2008-01-27 11:25:03 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Player related stuff.
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// Bobbing POV/weapon, movement.
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// Pending weapon.
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//
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//-----------------------------------------------------------------------------
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#include "templates.h"
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#include "doomdef.h"
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#include "d_event.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "s_sound.h"
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#include "i_system.h"
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#include "r_draw.h"
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#include "gi.h"
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#include "m_random.h"
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#include "p_pspr.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "a_sharedglobal.h"
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#include "a_keys.h"
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#include "statnums.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "cmdlib.h"
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#include "sbar.h"
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#include "f_finale.h"
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#include "c_console.h"
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#include "doomdef.h"
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#include "c_dispatch.h"
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#include "tarray.h"
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#include "thingdef/thingdef.h"
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2008-09-15 23:47:00 +00:00
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#include "g_level.h"
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#include "d_net.h"
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2008-01-27 11:25:03 +00:00
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static FRandom pr_skullpop ("SkullPop");
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// [RH] # of ticks to complete a turn180
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#define TURN180_TICKS ((TICRATE / 4) + 1)
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// Variables for prediction
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CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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static player_t PredictionPlayerBackup;
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static BYTE PredictionActorBackup[sizeof(AActor)];
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static TArray<sector_t *> PredictionTouchingSectorsBackup;
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// [GRB] Custom player classes
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TArray<FPlayerClass> PlayerClasses;
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FPlayerClass::FPlayerClass ()
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{
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Type = NULL;
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Flags = 0;
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}
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FPlayerClass::FPlayerClass (const FPlayerClass &other)
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{
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Type = other.Type;
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Flags = other.Flags;
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Skins = other.Skins;
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}
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FPlayerClass::~FPlayerClass ()
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{
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}
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bool FPlayerClass::CheckSkin (int skin)
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{
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for (unsigned int i = 0; i < Skins.Size (); i++)
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{
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if (Skins[i] == skin)
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return true;
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}
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return false;
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}
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void SetupPlayerClasses ()
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{
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FPlayerClass newclass;
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newclass.Flags = 0;
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if (gameinfo.gametype == GAME_Doom)
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{
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newclass.Type = PClass::FindClass (NAME_DoomPlayer);
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PlayerClasses.Push (newclass);
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}
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else if (gameinfo.gametype == GAME_Heretic)
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{
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newclass.Type = PClass::FindClass (NAME_HereticPlayer);
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PlayerClasses.Push (newclass);
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}
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else if (gameinfo.gametype == GAME_Hexen)
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{
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newclass.Type = PClass::FindClass (NAME_FighterPlayer);
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PlayerClasses.Push (newclass);
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newclass.Type = PClass::FindClass (NAME_ClericPlayer);
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PlayerClasses.Push (newclass);
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newclass.Type = PClass::FindClass (NAME_MagePlayer);
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PlayerClasses.Push (newclass);
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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newclass.Type = PClass::FindClass (NAME_StrifePlayer);
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PlayerClasses.Push (newclass);
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}
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2008-09-01 19:08:19 +00:00
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else if (gameinfo.gametype == GAME_Chex)
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{
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newclass.Type = PClass::FindClass (NAME_ChexPlayer);
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PlayerClasses.Push (newclass);
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}
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2008-01-27 11:25:03 +00:00
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}
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CCMD (clearplayerclasses)
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{
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if (ParsingKeyConf)
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{
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PlayerClasses.Clear ();
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}
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}
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CCMD (addplayerclass)
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{
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if (ParsingKeyConf && argv.argc () > 1)
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{
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const PClass *ti = PClass::FindClass (argv[1]);
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if (!ti)
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{
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2008-02-20 16:51:40 +00:00
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Printf ("Unknown player class '%s'\n", argv[1]);
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2008-01-27 11:25:03 +00:00
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}
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else if (!ti->IsDescendantOf (RUNTIME_CLASS (APlayerPawn)))
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{
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2008-02-20 16:51:40 +00:00
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Printf ("Invalid player class '%s'\n", argv[1]);
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2008-01-27 11:25:03 +00:00
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}
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else if (ti->Meta.GetMetaString (APMETA_DisplayName) == NULL)
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{
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2008-02-20 16:51:40 +00:00
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Printf ("Missing displayname for player class '%s'\n", argv[1]);
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2008-01-27 11:25:03 +00:00
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}
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else
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{
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FPlayerClass newclass;
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newclass.Type = ti;
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newclass.Flags = 0;
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int arg = 2;
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while (arg < argv.argc ())
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{
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if (!stricmp (argv[arg], "nomenu"))
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{
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newclass.Flags |= PCF_NOMENU;
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}
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else
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{
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2008-02-20 16:51:40 +00:00
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Printf ("Unknown flag '%s' for player class '%s'\n", argv[arg], argv[1]);
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2008-01-27 11:25:03 +00:00
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}
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arg++;
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}
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PlayerClasses.Push (newclass);
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}
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}
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}
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CCMD (playerclasses)
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{
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for (unsigned int i = 0; i < PlayerClasses.Size (); i++)
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{
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Printf ("% 3d %s\n", i,
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PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName));
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}
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}
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//
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// Movement.
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//
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// 16 pixels of bob
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#define MAXBOB 0x100000
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bool onground;
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Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
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// The player_t constructor. Since LogText is not a POD, we cannot just
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2008-01-27 11:25:03 +00:00
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// memset it all to 0.
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Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
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player_t::player_t()
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2008-01-27 11:25:03 +00:00
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: mo(0),
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playerstate(0),
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cls(0),
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DesiredFOV(0),
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FOV(0),
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viewz(0),
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viewheight(0),
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deltaviewheight(0),
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bob(0),
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Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
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velx(0),
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vely(0),
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2008-01-27 11:25:03 +00:00
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centering(0),
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turnticks(0),
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attackdown(0),
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2009-12-25 12:10:12 +00:00
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usedown(0),
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2008-09-23 21:41:49 +00:00
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oldbuttons(0),
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2008-01-27 11:25:03 +00:00
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health(0),
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inventorytics(0),
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CurrentPlayerClass(0),
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backpack(0),
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fragcount(0),
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lastkilltime(0),
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multicount(0),
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spreecount(0),
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ReadyWeapon(0),
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PendingWeapon(0),
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cheats(0),
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refire(0),
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inconsistant(0),
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killcount(0),
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itemcount(0),
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secretcount(0),
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damagecount(0),
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bonuscount(0),
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hazardcount(0),
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|
|
poisoncount(0),
|
|
|
|
poisoner(0),
|
|
|
|
attacker(0),
|
|
|
|
extralight(0),
|
|
|
|
morphTics(0),
|
2008-04-08 22:32:52 +00:00
|
|
|
MorphedPlayerClass(0),
|
|
|
|
MorphStyle(0),
|
|
|
|
MorphExitFlash(0),
|
2008-01-27 11:25:03 +00:00
|
|
|
PremorphWeapon(0),
|
|
|
|
chickenPeck(0),
|
|
|
|
jumpTics(0),
|
|
|
|
respawn_time(0),
|
|
|
|
camera(0),
|
|
|
|
air_finished(0),
|
|
|
|
accuracy(0),
|
|
|
|
stamina(0),
|
|
|
|
savedyaw(0),
|
|
|
|
savedpitch(0),
|
|
|
|
angle(0),
|
|
|
|
dest(0),
|
|
|
|
prev(0),
|
|
|
|
enemy(0),
|
|
|
|
missile(0),
|
|
|
|
mate(0),
|
|
|
|
last_mate(0),
|
|
|
|
t_active(0),
|
|
|
|
t_respawn(0),
|
|
|
|
t_strafe(0),
|
|
|
|
t_react(0),
|
|
|
|
t_fight(0),
|
|
|
|
t_roam(0),
|
|
|
|
t_rocket(0),
|
|
|
|
isbot(0),
|
|
|
|
first_shot(0),
|
|
|
|
sleft(0),
|
|
|
|
allround(0),
|
|
|
|
oldx(0),
|
|
|
|
oldy(0),
|
|
|
|
BlendR(0),
|
|
|
|
BlendG(0),
|
|
|
|
BlendB(0),
|
|
|
|
BlendA(0),
|
|
|
|
LogText(),
|
|
|
|
crouching(0),
|
|
|
|
crouchdir(0),
|
|
|
|
crouchfactor(0),
|
|
|
|
crouchoffset(0),
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
crouchviewdelta(0),
|
|
|
|
ConversationNPC(0),
|
|
|
|
ConversationPC(0),
|
|
|
|
ConversationNPCAngle(0),
|
|
|
|
ConversationFaceTalker(0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
memset (&cmd, 0, sizeof(cmd));
|
|
|
|
memset (&userinfo, 0, sizeof(userinfo));
|
|
|
|
memset (frags, 0, sizeof(frags));
|
|
|
|
memset (psprites, 0, sizeof(psprites));
|
|
|
|
memset (&skill, 0, sizeof(skill));
|
|
|
|
}
|
|
|
|
|
|
|
|
// This function supplements the pointer cleanup in dobject.cpp, because
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
// player_t is not derived from DObject. (I tried it, and DestroyScan was
|
2008-01-27 11:25:03 +00:00
|
|
|
// unable to properly determine the player object's type--possibly
|
|
|
|
// because it gets staticly allocated in an array.)
|
|
|
|
//
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
// This function checks all the DObject pointers in a player_t and NULLs any
|
2008-01-27 11:25:03 +00:00
|
|
|
// that match the pointer passed in. If you add any pointers that point to
|
|
|
|
// DObject (or a subclass), add them here too.
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
size_t player_t::FixPointers (const DObject *old, DObject *rep)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
|
2008-03-14 08:27:37 +00:00
|
|
|
size_t changed = 0;
|
|
|
|
if (mo == old) mo = replacement, changed++;
|
|
|
|
if (poisoner == old) poisoner = replacement, changed++;
|
|
|
|
if (attacker == old) attacker = replacement, changed++;
|
|
|
|
if (camera == old) camera = replacement, changed++;
|
|
|
|
if (dest == old) dest = replacement, changed++;
|
|
|
|
if (prev == old) prev = replacement, changed++;
|
|
|
|
if (enemy == old) enemy = replacement, changed++;
|
|
|
|
if (missile == old) missile = replacement, changed++;
|
|
|
|
if (mate == old) mate = replacement, changed++;
|
|
|
|
if (last_mate == old) last_mate = replacement, changed++;
|
|
|
|
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
|
|
|
|
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
|
2008-06-28 13:29:59 +00:00
|
|
|
if (PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
if (ConversationNPC == old) ConversationNPC = replacement, changed++;
|
|
|
|
if (ConversationPC == old) ConversationPC = replacement, changed++;
|
2008-03-14 08:27:37 +00:00
|
|
|
return changed;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
size_t player_t::PropagateMark()
|
2008-03-12 15:21:17 +00:00
|
|
|
{
|
|
|
|
GC::Mark(mo);
|
|
|
|
GC::Mark(poisoner);
|
|
|
|
GC::Mark(attacker);
|
|
|
|
GC::Mark(camera);
|
|
|
|
GC::Mark(dest);
|
|
|
|
GC::Mark(prev);
|
|
|
|
GC::Mark(enemy);
|
|
|
|
GC::Mark(missile);
|
|
|
|
GC::Mark(mate);
|
|
|
|
GC::Mark(last_mate);
|
|
|
|
GC::Mark(ReadyWeapon);
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
GC::Mark(ConversationNPC);
|
|
|
|
GC::Mark(ConversationPC);
|
2008-06-28 13:29:59 +00:00
|
|
|
GC::Mark(PremorphWeapon);
|
2008-03-12 15:21:17 +00:00
|
|
|
if (PendingWeapon != WP_NOCHANGE)
|
|
|
|
{
|
|
|
|
GC::Mark(PendingWeapon);
|
|
|
|
}
|
|
|
|
return sizeof(*this);
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
void player_t::SetLogNumber (int num)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
char lumpname[16];
|
|
|
|
int lumpnum;
|
|
|
|
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (lumpname, countof(lumpname), "LOG%d", num);
|
2008-01-27 11:25:03 +00:00
|
|
|
lumpnum = Wads.CheckNumForName (lumpname);
|
|
|
|
if (lumpnum == -1)
|
|
|
|
{
|
|
|
|
// Leave the log message alone if this one doesn't exist.
|
|
|
|
//SetLogText (lumpname);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int length=Wads.LumpLength(lumpnum);
|
|
|
|
char *data= new char[length+1];
|
|
|
|
Wads.ReadLump (lumpnum, data);
|
|
|
|
data[length]=0;
|
|
|
|
SetLogText (data);
|
|
|
|
delete[] data;
|
|
|
|
|
|
|
|
// Print log text to console
|
|
|
|
AddToConsole(-1, TEXTCOLOR_GOLD);
|
|
|
|
AddToConsole(-1, LogText);
|
|
|
|
AddToConsole(-1, "\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
void player_t::SetLogText (const char *text)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
LogText = text;
|
|
|
|
}
|
|
|
|
|
|
|
|
int player_t::GetSpawnClass()
|
|
|
|
{
|
|
|
|
const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
|
|
|
|
return static_cast<APlayerPawn*>(GetDefaultByType(type))->SpawnMask;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
IMPLEMENT_POINTY_CLASS (APlayerPawn)
|
|
|
|
DECLARE_POINTER(InvFirst)
|
|
|
|
DECLARE_POINTER(InvSel)
|
|
|
|
END_POINTERS
|
|
|
|
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
IMPLEMENT_CLASS (APlayerChunk)
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
void APlayerPawn::Serialize (FArchive &arc)
|
|
|
|
{
|
|
|
|
Super::Serialize (arc);
|
|
|
|
|
|
|
|
arc << JumpZ
|
|
|
|
<< MaxHealth
|
|
|
|
<< RunHealth
|
|
|
|
<< SpawnMask
|
|
|
|
<< ForwardMove1
|
|
|
|
<< ForwardMove2
|
|
|
|
<< SideMove1
|
|
|
|
<< SideMove2
|
|
|
|
<< ScoreIcon
|
|
|
|
<< InvFirst
|
|
|
|
<< InvSel
|
2008-09-01 19:08:19 +00:00
|
|
|
<< MorphWeapon
|
2009-09-15 06:19:39 +00:00
|
|
|
<< DamageFade
|
|
|
|
<< PlayerFlags;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: BeginPlay
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::BeginPlay ()
|
|
|
|
{
|
|
|
|
Super::BeginPlay ();
|
|
|
|
ChangeStatNum (STAT_PLAYER);
|
|
|
|
|
|
|
|
// Check whether a PWADs normal sprite is to be combined with the base WADs
|
|
|
|
// crouch sprite. In such a case the sprites normally don't match and it is
|
|
|
|
// best to disable the crouch sprite.
|
|
|
|
if (crouchsprite > 0)
|
|
|
|
{
|
|
|
|
// This assumes that player sprites always exist in rotated form and
|
|
|
|
// that the front view is always a separate sprite. So far this is
|
|
|
|
// true for anything that exists.
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
FString normspritename = sprites[SpawnState->sprite].name;
|
2008-01-27 11:25:03 +00:00
|
|
|
FString crouchspritename = sprites[crouchsprite].name;
|
|
|
|
|
|
|
|
int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
|
|
|
|
int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
|
|
|
|
|
|
|
|
if (spritenorm==-1 || spritecrouch ==-1)
|
|
|
|
{
|
|
|
|
// Sprites do not exist so it is best to disable the crouch sprite.
|
|
|
|
crouchsprite = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int wadnorm = Wads.GetLumpFile(spritenorm);
|
|
|
|
int wadcrouch = Wads.GetLumpFile(spritenorm);
|
|
|
|
|
|
|
|
if (wadnorm > FWadCollection::IWAD_FILENUM && wadcrouch <= FWadCollection::IWAD_FILENUM)
|
|
|
|
{
|
|
|
|
// Question: Add an option / disable crouching or do what?
|
|
|
|
crouchsprite = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: Tick
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::Tick()
|
|
|
|
{
|
|
|
|
if (player != NULL && player->mo == this && player->morphTics == 0 && player->playerstate != PST_DEAD)
|
|
|
|
{
|
|
|
|
height = FixedMul(GetDefault()->height, player->crouchfactor);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (health > 0) height = GetDefault()->height;
|
|
|
|
}
|
|
|
|
Super::Tick();
|
|
|
|
}
|
|
|
|
|
2009-03-12 20:59:09 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: PostBeginPlay
|
|
|
|
//
|
|
|
|
//===========================================================================
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2009-03-12 20:59:09 +00:00
|
|
|
void APlayerPawn::PostBeginPlay()
|
|
|
|
{
|
2009-03-13 16:07:08 +00:00
|
|
|
SetupWeaponSlots();
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: SetupWeaponSlots
|
|
|
|
//
|
|
|
|
// Sets up the default weapon slots for this player. If this is also the
|
|
|
|
// local player, determines local modifications and sends those across the
|
|
|
|
// network. Ignores voodoo dolls.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::SetupWeaponSlots()
|
|
|
|
{
|
2009-03-12 20:59:09 +00:00
|
|
|
if (player != NULL && player->mo == this)
|
|
|
|
{
|
|
|
|
player->weapons.StandardSetup(GetClass());
|
|
|
|
if (player - players == consoleplayer)
|
|
|
|
{ // If we're the local player, then there's a bit more work to do.
|
|
|
|
FWeaponSlots local_slots(player->weapons);
|
|
|
|
local_slots.LocalSetup(GetClass());
|
|
|
|
local_slots.SendDifferences(player->weapons);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: AddInventory
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::AddInventory (AInventory *item)
|
|
|
|
{
|
|
|
|
// Adding inventory to a voodoo doll should add it to the real player instead.
|
|
|
|
if (player != NULL && player->mo != this && player->mo != NULL)
|
|
|
|
{
|
|
|
|
player->mo->AddInventory (item);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
Super::AddInventory (item);
|
|
|
|
|
|
|
|
// If nothing is selected, select this item.
|
|
|
|
if (InvSel == NULL && (item->ItemFlags & IF_INVBAR))
|
|
|
|
{
|
|
|
|
InvSel = item;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: RemoveInventory
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::RemoveInventory (AInventory *item)
|
|
|
|
{
|
|
|
|
bool pickWeap = false;
|
|
|
|
|
|
|
|
// Since voodoo dolls aren't supposed to have an inventory, there should be
|
|
|
|
// no need to redirect them to the real player here as there is with AddInventory.
|
|
|
|
|
|
|
|
// If the item removed is the selected one, select something else, either the next
|
|
|
|
// item, if there is one, or the previous item.
|
|
|
|
if (player != NULL)
|
|
|
|
{
|
|
|
|
if (InvSel == item)
|
|
|
|
{
|
|
|
|
InvSel = item->NextInv ();
|
|
|
|
if (InvSel == NULL)
|
|
|
|
{
|
|
|
|
InvSel = item->PrevInv ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (InvFirst == item)
|
|
|
|
{
|
|
|
|
InvFirst = item->NextInv ();
|
|
|
|
if (InvFirst == NULL)
|
|
|
|
{
|
|
|
|
InvFirst = item->PrevInv ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (item == player->PendingWeapon)
|
|
|
|
{
|
|
|
|
player->PendingWeapon = WP_NOCHANGE;
|
|
|
|
}
|
|
|
|
if (item == player->ReadyWeapon)
|
|
|
|
{
|
|
|
|
// If the current weapon is removed, clear the refire counter and pick a new one.
|
|
|
|
pickWeap = true;
|
|
|
|
player->ReadyWeapon = NULL;
|
|
|
|
player->refire = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Super::RemoveInventory (item);
|
|
|
|
if (pickWeap && player->mo == this && player->PendingWeapon == WP_NOCHANGE)
|
|
|
|
{
|
|
|
|
PickNewWeapon (NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: UseInventory
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
bool APlayerPawn::UseInventory (AInventory *item)
|
|
|
|
{
|
|
|
|
const PClass *itemtype = item->GetClass();
|
|
|
|
|
|
|
|
if (player->cheats & CF_TOTALLYFROZEN)
|
|
|
|
{ // You can't use items if you're totally frozen
|
|
|
|
return false;
|
|
|
|
}
|
2009-12-17 14:16:00 +00:00
|
|
|
if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
|
|
|
|
{
|
|
|
|
// Time frozen
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
if (!Super::UseInventory (item))
|
|
|
|
{
|
|
|
|
// Heretic and Hexen advance the inventory cursor if the use failed.
|
|
|
|
// Should this behavior be retained?
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (player == &players[consoleplayer])
|
|
|
|
{
|
2008-06-15 17:17:31 +00:00
|
|
|
S_Sound (this, CHAN_ITEM, item->UseSound, 1, ATTN_NORM);
|
2008-01-27 11:25:03 +00:00
|
|
|
StatusBar->FlashItem (itemtype);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: BestWeapon
|
|
|
|
//
|
|
|
|
// Returns the best weapon a player has, possibly restricted to a single
|
|
|
|
// type of ammo.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
AWeapon *APlayerPawn::BestWeapon (const PClass *ammotype)
|
|
|
|
{
|
|
|
|
AWeapon *bestMatch = NULL;
|
|
|
|
int bestOrder = INT_MAX;
|
|
|
|
AInventory *item;
|
|
|
|
AWeapon *weap;
|
|
|
|
bool tomed = NULL != FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
|
|
|
|
|
|
|
|
// Find the best weapon the player has.
|
|
|
|
for (item = Inventory; item != NULL; item = item->Inventory)
|
|
|
|
{
|
|
|
|
if (!item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
weap = static_cast<AWeapon *> (item);
|
|
|
|
|
|
|
|
// Don't select it if it's worse than what was already found.
|
|
|
|
if (weap->SelectionOrder > bestOrder)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Don't select it if its primary fire doesn't use the desired ammo.
|
|
|
|
if (ammotype != NULL &&
|
|
|
|
(weap->Ammo1 == NULL ||
|
|
|
|
weap->Ammo1->GetClass() != ammotype))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Don't select it if the Tome is active and this isn't the powered-up version.
|
|
|
|
if (tomed && weap->SisterWeapon != NULL && weap->SisterWeapon->WeaponFlags & WIF_POWERED_UP)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Don't select it if it's powered-up and the Tome is not active.
|
|
|
|
if (!tomed && weap->WeaponFlags & WIF_POWERED_UP)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Don't select it if there isn't enough ammo to use its primary fire.
|
|
|
|
if (!(weap->WeaponFlags & WIF_AMMO_OPTIONAL) &&
|
|
|
|
!weap->CheckAmmo (AWeapon::PrimaryFire, false))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// This weapon is usable!
|
|
|
|
bestOrder = weap->SelectionOrder;
|
|
|
|
bestMatch = weap;
|
|
|
|
}
|
|
|
|
return bestMatch;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: PickNewWeapon
|
|
|
|
//
|
|
|
|
// Picks a new weapon for this player. Used mostly for running out of ammo,
|
|
|
|
// but it also works when an ACS script explicitly takes the ready weapon
|
|
|
|
// away or the player picks up some ammo they had previously run out of.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
|
|
|
|
{
|
|
|
|
AWeapon *best = BestWeapon (ammotype);
|
|
|
|
|
|
|
|
if (best != NULL)
|
|
|
|
{
|
|
|
|
player->PendingWeapon = best;
|
|
|
|
if (player->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
|
|
|
|
}
|
|
|
|
else if (player->PendingWeapon != WP_NOCHANGE)
|
|
|
|
{
|
|
|
|
P_BringUpWeapon (player);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return best;
|
|
|
|
}
|
|
|
|
|
2008-12-28 13:27:13 +00:00
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: CheckWeaponSwitch
|
|
|
|
//
|
|
|
|
// Checks if weapons should be changed after picking up ammo
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::CheckWeaponSwitch(const PClass *ammotype)
|
|
|
|
{
|
|
|
|
if (!player->userinfo.neverswitch &&
|
|
|
|
player->PendingWeapon == WP_NOCHANGE &&
|
|
|
|
(player->ReadyWeapon == NULL ||
|
|
|
|
(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)))
|
|
|
|
{
|
|
|
|
AWeapon *best = BestWeapon (ammotype);
|
|
|
|
if (best != NULL && (player->ReadyWeapon == NULL ||
|
|
|
|
best->SelectionOrder < player->ReadyWeapon->SelectionOrder))
|
|
|
|
{
|
|
|
|
player->PendingWeapon = best;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: GiveDeathmatchInventory
|
|
|
|
//
|
|
|
|
// Gives players items they should have in addition to their default
|
|
|
|
// inventory when playing deathmatch. (i.e. all keys)
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::GiveDeathmatchInventory()
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
|
|
{
|
|
|
|
if (PClass::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
|
|
|
|
{
|
|
|
|
AKey *key = (AKey *)GetDefaultByType (PClass::m_Types[i]);
|
|
|
|
if (key->KeyNumber != 0)
|
|
|
|
{
|
|
|
|
key = static_cast<AKey *>(Spawn (PClass::m_Types[i], 0,0,0, NO_REPLACE));
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
if (!key->CallTryPickup (this))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
key->Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: FilterCoopRespawnInventory
|
|
|
|
//
|
|
|
|
// When respawning in coop, this function is called to walk through the dead
|
|
|
|
// player's inventory and modify it according to the current game flags so
|
|
|
|
// that it can be transferred to the new live player. This player currently
|
|
|
|
// has the default inventory, and the oldplayer has the inventory at the time
|
|
|
|
// of death.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
|
|
|
|
{
|
|
|
|
AInventory *item, *next, *defitem;
|
|
|
|
|
|
|
|
// If we're losing everything, this is really simple.
|
|
|
|
if (dmflags & DF_COOP_LOSE_INVENTORY)
|
|
|
|
{
|
|
|
|
oldplayer->DestroyAllInventory();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (dmflags & (DF_COOP_LOSE_KEYS |
|
|
|
|
DF_COOP_LOSE_WEAPONS |
|
|
|
|
DF_COOP_LOSE_AMMO |
|
|
|
|
DF_COOP_HALVE_AMMO |
|
|
|
|
DF_COOP_LOSE_ARMOR |
|
|
|
|
DF_COOP_LOSE_POWERUPS))
|
|
|
|
{
|
|
|
|
// Walk through the old player's inventory and destroy or modify
|
|
|
|
// according to dmflags.
|
|
|
|
for (item = oldplayer->Inventory; item != NULL; item = next)
|
|
|
|
{
|
|
|
|
next = item->Inventory;
|
|
|
|
|
|
|
|
// If this item is part of the default inventory, we never want
|
|
|
|
// to destroy it, although we might want to copy the default
|
|
|
|
// inventory amount.
|
|
|
|
defitem = FindInventory (item->GetClass());
|
|
|
|
|
|
|
|
if ((dmflags & DF_COOP_LOSE_KEYS) &&
|
|
|
|
defitem == NULL &&
|
|
|
|
item->IsKindOf(RUNTIME_CLASS(AKey)))
|
|
|
|
{
|
|
|
|
item->Destroy();
|
|
|
|
}
|
|
|
|
else if ((dmflags & DF_COOP_LOSE_WEAPONS) &&
|
|
|
|
defitem == NULL &&
|
|
|
|
item->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
|
|
|
{
|
|
|
|
item->Destroy();
|
|
|
|
}
|
|
|
|
else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
|
|
|
|
item->IsKindOf(RUNTIME_CLASS(AArmor)))
|
|
|
|
{
|
2008-06-15 17:17:31 +00:00
|
|
|
if (defitem != NULL)
|
|
|
|
{
|
|
|
|
item->Destroy();
|
|
|
|
}
|
|
|
|
else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmor)))
|
|
|
|
{
|
|
|
|
static_cast<ABasicArmor*>(item)->SavePercent = static_cast<ABasicArmor*>(defitem)->SavePercent;
|
|
|
|
item->Amount = defitem->Amount;
|
|
|
|
}
|
|
|
|
else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
|
|
|
{
|
|
|
|
static_cast<AHexenArmor*>(item)->Slots[0] = static_cast<AHexenArmor*>(defitem)->Slots[0];
|
|
|
|
static_cast<AHexenArmor*>(item)->Slots[1] = static_cast<AHexenArmor*>(defitem)->Slots[1];
|
|
|
|
static_cast<AHexenArmor*>(item)->Slots[2] = static_cast<AHexenArmor*>(defitem)->Slots[2];
|
|
|
|
static_cast<AHexenArmor*>(item)->Slots[3] = static_cast<AHexenArmor*>(defitem)->Slots[3];
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
|
|
|
|
defitem == NULL &&
|
|
|
|
item->IsKindOf(RUNTIME_CLASS(APowerupGiver)))
|
|
|
|
{
|
|
|
|
item->Destroy();
|
|
|
|
}
|
|
|
|
else if ((dmflags & (DF_COOP_LOSE_AMMO | DF_COOP_HALVE_AMMO)) &&
|
|
|
|
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
|
|
|
|
{
|
|
|
|
if (defitem == NULL)
|
|
|
|
{
|
|
|
|
if (dmflags & DF_COOP_LOSE_AMMO)
|
|
|
|
{
|
|
|
|
// Do NOT destroy the ammo, because a weapon might reference it.
|
|
|
|
item->Amount = 0;
|
|
|
|
}
|
|
|
|
else if (item->Amount > 1)
|
|
|
|
{
|
|
|
|
item->Amount /= 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// When set to lose ammo, you get to keep all your starting ammo.
|
|
|
|
// When set to halve ammo, you won't be left with less than your starting amount.
|
|
|
|
if (dmflags & DF_COOP_LOSE_AMMO)
|
|
|
|
{
|
|
|
|
item->Amount = defitem->Amount;
|
|
|
|
}
|
|
|
|
else if (item->Amount > 1)
|
|
|
|
{
|
|
|
|
item->Amount = MAX(item->Amount / 2, defitem->Amount);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now destroy the default inventory this player is holding and move
|
|
|
|
// over the old player's remaining inventory.
|
|
|
|
DestroyAllInventory();
|
|
|
|
ObtainInventory (oldplayer);
|
|
|
|
|
|
|
|
player->ReadyWeapon = NULL;
|
|
|
|
PickNewWeapon (NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: GetSoundClass
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
const char *APlayerPawn::GetSoundClass ()
|
|
|
|
{
|
|
|
|
if (player != NULL &&
|
|
|
|
(unsigned int)player->userinfo.skin >= PlayerClasses.Size () &&
|
|
|
|
(size_t)player->userinfo.skin < numskins)
|
|
|
|
{
|
|
|
|
return skins[player->userinfo.skin].name;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [GRB]
|
|
|
|
const char *sclass = GetClass ()->Meta.GetMetaString (APMETA_SoundClass);
|
|
|
|
return sclass != NULL ? sclass : "player";
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: GetMaxHealth
|
|
|
|
//
|
|
|
|
// only needed because Boom screwed up Dehacked.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
int APlayerPawn::GetMaxHealth() const
|
|
|
|
{
|
|
|
|
return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: UpdateWaterLevel
|
|
|
|
//
|
|
|
|
// Plays surfacing and diving sounds, as appropriate.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
|
|
|
|
{
|
|
|
|
int oldlevel = waterlevel;
|
|
|
|
bool retval = Super::UpdateWaterLevel (oldz, splash);
|
|
|
|
if (player != NULL)
|
|
|
|
{
|
|
|
|
if (oldlevel < 3 && waterlevel == 3)
|
|
|
|
{ // Our head just went under.
|
|
|
|
S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
else if (oldlevel == 3 && waterlevel < 3)
|
|
|
|
{ // Our head just came up.
|
|
|
|
if (player->air_finished > level.time)
|
|
|
|
{ // We hadn't run out of air yet.
|
|
|
|
S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
// If we were running out of air, then ResetAirSupply() will play *gasp.
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: ResetAirSupply
|
|
|
|
//
|
|
|
|
// Gives the player a full "tank" of air. If they had previously completely
|
|
|
|
// run out of air, also plays the *gasp sound. Returns true if the player
|
|
|
|
// was drowning.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
2008-07-19 23:52:06 +00:00
|
|
|
bool APlayerPawn::ResetAirSupply (bool playgasp)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
bool wasdrowning = (player->air_finished < level.time);
|
|
|
|
|
2008-07-19 23:52:06 +00:00
|
|
|
if (playgasp && wasdrowning)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
|
|
|
|
}
|
2009-06-04 13:59:08 +00:00
|
|
|
if (level.airsupply> 0) player->air_finished = level.time + level.airsupply;
|
|
|
|
else player->air_finished = INT_MAX;
|
2008-01-27 11:25:03 +00:00
|
|
|
return wasdrowning;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Animations
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::PlayIdle ()
|
|
|
|
{
|
|
|
|
if (InStateSequence(state, SeeState))
|
|
|
|
SetState (SpawnState);
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::PlayRunning ()
|
|
|
|
{
|
|
|
|
if (InStateSequence(state, SpawnState) && SeeState != NULL)
|
|
|
|
SetState (SeeState);
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::PlayAttacking ()
|
|
|
|
{
|
|
|
|
if (MissileState != NULL) SetState (MissileState);
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::PlayAttacking2 ()
|
|
|
|
{
|
|
|
|
if (MeleeState != NULL) SetState (MeleeState);
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::ThrowPoisonBag ()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: GiveDefaultInventory
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::GiveDefaultInventory ()
|
|
|
|
{
|
2009-02-08 23:01:13 +00:00
|
|
|
if (player == NULL) return;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
// [GRB] Give inventory specified in DECORATE
|
|
|
|
player->health = GetDefault ()->health;
|
|
|
|
|
|
|
|
// HexenArmor must always be the first item in the inventory because
|
|
|
|
// it provides player class based protection that should not affect
|
|
|
|
// any other protection item.
|
|
|
|
fixed_t hx[5];
|
|
|
|
for(int i=0;i<5;i++)
|
|
|
|
{
|
|
|
|
hx[i] = GetClass()->Meta.GetMetaFixed(APMETA_Hexenarmor0+i);
|
|
|
|
}
|
|
|
|
GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
|
|
|
|
AHexenArmor *harmor = FindInventory<AHexenArmor>();
|
|
|
|
harmor->Slots[4] = hx[0];
|
|
|
|
harmor->SlotsIncrement[0] = hx[1];
|
|
|
|
harmor->SlotsIncrement[1] = hx[2];
|
|
|
|
harmor->SlotsIncrement[2] = hx[3];
|
|
|
|
harmor->SlotsIncrement[3] = hx[4];
|
|
|
|
|
|
|
|
// BasicArmor must come right after that. It should not affect any
|
|
|
|
// other protection item as well but needs to process the damage
|
|
|
|
// before the HexenArmor does.
|
|
|
|
ABasicArmor *barmor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
|
|
|
|
barmor->BecomeItem ();
|
|
|
|
barmor->SavePercent = 0;
|
|
|
|
barmor->Amount = 0;
|
|
|
|
AddInventory (barmor);
|
|
|
|
|
|
|
|
// Now add the items from the DECORATE definition
|
2008-09-23 21:41:49 +00:00
|
|
|
FDropItem *di = GetDropItems();
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
while (di)
|
|
|
|
{
|
|
|
|
const PClass *ti = PClass::FindClass (di->Name);
|
|
|
|
if (ti)
|
|
|
|
{
|
|
|
|
AInventory *item = FindInventory (ti);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
item->Amount = clamp<int>(
|
|
|
|
item->Amount + (di->amount ? di->amount : ((AInventory *)item->GetDefault ())->Amount),
|
|
|
|
0, item->MaxAmount);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item = static_cast<AInventory *>(Spawn (ti, 0,0,0, NO_REPLACE));
|
|
|
|
item->ItemFlags|=IF_IGNORESKILL; // no skill multiplicators here
|
|
|
|
item->Amount = di->amount;
|
|
|
|
if (item->IsKindOf (RUNTIME_CLASS (AWeapon)))
|
|
|
|
{
|
|
|
|
// To allow better control any weapon is emptied of
|
|
|
|
// ammo before being given to the player.
|
|
|
|
static_cast<AWeapon*>(item)->AmmoGive1 =
|
|
|
|
static_cast<AWeapon*>(item)->AmmoGive2 = 0;
|
|
|
|
}
|
2009-02-08 23:01:13 +00:00
|
|
|
AActor *check;
|
|
|
|
if (!item->CallTryPickup(this, &check))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2009-02-08 23:01:13 +00:00
|
|
|
if (check != this)
|
|
|
|
{
|
|
|
|
// Player was morphed. This is illegal at game start.
|
|
|
|
// This problem is only detectable when it's too late to do something about it...
|
|
|
|
I_Error("Cannot give morph items when starting a game");
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
item->Destroy ();
|
|
|
|
item = NULL;
|
|
|
|
}
|
|
|
|
}
|
2009-02-08 23:01:13 +00:00
|
|
|
if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) &&
|
2008-01-27 11:25:03 +00:00
|
|
|
static_cast<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
|
|
|
|
{
|
|
|
|
player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
di = di->Next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::MorphPlayerThink ()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerPawn::ActivateMorphWeapon ()
|
|
|
|
{
|
|
|
|
const PClass *morphweapon = PClass::FindClass (MorphWeapon);
|
|
|
|
player->PendingWeapon = WP_NOCHANGE;
|
|
|
|
player->psprites[ps_weapon].sy = WEAPONTOP;
|
|
|
|
|
|
|
|
if (morphweapon == NULL || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
|
|
|
{ // No weapon at all while morphed!
|
|
|
|
player->ReadyWeapon = NULL;
|
|
|
|
P_SetPsprite (player, ps_weapon, NULL);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->FindInventory (morphweapon));
|
|
|
|
if (player->ReadyWeapon == NULL)
|
|
|
|
{
|
|
|
|
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (morphweapon));
|
2008-04-17 20:58:50 +00:00
|
|
|
if (player->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
player->ReadyWeapon->GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (player->ReadyWeapon != NULL)
|
|
|
|
{
|
|
|
|
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
P_SetPsprite (player, ps_weapon, NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
P_SetPsprite (player, ps_flash, NULL);
|
Update to ZDoom r905:
- Added Martin Howe's morph system update.
- Added support for defining composite textures in HIRESTEX. It is not fully tested
and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
concern here and the worst that can happen is that the wrong actor is spawned.
This was a constant hassle when testing with WADs that contain duplicate resources.
- Removed some GCC warnings.
- Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp.
- Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW
failed compiling the new MIDI code.
- Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char
pointers, since "" is a constant.
- Fixed: parsecontext.h was missing a newline at the end of the file.
- Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In
particular, this meant that every channel was almost certainly in mono mode,
which can sound pretty bad if the song isn't meant to be played that way.
- Added bank numbers to the MIDI precaching for Timidity, since I guess I do
need to care about banks, if even the Duke MIDIs use various banks.
- Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp
shouldn't unconditionally link against it.
- Fixed: pre_resample() was still disabled, and it left two samples at the end
of the new wave data uninitialized.
- Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get
rid of timidity/tables.cpp, which conflicts in name with the main Doom
tables.cpp. (And interestingly, VC++ automatically renamed the object file,
so I wasn't aware of the problem with GCC.)
- Added a Gets function to the FileReader class which I planned to use
to enable Timidity to read its config and sound patches from Zips.
I put this on hold though after finding out that the sound quality
isn't even near that of Timidity++.
- GCC-Fixes (FString::GetChars() for Printf calls)
- Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag
can be loaded
- Changed the MIDIStreamer to send the all notes off controller to each
channel when restarting the song, rather than emitting a single note off
event which only has 1 in 127 chance of being for a note that's playing
on that channel. Then I decided it would probably be a good idea to reset
all the controllers as well.
- Increasing the size of the internal Timidity stream buffer from 1/14 sec
(copied from the OPL player) improved its sound dramatically, so apparently
Timidity has issues with short stream buffers. It's now at 1/2 sec in
length. However, there seems to be something weird going on with
corazonazul_ff6boss.mid near the beginning where it stops and immediately
restarts a guitar on the exact same note.
- Added a new sound debugging cvar: snd_drawoutput, which can show various
oscilloscopes and spectrums.
- Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.)
- Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :(
- Changed the progdir global variable into an FString.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
|
|
|
|
|
|
|
player->PendingWeapon = WP_NOCHANGE;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: Die
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::Die (AActor *source, AActor *inflictor)
|
|
|
|
{
|
|
|
|
Super::Die (source, inflictor);
|
|
|
|
|
|
|
|
if (player != NULL && player->mo == this) player->bonuscount = 0;
|
|
|
|
|
|
|
|
if (player != NULL && player->mo != this)
|
|
|
|
{ // Make the real player die, too
|
|
|
|
player->mo->Die (source, inflictor);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (player != NULL && (dmflags2 & DF2_YES_WEAPONDROP))
|
|
|
|
{ // Voodoo dolls don't drop weapons
|
|
|
|
AWeapon *weap = player->ReadyWeapon;
|
|
|
|
if (weap != NULL)
|
|
|
|
{
|
|
|
|
AInventory *item;
|
|
|
|
|
|
|
|
if (weap->SpawnState != NULL &&
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
item = P_DropItem (this, weap->GetClass(), -1, 256);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
if (weap->AmmoGive1 && weap->Ammo1)
|
|
|
|
{
|
|
|
|
static_cast<AWeapon *>(item)->AmmoGive1 = weap->Ammo1->Amount;
|
|
|
|
}
|
|
|
|
if (weap->AmmoGive2 && weap->Ammo2)
|
|
|
|
{
|
|
|
|
static_cast<AWeapon *>(item)->AmmoGive2 = weap->Ammo2->Amount;
|
|
|
|
}
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
item->ItemFlags |= IF_IGNORESKILL;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item = P_DropItem (this, weap->AmmoType1, -1, 256);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
item->Amount = weap->Ammo1->Amount;
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
item->ItemFlags |= IF_IGNORESKILL;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
item = P_DropItem (this, weap->AmmoType2, -1, 256);
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
item->Amount = weap->Ammo2->Amount;
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
item->ItemFlags |= IF_IGNORESKILL;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-02-05 00:06:30 +00:00
|
|
|
if (!multiplayer && (level.flags2 & LEVEL2_DEATHSLIDESHOW))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
F_StartSlideshow ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APlayerPawn :: TweakSpeeds
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void APlayerPawn::TweakSpeeds (int &forward, int &side)
|
|
|
|
{
|
|
|
|
// Strife's player can't run when its healh is below 10
|
|
|
|
if (health <= RunHealth)
|
|
|
|
{
|
|
|
|
forward = clamp(forward, -0x1900, 0x1900);
|
|
|
|
side = clamp(side, -0x1800, 0x1800);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [GRB]
|
|
|
|
if ((unsigned int)(forward + 0x31ff) < 0x63ff)
|
|
|
|
{
|
|
|
|
forward = FixedMul (forward, ForwardMove1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
forward = FixedMul (forward, ForwardMove2);
|
|
|
|
}
|
|
|
|
if ((unsigned int)(side + 0x27ff) < 0x4fff)
|
|
|
|
{
|
|
|
|
side = FixedMul (side, SideMove1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
side = FixedMul (side, SideMove2);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!player->morphTics && Inventory != NULL)
|
|
|
|
{
|
|
|
|
fixed_t factor = Inventory->GetSpeedFactor ();
|
|
|
|
forward = FixedMul(forward, factor);
|
|
|
|
side = FixedMul(side, factor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// A_PlayerScream
|
|
|
|
//
|
|
|
|
// try to find the appropriate death sound and use suitable
|
|
|
|
// replacements if necessary
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
2008-08-12 08:00:28 +00:00
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int sound = 0;
|
|
|
|
int chan = CHAN_VOICE;
|
|
|
|
|
|
|
|
if (self->player == NULL || self->DeathSound != 0)
|
|
|
|
{
|
2009-02-20 09:24:51 +00:00
|
|
|
if (self->DeathSound != 0)
|
|
|
|
{
|
|
|
|
S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
S_Sound (self, CHAN_VOICE, "*death", 1, ATTN_NORM);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle the different player death screams
|
|
|
|
if ((((level.flags >> 15) | (dmflags)) &
|
|
|
|
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
self->velz <= -39*FRACUNIT)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
sound = S_FindSkinnedSound (self, "*splat");
|
|
|
|
chan = CHAN_BODY;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!sound && self->special1<10)
|
|
|
|
{ // Wimpy death sound
|
|
|
|
sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
|
|
|
|
}
|
|
|
|
if (!sound && self->health <= -50)
|
|
|
|
{
|
|
|
|
if (self->health > -100)
|
|
|
|
{ // Crazy death sound
|
|
|
|
sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
|
|
|
|
}
|
|
|
|
if (!sound)
|
|
|
|
{ // Extreme death sound
|
|
|
|
sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
|
|
|
|
if (!sound)
|
|
|
|
{
|
|
|
|
sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
|
|
|
|
chan = CHAN_BODY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!sound)
|
|
|
|
{ // Normal death sound
|
|
|
|
sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (chan != CHAN_VOICE)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 8; ++i)
|
|
|
|
{ // Stop most playing sounds from this player.
|
|
|
|
// This is mainly to stop *land from messing up *splat.
|
|
|
|
if (i != CHAN_WEAPON && i != CHAN_VOICE)
|
|
|
|
{
|
|
|
|
S_StopSound (self, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-06-15 17:17:31 +00:00
|
|
|
S_Sound (self, chan, sound, 1, ATTN_NORM);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC A_SkullPop
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-08-12 23:22:08 +00:00
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-08-14 11:28:02 +00:00
|
|
|
ACTION_PARAM_START(1);
|
|
|
|
ACTION_PARAM_CLASS(spawntype, 0);
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
APlayerPawn *mo;
|
|
|
|
player_t *player;
|
|
|
|
|
|
|
|
// [GRB] Parameterized version
|
|
|
|
if (!spawntype || !spawntype->IsDescendantOf (RUNTIME_CLASS (APlayerChunk)))
|
|
|
|
{
|
|
|
|
spawntype = PClass::FindClass("BloodySkull");
|
|
|
|
if (spawntype == NULL) return;
|
|
|
|
}
|
|
|
|
|
2008-08-12 08:00:28 +00:00
|
|
|
self->flags &= ~MF_SOLID;
|
|
|
|
mo = (APlayerPawn *)Spawn (spawntype, self->x, self->y, self->z + 48*FRACUNIT, NO_REPLACE);
|
|
|
|
//mo->target = self;
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
mo->velx = pr_skullpop.Random2() << 9;
|
|
|
|
mo->vely = pr_skullpop.Random2() << 9;
|
|
|
|
mo->velz = 2*FRACUNIT + (pr_skullpop() << 6);
|
2008-01-27 11:25:03 +00:00
|
|
|
// Attach player mobj to bloody skull
|
2008-08-12 08:00:28 +00:00
|
|
|
player = self->player;
|
|
|
|
self->player = NULL;
|
|
|
|
mo->ObtainInventory (self);
|
2008-01-27 11:25:03 +00:00
|
|
|
mo->player = player;
|
2008-08-12 08:00:28 +00:00
|
|
|
mo->health = self->health;
|
|
|
|
mo->angle = self->angle;
|
2008-01-27 11:25:03 +00:00
|
|
|
if (player != NULL)
|
|
|
|
{
|
|
|
|
player->mo = mo;
|
2008-08-12 08:00:28 +00:00
|
|
|
if (player->camera == self)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
player->camera = mo;
|
|
|
|
}
|
|
|
|
player->damagecount = 32;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC A_CheckSkullDone
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
2008-08-12 08:00:28 +00:00
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-08-12 08:00:28 +00:00
|
|
|
if (self->player == NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-08-12 08:00:28 +00:00
|
|
|
self->Destroy ();
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// P_CheckPlayerSprites
|
|
|
|
//
|
|
|
|
// Here's the place where crouching sprites are handled
|
|
|
|
// This must be called each frame before rendering
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void P_CheckPlayerSprites()
|
|
|
|
{
|
|
|
|
for(int i=0; i<MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
player_t * player = &players[i];
|
|
|
|
APlayerPawn * mo = player->mo;
|
|
|
|
|
|
|
|
if (playeringame[i] && mo != NULL)
|
|
|
|
{
|
|
|
|
int crouchspriteno;
|
|
|
|
fixed_t defscaleY = mo->GetDefault()->scaleY;
|
2009-12-25 12:10:12 +00:00
|
|
|
fixed_t defscaleX = mo->GetDefault()->scaleX;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2009-12-25 12:10:12 +00:00
|
|
|
if (player->userinfo.skin != 0 && !(player->mo->flags4 & MF4_NOSKIN))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-05-01 21:45:22 +00:00
|
|
|
defscaleY = skins[player->userinfo.skin].ScaleY;
|
2009-12-25 12:10:12 +00:00
|
|
|
defscaleX = skins[player->userinfo.skin].ScaleX;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Set the crouch sprite
|
|
|
|
if (player->crouchfactor < FRACUNIT*3/4)
|
|
|
|
{
|
|
|
|
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
if (mo->sprite == mo->SpawnState->sprite || mo->sprite == mo->crouchsprite)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
crouchspriteno = mo->crouchsprite;
|
|
|
|
}
|
2009-12-25 12:10:12 +00:00
|
|
|
else if (!(player->mo->flags4 & MF4_NOSKIN) &&
|
|
|
|
(mo->sprite == skins[player->userinfo.skin].sprite ||
|
|
|
|
mo->sprite == skins[player->userinfo.skin].crouchsprite))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
crouchspriteno = skins[player->userinfo.skin].crouchsprite;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// no sprite -> squash the existing one
|
|
|
|
crouchspriteno = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (crouchspriteno > 0)
|
|
|
|
{
|
|
|
|
mo->sprite = crouchspriteno;
|
|
|
|
mo->scaleY = defscaleY;
|
|
|
|
}
|
|
|
|
else if (player->playerstate != PST_DEAD)
|
|
|
|
{
|
|
|
|
mo->scaleY = player->crouchfactor < FRACUNIT*3/4 ? defscaleY/2 : defscaleY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // Set the normal sprite
|
|
|
|
{
|
|
|
|
if (mo->sprite == mo->crouchsprite)
|
|
|
|
{
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
mo->sprite = mo->SpawnState->sprite;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else if (mo->sprite == skins[player->userinfo.skin].crouchsprite)
|
|
|
|
{
|
|
|
|
mo->sprite = skins[player->userinfo.skin].sprite;
|
|
|
|
}
|
|
|
|
mo->scaleY = defscaleY;
|
|
|
|
}
|
2009-12-25 12:10:12 +00:00
|
|
|
mo->scaleX = defscaleX;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
=
|
|
|
|
= P_Thrust
|
|
|
|
=
|
|
|
|
= moves the given origin along a given angle
|
|
|
|
=
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void P_SideThrust (player_t *player, angle_t angle, fixed_t move)
|
|
|
|
{
|
|
|
|
angle = (angle - ANGLE_90) >> ANGLETOFINESHIFT;
|
|
|
|
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
player->mo->velx += FixedMul (move, finecosine[angle]);
|
|
|
|
player->mo->vely += FixedMul (move, finesine[angle]);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void P_ForwardThrust (player_t *player, angle_t angle, fixed_t move)
|
|
|
|
{
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
|
|
|
|
|
|
if ((player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY))
|
|
|
|
&& player->mo->pitch != 0)
|
|
|
|
{
|
|
|
|
angle_t pitch = (angle_t)player->mo->pitch >> ANGLETOFINESHIFT;
|
|
|
|
fixed_t zpush = FixedMul (move, finesine[pitch]);
|
|
|
|
if (player->mo->waterlevel && player->mo->waterlevel < 2 && zpush < 0)
|
|
|
|
zpush = 0;
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
player->mo->velz -= zpush;
|
2008-01-27 11:25:03 +00:00
|
|
|
move = FixedMul (move, finecosine[pitch]);
|
|
|
|
}
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
player->mo->velx += FixedMul (move, finecosine[angle]);
|
|
|
|
player->mo->vely += FixedMul (move, finesine[angle]);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_Bob
|
|
|
|
// Same as P_Thrust, but only affects bobbing.
|
|
|
|
//
|
|
|
|
// killough 10/98: We apply thrust separately between the real physical player
|
|
|
|
// and the part which affects bobbing. This way, bobbing only comes from player
|
|
|
|
// motion, nothing external, avoiding many problems, e.g. bobbing should not
|
|
|
|
// occur on conveyors, unless the player walks on one, and bobbing should be
|
|
|
|
// reduced at a regular rate, even on ice (where the player coasts).
|
|
|
|
//
|
|
|
|
|
|
|
|
void P_Bob (player_t *player, angle_t angle, fixed_t move)
|
|
|
|
{
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
|
|
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
player->velx += FixedMul(move, finecosine[angle]);
|
|
|
|
player->vely += FixedMul(move, finesine[angle]);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
=
|
|
|
|
= P_CalcHeight
|
|
|
|
=
|
|
|
|
=
|
|
|
|
Calculate the walking / running height adjustment
|
|
|
|
=
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void P_CalcHeight (player_t *player)
|
|
|
|
{
|
|
|
|
int angle;
|
|
|
|
fixed_t bob;
|
|
|
|
bool still = false;
|
|
|
|
|
|
|
|
// Regular movement bobbing
|
|
|
|
// (needs to be calculated for gun swing even if not on ground)
|
|
|
|
|
|
|
|
// killough 10/98: Make bobbing depend only on player-applied motion.
|
|
|
|
//
|
|
|
|
// Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
|
|
|
|
// it causes bobbing jerkiness when the player moves from ice to non-ice,
|
|
|
|
// and vice-versa.
|
|
|
|
|
|
|
|
if ((player->mo->flags & MF_NOGRAVITY) && !onground)
|
|
|
|
{
|
|
|
|
player->bob = FRACUNIT / 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
player->bob = DMulScale16 (player->velx, player->velx, player->vely, player->vely);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (player->bob == 0)
|
|
|
|
{
|
|
|
|
still = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->bob = FixedMul (player->bob, player->userinfo.MoveBob);
|
|
|
|
|
|
|
|
if (player->bob > MAXBOB)
|
|
|
|
player->bob = MAXBOB;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fixed_t defaultviewheight = player->mo->ViewHeight + player->crouchviewdelta;
|
|
|
|
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if (player->cheats & CF_NOVELOCITY)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
player->viewz = player->mo->z + defaultviewheight;
|
|
|
|
|
|
|
|
if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
|
|
|
|
player->viewz = player->mo->ceilingz-4*FRACUNIT;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (still)
|
|
|
|
{
|
|
|
|
if (player->health > 0)
|
|
|
|
{
|
|
|
|
angle = DivScale13 (level.time, 120*TICRATE/35) & FINEMASK;
|
|
|
|
bob = FixedMul (player->userinfo.StillBob, finesine[angle]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
bob = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// DivScale 13 because FINEANGLES == (1<<13)
|
|
|
|
angle = DivScale13 (level.time, 20*TICRATE/35) & FINEMASK;
|
|
|
|
bob = FixedMul (player->bob>>(player->mo->waterlevel > 1 ? 2 : 1), finesine[angle]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// move viewheight
|
|
|
|
if (player->playerstate == PST_LIVE)
|
|
|
|
{
|
|
|
|
player->viewheight += player->deltaviewheight;
|
|
|
|
|
|
|
|
if (player->viewheight > defaultviewheight)
|
|
|
|
{
|
|
|
|
player->viewheight = defaultviewheight;
|
|
|
|
player->deltaviewheight = 0;
|
|
|
|
}
|
|
|
|
else if (player->viewheight < (defaultviewheight>>1))
|
|
|
|
{
|
|
|
|
player->viewheight = defaultviewheight>>1;
|
|
|
|
if (player->deltaviewheight <= 0)
|
|
|
|
player->deltaviewheight = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player->deltaviewheight)
|
|
|
|
{
|
|
|
|
player->deltaviewheight += FRACUNIT/4;
|
|
|
|
if (!player->deltaviewheight)
|
|
|
|
player->deltaviewheight = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player->morphTics)
|
|
|
|
{
|
|
|
|
bob = 0;
|
|
|
|
}
|
|
|
|
player->viewz = player->mo->z + player->viewheight + bob;
|
|
|
|
if (player->mo->floorclip && player->playerstate != PST_DEAD
|
|
|
|
&& player->mo->z <= player->mo->floorz)
|
|
|
|
{
|
|
|
|
player->viewz -= player->mo->floorclip;
|
|
|
|
}
|
|
|
|
if (player->viewz > player->mo->ceilingz - 4*FRACUNIT)
|
|
|
|
{
|
|
|
|
player->viewz = player->mo->ceilingz - 4*FRACUNIT;
|
|
|
|
}
|
|
|
|
if (player->viewz < player->mo->floorz + 4*FRACUNIT)
|
|
|
|
{
|
|
|
|
player->viewz = player->mo->floorz + 4*FRACUNIT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
=
|
|
|
|
= P_MovePlayer
|
|
|
|
=
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE)
|
|
|
|
{
|
|
|
|
level.aircontrol = (fixed_t)(self * 65536.f);
|
|
|
|
G_AirControlChanged ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_MovePlayer (player_t *player)
|
|
|
|
{
|
|
|
|
ticcmd_t *cmd = &player->cmd;
|
|
|
|
APlayerPawn *mo = player->mo;
|
|
|
|
|
|
|
|
// [RH] 180-degree turn overrides all other yaws
|
|
|
|
if (player->turnticks)
|
|
|
|
{
|
|
|
|
player->turnticks--;
|
|
|
|
mo->angle += (ANGLE_180 / TURN180_TICKS);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mo->angle += cmd->ucmd.yaw << 16;
|
|
|
|
}
|
|
|
|
|
2009-09-15 06:19:39 +00:00
|
|
|
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
// killough 10/98:
|
|
|
|
//
|
|
|
|
// We must apply thrust to the player and bobbing separately, to avoid
|
|
|
|
// anomalies. The thrust applied to bobbing is always the same strength on
|
|
|
|
// ice, because the player still "works just as hard" to move, while the
|
|
|
|
// thrust applied to the movement varies with 'movefactor'.
|
|
|
|
|
|
|
|
if (cmd->ucmd.forwardmove | cmd->ucmd.sidemove)
|
|
|
|
{
|
|
|
|
fixed_t forwardmove, sidemove;
|
|
|
|
int bobfactor;
|
|
|
|
int friction, movefactor;
|
|
|
|
int fm, sm;
|
|
|
|
|
|
|
|
movefactor = P_GetMoveFactor (mo, &friction);
|
|
|
|
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
|
|
|
|
if (!onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
|
|
|
|
{
|
|
|
|
// [RH] allow very limited movement if not on ground.
|
|
|
|
movefactor = FixedMul (movefactor, level.aircontrol);
|
|
|
|
bobfactor = FixedMul (bobfactor, level.aircontrol);
|
|
|
|
}
|
|
|
|
|
|
|
|
fm = cmd->ucmd.forwardmove;
|
|
|
|
sm = cmd->ucmd.sidemove;
|
|
|
|
mo->TweakSpeeds (fm, sm);
|
|
|
|
fm = FixedMul (fm, player->mo->Speed);
|
|
|
|
sm = FixedMul (sm, player->mo->Speed);
|
|
|
|
|
|
|
|
// When crouching speed and bobbing have to be reduced
|
|
|
|
if (player->morphTics==0 && player->crouchfactor != FRACUNIT)
|
|
|
|
{
|
|
|
|
fm = FixedMul(fm, player->crouchfactor);
|
|
|
|
sm = FixedMul(sm, player->crouchfactor);
|
|
|
|
bobfactor = FixedMul(bobfactor, player->crouchfactor);
|
|
|
|
}
|
|
|
|
|
|
|
|
forwardmove = Scale (fm, movefactor * 35, TICRATE << 8);
|
|
|
|
sidemove = Scale (sm, movefactor * 35, TICRATE << 8);
|
|
|
|
|
|
|
|
if (forwardmove)
|
|
|
|
{
|
|
|
|
P_Bob (player, mo->angle, (cmd->ucmd.forwardmove * bobfactor) >> 8);
|
|
|
|
P_ForwardThrust (player, mo->angle, forwardmove);
|
|
|
|
}
|
|
|
|
if (sidemove)
|
|
|
|
{
|
|
|
|
P_Bob (player, mo->angle-ANG90, (cmd->ucmd.sidemove * bobfactor) >> 8);
|
|
|
|
P_SideThrust (player, mo->angle, sidemove);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (debugfile)
|
|
|
|
{
|
2008-05-14 17:49:11 +00:00
|
|
|
fprintf (debugfile, "move player for pl %d%c: (%d,%d,%d) (%d,%d) %d %d w%d [", int(player-players),
|
2008-01-27 11:25:03 +00:00
|
|
|
player->cheats&CF_PREDICTING?'p':' ',
|
|
|
|
player->mo->x, player->mo->y, player->mo->z,forwardmove, sidemove, movefactor, friction, player->mo->waterlevel);
|
|
|
|
msecnode_t *n = player->mo->touching_sectorlist;
|
|
|
|
while (n != NULL)
|
|
|
|
{
|
2008-05-14 17:49:11 +00:00
|
|
|
fprintf (debugfile, "%td ", n->m_sector-sectors);
|
2008-01-27 11:25:03 +00:00
|
|
|
n = n->m_tnext;
|
|
|
|
}
|
|
|
|
fprintf (debugfile, "]\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(player->cheats & CF_PREDICTING) && (forwardmove|sidemove))
|
|
|
|
{
|
|
|
|
player->mo->PlayRunning ();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player->cheats & CF_REVERTPLEASE)
|
|
|
|
{
|
|
|
|
player->cheats &= ~CF_REVERTPLEASE;
|
|
|
|
player->camera = player->mo;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// P_FallingDamage
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void P_FallingDamage (AActor *actor)
|
|
|
|
{
|
|
|
|
int damagestyle;
|
|
|
|
int damage;
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
fixed_t vel;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
damagestyle = ((level.flags >> 15) | (dmflags)) &
|
|
|
|
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
|
|
|
|
|
|
|
|
if (damagestyle == 0)
|
|
|
|
return;
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
|
|
|
|
if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE)
|
|
|
|
return;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
vel = abs(actor->velz);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
// Since Hexen falling damage is stronger than ZDoom's, it takes
|
|
|
|
// precedence. ZDoom falling damage may not be as strong, but it
|
|
|
|
// gets felt sooner.
|
|
|
|
|
|
|
|
switch (damagestyle)
|
|
|
|
{
|
|
|
|
case DF_FORCE_FALLINGHX: // Hexen falling damage
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if (vel <= 23*FRACUNIT)
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // Not fast enough to hurt
|
|
|
|
return;
|
|
|
|
}
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if (vel >= 63*FRACUNIT)
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // automatic death
|
|
|
|
damage = 1000000;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
vel = FixedMul (vel, 16*FRACUNIT/23);
|
|
|
|
damage = ((FixedMul (vel, vel) / 10) >> FRACBITS) - 24;
|
|
|
|
if (actor->velz > -39*FRACUNIT && damage > actor->health
|
2008-01-27 11:25:03 +00:00
|
|
|
&& actor->health != 1)
|
|
|
|
{ // No-death threshold
|
|
|
|
damage = actor->health-1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case DF_FORCE_FALLINGZD: // ZDoom falling damage
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if (vel <= 19*FRACUNIT)
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // Not fast enough to hurt
|
|
|
|
return;
|
|
|
|
}
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if (vel >= 84*FRACUNIT)
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // automatic death
|
|
|
|
damage = 1000000;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
damage = ((MulScale23 (vel, vel*11) >> FRACBITS) - 30) / 2;
|
2008-01-27 11:25:03 +00:00
|
|
|
if (damage < 1)
|
|
|
|
{
|
|
|
|
damage = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case DF_FORCE_FALLINGST: // Strife falling damage
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if (vel <= 20*FRACUNIT)
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // Not fast enough to hurt
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// The minimum amount of damage you take from falling in Strife
|
|
|
|
// is 52. Ouch!
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
damage = vel / 25000;
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (actor->player)
|
|
|
|
{
|
|
|
|
S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
|
|
|
|
P_NoiseAlert (actor, actor, true);
|
2009-08-07 19:34:42 +00:00
|
|
|
if (damage == 1000000 && (actor->player->cheats & (CF_GODMODE | CF_BUDDHA)))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
damage = 999;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// P_DeathThink
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void P_DeathThink (player_t *player)
|
|
|
|
{
|
|
|
|
int dir;
|
|
|
|
angle_t delta;
|
|
|
|
int lookDelta;
|
|
|
|
|
|
|
|
P_MovePsprites (player);
|
|
|
|
|
|
|
|
onground = (player->mo->z <= player->mo->floorz);
|
|
|
|
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
|
|
|
|
{ // Flying bloody skull or flying ice chunk
|
|
|
|
player->viewheight = 6 * FRACUNIT;
|
|
|
|
player->deltaviewheight = 0;
|
|
|
|
if (onground)
|
|
|
|
{
|
|
|
|
if (player->mo->pitch > -(int)ANGLE_1*19)
|
|
|
|
{
|
|
|
|
lookDelta = (-(int)ANGLE_1*19 - player->mo->pitch) / 8;
|
|
|
|
player->mo->pitch += lookDelta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (!(player->mo->flags & MF_ICECORPSE))
|
|
|
|
{ // Fall to ground (if not frozen)
|
|
|
|
player->deltaviewheight = 0;
|
|
|
|
if (player->viewheight > 6*FRACUNIT)
|
|
|
|
{
|
|
|
|
player->viewheight -= FRACUNIT;
|
|
|
|
}
|
|
|
|
if (player->viewheight < 6*FRACUNIT)
|
|
|
|
{
|
|
|
|
player->viewheight = 6*FRACUNIT;
|
|
|
|
}
|
|
|
|
if (player->mo->pitch < 0)
|
|
|
|
{
|
|
|
|
player->mo->pitch += ANGLE_1*3;
|
|
|
|
}
|
|
|
|
else if (player->mo->pitch > 0)
|
|
|
|
{
|
|
|
|
player->mo->pitch -= ANGLE_1*3;
|
|
|
|
}
|
|
|
|
if (abs(player->mo->pitch) < ANGLE_1*3)
|
|
|
|
{
|
|
|
|
player->mo->pitch = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
P_CalcHeight (player);
|
|
|
|
|
|
|
|
if (player->attacker && player->attacker != player->mo)
|
|
|
|
{ // Watch killer
|
|
|
|
dir = P_FaceMobj (player->mo, player->attacker, &delta);
|
|
|
|
if (delta < ANGLE_1*10)
|
|
|
|
{ // Looking at killer, so fade damage and poison counters
|
|
|
|
if (player->damagecount)
|
|
|
|
{
|
|
|
|
player->damagecount--;
|
|
|
|
}
|
|
|
|
if (player->poisoncount)
|
|
|
|
{
|
|
|
|
player->poisoncount--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
delta /= 8;
|
|
|
|
if (delta > ANGLE_1*5)
|
|
|
|
{
|
|
|
|
delta = ANGLE_1*5;
|
|
|
|
}
|
|
|
|
if (dir)
|
|
|
|
{ // Turn clockwise
|
|
|
|
player->mo->angle += delta;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Turn counter clockwise
|
|
|
|
player->mo->angle -= delta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (player->damagecount)
|
|
|
|
{
|
|
|
|
player->damagecount--;
|
|
|
|
}
|
|
|
|
if (player->poisoncount)
|
|
|
|
{
|
|
|
|
player->poisoncount--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((player->cmd.ucmd.buttons & BT_USE ||
|
2008-06-15 17:17:31 +00:00
|
|
|
((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
|
|
|
|
{
|
|
|
|
player->cls = NULL; // Force a new class if the player is using a random class
|
2009-02-05 00:06:30 +00:00
|
|
|
player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
|
2008-01-27 11:25:03 +00:00
|
|
|
if (player->mo->special1 > 2)
|
|
|
|
{
|
|
|
|
player->mo->special1 = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC P_CrouchMove
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void P_CrouchMove(player_t * player, int direction)
|
|
|
|
{
|
|
|
|
fixed_t defaultheight = player->mo->GetDefault()->height;
|
|
|
|
fixed_t savedheight = player->mo->height;
|
|
|
|
fixed_t crouchspeed = direction * CROUCHSPEED;
|
|
|
|
fixed_t oldheight = player->viewheight;
|
|
|
|
|
|
|
|
player->crouchdir = (signed char) direction;
|
|
|
|
player->crouchfactor += crouchspeed;
|
|
|
|
|
|
|
|
// check whether the move is ok
|
|
|
|
player->mo->height = FixedMul(defaultheight, player->crouchfactor);
|
|
|
|
if (!P_TryMove(player->mo, player->mo->x, player->mo->y, false, false))
|
|
|
|
{
|
|
|
|
player->mo->height = savedheight;
|
|
|
|
if (direction > 0)
|
|
|
|
{
|
|
|
|
// doesn't fit
|
|
|
|
player->crouchfactor -= crouchspeed;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
player->mo->height = savedheight;
|
|
|
|
|
|
|
|
player->crouchfactor = clamp<fixed_t>(player->crouchfactor, FRACUNIT/2, FRACUNIT);
|
|
|
|
player->viewheight = FixedMul(player->mo->ViewHeight, player->crouchfactor);
|
|
|
|
player->crouchviewdelta = player->viewheight - player->mo->ViewHeight;
|
|
|
|
|
|
|
|
// Check for eyes going above/below fake floor due to crouching motion.
|
|
|
|
P_CheckFakeFloorTriggers(player->mo, player->mo->z + oldheight, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC P_PlayerThink
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void P_PlayerThink (player_t *player)
|
|
|
|
{
|
|
|
|
ticcmd_t *cmd;
|
|
|
|
|
|
|
|
if (player->mo == NULL)
|
|
|
|
{
|
2008-05-14 17:49:11 +00:00
|
|
|
I_Error ("No player %td start\n", player - players + 1);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (debugfile && !(player->cheats & CF_PREDICTING))
|
|
|
|
{
|
2008-05-14 17:49:11 +00:00
|
|
|
fprintf (debugfile, "tic %d for pl %td: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
|
2008-01-27 11:25:03 +00:00
|
|
|
gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
|
|
|
|
player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
|
|
|
|
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
|
|
|
|
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Zoom the player's FOV
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
float desired = player->DesiredFOV;
|
|
|
|
// Adjust FOV using on the currently held weapon.
|
|
|
|
if (player->playerstate != PST_DEAD && // No adjustment while dead.
|
|
|
|
player->ReadyWeapon != NULL && // No adjustment if no weapon.
|
|
|
|
player->ReadyWeapon->FOVScale != 0) // No adjustment if the adjustment is zero.
|
|
|
|
{
|
|
|
|
// A negative scale is used top prevent G_AddViewAngle/G_AddViewPitch
|
|
|
|
// from scaling with the FOV scale.
|
|
|
|
desired *= fabs(player->ReadyWeapon->FOVScale);
|
|
|
|
}
|
|
|
|
if (player->FOV != desired)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if (fabsf (player->FOV - desired) < 7.f)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
player->FOV = desired;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
float zoom = MAX(7.f, fabsf(player->FOV - desired) * 0.025f);
|
|
|
|
if (player->FOV > desired)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
player->FOV = player->FOV - zoom;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->FOV = player->FOV + zoom;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (player->inventorytics)
|
|
|
|
{
|
|
|
|
player->inventorytics--;
|
|
|
|
}
|
|
|
|
// No-clip cheat
|
|
|
|
if (player->cheats & CF_NOCLIP)
|
|
|
|
{
|
|
|
|
player->mo->flags |= MF_NOCLIP;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->mo->flags &= ~MF_NOCLIP;
|
|
|
|
}
|
|
|
|
cmd = &player->cmd;
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
|
|
|
|
// Make unmodified copies for ACS's GetPlayerInput.
|
|
|
|
player->original_oldbuttons = player->original_cmd.buttons;
|
|
|
|
player->original_cmd = cmd->ucmd;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
if (player->mo->flags & MF_JUSTATTACKED)
|
|
|
|
{ // Chainsaw/Gauntlets attack auto forward motion
|
|
|
|
cmd->ucmd.yaw = 0;
|
|
|
|
cmd->ucmd.forwardmove = 0xc800/2;
|
|
|
|
cmd->ucmd.sidemove = 0;
|
|
|
|
player->mo->flags &= ~MF_JUSTATTACKED;
|
|
|
|
}
|
|
|
|
|
2009-12-17 14:16:00 +00:00
|
|
|
bool totallyfrozen = (player->cheats & CF_TOTALLYFROZEN || gamestate == GS_TITLELEVEL ||
|
|
|
|
(( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
|
|
|
|
);
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
// [RH] Being totally frozen zeros out most input parameters.
|
2009-12-17 14:16:00 +00:00
|
|
|
if (totallyfrozen)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (gamestate == GS_TITLELEVEL)
|
|
|
|
{
|
|
|
|
cmd->ucmd.buttons = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
cmd->ucmd.buttons &= BT_USE;
|
|
|
|
}
|
|
|
|
cmd->ucmd.pitch = 0;
|
|
|
|
cmd->ucmd.yaw = 0;
|
|
|
|
cmd->ucmd.roll = 0;
|
|
|
|
cmd->ucmd.forwardmove = 0;
|
|
|
|
cmd->ucmd.sidemove = 0;
|
|
|
|
cmd->ucmd.upmove = 0;
|
|
|
|
player->turnticks = 0;
|
|
|
|
}
|
|
|
|
else if (player->cheats & CF_FROZEN)
|
|
|
|
{
|
|
|
|
cmd->ucmd.forwardmove = 0;
|
|
|
|
cmd->ucmd.sidemove = 0;
|
|
|
|
cmd->ucmd.upmove = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle crouching
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
if (player->cmd.ucmd.buttons & BT_JUMP)
|
|
|
|
{
|
|
|
|
player->cmd.ucmd.buttons &= ~BT_CROUCH;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
if (player->morphTics == 0 && player->health > 0 && level.IsCrouchingAllowed())
|
|
|
|
{
|
2009-12-17 14:16:00 +00:00
|
|
|
if (!totallyfrozen)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int crouchdir = player->crouching;
|
|
|
|
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if (crouchdir == 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
crouchdir = (player->cmd.ucmd.buttons & BT_CROUCH)? -1 : 1;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
else if (player->cmd.ucmd.buttons & BT_CROUCH)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
player->crouching=0;
|
|
|
|
}
|
|
|
|
if (crouchdir == 1 && player->crouchfactor < FRACUNIT &&
|
|
|
|
player->mo->z + player->mo->height < player->mo->ceilingz)
|
|
|
|
{
|
|
|
|
P_CrouchMove(player, 1);
|
|
|
|
}
|
|
|
|
else if (crouchdir == -1 && player->crouchfactor > FRACUNIT/2)
|
|
|
|
{
|
|
|
|
P_CrouchMove(player, -1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->Uncrouch();
|
|
|
|
}
|
|
|
|
|
|
|
|
player->crouchoffset = -FixedMul(player->mo->ViewHeight, (FRACUNIT - player->crouchfactor));
|
|
|
|
|
|
|
|
|
|
|
|
if (player->playerstate == PST_DEAD)
|
|
|
|
{
|
|
|
|
player->Uncrouch();
|
|
|
|
P_DeathThink (player);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (player->jumpTics)
|
|
|
|
{
|
|
|
|
player->jumpTics--;
|
|
|
|
}
|
|
|
|
if (player->morphTics && !(player->cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
player->mo->MorphPlayerThink ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Look up/down stuff
|
|
|
|
if (!level.IsFreelookAllowed())
|
|
|
|
{
|
|
|
|
player->mo->pitch = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int look = cmd->ucmd.pitch << 16;
|
|
|
|
|
|
|
|
// The player's view pitch is clamped between -32 and +56 degrees,
|
|
|
|
// which translates to about half a screen height up and (more than)
|
|
|
|
// one full screen height down from straight ahead when view panning
|
|
|
|
// is used.
|
|
|
|
if (look)
|
|
|
|
{
|
|
|
|
if (look == -32768 << 16)
|
|
|
|
{ // center view
|
|
|
|
player->mo->pitch = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->mo->pitch -= look;
|
|
|
|
if (look > 0)
|
|
|
|
{ // look up
|
2009-10-25 15:31:09 +00:00
|
|
|
player->mo->pitch = MAX(player->mo->pitch, screen->GetMaxViewPitch(false));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // look down
|
2009-10-25 15:31:09 +00:00
|
|
|
player->mo->pitch = MIN(player->mo->pitch, screen->GetMaxViewPitch(true));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Check for fast turn around
|
|
|
|
if (cmd->ucmd.buttons & BT_TURN180 && !(player->oldbuttons & BT_TURN180))
|
|
|
|
{
|
|
|
|
player->turnticks = TURN180_TICKS;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle movement
|
|
|
|
if (player->mo->reactiontime)
|
|
|
|
{ // Player is frozen
|
|
|
|
player->mo->reactiontime--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
P_MovePlayer (player);
|
|
|
|
|
|
|
|
// [RH] check for jump
|
|
|
|
if (cmd->ucmd.buttons & BT_JUMP)
|
|
|
|
{
|
|
|
|
if (player->crouchoffset!=0)
|
|
|
|
{
|
|
|
|
// Jumping while crouching will force an un-crouch but not jump
|
|
|
|
player->crouching = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if (player->mo->waterlevel >= 2)
|
|
|
|
{
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
player->mo->velz = 4*FRACUNIT;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else if (player->mo->flags & MF_NOGRAVITY)
|
|
|
|
{
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
player->mo->velz = 3*FRACUNIT;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else if (level.IsJumpingAllowed() && onground && !player->jumpTics)
|
|
|
|
{
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
fixed_t jumpvelz = player->mo->JumpZ * 35 / TICRATE;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
// [BC] If the player has the high jump power, double his jump velocity.
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if ( player->cheats & CF_HIGHJUMP ) jumpvelz *= 2;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
player->mo->velz += jumpvelz;
|
2008-01-27 11:25:03 +00:00
|
|
|
S_Sound (player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);
|
|
|
|
player->mo->flags2 &= ~MF2_ONMOBJ;
|
|
|
|
player->jumpTics = 18*TICRATE/35;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cmd->ucmd.upmove == -32768)
|
|
|
|
{ // Only land if in the air
|
|
|
|
if ((player->mo->flags & MF_NOGRAVITY) && player->mo->waterlevel < 2)
|
|
|
|
{
|
|
|
|
//player->mo->flags2 &= ~MF2_FLY;
|
|
|
|
player->mo->flags &= ~MF_NOGRAVITY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (cmd->ucmd.upmove != 0)
|
|
|
|
{
|
|
|
|
// Clamp the speed to some reasonable maximum.
|
|
|
|
int magnitude = abs (cmd->ucmd.upmove);
|
|
|
|
if (magnitude > 0x300)
|
|
|
|
{
|
|
|
|
cmd->ucmd.upmove = ksgn (cmd->ucmd.upmove) * 0x300;
|
|
|
|
}
|
|
|
|
if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY))
|
|
|
|
{
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
player->mo->velz = cmd->ucmd.upmove << 9;
|
2008-01-27 11:25:03 +00:00
|
|
|
if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
|
|
|
|
{
|
|
|
|
player->mo->flags2 |= MF2_FLY;
|
|
|
|
player->mo->flags |= MF_NOGRAVITY;
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if (player->mo->velz <= -39*FRACUNIT)
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // Stop falling scream
|
|
|
|
S_StopSound (player->mo, CHAN_VOICE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (cmd->ucmd.upmove > 0 && !(player->cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
AInventory *fly = player->mo->FindInventory (NAME_ArtiFly);
|
|
|
|
if (fly != NULL)
|
|
|
|
{
|
|
|
|
player->mo->UseInventory (fly);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
P_CalcHeight (player);
|
|
|
|
|
|
|
|
if (!(player->cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
P_PlayerOnSpecial3DFloor (player);
|
|
|
|
if (player->mo->Sector->special || player->mo->Sector->damage)
|
|
|
|
{
|
|
|
|
P_PlayerInSpecialSector (player);
|
|
|
|
}
|
|
|
|
P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
if (player->mo->velz <= -35*FRACUNIT &&
|
|
|
|
player->mo->velz >= -40*FRACUNIT && !player->morphTics &&
|
2008-01-27 11:25:03 +00:00
|
|
|
player->mo->waterlevel == 0)
|
|
|
|
{
|
|
|
|
int id = S_FindSkinnedSound (player->mo, "*falling");
|
|
|
|
if (id != 0 && !S_IsActorPlayingSomething (player->mo, CHAN_VOICE, id))
|
|
|
|
{
|
2008-06-15 17:17:31 +00:00
|
|
|
S_Sound (player->mo, CHAN_VOICE, id, 1, ATTN_NORM);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// check for use
|
2009-12-25 12:10:12 +00:00
|
|
|
if ((cmd->ucmd.buttons & BT_USE) && !player->usedown)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2009-12-25 12:10:12 +00:00
|
|
|
player->usedown = true;
|
2008-01-27 11:25:03 +00:00
|
|
|
P_UseLines (player);
|
|
|
|
}
|
2009-12-25 12:10:12 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
player->usedown = false;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
// Morph counter
|
|
|
|
if (player->morphTics)
|
|
|
|
{
|
|
|
|
if (player->chickenPeck)
|
|
|
|
{ // Chicken attack counter
|
|
|
|
player->chickenPeck -= 3;
|
|
|
|
}
|
|
|
|
if (!--player->morphTics)
|
|
|
|
{ // Attempt to undo the chicken/pig
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
P_UndoPlayerMorph (player, player);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// Cycle psprites
|
|
|
|
P_MovePsprites (player);
|
|
|
|
|
|
|
|
// Other Counters
|
|
|
|
if (player->damagecount)
|
|
|
|
player->damagecount--;
|
|
|
|
|
|
|
|
if (player->bonuscount)
|
|
|
|
player->bonuscount--;
|
|
|
|
|
|
|
|
if (player->hazardcount)
|
|
|
|
{
|
|
|
|
player->hazardcount--;
|
|
|
|
if (!(level.time & 31) && player->hazardcount > 16*TICRATE)
|
|
|
|
P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player->poisoncount && !(level.time & 15))
|
|
|
|
{
|
|
|
|
player->poisoncount -= 5;
|
|
|
|
if (player->poisoncount < 0)
|
|
|
|
{
|
|
|
|
player->poisoncount = 0;
|
|
|
|
}
|
|
|
|
P_PoisonDamage (player, player->poisoner, 1, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [BC] Apply regeneration.
|
|
|
|
if (( level.time & 31 ) == 0 && ( player->cheats & CF_REGENERATION ) && ( player->health ))
|
|
|
|
{
|
|
|
|
if ( P_GiveBody( player->mo, 5 ))
|
|
|
|
{
|
|
|
|
S_Sound(player->mo, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Apply degeneration.
|
|
|
|
if (dmflags2 & DF2_YES_DEGENERATION)
|
|
|
|
{
|
|
|
|
if ((level.time % TICRATE) == 0 && player->health > deh.MaxHealth)
|
|
|
|
{
|
|
|
|
if (player->health - 5 < deh.MaxHealth)
|
|
|
|
player->health = deh.MaxHealth;
|
|
|
|
else
|
|
|
|
player->health--;
|
|
|
|
|
|
|
|
player->mo->health = player->health;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle air supply
|
2009-06-04 13:59:08 +00:00
|
|
|
//if (level.airsupply > 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (player->mo->waterlevel < 3 ||
|
|
|
|
(player->mo->flags2 & MF2_INVULNERABLE) ||
|
|
|
|
(player->cheats & CF_GODMODE))
|
|
|
|
{
|
|
|
|
player->mo->ResetAirSupply ();
|
|
|
|
}
|
|
|
|
else if (player->air_finished <= level.time && !(level.time & 31))
|
|
|
|
{
|
|
|
|
P_DamageMobj (player->mo, NULL, NULL, 2 + ((level.time-player->air_finished)/TICRATE), NAME_Drowning);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_PredictPlayer (player_t *player)
|
|
|
|
{
|
|
|
|
int maxtic;
|
|
|
|
|
|
|
|
if (cl_noprediction ||
|
|
|
|
singletics ||
|
|
|
|
demoplayback ||
|
|
|
|
player->mo == NULL ||
|
|
|
|
player != &players[consoleplayer] ||
|
|
|
|
player->playerstate != PST_LIVE ||
|
|
|
|
!netgame ||
|
|
|
|
/*player->morphTics ||*/
|
|
|
|
(player->cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
maxtic = maketic;
|
|
|
|
|
|
|
|
if (gametic == maxtic)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Save original values for restoration later
|
|
|
|
PredictionPlayerBackup = *player;
|
|
|
|
|
|
|
|
AActor *act = player->mo;
|
|
|
|
memcpy (PredictionActorBackup, &act->x, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
|
|
|
|
|
|
|
|
act->flags &= ~MF_PICKUP;
|
|
|
|
act->flags2 &= ~MF2_PUSHWALL;
|
|
|
|
player->cheats |= CF_PREDICTING;
|
|
|
|
|
|
|
|
// The ordering of the touching_sectorlist needs to remain unchanged
|
|
|
|
msecnode_t *mnode = act->touching_sectorlist;
|
|
|
|
PredictionTouchingSectorsBackup.Clear ();
|
|
|
|
|
|
|
|
while (mnode != NULL)
|
|
|
|
{
|
|
|
|
PredictionTouchingSectorsBackup.Push (mnode->m_sector);
|
|
|
|
mnode = mnode->m_tnext;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Blockmap ordering also needs to stay the same, so unlink the block nodes
|
|
|
|
// without releasing them. (They will be used again in P_UnpredictPlayer).
|
|
|
|
FBlockNode *block = act->BlockNode;
|
|
|
|
|
|
|
|
while (block != NULL)
|
|
|
|
{
|
|
|
|
if (block->NextActor != NULL)
|
|
|
|
{
|
|
|
|
block->NextActor->PrevActor = block->PrevActor;
|
|
|
|
}
|
|
|
|
*(block->PrevActor) = block->NextActor;
|
|
|
|
block = block->NextBlock;
|
|
|
|
}
|
|
|
|
act->BlockNode = NULL;
|
|
|
|
|
|
|
|
for (int i = gametic; i < maxtic; ++i)
|
|
|
|
{
|
|
|
|
player->cmd = localcmds[i % LOCALCMDTICS];
|
|
|
|
P_PlayerThink (player);
|
|
|
|
player->mo->Tick ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
|
|
|
|
|
|
|
|
void P_UnPredictPlayer ()
|
|
|
|
{
|
|
|
|
player_t *player = &players[consoleplayer];
|
|
|
|
|
|
|
|
if (player->cheats & CF_PREDICTING)
|
|
|
|
{
|
|
|
|
AActor *act = player->mo;
|
|
|
|
|
|
|
|
*player = PredictionPlayerBackup;
|
|
|
|
|
|
|
|
act->UnlinkFromWorld ();
|
|
|
|
memcpy (&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
|
|
|
|
|
|
|
|
// Make the sector_list match the player's touching_sectorlist before it got predicted.
|
|
|
|
P_DelSeclist (sector_list);
|
|
|
|
sector_list = NULL;
|
|
|
|
for (unsigned int i = PredictionTouchingSectorsBackup.Size (); i-- > 0; )
|
|
|
|
{
|
|
|
|
sector_list = P_AddSecnode (PredictionTouchingSectorsBackup[i], act, sector_list);
|
|
|
|
}
|
|
|
|
|
|
|
|
// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
|
|
|
|
// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
|
|
|
|
// mess with them.
|
|
|
|
act->flags |= MF_NOBLOCKMAP;
|
|
|
|
act->LinkToWorld ();
|
|
|
|
act->flags &= ~MF_NOBLOCKMAP;
|
|
|
|
|
|
|
|
// Now fix the pointers in the blocknode chain
|
|
|
|
FBlockNode *block = act->BlockNode;
|
|
|
|
|
|
|
|
while (block != NULL)
|
|
|
|
{
|
|
|
|
*(block->PrevActor) = block;
|
|
|
|
if (block->NextActor != NULL)
|
|
|
|
{
|
|
|
|
block->NextActor->PrevActor = &block->NextActor;
|
|
|
|
}
|
|
|
|
block = block->NextBlock;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
void player_t::Serialize (FArchive &arc)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
arc << cls
|
|
|
|
<< mo
|
|
|
|
<< camera
|
|
|
|
<< playerstate
|
|
|
|
<< cmd
|
|
|
|
<< userinfo
|
|
|
|
<< DesiredFOV << FOV
|
|
|
|
<< viewz
|
|
|
|
<< viewheight
|
|
|
|
<< deltaviewheight
|
|
|
|
<< bob
|
Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
|
|
|
<< velx
|
|
|
|
<< vely
|
2008-01-27 11:25:03 +00:00
|
|
|
<< centering
|
|
|
|
<< health
|
|
|
|
<< inventorytics
|
|
|
|
<< backpack
|
|
|
|
<< fragcount
|
|
|
|
<< spreecount
|
|
|
|
<< multicount
|
|
|
|
<< lastkilltime
|
|
|
|
<< ReadyWeapon << PendingWeapon
|
|
|
|
<< cheats
|
|
|
|
<< refire
|
|
|
|
<< inconsistant
|
|
|
|
<< killcount
|
|
|
|
<< itemcount
|
|
|
|
<< secretcount
|
|
|
|
<< damagecount
|
|
|
|
<< bonuscount
|
|
|
|
<< hazardcount
|
|
|
|
<< poisoncount
|
|
|
|
<< poisoner
|
|
|
|
<< attacker
|
2009-09-20 20:51:32 +00:00
|
|
|
<< extralight;
|
|
|
|
if (SaveVersion < 1858)
|
|
|
|
{
|
|
|
|
int fixedmap;
|
|
|
|
arc << fixedmap;
|
|
|
|
fixedcolormap = NOFIXEDCOLORMAP;
|
2009-10-03 08:35:53 +00:00
|
|
|
fixedlightlevel = -1;
|
2009-09-20 20:51:32 +00:00
|
|
|
if (fixedmap >= NUMCOLORMAPS)
|
|
|
|
{
|
|
|
|
fixedcolormap = fixedmap - NUMCOLORMAPS;
|
|
|
|
}
|
|
|
|
else if (fixedmap > 0)
|
|
|
|
{
|
2009-10-03 08:35:53 +00:00
|
|
|
fixedlightlevel = fixedmap;
|
2009-09-20 20:51:32 +00:00
|
|
|
}
|
|
|
|
}
|
2009-10-03 08:35:53 +00:00
|
|
|
else if (SaveVersion < 1893)
|
|
|
|
{
|
|
|
|
int ll;
|
|
|
|
arc << fixedcolormap << ll;
|
|
|
|
fixedlightlevel = ll;
|
|
|
|
}
|
2009-09-20 20:51:32 +00:00
|
|
|
else
|
|
|
|
{
|
2009-10-03 08:35:53 +00:00
|
|
|
arc << fixedcolormap << fixedlightlevel;
|
2009-09-20 20:51:32 +00:00
|
|
|
}
|
|
|
|
arc << morphTics
|
2008-04-08 22:32:52 +00:00
|
|
|
<< MorphedPlayerClass
|
|
|
|
<< MorphStyle
|
|
|
|
<< MorphExitFlash
|
2008-01-27 11:25:03 +00:00
|
|
|
<< PremorphWeapon
|
|
|
|
<< chickenPeck
|
|
|
|
<< jumpTics
|
|
|
|
<< respawn_time
|
|
|
|
<< air_finished
|
|
|
|
<< turnticks
|
|
|
|
<< oldbuttons
|
|
|
|
<< isbot
|
|
|
|
<< BlendR
|
|
|
|
<< BlendG
|
|
|
|
<< BlendB
|
|
|
|
<< BlendA
|
|
|
|
<< accuracy << stamina
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
<< LogText
|
|
|
|
<< ConversationNPC
|
|
|
|
<< ConversationPC
|
|
|
|
<< ConversationNPCAngle
|
|
|
|
<< ConversationFaceTalker;
|
2009-09-20 20:51:32 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
arc << frags[i];
|
|
|
|
for (i = 0; i < NUMPSPRITES; i++)
|
|
|
|
arc << psprites[i];
|
|
|
|
|
|
|
|
arc << CurrentPlayerClass;
|
|
|
|
|
|
|
|
arc << crouchfactor
|
|
|
|
<< crouching
|
|
|
|
<< crouchdir
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
<< crouchviewdelta
|
|
|
|
<< original_cmd
|
|
|
|
<< original_oldbuttons;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (isbot)
|
|
|
|
{
|
|
|
|
arc << angle
|
|
|
|
<< dest
|
|
|
|
<< prev
|
|
|
|
<< enemy
|
|
|
|
<< missile
|
|
|
|
<< mate
|
|
|
|
<< last_mate
|
|
|
|
<< skill
|
|
|
|
<< t_active
|
|
|
|
<< t_respawn
|
|
|
|
<< t_strafe
|
|
|
|
<< t_react
|
|
|
|
<< t_fight
|
|
|
|
<< t_roam
|
|
|
|
<< t_rocket
|
|
|
|
<< first_shot
|
|
|
|
<< sleft
|
|
|
|
<< allround
|
|
|
|
<< oldx
|
|
|
|
<< oldy;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dest = prev = enemy = missile = mate = last_mate = NULL;
|
|
|
|
}
|
|
|
|
if (arc.IsLoading ())
|
|
|
|
{
|
|
|
|
// If the player reloaded because they pressed +use after dying, we
|
|
|
|
// don't want +use to still be down after the game is loaded.
|
|
|
|
oldbuttons = ~0;
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
original_oldbuttons = ~0;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|