This commit is contained in:
Christoph Oelckers 2016-01-25 21:13:04 +01:00
commit d8d4679471
24 changed files with 172 additions and 107 deletions

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@ -9,6 +9,9 @@ set( CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -D_DEBUG -DDEBUGMODE=1" )
if( ZD_CMAKE_COMPILER_IS_GNUC_COMPATIBLE )
set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall -Wno-pointer-sign -Wno-uninitialized" )
if(NOT CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_VERSION VERSION_GREATER "4.5")
set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-unused-but-set-variable" )
endif(NOT CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_VERSION VERSION_GREATER "4.5")
endif( ZD_CMAKE_COMPILER_IS_GNUC_COMPATIBLE )
CHECK_FUNCTION_EXISTS( itoa ITOA_EXISTS )

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@ -299,16 +299,19 @@ if( NO_FMOD )
endif( NO_FMOD )
if( NO_OPENAL )
add_definitions( -DNO_OPENAL=1 )
set(MPG123_FOUND NO)
set(SNDFILE_FOUND NO)
else( NO_OPENAL )
# Search for libSndFile
find_package( SndFile )
# Search for libmpg123
find_package( MPG123 )
endif( NO_OPENAL )
# Search for libSndFile
find_package( SndFile )
# Search for libmpg123
find_package( MPG123 )
# Search for FluidSynth
find_package( FluidSynth )
@ -485,6 +488,11 @@ if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
set( CMAKE_CXX_FLAGS_MINSIZEREL "${REL_CXX_FLAGS} ${CMAKE_CXX_FLAGS_MINSIZEREL}" )
set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${REL_CXX_FLAGS} ${CMAKE_CXX_FLAGS_RELWITHDEBINFO}" )
if(NOT CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_VERSION VERSION_GREATER "4.5")
set( CMAKE_C_FLAGS "-Wno-unused-result ${CMAKE_C_FLAGS}" )
set( CMAKE_CXX_FLAGS "-Wno-unused-result ${CMAKE_CXX_FLAGS}" )
endif(NOT CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_VERSION VERSION_GREATER "4.5")
set( CMAKE_C_FLAGS "-Wall -Wextra -Wno-unused -Wno-unused-parameter -Wno-missing-field-initializers ${CMAKE_C_FLAGS}" )
set( CMAKE_CXX_FLAGS "-Wall -Wextra -Wno-unused -Wno-unused-parameter -Wno-missing-field-initializers ${CMAKE_CXX_FLAGS}" )
# Remove extra warnings when using the official DirectX headers.

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@ -193,7 +193,7 @@ DEFINE_SPECIAL(Transfer_FloorLight, 210, -1, -1, 1)
DEFINE_SPECIAL(Transfer_CeilingLight, 211, -1, -1, 1)
DEFINE_SPECIAL(Sector_SetColor, 212, 4, 5, 5)
DEFINE_SPECIAL(Sector_SetFade, 213, 4, 4, 4)
DEFINE_SPECIAL(Sector_SetDamage, 214, 3, 3, 3)
DEFINE_SPECIAL(Sector_SetDamage, 214, 3, 5, 5)
DEFINE_SPECIAL(Teleport_Line, 215, 2, 3, 3)
DEFINE_SPECIAL(Sector_SetGravity, 216, 3, 3, 3)
DEFINE_SPECIAL(Stairs_BuildUpDoom, 217, 5, 5, 5)

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@ -591,31 +591,11 @@ enum
struct fixedvec3
{
fixed_t x, y, z;
operator FVector3()
{
return FVector3(FIXED2FLOAT(x), FIXED2FLOAT(y), FIXED2FLOAT(z));
}
operator TVector3<double>()
{
return TVector3<double>(FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z));
}
};
struct fixedvec2
{
fixed_t x, y;
operator FVector2()
{
return FVector2(FIXED2FLOAT(x), FIXED2FLOAT(y));
}
operator TVector2<double>()
{
return TVector2<double>(FIXED2DBL(x), FIXED2DBL(y));
}
};
struct FDropItem

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@ -32,6 +32,8 @@
AActor *COPY_AAPTR(AActor *origin, int selector)
{
if (selector == AAPTR_DEFAULT) return origin;
if (origin)
{
if (origin->player)

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@ -465,7 +465,8 @@ fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
float speed = (float)th->Speed;
TVector3<double> velocity = source->Vec3To(dest);
fixedvec3 fixvel = source->Vec3To(dest);
TVector3<double> velocity(fixvel.x, fixvel.y, fixvel.z);
velocity.MakeUnit();
th->velx = FLOAT2FIXED(velocity[0] * speed);
th->vely = FLOAT2FIXED(velocity[1] * speed);

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@ -1083,8 +1083,15 @@ CCMD(nextsecret)
CCMD(currentpos)
{
AActor *mo = players[consoleplayer].mo;
Printf("Current player position: (%1.3f,%1.3f,%1.3f), angle: %1.3f, floorheight: %1.3f, sector:%d, lightlevel: %d\n",
FIXED2FLOAT(mo->X()), FIXED2FLOAT(mo->Y()), FIXED2FLOAT(mo->Z()), mo->angle/float(ANGLE_1), FIXED2FLOAT(mo->floorz), mo->Sector->sectornum, mo->Sector->lightlevel);
if(mo)
{
Printf("Current player position: (%1.3f,%1.3f,%1.3f), angle: %1.3f, floorheight: %1.3f, sector:%d, lightlevel: %d\n",
FIXED2FLOAT(mo->X()), FIXED2FLOAT(mo->Y()), FIXED2FLOAT(mo->Z()), mo->angle/float(ANGLE_1), FIXED2FLOAT(mo->floorz), mo->Sector->sectornum, mo->Sector->lightlevel);
}
else
{
Printf("You are not in game!");
}
}
//-----------------------------------------------------------------------------

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@ -176,8 +176,9 @@ void AAimingCamera::Tick ()
}
if (MaxPitchChange)
{ // Aim camera's pitch; use floats for precision
TVector2<double> vect = tracer->Vec2To(this);
double dz = FIXED2DBL(Z() - tracer->Z() - tracer->height/2);
fixedvec2 fv3 = tracer->Vec2To(this);
TVector2<double> vect(fv3.x, fv3.y);
double dz = Z() - tracer->Z() - tracer->height/2;
double dist = vect.Length();
double ang = dist != 0.f ? atan2 (dz, dist) : 0;
int desiredpitch = (angle_t)(ang * 2147483648.f / PI);

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@ -412,6 +412,21 @@ class CommandDrawSwitchableImage : public CommandDrawImage
return compare != value;
}
}
// Key species are used to allow altnerates for existing key slots.
static FName LookupKeySpecies(int keynum)
{
for(unsigned int i = 0;i < PClass::m_Types.Size();++i)
{
const PClass *cls = PClass::m_Types[i];
if(cls->IsDescendantOf(RUNTIME_CLASS(AKey)))
{
AKey *key = (AKey *)GetDefaultByType(cls);
if(key->KeyNumber == keynum)
return cls->TypeName;
}
}
return FName();
}
public:
CommandDrawSwitchableImage(SBarInfo *script) : CommandDrawImage(script),
@ -442,6 +457,7 @@ class CommandDrawSwitchableImage : public CommandDrawImage
condition = KEYSLOT;
sc.MustGetToken(TK_IntConst);
conditionalValue[0] = sc.Number;
keySpecies[0] = LookupKeySpecies(conditionalValue[0]);
}
else if(sc.Compare("armortype"))
{
@ -468,6 +484,8 @@ class CommandDrawSwitchableImage : public CommandDrawImage
{
sc.MustGetToken(TK_IntConst);
conditionalValue[1] = sc.Number;
if(condition == KEYSLOT)
keySpecies[1] = LookupKeySpecies(conditionalValue[1]);
}
else if(condition == ARMORTYPE)
{
@ -541,11 +559,21 @@ class CommandDrawSwitchableImage : public CommandDrawImage
if(item->IsKindOf(RUNTIME_CLASS(AKey)))
{
int keynum = static_cast<AKey *>(item)->KeyNumber;
if(keynum == conditionalValue[0])
found1 = true;
if(conditionAnd && keynum == conditionalValue[1]) // two keys
found2 = true;
if(keynum)
{
if(keynum == conditionalValue[0])
found1 = true;
if(conditionAnd && keynum == conditionalValue[1]) // two keys
found2 = true;
}
else
{
FName species = item->GetSpecies();
if(species == keySpecies[0])
found1 = true;
if(conditionAnd && species == keySpecies[1])
found2 = true;
}
}
}
@ -639,6 +667,7 @@ class CommandDrawSwitchableImage : public CommandDrawImage
Operator conditionalOperator[2];
FString inventoryItem[2];
int armorType[2];
FName keySpecies[2];
};
////////////////////////////////////////////////////////////////////////////////
@ -1595,7 +1624,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra
public:
CommandDrawSelectedInventory(SBarInfo *script) : CommandDrawImage(script),
CommandDrawNumber(script), alternateOnEmpty(false),
artiflash(false), alwaysShowCounter(false)
artiflash(false), alwaysShowCounter(false), itemflash(false)
{
length = INT_MAX; // Counter size
}

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@ -722,7 +722,10 @@ DIntermissionController::DIntermissionController(FIntermissionDescriptor *Desc,
mScreen = NULL;
mFirst = true;
mGameState = state;
NextPage();
// If the intermission finishes straight away then cancel the wipe.
if(!NextPage())
wipegamestate = GS_FINALE;
}
bool DIntermissionController::NextPage ()

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@ -274,7 +274,14 @@ bool DOptionMenu::MenuEvent (int mkey, bool fromcontroller)
mDesc->mSelectedItem = mDesc->mScrollTop + mDesc->mScrollPos + 1;
while (!mDesc->mItems[mDesc->mSelectedItem]->Selectable())
{
++mDesc->mSelectedItem;
if (++mDesc->mSelectedItem >= (int)mDesc->mItems.Size())
{
mDesc->mSelectedItem = 0;
}
}
if (mDesc->mScrollPos > mDesc->mSelectedItem)
{
mDesc->mScrollPos = mDesc->mSelectedItem;
}
}
}
@ -294,7 +301,14 @@ bool DOptionMenu::MenuEvent (int mkey, bool fromcontroller)
mDesc->mSelectedItem = mDesc->mScrollTop + mDesc->mScrollPos;
while (!mDesc->mItems[mDesc->mSelectedItem]->Selectable())
{
++mDesc->mSelectedItem;
if (++mDesc->mSelectedItem >= (int)mDesc->mItems.Size())
{
mDesc->mSelectedItem = 0;
}
}
if (mDesc->mScrollPos > mDesc->mSelectedItem)
{
mDesc->mScrollPos = mDesc->mSelectedItem;
}
}
}

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@ -6012,7 +6012,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
startalpha = clamp<int>(startalpha, 0, 0xFF); // Clamp to byte
lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte
fadestep = clamp<int>(fadestep, -1, 0xFF); // Clamp to byte inc. -1 (indicating automatic)
size = clamp<int>(size, 0, 0xFF); // Clamp to byte
size = clamp<int>(size, 0, 127); // Clamp to byte
if (lifetime != 0)
P_SpawnParticle(x, y, z, xvel, yvel, zvel, color, fullbright, startalpha, lifetime, size, fadestep, accelx, accely, accelz);

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@ -2777,7 +2777,8 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
// disabled and is so by default.
if (max_pitch <= ANGLE_180)
{
TVector2<double> dist = self->Vec2To(other);
fixedvec2 pos = self->Vec2To(other);
TVector2<double> dist(pos.x, pos.y);
// Positioning ala missile spawning, 32 units above foot level
fixed_t source_z = self->Z() + 32*FRACUNIT + self->GetBobOffset();
@ -2801,7 +2802,7 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
if (!(flags & FAF_NODISTFACTOR))
target_z += pitch_offset;
double dist_z = FIXED2DBL(target_z - source_z);
double dist_z = target_z - source_z;
double ddist = sqrt(dist.X*dist.X + dist.Y*dist.Y + dist_z*dist_z);
int other_pitch = (int)rad2bam(asin(dist_z / ddist));
@ -2915,8 +2916,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
if (linetarget == NULL)
{
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
TVector2<double> xydiff = self->Vec2To(self->target);
double zdiff = FIXED2DBL((self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip));
fixedvec2 pos = self->Vec2To(self->target);
TVector2<double> xydiff(pos.x, pos.y);
double zdiff = (self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip);
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);
}

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@ -2037,7 +2037,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
//dest->x - source->x
fixedvec3 vect = mo->Vec3To(origin);
vect.z += origin->height / 2;
FVector3 velocity(vect);
TVector3<double> velocity(vect.x, vect.y, vect.z);
velocity.Resize(speed);
mo->velx = (fixed_t)(velocity.X);
mo->vely = (fixed_t)(velocity.Y);
@ -5733,7 +5733,8 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
// missile?
// Answer: No, because this way, you can set up sets of parallel missiles.
FVector3 velocity = source->Vec3To(dest);
fixedvec3 fixvel = source->Vec3To(dest);
FVector3 velocity(fixvel.x, fixvel.y, fixvel.z);
// Floor and ceiling huggers should never have a vertical component to their velocity
if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
@ -5742,7 +5743,7 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
// [RH] Adjust the trajectory if the missile will go over the target's head.
else if (z - source->Z() >= dest->height)
{
velocity.Z += dest->height - z + source->Z();
velocity.Z += (dest->height - z + source->Z());
}
velocity.Resize (speed);
th->velx = (fixed_t)(velocity.X);
@ -5938,7 +5939,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor,
bool nofreeaim, bool noautoaim)
{
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
static const int angdiff[3] = { -(1<<26), 1<<26, 0 };
angle_t an = angle;
angle_t pitch;
AActor *linetarget;

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@ -891,7 +891,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
angle_t P_BulletSlope (AActor *mo, AActor **pLineTarget)
{
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
static const int angdiff[3] = { -(1<<26), 1<<26, 0 };
int i;
angle_t an;
angle_t pitch;

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@ -1243,7 +1243,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers)
if (!nothinkers)
{
new DStrobe(sector, STROBEBRIGHT, FASTDARK, false);
new DScroller(DScroller::sc_floor, (-FRACUNIT / 2) << 3,
new DScroller(DScroller::sc_floor, -((FRACUNIT / 2) << 3),
0, -1, int(sector - sectors), 0);
}
keepspecial = true;

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@ -108,7 +108,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
sector_t *destsect;
bool resetpitch = false;
fixed_t floorheight, ceilingheight;
fixed_t missilespeed;
fixed_t missilespeed = 0;
old = thing->Pos();
aboveFloor = thing->Z() - thing->floorz;

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@ -256,7 +256,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
{
fixedvec3 vect = mobj->Vec3To(targ);
vect.z += targ->height / 2;
FVector3 aim = vect;
TVector3<double> aim(vect.x, vect.y, vect.z);
if (leadTarget && speed > 0 && (targ->velx | targ->vely | targ->velz))
{
@ -267,7 +267,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
// with the math. I don't think I would have thought of using
// trig alone had I been left to solve it by myself.
FVector3 tvel(targ->velx, targ->vely, targ->velz);
TVector3<double> tvel(targ->velx, targ->vely, targ->velz);
if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3)
{ // If the target is subject to gravity and not underwater,
// assume that it isn't moving vertically. Thanks to gravity,
@ -288,14 +288,14 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
// Use the cross product of two of the triangle's sides to get a
// rotation vector.
FVector3 rv(tvel ^ aim);
TVector3<double> rv(tvel ^ aim);
// The vector must be normalized.
rv.MakeUnit();
// Now combine the rotation vector with angle b to get a rotation matrix.
FMatrix3x3 rm(rv, cos(asin(sinb)), sinb);
TMatrix3x3<double> rm(rv, cos(asin(sinb)), sinb);
// And multiply the original aim vector with the matrix to get a
// new aim vector that leads the target.
FVector3 aimvec = rm * aim;
TVector3<double> aimvec = rm * aim;
// And make the projectile follow that vector at the desired speed.
double aimscale = fspeed / dist;
mobj->velx = fixed_t (aimvec[0] * aimscale);

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@ -157,8 +157,9 @@ private:
IOHIDElementCookie cookie;
int32_t value;
DigitalButton(const IOHIDElementCookie cookie)
explicit DigitalButton(const IOHIDElementCookie cookie)
: cookie(cookie)
, value(0)
{ }
};

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@ -261,9 +261,12 @@ void FInterpolator::DoInterpolations(fixed_t smoothratio)
didInterp = true;
for (DInterpolation *probe = Head; probe != NULL; probe = probe->Next)
DInterpolation *probe = Head;
while (probe != NULL)
{
DInterpolation *next = probe->Next;
probe->Interpolate(smoothratio);
probe = next;
}
}

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@ -676,52 +676,55 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
z = y = x = 0;
}
switch (type)
// [BL] Moved this case out of the switch statement to make code easier
// on static analysis.
if(type == SOURCE_Unattached)
{
case SOURCE_None:
default:
break;
case SOURCE_Actor:
// assert(actor != NULL);
if (actor != NULL)
{
x = actor->SoundX();
y = actor->SoundZ();
z = actor->SoundY();
}
break;
case SOURCE_Sector:
assert(sector != NULL);
if (sector != NULL)
{
if (chanflags & CHAN_AREA)
{
CalcSectorSoundOrg(sector, channum, &x, &z, &y);
}
else
{
x = sector->soundorg[0];
z = sector->soundorg[1];
chanflags |= CHAN_LISTENERZ;
}
}
break;
case SOURCE_Polyobj:
assert(poly != NULL);
CalcPolyobjSoundOrg(poly, &x, &z, &y);
break;
case SOURCE_Unattached:
pos->X = pt[0];
pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : FIXED2FLOAT(y);
pos->Z = pt[2];
break;
}
if (type != SOURCE_Unattached)
else
{
switch (type)
{
case SOURCE_None:
default:
break;
case SOURCE_Actor:
//assert(actor != NULL);
if (actor != NULL)
{
x = actor->SoundX();
y = actor->SoundZ();
z = actor->SoundY();
}
break;
case SOURCE_Sector:
assert(sector != NULL);
if (sector != NULL)
{
if (chanflags & CHAN_AREA)
{
CalcSectorSoundOrg(sector, channum, &x, &z, &y);
}
else
{
x = sector->soundorg[0];
z = sector->soundorg[1];
chanflags |= CHAN_LISTENERZ;
}
}
break;
case SOURCE_Polyobj:
assert(poly != NULL);
CalcPolyobjSoundOrg(poly, &x, &z, &y);
break;
}
if ((chanflags & CHAN_LISTENERZ) && players[consoleplayer].camera != NULL)
{
y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->SoundZ() : 0;

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@ -4060,7 +4060,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
ACTION_PARAM_INT(ptr, 2);
AActor *ref = COPY_AAPTR(self, ptr);
if (ref != NULL)
if (ref == NULL)
{
ACTION_SET_RESULT(false);
return;

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@ -1059,7 +1059,9 @@ void FSingleLumpFont::LoadTranslations()
break;
default:
break;
// Should be unreachable.
I_Error("Unknown font type in FSingleLumpFont::LoadTranslation.");
return;
}
for(unsigned int i = 0;i < count;++i)

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@ -1096,6 +1096,11 @@ void WI_End ()
}
}
bool WI_autoSkip()
{
return wi_autoadvance > 0 && bcnt > (wi_autoadvance * TICRATE);
}
void WI_initNoState ()
{
state = NoState;
@ -1114,7 +1119,7 @@ void WI_updateNoState ()
else
{
bool noauto = noautostartmap;
bool autoskip = (wi_autoadvance > 0 && bcnt > (wi_autoadvance * TICRATE));
bool autoskip = WI_autoSkip();
for (int i = 0; !noauto && i < MAXPLAYERS; ++i)
{
@ -1254,7 +1259,7 @@ void WI_updateDeathmatchStats ()
int i;
bool stillticking;
bool autoskip = (wi_autoadvance > 0 && bcnt > (wi_autoadvance * TICRATE));
bool autoskip = WI_autoSkip();
WI_updateAnimatedBack();
@ -1506,7 +1511,7 @@ void WI_updateNetgameStats ()
int i;
int fsum;
bool stillticking;
bool autoskip = (wi_autoadvance > 0 && bcnt > (wi_autoadvance * TICRATE));
bool autoskip = WI_autoSkip();
WI_updateAnimatedBack ();