* Updated to ZDoom 4231:

- Fixed: Hexen's A_DemonDeath and A_Demon2Death had been converted to incorrect generic Decorate.
- Fixed: A_MinotaurChase should switch to the Idle state, not the Spawn state.
- Fixed: There's more than one place where the CROUCHABLEMORPH flag needs to be checked.
- Added an alternate 2D sprite sorting comparison function which seems to work better with large voxels than the standard 1D sprite sort. [Software only; OpenGL had no such problem to begin with.]
- P_RailAttack() now checks the puff's MF3_FOILINVUL flag.
- Added Blzut3's noextratic fix.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1557 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2013-04-28 08:49:31 +00:00
parent 24e09cf31a
commit 5a4a89d128
9 changed files with 64 additions and 34 deletions

View file

@ -426,6 +426,11 @@ public:
crouching = 0; crouching = 0;
crouchviewdelta = 0; crouchviewdelta = 0;
} }
bool CanCrouch() const
{
return morphTics == 0 || mo->PlayerFlags & PPF_CROUCHABLEMORPH;
}
int GetSpawnClass(); int GetSpawnClass();
}; };

View file

@ -558,7 +558,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurChase)
if (!self1->target || (self1->target->health <= 0) || if (!self1->target || (self1->target->health <= 0) ||
!(self1->target->flags&MF_SHOOTABLE)) !(self1->target->flags&MF_SHOOTABLE))
{ // look for a new target { // look for a new target
self1->SetState (self1->FindState ("Spawn")); self1->SetIdle();
return; return;
} }

View file

@ -3886,6 +3886,7 @@ struct RailData
{ {
TArray<SRailHit> RailHits; TArray<SRailHit> RailHits;
bool StopAtOne; bool StopAtOne;
bool StopAtInvul;
}; };
static ETraceStatus ProcessRailHit (FTraceResults &res, void *userdata) static ETraceStatus ProcessRailHit (FTraceResults &res, void *userdata)
@ -3897,7 +3898,7 @@ static ETraceStatus ProcessRailHit (FTraceResults &res, void *userdata)
} }
// Invulnerable things completely block the shot // Invulnerable things completely block the shot
if (res.Actor->flags2 & MF2_INVULNERABLE) if (data->StopAtInvul && res.Actor->flags2 & MF2_INVULNERABLE)
{ {
return TRACE_Stop; return TRACE_Stop;
} }
@ -3964,10 +3965,11 @@ void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z,
int flags; int flags;
AActor *puffDefaults = puffclass == NULL ? NULL : GetDefaultByType (puffclass->GetReplacement()); assert(puffclass != NULL); // Because we set it to a default above
AActor *puffDefaults = GetDefaultByType (puffclass->GetReplacement());
if (puffDefaults != NULL && puffDefaults->flags6 & MF6_NOTRIGGER) flags = 0; flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? 0 : TRACE_PCross|TRACE_Impact;
else flags = TRACE_PCross|TRACE_Impact; rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true;
Trace (x1, y1, shootz, source->Sector, vx, vy, vz, Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace, distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,

View file

@ -3498,22 +3498,29 @@ void AActor::Tick ()
// cycle through states, calling action functions at transitions // cycle through states, calling action functions at transitions
if (tics != -1) if (tics != -1)
{ {
tics--;
// you can cycle through multiple states in a tic // you can cycle through multiple states in a tic
// [RH] Use <= 0 instead of == 0 so that spawnstates // [BL] If we reach here with a 0 duration state, we
// of 0 tics work as expected. // have created an extra tic, so account for it.
if (tics <= 0) int newtics;
do
{ {
assert (state != NULL); newtics = --tics;
if (state == NULL)
// [RH] Use tics <= 0 instead of == 0 so that spawnstates
// of 0 tics work as expected.
if (tics <= 0)
{ {
Destroy(); assert (state != NULL);
return; if (state == NULL)
{
Destroy();
return;
}
if (!SetState (state->GetNextState()))
return; // freed itself
} }
if (!SetState (state->GetNextState()))
return; // freed itself
} }
while (newtics < 0);
} }
else else
{ {

View file

@ -539,7 +539,7 @@ void APlayerPawn::BeginPlay ()
void APlayerPawn::Tick() void APlayerPawn::Tick()
{ {
if (player != NULL && player->mo == this && player->morphTics == 0 && player->playerstate != PST_DEAD) if (player != NULL && player->mo == this && player->CanCrouch() && player->playerstate != PST_DEAD)
{ {
height = FixedMul(GetDefault()->height, player->crouchfactor); height = FixedMul(GetDefault()->height, player->crouchfactor);
} }
@ -1788,7 +1788,7 @@ void P_MovePlayer (player_t *player)
sm = FixedMul (sm, player->mo->Speed); sm = FixedMul (sm, player->mo->Speed);
// When crouching, speed and bobbing have to be reduced // When crouching, speed and bobbing have to be reduced
if (player->morphTics == 0 && player->crouchfactor != FRACUNIT) if (player->CanCrouch() && player->crouchfactor != FRACUNIT)
{ {
fm = FixedMul(fm, player->crouchfactor); fm = FixedMul(fm, player->crouchfactor);
sm = FixedMul(sm, player->crouchfactor); sm = FixedMul(sm, player->crouchfactor);
@ -2204,8 +2204,7 @@ void P_PlayerThink (player_t *player)
{ {
player->cmd.ucmd.buttons &= ~BT_CROUCH; player->cmd.ucmd.buttons &= ~BT_CROUCH;
} }
if ((player->morphTics == 0 || player->mo->PlayerFlags & PPF_CROUCHABLEMORPH) if (player->CanCrouch() && player->health > 0 && level.IsCrouchingAllowed())
&& player->health > 0 && level.IsCrouchingAllowed())
{ {
if (!totallyfrozen) if (!totallyfrozen)
{ {

View file

@ -139,6 +139,7 @@ vissprite_t **firstvissprite;
vissprite_t **vissprite_p; vissprite_t **vissprite_p;
vissprite_t **lastvissprite; vissprite_t **lastvissprite;
int newvissprite; int newvissprite;
bool DrewAVoxel;
static vissprite_t **spritesorter; static vissprite_t **spritesorter;
static int spritesortersize = 0; static int spritesortersize = 0;
@ -186,6 +187,7 @@ void R_DeinitSprites()
void R_ClearSprites (void) void R_ClearSprites (void)
{ {
vissprite_p = firstvissprite; vissprite_p = firstvissprite;
DrewAVoxel = false;
} }
@ -782,6 +784,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
vis->gz = fz; vis->gz = fz;
vis->gzb = gzb; // [RH] use gzb, not thing->z vis->gzb = gzb; // [RH] use gzb, not thing->z
vis->gzt = gzt; // killough 3/27/98 vis->gzt = gzt; // killough 3/27/98
vis->deltax = fx - viewx;
vis->deltay = fy - viewy;
vis->renderflags = thing->renderflags; vis->renderflags = thing->renderflags;
if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->Style.RenderStyle = thing->RenderStyle; vis->Style.RenderStyle = thing->RenderStyle;
@ -798,6 +802,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
{ {
vis->voxel = voxel->Voxel; vis->voxel = voxel->Voxel;
vis->bIsVoxel = true; vis->bIsVoxel = true;
DrewAVoxel = true;
} }
else else
{ {
@ -1330,11 +1335,22 @@ void R_DrawRemainingPlayerSprites()
// gain compared to the old function. // gain compared to the old function.
// //
// Sort vissprites by depth, far to near // Sort vissprites by depth, far to near
// This is the standard version, which does a simple test based on depth.
static bool sv_compare(vissprite_t *a, vissprite_t *b) static bool sv_compare(vissprite_t *a, vissprite_t *b)
{ {
return a->idepth > b->idepth; return a->idepth > b->idepth;
} }
// This is an alternate version, for when one or more voxel is in view.
// It does a 2D distance test based on whichever one is furthest from
// the viewpoint.
static bool sv_compare2d(vissprite_t *a, vissprite_t *b)
{
return TVector2<double>(a->deltax, a->deltay).LengthSquared() <
TVector2<double>(b->deltax, b->deltay).LengthSquared();
}
#if 0 #if 0
static drawseg_t **drawsegsorter; static drawseg_t **drawsegsorter;
static int drawsegsortersize = 0; static int drawsegsortersize = 0;
@ -1965,7 +1981,7 @@ void R_DrawHeightPlanes(fixed_t height); // kg3D - fake planes
void R_DrawMasked (void) void R_DrawMasked (void)
{ {
R_SortVisSprites (sv_compare, firstvissprite - vissprites); R_SortVisSprites (DrewAVoxel ? sv_compare2d : sv_compare, firstvissprite - vissprites);
if (height_top == NULL) if (height_top == NULL)
{ // kg3D - no visible 3D floors, normal rendering { // kg3D - no visible 3D floors, normal rendering

View file

@ -38,6 +38,7 @@ struct vissprite_t
fixed_t xscale, yscale; fixed_t xscale, yscale;
fixed_t depth; fixed_t depth;
fixed_t idepth; // 1/z fixed_t idepth; // 1/z
fixed_t deltax, deltay;
DWORD FillColor; DWORD FillColor;
fixed_t floorclip; fixed_t floorclip;
union union

View file

@ -3,5 +3,5 @@
// This file was automatically generated by the // This file was automatically generated by the
// updaterevision tool. Do not edit by hand. // updaterevision tool. Do not edit by hand.
#define ZD_SVN_REVISION_STRING "4225" #define ZD_SVN_REVISION_STRING "4231"
#define ZD_SVN_REVISION_NUMBER 4225 #define ZD_SVN_REVISION_NUMBER 4231

View file

@ -20,7 +20,7 @@ ACTOR Demon1 31
DeathSound "DemonDeath" DeathSound "DemonDeath"
ActiveSound "DemonActive" ActiveSound "DemonActive"
Obituary "$OB_DEMON1" Obituary "$OB_DEMON1"
const int ChunkFlags = SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEVELOCITY; const int ChunkFlags = SXF_TRANSFERTRANSLATION | SXF_ABSOLUTEVELOCITY;
States States
{ {
Spawn: Spawn:
@ -53,11 +53,11 @@ ACTOR Demon1 31
Stop Stop
XDeath: XDeath:
DEMN H 6 DEMN H 6
DEMN I 0 A_SpawnItemEx("Demon1Chunk1", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90) DEMN I 0 A_SpawnItemEx("Demon1Chunk1", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags)
DEMN I 0 A_SpawnItemEx("Demon1Chunk2", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270) DEMN I 0 A_SpawnItemEx("Demon1Chunk2", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
DEMN I 0 A_SpawnItemEx("Demon1Chunk3", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270) DEMN I 0 A_SpawnItemEx("Demon1Chunk3", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
DEMN I 0 A_SpawnItemEx("Demon1Chunk4", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270) DEMN I 0 A_SpawnItemEx("Demon1Chunk4", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
DEMN I 6 A_SpawnItemEx("Demon1Chunk5", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270) DEMN I 6 A_SpawnItemEx("Demon1Chunk5", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 270, ChunkFlags)
Goto Death+2 Goto Death+2
Ice: Ice:
DEMN Q 5 A_FreezeDeath DEMN Q 5 A_FreezeDeath
@ -249,11 +249,11 @@ ACTOR Demon2 : Demon1 8080
Stop Stop
XDeath: XDeath:
DEM2 H 6 DEM2 H 6
DEM2 I 0 A_SpawnItemEx("Demon2Chunk1", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90) DEM2 I 0 A_SpawnItemEx("Demon2Chunk1", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle+90), frandom[DemonChunks](1,4.984375)*sin(Angle+90), 8, 90, ChunkFlags)
DEM2 I 0 A_SpawnItemEx("Demon2Chunk2", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270) DEM2 I 0 A_SpawnItemEx("Demon2Chunk2", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 90, ChunkFlags)
DEM2 I 0 A_SpawnItemEx("Demon2Chunk3", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270) DEM2 I 0 A_SpawnItemEx("Demon2Chunk3", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 90, ChunkFlags)
DEM2 I 0 A_SpawnItemEx("Demon2Chunk4", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270) DEM2 I 0 A_SpawnItemEx("Demon2Chunk4", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 90, ChunkFlags)
DEM2 I 6 A_SpawnItemEx("Demon2Chunk5", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270) DEM2 I 6 A_SpawnItemEx("Demon2Chunk5", 0,0,45, frandom[DemonChunks](1,4.984375)*cos(Angle-90), frandom[DemonChunks](1,4.984375)*sin(Angle-90), 8, 90, ChunkFlags)
Goto Death+2 Goto Death+2
} }
} }