gzdoom-last-svn/src/thingdef/thingdef_codeptr.cpp

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/*
** thingdef.cpp
**
** Code pointers for Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Christoph Oelckers
** Copyright 2004-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "r_draw.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "autosegs.h"
#include "i_system.h"
#include "p_local.h"
#include "c_console.h"
#include "doomerrors.h"
#include "a_sharedglobal.h"
#include "a_doomglobal.h"
#include "thingdef/thingdef.h"
#include "v_video.h"
static FRandom pr_camissile ("CustomActorfire");
static FRandom pr_camelee ("CustomMelee");
static FRandom pr_cabullet ("CustomBullet");
static FRandom pr_cajump ("CustomJump");
static FRandom pr_cwbullet ("CustomWpBullet");
static FRandom pr_cwjump ("CustomWpJump");
static FRandom pr_cwpunch ("CustomWpPunch");
static FRandom pr_grenade ("ThrowGrenade");
static FRandom pr_crailgun ("CustomRailgun");
static FRandom pr_spawndebris ("SpawnDebris");
static FRandom pr_spawnitemex ("SpawnItemEx");
static FRandom pr_burst ("Burst");
// A truly awful hack to get to the state that called an action function
// without knowing whether it has been called from a weapon or actor.
FState * CallingState;
struct StateCallData
{
FState * State;
AActor * Item;
bool Result;
};
StateCallData * pStateCall;
//==========================================================================
//
// ACustomInventory :: CallStateChain
//
// Executes the code pointers in a chain of states
// until there is no next state
//
//==========================================================================
bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
{
StateCallData StateCall;
StateCallData *pSavedCall = pStateCall;
bool result = false;
int counter = 0;
pStateCall = &StateCall;
StateCall.Item = this;
while (State != NULL)
{
// Assume success. The code pointer will set this to false if necessary
CallingState = StateCall.State = State;
if (State->GetAction() != NULL)
{
StateCall.Result = true;
State->GetAction() (actor);
// collect all the results. Even one successful call signifies overall success.
result |= StateCall.Result;
}
// Since there are no delays it is a good idea to check for infinite loops here!
counter++;
if (counter >= 10000) break;
if (StateCall.State == State)
{
// Abort immediately if the state jumps to itself!
if (State == State->GetNextState())
{
pStateCall = pSavedCall;
return false;
}
// If both variables are still the same there was no jump
// so we must advance to the next state.
State = State->GetNextState();
}
else
{
State = StateCall.State;
}
}
pStateCall = pSavedCall;
return result;
}
//==========================================================================
//
// Let's isolate all handling of CallingState in this one place
// so that removing it later becomes easier
//
//==========================================================================
int CheckIndex(int paramsize, FState ** pcallstate)
{
if (CallingState->ParameterIndex == 0) return -1;
unsigned int index = (unsigned int) CallingState->ParameterIndex-1;
if (index > StateParameters.Size()-paramsize) return -1;
if (pcallstate) *pcallstate=CallingState;
return index;
}
//==========================================================================
//
// Simple flag changers
//
//==========================================================================
void A_SetSolid(AActor * self)
{
self->flags |= MF_SOLID;
}
void A_UnsetSolid(AActor * self)
{
self->flags &= ~MF_SOLID;
}
void A_SetFloat(AActor * self)
{
self->flags |= MF_FLOAT;
}
void A_UnsetFloat(AActor * self)
{
self->flags &= ~(MF_FLOAT|MF_INFLOAT);
}
//==========================================================================
//
// Customizable attack functions which use actor parameters.
// I think this is among the most requested stuff ever ;-)
//
//==========================================================================
static void DoAttack (AActor *self, bool domelee, bool domissile)
{
int index=CheckIndex(4);
int MeleeDamage;
int MeleeSound;
FName MissileName;
fixed_t MissileHeight;
if (self->target == NULL) return;
if (index > 0)
{
MeleeDamage=StateParameters[index];
MeleeSound=StateParameters[index+1];
MissileName=(ENamedName)StateParameters[index+2];
MissileHeight=StateParameters[index+3];
}
else
{
MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
MissileName=(ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None);
MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
}
A_FaceTarget (self);
if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
{
int damage = pr_camelee.HitDice(MeleeDamage);
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
}
else if (domissile && MissileName != NAME_None)
{
const PClass * ti=PClass::FindClass(MissileName);
if (ti)
{
// Although there is a P_SpawnMissileZ function its
// aiming is much too bad to be of any use
self->z+=MissileHeight-32*FRACUNIT;
AActor * missile = P_SpawnMissile (self, self->target, ti);
self->z-=MissileHeight-32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
}
}
}
}
void A_MeleeAttack(AActor * self)
{
DoAttack(self, true, false);
}
void A_MissileAttack(AActor * self)
{
DoAttack(self, false, true);
}
void A_ComboAttack(AActor * self)
{
DoAttack(self, true, true);
}
//==========================================================================
//
// Custom sound functions. These use misc1 and misc2 in the state structure
// This has been changed to use the parameter array instead of using the
// misc field directly so they can be used in weapon states
//
//==========================================================================
static void DoPlaySound(AActor * self, int channel)
{
int index=CheckIndex(1);
if (index<0) return;
int soundid = StateParameters[index];
S_Sound (self, channel, soundid, 1, ATTN_NORM);
}
void A_PlaySound(AActor * self)
{
DoPlaySound(self, CHAN_BODY);
}
void A_PlayWeaponSound(AActor * self)
{
DoPlaySound(self, CHAN_WEAPON);
}
void A_StopSound(AActor * self)
{
S_StopSound(self, CHAN_VOICE);
}
void A_PlaySoundEx (AActor *self)
{
int index = CheckIndex(4);
if (index < 0) return;
int soundid = StateParameters[index];
ENamedName channel = ENamedName(StateParameters[index + 1]);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
INTBOOL looping = EvalExpressionI(StateParameters[index + 2], self);
int attenuation_raw = EvalExpressionI(StateParameters[index + 3], self);
int attenuation;
switch (attenuation_raw)
{
- Removed precompiled header option for GL code because it caused more problems than the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
case -1: attenuation = ATTN_STATIC; break; // drop off rapidly
default:
- Removed precompiled header option for GL code because it caused more problems than the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
case 0: attenuation = ATTN_NORM; break; // normal
case 1:
case 2: attenuation = ATTN_NONE; break; // full volume
}
if (channel < NAME_Auto || channel > NAME_SoundSlot7)
{
channel = NAME_Auto;
}
if (!looping)
{
S_Sound (self, channel - NAME_Auto, soundid, 1, attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, channel - NAME_Auto, soundid))
{
S_Sound (self, (channel - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
}
}
}
void A_StopSoundEx (AActor *self)
{
int index = CheckIndex (1);
if (index < 0) return;
ENamedName channel = ENamedName(StateParameters[index]);
if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
{
S_StopSound (self, channel - NAME_Auto);
}
}
//==========================================================================
//
// Generic seeker missile function
//
//==========================================================================
void A_SeekerMissile(AActor * self)
{
int index=CheckIndex(2);
if (index<0) return;
P_SeekerMissile(self,
clamp<int>(EvalExpressionI (StateParameters[index], self), 0, 90) * ANGLE_1,
clamp<int>(EvalExpressionI (StateParameters[index+1], self), 0, 90) * ANGLE_1);
}
//==========================================================================
//
// Hitscan attack with a customizable amount of bullets (specified in damage)
//
//==========================================================================
void A_BulletAttack (AActor *self)
{
int i;
int bangle;
int slope;
if (!self->target) return;
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i = self->GetMissileDamage (0, 1); i > 0; --i)
{
int angle = bangle + (pr_cabullet.Random2() << 20);
int damage = ((pr_cabullet()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage,
NAME_None, NAME_BulletPuff);
}
}
//==========================================================================
//
// Resolves a label parameter
//
//==========================================================================
FState *P_GetState(AActor *self, FState *CallingState, int offset)
{
if (offset == 0)
{
return NULL; // 0 means 'no state'
}
else if (offset>0)
{
return CallingState + offset;
}
else if (self != NULL)
{
offset = -offset;
FName classname = JumpParameters[offset];
const PClass *cls;
cls = classname==NAME_None? RUNTIME_TYPE(self) : PClass::FindClass(classname);
if (cls==NULL || cls->ActorInfo==NULL) return NULL; // shouldn't happen
int numnames = (int)JumpParameters[offset+1];
FState *jumpto = cls->ActorInfo->FindState(numnames, &JumpParameters[offset+2]);
if (jumpto == NULL)
{
const char *dot="";
Printf("Jump target '");
if (classname != NAME_None) Printf("%s::", classname.GetChars());
for (int i=0;i<numnames;i++)
{
Printf("%s%s", dot, JumpParameters[offset+2+i].GetChars());
dot = ".";
}
Printf("' not found in %s\n", self->GetClass()->TypeName.GetChars());
}
return jumpto;
}
else return NULL;
}
//==========================================================================
//
// Do the state jump
//
//==========================================================================
static void DoJump(AActor * self, FState * CallingState, int offset)
{
if (pStateCall != NULL && CallingState == pStateCall->State)
{
FState *jumpto = P_GetState(pStateCall->Item, CallingState, offset);
if (jumpto == NULL) return;
pStateCall->State = jumpto;
}
else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state)
{
FState *jumpto = P_GetState(self->player->ReadyWeapon, CallingState, offset);
if (jumpto == NULL) return;
P_SetPsprite(self->player, ps_weapon, jumpto);
}
else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state)
{
FState *jumpto = P_GetState(self->player->ReadyWeapon, CallingState, offset);
if (jumpto == NULL) return;
P_SetPsprite(self->player, ps_flash, jumpto);
}
else
{
FState *jumpto = P_GetState(self, CallingState, offset);
if (jumpto == NULL) return;
self->SetState (jumpto);
}
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_Jump(AActor * self)
{
FState * CallingState;
int index = CheckIndex(3, &CallingState);
int maxchance;
if (index >= 0 &&
StateParameters[index] >= 2 &&
(maxchance = clamp<int>(EvalExpressionI (StateParameters[index + 1], self), 0, 256),
maxchance == 256 || pr_cajump() < maxchance))
{
if (StateParameters[index] == 2)
{
DoJump(self, CallingState, StateParameters[index + 2]);
}
else
{
DoJump(self, CallingState, StateParameters[index + (pr_cajump() % (StateParameters[index] - 1)) + 2]);
}
}
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_JumpIfHealthLower(AActor * self)
{
FState * CallingState;
int index=CheckIndex(2, &CallingState);
if (index>=0 && self->health < EvalExpressionI (StateParameters[index], self))
DoJump(self, CallingState, StateParameters[index+1]);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_JumpIfCloser(AActor * self)
{
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
FState * CallingState = NULL;
int index = CheckIndex(2, &CallingState);
AActor * target;
if (!self->player)
{
target=self->target;
}
else
{
// Does the player aim at something that can be shot?
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
P_BulletSlope(self, &target);
}
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
// No target - no jump
if (target==NULL) return;
fixed_t dist = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
Update to ZDoom r813, including: - Added copyright/license headers to a few files. - Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the proper object type. - Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo. - Removed dobject.err from the repository. It only contained a list of compiler errors for some very old version of dobject.cpp. - Fixed: A_JumpIfCloser was missing a z-check. - Added Blzut3's SBARINFO update #13: - Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp - Rewrote the mug shot system for SBarInfo to allow for scripting and custom states for different means of death. - SBarInfo now loads all SBarInfo lumps instead of just the last one. Clashing status bar definitions will now be cleared before the bar is read. - Fixed: When using transparency with bars the new drawing method (bg over fg) didn't work. In the case that the border value is set to 0 it will revert to the old method (fg over bg). - Fixed: drawbar lost any high res information it was given. - Added: ACS command SetMugShotState(str state) which sets the mug shot state for the activating player. - Added: keepoffsets flag to drawbar. When set the offsets in the fg image will also be applied when displaying the bar. - Fixed the TArray serializer declaration. (Thank you for your warnings, GCC! ;-) - Changed root sector marking so that it can happen incrementally. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@62 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-19 11:19:03 +00:00
if (index > 0 && P_AproxDistance(self->x-target->x, self->y-target->y) < dist &&
( (self->z > target->z && self->z - (target->z + target->height) < dist) ||
(self->z <=target->z && target->z - (self->z + self->height) < dist)
)
)
DoJump(self, CallingState, StateParameters[index+1]);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void DoJumpIfInventory(AActor * self, AActor * owner)
{
FState * CallingState;
int index=CheckIndex(3, &CallingState);
if (index<0) return;
ENamedName ItemType=(ENamedName)StateParameters[index];
int ItemAmount = EvalExpressionI (StateParameters[index+1], self);
int JumpOffset = StateParameters[index+2];
const PClass * Type=PClass::FindClass(ItemType);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (!Type || owner == NULL) return;
AInventory * Item=owner->FindInventory(Type);
if (Item)
{
if (ItemAmount>0 && Item->Amount>=ItemAmount) DoJump(self, CallingState, JumpOffset);
else if (Item->Amount>=Item->MaxAmount) DoJump(self, CallingState, JumpOffset);
}
}
void A_JumpIfInventory(AActor * self)
{
DoJumpIfInventory(self, self);
}
void A_JumpIfInTargetInventory(AActor * self)
{
DoJumpIfInventory(self, self->target);
}
//==========================================================================
//
// Parameterized version of A_Explode
//
//==========================================================================
void A_ExplodeParms (AActor *self)
{
int damage;
int distance;
bool hurtSource;
int index=CheckIndex(3);
if (index>=0)
{
damage = EvalExpressionI (StateParameters[index], self);
distance = EvalExpressionI (StateParameters[index+1], self);
hurtSource = EvalExpressionN (StateParameters[index+2], self);
if (damage == 0) damage = 128;
if (distance == 0) distance = damage;
}
else
{
damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
}
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource);
if (self->z <= self->floorz + (distance<<FRACBITS))
{
P_HitFloor (self);
}
}
//==========================================================================
//
// A_RadiusThrust
//
//==========================================================================
void A_RadiusThrust (AActor *self)
{
int force = 0;
int distance = 0;
bool affectSource = true;
int index=CheckIndex(3);
if (index>=0)
{
force = EvalExpressionI (StateParameters[index], self);
distance = EvalExpressionI (StateParameters[index+1], self);
affectSource = EvalExpressionN (StateParameters[index+2], self);
}
if (force == 0) force = 128;
if (distance == 0) distance = force;
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
if (self->z <= self->floorz + (distance<<FRACBITS))
{
P_HitFloor (self);
}
}
//==========================================================================
//
// Execute a line special / script
//
//==========================================================================
void A_CallSpecial(AActor * self)
{
int index=CheckIndex(6);
if (index<0) return;
bool res = !!LineSpecials[StateParameters[index]](NULL, self, false,
EvalExpressionI (StateParameters[index+1], self),
EvalExpressionI (StateParameters[index+2], self),
EvalExpressionI (StateParameters[index+3], self),
EvalExpressionI (StateParameters[index+4], self),
EvalExpressionI (StateParameters[index+5], self));
if (pStateCall != NULL) pStateCall->Result = res;
}
//==========================================================================
//
// Checks whether this actor is a missile
// Unfortunately this was buggy in older versions of the code and many
// released DECORATE monsters rely on this bug so it can only be fixed
// with an optional flag
//
//==========================================================================
inline static bool isMissile(AActor * self, bool precise=true)
{
return self->flags&MF_MISSILE || (precise && self->GetDefault()->flags&MF_MISSILE);
}
//==========================================================================
//
// The ultimate code pointer: Fully customizable missiles!
//
//==========================================================================
enum CM_Flags
{
CMF_AIMMODE = 3,
CMF_TRACKOWNER = 4,
CMF_CHECKTARGETDEAD = 8,
};
void A_CustomMissile(AActor * self)
{
int index=CheckIndex(6);
if (index<0) return;
ENamedName MissileName=(ENamedName)StateParameters[index];
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
int Spawnofs_XY=EvalExpressionI (StateParameters[index+2], self);
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+3], self) * ANGLE_1);
int flags=EvalExpressionI (StateParameters[index+4], self);
angle_t pitch=angle_t(EvalExpressionF (StateParameters[index+5], self) * ANGLE_1);
int aimmode = flags & CMF_AIMMODE;
AActor * targ;
AActor * missile;
if (self->target != NULL || aimmode==2)
{
const PClass * ti=PClass::FindClass(MissileName);
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = Spawnofs_XY * finecosine[ang];
fixed_t y = Spawnofs_XY * finesine[ang];
fixed_t z = SpawnHeight - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0);
switch (aimmode)
{
case 0:
default:
// same adjustment as above (in all 3 directions this time) - for better aiming!
self->x+=x;
self->y+=y;
self->z+=z;
missile = P_SpawnMissile(self, self->target, ti);
self->x-=x;
self->y-=y;
self->z-=z;
break;
case 1:
missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z+SpawnHeight, self, self->target, ti);
break;
case 2:
self->x+=x;
self->y+=y;
missile = P_SpawnMissileAngleZ(self, self->z+SpawnHeight, ti, self->angle, 0);
self->x-=x;
self->y-=y;
// It is not necessary to use the correct angle here.
// The only important thing is that the horizontal momentum is correct.
// Therefore use 0 as the missile's angle and simplify the calculations accordingly.
// The actual momentum vector is set below.
if (missile)
{
fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT];
fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT];
missile->momx = FixedMul (vx, missile->Speed);
missile->momy = 0;
missile->momz = FixedMul (vz, missile->Speed);
}
break;
}
if (missile)
{
// Use the actual momentum instead of the missile's Speed property
// so that this can handle missiles with a high vertical velocity
// component properly.
FVector3 velocity (missile->momx, missile->momy, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
missile->angle += Angle;
ang = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missilespeed, finecosine[ang]);
missile->momy = FixedMul (missilespeed, finesine[ang]);
// handle projectile shooting projectiles - track the
// links back to a real owner
if (isMissile(self, !!(flags & CMF_TRACKOWNER)))
{
AActor * owner=self ;//->target;
while (isMissile(owner, !!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
targ=owner;
missile->target=owner;
// automatic handling of seeker missiles
if (self->flags & missile->flags2 & MF2_SEEKERMISSILE)
{
missile->tracer=self->tracer;
}
}
else if (missile->flags2&MF2_SEEKERMISSILE)
{
// automatic handling of seeker missiles
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
}
}
}
else if (flags & CMF_CHECKTARGETDEAD)
{
// Target is dead and the attack shall be aborted.
if (self->SeeState != NULL) self->SetState(self->SeeState);
}
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
void A_CustomBulletAttack (AActor *self)
{
int index=CheckIndex(7);
if (index<0) return;
angle_t Spread_XY=angle_t(EvalExpressionF (StateParameters[index], self) * ANGLE_1);
angle_t Spread_Z=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
int NumBullets=EvalExpressionI (StateParameters[index+2], self);
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
ENamedName PuffType=(ENamedName)StateParameters[index+4];
fixed_t Range = fixed_t(EvalExpressionF (StateParameters[index+5], self) * FRACUNIT);
bool AimFacing = !!EvalExpressionI (StateParameters[index+6], self);
if(Range==0) Range=MISSILERANGE;
int i;
int bangle;
int bslope;
const PClass *pufftype;
if (self->target || AimFacing)
{
if (!AimFacing) A_FaceTarget (self);
bangle = self->angle;
pufftype = PClass::FindClass(PuffType);
if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff);
bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i=0 ; i<NumBullets ; i++)
{
int angle = bangle + pr_cabullet.Random2() * (Spread_XY / 255);
int slope = bslope + pr_cabullet.Random2() * (Spread_Z / 255);
int damage = ((pr_cabullet()%3)+1) * DamagePerBullet;
P_LineAttack(self, angle, Range, slope, damage, GetDefaultByType(pufftype)->DamageType, pufftype);
}
}
}
//==========================================================================
//
// A fully customizable melee attack
//
//==========================================================================
void A_CustomMeleeAttack (AActor *self)
{
int index=CheckIndex(5);
if (index<0) return;
int damage = EvalExpressionI (StateParameters[index], self);
int MeleeSound = StateParameters[index+1];
int MissSound = StateParameters[index+2];
ENamedName DamageType = (ENamedName)StateParameters[index+3];
bool bleed = EvalExpressionN (StateParameters[index+4], self);
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (damage, self->target, self);
}
else
{
if (MissSound) S_Sound (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
}
}
//==========================================================================
//
// A fully customizable combo attack
//
//==========================================================================
void A_CustomComboAttack (AActor *self)
{
int index=CheckIndex(6);
if (index<0) return;
ENamedName MissileName=(ENamedName)StateParameters[index];
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
int damage = EvalExpressionI (StateParameters[index+2], self);
int MeleeSound = StateParameters[index+3];
ENamedName DamageType = (ENamedName)StateParameters[index+4];
bool bleed = EvalExpressionN (StateParameters[index+5], self);
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (damage, self->target, self);
}
else
{
const PClass * ti=PClass::FindClass(MissileName);
if (ti)
{
// Although there is a P_SpawnMissileZ function its
// aiming is much too bad to be of any use
self->z+=SpawnHeight-32*FRACUNIT;
AActor * missile = P_SpawnMissile (self, self->target, ti);
self->z-=SpawnHeight-32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
}
}
}
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_JumpIfNoAmmo(AActor * self)
{
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
FState * CallingState = NULL;
int index=CheckIndex(1, &CallingState);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (index<0 || !self->player || !self->player->ReadyWeapon || pStateCall != NULL) return; // only for weapons!
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
DoJump(self, CallingState, StateParameters[index]);
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
void A_FireBullets (AActor *self)
{
int index=CheckIndex(7);
if (index<0 || !self->player) return;
angle_t Spread_XY=angle_t(EvalExpressionF (StateParameters[index], self) * ANGLE_1);
angle_t Spread_Z=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
int NumberOfBullets=EvalExpressionI (StateParameters[index+2], self);
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
ENamedName PuffTypeName=(ENamedName)StateParameters[index+4];
bool UseAmmo=EvalExpressionN (StateParameters[index+5], self);
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
const PClass * PuffType;
player_t * player=self->player;
AWeapon * weapon=player->ReadyWeapon;
int i;
int bangle;
int bslope;
if (UseAmmo && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (Range == 0) Range = PLAYERMISSILERANGE;
static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
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
bslope = P_BulletSlope(self);
bangle = self->angle;
PuffType = PClass::FindClass(PuffTypeName);
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
{
int damage = ((pr_cwbullet()%3)+1)*DamagePerBullet;
P_LineAttack(self, bangle, Range, bslope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
}
else
{
if (NumberOfBullets == -1) NumberOfBullets = 1;
for (i=0 ; i<NumberOfBullets ; i++)
{
int angle = bangle + pr_cwbullet.Random2() * (Spread_XY / 255);
int slope = bslope + pr_cwbullet.Random2() * (Spread_Z / 255);
int damage = ((pr_cwbullet()%3)+1) * DamagePerBullet;
P_LineAttack(self, angle, Range, slope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
}
}
}
//==========================================================================
//
// A_FireProjectile
//
//==========================================================================
void A_FireCustomMissile (AActor * self)
{
int index=CheckIndex(6);
if (index<0 || !self->player) return;
ENamedName MissileName=(ENamedName)StateParameters[index];
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
int SpawnOfs_XY=EvalExpressionI (StateParameters[index+3], self);
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
INTBOOL AimAtAngle=EvalExpressionI (StateParameters[index+5], self);
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
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
AActor *linetarget;
if (UseAmmo && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
const PClass * ti=PClass::FindClass(MissileName);
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = SpawnOfs_XY * finecosine[ang];
fixed_t y = SpawnOfs_XY * finesine[ang];
fixed_t z = SpawnHeight;
fixed_t shootangle = self->angle;
if (AimAtAngle) shootangle+=Angle;
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
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
// automatic handling of seeker missiles
if (misl)
{
if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget;
if (!AimAtAngle)
{
// This original implementation is to aim straight ahead and then offset
// the angle from the resulting direction.
FVector3 velocity(misl->momx, misl->momy, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
misl->angle += Angle;
angle_t an = misl->angle >> ANGLETOFINESHIFT;
misl->momx = FixedMul (missilespeed, finecosine[an]);
misl->momy = FixedMul (missilespeed, finesine[an]);
}
if (misl->flags4&MF4_SPECTRAL) misl->health=-1;
}
}
}
//==========================================================================
//
// A_CustomPunch
//
// Berserk is not handled here. That can be done with A_CheckIfInventory
//
//==========================================================================
void A_CustomPunch (AActor *self)
{
int index=CheckIndex(5);
if (index<0 || !self->player) return;
int Damage=EvalExpressionI (StateParameters[index], self);
bool norandom=!!EvalExpressionI (StateParameters[index+1], self);
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
ENamedName PuffTypeName=(ENamedName)StateParameters[index+3];
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
const PClass * PuffType;
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
angle_t angle;
int pitch;
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
AActor * linetarget;
if (!norandom) Damage *= (pr_cwpunch()%8+1);
angle = self->angle + (pr_cwpunch.Random2() << 18);
if (Range == 0) Range = MELEERANGE;
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
pitch = P_AimLineAttack (self, angle, Range, &linetarget);
// only use ammo when actually hitting something!
if (UseAmmo && linetarget && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
PuffType = PClass::FindClass(PuffTypeName);
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
P_LineAttack (self, angle, Range, pitch, Damage, GetDefaultByType(PuffType)->DamageType, PuffType, true);
// turn to face target
if (linetarget)
{
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x,
self->y,
linetarget->x,
linetarget->y);
}
}
//==========================================================================
//
// customizable railgun attack function
//
//==========================================================================
void A_RailAttack (AActor * self)
{
int index=CheckIndex(7);
if (index<0 || !self->player) return;
int Damage=EvalExpressionI (StateParameters[index], self);
int Spawnofs_XY=EvalExpressionI (StateParameters[index+1], self);
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
int Color1=StateParameters[index+3];
int Color2=StateParameters[index+4];
bool Silent=!!EvalExpressionI (StateParameters[index+5], self);
float MaxDiff=EvalExpressionF (StateParameters[index+6], self);
ENamedName PuffTypeName=(ENamedName)StateParameters[index+7];
AWeapon * weapon=self->player->ReadyWeapon;
// only use ammo when actually hitting something!
if (UseAmmo)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Silent, PuffTypeName);
}
//==========================================================================
//
// also for monsters
//
//==========================================================================
void A_CustomRailgun (AActor *actor)
{
int index = CheckIndex(7);
if (index < 0) return;
int Damage = EvalExpressionI (StateParameters[index], actor);
int Spawnofs_XY = EvalExpressionI (StateParameters[index+1], actor);
int Color1 = StateParameters[index+2];
int Color2 = StateParameters[index+3];
bool Silent = !!EvalExpressionI (StateParameters[index+4], actor);
bool aim = !!EvalExpressionI (StateParameters[index+5], actor);
float MaxDiff = EvalExpressionF (StateParameters[index+6], actor);
ENamedName PuffTypeName = (ENamedName)StateParameters[index+7];
if (aim && actor->target == NULL)
{
return;
}
// [RH] Andy Baker's stealth monsters
if (actor->flags & MF_STEALTH)
{
actor->visdir = 1;
}
actor->flags &= ~MF_AMBUSH;
if (aim)
{
actor->angle = R_PointToAngle2 (actor->x,
actor->y,
actor->target->x,
actor->target->y);
}
actor->pitch = P_AimLineAttack (actor, actor->angle, MISSILERANGE);
// Let the aim trail behind the player
if (aim)
{
actor->angle = R_PointToAngle2 (actor->x,
actor->y,
actor->target->x - actor->target->momx * 3,
actor->target->y - actor->target->momy * 3);
if (actor->target->flags & MF_SHADOW)
{
actor->angle += pr_crailgun.Random2() << 21;
}
}
P_RailAttack (actor, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Silent, PuffTypeName);
}
//===========================================================================
//
// DoGiveInventory
//
//===========================================================================
static void DoGiveInventory(AActor * self, AActor * receiver)
{
int index=CheckIndex(2);
bool res=true;
if (index<0 || receiver == NULL) return;
ENamedName item =(ENamedName)StateParameters[index];
int amount=EvalExpressionI (StateParameters[index+1], self);
if (amount==0) amount=1;
const PClass * mi=PClass::FindClass(item);
if (mi)
{
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
{
item->Amount *= amount;
}
else
{
item->Amount = amount;
}
item->flags |= MF_DROPPED;
if (item->flags & MF_COUNTITEM)
{
item->flags&=~MF_COUNTITEM;
level.total_items--;
}
if (!item->TryPickup (receiver))
{
item->Destroy ();
res = false;
}
else res = true;
}
else res = false;
if (pStateCall != NULL) pStateCall->Result = res;
}
void A_GiveInventory(AActor * self)
{
DoGiveInventory(self, self);
}
void A_GiveToTarget(AActor * self)
{
DoGiveInventory(self, self->target);
}
//===========================================================================
//
// A_TakeInventory
//
//===========================================================================
void DoTakeInventory(AActor * self, AActor * receiver)
{
int index=CheckIndex(2);
if (index<0 || receiver == NULL) return;
ENamedName item =(ENamedName)StateParameters[index];
int amount=EvalExpressionI (StateParameters[index+1], self);
if (pStateCall != NULL) pStateCall->Result=false;
AInventory * inv = receiver->FindInventory(item);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
if (inv->Amount > 0 && pStateCall != NULL) pStateCall->Result=true;
if (!amount || amount>=inv->Amount)
{
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
else inv->Destroy();
}
else inv->Amount-=amount;
}
}
void A_TakeInventory(AActor * self)
{
DoTakeInventory(self, self);
}
void A_TakeFromTarget(AActor * self)
{
DoTakeInventory(self, self->target);
}
//===========================================================================
//
// Common code for A_SpawnItem and A_SpawnItemEx
//
//===========================================================================
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
enum SIX_Flags
{
SIXF_TRANSFERTRANSLATION=1,
SIXF_ABSOLUTEPOSITION=2,
SIXF_ABSOLUTEANGLE=4,
SIXF_ABSOLUTEMOMENTUM=8,
SIXF_SETMASTER=16,
SIXF_NOCHECKPOSITION=32,
SIXF_TELEFRAG=64,
// 128 is used by Skulltag!
SIXF_TRANSFERAMBUSHFLAG=256,
};
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
static void InitSpawnedItem(AActor *self, AActor *mo, int flags)
{
if (mo)
{
AActor * originator = self;
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
if ((flags & SIXF_TRANSFERTRANSLATION) && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = self->Translation;
}
mo->angle=self->angle;
while (originator && isMissile(originator)) originator = originator->target;
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
if (flags & SIXF_TELEFRAG)
{
P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
// This is needed to ensure consistent behavior.
// Otherwise it will only spawn if nothing gets telefragged
flags |= SIXF_NOCHECKPOSITION;
}
if (mo->flags3&MF3_ISMONSTER)
{
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
if (!(flags&SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo))
{
// The monster is blocked so don't spawn it at all!
if (mo->CountsAsKill()) level.total_monsters--;
mo->Destroy();
if (pStateCall != NULL) pStateCall->Result=false; // for an inventory item's use state
return;
}
else if (originator)
{
if (originator->flags3&MF3_ISMONSTER)
{
// If this is a monster transfer all friendliness information
mo->CopyFriendliness(originator, true);
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
if (flags&SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
}
else if (originator->player)
{
// A player always spawns a monster friendly to him
mo->flags|=MF_FRIENDLY;
mo->FriendPlayer = originator->player-players+1;
AActor * attacker=originator->player->attacker;
if (attacker)
{
if (!(attacker->flags&MF_FRIENDLY) ||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer))
{
// Target the monster which last attacked the player
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
mo->LastHeard = mo->target = attacker;
}
}
}
}
}
else
{
// If this is a missile or something else set the target to the originator
mo->target=originator? originator : self;
}
}
}
//===========================================================================
//
// A_SpawnItem
//
// Spawns an item in front of the caller like Heretic's time bomb
//
//===========================================================================
void A_SpawnItem(AActor * self)
{
FState * CallingState;
int index=CheckIndex(5, &CallingState);
if (index<0) return;
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
fixed_t distance = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
bool useammo = EvalExpressionN (StateParameters[index+3], self);
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+4], self);
if (!missile)
{
if (pStateCall != NULL) pStateCall->Result=false;
return;
}
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
if (distance==0)
{
// use the minimum distance that does not result in an overlap
distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS;
}
if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
{
// Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * mo = Spawn( missile,
self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]),
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
self->z - self->floorclip + zheight, ALLOW_REPLACE);
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
int flags = (transfer_translation? SIXF_TRANSFERTRANSLATION:0) + (useammo? SIXF_SETMASTER:0);
InitSpawnedItem(self, mo, flags);
}
//===========================================================================
//
// A_SpawnItemEx
//
// Enhanced spawning function
//
//===========================================================================
void A_SpawnItemEx(AActor * self)
{
FState * CallingState;
int index=CheckIndex(9, &CallingState);
if (index<0) return;
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
fixed_t xofs = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
fixed_t yofs = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
fixed_t zofs = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
fixed_t xmom = fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
fixed_t ymom = fixed_t(EvalExpressionF (StateParameters[index+5], self) * FRACUNIT);
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
angle_t Angle= angle_t(EvalExpressionF (StateParameters[index+7], self) * ANGLE_1);
int flags = EvalExpressionI (StateParameters[index+8], self);
int chance = EvalExpressionI (StateParameters[index+9], self);
if (!missile)
{
if (pStateCall != NULL) pStateCall->Result=false;
return;
}
if (chance > 0 && pr_spawnitemex()<chance) return;
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
fixed_t x,y;
if (!(flags & SIXF_ABSOLUTEANGLE))
{
Angle += self->angle;
}
angle_t ang = Angle >> ANGLETOFINESHIFT;
if (flags & SIXF_ABSOLUTEPOSITION)
{
x = self->x + xofs;
y = self->y + yofs;
}
else
{
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]);
y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]);
}
if (!(flags & SIXF_ABSOLUTEMOMENTUM))
{
// Same orientation issue here!
fixed_t newxmom = FixedMul(xmom, finecosine[ang]) + FixedMul(ymom, finesine[ang]);
ymom = FixedMul(xmom, finesine[ang]) - FixedMul(ymom, finecosine[ang]);
xmom = newxmom;
}
Update to ZDoom r1033: - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t. - Grouped the sector plane texture transformation values into a separate structure and replaced all access to them with wrapper functions. - Add environment 255, 255 as a way to get the software underwater effect in any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. - Fixed: P_ChangeSector could incorrectly block movement when checking for mid textures linked to a moving floor. - Fixed AActor's bouncefactor definitions which I accidentally changed when adding wallbouncefactor. - Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead of subtracting it. - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array. - Fixed: ACS's ChangeSky command didn't clean up the stack. - Fixed: Wall scrolling interpolations incremented their reference count twice. - Fixed: Before a level's thinkers are loaded all previous interpolations must be cleared. - Fixed: deleted interpolations didn't NULL the pointer in the interpolated object. Also added all interpolation pointers to DSectorMarker to ensure that they are properyl processed by the garbage collector. - Added scaling to double size for idmypos display. - Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) - Added self-modifying code notifications for Valgrind. Build with make VALGRIND=1 to turn them on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-14 15:37:17 +00:00
AActor * mo = Spawn( missile, x, y, self->z - self->floorclip + zofs, ALLOW_REPLACE);
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
InitSpawnedItem(self, mo, flags);
if (mo)
{
mo->momx=xmom;
mo->momy=ymom;
mo->momz=zmom;
mo->angle=Angle;
if (flags & SIXF_TRANSFERAMBUSHFLAG) mo->flags = (mo->flags&~MF_AMBUSH) | (self->flags & MF_AMBUSH);
}
}
//===========================================================================
//
// A_ThrowGrenade
//
// Throws a grenade (like Hexen's fighter flechette)
//
//===========================================================================
void A_ThrowGrenade(AActor * self)
{
FState * CallingState;
int index=CheckIndex(5, &CallingState);
if (index<0) return;
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
bool useammo = EvalExpressionN (StateParameters[index+4], self);
if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
{
// Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * bo;
bo = Spawn(missile, self->x, self->y,
self->z - self->floorclip + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0),
ALLOW_REPLACE);
if (bo)
{
int pitch = self->pitch;
P_PlaySpawnSound(bo, self);
if (xymom) bo->Speed=xymom;
bo->angle = self->angle+(((pr_grenade()&7)-4)<<24);
bo->momz = zmom + 2*finesine[pitch>>ANGLETOFINESHIFT];
bo->z += 2 * finesine[pitch>>ANGLETOFINESHIFT];
P_ThrustMobj(bo, bo->angle, bo->Speed);
bo->momx += self->momx>>1;
bo->momy += self->momy>>1;
bo->target= self;
if (bo->flags4&MF4_RANDOMIZE)
{
bo->tics -= pr_grenade()&3;
if (bo->tics<1) bo->tics=1;
}
P_CheckMissileSpawn (bo);
}
else if (pStateCall != NULL) pStateCall->Result=false;
}
//===========================================================================
//
// A_Recoil
//
//===========================================================================
void A_Recoil(AActor * actor)
{
int index=CheckIndex(1, NULL);
if (index<0) return;
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index], actor) * FRACUNIT);
angle_t angle = actor->angle + ANG180;
angle >>= ANGLETOFINESHIFT;
actor->momx += FixedMul (xymom, finecosine[angle]);
actor->momy += FixedMul (xymom, finesine[angle]);
}
//===========================================================================
//
// A_SelectWeapon
//
//===========================================================================
void A_SelectWeapon(AActor * actor)
{
int index=CheckIndex(1, NULL);
if (index<0 || actor->player == NULL) return;
AWeapon * weaponitem = static_cast<AWeapon*>(actor->FindInventory((ENamedName)StateParameters[index]));
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
if (actor->player->ReadyWeapon != weaponitem)
{
actor->player->PendingWeapon = weaponitem;
}
}
else if (pStateCall != NULL) pStateCall->Result=false;
}
//===========================================================================
//
// A_Print
//
//===========================================================================
EXTERN_CVAR(Float, con_midtime)
void A_Print(AActor * actor)
{
int index=CheckIndex(3, NULL);
if (index<0) return;
if (actor->CheckLocalView (consoleplayer) ||
(actor->target!=NULL && actor->target->CheckLocalView (consoleplayer)))
{
float time = EvalExpressionF (StateParameters[index+1], actor);
FName fontname = (ENamedName)StateParameters[index+2];
FFont * oldfont = screen->Font;
float saved = con_midtime;
if (fontname != NAME_None)
{
FFont * font = V_GetFont(fontname);
if (font != NULL) screen->SetFont(font);
}
if (time > 0)
{
con_midtime = time;
}
C_MidPrint(FName((ENamedName)StateParameters[index]).GetChars());
screen->SetFont(oldfont);
con_midtime = saved;
}
}
//===========================================================================
//
// A_SetTranslucent
//
//===========================================================================
void A_SetTranslucent(AActor * self)
{
int index=CheckIndex(2, NULL);
if (index<0) return;
fixed_t alpha = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
int mode = EvalExpressionI (StateParameters[index+1], self);
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha = clamp<fixed_t>(alpha, 0, FRACUNIT);
self->RenderStyle = ERenderStyle(mode);
}
//===========================================================================
//
// A_FadeIn
//
// Fades the actor in
//
//===========================================================================
void A_FadeIn(AActor * self)
{
fixed_t reduce = 0;
int index=CheckIndex(1, NULL);
if (index>=0)
{
reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
}
if (reduce == 0) reduce = FRACUNIT/10;
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha += reduce;
//if (self->alpha<=0) self->Destroy();
}
//===========================================================================
//
// A_FadeOut
//
// fades the actor out and destroys it when done
//
//===========================================================================
void A_FadeOut(AActor * self)
{
fixed_t reduce = 0;
int index=CheckIndex(1, NULL);
if (index>=0)
{
reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
}
if (reduce == 0) reduce = FRACUNIT/10;
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha -= reduce;
if (self->alpha<=0) self->Destroy();
}
//===========================================================================
//
// A_SpawnDebris
//
//===========================================================================
void A_SpawnDebris(AActor * self)
{
int i;
AActor * mo;
const PClass * debris;
int index=CheckIndex(4, NULL);
if (index<0) return;
debris = PClass::FindClass((ENamedName)StateParameters[index]);
if (debris == NULL) return;
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+1], self);
fixed_t mult_h = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
fixed_t mult_v = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
// only positive values make sense here
if (mult_v<=0) mult_v=FRACUNIT;
if (mult_h<=0) mult_h=FRACUNIT;
for (i = 0; i < GetDefaultByType(debris)->health; i++)
{
mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12),
self->y+((pr_spawndebris()-128)<<12),
self->z+(pr_spawndebris()*self->height/256), ALLOW_REPLACE);
if (mo && transfer_translation)
{
mo->Translation = self->Translation;
}
if (mo && i < mo->GetClass()->ActorInfo->NumOwnedStates)
{
mo->SetState (mo->GetClass()->ActorInfo->OwnedStates + i);
mo->momz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT);
mo->momx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
mo->momy = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
}
}
}
//===========================================================================
//
// A_CheckSight
// jumps if no player can see this actor
//
//===========================================================================
void A_CheckSight(AActor * self)
{
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
for (int i=0;i<MAXPLAYERS;i++)
{
if (playeringame[i] && P_CheckSight(players[i].camera,self,true)) return;
}
FState * CallingState;
int index=CheckIndex(1, &CallingState);
if (index>=0) DoJump(self, CallingState, StateParameters[index]);
}
//===========================================================================
//
// Inventory drop
//
//===========================================================================
void A_DropInventory(AActor * self)
{
int index=CheckIndex(1, &CallingState);
if (index<0) return;
AInventory * inv = self->FindInventory((ENamedName)StateParameters[index]);
if (inv)
{
self->DropInventory(inv);
}
}
//===========================================================================
//
// A_SetBlend
//
//===========================================================================
void A_SetBlend(AActor * self)
{
int index=CheckIndex(3);
if (index<0) return;
PalEntry color = StateParameters[index];
float alpha = clamp<float> (EvalExpressionF (StateParameters[index+1], self), 0, 1);
int tics = EvalExpressionI (StateParameters[index+2], self);
PalEntry color2 = StateParameters[index+3];
if (color == MAKEARGB(255,255,255,255)) color=0;
if (color2 == MAKEARGB(255,255,255,255)) color2=0;
if (!color2.a)
color2 = color;
new DFlashFader(color.r/255.0f, color.g/255.0f, color.b/255.0f, alpha,
color2.r/255.0f, color2.g/255.0f, color2.b/255.0f, 0,
(float)tics/TICRATE, self);
}
//===========================================================================
//
// A_JumpIf
//
//===========================================================================
void A_JumpIf(AActor * self)
{
FState * CallingState;
int index=CheckIndex(2, &CallingState);
if (index<0) return;
INTBOOL expression = EvalExpressionI (StateParameters[index], self);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (expression) DoJump(self, CallingState, StateParameters[index+1]);
}
//===========================================================================
//
// A_KillMaster
//
//===========================================================================
void A_KillMaster(AActor * self)
{
if (self->master != NULL)
{
P_DamageMobj(self->master, self, self, self->master->health, NAME_None, DMG_NO_ARMOR);
}
}
//===========================================================================
//
// A_KillChildren
//
//===========================================================================
void A_KillChildren(AActor * self)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
P_DamageMobj(mo, self, self, mo->health, NAME_None, DMG_NO_ARMOR);
}
}
}
//===========================================================================
//
// A_CountdownArg
//
//===========================================================================
void A_CountdownArg(AActor * self)
{
int index=CheckIndex(1);
if (index<0) return;
index = EvalExpressionI (StateParameters[index], self) - 1;
if (index<0 || index>=5) return;
if (!self->args[index]--)
{
if (self->flags&MF_MISSILE)
{
P_ExplodeMissile(self, NULL, NULL);
}
else if (self->flags&MF_SHOOTABLE)
{
P_DamageMobj (self, NULL, NULL, self->health, NAME_None);
}
else
{
self->SetState(self->FindState(NAME_Death));
}
}
}
//============================================================================
//
// A_Burst
//
//============================================================================
void A_Burst (AActor *actor)
{
int i, numChunks;
AActor * mo;
int index=CheckIndex(1, NULL);
if (index<0) return;
const PClass * chunk = PClass::FindClass((ENamedName)StateParameters[index]);
if (chunk == NULL) return;
actor->momx = actor->momy = actor->momz = 0;
actor->height = actor->GetDefault()->height;
// [RH] In Hexen, this creates a random number of shards (range [24,56])
// with no relation to the size of the actor shattering. I think it should
// base the number of shards on the size of the dead thing, so bigger
// things break up into more shards than smaller things.
// An actor with radius 20 and height 64 creates ~40 chunks.
numChunks = MAX<int> (4, (actor->radius>>FRACBITS)*(actor->height>>FRACBITS)/32);
i = (pr_burst.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
mo = Spawn(chunk,
actor->x + (((pr_burst()-128)*actor->radius)>>7),
actor->y + (((pr_burst()-128)*actor->radius)>>7),
actor->z + (pr_burst()*actor->height/255), ALLOW_REPLACE);
if (mo)
{
mo->momz = FixedDiv(mo->z-actor->z, actor->height)<<2;
mo->momx = pr_burst.Random2 () << (FRACBITS-7);
mo->momy = pr_burst.Random2 () << (FRACBITS-7);
mo->RenderStyle = actor->RenderStyle;
mo->alpha = actor->alpha;
mo->CopyFriendliness(actor, true);
}
}
// [RH] Do some stuff to make this more useful outside Hexen
if (actor->flags4 & MF4_BOSSDEATH)
{
A_BossDeath (actor);
}
A_NoBlocking (actor);
actor->Destroy ();
}
//===========================================================================
//
// A_CheckFloor
// [GRB] Jumps if actor is standing on floor
//
//===========================================================================
void A_CheckFloor (AActor *self)
{
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
FState *CallingState = NULL;
int index = CheckIndex (1, &CallingState);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (self->z <= self->floorz && index >= 0)
{
DoJump (self, CallingState, StateParameters[index]);
}
}
//===========================================================================
//
// A_Stop
// resets all momentum of the actor to 0
//
//===========================================================================
void A_Stop (AActor *self)
{
self->momx = self->momy = self->momz = 0;
}
//===========================================================================
//
// A_Respawn
//
//===========================================================================
void A_Respawn (AActor *actor)
{
- 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
fixed_t x = actor->SpawnPoint[0];
fixed_t y = actor->SpawnPoint[1];
sector_t *sec;
actor->flags |= MF_SOLID;
sec = P_PointInSector (x, y);
actor->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y));
actor->height = actor->GetDefault()->height;
if (P_TestMobjLocation (actor))
{
AActor *defs = actor->GetDefault();
actor->health = defs->health;
actor->flags = (defs->flags & ~MF_FRIENDLY) | (actor->flags & MF_FRIENDLY);
actor->flags2 = defs->flags2;
actor->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (actor->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
actor->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (actor->flags4 & MF4_NOHATEPLAYERS);
actor->flags5 = defs->flags5;
actor->SetState (actor->SpawnState);
actor->renderflags &= ~RF_INVISIBLE;
int index=CheckIndex(1, NULL);
if (index<0 || EvalExpressionN (StateParameters[index], actor))
{
Spawn<ATeleportFog> (x, y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
}
if (actor->CountsAsKill()) level.total_monsters++;
}
else
{
actor->flags &= ~MF_SOLID;
}
}
//==========================================================================
//
// A_PlayerSkinCheck
//
//==========================================================================
void A_PlayerSkinCheck (AActor *actor)
{
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (actor->player != NULL &&
skins[actor->player->userinfo.skin].othergame)
{
int index = CheckIndex(1, &CallingState);
if (index >= 0)
{
DoJump(actor, CallingState, StateParameters[index]);
}
}
}
//===========================================================================
//
// A_SetGravity
//
//===========================================================================
void A_SetGravity(AActor * self)
{
int index=CheckIndex(1);
if (index<0) return;
self->gravity = clamp<fixed_t> (fixed_t(EvalExpressionF (StateParameters[index], self)*FRACUNIT), 0, FRACUNIT);
}
// [KS] *** Start of my modifications ***
//===========================================================================
//
// A_ClearTarget
//
//===========================================================================
void A_ClearTarget(AActor * self)
{
self->target = NULL;
self->LastHeard = NULL;
self->lastenemy = NULL;
}
//==========================================================================
//
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - 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@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
// A_JumpIfTargetInLOS (state label, optional fixed fov, optional bool
// projectiletarget)
//
// Jumps if the actor can see its target, or if the player has a linetarget.
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - 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@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
// ProjectileTarget affects how projectiles are treated. If set, it will use
// the target of the projectile for seekers, and ignore the target for
// normal projectiles. If not set, it will use the missile's owner instead
// (the default).
//
//==========================================================================
void A_JumpIfTargetInLOS(AActor * self)
{
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
FState * CallingState = NULL;
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - 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@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
int index = CheckIndex(3, &CallingState);
angle_t an;
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - 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@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
angle_t fov = angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
INTBOOL projtarg = EvalExpressionI (StateParameters[index+2], self);
AActor *target;
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (!self->player)
{
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - 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@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
if (self->flags & MF_MISSILE && projtarg)
{
if (self->flags2 & MF2_SEEKERMISSILE)
target = self->tracer;
else
target = NULL;
}
else
{
target = self->target;
}
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
if (!P_CheckSight (self, target, 1))
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - 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@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
return;
if (fov && (fov < ANGLE_MAX))
{
an = R_PointToAngle2 (self->x,
self->y,
target->x,
target->y)
- self->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
return; // [KS] Outside of FOV - return
}
}
}
else
{
// Does the player aim at something that can be shot?
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
P_BulletSlope(self, &target);
}
- fixed drawing of Strife's targeter sprites when HUD models are active. - removed redundant P_FindLine function from FraggleScript source. - updated model rendering code to latest Skulltag version. Update to ZDoom r977: - 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@106 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-17 08:47:26 +00:00
if (!target) return;
DoJump(self, CallingState, StateParameters[index]);
}
//===========================================================================
//
// A_DamageMaster (int amount)
// Damages the master of this child by the specified amount. Negative values heal.
//
//===========================================================================
void A_DamageMaster(AActor * self)
{
int index = CheckIndex(2);
if (index<0) return;
int amount = EvalExpressionI (StateParameters[index], self);
ENamedName DamageType = (ENamedName)StateParameters[index+1];
if (self->master != NULL)
{
if (amount > 0)
{
P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(self->master, amount);
}
}
}
//===========================================================================
//
// A_DamageChildren (amount)
// Damages the children of this master by the specified amount. Negative values heal.
//
//===========================================================================
void A_DamageChildren(AActor * self)
{
TThinkerIterator<AActor> it;
AActor * mo;
int index = CheckIndex(2);
if (index<0) return;
int amount = EvalExpressionI (StateParameters[index], self);
ENamedName DamageType = (ENamedName)StateParameters[index+3];
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
if (amount > 0)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
// [KS] *** End of my modifications ***
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
//===========================================================================
//
// Modified code pointer from Skulltag
//
//===========================================================================
void A_CheckForReload( AActor *self )
{
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
return;
int index = CheckIndex(2);
if (index<0) return;
AWeapon *weapon = self->player->ReadyWeapon;
int count = EvalExpressionI (StateParameters[index], self);
weapon->ReloadCounter = (weapon->ReloadCounter+1) % count;
// If we have not made our last shot...
if (weapon->ReloadCounter != 0)
{
// Go back to the refire frames, instead of continuing on to the reload frames.
DoJump(self, CallingState, StateParameters[index + 1]);
}
else
{
// We need to reload. However, don't reload if we're out of ammo.
weapon->CheckAmmo( false, false );
}
}
//===========================================================================
//
// Resets the counter for the above function
//
//===========================================================================
void A_ResetReloadCounter(AActor *self)
{
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
return;
AWeapon *weapon = self->player->ReadyWeapon;
weapon->ReloadCounter = 0;
}