1";
Player.Portrait "";
UTPlayer.VoiceType VOICE_FemaleTwo;
-NOMENU;
}
}
Class UPlayerFemale2 : UPlayer
{
Default
{
Player.SoundClass "ufemale";
Player.DisplayName "$N_FEMALE2";
Player.Portrait "";
UTPlayer.VoiceType VOICE_FemaleOne;
-NOMENU;
}
}
@ -270,119 +234,96 @@ Class UnrealInventory : Inventory
}
}
Class UnrealArmor : Armor
Class UnrealStaticHandler : StaticEventHandler
{
int absorb;
ui TextureID tex[6];
ui int mtics, cur;
ui String lastmusic;
Property ArmorAbsorption : absorb;
Default
ui void StartMenu()
{
+INVENTORY.AUTOACTIVATE;
+INVENTORY.UNTOSSABLE;
Inventory.MaxAmount 0;
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
int saved;
if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
saved = damage*absorb/100.;
if ( amount <= saved ) saved = amount;
newdamage -= saved;
amount -= saved;
damage = newdamage;
}
if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
if ( amount <= 0 ) Destroy();
}
}
Class GenericFlash : HUDMessageBase
{
Color col;
int duration;
double alpha;
Actor cam;
GenericFlash Setup( Actor camera, Color c, int d )
{
alpha = 1.0;
col = c;
duration = d;
cam = camera;
return self;
}
override bool Tick()
{
alpha -= 1./duration;
return (alpha<=0);
}
override void Draw( int bottom, int visibility )
{
if ( automapactive || (visibility != BaseStatusBar.HUDMSGLayer_UnderHUD) ) return;
if ( cam && (players[consoleplayer].camera != cam) ) return;
Screen.Dim(col,(col.a/255.)*alpha,0,0,Screen.GetWidth(),Screen.GetHeight());
}
}
Class QueuedFlash
{
Color c;
int duration;
int tic;
Actor cam;
}
Class UnrealMainHandler : StaticEventHandler
{
Array<QueuedFlash> flashes;
override void WorldLoaded( WorldEvent e )
{
if ( gamestate != GS_LEVEL || e.IsSaveGame ) return;
// prettify Kinsie's test map for a more Unreal feel
if ( level.levelname ~== "Modder Test Map" )
{
TexMan.ReplaceTextures("-noflat-","-kinsie-",0);
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
level.ChangeSky(skytx,skytx);
// TODO handplace some dynamic lights and add Unreal/UT ambient sounds
}
CVar protomenu = CVar.GetCVar('stinger_introtype',players[consoleplayer]);
if ( !protomenu ) return; // this can happen
int proto = protomenu.GetInt();
tex[0] = TexMan.CheckForTexture("graphics/UnLogo0.png",TexMan.Type_Any);
tex[1] = TexMan.CheckForTexture("graphics/UnLogo1.png",TexMan.Type_Any);
tex[2] = TexMan.CheckForTexture("graphics/UnLogo2.png",TexMan.Type_Any);
tex[3] = TexMan.CheckForTexture("graphics/UnBg.png",TexMan.Type_Any);
tex[4] = TexMan.CheckForTexture("graphics/97Bg.png",TexMan.Type_Any);
tex[5] = TexMan.CheckForTexture("graphics/95Bg.png",TexMan.Type_Any);
if ( proto > 1 ) S_ChangeMusic("Unreal");
else if ( proto == 1 ) S_ChangeMusic("Unreal2");
else S_ChangeMusic("FlyBy");
cur = proto;
}
override void WorldThingSpawned( WorldEvent e )
override void OnRegister()
{
if ( e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true;
// remove the UT static handler
let hnd = UTStaticHandler(StaticEventHandler.Find("UTStaticHandler"));
if ( hnd ) hnd.Destroy();
}
override void WorldTick()
override void ConsoleProcess( ConsoleEvent e )
{
for ( int i=0; i<flashes.size(); i++ )
{
if ( flashes[i].tic >= gametic ) continue;
flashes.Delete(i);
i--;
}
if ( gamestate != GS_TITLELEVEL ) return;
if ( e.Name ~== "refreshmenu" ) StartMenu();
}
override void PostUiTick()
{
for ( int i=0; i<flashes.size(); i++ )
if ( gamestate != GS_TITLELEVEL ) return;
if ( gametic <= 0 ) StartMenu();
if ( musplaying.Name != lastmusic )
{
if ( flashes[i].tic < gametic ) continue;
GenericFlash gf = new("GenericFlash").Setup(flashes[i].cam,flashes[i].c,flashes[i].duration);
StatusBar.AttachMessage(gf,0,BaseStatusBar.HUDMSGLayer_UnderHUD);
mtics = 0;
lastmusic = musplaying.Name;
}
else mtics++;
}
static void DoFlash( Actor camera, Color c, int duration )
override void RenderOverlay( RenderEvent e )
{
QueuedFlash qf = new("QueuedFlash");
qf.duration = duration;
qf.c = c;
qf.tic = gametic;
qf.cam = camera;
let hnd = UnrealMainHandler(StaticEventHandler.Find("UnrealMainHandler"));
hnd.flashes.push(qf);
// we have to stand in for the UT handler on this function
// although it doesn't make much sense yet
if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') )
UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e);
if ( gamestate != GS_TITLELEVEL ) return;
double ar = Screen.GetAspectRatio();
Vector2 tsize = TexMan.GetScaledSize(tex[cur+3]);
double sar = tsize.x/tsize.y;
Vector2 vsize;
if ( sar > ar ) vsize = (tsize.y*ar,tsize.y);
else if ( sar < ar ) vsize = (tsize.x,tsize.x/ar);
else vsize = tsize;
Screen.DrawTexture(tex[cur+3],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true);
Screen.Dim("Black",clamp(1.-((mtics+e.FracTic)/Thinker.TICRATE)*.2,0.,1.),0,0,Screen.GetWidth(),Screen.GetHeight());
if ( menuactive ) return;
tsize = TexMan.GetScaledSize(tex[cur]);
sar = tsize.x/tsize.y;
if ( sar > ar ) vsize = (tsize.x,tsize.x/ar);
else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y);
else vsize = tsize;
double alf = clamp(((mtics+e.FracTic)/Thinker.TICRATE)-8,0.,1.);
Screen.DrawTexture(tex[cur],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,alf);
}
}
Class UnrealMainHandler : EventHandler
{
override void CheckReplacement( ReplaceEvent e )
{
if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') )
{
/*if ( !Random[Replacements](0,3) ) e.Replacement = 'Enforcer';
else if ( Random[Replacements](0,1) ) */e.Replacement = 'Stinger';
/*else e.Replacement = 'ShockRifle';*/
}
else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') )
{
/*if ( Random[Replacements](0,1) ) */e.Replacement = 'UFlakCannon';
/*else e.Replacement = 'UTRocketLauncher';*/
}
else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UnrealBackpack';
}
}