mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
ded479b1a5
5 changed files with 52 additions and 38 deletions
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@ -109,7 +109,7 @@ void DIntermissionScreen::Init(FIntermissionAction *desc, bool first)
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}
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else if (*texname == '$')
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{
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texname = GStrings[texname+1];
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texname = GStrings(texname+1);
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}
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if (texname[0] != 0)
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{
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@ -120,30 +120,32 @@ void P_RandomChaseDir (AActor *actor);
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// PROC P_RecursiveSound
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//
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// Called by P_NoiseAlert.
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// Recursively traverse adjacent sectors,
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// Traverses adjacent sectors,
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// sound blocking lines cut off traversal.
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//----------------------------------------------------------------------------
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void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter, double maxdist)
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struct NoiseTarget
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{
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sector_t *sec;
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int soundblocks;
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};
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static TArray<NoiseTarget> NoiseList(128);
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static void NoiseMarkSector(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
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{
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int i;
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line_t* check;
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sector_t* other;
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AActor* actor;
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// wake up all monsters in this sector
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if (sec->validcount == validcount
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&& sec->soundtraversed <= soundblocks+1)
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&& sec->soundtraversed <= soundblocks + 1)
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{
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return; // already flooded
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}
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sec->validcount = validcount;
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sec->soundtraversed = soundblocks+1;
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sec->soundtraversed = soundblocks + 1;
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sec->SoundTarget = soundtarget;
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// [RH] Set this in the actors in the sector instead of the sector itself.
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for (actor = sec->thinglist; actor != NULL; actor = actor->snext)
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for (AActor *actor = sec->thinglist; actor != NULL; actor = actor->snext)
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{
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if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) &&
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(!maxdist || (actor->Distance2D(emitter) <= maxdist)))
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@ -151,31 +153,39 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
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actor->LastHeard = soundtarget;
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}
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}
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NoiseList.Push({ sec, soundblocks });
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}
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static void P_RecursiveSound(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
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{
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bool checkabove = !sec->PortalBlocksSound(sector_t::ceiling);
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bool checkbelow = !sec->PortalBlocksSound(sector_t::floor);
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for (i = 0; i < sec->linecount; i++)
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for (int i = 0; i < sec->linecount; i++)
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{
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check = sec->lines[i];
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line_t *check = sec->lines[i];
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// check sector portals
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// I wish there was a better method to do this than randomly looking through the portal at a few places...
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if (checkabove)
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{
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sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling));
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P_RecursiveSound(upper, soundtarget, splash, soundblocks, emitter, maxdist);
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NoiseMarkSector(upper, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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if (checkbelow)
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{
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sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor));
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P_RecursiveSound(lower, soundtarget, splash, soundblocks, emitter, maxdist);
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NoiseMarkSector(lower, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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// ... and line portals;
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FLinePortal *port = check->getPortal();
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if (port && (port->mFlags & PORTF_SOUNDTRAVERSE))
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{
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if (port->mDestination)
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{
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P_RecursiveSound(port->mDestination->frontsector, soundtarget, splash, soundblocks, emitter, maxdist);
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NoiseMarkSector(port->mDestination->frontsector, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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}
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@ -185,28 +195,29 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
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{
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continue;
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}
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// Early out for intra-sector lines
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if (check->sidedef[0]->sector == check->sidedef[1]->sector) continue;
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if ( check->sidedef[0]->sector == sec)
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sector_t *other;
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if (check->sidedef[0]->sector == sec)
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other = check->sidedef[1]->sector;
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else
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other = check->sidedef[0]->sector;
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// check for closed door
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if ((sec->floorplane.ZatPoint (check->v1->fPos()) >=
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other->ceilingplane.ZatPoint (check->v1->fPos()) &&
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sec->floorplane.ZatPoint (check->v2->fPos()) >=
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other->ceilingplane.ZatPoint (check->v2->fPos()))
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|| (other->floorplane.ZatPoint (check->v1->fPos()) >=
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sec->ceilingplane.ZatPoint (check->v1->fPos()) &&
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other->floorplane.ZatPoint (check->v2->fPos()) >=
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sec->ceilingplane.ZatPoint (check->v2->fPos()))
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|| (other->floorplane.ZatPoint (check->v1->fPos()) >=
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other->ceilingplane.ZatPoint (check->v1->fPos()) &&
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other->floorplane.ZatPoint (check->v2->fPos()) >=
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other->ceilingplane.ZatPoint (check->v2->fPos())))
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if ((sec->floorplane.ZatPoint(check->v1->fPos()) >=
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other->ceilingplane.ZatPoint(check->v1->fPos()) &&
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sec->floorplane.ZatPoint(check->v2->fPos()) >=
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other->ceilingplane.ZatPoint(check->v2->fPos()))
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|| (other->floorplane.ZatPoint(check->v1->fPos()) >=
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sec->ceilingplane.ZatPoint(check->v1->fPos()) &&
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other->floorplane.ZatPoint(check->v2->fPos()) >=
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sec->ceilingplane.ZatPoint(check->v2->fPos()))
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|| (other->floorplane.ZatPoint(check->v1->fPos()) >=
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other->ceilingplane.ZatPoint(check->v1->fPos()) &&
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other->floorplane.ZatPoint(check->v2->fPos()) >=
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other->ceilingplane.ZatPoint(check->v2->fPos())))
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{
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continue;
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}
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@ -214,17 +225,18 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
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if (check->flags & ML_SOUNDBLOCK)
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{
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if (!soundblocks)
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P_RecursiveSound (other, soundtarget, splash, 1, emitter, maxdist);
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NoiseMarkSector(other, soundtarget, splash, emitter, 1, maxdist);
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}
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else
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{
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P_RecursiveSound (other, soundtarget, splash, soundblocks, emitter, maxdist);
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NoiseMarkSector(other, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_NoiseAlert
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@ -243,7 +255,11 @@ void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, double maxdist)
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return;
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validcount++;
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P_RecursiveSound (emitter->Sector, target, splash, 0, emitter, maxdist);
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NoiseMarkSector(emitter->Sector, target, splash, emitter, 0, maxdist);
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for (unsigned i = 0; i < NoiseList.Size(); i++)
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{
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P_RecursiveSound(NoiseList[i].sec, target, splash, emitter, NoiseList[i].soundblocks, maxdist);
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}
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}
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@ -46,7 +46,6 @@ struct FLookExParams
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};
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void P_DaggerAlert (AActor *target, AActor *emitter);
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void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter=NULL, double maxdist=0);
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bool P_HitFriend (AActor *self);
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void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false, double maxdist=0);
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@ -314,7 +314,7 @@ void P_SpawnLinePortal(line_t* line)
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else
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{
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port->mAlign = BYTE(line->args[3] >= PORG_ABSOLUTE && line->args[3] <= PORG_CEILING ? line->args[3] : PORG_ABSOLUTE);
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if (port->mType == PORTT_INTERACTIVE)
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if (port->mType == PORTT_INTERACTIVE && port->mAlign != PORG_ABSOLUTE)
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{
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// 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.
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Printf(TEXTCOLOR_RED "Warning: z-offsetting not allowed for interactive portals. Changing line %d to teleport-portal!\n", int(line - lines));
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@ -1226,8 +1226,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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P_CheckSplash(self, distance);
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if (alert && self->target != NULL && self->target->player != NULL)
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{
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validcount++;
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P_RecursiveSound (self->Sector, self->target, false, 0);
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P_NoiseAlert(self->target, self);
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}
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return 0;
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}
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