* Updated to ZDoom r3601:

- Fixed P_CheckSwitchRange() should not force range checking of lines flagged with ML_3DMIDTEX if they do not have a midtexture.
- Fixed: sector_t::GetHeightSec() was too aggressive about not returning heightsec.
- Fixed: PowerTimeFreezer needs to use different bits to mark timefreezing initiated by different players, or overlapping uses of PowerTimeFreezer will malfunction.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1368 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2012-04-27 13:54:44 +00:00
parent 61f97005d2
commit a42d2559e2
10 changed files with 90 additions and 51 deletions

View file

@ -192,7 +192,6 @@ typedef enum
CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
CF_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state and can fire its primary attack
CF_TIMEFREEZE = 1 << 15, // Player has an active time freezer
CF_DRAIN = 1 << 16, // Player owns a drain powerup
CF_REGENERATION = 1 << 17, // Player owns a regeneration artifact
CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
@ -307,6 +306,7 @@ public:
AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
int cheats; // bit flags
int timefreezer; // Player has an active time freezer
short refire; // refired shots are less accurate
short inconsistant;
int killcount, itemcount, secretcount; // for intermission

View file

@ -1356,28 +1356,29 @@ IMPLEMENT_CLASS( APowerTimeFreezer)
//
//===========================================================================
void APowerTimeFreezer::InitEffect( )
void APowerTimeFreezer::InitEffect()
{
int ulIdx;
int freezemask;
Super::InitEffect();
if (Owner== NULL || Owner->player == NULL)
if (Owner == NULL || Owner->player == NULL)
return;
// When this powerup is in effect, pause the music.
S_PauseSound( false, false );
S_PauseSound(false, false);
// Give the player and his teammates the power to move when time is frozen.
Owner->player->cheats |= CF_TIMEFREEZE;
for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
freezemask = 1 << (Owner->player - players);
Owner->player->timefreezer |= freezemask;
for (int i = 0; i < MAXPLAYERS; i++)
{
if ( playeringame[ulIdx] &&
players[ulIdx].mo != NULL &&
players[ulIdx].mo->IsTeammate( Owner )
if (playeringame[i] &&
players[i].mo != NULL &&
players[i].mo->IsTeammate(Owner)
)
{
players[ulIdx].cheats |= CF_TIMEFREEZE;
players[i].timefreezer |= freezemask;
}
}
@ -1405,7 +1406,7 @@ void APowerTimeFreezer::InitEffect( )
//
//===========================================================================
void APowerTimeFreezer::DoEffect( )
void APowerTimeFreezer::DoEffect()
{
Super::DoEffect();
// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
@ -1433,41 +1434,45 @@ void APowerTimeFreezer::DoEffect( )
//
//===========================================================================
void APowerTimeFreezer::EndEffect( )
void APowerTimeFreezer::EndEffect()
{
int ulIdx;
int i;
Super::EndEffect();
// Allow other actors to move about freely once again.
level.flags2 &= ~LEVEL2_FROZEN;
// Also, turn the music back on.
S_ResumeSound( false );
// Nothing more to do if there's no owner.
if (( Owner == NULL ) || ( Owner->player == NULL ))
// If there is an owner, remove the timefreeze flag corresponding to
// her from all players.
if (Owner != NULL && Owner->player != NULL)
{
return;
int freezemask = ~(1 << (Owner->player - players));
for (i = 0; i < MAXPLAYERS; ++i)
{
players[i].timefreezer &= freezemask;
}
}
// Take away the time freeze power, and his teammates.
Owner->player->cheats &= ~CF_TIMEFREEZE;
for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
// Are there any players who still have timefreezer bits set?
for (i = 0; i < MAXPLAYERS; ++i)
{
if ( playeringame[ulIdx] &&
players[ulIdx].mo != NULL &&
players[ulIdx].mo->IsTeammate( Owner )
)
if (playeringame[i] && players[i].timefreezer != 0)
{
players[ulIdx].cheats &= ~CF_TIMEFREEZE;
break;
}
}
if (i == MAXPLAYERS)
{
// No, so allow other actors to move about freely once again.
level.flags2 &= ~LEVEL2_FROZEN;
// Also, turn the music back on.
S_ResumeSound(false);
}
}
// Damage powerup ------------------------------------------------------
IMPLEMENT_CLASS( APowerDamage)
IMPLEMENT_CLASS(APowerDamage)
//===========================================================================
//

View file

@ -2905,7 +2905,7 @@ void AActor::Tick ()
}
// Apply freeze mode.
if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
{
return;
}

View file

@ -802,6 +802,31 @@ int sector_t::GetCeilingLight () const
}
}
sector_t *sector_t::GetHeightSec() const
{
if (heightsec == NULL)
{
return NULL;
}
if (heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)
{
return NULL;
}
if (e && e->XFloor.ffloors.Size())
{
// If any of these fake floors render their planes, ignore heightsec.
for (unsigned i = e->XFloor.ffloors.Size(); i-- > 0; )
{
if ((e->XFloor.ffloors[i]->flags & (FF_EXISTS | FF_RENDERPLANES)) == (FF_EXISTS | FF_RENDERPLANES))
{
return NULL;
}
}
}
return heightsec;
}
bool secplane_t::CopyPlaneIfValid (secplane_t *dest, const secplane_t *opp) const
{
bool copy = false;

View file

@ -288,7 +288,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType)
bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType)
{
int lineActivation = line->activation;
int lineActivation = line->activation;
if (line->flags & ML_FIRSTSIDEONLY && side == 1)
{

View file

@ -121,9 +121,15 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
fixed_t checkbot;
sector_t *front = side->sector;
FLineOpening open;
int flags = line->flags;
if (!side->GetTexture(side_t::mid).isValid())
{ // Do not force range checks for 3DMIDTEX lines if there is no actual midtexture.
flags &= ~ML_3DMIDTEX;
}
// 3DMIDTEX forces CHECKSWITCHRANGE because otherwise it might cause problems.
if (!(line->flags & (ML_3DMIDTEX|ML_CHECKSWITCHRANGE)))
if (!(flags & (ML_3DMIDTEX|ML_CHECKSWITCHRANGE)))
return true;
// calculate the point where the user would touch the wall.
@ -169,15 +175,15 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
if (open.range <= 0)
goto onesided;
if ((TexMan.FindSwitch (side->GetTexture(side_t::top))) != NULL)
if ((TexMan.FindSwitch(side->GetTexture(side_t::top))) != NULL)
{
return (user->z + user->height >= open.top);
}
else if ((TexMan.FindSwitch (side->GetTexture(side_t::bottom))) != NULL)
else if ((TexMan.FindSwitch(side->GetTexture(side_t::bottom))) != NULL)
{
return (user->z <= open.bottom);
}
else if ((line->flags & (ML_3DMIDTEX)) || (TexMan.FindSwitch (side->GetTexture(side_t::mid))) != NULL)
else if ((flags & ML_3DMIDTEX) || (TexMan.FindSwitch(side->GetTexture(side_t::mid))) != NULL)
{
// 3DMIDTEX lines will force a mid texture check if no switch is found on this line
// to keep compatibility with Eternity's implementation.

View file

@ -101,7 +101,7 @@ void P_Ticker (void)
// off the music.
for (i = 0; i < MAXPLAYERS; i++ )
{
if (playeringame[i] && players[i].cheats & CF_TIMEFREEZE)
if (playeringame[i] && players[i].timefreezer != 0)
break;
}

View file

@ -247,6 +247,7 @@ player_t::player_t()
ReadyWeapon(0),
PendingWeapon(0),
cheats(0),
timefreezer(0),
refire(0),
inconsistant(0),
killcount(0),
@ -674,7 +675,7 @@ bool APlayerPawn::UseInventory (AInventory *item)
{ // You can't use items if you're totally frozen
return false;
}
if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
{
// Time frozen
return false;
@ -2694,6 +2695,15 @@ void player_t::Serialize (FArchive &arc)
poisonpaintype = poisoner->PainType != NAME_None ? poisoner->PainType : poisoner->DamageType;
}
if (SaveVersion >= 3599)
{
arc << timefreezer;
}
else
{
cheats &= ~(1 << 15); // make sure old CF_TIMEFREEZE bit is cleared
}
if (isbot)
{
arc << angle
@ -2784,5 +2794,5 @@ bool P_IsPlayerTotallyFrozen(const player_t *player)
return
gamestate == GS_TITLELEVEL ||
player->cheats & CF_TOTALLYFROZEN ||
((level.flags2 & LEVEL2_FROZEN) && !(player->cheats & CF_TIMEFREEZE));
((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
}

View file

@ -475,6 +475,7 @@ struct sector_t
void ClosestPoint(fixed_t x, fixed_t y, fixed_t &ox, fixed_t &oy) const;
int GetFloorLight () const;
int GetCeilingLight () const;
sector_t *GetHeightSec() const;
DInterpolation *SetInterpolation(int position, bool attach);
void StopInterpolation(int position);
@ -636,14 +637,6 @@ struct sector_t
planes[pos].TexZ += val;
}
sector_t *GetHeightSec() const
{
return (heightsec &&
!(heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
!(this->e && this->e->XFloor.ffloors.Size())
)? heightsec : NULL;
}
static inline short ClampLight(int level)
{
return (short)clamp(level, SHRT_MIN, SHRT_MAX);

View file

@ -3,5 +3,5 @@
// This file was automatically generated by the
// updaterevision tool. Do not edit by hand.
#define ZD_SVN_REVISION_STRING "3598"
#define ZD_SVN_REVISION_NUMBER 3598
#define ZD_SVN_REVISION_STRING "3601"
#define ZD_SVN_REVISION_NUMBER 3601