May 6, 2006 (Changes by Graf Zahl)

- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE.
- Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the
  string table.
- Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. 
  There is no need to keep two flags around with virtually the same meaning.
- Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency.
  It looks much better now than the cheap code pointer based blinking it used before.
- Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages 
  to the string table.
- Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the
  string table.
- Moved the messages for killing spectres to the string table.
- Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get
  the messages it prints from the string table instead of the quest item's tag
  string.

May 5, 2006 (Changes by Graf Zahl)
- Removed the hopelessly outdated thingdef_doc.txt file from the repository.
- Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE.
- Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for
  valid double bindings.
- Converted a_merchants.cpp to DECORATE.
- Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which
  can be shot but take no damage from getting hurt.
- Converted a_beggars.cpp to DECORATE.
- Added an Inventory.GiveQuest property. This makes it possible to define all of
  Strife's original items that also give a quest item in DECORATE but it is also 
  useful to define items like the ones in Day of the Acolyte without ugly workarounds.
- Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is 
  possible to define many of Strife's items.
- Added a FastSpeed property to DECORATE so that projectiles can finally be
  assigned a higher speed for fast mode.
- Added a ACS_LockedExecuteDoor special. It is basically the same as the existing
  ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This
  cannot be integrated into ACS_LockedExecute because all its arguments are already
  in use.
- Added a fully customizable A_CustomMeleeAttack function for DECORATE.


SVN r83 (trunk)
This commit is contained in:
Christoph Oelckers 2006-05-07 00:27:22 +00:00
commit 605a9a7715
51 changed files with 4047 additions and 5982 deletions

View file

@ -12,6 +12,7 @@
#include "c_dispatch.h"
#include "gstrings.h"
#include "templates.h"
#include "a_strifeglobal.h"
static FRandom pr_restore ("RestorePos");
@ -1102,6 +1103,21 @@ bool AInventory::DoRespawn ()
return true;
}
//===========================================================================
//
// AInventory :: GiveQuest
//
//===========================================================================
void AInventory::GiveQuest (AActor *toucher)
{
int quest = GetClass()->Meta.GetMetaInt(AIMETA_GiveQuest);
if (quest>0 && quest<31)
{
toucher->GiveInventoryType (QuestItemClasses[quest-1]);
}
}
//===========================================================================
//
// AInventory :: TryPickup
@ -1169,6 +1185,8 @@ bool AInventory::TryPickup (AActor *toucher)
}
}
}
GiveQuest(toucher);
return true;
}
@ -1271,6 +1289,7 @@ bool ACustomInventory::TryPickup (AActor *toucher)
}
else if (useok || ItemFlags & IF_ALWAYSPICKUP)
{
GiveQuest (toucher);
GoAwayAndDie();
}
return useok;
@ -2049,6 +2068,7 @@ IMPLEMENT_ABSTRACT_ACTOR (AMapRevealer)
bool AMapRevealer::TryPickup (AActor *toucher)
{
level.flags |= LEVEL_ALLMAP;
GiveQuest (toucher);
GoAwayAndDie ();
return true;
}