* Updated to ZDoom r3542:

- Added another flag to P_FindFloorCeiling() to get it to do its standard processing but without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.
- Fixed: Passing hexdd.wad with a path to the -iwad parameter would disable searching the standard paths for hexen.wad.
- Fixed: Stereo sound volume reduction should only be done for stereo sounds played in 3D. Head-relative ones should remain full volume.
- Fixed: RunScript() ignored the always parameter.
- Don't call secfriction() twice in the normal part of P_GetFriction().
- Fixed: The 3D floors part of P_GetFriction() did not check for friction still being set to ORIG_FRICTION, so it only worked with lower frictions.
- Clamp maximum particle count to 65535.
- Fixed: The inner railgun trail ignored the RGF_FULLBRIGHT flag.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1351 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2012-04-08 10:39:30 +00:00
parent 8a2a6f5a7f
commit e263d46ff7
13 changed files with 92 additions and 56 deletions

View file

@ -413,7 +413,7 @@ int FIWadManager::IdentifyVersion (TArray<FString> &wadfiles, const char *iwad,
}
}
if (iwadparm == NULL || wads[0].Path.IsEmpty())
if (iwadparm == NULL || wads[0].Path.IsEmpty() || mIWads[wads[0].Type].Required.IsNotEmpty())
{
if (GameConfig->SetSection ("IWADSearch.Directories"))
{

View file

@ -2497,7 +2497,7 @@ static void RunScript(BYTE **stream, APlayerPawn *pawn, int snum, int argn, int
arg[i] = argval;
}
}
P_StartScript(pawn, NULL, snum, level.mapname, arg, MIN<int>(countof(arg), argn), ACS_NET);
P_StartScript(pawn, NULL, snum, level.mapname, arg, MIN<int>(countof(arg), argn), ACS_NET | always);
}
void Net_SkipCommand (int type, BYTE **stream)

View file

@ -357,7 +357,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
self->dropoffz =
self->floorz = sec->floorplane.ZatPoint(_x, _y);
self->ceilingz = sec->ceilingplane.ZatPoint(_x, _y);
P_FindFloorCeiling(self, true);
P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS);
if (self->flags & MF_SPAWNCEILING)
{
@ -385,12 +385,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
}
}
// Redo floor/ceiling check, in case of 3D floors
P_FindFloorCeiling(self, true);
P_FindFloorCeiling(self, FFCF_SAMESECTOR);
if (self->z < self->floorz)
{ // Do not reappear under the floor, even if that's where we were for the
// initial spawn.
self->z = self->floorz;
}
if (self->z + self->height > self->ceilingz)
{ // Do the same for the ceiling.
self->z = self->ceilingz - self->height;
}
}
int AInventory::StaticLastMessageTic;

View file

@ -151,8 +151,7 @@ void P_InitParticles ()
NumParticles = r_maxparticles;
// This should be good, but eh...
if ( NumParticles < 100 )
NumParticles = 100;
NumParticles = clamp<WORD>(NumParticles, 100, 65535);
P_DeinitParticles();
Particles = new particle_t[NumParticles];
@ -688,8 +687,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
p->ttl = duration;
p->fade = FADEFROMTTL(duration);
p->size = 3;
if(fullbright)
p->bright = true;
p->bright = fullbright;
tempvec = FMatrix3x3(dir, deg) * extend;
p->velx = FLOAT2FIXED(tempvec.X * drift)>>4;
@ -760,6 +758,8 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
p->accz -= FRACUNIT/4096;
pos += trail_step;
p->bright = fullbright;
if (color2 == -1)
{
int rand = M_Random();

View file

@ -59,13 +59,13 @@ struct particle_t
fixed_t accx,accy,accz;
BYTE ttl;
BYTE trans;
BYTE size;
BYTE size:7;
BYTE bright:1;
BYTE fade;
int color;
WORD tnext;
WORD snext;
subsector_t * subsector;
bool bright;
};
extern particle_t *Particles;

View file

@ -432,7 +432,13 @@ void P_ResetSightCounters (bool full);
bool P_TalkFacing (AActor *player);
void P_UseLines (player_t* player);
bool P_UsePuzzleItem (AActor *actor, int itemType);
void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos = false);
enum
{
FFCF_ONLYSPAWNPOS = 1,
FFCF_SAMESECTOR = 2
};
void P_FindFloorCeiling (AActor *actor, int flags=0);
bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);

View file

@ -170,12 +170,12 @@ static bool PIT_FindFloorCeiling (line_t *ld, const FBoundingBox &box, FCheckPos
//
//==========================================================================
void P_GetFloorCeilingZ(FCheckPosition &tmf, bool get)
void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
{
sector_t *sec;
if (get)
if (!(flags & FFCF_ONLYSPAWNPOS))
{
sec = P_PointInSector (tmf.x, tmf.y);
sec = !(flags & FFCF_SAMESECTOR) ? P_PointInSector (tmf.x, tmf.y) : sec = tmf.thing->Sector;
tmf.floorsector = sec;
tmf.ceilingsector = sec;
@ -184,7 +184,10 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, bool get)
tmf.floorpic = sec->GetTexture(sector_t::floor);
tmf.ceilingpic = sec->GetTexture(sector_t::ceiling);
}
else sec = tmf.thing->Sector;
else
{
sec = tmf.thing->Sector;
}
#ifdef _3DFLOORS
for(unsigned int i=0;i<sec->e->XFloor.ffloors.Size();i++)
@ -219,7 +222,7 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, bool get)
//
//==========================================================================
void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
void P_FindFloorCeiling (AActor *actor, int flags)
{
FCheckPosition tmf;
@ -228,9 +231,9 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
tmf.y = actor->y;
tmf.z = actor->z;
if (!onlyspawnpos)
if (!(flags & FFCF_ONLYSPAWNPOS))
{
P_GetFloorCeilingZ(tmf, true);
P_GetFloorCeilingZ(tmf, flags);
}
else
{
@ -240,7 +243,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
tmf.ceilingz = actor->ceilingz;
tmf.floorpic = actor->floorpic;
tmf.ceilingpic = actor->ceilingpic;
P_GetFloorCeilingZ(tmf, false);
P_GetFloorCeilingZ(tmf, flags);
}
actor->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz;
@ -266,7 +269,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
if (!onlyspawnpos || (tmf.abovemidtex && (tmf.floorz <= actor->z)))
if (!(flags & FFCF_ONLYSPAWNPOS) || (tmf.abovemidtex && (tmf.floorz <= actor->z)))
{
actor->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz;
@ -321,7 +324,7 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
tmf.z = z;
tmf.touchmidtex = false;
tmf.abovemidtex = false;
P_GetFloorCeilingZ(tmf, true);
P_GetFloorCeilingZ(tmf, FFCF_ONLYSPAWNPOS);
spechit.Clear ();
@ -488,6 +491,7 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
{
int friction = ORIG_FRICTION;
int movefactor = ORIG_FRICTION_FACTOR;
fixed_t newfriction;
const msecnode_t *m;
const sector_t *sec;
@ -498,8 +502,8 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
else if ((!(mo->flags & MF_NOGRAVITY) && mo->waterlevel > 1) ||
(mo->waterlevel == 1 && mo->z > mo->floorz + 6*FRACUNIT))
{
friction = secfriction (mo->Sector);
movefactor = secmovefac (mo->Sector) >> 1;
friction = secfriction(mo->Sector);
movefactor = secmovefac(mo->Sector) >> 1;
}
else if (var_friction && !(mo->flags & (MF_NOCLIP|MF_NOGRAVITY)))
{ // When the object is straddling sectors with the same
@ -512,16 +516,16 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
#ifdef _3DFLOORS
// 3D floors must be checked, too
for(unsigned i=0;i<sec->e->XFloor.ffloors.Size();i++)
for (unsigned i = 0; i < sec->e->XFloor.ffloors.Size(); i++)
{
F3DFloor * rover=sec->e->XFloor.ffloors[i];
if (!(rover->flags&FF_EXISTS)) continue;
if(!(rover->flags & FF_SOLID)) continue;
F3DFloor *rover = sec->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_SOLID)) continue;
// Player must be on top of the floor to be affected...
if(mo->z != rover->top.plane->ZatPoint(mo->x,mo->y)) continue;
fixed_t newfriction=secfriction(rover->model);
if (newfriction<friction)
if (mo->z != rover->top.plane->ZatPoint(mo->x,mo->y)) continue;
newfriction = secfriction(rover->model);
if (newfriction < friction || friction == ORIG_FRICTION)
{
friction = newfriction;
movefactor = secmovefac(rover->model);
@ -534,13 +538,14 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
{
continue;
}
if ((secfriction(sec) < friction || friction == ORIG_FRICTION) &&
(mo->z <= sec->floorplane.ZatPoint (mo->x, mo->y) ||
newfriction = secfriction(sec);
if ((newfriction < friction || friction == ORIG_FRICTION) &&
(mo->z <= sec->floorplane.ZatPoint(mo->x, mo->y) ||
(sec->GetHeightSec() != NULL &&
mo->z <= sec->heightsec->floorplane.ZatPoint (mo->x, mo->y))))
mo->z <= sec->heightsec->floorplane.ZatPoint(mo->x, mo->y))))
{
friction = secfriction (sec);
movefactor = secmovefac (sec);
friction = newfriction;
movefactor = secmovefac(sec);
}
}
}

View file

@ -578,7 +578,7 @@ void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz)
LinkToWorld ();
floorz = Sector->floorplane.ZatPoint (ix, iy);
ceilingz = Sector->ceilingplane.ZatPoint (ix, iy);
P_FindFloorCeiling(this, true);
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
}
FBlockNode *FBlockNode::FreeBlocks = NULL;

View file

@ -2476,12 +2476,34 @@ void P_NightmareRespawn (AActor *mobj)
// can use P_CheckPosition() properly.
mo->z = mo->floorz;
}
if (mo->z + mo->height > mo->ceilingz)
{
mo->z = mo->ceilingz - mo->height;
}
}
else if (z == ONCEILINGZ)
{
mo->z -= mobj->SpawnPoint[2];
}
// If there are 3D floors, we need to find floor/ceiling again.
P_FindFloorCeiling(mo, FFCF_SAMESECTOR);
if (z == ONFLOORZ)
{
if (mo->z < mo->floorz)
{ // Do not respawn monsters in the floor, even if that's where they
// started. The initial P_ZMovement() call would have put them on
// the floor right away, but we need them on the floor now so we
// can use P_CheckPosition() properly.
mo->z = mo->floorz;
}
if (mo->z + mo->height > mo->ceilingz)
{ // Do the same for the ceiling.
mo->z = mo->ceilingz - mo->height;
}
}
// something is occupying its position?
if (!P_CheckPosition(mo, mo->x, mo->y, true))
{
@ -2491,9 +2513,6 @@ void P_NightmareRespawn (AActor *mobj)
return; // no respawn
}
// If there are 3D floors, we need to find floor/ceiling again.
P_FindFloorCeiling(mo, true);
z = mo->z;
// inherit attributes from deceased one
@ -3629,7 +3648,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
// z-coordinate.
if (!SpawningMapThing)
{
P_FindFloorCeiling(actor, true);
P_FindFloorCeiling(actor, FFCF_ONLYSPAWNPOS);
}
else
{
@ -4495,7 +4514,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
mobj->SpawnPoint[2] = mthing->z;
mobj->SpawnAngle = mthing->angle;
mobj->SpawnFlags = mthing->flags;
P_FindFloorCeiling(mobj, true);
P_FindFloorCeiling(mobj, FFCF_ONLYSPAWNPOS);
if (!(mobj->flags2 & MF2_ARGSDEFINED))
{

View file

@ -542,7 +542,7 @@ void APlayerPawn::PostBeginPlay()
{
dropoffz = floorz = Sector->floorplane.ZatPoint(x, y);
ceilingz = Sector->ceilingplane.ZatPoint(x, y);
P_FindFloorCeiling(this, true);
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
z = floorz;
}
else

View file

@ -1772,17 +1772,6 @@ FISoundChannel *FMODSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *
((FMOD::Sound *)sfx.data)->setDefaults(def_freq, def_vol, def_pan, def_priority);
}
// Reduce volume of stereo sounds, because each channel will be summed together
// and is likely to be very similar, resulting in an amplitude twice what it
// would have been had it been mixed to mono.
if (FMOD_OK == ((FMOD::Sound *)sfx.data)->getFormat(NULL, NULL, &numchans, NULL))
{
if (numchans > 1)
{
vol *= 0.5f;
}
}
if (FMOD_OK == result)
{
result = chan->getMode(&mode);
@ -1807,6 +1796,19 @@ FISoundChannel *FMODSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *
chan->setMode(mode);
chan->setChannelGroup((flags & SNDF_NOPAUSE) ? SfxGroup : PausableSfx);
if (mode & FMOD_3D)
{
// Reduce volume of stereo sounds, because each channel will be summed together
// and is likely to be very similar, resulting in an amplitude twice what it
// would have been had it been mixed to mono.
if (FMOD_OK == ((FMOD::Sound *)sfx.data)->getFormat(NULL, NULL, &numchans, NULL))
{
if (numchans > 1)
{
vol *= 0.5f;
}
}
}
if (freq != 0)
{
chan->setFrequency(freq);

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 "3535"
#define ZD_SVN_REVISION_NUMBER 3535
#define ZD_SVN_REVISION_STRING "3542"
#define ZD_SVN_REVISION_NUMBER 3542

View file

@ -2697,7 +2697,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
self->dropoffz =
self->floorz = sec->floorplane.ZatPoint(self->x, self->y);
self->ceilingz = sec->ceilingplane.ZatPoint(self->x, self->y);
P_FindFloorCeiling(self, true);
P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS);
}
}
else