This commit is contained in:
Christoph Oelckers 2016-05-25 12:02:37 +02:00
commit ded479b1a5
5 changed files with 52 additions and 38 deletions

View file

@ -109,7 +109,7 @@ void DIntermissionScreen::Init(FIntermissionAction *desc, bool first)
}
else if (*texname == '$')
{
texname = GStrings[texname+1];
texname = GStrings(texname+1);
}
if (texname[0] != 0)
{

View file

@ -120,30 +120,32 @@ void P_RandomChaseDir (AActor *actor);
// PROC P_RecursiveSound
//
// Called by P_NoiseAlert.
// Recursively traverse adjacent sectors,
// Traverses adjacent sectors,
// sound blocking lines cut off traversal.
//----------------------------------------------------------------------------
void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter, double maxdist)
struct NoiseTarget
{
sector_t *sec;
int soundblocks;
};
static TArray<NoiseTarget> NoiseList(128);
static void NoiseMarkSector(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
{
int i;
line_t* check;
sector_t* other;
AActor* actor;
// wake up all monsters in this sector
if (sec->validcount == validcount
&& sec->soundtraversed <= soundblocks+1)
&& sec->soundtraversed <= soundblocks + 1)
{
return; // already flooded
}
sec->validcount = validcount;
sec->soundtraversed = soundblocks+1;
sec->soundtraversed = soundblocks + 1;
sec->SoundTarget = soundtarget;
// [RH] Set this in the actors in the sector instead of the sector itself.
for (actor = sec->thinglist; actor != NULL; actor = actor->snext)
for (AActor *actor = sec->thinglist; actor != NULL; actor = actor->snext)
{
if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) &&
(!maxdist || (actor->Distance2D(emitter) <= maxdist)))
@ -151,31 +153,39 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
actor->LastHeard = soundtarget;
}
}
NoiseList.Push({ sec, soundblocks });
}
static void P_RecursiveSound(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
{
bool checkabove = !sec->PortalBlocksSound(sector_t::ceiling);
bool checkbelow = !sec->PortalBlocksSound(sector_t::floor);
for (i = 0; i < sec->linecount; i++)
for (int i = 0; i < sec->linecount; i++)
{
check = sec->lines[i];
line_t *check = sec->lines[i];
// check sector portals
// I wish there was a better method to do this than randomly looking through the portal at a few places...
if (checkabove)
{
sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling));
P_RecursiveSound(upper, soundtarget, splash, soundblocks, emitter, maxdist);
NoiseMarkSector(upper, soundtarget, splash, emitter, soundblocks, maxdist);
}
if (checkbelow)
{
sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor));
P_RecursiveSound(lower, soundtarget, splash, soundblocks, emitter, maxdist);
NoiseMarkSector(lower, soundtarget, splash, emitter, soundblocks, maxdist);
}
// ... and line portals;
FLinePortal *port = check->getPortal();
if (port && (port->mFlags & PORTF_SOUNDTRAVERSE))
{
if (port->mDestination)
{
P_RecursiveSound(port->mDestination->frontsector, soundtarget, splash, soundblocks, emitter, maxdist);
NoiseMarkSector(port->mDestination->frontsector, soundtarget, splash, emitter, soundblocks, maxdist);
}
}
@ -185,28 +195,29 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
{
continue;
}
// Early out for intra-sector lines
if (check->sidedef[0]->sector == check->sidedef[1]->sector) continue;
if ( check->sidedef[0]->sector == sec)
sector_t *other;
if (check->sidedef[0]->sector == sec)
other = check->sidedef[1]->sector;
else
other = check->sidedef[0]->sector;
// check for closed door
if ((sec->floorplane.ZatPoint (check->v1->fPos()) >=
other->ceilingplane.ZatPoint (check->v1->fPos()) &&
sec->floorplane.ZatPoint (check->v2->fPos()) >=
other->ceilingplane.ZatPoint (check->v2->fPos()))
|| (other->floorplane.ZatPoint (check->v1->fPos()) >=
sec->ceilingplane.ZatPoint (check->v1->fPos()) &&
other->floorplane.ZatPoint (check->v2->fPos()) >=
sec->ceilingplane.ZatPoint (check->v2->fPos()))
|| (other->floorplane.ZatPoint (check->v1->fPos()) >=
other->ceilingplane.ZatPoint (check->v1->fPos()) &&
other->floorplane.ZatPoint (check->v2->fPos()) >=
other->ceilingplane.ZatPoint (check->v2->fPos())))
if ((sec->floorplane.ZatPoint(check->v1->fPos()) >=
other->ceilingplane.ZatPoint(check->v1->fPos()) &&
sec->floorplane.ZatPoint(check->v2->fPos()) >=
other->ceilingplane.ZatPoint(check->v2->fPos()))
|| (other->floorplane.ZatPoint(check->v1->fPos()) >=
sec->ceilingplane.ZatPoint(check->v1->fPos()) &&
other->floorplane.ZatPoint(check->v2->fPos()) >=
sec->ceilingplane.ZatPoint(check->v2->fPos()))
|| (other->floorplane.ZatPoint(check->v1->fPos()) >=
other->ceilingplane.ZatPoint(check->v1->fPos()) &&
other->floorplane.ZatPoint(check->v2->fPos()) >=
other->ceilingplane.ZatPoint(check->v2->fPos())))
{
continue;
}
@ -214,17 +225,18 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
if (check->flags & ML_SOUNDBLOCK)
{
if (!soundblocks)
P_RecursiveSound (other, soundtarget, splash, 1, emitter, maxdist);
NoiseMarkSector(other, soundtarget, splash, emitter, 1, maxdist);
}
else
{
P_RecursiveSound (other, soundtarget, splash, soundblocks, emitter, maxdist);
NoiseMarkSector(other, soundtarget, splash, emitter, soundblocks, maxdist);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_NoiseAlert
@ -243,7 +255,11 @@ void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, double maxdist)
return;
validcount++;
P_RecursiveSound (emitter->Sector, target, splash, 0, emitter, maxdist);
NoiseMarkSector(emitter->Sector, target, splash, emitter, 0, maxdist);
for (unsigned i = 0; i < NoiseList.Size(); i++)
{
P_RecursiveSound(NoiseList[i].sec, target, splash, emitter, NoiseList[i].soundblocks, maxdist);
}
}

View file

@ -46,7 +46,6 @@ struct FLookExParams
};
void P_DaggerAlert (AActor *target, AActor *emitter);
void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter=NULL, double maxdist=0);
bool P_HitFriend (AActor *self);
void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false, double maxdist=0);

View file

@ -314,7 +314,7 @@ void P_SpawnLinePortal(line_t* line)
else
{
port->mAlign = BYTE(line->args[3] >= PORG_ABSOLUTE && line->args[3] <= PORG_CEILING ? line->args[3] : PORG_ABSOLUTE);
if (port->mType == PORTT_INTERACTIVE)
if (port->mType == PORTT_INTERACTIVE && port->mAlign != PORG_ABSOLUTE)
{
// Due to the way z is often handled, these pose a major issue for parts of the code that needs to transparently handle interactive portals.
Printf(TEXTCOLOR_RED "Warning: z-offsetting not allowed for interactive portals. Changing line %d to teleport-portal!\n", int(line - lines));

View file

@ -1226,8 +1226,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
P_CheckSplash(self, distance);
if (alert && self->target != NULL && self->target->player != NULL)
{
validcount++;
P_RecursiveSound (self->Sector, self->target, false, 0);
P_NoiseAlert(self->target, self);
}
return 0;
}