mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
Merge remote-tracking branch 'upstream/master' into truecolor
# Conflicts: # src/r_things.cpp
This commit is contained in:
commit
3369a2747c
42 changed files with 1184 additions and 559 deletions
|
@ -807,11 +807,12 @@ void SetDehParams(FState *state, int codepointer)
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VMFunctionBuilder buildit;
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// Allocate registers used to pass parameters in.
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// self, stateowner, state (all are pointers)
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buildit.Registers[REGT_POINTER].Get(3);
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buildit.Registers[REGT_POINTER].Get(NAP);
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// Emit code to pass the standard action function parameters.
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buildit.Emit(OP_PARAM, 0, REGT_POINTER, 0);
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buildit.Emit(OP_PARAM, 0, REGT_POINTER, 1);
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buildit.Emit(OP_PARAM, 0, REGT_POINTER, 2);
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for (int i = 0; i < NAP; i++)
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{
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buildit.Emit(OP_PARAM, 0, REGT_POINTER, i);
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}
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// Emit code for action parameters.
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int argcount = MBFCodePointerFactories[codepointer](buildit, value1, value2);
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buildit.Emit(OP_TAIL_K, buildit.GetConstantAddress(sym->Variants[0].Implementation, ATAG_OBJECT), NAP + argcount, 0);
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@ -2114,7 +2115,7 @@ static int PatchCodePtrs (int dummy)
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else
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{
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TArray<DWORD> &args = sym->Variants[0].ArgFlags;
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if ((sym->Flags & (VARF_Method | VARF_Action)) != (VARF_Method | VARF_Action) || (args.Size() > 3 && !(args[3] & VARF_Optional)))
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if ((sym->Flags & (VARF_Method | VARF_Action)) != (VARF_Method | VARF_Action) || (args.Size() > NAP && !(args[NAP] & VARF_Optional)))
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{
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Printf("Frame %d: Incompatible code pointer '%s'\n", frame, Line2);
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sym = NULL;
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@ -2726,7 +2727,7 @@ static bool LoadDehSupp ()
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else
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{
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TArray<DWORD> &args = sym->Variants[0].ArgFlags;
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if ((sym->Flags & (VARF_Method|VARF_Action)) != (VARF_Method | VARF_Action) || (args.Size() > 3 && !(args[3] & VARF_Optional)))
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if ((sym->Flags & (VARF_Method|VARF_Action)) != (VARF_Method | VARF_Action) || (args.Size() > NAP && !(args[NAP] & VARF_Optional)))
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{
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sc.ScriptMessage("Incompatible code pointer '%s'", sc.String);
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}
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@ -380,6 +380,7 @@ class player_t
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{
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public:
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player_t();
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~player_t();
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player_t &operator= (const player_t &p);
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void Serialize (FArchive &arc);
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@ -435,6 +436,7 @@ public:
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AWeapon *ReadyWeapon;
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AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
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TObjPtr<DPSprite> psprites; // view sprites (gun, etc)
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int cheats; // bit flags
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int timefreezer; // Player has an active time freezer
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@ -454,7 +456,6 @@ public:
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int extralight; // so gun flashes light up areas
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short fixedcolormap; // can be set to REDCOLORMAP, etc.
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short fixedlightlevel;
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pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
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int morphTics; // player is a chicken/pig if > 0
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PClassPlayerPawn *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
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int MorphStyle; // which effects to apply for this player instance when morphed
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@ -526,6 +527,12 @@ public:
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}
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int GetSpawnClass();
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// PSprite layers
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void TickPSprites();
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void DestroyPSprites();
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DPSprite *FindPSprite(int layer);
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DPSprite *GetPSprite(PSPLayers layer); // Used ONLY for compatibility with the old hardcoded layers.
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};
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// Bookkeeping on players - state.
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@ -126,11 +126,11 @@ DMovingCeiling::DMovingCeiling ()
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{
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}
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DMovingCeiling::DMovingCeiling (sector_t *sector)
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DMovingCeiling::DMovingCeiling (sector_t *sector, bool interpolate)
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: DMover (sector)
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{
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sector->ceilingdata = this;
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interpolation = sector->SetInterpolation(sector_t::CeilingMove, true);
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if (interpolate) interpolation = sector->SetInterpolation(sector_t::CeilingMove, true);
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}
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bool sector_t::MoveAttached(int crush, double move, int floorOrCeiling, bool resetfailed)
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@ -49,7 +49,7 @@ class DMovingCeiling : public DMover
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{
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DECLARE_CLASS (DMovingCeiling, DMover)
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public:
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DMovingCeiling (sector_t *sector);
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DMovingCeiling (sector_t *sector, bool interpolate = true);
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protected:
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DMovingCeiling ();
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};
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@ -73,16 +73,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
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bool accurate;
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if (self->player != NULL)
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if (self->player != nullptr)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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P_SetPsprite (self->player, ps_flash, weapon->FindState(NAME_Flash));
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self->player->psprites[ps_flash].processPending = true;
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P_SetPsprite(self->player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
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}
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self->player->mo->PlayAttacking2 ();
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@ -263,19 +262,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
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int i;
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
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self->player->psprites[ps_flash].processPending = true;
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P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
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}
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player->mo->PlayAttacking2 ();
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@ -300,19 +298,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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int damage;
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
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return 0;
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P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
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self->player->psprites[ps_flash].processPending = true;
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P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
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}
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player->mo->PlayAttacking2 ();
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@ -384,15 +381,13 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
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{
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// we're ok so set the state
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P_SetPsprite (player, ps_flash, flashstate + index);
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player->psprites[ps_flash].processPending = true;
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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return;
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}
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else
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{
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// oh, no! The state is beyond the end of the state table so use the original flash state.
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P_SetPsprite (player, ps_flash, flashstate);
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player->psprites[ps_flash].processPending = true;
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P_SetPsprite(player, PSP_FLASH, flashstate, true);
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return;
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}
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}
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@ -408,8 +403,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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{ // Invalid state. With no index offset, it should at least be valid.
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index = 0;
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}
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P_SetPsprite (player, ps_flash, flashstate + index);
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player->psprites[ps_flash].processPending = true;
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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}
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//
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@ -421,13 +415,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
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player_t *player;
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if (self == NULL || NULL == (player = self->player))
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if (self == nullptr || nullptr == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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@ -435,12 +429,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
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S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
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FState *flash = weapon->FindState(NAME_Flash);
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if (flash != NULL)
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if (flash != nullptr)
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{
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// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
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FState * atk = weapon->FindState(NAME_Fire);
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int theflash = clamp (int(player->psprites[ps_weapon].state - atk), 0, 1);
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int theflash = clamp (int(player->GetPSprite(PSP_WEAPON)->GetState() - atk), 0, 1);
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if (flash[theflash].sprite != flash->sprite)
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{
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@ -636,6 +630,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
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// A_BFGSpray
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// Spawn a BFG explosion on every monster in view
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//
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enum BFG_Flags
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{
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BFGF_HURTSOURCE = 1,
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BFGF_MISSILEORIGIN = 2,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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{
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PARAM_ACTION_PROLOGUE;
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@ -646,12 +646,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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PARAM_FLOAT_OPT (distance) { distance = 0; }
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PARAM_ANGLE_OPT (vrange) { vrange = 0.; }
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PARAM_INT_OPT (defdamage) { defdamage = 0; }
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PARAM_INT_OPT (flags) { flags = 0; }
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int i;
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int j;
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int damage;
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DAngle an;
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FTranslatedLineTarget t;
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AActor *originator;
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if (spraytype == NULL) spraytype = PClass::FindActor("BFGExtra");
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if (numrays <= 0) numrays = 40;
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|
@ -664,13 +666,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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if (!self->target)
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return 0;
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// [XA] Set the originator of the rays to the projectile (self) if
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// the new flag is set, else set it to the player (self->target)
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originator = (flags & BFGF_MISSILEORIGIN) ? self : self->target;
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|
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// offset angles from its attack angle
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for (i = 0; i < numrays; i++)
|
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{
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an = self->Angles.Yaw - angle / 2 + angle / numrays*i;
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// self->target is the originator (player) of the missile
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P_AimLineAttack(self->target, an, distance, &t, vrange);
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P_AimLineAttack(originator, an, distance, &t, vrange);
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if (t.linetarget != NULL)
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{
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|
@ -681,7 +686,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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if (spray != NULL)
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{
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if (spray->flags6 & MF6_MTHRUSPECIES && self->target->GetSpecies() == t.linetarget->GetSpecies())
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if ((spray->flags6 & MF6_MTHRUSPECIES && self->target->GetSpecies() == t.linetarget->GetSpecies()) ||
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(!(flags & BFGF_HURTSOURCE) && self->target == t.linetarget)) // [XA] Don't hit oneself unless we say so.
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{
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spray->Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them.
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continue;
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|
@ -704,7 +710,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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damage = defdamage;
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}
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int newdam = P_DamageMobj(t.linetarget, self->target, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource.Degrees);
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int newdam = P_DamageMobj(t.linetarget, originator, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource.Degrees);
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P_TraceBleed(newdam > 0 ? newdam : damage, &t, self);
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}
|
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}
|
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|
|
|
@ -1750,6 +1750,8 @@ void G_DoPlayerPop(int playernum)
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players[playernum].mo = NULL;
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players[playernum].camera = NULL;
|
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}
|
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|
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players[playernum].DestroyPSprites();
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}
|
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|
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void G_ScreenShot (char *filename)
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|
|
|
@ -123,9 +123,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Feathers)
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|
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void P_UpdateBeak (AActor *self)
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{
|
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if (self->player != NULL)
|
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if (self->player != nullptr)
|
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{
|
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self->player->psprites[ps_weapon].sy = WEAPONTOP + self->player->chickenPeck / 2;
|
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self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + self->player->chickenPeck / 2;
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}
|
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}
|
||||
|
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|
@ -141,12 +141,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakRaise)
|
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|
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player_t *player;
|
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|
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if (NULL == (player = self->player))
|
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if (nullptr == (player = self->player))
|
||||
{
|
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return 0;
|
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}
|
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player->psprites[ps_weapon].sy = WEAPONTOP;
|
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
|
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
|
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return 0;
|
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}
|
||||
|
||||
|
@ -192,7 +192,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1)
|
|||
}
|
||||
P_PlayPeck (player->mo);
|
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player->chickenPeck = 12;
|
||||
player->psprites[ps_weapon].tics -= pr_beakatkpl1() & 7;
|
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player->GetPSprite(PSP_WEAPON)->Tics -= pr_beakatkpl1() & 7;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -227,6 +227,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2)
|
|||
}
|
||||
P_PlayPeck (player->mo);
|
||||
player->chickenPeck = 12;
|
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player->psprites[ps_weapon].tics -= pr_beakatkpl2()&3;
|
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player->GetPSprite(PSP_WEAPON)->Tics -= pr_beakatkpl2()&3;
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -259,7 +259,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
|
|||
FTranslatedLineTarget t;
|
||||
int actualdamage = 0;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -267,13 +267,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
|
|||
PARAM_INT(power);
|
||||
|
||||
AWeapon *weapon = player->ReadyWeapon;
|
||||
if (weapon != NULL)
|
||||
if (weapon != nullptr)
|
||||
{
|
||||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||
return 0;
|
||||
|
||||
player->GetPSprite(PSP_WEAPON)->x = ((pr_gatk() & 3) - 2);
|
||||
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_gatk() & 3);
|
||||
}
|
||||
player->psprites[ps_weapon].sx = ((pr_gatk()&3)-2);
|
||||
player->psprites[ps_weapon].sy = WEAPONTOP + (pr_gatk()&3);
|
||||
Angle = self->Angles.Yaw;
|
||||
if (power)
|
||||
{
|
||||
|
@ -425,7 +426,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
|
|||
AActor *ball;
|
||||
player_t *player;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -436,13 +437,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
|
|||
return 0;
|
||||
}
|
||||
AWeapon *weapon = player->ReadyWeapon;
|
||||
if (weapon != NULL)
|
||||
if (weapon != nullptr)
|
||||
{
|
||||
if (!weapon->DepleteAmmo(weapon->bAltFire))
|
||||
return 0;
|
||||
|
||||
player->GetPSprite(PSP_WEAPON)->x = ((pr_maceatk() & 3) - 2);
|
||||
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_maceatk() & 3);
|
||||
}
|
||||
player->psprites[ps_weapon].sx = ((pr_maceatk() & 3) - 2);
|
||||
player->psprites[ps_weapon].sy = WEAPONTOP + (pr_maceatk() & 3);
|
||||
ball = P_SpawnPlayerMissile(self, PClass::FindActor("MaceFX1"), self->Angles.Yaw + (((pr_maceatk() & 7) - 4) * (360. / 256)));
|
||||
if (ball)
|
||||
{
|
||||
|
@ -1158,11 +1160,11 @@ IMPLEMENT_CLASS (APhoenixRodPowered)
|
|||
|
||||
void APhoenixRodPowered::EndPowerup ()
|
||||
{
|
||||
P_SetPsprite (Owner->player, ps_weapon, SisterWeapon->GetReadyState());
|
||||
DepleteAmmo (bAltFire);
|
||||
Owner->player->refire = 0;
|
||||
S_StopSound (Owner, CHAN_WEAPON);
|
||||
Owner->player->ReadyWeapon = SisterWeapon;
|
||||
P_SetPsprite(Owner->player, PSP_WEAPON, SisterWeapon->GetReadyState());
|
||||
}
|
||||
|
||||
class APhoenixFX1 : public AActor
|
||||
|
@ -1298,7 +1300,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
|
|||
player_t *player;
|
||||
APhoenixRod *flamethrower;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -1306,9 +1308,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
|
|||
soundid = "weapons/phoenixpowshoot";
|
||||
|
||||
flamethrower = static_cast<APhoenixRod *> (player->ReadyWeapon);
|
||||
if (flamethrower == NULL || --flamethrower->FlameCount == 0)
|
||||
if (flamethrower == nullptr || --flamethrower->FlameCount == 0)
|
||||
{ // Out of flame
|
||||
P_SetPsprite (player, ps_weapon, flamethrower->FindState("Powerdown"));
|
||||
P_SetPsprite(player, PSP_WEAPON, flamethrower->FindState("Powerdown"));
|
||||
player->refire = 0;
|
||||
S_StopSound (self, CHAN_WEAPON);
|
||||
return 0;
|
||||
|
|
|
@ -58,7 +58,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
|
|||
FTranslatedLineTarget t;
|
||||
PClassActor *puff;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
|
|||
if (t.linetarget)
|
||||
{
|
||||
P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage, NAME_Melee, puff, false, &t);
|
||||
if (t.linetarget != NULL)
|
||||
if (t.linetarget != nullptr)
|
||||
{
|
||||
pmo->Angles.Yaw = t.angleFromSource;
|
||||
if (((t.linetarget->player && (!t.linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || t.linetarget->flags3&MF3_ISMONSTER)
|
||||
|
@ -89,13 +89,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
|
|||
{
|
||||
pmo->health = player->health = newLife;
|
||||
}
|
||||
if (weapon != NULL)
|
||||
if (weapon != nullptr)
|
||||
{
|
||||
FState * newstate = weapon->FindState("Drain");
|
||||
if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate);
|
||||
if (newstate != nullptr) P_SetPsprite(player, PSP_WEAPON, newstate);
|
||||
}
|
||||
}
|
||||
if (weapon != NULL)
|
||||
if (weapon != nullptr)
|
||||
{
|
||||
weapon->DepleteAmmo(weapon->bAltFire, false);
|
||||
}
|
||||
|
@ -187,7 +187,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
|
|||
{
|
||||
if (!--self->weaponspecial)
|
||||
{
|
||||
P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
|
||||
P_SetPsprite(self->player, PSP_WEAPON, self->player->ReadyWeapon->FindState ("Blink"));
|
||||
self->weaponspecial = (pr_blink()+50)>>2;
|
||||
}
|
||||
else
|
||||
|
|
|
@ -70,13 +70,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReady)
|
|||
|
||||
player_t *player;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
if (player->ReadyWeapon->Ammo1->Amount)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("ReadyGlow"));
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("ReadyGlow"));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -97,13 +97,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReadyG)
|
|||
|
||||
player_t *player;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
if (player->ReadyWeapon->Ammo1->Amount <= 0)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Ready"));
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("Ready"));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -124,13 +124,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUp)
|
|||
|
||||
player_t *player;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
if (player->ReadyWeapon->Ammo1->Amount)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("SelectGlow"));
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("SelectGlow"));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -151,13 +151,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUpG)
|
|||
|
||||
player_t *player;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
if (player->ReadyWeapon->Ammo1->Amount <= 0)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Select"));
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("Select"));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -178,13 +178,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckAtk)
|
|||
|
||||
player_t *player;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
if (player->ReadyWeapon->Ammo1->Amount)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("FireGlow"));
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("FireGlow"));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -210,7 +210,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
|
|||
PClassActor *pufftype;
|
||||
FTranslatedLineTarget t;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -241,7 +241,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
|
|||
if (t.linetarget)
|
||||
{
|
||||
P_LineAttack(pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &t);
|
||||
if (t.linetarget != NULL)
|
||||
if (t.linetarget != nullptr)
|
||||
{
|
||||
if (t.linetarget->flags3&MF3_ISMONSTER || t.linetarget->player)
|
||||
{
|
||||
|
@ -265,15 +265,15 @@ axedone:
|
|||
if (useMana == 2)
|
||||
{
|
||||
AWeapon *weapon = player->ReadyWeapon;
|
||||
if (weapon != NULL)
|
||||
if (weapon != nullptr)
|
||||
{
|
||||
weapon->DepleteAmmo (weapon->bAltFire, false);
|
||||
|
||||
if ((weapon->Ammo1 == NULL || weapon->Ammo1->Amount == 0) &&
|
||||
if ((weapon->Ammo1 == nullptr || weapon->Ammo1->Amount == 0) &&
|
||||
(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
|
||||
weapon->Ammo2 == NULL || weapon->Ammo2->Amount == 0))
|
||||
weapon->Ammo2 == nullptr || weapon->Ammo2->Amount == 0))
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire") + 5);
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState ("Fire") + 5);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -105,7 +105,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
|
|||
int i;
|
||||
player_t *player;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
|
|||
if (pmo->weaponspecial >= 3)
|
||||
{
|
||||
pmo->weaponspecial = 0;
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState("Fire2"));
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState("Fire2"));
|
||||
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
|
||||
}
|
||||
return 0;
|
||||
|
|
|
@ -37,9 +37,9 @@ void APigPlayer::MorphPlayerThink ()
|
|||
}
|
||||
if(Vel.X == 0 && Vel.Y == 0 && pr_pigplayerthink() < 64)
|
||||
{ // Snout sniff
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState("Grunt"));
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->FindState("Grunt"));
|
||||
}
|
||||
S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
|
||||
return;
|
||||
|
|
|
@ -1110,17 +1110,17 @@ void APowerWeaponLevel2::InitEffect ()
|
|||
|
||||
Super::InitEffect();
|
||||
|
||||
if (Owner->player == NULL)
|
||||
if (Owner->player == nullptr)
|
||||
return;
|
||||
|
||||
weapon = Owner->player->ReadyWeapon;
|
||||
|
||||
if (weapon == NULL)
|
||||
if (weapon == nullptr)
|
||||
return;
|
||||
|
||||
sister = weapon->SisterWeapon;
|
||||
|
||||
if (sister == NULL)
|
||||
if (sister == nullptr)
|
||||
return;
|
||||
|
||||
if (!(sister->WeaponFlags & WIF_POWERED_UP))
|
||||
|
@ -1132,7 +1132,7 @@ void APowerWeaponLevel2::InitEffect ()
|
|||
|
||||
if (weapon->GetReadyState() != sister->GetReadyState())
|
||||
{
|
||||
P_SetPsprite (Owner->player, ps_weapon, sister->GetReadyState());
|
||||
P_SetPsprite(Owner->player, PSP_WEAPON, sister->GetReadyState());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1295,29 +1295,42 @@ void APowerTargeter::Travelled ()
|
|||
|
||||
void APowerTargeter::InitEffect ()
|
||||
{
|
||||
// Why is this called when the inventory isn't even attached yet
|
||||
// in APowerup::CreateCopy?
|
||||
if (!Owner->FindInventory(GetClass(), true))
|
||||
return;
|
||||
|
||||
player_t *player;
|
||||
|
||||
Super::InitEffect();
|
||||
|
||||
if ((player = Owner->player) == NULL)
|
||||
if ((player = Owner->player) == nullptr)
|
||||
return;
|
||||
|
||||
FState *state = FindState("Targeter");
|
||||
|
||||
if (state != NULL)
|
||||
if (state != nullptr)
|
||||
{
|
||||
P_SetPsprite (player, ps_targetcenter, state + 0);
|
||||
P_SetPsprite (player, ps_targetleft, state + 1);
|
||||
P_SetPsprite (player, ps_targetright, state + 2);
|
||||
P_SetPsprite(player, PSP_TARGETCENTER, state + 0);
|
||||
P_SetPsprite(player, PSP_TARGETLEFT, state + 1);
|
||||
P_SetPsprite(player, PSP_TARGETRIGHT, state + 2);
|
||||
}
|
||||
|
||||
player->psprites[ps_targetcenter].sx = (160-3);
|
||||
player->psprites[ps_targetcenter].sy =
|
||||
player->psprites[ps_targetleft].sy =
|
||||
player->psprites[ps_targetright].sy = (100-3);
|
||||
player->GetPSprite(PSP_TARGETCENTER)->x = (160-3);
|
||||
player->GetPSprite(PSP_TARGETCENTER)->y =
|
||||
player->GetPSprite(PSP_TARGETLEFT)->y =
|
||||
player->GetPSprite(PSP_TARGETRIGHT)->y = (100-3);
|
||||
PositionAccuracy ();
|
||||
}
|
||||
|
||||
void APowerTargeter::AttachToOwner(AActor *other)
|
||||
{
|
||||
Super::AttachToOwner(other);
|
||||
|
||||
// Let's actually properly call this for the targeters.
|
||||
InitEffect();
|
||||
}
|
||||
|
||||
bool APowerTargeter::HandlePickup(AInventory *item)
|
||||
{
|
||||
if (Super::HandlePickup(item))
|
||||
|
@ -1328,13 +1341,11 @@ bool APowerTargeter::HandlePickup(AInventory *item)
|
|||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void APowerTargeter::DoEffect ()
|
||||
{
|
||||
Super::DoEffect ();
|
||||
|
||||
if (Owner != NULL && Owner->player != NULL)
|
||||
if (Owner != nullptr && Owner->player != nullptr)
|
||||
{
|
||||
player_t *player = Owner->player;
|
||||
|
||||
|
@ -1343,17 +1354,17 @@ void APowerTargeter::DoEffect ()
|
|||
{
|
||||
FState *state = FindState("Targeter");
|
||||
|
||||
if (state != NULL)
|
||||
if (state != nullptr)
|
||||
{
|
||||
if (EffectTics & 32)
|
||||
{
|
||||
P_SetPsprite (player, ps_targetright, NULL);
|
||||
P_SetPsprite (player, ps_targetleft, state+1);
|
||||
P_SetPsprite(player, PSP_TARGETRIGHT, nullptr);
|
||||
P_SetPsprite(player, PSP_TARGETLEFT, state + 1);
|
||||
}
|
||||
else if (EffectTics & 16)
|
||||
{
|
||||
P_SetPsprite (player, ps_targetright, state+2);
|
||||
P_SetPsprite (player, ps_targetleft, NULL);
|
||||
P_SetPsprite(player, PSP_TARGETRIGHT, state + 2);
|
||||
P_SetPsprite(player, PSP_TARGETLEFT, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1363,11 +1374,17 @@ void APowerTargeter::DoEffect ()
|
|||
void APowerTargeter::EndEffect ()
|
||||
{
|
||||
Super::EndEffect();
|
||||
if (Owner != NULL && Owner->player != NULL)
|
||||
if (Owner != nullptr && Owner->player != nullptr)
|
||||
{
|
||||
P_SetPsprite (Owner->player, ps_targetcenter, NULL);
|
||||
P_SetPsprite (Owner->player, ps_targetleft, NULL);
|
||||
P_SetPsprite (Owner->player, ps_targetright, NULL);
|
||||
// Calling GetPSprite here could crash if we're creating a new game.
|
||||
// This is because P_SetupLevel nulls the player's mo before destroying
|
||||
// every DThinker which in turn ends up calling this.
|
||||
// However P_SetupLevel is only called after G_NewInit which calls
|
||||
// every player's dtor which destroys all their psprites.
|
||||
DPSprite *pspr;
|
||||
if ((pspr = Owner->player->FindPSprite(PSP_TARGETCENTER)) != nullptr) pspr->SetState(nullptr);
|
||||
if ((pspr = Owner->player->FindPSprite(PSP_TARGETLEFT)) != nullptr) pspr->SetState(nullptr);
|
||||
if ((pspr = Owner->player->FindPSprite(PSP_TARGETRIGHT)) != nullptr) pspr->SetState(nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1375,10 +1392,10 @@ void APowerTargeter::PositionAccuracy ()
|
|||
{
|
||||
player_t *player = Owner->player;
|
||||
|
||||
if (player != NULL)
|
||||
if (player != nullptr)
|
||||
{
|
||||
player->psprites[ps_targetleft].sx = (160-3) - ((100 - player->mo->accuracy));
|
||||
player->psprites[ps_targetright].sx = (160-3)+ ((100 - player->mo->accuracy));
|
||||
player->GetPSprite(PSP_TARGETLEFT)->x = (160-3) - ((100 - player->mo->accuracy));
|
||||
player->GetPSprite(PSP_TARGETRIGHT)->x = (160-3)+ ((100 - player->mo->accuracy));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -182,6 +182,7 @@ protected:
|
|||
void EndEffect ();
|
||||
void PositionAccuracy ();
|
||||
void Travelled ();
|
||||
void AttachToOwner(AActor *other);
|
||||
bool HandlePickup(AInventory *item);
|
||||
};
|
||||
|
||||
|
|
|
@ -608,15 +608,18 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse)
|
|||
|
||||
void AWeapon::PostMorphWeapon ()
|
||||
{
|
||||
if (Owner == NULL)
|
||||
DPSprite *pspr;
|
||||
if (Owner == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Owner->player->PendingWeapon = WP_NOCHANGE;
|
||||
Owner->player->ReadyWeapon = this;
|
||||
Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM;
|
||||
Owner->player->refire = 0;
|
||||
P_SetPsprite (Owner->player, ps_weapon, GetUpState());
|
||||
|
||||
pspr = Owner->player->GetPSprite(PSP_WEAPON);
|
||||
pspr->y = WEAPONBOTTOM;
|
||||
pspr->SetState(GetUpState());
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -2786,7 +2786,7 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
// [BL] Since we used a percentage (in order to get the most fluid animation)
|
||||
// we need to establish a cut off point so the last pixel won't hang as the animation slows
|
||||
if(pixel == -1 && statusBar->Images[foreground])
|
||||
pixel = MAX(1., 1./statusBar->Images[foreground]->GetWidth());
|
||||
pixel = MAX(1 / 65536., 1./statusBar->Images[foreground]->GetWidth());
|
||||
|
||||
if(fabs(drawValue - value) < pixel)
|
||||
drawValue = value;
|
||||
|
|
|
@ -350,11 +350,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
|
|||
|
||||
S_Sound (self, CHAN_VOICE, "human/imonfire", 1, ATTN_NORM);
|
||||
|
||||
if (self->player != NULL && self->player->mo == self)
|
||||
if (self->player != nullptr && self->player->mo == self)
|
||||
{
|
||||
P_SetPsprite (self->player, ps_weapon, self->FindState("FireHands"));
|
||||
P_SetPsprite (self->player, ps_flash, NULL);
|
||||
self->player->ReadyWeapon = NULL;
|
||||
P_SetPsprite(self->player, PSP_STRIFEHANDS, self->FindState("FireHands"));
|
||||
self->player->ReadyWeapon = nullptr;
|
||||
self->player->PendingWeapon = WP_NOCHANGE;
|
||||
self->player->playerstate = PST_LIVE;
|
||||
self->player->extralight = 3;
|
||||
|
@ -376,12 +375,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
if (self->player != NULL && self->player->mo == self)
|
||||
if (self->player != nullptr && self->player->mo == self)
|
||||
{
|
||||
self->player->playerstate = PST_DEAD;
|
||||
P_SetPsprite (self->player, ps_weapon,
|
||||
self->player->psprites[ps_weapon].state +
|
||||
(self->FindState("FireHandsLower") - self->FindState("FireHands")));
|
||||
|
||||
DPSprite *psp;
|
||||
psp = self->player->GetPSprite(PSP_STRIFEHANDS);
|
||||
psp->SetState(psp->GetState() + (self->FindState("FireHandsLower") - self->FindState("FireHands")));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -390,13 +390,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_HandLower)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
if (self->player != NULL)
|
||||
if (self->player != nullptr)
|
||||
{
|
||||
pspdef_t *psp = &self->player->psprites[ps_weapon];
|
||||
psp->sy += 9;
|
||||
if (psp->sy > WEAPONBOTTOM*2)
|
||||
DPSprite *psp = self->player->GetPSprite(PSP_STRIFEHANDS);
|
||||
psp->y += 9;
|
||||
if (psp->y > WEAPONBOTTOM*2)
|
||||
{
|
||||
P_SetPsprite (self->player, ps_weapon, NULL);
|
||||
psp->SetState(nullptr);
|
||||
}
|
||||
if (self->player->extralight > 0) self->player->extralight--;
|
||||
}
|
||||
|
|
|
@ -216,10 +216,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
|
|||
|
||||
player_t *player = self->player;
|
||||
|
||||
if (player == NULL)
|
||||
if (player == nullptr)
|
||||
return 0;
|
||||
|
||||
P_SetPsprite (player, ps_flash, NULL);
|
||||
P_SetPsprite (player, PSP_FLASH, nullptr);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -233,9 +233,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
if (self->player != NULL)
|
||||
if (self->player != nullptr)
|
||||
{
|
||||
P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash));
|
||||
P_SetPsprite (self->player, PSP_FLASH, self->player->ReadyWeapon->FindState(NAME_Flash));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -498,10 +498,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
|
|||
|
||||
S_Sound (self, CHAN_WEAPON, "weapons/mauler2charge", 1, ATTN_NORM);
|
||||
|
||||
if (self->player != NULL)
|
||||
if (self->player != nullptr)
|
||||
{
|
||||
self->player->psprites[ps_weapon].sx += pr_mauler2.Random2() / 64.;
|
||||
self->player->psprites[ps_weapon].sy += pr_mauler2.Random2() / 64.;
|
||||
self->player->GetPSprite(PSP_WEAPON)->x += pr_mauler2.Random2() / 64.;
|
||||
self->player->GetPSprite(PSP_WEAPON)->y += pr_mauler2.Random2() / 64.;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -698,24 +698,23 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
|
|||
DAngle an;
|
||||
AWeapon *weapon;
|
||||
|
||||
if (player == NULL || grenadetype == NULL)
|
||||
if (player == nullptr || grenadetype == nullptr)
|
||||
return 0;
|
||||
|
||||
if ((weapon = player->ReadyWeapon) == NULL)
|
||||
if ((weapon = player->ReadyWeapon) == nullptr)
|
||||
return 0;
|
||||
|
||||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||
return 0;
|
||||
|
||||
P_SetPsprite (player, ps_flash, flash);
|
||||
self->player->psprites[ps_flash].processPending = true;
|
||||
P_SetPsprite (player, PSP_FLASH, flash, true);
|
||||
|
||||
if (grenadetype != NULL)
|
||||
if (grenadetype != nullptr)
|
||||
{
|
||||
self->AddZ(32);
|
||||
grenade = P_SpawnSubMissile (self, grenadetype, self);
|
||||
self->AddZ(-32);
|
||||
if (grenade == NULL)
|
||||
if (grenade == nullptr)
|
||||
return 0;
|
||||
|
||||
if (grenade->SeeSound != 0)
|
||||
|
@ -849,15 +848,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
DPSprite *pspr;
|
||||
int pieces;
|
||||
|
||||
if (self->player == NULL)
|
||||
if (self->player == nullptr)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
|
||||
P_SetPsprite (self->player, ps_weapon,
|
||||
self->player->psprites[ps_weapon].state + pieces);
|
||||
pspr = self->player->GetPSprite(PSP_WEAPON);
|
||||
pspr->SetState(pspr->GetState() + pieces);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -875,9 +875,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
DPSprite *pspr;
|
||||
int pieces;
|
||||
|
||||
if (self->player == NULL)
|
||||
if (self->player == nullptr)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -887,8 +888,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
|
|||
{
|
||||
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
|
||||
}
|
||||
P_SetPsprite (self->player, ps_weapon,
|
||||
self->player->psprites[ps_weapon].state + pieces);
|
||||
pspr = self->player->GetPSprite(PSP_WEAPON);
|
||||
pspr->SetState(pspr->GetState() + pieces);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -904,15 +905,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
DPSprite *pspr;
|
||||
int pieces;
|
||||
|
||||
if (self->player == NULL)
|
||||
if (self->player == nullptr)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
|
||||
P_SetPsprite (self->player, ps_weapon,
|
||||
self->player->psprites[ps_weapon].state + 4*pieces - 3);
|
||||
pspr = self->player->GetPSprite(PSP_WEAPON);
|
||||
pspr->SetState(pspr->GetState() + 4*pieces - 3);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -69,14 +69,14 @@ void FState::SetAction(const char *name)
|
|||
ActionFunc = FindGlobalActionFunction(name)->Variants[0].Implementation;
|
||||
}
|
||||
|
||||
bool FState::CallAction(AActor *self, AActor *stateowner, FState **stateret)
|
||||
bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info, FState **stateret)
|
||||
{
|
||||
if (ActionFunc != NULL)
|
||||
{
|
||||
ActionCycles.Clock();
|
||||
|
||||
static VMFrameStack stack;
|
||||
VMValue params[3] = { self, stateowner, VMValue(this, ATAG_STATE) };
|
||||
VMValue params[3] = { self, stateowner, VMValue(info, ATAG_STATEINFO) };
|
||||
// If the function returns a state, store it at *stateret.
|
||||
// If it doesn't return a state but stateret is non-NULL, we need
|
||||
// to set *stateret to NULL.
|
||||
|
|
19
src/info.h
19
src/info.h
|
@ -55,6 +55,21 @@ struct FActorInfo;
|
|||
class FArchive;
|
||||
class FIntCVar;
|
||||
|
||||
enum EStateType
|
||||
{
|
||||
STATE_Actor,
|
||||
STATE_Psprite,
|
||||
STATE_StateChain,
|
||||
};
|
||||
|
||||
struct FStateParamInfo
|
||||
{
|
||||
FState *mCallingState;
|
||||
EStateType mStateType;
|
||||
int mPSPIndex;
|
||||
};
|
||||
|
||||
|
||||
// Sprites that are fixed in position because they can have special meanings.
|
||||
enum
|
||||
{
|
||||
|
@ -129,7 +144,7 @@ struct FState
|
|||
void SetAction(VMFunction *func) { ActionFunc = func; }
|
||||
void ClearAction() { ActionFunc = NULL; }
|
||||
void SetAction(const char *name);
|
||||
bool CallAction(AActor *self, AActor *stateowner, FState **stateret);
|
||||
bool CallAction(AActor *self, AActor *stateowner, FStateParamInfo *stateinfo, FState **stateret);
|
||||
static PClassActor *StaticFindStateOwner (const FState *state);
|
||||
static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info);
|
||||
static FRandom pr_statetics;
|
||||
|
@ -338,7 +353,7 @@ void AddStateLight(FState *state, const char *lname);
|
|||
PARAM_PROLOGUE; \
|
||||
PARAM_OBJECT (self, type); \
|
||||
PARAM_OBJECT_OPT (stateowner, AActor) { stateowner = self; } \
|
||||
PARAM_STATE_OPT (callingstate) { callingstate = NULL; } \
|
||||
PARAM_STATEINFO_OPT (stateinfo) { stateinfo = nullptr; } \
|
||||
|
||||
#define PARAM_ACTION_PROLOGUE PARAM_ACTION_PROLOGUE_TYPE(AActor)
|
||||
|
||||
|
|
|
@ -314,7 +314,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
|
||||
// [GRB]
|
||||
case CHT_RESSURECT:
|
||||
if (player->playerstate != PST_LIVE && player->mo != NULL)
|
||||
if (player->playerstate != PST_LIVE && player->mo != nullptr)
|
||||
{
|
||||
if (player->mo->IsKindOf(RUNTIME_CLASS(APlayerChunk)))
|
||||
{
|
||||
|
@ -343,9 +343,9 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
|
||||
}
|
||||
player->mo->DamageType = NAME_None;
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState());
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetUpState());
|
||||
}
|
||||
|
||||
if (player->morphTics > 0)
|
||||
|
@ -932,10 +932,8 @@ void cht_Take (player_t *player, const char *name, int amount)
|
|||
if (weapon)
|
||||
weapon->Destroy ();
|
||||
|
||||
player->ReadyWeapon = NULL;
|
||||
player->ReadyWeapon = nullptr;
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
player->psprites[ps_weapon].state = NULL;
|
||||
player->psprites[ps_flash].state = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -526,7 +526,7 @@ DAnimatedDoor::DAnimatedDoor ()
|
|||
}
|
||||
|
||||
DAnimatedDoor::DAnimatedDoor (sector_t *sec)
|
||||
: DMovingCeiling (sec)
|
||||
: DMovingCeiling (sec, false)
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
@ -76,7 +76,6 @@ extern int bmapnegy;
|
|||
// P_PSPR
|
||||
//
|
||||
void P_SetupPsprites (player_t* curplayer, bool startweaponup);
|
||||
void P_MovePsprites (player_t* curplayer);
|
||||
void P_DropWeapon (player_t* player);
|
||||
|
||||
|
||||
|
@ -334,6 +333,7 @@ struct FRailParams
|
|||
double drift = 1.0;
|
||||
PClassActor *spawnclass = nullptr;
|
||||
int SpiralOffset = 270;
|
||||
int limit = 0;
|
||||
}; // [RH] Shoot a railgun
|
||||
|
||||
void P_RailAttack(FRailParams *params);
|
||||
|
|
|
@ -4610,6 +4610,8 @@ struct RailData
|
|||
bool ThruSpecies;
|
||||
bool MThruSpecies;
|
||||
bool ThruActors;
|
||||
int limit;
|
||||
int count;
|
||||
};
|
||||
|
||||
static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
|
||||
|
@ -4664,7 +4666,11 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
|
|||
}
|
||||
data->RailHits.Push(newhit);
|
||||
|
||||
return data->StopAtOne ? TRACE_Stop : TRACE_Continue;
|
||||
if (data->limit)
|
||||
{
|
||||
data->count++;
|
||||
}
|
||||
return (data->StopAtOne || (data->limit && (data->count >= data->limit))) ? TRACE_Stop : TRACE_Continue;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -4706,7 +4712,8 @@ void P_RailAttack(FRailParams *p)
|
|||
|
||||
RailData rail_data;
|
||||
rail_data.Caller = source;
|
||||
|
||||
rail_data.limit = p->limit;
|
||||
rail_data.count = 0;
|
||||
rail_data.StopAtOne = !!(p->flags & RAF_NOPIERCE);
|
||||
start.X = xy.X;
|
||||
start.Y = xy.Y;
|
||||
|
|
|
@ -556,7 +556,8 @@ bool AActor::SetState (FState *newstate, bool nofunction)
|
|||
if (!nofunction)
|
||||
{
|
||||
FState *returned_state;
|
||||
if (newstate->CallAction(this, this, &returned_state))
|
||||
FStateParamInfo stp = { newstate, STATE_Actor, PSP_WEAPON };
|
||||
if (newstate->CallAction(this, this, &stp, &returned_state))
|
||||
{
|
||||
// Check whether the called action function resulted in destroying the actor
|
||||
if (ObjectFlags & OF_EuthanizeMe)
|
||||
|
@ -997,12 +998,10 @@ void AActor::ClearInventory()
|
|||
invp = &inv->Inventory;
|
||||
}
|
||||
}
|
||||
if (player != NULL)
|
||||
if (player != nullptr)
|
||||
{
|
||||
player->ReadyWeapon = NULL;
|
||||
player->ReadyWeapon = nullptr;
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
player->psprites[ps_weapon].state = NULL;
|
||||
player->psprites[ps_flash].state = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3868,7 +3867,8 @@ bool AActor::CheckNoDelay()
|
|||
// For immediately spawned objects with the NoDelay flag set for their
|
||||
// Spawn state, explicitly call the current state's function.
|
||||
FState *newstate;
|
||||
if (state->CallAction(this, this, &newstate))
|
||||
FStateParamInfo stp = { state, STATE_Actor, PSP_WEAPON };
|
||||
if (state->CallAction(this, this, &stp, &newstate))
|
||||
{
|
||||
if (ObjectFlags & OF_EuthanizeMe)
|
||||
{
|
||||
|
|
674
src/p_pspr.cpp
674
src/p_pspr.cpp
|
@ -93,25 +93,165 @@ static const FGenericButtons ButtonChecks[] =
|
|||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_POINTY_CLASS(DPSprite)
|
||||
DECLARE_POINTER(Caller)
|
||||
DECLARE_POINTER(Next)
|
||||
END_POINTERS
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
|
||||
: processPending(true),
|
||||
firstTic(true),
|
||||
x(.0), y(.0),
|
||||
oldx(.0), oldy(.0),
|
||||
Flags(0), ID(id),
|
||||
Caller(caller),
|
||||
Owner(owner)
|
||||
{
|
||||
DPSprite *prev = nullptr;
|
||||
DPSprite *next = Owner->psprites;
|
||||
while (next != nullptr && next->ID < ID)
|
||||
{
|
||||
prev = next;
|
||||
next = next->Next;
|
||||
}
|
||||
Next = next;
|
||||
GC::WriteBarrier(this, next);
|
||||
if (prev == nullptr)
|
||||
{
|
||||
Owner->psprites = this;
|
||||
GC::WriteBarrier(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
prev->Next = this;
|
||||
GC::WriteBarrier(prev, this);
|
||||
}
|
||||
|
||||
if (Next && Next->ID == ID && ID != 0)
|
||||
Next->Destroy(); // Replace it.
|
||||
|
||||
if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) || Caller->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
DPSprite *player_t::FindPSprite(int layer)
|
||||
{
|
||||
if (layer == 0)
|
||||
return nullptr;
|
||||
|
||||
DPSprite *pspr = psprites;
|
||||
while (pspr)
|
||||
{
|
||||
if (pspr->ID == layer)
|
||||
break;
|
||||
|
||||
pspr = pspr->Next;
|
||||
}
|
||||
|
||||
return pspr;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending)
|
||||
{
|
||||
if (player == nullptr) return;
|
||||
player->GetPSprite(id)->SetState(state, pending);
|
||||
}
|
||||
|
||||
DPSprite *player_t::GetPSprite(PSPLayers layer)
|
||||
{
|
||||
AActor *oldcaller = nullptr;
|
||||
AActor *newcaller = nullptr;
|
||||
|
||||
if (layer >= PSP_TARGETCENTER)
|
||||
{
|
||||
if (mo != nullptr)
|
||||
{
|
||||
newcaller = mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true);
|
||||
}
|
||||
}
|
||||
else if (layer == PSP_STRIFEHANDS)
|
||||
{
|
||||
newcaller = mo;
|
||||
}
|
||||
else
|
||||
{
|
||||
newcaller = ReadyWeapon;
|
||||
}
|
||||
|
||||
assert(newcaller != nullptr);
|
||||
|
||||
DPSprite *pspr = FindPSprite(layer);
|
||||
if (pspr == nullptr)
|
||||
{
|
||||
pspr = new DPSprite(this, newcaller, layer);
|
||||
}
|
||||
else
|
||||
{
|
||||
oldcaller = pspr->Caller;
|
||||
}
|
||||
|
||||
// Always update the caller here in case we switched weapon
|
||||
// or if the layer was being used by an inventory item before.
|
||||
pspr->Caller = newcaller;
|
||||
|
||||
if (newcaller != oldcaller)
|
||||
{ // Only change the flags if this layer was created now or if we updated the caller.
|
||||
if (layer >= PSP_TARGETCENTER)
|
||||
{ // The targeter layers were affected by those.
|
||||
pspr->Flags |= (PSPF_CVARFAST|PSPF_POWDOUBLE);
|
||||
}
|
||||
}
|
||||
|
||||
return pspr;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_NewPspriteTick
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_NewPspriteTick()
|
||||
void DPSprite::NewTick()
|
||||
{
|
||||
// This function should be called after the beginning of a tick, before any possible
|
||||
// prprite-event, or near the end, after any possible psprite event.
|
||||
// Because data is reset for every tick (which it must be) this has no impact on savegames.
|
||||
for (int i = 0; i<MAXPLAYERS; i++)
|
||||
for (int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i])
|
||||
{
|
||||
pspdef_t *pspdef = players[i].psprites;
|
||||
for (int j = 0;j < NUMPSPRITES; j++)
|
||||
DPSprite *pspr = players[i].psprites;
|
||||
while (pspr)
|
||||
{
|
||||
pspdef[j].processPending = true;
|
||||
pspr->processPending = true;
|
||||
pspr->oldx = pspr->x;
|
||||
pspr->oldy = pspr->y;
|
||||
|
||||
pspr = pspr->Next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -123,79 +263,90 @@ void P_NewPspriteTick()
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_SetPsprite (player_t *player, int position, FState *state, bool nofunction)
|
||||
void DPSprite::SetState(FState *newstate, bool pending)
|
||||
{
|
||||
pspdef_t *psp;
|
||||
|
||||
if (position == ps_weapon && !nofunction)
|
||||
if (ID == PSP_WEAPON)
|
||||
{ // A_WeaponReady will re-set these as needed
|
||||
player->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
|
||||
Owner->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
|
||||
WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK);
|
||||
}
|
||||
|
||||
psp = &player->psprites[position];
|
||||
psp->processPending = false; // Do not subsequently perform periodic processing within the same tick.
|
||||
processPending = pending;
|
||||
|
||||
do
|
||||
{
|
||||
if (state == NULL)
|
||||
if (newstate == nullptr)
|
||||
{ // Object removed itself.
|
||||
psp->state = NULL;
|
||||
break;
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
psp->state = state;
|
||||
State = newstate;
|
||||
|
||||
if (state->sprite != SPR_FIXED)
|
||||
if (newstate->sprite != SPR_FIXED)
|
||||
{ // okay to change sprite and/or frame
|
||||
if (!state->GetSameFrame())
|
||||
if (!newstate->GetSameFrame())
|
||||
{ // okay to change frame
|
||||
psp->frame = state->GetFrame();
|
||||
Frame = newstate->GetFrame();
|
||||
}
|
||||
if (state->sprite != SPR_NOCHANGE)
|
||||
if (newstate->sprite != SPR_NOCHANGE)
|
||||
{ // okay to change sprite
|
||||
psp->sprite = state->sprite;
|
||||
Sprite = newstate->sprite;
|
||||
}
|
||||
}
|
||||
|
||||
Tics = newstate->GetTics(); // could be 0
|
||||
|
||||
if (sv_fastweapons == 2 && position == ps_weapon)
|
||||
psp->tics = state->ActionFunc == NULL ? 0 : 1;
|
||||
else if (sv_fastweapons == 3)
|
||||
psp->tics = (state->GetTics() != 0);
|
||||
else if (sv_fastweapons)
|
||||
psp->tics = 1; // great for producing decals :)
|
||||
else
|
||||
psp->tics = state->GetTics(); // could be 0
|
||||
|
||||
if (state->GetMisc1())
|
||||
{ // Set coordinates.
|
||||
psp->sx = state->GetMisc1();
|
||||
}
|
||||
if (state->GetMisc2())
|
||||
if (Flags & PSPF_CVARFAST)
|
||||
{
|
||||
psp->sy = state->GetMisc2();
|
||||
if (sv_fastweapons == 2 && ID == PSP_WEAPON)
|
||||
Tics = newstate->ActionFunc == nullptr ? 0 : 1;
|
||||
else if (sv_fastweapons == 3)
|
||||
Tics = (newstate->GetTics() != 0);
|
||||
else if (sv_fastweapons)
|
||||
Tics = 1; // great for producing decals :)
|
||||
}
|
||||
|
||||
if (!nofunction && player->mo != NULL)
|
||||
{
|
||||
FState *newstate;
|
||||
if (state->CallAction(player->mo, player->ReadyWeapon, &newstate))
|
||||
if (ID != PSP_FLASH)
|
||||
{ // It's still possible to set the flash layer's offsets with the action function.
|
||||
if (newstate->GetMisc1())
|
||||
{ // Set coordinates.
|
||||
x = newstate->GetMisc1();
|
||||
}
|
||||
if (newstate->GetMisc2())
|
||||
{
|
||||
if (newstate != NULL)
|
||||
y = newstate->GetMisc2();
|
||||
}
|
||||
}
|
||||
|
||||
if (Owner->mo != nullptr)
|
||||
{
|
||||
FState *nextstate;
|
||||
FStateParamInfo stp = { newstate, STATE_Psprite, ID };
|
||||
if (newstate->CallAction(Owner->mo, Caller, &stp, &nextstate))
|
||||
{
|
||||
// It's possible this call resulted in this very layer being replaced.
|
||||
if (ObjectFlags & OF_EuthanizeMe)
|
||||
{
|
||||
state = newstate;
|
||||
psp->tics = 0;
|
||||
return;
|
||||
}
|
||||
if (nextstate != nullptr)
|
||||
{
|
||||
newstate = nextstate;
|
||||
Tics = 0;
|
||||
continue;
|
||||
}
|
||||
if (psp->state == NULL)
|
||||
if (State == nullptr)
|
||||
{
|
||||
break;
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
state = psp->state->GetNextState();
|
||||
} while (!psp->tics); // An initial state of 0 could cycle through.
|
||||
newstate = State->GetNextState();
|
||||
} while (!Tics); // An initial state of 0 could cycle through.
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -209,15 +360,14 @@ void P_SetPsprite (player_t *player, int position, FState *state, bool nofunctio
|
|||
|
||||
void P_BringUpWeapon (player_t *player)
|
||||
{
|
||||
FState *newstate;
|
||||
AWeapon *weapon;
|
||||
|
||||
if (player->PendingWeapon == WP_NOCHANGE)
|
||||
{
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
player->psprites[ps_weapon].sy = WEAPONTOP;
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
|
||||
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -226,7 +376,7 @@ void P_BringUpWeapon (player_t *player)
|
|||
|
||||
// If the player has a tome of power, use this weapon's powered up
|
||||
// version, if one is available.
|
||||
if (weapon != NULL &&
|
||||
if (weapon != nullptr &&
|
||||
weapon->SisterWeapon &&
|
||||
weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
|
||||
player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true))
|
||||
|
@ -234,30 +384,26 @@ void P_BringUpWeapon (player_t *player)
|
|||
weapon = weapon->SisterWeapon;
|
||||
}
|
||||
|
||||
if (weapon != NULL)
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
player->ReadyWeapon = weapon;
|
||||
player->mo->weaponspecial = 0;
|
||||
|
||||
if (weapon != nullptr)
|
||||
{
|
||||
if (weapon->UpSound)
|
||||
{
|
||||
S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
|
||||
}
|
||||
newstate = weapon->GetUpState ();
|
||||
player->refire = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
newstate = NULL;
|
||||
}
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
player->ReadyWeapon = weapon;
|
||||
player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
|
||||
? WEAPONTOP : WEAPONBOTTOM;
|
||||
// make sure that the previous weapon's flash state is terminated.
|
||||
// When coming here from a weapon drop it may still be active.
|
||||
P_SetPsprite(player, ps_flash, NULL);
|
||||
P_SetPsprite (player, ps_weapon, newstate);
|
||||
player->mo->weaponspecial = 0;
|
||||
}
|
||||
|
||||
player->GetPSprite(PSP_WEAPON)->y = player->cheats & CF_INSTANTWEAPSWITCH
|
||||
? WEAPONTOP : WEAPONBOTTOM;
|
||||
// make sure that the previous weapon's flash state is terminated.
|
||||
// When coming here from a weapon drop it may still be active.
|
||||
P_SetPsprite(player, PSP_FLASH, nullptr);
|
||||
P_SetPsprite(player, PSP_WEAPON, weapon->GetUpState());
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
|
@ -271,24 +417,24 @@ void P_FireWeapon (player_t *player, FState *state)
|
|||
|
||||
// [SO] 9/2/02: People were able to do an awful lot of damage
|
||||
// when they were observers...
|
||||
if (player->Bot == NULL && bot_observer)
|
||||
if (player->Bot == nullptr && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
weapon = player->ReadyWeapon;
|
||||
if (weapon == NULL || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
|
||||
if (weapon == nullptr || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
player->mo->PlayAttacking ();
|
||||
weapon->bAltFire = false;
|
||||
if (state == NULL)
|
||||
if (state == nullptr)
|
||||
{
|
||||
state = weapon->GetAtkState(!!player->refire);
|
||||
}
|
||||
P_SetPsprite (player, ps_weapon, state);
|
||||
P_SetPsprite(player, PSP_WEAPON, state);
|
||||
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
||||
{
|
||||
P_NoiseAlert (player->mo, player->mo, false);
|
||||
|
@ -307,13 +453,13 @@ void P_FireWeaponAlt (player_t *player, FState *state)
|
|||
|
||||
// [SO] 9/2/02: People were able to do an awful lot of damage
|
||||
// when they were observers...
|
||||
if (player->Bot == NULL && bot_observer)
|
||||
if (player->Bot == nullptr && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
weapon = player->ReadyWeapon;
|
||||
if (weapon == NULL || weapon->FindState(NAME_AltFire) == NULL || !weapon->CheckAmmo (AWeapon::AltFire, true))
|
||||
if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -321,12 +467,12 @@ void P_FireWeaponAlt (player_t *player, FState *state)
|
|||
player->mo->PlayAttacking ();
|
||||
weapon->bAltFire = true;
|
||||
|
||||
if (state == NULL)
|
||||
if (state == nullptr)
|
||||
{
|
||||
state = weapon->GetAltAtkState(!!player->refire);
|
||||
}
|
||||
|
||||
P_SetPsprite (player, ps_weapon, state);
|
||||
P_SetPsprite(player, PSP_WEAPON, state);
|
||||
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
||||
{
|
||||
P_NoiseAlert (player->mo, player->mo, false);
|
||||
|
@ -343,15 +489,15 @@ void P_FireWeaponAlt (player_t *player, FState *state)
|
|||
|
||||
void P_DropWeapon (player_t *player)
|
||||
{
|
||||
if (player == NULL)
|
||||
if (player == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Since the weapon is dropping, stop blocking switching.
|
||||
player->WeaponState &= ~WF_DISABLESWITCH;
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetDownState());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -367,7 +513,7 @@ void P_DropWeapon (player_t *player)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ticfrac)
|
||||
void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
|
||||
{
|
||||
static float curbob;
|
||||
double xx[2], yy[2];
|
||||
|
@ -377,7 +523,7 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ti
|
|||
|
||||
weapon = player->ReadyWeapon;
|
||||
|
||||
if (weapon == NULL || weapon->WeaponFlags & WIF_DONTBOB)
|
||||
if (weapon == nullptr || weapon->WeaponFlags & WIF_DONTBOB)
|
||||
{
|
||||
*x = *y = 0;
|
||||
return;
|
||||
|
@ -528,7 +674,7 @@ void DoReadyWeaponToFire (AActor *self, bool prim, bool alt)
|
|||
}
|
||||
|
||||
// Play ready sound, if any.
|
||||
if (weapon->ReadySound && player->psprites[ps_weapon].state == weapon->FindState(NAME_Ready))
|
||||
if (weapon->ReadySound && player->GetPSprite(PSP_WEAPON)->GetState() == weapon->FindState(NAME_Ready))
|
||||
{
|
||||
if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
|
||||
{
|
||||
|
@ -547,8 +693,8 @@ void DoReadyWeaponToBob (AActor *self)
|
|||
{
|
||||
// Prepare for bobbing action.
|
||||
self->player->WeaponState |= WF_WEAPONBOBBING;
|
||||
self->player->psprites[ps_weapon].sx = 0;
|
||||
self->player->psprites[ps_weapon].sy = WEAPONTOP;
|
||||
self->player->GetPSprite(PSP_WEAPON)->x = 0;
|
||||
self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -673,12 +819,12 @@ void P_CheckWeaponSwitch (player_t *player)
|
|||
|
||||
static void P_CheckWeaponButtons (player_t *player)
|
||||
{
|
||||
if (player->Bot == NULL && bot_observer)
|
||||
if (player->Bot == nullptr && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
AWeapon *weapon = player->ReadyWeapon;
|
||||
if (weapon == NULL)
|
||||
if (weapon == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -693,11 +839,11 @@ static void P_CheckWeaponButtons (player_t *player)
|
|||
// [XA] don't change state if still null, so if the modder
|
||||
// sets WRF_xxx to true but forgets to define the corresponding
|
||||
// state, the weapon won't disappear. ;)
|
||||
if (state != NULL)
|
||||
if (state != nullptr)
|
||||
{
|
||||
P_SetPsprite(player, ps_weapon, state);
|
||||
P_SetPsprite(player, PSP_WEAPON, state);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -785,7 +931,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_CheckReload)
|
|||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_WeaponOffset
|
||||
// PROC A_OverlayOffset
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
enum WOFFlags
|
||||
|
@ -795,48 +941,95 @@ enum WOFFlags
|
|||
WOF_ADD = 1 << 2,
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AInventory, A_WeaponOffset)
|
||||
void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_FLOAT_OPT(wx) { wx = 0.; }
|
||||
PARAM_FLOAT_OPT(wy) { wy = 32.; }
|
||||
PARAM_INT_OPT(flags) { flags = 0; }
|
||||
|
||||
if ((flags & WOF_KEEPX) && (flags & WOF_KEEPY))
|
||||
{
|
||||
return 0;
|
||||
return;
|
||||
}
|
||||
|
||||
player_t *player = self->player;
|
||||
pspdef_t *psp;
|
||||
DPSprite *psp;
|
||||
|
||||
if (player && (player->playerstate != PST_DEAD))
|
||||
{
|
||||
psp = &player->psprites[ps_weapon];
|
||||
psp = player->FindPSprite(layer);
|
||||
|
||||
if (psp == nullptr)
|
||||
return;
|
||||
|
||||
if (!(flags & WOF_KEEPX))
|
||||
{
|
||||
if (flags & WOF_ADD)
|
||||
{
|
||||
psp->sx += wx;
|
||||
psp->x += wx;
|
||||
}
|
||||
else
|
||||
{
|
||||
psp->sx = wx;
|
||||
psp->x = wx;
|
||||
}
|
||||
}
|
||||
if (!(flags & WOF_KEEPY))
|
||||
{
|
||||
if (flags & WOF_ADD)
|
||||
{
|
||||
psp->sy += wy;
|
||||
psp->y += wy;
|
||||
}
|
||||
else
|
||||
{
|
||||
psp->sy = wy;
|
||||
psp->y = wy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_INT_OPT(layer) { layer = PSP_WEAPON; }
|
||||
PARAM_FLOAT_OPT(wx) { wx = 0.; }
|
||||
PARAM_FLOAT_OPT(wy) { wy = 32.; }
|
||||
PARAM_INT_OPT(flags) { flags = 0; }
|
||||
A_OverlayOffset(self, layer, wx, wy, flags);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_WeaponOffset)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_FLOAT_OPT(wx) { wx = 0.; }
|
||||
PARAM_FLOAT_OPT(wy) { wy = 32.; }
|
||||
PARAM_INT_OPT(flags) { flags = 0; }
|
||||
A_OverlayOffset(self, PSP_WEAPON, wx, wy, flags);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_OverlayFlags
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_INT(layer);
|
||||
PARAM_INT(flags);
|
||||
PARAM_BOOL(set);
|
||||
|
||||
if (self->player == nullptr)
|
||||
return 0;
|
||||
|
||||
DPSprite *pspr = self->player->FindPSprite(layer);
|
||||
|
||||
if (pspr == nullptr)
|
||||
return 0;
|
||||
|
||||
if (set)
|
||||
pspr->Flags |= flags;
|
||||
else
|
||||
pspr->Flags &= ~flags;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -851,35 +1044,40 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
|
|||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
player_t *player = self->player;
|
||||
pspdef_t *psp;
|
||||
DPSprite *psp;
|
||||
|
||||
if (NULL == player)
|
||||
if (nullptr == player)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
psp = &player->psprites[ps_weapon];
|
||||
if (nullptr == player->ReadyWeapon)
|
||||
{
|
||||
P_BringUpWeapon(player);
|
||||
return 0;
|
||||
}
|
||||
psp = player->GetPSprite(PSP_WEAPON);
|
||||
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
|
||||
{
|
||||
psp->sy = WEAPONBOTTOM;
|
||||
psp->y = WEAPONBOTTOM;
|
||||
}
|
||||
else
|
||||
{
|
||||
psp->sy += LOWERSPEED;
|
||||
psp->y += LOWERSPEED;
|
||||
}
|
||||
if (psp->sy < WEAPONBOTTOM)
|
||||
if (psp->y < WEAPONBOTTOM)
|
||||
{ // Not lowered all the way yet
|
||||
return 0;
|
||||
}
|
||||
if (player->playerstate == PST_DEAD)
|
||||
{ // Player is dead, so don't bring up a pending weapon
|
||||
psp->sy = WEAPONBOTTOM;
|
||||
psp->y = WEAPONBOTTOM;
|
||||
|
||||
// Player is dead, so keep the weapon off screen
|
||||
P_SetPsprite (player, ps_weapon, NULL);
|
||||
psp->SetState(nullptr);
|
||||
return 0;
|
||||
}
|
||||
// [RH] Clear the flash state. Only needed for Strife.
|
||||
P_SetPsprite (player, ps_flash, NULL);
|
||||
P_SetPsprite(player, PSP_FLASH, nullptr);
|
||||
P_BringUpWeapon (player);
|
||||
return 0;
|
||||
}
|
||||
|
@ -894,14 +1092,14 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
if (self == NULL)
|
||||
if (self == nullptr)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
player_t *player = self->player;
|
||||
pspdef_t *psp;
|
||||
DPSprite *psp;
|
||||
|
||||
if (NULL == player)
|
||||
if (nullptr == player)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -910,26 +1108,43 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
|
|||
P_DropWeapon(player);
|
||||
return 0;
|
||||
}
|
||||
psp = &player->psprites[ps_weapon];
|
||||
psp->sy -= RAISESPEED;
|
||||
if (psp->sy > WEAPONTOP)
|
||||
if (player->ReadyWeapon == nullptr)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
psp = player->GetPSprite(PSP_WEAPON);
|
||||
psp->y -= RAISESPEED;
|
||||
if (psp->y > WEAPONTOP)
|
||||
{ // Not raised all the way yet
|
||||
return 0;
|
||||
}
|
||||
psp->sy = WEAPONTOP;
|
||||
if (player->ReadyWeapon != NULL)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
|
||||
}
|
||||
else
|
||||
{
|
||||
player->psprites[ps_weapon].state = NULL;
|
||||
}
|
||||
psp->y = WEAPONTOP;
|
||||
psp->SetState(player->ReadyWeapon->GetReadyState());
|
||||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_Overlay
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Overlay)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_INT (layer);
|
||||
PARAM_STATE_OPT (state) { state = nullptr; }
|
||||
|
||||
player_t *player = self->player;
|
||||
|
||||
if (player == nullptr)
|
||||
return 0;
|
||||
|
||||
DPSprite *pspr;
|
||||
pspr = new DPSprite(player, stateowner, layer);
|
||||
pspr->SetState(state);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//
|
||||
// A_GunFlash
|
||||
|
@ -942,12 +1157,12 @@ enum GF_Flags
|
|||
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_STATE_OPT(flash) { flash = NULL; }
|
||||
PARAM_STATE_OPT(flash) { flash = nullptr; }
|
||||
PARAM_INT_OPT (flags) { flags = 0; }
|
||||
|
||||
player_t *player = self->player;
|
||||
|
||||
if (NULL == player)
|
||||
if (nullptr == player)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -955,18 +1170,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
|
|||
{
|
||||
player->mo->PlayAttacking2 ();
|
||||
}
|
||||
if (flash == NULL)
|
||||
if (flash == nullptr)
|
||||
{
|
||||
if (player->ReadyWeapon->bAltFire)
|
||||
{
|
||||
flash = player->ReadyWeapon->FindState(NAME_AltFlash);
|
||||
}
|
||||
if (flash == NULL)
|
||||
if (flash == nullptr)
|
||||
{
|
||||
flash = player->ReadyWeapon->FindState(NAME_Flash);
|
||||
}
|
||||
}
|
||||
P_SetPsprite (player, ps_flash, flash);
|
||||
P_SetPsprite(player, PSP_FLASH, flash);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1084,13 +1299,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
|
|||
|
||||
void P_SetupPsprites(player_t *player, bool startweaponup)
|
||||
{
|
||||
int i;
|
||||
|
||||
// Remove all psprites
|
||||
for (i = 0; i < NUMPSPRITES; i++)
|
||||
{
|
||||
player->psprites[i].state = NULL;
|
||||
}
|
||||
player->DestroyPSprites();
|
||||
|
||||
// Spawn the ready weapon
|
||||
player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
|
||||
P_BringUpWeapon (player);
|
||||
|
@ -1104,61 +1315,162 @@ void P_SetupPsprites(player_t *player, bool startweaponup)
|
|||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void P_MovePsprites (player_t *player)
|
||||
void player_t::TickPSprites()
|
||||
{
|
||||
int i;
|
||||
pspdef_t *psp;
|
||||
FState *state;
|
||||
|
||||
// [RH] If you don't have a weapon, then the psprites should be NULL.
|
||||
if (player->ReadyWeapon == NULL && (player->health > 0 || player->mo->DamageType != NAME_Fire))
|
||||
DPSprite *pspr = psprites;
|
||||
while (pspr)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, NULL);
|
||||
P_SetPsprite (player, ps_flash, NULL);
|
||||
if (player->PendingWeapon != WP_NOCHANGE)
|
||||
// Destroy the psprite if it's from a weapon that isn't currently selected by the player
|
||||
// or if it's from an inventory item that the player no longer owns.
|
||||
if ((pspr->Caller == nullptr ||
|
||||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AInventory)) && barrier_cast<AInventory *>(pspr->Caller)->Owner != pspr->Owner->mo) ||
|
||||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && pspr->Caller != pspr->Owner->ReadyWeapon)))
|
||||
{
|
||||
P_BringUpWeapon (player);
|
||||
pspr->Destroy();
|
||||
}
|
||||
else
|
||||
{
|
||||
pspr->Tick();
|
||||
}
|
||||
|
||||
pspr = pspr->Next;
|
||||
}
|
||||
|
||||
if (ReadyWeapon == nullptr && (health > 0 || mo->DamageType != NAME_Fire))
|
||||
{
|
||||
if (PendingWeapon != WP_NOCHANGE)
|
||||
P_BringUpWeapon(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
psp = &player->psprites[0];
|
||||
for (i = 0; i < NUMPSPRITES; i++, psp++)
|
||||
P_CheckWeaponSwitch(this);
|
||||
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
|
||||
{
|
||||
if ((state = psp->state) != NULL && psp->processPending) // a null state means not active
|
||||
P_CheckWeaponFire(this);
|
||||
}
|
||||
// Check custom buttons
|
||||
P_CheckWeaponButtons(this);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void DPSprite::Tick()
|
||||
{
|
||||
if (processPending)
|
||||
{
|
||||
// drop tic count and possibly change state
|
||||
if (Tics != -1) // a -1 tic count never changes
|
||||
{
|
||||
Tics--;
|
||||
|
||||
// [BC] Apply double firing speed.
|
||||
if ((Flags & PSPF_POWDOUBLE) && Tics && (Owner->cheats & CF_DOUBLEFIRINGSPEED))
|
||||
Tics--;
|
||||
|
||||
if (!Tics)
|
||||
SetState(State->GetNextState());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void DPSprite::Serialize(FArchive &arc)
|
||||
{
|
||||
Super::Serialize(arc);
|
||||
|
||||
arc << Next << Caller << Owner << Flags
|
||||
<< State << Tics << Sprite << Frame
|
||||
<< ID << x << y << oldx << oldy;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void player_t::DestroyPSprites()
|
||||
{
|
||||
DPSprite *pspr = psprites;
|
||||
psprites = nullptr;
|
||||
while (pspr)
|
||||
{
|
||||
DPSprite *next = pspr->Next;
|
||||
pspr->Next = nullptr;
|
||||
pspr->Destroy();
|
||||
pspr = next;
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void DPSprite::Destroy()
|
||||
{
|
||||
// Do not crash if this gets called on partially initialized objects.
|
||||
if (Owner != nullptr && Owner->psprites != nullptr)
|
||||
{
|
||||
if (Owner->psprites != this)
|
||||
{
|
||||
DPSprite *prev = Owner->psprites;
|
||||
while (prev != nullptr && prev->Next != this)
|
||||
prev = prev->Next;
|
||||
|
||||
if (prev != nullptr && prev->Next == this)
|
||||
{
|
||||
// drop tic count and possibly change state
|
||||
if (psp->tics != -1) // a -1 tic count never changes
|
||||
{
|
||||
psp->tics--;
|
||||
|
||||
// [BC] Apply double firing speed.
|
||||
if ( psp->tics && (player->cheats & CF_DOUBLEFIRINGSPEED))
|
||||
psp->tics--;
|
||||
|
||||
if(!psp->tics)
|
||||
{
|
||||
P_SetPsprite (player, i, psp->state->GetNextState());
|
||||
}
|
||||
}
|
||||
prev->Next = Next;
|
||||
GC::WriteBarrier(prev, Next);
|
||||
}
|
||||
}
|
||||
player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
|
||||
player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
|
||||
P_CheckWeaponSwitch (player);
|
||||
if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
|
||||
else
|
||||
{
|
||||
P_CheckWeaponFire (player);
|
||||
}
|
||||
|
||||
// Check custom buttons
|
||||
P_CheckWeaponButtons(player);
|
||||
Owner->psprites = Next;
|
||||
GC::WriteBarrier(Next);
|
||||
}
|
||||
}
|
||||
Super::Destroy();
|
||||
}
|
||||
|
||||
FArchive &operator<< (FArchive &arc, pspdef_t &def)
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
ADD_STAT(psprites)
|
||||
{
|
||||
arc << def.state << def.tics << def.sx << def.sy
|
||||
<< def.sprite << def.frame;
|
||||
return arc;
|
||||
FString out;
|
||||
DPSprite *pspr;
|
||||
for (int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i])
|
||||
continue;
|
||||
|
||||
out.AppendFormat("[psprites] player: %d | layers: ", i);
|
||||
|
||||
pspr = players[i].psprites;
|
||||
while (pspr)
|
||||
{
|
||||
out.AppendFormat("%d, ", pspr->GetID());
|
||||
|
||||
pspr = pspr->GetNext();
|
||||
}
|
||||
|
||||
out.AppendFormat("\n");
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
|
95
src/p_pspr.h
95
src/p_pspr.h
|
@ -34,59 +34,82 @@
|
|||
// the right spot at 320x200.
|
||||
#define WEAPONTOP (32+6./16)
|
||||
|
||||
class AInventory;
|
||||
class FArchive;
|
||||
|
||||
//
|
||||
// Overlay psprites are scaled shapes
|
||||
// drawn directly on the view screen,
|
||||
// coordinates are given for a 320*200 view screen.
|
||||
//
|
||||
typedef enum
|
||||
enum PSPLayers // These are all called by the owner's ReadyWeapon.
|
||||
{
|
||||
ps_weapon,
|
||||
ps_flash,
|
||||
ps_targetcenter,
|
||||
ps_targetleft,
|
||||
ps_targetright,
|
||||
NUMPSPRITES
|
||||
|
||||
} psprnum_t;
|
||||
|
||||
/*
|
||||
inline FArchive &operator<< (FArchive &arc, psprnum_t &i)
|
||||
{
|
||||
BYTE val = (BYTE)i;
|
||||
arc << val;
|
||||
i = (psprnum_t)val;
|
||||
return arc;
|
||||
}
|
||||
*/
|
||||
|
||||
struct pspdef_t
|
||||
{
|
||||
FState* state; // a NULL state means not active
|
||||
int tics;
|
||||
double sx;
|
||||
double sy;
|
||||
int sprite;
|
||||
int frame;
|
||||
bool processPending; // true: waiting for periodic processing on this tick
|
||||
PSP_STRIFEHANDS = -1,
|
||||
PSP_WEAPON = 1,
|
||||
PSP_FLASH = 1000,
|
||||
PSP_TARGETCENTER = INT_MAX - 2,
|
||||
PSP_TARGETLEFT,
|
||||
PSP_TARGETRIGHT,
|
||||
};
|
||||
|
||||
class FArchive;
|
||||
enum PSPFlags
|
||||
{
|
||||
PSPF_ADDWEAPON = 1 << 0,
|
||||
PSPF_ADDBOB = 1 << 1,
|
||||
PSPF_POWDOUBLE = 1 << 2,
|
||||
PSPF_CVARFAST = 1 << 3,
|
||||
};
|
||||
|
||||
FArchive &operator<< (FArchive &, pspdef_t &);
|
||||
class DPSprite : public DObject
|
||||
{
|
||||
DECLARE_CLASS (DPSprite, DObject)
|
||||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
DPSprite(player_t *owner, AActor *caller, int id);
|
||||
|
||||
class player_t;
|
||||
class AActor;
|
||||
struct FState;
|
||||
static void NewTick();
|
||||
void SetState(FState *newstate, bool pending = false);
|
||||
|
||||
int GetID() const { return ID; }
|
||||
int GetSprite() const { return Sprite; }
|
||||
int GetFrame() const { return Frame; }
|
||||
FState* GetState() const { return State; }
|
||||
DPSprite* GetNext() { return Next; }
|
||||
AActor* GetCaller() { return Caller; }
|
||||
|
||||
double x, y;
|
||||
double oldx, oldy;
|
||||
bool firstTic;
|
||||
int Tics;
|
||||
int Flags;
|
||||
|
||||
private:
|
||||
DPSprite () {}
|
||||
|
||||
void Serialize(FArchive &arc);
|
||||
void Tick();
|
||||
void Destroy();
|
||||
|
||||
TObjPtr<AActor> Caller;
|
||||
TObjPtr<DPSprite> Next;
|
||||
player_t *Owner;
|
||||
FState *State;
|
||||
int Sprite;
|
||||
int Frame;
|
||||
int ID;
|
||||
bool processPending; // true: waiting for periodic processing on this tick
|
||||
|
||||
friend class player_t;
|
||||
friend void CopyPlayer(player_t *dst, player_t *src, const char *name);
|
||||
};
|
||||
|
||||
void P_NewPspriteTick();
|
||||
void P_SetPsprite (player_t *player, int position, FState *state, bool nofunction=false);
|
||||
void P_CalcSwing (player_t *player);
|
||||
void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending = false);
|
||||
void P_BringUpWeapon (player_t *player);
|
||||
void P_FireWeapon (player_t *player);
|
||||
void P_DropWeapon (player_t *player);
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ticfrac);
|
||||
void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac);
|
||||
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
|
||||
|
||||
void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch);
|
||||
|
|
|
@ -274,7 +274,7 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
|
||||
dst->cheats |= chasecam;
|
||||
|
||||
if (dst->Bot != NULL)
|
||||
if (dst->Bot != nullptr)
|
||||
{
|
||||
botinfo_t *thebot = bglobal.botinfo;
|
||||
while (thebot && stricmp (name, thebot->name))
|
||||
|
@ -296,10 +296,23 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
|
||||
|
||||
// Make sure the player pawn points to the proper player struct.
|
||||
if (dst->mo != NULL)
|
||||
if (dst->mo != nullptr)
|
||||
{
|
||||
dst->mo->player = dst;
|
||||
}
|
||||
|
||||
// Same for the psprites.
|
||||
DPSprite *pspr = dst->psprites;
|
||||
while (pspr)
|
||||
{
|
||||
pspr->Owner = dst;
|
||||
|
||||
pspr = pspr->Next;
|
||||
}
|
||||
|
||||
// Don't let the psprites be destroyed when src is destroyed.
|
||||
src->psprites = nullptr;
|
||||
|
||||
// These 2 variables may not be overwritten.
|
||||
dst->attackdown = attackdown;
|
||||
dst->usedown = usedown;
|
||||
|
|
|
@ -3329,14 +3329,17 @@ void P_LoadReject (MapData * map, bool junk)
|
|||
//
|
||||
// [RH] P_LoadBehavior
|
||||
//
|
||||
void P_LoadBehavior (MapData * map)
|
||||
void P_LoadBehavior(MapData * map)
|
||||
{
|
||||
map->Seek(ML_BEHAVIOR);
|
||||
FBehavior::StaticLoadModule (-1, map->file, map->Size(ML_BEHAVIOR));
|
||||
if (!FBehavior::StaticCheckAllGood ())
|
||||
if (map->Size(ML_BEHAVIOR) > 0)
|
||||
{
|
||||
Printf ("ACS scripts unloaded.\n");
|
||||
FBehavior::StaticUnloadModules ();
|
||||
map->Seek(ML_BEHAVIOR);
|
||||
FBehavior::StaticLoadModule(-1, map->file, map->Size(ML_BEHAVIOR));
|
||||
}
|
||||
if (!FBehavior::StaticCheckAllGood())
|
||||
{
|
||||
Printf("ACS scripts unloaded.\n");
|
||||
FBehavior::StaticUnloadModules();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -87,7 +87,7 @@ void P_Ticker (void)
|
|||
if (paused || P_CheckTickerPaused())
|
||||
return;
|
||||
|
||||
P_NewPspriteTick();
|
||||
DPSprite::NewTick();
|
||||
|
||||
// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
|
||||
if ((level.time & 3) == 0)
|
||||
|
|
|
@ -434,7 +434,7 @@ bool FTraceInfo::LineCheck(intercept_t *in, double dist, DVector3 hit)
|
|||
sector_t *hsec = CurSector->GetHeightSec();
|
||||
if (Results->CrossedWater == NULL &&
|
||||
hsec != NULL &&
|
||||
//CurSector->heightsec->waterzone &&
|
||||
Start.Z > hsec->floorplane.ZatPoint(Start) &&
|
||||
hit.Z <= hsec->floorplane.ZatPoint(hit))
|
||||
{
|
||||
// hit crossed a water plane
|
||||
|
@ -846,6 +846,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
|
||||
if (Results->CrossedWater == NULL &&
|
||||
CurSector->heightsec != NULL &&
|
||||
CurSector->heightsec->floorplane.ZatPoint(Start) < Start.Z &&
|
||||
CurSector->heightsec->floorplane.ZatPoint(Results->HitPos) >= Results->HitPos.Z)
|
||||
{
|
||||
// Save the result so that the water check doesn't destroy it.
|
||||
|
|
|
@ -270,6 +270,7 @@ player_t::player_t()
|
|||
WeaponState(0),
|
||||
ReadyWeapon(0),
|
||||
PendingWeapon(0),
|
||||
psprites(0),
|
||||
cheats(0),
|
||||
timefreezer(0),
|
||||
refire(0),
|
||||
|
@ -315,7 +316,11 @@ player_t::player_t()
|
|||
{
|
||||
memset (&cmd, 0, sizeof(cmd));
|
||||
memset (frags, 0, sizeof(frags));
|
||||
memset (psprites, 0, sizeof(psprites));
|
||||
}
|
||||
|
||||
player_t::~player_t()
|
||||
{
|
||||
DestroyPSprites();
|
||||
}
|
||||
|
||||
player_t &player_t::operator=(const player_t &p)
|
||||
|
@ -371,7 +376,7 @@ player_t &player_t::operator=(const player_t &p)
|
|||
extralight = p.extralight;
|
||||
fixedcolormap = p.fixedcolormap;
|
||||
fixedlightlevel = p.fixedlightlevel;
|
||||
memcpy(psprites, &p.psprites, sizeof(psprites));
|
||||
psprites = p.psprites;
|
||||
morphTics = p.morphTics;
|
||||
MorphedPlayerClass = p.MorphedPlayerClass;
|
||||
MorphStyle = p.MorphStyle;
|
||||
|
@ -433,6 +438,7 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
|
|||
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
|
||||
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
|
||||
if (*&PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
|
||||
if (psprites == old) psprites = static_cast<DPSprite *>(rep), changed++;
|
||||
if (*&ConversationNPC == old) ConversationNPC = replacement, changed++;
|
||||
if (*&ConversationPC == old) ConversationPC = replacement, changed++;
|
||||
if (*&MUSINFOactor == old) MUSINFOactor = replacement, changed++;
|
||||
|
@ -451,6 +457,7 @@ size_t player_t::PropagateMark()
|
|||
GC::Mark(ConversationPC);
|
||||
GC::Mark(MUSINFOactor);
|
||||
GC::Mark(PremorphWeapon);
|
||||
GC::Mark(psprites);
|
||||
if (PendingWeapon != WP_NOCHANGE)
|
||||
{
|
||||
GC::Mark(PendingWeapon);
|
||||
|
@ -1370,34 +1377,37 @@ void APlayerPawn::ActivateMorphWeapon ()
|
|||
{
|
||||
PClassActor *morphweapon = PClass::FindActor (MorphWeapon);
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
player->psprites[ps_weapon].sy = WEAPONTOP;
|
||||
|
||||
if (morphweapon == NULL || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
|
||||
}
|
||||
|
||||
if (morphweapon == nullptr || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
||||
{ // No weapon at all while morphed!
|
||||
player->ReadyWeapon = NULL;
|
||||
P_SetPsprite (player, ps_weapon, NULL);
|
||||
player->ReadyWeapon = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->FindInventory (morphweapon));
|
||||
if (player->ReadyWeapon == NULL)
|
||||
if (player->ReadyWeapon == nullptr)
|
||||
{
|
||||
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (morphweapon));
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
player->ReadyWeapon->GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
|
||||
}
|
||||
}
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
|
||||
}
|
||||
else
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, NULL);
|
||||
P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
|
||||
}
|
||||
}
|
||||
P_SetPsprite (player, ps_flash, NULL);
|
||||
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
P_SetPsprite(player, PSP_FLASH, nullptr);
|
||||
}
|
||||
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
}
|
||||
|
@ -2114,7 +2124,7 @@ void P_DeathThink (player_t *player)
|
|||
int dir;
|
||||
DAngle delta;
|
||||
|
||||
P_MovePsprites (player);
|
||||
player->TickPSprites();
|
||||
|
||||
player->onground = (player->mo->Z() <= player->mo->floorz);
|
||||
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
|
||||
|
@ -2634,7 +2644,7 @@ void P_PlayerThink (player_t *player)
|
|||
}
|
||||
}
|
||||
// Cycle psprites
|
||||
P_MovePsprites (player);
|
||||
player->TickPSprites();
|
||||
|
||||
// Other Counters
|
||||
if (player->damagecount)
|
||||
|
@ -3064,8 +3074,56 @@ 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 < 4547)
|
||||
{
|
||||
int layer = PSP_WEAPON;
|
||||
for (i = 0; i < 5; i++)
|
||||
{
|
||||
FState *state;
|
||||
int tics;
|
||||
double sx, sy;
|
||||
int sprite;
|
||||
int frame;
|
||||
|
||||
arc << state << tics
|
||||
<< sx << sy
|
||||
<< sprite << frame;
|
||||
|
||||
if (state != nullptr &&
|
||||
((layer < PSP_TARGETCENTER && ReadyWeapon != nullptr) ||
|
||||
(layer >= PSP_TARGETCENTER && mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true))))
|
||||
{
|
||||
DPSprite *pspr;
|
||||
pspr = GetPSprite(PSPLayers(layer));
|
||||
pspr->State = state;
|
||||
pspr->Tics = tics;
|
||||
pspr->Sprite = sprite;
|
||||
pspr->Frame = frame;
|
||||
pspr->Owner = this;
|
||||
|
||||
if (layer == PSP_FLASH)
|
||||
{
|
||||
pspr->x = 0;
|
||||
pspr->y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
pspr->x = sx;
|
||||
pspr->y = sy;
|
||||
}
|
||||
}
|
||||
|
||||
if (layer == PSP_WEAPON)
|
||||
layer = PSP_FLASH;
|
||||
else if (layer == PSP_FLASH)
|
||||
layer = PSP_TARGETCENTER;
|
||||
else
|
||||
layer++;
|
||||
}
|
||||
}
|
||||
else
|
||||
arc << psprites;
|
||||
|
||||
arc << CurrentPlayerClass;
|
||||
|
||||
|
|
292
src/r_things.cpp
292
src/r_things.cpp
|
@ -93,6 +93,7 @@ extern double globaluclip, globaldclip;
|
|||
extern float MaskedScaleY;
|
||||
|
||||
#define MINZ double((2048*4) / double(1 << 20))
|
||||
#define BASEXCENTER (160)
|
||||
#define BASEYCENTER (100)
|
||||
|
||||
EXTERN_CVAR (Bool, st_scale)
|
||||
|
@ -112,9 +113,15 @@ double pspriteyscale;
|
|||
fixed_t sky1scale; // [RH] Sky 1 scale factor
|
||||
fixed_t sky2scale; // [RH] Sky 2 scale factor
|
||||
|
||||
vissprite_t *VisPSprites[NUMPSPRITES];
|
||||
int VisPSpritesX1[NUMPSPRITES];
|
||||
FDynamicColormap *VisPSpritesBaseColormap[NUMPSPRITES];
|
||||
// Used to store a psprite's drawing information if it needs to be drawn later.
|
||||
struct vispsp_t
|
||||
{
|
||||
vissprite_t *vis;
|
||||
FDynamicColormap *basecolormap;
|
||||
int x1;
|
||||
};
|
||||
TArray<vispsp_t> vispsprites;
|
||||
unsigned int vispspindex;
|
||||
|
||||
static int spriteshade;
|
||||
|
||||
|
@ -1271,48 +1278,41 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// R_DrawPSprite
|
||||
//
|
||||
void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double sy)
|
||||
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
|
||||
{
|
||||
double tx;
|
||||
int x1;
|
||||
int x2;
|
||||
double sx, sy;
|
||||
spritedef_t* sprdef;
|
||||
spriteframe_t* sprframe;
|
||||
FTextureID picnum;
|
||||
WORD flip;
|
||||
FTexture* tex;
|
||||
vissprite_t* vis;
|
||||
static vissprite_t avis[NUMPSPRITES + 1];
|
||||
static vissprite_t *avisp[countof(avis)];
|
||||
bool noaccel;
|
||||
bool noaccel;
|
||||
bool isweapon;
|
||||
static TArray<vissprite_t> avis;
|
||||
|
||||
assert(pspnum >= 0 && pspnum < NUMPSPRITES);
|
||||
|
||||
if (avisp[0] == NULL)
|
||||
{
|
||||
for (unsigned i = 0; i < countof(avis); ++i)
|
||||
{
|
||||
avisp[i] = &avis[i];
|
||||
}
|
||||
}
|
||||
if (avis.Size() < vispspindex + 1)
|
||||
avis.Reserve(avis.Size() - vispspindex + 1);
|
||||
|
||||
// decide which patch to use
|
||||
if ( (unsigned)psp->sprite >= (unsigned)sprites.Size ())
|
||||
if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
|
||||
{
|
||||
DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->sprite);
|
||||
DPrintf("R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
|
||||
return;
|
||||
}
|
||||
sprdef = &sprites[psp->sprite];
|
||||
if (psp->frame >= sprdef->numframes)
|
||||
sprdef = &sprites[pspr->GetSprite()];
|
||||
if (pspr->GetFrame() >= sprdef->numframes)
|
||||
{
|
||||
DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->sprite, psp->frame);
|
||||
DPrintf("R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
|
||||
return;
|
||||
}
|
||||
sprframe = &SpriteFrames[sprdef->spriteframes + psp->frame];
|
||||
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
|
||||
|
||||
picnum = sprframe->Texture[0];
|
||||
flip = sprframe->Flip & 1;
|
||||
|
@ -1321,15 +1321,39 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
if (tex->UseType == FTexture::TEX_Null)
|
||||
return;
|
||||
|
||||
isweapon = pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon));
|
||||
|
||||
if (pspr->firstTic)
|
||||
{ // Can't interpolate the first tic.
|
||||
pspr->firstTic = false;
|
||||
pspr->oldx = pspr->x;
|
||||
pspr->oldy = pspr->y;
|
||||
}
|
||||
|
||||
sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
|
||||
sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac;
|
||||
|
||||
if (pspr->Flags & PSPF_ADDBOB)
|
||||
{
|
||||
sx += bobx;
|
||||
sy += boby;
|
||||
}
|
||||
|
||||
if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
|
||||
{
|
||||
sx += wx;
|
||||
sy += wy;
|
||||
}
|
||||
|
||||
// calculate edges of the shape
|
||||
tx = sx - (320 / 2);
|
||||
tx = sx - BASEXCENTER;
|
||||
|
||||
tx -= tex->GetScaledLeftOffset();
|
||||
x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
||||
|
||||
// off the right side
|
||||
if (x1 > viewwidth)
|
||||
return;
|
||||
return;
|
||||
|
||||
tx += tex->GetScaledWidth();
|
||||
x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
||||
|
@ -1337,9 +1361,9 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
// off the left side
|
||||
if (x2 <= 0)
|
||||
return;
|
||||
|
||||
|
||||
// store information in a vissprite
|
||||
vis = avisp[NUMPSPRITES];
|
||||
vis = &avis[vispspindex];
|
||||
vis->renderflags = owner->renderflags;
|
||||
vis->floorclip = 0;
|
||||
|
||||
|
@ -1347,14 +1371,14 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
|
||||
if (camera->player && (RenderTarget != screen ||
|
||||
viewheight == RenderTarget->GetHeight() ||
|
||||
(RenderTarget->GetWidth() > 320 && !st_scale)))
|
||||
(RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
|
||||
{ // Adjust PSprite for fullscreen views
|
||||
AWeapon *weapon = NULL;
|
||||
if (camera->player != NULL)
|
||||
AWeapon *weapon = nullptr;
|
||||
if (camera->player != nullptr)
|
||||
{
|
||||
weapon = camera->player->ReadyWeapon;
|
||||
}
|
||||
if (pspnum <= ps_flash && weapon != NULL && weapon->YAdjust != 0)
|
||||
if (isweapon && weapon != nullptr && weapon->YAdjust != 0)
|
||||
{
|
||||
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
|
||||
{
|
||||
|
@ -1362,11 +1386,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
}
|
||||
else
|
||||
{
|
||||
vis->texturemid -= StatusBar->GetDisplacement () * weapon->YAdjust;
|
||||
vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (pspnum <= ps_flash)
|
||||
if (isweapon)
|
||||
{ // Move the weapon down for 1280x1024.
|
||||
vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
|
||||
}
|
||||
|
@ -1390,11 +1414,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
}
|
||||
|
||||
if (vis->x1 > x1)
|
||||
vis->startfrac += vis->xiscale*(vis->x1-x1);
|
||||
vis->startfrac += vis->xiscale*(vis->x1 - x1);
|
||||
|
||||
noaccel = false;
|
||||
FDynamicColormap *colormap_to_use = NULL;
|
||||
if (pspnum <= ps_flash)
|
||||
FDynamicColormap *colormap_to_use = nullptr;
|
||||
if (isweapon)
|
||||
{
|
||||
vis->Style.Alpha = float(owner->Alpha);
|
||||
vis->Style.RenderStyle = owner->RenderStyle;
|
||||
|
@ -1415,16 +1439,16 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
{
|
||||
if (invertcolormap)
|
||||
{ // Fade to white
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
||||
invertcolormap = false;
|
||||
}
|
||||
else
|
||||
{ // Fade to black
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
||||
}
|
||||
}
|
||||
|
||||
if (realfixedcolormap != NULL && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
|
||||
if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
|
||||
{ // fixed color
|
||||
vis->Style.BaseColormap = realfixedcolormap;
|
||||
vis->Style.ColormapNum = 0;
|
||||
|
@ -1440,7 +1464,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
vis->Style.BaseColormap = mybasecolormap;
|
||||
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && psp->state->GetFullbright())
|
||||
else if (!foggy && pspr->GetState()->GetFullbright())
|
||||
{ // full bright
|
||||
vis->Style.BaseColormap = mybasecolormap; // [RH] use basecolormap
|
||||
vis->Style.ColormapNum = 0;
|
||||
|
@ -1451,7 +1475,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade);
|
||||
}
|
||||
}
|
||||
if (camera->Inventory != NULL)
|
||||
if (camera->Inventory != nullptr)
|
||||
{
|
||||
BYTE oldcolormapnum = vis->Style.ColormapNum;
|
||||
FColormap *oldcolormap = vis->Style.BaseColormap;
|
||||
|
@ -1488,7 +1512,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
}
|
||||
// If the main colormap has fixed lights, and this sprite is being drawn with that
|
||||
// colormap, disable acceleration so that the lights can remain fixed.
|
||||
if (!noaccel && realfixedcolormap == NULL &&
|
||||
if (!noaccel && realfixedcolormap == nullptr &&
|
||||
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
|
||||
vis->pic->UseBasePalette())
|
||||
{
|
||||
|
@ -1512,18 +1536,19 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
style.CheckFuzz();
|
||||
if (style.BlendOp != STYLEOP_Fuzz)
|
||||
{
|
||||
VisPSpritesX1[pspnum] = x1;
|
||||
VisPSpritesBaseColormap[pspnum] = colormap_to_use;
|
||||
VisPSprites[pspnum] = vis;
|
||||
swapvalues(avisp[pspnum], avisp[NUMPSPRITES]);
|
||||
if (vispsprites.Size() < vispspindex + 1)
|
||||
vispsprites.Reserve(vispsprites.Size() - vispspindex + 1);
|
||||
|
||||
vispsprites[vispspindex].vis = vis;
|
||||
vispsprites[vispspindex].basecolormap = colormap_to_use;
|
||||
vispsprites[vispspindex].x1 = x1;
|
||||
vispspindex++;
|
||||
return;
|
||||
}
|
||||
}
|
||||
R_DrawVisSprite (vis);
|
||||
R_DrawVisSprite(vis);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_DrawPlayerSprites
|
||||
|
@ -1534,7 +1559,8 @@ void R_DrawPlayerSprites ()
|
|||
{
|
||||
int i;
|
||||
int lightnum;
|
||||
pspdef_t* psp;
|
||||
DPSprite* psp;
|
||||
DPSprite* weapon;
|
||||
sector_t* sec = NULL;
|
||||
static sector_t tempsec;
|
||||
int floorlight, ceilinglight;
|
||||
|
@ -1547,28 +1573,35 @@ void R_DrawPlayerSprites ()
|
|||
(r_deathcamera && camera->health <= 0))
|
||||
return;
|
||||
|
||||
if(fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) {
|
||||
for(i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
||||
if(ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0()) {
|
||||
if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
|
||||
{
|
||||
for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
|
||||
{
|
||||
rover = viewsector->e->XFloor.lightlist[i].caster;
|
||||
if(rover) {
|
||||
if(rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
|
||||
if (rover)
|
||||
{
|
||||
if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
|
||||
break;
|
||||
sec = rover->model;
|
||||
if(rover->flags & FF_FADEWALLS)
|
||||
if (rover->flags & FF_FADEWALLS)
|
||||
basecolormap = sec->ColorMap;
|
||||
else
|
||||
basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
|
||||
}
|
||||
break;
|
||||
}
|
||||
if(!sec) {
|
||||
}
|
||||
if(!sec)
|
||||
{
|
||||
sec = viewsector;
|
||||
basecolormap = sec->ColorMap;
|
||||
}
|
||||
floorlight = ceilinglight = sec->lightlevel;
|
||||
} else {
|
||||
// This used to use camera->Sector but due to interpolation that can be incorrect
|
||||
}
|
||||
else
|
||||
{ // This used to use camera->Sector but due to interpolation that can be incorrect
|
||||
// when the interpolated viewpoint is in a different sector than the camera.
|
||||
sec = R_FakeFlat (viewsector, &tempsec, &floorlight,
|
||||
&ceilinglight, false);
|
||||
|
@ -1592,27 +1625,47 @@ void R_DrawPlayerSprites ()
|
|||
if (camera->player != NULL)
|
||||
{
|
||||
double centerhack = CenterY;
|
||||
float ofsx, ofsy;
|
||||
double wx, wy;
|
||||
float bobx, boby;
|
||||
|
||||
CenterY = viewheight / 2;
|
||||
|
||||
P_BobWeapon (camera->player, &camera->player->psprites[ps_weapon], &ofsx, &ofsy, r_TicFracF);
|
||||
P_BobWeapon (camera->player, &bobx, &boby, r_TicFracF);
|
||||
|
||||
// Interpolate the main weapon layer once so as to be able to add it to other layers.
|
||||
if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
|
||||
{
|
||||
if (weapon->firstTic)
|
||||
{
|
||||
wx = weapon->x;
|
||||
wy = weapon->y;
|
||||
}
|
||||
else
|
||||
{
|
||||
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
|
||||
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
wx = 0;
|
||||
wy = 0;
|
||||
}
|
||||
|
||||
// add all active psprites
|
||||
for (i = 0, psp = camera->player->psprites;
|
||||
i < NUMPSPRITES;
|
||||
i++, psp++)
|
||||
psp = camera->player->psprites;
|
||||
while (psp)
|
||||
{
|
||||
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
|
||||
if (psp->state && (i != ps_targetcenter || CrosshairImage == NULL))
|
||||
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
|
||||
// because it didn't tick yet (if we typed 'take all' while in the console for example).
|
||||
// In this case let's simply not draw it to avoid crashing.
|
||||
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
|
||||
{
|
||||
R_DrawPSprite (psp, i, camera, psp->sx + ofsx, psp->sy + ofsy);
|
||||
}
|
||||
// [RH] Don't bob the targeter.
|
||||
if (i == ps_flash)
|
||||
{
|
||||
ofsx = ofsy = 0;
|
||||
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
|
||||
}
|
||||
|
||||
psp = psp->GetNext();
|
||||
}
|
||||
|
||||
CenterY = centerhack;
|
||||
|
@ -1630,63 +1683,60 @@ void R_DrawPlayerSprites ()
|
|||
|
||||
void R_DrawRemainingPlayerSprites()
|
||||
{
|
||||
for (int i = 0; i < NUMPSPRITES; ++i)
|
||||
for (unsigned int i = 0; i < vispspindex; i++)
|
||||
{
|
||||
vissprite_t *vis;
|
||||
|
||||
vis = VisPSprites[i];
|
||||
VisPSprites[i] = NULL;
|
||||
vis = vispsprites[i].vis;
|
||||
FDynamicColormap *colormap = vispsprites[i].basecolormap;
|
||||
bool flip = vis->xiscale < 0;
|
||||
FSpecialColormap *special = NULL;
|
||||
PalEntry overlay = 0;
|
||||
FColormapStyle colormapstyle;
|
||||
bool usecolormapstyle = false;
|
||||
|
||||
if (vis != NULL)
|
||||
if (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
|
||||
vis->Style.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
|
||||
{
|
||||
FDynamicColormap *colormap = VisPSpritesBaseColormap[i];
|
||||
bool flip = vis->xiscale < 0;
|
||||
FSpecialColormap *special = NULL;
|
||||
PalEntry overlay = 0;
|
||||
FColormapStyle colormapstyle;
|
||||
bool usecolormapstyle = false;
|
||||
|
||||
if (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
|
||||
vis->Style.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
|
||||
{
|
||||
special = static_cast<FSpecialColormap*>(vis->Style.BaseColormap);
|
||||
}
|
||||
else if (colormap->Color == PalEntry(255,255,255) &&
|
||||
colormap->Desaturate == 0)
|
||||
{
|
||||
overlay = colormap->Fade;
|
||||
overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS);
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolormapstyle = true;
|
||||
colormapstyle.Color = colormap->Color;
|
||||
colormapstyle.Fade = colormap->Fade;
|
||||
colormapstyle.Desaturate = colormap->Desaturate;
|
||||
colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS);
|
||||
}
|
||||
screen->DrawTexture(vis->pic,
|
||||
viewwindowx + VisPSpritesX1[i],
|
||||
viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
|
||||
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
|
||||
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
|
||||
DTA_Translation, TranslationToTable(vis->Translation),
|
||||
DTA_FlipX, flip,
|
||||
DTA_TopOffset, 0,
|
||||
DTA_LeftOffset, 0,
|
||||
DTA_ClipLeft, viewwindowx,
|
||||
DTA_ClipTop, viewwindowy,
|
||||
DTA_ClipRight, viewwindowx + viewwidth,
|
||||
DTA_ClipBottom, viewwindowy + viewheight,
|
||||
DTA_AlphaF, vis->Style.Alpha,
|
||||
DTA_RenderStyle, vis->Style.RenderStyle,
|
||||
DTA_FillColor, vis->FillColor,
|
||||
DTA_SpecialColormap, special,
|
||||
DTA_ColorOverlay, overlay.d,
|
||||
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
||||
TAG_DONE);
|
||||
special = static_cast<FSpecialColormap*>(vis->Style.BaseColormap);
|
||||
}
|
||||
else if (colormap->Color == PalEntry(255,255,255) &&
|
||||
colormap->Desaturate == 0)
|
||||
{
|
||||
overlay = colormap->Fade;
|
||||
overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS);
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolormapstyle = true;
|
||||
colormapstyle.Color = colormap->Color;
|
||||
colormapstyle.Fade = colormap->Fade;
|
||||
colormapstyle.Desaturate = colormap->Desaturate;
|
||||
colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS);
|
||||
}
|
||||
screen->DrawTexture(vis->pic,
|
||||
viewwindowx + vispsprites[i].x1,
|
||||
viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
|
||||
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
|
||||
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
|
||||
DTA_Translation, TranslationToTable(vis->Translation),
|
||||
DTA_FlipX, flip,
|
||||
DTA_TopOffset, 0,
|
||||
DTA_LeftOffset, 0,
|
||||
DTA_ClipLeft, viewwindowx,
|
||||
DTA_ClipTop, viewwindowy,
|
||||
DTA_ClipRight, viewwindowx + viewwidth,
|
||||
DTA_ClipBottom, viewwindowy + viewheight,
|
||||
DTA_AlphaF, vis->Style.Alpha,
|
||||
DTA_RenderStyle, vis->Style.RenderStyle,
|
||||
DTA_FillColor, vis->FillColor,
|
||||
DTA_SpecialColormap, special,
|
||||
DTA_ColorOverlay, overlay.d,
|
||||
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
||||
vispspindex = 0;
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -132,7 +132,6 @@ void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Sp
|
|||
void R_CacheSprite (spritedef_t *sprite);
|
||||
void R_SortVisSprites (int (*compare)(const void *, const void *), size_t first);
|
||||
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside);
|
||||
void R_AddPSprites ();
|
||||
void R_DrawSprites ();
|
||||
void R_ClearSprites ();
|
||||
void R_DrawMasked ();
|
||||
|
|
|
@ -350,7 +350,7 @@ int MatchString (const char *in, const char **strings);
|
|||
//#define PUSH_PARAMINFO self, stateowner, CallingState, ParameterIndex, statecall
|
||||
|
||||
#define CALL_ACTION(name,self) { /*AF_##name(self, self, NULL, 0, NULL)*/ \
|
||||
VMValue params[3] = { self, self, VMValue(NULL, ATAG_STATE) }; \
|
||||
VMValue params[3] = { self, self, VMValue(NULL, ATAG_STATEINFO) }; \
|
||||
stack->Call(name##_VMPtr, params, countof(params), NULL, 0, NULL); \
|
||||
}
|
||||
|
||||
|
@ -360,7 +360,7 @@ int MatchString (const char *in, const char **strings);
|
|||
#define ACTION_RETURN_BOOL(v) ACTION_RETURN_INT(v)
|
||||
|
||||
// Checks to see what called the current action function
|
||||
#define ACTION_CALL_FROM_ACTOR() (callingstate == self->state)
|
||||
#define ACTION_CALL_FROM_WEAPON() (self->player && callingstate != self->state && !(stateowner->flags5 & MF5_INSTATECALL))
|
||||
#define ACTION_CALL_FROM_INVENTORY() (!(stateowner->flags5 & MF5_INSTATECALL))
|
||||
#define ACTION_CALL_FROM_ACTOR() (stateinfo == nullptr || stateinfo->mStateType == STATE_Actor)
|
||||
#define ACTION_CALL_FROM_WEAPON() (self->player && stateinfo != nullptr && stateinfo->mStateType == STATE_Psprite)
|
||||
#define ACTION_CALL_FROM_INVENTORY() (stateinfo != nullptr && stateinfo->mStateType == STATE_StateChain)
|
||||
#endif
|
||||
|
|
|
@ -95,6 +95,7 @@ static FRandom pr_spawnitemex ("SpawnItemEx");
|
|||
static FRandom pr_burst ("Burst");
|
||||
static FRandom pr_monsterrefire ("MonsterRefire");
|
||||
static FRandom pr_teleport("A_Teleport");
|
||||
static FRandom pr_bfgselfdamage("BFGSelfDamage");
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -132,8 +133,9 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState *state)
|
|||
VMFrameStack stack;
|
||||
PPrototype *proto = state->ActionFunc->Proto;
|
||||
VMReturn *wantret;
|
||||
FStateParamInfo stp = { state, STATE_StateChain, PSP_WEAPON };
|
||||
|
||||
params[2] = VMValue(state, ATAG_STATE);
|
||||
params[2] = VMValue(&stp, ATAG_STATEINFO);
|
||||
retval = true; // assume success
|
||||
wantret = NULL; // assume no return value wanted
|
||||
numret = 0;
|
||||
|
@ -1334,6 +1336,72 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_RadiusDamageSelf
|
||||
//
|
||||
//==========================================================================
|
||||
enum
|
||||
{
|
||||
RDSF_BFGDAMAGE = 1,
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusDamageSelf)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_INT_OPT(damage) { damage = 128; }
|
||||
PARAM_FLOAT_OPT(distance) { distance = 128; }
|
||||
PARAM_INT_OPT(flags) { flags = 0; }
|
||||
PARAM_CLASS_OPT(flashtype, AActor) { flashtype = NULL; }
|
||||
|
||||
int i;
|
||||
int damageSteps;
|
||||
int actualDamage;
|
||||
double actualDistance;
|
||||
|
||||
actualDistance = self->Distance3D(self->target);
|
||||
if (actualDistance < distance)
|
||||
{
|
||||
// [XA] Decrease damage with distance. Use the BFG damage
|
||||
// calculation formula if the flag is set (essentially
|
||||
// a generalization of SMMU's BFG11K behavior, used
|
||||
// with fraggle's blessing.)
|
||||
damageSteps = damage - int(damage * actualDistance / distance);
|
||||
if (flags & RDSF_BFGDAMAGE)
|
||||
{
|
||||
actualDamage = 0;
|
||||
for (i = 0; i < damageSteps; ++i)
|
||||
actualDamage += (pr_bfgselfdamage() & 7) + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
actualDamage = damageSteps;
|
||||
}
|
||||
|
||||
// optional "flash" effect -- spawn an actor on
|
||||
// the player to indicate bad things happened.
|
||||
AActor *flash = NULL;
|
||||
if(flashtype != NULL)
|
||||
flash = Spawn(flashtype, self->target->PosPlusZ(self->target->Height / 4), ALLOW_REPLACE);
|
||||
|
||||
int dmgFlags = 0;
|
||||
FName dmgType = NAME_BFGSplash;
|
||||
|
||||
if (flash != NULL)
|
||||
{
|
||||
if (flash->flags5 & MF5_PUFFGETSOWNER) flash->target = self->target;
|
||||
if (flash->flags3 & MF3_FOILINVUL) dmgFlags |= DMG_FOILINVUL;
|
||||
if (flash->flags7 & MF7_FOILBUDDHA) dmgFlags |= DMG_FOILBUDDHA;
|
||||
dmgType = flash->DamageType;
|
||||
}
|
||||
|
||||
int newdam = P_DamageMobj(self->target, self, self->target, actualDamage, dmgType, dmgFlags);
|
||||
P_TraceBleed(newdam > 0 ? newdam : actualDamage, self->target, self);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Execute a line special / script
|
||||
|
@ -1996,6 +2064,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
|
|||
PARAM_CLASS_OPT (spawnclass, AActor){ spawnclass = NULL; }
|
||||
PARAM_FLOAT_OPT (spawnofs_z) { spawnofs_z = 0; }
|
||||
PARAM_INT_OPT (SpiralOffset) { SpiralOffset = 270; }
|
||||
PARAM_INT_OPT (limit) { limit = 0; }
|
||||
|
||||
if (range == 0) range = 8192;
|
||||
if (sparsity == 0) sparsity=1.0;
|
||||
|
@ -2036,6 +2105,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
|
|||
p.drift = driftspeed;
|
||||
p.spawnclass = spawnclass;
|
||||
p.SpiralOffset = SpiralOffset;
|
||||
p.limit = limit;
|
||||
P_RailAttack(&p);
|
||||
return 0;
|
||||
}
|
||||
|
@ -2073,6 +2143,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
|
|||
PARAM_CLASS_OPT (spawnclass, AActor){ spawnclass = NULL; }
|
||||
PARAM_FLOAT_OPT (spawnofs_z) { spawnofs_z = 0; }
|
||||
PARAM_INT_OPT (SpiralOffset) { SpiralOffset = 270; }
|
||||
PARAM_INT_OPT (limit) { limit = 0; }
|
||||
|
||||
if (range == 0) range = 8192.;
|
||||
if (sparsity == 0) sparsity = 1;
|
||||
|
@ -2155,6 +2226,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
|
|||
p.drift = driftspeed;
|
||||
p.spawnclass = spawnclass;
|
||||
p.SpiralOffset = SpiralOffset;
|
||||
p.limit = 0;
|
||||
P_RailAttack(&p);
|
||||
|
||||
self->SetXYZ(savedpos);
|
||||
|
@ -5768,19 +5840,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
|
|||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_INT(tics_to_set);
|
||||
|
||||
if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
{ // Is this a weapon? Need to check psp states for a match, then. Blah.
|
||||
for (int i = 0; i < NUMPSPRITES; ++i)
|
||||
if (ACTION_CALL_FROM_WEAPON())
|
||||
{
|
||||
DPSprite *pspr = self->player->FindPSprite(stateinfo->mPSPIndex);
|
||||
if (pspr != nullptr)
|
||||
{
|
||||
if (self->player->psprites[i].state == callingstate)
|
||||
{
|
||||
self->player->psprites[i].tics = tics_to_set;
|
||||
return 0;
|
||||
}
|
||||
pspr->Tics = tics_to_set;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
// Just set tics for self.
|
||||
self->tics = tics_to_set;
|
||||
else if (ACTION_CALL_FROM_ACTOR())
|
||||
{
|
||||
// Just set tics for self.
|
||||
self->tics = tics_to_set;
|
||||
}
|
||||
// for inventory state chains this needs to be ignored.
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -2916,7 +2916,7 @@ ExpEmit FxDamage::Emit(VMFunctionBuilder *build)
|
|||
build->Emit(OP_LO, dmgfunc.RegNum, 0/*self*/, build->GetConstantInt(myoffsetof(AActor, Damage)));
|
||||
|
||||
// If it's non-null...
|
||||
build->Emit(OP_EQA_K, 1, dmgfunc.RegNum, build->GetConstantAddress(0, ATAG_GENERIC));
|
||||
build->Emit(OP_EQA_K, 1, dmgfunc.RegNum, build->GetConstantAddress(nullptr, ATAG_GENERIC));
|
||||
size_t nulljump = build->Emit(OP_JMP, 0);
|
||||
|
||||
// ...call it
|
||||
|
|
|
@ -152,6 +152,7 @@ enum
|
|||
ATAG_AREGISTER, // pointer to an address register
|
||||
|
||||
ATAG_STATE, // pointer to FState
|
||||
ATAG_STATEINFO, // FState plus some info.
|
||||
ATAG_RNG, // pointer to FRandom
|
||||
};
|
||||
|
||||
|
@ -914,6 +915,7 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
|
|||
#define PARAM_ANGLE_OPT_AT(p,x) DAngle x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_FLOAT); x = param[p].f; } else
|
||||
#define PARAM_STRING_OPT_AT(p,x) FString x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_STRING); x = param[p].s(); } else
|
||||
#define PARAM_STATE_OPT_AT(p,x) FState *x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_STATE || param[p].a == NULL)); x = (FState *)param[p].a; } else
|
||||
#define PARAM_STATEINFO_OPT_AT(p,x) FStateParamInfo *x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_STATEINFO || param[p].a == NULL)); x = (FStateParamInfo *)param[p].a; } else
|
||||
#define PARAM_POINTER_OPT_AT(p,x,type) type *x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_POINTER); x = (type *)param[p].a; } else
|
||||
#define PARAM_OBJECT_OPT_AT(p,x,type) type *x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_OBJECT || param[p].a == NULL)); x = (type *)param[p].a; assert(x == NULL || x->IsKindOf(RUNTIME_CLASS(type))); } else
|
||||
#define PARAM_CLASS_OPT_AT(p,x,base) base::MetaClass *x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_OBJECT || param[p].a == NULL)); x = (base::MetaClass *)param[p].a; assert(x == NULL || x->IsDescendantOf(RUNTIME_CLASS(base))); } else
|
||||
|
@ -943,6 +945,7 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
|
|||
#define PARAM_ANGLE_OPT(x) ++paramnum; PARAM_ANGLE_OPT_AT(paramnum,x)
|
||||
#define PARAM_STRING_OPT(x) ++paramnum; PARAM_STRING_OPT_AT(paramnum,x)
|
||||
#define PARAM_STATE_OPT(x) ++paramnum; PARAM_STATE_OPT_AT(paramnum,x)
|
||||
#define PARAM_STATEINFO_OPT(x) ++paramnum; PARAM_STATEINFO_OPT_AT(paramnum,x)
|
||||
#define PARAM_POINTER_OPT(x,type) ++paramnum; PARAM_POINTER_OPT_AT(paramnum,x,type)
|
||||
#define PARAM_OBJECT_OPT(x,type) ++paramnum; PARAM_OBJECT_OPT_AT(paramnum,x,type)
|
||||
#define PARAM_CLASS_OPT(x,base) ++paramnum; PARAM_CLASS_OPT_AT(paramnum,x,base)
|
||||
|
|
|
@ -153,7 +153,7 @@ static void InitTokenMap()
|
|||
TOKENDEF (TK_NoDelay, ZCC_NODELAY);
|
||||
TOKENDEF (TK_Offset, ZCC_OFFSET);
|
||||
TOKENDEF (TK_CanRaise, ZCC_CANRAISE);
|
||||
TOKENDEF (TK_Light, ZCC_CANRAISE);
|
||||
TOKENDEF (TK_Light, ZCC_LIGHT);
|
||||
|
||||
ZCC_InitOperators();
|
||||
ZCC_InitConversions();
|
||||
|
|
|
@ -56,7 +56,7 @@ ACTOR Actor native //: Thinker
|
|||
// End of MBF redundant functions.
|
||||
|
||||
action native A_MonsterRail();
|
||||
action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float/*angle*/ angle = 90, float distance = 16*64, float/*angle*/ vrange = 32, int damage = 0);
|
||||
action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float/*angle*/ angle = 90, float distance = 16*64, float/*angle*/ vrange = 32, int damage = 0, int flags = 0);
|
||||
action native A_Pain();
|
||||
action native A_NoBlocking();
|
||||
action native A_XScream();
|
||||
|
@ -190,7 +190,7 @@ ACTOR Actor native //: Thinker
|
|||
native state A_Jump(int chance = 256, state label, ...);
|
||||
native void A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, float spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
|
||||
native void A_CustomBulletAttack(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
|
||||
native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ 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);
|
||||
native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ 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, int limit = 0);
|
||||
native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
|
||||
native state A_JumpIfCloser(float distance, state label, bool noz = false);
|
||||
native state A_JumpIfTracerCloser(float distance, state label, bool noz = false);
|
||||
|
@ -247,6 +247,7 @@ ACTOR Actor native //: Thinker
|
|||
native void A_Burst(class<Actor> chunktype);
|
||||
action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
|
||||
action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
|
||||
action native A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
|
||||
action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
|
||||
action native A_Stop();
|
||||
action native A_Respawn(int flags = 1);
|
||||
|
@ -333,6 +334,11 @@ ACTOR Actor native //: Thinker
|
|||
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
|
||||
action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
|
||||
|
||||
action native A_Overlay(int layer, state start = "");
|
||||
action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
|
||||
action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
|
||||
action native A_OverlayFlags(int layer, int flags, bool set);
|
||||
|
||||
native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
|
||||
native int ACS_NamedSuspend(name script, int mapnum=0);
|
||||
native int ACS_NamedTerminate(name script, int mapnum=0);
|
||||
|
|
|
@ -18,6 +18,10 @@ const int SF_NOPULLIN = 32;
|
|||
const int SF_NOTURN = 64;
|
||||
const int SF_STEALARMOR = 128;
|
||||
|
||||
// Flags for A_BFGSpray
|
||||
const int BFGF_HURTSOURCE = 1;
|
||||
const int BFGF_MISSILEORIGIN = 2;
|
||||
|
||||
// Flags for A_CustomMissile
|
||||
const int CMF_AIMOFFSET = 1;
|
||||
const int CMF_AIMDIRECTION = 2;
|
||||
|
@ -180,6 +184,9 @@ const int RTF_NOIMPACTDAMAGE = 2;
|
|||
const int RTF_NOTMISSILE = 4;
|
||||
const int RTF_THRUSTZ = 16;
|
||||
|
||||
// Flags for A_RadiusDamageSelf
|
||||
const int RDSF_BFGDAMAGE = 1;
|
||||
|
||||
// Flags for A_Blast
|
||||
const int BF_USEAMMO = 1;
|
||||
const int BF_DONTWARN = 2;
|
||||
|
@ -569,4 +576,20 @@ enum
|
|||
WOF_KEEPX = 1,
|
||||
WOF_KEEPY = 1 << 1,
|
||||
WOF_ADD = 1 << 2,
|
||||
};
|
||||
};
|
||||
|
||||
// Flags for psprite layers
|
||||
enum
|
||||
{
|
||||
PSPF_ADDWEAPON = 1 << 0,
|
||||
PSPF_ADDBOB = 1 << 1,
|
||||
PSPF_POWDOUBLE = 1 << 2,
|
||||
PSPF_CVARFAST = 1 << 3,
|
||||
};
|
||||
|
||||
// Default psprite layers
|
||||
enum
|
||||
{
|
||||
PSP_WEAPON = 1,
|
||||
PSP_FLASH = 1000,
|
||||
};
|
||||
|
|
|
@ -11,7 +11,7 @@ ACTOR Inventory native
|
|||
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", sound MeleeSound = "", sound MissSound = "");
|
||||
action native A_FireBullets(float/*angle*/ spread_xy, float/*angle*/ 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, float spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
|
||||
action native A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ 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_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ 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, int limit = 0);
|
||||
action native A_Light(int extralight);
|
||||
action native A_Light0();
|
||||
action native A_Light1();
|
||||
|
@ -48,8 +48,7 @@ ACTOR Inventory native
|
|||
action native A_RestoreSpecialDoomThing();
|
||||
action native A_RestoreSpecialThing1();
|
||||
action native A_RestoreSpecialThing2();
|
||||
action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
|
||||
|
||||
|
||||
States
|
||||
{
|
||||
HideDoomish:
|
||||
|
|
Loading…
Reference in a new issue