mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
0bd8875e06
6 changed files with 143 additions and 60 deletions
|
@ -45,6 +45,7 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
|
|||
m_IntensityX = intensityX;
|
||||
m_IntensityY = intensityY;
|
||||
m_IntensityZ = intensityZ;
|
||||
m_CountdownStart = (double)duration;
|
||||
m_Countdown = duration;
|
||||
m_Flags = flags;
|
||||
}
|
||||
|
@ -71,6 +72,14 @@ void DEarthquake::Serialize (FArchive &arc)
|
|||
{
|
||||
arc << m_IntensityY << m_IntensityZ << m_Flags;
|
||||
}
|
||||
if (SaveVersion < 4520)
|
||||
{
|
||||
m_CountdownStart = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
arc << m_CountdownStart;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -91,7 +100,7 @@ void DEarthquake::Tick ()
|
|||
Destroy ();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX))
|
||||
{
|
||||
S_Sound (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM);
|
||||
|
@ -131,6 +140,7 @@ void DEarthquake::Tick ()
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (--m_Countdown == 0)
|
||||
{
|
||||
if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
|
||||
|
@ -150,15 +160,14 @@ void DEarthquake::Tick ()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int DEarthquake::StaticGetQuakeIntensities(AActor *victim,
|
||||
int &x, int &y, int &z, int &relx, int &rely, int &relz)
|
||||
int DEarthquake::StaticGetQuakeIntensities(AActor *victim, quakeInfo &qprop)
|
||||
{
|
||||
if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
x = y = z = relx = rely = 0;
|
||||
qprop.isScalingDown = qprop.isScalingUp = qprop.preferMaximum = qprop.fullIntensity = false;
|
||||
qprop.intensityX = qprop.intensityY = qprop.intensityZ = qprop.relIntensityX = qprop.relIntensityY = qprop.relIntensityZ = 0;
|
||||
|
||||
TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
|
||||
DEarthquake *quake;
|
||||
|
@ -175,15 +184,28 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim,
|
|||
++count;
|
||||
if (quake->m_Flags & QF_RELATIVE)
|
||||
{
|
||||
relx = MAX(relx, quake->m_IntensityX);
|
||||
rely = MAX(rely, quake->m_IntensityY);
|
||||
relz = MAX(relz, quake->m_IntensityZ);
|
||||
qprop.relIntensityX = MAX(qprop.relIntensityX, quake->m_IntensityX);
|
||||
qprop.relIntensityY = MAX(qprop.relIntensityY, quake->m_IntensityY);
|
||||
qprop.relIntensityZ = MAX(qprop.relIntensityZ, quake->m_IntensityZ);
|
||||
}
|
||||
else
|
||||
{
|
||||
x = MAX(x, quake->m_IntensityX);
|
||||
y = MAX(y, quake->m_IntensityY);
|
||||
z = MAX(z, quake->m_IntensityZ);
|
||||
qprop.intensityX = MAX(qprop.intensityX, quake->m_IntensityX);
|
||||
qprop.intensityY = MAX(qprop.intensityY, quake->m_IntensityY);
|
||||
qprop.intensityZ = MAX(qprop.intensityZ, quake->m_IntensityZ);
|
||||
}
|
||||
if (quake->m_Flags)
|
||||
{
|
||||
qprop.scaleDownStart = quake->m_CountdownStart;
|
||||
qprop.scaleDown = quake->m_Countdown;
|
||||
qprop.isScalingDown = (quake->m_Flags & QF_SCALEDOWN) ? true : false;
|
||||
qprop.isScalingUp = (quake->m_Flags & QF_SCALEUP) ? true : false;
|
||||
qprop.preferMaximum = (quake->m_Flags & QF_MAX) ? true : false;
|
||||
qprop.fullIntensity = (quake->m_Flags & QF_FULLINTENSITY) ? true : false;
|
||||
}
|
||||
else
|
||||
{
|
||||
qprop.scaleDownStart = qprop.scaleDown = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -133,7 +133,18 @@ protected:
|
|||
|
||||
enum
|
||||
{
|
||||
QF_RELATIVE = 1,
|
||||
QF_RELATIVE = 1,
|
||||
QF_SCALEDOWN = 1 << 1,
|
||||
QF_SCALEUP = 1 << 2,
|
||||
QF_MAX = 1 << 3,
|
||||
QF_FULLINTENSITY = 1 << 4,
|
||||
};
|
||||
|
||||
struct quakeInfo
|
||||
{
|
||||
int intensityX, intensityY, intensityZ, relIntensityX, relIntensityY, relIntensityZ;
|
||||
double scaleDown, scaleDownStart;
|
||||
bool isScalingDown, isScalingUp, preferMaximum, fullIntensity;
|
||||
};
|
||||
|
||||
class DEarthquake : public DThinker
|
||||
|
@ -148,11 +159,12 @@ public:
|
|||
TObjPtr<AActor> m_Spot;
|
||||
fixed_t m_TremorRadius, m_DamageRadius;
|
||||
int m_Countdown;
|
||||
double m_CountdownStart;
|
||||
FSoundID m_QuakeSFX;
|
||||
int m_Flags;
|
||||
int m_IntensityX, m_IntensityY, m_IntensityZ;
|
||||
|
||||
static int StaticGetQuakeIntensities(AActor *viewer, int &x, int &y, int &z, int &relx, int &rely, int &relz);
|
||||
static int StaticGetQuakeIntensities(AActor *viewer, quakeInfo &qprop);
|
||||
|
||||
private:
|
||||
DEarthquake ();
|
||||
|
|
|
@ -770,16 +770,45 @@ bool R_GetViewInterpolationStatus()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
static fixed_t QuakePower(fixed_t factor, int intensity)
|
||||
static fixed_t QuakePower(double factor, int intensity, quakeInfo quake)
|
||||
{
|
||||
double scaleDownStart = quake.scaleDownStart;
|
||||
double scaleDown = quake.scaleDown;
|
||||
if (intensity == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
return factor * ((pr_torchflicker() % (intensity << 2)) - (intensity << 1));
|
||||
double ss = (double)((pr_torchflicker() % (intensity << 2)) - (intensity << 1));
|
||||
double mtp = (quake.fullIntensity) ? 2.0 : 1.0;
|
||||
if (quake.isScalingDown || quake.isScalingUp)
|
||||
{
|
||||
fixed_t result;
|
||||
if (scaleDownStart == 0) scaleDownStart = 1;
|
||||
|
||||
if (quake.isScalingDown && quake.isScalingUp)
|
||||
{
|
||||
if (quake.preferMaximum)
|
||||
result = FLOAT2FIXED((factor * ss) * MAX(((scaleDown*mtp) / scaleDownStart), ((scaleDownStart - scaleDown)*mtp) / scaleDownStart));
|
||||
else
|
||||
result = FLOAT2FIXED((factor * ss) * MIN(((scaleDown*mtp) / scaleDownStart), ((scaleDownStart - scaleDown)*mtp) / scaleDownStart));
|
||||
}
|
||||
else if (quake.isScalingDown)
|
||||
result = FLOAT2FIXED((factor * ss) * (scaleDown / scaleDownStart));
|
||||
else if (quake.isScalingUp)
|
||||
result = FLOAT2FIXED((factor * ss) * ((scaleDownStart - scaleDown) / scaleDownStart));
|
||||
else
|
||||
result = FLOAT2FIXED(factor * ss);
|
||||
|
||||
return result;
|
||||
}
|
||||
else
|
||||
{
|
||||
return FLOAT2FIXED(factor * ss);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -892,40 +921,38 @@ void R_SetupFrame (AActor *actor)
|
|||
|
||||
if (!paused)
|
||||
{
|
||||
int intensityX, intensityY, intensityZ, relIntensityX, relIntensityY, relIntensityZ;
|
||||
if (DEarthquake::StaticGetQuakeIntensities(camera,
|
||||
intensityX, intensityY, intensityZ,
|
||||
relIntensityX, relIntensityY, relIntensityZ) > 0)
|
||||
quakeInfo quake;
|
||||
if (DEarthquake::StaticGetQuakeIntensities(camera, quake) > 0)
|
||||
{
|
||||
fixed_t quakefactor = FLOAT2FIXED(r_quakeintensity);
|
||||
double quakefactor = r_quakeintensity;
|
||||
|
||||
if (relIntensityX != 0)
|
||||
if (quake.relIntensityX != 0)
|
||||
{
|
||||
int ang = (camera->angle) >> ANGLETOFINESHIFT;
|
||||
fixed_t power = QuakePower(quakefactor, relIntensityX);
|
||||
fixed_t power = QuakePower(quakefactor, quake.relIntensityX, quake);
|
||||
viewx += FixedMul(finecosine[ang], power);
|
||||
viewy += FixedMul(finesine[ang], power);
|
||||
}
|
||||
if (relIntensityY != 0)
|
||||
if (quake.relIntensityY != 0)
|
||||
{
|
||||
int ang = (camera->angle + ANG90) >> ANGLETOFINESHIFT;
|
||||
fixed_t power = QuakePower(quakefactor, relIntensityY);
|
||||
fixed_t power = QuakePower(quakefactor, quake.relIntensityY, quake);
|
||||
viewx += FixedMul(finecosine[ang], power);
|
||||
viewy += FixedMul(finesine[ang], power);
|
||||
}
|
||||
if (intensityX != 0)
|
||||
if (quake.intensityX != 0)
|
||||
{
|
||||
viewx += QuakePower(quakefactor, intensityX);
|
||||
viewx += QuakePower(quakefactor, quake.intensityX, quake);
|
||||
}
|
||||
if (intensityY != 0)
|
||||
if (quake.intensityY != 0)
|
||||
{
|
||||
viewy += QuakePower(quakefactor, intensityY);
|
||||
viewy += QuakePower(quakefactor, quake.intensityY, quake);
|
||||
}
|
||||
// FIXME: Relative Z is not relative
|
||||
intensityZ = MAX(intensityZ, relIntensityZ);
|
||||
if (intensityZ != 0)
|
||||
quake.intensityZ = MAX(quake.intensityZ, quake.relIntensityZ);
|
||||
if (quake.intensityZ != 0)
|
||||
{
|
||||
viewz += QuakePower(quakefactor, intensityZ);
|
||||
viewz += QuakePower(quakefactor, quake.intensityZ, quake);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
|||
|
||||
// Use 4500 as the base git save version, since it's higher than the
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4519
|
||||
#define SAVEVER 4520
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
|
@ -461,7 +461,11 @@ enum
|
|||
// Flags for A_QuakeEx
|
||||
enum
|
||||
{
|
||||
QF_RELATIVE = 1,
|
||||
QF_RELATIVE = 1,
|
||||
QF_SCALEDOWN = 1 << 1,
|
||||
QF_SCALEUP = 1 << 2,
|
||||
QF_MAX = 1 << 3,
|
||||
QF_FULLINTENSITY = 1 << 4,
|
||||
};
|
||||
|
||||
// This is only here to provide one global variable for testing.
|
||||
|
|
|
@ -1276,42 +1276,60 @@ OptionMenu "CompatibilityOptions"
|
|||
{
|
||||
Title "COMPATIBILITY OPTIONS"
|
||||
Option "Compatibility mode", "compatmode", "CompatModes", "", 1
|
||||
|
||||
StaticText " "
|
||||
StaticText "Actor Behavior",1
|
||||
Option "Crushed monsters can be resurrected", "compat_CORPSEGIBS", "YesNo"
|
||||
Option "Friendly monsters aren't blocked", "compat_NOBLOCKFRIENDS", "YesNo"
|
||||
Option "Limit Pain Elementals' Lost Souls", "compat_LIMITPAIN", "YesNo"
|
||||
Option "Monster movement is affected by effects", "compat_MBFMONSTERMOVE", "YesNo"
|
||||
Option "Monsters cannot cross dropoffs", "compat_CROSSDROPOFF", "YesNo"
|
||||
Option "Monsters get stuck over dropoffs", "compat_DROPOFF", "YesNo"
|
||||
Option "Monsters see invisible players", "compat_INVISIBILITY", "YesNo"
|
||||
Option "No Minotaur floor flames in water", "compat_MINOTAUR", "YesNo"
|
||||
Option "Spawn item drops on the floor", "compat_NOTOSSDROPS", "YesNo"
|
||||
|
||||
StaticText " "
|
||||
StaticText "DehackEd Behavior",1
|
||||
Option "DEH health settings like Doom2.exe", "compat_DEHHEALTH", "YesNo"
|
||||
Option "Original A_Mushroom speed in DEH mods", "compat_MUSHROOM", "YesNo"
|
||||
|
||||
StaticText " "
|
||||
StaticText "Map/Action Behavior",1
|
||||
Option "All special lines can block <use>", "compat_USEBLOCKING", "YesNo"
|
||||
Option "Allow any bossdeath for level special", "compat_ANYBOSSDEATH", "YesNo"
|
||||
Option "Disable BOOM door light effect", "compat_NODOORLIGHT", "YesNo"
|
||||
Option "Find neighboring light like Doom", "compat_LIGHT", "YesNo"
|
||||
Option "Find shortest textures like Doom", "compat_SHORTTEX", "YesNo"
|
||||
Option "Use buggier stair building", "compat_stairs", "YesNo"
|
||||
Option "Find neighboring light like Doom", "compat_LIGHT", "YesNo"
|
||||
Option "Limit Pain Elementals' Lost Souls", "compat_LIMITPAIN", "YesNo"
|
||||
Option "Don't let others hear your pickups", "compat_SILENTPICKUP", "YesNo"
|
||||
Option "Use Doom's floor motion behavior", "compat_floormove", "YesNo"
|
||||
|
||||
StaticText " "
|
||||
StaticText "Physics Behavior",1
|
||||
Option "Actors are infinitely tall", "compat_nopassover", "YesNo"
|
||||
Option "Enable wall running", "compat_WALLRUN", "YesNo"
|
||||
Option "Spawn item drops on the floor", "compat_NOTOSSDROPS", "YesNo"
|
||||
Option "All special lines can block <use>", "compat_USEBLOCKING", "YesNo"
|
||||
Option "Disable BOOM door light effect", "compat_NODOORLIGHT", "YesNo"
|
||||
Option "Raven scrollers use original speed", "compat_RAVENSCROLL", "YesNo"
|
||||
Option "Use original sound target handling", "compat_SOUNDTARGET", "YesNo"
|
||||
Option "DEH health settings like Doom2.exe", "compat_DEHHEALTH", "YesNo"
|
||||
Option "Self ref. sectors don't block shots", "compat_TRACE", "YesNo"
|
||||
Option "Monsters get stuck over dropoffs", "compat_DROPOFF", "YesNo"
|
||||
Option "Monsters cannot cross dropoffs", "compat_CROSSDROPOFF", "YesNo"
|
||||
Option "Monsters see invisible players", "compat_INVISIBILITY", "YesNo"
|
||||
Option "Boom scrollers are additive", "compat_BOOMSCROLL", "YesNo"
|
||||
Option "Inst. moving floors are not silent", "compat_silentinstantfloors", "YesNo"
|
||||
Option "Sector sounds use center as source", "compat_SECTORSOUNDS", "YesNo"
|
||||
Option "Use Doom heights for missile clipping", "compat_MISSILECLIP", "YesNo"
|
||||
Option "Allow any bossdeath for level special", "compat_ANYBOSSDEATH", "YesNo"
|
||||
Option "No Minotaur floor flames in water", "compat_MINOTAUR", "YesNo"
|
||||
Option "Original A_Mushroom speed in DEH mods", "compat_MUSHROOM", "YesNo"
|
||||
Option "Monster movement is affected by effects", "compat_MBFMONSTERMOVE", "YesNo"
|
||||
Option "Crushed monsters can be resurrected", "compat_CORPSEGIBS", "YesNo"
|
||||
Option "Friendly monsters aren't blocked", "compat_NOBLOCKFRIENDS", "YesNo"
|
||||
Option "Invert sprite sorting", "compat_SPRITESORT", "YesNo"
|
||||
Option "Cannot travel straight NSEW", "compat_badangles", "YesNo"
|
||||
Option "Enable wall running", "compat_WALLRUN", "YesNo"
|
||||
Option "Raven scrollers use original speed", "compat_RAVENSCROLL", "YesNo"
|
||||
Option "Self ref. sectors don't block shots", "compat_TRACE", "YesNo"
|
||||
Option "Use Doom code for hitscan checks", "compat_HITSCAN", "YesNo"
|
||||
Option "Cripple sound for silent BFG trick", "compat_soundslots", "YesNo"
|
||||
Option "Use Doom heights for missile clipping", "compat_MISSILECLIP", "YesNo"
|
||||
|
||||
|
||||
StaticText " "
|
||||
StaticText "Rendering Behavior",1
|
||||
Option "Draw polyobjects like Hexen", "compat_POLYOBJ", "YesNo"
|
||||
Option "Ignore Y offsets on masked midtextures", "compat_MASKEDMIDTEX", "YesNo"
|
||||
Option "Cannot travel straight NSEW", "compat_badangles", "YesNo"
|
||||
Option "Use Doom's floor motion behavior", "compat_floormove", "YesNo"
|
||||
Option "Invert sprite sorting", "compat_SPRITESORT", "YesNo"
|
||||
|
||||
StaticText " "
|
||||
StaticText "Sound Behavior",1
|
||||
Option "Cripple sound for silent BFG trick", "compat_soundslots", "YesNo"
|
||||
Option "Don't let others hear your pickups", "compat_SILENTPICKUP", "YesNo"
|
||||
Option "Inst. moving floors are not silent", "compat_silentinstantfloors", "YesNo"
|
||||
Option "Sector sounds use center as source", "compat_SECTORSOUNDS", "YesNo"
|
||||
Option "Sounds stop when actor vanishes", "compat_soundcutoff", "YesNo"
|
||||
Option "Use original sound target handling", "compat_SOUNDTARGET", "YesNo"
|
||||
|
||||
Class "CompatibilityMenu"
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue