mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts: # src/r_defs.h
This commit is contained in:
commit
609defe078
96 changed files with 1324 additions and 1455 deletions
109
src/actor.h
109
src/actor.h
|
@ -580,7 +580,7 @@ public:
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void Serialize (FArchive &arc);
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static AActor *StaticSpawn (PClassActor *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement, bool SpawningMapThing = false);
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static AActor *StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing = false);
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inline AActor *GetDefault () const
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{
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@ -742,7 +742,18 @@ public:
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// What species am I?
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virtual FName GetSpecies();
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fixed_t GetBobOffset(fixed_t ticfrac=0) const
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double GetBobOffset(fixed_t ticfrac = 0) const
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{
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if (!(flags2 & MF2_FLOATBOB))
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{
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return 0;
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}
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return BobSin(FloatBobPhase + level.maptime + FIXED2FLOAT(ticfrac));
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}
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fixed_t _f_GetBobOffset(fixed_t ticfrac=0) const
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{
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if (!(flags2 & MF2_FLOATBOB))
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{
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@ -1123,6 +1134,7 @@ public:
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struct sector_t *Sector;
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subsector_t * subsector;
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double floorz, ceilingz; // closest together of contacted secs
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double dropoffz; // killough 11/98: the lowest floor over all contacted Sectors.
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inline fixed_t _f_ceilingz()
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{
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@ -1132,8 +1144,11 @@ public:
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{
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return FLOAT2FIXED(floorz);
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}
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inline fixed_t _f_dropoffz()
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{
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return FLOAT2FIXED(dropoffz);
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}
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fixed_t dropoffz; // killough 11/98: the lowest floor over all contacted Sectors.
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struct sector_t *floorsector;
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FTextureID floorpic; // contacted sec floorpic
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@ -1190,7 +1205,7 @@ public:
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// no matter what (even if shot)
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player_t *player; // only valid if type of APlayerPawn
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TObjPtr<AActor> LastLookActor; // Actor last looked for (if TIDtoHate != 0)
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fixed_t SpawnPoint[3]; // For nightmare respawn
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DVector3 SpawnPoint; // For nightmare respawn
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WORD SpawnAngle;
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int StartHealth;
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BYTE WeaveIndexXY; // Separated from special2 because it's used by globally accessible functions.
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@ -1275,7 +1290,7 @@ public:
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FSoundIDNoInit WallBounceSound;
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FSoundIDNoInit CrushPainSound;
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fixed_t MaxDropOffHeight;
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double MaxDropOffHeight;
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double MaxStepHeight;
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fixed_t _f_MaxStepHeight()
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@ -1341,6 +1356,10 @@ public:
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int GetTics(FState * newstate);
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bool SetState (FState *newstate, bool nofunction=false);
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virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
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bool UpdateWaterLevel(double oldz, bool splash = true)
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{
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return UpdateWaterLevel(FLOAT2FIXED(oldz), splash);
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}
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bool isFast();
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bool isSlow();
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void SetIdle(bool nofunction=false);
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@ -1670,96 +1689,36 @@ public:
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bool P_IsTIDUsed(int tid);
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int P_FindUniqueTID(int start_tid, int limit);
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inline AActor *Spawn (PClassActor *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
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{
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return AActor::StaticSpawn (type, x, y, z, allowreplacement);
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}
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PClassActor *ClassForSpawn(FName classname);
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inline AActor *Spawn(PClassActor *type)
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{
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return AActor::StaticSpawn(type, 0, 0, 0, NO_REPLACE);
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}
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inline AActor *Spawn (PClassActor *type, const fixedvec3 &pos, replace_t allowreplacement)
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{
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return AActor::StaticSpawn (type, pos.x, pos.y, pos.z, allowreplacement);
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return AActor::StaticSpawn(type, DVector3(0, 0, 0), NO_REPLACE);
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}
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inline AActor *Spawn(PClassActor *type, const DVector3 &pos, replace_t allowreplacement)
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{
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fixed_t zz;
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if (pos.Z != ONFLOORZ && pos.Z != ONCEILINGZ && pos.Z != FLOATRANDZ) zz = FLOAT2FIXED(pos.Z);
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else zz = (int)pos.Z;
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return Spawn(type, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), zz, allowreplacement);
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return AActor::StaticSpawn(type, pos, allowreplacement);
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}
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AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement);
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AActor *Spawn (FName classname, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement);
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inline AActor *Spawn(FName type)
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{
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return Spawn(type, 0, 0, 0, NO_REPLACE);
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}
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inline AActor *Spawn (const char *type, const fixedvec3 &pos, replace_t allowreplacement)
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{
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return Spawn (type, pos.x, pos.y, pos.z, allowreplacement);
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}
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inline AActor *Spawn(const char *type, const DVector3 &pos, replace_t allowreplacement)
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{
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fixed_t zz;
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if (pos.Z != ONFLOORZ && pos.Z != ONCEILINGZ && pos.Z != FLOATRANDZ) zz = FLOAT2FIXED(pos.Z);
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else zz = (int)pos.Z;
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return Spawn(type, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), zz, allowreplacement);
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}
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inline AActor *Spawn (FName classname, const fixedvec3 &pos, replace_t allowreplacement)
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{
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return Spawn (classname, pos.x, pos.y, pos.z, allowreplacement);
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return AActor::StaticSpawn(ClassForSpawn(type), DVector3(0, 0, 0), NO_REPLACE);
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}
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inline AActor *Spawn(FName type, const DVector3 &pos, replace_t allowreplacement)
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{
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fixed_t zz;
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if (pos.Z != ONFLOORZ && pos.Z != ONCEILINGZ && pos.Z != FLOATRANDZ) zz = FLOAT2FIXED(pos.Z);
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else zz = (int)pos.Z;
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return Spawn(type, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), zz, allowreplacement);
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return AActor::StaticSpawn(ClassForSpawn(type), pos, allowreplacement);
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}
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template<class T>
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inline T *Spawn (fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
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template<class T> inline T *Spawn(const DVector3 &pos, replace_t allowreplacement)
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{
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return static_cast<T *>(AActor::StaticSpawn (RUNTIME_TEMPLATE_CLASS(T), x, y, z, allowreplacement));
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return static_cast<T *>(AActor::StaticSpawn(RUNTIME_TEMPLATE_CLASS(T), pos, allowreplacement));
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}
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template<class T>
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inline T *Spawn (const fixedvec3 &pos, replace_t allowreplacement)
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template<class T> inline T *Spawn() // for inventory items we do not need coordinates and replacement info.
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{
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return static_cast<T *>(AActor::StaticSpawn (RUNTIME_TEMPLATE_CLASS(T), pos.x, pos.y, pos.z, allowreplacement));
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}
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template<class T>
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inline T *Spawn(const DVector3 &pos, replace_t allowreplacement)
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{
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fixed_t zz;
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if (pos.Z != ONFLOORZ && pos.Z != ONCEILINGZ && pos.Z != FLOATRANDZ) zz = FLOAT2FIXED(pos.Z);
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else zz = (int)pos.Z;
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return static_cast<T *>(AActor::StaticSpawn(RUNTIME_TEMPLATE_CLASS(T), FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), zz, allowreplacement));
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}
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template<class T>
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inline T *Spawn(double x, double y, double z, replace_t allowreplacement)
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{
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fixed_t zz;
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if (z != ONFLOORZ && z != ONCEILINGZ && z != FLOATRANDZ) zz = FLOAT2FIXED(z);
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else zz = (int)z;
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return static_cast<T *>(AActor::StaticSpawn(RUNTIME_TEMPLATE_CLASS(T), FLOAT2FIXED(x), FLOAT2FIXED(y), zz, allowreplacement));
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}
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template<class T>
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inline T *Spawn() // for inventory items we do not need coordinates and replacement info.
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{
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return static_cast<T *>(AActor::StaticSpawn(RUNTIME_TEMPLATE_CLASS(T), 0, 0, 0, NO_REPLACE));
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return static_cast<T *>(AActor::StaticSpawn(RUNTIME_TEMPLATE_CLASS(T), DVector3(0, 0, 0), NO_REPLACE));
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}
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inline fixedvec2 Vec2Angle(fixed_t length, angle_t angle)
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|
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@ -957,10 +957,9 @@ void AM_StaticInit()
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//
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//=============================================================================
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void AM_GetPosition(fixed_t &x, fixed_t &y)
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DVector2 AM_GetPosition()
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{
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x = (m_x + m_w/2) << FRACTOMAPBITS;
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y = (m_y + m_h/2) << FRACTOMAPBITS;
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return DVector2((m_x + m_w / 2) / MAPUNIT, (m_y + m_h / 2) / MAPUNIT);
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}
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//=============================================================================
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@ -269,7 +269,7 @@ void InitBotStuff()
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AWeapon *w = (AWeapon*)GetDefaultByType(cls);
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if (w != NULL)
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{
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w->MoveCombatDist = botinits[i].movecombatdist;
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w->MoveCombatDist = botinits[i].movecombatdist/65536.;
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w->WeaponFlags |= botinits[i].weaponflags;
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w->ProjectileType = PClass::FindActor(botinits[i].projectile);
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}
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@ -103,7 +103,7 @@ public:
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void StartTravel ();
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void FinishTravel ();
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bool IsLeader (player_t *player);
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void SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum);
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void SetBodyAt (const DVector3 &pos, int hostnum);
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fixed_t FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd);
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bool SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y, FCheckPosition &tm);
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|
|
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@ -141,8 +141,10 @@ void DBot::Dofire (ticcmd_t *cmd)
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int aiming_penalty=0; //For shooting at shading target, if screen is red, MAKEME: When screen red.
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int aiming_value; //The final aiming value.
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fixed_t dist;
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double fdist;
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angle_t an;
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int m;
|
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double fm;
|
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if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
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return;
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|
@ -221,9 +223,9 @@ void DBot::Dofire (ticcmd_t *cmd)
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}
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// prediction aiming
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shootmissile:
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dist = player->mo->AproxDistance (enemy);
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m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->_f_speed();
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bglobal.SetBodyAt (enemy->_f_X() + enemy->_f_velx()*m*2, enemy->_f_Y() + enemy->_f_vely()*m*2, enemy->_f_Z(), 1);
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fdist = player->mo->Distance2D(enemy);
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fm = fdist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
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bglobal.SetBodyAt(enemy->Pos() + enemy->Vel.XY() * fm * 2, 1);
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angle = player->mo->__f_AngleTo(bglobal.body1);
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if (Check_LOS (enemy, SHOOTFOV))
|
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no_fire = false;
|
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|
@ -425,28 +427,28 @@ AActor *DBot::Find_enemy ()
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|
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|
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//Creates a temporary mobj (invisible) at the given location.
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void FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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void FCajunMaster::SetBodyAt (const DVector3 &pos, int hostnum)
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{
|
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if (hostnum == 1)
|
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{
|
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if (body1)
|
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{
|
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body1->SetOrigin (x, y, z, false);
|
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body1->SetOrigin (pos, false);
|
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}
|
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else
|
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{
|
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body1 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
|
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body1 = Spawn ("CajunBodyNode", pos, NO_REPLACE);
|
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}
|
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}
|
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else if (hostnum == 2)
|
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{
|
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if (body2)
|
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{
|
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body2->SetOrigin (x, y, z, false);
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body2->SetOrigin (pos, false);
|
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}
|
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else
|
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{
|
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body2 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
|
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body2 = Spawn ("CajunBodyNode", pos, NO_REPLACE);
|
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}
|
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}
|
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}
|
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|
@ -463,7 +465,7 @@ void FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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//Emulates missile travel. Returns distance travelled.
|
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fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
|
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{
|
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AActor *th = Spawn ("CajunTrace", source->PosPlusZ(4*8*FRACUNIT), NO_REPLACE);
|
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AActor *th = Spawn ("CajunTrace", source->PosPlusZ(4*8.), NO_REPLACE);
|
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|
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th->target = source; // where it came from
|
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|
||||
|
@ -485,25 +487,22 @@ fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
|
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|
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angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
|
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{
|
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fixed_t dist;
|
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double dist;
|
||||
angle_t ang;
|
||||
AActor *actor;
|
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int m;
|
||||
double m;
|
||||
|
||||
bglobal.SetBodyAt (player->mo->_f_X() + FixedMul(player->mo->_f_velx(), 5*FRACUNIT),
|
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player->mo->_f_Y() + FixedMul(player->mo->_f_vely(), 5*FRACUNIT),
|
||||
player->mo->_f_Z() + (player->mo->_f_height() / 2), 2);
|
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bglobal.SetBodyAt(player->mo->PosPlusZ(player->mo->Height / 2) + player->mo->Vel.XY() * 5, 2);
|
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|
||||
actor = bglobal.body2;
|
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|
||||
dist = actor->AproxDistance (enemy);
|
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if (dist < SAFE_SELF_MISDIST)
|
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dist = actor->Distance2D (enemy);
|
||||
if (dist < SAFE_SELF_MISDIST/FRACUNIT)
|
||||
return 0;
|
||||
//Predict.
|
||||
m = (((dist+1)/FRACUNIT) / GetDefaultByName("Rocket")->_f_speed());
|
||||
m = ((dist+1) / GetDefaultByName("Rocket")->Speed);
|
||||
|
||||
bglobal.SetBodyAt (enemy->_f_X() + FixedMul(enemy->_f_velx(), (m+2*FRACUNIT)),
|
||||
enemy->_f_Y() + FixedMul(enemy->_f_vely(), (m+2*FRACUNIT)), ONFLOORZ, 1);
|
||||
bglobal.SetBodyAt(DVector3((enemy->Pos() + enemy->Vel * (m + 2)), ONFLOORZ), 1);
|
||||
|
||||
//try the predicted location
|
||||
if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
|
||||
|
|
|
@ -297,7 +297,7 @@ bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cm
|
|||
|
||||
|
||||
if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT))
|
||||
&& tm._f_floorz() - tm.dropoffz > thing->MaxDropOffHeight )
|
||||
&& tm.floorz - tm.dropoffz > thing->MaxDropOffHeight )
|
||||
return false; // don't stand over a dropoff
|
||||
|
||||
}
|
||||
|
|
|
@ -171,7 +171,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
|
|||
angle = player->mo->__f_AngleTo(enemy);
|
||||
|
||||
if (player->ReadyWeapon == NULL ||
|
||||
player->mo->AproxDistance(enemy) >
|
||||
player->mo->Distance2D(enemy) >
|
||||
player->ReadyWeapon->MoveCombatDist)
|
||||
{
|
||||
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
|
||||
|
|
|
@ -1,16 +1,6 @@
|
|||
#ifndef __BASICTYPES_H
|
||||
#define __BASICTYPES_H
|
||||
|
||||
#ifdef _MSC_VER
|
||||
typedef __int8 SBYTE;
|
||||
typedef unsigned __int8 BYTE;
|
||||
typedef __int16 SWORD;
|
||||
typedef unsigned __int16 WORD;
|
||||
typedef __int32 SDWORD;
|
||||
typedef unsigned __int32 uint32;
|
||||
typedef __int64 SQWORD;
|
||||
typedef unsigned __int64 QWORD;
|
||||
#else
|
||||
#include <stdint.h>
|
||||
|
||||
typedef int8_t SBYTE;
|
||||
|
@ -21,7 +11,6 @@ typedef int32_t SDWORD;
|
|||
typedef uint32_t uint32;
|
||||
typedef int64_t SQWORD;
|
||||
typedef uint64_t QWORD;
|
||||
#endif
|
||||
|
||||
typedef SDWORD int32;
|
||||
typedef float real32;
|
||||
|
|
|
@ -312,7 +312,7 @@ void ParseCompatibility()
|
|||
sc.MustGetNumber();
|
||||
CompatParams.Push(sc.Number);
|
||||
sc.MustGetFloat();
|
||||
CompatParams.Push(FLOAT2FIXED(sc.Float));
|
||||
CompatParams.Push(int(sc.Float*256)); // do not use full fixed here so that it can eventually handle larger levels
|
||||
}
|
||||
else if (sc.Compare("setsectortag"))
|
||||
{
|
||||
|
@ -545,7 +545,7 @@ void SetCompatibilityParams()
|
|||
// When this is called, the things haven't been spawned yet so we can alter the position inside the MapThings array.
|
||||
if ((unsigned)CompatParams[i+1] < MapThingsConverted.Size())
|
||||
{
|
||||
MapThingsConverted[CompatParams[i+1]].z = CompatParams[i+2];
|
||||
MapThingsConverted[CompatParams[i+1]].pos.Z = CompatParams[i+2]/256.;
|
||||
}
|
||||
i += 3;
|
||||
break;
|
||||
|
|
|
@ -2321,7 +2321,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
|
|||
else
|
||||
{
|
||||
const AActor *def = GetDefaultByType (typeinfo);
|
||||
fixedvec3 spawnpos = source->_f_Vec3Angle(def->_f_radius() * 2 + source->_f_radius(), source->_f_angle(), 8 * FRACUNIT);
|
||||
DVector3 spawnpos = source->Vec3Angle(def->radius * 2 + source->radius, source->Angles.Yaw, 8.);
|
||||
|
||||
AActor *spawned = Spawn (typeinfo, spawnpos, ALLOW_REPLACE);
|
||||
if (spawned != NULL)
|
||||
|
@ -2382,8 +2382,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
|
|||
{
|
||||
if (trace.HitType == TRACE_HitWall)
|
||||
{
|
||||
DVector3 hp(FIXED2DBL(trace.HitPos.x), FIXED2DBL(trace.HitPos.y), FIXED2DBL(trace.HitPos.z));
|
||||
DImpactDecal::StaticCreate (s, hp, trace.Line->sidedef[trace.Side], NULL);
|
||||
DImpactDecal::StaticCreate (s, trace.HitPos, trace.Line->sidedef[trace.Side], NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -346,9 +346,7 @@ struct FDoomEdEntry;
|
|||
struct FMapThing
|
||||
{
|
||||
int thingid;
|
||||
fixed_t x;
|
||||
fixed_t y;
|
||||
fixed_t z;
|
||||
DVector3 pos;
|
||||
short angle;
|
||||
WORD SkillFilter;
|
||||
WORD ClassFilter;
|
||||
|
@ -433,7 +431,7 @@ struct FPlayerStart
|
|||
|
||||
FPlayerStart() { }
|
||||
FPlayerStart(const FMapThing *mthing, int pnum)
|
||||
: pos(FIXED2DBL(mthing->x), FIXED2DBL(mthing->y), FIXED2DBL(mthing->z)),
|
||||
: pos(mthing->pos),
|
||||
angle(mthing->angle),
|
||||
type(pnum)
|
||||
{ }
|
||||
|
|
|
@ -92,7 +92,7 @@ struct EDMapthing
|
|||
int recordnum;
|
||||
int tid;
|
||||
int type;
|
||||
fixed_t height;
|
||||
double height;
|
||||
int args[5];
|
||||
WORD skillfilter;
|
||||
DWORD flags;
|
||||
|
@ -585,7 +585,7 @@ static void parseMapthing(FScanner &sc)
|
|||
{
|
||||
sc.CheckString("=");
|
||||
sc.MustGetFloat(); // no idea if Eternity allows fractional numbers. Better be safe and do it anyway.
|
||||
mt.height = FLOAT2FIXED(sc.Float);
|
||||
mt.height = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("options"))
|
||||
{
|
||||
|
@ -682,7 +682,7 @@ void ProcessEDMapthing(FMapThing *mt, int recordnum)
|
|||
mt->thingid = emt->tid;
|
||||
mt->EdNum = emt->type;
|
||||
mt->info = DoomEdMap.CheckKey(mt->EdNum);
|
||||
mt->z = emt->height;
|
||||
mt->pos.Z = emt->height;
|
||||
memcpy(mt->args, emt->args, sizeof(mt->args));
|
||||
mt->SkillFilter = emt->skillfilter;
|
||||
mt->flags = emt->flags;
|
||||
|
|
|
@ -165,7 +165,7 @@ void FS_EmulateCmd(char * string)
|
|||
else if (sc.Compare("viewheight"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
double playerviewheight = sc.Float*FRACUNIT;
|
||||
double playerviewheight = sc.Float;
|
||||
for(int i=0;i<MAXPLAYERS;i++)
|
||||
{
|
||||
// No, this is not correct. But this is the way Legacy WADs expect it to be handled!
|
||||
|
|
|
@ -69,14 +69,11 @@
|
|||
#include "farchive.h"
|
||||
#include "p_setup.h"
|
||||
#include "p_spec.h"
|
||||
#include "r_utility.h"
|
||||
#include "math/cmath.h"
|
||||
|
||||
static FRandom pr_script("FScript");
|
||||
|
||||
|
||||
#define AngleToFixed(x) ((((double) x) / ((double) ANG45/45)) * FRACUNIT)
|
||||
#define FixedToAngle(x) ((((double) x) / FRACUNIT) * ANG45/45)
|
||||
|
||||
// functions. FParser::SF_ means Script Function not, well.. heh, me
|
||||
|
||||
/////////// actually running a function /////////////
|
||||
|
@ -862,7 +859,7 @@ void FParser::SF_Player(void)
|
|||
|
||||
void FParser::SF_Spawn(void)
|
||||
{
|
||||
int x, y, z;
|
||||
DVector3 pos;
|
||||
PClassActor *pclass;
|
||||
DAngle angle = 0.;
|
||||
|
||||
|
@ -870,22 +867,22 @@ void FParser::SF_Spawn(void)
|
|||
{
|
||||
if (!(pclass=T_GetMobjType(t_argv[0]))) return;
|
||||
|
||||
x = fixedvalue(t_argv[1]);
|
||||
y = fixedvalue(t_argv[2]);
|
||||
pos.X = floatvalue(t_argv[1]);
|
||||
pos.Y = floatvalue(t_argv[2]);
|
||||
|
||||
if(t_argc >= 5)
|
||||
{
|
||||
z = fixedvalue(t_argv[4]);
|
||||
pos.Z = floatvalue(t_argv[4]);
|
||||
// [Graf Zahl] added option of spawning with a relative z coordinate
|
||||
if(t_argc > 5)
|
||||
{
|
||||
if (intvalue(t_argv[5])) z+=P_PointInSector(x, y)->floorplane.ZatPoint(x,y);
|
||||
if (intvalue(t_argv[5])) pos.Z += P_PointInSector(pos)->floorplane.ZatPoint(pos);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Legacy compatibility is more important than correctness.
|
||||
z = ONFLOORZ;// (GetDefaultByType(PClass)->flags & MF_SPAWNCEILING) ? ONCEILINGZ : ONFLOORZ;
|
||||
pos.Z = ONFLOORZ;// (GetDefaultByType(PClass)->flags & MF_SPAWNCEILING) ? ONCEILINGZ : ONFLOORZ;
|
||||
}
|
||||
|
||||
if(t_argc >= 4)
|
||||
|
@ -894,7 +891,7 @@ void FParser::SF_Spawn(void)
|
|||
}
|
||||
|
||||
t_return.type = svt_mobj;
|
||||
t_return.value.mobj = Spawn(pclass, x, y, z, ALLOW_REPLACE);
|
||||
t_return.value.mobj = Spawn(pclass, pos, ALLOW_REPLACE);
|
||||
|
||||
if (t_return.value.mobj)
|
||||
{
|
||||
|
@ -1419,9 +1416,7 @@ void FParser::SF_PointToDist(void)
|
|||
// Doing this in floating point is actually faster with modern computers!
|
||||
double x = floatvalue(t_argv[2]) - floatvalue(t_argv[0]);
|
||||
double y = floatvalue(t_argv[3]) - floatvalue(t_argv[1]);
|
||||
|
||||
t_return.type = svt_fixed;
|
||||
t_return.value.f = FLOAT2FIXED(g_sqrt(x*x+y*y));
|
||||
t_return.setDouble(g_sqrt(x*x+y*y));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1463,6 +1458,7 @@ void FParser::SF_SetCamera(void)
|
|||
if (t_argc < 4) newcamera->Angles.Pitch = 0.;
|
||||
else newcamera->Angles.Pitch = clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.);
|
||||
player->camera=newcamera;
|
||||
R_ResetViewInterpolation();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2175,7 +2171,7 @@ void FParser::SF_OpenDoor(void)
|
|||
if(t_argc > 2) speed = intvalue(t_argv[2]);
|
||||
else speed = 1; // 1= normal speed
|
||||
|
||||
EV_DoDoor(wait_time? DDoor::doorRaise:DDoor::doorOpen,NULL,NULL,sectag,2*FRACUNIT*clamp(speed,1,127),wait_time,0,0);
|
||||
EV_DoDoor(wait_time ? DDoor::doorRaise : DDoor::doorOpen, NULL, NULL, sectag, 2. * clamp(speed, 1, 127), wait_time, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2200,7 +2196,7 @@ void FParser::SF_CloseDoor(void)
|
|||
if(t_argc > 1) speed = intvalue(t_argv[1]);
|
||||
else speed = 1; // 1= normal speed
|
||||
|
||||
EV_DoDoor(DDoor::doorClose,NULL,NULL,sectag,2*FRACUNIT*clamp(speed,1,127),0,0,0);
|
||||
EV_DoDoor(DDoor::doorClose, NULL, NULL, sectag, 2.*clamp(speed, 1, 127), 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2414,12 +2410,10 @@ void FParser::SF_SetLineTexture(void)
|
|||
|
||||
void FParser::SF_Max(void)
|
||||
{
|
||||
fixed_t n1, n2;
|
||||
|
||||
if (CheckArgs(2))
|
||||
{
|
||||
n1 = fixedvalue(t_argv[0]);
|
||||
n2 = fixedvalue(t_argv[1]);
|
||||
auto n1 = fixedvalue(t_argv[0]);
|
||||
auto n2 = fixedvalue(t_argv[1]);
|
||||
|
||||
t_return.type = svt_fixed;
|
||||
t_return.value.f = (n1 > n2) ? n1 : n2;
|
||||
|
@ -2435,12 +2429,10 @@ void FParser::SF_Max(void)
|
|||
|
||||
void FParser::SF_Min(void)
|
||||
{
|
||||
fixed_t n1, n2;
|
||||
|
||||
if (CheckArgs(1))
|
||||
{
|
||||
n1 = fixedvalue(t_argv[0]);
|
||||
n2 = fixedvalue(t_argv[1]);
|
||||
auto n1 = fixedvalue(t_argv[0]);
|
||||
auto n2 = fixedvalue(t_argv[1]);
|
||||
|
||||
t_return.type = svt_fixed;
|
||||
t_return.value.f = (n1 < n2) ? n1 : n2;
|
||||
|
@ -2456,11 +2448,10 @@ void FParser::SF_Min(void)
|
|||
|
||||
void FParser::SF_Abs(void)
|
||||
{
|
||||
fixed_t n1;
|
||||
|
||||
if (CheckArgs(1))
|
||||
{
|
||||
n1 = fixedvalue(t_argv[0]);
|
||||
auto n1 = fixedvalue(t_argv[0]);
|
||||
|
||||
t_return.type = svt_fixed;
|
||||
t_return.value.f = (n1 < 0) ? -n1 : n1;
|
||||
|
@ -3052,173 +3043,57 @@ void FParser::SF_SetWeapon()
|
|||
//
|
||||
// movecamera(camera, targetobj, targetheight, movespeed, targetangle, anglespeed)
|
||||
//
|
||||
// This has been completely rewritten in a sane fashion, using actual vector math.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FParser::SF_MoveCamera(void)
|
||||
{
|
||||
fixed_t x, y, z;
|
||||
fixed_t zdist, xydist, movespeed;
|
||||
fixed_t xstep, ystep, zstep, targetheight;
|
||||
angle_t anglespeed, anglestep, angledist, targetangle, bigangle, smallangle;
|
||||
DAngle mobjangle;
|
||||
|
||||
// I have to use floats for the math where angles are divided
|
||||
// by fixed values.
|
||||
double fangledist, fanglestep, fmovestep;
|
||||
int angledir;
|
||||
AActor* target;
|
||||
int moved;
|
||||
int quad1, quad2;
|
||||
AActor * cam;
|
||||
|
||||
angledir = moved = 0;
|
||||
|
||||
if (CheckArgs(6))
|
||||
{
|
||||
cam = actorvalue(t_argv[0]);
|
||||
target = actorvalue(t_argv[1]);
|
||||
AActor *cam = actorvalue(t_argv[0]);
|
||||
AActor *target = actorvalue(t_argv[1]);
|
||||
if(!cam || !target)
|
||||
{
|
||||
script_error("invalid target for camera\n"); return;
|
||||
}
|
||||
|
||||
DVector2 fdist = cam->Vec2To(target);
|
||||
fixed_t distx = FLOAT2FIXED(fdist.X);
|
||||
fixed_t disty = FLOAT2FIXED(fdist.Y);
|
||||
fixed_t camx = FLOAT2FIXED(cam->X());
|
||||
fixed_t camy = FLOAT2FIXED(cam->Y());
|
||||
fixed_t camz = FLOAT2FIXED(cam->Z());
|
||||
|
||||
|
||||
targetheight = fixedvalue(t_argv[2]);
|
||||
movespeed = fixedvalue(t_argv[3]);
|
||||
targetangle = (angle_t)FixedToAngle(fixedvalue(t_argv[4]));
|
||||
anglespeed = (angle_t)FixedToAngle(fixedvalue(t_argv[5]));
|
||||
|
||||
// figure out how big one step will be
|
||||
zdist = targetheight - camz;
|
||||
|
||||
// Angle checking...
|
||||
// 90
|
||||
// Q1|Q0
|
||||
//180--+--0
|
||||
// Q2|Q3
|
||||
// 270
|
||||
angle_t camangle = cam->Angles.Yaw.BAMs();
|
||||
quad1 = targetangle / ANG90;
|
||||
quad2 = camangle / ANG90;
|
||||
bigangle = targetangle > camangle ? targetangle : camangle;
|
||||
smallangle = targetangle < camangle ? targetangle : camangle;
|
||||
if((quad1 > quad2 && quad1 - 1 == quad2) || (quad2 > quad1 && quad2 - 1 == quad1) ||
|
||||
quad1 == quad2)
|
||||
double targetheight = floatvalue(t_argv[2]);
|
||||
DVector3 campos = cam->Pos();
|
||||
DVector3 targpos = DVector3(target->Pos(), targetheight);
|
||||
if (campos != targpos)
|
||||
{
|
||||
angledist = bigangle - smallangle;
|
||||
angledir = targetangle > camangle ? 1 : -1;
|
||||
DVector3 movement = targpos - campos;
|
||||
double movelen = movement.Length();
|
||||
double movespeed = floatvalue(t_argv[3]);
|
||||
DVector3 movepos;
|
||||
bool finished = (movespeed >= movelen);
|
||||
if (finished) movepos = targpos;
|
||||
else movepos = campos + movement.Resized(movespeed);
|
||||
|
||||
DAngle targetangle = floatvalue(t_argv[4]);
|
||||
DAngle anglespeed = floatvalue(t_argv[5]);
|
||||
DAngle diffangle = deltaangle(cam->Angles.Yaw, targetangle);
|
||||
|
||||
if (movespeed > 0 && anglespeed == 0.)
|
||||
{
|
||||
if (!finished) targetangle = diffangle * movespeed / movelen;
|
||||
}
|
||||
else
|
||||
{
|
||||
angle_t diff180 = (bigangle + ANG180) - (smallangle + ANG180);
|
||||
|
||||
if(quad2 == 3 && quad1 == 0)
|
||||
{
|
||||
angledist = diff180;
|
||||
angledir = 1;
|
||||
}
|
||||
else if(quad1 == 3 && quad2 == 0)
|
||||
{
|
||||
angledist = diff180;
|
||||
angledir = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
angledist = bigangle - smallangle;
|
||||
if(angledist > ANG180)
|
||||
{
|
||||
angledist = diff180;
|
||||
angledir = targetangle > camangle ? -1 : 1;
|
||||
}
|
||||
else
|
||||
angledir = targetangle > camangle ? 1 : -1;
|
||||
}
|
||||
}
|
||||
|
||||
// set step variables based on distance and speed
|
||||
mobjangle = cam->AngleTo(target);
|
||||
xydist = FLOAT2FIXED(cam->Distance2D(target, true));
|
||||
|
||||
xstep = (fixed_t)(movespeed * mobjangle.Cos());
|
||||
ystep = (fixed_t)(movespeed * mobjangle.Sin());
|
||||
|
||||
if(xydist && movespeed)
|
||||
zstep = FixedDiv(zdist, FixedDiv(xydist, movespeed));
|
||||
else
|
||||
zstep = zdist > 0 ? movespeed : -movespeed;
|
||||
|
||||
if(xydist && movespeed && !anglespeed)
|
||||
{
|
||||
fangledist = ((double)angledist / (ANG45/45));
|
||||
fmovestep = ((double)FixedDiv(xydist, movespeed) / FRACUNIT);
|
||||
if(fmovestep)
|
||||
fanglestep = fangledist / fmovestep;
|
||||
else
|
||||
fanglestep = 360;
|
||||
|
||||
anglestep =(angle_t) (fanglestep * (ANG45/45));
|
||||
}
|
||||
else
|
||||
anglestep = anglespeed;
|
||||
|
||||
if(abs(xstep) >= (abs(distx) - 1))
|
||||
x = camx + distx;
|
||||
else
|
||||
{
|
||||
x = camx + xstep;
|
||||
moved = 1;
|
||||
}
|
||||
|
||||
if(abs(ystep) >= (abs(disty) - 1))
|
||||
y = camy + disty;
|
||||
else
|
||||
{
|
||||
y = camy + ystep;
|
||||
moved = 1;
|
||||
}
|
||||
|
||||
if(abs(zstep) >= (abs(zdist) - 1))
|
||||
z = targetheight;
|
||||
else
|
||||
{
|
||||
z = camz + zstep;
|
||||
moved = 1;
|
||||
}
|
||||
|
||||
if(anglestep >= angledist)
|
||||
cam->Angles.Yaw = ANGLE2DBL(targetangle);
|
||||
else
|
||||
{
|
||||
if(angledir == 1)
|
||||
{
|
||||
cam->Angles.Yaw += ANGLE2DBL(anglestep);
|
||||
moved = 1;
|
||||
}
|
||||
else if(angledir == -1)
|
||||
{
|
||||
cam->Angles.Yaw -= ANGLE2DBL(anglestep);
|
||||
moved = 1;
|
||||
}
|
||||
targetangle = cam->Angles.Yaw + anglespeed;
|
||||
}
|
||||
|
||||
cam->radius = 1 / 8192.;
|
||||
cam->Height = 1 / 8192.;
|
||||
if ((x != camx || y != camy) && !P_TryMove(cam, FIXED2FLOAT(x), FIXED2FLOAT(y), true))
|
||||
{
|
||||
Printf("Illegal camera move to (%f, %f)\n", x/65536.f, y/65536.f);
|
||||
return;
|
||||
cam->SetOrigin(movepos, true);
|
||||
t_return.value.i = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
t_return.value.i = 0;
|
||||
}
|
||||
cam->SetZ(FIXED2FLOAT(z));
|
||||
|
||||
t_return.type = svt_int;
|
||||
t_return.value.i = moved;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3340,7 +3215,7 @@ void FParser::SF_FixedValue(void)
|
|||
|
||||
void FParser::SF_SpawnExplosion()
|
||||
{
|
||||
fixed_t x, y, z;
|
||||
DVector3 pos;
|
||||
AActor* spawn;
|
||||
PClassActor * pclass;
|
||||
|
||||
|
@ -3348,14 +3223,14 @@ void FParser::SF_SpawnExplosion()
|
|||
{
|
||||
if (!(pclass=T_GetMobjType(t_argv[0]))) return;
|
||||
|
||||
x = fixedvalue(t_argv[1]);
|
||||
y = fixedvalue(t_argv[2]);
|
||||
pos.X = floatvalue(t_argv[1]);
|
||||
pos.Y = floatvalue(t_argv[2]);
|
||||
if(t_argc > 3)
|
||||
z = fixedvalue(t_argv[3]);
|
||||
pos.Z = floatvalue(t_argv[3]);
|
||||
else
|
||||
z = P_PointInSector(x, y)->floorplane.ZatPoint(x,y);
|
||||
pos.Z = P_PointInSector(pos)->floorplane.ZatPoint(pos);
|
||||
|
||||
spawn = Spawn (pclass, x, y, z, ALLOW_REPLACE);
|
||||
spawn = Spawn (pclass, pos, ALLOW_REPLACE);
|
||||
t_return.type = svt_int;
|
||||
t_return.value.i=0;
|
||||
if (spawn)
|
||||
|
@ -3991,10 +3866,9 @@ void FParser::SF_SetCorona(void)
|
|||
return;
|
||||
}
|
||||
|
||||
int num = t_argv[0].value.i; // which corona we want to modify
|
||||
int what = t_argv[1].value.i; // what we want to modify (type, color, offset,...)
|
||||
int ival = t_argv[2].value.i; // the value of what we modify
|
||||
double fval = ((double) t_argv[2].value.f / FRACUNIT);
|
||||
int num = intvalue(t_argv[0]); // which corona we want to modify
|
||||
int what = intvalue(t_argv[1]); // what we want to modify (type, color, offset,...)
|
||||
double val = floatvalue(t_argv[2]); // the value of what we modify
|
||||
|
||||
/*
|
||||
switch (what)
|
||||
|
@ -4239,7 +4113,7 @@ void FParser::SF_SpawnShot2(void)
|
|||
{
|
||||
AActor *source = NULL;
|
||||
PClassActor * pclass;
|
||||
int z=0;
|
||||
double z = 0;
|
||||
|
||||
// t_argv[0] = type to spawn
|
||||
// t_argv[1] = source mobj, optional, -1 to default
|
||||
|
@ -4247,23 +4121,23 @@ void FParser::SF_SpawnShot2(void)
|
|||
|
||||
if (CheckArgs(2))
|
||||
{
|
||||
if(t_argv[1].type == svt_int && t_argv[1].value.i < 0)
|
||||
if (t_argv[1].type == svt_int && t_argv[1].value.i < 0)
|
||||
source = Script->trigger;
|
||||
else
|
||||
source = actorvalue(t_argv[1]);
|
||||
|
||||
if (t_argc>2) z=fixedvalue(t_argv[2]);
|
||||
if (t_argc > 2) z = floatvalue(t_argv[2]);
|
||||
|
||||
if(!source) return;
|
||||
if (!source) return;
|
||||
|
||||
if (!(pclass=T_GetMobjType(t_argv[0]))) return;
|
||||
if (!(pclass = T_GetMobjType(t_argv[0]))) return;
|
||||
|
||||
t_return.type = svt_mobj;
|
||||
|
||||
AActor *mo = Spawn (pclass, source->PosPlusZ(z), ALLOW_REPLACE);
|
||||
AActor *mo = Spawn(pclass, source->PosPlusZ(z), ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
S_Sound (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_NORM);
|
||||
S_Sound(mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_NORM);
|
||||
mo->target = source;
|
||||
mo->Angles.Yaw = source->Angles.Yaw;
|
||||
mo->Thrust();
|
||||
|
|
|
@ -360,8 +360,7 @@ void FParser::OPmultiply(svalue_t &result,int start, int n, int stop)
|
|||
// haleyjd: 8-17
|
||||
if(left.type == svt_fixed || right.type == svt_fixed)
|
||||
{
|
||||
result.type = svt_fixed;
|
||||
result.value.f = FixedMul(fixedvalue(left), fixedvalue(right));
|
||||
result.setDouble(floatvalue(left) * floatvalue(right));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -385,9 +384,9 @@ void FParser::OPdivide(svalue_t &result, int start, int n, int stop)
|
|||
// haleyjd: 8-17
|
||||
if(left.type == svt_fixed || right.type == svt_fixed)
|
||||
{
|
||||
fixed_t fr;
|
||||
auto fr = fixedvalue(right);
|
||||
|
||||
if((fr = fixedvalue(right)) == 0)
|
||||
if(fr == 0)
|
||||
script_error("divide by zero\n");
|
||||
else
|
||||
{
|
||||
|
@ -397,9 +396,9 @@ void FParser::OPdivide(svalue_t &result, int start, int n, int stop)
|
|||
}
|
||||
else
|
||||
{
|
||||
int ir;
|
||||
auto ir = intvalue(right);
|
||||
|
||||
if(!(ir = intvalue(right)))
|
||||
if(!ir)
|
||||
script_error("divide by zero\n");
|
||||
else
|
||||
{
|
||||
|
@ -509,8 +508,7 @@ void FParser::OPincrement(svalue_t &result, int start, int n, int stop)
|
|||
}
|
||||
else
|
||||
{
|
||||
result.value.f = fixedvalue(result) + FRACUNIT;
|
||||
result.type = svt_fixed;
|
||||
result.setDouble(floatvalue(result)+1);
|
||||
var->SetValue (result);
|
||||
}
|
||||
}
|
||||
|
@ -535,8 +533,7 @@ void FParser::OPincrement(svalue_t &result, int start, int n, int stop)
|
|||
}
|
||||
else
|
||||
{
|
||||
newvalue.type = svt_fixed;
|
||||
newvalue.value.f = fixedvalue(result) + FRACUNIT;
|
||||
newvalue.setDouble(floatvalue(result)+1);
|
||||
var->SetValue (newvalue);
|
||||
}
|
||||
}
|
||||
|
@ -574,7 +571,7 @@ void FParser::OPdecrement(svalue_t &result, int start, int n, int stop)
|
|||
}
|
||||
else
|
||||
{
|
||||
result.value.f = fixedvalue(result) - FRACUNIT;
|
||||
result.setDouble(floatvalue(result)-1);
|
||||
result.type = svt_fixed;
|
||||
var->SetValue (result);
|
||||
}
|
||||
|
@ -600,8 +597,7 @@ void FParser::OPdecrement(svalue_t &result, int start, int n, int stop)
|
|||
}
|
||||
else
|
||||
{
|
||||
newvalue.type = svt_fixed;
|
||||
newvalue.value.f = fixedvalue(result) - FRACUNIT;
|
||||
newvalue.setDouble(floatvalue(result)-1);
|
||||
var->SetValue (newvalue);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -567,8 +567,7 @@ void FParser::SimpleEvaluate(svalue_t &returnvar, int n)
|
|||
case number:
|
||||
if(strchr(Tokens[n], '.'))
|
||||
{
|
||||
returnvar.type = svt_fixed;
|
||||
returnvar.value.f = (fixed_t)(atof(Tokens[n]) * FRACUNIT);
|
||||
returnvar.setDouble(atof(Tokens[n]));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -82,15 +82,17 @@ enum
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
typedef int fsfix;
|
||||
|
||||
struct svalue_t
|
||||
{
|
||||
int type;
|
||||
|
||||
FString string;
|
||||
union
|
||||
{
|
||||
int i;
|
||||
fixed_t f; // haleyjd: 8-17
|
||||
fsfix f; // haleyjd: 8-17
|
||||
AActor *mobj;
|
||||
} value;
|
||||
|
||||
|
@ -113,7 +115,7 @@ struct svalue_t
|
|||
type = svt_int;
|
||||
}
|
||||
|
||||
void setFixed(fixed_t fp)
|
||||
void setFixed(fsfix fp)
|
||||
{
|
||||
value.f = fp;
|
||||
type = svt_fixed;
|
||||
|
@ -121,13 +123,13 @@ struct svalue_t
|
|||
|
||||
void setDouble(double dp)
|
||||
{
|
||||
value.f = FLOAT2FIXED(dp);
|
||||
value.f = fsfix(dp/65536);
|
||||
type = svt_fixed;
|
||||
}
|
||||
};
|
||||
|
||||
int intvalue(const svalue_t & v);
|
||||
fixed_t fixedvalue(const svalue_t & v);
|
||||
fsfix fixedvalue(const svalue_t & v);
|
||||
double floatvalue(const svalue_t & v);
|
||||
const char *stringvalue(const svalue_t & v);
|
||||
AActor *actorvalue(const svalue_t &svalue);
|
||||
|
@ -171,7 +173,7 @@ public:
|
|||
union value_t
|
||||
{
|
||||
SDWORD i;
|
||||
fixed_t fixed; // haleyjd: fixed-point
|
||||
fsfix fixed; // haleyjd: fixed-point
|
||||
|
||||
// the following are only used in the global script so we don't need to bother with them
|
||||
// when serializing variables.
|
||||
|
|
|
@ -66,7 +66,7 @@
|
|||
int intvalue(const svalue_t &v)
|
||||
{
|
||||
return (v.type == svt_string ? atoi(v.string) :
|
||||
v.type == svt_fixed ? (int)(v.value.f / FRACUNIT) :
|
||||
v.type == svt_fixed ? (int)(v.value.f / 65536.) :
|
||||
v.type == svt_mobj ? -1 : v.value.i );
|
||||
}
|
||||
|
||||
|
@ -76,11 +76,11 @@ int intvalue(const svalue_t &v)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
fixed_t fixedvalue(const svalue_t &v)
|
||||
fsfix fixedvalue(const svalue_t &v)
|
||||
{
|
||||
return (v.type == svt_fixed ? v.value.f :
|
||||
v.type == svt_string ? (fixed_t)(atof(v.string) * FRACUNIT) :
|
||||
v.type == svt_mobj ? -1*FRACUNIT : v.value.i * FRACUNIT );
|
||||
v.type == svt_string ? (fsfix)(atof(v.string) * 65536.) :
|
||||
v.type == svt_mobj ? -65536 : v.value.i * 65536 );
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -93,7 +93,7 @@ double floatvalue(const svalue_t &v)
|
|||
{
|
||||
return
|
||||
v.type == svt_string ? atof(v.string) :
|
||||
v.type == svt_fixed ? FIXED2DBL(v.value.f) :
|
||||
v.type == svt_fixed ? v.value.f * 65536. :
|
||||
v.type == svt_mobj ? -1. : (double)v.value.i;
|
||||
}
|
||||
|
||||
|
@ -118,7 +118,7 @@ const char *stringvalue(const svalue_t & v)
|
|||
|
||||
case svt_fixed:
|
||||
{
|
||||
double val = ((double)v.value.f) / FRACUNIT;
|
||||
double val = v.value.f / 65536.;
|
||||
mysnprintf(buffer, countof(buffer), "%g", val);
|
||||
return buffer;
|
||||
}
|
||||
|
|
|
@ -545,30 +545,31 @@ void G_ClearHubInfo();
|
|||
|
||||
enum ESkillProperty
|
||||
{
|
||||
SKILLP_AmmoFactor,
|
||||
SKILLP_DropAmmoFactor,
|
||||
SKILLP_FastMonsters,
|
||||
SKILLP_Respawn,
|
||||
SKILLP_RespawnLimit,
|
||||
SKILLP_Aggressiveness,
|
||||
SKILLP_DisableCheats,
|
||||
SKILLP_AutoUseHealth,
|
||||
SKILLP_SpawnFilter,
|
||||
SKILLP_EasyBossBrain,
|
||||
SKILLP_ACSReturn,
|
||||
SKILLP_MonsterHealth,
|
||||
SKILLP_FriendlyHealth,
|
||||
SKILLP_NoPain,
|
||||
SKILLP_ArmorFactor,
|
||||
SKILLP_HealthFactor,
|
||||
SKILLP_EasyKey,
|
||||
SKILLP_SlowMonsters,
|
||||
SKILLP_Infight,
|
||||
};
|
||||
enum EFSkillProperty // floating point properties
|
||||
{
|
||||
SKILLP_AmmoFactor,
|
||||
SKILLP_DropAmmoFactor,
|
||||
SKILLP_ArmorFactor,
|
||||
SKILLP_HealthFactor,
|
||||
SKILLP_DamageFactor,
|
||||
SKILLP_Aggressiveness,
|
||||
SKILLP_MonsterHealth,
|
||||
SKILLP_FriendlyHealth,
|
||||
};
|
||||
|
||||
int G_SkillProperty(ESkillProperty prop);
|
||||
double G_SkillProperty(EFSkillProperty prop);
|
||||
const char * G_SkillName();
|
||||
|
@ -580,8 +581,11 @@ typedef TMap<FName, FName> SkillActorReplacement;
|
|||
struct FSkillInfo
|
||||
{
|
||||
FName Name;
|
||||
fixed_t AmmoFactor, DoubleAmmoFactor, DropAmmoFactor;
|
||||
double AmmoFactor, DoubleAmmoFactor, DropAmmoFactor;
|
||||
double DamageFactor;
|
||||
double ArmorFactor;
|
||||
double HealthFactor;
|
||||
|
||||
bool FastMonsters;
|
||||
bool SlowMonsters;
|
||||
bool DisableCheats;
|
||||
|
@ -591,7 +595,7 @@ struct FSkillInfo
|
|||
bool EasyKey;
|
||||
int RespawnCounter;
|
||||
int RespawnLimit;
|
||||
fixed_t Aggressiveness;
|
||||
double Aggressiveness;
|
||||
int SpawnFilter;
|
||||
int ACSReturn;
|
||||
FString MenuName;
|
||||
|
@ -603,12 +607,10 @@ struct FSkillInfo
|
|||
FString TextColor;
|
||||
SkillActorReplacement Replace;
|
||||
SkillActorReplacement Replaced;
|
||||
fixed_t MonsterHealth;
|
||||
fixed_t FriendlyHealth;
|
||||
double MonsterHealth;
|
||||
double FriendlyHealth;
|
||||
bool NoPain;
|
||||
int Infighting;
|
||||
fixed_t ArmorFactor;
|
||||
fixed_t HealthFactor;
|
||||
|
||||
FSkillInfo() {}
|
||||
FSkillInfo(const FSkillInfo &other)
|
||||
|
|
|
@ -286,7 +286,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
|
|||
// with no relation to the size of the self shattering. I think it should
|
||||
// base the number of shards on the size of the dead thing, so bigger
|
||||
// things break up into more shards than smaller things.
|
||||
// An actor with _f_radius() 20 and height 64 creates ~40 chunks.
|
||||
// An actor with radius 20 and height 64 creates ~40 chunks.
|
||||
numChunks = MAX<int>(4, int(self->radius * self->Height)/32);
|
||||
i = (pr_freeze.Random2()) % (numChunks/4);
|
||||
for (i = MAX (24, numChunks + i); i >= 0; i--)
|
||||
|
|
|
@ -96,13 +96,13 @@ bool ABasicArmor::HandlePickup (AInventory *item)
|
|||
{
|
||||
ABasicArmorBonus *armor = static_cast<ABasicArmorBonus*>(item);
|
||||
|
||||
armor->SaveAmount = FixedMul(armor->SaveAmount, G_SkillProperty(SKILLP_ArmorFactor));
|
||||
armor->SaveAmount = int(armor->SaveAmount * G_SkillProperty(SKILLP_ArmorFactor));
|
||||
}
|
||||
else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmorPickup)) && !(item->ItemFlags & IF_IGNORESKILL))
|
||||
{
|
||||
ABasicArmorPickup *armor = static_cast<ABasicArmorPickup*>(item);
|
||||
|
||||
armor->SaveAmount = FixedMul(armor->SaveAmount, G_SkillProperty(SKILLP_ArmorFactor));
|
||||
armor->SaveAmount = int(armor->SaveAmount * G_SkillProperty(SKILLP_ArmorFactor));
|
||||
}
|
||||
if (Inventory != NULL)
|
||||
{
|
||||
|
@ -216,7 +216,7 @@ AInventory *ABasicArmorPickup::CreateCopy (AActor *other)
|
|||
|
||||
if (!(ItemFlags & IF_IGNORESKILL))
|
||||
{
|
||||
SaveAmount = FixedMul(SaveAmount, G_SkillProperty(SKILLP_ArmorFactor));
|
||||
SaveAmount = int(SaveAmount * G_SkillProperty(SKILLP_ArmorFactor));
|
||||
}
|
||||
|
||||
copy->SavePercent = SavePercent;
|
||||
|
@ -298,7 +298,7 @@ AInventory *ABasicArmorBonus::CreateCopy (AActor *other)
|
|||
|
||||
if (!(ItemFlags & IF_IGNORESKILL))
|
||||
{
|
||||
SaveAmount = FixedMul(SaveAmount, G_SkillProperty(SKILLP_ArmorFactor));
|
||||
SaveAmount = int(SaveAmount * G_SkillProperty(SKILLP_ArmorFactor));
|
||||
}
|
||||
|
||||
copy->SavePercent = SavePercent;
|
||||
|
|
|
@ -91,8 +91,6 @@ protected:
|
|||
void DoEffect ();
|
||||
void EndEffect ();
|
||||
int AlterWeaponSprite (visstyle_t *vis);
|
||||
// FRenderStyle OwnersNormalStyle;
|
||||
// fixed_t OwnersNormalAlpha;
|
||||
};
|
||||
|
||||
class APowerIronFeet : public APowerup
|
||||
|
|
|
@ -9,7 +9,7 @@ static FRandom pr_orbit ("Orbit");
|
|||
|
||||
// Custom bridge --------------------------------------------------------
|
||||
/*
|
||||
args[0]: Bridge _f_radius(), in mapunits
|
||||
args[0]: Bridge radius, in mapunits
|
||||
args[1]: Bridge height, in mapunits
|
||||
args[2]: Amount of bridge balls (if 0: Doom bridge)
|
||||
args[3]: Rotation speed of bridge balls, in byte angle per seconds, sorta:
|
||||
|
|
|
@ -769,28 +769,26 @@ DBaseDecal *ShootDecal(const FDecalTemplate *tpl, AActor *basisactor, sector_t *
|
|||
DBaseDecal *decal;
|
||||
side_t *wall;
|
||||
|
||||
Trace(FLOAT2FIXED(x), FLOAT2FIXED(y), FLOAT2FIXED(z), sec,
|
||||
FLOAT2FIXED(angle.Cos()), FLOAT2FIXED(angle.Sin()), 0,
|
||||
FLOAT2FIXED(tracedist), 0, 0, NULL, trace, TRACE_NoSky);
|
||||
Trace(DVector3(x,y,z), sec, DVector3(angle.ToVector(), 0), tracedist, 0, 0, NULL, trace, TRACE_NoSky);
|
||||
|
||||
if (trace.HitType == TRACE_HitWall)
|
||||
{
|
||||
if (permanent)
|
||||
{
|
||||
decal = new DBaseDecal(FIXED2DBL(trace.HitPos.z));
|
||||
decal = new DBaseDecal(trace.HitPos.Z);
|
||||
wall = trace.Line->sidedef[trace.Side];
|
||||
decal->StickToWall(wall, FIXED2DBL(trace.HitPos.x), FIXED2DBL(trace.HitPos.y), trace.ffloor);
|
||||
decal->StickToWall(wall, trace.HitPos.X, trace.HitPos.Y, trace.ffloor);
|
||||
tpl->ApplyToDecal(decal, wall);
|
||||
// Spread decal to nearby walls if it does not all fit on this one
|
||||
if (cl_spreaddecals)
|
||||
{
|
||||
decal->Spread(tpl, wall, FIXED2DBL(trace.HitPos.x), FIXED2DBL(trace.HitPos.y), FIXED2DBL(trace.HitPos.z), trace.ffloor);
|
||||
decal->Spread(tpl, wall, trace.HitPos.X, trace.HitPos.Y, trace.HitPos.Z, trace.ffloor);
|
||||
}
|
||||
return decal;
|
||||
}
|
||||
else
|
||||
{
|
||||
return DImpactDecal::StaticCreate(tpl, DVector3(FIXED2DBL(trace.HitPos.x), FIXED2DBL(trace.HitPos.y), FIXED2DBL(trace.HitPos.z)), trace.Line->sidedef[trace.Side], NULL);
|
||||
return DImpactDecal::StaticCreate(tpl, trace.HitPos, trace.Line->sidedef[trace.Side], NULL);
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
|
|
|
@ -22,13 +22,11 @@ IMPLEMENT_CLASS(AFastProjectile)
|
|||
void AFastProjectile::Tick ()
|
||||
{
|
||||
int i;
|
||||
fixed_t xfrac;
|
||||
fixed_t yfrac;
|
||||
fixed_t zfrac;
|
||||
DVector3 frac;
|
||||
int changexy;
|
||||
|
||||
ClearInterpolation();
|
||||
fixed_t oldz = _f_Z();
|
||||
double oldz = Z();
|
||||
|
||||
if (!(flags5 & MF5_NOTIMEFREEZE))
|
||||
{
|
||||
|
@ -43,26 +41,22 @@ void AFastProjectile::Tick ()
|
|||
// [RH] Ripping is a little different than it was in Hexen
|
||||
FCheckPosition tm(!!(flags2 & MF2_RIP));
|
||||
|
||||
int shift = 3;
|
||||
int count = 8;
|
||||
if (_f_radius() > 0)
|
||||
if (radius > 0)
|
||||
{
|
||||
while ( ((abs(_f_velx()) >> shift) > _f_radius()) || ((abs(_f_vely()) >> shift) > _f_radius()))
|
||||
while ( fabs(Vel.X) > radius * count || fabs(Vel.Y) > radius * count)
|
||||
{
|
||||
// we need to take smaller steps.
|
||||
shift++;
|
||||
count<<=1;
|
||||
count += count;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle movement
|
||||
if (!Vel.isZero() || (Z() != floorz))
|
||||
{
|
||||
xfrac = _f_velx() >> shift;
|
||||
yfrac = _f_vely() >> shift;
|
||||
zfrac = _f_velz() >> shift;
|
||||
changexy = xfrac || yfrac;
|
||||
int ripcount = count >> 3;
|
||||
frac = Vel / count;
|
||||
changexy = frac.X != 0 || frac.Y != 0;
|
||||
int ripcount = count / 8;
|
||||
for (i = 0; i < count; i++)
|
||||
{
|
||||
if (changexy)
|
||||
|
@ -72,14 +66,14 @@ void AFastProjectile::Tick ()
|
|||
tm.LastRipped.Clear(); // [RH] Do rip damage each step, like Hexen
|
||||
}
|
||||
|
||||
if (!P_TryMove (this, _f_X() + xfrac,_f_Y() + yfrac, true, NULL, tm))
|
||||
if (!P_TryMove (this, Pos() + frac, true, NULL, tm))
|
||||
{ // Blocked move
|
||||
if (!(flags3 & MF3_SKYEXPLODE))
|
||||
{
|
||||
if (tm.ceilingline &&
|
||||
tm.ceilingline->backsector &&
|
||||
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
|
||||
_f_Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(PosRelative(tm.ceilingline)))
|
||||
Z() >= tm.ceilingline->backsector->ceilingplane.ZatPointF(PosRelative(tm.ceilingline)))
|
||||
{
|
||||
// Hack to prevent missiles exploding against the sky.
|
||||
// Does not handle sky floors.
|
||||
|
@ -98,10 +92,10 @@ void AFastProjectile::Tick ()
|
|||
return;
|
||||
}
|
||||
}
|
||||
_f_AddZ(zfrac);
|
||||
AddZ(frac.Z);
|
||||
UpdateWaterLevel (oldz);
|
||||
oldz = _f_Z();
|
||||
if (Z() <= floorz)
|
||||
oldz = Z();
|
||||
if (oldz <= floorz)
|
||||
{ // Hit the floor
|
||||
|
||||
if (floorpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
|
||||
|
|
|
@ -298,7 +298,7 @@ void APathFollower::Tick ()
|
|||
if (CurrNode->args[2])
|
||||
{
|
||||
HoldTime = level.time + CurrNode->args[2] * TICRATE / 8;
|
||||
SetXYZ(CurrNode->_f_X(), CurrNode->_f_Y(), CurrNode->_f_Z());
|
||||
SetXYZ(CurrNode->Pos());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -352,37 +352,32 @@ void APathFollower::NewNode ()
|
|||
|
||||
bool APathFollower::Interpolate ()
|
||||
{
|
||||
fixed_t dx = 0, dy = 0, dz = 0;
|
||||
DVector3 dpos(0, 0, 0);
|
||||
|
||||
if ((args[2] & 8) && Time > 0.f)
|
||||
{
|
||||
dx = _f_X();
|
||||
dy = _f_Y();
|
||||
dz = _f_Z();
|
||||
dpos = Pos();
|
||||
}
|
||||
|
||||
if (CurrNode->Next==NULL) return false;
|
||||
|
||||
UnlinkFromWorld ();
|
||||
fixed_t x, y, z;
|
||||
DVector3 newpos;
|
||||
if (args[2] & 1)
|
||||
{ // linear
|
||||
x = FLOAT2FIXED(Lerp (FIXED2DBL(CurrNode->_f_X()), FIXED2DBL(CurrNode->Next->_f_X())));
|
||||
y = FLOAT2FIXED(Lerp (FIXED2DBL(CurrNode->_f_Y()), FIXED2DBL(CurrNode->Next->_f_Y())));
|
||||
z = FLOAT2FIXED(Lerp (FIXED2DBL(CurrNode->_f_Z()), FIXED2DBL(CurrNode->Next->_f_Z())));
|
||||
newpos.X = Lerp(CurrNode->X(), CurrNode->Next->X());
|
||||
newpos.Y = Lerp(CurrNode->Y(), CurrNode->Next->Y());
|
||||
newpos.Z = Lerp(CurrNode->Z(), CurrNode->Next->Z());
|
||||
}
|
||||
else
|
||||
{ // spline
|
||||
if (CurrNode->Next->Next==NULL) return false;
|
||||
|
||||
x = FLOAT2FIXED(Splerp (FIXED2DBL(PrevNode->_f_X()), FIXED2DBL(CurrNode->_f_X()),
|
||||
FIXED2DBL(CurrNode->Next->_f_X()), FIXED2DBL(CurrNode->Next->Next->_f_X())));
|
||||
y = FLOAT2FIXED(Splerp (FIXED2DBL(PrevNode->_f_Y()), FIXED2DBL(CurrNode->_f_Y()),
|
||||
FIXED2DBL(CurrNode->Next->_f_Y()), FIXED2DBL(CurrNode->Next->Next->_f_Y())));
|
||||
z = FLOAT2FIXED(Splerp (FIXED2DBL(PrevNode->_f_Z()), FIXED2DBL(CurrNode->_f_Z()),
|
||||
FIXED2DBL(CurrNode->Next->_f_Z()), FIXED2DBL(CurrNode->Next->Next->_f_Z())));
|
||||
newpos.X = Splerp(PrevNode->X(), CurrNode->X(), CurrNode->Next->X(), CurrNode->Next->Next->X());
|
||||
newpos.X = Splerp(PrevNode->Y(), CurrNode->Y(), CurrNode->Next->Y(), CurrNode->Next->Next->Y());
|
||||
newpos.X = Splerp(PrevNode->Z(), CurrNode->Z(), CurrNode->Next->Z(), CurrNode->Next->Next->Z());
|
||||
}
|
||||
SetXYZ(x, y, z);
|
||||
SetXYZ(newpos);
|
||||
LinkToWorld ();
|
||||
|
||||
if (args[2] & 6)
|
||||
|
@ -391,46 +386,35 @@ bool APathFollower::Interpolate ()
|
|||
{
|
||||
if (args[2] & 1)
|
||||
{ // linear
|
||||
dx = CurrNode->Next->_f_X() - CurrNode->_f_X();
|
||||
dy = CurrNode->Next->_f_Y() - CurrNode->_f_Y();
|
||||
dz = CurrNode->Next->_f_Z() - CurrNode->_f_Z();
|
||||
dpos.X = CurrNode->Next->X() - CurrNode->X();
|
||||
dpos.Y = CurrNode->Next->Y() - CurrNode->Y();
|
||||
dpos.Z = CurrNode->Next->Z() - CurrNode->Z();
|
||||
}
|
||||
else if (Time > 0.f)
|
||||
{ // spline
|
||||
dx = x - dx;
|
||||
dy = y - dy;
|
||||
dz = z - dz;
|
||||
dpos = newpos - dpos;
|
||||
}
|
||||
else
|
||||
{
|
||||
int realarg = args[2];
|
||||
args[2] &= ~(2|4|8);
|
||||
Time += 0.1f;
|
||||
dx = x;
|
||||
dy = y;
|
||||
dz = z;
|
||||
dpos = newpos;
|
||||
Interpolate ();
|
||||
Time -= 0.1f;
|
||||
args[2] = realarg;
|
||||
dx = x - dx;
|
||||
dy = y - dy;
|
||||
dz = z - dz;
|
||||
x -= dx;
|
||||
y -= dy;
|
||||
z -= dz;
|
||||
SetXYZ(x, y, z);
|
||||
dpos = newpos - dpos;
|
||||
newpos -= dpos;
|
||||
SetXYZ(newpos);
|
||||
}
|
||||
if (args[2] & 2)
|
||||
{ // adjust yaw
|
||||
Angles.Yaw = VecToAngle(dx, dy);
|
||||
Angles.Yaw = dpos.Angle();
|
||||
}
|
||||
if (args[2] & 4)
|
||||
{ // adjust pitch; use floats for precision
|
||||
double fdx = FIXED2DBL(dx);
|
||||
double fdy = FIXED2DBL(dy);
|
||||
double fdz = FIXED2DBL(-dz);
|
||||
double dist = g_sqrt (fdx*fdx + fdy*fdy);
|
||||
Angles.Pitch = dist != 0.f ? VecToAngle(dist, fdz) : 0.;
|
||||
double dist = dpos.XY().Length();
|
||||
Angles.Pitch = dist != 0.f ? VecToAngle(dist, -dpos.Z) : 0.;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -517,11 +501,11 @@ bool AActorMover::Interpolate ()
|
|||
|
||||
if (Super::Interpolate ())
|
||||
{
|
||||
fixed_t savedz = tracer->_f_Z();
|
||||
tracer->_f_SetZ(_f_Z());
|
||||
if (!P_TryMove (tracer, _f_X(), _f_Y(), true))
|
||||
double savedz = tracer->Z();
|
||||
tracer->SetZ(Z());
|
||||
if (!P_TryMove (tracer, Pos(), true))
|
||||
{
|
||||
tracer->_f_SetZ(savedz);
|
||||
tracer->SetZ(savedz);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -636,12 +620,10 @@ bool AMovingCamera::Interpolate ()
|
|||
Angles.Yaw = AngleTo(tracer, true);
|
||||
|
||||
if (args[2] & 4)
|
||||
{ // Also aim camera's pitch; use floats for precision
|
||||
double dx = FIXED2DBL(_f_X() - tracer->_f_X());
|
||||
double dy = FIXED2DBL(_f_Y() - tracer->_f_Y());
|
||||
double dz = FIXED2DBL(_f_Z() - tracer->_f_Z() - tracer->_f_height()/2);
|
||||
double dist = g_sqrt (dx*dx + dy*dy);
|
||||
Angles.Pitch = dist != 0.f ? VecToAngle(dist, dz) : 0.;
|
||||
{ // Also aim camera's pitch;
|
||||
DVector3 diff = Pos() - tracer->PosPlusZ(tracer->Height / 2);
|
||||
double dist = diff.XY().Length();
|
||||
Angles.Pitch = dist != 0.f ? VecToAngle(dist, diff.Z) : 0.;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
|
|
@ -141,7 +141,7 @@ bool AAmmo::HandlePickup (AInventory *item)
|
|||
|
||||
if (!(item->ItemFlags & IF_IGNORESKILL))
|
||||
{ // extra ammo in baby mode and nightmare mode
|
||||
receiving = FixedMul(receiving, G_SkillProperty(SKILLP_AmmoFactor));
|
||||
receiving = int(receiving * G_SkillProperty(SKILLP_AmmoFactor));
|
||||
}
|
||||
int oldamount = Amount;
|
||||
|
||||
|
@ -193,7 +193,7 @@ AInventory *AAmmo::CreateCopy (AActor *other)
|
|||
// extra ammo in baby mode and nightmare mode
|
||||
if (!(ItemFlags&IF_IGNORESKILL))
|
||||
{
|
||||
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
|
||||
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
|
||||
}
|
||||
|
||||
if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo) && GetClass() != RUNTIME_CLASS(AAmmo))
|
||||
|
@ -298,7 +298,7 @@ bool P_GiveBody (AActor *actor, int num, int max)
|
|||
{
|
||||
if (player->health < max)
|
||||
{
|
||||
num = FixedMul(num, G_SkillProperty(SKILLP_HealthFactor));
|
||||
num = int(num * G_SkillProperty(SKILLP_HealthFactor));
|
||||
if (num < 1) num = 1;
|
||||
player->health += num;
|
||||
if (player->health > max)
|
||||
|
@ -413,20 +413,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
|
|||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
// Move item back to its original location
|
||||
fixed_t _x, _y;
|
||||
|
||||
_x = self->SpawnPoint[0];
|
||||
_y = self->SpawnPoint[1];
|
||||
DVector2 sp = self->SpawnPoint;
|
||||
|
||||
self->UnlinkFromWorld();
|
||||
self->SetXY(_x, _y);
|
||||
self->SetXY(sp);
|
||||
self->LinkToWorld(true);
|
||||
self->_f_SetZ(self->Sector->floorplane.ZatPoint(_x, _y));
|
||||
self->SetZ(self->Sector->floorplane.ZatPoint(sp));
|
||||
P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS | FFCF_NOPORTALS); // no portal checks here so that things get spawned in this sector.
|
||||
|
||||
if (self->flags & MF_SPAWNCEILING)
|
||||
{
|
||||
self->_f_SetZ(self->_f_ceilingz() - self->_f_height() - self->SpawnPoint[2]);
|
||||
self->SetZ(self->ceilingz - self->Height - self->SpawnPoint.Z);
|
||||
}
|
||||
else if (self->flags2 & MF2_SPAWNFLOAT)
|
||||
{
|
||||
|
@ -443,7 +440,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
|
|||
}
|
||||
else
|
||||
{
|
||||
self->_f_SetZ(self->SpawnPoint[2] + self->_f_floorz());
|
||||
self->SetZ(self->SpawnPoint.Z + self->floorz);
|
||||
}
|
||||
// Redo floor/ceiling check, in case of 3D floors and portals
|
||||
P_FindFloorCeiling(self, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
||||
|
@ -790,7 +787,7 @@ AInventory *AInventory::CreateTossable ()
|
|||
flags &= ~(MF_SPECIAL|MF_SOLID);
|
||||
return this;
|
||||
}
|
||||
copy = static_cast<AInventory *>(Spawn (GetClass(), Owner->_f_Pos(), NO_REPLACE));
|
||||
copy = static_cast<AInventory *>(Spawn (GetClass(), Owner->Pos(), NO_REPLACE));
|
||||
if (copy != NULL)
|
||||
{
|
||||
copy->MaxAmount = MaxAmount;
|
||||
|
@ -1354,7 +1351,7 @@ bool AInventory::DoRespawn ()
|
|||
if (spot != NULL)
|
||||
{
|
||||
SetOrigin (spot->Pos(), false);
|
||||
_f_SetZ(_f_floorz());
|
||||
SetZ(floorz);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
@ -1856,7 +1853,7 @@ AInventory *ABackpackItem::CreateCopy (AActor *other)
|
|||
// extra ammo in baby mode and nightmare mode
|
||||
if (!(ItemFlags&IF_IGNORESKILL))
|
||||
{
|
||||
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
|
||||
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
|
||||
}
|
||||
if (amount < 0) amount = 0;
|
||||
if (ammo == NULL)
|
||||
|
@ -1919,7 +1916,7 @@ bool ABackpackItem::HandlePickup (AInventory *item)
|
|||
// extra ammo in baby mode and nightmare mode
|
||||
if (!(item->ItemFlags&IF_IGNORESKILL))
|
||||
{
|
||||
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
|
||||
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
|
||||
}
|
||||
probe->Amount += amount;
|
||||
if (probe->Amount > probe->MaxAmount && !sv_unlimited_pickup)
|
||||
|
|
|
@ -46,7 +46,7 @@ private:
|
|||
struct WeaponInfo
|
||||
{
|
||||
PClassWeapon *Type;
|
||||
fixed_t Position;
|
||||
int Position;
|
||||
};
|
||||
void SetInitialPositions();
|
||||
void Sort();
|
||||
|
@ -274,7 +274,7 @@ public:
|
|||
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
|
||||
|
||||
int SlotNumber;
|
||||
fixed_t SlotPriority;
|
||||
int SlotPriority;
|
||||
};
|
||||
|
||||
class AWeapon : public AInventory
|
||||
|
@ -288,18 +288,18 @@ public:
|
|||
int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
|
||||
int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
|
||||
int Kickback;
|
||||
fixed_t YAdjust; // For viewing the weapon fullscreen
|
||||
float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
|
||||
FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle
|
||||
PClassWeapon *SisterWeaponType; // Another weapon to pick up with this one
|
||||
PClassActor *ProjectileType; // Projectile used by primary attack
|
||||
PClassActor *AltProjectileType; // Projectile used by alternate attack
|
||||
int SelectionOrder; // Lower-numbered weapons get picked first
|
||||
int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
|
||||
fixed_t MoveCombatDist; // Used by bots, but do they *really* need it?
|
||||
double MoveCombatDist; // Used by bots, but do they *really* need it?
|
||||
int ReloadCounter; // For A_CheckForReload
|
||||
int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha)
|
||||
fixed_t BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
|
||||
fixed_t BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
|
||||
int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
|
||||
float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
|
||||
float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
|
||||
|
||||
// In-inventory instance variables
|
||||
TObjPtr<AAmmo> Ammo1, Ammo2;
|
||||
|
@ -395,7 +395,7 @@ public:
|
|||
bool TryPickup(AActor *&toucher);
|
||||
void Serialize(FArchive &arc);
|
||||
|
||||
fixed_t DropAmmoFactor;
|
||||
double DropAmmoFactor;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -35,25 +35,24 @@ DEarthquake::DEarthquake()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
|
||||
DEarthquake::DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
|
||||
int damrad, int tremrad, FSoundID quakesound, int flags,
|
||||
double waveSpeedX, double waveSpeedY, double waveSpeedZ)
|
||||
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint)
|
||||
: DThinker(STAT_EARTHQUAKE)
|
||||
{
|
||||
m_QuakeSFX = quakesound;
|
||||
m_Spot = center;
|
||||
// Radii are specified in tile units (64 pixels)
|
||||
m_DamageRadius = damrad << FRACBITS;
|
||||
m_TremorRadius = tremrad << FRACBITS;
|
||||
m_IntensityX = intensityX << FRACBITS;
|
||||
m_IntensityY = intensityY << FRACBITS;
|
||||
m_IntensityZ = intensityZ << FRACBITS;
|
||||
m_DamageRadius = damrad;
|
||||
m_TremorRadius = tremrad;
|
||||
m_Intensity = DVector3(intensityX, intensityY, intensityZ);
|
||||
m_CountdownStart = duration;
|
||||
m_Countdown = duration;
|
||||
m_Flags = flags;
|
||||
m_WaveSpeedX = (float)waveSpeedX;
|
||||
m_WaveSpeedY = (float)waveSpeedY;
|
||||
m_WaveSpeedZ = (float)waveSpeedZ;
|
||||
m_WaveSpeed = DVector3(waveSpeedX, waveSpeedY, waveSpeedZ);
|
||||
m_Falloff = falloff;
|
||||
m_Highpoint = highpoint;
|
||||
m_MiniCount = highpoint;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -65,38 +64,11 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
|
|||
void DEarthquake::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc << m_Spot << m_IntensityX << m_Countdown
|
||||
arc << m_Spot << m_Intensity << m_Countdown
|
||||
<< m_TremorRadius << m_DamageRadius
|
||||
<< m_QuakeSFX;
|
||||
if (SaveVersion < 4519)
|
||||
{
|
||||
m_IntensityY = m_IntensityX;
|
||||
m_IntensityZ = 0;
|
||||
m_Flags = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
arc << m_IntensityY << m_IntensityZ << m_Flags;
|
||||
}
|
||||
if (SaveVersion < 4520)
|
||||
{
|
||||
m_CountdownStart = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
arc << m_CountdownStart;
|
||||
}
|
||||
if (SaveVersion < 4521)
|
||||
{
|
||||
m_WaveSpeedX = m_WaveSpeedY = m_WaveSpeedZ = 0;
|
||||
m_IntensityX <<= FRACBITS;
|
||||
m_IntensityY <<= FRACBITS;
|
||||
m_IntensityZ <<= FRACBITS;
|
||||
}
|
||||
else
|
||||
{
|
||||
arc << m_WaveSpeedX << m_WaveSpeedY << m_WaveSpeedZ;
|
||||
}
|
||||
<< m_QuakeSFX << m_Flags << m_CountdownStart
|
||||
<< m_WaveSpeed
|
||||
<< m_Falloff << m_Highpoint << m_MiniCount;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -122,6 +94,7 @@ void DEarthquake::Tick ()
|
|||
{
|
||||
S_Sound (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM);
|
||||
}
|
||||
|
||||
if (m_DamageRadius > 0)
|
||||
{
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
@ -129,10 +102,10 @@ void DEarthquake::Tick ()
|
|||
if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
|
||||
{
|
||||
AActor *victim = players[i].mo;
|
||||
fixed_t dist;
|
||||
double dist;
|
||||
|
||||
dist = m_Spot->AproxDistance (victim, true);
|
||||
// Check if in damage _f_radius()
|
||||
dist = m_Spot->Distance2D(victim, true);
|
||||
// Check if in damage radius
|
||||
if (dist < m_DamageRadius && victim->Z() <= victim->floorz)
|
||||
{
|
||||
if (pr_quake() < 50)
|
||||
|
@ -141,13 +114,15 @@ void DEarthquake::Tick ()
|
|||
}
|
||||
// Thrust player around
|
||||
DAngle an = victim->Angles.Yaw + pr_quake();
|
||||
victim->Vel.X += FIXED2DBL(m_IntensityX) * an.Cos() * 0.5;
|
||||
victim->Vel.Y += FIXED2DBL(m_IntensityY) * an.Sin() * 0.5;
|
||||
victim->Vel.X += m_Intensity.X * an.Cos() * 0.5;
|
||||
victim->Vel.Y += m_Intensity.Y * an.Sin() * 0.5;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_MiniCount > 0)
|
||||
m_MiniCount--;
|
||||
if (--m_Countdown == 0)
|
||||
{
|
||||
if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
|
||||
|
@ -158,14 +133,20 @@ void DEarthquake::Tick ()
|
|||
}
|
||||
}
|
||||
|
||||
fixed_t DEarthquake::GetModWave(double waveMultiplier) const
|
||||
{
|
||||
//QF_WAVE converts intensity into amplitude and unlocks a new property, the wave length.
|
||||
//This is, in short, waves per second (full cycles, mind you, from 0 to 360.)
|
||||
//Named waveMultiplier because that's as the name implies: adds more waves per second.
|
||||
//==========================================================================
|
||||
//
|
||||
// DEarthquake :: GetModWave
|
||||
//
|
||||
// QF_WAVE converts intensity into amplitude and unlocks a new property, the
|
||||
// wave length. This is, in short, waves per second. Named waveMultiplier
|
||||
// because that's as the name implies: adds more waves per second.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
double time = m_Countdown - FIXED2DBL(r_TicFrac);
|
||||
return FLOAT2FIXED(g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE)));
|
||||
double DEarthquake::GetModWave(double waveMultiplier) const
|
||||
{
|
||||
double time = m_Countdown - r_TicFracF;
|
||||
return g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -176,38 +157,97 @@ fixed_t DEarthquake::GetModWave(double waveMultiplier) const
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const
|
||||
double DEarthquake::GetModIntensity(double intensity) const
|
||||
{
|
||||
assert(m_CountdownStart >= m_Countdown);
|
||||
|
||||
intensity += intensity; // always doubled
|
||||
|
||||
if (m_Flags & (QF_SCALEDOWN | QF_SCALEUP))
|
||||
{
|
||||
// Adjustable maximums must use a range between 1 and m_CountdownStart to constrain between no quake and full quake.
|
||||
bool check = !!(m_Highpoint > 0 && m_Highpoint < m_CountdownStart);
|
||||
int divider = (check) ? m_Highpoint : m_CountdownStart;
|
||||
int scalar;
|
||||
|
||||
if ((m_Flags & (QF_SCALEDOWN | QF_SCALEUP)) == (QF_SCALEDOWN | QF_SCALEUP))
|
||||
{
|
||||
if (check)
|
||||
{
|
||||
if (m_MiniCount > 0)
|
||||
scalar = (m_Flags & QF_MAX) ? m_MiniCount : (m_Highpoint - m_MiniCount);
|
||||
else
|
||||
{
|
||||
divider = m_CountdownStart - m_Highpoint;
|
||||
scalar = (m_Flags & QF_MAX) ? (divider - m_Countdown) : m_Countdown;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Defaults to middle of the road.
|
||||
divider = m_CountdownStart;
|
||||
scalar = (m_Flags & QF_MAX) ? MAX(m_Countdown, m_CountdownStart - m_Countdown)
|
||||
: MIN(m_Countdown, m_CountdownStart - m_Countdown);
|
||||
}
|
||||
scalar = (scalar > divider) ? divider : scalar;
|
||||
|
||||
if (m_Flags & QF_FULLINTENSITY)
|
||||
{
|
||||
scalar *= 2;
|
||||
}
|
||||
}
|
||||
else if (m_Flags & QF_SCALEDOWN)
|
||||
else
|
||||
{
|
||||
if (m_Flags & QF_SCALEDOWN)
|
||||
{
|
||||
scalar = m_Countdown;
|
||||
}
|
||||
else // QF_SCALEUP
|
||||
{
|
||||
scalar = m_CountdownStart - m_Countdown;
|
||||
if (m_Highpoint > 0)
|
||||
{
|
||||
if ((m_Highpoint - m_MiniCount) < divider)
|
||||
scalar = m_Highpoint - m_MiniCount;
|
||||
else
|
||||
scalar = divider;
|
||||
}
|
||||
assert(m_CountdownStart > 0);
|
||||
intensity = Scale(intensity, scalar, m_CountdownStart);
|
||||
}
|
||||
scalar = (scalar > divider) ? divider : scalar;
|
||||
}
|
||||
assert(divider > 0);
|
||||
intensity = intensity * scalar / divider;
|
||||
}
|
||||
return intensity;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// DEarthquake :: GetFalloff
|
||||
//
|
||||
// Given the distance of the player from the quake, find the multiplier.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
double DEarthquake::GetFalloff(double dist) const
|
||||
{
|
||||
if ((dist < m_Falloff) || (m_Falloff >= m_TremorRadius) || (m_Falloff <= 0) || (m_TremorRadius - m_Falloff <= 0))
|
||||
{ //Player inside the minimum falloff range, or safety check kicked in.
|
||||
return 1.;
|
||||
}
|
||||
else if ((dist > m_Falloff) && (dist < m_TremorRadius))
|
||||
{ //Player inside the radius, and outside the min distance for falloff.
|
||||
double tremorsize = m_TremorRadius - m_Falloff;
|
||||
double tremordist = dist - m_Falloff;
|
||||
assert(tremorsize > 0);
|
||||
return (1. - tremordist) / tremorsize;
|
||||
}
|
||||
else
|
||||
{ //Shouldn't happen.
|
||||
return 1.;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// DEarthquake::StaticGetQuakeIntensity
|
||||
|
@ -234,33 +274,38 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
|
|||
{
|
||||
if (quake->m_Spot != NULL)
|
||||
{
|
||||
fixed_t dist = quake->m_Spot->AproxDistance (victim, true);
|
||||
double dist = quake->m_Spot->Distance2D (victim, true);
|
||||
if (dist < quake->m_TremorRadius)
|
||||
{
|
||||
double falloff = quake->GetFalloff(dist);
|
||||
++count;
|
||||
fixed_t x = quake->GetModIntensity(quake->m_IntensityX);
|
||||
fixed_t y = quake->GetModIntensity(quake->m_IntensityY);
|
||||
fixed_t z = quake->GetModIntensity(quake->m_IntensityZ);
|
||||
double x = quake->GetModIntensity(quake->m_Intensity.X);
|
||||
double y = quake->GetModIntensity(quake->m_Intensity.Y);
|
||||
double z = quake->GetModIntensity(quake->m_Intensity.Z);
|
||||
|
||||
|
||||
if (!(quake->m_Flags & QF_WAVE))
|
||||
{
|
||||
jiggers.Falloff = MAX(falloff, jiggers.Falloff);
|
||||
if (quake->m_Flags & QF_RELATIVE)
|
||||
{
|
||||
jiggers.RelIntensityX = MAX(x, jiggers.RelIntensityX);
|
||||
jiggers.RelIntensityY = MAX(y, jiggers.RelIntensityY);
|
||||
jiggers.RelIntensityZ = MAX(z, jiggers.RelIntensityZ);
|
||||
jiggers.RelIntensity.X = MAX(x, jiggers.RelIntensity.X);
|
||||
jiggers.RelIntensity.Y = MAX(y, jiggers.RelIntensity.Y);
|
||||
jiggers.RelIntensity.Z = MAX(z, jiggers.RelIntensity.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
jiggers.IntensityX = MAX(x, jiggers.IntensityX);
|
||||
jiggers.IntensityY = MAX(y, jiggers.IntensityY);
|
||||
jiggers.IntensityZ = MAX(z, jiggers.IntensityZ);
|
||||
jiggers.Intensity.X = MAX(x, jiggers.Intensity.X);
|
||||
jiggers.Intensity.Y = MAX(y, jiggers.Intensity.Y);
|
||||
jiggers.Intensity.Z = MAX(z, jiggers.Intensity.Z);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t mx = FixedMul(x, quake->GetModWave(quake->m_WaveSpeedX));
|
||||
fixed_t my = FixedMul(y, quake->GetModWave(quake->m_WaveSpeedY));
|
||||
fixed_t mz = FixedMul(z, quake->GetModWave(quake->m_WaveSpeedZ));
|
||||
jiggers.WFalloff = MAX(falloff, jiggers.WFalloff);
|
||||
double mx = x * quake->GetModWave(quake->m_WaveSpeed.X);
|
||||
double my = y * quake->GetModWave(quake->m_WaveSpeed.Y);
|
||||
double mz = z * quake->GetModWave(quake->m_WaveSpeed.Z);
|
||||
|
||||
// [RH] This only gives effect to the last sine quake. I would
|
||||
// prefer if some way was found to make multiples coexist
|
||||
|
@ -269,15 +314,15 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
|
|||
// relative phases.
|
||||
if (quake->m_Flags & QF_RELATIVE)
|
||||
{
|
||||
jiggers.RelOffsetX = mx;
|
||||
jiggers.RelOffsetY = my;
|
||||
jiggers.RelOffsetZ = mz;
|
||||
jiggers.RelOffset.X = mx;
|
||||
jiggers.RelOffset.Y = my;
|
||||
jiggers.RelOffset.Z = mz;
|
||||
}
|
||||
else
|
||||
{
|
||||
jiggers.OffsetX = mx;
|
||||
jiggers.OffsetY = my;
|
||||
jiggers.OffsetZ = mz;
|
||||
jiggers.Offset.X = mx;
|
||||
jiggers.Offset.Y = my;
|
||||
jiggers.Offset.Z = mz;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -294,7 +339,7 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
|
|||
|
||||
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
|
||||
int damrad, int tremrad, FSoundID quakesfx, int flags,
|
||||
double waveSpeedX, double waveSpeedY, double waveSpeedZ)
|
||||
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint)
|
||||
{
|
||||
AActor *center;
|
||||
bool res = false;
|
||||
|
@ -308,7 +353,7 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
|
|||
if (activator != NULL)
|
||||
{
|
||||
new DEarthquake(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
|
||||
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ);
|
||||
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -319,7 +364,7 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
|
|||
{
|
||||
res = true;
|
||||
new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
|
||||
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ);
|
||||
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -327,6 +372,6 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
|
|||
}
|
||||
|
||||
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
|
||||
{ //Maintains original behavior by passing 0 to intensityZ, and flags.
|
||||
return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0);
|
||||
{ //Maintains original behavior by passing 0 to intensityZ, flags, and everything else after QSFX.
|
||||
return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0);
|
||||
}
|
||||
|
|
|
@ -151,7 +151,7 @@ class ARandomSpawner : public AActor
|
|||
{
|
||||
tracer = target->target;
|
||||
}
|
||||
newmobj = P_SpawnMissileXYZ(_f_Pos(), target, target->target, cls, false);
|
||||
newmobj = P_SpawnMissileXYZ(Pos(), target, target->target, cls, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -162,7 +162,7 @@ class ARandomSpawner : public AActor
|
|||
// copy everything relevant
|
||||
newmobj->SpawnAngle = SpawnAngle;
|
||||
newmobj->Angles = Angles;
|
||||
newmobj->SpawnPoint[2] = SpawnPoint[2];
|
||||
newmobj->SpawnPoint = SpawnPoint;
|
||||
newmobj->special = special;
|
||||
newmobj->args[0] = args[0];
|
||||
newmobj->args[1] = args[1];
|
||||
|
@ -188,7 +188,7 @@ class ARandomSpawner : public AActor
|
|||
// Handle special altitude flags
|
||||
if (newmobj->flags & MF_SPAWNCEILING)
|
||||
{
|
||||
newmobj->_f_SetZ(newmobj->_f_ceilingz() - newmobj->_f_height() - SpawnPoint[2]);
|
||||
newmobj->SetZ(newmobj->ceilingz - newmobj->Height - SpawnPoint.Z);
|
||||
}
|
||||
else if (newmobj->flags2 & MF2_SPAWNFLOAT)
|
||||
{
|
||||
|
@ -198,7 +198,7 @@ class ARandomSpawner : public AActor
|
|||
space -= 40;
|
||||
newmobj->SetZ((space * pr_randomspawn()) / 256. + newmobj->floorz + 40);
|
||||
}
|
||||
newmobj->_f_AddZ(SpawnPoint[2]);
|
||||
newmobj->AddZ(SpawnPoint.Z);
|
||||
}
|
||||
if (newmobj->flags & MF_MISSILE)
|
||||
P_CheckMissileSpawn(newmobj, 0);
|
||||
|
|
|
@ -154,10 +154,12 @@ enum
|
|||
|
||||
struct FQuakeJiggers
|
||||
{
|
||||
int IntensityX, IntensityY, IntensityZ;
|
||||
int RelIntensityX, RelIntensityY, RelIntensityZ;
|
||||
int OffsetX, OffsetY, OffsetZ;
|
||||
int RelOffsetX, RelOffsetY, RelOffsetZ;
|
||||
DVector3 Intensity;
|
||||
DVector3 RelIntensity;
|
||||
DVector3 Offset;
|
||||
DVector3 RelOffset;
|
||||
double Falloff;
|
||||
double WFalloff;
|
||||
};
|
||||
|
||||
class DEarthquake : public DThinker
|
||||
|
@ -167,21 +169,24 @@ class DEarthquake : public DThinker
|
|||
public:
|
||||
DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
|
||||
int damrad, int tremrad, FSoundID quakesfx, int flags,
|
||||
double waveSpeedX, double waveSpeedY, double waveSpeedZ);
|
||||
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint);
|
||||
|
||||
void Serialize (FArchive &arc);
|
||||
void Tick ();
|
||||
TObjPtr<AActor> m_Spot;
|
||||
fixed_t m_TremorRadius, m_DamageRadius;
|
||||
double m_TremorRadius, m_DamageRadius;
|
||||
int m_Countdown;
|
||||
int m_CountdownStart;
|
||||
FSoundID m_QuakeSFX;
|
||||
int m_Flags;
|
||||
fixed_t m_IntensityX, m_IntensityY, m_IntensityZ;
|
||||
float m_WaveSpeedX, m_WaveSpeedY, m_WaveSpeedZ;
|
||||
DVector3 m_Intensity;
|
||||
DVector3 m_WaveSpeed;
|
||||
double m_Falloff;
|
||||
int m_Highpoint, m_MiniCount;
|
||||
|
||||
fixed_t GetModIntensity(int intensity) const;
|
||||
fixed_t GetModWave(double waveMultiplier) const;
|
||||
double GetModIntensity(double intensity) const;
|
||||
double GetModWave(double waveMultiplier) const;
|
||||
double GetFalloff(double dist) const;
|
||||
|
||||
static int StaticGetQuakeIntensities(AActor *viewer, FQuakeJiggers &jiggers);
|
||||
|
||||
|
|
|
@ -50,6 +50,6 @@ IMPLEMENT_CLASS (ASpark)
|
|||
void ASpark::Activate (AActor *activator)
|
||||
{
|
||||
Super::Activate (activator);
|
||||
P_DrawSplash (args[0] ? args[0] : 32, _f_X(), _f_Y(), _f_Z(), FLOAT2ANGLE(Angles.Yaw.Degrees), 1);
|
||||
P_DrawSplash (args[0] ? args[0] : 32, Pos(), Angles.Yaw, 1);
|
||||
S_Sound (this, CHAN_AUTO, "world/spark", 1, ATTN_STATIC);
|
||||
}
|
||||
|
|
|
@ -41,7 +41,7 @@ IMPLEMENT_CLASS(PClassWeapon)
|
|||
PClassWeapon::PClassWeapon()
|
||||
{
|
||||
SlotNumber = -1;
|
||||
SlotPriority = FIXED_MAX;
|
||||
SlotPriority = INT_MAX;
|
||||
}
|
||||
|
||||
void PClassWeapon::DeriveData(PClass *newclass)
|
||||
|
@ -382,7 +382,7 @@ AAmmo *AWeapon::AddAmmo (AActor *other, PClassActor *ammotype, int amount)
|
|||
// extra ammo in baby mode and nightmare mode
|
||||
if (!(this->ItemFlags&IF_IGNORESKILL))
|
||||
{
|
||||
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
|
||||
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
|
||||
}
|
||||
ammo = static_cast<AAmmo *>(other->FindInventory (ammotype));
|
||||
if (ammo == NULL)
|
||||
|
@ -418,7 +418,7 @@ bool AWeapon::AddExistingAmmo (AAmmo *ammo, int amount)
|
|||
// extra ammo in baby mode and nightmare mode
|
||||
if (!(ItemFlags&IF_IGNORESKILL))
|
||||
{
|
||||
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
|
||||
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
|
||||
}
|
||||
ammo->Amount += amount;
|
||||
if (ammo->Amount > ammo->MaxAmount && !sv_unlimited_pickup)
|
||||
|
@ -762,8 +762,8 @@ bool AWeaponGiver::TryPickup(AActor *&toucher)
|
|||
// If DropAmmoFactor is non-negative, modify the given ammo amounts.
|
||||
if (DropAmmoFactor > 0)
|
||||
{
|
||||
weap->AmmoGive1 = FixedMul(weap->AmmoGive1, DropAmmoFactor);
|
||||
weap->AmmoGive2 = FixedMul(weap->AmmoGive2, DropAmmoFactor);
|
||||
weap->AmmoGive1 = int(weap->AmmoGive1 * DropAmmoFactor);
|
||||
weap->AmmoGive2 = int(weap->AmmoGive2 * DropAmmoFactor);
|
||||
}
|
||||
weap->BecomeItem();
|
||||
}
|
||||
|
@ -984,7 +984,7 @@ void FWeaponSlot::Sort()
|
|||
|
||||
for (i = 1; i < (int)Weapons.Size(); ++i)
|
||||
{
|
||||
fixed_t pos = Weapons[i].Position;
|
||||
int pos = Weapons[i].Position;
|
||||
PClassWeapon *type = Weapons[i].Type;
|
||||
for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j)
|
||||
{
|
||||
|
|
|
@ -146,7 +146,7 @@ DHUDMessage::DHUDMessage (FFont *font, const char *text, float x, float y, int h
|
|||
Font = font;
|
||||
VisibilityFlags = 0;
|
||||
Style = STYLE_Translucent;
|
||||
Alpha = FRACUNIT;
|
||||
Alpha = 1.;
|
||||
ResetText (SourceText);
|
||||
}
|
||||
|
||||
|
@ -221,7 +221,7 @@ void DHUDMessage::Serialize (FArchive &arc)
|
|||
if (SaveVersion < 3824)
|
||||
{
|
||||
Style = STYLE_Translucent;
|
||||
Alpha = FRACUNIT;
|
||||
Alpha = 1.;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -474,7 +474,7 @@ void DHUDMessage::DoDraw (int linenum, int x, int y, bool clean, int hudheight)
|
|||
{
|
||||
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
|
||||
DTA_CleanNoMove, clean,
|
||||
DTA_Alpha, Alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
DTA_RenderStyle, Style,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
@ -483,7 +483,7 @@ void DHUDMessage::DoDraw (int linenum, int x, int y, bool clean, int hudheight)
|
|||
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
|
||||
DTA_VirtualWidth, SCREENWIDTH/2,
|
||||
DTA_VirtualHeight, SCREENHEIGHT/2,
|
||||
DTA_Alpha, Alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
DTA_RenderStyle, Style,
|
||||
DTA_KeepRatio, true,
|
||||
TAG_DONE);
|
||||
|
@ -498,7 +498,7 @@ void DHUDMessage::DoDraw (int linenum, int x, int y, bool clean, int hudheight)
|
|||
DTA_ClipRight, ClipRight,
|
||||
DTA_ClipTop, ClipTop,
|
||||
DTA_ClipBottom, ClipBot,
|
||||
DTA_Alpha, Alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
DTA_RenderStyle, Style,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
@ -570,15 +570,14 @@ void DHUDMessageFadeOut::DoDraw (int linenum, int x, int y, bool clean, int hudh
|
|||
}
|
||||
else
|
||||
{
|
||||
fixed_t trans = -(Tics - FadeOutTics) * FRACUNIT / FadeOutTics;
|
||||
trans = FixedMul(trans, Alpha);
|
||||
float trans = float(Alpha * -(Tics - FadeOutTics) / FadeOutTics);
|
||||
if (hudheight == 0)
|
||||
{
|
||||
if (con_scaletext <= 1)
|
||||
{
|
||||
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
|
||||
DTA_CleanNoMove, clean,
|
||||
DTA_Alpha, trans,
|
||||
DTA_AlphaF, trans,
|
||||
DTA_RenderStyle, Style,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
@ -587,7 +586,7 @@ void DHUDMessageFadeOut::DoDraw (int linenum, int x, int y, bool clean, int hudh
|
|||
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
|
||||
DTA_VirtualWidth, SCREENWIDTH/2,
|
||||
DTA_VirtualHeight, SCREENHEIGHT/2,
|
||||
DTA_Alpha, trans,
|
||||
DTA_AlphaF, trans,
|
||||
DTA_RenderStyle, Style,
|
||||
DTA_KeepRatio, true,
|
||||
TAG_DONE);
|
||||
|
@ -602,7 +601,7 @@ void DHUDMessageFadeOut::DoDraw (int linenum, int x, int y, bool clean, int hudh
|
|||
DTA_ClipRight, ClipRight,
|
||||
DTA_ClipTop, ClipTop,
|
||||
DTA_ClipBottom, ClipBot,
|
||||
DTA_Alpha, trans,
|
||||
DTA_AlphaF, trans,
|
||||
DTA_RenderStyle, Style,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
@ -671,15 +670,14 @@ void DHUDMessageFadeInOut::DoDraw (int linenum, int x, int y, bool clean, int hu
|
|||
{
|
||||
if (State == 0)
|
||||
{
|
||||
fixed_t trans = Tics * FRACUNIT / FadeInTics;
|
||||
trans = FixedMul(trans, Alpha);
|
||||
float trans = float(Alpha * Tics / FadeInTics);
|
||||
if (hudheight == 0)
|
||||
{
|
||||
if (con_scaletext <= 1)
|
||||
{
|
||||
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
|
||||
DTA_CleanNoMove, clean,
|
||||
DTA_Alpha, trans,
|
||||
DTA_AlphaF, trans,
|
||||
DTA_RenderStyle, Style,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
@ -688,7 +686,7 @@ void DHUDMessageFadeInOut::DoDraw (int linenum, int x, int y, bool clean, int hu
|
|||
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
|
||||
DTA_VirtualWidth, SCREENWIDTH/2,
|
||||
DTA_VirtualHeight, SCREENHEIGHT/2,
|
||||
DTA_Alpha, trans,
|
||||
DTA_AlphaF, trans,
|
||||
DTA_RenderStyle, Style,
|
||||
DTA_KeepRatio, true,
|
||||
TAG_DONE);
|
||||
|
@ -703,7 +701,7 @@ void DHUDMessageFadeInOut::DoDraw (int linenum, int x, int y, bool clean, int hu
|
|||
DTA_ClipRight, ClipRight,
|
||||
DTA_ClipTop, ClipTop,
|
||||
DTA_ClipBottom, ClipBot,
|
||||
DTA_Alpha, trans,
|
||||
DTA_AlphaF, trans,
|
||||
DTA_RenderStyle, Style,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
@ -858,7 +856,7 @@ void DHUDMessageTypeOnFadeOut::DoDraw (int linenum, int x, int y, bool clean, in
|
|||
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
|
||||
DTA_CleanNoMove, clean,
|
||||
DTA_TextLen, LineVisible,
|
||||
DTA_Alpha, Alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
DTA_RenderStyle, Style,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
@ -869,7 +867,7 @@ void DHUDMessageTypeOnFadeOut::DoDraw (int linenum, int x, int y, bool clean, in
|
|||
DTA_VirtualHeight, SCREENHEIGHT/2,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_TextLen, LineVisible,
|
||||
DTA_Alpha, Alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
DTA_RenderStyle, Style,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
@ -883,7 +881,7 @@ void DHUDMessageTypeOnFadeOut::DoDraw (int linenum, int x, int y, bool clean, in
|
|||
DTA_ClipRight, ClipRight,
|
||||
DTA_ClipTop, ClipTop,
|
||||
DTA_ClipBottom, ClipBot,
|
||||
DTA_Alpha, Alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
DTA_TextLen, LineVisible,
|
||||
DTA_RenderStyle, Style,
|
||||
TAG_DONE);
|
||||
|
|
|
@ -88,7 +88,7 @@ public:
|
|||
{
|
||||
Style = style;
|
||||
}
|
||||
void SetAlpha(fixed_t alpha)
|
||||
void SetAlpha(float alpha)
|
||||
{
|
||||
Alpha = alpha;
|
||||
}
|
||||
|
@ -127,7 +127,7 @@ protected:
|
|||
EColorRange TextColor;
|
||||
FFont *Font;
|
||||
FRenderStyle Style;
|
||||
fixed_t Alpha;
|
||||
double Alpha;
|
||||
|
||||
void CalcClipCoords(int hudheight);
|
||||
DHUDMessage () : SourceText(NULL) {}
|
||||
|
@ -349,7 +349,7 @@ public:
|
|||
DHUDMessage *DetachMessage (uint32 id);
|
||||
void DetachAllMessages ();
|
||||
void ShowPlayerName ();
|
||||
fixed_t GetDisplacement () { return Displacement; }
|
||||
double GetDisplacement() { return Displacement; }
|
||||
int GetPlayer ();
|
||||
|
||||
static void AddBlend (float r, float g, float b, float a, float v_blend[4]);
|
||||
|
@ -380,7 +380,6 @@ protected:
|
|||
void UpdateRect (int x, int y, int width, int height) const;
|
||||
void DrawImage (FTexture *image, int x, int y, FRemapTable *translation=NULL) const;
|
||||
void DrawDimImage (FTexture *image, int x, int y, bool dimmed) const;
|
||||
void DrawFadedImage (FTexture *image, int x, int y, fixed_t shade) const;
|
||||
void DrawPartialImage (FTexture *image, int wx, int ww) const;
|
||||
|
||||
void DrINumber (signed int val, int x, int y, int imgBase=imgINumbers) const;
|
||||
|
@ -407,8 +406,8 @@ public:
|
|||
bool Centering;
|
||||
bool FixedOrigin;
|
||||
bool CompleteBorder;
|
||||
fixed_t CrosshairSize;
|
||||
fixed_t Displacement;
|
||||
double CrosshairSize;
|
||||
double Displacement;
|
||||
|
||||
enum
|
||||
{
|
||||
|
|
|
@ -76,6 +76,7 @@ EXTERN_CVAR(Bool, vid_fps)
|
|||
EXTERN_CVAR(Bool, hud_scale)
|
||||
|
||||
class DSBarInfo;
|
||||
static double nulclip[] = { 0,0,0,0 };
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
@ -294,22 +295,22 @@ class SBarInfoMainBlock : public SBarInfoCommandFlowControl
|
|||
{
|
||||
public:
|
||||
SBarInfoMainBlock(SBarInfo *script) : SBarInfoCommandFlowControl(script),
|
||||
alpha(OPAQUE), currentAlpha(OPAQUE), forceScaled(false),
|
||||
alpha(1.), currentAlpha(1.), forceScaled(false),
|
||||
fullScreenOffsets(false)
|
||||
{
|
||||
SetTruth(true, NULL, NULL);
|
||||
}
|
||||
|
||||
int Alpha() const { return currentAlpha; }
|
||||
double Alpha() const { return currentAlpha; }
|
||||
// Same as Draw but takes into account ForceScaled and temporarily sets the scaling if needed.
|
||||
void DrawAux(const SBarInfoMainBlock *block, DSBarInfo *statusBar, int xOffset, int yOffset, int alpha);
|
||||
void DrawAux(const SBarInfoMainBlock *block, DSBarInfo *statusBar, int xOffset, int yOffset, double alpha);
|
||||
// Silence hidden overload warning since this is a special use class.
|
||||
using SBarInfoCommandFlowControl::Draw;
|
||||
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, int xOffset, int yOffset, int alpha)
|
||||
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, int xOffset, int yOffset, double alpha)
|
||||
{
|
||||
this->xOffset = xOffset;
|
||||
this->yOffset = yOffset;
|
||||
this->currentAlpha = FixedMul(this->alpha, alpha);
|
||||
this->currentAlpha = this->alpha * alpha;
|
||||
SBarInfoCommandFlowControl::Draw(this, statusBar);
|
||||
}
|
||||
bool ForceScaled() const { return forceScaled; }
|
||||
|
@ -334,7 +335,7 @@ class SBarInfoMainBlock : public SBarInfoCommandFlowControl
|
|||
}
|
||||
}
|
||||
sc.MustGetToken(TK_FloatConst);
|
||||
alpha = fixed_t(OPAQUE * sc.Float);
|
||||
alpha = sc.Float;
|
||||
}
|
||||
SBarInfoCommandFlowControl::Parse(sc, this->fullScreenOffsets);
|
||||
}
|
||||
|
@ -343,8 +344,8 @@ class SBarInfoMainBlock : public SBarInfoCommandFlowControl
|
|||
int YOffset() const { return yOffset; }
|
||||
|
||||
protected:
|
||||
int alpha;
|
||||
int currentAlpha;
|
||||
double alpha;
|
||||
double currentAlpha;
|
||||
bool forceScaled;
|
||||
bool fullScreenOffsets;
|
||||
int xOffset;
|
||||
|
@ -698,24 +699,24 @@ void SBarInfo::ParseSBarInfo(int lump)
|
|||
popup.transition = Popup::TRANSITION_SLIDEINBOTTOM;
|
||||
sc.MustGetToken(',');
|
||||
sc.MustGetToken(TK_IntConst);
|
||||
popup.speed = sc.Number;
|
||||
popup.ispeed = sc.Number;
|
||||
}
|
||||
else if(sc.Compare("pushup"))
|
||||
{
|
||||
popup.transition = Popup::TRANSITION_PUSHUP;
|
||||
sc.MustGetToken(',');
|
||||
sc.MustGetToken(TK_IntConst);
|
||||
popup.speed = sc.Number;
|
||||
popup.ispeed = sc.Number;
|
||||
}
|
||||
else if(sc.Compare("fade"))
|
||||
{
|
||||
popup.transition = Popup::TRANSITION_FADE;
|
||||
sc.MustGetToken(',');
|
||||
sc.MustGetToken(TK_FloatConst);
|
||||
popup.speed = fixed_t(FRACUNIT * (1.0 / (35.0 * sc.Float)));
|
||||
popup.speed = 1.0 / (35.0 * sc.Float);
|
||||
sc.MustGetToken(',');
|
||||
sc.MustGetToken(TK_FloatConst);
|
||||
popup.speed2 = fixed_t(FRACUNIT * (1.0 / (35.0 * sc.Float)));
|
||||
popup.speed2 = 1.0 / (35.0 * sc.Float);
|
||||
}
|
||||
else
|
||||
sc.ScriptError("Unkown transition type: '%s'", sc.String);
|
||||
|
@ -820,7 +821,7 @@ SBarInfo::~SBarInfo()
|
|||
|
||||
//Popup
|
||||
Popup::Popup() : transition(TRANSITION_NONE), opened(false), moving(false),
|
||||
height(320), width(200), speed(0), speed2(0), alpha(FRACUNIT), x(320),
|
||||
height(320), width(200), ispeed(0), speed(0), speed2(0), alpha(1.), x(320),
|
||||
y(200), displacementX(0), displacementY(0)
|
||||
{
|
||||
}
|
||||
|
@ -855,9 +856,9 @@ void Popup::tick()
|
|||
{
|
||||
int oldY = y;
|
||||
if(opened)
|
||||
y -= clamp(height + (y - height), 1, speed);
|
||||
y -= clamp(height + (y - height), 1, ispeed);
|
||||
else
|
||||
y += clamp(height - y, 1, speed);
|
||||
y += clamp(height - y, 1, ispeed);
|
||||
if(transition == TRANSITION_PUSHUP)
|
||||
displacementY += y - oldY;
|
||||
}
|
||||
|
@ -870,11 +871,11 @@ void Popup::tick()
|
|||
if(moving)
|
||||
{
|
||||
if(opened)
|
||||
alpha = clamp<int>(alpha + speed, 0, OPAQUE);
|
||||
alpha = clamp(alpha + speed, 0., 1.);
|
||||
else
|
||||
alpha = clamp<int>(alpha - speed2, 0, OPAQUE);
|
||||
alpha = clamp(alpha - speed2, 0., 1.);
|
||||
}
|
||||
if(alpha == 0 || alpha == OPAQUE)
|
||||
if(alpha == 0 || alpha == 1.)
|
||||
moving = false;
|
||||
else
|
||||
moving = true;
|
||||
|
@ -910,9 +911,9 @@ int Popup::getYOffset()
|
|||
return y;
|
||||
}
|
||||
|
||||
int Popup::getAlpha(int maxAlpha)
|
||||
double Popup::getAlpha(double maxAlpha)
|
||||
{
|
||||
return FixedMul(alpha, maxAlpha);
|
||||
return alpha * maxAlpha;
|
||||
}
|
||||
|
||||
int Popup::getXDisplacement()
|
||||
|
@ -1057,9 +1058,9 @@ public:
|
|||
}
|
||||
|
||||
if(currentPopup != POP_None && !script->huds[hud]->FullScreenOffsets())
|
||||
script->huds[hud]->Draw(NULL, this, script->popups[currentPopup-1].getXDisplacement(), script->popups[currentPopup-1].getYDisplacement(), FRACUNIT);
|
||||
script->huds[hud]->Draw(NULL, this, script->popups[currentPopup-1].getXDisplacement(), script->popups[currentPopup-1].getYDisplacement(), 1.);
|
||||
else
|
||||
script->huds[hud]->Draw(NULL, this, 0, 0, FRACUNIT);
|
||||
script->huds[hud]->Draw(NULL, this, 0, 0, 1.);
|
||||
lastHud = hud;
|
||||
|
||||
// Handle inventory bar drawing
|
||||
|
@ -1073,7 +1074,7 @@ public:
|
|||
if(inventoryBar->NumCommands() == 0)
|
||||
CPlayer->inventorytics = 0;
|
||||
else
|
||||
inventoryBar->DrawAux(NULL, this, 0, 0, FRACUNIT);
|
||||
inventoryBar->DrawAux(NULL, this, 0, 0, 1.);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1177,7 +1178,7 @@ public:
|
|||
}
|
||||
|
||||
//draws an image with the specified flags
|
||||
void DrawGraphic(FTexture* texture, SBarInfoCoordinate x, SBarInfoCoordinate y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, bool translate=false, bool dim=false, int offsetflags=0, bool alphaMap=false, int forceWidth=-1, int forceHeight=-1, fixed_t cx=0, fixed_t cy=0, fixed_t cr=0, fixed_t cb=0, bool clearDontDraw=false) const
|
||||
void DrawGraphic(FTexture* texture, SBarInfoCoordinate x, SBarInfoCoordinate y, int xOffset, int yOffset, double Alpha, bool fullScreenOffsets, bool translate=false, bool dim=false, int offsetflags=0, bool alphaMap=false, int forceWidth=-1, int forceHeight=-1, const double *clip = nulclip, bool clearDontDraw=false) const
|
||||
{
|
||||
if (texture == NULL)
|
||||
return;
|
||||
|
@ -1205,20 +1206,20 @@ public:
|
|||
dy += ST_Y - (Scaled ? script->resH : 200) + script->height;
|
||||
w = forceWidth < 0 ? texture->GetScaledWidthDouble() : forceWidth;
|
||||
h = forceHeight < 0 ? texture->GetScaledHeightDouble() : forceHeight;
|
||||
double dcx = cx == 0 ? 0 : dx + ((double) cx / FRACUNIT) - texture->GetScaledLeftOffsetDouble();
|
||||
double dcy = cy == 0 ? 0 : dy + ((double) cy / FRACUNIT) - texture->GetScaledTopOffsetDouble();
|
||||
double dcr = cr == 0 ? INT_MAX : dx + w - ((double) cr / FRACUNIT) - texture->GetScaledLeftOffsetDouble();
|
||||
double dcb = cb == 0 ? INT_MAX : dy + h - ((double) cb / FRACUNIT) - texture->GetScaledTopOffsetDouble();
|
||||
double dcx = clip[0] == 0 ? 0 : dx + clip[0] - texture->GetScaledLeftOffsetDouble();
|
||||
double dcy = clip[1] == 0 ? 0 : dy + clip[1] - texture->GetScaledTopOffsetDouble();
|
||||
double dcr = clip[2] == 0 ? INT_MAX : dx + w - clip[2] - texture->GetScaledLeftOffsetDouble();
|
||||
double dcb = clip[3] == 0 ? INT_MAX : dy + h - clip[3] - texture->GetScaledTopOffsetDouble();
|
||||
|
||||
if(Scaled)
|
||||
{
|
||||
if(cx != 0 || cy != 0)
|
||||
if(clip[0] != 0 || clip[1] != 0)
|
||||
{
|
||||
screen->VirtualToRealCoords(dcx, dcy, tmp, tmp, script->resW, script->resH, true);
|
||||
if (cx == 0) dcx = 0;
|
||||
if (cy == 0) dcy = 0;
|
||||
if (clip[0] == 0) dcx = 0;
|
||||
if (clip[1] == 0) dcy = 0;
|
||||
}
|
||||
if(cr != 0 || cb != 0 || clearDontDraw)
|
||||
if(clip[2] != 0 || clip[3] != 0 || clearDontDraw)
|
||||
screen->VirtualToRealCoords(dcr, dcb, tmp, tmp, script->resW, script->resH, true);
|
||||
screen->VirtualToRealCoords(dx, dy, w, h, script->resW, script->resH, true);
|
||||
}
|
||||
|
@ -1245,7 +1246,7 @@ public:
|
|||
DTA_Translation, translate ? GetTranslation() : 0,
|
||||
DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
|
||||
DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM,
|
||||
DTA_Alpha, alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
DTA_AlphaChannel, alphaMap,
|
||||
DTA_FillColor, 0,
|
||||
TAG_DONE);
|
||||
|
@ -1262,7 +1263,7 @@ public:
|
|||
DTA_Translation, translate ? GetTranslation() : 0,
|
||||
DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
|
||||
DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM,
|
||||
DTA_Alpha, alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
TAG_DONE);
|
||||
}
|
||||
}
|
||||
|
@ -1298,12 +1299,12 @@ public:
|
|||
ry = SCREENHEIGHT + ry;
|
||||
|
||||
// Check for clipping
|
||||
if(cx != 0 || cy != 0 || cr != 0 || cb != 0)
|
||||
if(clip[0] != 0 || clip[1] != 0 || clip[2] != 0 || clip[3] != 0)
|
||||
{
|
||||
rcx = cx == 0 ? 0 : rx+((((double) cx/FRACUNIT) - texture->GetScaledLeftOffsetDouble())*xScale);
|
||||
rcy = cy == 0 ? 0 : ry+((((double) cy/FRACUNIT) - texture->GetScaledTopOffsetDouble())*yScale);
|
||||
rcr = cr == 0 ? INT_MAX : rx+w-((((double) cr/FRACUNIT) + texture->GetScaledLeftOffsetDouble())*xScale);
|
||||
rcb = cb == 0 ? INT_MAX : ry+h-((((double) cb/FRACUNIT) + texture->GetScaledTopOffsetDouble())*yScale);
|
||||
rcx = clip[0] == 0 ? 0 : rx+((clip[0] - texture->GetScaledLeftOffsetDouble())*xScale);
|
||||
rcy = clip[1] == 0 ? 0 : ry+((clip[1] - texture->GetScaledTopOffsetDouble())*yScale);
|
||||
rcr = clip[2] == 0 ? INT_MAX : rx+w-((clip[2] + texture->GetScaledLeftOffsetDouble())*xScale);
|
||||
rcb = clip[3] == 0 ? INT_MAX : ry+h-((clip[3] + texture->GetScaledTopOffsetDouble())*yScale);
|
||||
}
|
||||
|
||||
if(clearDontDraw)
|
||||
|
@ -1322,7 +1323,7 @@ public:
|
|||
DTA_Translation, translate ? GetTranslation() : 0,
|
||||
DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
|
||||
DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM,
|
||||
DTA_Alpha, alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
DTA_AlphaChannel, alphaMap,
|
||||
DTA_FillColor, 0,
|
||||
TAG_DONE);
|
||||
|
@ -1339,14 +1340,14 @@ public:
|
|||
DTA_Translation, translate ? GetTranslation() : 0,
|
||||
DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
|
||||
DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM,
|
||||
DTA_Alpha, alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
TAG_DONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawString(FFont *font, const char* cstring, SBarInfoCoordinate x, SBarInfoCoordinate y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, EColorRange translation, int spacing=0, bool drawshadow=false, int shadowX=2, int shadowY=2) const
|
||||
void DrawString(FFont *font, const char* cstring, SBarInfoCoordinate x, SBarInfoCoordinate y, int xOffset, int yOffset, double Alpha, bool fullScreenOffsets, EColorRange translation, int spacing=0, bool drawshadow=false, int shadowX=2, int shadowY=2) const
|
||||
{
|
||||
x += spacing;
|
||||
double ax = *x;
|
||||
|
@ -1456,13 +1457,13 @@ public:
|
|||
}
|
||||
if(drawshadow)
|
||||
{
|
||||
fixed_t salpha = fixed_t(alpha *HR_SHADOW);
|
||||
double salpha = (Alpha *HR_SHADOW);
|
||||
double srx = rx + (shadowX*xScale);
|
||||
double sry = ry + (shadowY*yScale);
|
||||
screen->DrawTexture(character, srx, sry,
|
||||
DTA_DestWidthF, rw,
|
||||
DTA_DestHeightF, rh,
|
||||
DTA_Alpha, salpha,
|
||||
DTA_AlphaF, salpha,
|
||||
DTA_FillColor, 0,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
@ -1470,7 +1471,7 @@ public:
|
|||
DTA_DestWidthF, rw,
|
||||
DTA_DestHeightF, rh,
|
||||
DTA_Translation, remap,
|
||||
DTA_Alpha, alpha,
|
||||
DTA_AlphaF, Alpha,
|
||||
TAG_DONE);
|
||||
if(script->spacingCharacter == '\0')
|
||||
ax += width + spacing - (character->LeftOffset+1);
|
||||
|
@ -1516,7 +1517,7 @@ DBaseStatusBar *CreateCustomStatusBar (int script)
|
|||
return new DSBarInfo(SBarInfoScript[script]);
|
||||
}
|
||||
|
||||
void SBarInfoMainBlock::DrawAux(const SBarInfoMainBlock *block, DSBarInfo *statusBar, int xOffset, int yOffset, int alpha)
|
||||
void SBarInfoMainBlock::DrawAux(const SBarInfoMainBlock *block, DSBarInfo *statusBar, int xOffset, int yOffset, double alpha)
|
||||
{
|
||||
// Popups can also be forced to scale
|
||||
bool rescale = false;
|
||||
|
|
|
@ -61,9 +61,10 @@ struct Popup
|
|||
bool moving;
|
||||
int height;
|
||||
int width;
|
||||
int speed;
|
||||
int speed2;
|
||||
int alpha;
|
||||
int ispeed;
|
||||
double speed;
|
||||
double speed2;
|
||||
double alpha;
|
||||
int x;
|
||||
int y;
|
||||
int displacementX;
|
||||
|
@ -77,7 +78,7 @@ struct Popup
|
|||
bool isDoneMoving();
|
||||
int getXOffset();
|
||||
int getYOffset();
|
||||
int getAlpha(int maxAlpha=OPAQUE);
|
||||
double getAlpha(double maxAlpha=1.);
|
||||
int getXDisplacement();
|
||||
int getYDisplacement();
|
||||
};
|
||||
|
|
|
@ -48,7 +48,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
|
|||
translatable(false), type(NORMAL_IMAGE), image(-1), maxwidth(-1),
|
||||
maxheight(-1), spawnScaleX(1.0f), spawnScaleY(1.0f), flags(0),
|
||||
applyscale(false), offset(static_cast<Offset> (TOP|LEFT)),
|
||||
texture(NULL), alpha(OPAQUE)
|
||||
texture(NULL), alpha(1.)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -63,7 +63,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
|
|||
int w = maxwidth, h = maxheight;
|
||||
|
||||
// We must calculate this per frame in order to prevent glitches with cl_capfps true.
|
||||
fixed_t frameAlpha = FixedMul(block->Alpha(), alpha);
|
||||
double frameAlpha = block->Alpha() * alpha;
|
||||
|
||||
if(flags & DI_DRAWINBOX)
|
||||
{
|
||||
|
@ -234,7 +234,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
|
|||
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
|
||||
|
||||
texture = NULL;
|
||||
alpha = OPAQUE;
|
||||
alpha = 1.;
|
||||
if (applyscale)
|
||||
{
|
||||
spawnScaleX = spawnScaleY = 1.0f;
|
||||
|
@ -282,7 +282,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
|
|||
if (harmor->Slots[armorType] > 0 && harmor->SlotsIncrement[armorType] > 0)
|
||||
{
|
||||
//combine the alpha values
|
||||
alpha = int(alpha * MIN(1., harmor->Slots[armorType] / harmor->SlotsIncrement[armorType]));
|
||||
alpha *= MIN(1., harmor->Slots[armorType] / harmor->SlotsIncrement[armorType]);
|
||||
texture = statusBar->Images[image];
|
||||
}
|
||||
else
|
||||
|
@ -350,7 +350,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
|
|||
Offset offset;
|
||||
|
||||
FTexture *texture;
|
||||
int alpha;
|
||||
double alpha;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -641,7 +641,7 @@ class CommandDrawSwitchableImage : public CommandDrawImage
|
|||
|
||||
// Since we're not going to call our parent's tick() method,
|
||||
// be sure to set the alpha value properly.
|
||||
alpha = FRACUNIT;
|
||||
alpha = 1.;
|
||||
return;
|
||||
}
|
||||
CommandDrawImage::Tick(block, statusBar, hudChanged);
|
||||
|
@ -1641,9 +1641,9 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra
|
|||
}
|
||||
else
|
||||
{
|
||||
if(itemflash && itemflashFade)
|
||||
if(itemflash && itemflashFade != 0)
|
||||
{
|
||||
fixed_t flashAlpha = FixedMul(block->Alpha(), itemflashFade);
|
||||
double flashAlpha = block->Alpha() * itemflashFade;
|
||||
statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgCURSOR], imgx-4, imgy+2, block->XOffset(), block->YOffset(), flashAlpha, block->FullScreenOffsets(),
|
||||
translatable, false, offset);
|
||||
}
|
||||
|
@ -1736,7 +1736,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra
|
|||
artiflashTick--;
|
||||
if(itemflashFade > 0)
|
||||
{
|
||||
itemflashFade -= FRACUNIT/14;
|
||||
itemflashFade -= 1./14;
|
||||
if(itemflashFade < 0)
|
||||
itemflashFade = 0;
|
||||
}
|
||||
|
@ -1747,7 +1747,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra
|
|||
CommandDrawNumber::Tick(block, statusBar, hudChanged);
|
||||
}
|
||||
|
||||
static void Flash() { artiflashTick = 4; itemflashFade = FRACUNIT*3/4; }
|
||||
static void Flash() { artiflashTick = 4; itemflashFade = 0.75; }
|
||||
protected:
|
||||
bool alternateOnEmpty;
|
||||
bool artiflash;
|
||||
|
@ -1755,10 +1755,10 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra
|
|||
bool itemflash;
|
||||
|
||||
static int artiflashTick;
|
||||
static fixed_t itemflashFade;
|
||||
static double itemflashFade;
|
||||
};
|
||||
int CommandDrawSelectedInventory::artiflashTick = 0;
|
||||
int CommandDrawSelectedInventory::itemflashFade = FRACUNIT*3/4;
|
||||
double CommandDrawSelectedInventory::itemflashFade = 0.75;
|
||||
|
||||
void DSBarInfo::FlashItem(const PClass *itemtype)
|
||||
{
|
||||
|
@ -2110,9 +2110,9 @@ class CommandDrawInventoryBar : public SBarInfoCommand
|
|||
{
|
||||
int spacing = GetCounterSpacing(statusBar);
|
||||
|
||||
int bgalpha = block->Alpha();
|
||||
double bgalpha = block->Alpha();
|
||||
if(translucent)
|
||||
bgalpha = fixed_t(block->Alpha() * HX_SHADOW);
|
||||
bgalpha *= HX_SHADOW;
|
||||
|
||||
AInventory *item;
|
||||
unsigned int i = 0;
|
||||
|
@ -2492,10 +2492,10 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
FTexture *fg = statusBar->Images[foreground];
|
||||
FTexture *bg = (background != -1) ? statusBar->Images[background] : NULL;
|
||||
|
||||
fixed_t value = drawValue;
|
||||
double value = drawValue;
|
||||
if(border != 0)
|
||||
{
|
||||
value = FRACUNIT - value; //invert since the new drawing method requires drawing the bg on the fg.
|
||||
value = 1. - value; //invert since the new drawing method requires drawing the bg on the fg.
|
||||
|
||||
//Draw the whole foreground
|
||||
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
|
||||
|
@ -2506,27 +2506,27 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
if (bg != NULL && bg->GetScaledWidth() == fg->GetScaledWidth() && bg->GetScaledHeight() == fg->GetScaledHeight())
|
||||
statusBar->DrawGraphic(bg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
|
||||
else
|
||||
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, 0, 0, 0, 0, true);
|
||||
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, nulclip, true);
|
||||
}
|
||||
|
||||
// {cx, cy, cr, cb}
|
||||
fixed_t clip[4] = {0, 0, 0, 0};
|
||||
double Clip[4] = {0, 0, 0, 0};
|
||||
|
||||
fixed_t sizeOfImage = (horizontal ? fg->GetScaledWidth()-border*2 : fg->GetScaledHeight()-border*2)<<FRACBITS;
|
||||
clip[(!horizontal)|((horizontal ? !reverse : reverse)<<1)] = sizeOfImage - FixedMul(sizeOfImage, value);
|
||||
int sizeOfImage = (horizontal ? fg->GetScaledWidth()-border*2 : fg->GetScaledHeight()-border*2);
|
||||
Clip[(!horizontal)|((horizontal ? !reverse : reverse)<<1)] = sizeOfImage - sizeOfImage *value;
|
||||
// Draw background
|
||||
if(border != 0)
|
||||
{
|
||||
for(unsigned int i = 0;i < 4;i++)
|
||||
clip[i] += border<<FRACBITS;
|
||||
Clip[i] += border;
|
||||
|
||||
if (bg != NULL && bg->GetScaledWidth() == fg->GetScaledWidth() && bg->GetScaledHeight() == fg->GetScaledHeight())
|
||||
statusBar->DrawGraphic(bg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, clip[0], clip[1], clip[2], clip[3]);
|
||||
statusBar->DrawGraphic(bg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, Clip);
|
||||
else
|
||||
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, clip[0], clip[1], clip[2], clip[3], true);
|
||||
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, Clip, true);
|
||||
}
|
||||
else
|
||||
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, clip[0], clip[1], clip[2], clip[3]);
|
||||
statusBar->DrawGraphic(fg, this->x, this->y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets(), false, false, 0, false, -1, -1, Clip);
|
||||
}
|
||||
void Parse(FScanner &sc, bool fullScreenOffsets)
|
||||
{
|
||||
|
@ -2651,7 +2651,7 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
}
|
||||
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
|
||||
{
|
||||
fixed_t value = 0;
|
||||
double value = 0;
|
||||
int max = 0;
|
||||
switch(type)
|
||||
{
|
||||
|
@ -2791,9 +2791,7 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
|
||||
if(max != 0 && value > 0)
|
||||
{
|
||||
value = (value << FRACBITS) / max;
|
||||
if(value > FRACUNIT)
|
||||
value = FRACUNIT;
|
||||
value = MIN(value / max, 1.);
|
||||
}
|
||||
else
|
||||
value = 0;
|
||||
|
@ -2802,14 +2800,14 @@ 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, FRACUNIT/statusBar->Images[foreground]->GetWidth());
|
||||
pixel = MAX(1., 1./statusBar->Images[foreground]->GetWidth());
|
||||
|
||||
if(abs(drawValue - value) < pixel)
|
||||
if(fabs(drawValue - value) < pixel)
|
||||
drawValue = value;
|
||||
else if(value < drawValue)
|
||||
drawValue -= clamp<fixed_t>((drawValue - value) >> 2, 1, FixedDiv(interpolationSpeed<<FRACBITS, FRACUNIT*100));
|
||||
else if(drawValue < value)
|
||||
drawValue += clamp<fixed_t>((value - drawValue) >> 2, 1, FixedDiv(interpolationSpeed<<FRACBITS, FRACUNIT*100));
|
||||
else if (value < drawValue)
|
||||
drawValue -= clamp<double>((drawValue - value) / 4, 1 / 65536., interpolationSpeed / 100.);
|
||||
else if (drawValue < value)
|
||||
drawValue += clamp<double>((value - drawValue) / 4, 1 / 65536., interpolationSpeed / 100.);
|
||||
}
|
||||
else
|
||||
drawValue = value;
|
||||
|
@ -2883,8 +2881,8 @@ class CommandDrawBar : public SBarInfoCommand
|
|||
SBarInfoCoordinate y;
|
||||
|
||||
int interpolationSpeed;
|
||||
fixed_t drawValue;
|
||||
fixed_t pixel;
|
||||
double drawValue;
|
||||
double pixel;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -3448,7 +3446,7 @@ class CommandAlpha : public SBarInfoMainBlock
|
|||
void Parse(FScanner &sc, bool fullScreenOffsets)
|
||||
{
|
||||
sc.MustGetToken(TK_FloatConst);
|
||||
alpha = fixed_t(FRACUNIT * sc.Float);
|
||||
alpha = sc.Float;
|
||||
|
||||
// We don't want to allow all the options of a regular main block
|
||||
// so skip to the SBarInfoCommandFlowControl.
|
||||
|
|
|
@ -116,7 +116,7 @@ static FTexture * invgems[4]; // Inventory arrows
|
|||
static int hudwidth, hudheight; // current width/height for HUD display
|
||||
static int statspace;
|
||||
|
||||
void AM_GetPosition(fixed_t & x, fixed_t & y);
|
||||
DVector2 AM_GetPosition();
|
||||
|
||||
|
||||
FTextureID GetHUDIcon(PClassInventory *cls)
|
||||
|
@ -766,7 +766,7 @@ static void DrawInventory(player_t * CPlayer, int x,int y)
|
|||
|
||||
if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) )
|
||||
{
|
||||
int trans = rover==CPlayer->mo->InvSel ? OPAQUE : 0x6666;
|
||||
int trans = rover==CPlayer->mo->InvSel ? 0x10000 : 0x6666;
|
||||
|
||||
DrawImageToBox(TexMan[AltIcon.isValid()? AltIcon : rover->Icon], x, y, 19, 25, trans);
|
||||
if (rover->Amount>1)
|
||||
|
@ -818,23 +818,20 @@ static void DrawFrags(player_t * CPlayer, int x, int y)
|
|||
|
||||
static void DrawCoordinates(player_t * CPlayer)
|
||||
{
|
||||
fixed_t x;
|
||||
fixed_t y;
|
||||
fixed_t z;
|
||||
DVector3 pos;
|
||||
char coordstr[18];
|
||||
int h = SmallFont->GetHeight()+1;
|
||||
|
||||
|
||||
if (!map_point_coordinates || !automapactive)
|
||||
{
|
||||
x=CPlayer->mo->_f_X();
|
||||
y=CPlayer->mo->_f_Y();
|
||||
z=CPlayer->mo->_f_Z();
|
||||
pos = CPlayer->mo->Pos();
|
||||
}
|
||||
else
|
||||
{
|
||||
AM_GetPosition(x,y);
|
||||
z = P_PointInSector(x, y)->floorplane.ZatPoint(x, y);
|
||||
DVector2 apos = AM_GetPosition();
|
||||
double z = P_PointInSector(apos)->floorplane.ZatPoint(apos);
|
||||
pos = DVector3(apos, z);
|
||||
}
|
||||
|
||||
int vwidth = con_scaletext==0? SCREENWIDTH : SCREENWIDTH/2;
|
||||
|
@ -842,17 +839,17 @@ static void DrawCoordinates(player_t * CPlayer)
|
|||
int xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
|
||||
int ypos = 18;
|
||||
|
||||
mysnprintf(coordstr, countof(coordstr), "X: %d", x>>FRACBITS);
|
||||
mysnprintf(coordstr, countof(coordstr), "X: %d", int(pos.X));
|
||||
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos, coordstr,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
|
||||
|
||||
mysnprintf(coordstr, countof(coordstr), "Y: %d", y>>FRACBITS);
|
||||
mysnprintf(coordstr, countof(coordstr), "Y: %d", int(pos.Y));
|
||||
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos+h, coordstr,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
|
||||
|
||||
mysnprintf(coordstr, countof(coordstr), "Z: %d", z>>FRACBITS);
|
||||
mysnprintf(coordstr, countof(coordstr), "Z: %d", int(pos.Z));
|
||||
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos+2*h, coordstr,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
|
||||
|
@ -933,7 +930,7 @@ static void DrawTime()
|
|||
const int width = SmallFont->GetCharWidth('0') * characterCount + 2; // small offset from screen's border
|
||||
const int height = SmallFont->GetHeight();
|
||||
|
||||
DrawHudText(SmallFont, hud_timecolor, timeString, hudwidth - width, height, OPAQUE);
|
||||
DrawHudText(SmallFont, hud_timecolor, timeString, hudwidth - width, height, 0x10000);
|
||||
}
|
||||
|
||||
static bool IsAltHUDTextVisible()
|
||||
|
@ -991,7 +988,7 @@ static void DrawLatency()
|
|||
const int width = SmallFont->GetCharWidth('0') * characterCount + 2; // small offset from screen's border
|
||||
const int height = SmallFont->GetHeight() * (ST_IsTimeVisible() ? 2 : 1);
|
||||
|
||||
DrawHudText(SmallFont, color, tempstr, hudwidth - width, height, OPAQUE);
|
||||
DrawHudText(SmallFont, color, tempstr, hudwidth - width, height, 0x10000);
|
||||
}
|
||||
|
||||
bool ST_IsLatencyVisible()
|
||||
|
@ -1082,7 +1079,7 @@ void DrawHUD()
|
|||
{
|
||||
seconds = Tics2Seconds(level.totaltime);
|
||||
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
|
||||
DrawHudText(SmallFont, hudcolor_ttim, printstr, hudwidth-length, bottom, OPAQUE);
|
||||
DrawHudText(SmallFont, hudcolor_ttim, printstr, hudwidth-length, bottom, 0x10000);
|
||||
bottom -= fonth;
|
||||
}
|
||||
|
||||
|
@ -1092,14 +1089,14 @@ void DrawHUD()
|
|||
{
|
||||
seconds = Tics2Seconds(level.time);
|
||||
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
|
||||
DrawHudText(SmallFont, hudcolor_time, printstr, hudwidth-length, bottom, OPAQUE);
|
||||
DrawHudText(SmallFont, hudcolor_time, printstr, hudwidth-length, bottom, 0x10000);
|
||||
bottom -= fonth;
|
||||
}
|
||||
|
||||
// Single level time for hubs
|
||||
seconds= Tics2Seconds(level.maptime);
|
||||
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
|
||||
DrawHudText(SmallFont, hudcolor_ltim, printstr, hudwidth-length, bottom, OPAQUE);
|
||||
DrawHudText(SmallFont, hudcolor_ltim, printstr, hudwidth-length, bottom, 0x10000);
|
||||
}
|
||||
|
||||
ST_FormatMapName(mapname);
|
||||
|
|
|
@ -57,8 +57,8 @@
|
|||
|
||||
#include "../version.h"
|
||||
|
||||
#define XHAIRSHRINKSIZE (FRACUNIT/18)
|
||||
#define XHAIRPICKUPSIZE (FRACUNIT*2+XHAIRSHRINKSIZE)
|
||||
#define XHAIRSHRINKSIZE (1./18)
|
||||
#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
|
||||
#define POWERUPICONSIZE 32
|
||||
|
||||
IMPLEMENT_POINTY_CLASS(DBaseStatusBar)
|
||||
|
@ -233,7 +233,7 @@ DBaseStatusBar::DBaseStatusBar (int reltop, int hres, int vres)
|
|||
CompleteBorder = false;
|
||||
Centering = false;
|
||||
FixedOrigin = false;
|
||||
CrosshairSize = FRACUNIT;
|
||||
CrosshairSize = 1.;
|
||||
RelTop = reltop;
|
||||
memset(Messages, 0, sizeof(Messages));
|
||||
Displacement = 0;
|
||||
|
@ -287,7 +287,7 @@ void DBaseStatusBar::SetScaled (bool scale, bool force)
|
|||
::ST_Y = ST_Y;
|
||||
if (RelTop > 0)
|
||||
{
|
||||
Displacement = ((ST_Y * VirticalResolution / SCREENHEIGHT) - (VirticalResolution - RelTop))*FRACUNIT/RelTop;
|
||||
Displacement = double((ST_Y * VirticalResolution / SCREENHEIGHT) - (VirticalResolution - RelTop))/RelTop;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -377,12 +377,12 @@ void DBaseStatusBar::Tick ()
|
|||
}
|
||||
|
||||
// If the crosshair has been enlarged, shrink it.
|
||||
if (CrosshairSize > FRACUNIT)
|
||||
if (CrosshairSize > 1.)
|
||||
{
|
||||
CrosshairSize -= XHAIRSHRINKSIZE;
|
||||
if (CrosshairSize < FRACUNIT)
|
||||
if (CrosshairSize < 1.)
|
||||
{
|
||||
CrosshairSize = FRACUNIT;
|
||||
CrosshairSize = 1.;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -567,27 +567,6 @@ void DBaseStatusBar::DrawDimImage (FTexture *img,
|
|||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC DrawImage
|
||||
//
|
||||
// Draws a translucent image with the status bar's upper-left corner as the
|
||||
// origin.
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DBaseStatusBar::DrawFadedImage (FTexture *img,
|
||||
int x, int y, fixed_t shade) const
|
||||
{
|
||||
if (img != NULL)
|
||||
{
|
||||
screen->DrawTexture (img, x + ST_X, y + ST_Y,
|
||||
DTA_Alpha, shade,
|
||||
DTA_Bottom320x200, Scaled,
|
||||
TAG_DONE);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC DrawPartialImage
|
||||
|
@ -1113,7 +1092,7 @@ void DBaseStatusBar::DrawCrosshair ()
|
|||
static int palettecolor = 0;
|
||||
|
||||
DWORD color;
|
||||
fixed_t size;
|
||||
double size;
|
||||
int w, h;
|
||||
|
||||
// Don't draw the crosshair in chasecam mode
|
||||
|
@ -1130,19 +1109,19 @@ void DBaseStatusBar::DrawCrosshair ()
|
|||
|
||||
if (crosshairscale)
|
||||
{
|
||||
size = SCREENHEIGHT * FRACUNIT / 200;
|
||||
size = SCREENHEIGHT / 200.;
|
||||
}
|
||||
else
|
||||
{
|
||||
size = FRACUNIT;
|
||||
size = 1.;
|
||||
}
|
||||
|
||||
if (crosshairgrow)
|
||||
{
|
||||
size = FixedMul (size, CrosshairSize);
|
||||
size *= CrosshairSize;
|
||||
}
|
||||
w = (CrosshairImage->GetWidth() * size) >> FRACBITS;
|
||||
h = (CrosshairImage->GetHeight() * size) >> FRACBITS;
|
||||
w = int(CrosshairImage->GetWidth() * size);
|
||||
h = int(CrosshairImage->GetHeight() * size);
|
||||
|
||||
if (crosshairhealth)
|
||||
{
|
||||
|
@ -1255,7 +1234,6 @@ void DBaseStatusBar::Draw (EHudState state)
|
|||
{ // Draw current coordinates
|
||||
int height = SmallFont->GetHeight();
|
||||
char labels[3] = { 'X', 'Y', 'Z' };
|
||||
fixed_t *value;
|
||||
int i;
|
||||
|
||||
int vwidth;
|
||||
|
@ -1286,10 +1264,10 @@ void DBaseStatusBar::Draw (EHudState state)
|
|||
y -= height * 2;
|
||||
}
|
||||
|
||||
fixedvec3 pos = CPlayer->mo->_f_Pos();
|
||||
for (i = 2, value = &pos.z; i >= 0; y -= height, --value, --i)
|
||||
DVector3 pos = CPlayer->mo->Pos();
|
||||
for (i = 2; i >= 0; y -= height, --i)
|
||||
{
|
||||
mysnprintf (line, countof(line), "%c: %d", labels[i], *value >> FRACBITS);
|
||||
mysnprintf (line, countof(line), "%c: %d", labels[i], int(pos[i]));
|
||||
screen->DrawText (SmallFont, CR_GREEN, xpos, y, line,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
|
||||
|
|
|
@ -59,10 +59,12 @@ void FMapInfoParser::ParseSkill ()
|
|||
bool thisisdefault = false;
|
||||
bool acsreturnisset = false;
|
||||
|
||||
skill.AmmoFactor = FRACUNIT;
|
||||
skill.DoubleAmmoFactor = 2*FRACUNIT;
|
||||
skill.DropAmmoFactor = -1;
|
||||
skill.AmmoFactor = 1.;
|
||||
skill.DoubleAmmoFactor = 2.;
|
||||
skill.DropAmmoFactor = -1.;
|
||||
skill.DamageFactor = 1.;
|
||||
skill.ArmorFactor = 1.;
|
||||
skill.HealthFactor = 1.;
|
||||
skill.FastMonsters = false;
|
||||
skill.SlowMonsters = false;
|
||||
skill.DisableCheats = false;
|
||||
|
@ -71,7 +73,7 @@ void FMapInfoParser::ParseSkill ()
|
|||
skill.AutoUseHealth = false;
|
||||
skill.RespawnCounter = 0;
|
||||
skill.RespawnLimit = 0;
|
||||
skill.Aggressiveness = FRACUNIT;
|
||||
skill.Aggressiveness = 1.;
|
||||
skill.SpawnFilter = 0;
|
||||
skill.ACSReturn = 0;
|
||||
skill.MustConfirm = false;
|
||||
|
@ -79,12 +81,10 @@ void FMapInfoParser::ParseSkill ()
|
|||
skill.TextColor = "";
|
||||
skill.Replace.Clear();
|
||||
skill.Replaced.Clear();
|
||||
skill.MonsterHealth = FRACUNIT;
|
||||
skill.FriendlyHealth = FRACUNIT;
|
||||
skill.MonsterHealth = 1.;
|
||||
skill.FriendlyHealth = 1.;
|
||||
skill.NoPain = false;
|
||||
skill.ArmorFactor = FRACUNIT;
|
||||
skill.Infighting = 0;
|
||||
skill.HealthFactor = FRACUNIT;
|
||||
|
||||
sc.MustGetString();
|
||||
skill.Name = sc.String;
|
||||
|
@ -97,19 +97,19 @@ void FMapInfoParser::ParseSkill ()
|
|||
{
|
||||
ParseAssign();
|
||||
sc.MustGetFloat ();
|
||||
skill.AmmoFactor = FLOAT2FIXED(sc.Float);
|
||||
skill.AmmoFactor = sc.Float;
|
||||
}
|
||||
else if (sc.Compare ("doubleammofactor"))
|
||||
{
|
||||
ParseAssign();
|
||||
sc.MustGetFloat ();
|
||||
skill.DoubleAmmoFactor = FLOAT2FIXED(sc.Float);
|
||||
skill.DoubleAmmoFactor = sc.Float;
|
||||
}
|
||||
else if (sc.Compare ("dropammofactor"))
|
||||
{
|
||||
ParseAssign();
|
||||
sc.MustGetFloat ();
|
||||
skill.DropAmmoFactor = FLOAT2FIXED(sc.Float);
|
||||
skill.DropAmmoFactor = sc.Float;
|
||||
}
|
||||
else if (sc.Compare ("damagefactor"))
|
||||
{
|
||||
|
@ -157,7 +157,7 @@ void FMapInfoParser::ParseSkill ()
|
|||
{
|
||||
ParseAssign();
|
||||
sc.MustGetFloat ();
|
||||
skill.Aggressiveness = FRACUNIT - FLOAT2FIXED(clamp(sc.Float, 0.,1.));
|
||||
skill.Aggressiveness = 1. - clamp(sc.Float, 0.,1.);
|
||||
}
|
||||
else if (sc.Compare("SpawnFilter"))
|
||||
{
|
||||
|
@ -250,13 +250,13 @@ void FMapInfoParser::ParseSkill ()
|
|||
{
|
||||
ParseAssign();
|
||||
sc.MustGetFloat();
|
||||
skill.MonsterHealth = FLOAT2FIXED(sc.Float);
|
||||
skill.MonsterHealth = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("FriendlyHealth"))
|
||||
{
|
||||
ParseAssign();
|
||||
sc.MustGetFloat();
|
||||
skill.FriendlyHealth = FLOAT2FIXED(sc.Float);
|
||||
skill.FriendlyHealth = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("NoPain"))
|
||||
{
|
||||
|
@ -266,13 +266,13 @@ void FMapInfoParser::ParseSkill ()
|
|||
{
|
||||
ParseAssign();
|
||||
sc.MustGetFloat();
|
||||
skill.ArmorFactor = FLOAT2FIXED(sc.Float);
|
||||
skill.ArmorFactor = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("HealthFactor"))
|
||||
{
|
||||
ParseAssign();
|
||||
sc.MustGetFloat();
|
||||
skill.HealthFactor = FLOAT2FIXED(sc.Float);
|
||||
skill.HealthFactor = sc.Float;
|
||||
}
|
||||
else if (sc.Compare("NoInfighting"))
|
||||
{
|
||||
|
@ -341,16 +341,6 @@ int G_SkillProperty(ESkillProperty prop)
|
|||
{
|
||||
switch(prop)
|
||||
{
|
||||
case SKILLP_AmmoFactor:
|
||||
if (dmflags2 & DF2_YES_DOUBLEAMMO)
|
||||
{
|
||||
return AllSkills[gameskill].DoubleAmmoFactor;
|
||||
}
|
||||
return AllSkills[gameskill].AmmoFactor;
|
||||
|
||||
case SKILLP_DropAmmoFactor:
|
||||
return AllSkills[gameskill].DropAmmoFactor;
|
||||
|
||||
case SKILLP_FastMonsters:
|
||||
return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
|
||||
|
||||
|
@ -365,9 +355,6 @@ int G_SkillProperty(ESkillProperty prop)
|
|||
case SKILLP_RespawnLimit:
|
||||
return AllSkills[gameskill].RespawnLimit;
|
||||
|
||||
case SKILLP_Aggressiveness:
|
||||
return AllSkills[gameskill].Aggressiveness;
|
||||
|
||||
case SKILLP_DisableCheats:
|
||||
return AllSkills[gameskill].DisableCheats;
|
||||
|
||||
|
@ -386,21 +373,9 @@ int G_SkillProperty(ESkillProperty prop)
|
|||
case SKILLP_ACSReturn:
|
||||
return AllSkills[gameskill].ACSReturn;
|
||||
|
||||
case SKILLP_MonsterHealth:
|
||||
return AllSkills[gameskill].MonsterHealth;
|
||||
|
||||
case SKILLP_FriendlyHealth:
|
||||
return AllSkills[gameskill].FriendlyHealth;
|
||||
|
||||
case SKILLP_NoPain:
|
||||
return AllSkills[gameskill].NoPain;
|
||||
|
||||
case SKILLP_ArmorFactor:
|
||||
return AllSkills[gameskill].ArmorFactor;
|
||||
|
||||
case SKILLP_HealthFactor:
|
||||
return AllSkills[gameskill].HealthFactor;
|
||||
|
||||
case SKILLP_Infight:
|
||||
// This property also needs to consider the level flags for the same info.
|
||||
if (level.flags2 & LEVEL2_TOTALINFIGHTING) return 1;
|
||||
|
@ -425,9 +400,34 @@ double G_SkillProperty(EFSkillProperty prop)
|
|||
{
|
||||
switch (prop)
|
||||
{
|
||||
case SKILLP_AmmoFactor:
|
||||
if (dmflags2 & DF2_YES_DOUBLEAMMO)
|
||||
{
|
||||
return AllSkills[gameskill].DoubleAmmoFactor;
|
||||
}
|
||||
return AllSkills[gameskill].AmmoFactor;
|
||||
|
||||
case SKILLP_DropAmmoFactor:
|
||||
return AllSkills[gameskill].DropAmmoFactor;
|
||||
|
||||
case SKILLP_ArmorFactor:
|
||||
return AllSkills[gameskill].ArmorFactor;
|
||||
|
||||
case SKILLP_HealthFactor:
|
||||
return AllSkills[gameskill].HealthFactor;
|
||||
|
||||
case SKILLP_DamageFactor:
|
||||
return AllSkills[gameskill].DamageFactor;
|
||||
break;
|
||||
|
||||
case SKILLP_Aggressiveness:
|
||||
return AllSkills[gameskill].Aggressiveness;
|
||||
|
||||
case SKILLP_MonsterHealth:
|
||||
return AllSkills[gameskill].MonsterHealth;
|
||||
|
||||
case SKILLP_FriendlyHealth:
|
||||
return AllSkills[gameskill].FriendlyHealth;
|
||||
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
|
|
|
@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnEntity)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
AActor *entity = Spawn("EntityBoss", self->PosPlusZ(70), ALLOW_REPLACE);
|
||||
AActor *entity = Spawn("EntityBoss", self->PosPlusZ(70.), ALLOW_REPLACE);
|
||||
if (entity != NULL)
|
||||
{
|
||||
entity->Angles.Yaw = self->Angles.Yaw;
|
||||
|
|
|
@ -127,7 +127,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_TossArm)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
AActor *foo = Spawn("InquisitorArm", self->PosPlusZ(24), ALLOW_REPLACE);
|
||||
AActor *foo = Spawn("InquisitorArm", self->PosPlusZ(24.), ALLOW_REPLACE);
|
||||
foo->Angles.Yaw = self->Angles.Yaw - 90. + pr_inq.Random2() * (360./1024.);
|
||||
foo->VelFromAngle(foo->Speed / 8);
|
||||
foo->Vel.Z = pr_inq() / 64.;
|
||||
|
|
|
@ -130,7 +130,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
AActor *foo = Spawn("ProgrammerBase", self->PosPlusZ(24), ALLOW_REPLACE);
|
||||
AActor *foo = Spawn("ProgrammerBase", self->PosPlusZ(24.), ALLOW_REPLACE);
|
||||
if (foo != NULL)
|
||||
{
|
||||
foo->Angles.Yaw = self->Angles.Yaw + 180. + pr_prog.Random2() * (360. / 1024.);
|
||||
|
|
|
@ -251,7 +251,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_TossGib)
|
|||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
const char *gibtype = (self->flags & MF_NOBLOOD) ? "Junk" : "Meat";
|
||||
AActor *gib = Spawn (gibtype, self->PosPlusZ(24), ALLOW_REPLACE);
|
||||
AActor *gib = Spawn (gibtype, self->PosPlusZ(24.), ALLOW_REPLACE);
|
||||
|
||||
if (gib == NULL)
|
||||
{
|
||||
|
|
|
@ -667,7 +667,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
|
|||
pos = self->Pos();
|
||||
}
|
||||
|
||||
AActor *drop = Spawn<APhosphorousFire> (pos.X, pos.Y, self->Z() + 4., ALLOW_REPLACE);
|
||||
AActor *drop = Spawn<APhosphorousFire> (DVector3(pos, self->Z() + 4.), ALLOW_REPLACE);
|
||||
if (drop != NULL)
|
||||
{
|
||||
drop->Vel.X = self->Vel.X + pr_phburn.Random2 (7);
|
||||
|
|
|
@ -576,7 +576,7 @@ private:
|
|||
int bars = (CurrentPop == POP_Status) ? imgINVPOP : imgINVPOP2;
|
||||
int back = (CurrentPop == POP_Status) ? imgINVPBAK : imgINVPBAK2;
|
||||
// Extrapolate the height of the popscreen for smoother movement
|
||||
int height = clamp<int> (PopHeight + FixedMul (r_TicFrac, PopHeightChange), -POP_HEIGHT, 0);
|
||||
int height = clamp<int> (PopHeight + int(r_TicFracF * PopHeightChange), -POP_HEIGHT, 0);
|
||||
|
||||
xscale = CleanXfac;
|
||||
yscale = CleanYfac;
|
||||
|
@ -627,7 +627,7 @@ private:
|
|||
if (KeyPopScroll > 0)
|
||||
{
|
||||
// Extrapolate the scroll position for smoother scrolling
|
||||
int scroll = MAX<int> (0,KeyPopScroll - FixedMul (r_TicFrac, 280/KEY_TIME));
|
||||
int scroll = MAX<int> (0,KeyPopScroll - int(r_TicFracF * (280./KEY_TIME)));
|
||||
pos -= 10;
|
||||
leftcol = leftcol - 280 + scroll;
|
||||
}
|
||||
|
|
|
@ -37,7 +37,7 @@
|
|||
#include <stddef.h>
|
||||
#if !defined(_WIN32)
|
||||
#include <inttypes.h> // for intptr_t
|
||||
#elif !defined(_MSC_VER)
|
||||
#else
|
||||
#include <stdint.h> // for mingw
|
||||
#endif
|
||||
|
||||
|
|
|
@ -262,7 +262,7 @@ void DIntermissionScreenFader::Drawer ()
|
|||
{
|
||||
double factor = clamp(double(mTicker) / mDuration, 0., 1.);
|
||||
if (mType == FADE_In) factor = 1.0 - factor;
|
||||
int color = MAKEARGB(xs_RoundToInt(factor*255), 0,0,0);
|
||||
int color = MAKEARGB(int(factor*255), 0,0,0);
|
||||
|
||||
if (screen->Begin2D(false))
|
||||
{
|
||||
|
|
|
@ -113,7 +113,7 @@ bool FIntermissionAction::ParseKey(FScanner &sc)
|
|||
if (!sc.CheckToken('-'))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
mDuration = xs_RoundToInt(sc.Float*TICRATE);
|
||||
mDuration = int(sc.Float*TICRATE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -329,7 +329,7 @@ bool FIntermissionActionTextscreen::ParseKey(FScanner &sc)
|
|||
if (!sc.CheckToken('-'))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
mTextDelay = xs_RoundToInt(sc.Float*TICRATE);
|
||||
mTextDelay = int(sc.Float*TICRATE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -438,7 +438,7 @@ bool FIntermissionActionScroller::ParseKey(FScanner &sc)
|
|||
if (!sc.CheckToken('-'))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
mScrollDelay = xs_RoundToInt(sc.Float*TICRATE);
|
||||
mScrollDelay = int(sc.Float*TICRATE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -453,7 +453,7 @@ bool FIntermissionActionScroller::ParseKey(FScanner &sc)
|
|||
if (!sc.CheckToken('-'))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
mScrollTime = xs_RoundToInt(sc.Float*TICRATE);
|
||||
mScrollTime = int(sc.Float*TICRATE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -78,7 +78,7 @@ FButtonStatus MenuButtons[NUM_MKEYS];
|
|||
int MenuButtonTickers[NUM_MKEYS];
|
||||
bool MenuButtonOrigin[NUM_MKEYS];
|
||||
int BackbuttonTime;
|
||||
fixed_t BackbuttonAlpha;
|
||||
float BackbuttonAlpha;
|
||||
static bool MenuEnabled = true;
|
||||
|
||||
|
||||
|
@ -274,7 +274,7 @@ void DMenu::Drawer ()
|
|||
}
|
||||
else
|
||||
{
|
||||
screen->DrawTexture(tex, x, y, DTA_CleanNoMove, true, DTA_Alpha, BackbuttonAlpha, TAG_DONE);
|
||||
screen->DrawTexture(tex, x, y, DTA_CleanNoMove, true, DTA_AlphaF, BackbuttonAlpha, TAG_DONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -680,12 +680,13 @@ void M_Ticker (void)
|
|||
}
|
||||
if (BackbuttonTime > 0)
|
||||
{
|
||||
if (BackbuttonAlpha < OPAQUE) BackbuttonAlpha += OPAQUE/10;
|
||||
if (BackbuttonAlpha < 1.f) BackbuttonAlpha += .1f;
|
||||
if (BackbuttonAlpha > 1.f) BackbuttonAlpha = 1.f;
|
||||
BackbuttonTime--;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (BackbuttonAlpha > 0) BackbuttonAlpha -= OPAQUE/10;
|
||||
if (BackbuttonAlpha > 0) BackbuttonAlpha -= .1f;
|
||||
if (BackbuttonAlpha < 0) BackbuttonAlpha = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -35,8 +35,6 @@
|
|||
#include "doomtype.h"
|
||||
#include "doomstat.h"
|
||||
#include "d_player.h"
|
||||
#include "tables.h"
|
||||
#include "m_fixed.h"
|
||||
#include "templates.h"
|
||||
#include "menu/menu.h"
|
||||
#include "colormatcher.h"
|
||||
|
@ -59,6 +57,22 @@
|
|||
|
||||
struct FBackdropTexture : public FTexture
|
||||
{
|
||||
enum
|
||||
{
|
||||
COS_SIZE = 256,
|
||||
ANGLESHIFT = 24
|
||||
};
|
||||
|
||||
static constexpr uint32_t DEGREES(double v)
|
||||
{
|
||||
return uint32_t((v)*(0x40000000 / 90.0));
|
||||
}
|
||||
|
||||
static double TORAD(uint32_t x)
|
||||
{
|
||||
return x*(M_PI / 0x80000000);
|
||||
}
|
||||
|
||||
public:
|
||||
FBackdropTexture();
|
||||
|
||||
|
@ -68,12 +82,13 @@ public:
|
|||
bool CheckModified();
|
||||
|
||||
protected:
|
||||
uint32_t costab[COS_SIZE];
|
||||
BYTE Pixels[144*160];
|
||||
static const Span DummySpan[2];
|
||||
int LastRenderTic;
|
||||
|
||||
angle_t time1, time2, time3, time4;
|
||||
angle_t t1ang, t2ang, z1ang, z2ang;
|
||||
uint32_t time1, time2, time3, time4;
|
||||
uint32_t t1ang, t2ang, z1ang, z2ang;
|
||||
|
||||
void Render();
|
||||
};
|
||||
|
@ -171,14 +186,19 @@ FBackdropTexture::FBackdropTexture()
|
|||
WidthMask = 255;
|
||||
LastRenderTic = 0;
|
||||
|
||||
time1 = ANGLE_1*180;
|
||||
time2 = ANGLE_1*56;
|
||||
time3 = ANGLE_1*99;
|
||||
time4 = ANGLE_1*1;
|
||||
t1ang = ANGLE_90;
|
||||
for (int i = 0; i < COS_SIZE; ++i)
|
||||
{
|
||||
costab[i] = uint32_t(cos(i * (M_PI / (COS_SIZE / 2))) * 65536);
|
||||
}
|
||||
|
||||
time1 = DEGREES(180);
|
||||
time2 = DEGREES(56);
|
||||
time3 = DEGREES(99);
|
||||
time4 = DEGREES(1);
|
||||
t1ang = DEGREES(90);
|
||||
t2ang = 0;
|
||||
z1ang = 0;
|
||||
z2ang = ANGLE_90/2;
|
||||
z2ang = DEGREES(45);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
@ -248,22 +268,23 @@ void FBackdropTexture::Render()
|
|||
|
||||
int x, y;
|
||||
|
||||
const angle_t a1add = ANGLE_1/2;
|
||||
const angle_t a2add = ANGLE_MAX-ANGLE_1;
|
||||
const angle_t a3add = ANGLE_1*5/7;
|
||||
const angle_t a4add = ANGLE_MAX-ANGLE_1*4/3;
|
||||
const DWORD a1add = DEGREES(0.5);
|
||||
const DWORD a2add = DEGREES(359);
|
||||
const DWORD a3add = DEGREES(5 / 7.f);
|
||||
const DWORD a4add = DEGREES(358.66666);
|
||||
|
||||
const angle_t t1add = ANGLE_MAX-ANGLE_1*2;
|
||||
const angle_t t2add = ANGLE_MAX-ANGLE_1*3+ANGLE_1/6;
|
||||
const angle_t t3add = ANGLE_1*16/7;
|
||||
const angle_t t4add = ANGLE_MAX-ANGLE_1*2/3;
|
||||
const angle_t x1add = 5<<ANGLETOFINESHIFT;
|
||||
const angle_t x2add = ANGLE_MAX-(13<<ANGLETOFINESHIFT);
|
||||
const angle_t z1add = 3<<ANGLETOFINESHIFT;
|
||||
const angle_t z2add = 4<<ANGLETOFINESHIFT;
|
||||
const DWORD t1add = DEGREES(358);
|
||||
const DWORD t2add = DEGREES(357.16666);
|
||||
const DWORD t3add = DEGREES(2.285);
|
||||
const DWORD t4add = DEGREES(359.33333);
|
||||
const DWORD x1add = 5 * 524288;
|
||||
const DWORD x2add = 0u - 13 * 524288;
|
||||
const DWORD z1add = 3 * 524288;
|
||||
const DWORD z2add = 4 * 524288;
|
||||
|
||||
angle_t a1, a2, a3, a4;
|
||||
fixed_t c1, c2, c3, c4;
|
||||
|
||||
DWORD a1, a2, a3, a4;
|
||||
SDWORD c1, c2, c3, c4;
|
||||
DWORD tx, ty, tc, ts;
|
||||
DWORD ux, uy, uc, us;
|
||||
DWORD ltx, lty, lux, luy;
|
||||
|
@ -273,36 +294,36 @@ void FBackdropTexture::Render()
|
|||
a3 = time3;
|
||||
a4 = time4;
|
||||
|
||||
fixed_t z1 = (finecosine[z2ang>>ANGLETOFINESHIFT]>>2)+FRACUNIT/2;
|
||||
fixed_t z2 = (finecosine[z1ang>>ANGLETOFINESHIFT]>>2)+FRACUNIT*3/4;
|
||||
double z1 = (cos(TORAD(z2ang)) / 4 + 0.5) * (0x8000000);
|
||||
double z2 = (cos(TORAD(z1ang)) / 4 + 0.75) * (0x8000000);
|
||||
|
||||
tc = MulScale5 (finecosine[t1ang>>ANGLETOFINESHIFT], z1);
|
||||
ts = MulScale5 (finesine[t1ang>>ANGLETOFINESHIFT], z1);
|
||||
uc = MulScale5 (finecosine[t2ang>>ANGLETOFINESHIFT], z2);
|
||||
us = MulScale5 (finesine[t2ang>>ANGLETOFINESHIFT], z2);
|
||||
tc = SDWORD(cos(TORAD(t1ang)) * z1);
|
||||
ts = SDWORD(sin(TORAD(t1ang)) * z1);
|
||||
uc = SDWORD(cos(TORAD(t2ang)) * z2);
|
||||
us = SDWORD(sin(TORAD(t2ang)) * z2);
|
||||
|
||||
ltx = -width/2*tc;
|
||||
lty = -width/2*ts;
|
||||
lux = -width/2*uc;
|
||||
luy = -width/2*us;
|
||||
ltx = -width / 2 * tc;
|
||||
lty = -width / 2 * ts;
|
||||
lux = -width / 2 * uc;
|
||||
luy = -width / 2 * us;
|
||||
|
||||
for (y = 0; y < height; ++y)
|
||||
{
|
||||
a1 = time1;
|
||||
a2 = time2;
|
||||
c3 = finecosine[a3>>ANGLETOFINESHIFT];
|
||||
c4 = finecosine[a4>>ANGLETOFINESHIFT];
|
||||
tx = ltx - (y-height/2)*ts;
|
||||
ty = lty + (y-height/2)*tc;
|
||||
ux = lux - (y-height/2)*us;
|
||||
uy = luy + (y-height/2)*uc;
|
||||
c3 = SDWORD(cos(TORAD(a3)) * 65536.0);
|
||||
c4 = SDWORD(cos(TORAD(a4)) * 65536.0);
|
||||
tx = ltx - (y - height / 2)*ts;
|
||||
ty = lty + (y - height / 2)*tc;
|
||||
ux = lux - (y - height / 2)*us;
|
||||
uy = luy + (y - height / 2)*uc;
|
||||
for (x = 0; x < width; ++x)
|
||||
{
|
||||
c1 = finecosine[a1>>ANGLETOFINESHIFT];
|
||||
c2 = finecosine[a2>>ANGLETOFINESHIFT];
|
||||
from[x] = ((c1 + c2 + c3 + c4) >> (FRACBITS+3-7)) + 128 // plasma
|
||||
+ pattern1[(tx>>27)+((ty>>22)&992)] // rotozoomer 1
|
||||
+ pattern2[(ux>>27)+((uy>>22)&992)]; // rotozoomer 2
|
||||
c1 = costab[a1 >> ANGLESHIFT];
|
||||
c2 = costab[a2 >> ANGLESHIFT];
|
||||
from[x] = ((c1 + c2 + c3 + c4) >> (16 + 3 - 7)) + 128 // plasma
|
||||
+ pattern1[(tx >> 27) + ((ty >> 22) & 992)] // rotozoomer 1
|
||||
+ pattern2[(ux >> 27) + ((uy >> 22) & 992)]; // rotozoomer 2
|
||||
tx += tc;
|
||||
ty += ts;
|
||||
ux += uc;
|
||||
|
|
|
@ -79,7 +79,7 @@ DReadThisMenu::DReadThisMenu(DMenu *parent)
|
|||
void DReadThisMenu::Drawer()
|
||||
{
|
||||
FTexture *tex = NULL, *prevpic = NULL;
|
||||
fixed_t alpha;
|
||||
double alpha;
|
||||
|
||||
// Did the mapper choose a custom help page via MAPINFO?
|
||||
if ((level.info != NULL) && level.info->F1Pic.Len() != 0)
|
||||
|
@ -99,12 +99,12 @@ void DReadThisMenu::Drawer()
|
|||
}
|
||||
|
||||
screen->Dim(0, 1.0, 0,0, SCREENWIDTH, SCREENHEIGHT);
|
||||
alpha = MIN<fixed_t> (Scale (gametic - mInfoTic, OPAQUE, TICRATE/3), OPAQUE);
|
||||
if (alpha < OPAQUE && prevpic != NULL)
|
||||
alpha = MIN((gametic - mInfoTic) * (3. / TICRATE), 1.);
|
||||
if (alpha < 1. && prevpic != NULL)
|
||||
{
|
||||
screen->DrawTexture (prevpic, 0, 0, DTA_Fullscreen, true, TAG_DONE);
|
||||
}
|
||||
screen->DrawTexture (tex, 0, 0, DTA_Fullscreen, true, DTA_Alpha, alpha, TAG_DONE);
|
||||
screen->DrawTexture (tex, 0, 0, DTA_Fullscreen, true, DTA_AlphaF, alpha, TAG_DONE);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -3462,7 +3462,7 @@ void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, int flags)
|
|||
}
|
||||
}
|
||||
|
||||
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force)
|
||||
int DLevelScript::DoSpawn (int type, const DVector3 &pos, int tid, DAngle angle, bool force)
|
||||
{
|
||||
PClassActor *info = PClass::FindActor(FBehavior::StaticLookupString (type));
|
||||
AActor *actor = NULL;
|
||||
|
@ -3478,14 +3478,14 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
|
|||
return 0;
|
||||
}
|
||||
|
||||
actor = Spawn (info, x, y, z, ALLOW_REPLACE);
|
||||
actor = Spawn (info, pos, ALLOW_REPLACE);
|
||||
if (actor != NULL)
|
||||
{
|
||||
ActorFlags2 oldFlags2 = actor->flags2;
|
||||
actor->flags2 |= MF2_PASSMOBJ;
|
||||
if (force || P_TestMobjLocation (actor))
|
||||
{
|
||||
actor->Angles.Yaw = angle * (360. / 256);
|
||||
actor->Angles.Yaw = angle;
|
||||
actor->tid = tid;
|
||||
actor->AddToHash ();
|
||||
if (actor->flags & MF_SPECIAL)
|
||||
|
@ -3506,6 +3506,12 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
|
|||
return spawncount;
|
||||
}
|
||||
|
||||
int DLevelScript::DoSpawn(int type, int x, int y, int z, int tid, int angle, bool force)
|
||||
{
|
||||
return DoSpawn(type, DVector3(ACSToDouble(x), ACSToDouble(y), ACSToDouble(z)), tid, angle * (360. / 256), force);
|
||||
}
|
||||
|
||||
|
||||
int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool force)
|
||||
{
|
||||
int spawned = 0;
|
||||
|
@ -3517,12 +3523,12 @@ int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool forc
|
|||
|
||||
while ( (aspot = iterator.Next ()) )
|
||||
{
|
||||
spawned += DoSpawn (type, aspot->_f_X(), aspot->_f_Y(), aspot->_f_Z(), tid, angle, force);
|
||||
spawned += DoSpawn (type, aspot->Pos(), tid, angle * (360. / 256), force);
|
||||
}
|
||||
}
|
||||
else if (activator != NULL)
|
||||
{
|
||||
spawned += DoSpawn (type, activator->_f_X(), activator->_f_Y(), activator->_f_Z(), tid, angle, force);
|
||||
spawned += DoSpawn (type, activator->Pos(), tid, angle * (360. / 256), force);
|
||||
}
|
||||
return spawned;
|
||||
}
|
||||
|
@ -3538,12 +3544,12 @@ int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
|
|||
|
||||
while ( (aspot = iterator.Next ()) )
|
||||
{
|
||||
spawned += DoSpawn (type, aspot->_f_X(), aspot->_f_Y(), aspot->_f_Z(), tid, aspot->_f_angle() >> 24, force);
|
||||
spawned += DoSpawn (type, aspot->Pos(), tid, aspot->Angles.Yaw, force);
|
||||
}
|
||||
}
|
||||
else if (activator != NULL)
|
||||
{
|
||||
spawned += DoSpawn (type, activator->_f_X(), activator->_f_Y(), activator->_f_Z(), tid, activator->_f_angle() >> 24, force);
|
||||
spawned += DoSpawn (type, activator->Pos(), tid, activator->Angles.Yaw, force);
|
||||
}
|
||||
return spawned;
|
||||
}
|
||||
|
@ -4762,15 +4768,15 @@ static int SetCVar(AActor *activator, const char *cvarname, int value, bool is_s
|
|||
return 1;
|
||||
}
|
||||
|
||||
static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, angle_t angle, fixed_t zofs, fixed_t distance)
|
||||
static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, DAngle angle, double zofs, double distance)
|
||||
{
|
||||
if (!(flags & SDF_ABSANGLE))
|
||||
{
|
||||
angle += actor->_f_angle();
|
||||
angle += actor->Angles.Yaw;
|
||||
}
|
||||
return NULL != ShootDecal(tpl, actor, actor->Sector, actor->X(), actor->Y(),
|
||||
actor->Center() - actor->Floorclip + actor->GetBobOffset() + FIXED2DBL(zofs),
|
||||
DAngle(ANGLE2DBL(angle)), FIXED2DBL(distance), !!(flags & SDF_PERMANENT));
|
||||
actor->Center() - actor->Floorclip + actor->GetBobOffset() + zofs,
|
||||
angle, distance, !!(flags & SDF_PERMANENT));
|
||||
}
|
||||
|
||||
static void SetActorAngle(AActor *activator, int tid, int angle, bool interpolate)
|
||||
|
@ -5668,9 +5674,9 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
if (tpl != NULL)
|
||||
{
|
||||
int flags = (argCount > 2) ? args[2] : 0;
|
||||
angle_t angle = (argCount > 3) ? (args[3] << FRACBITS) : 0;
|
||||
fixed_t zoffset = (argCount > 4) ? (args[4] << FRACBITS) : 0;
|
||||
fixed_t distance = (argCount > 5) ? (args[5] << FRACBITS) : 64*FRACUNIT;
|
||||
DAngle angle = ACSToAngle((argCount > 3) ? args[3] : 0);
|
||||
int zoffset = (argCount > 4) ? args[4]: 0;
|
||||
int distance = (argCount > 5) ? args[5] : 64;
|
||||
|
||||
if (args[0] == 0)
|
||||
{
|
||||
|
@ -5783,7 +5789,9 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
argCount > 8 ? args[8] : 0,
|
||||
argCount > 9 ? ACSToDouble(args[9]) : 1.0,
|
||||
argCount > 10 ? ACSToDouble(args[10]) : 1.0,
|
||||
argCount > 11 ? ACSToDouble(args[11]) : 1.0 );
|
||||
argCount > 11 ? ACSToDouble(args[11]) : 1.0,
|
||||
argCount > 12 ? args[12] : 0,
|
||||
argCount > 13 ? args[13] : 0);
|
||||
}
|
||||
|
||||
case ACSF_SetLineActivation:
|
||||
|
@ -7985,7 +7993,7 @@ scriptwait:
|
|||
float x = ACSToFloat(Stack[optstart-3]);
|
||||
float y = ACSToFloat(Stack[optstart-2]);
|
||||
float holdTime = ACSToFloat(Stack[optstart-1]);
|
||||
fixed_t alpha;
|
||||
float alpha;
|
||||
DHUDMessage *msg;
|
||||
|
||||
if (type & HUDMSG_COLORSTRING)
|
||||
|
@ -8000,13 +8008,13 @@ scriptwait:
|
|||
switch (type & 0xFF)
|
||||
{
|
||||
default: // normal
|
||||
alpha = (optstart < sp) ? Stack[optstart] : OPAQUE;
|
||||
alpha = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 1.f;
|
||||
msg = new DHUDMessage (activefont, work, x, y, hudwidth, hudheight, color, holdTime);
|
||||
break;
|
||||
case 1: // fade out
|
||||
{
|
||||
float fadeTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.5f;
|
||||
alpha = (optstart < sp-1) ? Stack[optstart+1] : OPAQUE;
|
||||
alpha = (optstart < sp-1) ? ACSToFloat(Stack[optstart+1]) : 1.f;
|
||||
msg = new DHUDMessageFadeOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, fadeTime);
|
||||
}
|
||||
break;
|
||||
|
@ -8014,7 +8022,7 @@ scriptwait:
|
|||
{
|
||||
float typeTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.05f;
|
||||
float fadeTime = (optstart < sp-1) ? ACSToFloat(Stack[optstart+1]) : 0.5f;
|
||||
alpha = (optstart < sp-2) ? Stack[optstart+2] : FRACUNIT;
|
||||
alpha = (optstart < sp-2) ? ACSToFloat(Stack[optstart+2]) : 1.f;
|
||||
msg = new DHUDMessageTypeOnFadeOut (activefont, work, x, y, hudwidth, hudheight, color, typeTime, holdTime, fadeTime);
|
||||
}
|
||||
break;
|
||||
|
@ -8022,7 +8030,7 @@ scriptwait:
|
|||
{
|
||||
float inTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.5f;
|
||||
float outTime = (optstart < sp-1) ? ACSToFloat(Stack[optstart+1]) : 0.5f;
|
||||
alpha = (optstart < sp-2) ? Stack[optstart+2] : OPAQUE;
|
||||
alpha = (optstart < sp-2) ? ACSToFloat(Stack[optstart + 2]) : 1.f;
|
||||
msg = new DHUDMessageFadeInOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, inTime, outTime);
|
||||
}
|
||||
break;
|
||||
|
@ -8679,7 +8687,7 @@ scriptwait:
|
|||
bool result = false;
|
||||
AActor *actor = SingleActorFromTID (STACK(5), activator);
|
||||
if (actor != NULL)
|
||||
result = P_MoveThing(actor, STACK(4), STACK(3), STACK(2), !!STACK(1));
|
||||
result = P_MoveThing(actor, DVector3(ACSToDouble(STACK(4)), ACSToDouble(STACK(3)), ACSToDouble(STACK(2))), !!STACK(1));
|
||||
sp -= 4;
|
||||
STACK(1) = result;
|
||||
}
|
||||
|
@ -8696,11 +8704,11 @@ scriptwait:
|
|||
}
|
||||
else if (pcd == PCD_GETACTORZ)
|
||||
{
|
||||
STACK(1) = actor->_f_Z() + actor->GetBobOffset();
|
||||
STACK(1) = DoubleToACS(actor->Z() + actor->GetBobOffset());
|
||||
}
|
||||
else
|
||||
{
|
||||
STACK(1) = pcd == PCD_GETACTORX ? actor->_f_X() : pcd == PCD_GETACTORY ? actor->_f_Y() : actor->_f_Z();
|
||||
STACK(1) = DoubleToACS(pcd == PCD_GETACTORX ? actor->X() : pcd == PCD_GETACTORY ? actor->Y() : actor->Z());
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -907,7 +907,8 @@ protected:
|
|||
static int CountPlayers ();
|
||||
static void SetLineTexture (int lineid, int side, int position, int name);
|
||||
static void ReplaceTextures (int fromname, int toname, int flags);
|
||||
static int DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force);
|
||||
static int DoSpawn (int type, const DVector3 &pos, int tid, DAngle angle, bool force);
|
||||
static int DoSpawn(int type, int x, int y, int z, int tid, int angle, bool force);
|
||||
static bool DoCheckActorTexture(int tid, AActor *activator, int string, bool floor);
|
||||
int DoSpawnSpot (int type, int spot, int tid, int angle, bool forced);
|
||||
int DoSpawnSpotFacing (int type, int spot, int tid, bool forced);
|
||||
|
|
|
@ -697,9 +697,9 @@ static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
|
|||
for (int i = 0; i < numsprites; ++i)
|
||||
{
|
||||
mapthings[count].thingid = 0;
|
||||
mapthings[count].x = (sprites[i].x << 12);
|
||||
mapthings[count].y = -(sprites[i].y << 12);
|
||||
mapthings[count].z = (bsectors[sprites[i].sectnum].floorZ - sprites[i].z) << 8;
|
||||
mapthings[count].pos.X = sprites[i].x / 16.;
|
||||
mapthings[count].pos.Y = -sprites[i].y / 16.;
|
||||
mapthings[count].pos.Z = (bsectors[sprites[i].sectnum].floorZ - sprites[i].z) / 256.;
|
||||
mapthings[count].angle = (((2048-sprites[i].ang) & 2047) * 360) >> 11;
|
||||
mapthings[count].ClassFilter = 0xffff;
|
||||
mapthings[count].SkillFilter = 0xffff;
|
||||
|
@ -786,8 +786,8 @@ static void CreateStartSpot (fixed_t *pos, FMapThing *start)
|
|||
short angle = LittleShort(*(WORD *)(&pos[3]));
|
||||
FMapThing mt = { 0, };
|
||||
|
||||
mt.x = LittleLong(pos[0])<<12;
|
||||
mt.y = (-LittleLong(pos[1]))<<12;
|
||||
mt.pos.X = LittleLong(pos[0]) / 16.;
|
||||
mt.pos.Y = -LittleLong(pos[1]) / 16.;
|
||||
mt.angle = short(Scale((2048-angle)&2047, 360, 2048));
|
||||
mt.info = DoomEdMap.CheckKey(1);
|
||||
mt.EdNum = 1;
|
||||
|
|
|
@ -21,7 +21,7 @@ struct FCheckPosition
|
|||
sector_t *sector;
|
||||
double floorz;
|
||||
double ceilingz;
|
||||
fixed_t dropoffz;
|
||||
double dropoffz;
|
||||
FTextureID floorpic;
|
||||
int floorterrain;
|
||||
sector_t *floorsector;
|
||||
|
@ -55,6 +55,10 @@ struct FCheckPosition
|
|||
{
|
||||
return FLOAT2FIXED(floorz);
|
||||
}
|
||||
inline fixed_t _f_dropoffz()
|
||||
{
|
||||
return FLOAT2FIXED(dropoffz);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -493,11 +493,9 @@ void P_RunEffect (AActor *actor, int effects)
|
|||
{
|
||||
// Grenade trail
|
||||
|
||||
fixedvec3 pos = actor->_f_Vec3Angle(-actor->_f_radius() * 2, moveangle.BAMs(),
|
||||
fixed_t(-(actor->_f_height() >> 3) * (actor->Vel.Z) + (2 * actor->_f_height()) / 3));
|
||||
DVector3 pos = actor->Vec3Angle(-actor->radius * 2, moveangle, -actor->Height * actor->Vel.Z / 8 + actor->Height * (2. / 3));
|
||||
|
||||
P_DrawSplash2 (6, pos.x, pos.y, pos.z,
|
||||
moveangle.BAMs() + ANG180, 2, 2);
|
||||
P_DrawSplash2 (6, pos, moveangle + 180, 2, 2);
|
||||
}
|
||||
if (effects & FX_FOUNTAINMASK)
|
||||
{
|
||||
|
@ -547,7 +545,7 @@ void P_RunEffect (AActor *actor, int effects)
|
|||
}
|
||||
}
|
||||
|
||||
void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind)
|
||||
void P_DrawSplash (int count, const DVector3 &pos, DAngle angle, int kind)
|
||||
{
|
||||
int color1, color2;
|
||||
|
||||
|
@ -564,7 +562,6 @@ void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, in
|
|||
for (; count; count--)
|
||||
{
|
||||
particle_t *p = JitterParticle (10);
|
||||
angle_t an;
|
||||
|
||||
if (!p)
|
||||
break;
|
||||
|
@ -575,14 +572,14 @@ void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, in
|
|||
p->accz -= FRACUNIT/8;
|
||||
p->accx += (M_Random () - 128) * 8;
|
||||
p->accy += (M_Random () - 128) * 8;
|
||||
p->z = z - M_Random () * 1024;
|
||||
an = (angle + (M_Random() << 21)) >> ANGLETOFINESHIFT;
|
||||
p->x = x + (M_Random () & 15)*finecosine[an];
|
||||
p->y = y + (M_Random () & 15)*finesine[an];
|
||||
p->z = FLOAT2FIXED(pos.Z) - M_Random () * 1024;
|
||||
angle += M_Random() * (45./256);
|
||||
p->x = FLOAT2FIXED(pos.X + (M_Random() & 15)*angle.Cos());
|
||||
p->y = FLOAT2FIXED(pos.Y + (M_Random() & 15)*angle.Sin());
|
||||
}
|
||||
}
|
||||
|
||||
void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind)
|
||||
void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, int kind)
|
||||
{
|
||||
int color1, color2, zvel, zspread, zadd;
|
||||
|
||||
|
@ -626,16 +623,16 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i
|
|||
p->vel.z = M_Random () * zvel;
|
||||
p->accz = -FRACUNIT/22;
|
||||
if (kind) {
|
||||
an = (angle + ((M_Random() - 128) << 23)) >> ANGLETOFINESHIFT;
|
||||
an = (angle.BAMs() + ((M_Random() - 128) << 23)) >> ANGLETOFINESHIFT;
|
||||
p->vel.x = (M_Random () * finecosine[an]) >> 11;
|
||||
p->vel.y = (M_Random () * finesine[an]) >> 11;
|
||||
p->accx = p->vel.x >> 4;
|
||||
p->accy = p->vel.y >> 4;
|
||||
}
|
||||
p->z = z + (M_Random () + zadd - 128) * zspread;
|
||||
an = (angle + ((M_Random() - 128) << 22)) >> ANGLETOFINESHIFT;
|
||||
p->x = x + ((M_Random () & 31)-15)*finecosine[an];
|
||||
p->y = y + ((M_Random () & 31)-15)*finesine[an];
|
||||
p->z = FLOAT2FIXED(pos.Z) + (M_Random () + zadd - 128) * zspread;
|
||||
an = (angle.BAMs() + ((M_Random() - 128) << 22)) >> ANGLETOFINESHIFT;
|
||||
p->x = FLOAT2FIXED(pos.X) + ((M_Random () & 31)-15)*finecosine[an];
|
||||
p->y = FLOAT2FIXED(pos.X) + ((M_Random () & 31)-15)*finesine[an];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -862,9 +859,7 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end,
|
|||
if (rnd & 4)
|
||||
diff.Z = clamp<double>(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
|
||||
}
|
||||
DVector3 postmp = pos + diff;
|
||||
|
||||
AActor *thing = Spawn (spawnclass, FLOAT2FIXED(postmp.X), FLOAT2FIXED(postmp.Y), FLOAT2FIXED(postmp.Z), ALLOW_REPLACE);
|
||||
AActor *thing = Spawn (spawnclass, pos + diff, ALLOW_REPLACE);
|
||||
if (thing)
|
||||
thing->Angles.Yaw = ANGLE2DBL(angle);
|
||||
pos += trail_step;
|
||||
|
|
|
@ -90,6 +90,6 @@ void P_RunEffects (void);
|
|||
void P_RunEffect (AActor *actor, int effects);
|
||||
|
||||
void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, angle_t angle = 0, int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270);
|
||||
void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind);
|
||||
void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind);
|
||||
void P_DrawSplash (int count, const DVector3 &pos, DAngle angle, int kind);
|
||||
void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, int kind);
|
||||
void P_DisconnectEffect (AActor *actor);
|
||||
|
|
|
@ -410,7 +410,7 @@ bool AActor::SuggestMissileAttack (fixed_t dist)
|
|||
if (flags4 & MF4_MISSILEMORE) dist >>= 1;
|
||||
if (flags4 & MF4_MISSILEEVENMORE) dist >>= 3;
|
||||
|
||||
int mmc = FixedMul(MinMissileChance, G_SkillProperty(SKILLP_Aggressiveness));
|
||||
int mmc = int(MinMissileChance * G_SkillProperty(SKILLP_Aggressiveness));
|
||||
return pr_checkmissilerange() >= MIN<int> (dist >> FRACBITS, mmc);
|
||||
}
|
||||
|
||||
|
@ -879,7 +879,7 @@ void P_NewChaseDir(AActor * actor)
|
|||
}
|
||||
|
||||
// Try to move away from a dropoff
|
||||
if (actor->_f_floorz() - actor->dropoffz > actor->MaxDropOffHeight &&
|
||||
if (actor->floorz - actor->dropoffz > actor->MaxDropOffHeight &&
|
||||
actor->Z() <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
|
||||
!(actor->flags2 & MF2_ONMOBJ) &&
|
||||
!(actor->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
|
||||
|
@ -888,8 +888,8 @@ void P_NewChaseDir(AActor * actor)
|
|||
FBlockLinesIterator it(box);
|
||||
line_t *line;
|
||||
|
||||
fixed_t deltax = 0;
|
||||
fixed_t deltay = 0;
|
||||
double deltax = 0;
|
||||
double deltay = 0;
|
||||
while ((line = it.Next()))
|
||||
{
|
||||
if (line->backsector && // Ignore one-sided linedefs
|
||||
|
@ -899,31 +899,31 @@ void P_NewChaseDir(AActor * actor)
|
|||
box.Bottom() < line->bbox[BOXTOP] &&
|
||||
box.BoxOnLineSide(line) == -1)
|
||||
{
|
||||
fixed_t front = line->frontsector->floorplane.ZatPoint(actor->PosRelative(line));
|
||||
fixed_t back = line->backsector->floorplane.ZatPoint(actor->PosRelative(line));
|
||||
angle_t angle;
|
||||
double front = line->frontsector->floorplane.ZatPointF(actor->PosRelative(line));
|
||||
double back = line->backsector->floorplane.ZatPointF(actor->PosRelative(line));
|
||||
DAngle angle;
|
||||
|
||||
// The monster must contact one of the two floors,
|
||||
// and the other must be a tall dropoff.
|
||||
|
||||
if (back == actor->_f_Z() && front < actor->_f_Z() - actor->MaxDropOffHeight)
|
||||
if (back == actor->Z() && front < actor->Z() - actor->MaxDropOffHeight)
|
||||
{
|
||||
angle = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
|
||||
angle = line->Delta().Angle(); // front side dropoff
|
||||
}
|
||||
else if (front == actor->_f_Z() && back < actor->_f_Z() - actor->MaxDropOffHeight)
|
||||
else if (front == actor->Z() && back < actor->Z() - actor->MaxDropOffHeight)
|
||||
{
|
||||
angle = R_PointToAngle2(line->dx,line->dy,0,0); // back side dropoff
|
||||
angle = line->Delta().Angle() + 180.; // back side dropoff
|
||||
}
|
||||
else continue;
|
||||
|
||||
// Move away from dropoff at a standard speed.
|
||||
// Multiple contacted linedefs are cumulative (e.g. hanging over corner)
|
||||
deltax -= finesine[angle >> ANGLETOFINESHIFT]*32;
|
||||
deltay += finecosine[angle >> ANGLETOFINESHIFT]*32;
|
||||
deltax -= 32 * angle.Sin();
|
||||
deltay += 32 * angle.Cos();
|
||||
}
|
||||
}
|
||||
|
||||
if (deltax || deltay)
|
||||
if (deltax != 0 || deltay != 0)
|
||||
{
|
||||
// [Graf Zahl] I have changed P_TryMove to only apply this logic when
|
||||
// being called from here. AVOIDINGDROPOFF activates the code that
|
||||
|
@ -933,7 +933,7 @@ void P_NewChaseDir(AActor * actor)
|
|||
|
||||
// use different dropoff movement logic in P_TryMove
|
||||
actor->flags5|=MF5_AVOIDINGDROPOFF;
|
||||
P_DoNewChaseDir(actor, deltax, deltay);
|
||||
P_DoNewChaseDir(actor, FLOAT2FIXED(deltax), FLOAT2FIXED(deltay));
|
||||
actor->flags5&=~MF5_AVOIDINGDROPOFF;
|
||||
|
||||
// If moving away from dropoff, set movecount to 1 so that
|
||||
|
@ -2861,30 +2861,29 @@ void A_Face (AActor *self, AActor *other, angle_t _max_turn, angle_t _max_pitch,
|
|||
// disabled and is so by default.
|
||||
if (max_pitch <= 180.)
|
||||
{
|
||||
fixedvec2 pos = self->_f_Vec2To(other);
|
||||
DVector2 dist(pos.x, pos.y);
|
||||
DVector2 dist = self->Vec2To(other);
|
||||
|
||||
// Positioning ala missile spawning, 32 units above foot level
|
||||
fixed_t source_z = self->_f_Z() + 32*FRACUNIT + self->GetBobOffset();
|
||||
fixed_t target_z = other->_f_Z() + 32*FRACUNIT + other->GetBobOffset();
|
||||
double source_z = self->Z() + 32 + self->GetBobOffset();
|
||||
double target_z = other->Z() + 32 + other->GetBobOffset();
|
||||
|
||||
// If the target z is above the target's head, reposition to the middle of
|
||||
// its body.
|
||||
if (target_z >= other->_f_Top())
|
||||
if (target_z >= other->Top())
|
||||
{
|
||||
target_z = other->_f_Z() + (other->_f_height() / 2);
|
||||
target_z = other->Center();
|
||||
}
|
||||
|
||||
//Note there is no +32*FRACUNIT on purpose. This is for customization sake.
|
||||
//If one doesn't want this behavior, just don't use FAF_BOTTOM.
|
||||
if (flags & FAF_BOTTOM)
|
||||
target_z = other->_f_Z() + other->GetBobOffset();
|
||||
target_z = other->Z() + other->GetBobOffset();
|
||||
if (flags & FAF_MIDDLE)
|
||||
target_z = other->_f_Z() + (other->_f_height() / 2) + other->GetBobOffset();
|
||||
target_z = other->Center() + other->GetBobOffset();
|
||||
if (flags & FAF_TOP)
|
||||
target_z = other->_f_Z() + (other->_f_height()) + other->GetBobOffset();
|
||||
target_z = other->Top() + other->GetBobOffset();
|
||||
|
||||
target_z += z_add;
|
||||
target_z += FIXED2FLOAT(z_add);
|
||||
|
||||
double dist_z = target_z - source_z;
|
||||
double ddist = g_sqrt(dist.X*dist.X + dist.Y*dist.Y + dist_z*dist_z);
|
||||
|
@ -3098,11 +3097,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_ActiveAndUnblock)
|
|||
void ModifyDropAmount(AInventory *inv, int dropamount)
|
||||
{
|
||||
int flagmask = IF_IGNORESKILL;
|
||||
fixed_t dropammofactor = G_SkillProperty(SKILLP_DropAmmoFactor);
|
||||
double dropammofactor = G_SkillProperty(SKILLP_DropAmmoFactor);
|
||||
// Default drop amount is half of regular amount * regular ammo multiplication
|
||||
if (dropammofactor == -1)
|
||||
{
|
||||
dropammofactor = FRACUNIT/2;
|
||||
dropammofactor = 0.5;
|
||||
flagmask = 0;
|
||||
}
|
||||
|
||||
|
@ -3110,7 +3109,7 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
|
|||
{
|
||||
if (flagmask != 0 && inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
|
||||
{
|
||||
inv->Amount = FixedMul(dropamount, dropammofactor);
|
||||
inv->Amount = int(dropamount * dropammofactor);
|
||||
inv->ItemFlags |= IF_IGNORESKILL;
|
||||
}
|
||||
else
|
||||
|
@ -3124,7 +3123,7 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
|
|||
int amount = static_cast<PClassAmmo *>(inv->GetClass())->DropAmount;
|
||||
if (amount <= 0)
|
||||
{
|
||||
amount = MAX(1, FixedMul(inv->Amount, dropammofactor));
|
||||
amount = MAX(1, int(inv->Amount * dropammofactor));
|
||||
}
|
||||
inv->Amount = amount;
|
||||
inv->ItemFlags |= flagmask;
|
||||
|
@ -3137,8 +3136,8 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
|
|||
else if (inv->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
||||
{
|
||||
// The same goes for ammo from a weapon.
|
||||
static_cast<AWeapon *>(inv)->AmmoGive1 = FixedMul(static_cast<AWeapon *>(inv)->AmmoGive1, dropammofactor);
|
||||
static_cast<AWeapon *>(inv)->AmmoGive2 = FixedMul(static_cast<AWeapon *>(inv)->AmmoGive2, dropammofactor);
|
||||
static_cast<AWeapon *>(inv)->AmmoGive1 = int(static_cast<AWeapon *>(inv)->AmmoGive1 * dropammofactor);
|
||||
static_cast<AWeapon *>(inv)->AmmoGive2 = int(static_cast<AWeapon *>(inv)->AmmoGive2 * dropammofactor);
|
||||
inv->ItemFlags |= flagmask;
|
||||
}
|
||||
else if (inv->IsKindOf (RUNTIME_CLASS(ADehackedPickup)))
|
||||
|
@ -3161,9 +3160,8 @@ AInventory *P_DropItem (AActor *source, PClassActor *type, int dropamount, int c
|
|||
if (type != NULL && pr_dropitem() <= chance)
|
||||
{
|
||||
AActor *mo;
|
||||
fixed_t spawnz;
|
||||
double spawnz = 0;
|
||||
|
||||
spawnz = source->_f_Z();
|
||||
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
|
||||
{
|
||||
int style = sv_dropstyle;
|
||||
|
@ -3173,14 +3171,14 @@ AInventory *P_DropItem (AActor *source, PClassActor *type, int dropamount, int c
|
|||
}
|
||||
if (style == 2)
|
||||
{
|
||||
spawnz += 24*FRACUNIT;
|
||||
spawnz = 24*FRACUNIT;
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnz += source->_f_height() / 2;
|
||||
spawnz = source->Height / 2;
|
||||
}
|
||||
}
|
||||
mo = Spawn(type, source->_f_X(), source->_f_Y(), spawnz, ALLOW_REPLACE);
|
||||
mo = Spawn(type, source->PosPlusZ(spawnz), ALLOW_REPLACE);
|
||||
if (mo != NULL)
|
||||
{
|
||||
mo->flags |= MF_DROPPED;
|
||||
|
|
|
@ -3272,19 +3272,23 @@ FUNC(LS_GlassBreak)
|
|||
{
|
||||
if (!arg0)
|
||||
{ // Break some glass
|
||||
fixed_t x, y;
|
||||
AActor *glass;
|
||||
|
||||
x = ln->v1->x + ln->dx/2;
|
||||
y = ln->v1->y + ln->dy/2;
|
||||
DVector2 linemid((ln->v1->fX() + ln->v2->fX()) / 2, (ln->v1->fY() + ln->v2->fY()) / 2);
|
||||
|
||||
// remove dependence on sector size and always spawn 2 map units in front of the line.
|
||||
DVector2 normal(ln->Delta().Y, -ln->Delta().X);
|
||||
linemid += normal.Unit() * 2;
|
||||
/* old code:
|
||||
x += (ln->frontsector->centerspot.x - x) / 5;
|
||||
y += (ln->frontsector->centerspot.y - y) / 5;
|
||||
*/
|
||||
|
||||
for (int i = 0; i < 7; ++i)
|
||||
{
|
||||
glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE);
|
||||
glass = Spawn("GlassJunk", DVector3(linemid, ONFLOORZ), ALLOW_REPLACE);
|
||||
|
||||
glass->_f_AddZ(24 * FRACUNIT);
|
||||
glass->AddZ(24.);
|
||||
glass->SetState (glass->SpawnState + (pr_glass() % glass->health));
|
||||
|
||||
glass->Angles.Yaw = pr_glass() * (360 / 256.);
|
||||
|
|
|
@ -23,10 +23,13 @@
|
|||
#ifndef __P_LOCAL__
|
||||
#define __P_LOCAL__
|
||||
|
||||
#include <float.h>
|
||||
#include "doomtype.h"
|
||||
#include "tables.h"
|
||||
#include "vectors.h"
|
||||
|
||||
const double NO_VALUE = FLT_MAX;
|
||||
|
||||
class player_t;
|
||||
class AActor;
|
||||
struct FPlayerStart;
|
||||
|
@ -135,22 +138,15 @@ enum EPuffFlags
|
|||
PF_NORANDOMZ = 16
|
||||
};
|
||||
|
||||
AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t hitdir, angle_t particledir, int updown, int flags = 0, AActor *vict = NULL);
|
||||
AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const DVector3 &pos, DAngle hitdir, DAngle particledir, int updown, int flags = 0, AActor *vict = NULL);
|
||||
inline AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const fixedvec3 &pos, angle_t hitdir, angle_t particledir, int updown, int flags = 0, AActor *vict = NULL)
|
||||
{
|
||||
return P_SpawnPuff(source, pufftype, pos.x, pos.y, pos.z, hitdir, particledir, updown, flags, vict);
|
||||
DVector3 _pos(FIXED2DBL(pos.x), FIXED2DBL(pos.y), FIXED2DBL(pos.z));
|
||||
return P_SpawnPuff(source, pufftype, _pos, ANGLE2DBL(hitdir), ANGLE2DBL(particledir), updown, flags, vict);
|
||||
}
|
||||
inline AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const DVector3 &pos, DAngle hitdir, DAngle particledir, int updown, int flags = 0, AActor *vict = NULL)
|
||||
{
|
||||
return P_SpawnPuff(source, pufftype, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), hitdir.BAMs(), particledir.BAMs(), updown, flags, vict);
|
||||
}
|
||||
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator);
|
||||
inline void P_SpawnBlood(const fixedvec3 &pos, angle_t dir, int damage, AActor *originator)
|
||||
{
|
||||
P_SpawnBlood(pos.x, pos.y, pos.z, dir, damage, originator);
|
||||
}
|
||||
void P_BloodSplatter (fixedvec3 pos, AActor *originator);
|
||||
void P_BloodSplatter2 (fixedvec3 pos, AActor *originator);
|
||||
void P_SpawnBlood (const DVector3 &pos, DAngle angle, int damage, AActor *originator);
|
||||
void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle);
|
||||
void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle);
|
||||
void P_RipperBlood (AActor *mo, AActor *bleeder);
|
||||
int P_GetThingFloorType (AActor *thing);
|
||||
void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target);
|
||||
|
@ -216,7 +212,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, i
|
|||
bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_name, DAngle angle,
|
||||
fixed_t speed, fixed_t vspeed, int dest, AActor *forcedest, int gravity, int newtid,
|
||||
bool leadTarget);
|
||||
bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog);
|
||||
bool P_MoveThing(AActor *source, const DVector3 &pos, bool fog);
|
||||
bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog);
|
||||
int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type);
|
||||
void P_Thing_SetVelocity(AActor *actor, const DVector3 &vec, bool add, bool setbob);
|
||||
|
@ -301,6 +297,10 @@ inline bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const sec
|
|||
{
|
||||
return P_TryMove(thing, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), dropoff, onfloor);
|
||||
}
|
||||
inline bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false)
|
||||
{
|
||||
return P_TryMove(thing, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), dropoff, onfloor, tm, missileCheck);
|
||||
}
|
||||
bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y);
|
||||
void P_ApplyTorque(AActor *mo);
|
||||
bool P_TeleportMove (AActor* thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag, bool modifyactor = true); // [RH] Added z and telefrag parameters
|
||||
|
@ -374,6 +374,10 @@ inline void P_TraceBleed(int damage, const fixedvec3 &pos, AActor *target, angle
|
|||
{
|
||||
P_TraceBleed(damage, pos.x, pos.y, pos.z, target, angle, pitch);
|
||||
}
|
||||
inline void P_TraceBleed(int damage, const DVector3 &pos, AActor *target, DAngle angle, DAngle pitch)
|
||||
{
|
||||
P_TraceBleed(damage, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), target,angle.BAMs(), pitch.BAMs());
|
||||
}
|
||||
void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
|
||||
inline void P_TraceBleed(int damage, AActor *target, DAngle angle, DAngle pitch)
|
||||
{
|
||||
|
@ -383,10 +387,11 @@ void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile ver
|
|||
void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff); // hitscan version
|
||||
void P_TraceBleed (int damage, AActor *target); // random direction version
|
||||
bool P_HitFloor (AActor *thing);
|
||||
bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true, bool force = false);
|
||||
bool P_HitWater (AActor *thing, sector_t *sec, const DVector3 &pos, bool checkabove = false, bool alert = true, bool force = false);
|
||||
inline bool P_HitWater(AActor *thing, sector_t *sec, const fixedvec3 &pos, bool checkabove = false, bool alert = true, bool force = false)
|
||||
{
|
||||
return P_HitWater(thing, sec, pos.x, pos.y, pos.z, checkabove, alert, force);
|
||||
DVector3 fpos(FIXED2DBL(pos.x), FIXED2DBL(pos.y), FIXED2DBL(pos.z));
|
||||
return P_HitWater(thing, sec, fpos, checkabove, alert, force);
|
||||
}
|
||||
void P_CheckSplash(AActor *self, double distance);
|
||||
void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, double maxdiff = 0, int flags = 0, PClassActor *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, double sparsity = 1.0, double drift = 1.0, PClassActor *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun
|
||||
|
@ -406,7 +411,7 @@ bool P_CheckMissileSpawn(AActor *missile, double maxdist);
|
|||
void P_PlaySpawnSound(AActor *missile, AActor *spawner);
|
||||
|
||||
// [RH] Position the chasecam
|
||||
void P_AimCamera (AActor *t1, fixed_t &x, fixed_t &y, fixed_t &z, sector_t *&sec, bool &unlinked);
|
||||
void P_AimCamera (AActor *t1, DVector3 &, sector_t *&sec, bool &unlinked);
|
||||
|
||||
// [RH] Means of death
|
||||
enum
|
||||
|
|
150
src/p_map.cpp
150
src/p_map.cpp
|
@ -260,7 +260,7 @@ static bool PIT_FindFloorCeiling(FMultiBlockLinesIterator &mit, FMultiBlockLines
|
|||
tmf.touchmidtex = open.touchmidtex;
|
||||
tmf.abovemidtex = open.abovemidtex;
|
||||
if (ffcf_verbose) Printf(" Adjust floorz to %f\n", FIXED2FLOAT(open.bottom));
|
||||
if (tmf._f_floorz() > tmf.dropoffz + tmf.thing->MaxDropOffHeight) mit.StopDown();
|
||||
if (tmf.floorz > tmf.dropoffz + tmf.thing->MaxDropOffHeight) mit.StopDown();
|
||||
}
|
||||
else if (open.bottom == tmf._f_floorz())
|
||||
{
|
||||
|
@ -268,11 +268,11 @@ static bool PIT_FindFloorCeiling(FMultiBlockLinesIterator &mit, FMultiBlockLines
|
|||
tmf.abovemidtex |= open.abovemidtex;
|
||||
}
|
||||
|
||||
if (open.lowfloor < tmf.dropoffz && open.lowfloor > FIXED_MIN)
|
||||
if (open.lowfloor < tmf._f_dropoffz() && open.lowfloor > FIXED_MIN)
|
||||
{
|
||||
tmf.dropoffz = open.lowfloor;
|
||||
tmf.dropoffz = FIXED2DBL(open.lowfloor);
|
||||
if (ffcf_verbose) Printf(" Adjust dropoffz to %f\n", FIXED2FLOAT(open.bottom));
|
||||
if (tmf._f_floorz() > tmf.dropoffz + tmf.thing->MaxDropOffHeight) mit.StopDown();
|
||||
if (tmf.floorz > tmf.dropoffz + tmf.thing->MaxDropOffHeight) mit.StopDown();
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
@ -292,8 +292,7 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
|
|||
F3DFloor *ffc, *fff;
|
||||
|
||||
tmf.ceilingz = FIXED2DBL(sec->NextHighestCeilingAt(tmf.x, tmf.y, tmf.z, tmf.z + tmf.thing->_f_height(), flags, &tmf.ceilingsector, &ffc));
|
||||
tmf.dropoffz = sec->NextLowestFloorAt(tmf.x, tmf.y, tmf.z, flags, tmf.thing->_f_MaxStepHeight(), &tmf.floorsector, &fff);
|
||||
tmf.floorz = FIXED2DBL(tmf.dropoffz);
|
||||
tmf.floorz = tmf.dropoffz = FIXED2DBL(sec->NextLowestFloorAt(tmf.x, tmf.y, tmf.z, flags, tmf.thing->_f_MaxStepHeight(), &tmf.floorsector, &fff));
|
||||
|
||||
if (fff)
|
||||
{
|
||||
|
@ -364,7 +363,7 @@ void P_FindFloorCeiling(AActor *actor, int flags)
|
|||
PIT_FindFloorCeiling(mit, cres, mit.Box(), tmf, flags|cres.portalflags);
|
||||
}
|
||||
|
||||
if (tmf.touchmidtex) tmf.dropoffz = tmf._f_floorz();
|
||||
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
|
||||
|
||||
bool usetmf = !(flags & FFCF_ONLYSPAWNPOS) || (tmf.abovemidtex && (tmf.floorz <= actor->Z()));
|
||||
|
||||
|
@ -445,7 +444,7 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
|
|||
}
|
||||
thing->_f_SetZ(savedz);
|
||||
|
||||
if (tmf.touchmidtex) tmf.dropoffz = tmf._f_floorz();
|
||||
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
|
||||
|
||||
FMultiBlockThingsIterator mit2(grouplist, x, y, z, thing->_f_height(), thing->_f_radius(), false, sector);
|
||||
FMultiBlockThingsIterator::CheckResult cres2;
|
||||
|
@ -965,9 +964,9 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
|
|||
tm.abovemidtex |= open.abovemidtex;
|
||||
}
|
||||
|
||||
if (open.lowfloor < tm.dropoffz)
|
||||
if (open.lowfloor < tm._f_dropoffz())
|
||||
{
|
||||
tm.dropoffz = open.lowfloor;
|
||||
tm.dropoffz = FIXED2FLOAT(open.lowfloor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1084,8 +1083,8 @@ static bool PIT_CheckPortal(FMultiBlockLinesIterator &mit, FMultiBlockLinesItera
|
|||
ret = true;
|
||||
}
|
||||
|
||||
if (open.lowfloor - zofs < tm.dropoffz)
|
||||
tm.dropoffz = open.lowfloor - zofs;
|
||||
if (open.lowfloor - zofs < tm._f_dropoffz())
|
||||
tm.dropoffz = FIXED2FLOAT(open.lowfloor - zofs);
|
||||
}
|
||||
tm.thing->_f_AddZ(-zofs);
|
||||
lp->backsector = sec;
|
||||
|
@ -1224,7 +1223,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
|
|||
{
|
||||
// [RH] Let monsters walk on actors as well as floors
|
||||
if ((tm.thing->flags3 & MF3_ISMONSTER) &&
|
||||
topz >= tm._f_floorz() && topz <= tm.thing->_f_Z() + tm.thing->_f_MaxStepHeight())
|
||||
topz >= tm.floorz && topz <= tm.thing->Z() + tm.thing->MaxStepHeight)
|
||||
{
|
||||
// The commented-out if is an attempt to prevent monsters from walking off a
|
||||
// thing further than they would walk off a ledge. I can't think of an easy
|
||||
|
@ -1508,7 +1507,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
|
|||
!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
|
||||
(pr_checkthing() < 192))
|
||||
{
|
||||
P_BloodSplatter(tm.thing->_f_Pos(), thing);
|
||||
P_BloodSplatter(tm.thing->Pos(), thing, tm.thing->AngleTo(thing));
|
||||
}
|
||||
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
|
||||
{
|
||||
|
@ -1625,8 +1624,7 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
|
|||
else
|
||||
{
|
||||
// With noclip2, we must ignore 3D floors and go right to the uppermost ceiling and lowermost floor.
|
||||
tm.dropoffz = newsec->_f_LowestFloorAt(x, y, &tm.floorsector);
|
||||
tm.floorz = FIXED2DBL(tm.dropoffz);
|
||||
tm.floorz = tm.dropoffz = FIXED2FLOAT(newsec->_f_LowestFloorAt(x, y, &tm.floorsector));
|
||||
tm.ceilingz = FIXED2DBL(newsec->_f_HighestCeilingAt(x, y, &tm.ceilingsector));
|
||||
tm.floorpic = tm.floorsector->GetTexture(sector_t::floor);
|
||||
tm.floorterrain = tm.floorsector->GetTerrain(sector_t::floor);
|
||||
|
@ -1727,7 +1725,7 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
|
|||
|
||||
fixed_t thingdropoffz = tm._f_floorz();
|
||||
//bool onthing = (thingdropoffz != tmdropoffz);
|
||||
tm.floorz = FIXED2DBL(tm.dropoffz);
|
||||
tm.floorz = tm.dropoffz;
|
||||
|
||||
bool good = true;
|
||||
|
||||
|
@ -1760,11 +1758,11 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
|
|||
}
|
||||
if (tm.touchmidtex)
|
||||
{
|
||||
tm.dropoffz = tm._f_floorz();
|
||||
tm.dropoffz = tm.floorz;
|
||||
}
|
||||
else if (tm.stepthing != NULL)
|
||||
{
|
||||
tm.dropoffz = thingdropoffz;
|
||||
tm.dropoffz = FIXED2FLOAT(thingdropoffz);
|
||||
}
|
||||
|
||||
return (thing->BlockingMobj = thingblocker) == NULL;
|
||||
|
@ -2111,7 +2109,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
|
|||
thing->Vel.Z = -8;
|
||||
goto pushline;
|
||||
}
|
||||
else if (thing->Z() < tm.floorz && tm._f_floorz() - tm.dropoffz > thing->MaxDropOffHeight)
|
||||
else if (thing->Z() < tm.floorz && tm.floorz - tm.dropoffz > thing->MaxDropOffHeight)
|
||||
{
|
||||
thing->Vel.Z = 8;
|
||||
goto pushline;
|
||||
|
@ -2167,7 +2165,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
|
|||
}
|
||||
|
||||
if (dropoff == 2 && // large jump down (e.g. dogs)
|
||||
(tm._f_floorz() - tm.dropoffz > 128 * FRACUNIT || thing->target == NULL || thing->target->_f_Z() >tm.dropoffz))
|
||||
(tm.floorz - tm.dropoffz > 128. || thing->target == NULL || thing->target->Z() >tm.dropoffz))
|
||||
{
|
||||
dropoff = false;
|
||||
}
|
||||
|
@ -2186,7 +2184,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
|
|||
floorz = MAX(thing->Z(), tm.floorz);
|
||||
}
|
||||
|
||||
if (FLOAT2FIXED(floorz) - tm.dropoffz > thing->MaxDropOffHeight &&
|
||||
if (floorz - tm.dropoffz > thing->MaxDropOffHeight &&
|
||||
!(thing->flags2 & MF2_BLASTED) && !missileCheck)
|
||||
{ // Can't move over a dropoff unless it's been blasted
|
||||
// [GZ] Or missile-spawned
|
||||
|
@ -2199,7 +2197,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
|
|||
{
|
||||
// special logic to move a monster off a dropoff
|
||||
// this intentionally does not check for standing on things.
|
||||
if (thing->_f_floorz() - tm._f_floorz() > thing->MaxDropOffHeight ||
|
||||
if (thing->floorz - tm.floorz > thing->MaxDropOffHeight ||
|
||||
thing->dropoffz - tm.dropoffz > thing->MaxDropOffHeight)
|
||||
{
|
||||
thing->flags6 &= ~MF6_INTRYMOVE;
|
||||
|
@ -3105,7 +3103,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
|
|||
pos.x += xmove;
|
||||
pos.y += ymove;
|
||||
|
||||
if (sec->floorplane.ZatPoint(pos) >= actor->_f_Z() - actor->_f_MaxStepHeight())
|
||||
if (sec->floorplane.ZatPointF(pos) >= actor->Z() - actor->MaxStepHeight)
|
||||
{
|
||||
dopush = false;
|
||||
break;
|
||||
|
@ -4221,7 +4219,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
}
|
||||
if (puffDefaults != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||||
{ // Spawn the puff anyway
|
||||
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, trace.SrcAngleToTarget, trace.SrcAngleToTarget, 2, puffFlags);
|
||||
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget, 2, puffFlags);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4235,9 +4233,9 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
// position a bit closer for puffs
|
||||
if (trace.HitType != TRACE_HitWall || trace.Line->special != Line_Horizon)
|
||||
{
|
||||
fixedvec2 pos = P_GetOffsetPosition(trace.HitPos.x, trace.HitPos.y, -trace.HitVector.x * 4, -trace.HitVector.y * 4);
|
||||
puff = P_SpawnPuff(t1, pufftype, pos.x, pos.y, trace.HitPos.z - trace.HitVector.z * 4, trace.SrcAngleToTarget,
|
||||
trace.SrcAngleToTarget - ANGLE_90, 0, puffFlags);
|
||||
DVector2 pos = P_GetOffsetPosition(trace.HitPos.X, trace.HitPos.Y, -trace.HitVector.X * 4, -trace.HitVector.Y * 4);
|
||||
puff = P_SpawnPuff(t1, pufftype, DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4), trace.SrcAngleFromTarget,
|
||||
trace.SrcAngleFromTarget - 90, 0, puffFlags);
|
||||
puff->radius = 1/65536.;
|
||||
}
|
||||
|
||||
|
@ -4285,14 +4283,14 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
|
||||
|
||||
// Hit a thing, so it could be either a puff or blood
|
||||
fixedvec3 bleedpos = trace.HitPos;
|
||||
DVector3 bleedpos = trace.HitPos;
|
||||
// position a bit closer for puffs/blood if using compatibility mode.
|
||||
if (i_compatflags & COMPATF_HITSCAN)
|
||||
{
|
||||
fixedvec2 ofs = P_GetOffsetPosition(bleedpos.x, bleedpos.y, -10 * trace.HitVector.x, -10 * trace.HitVector.y);
|
||||
bleedpos.x = ofs.x;
|
||||
bleedpos.y = ofs.y;
|
||||
bleedpos.z -= -10 * trace.HitVector.z;
|
||||
DVector2 ofs = P_GetOffsetPosition(bleedpos.X, bleedpos.Y, -10 * trace.HitVector.X, -10 * trace.HitVector.Y);
|
||||
bleedpos.X = ofs.X;
|
||||
bleedpos.Y = ofs.Y;
|
||||
bleedpos.Z -= -10 * trace.HitVector.Z;
|
||||
}
|
||||
|
||||
// Spawn bullet puffs or blood spots, depending on target type.
|
||||
|
@ -4304,7 +4302,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
puffFlags |= PF_HITTHINGBLEED;
|
||||
|
||||
// We must pass the unreplaced puff type here
|
||||
puff = P_SpawnPuff(t1, pufftype, bleedpos, trace.SrcAngleToTarget, trace.SrcAngleToTarget - ANGLE_90, 2, puffFlags | PF_HITTHING, trace.Actor);
|
||||
puff = P_SpawnPuff(t1, pufftype, bleedpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 2, puffFlags | PF_HITTHING, trace.Actor);
|
||||
}
|
||||
|
||||
// Allow puffs to inflict poison damage, so that hitscans can poison, too.
|
||||
|
@ -4330,10 +4328,10 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
{
|
||||
// Since the puff is the damage inflictor we need it here
|
||||
// regardless of whether it is displayed or not.
|
||||
puff = P_SpawnPuff(t1, pufftype, bleedpos, 0, 0, 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
puff = P_SpawnPuff(t1, pufftype, bleedpos, 0., 0., 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
killPuff = true;
|
||||
}
|
||||
newdam = P_DamageMobj(trace.Actor, puff ? puff : t1, t1, damage, damageType, dmgflags|DMG_USEANGLE, ANGLE2DBL(trace.SrcAngleToTarget));
|
||||
newdam = P_DamageMobj(trace.Actor, puff ? puff : t1, t1, damage, damageType, dmgflags|DMG_USEANGLE, trace.SrcAngleFromTarget);
|
||||
if (actualdamage != NULL)
|
||||
{
|
||||
*actualdamage = newdam;
|
||||
|
@ -4345,7 +4343,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
!(trace.Actor->flags & MF_NOBLOOD) &&
|
||||
!(trace.Actor->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)))
|
||||
{
|
||||
P_SpawnBlood(bleedpos, trace.SrcAngleToTarget, newdam > 0 ? newdam : damage, trace.Actor);
|
||||
P_SpawnBlood(bleedpos, trace.SrcAngleFromTarget, newdam > 0 ? newdam : damage, trace.Actor);
|
||||
}
|
||||
|
||||
if (damage)
|
||||
|
@ -4357,23 +4355,22 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
{
|
||||
if (axeBlood)
|
||||
{
|
||||
P_BloodSplatter2(bleedpos, trace.Actor);
|
||||
P_BloodSplatter2(bleedpos, trace.Actor, trace.SrcAngleFromTarget);
|
||||
}
|
||||
if (pr_lineattack() < 192)
|
||||
{
|
||||
P_BloodSplatter(bleedpos, trace.Actor);
|
||||
P_BloodSplatter(bleedpos, trace.Actor, trace.SrcAngleFromTarget);
|
||||
}
|
||||
}
|
||||
}
|
||||
// [RH] Stick blood to walls
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, trace.HitPos,
|
||||
trace.Actor, trace.SrcAngleToTarget, srcpitch);
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, trace.HitPos, trace.Actor, trace.SrcAngleFromTarget, ANGLE2DBL(srcpitch));
|
||||
}
|
||||
}
|
||||
if (victim != NULL)
|
||||
{
|
||||
victim->linetarget = trace.Actor;
|
||||
victim->angleFromSource = ANGLE2DBL(trace.SrcAngleToTarget);
|
||||
victim->angleFromSource = trace.SrcAngleFromTarget;
|
||||
victim->unlinked = trace.unlinked;
|
||||
}
|
||||
}
|
||||
|
@ -4381,7 +4378,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
{
|
||||
if (puff == NULL)
|
||||
{ // Spawn puff just to get a mass for the splash
|
||||
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, 0, 0, 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, 0., 0., 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
killPuff = true;
|
||||
}
|
||||
SpawnDeepSplash(t1, trace, puff);
|
||||
|
@ -4540,8 +4537,7 @@ void P_TraceBleed(int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, an
|
|||
bloodcolor.a = 1;
|
||||
}
|
||||
|
||||
DVector3 hp(FIXED2DBL(bleedtrace.HitPos.x), FIXED2DBL(bleedtrace.HitPos.y), FIXED2DBL(bleedtrace.HitPos.z));
|
||||
DImpactDecal::StaticCreate(bloodType, hp,
|
||||
DImpactDecal::StaticCreate(bloodType, bleedtrace.HitPos,
|
||||
bleedtrace.Line->sidedef[bleedtrace.Side], bleedtrace.ffloor, bloodcolor);
|
||||
}
|
||||
}
|
||||
|
@ -4630,8 +4626,8 @@ void P_TraceBleed(int damage, AActor *target)
|
|||
struct SRailHit
|
||||
{
|
||||
AActor *HitActor;
|
||||
fixedvec3 HitPos;
|
||||
angle_t HitAngle;
|
||||
DVector3 HitPos;
|
||||
DAngle HitAngle;
|
||||
};
|
||||
struct RailData
|
||||
{
|
||||
|
@ -4666,13 +4662,13 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
|
|||
SRailHit newhit;
|
||||
newhit.HitActor = res.Actor;
|
||||
newhit.HitPos = res.HitPos;
|
||||
newhit.HitAngle = res.SrcAngleToTarget;
|
||||
newhit.HitAngle = res.SrcAngleFromTarget;
|
||||
if (i_compatflags & COMPATF_HITSCAN)
|
||||
{
|
||||
fixedvec2 ofs = P_GetOffsetPosition(newhit.HitPos.x, newhit.HitPos.y, -10 * res.HitVector.x, -10 * res.HitVector.y);
|
||||
newhit.HitPos.x = ofs.x;
|
||||
newhit.HitPos.y = ofs.y;
|
||||
newhit.HitPos.z -= -10 * res.HitVector.z;
|
||||
DVector2 ofs = P_GetOffsetPosition(newhit.HitPos.X, newhit.HitPos.Y, -10 * res.HitVector.X, -10 * res.HitVector.Y);
|
||||
newhit.HitPos.X = ofs.X;
|
||||
newhit.HitPos.Y = ofs.Y;
|
||||
newhit.HitPos.Z -= -10 * res.HitVector.Z;
|
||||
}
|
||||
data->RailHits.Push(newhit);
|
||||
|
||||
|
@ -4749,7 +4745,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
// used as damage inflictor
|
||||
AActor *thepuff = NULL;
|
||||
|
||||
if (puffclass != NULL) thepuff = Spawn(puffclass, source->_f_Pos(), ALLOW_REPLACE);
|
||||
if (puffclass != NULL) thepuff = Spawn(puffclass, source->Pos(), ALLOW_REPLACE);
|
||||
|
||||
for (i = 0; i < rail_data.RailHits.Size(); i++)
|
||||
{
|
||||
|
@ -4760,8 +4756,8 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
|
||||
int puffflags = PF_HITTHING;
|
||||
AActor *hitactor = rail_data.RailHits[i].HitActor;
|
||||
fixedvec3 &hitpos = rail_data.RailHits[i].HitPos;
|
||||
angle_t hitangle = rail_data.RailHits[i].HitAngle;
|
||||
DVector3 &hitpos = rail_data.RailHits[i].HitPos;
|
||||
DAngle hitangle = rail_data.RailHits[i].HitAngle;
|
||||
|
||||
if ((hitactor->flags & MF_NOBLOOD) ||
|
||||
(hitactor->flags2 & MF2_DORMANT || ((hitactor->flags2 & MF2_INVULNERABLE) && !(puffDefaults->flags3 & MF3_FOILINVUL))))
|
||||
|
@ -4779,7 +4775,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
}
|
||||
if (spawnpuff)
|
||||
{
|
||||
P_SpawnPuff(source, puffclass, hitpos, trace.SrcAngleToTarget, trace.SrcAngleToTarget - ANGLE_90, 1, puffflags, hitactor);
|
||||
P_SpawnPuff(source, puffclass, hitpos, hitangle, hitangle - 90, 1, puffflags, hitactor);
|
||||
}
|
||||
|
||||
int dmgFlagPass = DMG_INFLICTOR_IS_PUFF;
|
||||
|
@ -4792,12 +4788,12 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
if (puffDefaults->flags3 & MF3_FOILINVUL) dmgFlagPass |= DMG_FOILINVUL;
|
||||
if (puffDefaults->flags7 & MF7_FOILBUDDHA) dmgFlagPass |= DMG_FOILBUDDHA;
|
||||
}
|
||||
int newdam = P_DamageMobj(hitactor, thepuff ? thepuff : source, source, damage, damagetype, dmgFlagPass|DMG_USEANGLE, ANGLE2DBL(hitangle));
|
||||
int newdam = P_DamageMobj(hitactor, thepuff ? thepuff : source, source, damage, damagetype, dmgFlagPass|DMG_USEANGLE, hitangle);
|
||||
|
||||
if (bleed)
|
||||
{
|
||||
P_SpawnBlood(hitpos, hitangle, newdam > 0 ? newdam : damage, hitactor);
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, hitpos, hitactor, source->_f_angle(), pitch);
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, hitpos, hitactor, hitangle, ANGLE2DBL(pitch));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4808,7 +4804,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
|
||||
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||||
{
|
||||
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleToTarget, trace.SrcAngleToTarget - ANGLE_90, 1, 0);
|
||||
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 1, 0);
|
||||
if (puff && (trace.Line != NULL) && (trace.Line->special == Line_Horizon) && !(puff->flags3 & MF3_SKYEXPLODE))
|
||||
puff->Destroy();
|
||||
}
|
||||
|
@ -4823,7 +4819,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
AActor* puff = NULL;
|
||||
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||||
{
|
||||
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleToTarget, trace.SrcAngleToTarget - ANGLE_90, 1, 0);
|
||||
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 1, 0);
|
||||
if (puff && !(puff->flags3 & MF3_SKYEXPLODE) &&
|
||||
(((trace.HitType == TRACE_HitFloor) && (puff->floorpic == skyflatnum)) ||
|
||||
((trace.HitType == TRACE_HitCeiling) && (puff->ceilingpic == skyflatnum))))
|
||||
|
@ -4846,9 +4842,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
}
|
||||
|
||||
// Draw the slug's trail.
|
||||
end.X = FIXED2DBL(trace.HitPos.x);
|
||||
end.Y = FIXED2DBL(trace.HitPos.y);
|
||||
end.Z = FIXED2DBL(trace.HitPos.z);
|
||||
end = trace.HitPos;
|
||||
P_DrawRailTrail(source, start, end, color1, color2, maxdiff, railflags, spawnclass, source->_f_angle() + angleoffset, duration, sparsity, drift, SpiralOffset);
|
||||
}
|
||||
|
||||
|
@ -4861,7 +4855,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
|
|||
CVAR(Float, chase_height, -8.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
CVAR(Float, chase_dist, 90.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
|
||||
void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &CameraZ, sector_t *&CameraSector, bool &unlinked)
|
||||
void P_AimCamera(AActor *t1, DVector3 &campos, sector_t *&CameraSector, bool &unlinked)
|
||||
{
|
||||
fixed_t distance = (fixed_t)(clamp<double>(chase_dist, 0, 30000) * FRACUNIT);
|
||||
angle_t angle = (t1->_f_angle() - ANG180) >> ANGLETOFINESHIFT;
|
||||
|
@ -4873,23 +4867,21 @@ void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &Camera
|
|||
vy = FixedMul(finecosine[pitch], finesine[angle]);
|
||||
vz = finesine[pitch];
|
||||
|
||||
DVector3 vvec(vx, vy, vz);
|
||||
vvec.MakeUnit();
|
||||
|
||||
sz = t1->_f_Z() - t1->_f_floorclip() + t1->_f_height() + (fixed_t)(clamp<double>(chase_height, -1000, 1000) * FRACUNIT);
|
||||
|
||||
if (Trace(t1->_f_X(), t1->_f_Y(), sz, t1->Sector,
|
||||
vx, vy, vz, distance, 0, 0, NULL, trace) &&
|
||||
trace.Distance > 10 * FRACUNIT)
|
||||
trace.Distance > 10)
|
||||
{
|
||||
// Position camera slightly in front of hit thing
|
||||
fixed_t dist = trace.Distance - 5 * FRACUNIT;
|
||||
CameraX = t1->_f_X() + FixedMul(vx, dist);
|
||||
CameraY = t1->_f_Y() + FixedMul(vy, dist);
|
||||
CameraZ = sz + FixedMul(vz, dist);
|
||||
campos = t1->PosAtZ(FIXED2DBL(sz)) + vvec *(trace.Distance - 5);
|
||||
}
|
||||
else
|
||||
{
|
||||
CameraX = trace.HitPos.x;
|
||||
CameraY = trace.HitPos.y;
|
||||
CameraZ = trace.HitPos.z;
|
||||
campos = trace.HitPos;
|
||||
}
|
||||
CameraSector = trace.Sector;
|
||||
unlinked = trace.unlinked;
|
||||
|
@ -5636,7 +5628,7 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
|
|||
{
|
||||
AActor *mo;
|
||||
|
||||
mo = Spawn(bloodcls, thing->PosPlusZ(thing->_f_height() / 2), ALLOW_REPLACE);
|
||||
mo = Spawn(bloodcls, thing->PosPlusZ(thing->Height / 2), ALLOW_REPLACE);
|
||||
|
||||
mo->Vel.X = pr_crunch.Random2() / 16.;
|
||||
mo->Vel.Y = pr_crunch.Random2() / 16.;
|
||||
|
@ -5648,11 +5640,10 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
|
|||
if (!(cl_bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
|
||||
}
|
||||
|
||||
angle_t an;
|
||||
an = (M_Random() - 128) << 24;
|
||||
DAngle an = (M_Random() - 128) * (360./256);
|
||||
if (cl_bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2(32, thing->_f_X(), thing->_f_Y(), thing->_f_Z() + thing->_f_height() / 2, an, 2, bloodcolor);
|
||||
P_DrawSplash2(32, thing->PosPlusZ(thing->Height/2), an, 2, bloodcolor);
|
||||
}
|
||||
}
|
||||
if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
|
||||
|
@ -6419,9 +6410,8 @@ void SpawnShootDecal(AActor *t1, const FTraceResults &trace)
|
|||
}
|
||||
if (decalbase != NULL)
|
||||
{
|
||||
DVector3 hp(FIXED2DBL(trace.HitPos.x), FIXED2DBL(trace.HitPos.y), FIXED2DBL(trace.HitPos.z));
|
||||
DImpactDecal::StaticCreate(decalbase->GetDecal(),
|
||||
hp, trace.Line->sidedef[trace.Side], trace.ffloor);
|
||||
trace.HitPos, trace.Line->sidedef[trace.Side], trace.ffloor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6433,7 +6423,7 @@ void SpawnShootDecal(AActor *t1, const FTraceResults &trace)
|
|||
|
||||
static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff)
|
||||
{
|
||||
const fixedvec3 *hitpos;
|
||||
const DVector3 *hitpos;
|
||||
if (trace.Crossed3DWater)
|
||||
{
|
||||
hitpos = &trace.Crossed3DWaterPos;
|
||||
|
@ -6444,7 +6434,7 @@ static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff
|
|||
}
|
||||
else return;
|
||||
|
||||
P_HitWater(puff != NULL ? puff : t1, P_PointInSector(hitpos->x, hitpos->y), *hitpos);
|
||||
P_HitWater(puff != NULL ? puff : t1, P_PointInSector(*hitpos), *hitpos);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
|
252
src/p_mobj.cpp
252
src/p_mobj.cpp
|
@ -315,7 +315,7 @@ void AActor::Serialize(FArchive &arc)
|
|||
<< reactiontime
|
||||
<< threshold
|
||||
<< player
|
||||
<< SpawnPoint[0] << SpawnPoint[1] << SpawnPoint[2]
|
||||
<< SpawnPoint
|
||||
<< SpawnAngle;
|
||||
if (SaveVersion >= 4506)
|
||||
{
|
||||
|
@ -838,7 +838,7 @@ AInventory *AActor::DropInventory (AInventory *item)
|
|||
{
|
||||
return NULL;
|
||||
}
|
||||
drop->SetOrigin(PosPlusZ(10*FRACUNIT), false);
|
||||
drop->SetOrigin(PosPlusZ(10.), false);
|
||||
drop->Angles.Yaw = Angles.Yaw;
|
||||
drop->VelFromAngle(5.);
|
||||
drop->Vel.Z = 1.;
|
||||
|
@ -2208,13 +2208,13 @@ explode:
|
|||
// killough 8/11/98: add bouncers
|
||||
// killough 9/15/98: add objects falling off ledges
|
||||
// killough 11/98: only include bouncers hanging off ledges
|
||||
if ((mo->flags & MF_CORPSE) || (mo->BounceFlags & BOUNCE_MBF && mo->_f_Z() > mo->dropoffz) || (mo->flags6 & MF6_FALLING))
|
||||
if ((mo->flags & MF_CORPSE) || (mo->BounceFlags & BOUNCE_MBF && mo->Z() > mo->dropoffz) || (mo->flags6 & MF6_FALLING))
|
||||
{ // Don't stop sliding if halfway off a step with some velocity
|
||||
if (mo->_f_velx() > FRACUNIT/4 || mo->_f_velx() < -FRACUNIT/4 || mo->_f_vely() > FRACUNIT/4 || mo->_f_vely() < -FRACUNIT/4)
|
||||
if (fabs(mo->Vel.X) > 0.25 || fabs(mo->Vel.Y) > 0.25)
|
||||
{
|
||||
if (mo->_f_floorz() > mo->Sector->floorplane.ZatPoint(mo))
|
||||
if (mo->floorz > mo->Sector->floorplane.ZatPointF(mo))
|
||||
{
|
||||
if (mo->dropoffz != mo->_f_floorz()) // 3DMidtex or other special cases that must be excluded
|
||||
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
|
||||
{
|
||||
unsigned i;
|
||||
for(i=0;i<mo->Sector->e->XFloor.ffloors.Size();i++)
|
||||
|
@ -2739,7 +2739,7 @@ static void PlayerLandedOnThing (AActor *mo, AActor *onmobj)
|
|||
//
|
||||
void P_NightmareRespawn (AActor *mobj)
|
||||
{
|
||||
fixed_t x, y, z;
|
||||
double z;
|
||||
AActor *mo;
|
||||
AActor *info = mobj->GetDefault();
|
||||
|
||||
|
@ -2754,13 +2754,11 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
z = ONFLOORZ;
|
||||
|
||||
// spawn it
|
||||
x = mobj->SpawnPoint[0];
|
||||
y = mobj->SpawnPoint[1];
|
||||
mo = AActor::StaticSpawn(mobj->GetClass(), x, y, z, NO_REPLACE, true);
|
||||
mo = AActor::StaticSpawn(mobj->GetClass(), DVector3(mobj->SpawnPoint.X, mobj->SpawnPoint.Y, z), NO_REPLACE, true);
|
||||
|
||||
if (z == ONFLOORZ)
|
||||
{
|
||||
mo->_f_AddZ(mobj->SpawnPoint[2]);
|
||||
mo->AddZ(mobj->SpawnPoint.Z);
|
||||
if (mo->Z() < mo->floorz)
|
||||
{ // Do not respawn monsters in the floor, even if that's where they
|
||||
// started. The initial P_ZMovement() call would have put them on
|
||||
|
@ -2775,7 +2773,7 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
}
|
||||
else if (z == ONCEILINGZ)
|
||||
{
|
||||
mo->_f_AddZ(-mobj->SpawnPoint[2]);
|
||||
mo->AddZ(-mobj->SpawnPoint.Z);
|
||||
}
|
||||
|
||||
// If there are 3D floors, we need to find floor/ceiling again.
|
||||
|
@ -2797,7 +2795,7 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
}
|
||||
|
||||
// something is occupying its position?
|
||||
if (!P_CheckPosition(mo, mo->_f_X(), mo->_f_Y(), true))
|
||||
if (!P_CheckPosition(mo, mo->Pos(), true))
|
||||
{
|
||||
//[GrafZahl] MF_COUNTKILL still needs to be checked here.
|
||||
mo->ClearCounters();
|
||||
|
@ -2805,12 +2803,10 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
return; // no respawn
|
||||
}
|
||||
|
||||
z = mo->_f_Z();
|
||||
z = mo->Z();
|
||||
|
||||
// inherit attributes from deceased one
|
||||
mo->SpawnPoint[0] = mobj->SpawnPoint[0];
|
||||
mo->SpawnPoint[1] = mobj->SpawnPoint[1];
|
||||
mo->SpawnPoint[2] = mobj->SpawnPoint[2];
|
||||
mo->SpawnPoint = mobj->SpawnPoint;
|
||||
mo->SpawnAngle = mobj->SpawnAngle;
|
||||
mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
|
||||
mo->Angles.Yaw = (double)mobj->SpawnAngle;
|
||||
|
@ -2822,13 +2818,13 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
|
||||
mo->skillrespawncount = mobj->skillrespawncount;
|
||||
|
||||
mo->PrevZ = z; // Do not interpolate Z position if we changed it since spawning.
|
||||
mo->PrevZ = FLOAT2FIXED(z); // Do not interpolate Z position if we changed it since spawning.
|
||||
|
||||
// spawn a teleport fog at old spot because of removal of the body?
|
||||
P_SpawnTeleportFog(mobj, mobj->PosPlusZ(TELEFOGHEIGHT), true, true);
|
||||
|
||||
// spawn a teleport fog at the new spot
|
||||
P_SpawnTeleportFog(mobj, FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z) + TELEFOGHEIGHT, false, true);
|
||||
P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z + TELEFOGHEIGHT), false, true);
|
||||
|
||||
// remove the old monster
|
||||
mobj->Destroy ();
|
||||
|
@ -3445,7 +3441,7 @@ void AActor::Tick ()
|
|||
{
|
||||
// add some smoke behind the rocket
|
||||
smokecounter = 0;
|
||||
AActor *th = Spawn("RocketSmokeTrail", Vec3Offset(-_f_velx(), -_f_vely(), -_f_velz()), ALLOW_REPLACE);
|
||||
AActor *th = Spawn("RocketSmokeTrail", Vec3Offset(-Vel), ALLOW_REPLACE);
|
||||
if (th)
|
||||
{
|
||||
th->tics -= pr_rockettrail()&3;
|
||||
|
@ -3747,7 +3743,7 @@ void AActor::Tick ()
|
|||
const sector_t *sec = node->m_sector;
|
||||
if (sec->floorplane.c >= STEEPSLOPE)
|
||||
{
|
||||
if (floorplane.ZatPoint (PosRelative(node->m_sector)) >= _f_Z() - _f_MaxStepHeight())
|
||||
if (floorplane.ZatPointF (PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
|
||||
{
|
||||
dopush = false;
|
||||
break;
|
||||
|
@ -4115,7 +4111,7 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
|
|||
// the water flags.
|
||||
if (boomwaterlevel == 0 && waterlevel != 0 && dosplash)
|
||||
{
|
||||
P_HitWater(this, Sector, FIXED_MIN, FIXED_MIN, FLOAT2FIXED(fh), true);
|
||||
P_HitWater(this, Sector, PosAtZ(fh), true);
|
||||
}
|
||||
boomwaterlevel = waterlevel;
|
||||
if (reset)
|
||||
|
@ -4132,7 +4128,7 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t iz, replace_t allowreplacement, bool SpawningMapThing)
|
||||
AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing)
|
||||
{
|
||||
if (type == NULL)
|
||||
{
|
||||
|
@ -4159,7 +4155,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
actor->Conversation = NULL;
|
||||
}
|
||||
|
||||
actor->SetXYZ(ix, iy, iz);
|
||||
actor->SetXYZ(pos);
|
||||
actor->picnum.SetInvalid();
|
||||
actor->health = actor->SpawnHealth();
|
||||
|
||||
|
@ -4196,18 +4192,16 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
actor->LinkToWorld (SpawningMapThing);
|
||||
actor->ClearInterpolation();
|
||||
|
||||
actor->dropoffz = // killough 11/98: for tracking dropoffs
|
||||
actor->Sector->floorplane.ZatPoint (ix, iy);
|
||||
actor->floorz = FIXED2DBL(actor->dropoffz);
|
||||
actor->ceilingz = FIXED2DBL(actor->Sector->ceilingplane.ZatPoint (ix, iy));
|
||||
actor->dropoffz = actor->floorz = actor->Sector->floorplane.ZatPoint(pos);
|
||||
actor->ceilingz = actor->Sector->ceilingplane.ZatPoint(pos);
|
||||
|
||||
// The z-coordinate needs to be set once before calling P_FindFloorCeiling
|
||||
// For FLOATRANDZ just use the floor here.
|
||||
if (iz == ONFLOORZ || iz == FLOATRANDZ)
|
||||
if (pos.Z == ONFLOORZ || pos.Z == FLOATRANDZ)
|
||||
{
|
||||
actor->SetZ(actor->floorz);
|
||||
}
|
||||
else if (iz == ONCEILINGZ)
|
||||
else if (pos.Z == ONCEILINGZ)
|
||||
{
|
||||
actor->SetZ(actor->ceilingz - actor->Height);
|
||||
}
|
||||
|
@ -4243,18 +4237,19 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
actor->ceilingsector = actor->Sector;
|
||||
}
|
||||
|
||||
actor->SpawnPoint[0] = ix;
|
||||
actor->SpawnPoint[1] = iy;
|
||||
actor->SpawnPoint.X = pos.X;
|
||||
actor->SpawnPoint.Y = pos.Y;
|
||||
// do not copy Z!
|
||||
|
||||
if (iz == ONFLOORZ)
|
||||
if (pos.Z == ONFLOORZ)
|
||||
{
|
||||
actor->SetZ(actor->floorz);
|
||||
}
|
||||
else if (iz == ONCEILINGZ)
|
||||
else if (pos.Z == ONCEILINGZ)
|
||||
{
|
||||
actor->SetZ(actor->ceilingz - actor->Height);
|
||||
}
|
||||
else if (iz == FLOATRANDZ)
|
||||
else if (pos.Z == FLOATRANDZ)
|
||||
{
|
||||
double space = actor->ceilingz - actor->Height - actor->floorz;
|
||||
if (space > 48)
|
||||
|
@ -4269,7 +4264,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
}
|
||||
else
|
||||
{
|
||||
actor->SpawnPoint[2] = (actor->_f_Z() - actor->Sector->floorplane.ZatPoint(actor));
|
||||
actor->SpawnPoint.Z = (actor->Z() - actor->Sector->floorplane.ZatPointF(actor));
|
||||
}
|
||||
|
||||
if (actor->FloatBobPhase == (BYTE)-1) actor->FloatBobPhase = rng(); // Don't make everything bob in sync (unless deliberately told to do)
|
||||
|
@ -4281,7 +4276,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
{
|
||||
actor->Floorclip = 0;
|
||||
}
|
||||
actor->UpdateWaterLevel (actor->_f_Z(), false);
|
||||
actor->UpdateWaterLevel (actor->Z(), false);
|
||||
if (!SpawningMapThing)
|
||||
{
|
||||
actor->BeginPlay ();
|
||||
|
@ -4312,19 +4307,9 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
return actor;
|
||||
}
|
||||
|
||||
AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
|
||||
PClassActor *ClassForSpawn(FName classname)
|
||||
{
|
||||
FName classname(type, true);
|
||||
if (classname == NAME_None)
|
||||
{
|
||||
I_Error("Attempt to spawn actor of unknown type '%s'\n", type);
|
||||
}
|
||||
return Spawn(classname, x, y, z, allowreplacement);
|
||||
}
|
||||
|
||||
AActor *Spawn (FName classname, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
|
||||
{
|
||||
const PClass *cls = PClass::FindClass(classname);
|
||||
PClass *cls = PClass::FindClass(classname);
|
||||
if (cls == NULL)
|
||||
{
|
||||
I_Error("Attempt to spawn actor of unknown type '%s'\n", classname.GetChars());
|
||||
|
@ -4333,7 +4318,7 @@ AActor *Spawn (FName classname, fixed_t x, fixed_t y, fixed_t z, replace_t allow
|
|||
{
|
||||
I_Error("Attempt to spawn non-actor of type '%s'\n", classname.GetChars());
|
||||
}
|
||||
return AActor::StaticSpawn (const_cast<PClassActor *>(static_cast<const PClassActor *>(cls)), x, y, z, allowreplacement);
|
||||
return static_cast<PClassActor*>(cls);
|
||||
}
|
||||
|
||||
void AActor::LevelSpawned ()
|
||||
|
@ -4572,7 +4557,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
player_t *p;
|
||||
APlayerPawn *mobj, *oldactor;
|
||||
BYTE state;
|
||||
fixed_t spawn_x, spawn_y, spawn_z;
|
||||
DVector3 spawn;
|
||||
DAngle SpawnAngle;
|
||||
|
||||
if (mthing == NULL)
|
||||
|
@ -4628,16 +4613,13 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
( NULL != p->attacker ) && // don't respawn on damaging floors
|
||||
( p->mo->Sector->damageamount < TELEFRAG_DAMAGE )) // this really should be a bit smarter...
|
||||
{
|
||||
spawn_x = p->mo->_f_X();
|
||||
spawn_y = p->mo->_f_Y();
|
||||
spawn_z = p->mo->_f_Z();
|
||||
|
||||
spawn = p->mo->Pos();
|
||||
SpawnAngle = p->mo->Angles.Yaw;
|
||||
}
|
||||
else
|
||||
{
|
||||
spawn_x = mthing->_f_X();
|
||||
spawn_y = mthing->_f_Y();
|
||||
spawn.X = mthing->pos.X;
|
||||
spawn.Y = mthing->pos.Y;
|
||||
|
||||
// Allow full angular precision
|
||||
SpawnAngle = (double)mthing->angle;
|
||||
|
@ -4647,21 +4629,21 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
}
|
||||
|
||||
if (GetDefaultByType(p->cls)->flags & MF_SPAWNCEILING)
|
||||
spawn_z = ONCEILINGZ;
|
||||
spawn.Z = ONCEILINGZ;
|
||||
else if (GetDefaultByType(p->cls)->flags2 & MF2_SPAWNFLOAT)
|
||||
spawn_z = FLOATRANDZ;
|
||||
spawn.Z = FLOATRANDZ;
|
||||
else
|
||||
spawn_z = ONFLOORZ;
|
||||
spawn.Z = ONFLOORZ;
|
||||
}
|
||||
|
||||
mobj = static_cast<APlayerPawn *>
|
||||
(Spawn (p->cls, spawn_x, spawn_y, spawn_z, NO_REPLACE));
|
||||
(Spawn (p->cls, spawn, NO_REPLACE));
|
||||
|
||||
if (level.flags & LEVEL_USEPLAYERSTARTZ)
|
||||
{
|
||||
if (spawn_z == ONFLOORZ)
|
||||
if (spawn.Z == ONFLOORZ)
|
||||
mobj->AddZ(mthing->pos.Z);
|
||||
else if (spawn_z == ONCEILINGZ)
|
||||
else if (spawn.Z == ONCEILINGZ)
|
||||
mobj->AddZ(-mthing->pos.Z);
|
||||
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
||||
}
|
||||
|
@ -4782,7 +4764,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
|
||||
if (multiplayer)
|
||||
{
|
||||
Spawn ("TeleportFog", mobj->Vec3Angle(20, mobj->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
|
||||
Spawn ("TeleportFog", mobj->Vec3Angle(20., mobj->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
|
||||
}
|
||||
|
||||
// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,
|
||||
|
@ -4841,7 +4823,6 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
PClassActor *i;
|
||||
int mask;
|
||||
AActor *mobj;
|
||||
fixed_t x, y, z;
|
||||
|
||||
if (mthing->EdNum == 0 || mthing->EdNum == -1)
|
||||
return NULL;
|
||||
|
@ -4852,9 +4833,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
if (mentry == NULL)
|
||||
{
|
||||
// [RH] Don't die if the map tries to spawn an unknown thing
|
||||
Printf ("Unknown type %i at (%i, %i)\n",
|
||||
mthing->EdNum,
|
||||
mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
||||
Printf("Unknown type %i at (%.1f, %.1f)\n",
|
||||
mthing->EdNum, mthing->pos.X, mthing->pos.Y);
|
||||
mentry = DoomEdMap.CheckKey(0);
|
||||
if (mentry == NULL) // we need a valid entry for the rest of this function so if we can't find a default, let's exit right away.
|
||||
{
|
||||
|
@ -4895,8 +4875,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
{
|
||||
polyspawns_t *polyspawn = new polyspawns_t;
|
||||
polyspawn->next = polyspawns;
|
||||
polyspawn->x = mthing->x;
|
||||
polyspawn->y = mthing->y;
|
||||
polyspawn->x = FLOAT2FIXED(mthing->pos.X);
|
||||
polyspawn->y = FLOAT2FIXED(mthing->pos.Y);
|
||||
polyspawn->angle = mthing->angle;
|
||||
polyspawn->type = mentry->Special;
|
||||
polyspawns = polyspawn;
|
||||
|
@ -5030,7 +5010,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
}
|
||||
else
|
||||
{
|
||||
P_PointInSector (mthing->x, mthing->y)->seqType = type;
|
||||
P_PointInSector (mthing->pos)->seqType = type;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
@ -5051,8 +5031,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
if (gameinfo.flags & GI_SHAREWARE)
|
||||
return NULL;
|
||||
|
||||
Printf ("%s at (%i, %i) has no frames\n",
|
||||
i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
||||
Printf ("%s at (%.1f, %.1f) has no frames\n",
|
||||
i->TypeName.GetChars(), mthing->pos.X, mthing->pos.Y);
|
||||
i = PClass::FindActor("Unknown");
|
||||
assert(i->IsKindOf(RUNTIME_CLASS(PClassActor)));
|
||||
}
|
||||
|
@ -5106,32 +5086,29 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
}
|
||||
|
||||
// spawn it
|
||||
x = mthing->x;
|
||||
y = mthing->y;
|
||||
double sz;
|
||||
|
||||
if (info->flags & MF_SPAWNCEILING)
|
||||
z = ONCEILINGZ;
|
||||
sz = ONCEILINGZ;
|
||||
else if (info->flags2 & MF2_SPAWNFLOAT)
|
||||
z = FLOATRANDZ;
|
||||
sz = FLOATRANDZ;
|
||||
else
|
||||
z = ONFLOORZ;
|
||||
sz = ONFLOORZ;
|
||||
|
||||
mobj = AActor::StaticSpawn (i, x, y, z, NO_REPLACE, true);
|
||||
mobj = AActor::StaticSpawn (i, DVector3(mthing->pos, sz), NO_REPLACE, true);
|
||||
|
||||
if (z == ONFLOORZ)
|
||||
if (sz == ONFLOORZ)
|
||||
{
|
||||
mobj->_f_AddZ(mthing->z);
|
||||
mobj->AddZ(mthing->pos.Z);
|
||||
if ((mobj->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
|
||||
{
|
||||
mobj->specialf1 = FIXED2DBL(mthing->z);
|
||||
mobj->specialf1 = mthing->pos.Z;
|
||||
}
|
||||
}
|
||||
else if (z == ONCEILINGZ)
|
||||
mobj->_f_AddZ(-mthing->z);
|
||||
else if (sz == ONCEILINGZ)
|
||||
mobj->AddZ(-mthing->pos.Z);
|
||||
|
||||
mobj->SpawnPoint[0] = mthing->x;
|
||||
mobj->SpawnPoint[1] = mthing->y;
|
||||
mobj->SpawnPoint[2] = mthing->z;
|
||||
mobj->SpawnPoint = mthing->pos;
|
||||
mobj->SpawnAngle = mthing->angle;
|
||||
mobj->SpawnFlags = mthing->flags;
|
||||
if (mthing->FloatbobPhase >= 0 && mthing->FloatbobPhase < 64) mobj->FloatBobPhase = mthing->FloatbobPhase;
|
||||
|
@ -5218,14 +5195,15 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
// P_SpawnPuff
|
||||
//
|
||||
|
||||
AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t hitdir, angle_t particledir, int updown, int flags, AActor *vict)
|
||||
AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos, DAngle hitdir, DAngle particledir, int updown, int flags, AActor *vict)
|
||||
{
|
||||
AActor *puff;
|
||||
double z = 0;
|
||||
|
||||
if (!(flags & PF_NORANDOMZ))
|
||||
z += pr_spawnpuff.Random2 () << 10;
|
||||
z = pr_spawnpuff.Random2() / 64.;
|
||||
|
||||
puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE);
|
||||
puff = Spawn(pufftype, pos + DVector3(0, 0, z), ALLOW_REPLACE);
|
||||
if (puff == NULL) return NULL;
|
||||
|
||||
if ((puff->flags4 & MF4_RANDOMIZE) && puff->tics > 0)
|
||||
|
@ -5247,7 +5225,7 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y
|
|||
puff->target = source;
|
||||
|
||||
// Angle is the opposite of the hit direction (i.e. the puff faces the source.)
|
||||
puff->Angles.Yaw = ANGLE2DBL(hitdir + ANGLE_180);
|
||||
puff->Angles.Yaw = hitdir + 180;
|
||||
|
||||
// If a puff has a crash state and an actor was not hit,
|
||||
// it will enter the crash state. This is used by the StrifeSpark
|
||||
|
@ -5272,7 +5250,7 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y
|
|||
{
|
||||
if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES))
|
||||
{
|
||||
P_DrawSplash2 (32, x, y, z, particledir, updown, 1);
|
||||
P_DrawSplash2 (32, pos, particledir, updown, 1);
|
||||
puff->renderflags |= RF_INVISIBLE;
|
||||
}
|
||||
|
||||
|
@ -5297,7 +5275,7 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator)
|
||||
void P_SpawnBlood (const DVector3 &pos, DAngle dir, int damage, AActor *originator)
|
||||
{
|
||||
AActor *th;
|
||||
PalEntry bloodcolor = originator->GetBloodColor();
|
||||
|
@ -5310,8 +5288,8 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
|
|||
|
||||
if (bloodcls != NULL)
|
||||
{
|
||||
z += pr_spawnblood.Random2 () << 10;
|
||||
th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement
|
||||
double z = pr_spawnblood.Random2 () / 64.;
|
||||
th = Spawn(bloodcls, pos + DVector3(0, 0, z), NO_REPLACE); // GetBloodType already performed the replacement
|
||||
th->Vel.Z = 2;
|
||||
th->Angles.Yaw = ANGLE2DBL(dir);
|
||||
// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner
|
||||
|
@ -5383,7 +5361,7 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
|
|||
}
|
||||
|
||||
if (bloodtype >= 1)
|
||||
P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
|
||||
P_DrawSplash2 (40, pos, ANGLE2DBL(dir), 2, bloodcolor);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -5392,7 +5370,7 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_BloodSplatter (fixedvec3 pos, AActor *originator)
|
||||
void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
||||
{
|
||||
PalEntry bloodcolor = originator->GetBloodColor();
|
||||
PClassActor *bloodcls = originator->GetBloodType(1);
|
||||
|
@ -5422,7 +5400,7 @@ void P_BloodSplatter (fixedvec3 pos, AActor *originator)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2 (40, pos.x, pos.y, pos.z, 0u - originator->__f_AngleTo(pos), 2, bloodcolor);
|
||||
P_DrawSplash2 (40, pos, hitangle-180., 2, bloodcolor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5432,7 +5410,7 @@ void P_BloodSplatter (fixedvec3 pos, AActor *originator)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void P_BloodSplatter2 (fixedvec3 pos, AActor *originator)
|
||||
void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
||||
{
|
||||
PalEntry bloodcolor = originator->GetBloodColor();
|
||||
PClassActor *bloodcls = originator->GetBloodType(2);
|
||||
|
@ -5446,10 +5424,11 @@ void P_BloodSplatter2 (fixedvec3 pos, AActor *originator)
|
|||
{
|
||||
AActor *mo;
|
||||
|
||||
pos.x += ((pr_splat()-128)<<11);
|
||||
pos.y += ((pr_splat()-128)<<11);
|
||||
DVector2 add;
|
||||
add.X = (pr_splat()-128) / 32.;
|
||||
add.Y = (pr_splat()-128) / 32.;
|
||||
|
||||
mo = Spawn (bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
|
||||
mo = Spawn (bloodcls, pos + add, NO_REPLACE); // GetBloodType already performed the replacement
|
||||
mo->target = originator;
|
||||
|
||||
// colorize the blood!
|
||||
|
@ -5462,7 +5441,7 @@ void P_BloodSplatter2 (fixedvec3 pos, AActor *originator)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2 (100, pos.x, pos.y, pos.z, 0u - originator->__f_AngleTo(pos), 2, bloodcolor);
|
||||
P_DrawSplash2(40, pos, hitangle - 180., 2, bloodcolor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5477,10 +5456,10 @@ void P_RipperBlood (AActor *mo, AActor *bleeder)
|
|||
PalEntry bloodcolor = bleeder->GetBloodColor();
|
||||
PClassActor *bloodcls = bleeder->GetBloodType();
|
||||
|
||||
fixed_t xo = (pr_ripperblood.Random2() << 12);
|
||||
fixed_t yo = (pr_ripperblood.Random2() << 12);
|
||||
fixed_t zo = (pr_ripperblood.Random2() << 12);
|
||||
fixedvec3 pos = mo->Vec3Offset(xo, yo, zo);
|
||||
double xo = pr_ripperblood.Random2() / 16.;
|
||||
double yo = pr_ripperblood.Random2() / 16.;
|
||||
double zo = pr_ripperblood.Random2() / 16.;
|
||||
DVector3 pos = mo->Vec3Offset(xo, yo, zo);
|
||||
|
||||
int bloodtype = cl_bloodtype;
|
||||
|
||||
|
@ -5509,7 +5488,7 @@ void P_RipperBlood (AActor *mo, AActor *bleeder)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2 (28, pos.x, pos.y, pos.z, 0, 0, bloodcolor);
|
||||
P_DrawSplash2(28, pos, bleeder->AngleTo(mo) + 180., 0, bloodcolor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5538,7 +5517,7 @@ int P_GetThingFloorType (AActor *thing)
|
|||
// Returns true if hit liquid and splashed, false if not.
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove, bool alert, bool force)
|
||||
bool P_HitWater (AActor * thing, sector_t * sec, const DVector3 &pos, bool checkabove, bool alert, bool force)
|
||||
{
|
||||
if (thing->flags3 & MF3_DONTSPLASH)
|
||||
return false;
|
||||
|
@ -5551,18 +5530,15 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
|
|||
int terrainnum;
|
||||
sector_t *hsec = NULL;
|
||||
|
||||
if (x == FIXED_MIN) x = thing->_f_X();
|
||||
if (y == FIXED_MIN) y = thing->_f_Y();
|
||||
if (z == FIXED_MIN) z = thing->_f_Z();
|
||||
// don't splash above the object
|
||||
if (checkabove)
|
||||
{
|
||||
fixed_t compare_z = thing->_f_Z() + (thing->_f_height() >> 1);
|
||||
double compare_z = thing->Center();
|
||||
// Missiles are typically small and fast, so they might
|
||||
// end up submerged by the move that calls P_HitWater.
|
||||
if (thing->flags & MF_MISSILE)
|
||||
compare_z -= thing->_f_velz();
|
||||
if (z > compare_z)
|
||||
compare_z -= thing->Vel.Z;
|
||||
if (pos.Z > compare_z)
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -5573,10 +5549,10 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
|
|||
// it is not guaranteed that all players have GL nodes loaded.
|
||||
if (!multiplayer && thing->subsector->sector != thing->subsector->render_sector)
|
||||
{
|
||||
fixed_t zs = thing->subsector->sector->floorplane.ZatPoint(x, y);
|
||||
fixed_t zr = thing->subsector->render_sector->floorplane.ZatPoint(x, y);
|
||||
double zs = thing->subsector->sector->floorplane.ZatPoint(pos);
|
||||
double zr = thing->subsector->render_sector->floorplane.ZatPoint(pos);
|
||||
|
||||
if (zs > zr && thing->z >= zs) return false;
|
||||
if (zs > zr && thing->Z() >= zs) return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -5587,8 +5563,8 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
|
|||
{
|
||||
F3DFloor * rover = sec->e->XFloor.ffloors[i];
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
fixed_t planez = rover->top.plane->ZatPoint(x, y);
|
||||
if (z > planez - FRACUNIT / 2 && z < planez + FRACUNIT / 2) // allow minor imprecisions
|
||||
double planez = rover->top.plane->ZatPoint(pos);
|
||||
if (pos.Z > planez - 0.5 && pos.Z < planez + 0.5) // allow minor imprecisions
|
||||
{
|
||||
if (rover->flags & (FF_SOLID | FF_SWIMMABLE))
|
||||
{
|
||||
|
@ -5596,8 +5572,8 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
|
|||
goto foundone;
|
||||
}
|
||||
}
|
||||
planez = rover->bottom.plane->ZatPoint(x, y);
|
||||
if (planez < z && !(planez < thing->_f_floorz())) return false;
|
||||
planez = rover->bottom.plane->ZatPoint(pos);
|
||||
if (planez < pos.Z && !(planez < thing->floorz)) return false;
|
||||
}
|
||||
}
|
||||
hsec = sec->GetHeightSec();
|
||||
|
@ -5619,13 +5595,13 @@ foundone:
|
|||
return Terrains[terrainnum].IsLiquid;
|
||||
|
||||
// don't splash when touching an underwater floor
|
||||
if (thing->waterlevel>=1 && z<=thing->_f_floorz()) return Terrains[terrainnum].IsLiquid;
|
||||
if (thing->waterlevel >= 1 && pos.Z <= thing->floorz) return Terrains[terrainnum].IsLiquid;
|
||||
|
||||
plane = hsec != NULL? &sec->heightsec->floorplane : &sec->floorplane;
|
||||
|
||||
// Don't splash for living things with small vertical velocities.
|
||||
// There are levels where the constant splashing from the monsters gets extremely annoying
|
||||
if (((thing->flags3&MF3_ISMONSTER || thing->player) && thing->_f_velz() >= -6*FRACUNIT) && !force)
|
||||
if (((thing->flags3&MF3_ISMONSTER || thing->player) && thing->Vel.Z >= -6) && !force)
|
||||
return Terrains[terrainnum].IsLiquid;
|
||||
|
||||
splash = &Splashes[splashnum];
|
||||
|
@ -5636,14 +5612,14 @@ foundone:
|
|||
|
||||
if (smallsplash && splash->SmallSplash)
|
||||
{
|
||||
mo = Spawn (splash->SmallSplash, x, y, z, ALLOW_REPLACE);
|
||||
mo = Spawn (splash->SmallSplash, pos, ALLOW_REPLACE);
|
||||
if (mo) mo->Floorclip += FIXED2DBL(splash->SmallSplashClip);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (splash->SplashChunk)
|
||||
{
|
||||
mo = Spawn (splash->SplashChunk, x, y, z, ALLOW_REPLACE);
|
||||
mo = Spawn (splash->SplashChunk, pos, ALLOW_REPLACE);
|
||||
mo->target = thing;
|
||||
if (splash->ChunkXVelShift != 255)
|
||||
{
|
||||
|
@ -5657,7 +5633,7 @@ foundone:
|
|||
}
|
||||
if (splash->SplashBase)
|
||||
{
|
||||
mo = Spawn (splash->SplashBase, x, y, z, ALLOW_REPLACE);
|
||||
mo = Spawn (splash->SplashBase, pos, ALLOW_REPLACE);
|
||||
}
|
||||
if (thing->player && !splash->NoAlert && alert)
|
||||
{
|
||||
|
@ -5672,7 +5648,7 @@ foundone:
|
|||
}
|
||||
else
|
||||
{
|
||||
S_Sound (x, y, z, CHAN_ITEM, smallsplash ?
|
||||
S_Sound (pos, CHAN_ITEM, smallsplash ?
|
||||
splash->SmallSplashSound : splash->NormalSplashSound,
|
||||
1, ATTN_IDLE);
|
||||
}
|
||||
|
@ -5754,7 +5730,8 @@ void P_CheckSplash(AActor *self, double distance)
|
|||
// a separate parameter for that so this would get in the way of proper
|
||||
// behavior.
|
||||
fixedvec3 pos = self->PosRelative(floorsec);
|
||||
P_HitWater (self, floorsec, pos.x, pos.y, self->_f_floorz(), false, false);
|
||||
pos.z = self->_f_floorz();
|
||||
P_HitWater (self, floorsec, pos, false, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5898,7 +5875,7 @@ AActor *P_SpawnMissile (AActor *source, AActor *dest, PClassActor *type, AActor
|
|||
{
|
||||
return NULL;
|
||||
}
|
||||
return P_SpawnMissileXYZ (source->_f_X(), source->_f_Y(), source->_f_Z() + 32*FRACUNIT + source->GetBobOffset(),
|
||||
return P_SpawnMissileXYZ (source->_f_X(), source->_f_Y(), source->_f_Z() + 32*FRACUNIT + source->_f_GetBobOffset(),
|
||||
source, dest, type, true, owner);
|
||||
}
|
||||
|
||||
|
@ -5931,7 +5908,8 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
|
|||
z -= source->_f_floorclip();
|
||||
}
|
||||
|
||||
AActor *th = Spawn (type, x, y, z, ALLOW_REPLACE);
|
||||
DVector3 pos(FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z));
|
||||
AActor *th = Spawn (type, pos, ALLOW_REPLACE);
|
||||
|
||||
P_PlaySpawnSound(th, source);
|
||||
|
||||
|
@ -5991,7 +5969,7 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct
|
|||
{
|
||||
return NULL;
|
||||
}
|
||||
AActor *th = Spawn (type, source->PosPlusZ(4*8*FRACUNIT), ALLOW_REPLACE);
|
||||
AActor *th = Spawn (type, source->PosPlusZ(32.), ALLOW_REPLACE);
|
||||
|
||||
P_PlaySpawnSound(th, source);
|
||||
th->target = owner; // record missile's originator
|
||||
|
@ -6028,7 +6006,7 @@ AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type,
|
|||
{
|
||||
return NULL;
|
||||
}
|
||||
return P_SpawnMissileAngleZSpeed (source, source->_f_Z() + 32*FRACUNIT + source->GetBobOffset(),
|
||||
return P_SpawnMissileAngleZSpeed (source, source->_f_Z() + 32*FRACUNIT + source->_f_GetBobOffset(),
|
||||
type, angle, vz, GetDefaultSpeed (type));
|
||||
}
|
||||
|
||||
|
@ -6079,7 +6057,7 @@ AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type,
|
|||
{
|
||||
return NULL;
|
||||
}
|
||||
return P_SpawnMissileAngleZSpeed (source, source->_f_Z() + 32*FRACUNIT + source->GetBobOffset(),
|
||||
return P_SpawnMissileAngleZSpeed (source, source->_f_Z() + 32*FRACUNIT + source->_f_GetBobOffset(),
|
||||
type, angle, vz, speed);
|
||||
}
|
||||
|
||||
|
@ -6097,7 +6075,7 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
|
|||
z -= source->_f_floorclip();
|
||||
}
|
||||
|
||||
mo = Spawn (type, source->_f_X(), source->_f_Y(), z, ALLOW_REPLACE);
|
||||
mo = Spawn (type, source->PosAtZ(FIXED2FLOAT(z)), ALLOW_REPLACE);
|
||||
|
||||
P_PlaySpawnSound(mo, source);
|
||||
if (owner == NULL) owner = source;
|
||||
|
@ -6479,12 +6457,12 @@ int AActor::SpawnHealth() const
|
|||
}
|
||||
else if (flags & MF_FRIENDLY)
|
||||
{
|
||||
int adj = FixedMul(defhealth, G_SkillProperty(SKILLP_FriendlyHealth));
|
||||
int adj = int(defhealth * G_SkillProperty(SKILLP_FriendlyHealth));
|
||||
return (adj <= 0) ? 1 : adj;
|
||||
}
|
||||
else
|
||||
{
|
||||
int adj = FixedMul(defhealth, G_SkillProperty(SKILLP_MonsterHealth));
|
||||
int adj = int(defhealth * G_SkillProperty(SKILLP_MonsterHealth));
|
||||
return (adj <= 0) ? 1 : adj;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -367,12 +367,12 @@ void P_DropWeapon (player_t *player)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y)
|
||||
{
|
||||
static fixed_t curbob;
|
||||
static float curbob;
|
||||
|
||||
AWeapon *weapon;
|
||||
fixed_t bobtarget;
|
||||
float bobtarget;
|
||||
|
||||
weapon = player->ReadyWeapon;
|
||||
|
||||
|
@ -384,26 +384,26 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
|
|||
|
||||
// [XA] Get the current weapon's bob properties.
|
||||
int bobstyle = weapon->BobStyle;
|
||||
int bobspeed = (weapon->BobSpeed * 128) >> 16;
|
||||
fixed_t rangex = weapon->BobRangeX;
|
||||
fixed_t rangey = weapon->BobRangeY;
|
||||
float BobSpeed = (weapon->BobSpeed * 128);
|
||||
float Rangex = weapon->BobRangeX;
|
||||
float Rangey = weapon->BobRangeY;
|
||||
|
||||
// Bob the weapon based on movement speed.
|
||||
int angle = (bobspeed*35/TICRATE*level.time)&FINEMASK;
|
||||
FAngle angle = (BobSpeed * 35 / TICRATE*level.time) * (360.f / 8192.f);
|
||||
|
||||
// [RH] Smooth transitions between bobbing and not-bobbing frames.
|
||||
// This also fixes the bug where you can "stick" a weapon off-center by
|
||||
// shooting it when it's at the peak of its swing.
|
||||
bobtarget = (player->WeaponState & WF_WEAPONBOBBING) ? FLOAT2FIXED(player->bob) : 0;
|
||||
bobtarget = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.);
|
||||
if (curbob != bobtarget)
|
||||
{
|
||||
if (abs (bobtarget - curbob) <= 1*FRACUNIT)
|
||||
if (fabsf (bobtarget - curbob) <= 1)
|
||||
{
|
||||
curbob = bobtarget;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t zoom = MAX<fixed_t> (1*FRACUNIT, abs (curbob - bobtarget) / 40);
|
||||
float zoom = MAX (1.f, fabsf (curbob - bobtarget) / 40);
|
||||
if (curbob > bobtarget)
|
||||
{
|
||||
curbob -= zoom;
|
||||
|
@ -417,38 +417,38 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
|
|||
|
||||
if (curbob != 0)
|
||||
{
|
||||
fixed_t bobx = fixed_t(player->bob * rangex);
|
||||
fixed_t boby = fixed_t(player->bob * rangey);
|
||||
switch (bobstyle)
|
||||
float bobx = float(player->bob * Rangex);
|
||||
float boby = float(player->bob * Rangey);
|
||||
switch (level.levelnum)//bobstyle)
|
||||
{
|
||||
case AWeapon::BobNormal:
|
||||
*x = FixedMul(bobx, finecosine[angle]);
|
||||
*y = FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
|
||||
*x = bobx * angle.Cos();
|
||||
*y = boby * fabsf(angle.Sin());
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverse:
|
||||
*x = FixedMul(bobx, finecosine[angle]);
|
||||
*y = boby - FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
|
||||
*x = bobx*angle.Cos();
|
||||
*y = boby * (1.f - fabsf(angle.Sin()));
|
||||
break;
|
||||
|
||||
case AWeapon::BobAlpha:
|
||||
*x = FixedMul(bobx, finesine[angle]);
|
||||
*y = FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
|
||||
*x = bobx * angle.Sin();
|
||||
*y = boby * fabsf(angle.Sin());
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverseAlpha:
|
||||
*x = FixedMul(bobx, finesine[angle]);
|
||||
*y = boby - FixedMul(boby, finesine[angle & (FINEANGLES/2-1)]);
|
||||
*x = bobx * angle.Sin();
|
||||
*y = boby * (1.f - fabsf(angle.Sin()));
|
||||
break;
|
||||
|
||||
case AWeapon::BobSmooth:
|
||||
*x = FixedMul(bobx, finecosine[angle]);
|
||||
*y = (boby - FixedMul(boby, finecosine[angle*2 & (FINEANGLES-1)])) / 2;
|
||||
*x = bobx*angle.Cos();
|
||||
*y = 0.5f * (boby * (1.f - fabsf((angle * 2).Cos())));
|
||||
break;
|
||||
|
||||
case AWeapon::BobInverseSmooth:
|
||||
*x = FixedMul(bobx, finecosine[angle]);
|
||||
*y = (FixedMul(boby, finecosine[angle*2 & (FINEANGLES-1)]) + boby) / 2;
|
||||
*x = bobx*angle.Cos();
|
||||
*y = 0.5f * (boby * (1.f + fabsf((angle * 2).Cos())));
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -87,7 +87,7 @@ void P_CalcSwing (player_t *player);
|
|||
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, fixed_t *x, fixed_t *y);
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y);
|
||||
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
|
||||
|
||||
void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch);
|
||||
|
|
|
@ -1671,8 +1671,8 @@ AActor *SpawnMapThing(int index, FMapThing *mt, int position)
|
|||
AActor *spawned = P_SpawnMapThing(mt, position);
|
||||
if (dumpspawnedthings)
|
||||
{
|
||||
Printf("%5d: (%5d, %5d, %5d), doomednum = %5d, flags = %04x, type = %s\n",
|
||||
index, mt->x>>FRACBITS, mt->y>>FRACBITS, mt->z>>FRACBITS, mt->EdNum, mt->flags,
|
||||
Printf("%5d: (%5f, %5f, %5f), doomednum = %5d, flags = %04x, type = %s\n",
|
||||
index, mt->pos.X, mt->pos.Y, mt->pos.Z, mt->EdNum, mt->flags,
|
||||
spawned? spawned->GetClass()->TypeName.GetChars() : "(none)");
|
||||
}
|
||||
T_AddSpawnedThing(spawned);
|
||||
|
@ -1765,8 +1765,8 @@ void P_LoadThings (MapData * map)
|
|||
mti[i].health = 1;
|
||||
mti[i].FloatbobPhase = -1;
|
||||
|
||||
mti[i].x = LittleShort(mt->x) << FRACBITS;
|
||||
mti[i].y = LittleShort(mt->y) << FRACBITS;
|
||||
mti[i].pos.X = LittleShort(mt->x);
|
||||
mti[i].pos.Y = LittleShort(mt->y);
|
||||
mti[i].angle = LittleShort(mt->angle);
|
||||
mti[i].EdNum = LittleShort(mt->type);
|
||||
mti[i].info = DoomEdMap.CheckKey(mti[i].EdNum);
|
||||
|
@ -1838,9 +1838,9 @@ void P_LoadThings2 (MapData * map)
|
|||
memset (&mti[i], 0, sizeof(mti[i]));
|
||||
|
||||
mti[i].thingid = LittleShort(mth[i].thingid);
|
||||
mti[i].x = LittleShort(mth[i].x)<<FRACBITS;
|
||||
mti[i].y = LittleShort(mth[i].y)<<FRACBITS;
|
||||
mti[i].z = LittleShort(mth[i].z)<<FRACBITS;
|
||||
mti[i].pos.X = LittleShort(mth[i].x);
|
||||
mti[i].pos.Y = LittleShort(mth[i].y);
|
||||
mti[i].pos.Z = LittleShort(mth[i].z);
|
||||
mti[i].angle = LittleShort(mth[i].angle);
|
||||
mti[i].EdNum = LittleShort(mth[i].type);
|
||||
mti[i].info = DoomEdMap.CheckKey(mti[i].EdNum);
|
||||
|
@ -3368,8 +3368,8 @@ void P_GetPolySpots (MapData * map, TArray<FNodeBuilder::FPolyStart> &spots, TAr
|
|||
if (mentry != NULL && mentry->Type == NULL && mentry->Special >= SMT_PolyAnchor && mentry->Special <= SMT_PolySpawnHurt)
|
||||
{
|
||||
FNodeBuilder::FPolyStart newvert;
|
||||
newvert.x = MapThingsConverted[i].x;
|
||||
newvert.y = MapThingsConverted[i].y;
|
||||
newvert.x = FLOAT2FIXED(MapThingsConverted[i].pos.X);
|
||||
newvert.y = FLOAT2FIXED(MapThingsConverted[i].pos.Y);
|
||||
newvert.polynum = MapThingsConverted[i].angle;
|
||||
if (mentry->Special == SMT_PolyAnchor)
|
||||
{
|
||||
|
@ -3609,7 +3609,7 @@ void P_SetupLevel (const char *lumpname, int position)
|
|||
translationtables[TRANSLATION_LevelScripted].Clear();
|
||||
|
||||
// Initial height of PointOfView will be set by player think.
|
||||
players[consoleplayer].viewz = -FLT_MAX;
|
||||
players[consoleplayer].viewz = NO_VALUE;
|
||||
|
||||
// Make sure all sounds are stopped before Z_FreeTags.
|
||||
S_Start ();
|
||||
|
|
|
@ -277,7 +277,7 @@ void P_VavoomSlope(sector_t * sec, int id, fixed_t x, fixed_t y, fixed_t z, int
|
|||
|
||||
static void P_SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable)
|
||||
{
|
||||
TMap<int, fixed_t> vt_heights[2];
|
||||
TMap<int, double> vt_heights[2];
|
||||
FMapThing *mt;
|
||||
bool vt_found = false;
|
||||
|
||||
|
@ -289,15 +289,15 @@ static void P_SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt,
|
|||
{
|
||||
for (int i = 0; i < numvertexes; i++)
|
||||
{
|
||||
if (vertexes[i].x == mt->x && vertexes[i].y == mt->y)
|
||||
if (vertexes[i].fX() == mt->pos.X && vertexes[i].fY() == mt->pos.Y)
|
||||
{
|
||||
if (mt->info->Special == SMT_VertexFloorZ)
|
||||
{
|
||||
vt_heights[0][i] = mt->z;
|
||||
vt_heights[0][i] = mt->pos.Z;
|
||||
}
|
||||
else
|
||||
{
|
||||
vt_heights[1][i] = mt->z;
|
||||
vt_heights[1][i] = mt->pos.Z;
|
||||
}
|
||||
vt_found = true;
|
||||
}
|
||||
|
@ -345,25 +345,20 @@ static void P_SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt,
|
|||
vi3 = (sec->lines[1]->v1 == sec->lines[0]->v1 || sec->lines[1]->v1 == sec->lines[0]->v2)?
|
||||
int(sec->lines[1]->v2 - vertexes) : int(sec->lines[1]->v1 - vertexes);
|
||||
|
||||
vt1.X = FIXED2DBL(vertexes[vi1].x);
|
||||
vt1.Y = FIXED2DBL(vertexes[vi1].y);
|
||||
vt2.X = FIXED2DBL(vertexes[vi2].x);
|
||||
vt2.Y = FIXED2DBL(vertexes[vi2].y);
|
||||
vt3.X = FIXED2DBL(vertexes[vi3].x);
|
||||
vt3.Y = FIXED2DBL(vertexes[vi3].y);
|
||||
vt1 = DVector3(vertexes[vi1].fPos(), 0);
|
||||
vt2 = DVector3(vertexes[vi2].fPos(), 0);
|
||||
vt3 = DVector3(vertexes[vi3].fPos(), 0);
|
||||
|
||||
for(int j=0; j<2; j++)
|
||||
{
|
||||
fixed_t *h1 = vt_heights[j].CheckKey(vi1);
|
||||
fixed_t *h2 = vt_heights[j].CheckKey(vi2);
|
||||
fixed_t *h3 = vt_heights[j].CheckKey(vi3);
|
||||
fixed_t z3;
|
||||
double *h1 = vt_heights[j].CheckKey(vi1);
|
||||
double *h2 = vt_heights[j].CheckKey(vi2);
|
||||
double *h3 = vt_heights[j].CheckKey(vi3);
|
||||
if (h1==NULL && h2==NULL && h3==NULL) continue;
|
||||
|
||||
vt1.Z = FIXED2DBL(h1? *h1 : j==0? sec->GetPlaneTexZ(sector_t::floor) : sec->GetPlaneTexZ(sector_t::ceiling));
|
||||
vt2.Z = FIXED2DBL(h2? *h2 : j==0? sec->GetPlaneTexZ(sector_t::floor) : sec->GetPlaneTexZ(sector_t::ceiling));
|
||||
z3 = h3? *h3 : j==0? sec->GetPlaneTexZ(sector_t::floor) : sec->GetPlaneTexZ(sector_t::ceiling);
|
||||
vt3.Z = FIXED2DBL(z3);
|
||||
vt1.Z = h1? *h1 : j==0? sec->GetPlaneTexZF(sector_t::floor) : sec->GetPlaneTexZF(sector_t::ceiling);
|
||||
vt2.Z = h2? *h2 : j==0? sec->GetPlaneTexZF(sector_t::floor) : sec->GetPlaneTexZF(sector_t::ceiling);
|
||||
vt3.Z = h3? *h3 : j==0? sec->GetPlaneTexZF(sector_t::floor) : sec->GetPlaneTexZF(sector_t::ceiling);
|
||||
|
||||
if (P_PointOnLineSidePrecise(vertexes[vi3].x, vertexes[vi3].y, sec->lines[0]) == 0)
|
||||
{
|
||||
|
@ -401,7 +396,7 @@ static void P_SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt,
|
|||
srcplane->ic = DivScale32 (1, srcplane->c);
|
||||
srcplane->d = -TMulScale16 (srcplane->a, vertexes[vi3].x,
|
||||
srcplane->b, vertexes[vi3].y,
|
||||
srcplane->c, z3);
|
||||
srcplane->c, FLOAT2FIXED(vt3.Z));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -422,14 +417,12 @@ void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt, const int *oldve
|
|||
if (mt->info != NULL && mt->info->Type == NULL &&
|
||||
(mt->info->Special >= SMT_SlopeFloorPointLine && mt->info->Special <= SMT_VavoomCeiling))
|
||||
{
|
||||
fixed_t x, y, z;
|
||||
DVector3 pos = mt->pos;
|
||||
secplane_t *refplane;
|
||||
sector_t *sec;
|
||||
bool ceiling;
|
||||
|
||||
x = mt->x;
|
||||
y = mt->y;
|
||||
sec = P_PointInSector (x, y);
|
||||
sec = P_PointInSector (mt->pos);
|
||||
if (mt->info->Special == SMT_SlopeCeilingPointLine || mt->info->Special == SMT_VavoomCeiling || mt->info->Special == SMT_SetCeilingSlope)
|
||||
{
|
||||
refplane = &sec->ceilingplane;
|
||||
|
@ -440,7 +433,12 @@ void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt, const int *oldve
|
|||
refplane = &sec->floorplane;
|
||||
ceiling = false;
|
||||
}
|
||||
z = refplane->ZatPoint (x, y) + (mt->z);
|
||||
pos.Z = refplane->ZatPoint (mt->pos) + mt->pos.Z;
|
||||
|
||||
fixed_t x = FLOAT2FIXED(pos.X);
|
||||
fixed_t y = FLOAT2FIXED(pos.Y);
|
||||
fixed_t z = FLOAT2FIXED(pos.Z);
|
||||
|
||||
if (mt->info->Special <= SMT_SlopeCeilingPointLine)
|
||||
{ // SlopeFloorPointLine and SlopCeilingPointLine
|
||||
P_SlopeLineToPoint (mt->args[0], x, y, z, ceiling);
|
||||
|
@ -451,7 +449,7 @@ void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt, const int *oldve
|
|||
}
|
||||
else
|
||||
{ // VavoomFloor and VavoomCeiling
|
||||
P_VavoomSlope(sec, mt->thingid, x, y, mt->z, ceiling);
|
||||
P_VavoomSlope(sec, mt->thingid, x, y, FLOAT2FIXED(mt->pos.Z), ceiling);
|
||||
}
|
||||
mt->EdNum = 0;
|
||||
}
|
||||
|
@ -462,7 +460,7 @@ void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt, const int *oldve
|
|||
if (mt->info != NULL && mt->info->Type == NULL &&
|
||||
(mt->info->Special == SMT_CopyFloorPlane || mt->info->Special == SMT_CopyCeilingPlane))
|
||||
{
|
||||
P_CopyPlane (mt->args[0], mt->x, mt->y, mt->info->Special == SMT_CopyCeilingPlane);
|
||||
P_CopyPlane (mt->args[0], FLOAT2FIXED(mt->pos.X), FLOAT2FIXED(mt->pos.Y), mt->info->Special == SMT_CopyCeilingPlane);
|
||||
mt->EdNum = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -476,7 +476,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
|
|||
}
|
||||
if (sector->Flags & SECF_DMGTERRAINFX)
|
||||
{
|
||||
P_HitWater(player->mo, player->mo->Sector, INT_MIN, INT_MIN, INT_MIN, false, true, true);
|
||||
P_HitWater(player->mo, player->mo->Sector, player->mo->Pos(), false, true, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1053,22 +1053,19 @@ void P_SpawnPortal(line_t *line, int sectortag, int plane, int alpha, int linked
|
|||
lines[i].args[3] == 1)
|
||||
{
|
||||
// beware of overflows.
|
||||
fixed_t x1 = fixed_t((SQWORD(line->v1->x) + SQWORD(line->v2->x)) >> 1);
|
||||
fixed_t y1 = fixed_t((SQWORD(line->v1->y) + SQWORD(line->v2->y)) >> 1);
|
||||
fixed_t x2 = fixed_t((SQWORD(lines[i].v1->x) + SQWORD(lines[i].v2->x)) >> 1);
|
||||
fixed_t y2 = fixed_t((SQWORD(lines[i].v1->y) + SQWORD(lines[i].v2->y)) >> 1);
|
||||
fixed_t z = linked ? line->frontsector->planes[plane].TexZ : 0; // the map's sector height defines the portal plane for linked portals
|
||||
DVector3 pos1((line->v1->fX() + line->v2->fX()) / 2, (line->v1->fY() + line->v2->fY()) / 2, 0);
|
||||
DVector3 pos2((lines[i].v1->fX() + lines[i].v2->fX()) / 2, (lines[i].v1->fY() + lines[i].v2->fY()) / 2, 0);
|
||||
double z = linked ? line->frontsector->GetPlaneTexZF(plane) : 0; // the map's sector height defines the portal plane for linked portals
|
||||
|
||||
fixed_t alpha = Scale (lines[i].args[4], OPAQUE, 255);
|
||||
|
||||
AStackPoint *anchor = Spawn<AStackPoint>(x1, y1, 0, NO_REPLACE);
|
||||
AStackPoint *reference = Spawn<AStackPoint>(x2, y2, 0, NO_REPLACE);
|
||||
AStackPoint *anchor = Spawn<AStackPoint>(pos1, NO_REPLACE);
|
||||
AStackPoint *reference = Spawn<AStackPoint>(pos2, NO_REPLACE);
|
||||
reference->special1 = linked ? SKYBOX_LINKEDPORTAL : SKYBOX_PORTAL;
|
||||
anchor->special1 = SKYBOX_ANCHOR;
|
||||
// store the portal displacement in the unused scaleX/Y members of the portal reference actor.
|
||||
anchor->Scale.X = -(reference->Scale.X = FIXED2DBL(x2 - x1));
|
||||
anchor->Scale.Y = -(reference->Scale.Y = FIXED2DBL(y2 - y1));
|
||||
anchor->specialf1 = reference->specialf1 = FIXED2FLOAT(z);
|
||||
anchor->Scale = -(reference->Scale = pos2 - pos1);
|
||||
anchor->specialf1 = reference->specialf1 = z;
|
||||
|
||||
reference->Mate = anchor;
|
||||
anchor->Mate = reference;
|
||||
|
|
21
src/p_spec.h
21
src/p_spec.h
|
@ -924,19 +924,18 @@ enum
|
|||
TELF_KEEPHEIGHT = 16,
|
||||
};
|
||||
|
||||
void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool beforeTele = true, bool setTarget = false); //Spawns teleport fog. Pass the actor to pluck TeleFogFromType and TeleFogToType. 'from' determines if this is the fog to spawn at the old position (true) or new (false).
|
||||
inline void P_SpawnTeleportFog(AActor *mobj, const fixedvec3 &pos, bool beforeTele = true, bool setTarget = false)
|
||||
{
|
||||
P_SpawnTeleportFog(mobj, pos.x, pos.y, pos.z, beforeTele, setTarget);
|
||||
}
|
||||
inline void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele = true, bool setTarget = false)
|
||||
{
|
||||
P_SpawnTeleportFog(mobj, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), beforeTele, setTarget);
|
||||
}
|
||||
inline void P_SpawnTeleportFog(AActor *mobj, double x, double y, double z, bool beforeTele = true, bool setTarget = false)
|
||||
//Spawns teleport fog. Pass the actor to pluck TeleFogFromType and TeleFogToType. 'from' determines if this is the fog to spawn at the old position (true) or new (false).
|
||||
void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele = true, bool setTarget = false);
|
||||
|
||||
void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool beforeTele = true, bool setTarget = false) = delete;
|
||||
inline void P_SpawnTeleportFog(AActor *mobj, const fixedvec3 &pos, bool beforeTele = true, bool setTarget = false) = delete;
|
||||
inline void P_SpawnTeleportFog(AActor *mobj, double x, double y, double z, bool beforeTele = true, bool setTarget = false) = delete;
|
||||
/*
|
||||
{
|
||||
P_SpawnTeleportFog(mobj, FLOAT2FIXED(x), FLOAT2FIXED(y), FLOAT2FIXED(z), beforeTele, setTarget);
|
||||
}
|
||||
*/
|
||||
|
||||
bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, int flags); // bool useFog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false
|
||||
inline bool P_Teleport(AActor *thing, const DVector3 &pos, DAngle angle, int flags)
|
||||
{
|
||||
|
@ -966,7 +965,7 @@ void P_DoDeferedScripts (void);
|
|||
//
|
||||
// [RH] p_quake.c
|
||||
//
|
||||
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ);
|
||||
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint);
|
||||
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -78,7 +78,7 @@ void ATeleportFog::PostBeginPlay ()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool beforeTele, bool setTarget)
|
||||
void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele, bool setTarget)
|
||||
{
|
||||
AActor *mo;
|
||||
if ((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType) == NULL)
|
||||
|
@ -88,7 +88,7 @@ void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool befo
|
|||
}
|
||||
else
|
||||
{
|
||||
mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), x, y, z, ALLOW_REPLACE);
|
||||
mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), pos, ALLOW_REPLACE);
|
||||
}
|
||||
|
||||
if (mo != NULL && setTarget)
|
||||
|
@ -103,7 +103,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, i
|
|||
{
|
||||
bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING));
|
||||
|
||||
fixedvec3 old;
|
||||
DVector3 old;
|
||||
fixed_t aboveFloor;
|
||||
player_t *player;
|
||||
sector_t *destsect;
|
||||
|
@ -111,7 +111,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, i
|
|||
fixed_t floorheight, ceilingheight;
|
||||
double missilespeed = 0;
|
||||
|
||||
old = thing->_f_Pos();
|
||||
old = thing->Pos();
|
||||
aboveFloor = thing->_f_Z() - thing->_f_floorz();
|
||||
destsect = P_PointInSector (x, y);
|
||||
// killough 5/12/98: exclude voodoo dolls:
|
||||
|
@ -194,7 +194,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, i
|
|||
double fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
|
||||
DVector2 vector = angle.ToVector(20);
|
||||
DVector2 fogpos = P_GetOffsetPosition(FIXED2DBL(x), FIXED2DBL(y), vector.X, vector.Y);
|
||||
P_SpawnTeleportFog(thing, fogpos.X, fogpos.Y, thing->Z() + fogDelta, false, true);
|
||||
P_SpawnTeleportFog(thing, DVector3(fogpos, thing->Z() + fogDelta), false, true);
|
||||
|
||||
}
|
||||
if (thing->player)
|
||||
|
|
|
@ -123,21 +123,17 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, i
|
|||
// [BC] Added
|
||||
// [RH] Fixed
|
||||
|
||||
bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog)
|
||||
bool P_MoveThing(AActor *source, const DVector3 &pos, bool fog)
|
||||
{
|
||||
fixed_t oldx, oldy, oldz;
|
||||
DVector3 old = source->Pos();
|
||||
|
||||
oldx = source->_f_X();
|
||||
oldy = source->_f_Y();
|
||||
oldz = source->_f_Z();
|
||||
|
||||
source->SetOrigin (x, y, z, true);
|
||||
source->SetOrigin (pos, true);
|
||||
if (P_TestMobjLocation (source))
|
||||
{
|
||||
if (fog)
|
||||
{
|
||||
P_SpawnTeleportFog(source, x, y, z, false, true);
|
||||
P_SpawnTeleportFog(source, oldx, oldy, oldz, true, true);
|
||||
P_SpawnTeleportFog(source, pos, false, true);
|
||||
P_SpawnTeleportFog(source, old, true, true);
|
||||
}
|
||||
source->ClearInterpolation();
|
||||
if (source == players[consoleplayer].camera)
|
||||
|
@ -148,7 +144,7 @@ bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog)
|
|||
}
|
||||
else
|
||||
{
|
||||
source->SetOrigin (oldx, oldy, oldz, true);
|
||||
source->SetOrigin (old, true);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
@ -167,7 +163,7 @@ bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
|
|||
|
||||
if (source != NULL && target != NULL)
|
||||
{
|
||||
return P_MoveThing(source, target->_f_X(), target->_f_Y(), target->_f_Z(), fog);
|
||||
return P_MoveThing(source, target->Pos(), fog);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -221,7 +217,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
|
|||
{
|
||||
do
|
||||
{
|
||||
fixed_t z = spot->_f_Z();
|
||||
double z = spot->Z();
|
||||
if (defflags3 & MF3_FLOORHUGGER)
|
||||
{
|
||||
z = ONFLOORZ;
|
||||
|
@ -232,9 +228,9 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
|
|||
}
|
||||
else if (z != ONFLOORZ)
|
||||
{
|
||||
z -= spot->_f_floorclip();
|
||||
z -= spot->Floorclip;
|
||||
}
|
||||
mobj = Spawn (kind, spot->_f_X(), spot->_f_Y(), z, ALLOW_REPLACE);
|
||||
mobj = Spawn (kind, spot->PosAtZ(z), ALLOW_REPLACE);
|
||||
|
||||
if (mobj)
|
||||
{
|
||||
|
@ -795,7 +791,7 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
|
|||
}
|
||||
if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB))
|
||||
{
|
||||
caller->_f_AddZ(reference->GetBobOffset());
|
||||
caller->_f_AddZ(reference->_f_GetBobOffset());
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
|
|
@ -57,7 +57,7 @@ bool P_CheckTickerPaused ()
|
|||
ConsoleState == c_down || ConsoleState == c_falling)
|
||||
&& !demoplayback
|
||||
&& !demorecording
|
||||
&& players[consoleplayer].viewz != -FLT_MAX
|
||||
&& players[consoleplayer].viewz != NO_VALUE
|
||||
&& wipegamestate == gamestate)
|
||||
{
|
||||
S_PauseSound (!(level.flags2 & LEVEL2_PAUSE_MUSIC_IN_MENUS), false);
|
||||
|
|
|
@ -94,9 +94,9 @@ struct FTraceInfo
|
|||
|
||||
void SetSourcePosition()
|
||||
{
|
||||
Results->SrcFromTarget = { StartX, StartY, StartZ };
|
||||
Results->HitVector = { Vx, Vy, Vz };
|
||||
Results->SrcAngleToTarget = R_PointToAngle2(0, 0, Results->HitPos.x - StartX, Results->HitPos.y - StartY);
|
||||
Results->SrcFromTarget = { FIXED2DBL(StartX), FIXED2DBL(StartY), FIXED2DBL(StartZ) };
|
||||
Results->HitVector = { FIXED2DBL(Vx), FIXED2DBL(Vy), FIXED2DBL(Vz) };
|
||||
Results->SrcAngleFromTarget = VecToAngle(Results->HitVector);
|
||||
}
|
||||
|
||||
|
||||
|
@ -122,7 +122,7 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
|
|||
FTraceResults tempResult;
|
||||
|
||||
memset(&tempResult, 0, sizeof(tempResult));
|
||||
tempResult.Fraction = tempResult.Distance = FIXED_MAX;
|
||||
tempResult.Fraction = tempResult.Distance = NO_VALUE;
|
||||
|
||||
ptflags = actorMask ? PT_ADDLINES|PT_ADDTHINGS|PT_COMPATIBLE : PT_ADDLINES;
|
||||
|
||||
|
@ -652,10 +652,10 @@ cont:
|
|||
|
||||
if (Results->HitType == TRACE_HitWall)
|
||||
{
|
||||
Results->HitPos = { hitx, hity, hitz };
|
||||
Results->HitPos = { FIXED2DBL(hitx), FIXED2DBL(hity), FIXED2DBL(hitz) };
|
||||
SetSourcePosition();
|
||||
Results->Distance = dist;
|
||||
Results->Fraction = in->frac;
|
||||
Results->Distance = FIXED2DBL(dist);
|
||||
Results->Fraction = FIXED2DBL(in->frac);
|
||||
Results->Line = in->d.line;
|
||||
Results->Side = lineside;
|
||||
}
|
||||
|
@ -779,10 +779,10 @@ cont1:
|
|||
|
||||
|
||||
Results->HitType = TRACE_HitActor;
|
||||
Results->HitPos = { hitx, hity, hitz };
|
||||
Results->HitPos = { FIXED2DBL(hitx), FIXED2DBL(hity), FIXED2DBL(hitz) };
|
||||
SetSourcePosition();
|
||||
Results->Distance = dist;
|
||||
Results->Fraction = in->frac;
|
||||
Results->Distance = FIXED2DBL(dist);
|
||||
Results->Fraction = FIXED2DBL(in->frac);
|
||||
Results->Actor = in->d.thing;
|
||||
|
||||
if (TraceCallback != NULL)
|
||||
|
@ -836,7 +836,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
}
|
||||
|
||||
// We have something closer in the storage for portal subtraces.
|
||||
if (TempResults->HitType != TRACE_HitNone && in->frac > TempResults->Fraction)
|
||||
if (TempResults->HitType != TRACE_HitNone && FIXED2DBL(in->frac) > TempResults->Fraction)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
@ -859,7 +859,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
// We still need to do a water check here or this may get missed on occasion
|
||||
if (Results->CrossedWater == NULL &&
|
||||
CurSector->heightsec != NULL &&
|
||||
CurSector->heightsec->floorplane.ZatPoint(Results->HitPos) >= Results->HitPos.z)
|
||||
CurSector->heightsec->floorplane.ZatPoint(Results->HitPos) >= Results->HitPos.Z)
|
||||
{
|
||||
// Save the result so that the water check doesn't destroy it.
|
||||
FTraceResults *res = Results;
|
||||
|
@ -896,7 +896,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
|
||||
if (Results->CrossedWater == NULL &&
|
||||
CurSector->heightsec != NULL &&
|
||||
CurSector->heightsec->floorplane.ZatPoint(Results->HitPos) >= Results->HitPos.z)
|
||||
CurSector->heightsec->floorplane.ZatPoint(Results->HitPos) >= Results->HitPos.Z)
|
||||
{
|
||||
// Save the result so that the water check doesn't destroy it.
|
||||
FTraceResults *res = Results;
|
||||
|
@ -913,12 +913,12 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
if (Results->HitType == TRACE_HitNone && Results->Distance == 0)
|
||||
{
|
||||
Results->HitPos = {
|
||||
StartX + FixedMul(Vx, MaxDist),
|
||||
StartY + FixedMul(Vy, MaxDist),
|
||||
StartZ + FixedMul(Vz, MaxDist) };
|
||||
FIXED2DBL(StartX + FixedMul(Vx, MaxDist)),
|
||||
FIXED2DBL(StartY + FixedMul(Vy, MaxDist)),
|
||||
FIXED2DBL(StartZ + FixedMul(Vz, MaxDist)) };
|
||||
SetSourcePosition();
|
||||
Results->Distance = MaxDist;
|
||||
Results->Fraction = FRACUNIT;
|
||||
Results->Distance = FIXED2DBL(MaxDist);
|
||||
Results->Fraction = 1.;
|
||||
}
|
||||
return Results->HitType != TRACE_HitNone;
|
||||
}
|
||||
|
@ -944,12 +944,12 @@ bool FTraceInfo::CheckPlane (const secplane_t &plane)
|
|||
if (hitdist > EnterDist && hitdist < MaxDist)
|
||||
{
|
||||
Results->HitPos = {
|
||||
StartX + FixedMul(Vx, hitdist),
|
||||
StartY + FixedMul(Vy, hitdist),
|
||||
StartZ + FixedMul(Vz, hitdist) };
|
||||
FIXED2DBL(StartX + FixedMul(Vx, hitdist)),
|
||||
FIXED2DBL(StartY + FixedMul(Vy, hitdist)),
|
||||
FIXED2DBL(StartZ + FixedMul(Vz, hitdist)) };
|
||||
SetSourcePosition();
|
||||
Results->Distance = hitdist;
|
||||
Results->Fraction = FixedDiv (hitdist, MaxDist);
|
||||
Results->Distance = FIXED2DBL(hitdist);
|
||||
Results->Fraction = FIXED2DBL(FixedDiv (hitdist, MaxDist));
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -65,13 +65,13 @@ struct FTraceResults
|
|||
{
|
||||
sector_t *Sector;
|
||||
FTextureID HitTexture;
|
||||
fixedvec3 HitPos;
|
||||
fixedvec3 HitVector;
|
||||
fixedvec3 SrcFromTarget;
|
||||
angle_t SrcAngleToTarget;
|
||||
DVector3 HitPos;
|
||||
DVector3 HitVector;
|
||||
DVector3 SrcFromTarget;
|
||||
DAngle SrcAngleFromTarget;
|
||||
|
||||
fixed_t Distance;
|
||||
fixed_t Fraction;
|
||||
double Distance;
|
||||
double Fraction;
|
||||
|
||||
AActor *Actor; // valid if hit an actor
|
||||
|
||||
|
@ -83,9 +83,9 @@ struct FTraceResults
|
|||
F3DFloor *ffloor;
|
||||
|
||||
sector_t *CrossedWater; // For Boom-style, Transfer_Heights-based deep water
|
||||
fixedvec3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
|
||||
DVector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
|
||||
F3DFloor *Crossed3DWater; // For 3D floor-based deep water
|
||||
fixedvec3 Crossed3DWaterPos;
|
||||
DVector3 Crossed3DWaterPos;
|
||||
|
||||
void CopyIfCloser(FTraceResults *other)
|
||||
{
|
||||
|
@ -131,4 +131,13 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
|
|||
DWORD traceFlags=0,
|
||||
ETraceStatus (*callback)(FTraceResults &res, void *)=NULL, void *callbackdata=NULL);
|
||||
|
||||
inline bool Trace(const DVector3 &start, sector_t *sector, const DVector3 &direction, double maxDist,
|
||||
ActorFlags ActorMask, DWORD WallMask, AActor *ignore, FTraceResults &res, DWORD traceFlags = 0,
|
||||
ETraceStatus(*callback)(FTraceResults &res, void *) = NULL, void *callbackdata = NULL)
|
||||
{
|
||||
return Trace(FLOAT2FIXED(start.X), FLOAT2FIXED(start.Y), FLOAT2FIXED(start.Z), sector,
|
||||
FLOAT2FIXED(direction.X), FLOAT2FIXED(direction.Y), FLOAT2FIXED(direction.Z), FLOAT2FIXED(maxDist),
|
||||
ActorMask, WallMask, ignore, res, traceFlags, callback, callbackdata);
|
||||
}
|
||||
|
||||
#endif //__P_TRACE_H__
|
||||
|
|
|
@ -487,15 +487,15 @@ public:
|
|||
break;
|
||||
|
||||
case NAME_X:
|
||||
th->x = CheckFixed(key);
|
||||
th->pos.X = CheckFloat(key);
|
||||
break;
|
||||
|
||||
case NAME_Y:
|
||||
th->y = CheckFixed(key);
|
||||
th->pos.Y = CheckFloat(key);
|
||||
break;
|
||||
|
||||
case NAME_Height:
|
||||
th->z = CheckFixed(key);
|
||||
th->pos.Z = CheckFloat(key);
|
||||
break;
|
||||
|
||||
case NAME_Angle:
|
||||
|
@ -1678,32 +1678,28 @@ public:
|
|||
{
|
||||
vt->x = vt->y = 0;
|
||||
vd->zCeiling = vd->zFloor = vd->flags = 0;
|
||||
sc.MustGetStringName("{");
|
||||
while (!sc.CheckString("}"))
|
||||
|
||||
sc.MustGetToken('{');
|
||||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
sc.MustGetString();
|
||||
FName key = sc.String;
|
||||
sc.MustGetStringName("=");
|
||||
sc.MustGetString();
|
||||
FString value = sc.String;
|
||||
sc.MustGetStringName(";");
|
||||
switch(key)
|
||||
FName key = ParseKey();
|
||||
switch (key)
|
||||
{
|
||||
case NAME_X:
|
||||
vt->x = FLOAT2FIXED(strtod(value, NULL));
|
||||
vt->x = CheckFixed(key);
|
||||
break;
|
||||
|
||||
case NAME_Y:
|
||||
vt->y = FLOAT2FIXED(strtod(value, NULL));
|
||||
vt->y = CheckFixed(key);
|
||||
break;
|
||||
|
||||
case NAME_ZCeiling:
|
||||
vd->zCeiling = FLOAT2FIXED(strtod(value, NULL));
|
||||
vd->zCeiling = CheckFloat(key);
|
||||
vd->flags |= VERTEXFLAG_ZCeilingEnabled;
|
||||
break;
|
||||
|
||||
case NAME_ZFloor:
|
||||
vd->zFloor = FLOAT2FIXED(strtod(value, NULL));
|
||||
vd->zFloor = CheckFloat(key);
|
||||
vd->flags |= VERTEXFLAG_ZFloorEnabled;
|
||||
break;
|
||||
|
||||
|
|
|
@ -1650,7 +1650,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
|
|||
}
|
||||
|
||||
self->flags &= ~MF_SOLID;
|
||||
mo = (APlayerPawn *)Spawn (spawntype, self->PosPlusZ(48*FRACUNIT), NO_REPLACE);
|
||||
mo = (APlayerPawn *)Spawn (spawntype, self->PosPlusZ(48.), NO_REPLACE);
|
||||
//mo->target = self;
|
||||
mo->Vel.X = pr_skullpop.Random2() / 128.;
|
||||
mo->Vel.Y = pr_skullpop.Random2() / 128.;
|
||||
|
|
|
@ -186,7 +186,7 @@ unsigned int I_FPSTime()
|
|||
}
|
||||
|
||||
|
||||
fixed_t I_GetTimeFrac(uint32* ms)
|
||||
double I_GetTimeFrac(uint32* ms)
|
||||
{
|
||||
const uint32_t now = I_MSTime();
|
||||
|
||||
|
@ -196,8 +196,8 @@ fixed_t I_GetTimeFrac(uint32* ms)
|
|||
}
|
||||
|
||||
return 0 == s_ticStart
|
||||
? FRACUNIT
|
||||
: clamp<fixed_t>( (now - s_ticStart) * FRACUNIT * TICRATE / 1000, 0, FRACUNIT);
|
||||
? 1.
|
||||
: clamp<double>( (now - s_ticStart) * TICRATE / 1000., 0, 1);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -62,7 +62,7 @@ extern int (*I_WaitForTic) (int);
|
|||
// tic will never arrive (unless it's the current one).
|
||||
extern void (*I_FreezeTime) (bool frozen);
|
||||
|
||||
fixed_t I_GetTimeFrac (uint32 *ms);
|
||||
double I_GetTimeFrac (uint32 *ms);
|
||||
|
||||
// Return a seed value for the RNG.
|
||||
unsigned int I_MakeRNGSeed();
|
||||
|
|
|
@ -178,7 +178,7 @@ void I_SelectTimer()
|
|||
}
|
||||
|
||||
// Returns the fractional amount of a tic passed since the most recent tic
|
||||
fixed_t I_GetTimeFrac (uint32 *ms)
|
||||
double I_GetTimeFrac (uint32 *ms)
|
||||
{
|
||||
DWORD now = SDL_GetTicks ();
|
||||
if (ms) *ms = TicStart + (1000 / TICRATE);
|
||||
|
@ -188,8 +188,7 @@ fixed_t I_GetTimeFrac (uint32 *ms)
|
|||
}
|
||||
else
|
||||
{
|
||||
fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT*TICRATE/1000, 0, FRACUNIT);
|
||||
return frac;
|
||||
return clamp<double>((now - TicStart) * TICRATE / 1000., 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -91,7 +91,7 @@ enum
|
|||
};
|
||||
struct vertexdata_t
|
||||
{
|
||||
fixed_t zCeiling, zFloor;
|
||||
double zCeiling, zFloor;
|
||||
DWORD flags;
|
||||
};
|
||||
struct vertex_t
|
||||
|
@ -108,6 +108,11 @@ struct vertex_t
|
|||
return FIXED2DBL(y);
|
||||
}
|
||||
|
||||
DVector2 fPos()
|
||||
{
|
||||
return{ fX(), fY() };
|
||||
}
|
||||
|
||||
float fx, fy; // Floating point coordinates of this vertex (excluding polyoblect translation!)
|
||||
angle_t viewangle; // precalculated angle for clipping
|
||||
int angletime; // recalculation time for view angle
|
||||
|
|
|
@ -770,7 +770,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
|
|||
fixedvec3 pos = thing->InterpolatedPosition(r_TicFrac);
|
||||
fx = pos.x;
|
||||
fy = pos.y;
|
||||
fz = pos.z + thing->GetBobOffset(r_TicFrac);
|
||||
fz = pos.z + thing->_f_GetBobOffset(r_TicFrac);
|
||||
|
||||
tex = NULL;
|
||||
voxel = NULL;
|
||||
|
@ -1350,12 +1350,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
|
|||
{
|
||||
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
|
||||
{
|
||||
vis->texturemid -= weapon->YAdjust;
|
||||
vis->texturemid -= FLOAT2FIXED(weapon->YAdjust);
|
||||
}
|
||||
else
|
||||
{
|
||||
vis->texturemid -= FixedMul (StatusBar->GetDisplacement (),
|
||||
weapon->YAdjust);
|
||||
vis->texturemid -= FLOAT2FIXED(StatusBar->GetDisplacement () * weapon->YAdjust);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1575,7 +1574,7 @@ void R_DrawPlayerSprites ()
|
|||
if (camera->player != NULL)
|
||||
{
|
||||
fixed_t centerhack = centeryfrac;
|
||||
fixed_t ofsx, ofsy;
|
||||
float ofsx, ofsy;
|
||||
|
||||
centery = viewheight >> 1;
|
||||
centeryfrac = centery << FRACBITS;
|
||||
|
@ -1590,7 +1589,7 @@ void R_DrawPlayerSprites ()
|
|||
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
|
||||
if (psp->state && (i != ps_targetcenter || CrosshairImage == NULL))
|
||||
{
|
||||
R_DrawPSprite (psp, i, camera, FLOAT2FIXED(psp->sx) + ofsx, FLOAT2FIXED(psp->sy) + ofsy);
|
||||
R_DrawPSprite (psp, i, camera, FLOAT2FIXED(psp->sx + ofsx), FLOAT2FIXED(psp->sy + ofsy));
|
||||
}
|
||||
// [RH] Don't bob the targeter.
|
||||
if (i == ps_flash)
|
||||
|
|
|
@ -126,6 +126,7 @@ fixed_t viewsin, viewtansin;
|
|||
AActor *camera; // [RH] camera to draw from. doesn't have to be a player
|
||||
|
||||
fixed_t r_TicFrac; // [RH] Fractional tic to render
|
||||
double r_TicFracF; // same as floating point
|
||||
DWORD r_FrameTime; // [RH] Time this frame started drawing (in ms)
|
||||
bool r_NoInterpolate;
|
||||
bool r_showviewer;
|
||||
|
@ -897,19 +898,18 @@ void R_AddInterpolationPoint(const fixedvec3a &vec)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
static fixed_t QuakePower(fixed_t factor, fixed_t intensity, fixed_t offset)
|
||||
static double QuakePower(double factor, double intensity, double offset, double falloff, double wfalloff)
|
||||
{
|
||||
fixed_t randumb;
|
||||
|
||||
double randumb;
|
||||
if (intensity == 0)
|
||||
{
|
||||
randumb = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
randumb = pr_torchflicker(intensity * 2) - intensity;
|
||||
randumb = pr_torchflicker.GenRand_Real2() * (intensity * 2) - intensity;
|
||||
}
|
||||
return FixedMul(factor, randumb + offset);
|
||||
return factor * (wfalloff * offset + falloff * randumb);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -966,7 +966,11 @@ void R_SetupFrame (AActor *actor)
|
|||
{
|
||||
sector_t *oldsector = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector;
|
||||
// [RH] Use chasecam view
|
||||
P_AimCamera (camera, iview->nviewx, iview->nviewy, iview->nviewz, viewsector, unlinked);
|
||||
DVector3 campos;
|
||||
P_AimCamera (camera, campos, viewsector, unlinked);
|
||||
iview->nviewx = FLOAT2FIXED(campos.X);
|
||||
iview->nviewy = FLOAT2FIXED(campos.Y);
|
||||
iview->nviewz = FLOAT2FIXED(campos.Z);
|
||||
r_showviewer = true;
|
||||
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
|
||||
// it's probably best to just reset the interpolation for this move.
|
||||
|
@ -1002,11 +1006,12 @@ void R_SetupFrame (AActor *actor)
|
|||
iview->otic = nowtic;
|
||||
}
|
||||
|
||||
r_TicFrac = I_GetTimeFrac (&r_FrameTime);
|
||||
r_TicFracF = I_GetTimeFrac (&r_FrameTime);
|
||||
if (cl_capfps || r_NoInterpolate)
|
||||
{
|
||||
r_TicFrac = FRACUNIT;
|
||||
r_TicFracF = 1.;
|
||||
}
|
||||
r_TicFrac = FLOAT2FIXED(r_TicFracF);
|
||||
|
||||
R_InterpolateView (player, r_TicFrac, iview);
|
||||
|
||||
|
@ -1042,43 +1047,44 @@ void R_SetupFrame (AActor *actor)
|
|||
|
||||
if (!paused)
|
||||
{
|
||||
FQuakeJiggers jiggers = { 0, };
|
||||
FQuakeJiggers jiggers;
|
||||
|
||||
memset(&jiggers, 0, sizeof(jiggers));
|
||||
if (DEarthquake::StaticGetQuakeIntensities(camera, jiggers) > 0)
|
||||
{
|
||||
fixed_t quakefactor = FLOAT2FIXED(r_quakeintensity);
|
||||
double quakefactor = r_quakeintensity;
|
||||
DAngle an;
|
||||
|
||||
if ((jiggers.RelIntensityX | jiggers.RelOffsetX) != 0)
|
||||
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
|
||||
{
|
||||
int ang = (camera->_f_angle()) >> ANGLETOFINESHIFT;
|
||||
fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityX, jiggers.RelOffsetX);
|
||||
viewx += FixedMul(finecosine[ang], power);
|
||||
viewy += FixedMul(finesine[ang], power);
|
||||
an = camera->Angles.Yaw;
|
||||
double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewx += FLOAT2FIXED(an.Cos() * power);
|
||||
viewy += FLOAT2FIXED(an.Sin() * power);
|
||||
}
|
||||
if ((jiggers.RelIntensityY | jiggers.RelOffsetY) != 0)
|
||||
if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
|
||||
{
|
||||
int ang = (camera->_f_angle() + ANG90) >> ANGLETOFINESHIFT;
|
||||
fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityY, jiggers.RelOffsetY);
|
||||
viewx += FixedMul(finecosine[ang], power);
|
||||
viewy += FixedMul(finesine[ang], power);
|
||||
an = camera->Angles.Yaw + 90;
|
||||
double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y, jiggers.Falloff, jiggers.WFalloff);
|
||||
viewx += FLOAT2FIXED(an.Cos() * power);
|
||||
viewy += FLOAT2FIXED(an.Sin() * power);
|
||||
}
|
||||
// FIXME: Relative Z is not relative
|
||||
// [MC]On it! Will be introducing pitch after QF_WAVE.
|
||||
if ((jiggers.RelIntensityZ | jiggers.RelOffsetZ) != 0)
|
||||
if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
|
||||
{
|
||||
viewz += QuakePower(quakefactor, jiggers.RelIntensityZ, jiggers.RelOffsetZ);
|
||||
viewz += FLOAT2FIXED(QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z, jiggers.Falloff, jiggers.WFalloff));
|
||||
}
|
||||
if ((jiggers.IntensityX | jiggers.OffsetX) != 0)
|
||||
if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
|
||||
{
|
||||
viewx += QuakePower(quakefactor, jiggers.IntensityX, jiggers.OffsetX);
|
||||
viewx += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff));
|
||||
}
|
||||
if ((jiggers.IntensityY | jiggers.OffsetY) != 0)
|
||||
if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
|
||||
{
|
||||
viewy += QuakePower(quakefactor, jiggers.IntensityY, jiggers.OffsetY);
|
||||
viewy += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff));
|
||||
}
|
||||
if ((jiggers.IntensityZ | jiggers.OffsetZ) != 0)
|
||||
if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
|
||||
{
|
||||
viewz += QuakePower(quakefactor, jiggers.IntensityZ, jiggers.OffsetZ);
|
||||
viewz += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -34,6 +34,7 @@ extern bool LocalKeyboardTurner; // [RH] The local player used the keyboard t
|
|||
extern int WidescreenRatio;
|
||||
|
||||
extern fixed_t r_TicFrac;
|
||||
extern double r_TicFracF;
|
||||
extern DWORD r_FrameTime;
|
||||
extern int extralight;
|
||||
extern unsigned int R_OldBlend;
|
||||
|
|
|
@ -2638,7 +2638,7 @@ CCMD (loopsound)
|
|||
}
|
||||
else
|
||||
{
|
||||
AActor *icon = Spawn("SpeakerIcon", players[consoleplayer].mo->PosPlusZ(32*FRACUNIT), ALLOW_REPLACE);
|
||||
AActor *icon = Spawn("SpeakerIcon", players[consoleplayer].mo->PosPlusZ(32.), ALLOW_REPLACE);
|
||||
if (icon != NULL)
|
||||
{
|
||||
S_Sound(icon, CHAN_BODY | CHAN_LOOP, id, 1.f, ATTN_IDLE);
|
||||
|
|
|
@ -231,6 +231,10 @@ void S_SoundMinMaxDist (AActor *ent, int channel, FSoundID sfxid, float volume,
|
|||
void S_Sound (const FPolyObj *poly, int channel, FSoundID sfxid, float volume, float attenuation);
|
||||
void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, float attenuation);
|
||||
void S_Sound (fixed_t x, fixed_t y, fixed_t z, int channel, FSoundID sfxid, float volume, float attenuation);
|
||||
inline void S_Sound(const DVector3 &pos, int channel, FSoundID sfxid, float volume, float attenuation)
|
||||
{
|
||||
S_Sound(FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), channel, sfxid, volume, attenuation);
|
||||
}
|
||||
|
||||
// sound channels
|
||||
// channel 0 never willingly overrides
|
||||
|
|
|
@ -42,7 +42,7 @@
|
|||
|
||||
#if !defined(_WIN32)
|
||||
#include <inttypes.h> // for intptr_t
|
||||
#elif !defined(_MSC_VER)
|
||||
#else
|
||||
#include <stdint.h> // for mingw
|
||||
#endif
|
||||
|
||||
|
|
|
@ -614,9 +614,9 @@ static void DoAttack (AActor *self, bool domelee, bool domissile,
|
|||
else if (domissile && MissileType != NULL)
|
||||
{
|
||||
// This seemingly senseless code is needed for proper aiming.
|
||||
double add = MissileHeight + FIXED2FLOAT(self->GetBobOffset()) - 32;
|
||||
double add = MissileHeight + self->GetBobOffset() - 32;
|
||||
self->AddZ(add);
|
||||
AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32*FRACUNIT), self, self->target, MissileType, false);
|
||||
AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32.), self, self->target, MissileType, false);
|
||||
self->AddZ(-add);
|
||||
|
||||
if (missile)
|
||||
|
@ -1197,8 +1197,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_CLASS (ti, AActor);
|
||||
PARAM_FIXED_OPT (spawnheight) { spawnheight = 32*FRACUNIT; }
|
||||
PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; }
|
||||
PARAM_FLOAT_OPT (Spawnheight) { Spawnheight = 32; }
|
||||
PARAM_FLOAT_OPT (Spawnofs_xy) { Spawnofs_xy = 0; }
|
||||
PARAM_DANGLE_OPT(Angle) { Angle = 0.; }
|
||||
PARAM_INT_OPT (flags) { flags = 0; }
|
||||
PARAM_DANGLE_OPT(Pitch) { Pitch = 0.; }
|
||||
|
@ -1215,29 +1215,29 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
|
|||
{
|
||||
if (ti)
|
||||
{
|
||||
angle_t ang = (self->_f_angle() - ANGLE_90) >> ANGLETOFINESHIFT;
|
||||
fixed_t x = spawnofs_xy * finecosine[ang];
|
||||
fixed_t y = spawnofs_xy * finesine[ang];
|
||||
fixed_t z = spawnheight + self->GetBobOffset() - 32*FRACUNIT + (self->player? FLOAT2FIXED(self->player->crouchoffset) : 0);
|
||||
DAngle angle = self->Angles.Yaw - 90;
|
||||
double x = Spawnofs_xy * angle.Cos();
|
||||
double y = Spawnofs_xy * angle.Sin();
|
||||
double z = Spawnheight + self->GetBobOffset() - 32 + (self->player? self->player->crouchoffset : 0.);
|
||||
|
||||
fixedvec3 pos = self->_f_Pos();
|
||||
DVector3 pos = self->Pos();
|
||||
switch (aimmode)
|
||||
{
|
||||
case 0:
|
||||
default:
|
||||
// same adjustment as above (in all 3 directions this time) - for better aiming!
|
||||
self->SetXYZ(self->Vec3Offset(x, y, z));
|
||||
missile = P_SpawnMissileXYZ(self->PosPlusZ(32*FRACUNIT), self, ref, ti, false);
|
||||
missile = P_SpawnMissileXYZ(self->PosPlusZ(32.), self, ref, ti, false);
|
||||
self->SetXYZ(pos);
|
||||
break;
|
||||
|
||||
case 1:
|
||||
missile = P_SpawnMissileXYZ(self->Vec3Offset(x, y, self->GetBobOffset() + spawnheight), self, ref, ti, false);
|
||||
missile = P_SpawnMissileXYZ(self->Vec3Offset(x, y, self->GetBobOffset() + Spawnheight), self, ref, ti, false);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
self->SetXYZ(self->Vec3Offset(x, y, 0));
|
||||
missile = P_SpawnMissileAngleZSpeed(self, self->_f_Z() + self->GetBobOffset() + spawnheight, ti, self->_f_angle(), 0, GetDefaultByType(ti)->_f_speed(), self, false);
|
||||
self->SetXYZ(self->Vec3Offset(x, y, 0.));
|
||||
missile = P_SpawnMissileAngleZSpeed(self, self->Z() + self->GetBobOffset() + Spawnheight, ti, self->Angles.Yaw, 0, GetDefaultByType(ti)->Speed, self, false);
|
||||
self->SetXYZ(pos);
|
||||
|
||||
flags |= CMF_ABSOLUTEPITCH;
|
||||
|
@ -1443,7 +1443,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_CLASS (ti, AActor);
|
||||
PARAM_FIXED (spawnheight);
|
||||
PARAM_FLOAT (spawnheight);
|
||||
PARAM_INT (damage);
|
||||
PARAM_SOUND_OPT (meleesound) { meleesound = 0; }
|
||||
PARAM_NAME_OPT (damagetype) { damagetype = NAME_Melee; }
|
||||
|
@ -1466,9 +1466,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
|
|||
else if (ti)
|
||||
{
|
||||
// This seemingly senseless code is needed for proper aiming.
|
||||
self->_f_AddZ(spawnheight + self->GetBobOffset() - 32*FRACUNIT);
|
||||
AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32*FRACUNIT), self, self->target, ti, false);
|
||||
self->_f_AddZ(-(spawnheight + self->GetBobOffset() - 32*FRACUNIT));
|
||||
double add = spawnheight + self->GetBobOffset() - 32;
|
||||
self->AddZ(add);
|
||||
AActor *missile = P_SpawnMissileXYZ (self->PosPlusZ(32.), self, self->target, ti, false);
|
||||
self->AddZ(-add);
|
||||
|
||||
if (missile)
|
||||
{
|
||||
|
@ -2378,7 +2379,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
|
|||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_CLASS_OPT (missile, AActor) { missile = PClass::FindActor("Unknown"); }
|
||||
PARAM_FIXED_OPT (distance) { distance = 0; }
|
||||
PARAM_FIXED_OPT (zheight) { zheight = 0; }
|
||||
PARAM_FLOAT_OPT (zheight) { zheight = 0; }
|
||||
PARAM_BOOL_OPT (useammo) { useammo = true; }
|
||||
PARAM_BOOL_OPT (transfer_translation) { transfer_translation = false; }
|
||||
|
||||
|
@ -2414,7 +2415,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
|
|||
}
|
||||
}
|
||||
|
||||
AActor *mo = Spawn( missile, self->_f_Vec3Angle(distance, self->_f_angle(), -self->_f_floorclip() + self->GetBobOffset() + zheight), ALLOW_REPLACE);
|
||||
AActor *mo = Spawn( missile, self->Vec3Angle(distance, self->Angles.Yaw, -self->Floorclip + self->GetBobOffset() + zheight), ALLOW_REPLACE);
|
||||
|
||||
int flags = (transfer_translation ? SIXF_TRANSFERTRANSLATION : 0) + (useammo ? SIXF_SETMASTER : 0);
|
||||
ACTION_RETURN_BOOL(InitSpawnedItem(self, mo, flags)); // for an inventory item's use state
|
||||
|
@ -2431,9 +2432,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_CLASS (missile, AActor);
|
||||
PARAM_FIXED_OPT (xofs) { xofs = 0; }
|
||||
PARAM_FIXED_OPT (yofs) { yofs = 0; }
|
||||
PARAM_FIXED_OPT (zofs) { zofs = 0; }
|
||||
PARAM_FLOAT_OPT (xofs) { xofs = 0; }
|
||||
PARAM_FLOAT_OPT (yofs) { yofs = 0; }
|
||||
PARAM_FLOAT_OPT (zofs) { zofs = 0; }
|
||||
PARAM_FLOAT_OPT (xvel) { xvel = 0; }
|
||||
PARAM_FLOAT_OPT (yvel) { yvel = 0; }
|
||||
PARAM_FLOAT_OPT (zvel) { zvel = 0; }
|
||||
|
@ -2456,7 +2457,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
|
|||
ACTION_RETURN_BOOL(true);
|
||||
}
|
||||
|
||||
fixedvec2 pos;
|
||||
DVector2 pos;
|
||||
|
||||
if (!(flags & SIXF_ABSOLUTEANGLE))
|
||||
{
|
||||
|
@ -2473,7 +2474,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
|
|||
{
|
||||
// in relative mode negative y values mean 'left' and positive ones mean 'right'
|
||||
// This is the inverse orientation of the absolute mode!
|
||||
pos = self->Vec2Offset(fixed_t(xofs * c + yofs * s), fixed_t(xofs * s - yofs*c));
|
||||
pos = self->Vec2Offset(xofs * c + yofs * s, xofs * s - yofs*c);
|
||||
}
|
||||
|
||||
if (!(flags & SIXF_ABSOLUTEVELOCITY))
|
||||
|
@ -2484,7 +2485,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
|
|||
xvel = newxvel;
|
||||
}
|
||||
|
||||
AActor *mo = Spawn(missile, pos.x, pos.y, self->_f_Z() - self->_f_floorclip() + self->GetBobOffset() + zofs, ALLOW_REPLACE);
|
||||
AActor *mo = Spawn(missile, DVector3(pos, self->Z() - self->Floorclip + self->GetBobOffset() + zofs), ALLOW_REPLACE);
|
||||
bool res = InitSpawnedItem(self, mo, flags);
|
||||
if (res)
|
||||
{
|
||||
|
@ -2542,7 +2543,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
|
|||
AActor *bo;
|
||||
|
||||
bo = Spawn(missile,
|
||||
self->PosPlusZ(-self->_f_floorclip() + self->GetBobOffset() + zheight + 35*FRACUNIT + (self->player? FLOAT2FIXED(self->player->crouchoffset) : 0)),
|
||||
self->PosPlusZ(-self->Floorclip + self->GetBobOffset() + zheight + 35 + (self->player? self->player->crouchoffset : 0.)),
|
||||
ALLOW_REPLACE);
|
||||
if (bo)
|
||||
{
|
||||
|
@ -2936,9 +2937,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris)
|
|||
|
||||
for (i = 0; i < GetDefaultByType(debris)->health; i++)
|
||||
{
|
||||
fixed_t xo = ((pr_spawndebris() - 128) << 12);
|
||||
fixed_t yo = ((pr_spawndebris() - 128) << 12);
|
||||
fixed_t zo = (pr_spawndebris()*self->_f_height() / 256 + self->GetBobOffset());
|
||||
double xo = (pr_spawndebris() - 128) / 16.;
|
||||
double yo = (pr_spawndebris() - 128) / 16.;
|
||||
double zo = pr_spawndebris()*self->Height / 256 + self->GetBobOffset();
|
||||
mo = Spawn(debris, self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
|
@ -3435,7 +3436,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
|
|||
PARAM_INT_OPT(flags) { flags = RSF_FOG; }
|
||||
|
||||
bool oktorespawn = false;
|
||||
fixedvec3 pos = self->_f_Pos();
|
||||
DVector3 pos = self->Pos();
|
||||
|
||||
self->flags |= MF_SOLID;
|
||||
self->Height = self->GetDefault()->Height;
|
||||
|
@ -3445,11 +3446,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
|
|||
if (flags & RSF_TELEFRAG)
|
||||
{
|
||||
// [KS] DIE DIE DIE DIE erm *ahem* =)
|
||||
oktorespawn = P_TeleportMove(self, self->_f_Pos(), true, false);
|
||||
oktorespawn = P_TeleportMove(self, self->Pos(), true, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
oktorespawn = P_CheckPosition(self, self->_f_X(), self->_f_Y(), true);
|
||||
oktorespawn = P_CheckPosition(self, self->Pos(), true);
|
||||
}
|
||||
|
||||
if (oktorespawn)
|
||||
|
@ -3487,7 +3488,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
|
|||
if (flags & RSF_FOG)
|
||||
{
|
||||
P_SpawnTeleportFog(self, pos, true, true);
|
||||
P_SpawnTeleportFog(self, self->_f_Pos(), false, true);
|
||||
P_SpawnTeleportFog(self, self->Pos(), false, true);
|
||||
}
|
||||
if (self->CountsAsKill())
|
||||
{
|
||||
|
@ -3842,7 +3843,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|||
if (trace.HitType == TRACE_HitActor ||
|
||||
((flags & CLOFF_JUMP_ON_MISS) && !lof_data.BadActor && trace.HitType != TRACE_HitNone))
|
||||
{
|
||||
if (minrange > 0 && trace.Distance < FLOAT2FIXED(minrange))
|
||||
if (minrange > 0 && trace.Distance < minrange)
|
||||
{
|
||||
ACTION_RETURN_STATE(NULL);
|
||||
}
|
||||
|
@ -4907,7 +4908,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
|
|||
// A_QuakeEx
|
||||
//
|
||||
// Extended version of A_Quake. Takes individual axis into account and can
|
||||
// take a flag.
|
||||
// take flags.
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
|
||||
|
@ -4924,7 +4925,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
|
|||
PARAM_FLOAT_OPT(mulWaveX) { mulWaveX = 1.; }
|
||||
PARAM_FLOAT_OPT(mulWaveY) { mulWaveY = 1.; }
|
||||
PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; }
|
||||
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ);
|
||||
PARAM_INT_OPT(falloff) { falloff = 0; }
|
||||
PARAM_INT_OPT(highpoint) { highpoint = 0; }
|
||||
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -5094,8 +5097,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
|
|||
// Compute position for spawning blood/puff
|
||||
angle = self->target->__f_AngleTo(self);
|
||||
|
||||
fixedvec3 bloodpos = self->target->_f_Vec3Angle(self->target->_f_radius(), angle, self->target->_f_height() >> 1);
|
||||
|
||||
DVector3 BloodPos = self->target->Vec3Angle(self->target->radius, ANGLE2DBL(angle), self->target->Height/2);
|
||||
|
||||
int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage));
|
||||
if (dist >= pointblank)
|
||||
|
@ -5116,7 +5118,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
|
|||
if ((0 && dpuff->flags3 & MF3_PUFFONACTORS) || !spawnblood)
|
||||
{
|
||||
spawnblood = false;
|
||||
P_SpawnPuff(self, pufftype, bloodpos, angle, angle, 0);
|
||||
P_SpawnPuff(self, pufftype, BloodPos, ANGLE2DBL(angle), ANGLE2DBL(angle), 0);
|
||||
}
|
||||
}
|
||||
else if (self->target->flags3 & MF3_GHOST)
|
||||
|
@ -5126,7 +5128,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
|
|||
int newdam = P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS);
|
||||
if (spawnblood)
|
||||
{
|
||||
P_SpawnBlood(bloodpos, angle, newdam > 0 ? newdam : damage, self->target);
|
||||
P_SpawnBlood(BloodPos, ANGLE2DBL(angle), newdam > 0 ? newdam : damage, self->target);
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, self->target, self);
|
||||
}
|
||||
}
|
||||
|
@ -6629,6 +6631,8 @@ enum CBF
|
|||
CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
|
||||
CBF_DROPOFF = 1 << 5, //Check for dropoffs.
|
||||
CBF_NOACTORS = 1 << 6, //Don't check actors.
|
||||
CBF_ABSOLUTEPOS = 1 << 7, //Absolute position for offsets.
|
||||
CBF_ABSOLUTEANGLE = 1 << 8, //Absolute angle for offsets.
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
|
||||
|
@ -6637,6 +6641,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
|
|||
PARAM_STATE(block)
|
||||
PARAM_INT_OPT(flags) { flags = 0; }
|
||||
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
|
||||
PARAM_FIXED_OPT(xofs) { xofs = 0; }
|
||||
PARAM_FIXED_OPT(yofs) { yofs = 0; }
|
||||
PARAM_FIXED_OPT(zofs) { zofs = 0; }
|
||||
PARAM_ANGLE_OPT(angle) { angle = 0; }
|
||||
|
||||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||
|
||||
|
@ -6646,6 +6654,49 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
|
|||
ACTION_RETURN_STATE(NULL);
|
||||
}
|
||||
|
||||
#if 0 // this needs some work.
|
||||
if (!(flags & CBF_ABSOLUTEANGLE))
|
||||
{
|
||||
angle += self->angle;
|
||||
}
|
||||
|
||||
angle_t ang = angle >> ANGLETOFINESHIFT;
|
||||
fixedvec3 oldpos = mobj->Pos();
|
||||
fixedvec3 pos;
|
||||
|
||||
if (flags & CBF_ABSOLUTEPOS)
|
||||
{
|
||||
pos.x = xofs;
|
||||
pos.y = yofs;
|
||||
pos.z = zofs;
|
||||
}
|
||||
else
|
||||
{
|
||||
pos = mobj->Vec3Offset(
|
||||
FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]),
|
||||
FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]),
|
||||
mobj->Z() + zofs);
|
||||
}
|
||||
|
||||
// Next, try checking the position based on the sensitivity desired.
|
||||
// If checking for dropoffs, set the z so we can have maximum flexibility.
|
||||
// Otherwise, set origin and set it back after testing.
|
||||
|
||||
bool checker = false;
|
||||
if (flags & CBF_DROPOFF)
|
||||
{
|
||||
mobj->SetZ(pos.z);
|
||||
checker = P_CheckMove(mobj, pos.x, pos.y);
|
||||
mobj->SetZ(oldpos.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
mobj->SetOrigin(pos, true);
|
||||
checker = P_TestMobjLocation(mobj);
|
||||
mobj->SetOrigin(oldpos, true);
|
||||
}
|
||||
#endif
|
||||
|
||||
//Nothing to block it so skip the rest.
|
||||
bool checker = (flags & CBF_DROPOFF) ? P_CheckMove(mobj, mobj->_f_X(), mobj->_f_Y()) : P_TestMobjLocation(mobj);
|
||||
if (checker)
|
||||
|
|
|
@ -1284,7 +1284,7 @@ static void ParseDamageDefinition(FScanner &sc)
|
|||
{
|
||||
sc.MustGetFloat();
|
||||
dtd.DefaultFactor = sc.Float;
|
||||
if (dtd.DefaultFactor == 0) dtd.ReplaceFactor = true; // Multiply by 0 yields 0: FixedMul(damage, FixedMul(factor, 0)) is more wasteful than FixedMul(factor, 0)
|
||||
if (dtd.DefaultFactor == 0) dtd.ReplaceFactor = true;
|
||||
}
|
||||
else if (sc.Compare("REPLACEFACTOR"))
|
||||
{
|
||||
|
|
|
@ -1256,7 +1256,7 @@ DEFINE_PROPERTY(maxstepheight, F, Actor)
|
|||
//==========================================================================
|
||||
DEFINE_PROPERTY(maxdropoffheight, F, Actor)
|
||||
{
|
||||
PROP_FIXED_PARM(i, 0);
|
||||
PROP_DOUBLE_PARM(i, 0);
|
||||
defaults->MaxDropOffHeight = i;
|
||||
}
|
||||
|
||||
|
@ -2028,7 +2028,7 @@ DEFINE_CLASS_PROPERTY(upsound, S, Weapon)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(yadjust, F, Weapon)
|
||||
{
|
||||
PROP_FIXED_PARM(i, 0);
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->YAdjust = i;
|
||||
}
|
||||
|
||||
|
@ -2056,7 +2056,7 @@ DEFINE_CLASS_PROPERTY(bobstyle, S, Weapon)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(bobspeed, F, Weapon)
|
||||
{
|
||||
PROP_FIXED_PARM(i, 0);
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->BobSpeed = i;
|
||||
}
|
||||
|
||||
|
@ -2065,7 +2065,7 @@ DEFINE_CLASS_PROPERTY(bobspeed, F, Weapon)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(bobrangex, F, Weapon)
|
||||
{
|
||||
PROP_FIXED_PARM(i, 0);
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->BobRangeX = i;
|
||||
}
|
||||
|
||||
|
@ -2074,7 +2074,7 @@ DEFINE_CLASS_PROPERTY(bobrangex, F, Weapon)
|
|||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(bobrangey, F, Weapon)
|
||||
{
|
||||
PROP_FIXED_PARM(i, 0);
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->BobRangeY = i;
|
||||
}
|
||||
|
||||
|
|
|
@ -1031,7 +1031,7 @@ struct TAngle
|
|||
return FLOAT2ANGLE(Degrees);
|
||||
}
|
||||
|
||||
TVector2<vec_t> ToVector(vec_t length) const
|
||||
TVector2<vec_t> ToVector(vec_t length = 1) const
|
||||
{
|
||||
return TVector2<vec_t>(length * Cos(), length * Sin());
|
||||
}
|
||||
|
@ -1041,14 +1041,14 @@ struct TAngle
|
|||
return FLOAT2ANGLE(Degrees) >> 16;
|
||||
}
|
||||
|
||||
double Cos() const
|
||||
vec_t Cos() const
|
||||
{
|
||||
return g_cosdeg(Degrees);
|
||||
return vec_t(g_cosdeg(Degrees));
|
||||
}
|
||||
|
||||
double Sin() const
|
||||
vec_t Sin() const
|
||||
{
|
||||
return g_sindeg(Degrees);
|
||||
return vec_t(g_sindeg(Degrees));
|
||||
}
|
||||
|
||||
double Tan() const
|
||||
|
@ -1354,7 +1354,7 @@ typedef TVector2<float> FVector2;
|
|||
typedef TVector3<float> FVector3;
|
||||
typedef TRotator<float> FRotator;
|
||||
typedef TMatrix3x3<float> FMatrix3x3;
|
||||
//typedef TAngle<float> FAngle;
|
||||
typedef TAngle<float> FAngle;
|
||||
|
||||
typedef TVector2<double> DVector2;
|
||||
typedef TVector3<double> DVector3;
|
||||
|
|
|
@ -468,7 +468,7 @@ static void CALLBACK TimerTicked(UINT id, UINT msg, DWORD_PTR user, DWORD_PTR dw
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
fixed_t I_GetTimeFrac(uint32 *ms)
|
||||
double I_GetTimeFrac(uint32 *ms)
|
||||
{
|
||||
DWORD now = timeGetTime();
|
||||
if (ms != NULL)
|
||||
|
@ -478,12 +478,11 @@ fixed_t I_GetTimeFrac(uint32 *ms)
|
|||
DWORD step = TicNext - TicStart;
|
||||
if (step == 0)
|
||||
{
|
||||
return FRACUNIT;
|
||||
return 1.;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT/step, 0, FRACUNIT);
|
||||
return frac;
|
||||
return clamp<double>(double(now - TicStart) / step, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -727,7 +726,7 @@ void CalculateCPUSpeed()
|
|||
PerfToMillisec = PerfToSec * 1000.0;
|
||||
}
|
||||
|
||||
if (!batchrun) Printf ("CPU _f_speed(): %.0f MHz\n", 0.001 / PerfToMillisec);
|
||||
if (!batchrun) Printf ("CPU speed: %.0f MHz\n", 0.001 / PerfToMillisec);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -90,7 +90,7 @@ extern int (*I_WaitForTic) (int);
|
|||
// tic will never arrive (unless it's the current one).
|
||||
extern void (*I_FreezeTime) (bool frozen);
|
||||
|
||||
fixed_t I_GetTimeFrac (uint32 *ms);
|
||||
double I_GetTimeFrac (uint32 *ms);
|
||||
|
||||
// Return a seed value for the RNG.
|
||||
unsigned int I_MakeRNGSeed();
|
||||
|
|
|
@ -92,12 +92,8 @@
|
|||
#include "zstring.h"
|
||||
#include "gdtoa.h"
|
||||
|
||||
#ifndef _MSC_VER
|
||||
#include <stdint.h>
|
||||
#else
|
||||
typedef unsigned __int64 uint64_t;
|
||||
typedef signed __int64 int64_t;
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
* MAXEXPDIG is the maximum number of decimal digits needed to store a
|
||||
|
|
|
@ -184,7 +184,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_StopSoundEx(coerce name slot);
|
||||
action native A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
|
||||
action native state A_Jump(int chance = 256, state label, ...);
|
||||
action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
|
||||
action native 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);
|
||||
action native 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);
|
||||
action native 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);
|
||||
action native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
|
||||
|
@ -277,7 +277,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_SetUserArray(name varname, int index, int value);
|
||||
action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
|
||||
action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
|
||||
action native A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1);
|
||||
action native A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0);
|
||||
action native A_SetTics(int tics);
|
||||
action native A_SetDamageType(name damagetype);
|
||||
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
|
||||
|
@ -317,7 +317,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_SetRipMax(int maximum);
|
||||
action native A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT);
|
||||
action native state A_CheckProximity(state jump, class<Actor> classname, float distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0);
|
||||
action native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
|
||||
action native state A_CheckRange(float distance, state label, bool two_dimension = false);
|
||||
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
|
|
|
@ -527,6 +527,8 @@ enum
|
|||
CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
|
||||
CBF_DROPOFF = 1 << 5, //Check for dropoffs.
|
||||
CBF_NOACTORS = 1 << 6, //Don't check actors.
|
||||
CBF_ABSOLUTEPOS = 1 << 7, //Absolute position for offsets.
|
||||
CBF_ABSOLUTEANGLE = 1 << 8, //Absolute angle for offsets.
|
||||
};
|
||||
|
||||
enum
|
||||
|
|
Loading…
Reference in a new issue