- Added a StartConversation special that allows automatic activation of Strife

dialogs.
- Added Thing_Raise special that allows Arch-Vile like resurrections from scripts
  or DECORATE states.
- Added a RadiusDamageFactor property for actors. This replaces the hard coded
  factor of 0.25 for Hexen's players.
- Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2
  but the projectile is specified by name, not spawn ID.
- Added MAPINFO option to set the compatibility flags. If this is done these
  explicit settings will take precedence over the compatflags CVAR.

SVN r164 (trunk)
This commit is contained in:
Christoph Oelckers 2006-06-03 12:30:11 +00:00
commit 15681d0588
32 changed files with 473 additions and 261 deletions

View file

@ -282,21 +282,21 @@ static oldmenu_t HereticMainDef =
//
// HEXEN "NEW GAME" MENU
//
static oldmenuitem_t ClassItems[] =
{
{ 1,1, 'f', "FIGHTER", SCClass },
{ 1,1, 'c', "CLERIC", SCClass },
{ 1,1, 'm', "MAGE", SCClass },
{ 1,1, 'r', "RANDOM", SCClass } // [RH]
};
static oldmenu_t ClassMenu =
{
4, ClassItems,
DrawClassMenu,
66, 58,
0
};
static oldmenuitem_t ClassItems[] =
{
{ 1,1, 'f', "FIGHTER", SCClass },
{ 1,1, 'c', "CLERIC", SCClass },
{ 1,1, 'm', "MAGE", SCClass },
{ 1,1, 'r', "RANDOM", SCClass } // [RH]
};
static oldmenu_t ClassMenu =
{
4, ClassItems,
DrawClassMenu,
66, 58,
0
};
//
// EPISODE SELECT
@ -388,23 +388,23 @@ static oldmenu_t HereticSkillMenu =
//
// HEXEN SKILL SELECT
//
static oldmenuitem_t HexenSkillItems[] =
{
{ 1,1, '1', NULL, M_ChooseSkill },
{ 1,1, '2', NULL, M_ChooseSkill },
{ 1,1, '3', NULL, M_ChooseSkill },
{ 1,1, '4', NULL, M_ChooseSkill },
{ 1,1, '5', NULL, M_ChooseSkill }
};
static oldmenu_t HexenSkillMenu =
{
5, HexenSkillItems,
DrawHexenSkillMenu,
120, 44,
2
};
static oldmenuitem_t HexenSkillItems[] =
{
{ 1,1, '1', NULL, M_ChooseSkill },
{ 1,1, '2', NULL, M_ChooseSkill },
{ 1,1, '3', NULL, M_ChooseSkill },
{ 1,1, '4', NULL, M_ChooseSkill },
{ 1,1, '5', NULL, M_ChooseSkill }
};
static oldmenu_t HexenSkillMenu =
{
5, HexenSkillItems,
DrawHexenSkillMenu,
120, 44,
2
};
//
// [RH] Player Setup Menu
@ -1525,53 +1525,53 @@ void M_NewGame(int choice)
}
}
//==========================================================================
//
// DrawClassMenu
//
//==========================================================================
static void DrawClassMenu(void)
{
char name[9];
int classnum;
static const char boxLumpName[3][7] =
{
"M_FBOX",
"M_CBOX",
"M_MBOX"
};
static const char walkLumpName[3][10] =
{
"M_FWALK%d",
"M_CWALK%d",
"M_MWALK%d"
};
screen->DrawText (CR_UNTRANSLATED, 34, 24, "CHOOSE CLASS:", DTA_Clean, true, TAG_DONE);
classnum = itemOn;
if (classnum > 2)
{
classnum = (MenuTime>>2) % 3;
}
screen->DrawTexture (TexMan[boxLumpName[classnum]], 174, 8, DTA_Clean, true, TAG_DONE);
sprintf (name, walkLumpName[classnum], ((MenuTime >> 3) & 3) + 1);
screen->DrawTexture (TexMan[name], 174+24, 8+12, DTA_Clean, true, TAG_DONE);
}
//==========================================================================
//
// DrawClassMenu
//
//==========================================================================
static void DrawClassMenu(void)
{
char name[9];
int classnum;
static const char boxLumpName[3][7] =
{
"M_FBOX",
"M_CBOX",
"M_MBOX"
};
static const char walkLumpName[3][10] =
{
"M_FWALK%d",
"M_CWALK%d",
"M_MWALK%d"
};
screen->DrawText (CR_UNTRANSLATED, 34, 24, "CHOOSE CLASS:", DTA_Clean, true, TAG_DONE);
classnum = itemOn;
if (classnum > 2)
{
classnum = (MenuTime>>2) % 3;
}
screen->DrawTexture (TexMan[boxLumpName[classnum]], 174, 8, DTA_Clean, true, TAG_DONE);
sprintf (name, walkLumpName[classnum], ((MenuTime >> 3) & 3) + 1);
screen->DrawTexture (TexMan[name], 174+24, 8+12, DTA_Clean, true, TAG_DONE);
}
//---------------------------------------------------------------------------
//
// PROC DrawSkillMenu
//
//---------------------------------------------------------------------------
static void DrawHexenSkillMenu()
{
screen->DrawText (CR_UNTRANSLATED, 74, 16, "CHOOSE SKILL LEVEL:", DTA_Clean, true, TAG_DONE);
}
//---------------------------------------------------------------------------
//
// PROC DrawSkillMenu
//
//---------------------------------------------------------------------------
static void DrawHexenSkillMenu()
{
screen->DrawText (CR_UNTRANSLATED, 74, 16, "CHOOSE SKILL LEVEL:", DTA_Clean, true, TAG_DONE);
}
//
// M_Episode
@ -1645,70 +1645,70 @@ void M_Episode (int choice)
M_SetupNextMenu (&HereticSkillMenu);
}
//==========================================================================
//
// SCClass
//
//==========================================================================
static void SCClass (int option)
{
if (netgame)
{
//==========================================================================
//
// SCClass
//
//==========================================================================
static void SCClass (int option)
{
if (netgame)
{
M_StartMessage (GStrings("NEWGAME"), NULL, false);
return;
}
MenuPClass = option < 3 ? option : -1;
switch (MenuPClass)
{
case 0/*PCLASS_FIGHTER*/:
HexenSkillMenu.x = 120;
HexenSkillItems[0].name = "SQUIRE";
HexenSkillItems[1].name = "KNIGHT";
HexenSkillItems[2].name = "WARRIOR";
HexenSkillItems[3].name = "BERSERKER";
HexenSkillItems[4].name = "TITAN";
break;
case 1/*PCLASS_CLERIC*/:
HexenSkillMenu.x = 116;
HexenSkillItems[0].name = "ALTAR BOY";
HexenSkillItems[1].name = "ACOLYTE";
HexenSkillItems[2].name = "PRIEST";
HexenSkillItems[3].name = "CARDINAL";
HexenSkillItems[4].name = "POPE";
break;
case 2/*PCLASS_MAGE*/:
HexenSkillMenu.x = 112;
HexenSkillItems[0].name = "APPRENTICE";
HexenSkillItems[1].name = "ENCHANTER";
HexenSkillItems[2].name = "SORCERER";
HexenSkillItems[3].name = "WARLOCK";
HexenSkillItems[4].name = "ARCHMAGE";
break;
case -1/*random*/: // [RH]
// Since Hexen is "Heretic 2", use the Heretic skill
// names when not playing as a specific class.
HexenSkillMenu.x = HereticSkillMenu.x;
HexenSkillItems[0].name = HereticSkillItems[0].name;
HexenSkillItems[1].name = HereticSkillItems[1].name;
HexenSkillItems[2].name = HereticSkillItems[2].name;
HexenSkillItems[3].name = HereticSkillItems[3].name;
HexenSkillItems[4].name = HereticSkillItems[4].name;
break;
}
if (EpiDef.numitems > 1)
{
M_SetupNextMenu (&EpiDef);
}
else if (!EpisodeNoSkill[0])
{
M_SetupNextMenu (&HexenSkillMenu);
}
else
{
M_ChooseSkill(2);
}
}
return;
}
MenuPClass = option < 3 ? option : -1;
switch (MenuPClass)
{
case 0/*PCLASS_FIGHTER*/:
HexenSkillMenu.x = 120;
HexenSkillItems[0].name = "SQUIRE";
HexenSkillItems[1].name = "KNIGHT";
HexenSkillItems[2].name = "WARRIOR";
HexenSkillItems[3].name = "BERSERKER";
HexenSkillItems[4].name = "TITAN";
break;
case 1/*PCLASS_CLERIC*/:
HexenSkillMenu.x = 116;
HexenSkillItems[0].name = "ALTAR BOY";
HexenSkillItems[1].name = "ACOLYTE";
HexenSkillItems[2].name = "PRIEST";
HexenSkillItems[3].name = "CARDINAL";
HexenSkillItems[4].name = "POPE";
break;
case 2/*PCLASS_MAGE*/:
HexenSkillMenu.x = 112;
HexenSkillItems[0].name = "APPRENTICE";
HexenSkillItems[1].name = "ENCHANTER";
HexenSkillItems[2].name = "SORCERER";
HexenSkillItems[3].name = "WARLOCK";
HexenSkillItems[4].name = "ARCHMAGE";
break;
case -1/*random*/: // [RH]
// Since Hexen is "Heretic 2", use the Heretic skill
// names when not playing as a specific class.
HexenSkillMenu.x = HereticSkillMenu.x;
HexenSkillItems[0].name = HereticSkillItems[0].name;
HexenSkillItems[1].name = HereticSkillItems[1].name;
HexenSkillItems[2].name = HereticSkillItems[2].name;
HexenSkillItems[3].name = HereticSkillItems[3].name;
HexenSkillItems[4].name = HereticSkillItems[4].name;
break;
}
if (EpiDef.numitems > 1)
{
M_SetupNextMenu (&EpiDef);
}
else if (!EpisodeNoSkill[0])
{
M_SetupNextMenu (&HexenSkillMenu);
}
else
{
M_ChooseSkill(2);
}
}
void M_Options (int choice)