mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Merge remote-tracking branch 'zdoom/master' into openal
Conflicts: src/s_sound.cpp
This commit is contained in:
commit
b8e3f99ce6
13 changed files with 179 additions and 16 deletions
|
@ -2306,6 +2306,12 @@ void FBehavior::LoadScriptsDirectory ()
|
|||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// [EP] Clang 3.5.0 optimizer miscompiles this function and causes random
|
||||
// crashes in the program. I hope that Clang 3.5.x will fix this.
|
||||
#if defined(__clang__) && __clang_major__ == 3 && __clang_minor__ >= 5
|
||||
asm("" : "+g" (NumScripts));
|
||||
#endif
|
||||
for (i = 0; i < NumScripts; ++i)
|
||||
{
|
||||
Scripts[i].Flags = 0;
|
||||
|
@ -4361,6 +4367,8 @@ enum EACSFunctions
|
|||
ACSF_ChangeActorAngle,
|
||||
ACSF_ChangeActorPitch, // 80
|
||||
ACSF_GetArmorInfo,
|
||||
ACSF_DropInventory,
|
||||
ACSF_PickActor,
|
||||
|
||||
/* Zandronum's - these must be skipped when we reach 99!
|
||||
-100:ResetMap(0),
|
||||
|
@ -5485,6 +5493,42 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
break;
|
||||
}
|
||||
|
||||
case ACSF_DropInventory:
|
||||
{
|
||||
const char *type = FBehavior::StaticLookupString(args[1]);
|
||||
AInventory *inv;
|
||||
|
||||
if (type != NULL)
|
||||
{
|
||||
if (args[0] == 0)
|
||||
{
|
||||
if (activator != NULL)
|
||||
{
|
||||
inv = activator->FindInventory(type);
|
||||
if (inv)
|
||||
{
|
||||
activator->DropInventory(inv);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FActorIterator it(args[0]);
|
||||
AActor *actor;
|
||||
|
||||
while ((actor = it.Next()) != NULL)
|
||||
{
|
||||
inv = actor->FindInventory(type);
|
||||
if (inv)
|
||||
{
|
||||
actor->DropInventory(inv);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ACSF_CheckFlag:
|
||||
{
|
||||
AActor *actor = SingleActorFromTID(args[0], activator);
|
||||
|
@ -5550,6 +5594,38 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
}
|
||||
break;
|
||||
|
||||
case ACSF_PickActor:
|
||||
if (argCount >= 5)
|
||||
{
|
||||
actor = SingleActorFromTID(args[0], activator);
|
||||
if (actor == NULL)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
DWORD actorMask = MF_SHOOTABLE;
|
||||
if (argCount >= 6) {
|
||||
actorMask = args[5];
|
||||
}
|
||||
|
||||
DWORD wallMask = ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN;
|
||||
if (argCount >= 7) {
|
||||
wallMask = args[6];
|
||||
}
|
||||
|
||||
AActor* pickedActor = P_LinePickActor(actor, args[1] << 16, args[3], args[2] << 16, actorMask, wallMask);
|
||||
if (pickedActor == NULL) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
pickedActor->RemoveFromHash();
|
||||
pickedActor->tid = args[4];
|
||||
pickedActor->AddToHash();
|
||||
|
||||
return 1;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -462,6 +462,7 @@ enum // P_LineAttack flags
|
|||
|
||||
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);
|
||||
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);
|
||||
AActor *P_LinePickActor (AActor *t1, angle_t angle, fixed_t distance, int pitch, DWORD actorMask, DWORD wallMask);
|
||||
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
|
||||
void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
|
||||
void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
|
||||
|
|
|
@ -3783,6 +3783,52 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
|
|||
return NULL;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_LinePickActor
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
|
||||
DWORD actorMask, DWORD wallMask)
|
||||
{
|
||||
fixed_t vx, vy, vz, shootz;
|
||||
|
||||
angle >>= ANGLETOFINESHIFT;
|
||||
pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
|
||||
|
||||
vx = FixedMul(finecosine[pitch], finecosine[angle]);
|
||||
vy = FixedMul(finecosine[pitch], finesine[angle]);
|
||||
vz = -finesine[pitch];
|
||||
|
||||
shootz = t1->z - t1->floorclip + (t1->height >> 1);
|
||||
if (t1->player != NULL)
|
||||
{
|
||||
shootz += FixedMul(t1->player->mo->AttackZOffset, t1->player->crouchfactor);
|
||||
}
|
||||
else
|
||||
{
|
||||
shootz += 8 * FRACUNIT;
|
||||
}
|
||||
|
||||
FTraceResults trace;
|
||||
Origin TData;
|
||||
|
||||
TData.Caller = t1;
|
||||
TData.hitGhosts = true;
|
||||
|
||||
if (Trace(t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
|
||||
actorMask, wallMask, t1, trace, TRACE_NoSky, CheckForActor, &TData))
|
||||
{
|
||||
if (trace.HitType == TRACE_HitActor)
|
||||
{
|
||||
return trace.Actor;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
|
|
@ -206,7 +206,7 @@ void AActor::Serialize (FArchive &arc)
|
|||
{
|
||||
arc << flags7;
|
||||
}
|
||||
if (SaveVersion >= 4511)
|
||||
if (SaveVersion >= 4512)
|
||||
{
|
||||
arc << weaponspecial;
|
||||
}
|
||||
|
|
|
@ -2347,14 +2347,14 @@ class AMusicChanger : public ASectorAction
|
|||
{
|
||||
DECLARE_CLASS (AMusicChanger, ASectorAction)
|
||||
public:
|
||||
virtual bool TriggerAction (AActor *triggerer, int activationType);
|
||||
virtual bool DoTriggerAction (AActor *triggerer, int activationType);
|
||||
virtual void Tick();
|
||||
virtual void PostBeginPlay();
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS(AMusicChanger)
|
||||
|
||||
bool AMusicChanger::TriggerAction (AActor *triggerer, int activationType)
|
||||
bool AMusicChanger::DoTriggerAction (AActor *triggerer, int activationType)
|
||||
{
|
||||
if (activationType & SECSPAC_Enter)
|
||||
{
|
||||
|
@ -2364,7 +2364,7 @@ bool AMusicChanger::TriggerAction (AActor *triggerer, int activationType)
|
|||
reactiontime = 30;
|
||||
}
|
||||
}
|
||||
return Super::TriggerAction (triggerer, activationType);
|
||||
return Super::DoTriggerAction (triggerer, activationType);
|
||||
}
|
||||
|
||||
void AMusicChanger::Tick()
|
||||
|
|
|
@ -1318,23 +1318,23 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
|
|||
SDWORD dmxlen = LittleLong(((SDWORD *)sfxdata)[1]);
|
||||
|
||||
// If the sound is voc, use the custom loader.
|
||||
// If the sound is raw, just load it as such.
|
||||
// Otherwise, try the sound as DMX format.
|
||||
// If that fails, let the sound system try and figure it out.
|
||||
if (strncmp ((const char *)sfxdata, "Creative Voice File", 19) == 0)
|
||||
{
|
||||
sfx->data = GSnd->LoadSoundVoc(sfxdata, size);
|
||||
}
|
||||
// If the sound is raw, just load it as such.
|
||||
else if (sfx->bLoadRAW)
|
||||
{
|
||||
sfx->data = GSnd->LoadSoundRaw(sfxdata, size, sfx->RawRate, 1, 8, sfx->LoopStart);
|
||||
}
|
||||
// Otherwise, try the sound as DMX format.
|
||||
else if (((BYTE *)sfxdata)[0] == 3 && ((BYTE *)sfxdata)[1] == 0 && dmxlen <= size - 8)
|
||||
{
|
||||
int frequency = LittleShort(((WORD *)sfxdata)[1]);
|
||||
if (frequency == 0) frequency = 11025;
|
||||
sfx->data = GSnd->LoadSoundRaw(sfxdata+8, dmxlen, frequency, 1, 8, sfx->LoopStart);
|
||||
}
|
||||
// If that fails, let the sound system try and figure it out.
|
||||
else
|
||||
{
|
||||
sfx->data = GSnd->LoadSound(sfxdata, size);
|
||||
|
|
|
@ -123,14 +123,13 @@ void I_EndRead(void)
|
|||
|
||||
|
||||
static DWORD TicStart;
|
||||
static DWORD TicNext;
|
||||
static DWORD BaseTime;
|
||||
static int TicFrozen;
|
||||
|
||||
// Signal based timer.
|
||||
static Semaphore timerWait;
|
||||
static int tics;
|
||||
static DWORD sig_start, sig_next;
|
||||
static DWORD sig_start;
|
||||
|
||||
void I_SelectTimer();
|
||||
|
||||
|
@ -169,7 +168,6 @@ int I_GetTimePolled (bool saveMS)
|
|||
if (saveMS)
|
||||
{
|
||||
TicStart = tm;
|
||||
TicNext = Scale((Scale (tm, TICRATE, 1000) + 1), 1000, TICRATE);
|
||||
}
|
||||
return Scale(tm - BaseTime, TICRATE, 1000);
|
||||
}
|
||||
|
@ -179,7 +177,6 @@ int I_GetTimeSignaled (bool saveMS)
|
|||
if (saveMS)
|
||||
{
|
||||
TicStart = sig_start;
|
||||
TicNext = sig_next;
|
||||
}
|
||||
return tics;
|
||||
}
|
||||
|
@ -250,7 +247,6 @@ void I_HandleAlarm (int sig)
|
|||
if(!TicFrozen)
|
||||
tics++;
|
||||
sig_start = SDL_GetTicks();
|
||||
sig_next = Scale((Scale (sig_start, TICRATE, 1000) + 1), 1000, TICRATE);
|
||||
SEMAPHORE_SIGNAL(timerWait)
|
||||
}
|
||||
|
||||
|
@ -293,15 +289,14 @@ void I_SelectTimer()
|
|||
fixed_t I_GetTimeFrac (uint32 *ms)
|
||||
{
|
||||
DWORD now = SDL_GetTicks ();
|
||||
if (ms) *ms = TicNext;
|
||||
DWORD step = TicNext - TicStart;
|
||||
if (step == 0)
|
||||
if (ms) *ms = TicStart + (1000 / TICRATE);
|
||||
if (TicStart == 0)
|
||||
{
|
||||
return FRACUNIT;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT/step, 0, FRACUNIT);
|
||||
fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT*TICRATE/1000, 0, FRACUNIT);
|
||||
return frac;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -553,6 +553,7 @@ SoundHandle SoundRenderer::LoadSoundVoc(BYTE *sfxdata, int length)
|
|||
break;
|
||||
default: break;
|
||||
}
|
||||
i += blocksize;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1755,6 +1755,8 @@ enum SIX_Flags
|
|||
SIXF_TRANSFERSPECIAL = 1 << 15,
|
||||
SIXF_CLEARCALLERSPECIAL = 1 << 16,
|
||||
SIXF_TRANSFERSTENCILCOL = 1 << 17,
|
||||
SIXF_TRANSFERALPHA = 1 << 18,
|
||||
SIXF_TRANSFERRENDERSTYLE = 1 << 19,
|
||||
};
|
||||
|
||||
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
||||
|
@ -1843,6 +1845,10 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
|||
// If this is a missile or something else set the target to the originator
|
||||
mo->target = originator ? originator : self;
|
||||
}
|
||||
if (flags & SIXF_SETMASTER)
|
||||
{
|
||||
mo->master = originator;
|
||||
}
|
||||
if (flags & SIXF_TRANSFERSCALE)
|
||||
{
|
||||
mo->scaleX = self->scaleX;
|
||||
|
@ -1871,6 +1877,14 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
|||
{
|
||||
mo->fillcolor = self->fillcolor;
|
||||
}
|
||||
if (flags & SIXF_TRANSFERALPHA)
|
||||
{
|
||||
mo->alpha = self->alpha;
|
||||
}
|
||||
if (flags & SIXF_TRANSFERRENDERSTYLE)
|
||||
{
|
||||
mo->RenderStyle = self->RenderStyle;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -4966,3 +4980,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
|
|||
|
||||
P_DropItem(self, spawntype, amount, chance);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_SetSpeed
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
|
||||
{
|
||||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_FIXED(speed, 0);
|
||||
|
||||
self->Speed = speed;
|
||||
}
|
||||
|
|
|
@ -88,6 +88,7 @@ DEFINE_MEMBER_VARIABLE(height, AActor)
|
|||
DEFINE_MEMBER_VARIABLE(radius, AActor)
|
||||
DEFINE_MEMBER_VARIABLE(reactiontime, AActor)
|
||||
DEFINE_MEMBER_VARIABLE(meleerange, AActor)
|
||||
DEFINE_MEMBER_VARIABLE(Speed, AActor)
|
||||
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -374,6 +374,8 @@ static void ParseUserVariable (FScanner &sc, PSymbolTable *symt, PClass *cls)
|
|||
FScriptPosition::ErrorCounter++;
|
||||
}
|
||||
|
||||
|
||||
|
||||
FName symname = sc.String;
|
||||
if (sc.CheckToken('['))
|
||||
{
|
||||
|
@ -391,6 +393,15 @@ static void ParseUserVariable (FScanner &sc, PSymbolTable *symt, PClass *cls)
|
|||
}
|
||||
sc.MustGetToken(';');
|
||||
|
||||
// We must ensure that we do not define duplicates, even when they come from a parent table.
|
||||
if (symt->FindSymbol(symname, true) != NULL)
|
||||
{
|
||||
sc.ScriptMessage ("'%s' is already defined in '%s' or one of its ancestors.",
|
||||
symname.GetChars(), cls ? cls->TypeName.GetChars() : "Global");
|
||||
FScriptPosition::ErrorCounter++;
|
||||
return;
|
||||
}
|
||||
|
||||
PSymbolVariable *sym = new PSymbolVariable(symname);
|
||||
sym->offset = cls->Extend(sizeof(int) * (valuetype.Type == VAL_Array ? valuetype.size : 1));
|
||||
sym->ValueType = valuetype;
|
||||
|
|
|
@ -62,6 +62,7 @@ ACTOR Actor native //: Thinker
|
|||
native fixed_t radius;
|
||||
native int reactiontime;
|
||||
native fixed_t meleerange;
|
||||
native fixed_t speed;
|
||||
|
||||
// Meh, MBF redundant functions. Only for DeHackEd support.
|
||||
action native A_Turn(float angle = 0);
|
||||
|
@ -302,6 +303,7 @@ ACTOR Actor native //: Thinker
|
|||
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);
|
||||
action native A_SetSpeed(float speed);
|
||||
|
||||
action native A_CheckSightOrRange(float distance, state label);
|
||||
action native A_CheckRange(float distance, state label);
|
||||
|
|
|
@ -65,6 +65,8 @@ const int SXF_TRANSFERSCALE = 16384;
|
|||
const int SXF_TRANSFERSPECIAL = 32768;
|
||||
const int SXF_CLEARCALLERSPECIAL = 65536;
|
||||
const int SXF_TRANSFERSTENCILCOL = 131072;
|
||||
const int SXF_TRANSFERALPHA = 262144;
|
||||
const int SXF_TRANSFERRENDERSTYLE = 524288;
|
||||
|
||||
// Flags for A_Chase
|
||||
const int CHF_FASTCHASE = 1;
|
||||
|
|
Loading…
Reference in a new issue