Conflicts:
	wadsrc/static/compatibility.txt
This commit is contained in:
Christoph Oelckers 2015-09-15 12:53:28 +02:00
commit 0f425c4c3c
20 changed files with 299 additions and 21 deletions

1
.gitignore vendored
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@ -39,3 +39,4 @@
/lzma/x64/
/zlib/x64/
/build_vc2013_64bit
/build_vc2015

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@ -427,6 +427,7 @@ public:
short fixedcolormap; // can be set to REDCOLORMAP, etc.
short fixedlightlevel;
pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
TObjPtr<DInterpolation> pspinterp[NUMPSPRITES]; // view sprite interpolations
int morphTics; // player is a chicken/pig if > 0
const PClass *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
int MorphStyle; // which effects to apply for this player instance when morphed

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@ -135,7 +135,7 @@ CCMD (dumpmapthings)
}
else
{
Printf("%6d none", infos[i]->Key);
Printf("%6d none\n", infos[i]->Key);
}
}

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@ -1726,6 +1726,15 @@ void G_DoPlayerPop(int playernum)
players[playernum].mo = NULL;
players[playernum].camera = NULL;
}
// Now's the ideal time to remove his psprite interpolations.
for (int ii = 0; ii < NUMPSPRITES; ii++)
{
if (players[playernum].psprites[ii].interpolation != NULL)
{
players[playernum].psprites[ii].StopInterpolation();
players[playernum].pspinterp[ii] = NULL;
}
}
// [RH] Let the scripts know the player left
FBehavior::StaticStartTypedScripts(SCRIPT_Disconnect, NULL, true, playernum);
}

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@ -1417,7 +1417,7 @@ FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader *fr, int len)
else
{
delete behavior;
Printf(TEXTCOLOR_RED "%s: invalid ACS module", Wads.GetLumpFullName(lumpnum));
Printf(TEXTCOLOR_RED "%s: invalid ACS module\n", Wads.GetLumpFullName(lumpnum));
return NULL;
}
}

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@ -184,7 +184,6 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
const char *message;
const char *messagename;
char gendermessage[1024];
bool friendly;
int gender;
// No obituaries for non-players, voodoo dolls or when not wanted
@ -197,8 +196,6 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
if (inflictor && inflictor->player && inflictor->player->mo != inflictor)
MeansOfDeath = NAME_None;
friendly = (self->player != attacker->player && self->IsTeammate(attacker));
mod = MeansOfDeath;
message = NULL;
messagename = NULL;
@ -266,7 +263,7 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
if (message == NULL && attacker != NULL && attacker->player != NULL)
{
if (friendly)
if (self->player != attacker->player && self->IsTeammate(attacker))
{
self = attacker;
gender = self->player->userinfo.GetGender();

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@ -153,7 +153,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
AActor *P_SpawnPlayerMissile (AActor* source, const PClass *type);
AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle);
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, const PClass *type, angle_t angle,
AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false);
AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false);
void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false);

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@ -5923,7 +5923,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor,
bool nofreeaim)
bool nofreeaim, bool noautoaim)
{
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
angle_t an = angle;
@ -5936,7 +5936,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
{
return NULL;
}
if (source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM))
if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim))
{
// Keep exactly the same angle and pitch as the player's own aim
an = angle;

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@ -1104,11 +1104,32 @@ void P_MovePsprites (player_t *player)
P_CheckWeaponZoom (player);
}
}
psp = &player->psprites[0];
for (i = 0; i < NUMPSPRITES; i++, psp++)
{
if (psp->state == NULL)
{
if (psp->interpolation != NULL)
{
player->pspinterp[i] = NULL;
psp->StopInterpolation();
}
}
else if (psp->interpolation == NULL)
{
player->pspinterp[i] = psp->SetInterpolation(player - players, i);
}
}
}
FArchive &operator<< (FArchive &arc, pspdef_t &def)
{
arc << def.state << def.tics << def.sx << def.sy
<< def.sprite << def.frame;
if (SaveVersion >= 4525)
arc << def.interpolation;
return arc;
}

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@ -26,6 +26,7 @@
// Basic data types.
// Needs fixed point, and BAM angles.
#include "tables.h"
#include "r_data/r_interpolate.h"
#include "thingdef/thingdef.h"
#define WEAPONBOTTOM 128*FRACUNIT
@ -71,6 +72,11 @@ struct pspdef_t
int sprite;
int frame;
bool processPending; // true: waiting for periodic processing on this tick
TObjPtr<DInterpolation> interpolation;
DInterpolation *SetInterpolation(int player, int position);
void UpdateInterpolation(int player);
void StopInterpolation();
};
class FArchive;

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@ -297,6 +297,11 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
{
dst->mo->player = dst;
}
// Fix the psprite interpolation pointers too.
for (int i = 0; i < NUMPSPRITES; i++)
{
dst->psprites[i].UpdateInterpolation(dst - players);
}
// These 2 variables may not be overwritten.
dst->attackdown = attackdown;
dst->usedown = usedown;

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@ -316,6 +316,7 @@ player_t::player_t()
memset (&cmd, 0, sizeof(cmd));
memset (frags, 0, sizeof(frags));
memset (psprites, 0, sizeof(psprites));
memset (pspinterp, 0, sizeof(pspinterp));
}
player_t &player_t::operator=(const player_t &p)
@ -371,6 +372,7 @@ player_t &player_t::operator=(const player_t &p)
fixedcolormap = p.fixedcolormap;
fixedlightlevel = p.fixedlightlevel;
memcpy(psprites, &p.psprites, sizeof(psprites));
memcpy(pspinterp, &p.pspinterp, sizeof(pspinterp));
morphTics = p.morphTics;
MorphedPlayerClass = p.MorphedPlayerClass;
MorphStyle = p.MorphStyle;
@ -435,6 +437,10 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
if (*&ConversationNPC == old) ConversationNPC = replacement, changed++;
if (*&ConversationPC == old) ConversationPC = replacement, changed++;
if (*&MUSINFOactor == old) MUSINFOactor = replacement, changed++;
for (int i = 0; i < NUMPSPRITES; i++)
if (*&pspinterp[i] == old) pspinterp[i] = static_cast<DInterpolation *>(rep), changed++;
return changed;
}
@ -454,6 +460,11 @@ size_t player_t::PropagateMark()
{
GC::Mark(PendingWeapon);
}
for (int i = 0; i < NUMPSPRITES; i++)
{
GC::Mark(pspinterp[i]);
}
return sizeof(*this);
}
@ -1562,12 +1573,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
if (player != NULL)
{
player->mo = mo;
if (player->camera == self)
{
player->camera = mo;
}
player->damagecount = 32;
}
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].camera == self)
{
players[i].camera = mo;
}
}
}
//----------------------------------------------------------------------------
@ -3049,7 +3063,11 @@ void player_t::Serialize (FArchive &arc)
for (i = 0; i < MAXPLAYERS; i++)
arc << frags[i];
for (i = 0; i < NUMPSPRITES; i++)
{
arc << psprites[i];
if (SaveVersion >= 4525)
arc << pspinterp[i];
}
arc << CurrentPlayerClass;

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@ -151,6 +151,35 @@ public:
};
//==========================================================================
//
//
//
//==========================================================================
class DPSpriteInterpolation : public DInterpolation
{
DECLARE_CLASS(DPSpriteInterpolation, DInterpolation)
pspdef_t *psp;
int player, position;
fixed_t oldx, oldy;
fixed_t bakx, baky;
fixed_t ofsx, ofsy;
fixed_t nfsx, nfsy;
public:
DPSpriteInterpolation() {}
DPSpriteInterpolation(pspdef_t *psp, int player, int position);
void UpdatePointer(int player);
void Destroy();
void UpdateInterpolation();
void Restore();
void Interpolate(fixed_t smoothratio);
void Serialize(FArchive &arc);
};
//==========================================================================
//
//
@ -162,6 +191,7 @@ IMPLEMENT_CLASS(DSectorPlaneInterpolation)
IMPLEMENT_CLASS(DSectorScrollInterpolation)
IMPLEMENT_CLASS(DWallScrollInterpolation)
IMPLEMENT_CLASS(DPolyobjInterpolation)
IMPLEMENT_CLASS(DPSpriteInterpolation)
//==========================================================================
//
@ -628,7 +658,6 @@ void DSectorScrollInterpolation::Serialize(FArchive &arc)
arc << sector << ceiling << oldx << oldy;
}
//==========================================================================
//
//
@ -824,6 +853,113 @@ void DPolyobjInterpolation::Serialize(FArchive &arc)
if (arc.IsLoading()) bakverts.Resize(oldverts.Size());
}
//==========================================================================
//
//
//
//==========================================================================
//==========================================================================
//
//
//
//==========================================================================
DPSpriteInterpolation::DPSpriteInterpolation(pspdef_t *_psp, int _player, int _position)
: psp(_psp), player(_player), position(_position),
ofsx(0), ofsy(0), nfsx(0), nfsy(0)
{
UpdateInterpolation ();
interpolator.AddInterpolation(this);
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::UpdatePointer(int _player)
{
player = _player;
psp = &players[player].psprites[position];
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::Destroy()
{
psp->interpolation = NULL;
Super::Destroy();
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::UpdateInterpolation()
{
if ( position == ps_weapon )
P_BobWeapon( &players[player], psp, &ofsx, &ofsy );
oldx = psp->sx + ofsx;
oldy = psp->sy + ofsy;
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::Restore()
{
psp->sx = bakx - nfsx;
psp->sy = baky - nfsy;
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::Interpolate(fixed_t smoothratio)
{
if ( position == ps_weapon )
P_BobWeapon( &players[player], psp, &nfsx, &nfsy );
bakx = psp->sx + nfsx;
baky = psp->sy + nfsy;
psp->sx = oldx + FixedMul(bakx - oldx, smoothratio) - nfsx;
psp->sy = oldy + FixedMul(baky - oldy, smoothratio) - nfsy;
}
//==========================================================================
//
//
//
//==========================================================================
void DPSpriteInterpolation::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << player << position << oldx << oldy << ofsx << ofsy;
UpdatePointer(player);
}
//==========================================================================
//
//
//
//==========================================================================
//==========================================================================
//
@ -944,6 +1080,62 @@ void FPolyObj::StopInterpolation()
}
}
//==========================================================================
//
//
//
//==========================================================================
DInterpolation *pspdef_t::SetInterpolation(int player, int position)
{
if (interpolation == NULL)
{
interpolation = new DPSpriteInterpolation(this, player, position);
}
interpolation->AddRef();
GC::WriteBarrier(interpolation);
return interpolation;
}
//==========================================================================
//
//
//
//==========================================================================
void pspdef_t::UpdateInterpolation(int player)
{
if (interpolation != NULL)
{
barrier_cast<DPSpriteInterpolation *>(interpolation)->UpdatePointer(player);
}
}
//==========================================================================
//
//
//
//==========================================================================
void pspdef_t::StopInterpolation()
{
if (interpolation != NULL)
{
interpolation->DelRef();
}
}
//==========================================================================
//
//
//
//==========================================================================
//==========================================================================
//
//
//
//==========================================================================
ADD_STAT (interpolations)
{
@ -951,5 +1143,3 @@ ADD_STAT (interpolations)
out.Format ("%d interpolations", interpolator.CountInterpolations ());
return out;
}

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@ -1320,6 +1320,7 @@ enum FP_Flags
{
FPF_AIMATANGLE = 1,
FPF_TRANSFERTRANSLATION = 2,
FPF_NOAUTOAIM = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
{
@ -1358,7 +1359,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
// Temporarily adjusts the pitch
fixed_t SavedPlayerPitch = self->pitch;
self->pitch -= pitch;
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget, NULL, false, (Flags & FPF_NOAUTOAIM) != 0);
self->pitch = SavedPlayerPitch;
// automatic handling of seeker missiles
@ -5071,7 +5072,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
// A_SetSpeed
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
{
ACTION_PARAM_START(2);
@ -5089,6 +5089,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
ref->Speed = speed;
}
//==========================================================================
//
// A_SetFloatSpeed
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(speed, 0);
ACTION_PARAM_INT(ptr, 1);
AActor *ref = COPY_AAPTR(self, ptr);
if (!ref)
{
ACTION_SET_RESULT(false);
return;
}
ref->FloatSpeed = speed;
}
//===========================================================================
//
// Common A_Damage handler
@ -5823,3 +5845,4 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
ACTION_PARAM_INT(max, 0);
self->RipLevelMax = max;
}

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@ -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 4524
#define SAVEVER 4525
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

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@ -304,6 +304,7 @@ ACTOR Actor native //: Thinker
action native A_SetDamageType(name damagetype);
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
action native A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");

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@ -188,6 +188,7 @@ const int CPF_STEALARMOR = 32;
// Flags for A_CustomMissile
const int FPF_AIMATANGLE = 1;
const int FPF_TRANSFERTRANSLATION = 2;
const int FPF_NOAUTOAIM = 4;
// Flags for A_Teleport
enum

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@ -28,7 +28,7 @@ ACTOR CommanderKeen
KEEN AB 6
KEEN C 6 A_Scream
KEEN DEFGH 6
KEEN I 6 A_NoBlocking
KEEN I 6
KEEN J 6
KEEN K 6 A_KeenDie
KEEN L -1

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@ -10,7 +10,7 @@ ACTOR Inventory native
action native A_JumpIfNoAmmo(state label);
action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus");
action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0);
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
action native A_Light(int extralight);
action native A_Light0();

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@ -397,6 +397,11 @@ A53AE580A4AF2B5D0B0893F86914781E // TNT: Evilution map31
setthingflags 470 2016
}
D0139194F7817BF06F3988DFC47DB38D // Whispers of Satan map29
{
nopassover
}
712BB4CFBD0753178CA0C6814BE4C288 // map12 BTSX_E1 - patch some rendering glitches that are problematic to detect
{
setsectortag 545 32000