mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 06:41:41 +00:00
- added a compatibility option to restore the original Heretic bug where
a Minotaur couldn't spawn floor flames when standing in water having its feet clipped. - added vid_vsync to display options. - fixed: Animations of type 'Range' must be disabled if the textures don't come from the same definition unit (i.e both containing file and use type are identical.) - changed: Item pushing is now only done once per P_XYMovement call. - Increased the push factor of Heretic's pod to 0.5 so that its behavior more closely matches the original which depended on several bugs in the engine. - Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation to use floats to prevent overflows. The prevention of the overflows was the only reason the clamping was done. - Added Raven's dagger-like vector sprite for the player to the automap code. SVN r1668 (trunk)
This commit is contained in:
parent
e69f90076d
commit
3ab370b6ee
16 changed files with 149 additions and 36 deletions
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@ -1,4 +1,20 @@
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June 10, 2009
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June 14, 2009 (Changes by Graf Zahl)
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- added a compatibility option to restore the original Heretic bug where
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a Minotaur couldn't spawn floor flames when standing in water having its
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feet clipped.
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- added vid_vsync to display options.
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- fixed: Animations of type 'Range' must be disabled if the textures don't
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come from the same definition unit (i.e both containing file and use type
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are identical.)
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- changed: Item pushing is now only done once per P_XYMovement call.
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- Increased the push factor of Heretic's pod to 0.5 so that its behavior
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more closely matches the original which depended on several bugs in the engine.
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- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
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to use floats to prevent overflows. The prevention of the overflows was the
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only reason the clamping was done.
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- Added Raven's dagger-like vector sprite for the player to the automap code.
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June 10, 2009
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- Changed wad namespacing so that wads with a missing end marker will be
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loaded as if they had one more lump with that end marker. This matches the
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behaviour of previously released ZDooms. (The warning is still present, so
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@ -740,6 +740,7 @@ public:
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fixed_t gravity; // [GRB] Gravity factor
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int FastChaseStrafeCount;
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fixed_t pushfactor;
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int lastpush;
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AActor *BlockingMobj; // Actor that blocked the last move
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line_t *BlockingLine; // Line that blocked the last move
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@ -35,6 +35,7 @@
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#include "statnums.h"
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#include "r_translate.h"
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#include "d_event.h"
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#include "gi.h"
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#include "m_cheat.h"
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#include "i_system.h"
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@ -251,8 +252,23 @@ mline_t player_arrow[] = {
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{ { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
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{ { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
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};
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mline_t player_arrow_raven[] = {
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{ { -R+R/4, 0 }, { 0, 0} }, // center line.
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{ { -R+R/4, R/8 }, { R, 0} }, // blade
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{ { -R+R/4, -R/8 }, { R, 0 } },
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{ { -R+R/4, -R/4 }, { -R+R/4, R/4 } }, // crosspiece
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{ { -R+R/8, -R/4 }, { -R+R/8, R/4 } },
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{ { -R+R/8, -R/4 }, { -R+R/4, -R/4} }, //crosspiece connectors
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{ { -R+R/8, R/4 }, { -R+R/4, R/4} },
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{ { -R-R/4, R/8 }, { -R-R/4, -R/8 } }, //pommel
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{ { -R-R/4, R/8 }, { -R+R/8, R/8 } },
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{ { -R-R/4, -R/8}, { -R+R/8, -R/8 } }
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};
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#undef R
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#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
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#define NUMPLYRLINES_RAVEN (sizeof(player_arrow_raven)/sizeof(mline_t))
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#define R ((8*PLAYERRADIUS)/7)
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mline_t cheat_player_arrow[] = {
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@ -273,6 +289,7 @@ mline_t cheat_player_arrow[] = {
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{ { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
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{ { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
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};
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#undef R
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#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
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@ -1632,7 +1649,13 @@ void AM_drawPlayers ()
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{
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angle = players[consoleplayer].camera->angle;
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}
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if (am_cheat != 0)
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if (gameinfo.gametype & GAME_Raven)
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{
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arrow = player_arrow_raven;
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numarrowlines = NUMPLYRLINES_RAVEN;
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}
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else if (am_cheat != 0)
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{
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arrow = cheat_player_arrow;
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numarrowlines = NUMCHEATPLYRLINES;
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@ -491,6 +491,7 @@ CVAR (Flag, compat_sectorsounds,compatflags, COMPATF_SECTORSOUNDS);
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CVAR (Flag, compat_missileclip, compatflags, COMPATF_MISSILECLIP);
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CVAR (Flag, compat_crossdropoff,compatflags, COMPATF_CROSSDROPOFF);
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CVAR (Flag, compat_anybossdeath,compatflags, COMPATF_ANYBOSSDEATH);
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CVAR (Flag, compat_minotaur, compatflags, COMPATF_MINOTAUR);
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//==========================================================================
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//
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@ -271,6 +271,7 @@ enum
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COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles
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COMPATF_CROSSDROPOFF = 1 << 20, // monsters can't be pushed over dropoffs
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COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials
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COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped
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};
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// Emulate old bugs for select maps. These are not exposed by a cvar
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@ -1337,6 +1337,7 @@ MapFlagHandlers[] =
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{ "compat_sectorsounds", MITYPE_COMPATFLAG, COMPATF_SECTORSOUNDS},
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{ "compat_missileclip", MITYPE_COMPATFLAG, COMPATF_MISSILECLIP},
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{ "compat_crossdropoff", MITYPE_COMPATFLAG, COMPATF_CROSSDROPOFF},
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{ "compat_minotaur", MITYPE_COMPATFLAG, COMPATF_MINOTAUR},
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{ "cd_start_track", MITYPE_EATNEXT, 0, 0 },
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{ "cd_end1_track", MITYPE_EATNEXT, 0, 0 },
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{ "cd_end2_track", MITYPE_EATNEXT, 0, 0 },
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@ -379,10 +379,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk3)
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}
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else
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{
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mo = P_SpawnMissile (self, self->target, PClass::FindClass("MinotaurFX2"));
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if (mo != NULL)
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if (self->floorclip > 0 && (i_compatflags & COMPATF_MINOTAUR))
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{
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S_Sound (mo, CHAN_WEAPON, "minotaur/attack1", 1, ATTN_NORM);
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// only play the sound.
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S_Sound (mo, CHAN_WEAPON, "minotaur/fx2hit", 1, ATTN_NORM);
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}
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else
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{
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mo = P_SpawnMissile (self, self->target, PClass::FindClass("MinotaurFX2"));
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if (mo != NULL)
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{
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S_Sound (mo, CHAN_WEAPON, "minotaur/attack1", 1, ATTN_NORM);
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}
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}
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}
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if (pr_minotauratk3() < 192 && self->special2 == 0)
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@ -89,6 +89,7 @@ EXTERN_CVAR(Bool, nomonsterinterpolation)
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EXTERN_CVAR(Int, showendoom)
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EXTERN_CVAR(Bool, hud_althud)
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EXTERN_CVAR(Int, compatmode)
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EXTERN_CVAR (Bool, vid_vsync)
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//
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// defaulted values
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//
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@ -523,6 +524,7 @@ static menuitem_t VideoItems[] = {
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ slider, "Screen size", {&screenblocks}, {3.0}, {12.0}, {1.0}, {NULL} },
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{ slider, "Brightness", {&Gamma}, {1.0}, {3.0}, {0.1f}, {NULL} },
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{ discrete, "Vertical Sync", {&vid_vsync}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ discretes,"Crosshair", {&crosshair}, {8.0}, {0.0}, {0.0}, {NULL} },
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{ discrete, "Column render mode", {&r_columnmethod}, {2.0}, {0.0}, {0.0}, {ColumnMethods} },
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{ discrete, "Stretch short skies", {&r_stretchsky}, {2.0}, {0.0}, {0.0}, {OnOff} },
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@ -541,7 +543,7 @@ static menuitem_t VideoItems[] = {
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{ discrete, "Bullet Puff Type", {&cl_pufftype}, {2.0}, {0.0}, {0.0}, {PuffTypes} },
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};
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#define CROSSHAIR_INDEX 6
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#define CROSSHAIR_INDEX 7
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menu_t VideoMenu =
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{
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@ -1143,7 +1145,8 @@ static menuitem_t CompatibilityItems[] = {
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{ bitflag, "Inst. moving floors are not silent", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SILENT_INSTANT_FLOORS} },
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{ bitflag, "Sector sounds use center as source", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SECTORSOUNDS} },
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{ bitflag, "Use Doom heights for missile clipping", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MISSILECLIP} },
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{ bitflag, "Allow any bossdeath for level special", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_ANYBOSSDEATH} },
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{ bitflag, "Allow any bossdeath for level special", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_ANYBOSSDEATH} },
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{ bitflag, "No Minotaur floor flames in water", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MINOTAUR} },
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{ discrete, "Interpolate monster movement", {&nomonsterinterpolation}, {2.0}, {0.0}, {0.0}, {NoYes} },
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};
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@ -1039,12 +1039,20 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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ang = R_PointToAngle2 (origin->x, origin->y,
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target->x, target->y);
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thrust = damage*(FRACUNIT>>3)*kickback / target->Mass;
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// Calculate this as float to avoid overflows so that the
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// clamping that had to be done here can be removed.
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thrust = FLOAT2FIXED((damage * 0.125 * kickback) / target->Mass);
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// [RH] If thrust overflows, use a more reasonable amount
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/* old fixed point code that could overflow.
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thrust = damage*(FRACUNIT>>3)*kickback / target->Mass;
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if (thrust < 0 || thrust > 10*FRACUNIT)
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{
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thrust = 10*FRACUNIT;
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}
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*/
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// make fall forwards sometimes
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if ((damage < 40) && (damage > target->health)
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&& (target->z - origin->z > 64*FRACUNIT)
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@ -350,11 +350,13 @@ struct FCheckPosition
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// ripping damage once per tic instead of once per move.
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bool DoRipping;
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AActor *LastRipped;
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int PushTime;
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FCheckPosition(bool rip=false)
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{
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DoRipping = rip;
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LastRipped = NULL;
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PushTime = 0;
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}
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};
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@ -1008,8 +1008,12 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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if (thing->flags2 & MF2_PUSHABLE
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&& !(tm.thing->flags2 & MF2_CANNOTPUSH))
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{ // Push thing
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thing->momx += tm.thing->momx>>2;
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thing->momy += tm.thing->momy>>2;
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if (thing->lastpush != tm.PushTime)
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{
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thing->momx += FixedMul(tm.thing->momx, thing->pushfactor);
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thing->momy += FixedMul(tm.thing->momy, thing->pushfactor);
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thing->lastpush = tm.PushTime;
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}
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}
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}
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spechit.Clear ();
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@ -1048,8 +1052,12 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH) &&
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(tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)))
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{ // Push thing
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thing->momx += FixedMul(tm.thing->momx, thing->pushfactor);
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thing->momy += FixedMul(tm.thing->momy, thing->pushfactor);
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if (thing->lastpush != tm.PushTime)
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{
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thing->momx += FixedMul(tm.thing->momx, thing->pushfactor);
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thing->momy += FixedMul(tm.thing->momy, thing->pushfactor);
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thing->lastpush = tm.PushTime;
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}
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}
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solid = (thing->flags & MF_SOLID) &&
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!(thing->flags & MF_NOCLIP) &&
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@ -1497,6 +1497,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
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fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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{
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static int pushtime = 0;
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bool bForceSlide = scrollx || scrolly;
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angle_t angle;
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fixed_t ptryx, ptryy;
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@ -1656,11 +1657,16 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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// last actor ripped through is recorded so that if the projectile
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// passes through more than one actor this tic, each one takes damage
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// and not just the first one.
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pushtime++;
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FCheckPosition tm(!!(mo->flags2 & MF2_RIP));
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do
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{
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if (i_compatflags & COMPATF_WALLRUN) pushtime++;
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tm.PushTime = pushtime;
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ptryx = startx + Scale (xmove, step, steps);
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ptryy = starty + Scale (ymove, step, steps);
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@ -1720,7 +1726,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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fixed_t tx, ty;
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tx = 0, ty = onestepy;
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walkplane = P_CheckSlopeWalk (mo, tx, ty);
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if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane))
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if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane, tm))
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{
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mo->momx = 0;
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}
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@ -1728,7 +1734,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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{
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tx = onestepx, ty = 0;
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walkplane = P_CheckSlopeWalk (mo, tx, ty);
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if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane))
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if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane, tm))
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{
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mo->momy = 0;
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}
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@ -199,18 +199,6 @@ void R_InitPicAnims (void)
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tex2->Name, pic2.GetIndex(), tex2->GetSourceLump(), Wads.GetLumpFile(tex2->GetSourceLump()));
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}
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/* FIXME: doesn't work with hires texture replacements.
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int l1 = tex1->GetSourceLump();
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int l2 = tex2->GetSourceLump();
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if (tex1->UseType == FTexture::TEX_Wall && l1 != l2)
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{
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// Animated walls must be in the same definition lumo
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continue;
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}
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*/
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// [RH] Allow for backward animations as well as forward.
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if (pic1 > pic2)
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{
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@ -244,16 +232,19 @@ void R_InitPicAnims (void)
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void R_AddSimpleAnim (FTextureID picnum, int animcount, int animtype, DWORD speedmin, DWORD speedrange)
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{
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FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
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anim->CurFrame = 0;
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anim->BasePic = picnum;
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anim->NumFrames = animcount;
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anim->AnimType = animtype;
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anim->SwitchTime = 0;
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anim->Frames[0].SpeedMin = speedmin;
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anim->Frames[0].SpeedRange = speedrange;
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anim->Frames[0].FramePic = anim->BasePic;
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Anims.AddAnim (anim);
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if (TexMan.AreTexturesCompatible(picnum, picnum + (animcount - 1)))
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{
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FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
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anim->CurFrame = 0;
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anim->BasePic = picnum;
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anim->NumFrames = animcount;
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anim->AnimType = animtype;
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anim->SwitchTime = 0;
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anim->Frames[0].SpeedMin = speedmin;
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anim->Frames[0].SpeedRange = speedrange;
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anim->Frames[0].FramePic = anim->BasePic;
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Anims.AddAnim (anim);
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}
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}
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//==========================================================================
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@ -371,6 +371,40 @@ void FTextureManager::ReplaceTexture (FTextureID picnum, FTexture *newtexture, b
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}
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}
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//==========================================================================
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//
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// FTextureManager :: AreTexturesCompatible
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//
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// Checks if 2 textures are compatible for a ranged animation
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//
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//==========================================================================
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bool FTextureManager::AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2)
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{
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int index1 = picnum1.GetIndex();
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int index2 = picnum2.GetIndex();
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if (unsigned(index1) >= Textures.Size() || unsigned(index2) >= Textures.Size())
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return false;
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FTexture *texture1 = Textures[index1].Texture;
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FTexture *texture2 = Textures[index2].Texture;
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// both textures must be the same type.
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if (texture1 == NULL || texture2 == NULL || texture1->UseType != texture2->UseType)
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return false;
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// both textures must be from the same file
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for(unsigned i = 0; i < FirstTextureForFile.Size() - 1; i++)
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{
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if (index1 >= FirstTextureForFile[i] && index1 < FirstTextureForFile[i+1])
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{
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return (index2 >= FirstTextureForFile[i] && index2 < FirstTextureForFile[i+1]);
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}
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}
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return false;
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}
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//==========================================================================
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//
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// FTextureManager :: AddGroup
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@ -707,6 +741,8 @@ void FTextureManager::AddTexturesForWad(int wadnum)
|
|||
int firsttexture = Textures.Size();
|
||||
int lumpcount = Wads.GetNumLumps();
|
||||
|
||||
FirstTextureForFile.Push(firsttexture);
|
||||
|
||||
// First step: Load sprites
|
||||
AddGroup(wadnum, ns_sprites, FTexture::TEX_Sprite);
|
||||
|
||||
|
@ -857,7 +893,12 @@ void FTextureManager::Init()
|
|||
{
|
||||
AddTexturesForWad(i);
|
||||
}
|
||||
|
||||
// Add one marker so that the last WAD is easier to handle and treat
|
||||
// Build tiles as a completely separate block.
|
||||
FirstTextureForFile.Push(Textures.Size());
|
||||
R_InitBuildTiles ();
|
||||
FirstTextureForFile.Push(Textures.Size());
|
||||
|
||||
DefaultTexture = CheckForTexture ("-NOFLAT-", FTexture::TEX_Override, 0);
|
||||
|
||||
|
|
|
@ -307,6 +307,7 @@ public:
|
|||
void LoadTextureDefs(int wadnum, const char *lumpname);
|
||||
void ParseXTexture(FScanner &sc, int usetype);
|
||||
void SortTexturesByType(int start, int end);
|
||||
bool AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2);
|
||||
|
||||
FTextureID CreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); // Also calls AddTexture
|
||||
FTextureID AddTexture (FTexture *texture);
|
||||
|
@ -344,6 +345,7 @@ private:
|
|||
TArray<int> Translation;
|
||||
int HashFirst[HASH_SIZE];
|
||||
FTextureID DefaultTexture;
|
||||
TArray<int> FirstTextureForFile;
|
||||
};
|
||||
|
||||
extern FTextureManager TexMan;
|
||||
|
|
|
@ -14,6 +14,7 @@ ACTOR Pod 2035
|
|||
+CANPASS +TELESTOMP +DONTMORPH
|
||||
+NOBLOCKMONST +DONTGIB +OLDRADIUSDMG
|
||||
DeathSound "world/podexplode"
|
||||
PushFactor 0.5
|
||||
|
||||
action native A_PodPain (class<Actor> podtype = "PodGoo");
|
||||
action native A_RemovePod ();
|
||||
|
|
Loading…
Reference in a new issue