gzdoom-last-svn/src/po_man.cpp

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//**************************************************************************
//**
//** PO_MAN.C : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: po_man.c,v $
//** $Revision: 1.22 $
//** $Date: 95/09/28 18:20:56 $
//** $Author: cjr $
//**
//**************************************************************************
// HEADER FILES ------------------------------------------------------------
#include "doomdef.h"
#include "p_local.h"
#include "r_local.h"
#include "i_system.h"
#include "w_wad.h"
#include "m_swap.h"
#include "m_bbox.h"
#include "tables.h"
#include "s_sndseq.h"
#include "a_sharedglobal.h"
#include "r_main.h"
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
#include "p_lnspec.h"
// MACROS ------------------------------------------------------------------
#define PO_MAXPOLYSEGS 64
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
bool PO_RotatePolyobj (int num, angle_t angle);
void PO_Init (void);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static polyobj_t *GetPolyobj (int polyNum);
static int GetPolyobjMirror (int poly);
static void UpdateSegBBox (seg_t *seg);
static void RotatePt (int an, fixed_t *x, fixed_t *y, fixed_t startSpotX,
fixed_t startSpotY);
static void UnLinkPolyobj (polyobj_t *po);
static void LinkPolyobj (polyobj_t *po);
static bool CheckMobjBlocking (seg_t *seg, polyobj_t *po);
static void InitBlockMap (void);
static void IterFindPolySegs (vertex_t *v1, vertex_t *v2, seg_t **segList);
static void SpawnPolyobj (int index, int tag, int type);
static void TranslateToStartSpot (int tag, int originX, int originY);
static void DoMovePolyobj (polyobj_t *po, int x, int y);
static void InitSegLists ();
static void KillSegLists ();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern seg_t *segs;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
polyblock_t **PolyBlockMap;
polyobj_t *polyobjs; // list of all poly-objects on the level
int po_NumPolyobjs;
polyspawns_t *polyspawns; // [RH] Let P_SpawnMapThings() find our thingies for us
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static int PolySegCount;
static SDWORD *SegListHead; // contains numvertexes elements
static TArray<SDWORD> KnownPolySegs;
// CODE --------------------------------------------------------------------
IMPLEMENT_CLASS (DPolyAction)
IMPLEMENT_CLASS (DRotatePoly)
IMPLEMENT_CLASS (DMovePoly)
IMPLEMENT_CLASS (DPolyDoor)
DPolyAction::DPolyAction ()
{
}
void DPolyAction::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_PolyObj << m_Speed << m_Dist;
}
DPolyAction::DPolyAction (int polyNum)
{
m_PolyObj = polyNum;
m_Speed = 0;
m_Dist = 0;
SetInterpolation ();
}
DPolyAction::~DPolyAction ()
{
polyobj_t *poly = GetPolyobj (m_PolyObj);
if (poly->specialdata == NULL || poly->specialdata == this)
{
poly->specialdata = NULL;
StopInterpolation ();
}
}
void DPolyAction::SetInterpolation ()
{
polyobj_t *poly = GetPolyobj (m_PolyObj);
for (int i = 0; i < poly->numsegs; ++i)
{
setinterpolation (INTERP_Vertex, poly->segs[i]->v1);
setinterpolation (INTERP_Vertex, poly->segs[i]->v2);
}
}
void DPolyAction::StopInterpolation ()
{
polyobj_t *poly = GetPolyobj (m_PolyObj);
for (int i = 0; i < poly->numsegs; ++i)
{
stopinterpolation (INTERP_Vertex, poly->segs[i]->v1);
stopinterpolation (INTERP_Vertex, poly->segs[i]->v2);
}
}
DRotatePoly::DRotatePoly ()
{
}
DRotatePoly::DRotatePoly (int polyNum)
: Super (polyNum)
{
}
DMovePoly::DMovePoly ()
{
}
void DMovePoly::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Angle << m_xSpeed << m_ySpeed;
}
DMovePoly::DMovePoly (int polyNum)
: Super (polyNum)
{
m_Angle = 0;
m_xSpeed = 0;
m_ySpeed = 0;
}
DPolyDoor::DPolyDoor ()
{
}
void DPolyDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Direction << m_TotalDist << m_Tics << m_WaitTics << m_Type << m_Close;
}
DPolyDoor::DPolyDoor (int polyNum, podoortype_t type)
: Super (polyNum), m_Type (type)
{
m_Direction = 0;
m_TotalDist = 0;
m_Tics = 0;
m_WaitTics = 0;
m_Close = false;
}
// ===== Polyobj Event Code =====
//==========================================================================
//
// T_RotatePoly
//
//==========================================================================
void DRotatePoly::Tick ()
{
if (PO_RotatePolyobj (m_PolyObj, m_Speed))
{
unsigned int absSpeed = abs (m_Speed);
if (m_Dist == -1)
{ // perpetual polyobj
return;
}
m_Dist -= absSpeed;
if (m_Dist == 0)
{
polyobj_t *poly = GetPolyobj (m_PolyObj);
if (poly->specialdata == this)
{
poly->specialdata = NULL;
}
SN_StopSequence (poly);
Destroy ();
}
else if ((unsigned int)m_Dist < absSpeed)
{
m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1);
}
}
}
//==========================================================================
//
// EV_RotatePoly
//
//==========================================================================
bool EV_RotatePoly (line_t *line, int polyNum, int speed, int byteAngle,
int direction, bool overRide)
{
int mirror;
DRotatePoly *pe;
polyobj_t *poly;
if ( (poly = GetPolyobj(polyNum)) )
{
if (poly->specialdata && !overRide)
{ // poly is already moving
return false;
}
}
else
{
I_Error("EV_RotatePoly: Invalid polyobj num: %d\n", polyNum);
}
pe = new DRotatePoly (polyNum);
if (byteAngle)
{
if (byteAngle == 255)
{
pe->m_Dist = ~0;
}
else
{
pe->m_Dist = byteAngle*(ANGLE_90/64); // Angle
}
}
else
{
pe->m_Dist = ANGLE_MAX-1;
}
pe->m_Speed = (speed*direction*(ANGLE_90/64))>>3;
poly->specialdata = pe;
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
while ( (mirror = GetPolyobjMirror( polyNum)) )
{
poly = GetPolyobj(mirror);
if (poly == NULL)
{
I_Error ("EV_RotatePoly: Invalid polyobj num: %d\n", polyNum);
}
if (poly && poly->specialdata && !overRide)
{ // mirroring poly is already in motion
break;
}
pe = new DRotatePoly (mirror);
poly->specialdata = pe;
if (byteAngle)
{
if (byteAngle == 255)
{
pe->m_Dist = ~0;
}
else
{
pe->m_Dist = byteAngle*(ANGLE_90/64); // Angle
}
}
else
{
pe->m_Dist = ANGLE_MAX-1;
}
direction = -direction;
pe->m_Speed = (speed*direction*(ANGLE_90/64))>>3;
polyNum = mirror;
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
return true;
}
//==========================================================================
//
// T_MovePoly
//
//==========================================================================
void DMovePoly::Tick ()
{
polyobj_t *poly;
if (PO_MovePolyobj (m_PolyObj, m_xSpeed, m_ySpeed))
{
int absSpeed = abs (m_Speed);
m_Dist -= absSpeed;
if (m_Dist <= 0)
{
poly = GetPolyobj (m_PolyObj);
if (poly->specialdata == this)
{
poly->specialdata = NULL;
}
SN_StopSequence (poly);
Destroy ();
}
else if (m_Dist < absSpeed)
{
m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1);
m_xSpeed = FixedMul (m_Speed, finecosine[m_Angle]);
m_ySpeed = FixedMul (m_Speed, finesine[m_Angle]);
}
}
}
//==========================================================================
//
// EV_MovePoly
//
//==========================================================================
bool EV_MovePoly (line_t *line, int polyNum, int speed, angle_t angle,
fixed_t dist, bool overRide)
{
int mirror;
DMovePoly *pe;
polyobj_t *poly;
angle_t an;
if ( (poly = GetPolyobj(polyNum)) )
{
if (poly->specialdata && !overRide)
{ // poly is already moving
return false;
}
}
else
{
I_Error("EV_MovePoly: Invalid polyobj num: %d\n", polyNum);
}
pe = new DMovePoly (polyNum);
pe->m_Dist = dist; // Distance
pe->m_Speed = speed;
poly->specialdata = pe;
an = angle;
pe->m_Angle = an>>ANGLETOFINESHIFT;
pe->m_xSpeed = FixedMul (pe->m_Speed, finecosine[pe->m_Angle]);
pe->m_ySpeed = FixedMul (pe->m_Speed, finesine[pe->m_Angle]);
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
// Do not interpolate very fast moving polyobjects. The minimum tic count is
// 3 instead of 2, because the moving crate effect in Massmouth 2, Hostitality
// that this fixes isn't quite fast enough to move the crate back to its start
// in just 1 tic.
if (dist/speed <= 2)
{
pe->StopInterpolation ();
}
while ( (mirror = GetPolyobjMirror(polyNum)) )
{
poly = GetPolyobj(mirror);
if (poly && poly->specialdata && !overRide)
{ // mirroring poly is already in motion
break;
}
pe = new DMovePoly (mirror);
poly->specialdata = pe;
pe->m_Dist = dist; // Distance
pe->m_Speed = speed;
an = an+ANGLE_180; // reverse the angle
pe->m_Angle = an>>ANGLETOFINESHIFT;
pe->m_xSpeed = FixedMul (pe->m_Speed, finecosine[pe->m_Angle]);
pe->m_ySpeed = FixedMul (pe->m_Speed, finesine[pe->m_Angle]);
polyNum = mirror;
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
if (dist/speed <= 2)
{
pe->StopInterpolation ();
}
}
return true;
}
//==========================================================================
//
// T_PolyDoor
//
//==========================================================================
void DPolyDoor::Tick ()
{
int absSpeed;
polyobj_t *poly;
if (m_Tics)
{
if (!--m_Tics)
{
poly = GetPolyobj (m_PolyObj);
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, m_Close);
}
return;
}
switch (m_Type)
{
case PODOOR_SLIDE:
if (m_Dist <= 0 || PO_MovePolyobj (m_PolyObj, m_xSpeed, m_ySpeed))
{
absSpeed = abs (m_Speed);
m_Dist -= absSpeed;
if (m_Dist <= 0)
{
poly = GetPolyobj (m_PolyObj);
SN_StopSequence (poly);
if (!m_Close)
{
m_Dist = m_TotalDist;
m_Close = true;
m_Tics = m_WaitTics;
m_Direction = (ANGLE_MAX>>ANGLETOFINESHIFT)-
m_Direction;
m_xSpeed = -m_xSpeed;
m_ySpeed = -m_ySpeed;
}
else
{
if (poly->specialdata == this)
{
poly->specialdata = NULL;
}
Destroy ();
}
}
}
else
{
poly = GetPolyobj (m_PolyObj);
if (poly->crush || !m_Close)
{ // continue moving if the poly is a crusher, or is opening
return;
}
else
{ // open back up
m_Dist = m_TotalDist - m_Dist;
m_Direction = (ANGLE_MAX>>ANGLETOFINESHIFT)-
m_Direction;
m_xSpeed = -m_xSpeed;
m_ySpeed = -m_ySpeed;
m_Close = false;
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
}
break;
case PODOOR_SWING:
if (PO_RotatePolyobj (m_PolyObj, m_Speed))
{
absSpeed = abs (m_Speed);
if (m_Dist == -1)
{ // perpetual polyobj
return;
}
m_Dist -= absSpeed;
if (m_Dist <= 0)
{
poly = GetPolyobj (m_PolyObj);
SN_StopSequence (poly);
if (!m_Close)
{
m_Dist = m_TotalDist;
m_Close = true;
m_Tics = m_WaitTics;
m_Speed = -m_Speed;
}
else
{
if (poly->specialdata == this)
{
poly->specialdata = NULL;
}
Destroy ();
}
}
}
else
{
poly = GetPolyobj (m_PolyObj);
if(poly->crush || !m_Close)
{ // continue moving if the poly is a crusher, or is opening
return;
}
else
{ // open back up and rewait
m_Dist = m_TotalDist - m_Dist;
m_Speed = -m_Speed;
m_Close = false;
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
}
break;
default:
break;
}
}
//==========================================================================
//
// EV_OpenPolyDoor
//
//==========================================================================
bool EV_OpenPolyDoor (line_t *line, int polyNum, int speed, angle_t angle,
int delay, int distance, podoortype_t type)
{
int mirror;
DPolyDoor *pd;
polyobj_t *poly;
if( (poly = GetPolyobj(polyNum)) )
{
if (poly->specialdata)
{ // poly is already moving
return false;
}
}
else
{
I_Error("EV_OpenPolyDoor: Invalid polyobj num: %d\n", polyNum);
}
pd = new DPolyDoor (polyNum, type);
if (type == PODOOR_SLIDE)
{
pd->m_WaitTics = delay;
pd->m_Speed = speed;
pd->m_Dist = pd->m_TotalDist = distance; // Distance
pd->m_Direction = angle >> ANGLETOFINESHIFT;
pd->m_xSpeed = FixedMul (pd->m_Speed, finecosine[pd->m_Direction]);
pd->m_ySpeed = FixedMul (pd->m_Speed, finesine[pd->m_Direction]);
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
else if (type == PODOOR_SWING)
{
pd->m_WaitTics = delay;
pd->m_Direction = 1; // ADD: PODOOR_SWINGL, PODOOR_SWINGR
pd->m_Speed = (speed*pd->m_Direction*(ANGLE_90/64))>>3;
pd->m_Dist = pd->m_TotalDist = angle;
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
poly->specialdata = pd;
while ( (mirror = GetPolyobjMirror (polyNum)) )
{
poly = GetPolyobj (mirror);
if (poly && poly->specialdata)
{ // mirroring poly is already in motion
break;
}
pd = new DPolyDoor (mirror, type);
poly->specialdata = pd;
if (type == PODOOR_SLIDE)
{
pd->m_WaitTics = delay;
pd->m_Speed = speed;
pd->m_Dist = pd->m_TotalDist = distance; // Distance
pd->m_Direction = (angle + ANGLE_180) >> ANGLETOFINESHIFT; // reverse the angle
pd->m_xSpeed = FixedMul (pd->m_Speed, finecosine[pd->m_Direction]);
pd->m_ySpeed = FixedMul (pd->m_Speed, finesine[pd->m_Direction]);
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
else if (type == PODOOR_SWING)
{
pd->m_WaitTics = delay;
pd->m_Direction = -1; // ADD: same as above
pd->m_Speed = (speed*pd->m_Direction*(ANGLE_90/64))>>3;
pd->m_Dist = pd->m_TotalDist = angle;
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
polyNum = mirror;
}
return true;
}
// ===== Higher Level Poly Interface code =====
//==========================================================================
//
// GetPolyobj
//
//==========================================================================
static polyobj_t *GetPolyobj (int polyNum)
{
int i;
for (i = 0; i < po_NumPolyobjs; i++)
{
if (polyobjs[i].tag == polyNum)
{
return &polyobjs[i];
}
}
return NULL;
}
//==========================================================================
//
// GetPolyobjMirror
//
//==========================================================================
static int GetPolyobjMirror(int poly)
{
int i;
for (i = 0; i < po_NumPolyobjs; i++)
{
if (polyobjs[i].tag == poly)
{
return (*polyobjs[i].segs)->linedef->args[1];
}
}
return 0;
}
//==========================================================================
//
// ThrustMobj
//
//==========================================================================
void ThrustMobj (AActor *actor, seg_t *seg, polyobj_t *po)
{
int thrustAngle;
int thrustX;
int thrustY;
DPolyAction *pe;
int force;
if (!(actor->flags&MF_SHOOTABLE) && !actor->player)
{
return;
}
thrustAngle =
(R_PointToAngle2 (seg->v1->x, seg->v1->y, seg->v2->x, seg->v2->y)
- ANGLE_90) >> ANGLETOFINESHIFT;
pe = static_cast<DPolyAction *>(po->specialdata);
if (pe)
{
if (pe->IsKindOf (RUNTIME_CLASS (DRotatePoly)))
{
force = pe->m_Speed >> 8;
}
else
{
force = pe->m_Speed >> 3;
}
if (force < FRACUNIT)
{
force = FRACUNIT;
}
else if (force > 4*FRACUNIT)
{
force = 4*FRACUNIT;
}
}
else
{
force = FRACUNIT;
}
thrustX = FixedMul (force, finecosine[thrustAngle]);
thrustY = FixedMul (force, finesine[thrustAngle]);
actor->momx += thrustX;
actor->momy += thrustY;
if (po->crush)
{
if (po->bHurtOnTouch || !P_CheckPosition (actor, actor->x + thrustX, actor->y + thrustY))
{
P_DamageMobj (actor, NULL, NULL, po->crush, NAME_Crush);
P_TraceBleed (po->crush, actor);
}
}
}
//==========================================================================
//
// UpdateSegBBox
//
//==========================================================================
static void UpdateSegBBox (seg_t *seg)
{
line_t *line;
line = seg->linedef;
if (seg->v1->x < seg->v2->x)
{
line->bbox[BOXLEFT] = seg->v1->x;
line->bbox[BOXRIGHT] = seg->v2->x;
}
else
{
line->bbox[BOXLEFT] = seg->v2->x;
line->bbox[BOXRIGHT] = seg->v1->x;
}
if (seg->v1->y < seg->v2->y)
{
line->bbox[BOXBOTTOM] = seg->v1->y;
line->bbox[BOXTOP] = seg->v2->y;
}
else
{
line->bbox[BOXBOTTOM] = seg->v2->y;
line->bbox[BOXTOP] = seg->v1->y;
}
// Update the line's slopetype
line->dx = line->v2->x - line->v1->x;
line->dy = line->v2->y - line->v1->y;
if (!line->dx)
{
line->slopetype = ST_VERTICAL;
}
else if (!line->dy)
{
line->slopetype = ST_HORIZONTAL;
}
else
{
line->slopetype = ((line->dy ^ line->dx) >= 0) ? ST_POSITIVE : ST_NEGATIVE;
}
}
//==========================================================================
//
// PO_MovePolyobj
//
//==========================================================================
bool PO_MovePolyobj (int num, int x, int y, bool force)
{
polyobj_t *po;
if (!(po = GetPolyobj (num)))
{
I_Error ("PO_MovePolyobj: Invalid polyobj number: %d\n", num);
}
UnLinkPolyobj (po);
DoMovePolyobj (po, x, y);
if (!force)
{
seg_t **segList = po->segs;
bool blocked = false;
for (int count = po->numsegs; count; count--, segList++)
{
if (CheckMobjBlocking(*segList, po))
{
blocked = true;
break;
}
}
if (blocked)
{
DoMovePolyobj (po, -x, -y);
LinkPolyobj(po);
return false;
}
}
po->startSpot[0] += x;
po->startSpot[1] += y;
LinkPolyobj (po);
return true;
}
//==========================================================================
//
// DoMovePolyobj
//
//==========================================================================
void DoMovePolyobj (polyobj_t *po, int x, int y)
{
int count;
seg_t **segList;
seg_t **veryTempSeg;
vertex_t *prevPts;
segList = po->segs;
prevPts = po->prevPts;
validcount++;
for (count = po->numsegs; count; count--, segList++, prevPts++)
{
line_t *linedef = (*segList)->linedef;
if (linedef->validcount != validcount)
{
linedef->bbox[BOXTOP] += y;
linedef->bbox[BOXBOTTOM] += y;
linedef->bbox[BOXLEFT] += x;
linedef->bbox[BOXRIGHT] += x;
linedef->validcount = validcount;
}
for (veryTempSeg = po->segs; veryTempSeg != segList; veryTempSeg++)
{
if ((*veryTempSeg)->v1 == (*segList)->v1)
{
break;
}
}
if (veryTempSeg == segList)
{
(*segList)->v1->x += x;
(*segList)->v1->y += y;
}
(*prevPts).x += x; // previous points are unique for each seg
(*prevPts).y += y;
}
}
//==========================================================================
//
// RotatePt
//
//==========================================================================
static void RotatePt (int an, fixed_t *x, fixed_t *y, fixed_t startSpotX, fixed_t startSpotY)
{
fixed_t tr_x = *x;
fixed_t tr_y = *y;
*x = DMulScale16 (tr_x, finecosine[an], -tr_y, finesine[an])+startSpotX;
*y = DMulScale16 (tr_x, finesine[an], tr_y, finecosine[an])+startSpotY;
}
//==========================================================================
//
// PO_RotatePolyobj
//
//==========================================================================
bool PO_RotatePolyobj (int num, angle_t angle)
{
int count;
seg_t **segList;
vertex_t *originalPts;
vertex_t *prevPts;
int an;
polyobj_t *po;
bool blocked;
if(!(po = GetPolyobj(num)))
{
I_Error("PO_RotatePolyobj: Invalid polyobj number: %d\n", num);
}
an = (po->angle+angle)>>ANGLETOFINESHIFT;
UnLinkPolyobj(po);
segList = po->segs;
originalPts = po->originalPts;
prevPts = po->prevPts;
for(count = po->numsegs; count; count--, segList++, originalPts++,
prevPts++)
{
prevPts->x = (*segList)->v1->x;
prevPts->y = (*segList)->v1->y;
(*segList)->v1->x = originalPts->x;
(*segList)->v1->y = originalPts->y;
RotatePt (an, &(*segList)->v1->x, &(*segList)->v1->y, po->startSpot[0],
po->startSpot[1]);
}
segList = po->segs;
blocked = false;
validcount++;
for (count = po->numsegs; count; count--, segList++)
{
if (CheckMobjBlocking(*segList, po))
{
blocked = true;
}
if ((*segList)->linedef->validcount != validcount)
{
UpdateSegBBox(*segList);
(*segList)->linedef->validcount = validcount;
}
}
if (blocked)
{
segList = po->segs;
prevPts = po->prevPts;
for (count = po->numsegs; count; count--, segList++, prevPts++)
{
(*segList)->v1->x = prevPts->x;
(*segList)->v1->y = prevPts->y;
}
segList = po->segs;
validcount++;
for (count = po->numsegs; count; count--, segList++, prevPts++)
{
if ((*segList)->linedef->validcount != validcount)
{
UpdateSegBBox(*segList);
(*segList)->linedef->validcount = validcount;
}
}
LinkPolyobj(po);
return false;
}
po->angle += angle;
LinkPolyobj(po);
return true;
}
//==========================================================================
//
// UnLinkPolyobj
//
//==========================================================================
static void UnLinkPolyobj (polyobj_t *po)
{
polyblock_t *link;
int i, j;
int index;
// remove the polyobj from each blockmap section
for(j = po->bbox[BOXBOTTOM]; j <= po->bbox[BOXTOP]; j++)
{
index = j*bmapwidth;
for(i = po->bbox[BOXLEFT]; i <= po->bbox[BOXRIGHT]; i++)
{
if(i >= 0 && i < bmapwidth && j >= 0 && j < bmapheight)
{
link = PolyBlockMap[index+i];
while(link != NULL && link->polyobj != po)
{
link = link->next;
}
if(link == NULL)
{ // polyobj not located in the link cell
continue;
}
link->polyobj = NULL;
}
}
}
}
//==========================================================================
//
// LinkPolyobj
//
//==========================================================================
static void LinkPolyobj (polyobj_t *po)
{
int leftX, rightX;
int topY, bottomY;
seg_t **tempSeg;
polyblock_t **link;
polyblock_t *tempLink;
int i, j;
// calculate the polyobj bbox
tempSeg = po->segs;
rightX = leftX = (*tempSeg)->v1->x;
topY = bottomY = (*tempSeg)->v1->y;
for(i = 0; i < po->numsegs; i++, tempSeg++)
{
if((*tempSeg)->v1->x > rightX)
{
rightX = (*tempSeg)->v1->x;
}
if((*tempSeg)->v1->x < leftX)
{
leftX = (*tempSeg)->v1->x;
}
if((*tempSeg)->v1->y > topY)
{
topY = (*tempSeg)->v1->y;
}
if((*tempSeg)->v1->y < bottomY)
{
bottomY = (*tempSeg)->v1->y;
}
}
po->bbox[BOXRIGHT] = (rightX-bmaporgx)>>MAPBLOCKSHIFT;
po->bbox[BOXLEFT] = (leftX-bmaporgx)>>MAPBLOCKSHIFT;
po->bbox[BOXTOP] = (topY-bmaporgy)>>MAPBLOCKSHIFT;
po->bbox[BOXBOTTOM] = (bottomY-bmaporgy)>>MAPBLOCKSHIFT;
// add the polyobj to each blockmap section
for(j = po->bbox[BOXBOTTOM]*bmapwidth; j <= po->bbox[BOXTOP]*bmapwidth;
j += bmapwidth)
{
for(i = po->bbox[BOXLEFT]; i <= po->bbox[BOXRIGHT]; i++)
{
if(i >= 0 && i < bmapwidth && j >= 0 && j < bmapheight*bmapwidth)
{
link = &PolyBlockMap[j+i];
if(!(*link))
{ // Create a new link at the current block cell
*link = new polyblock_t;
(*link)->next = NULL;
(*link)->prev = NULL;
(*link)->polyobj = po;
continue;
}
else
{
tempLink = *link;
while(tempLink->next != NULL && tempLink->polyobj != NULL)
{
tempLink = tempLink->next;
}
}
if(tempLink->polyobj == NULL)
{
tempLink->polyobj = po;
continue;
}
else
{
tempLink->next = new polyblock_t;
tempLink->next->next = NULL;
tempLink->next->prev = tempLink;
tempLink->next->polyobj = po;
}
}
// else, don't link the polyobj, since it's off the map
}
}
}
//==========================================================================
//
// CheckMobjBlocking
//
//==========================================================================
static bool CheckMobjBlocking (seg_t *seg, polyobj_t *po)
{
static TArray<AActor *> checker;
FBlockNode *block;
AActor *mobj;
int i, j, k;
int left, right, top, bottom;
line_t *ld;
bool blocked;
ld = seg->linedef;
top = (ld->bbox[BOXTOP]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
bottom = (ld->bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
left = (ld->bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
right = (ld->bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
blocked = false;
checker.Clear();
bottom = bottom < 0 ? 0 : bottom;
bottom = bottom >= bmapheight ? bmapheight-1 : bottom;
top = top < 0 ? 0 : top;
top = top >= bmapheight ? bmapheight-1 : top;
left = left < 0 ? 0 : left;
left = left >= bmapwidth ? bmapwidth-1 : left;
right = right < 0 ? 0 : right;
right = right >= bmapwidth ? bmapwidth-1 : right;
for (j = bottom*bmapwidth; j <= top*bmapwidth; j += bmapwidth)
{
for (i = left; i <= right; i++)
{
for (block = blocklinks[j+i]; block != NULL; block = block->NextActor)
{
mobj = block->Me;
for (k = (int)checker.Size()-1; k >= 0; --k)
{
if (checker[k] == mobj)
{
break;
}
}
if (k < 0)
{
checker.Push (mobj);
if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
{
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
FBoundingBox box(mobj->x, mobj->y, mobj->radius);
if (box.Right() <= ld->bbox[BOXLEFT]
|| box.Left() >= ld->bbox[BOXRIGHT]
|| box.Top() <= ld->bbox[BOXBOTTOM]
|| box.Bottom() >= ld->bbox[BOXTOP])
{
continue;
}
Update to ZDoom r894: - Eliminated all use of global variables used as output for P_CheckPosition and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because the global variables can be easily overwritten with certain DECORATE constructs. - Removed some unnecessary morphing code. - Fixed some bugs in the HIRESTEX parser. - Added floating point support and #include and #define tokens to FParseContext Not used yet. - replaced the value scanning code in FParseContext::GetToken with calls to strtol. - Changed XlatParseContext::FindToken to do a binary search over the valid token names. - Fixed: The check arrays for BlockThingsIterators were not properly freed and each iterator allocated a new one as a result. - Split the Xlat parser context class into a generic part that can be used for other Lemon-based parsers in the future and a smaller Xlat-specific part. - Changed: P_TeleportMove now always sets BlockingLine to NULL and P_FindFloorCeiling doesn't set it at all. The way it was set in PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how easy it is to break P_TryMove et.al. with DECORATE if you just know which combinations of code pointers will cause problems. This definitely needs to be addressed.) - Changed P_FindFloorCeiling so that it doesn't need global variables anymore. I also moved the code to set the calling actor's information into this function because that's all it is used for. This also fixes another bug: - AInventory::BecomePickup called P_FindFloorCeiling to get proper position values for the item but never set the item's information to the return value of this call. - Removed the check for Heretic when playing *evillaugh when using the Chaos Device. This sound is not defined by the other games so it won't play by default. - Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags for the morph style so that the special behavior of these two items can be switched on and off. - Added Martin Howe's morph system enhancement. - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere. - Rewrote BlockThingsIterator code not to use callbacks anymore. - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but P_FindFloorCeiling never did that. - Merged Check_Sides and PIT_CrossLine into A_PainShootSkull. - Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was used. This also allowed to remove all the global variable saving in P_CreateSecNodeList. - Added a new FBlockLinesIterator class that doesn't need a callback function because debugging the previous bug proved to be a bit annoying because it involved a P_BlockLinesIterator loop. - Fixed: The MBF code to move monsters away from dropoffs did not work as intended due to some random decisions in P_DoNewChaseDir. When in the avoiding dropoff mode these are ignored now. This should cure the problem that monsters hanging over a dropoff tended to drop down. - Added a NOTIMEFREEZE flag that excludes actors from being affected by the time freezer powerup. - Changed: Empty pickup messages are no longer printed. - Changed secret sector drawing in automap so that lines with the ML_SECRET flag are only drawn as part of a secret sector if that secret has already been found, even if the option is set to always show secret sectors. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
if (box.BoxOnLineSide(ld) != -1)
{
continue;
}
ThrustMobj (mobj, seg, po);
blocked = true;
}
}
}
}
}
return blocked;
}
//==========================================================================
//
// InitBlockMap
//
//==========================================================================
static void InitBlockMap (void)
{
int i;
PolyBlockMap = new polyblock_t *[bmapwidth*bmapheight];
memset (PolyBlockMap, 0, bmapwidth*bmapheight*sizeof(polyblock_t *));
for (i = 0; i < po_NumPolyobjs; i++)
{
LinkPolyobj(&polyobjs[i]);
}
}
//==========================================================================
//
// InitSegLists [RH]
//
// Group segs by vertex and collect segs that are known to belong to a
// polyobject so that they can be initialized fast.
//==========================================================================
static void InitSegLists ()
{
SDWORD i;
SegListHead = new SDWORD[numvertexes];
clearbuf (SegListHead, numvertexes, -1);
for (i = 0; i < numsegs; ++i)
{
if (segs[i].linedef != NULL)
{
SegListHead[segs[i].v1 - vertexes] = i;
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
if ((segs[i].linedef->special == Polyobj_StartLine ||
segs[i].linedef->special == Polyobj_ExplicitLine))
{
KnownPolySegs.Push (i);
}
}
}
}
//==========================================================================
//
// KilSegLists [RH]
//
//==========================================================================
static void KillSegLists ()
{
delete[] SegListHead;
SegListHead = NULL;
KnownPolySegs.Clear ();
KnownPolySegs.ShrinkToFit ();
}
//==========================================================================
//
// IterFindPolySegs
//
// Passing NULL for segList will cause IterFindPolySegs to count the
// number of segs in the polyobj. v1 is the vertex to stop at, and v2
// is the vertex to start at.
//==========================================================================
static void IterFindPolySegs (vertex_t *v1, vertex_t *v2p, seg_t **segList)
{
SDWORD j;
int v2 = int(v2p - vertexes);
int i;
// This for loop exists solely to avoid infinitely looping on badly
// formed polyobjects.
for (i = 0; i < numsegs; i++)
{
j = SegListHead[v2];
if (j < 0)
{
break;
}
if (segs[j].v1 == v1)
{
return;
}
if (segs[j].linedef != NULL)
{
if (segList == NULL)
{
PolySegCount++;
}
else
{
*segList++ = &segs[j];
segs[j].bPolySeg = true;
}
}
v2 = int(segs[j].v2 - vertexes);
}
I_Error ("IterFindPolySegs: Non-closed Polyobj around (%d,%d).\n",
v1->x >> FRACBITS, v1->y >> FRACBITS);
}
//==========================================================================
//
// SpawnPolyobj
//
//==========================================================================
static void SpawnPolyobj (int index, int tag, int type)
{
unsigned int ii;
int i;
int j;
for (ii = 0; ii < KnownPolySegs.Size(); ++ii)
{
i = KnownPolySegs[ii];
if (i < 0)
{
continue;
}
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
if (segs[i].linedef->special == Polyobj_StartLine &&
segs[i].linedef->args[0] == tag)
{
if (polyobjs[index].segs)
{
I_Error ("SpawnPolyobj: Polyobj %d already spawned.\n", tag);
}
segs[i].linedef->special = 0;
segs[i].linedef->args[0] = 0;
segs[i].bPolySeg = true;
PolySegCount = 1;
IterFindPolySegs(segs[i].v1, segs[i].v2, NULL);
polyobjs[index].numsegs = PolySegCount;
polyobjs[index].segs = new seg_t *[PolySegCount];
polyobjs[index].segs[0] = &segs[i]; // insert the first seg
IterFindPolySegs (segs[i].v1, segs[i].v2, polyobjs[index].segs+1);
polyobjs[index].crush = (type != PO_SPAWN_TYPE) ? 3 : 0;
polyobjs[index].bHurtOnTouch = (type == PO_SPAWNHURT_TYPE);
polyobjs[index].tag = tag;
polyobjs[index].seqType = segs[i].linedef->args[2];
if (polyobjs[index].seqType < 0 || polyobjs[index].seqType > 63)
{
polyobjs[index].seqType = 0;
}
break;
}
}
if (!polyobjs[index].segs)
{ // didn't find a polyobj through PO_LINE_START
TArray<seg_t *> polySegList;
unsigned int psIndexOld;
polyobjs[index].numsegs = 0;
for (j = 1; j < PO_MAXPOLYSEGS; j++)
{
psIndexOld = polySegList.Size();
for (ii = 0; ii < KnownPolySegs.Size(); ++ii)
{
i = KnownPolySegs[ii];
if (i >= 0 &&
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
segs[i].linedef->special == Polyobj_ExplicitLine &&
segs[i].linedef->args[0] == tag)
{
if (!segs[i].linedef->args[1])
{
I_Error ("SpawnPolyobj: Explicit line missing order number (probably %d) in poly %d.\n",
j+1, tag);
}
if (segs[i].linedef->args[1] == j)
{
polySegList.Push (&segs[i]);
polyobjs[index].numsegs++;
}
}
}
// Clear out any specials for these segs...we cannot clear them out
// in the above loop, since we aren't guaranteed one seg per linedef.
for (ii = 0; ii < KnownPolySegs.Size(); ++ii)
{
i = KnownPolySegs[ii];
if (i >= 0 &&
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
segs[i].linedef->special == Polyobj_ExplicitLine &&
segs[i].linedef->args[0] == tag && segs[i].linedef->args[1] == j)
{
segs[i].linedef->special = 0;
segs[i].linedef->args[0] = 0;
segs[i].bPolySeg = true;
KnownPolySegs[ii] = -1;
}
}
if (polySegList.Size() == psIndexOld)
{ // Check if an explicit line order has been skipped.
// A line has been skipped if there are any more explicit
// lines with the current tag value. [RH] Can this actually happen?
for (ii = 0; ii < KnownPolySegs.Size(); ++ii)
{
i = KnownPolySegs[ii];
if (i >= 0 &&
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
segs[i].linedef->special == Polyobj_ExplicitLine &&
segs[i].linedef->args[0] == tag)
{
I_Error ("SpawnPolyobj: Missing explicit line %d for poly %d\n",
j, tag);
}
}
}
}
if (polyobjs[index].numsegs)
{
PolySegCount = polyobjs[index].numsegs; // PolySegCount used globally
polyobjs[index].crush = (type != PO_SPAWN_TYPE) ? 3 : 0;
polyobjs[index].bHurtOnTouch = (type == PO_SPAWNHURT_TYPE);
polyobjs[index].tag = tag;
polyobjs[index].segs = new seg_t *[polyobjs[index].numsegs];
for (i = 0; i < polyobjs[index].numsegs; i++)
{
polyobjs[index].segs[i] = polySegList[i];
}
polyobjs[index].seqType = (*polyobjs[index].segs)->linedef->args[3];
// Next, change the polyobj's first line to point to a mirror
// if it exists
(*polyobjs[index].segs)->linedef->args[1] =
(*polyobjs[index].segs)->linedef->args[2];
}
else
I_Error ("SpawnPolyobj: Poly %d does not exist\n", tag);
}
}
//==========================================================================
//
// TranslateToStartSpot
//
//==========================================================================
static void TranslateToStartSpot (int tag, int originX, int originY)
{
seg_t **tempSeg;
seg_t **veryTempSeg;
vertex_t *tempPt;
subsector_t *sub;
polyobj_t *po;
int deltaX;
int deltaY;
vertex_t avg; // used to find a polyobj's center, and hence subsector
int i;
po = NULL;
for (i = 0; i < po_NumPolyobjs; i++)
{
if (polyobjs[i].tag == tag)
{
po = &polyobjs[i];
break;
}
}
if (po == NULL)
{ // didn't match the tag with a polyobj tag
I_Error("TranslateToStartSpot: Unable to match polyobj tag: %d\n",
tag);
}
if (po->segs == NULL)
{
I_Error ("TranslateToStartSpot: Anchor point located without a StartSpot point: %d\n", tag);
}
po->originalPts = new vertex_t[po->numsegs];
po->prevPts = new vertex_t[po->numsegs];
deltaX = originX-po->startSpot[0];
deltaY = originY-po->startSpot[1];
tempSeg = po->segs;
tempPt = po->originalPts;
avg.x = 0;
avg.y = 0;
validcount++;
for (i = 0; i < po->numsegs; i++, tempSeg++, tempPt++)
{
if ((*tempSeg)->linedef->validcount != validcount)
{
(*tempSeg)->linedef->bbox[BOXTOP] -= deltaY;
(*tempSeg)->linedef->bbox[BOXBOTTOM] -= deltaY;
(*tempSeg)->linedef->bbox[BOXLEFT] -= deltaX;
(*tempSeg)->linedef->bbox[BOXRIGHT] -= deltaX;
(*tempSeg)->linedef->validcount = validcount;
}
for (veryTempSeg = po->segs; veryTempSeg != tempSeg; veryTempSeg++)
{
if((*veryTempSeg)->v1 == (*tempSeg)->v1)
{
break;
}
}
if (veryTempSeg == tempSeg)
{ // the point hasn't been translated, yet
(*tempSeg)->v1->x -= deltaX;
(*tempSeg)->v1->y -= deltaY;
}
avg.x += (*tempSeg)->v1->x>>FRACBITS;
avg.y += (*tempSeg)->v1->y>>FRACBITS;
// the original Pts are based off the startSpot Pt, and are
// unique to each seg, not each linedef
tempPt->x = (*tempSeg)->v1->x-po->startSpot[0];
tempPt->y = (*tempSeg)->v1->y-po->startSpot[1];
}
avg.x /= po->numsegs;
avg.y /= po->numsegs;
sub = R_PointInSubsector (avg.x<<FRACBITS, avg.y<<FRACBITS);
if (sub->poly != NULL)
{
I_Error ("PO_TranslateToStartSpot: Multiple polyobjs in a single subsector.\n");
}
sub->poly = po;
}
//==========================================================================
//
// PO_Init
//
//==========================================================================
void PO_Init (void)
{
// [RH] Hexen found the polyobject-related things by reloading the map's
// THINGS lump here and scanning through it. I have P_SpawnMapThing()
// record those things instead, so that in here we simply need to
// look at the polyspawns list.
polyspawns_t *polyspawn, **prev;
int polyIndex;
// [RH] Make this faster
InitSegLists ();
polyobjs = new polyobj_t[po_NumPolyobjs];
memset (polyobjs, 0, po_NumPolyobjs*sizeof(polyobj_t));
polyIndex = 0; // index polyobj number
// Find the startSpot points, and spawn each polyobj
for (polyspawn = polyspawns, prev = &polyspawns; polyspawn;)
{
// 9301 (3001) = no crush, 9302 (3002) = crushing, 9303 = hurting touch
if (polyspawn->type == PO_SPAWN_TYPE ||
polyspawn->type == PO_SPAWNCRUSH_TYPE ||
polyspawn->type == PO_SPAWNHURT_TYPE)
{ // Polyobj StartSpot Pt.
polyobjs[polyIndex].startSpot[0] = polyspawn->x;
polyobjs[polyIndex].startSpot[1] = polyspawn->y;
SpawnPolyobj(polyIndex, polyspawn->angle, polyspawn->type);
polyIndex++;
*prev = polyspawn->next;
delete polyspawn;
polyspawn = *prev;
} else {
prev = &polyspawn->next;
polyspawn = polyspawn->next;
}
}
for (polyspawn = polyspawns; polyspawn;)
{
polyspawns_t *next = polyspawn->next;
if (polyspawn->type == PO_ANCHOR_TYPE)
{ // Polyobj Anchor Pt.
TranslateToStartSpot (polyspawn->angle, polyspawn->x, polyspawn->y);
}
delete polyspawn;
polyspawn = next;
}
polyspawns = NULL;
// check for a startspot without an anchor point
for (polyIndex = 0; polyIndex < po_NumPolyobjs; polyIndex++)
{
if (!polyobjs[polyIndex].originalPts)
{
I_Error ("PO_Init: StartSpot located without an Anchor point: %d\n",
polyobjs[polyIndex].tag);
}
}
InitBlockMap();
// [RH] Don't need the seg lists anymore
KillSegLists ();
}
//==========================================================================
//
// PO_Busy
//
//==========================================================================
bool PO_Busy (int polyobj)
{
polyobj_t *poly;
poly = GetPolyobj (polyobj);
if (poly == NULL || poly->specialdata == NULL)
{
return false;
}
else
{
return true;
}
}