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- Added support for scaled textures to DCanvas::DrawTexture.
- Changed deh.MaxHealth use to be consistent with other source ports. - Added NULL pointer checks to APlayerPawn's state set functions. If these remove the player from the game a crash is the inevitable result. SVN r325 (trunk)
This commit is contained in:
parent
4999c3b4aa
commit
06630b0fee
6 changed files with 39 additions and 33 deletions
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@ -1,3 +1,9 @@
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September 9, 2006 (Changes by Graf Zahl)
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- Added support for scaled textures to DCanvas::DrawTexture.
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- Changed deh.MaxHealth use to be consistent with other source ports.
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- Added NULL pointer checks to APlayerPawn's state set functions. If these
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remove the player from the game a crash is the inevitable result.
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September 8, 2006
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- Fixed: Weapons did not give you double ammo at baby and nightmare skills.
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- Fixed: SetTexture() in p_setup.cpp assumed that all color values were
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@ -129,7 +129,7 @@ DehInfo deh =
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{
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100, // .StartHealth
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50, // .StartBullets
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-1, // .MaxHealth
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100, // .MaxHealth
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200, // .MaxArmor
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1, // .GreenAC
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2, // .BlueAC
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@ -1649,9 +1649,9 @@ static int PatchMisc (int dummy)
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AHealth *health;
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health = static_cast<AHealth *> (GetDefaultByName ("HealthBonus"));
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if (deh.MaxHealth != -1 && health!=NULL)
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if (health!=NULL)
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{
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health->MaxAmount = deh.MaxHealth;
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health->MaxAmount = 2 * deh.MaxHealth;
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}
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health = static_cast<AHealth *> (GetDefaultByName ("Soulsphere"));
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@ -2542,10 +2542,6 @@ void FinishDehPatch ()
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DPrintf ("%s replaces %s\n", subclass->TypeName.GetChars(), type->TypeName.GetChars());
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}
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// Since deh.MaxHealth was used incorrectly this can only be set
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// after finishing with the DEH stuff.
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if (deh.MaxHealth == -1) deh.MaxHealth = 100;
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// Now that all Dehacked patches have been processed, it's okay to free StateMap.
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if (StateMap != NULL)
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{
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@ -1426,6 +1426,7 @@ AActor *P_CheckOnmobj (AActor *thing)
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oldz = thing->z;
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P_FakeZMovement (thing);
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good = P_TestMobjZ (thing, false);
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thing->z = oldz;
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return good ? NULL : onmobj;
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@ -838,18 +838,18 @@ void APlayerPawn::PlayIdle ()
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void APlayerPawn::PlayRunning ()
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{
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if (state == SpawnState)
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if (InStateSequence(state, SpawnState) && SeeState != NULL)
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SetState (SeeState);
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}
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void APlayerPawn::PlayAttacking ()
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{
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SetState (MissileState);
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if (MissileState != NULL) SetState (MissileState);
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}
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void APlayerPawn::PlayAttacking2 ()
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{
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SetState (MeleeState);
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if (MeleeState != NULL) SetState (MeleeState);
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}
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void APlayerPawn::ThrowPoisonBag ()
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@ -388,8 +388,8 @@ void FTextureManager::LoadHiresTex()
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// Replace the entire texture and adjust the scaling and offset factors.
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newtex->ScaleX = 8 * newtex->GetWidth() / oldtex->GetWidth();
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newtex->ScaleY = 8 * newtex->GetHeight() / oldtex->GetHeight();
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newtex->LeftOffset = Scale(oldtex->LeftOffset, newtex->ScaleX, 8);
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newtex->TopOffset = Scale(oldtex->TopOffset, newtex->ScaleY, 8);
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newtex->LeftOffset = MulScale3(oldtex->LeftOffset, newtex->ScaleX);
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newtex->TopOffset = MulScale3(oldtex->TopOffset, newtex->ScaleY);
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ReplaceTexture(tex, newtex, true);
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}
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}
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@ -417,8 +417,8 @@ void FTextureManager::LoadHiresTex()
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// Replace the entire texture and adjust the scaling and offset factors.
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newtex->ScaleX = 8 * width / newtex->GetWidth();
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newtex->ScaleY = 8 * height / newtex->GetHeight();
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newtex->LeftOffset = Scale(newtex->LeftOffset, newtex->ScaleX, 8);
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newtex->TopOffset = Scale(newtex->TopOffset, newtex->ScaleY, 8);
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newtex->LeftOffset = MulScale3(newtex->LeftOffset, newtex->ScaleX);
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newtex->TopOffset = MulScale3(newtex->TopOffset, newtex->ScaleY);
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memcpy(newtex->Name, src, sizeof(newtex->Name));
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int oldtex = TexMan.CheckForTexture(src, FTexture::TEX_Override);
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@ -71,16 +71,19 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, int x0, int y0, DWORD tags_
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return;
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}
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int texwidth = img->GetScaledWidth();
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int texheight = img->GetScaledHeight();
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int windowleft = 0;
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int windowright = img->GetWidth();
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int windowright = texwidth;
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int dclip = this->GetHeight();
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int uclip = 0;
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int lclip = 0;
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int rclip = this->GetWidth();
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int destwidth = windowright << FRACBITS;
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int destheight = img->GetHeight() << FRACBITS;
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int top = img->TopOffset;
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int left = img->LeftOffset;
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int destheight = texheight << FRACBITS;
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int top = img->GetScaledTopOffset();
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int left = img->GetScaledLeftOffset();
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fixed_t alpha = FRACUNIT;
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int fillcolor = -1;
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const BYTE *translation = NULL;
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@ -137,8 +140,8 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, int x0, int y0, DWORD tags_
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{
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x0 = (x0 - 160*FRACUNIT) * CleanXfac + (Width * (FRACUNIT/2));
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y0 = (y0 - 100*FRACUNIT) * CleanYfac + (Height * (FRACUNIT/2));
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destwidth = img->GetWidth() * CleanXfac * FRACUNIT;
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destheight = img->GetHeight() * CleanYfac * FRACUNIT;
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destwidth = texwidth * CleanXfac * FRACUNIT;
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destheight = texheight * CleanYfac * FRACUNIT;
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}
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break;
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@ -146,8 +149,8 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, int x0, int y0, DWORD tags_
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boolval = va_arg (tags, BOOL);
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if (boolval)
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{
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destwidth = img->GetWidth() * CleanXfac * FRACUNIT;
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destheight = img->GetHeight() * CleanYfac * FRACUNIT;
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destwidth = texwidth * CleanXfac * FRACUNIT;
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destheight = texheight * CleanYfac * FRACUNIT;
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}
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break;
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@ -176,8 +179,8 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, int x0, int y0, DWORD tags_
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y0 *= CleanYfac;
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if (ybot)
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y0 = Height * FRACUNIT + y0;
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destwidth = img->GetWidth() * CleanXfac * FRACUNIT;
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destheight = img->GetHeight() * CleanYfac * FRACUNIT;
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destwidth = texwidth * CleanXfac * FRACUNIT;
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destheight = texheight * CleanYfac * FRACUNIT;
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}
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else
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{
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@ -230,16 +233,16 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, int x0, int y0, DWORD tags_
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case DTA_CenterOffset:
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if (va_arg (tags, int))
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{
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left = img->GetWidth() / 2;
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top = img->GetHeight() / 2;
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left = texwidth / 2;
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top = texheight / 2;
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}
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break;
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case DTA_CenterBottomOffset:
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if (va_arg (tags, int))
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{
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left = img->GetWidth() / 2;
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top = img->GetHeight();
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left = texwidth / 2;
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top = texheight;
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}
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break;
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@ -395,8 +398,8 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, int x0, int y0, DWORD tags_
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BYTE *destorgsave = dc_destorg;
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dc_destorg = screen->GetBuffer();
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x0 -= Scale (left, destwidth, img->GetWidth());
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y0 -= Scale (top, destheight, img->GetHeight());
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x0 -= Scale (left, destwidth, texwidth);
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y0 -= Scale (top, destheight, texheight);
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if (mode != DontDraw)
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{
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@ -461,12 +464,12 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, int x0, int y0, DWORD tags_
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}
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dc_x = x0 >> FRACBITS;
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if (windowleft > 0 || windowright < img->GetWidth())
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if (windowleft > 0 || windowright < texwidth)
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{
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fixed_t xscale = destwidth / img->GetWidth();
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fixed_t xscale = destwidth / texwidth;
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dc_x += (windowleft * xscale) >> FRACBITS;
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frac += windowleft << FRACBITS;
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x2 -= ((img->GetWidth() - windowright) * xscale) >> FRACBITS;
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x2 -= ((texwidth - windowright) * xscale) >> FRACBITS;
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}
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if (dc_x < lclip)
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{
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