mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-28 06:42:09 +00:00
This commit is contained in:
commit
0af86efb17
18 changed files with 115 additions and 75 deletions
|
@ -1318,6 +1318,14 @@ public:
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{
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return Prev + (ticFrac * (Pos() - Prev));
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}
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DRotator InterpolatedAngles(double ticFrac) const
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{
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DRotator result;
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result.Yaw = PrevAngles.Yaw + deltaangle(PrevAngles.Yaw, Angles.Yaw) * ticFrac;
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result.Pitch = PrevAngles.Pitch + deltaangle(PrevAngles.Pitch, Angles.Pitch) * ticFrac;
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result.Roll = PrevAngles.Roll + deltaangle(PrevAngles.Roll, Angles.Roll) * ticFrac;
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return result;
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}
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DVector3 PosPlusZ(double zadd) const
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{
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return { X(), Y(), Z() + zadd };
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@ -404,9 +404,9 @@ CCMD (give)
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Net_WriteByte (DEM_GIVECHEAT);
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Net_WriteString (argv[1]);
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if (argv.argc() > 2)
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Net_WriteWord (clamp (atoi (argv[2]), 1, 32767));
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Net_WriteLong(atoi(argv[2]));
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else
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Net_WriteWord (0);
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Net_WriteLong(0);
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}
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CCMD (take)
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@ -417,9 +417,9 @@ CCMD (take)
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Net_WriteByte (DEM_TAKECHEAT);
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Net_WriteString (argv[1]);
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if (argv.argc() > 2)
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Net_WriteWord (clamp (atoi (argv[2]), 1, 32767));
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Net_WriteLong(atoi (argv[2]));
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else
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Net_WriteWord (0);
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Net_WriteLong (0);
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}
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CCMD (gameversion)
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@ -2198,12 +2198,12 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_GIVECHEAT:
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s = ReadString (stream);
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cht_Give (&players[player], s, ReadWord (stream));
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cht_Give (&players[player], s, ReadLong (stream));
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break;
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case DEM_TAKECHEAT:
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s = ReadString (stream);
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cht_Take (&players[player], s, ReadWord (stream));
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cht_Take (&players[player], s, ReadLong (stream));
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break;
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case DEM_WARPCHEAT:
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@ -2721,7 +2721,7 @@ void Net_SkipCommand (int type, BYTE **stream)
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case DEM_GIVECHEAT:
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case DEM_TAKECHEAT:
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skip = strlen ((char *)(*stream)) + 3;
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skip = strlen ((char *)(*stream)) + 5;
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break;
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case DEM_SUMMON2:
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@ -3193,6 +3193,8 @@ void PClass::Derive(PClass *newclass, FName name)
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//==========================================================================
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void PClass::InitializeDefaults()
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{
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if (IsKindOf(RUNTIME_CLASS(PClassActor)))
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{
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assert(Defaults == NULL);
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Defaults = (BYTE *)M_Malloc(Size);
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@ -3223,6 +3225,7 @@ void PClass::InitializeDefaults()
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{
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memset(Defaults + sizeof(DObject), 0, Size - sizeof(DObject));
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}
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}
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if (bRuntimeClass)
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{
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@ -710,8 +710,12 @@ class DThinkerIterator : public DObject, public FThinkerIterator
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{
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DECLARE_CLASS(DThinkerIterator, DObject)
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DThinkerIterator()
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{
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}
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public:
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DThinkerIterator(PClass *cls = nullptr, int statnum = MAX_STATNUM + 1)
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DThinkerIterator(PClass *cls, int statnum = MAX_STATNUM + 1)
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: FThinkerIterator(cls, statnum)
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{
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}
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@ -125,6 +125,9 @@ public:
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FThinkerIterator (const PClass *type, int statnum, DThinker *prev);
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DThinker *Next (bool exact = false);
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void Reinit ();
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protected:
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FThinkerIterator() {}
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};
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template <class T> class TThinkerIterator : public FThinkerIterator
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@ -1597,7 +1597,7 @@ void DSBarInfoWrapper::OnDestroy()
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void DSBarInfoWrapper::SetScaled(bool scale, bool force)
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{
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Super::SetScaled(scale, force);
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core->_SetScaled(scale);
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core->_SetScaled(Scaled);
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}
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void DSBarInfoWrapper::AttachToPlayer(player_t *player)
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@ -208,7 +208,7 @@ void ADynamicLight::Activate(AActor *activator)
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m_cycler.SetCycleType(CYCLE_Sin);
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m_currentRadius = m_cycler.GetVal();
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}
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assert(m_currentRadius > 0);
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if (m_currentRadius <= 0) m_currentRadius = 1;
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}
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@ -329,6 +329,7 @@ void ADynamicLight::Tick()
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m_currentRadius = float(args[LIGHT_INTENSITY]);
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break;
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}
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if (m_currentRadius <= 0) m_currentRadius = 1;
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UpdateLocation();
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}
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|
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@ -194,6 +194,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
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light->m_cycler.ShouldCycle(true);
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light->m_cycler.SetCycleType(CYCLE_Sin);
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light->m_currentRadius = light->m_cycler.GetVal();
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if (light->m_currentRadius <= 0) light->m_currentRadius = 1;
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}
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switch (m_attenuate)
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@ -369,7 +370,7 @@ void gl_ParsePointLight(FScanner &sc)
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defaults->SetOffset(floatTriple);
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break;
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case LIGHTTAG_SIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
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intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
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defaults->SetArg(LIGHT_INTENSITY, intVal);
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break;
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case LIGHTTAG_SUBTRACTIVE:
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@ -446,11 +447,11 @@ void gl_ParsePulseLight(FScanner &sc)
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defaults->SetOffset(floatTriple);
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break;
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case LIGHTTAG_SIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 1024);
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intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
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defaults->SetArg(LIGHT_INTENSITY, intVal);
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break;
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case LIGHTTAG_SECSIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 1024);
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intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
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defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
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break;
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case LIGHTTAG_INTERVAL:
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@ -536,11 +537,11 @@ void gl_ParseFlickerLight(FScanner &sc)
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defaults->SetOffset(floatTriple);
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break;
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case LIGHTTAG_SIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
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intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
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defaults->SetArg(LIGHT_INTENSITY, intVal);
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break;
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case LIGHTTAG_SECSIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
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intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
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defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
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break;
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case LIGHTTAG_CHANCE:
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@ -618,11 +619,11 @@ void gl_ParseFlickerLight2(FScanner &sc)
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defaults->SetOffset(floatTriple);
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break;
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case LIGHTTAG_SIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
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intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
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defaults->SetArg(LIGHT_INTENSITY, intVal);
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break;
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case LIGHTTAG_SECSIZE:
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intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
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intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
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defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
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break;
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case LIGHTTAG_INTERVAL:
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@ -707,7 +708,7 @@ void gl_ParseSectorLight(FScanner &sc)
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break;
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case LIGHTTAG_SCALE:
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floatVal = gl_ParseFloat(sc);
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defaults->SetArg(LIGHT_SCALE, (BYTE)(floatVal * 255));
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defaults->SetArg(LIGHT_SCALE, clamp((int)(floatVal * 255), 1, 1024));
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break;
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case LIGHTTAG_SUBTRACTIVE:
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defaults->SetSubtractive(gl_ParseInt(sc) != 0);
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@ -306,12 +306,12 @@ float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity)
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}
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else if (sectorfogdensity != 0)
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{
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// case 2: Sector has an explicit fog density set.
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// case 1: Sector has an explicit fog density set.
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density = sectorfogdensity;
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}
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else if ((fogcolor.d & 0xffffff) == 0)
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{
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// case 1: black fog
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// case 2: black fog
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if (glset.lightmode != 8)
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{
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density = distfogtable[glset.lightmode != 0][gl_ClampLight(lightlevel)];
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@ -379,6 +379,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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case GLPASS_ALL: // Same, but also creates the dynlight data.
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gl_SetColor(lightlevel, rel, Colormap,1.0f);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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if (!gltexture->tex->isFullbright())
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gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
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if (sector->special != GLSector_Skybox)
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{
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@ -406,6 +407,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
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gl_SetColor(lightlevel, rel, Colormap, alpha);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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if (!gltexture || !gltexture->tex->isFullbright())
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gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
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if (!gltexture)
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{
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|
|
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@ -119,11 +119,11 @@ void GLSprite::CalculateVertices(FVector3 *v)
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// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
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// Then counteract the roll and DO A BARREL ROLL.
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FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
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FAngle pitch = (float)-Angles.Pitch.Degrees;
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pitch.Normalized180();
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mat.Translate(x, z, y);
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mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees);
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mat.Rotate(0, 1, 0, 270. - Angles.Yaw.Degrees);
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mat.Rotate(1, 0, 0, pitch.Degrees);
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if (actor->renderflags & RF_ROLLCENTER)
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@ -132,12 +132,12 @@ void GLSprite::CalculateVertices(FVector3 *v)
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float cy = (y1 + y2) * 0.5;
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mat.Translate(cx - x, 0, cy - y);
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mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees);
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mat.Rotate(0, 1, 0, - Angles.Roll.Degrees);
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mat.Translate(-cx, -z, -cy);
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}
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else
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{
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mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees);
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mat.Rotate(0, 1, 0, - Angles.Roll.Degrees);
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mat.Translate(-x, -z, -y);
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}
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v[0] = mat * FVector3(x2, z, y2);
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|
@ -199,11 +199,11 @@ void GLSprite::CalculateVertices(FVector3 *v)
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// [fgsfds] calculate yaw vectors
|
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float yawvecX = 0, yawvecY = 0, rollDegrees = 0;
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float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
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if (actor) rollDegrees = actor->Angles.Roll.Degrees;
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if (actor) rollDegrees = Angles.Roll.Degrees;
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if (isFlatSprite)
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{
|
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yawvecX = actor->Angles.Yaw.Cos();
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yawvecY = actor->Angles.Yaw.Sin();
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yawvecX = Angles.Yaw.Cos();
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yawvecY = Angles.Yaw.Sin();
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}
|
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|
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// [fgsfds] Rotate the sprite about the sight vector (roll)
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|
@ -326,12 +326,16 @@ void GLSprite::Draw(int pass)
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{
|
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gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
|
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}
|
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sector_t *cursec = actor ? actor->Sector : particle ? particle->subsector->sector : nullptr;
|
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if (cursec != nullptr)
|
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{
|
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PalEntry finalcol(ThingColor.a,
|
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ThingColor.r * actor->Sector->SpecialColors[sector_t::sprites].r / 255,
|
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ThingColor.g * actor->Sector->SpecialColors[sector_t::sprites].g / 255,
|
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ThingColor.b * actor->Sector->SpecialColors[sector_t::sprites].b / 255);
|
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ThingColor.r * cursec->SpecialColors[sector_t::sprites].r / 255,
|
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ThingColor.g * cursec->SpecialColors[sector_t::sprites].g / 255,
|
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ThingColor.b * cursec->SpecialColors[sector_t::sprites].b / 255);
|
||||
|
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gl_RenderState.SetObjectColor(finalcol);
|
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}
|
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gl_SetColor(lightlevel, rel, Colormap, trans);
|
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}
|
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|
||||
|
@ -712,10 +716,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
}
|
||||
}
|
||||
}
|
||||
if (thing == camera)
|
||||
{
|
||||
int a = 0;
|
||||
}
|
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|
||||
// don't draw first frame of a player missile
|
||||
if (thing->flags&MF_MISSILE)
|
||||
|
@ -737,6 +737,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
|
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if (clipres == GLPortal::PClip_InFront) return;
|
||||
}
|
||||
Angles = thing->InterpolatedAngles(r_TicFracF);
|
||||
|
||||
player_t *player = &players[consoleplayer];
|
||||
FloatRect r;
|
||||
|
@ -783,7 +784,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
}
|
||||
else if (!(thing->renderflags & RF_FLATSPRITE))
|
||||
{
|
||||
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
|
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patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -854,8 +855,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
}
|
||||
break;
|
||||
case RF_WALLSPRITE:
|
||||
viewvecX = thing->Angles.Yaw.Cos();
|
||||
viewvecY = thing->Angles.Yaw.Sin();
|
||||
viewvecX = Angles.Yaw.Cos();
|
||||
viewvecY = Angles.Yaw.Sin();
|
||||
|
||||
x1 = x + viewvecY*leftfac;
|
||||
x2 = x + viewvecY*rightfac;
|
||||
|
|
|
@ -376,6 +376,7 @@ public:
|
|||
AActor * actor;
|
||||
particle_t * particle;
|
||||
TArray<lightlist_t> *lightlist;
|
||||
DRotator Angles;
|
||||
|
||||
void SplitSprite(sector_t * frontsector, bool translucent);
|
||||
void SetLowerParam();
|
||||
|
|
|
@ -1177,6 +1177,11 @@ class DBlockThingsIterator : public DObject, public FMultiBlockThingsIterator
|
|||
{
|
||||
DECLARE_CLASS(DBlockThingsIterator, DObject);
|
||||
FPortalGroupArray check;
|
||||
protected:
|
||||
DBlockThingsIterator()
|
||||
:FMultiBlockThingsIterator(check)
|
||||
{
|
||||
}
|
||||
public:
|
||||
FMultiBlockThingsIterator::CheckResult cres;
|
||||
|
||||
|
@ -1186,7 +1191,7 @@ public:
|
|||
return FMultiBlockThingsIterator::Next(&cres);
|
||||
}
|
||||
|
||||
DBlockThingsIterator(AActor *origin = nullptr, double checkradius = -1, bool ignorerestricted = false)
|
||||
DBlockThingsIterator(AActor *origin, double checkradius = -1, bool ignorerestricted = false)
|
||||
: FMultiBlockThingsIterator(check, origin, checkradius, ignorerestricted)
|
||||
{
|
||||
cres.thing = nullptr;
|
||||
|
|
|
@ -327,6 +327,8 @@ class FMultiBlockThingsIterator
|
|||
|
||||
void startIteratorForGroup(int group);
|
||||
|
||||
protected:
|
||||
FMultiBlockThingsIterator(FPortalGroupArray &check) : checklist(check) {}
|
||||
public:
|
||||
|
||||
struct CheckResult
|
||||
|
|
|
@ -4602,8 +4602,10 @@ bool AActor::UpdateWaterLevel (bool dosplash)
|
|||
for(auto rover : Sector->e->XFloor.ffloors)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
if(!(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID) continue;
|
||||
if (rover->flags & FF_SOLID) continue;
|
||||
|
||||
reset = !(rover->flags & FF_SWIMMABLE);
|
||||
if (reset && rover->alpha == 0) continue;
|
||||
double ff_bottom=rover->bottom.plane->ZatPoint(this);
|
||||
double ff_top=rover->top.plane->ZatPoint(this);
|
||||
|
||||
|
@ -6251,7 +6253,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, const DVector3 &pos, bool check
|
|||
double planez = rover->top.plane->ZatPoint(pos);
|
||||
if (pos.Z > planez - 0.5 && pos.Z < planez + 0.5) // allow minor imprecisions
|
||||
{
|
||||
if (rover->flags & (FF_SOLID | FF_SWIMMABLE))
|
||||
if ((rover->flags & (FF_SOLID | FF_SWIMMABLE)) || rover->alpha > 0)
|
||||
{
|
||||
terrainnum = rover->model->GetTerrain(rover->top.isceiling);
|
||||
goto foundone;
|
||||
|
|
|
@ -1461,23 +1461,23 @@ public:
|
|||
continue;
|
||||
|
||||
case NAME_Color_Floor:
|
||||
sec->SpecialColors[sector_t::floor] = CheckInt(key) || 0xff000000;
|
||||
sec->SpecialColors[sector_t::floor] = CheckInt(key) | 0xff000000;
|
||||
break;
|
||||
|
||||
case NAME_Color_Ceiling:
|
||||
sec->SpecialColors[sector_t::ceiling] = CheckInt(key) || 0xff000000;
|
||||
sec->SpecialColors[sector_t::ceiling] = CheckInt(key) | 0xff000000;
|
||||
break;
|
||||
|
||||
case NAME_Color_Walltop:
|
||||
sec->SpecialColors[sector_t::walltop] = CheckInt(key) || 0xff000000;
|
||||
sec->SpecialColors[sector_t::walltop] = CheckInt(key) | 0xff000000;
|
||||
break;
|
||||
|
||||
case NAME_Color_Wallbottom:
|
||||
sec->SpecialColors[sector_t::wallbottom] = CheckInt(key) || 0xff000000;
|
||||
sec->SpecialColors[sector_t::wallbottom] = CheckInt(key) | 0xff000000;
|
||||
break;
|
||||
|
||||
case NAME_Color_Sprites:
|
||||
sec->SpecialColors[sector_t::sprites] = CheckInt(key) || 0xff000000;
|
||||
sec->SpecialColors[sector_t::sprites] = CheckInt(key) | 0xff000000;
|
||||
break;
|
||||
|
||||
case NAME_Desaturation:
|
||||
|
|
|
@ -1874,7 +1874,14 @@ void ZCCCompiler::InitDefaults()
|
|||
if (!c->Type()->IsDescendantOf(RUNTIME_CLASS(AActor)))
|
||||
{
|
||||
if (c->Defaults.Size()) Error(c->cls, "%s: Non-actor classes may not have defaults", c->Type()->TypeName.GetChars());
|
||||
if (c->Type()->ParentClass) c->Type()->ParentClass->DeriveData(c->Type());
|
||||
if (c->Type()->ParentClass)
|
||||
{
|
||||
auto ti = static_cast<PClassActor *>(c->Type());
|
||||
FString mename = ti->TypeName.GetChars();
|
||||
|
||||
ti->InitializeDefaults();
|
||||
ti->ParentClass->DeriveData(ti);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue