2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
//**************************************************************************
|
|
|
|
//**
|
|
|
|
//** 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"
|
2008-06-08 09:24:55 +00:00
|
|
|
#include "r_interpolate.h"
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
// MACROS ------------------------------------------------------------------
|
|
|
|
|
|
|
|
#define PO_MAXPOLYSEGS 64
|
|
|
|
|
|
|
|
// TYPES -------------------------------------------------------------------
|
|
|
|
|
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
|
|
|
inline FArchive &operator<< (FArchive &arc, podoortype_t &type)
|
|
|
|
{
|
|
|
|
BYTE val = (BYTE)type;
|
|
|
|
arc << val;
|
|
|
|
type = (podoortype_t)val;
|
|
|
|
return arc;
|
|
|
|
}
|
|
|
|
|
|
|
|
class DPolyAction : public DThinker
|
|
|
|
{
|
|
|
|
DECLARE_CLASS (DPolyAction, DThinker)
|
2008-06-08 09:24:55 +00:00
|
|
|
HAS_OBJECT_POINTERS
|
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
|
|
|
public:
|
|
|
|
DPolyAction (int polyNum);
|
|
|
|
void Serialize (FArchive &arc);
|
2008-06-08 09:24:55 +00:00
|
|
|
void Destroy();
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
|
|
|
|
void StopInterpolation ();
|
|
|
|
protected:
|
|
|
|
DPolyAction ();
|
|
|
|
int m_PolyObj;
|
|
|
|
int m_Speed;
|
|
|
|
int m_Dist;
|
2008-06-08 09:24:55 +00:00
|
|
|
TObjPtr<DInterpolation> m_Interpolation;
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
|
|
|
|
void SetInterpolation ();
|
|
|
|
|
|
|
|
friend void ThrustMobj (AActor *actor, seg_t *seg, FPolyObj *po);
|
|
|
|
};
|
|
|
|
|
|
|
|
class DRotatePoly : public DPolyAction
|
|
|
|
{
|
|
|
|
DECLARE_CLASS (DRotatePoly, DPolyAction)
|
|
|
|
public:
|
|
|
|
DRotatePoly (int polyNum);
|
|
|
|
void Tick ();
|
|
|
|
private:
|
|
|
|
DRotatePoly ();
|
|
|
|
|
|
|
|
friend bool EV_RotatePoly (line_t *line, int polyNum, int speed, int byteAngle, int direction, bool overRide);
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class DMovePoly : public DPolyAction
|
|
|
|
{
|
|
|
|
DECLARE_CLASS (DMovePoly, DPolyAction)
|
|
|
|
public:
|
|
|
|
DMovePoly (int polyNum);
|
|
|
|
void Serialize (FArchive &arc);
|
|
|
|
void Tick ();
|
|
|
|
protected:
|
|
|
|
DMovePoly ();
|
|
|
|
int m_Angle;
|
|
|
|
fixed_t m_xSpeed; // for sliding walls
|
|
|
|
fixed_t m_ySpeed;
|
|
|
|
|
|
|
|
friend bool EV_MovePoly (line_t *line, int polyNum, int speed, angle_t angle, fixed_t dist, bool overRide);
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class DPolyDoor : public DMovePoly
|
|
|
|
{
|
|
|
|
DECLARE_CLASS (DPolyDoor, DMovePoly)
|
|
|
|
public:
|
|
|
|
DPolyDoor (int polyNum, podoortype_t type);
|
|
|
|
void Serialize (FArchive &arc);
|
|
|
|
void Tick ();
|
|
|
|
protected:
|
|
|
|
int m_Direction;
|
|
|
|
int m_TotalDist;
|
|
|
|
int m_Tics;
|
|
|
|
int m_WaitTics;
|
|
|
|
podoortype_t m_Type;
|
|
|
|
bool m_Close;
|
|
|
|
|
|
|
|
friend bool EV_OpenPolyDoor (line_t *line, int polyNum, int speed, angle_t angle, int delay, int distance, podoortype_t type);
|
|
|
|
private:
|
|
|
|
DPolyDoor ();
|
|
|
|
};
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
|
|
|
|
|
|
|
|
bool PO_RotatePolyobj (int num, angle_t angle);
|
|
|
|
void PO_Init (void);
|
|
|
|
|
|
|
|
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
|
|
|
|
|
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 FPolyObj *GetPolyobj (int polyNum);
|
2008-01-27 11:25:03 +00:00
|
|
|
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);
|
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 UnLinkPolyobj (FPolyObj *po);
|
|
|
|
static void LinkPolyobj (FPolyObj *po);
|
|
|
|
static bool CheckMobjBlocking (seg_t *seg, FPolyObj *po);
|
2008-01-27 11:25:03 +00:00
|
|
|
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);
|
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 DoMovePolyobj (FPolyObj *po, int x, int y);
|
2008-01-27 11:25:03 +00:00
|
|
|
static void InitSegLists ();
|
|
|
|
static void KillSegLists ();
|
|
|
|
|
|
|
|
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
|
|
|
|
|
|
|
|
extern seg_t *segs;
|
|
|
|
|
|
|
|
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
|
|
|
|
|
|
|
polyblock_t **PolyBlockMap;
|
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
|
|
|
FPolyObj *polyobjs; // list of all poly-objects on the level
|
2008-01-27 11:25:03 +00:00
|
|
|
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 --------------------------------------------------------------------
|
|
|
|
|
2008-06-08 09:24:55 +00:00
|
|
|
IMPLEMENT_POINTY_CLASS (DPolyAction)
|
|
|
|
DECLARE_POINTER(m_Interpolation)
|
|
|
|
END_POINTERS
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
IMPLEMENT_CLASS (DRotatePoly)
|
|
|
|
IMPLEMENT_CLASS (DMovePoly)
|
|
|
|
IMPLEMENT_CLASS (DPolyDoor)
|
|
|
|
|
|
|
|
DPolyAction::DPolyAction ()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void DPolyAction::Serialize (FArchive &arc)
|
|
|
|
{
|
|
|
|
Super::Serialize (arc);
|
2008-06-08 09:24:55 +00:00
|
|
|
arc << m_PolyObj << m_Speed << m_Dist << m_Interpolation;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
DPolyAction::DPolyAction (int polyNum)
|
|
|
|
{
|
|
|
|
m_PolyObj = polyNum;
|
|
|
|
m_Speed = 0;
|
|
|
|
m_Dist = 0;
|
|
|
|
SetInterpolation ();
|
|
|
|
}
|
|
|
|
|
2008-06-08 09:24:55 +00:00
|
|
|
void DPolyAction::Destroy()
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
FPolyObj *poly = GetPolyobj (m_PolyObj);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (poly->specialdata == NULL || poly->specialdata == this)
|
|
|
|
{
|
|
|
|
poly->specialdata = NULL;
|
|
|
|
}
|
2008-06-08 09:24:55 +00:00
|
|
|
|
|
|
|
StopInterpolation();
|
|
|
|
Super::Destroy();
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void DPolyAction::SetInterpolation ()
|
|
|
|
{
|
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
|
|
|
FPolyObj *poly = GetPolyobj (m_PolyObj);
|
2008-06-08 09:24:55 +00:00
|
|
|
m_Interpolation = poly->SetInterpolation();
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void DPolyAction::StopInterpolation ()
|
|
|
|
{
|
2008-06-08 09:24:55 +00:00
|
|
|
if (m_Interpolation != NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-06-08 09:24:55 +00:00
|
|
|
m_Interpolation->DelRef();
|
|
|
|
m_Interpolation = NULL;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
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
|
|
|
FPolyObj *poly = GetPolyobj (m_PolyObj);
|
2008-01-27 11:25:03 +00:00
|
|
|
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;
|
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
|
|
|
FPolyObj *poly;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
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 ()
|
|
|
|
{
|
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
|
|
|
FPolyObj *poly;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
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;
|
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
|
|
|
FPolyObj *poly;
|
2008-01-27 11:25:03 +00:00
|
|
|
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;
|
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
|
|
|
FPolyObj *poly;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
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;
|
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
|
|
|
FPolyObj *poly;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
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
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
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 FPolyObj *GetPolyobj (int polyNum)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
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
|
|
|
return polyobjs[i].lines[0]->args[1];
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ThrustMobj
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
void ThrustMobj (AActor *actor, seg_t *seg, FPolyObj *po)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
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
|
|
|
FPolyObj *po;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
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
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
void DoMovePolyobj (FPolyObj *po, int x, int y)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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;
|
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
|
|
|
FPolyObj *po;
|
2008-01-27 11:25:03 +00:00
|
|
|
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
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
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 UnLinkPolyobj (FPolyObj *po)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
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 LinkPolyobj (FPolyObj *po)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
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 bool CheckMobjBlocking (seg_t *seg, FPolyObj *po)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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))
|
|
|
|
{
|
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])
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
2008-04-08 22:32:52 +00:00
|
|
|
if (box.BoxOnLineSide(ld) != -1)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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 &&
|
2008-01-27 11:25:03 +00:00
|
|
|
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 &&
|
2008-01-27 11:25:03 +00:00
|
|
|
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 &&
|
2008-01-27 11:25:03 +00:00
|
|
|
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 &&
|
2008-01-27 11:25:03 +00:00
|
|
|
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);
|
|
|
|
}
|
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
|
|
|
|
|
|
|
TArray<line_t *> lines;
|
|
|
|
TArray<vertex_t *> vertices;
|
|
|
|
|
|
|
|
for(int i=0; i<polyobjs[index].numsegs; i++)
|
|
|
|
{
|
|
|
|
line_t *l = polyobjs[index].segs[i]->linedef;
|
|
|
|
int j;
|
|
|
|
|
|
|
|
for(j = lines.Size() - 1; j >= 0; j--)
|
|
|
|
{
|
|
|
|
if (lines[j] == l) break;
|
|
|
|
}
|
|
|
|
if (j < 0) lines.Push(l);
|
|
|
|
|
|
|
|
vertex_t *v = polyobjs[index].segs[i]->v1;
|
|
|
|
|
|
|
|
for(j = vertices.Size() - 1; j >= 0; j--)
|
|
|
|
{
|
|
|
|
if (vertices[j] == v) break;
|
|
|
|
}
|
|
|
|
if (j < 0) vertices.Push(v);
|
|
|
|
|
|
|
|
v = polyobjs[index].segs[i]->v2;
|
|
|
|
|
|
|
|
for(j = vertices.Size() - 1; j >= 0; j--)
|
|
|
|
{
|
|
|
|
if (vertices[j] == v) break;
|
|
|
|
}
|
|
|
|
if (j < 0) vertices.Push(v);
|
|
|
|
}
|
|
|
|
polyobjs[index].numlines = lines.Size();
|
|
|
|
polyobjs[index].lines = new line_t*[lines.Size()];
|
|
|
|
memcpy(polyobjs[index].lines, &lines[0], sizeof(lines[0]) * lines.Size());
|
|
|
|
|
|
|
|
polyobjs[index].numvertices = vertices.Size();
|
|
|
|
polyobjs[index].vertices = new vertex_t*[vertices.Size()];
|
|
|
|
memcpy(polyobjs[index].vertices, &vertices[0], sizeof(vertices[0]) * vertices.Size());
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// TranslateToStartSpot
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void TranslateToStartSpot (int tag, int originX, int originY)
|
|
|
|
{
|
|
|
|
seg_t **tempSeg;
|
|
|
|
seg_t **veryTempSeg;
|
|
|
|
vertex_t *tempPt;
|
|
|
|
subsector_t *sub;
|
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
|
|
|
FPolyObj *po;
|
2008-01-27 11:25:03 +00:00
|
|
|
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 ();
|
|
|
|
|
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
|
|
|
polyobjs = new FPolyObj[po_NumPolyobjs];
|
|
|
|
memset (polyobjs, 0, po_NumPolyobjs*sizeof(FPolyObj));
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
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
|
|
|
FPolyObj *poly;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
poly = GetPolyobj (polyobj);
|
2008-02-22 09:00:45 +00:00
|
|
|
if (poly == NULL || poly->specialdata == NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 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
|
|
|
|
|
|
|
|
|
|
|
FPolyObj::~FPolyObj()
|
|
|
|
{
|
|
|
|
if (segs != NULL)
|
|
|
|
{
|
|
|
|
delete[] segs;
|
|
|
|
segs = NULL;
|
|
|
|
}
|
|
|
|
if (lines != NULL)
|
|
|
|
{
|
|
|
|
delete[] lines;
|
|
|
|
lines = NULL;
|
|
|
|
}
|
|
|
|
if (vertices != NULL)
|
|
|
|
{
|
|
|
|
delete[] vertices;
|
|
|
|
vertices = NULL;
|
|
|
|
}
|
|
|
|
if (originalPts != NULL)
|
|
|
|
{
|
|
|
|
delete[] originalPts;
|
|
|
|
originalPts = NULL;
|
|
|
|
}
|
|
|
|
if (prevPts != NULL)
|
|
|
|
{
|
|
|
|
delete[] prevPts;
|
|
|
|
prevPts = NULL;
|
|
|
|
}
|
|
|
|
}
|