mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 14:22:13 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
0bd8875e06
6 changed files with 143 additions and 60 deletions
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@ -45,6 +45,7 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
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m_IntensityX = intensityX;
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m_IntensityY = intensityY;
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m_IntensityZ = intensityZ;
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m_CountdownStart = (double)duration;
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m_Countdown = duration;
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m_Flags = flags;
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}
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@ -71,6 +72,14 @@ void DEarthquake::Serialize (FArchive &arc)
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{
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arc << m_IntensityY << m_IntensityZ << m_Flags;
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}
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if (SaveVersion < 4520)
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{
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m_CountdownStart = 0;
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}
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else
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{
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arc << m_CountdownStart;
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}
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}
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//==========================================================================
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@ -91,7 +100,7 @@ void DEarthquake::Tick ()
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Destroy ();
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return;
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}
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if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX))
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{
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S_Sound (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM);
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@ -131,6 +140,7 @@ void DEarthquake::Tick ()
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}
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}
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}
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if (--m_Countdown == 0)
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{
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if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
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@ -150,15 +160,14 @@ void DEarthquake::Tick ()
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//
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//==========================================================================
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int DEarthquake::StaticGetQuakeIntensities(AActor *victim,
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int &x, int &y, int &z, int &relx, int &rely, int &relz)
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int DEarthquake::StaticGetQuakeIntensities(AActor *victim, quakeInfo &qprop)
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{
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if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
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{
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return 0;
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}
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x = y = z = relx = rely = 0;
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qprop.isScalingDown = qprop.isScalingUp = qprop.preferMaximum = qprop.fullIntensity = false;
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qprop.intensityX = qprop.intensityY = qprop.intensityZ = qprop.relIntensityX = qprop.relIntensityY = qprop.relIntensityZ = 0;
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TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
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DEarthquake *quake;
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@ -175,15 +184,28 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim,
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++count;
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if (quake->m_Flags & QF_RELATIVE)
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{
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relx = MAX(relx, quake->m_IntensityX);
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rely = MAX(rely, quake->m_IntensityY);
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relz = MAX(relz, quake->m_IntensityZ);
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qprop.relIntensityX = MAX(qprop.relIntensityX, quake->m_IntensityX);
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qprop.relIntensityY = MAX(qprop.relIntensityY, quake->m_IntensityY);
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qprop.relIntensityZ = MAX(qprop.relIntensityZ, quake->m_IntensityZ);
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}
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else
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{
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x = MAX(x, quake->m_IntensityX);
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y = MAX(y, quake->m_IntensityY);
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z = MAX(z, quake->m_IntensityZ);
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qprop.intensityX = MAX(qprop.intensityX, quake->m_IntensityX);
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qprop.intensityY = MAX(qprop.intensityY, quake->m_IntensityY);
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qprop.intensityZ = MAX(qprop.intensityZ, quake->m_IntensityZ);
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}
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if (quake->m_Flags)
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{
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qprop.scaleDownStart = quake->m_CountdownStart;
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qprop.scaleDown = quake->m_Countdown;
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qprop.isScalingDown = (quake->m_Flags & QF_SCALEDOWN) ? true : false;
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qprop.isScalingUp = (quake->m_Flags & QF_SCALEUP) ? true : false;
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qprop.preferMaximum = (quake->m_Flags & QF_MAX) ? true : false;
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qprop.fullIntensity = (quake->m_Flags & QF_FULLINTENSITY) ? true : false;
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}
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else
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{
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qprop.scaleDownStart = qprop.scaleDown = 0.0;
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}
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}
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}
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@ -133,7 +133,18 @@ protected:
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enum
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{
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QF_RELATIVE = 1,
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QF_RELATIVE = 1,
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QF_SCALEDOWN = 1 << 1,
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QF_SCALEUP = 1 << 2,
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QF_MAX = 1 << 3,
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QF_FULLINTENSITY = 1 << 4,
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};
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struct quakeInfo
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{
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int intensityX, intensityY, intensityZ, relIntensityX, relIntensityY, relIntensityZ;
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double scaleDown, scaleDownStart;
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bool isScalingDown, isScalingUp, preferMaximum, fullIntensity;
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};
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class DEarthquake : public DThinker
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@ -148,11 +159,12 @@ public:
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TObjPtr<AActor> m_Spot;
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fixed_t m_TremorRadius, m_DamageRadius;
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int m_Countdown;
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double m_CountdownStart;
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FSoundID m_QuakeSFX;
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int m_Flags;
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int m_IntensityX, m_IntensityY, m_IntensityZ;
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static int StaticGetQuakeIntensities(AActor *viewer, int &x, int &y, int &z, int &relx, int &rely, int &relz);
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static int StaticGetQuakeIntensities(AActor *viewer, quakeInfo &qprop);
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private:
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DEarthquake ();
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@ -770,16 +770,45 @@ bool R_GetViewInterpolationStatus()
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//
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//==========================================================================
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static fixed_t QuakePower(fixed_t factor, int intensity)
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static fixed_t QuakePower(double factor, int intensity, quakeInfo quake)
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{
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double scaleDownStart = quake.scaleDownStart;
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double scaleDown = quake.scaleDown;
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if (intensity == 0)
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{
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return 0;
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}
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else
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{
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return factor * ((pr_torchflicker() % (intensity << 2)) - (intensity << 1));
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double ss = (double)((pr_torchflicker() % (intensity << 2)) - (intensity << 1));
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double mtp = (quake.fullIntensity) ? 2.0 : 1.0;
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if (quake.isScalingDown || quake.isScalingUp)
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{
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fixed_t result;
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if (scaleDownStart == 0) scaleDownStart = 1;
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if (quake.isScalingDown && quake.isScalingUp)
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{
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if (quake.preferMaximum)
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result = FLOAT2FIXED((factor * ss) * MAX(((scaleDown*mtp) / scaleDownStart), ((scaleDownStart - scaleDown)*mtp) / scaleDownStart));
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else
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result = FLOAT2FIXED((factor * ss) * MIN(((scaleDown*mtp) / scaleDownStart), ((scaleDownStart - scaleDown)*mtp) / scaleDownStart));
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}
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else if (quake.isScalingDown)
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result = FLOAT2FIXED((factor * ss) * (scaleDown / scaleDownStart));
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else if (quake.isScalingUp)
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result = FLOAT2FIXED((factor * ss) * ((scaleDownStart - scaleDown) / scaleDownStart));
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else
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result = FLOAT2FIXED(factor * ss);
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return result;
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}
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else
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{
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return FLOAT2FIXED(factor * ss);
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}
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}
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}
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//==========================================================================
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@ -892,40 +921,38 @@ void R_SetupFrame (AActor *actor)
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if (!paused)
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{
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int intensityX, intensityY, intensityZ, relIntensityX, relIntensityY, relIntensityZ;
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if (DEarthquake::StaticGetQuakeIntensities(camera,
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intensityX, intensityY, intensityZ,
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relIntensityX, relIntensityY, relIntensityZ) > 0)
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quakeInfo quake;
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if (DEarthquake::StaticGetQuakeIntensities(camera, quake) > 0)
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{
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fixed_t quakefactor = FLOAT2FIXED(r_quakeintensity);
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double quakefactor = r_quakeintensity;
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if (relIntensityX != 0)
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if (quake.relIntensityX != 0)
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{
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int ang = (camera->angle) >> ANGLETOFINESHIFT;
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fixed_t power = QuakePower(quakefactor, relIntensityX);
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fixed_t power = QuakePower(quakefactor, quake.relIntensityX, quake);
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viewx += FixedMul(finecosine[ang], power);
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viewy += FixedMul(finesine[ang], power);
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}
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if (relIntensityY != 0)
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if (quake.relIntensityY != 0)
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{
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int ang = (camera->angle + ANG90) >> ANGLETOFINESHIFT;
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fixed_t power = QuakePower(quakefactor, relIntensityY);
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fixed_t power = QuakePower(quakefactor, quake.relIntensityY, quake);
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viewx += FixedMul(finecosine[ang], power);
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viewy += FixedMul(finesine[ang], power);
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}
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if (intensityX != 0)
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if (quake.intensityX != 0)
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{
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viewx += QuakePower(quakefactor, intensityX);
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viewx += QuakePower(quakefactor, quake.intensityX, quake);
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}
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if (intensityY != 0)
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if (quake.intensityY != 0)
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{
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viewy += QuakePower(quakefactor, intensityY);
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viewy += QuakePower(quakefactor, quake.intensityY, quake);
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}
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// FIXME: Relative Z is not relative
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intensityZ = MAX(intensityZ, relIntensityZ);
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if (intensityZ != 0)
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quake.intensityZ = MAX(quake.intensityZ, quake.relIntensityZ);
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if (quake.intensityZ != 0)
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{
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viewz += QuakePower(quakefactor, intensityZ);
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viewz += QuakePower(quakefactor, quake.intensityZ, quake);
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}
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}
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}
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4519
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#define SAVEVER 4520
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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@ -461,7 +461,11 @@ enum
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// Flags for A_QuakeEx
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enum
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{
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QF_RELATIVE = 1,
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QF_RELATIVE = 1,
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QF_SCALEDOWN = 1 << 1,
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QF_SCALEUP = 1 << 2,
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QF_MAX = 1 << 3,
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QF_FULLINTENSITY = 1 << 4,
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};
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// This is only here to provide one global variable for testing.
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@ -1276,42 +1276,60 @@ OptionMenu "CompatibilityOptions"
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{
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Title "COMPATIBILITY OPTIONS"
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Option "Compatibility mode", "compatmode", "CompatModes", "", 1
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StaticText " "
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StaticText "Actor Behavior",1
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Option "Crushed monsters can be resurrected", "compat_CORPSEGIBS", "YesNo"
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Option "Friendly monsters aren't blocked", "compat_NOBLOCKFRIENDS", "YesNo"
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Option "Limit Pain Elementals' Lost Souls", "compat_LIMITPAIN", "YesNo"
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Option "Monster movement is affected by effects", "compat_MBFMONSTERMOVE", "YesNo"
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Option "Monsters cannot cross dropoffs", "compat_CROSSDROPOFF", "YesNo"
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Option "Monsters get stuck over dropoffs", "compat_DROPOFF", "YesNo"
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Option "Monsters see invisible players", "compat_INVISIBILITY", "YesNo"
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Option "No Minotaur floor flames in water", "compat_MINOTAUR", "YesNo"
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Option "Spawn item drops on the floor", "compat_NOTOSSDROPS", "YesNo"
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StaticText " "
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StaticText "DehackEd Behavior",1
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Option "DEH health settings like Doom2.exe", "compat_DEHHEALTH", "YesNo"
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Option "Original A_Mushroom speed in DEH mods", "compat_MUSHROOM", "YesNo"
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StaticText " "
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StaticText "Map/Action Behavior",1
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Option "All special lines can block <use>", "compat_USEBLOCKING", "YesNo"
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Option "Allow any bossdeath for level special", "compat_ANYBOSSDEATH", "YesNo"
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Option "Disable BOOM door light effect", "compat_NODOORLIGHT", "YesNo"
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Option "Find neighboring light like Doom", "compat_LIGHT", "YesNo"
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Option "Find shortest textures like Doom", "compat_SHORTTEX", "YesNo"
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Option "Use buggier stair building", "compat_stairs", "YesNo"
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Option "Find neighboring light like Doom", "compat_LIGHT", "YesNo"
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Option "Limit Pain Elementals' Lost Souls", "compat_LIMITPAIN", "YesNo"
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Option "Don't let others hear your pickups", "compat_SILENTPICKUP", "YesNo"
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Option "Use Doom's floor motion behavior", "compat_floormove", "YesNo"
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StaticText " "
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StaticText "Physics Behavior",1
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Option "Actors are infinitely tall", "compat_nopassover", "YesNo"
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Option "Enable wall running", "compat_WALLRUN", "YesNo"
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Option "Spawn item drops on the floor", "compat_NOTOSSDROPS", "YesNo"
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Option "All special lines can block <use>", "compat_USEBLOCKING", "YesNo"
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Option "Disable BOOM door light effect", "compat_NODOORLIGHT", "YesNo"
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Option "Raven scrollers use original speed", "compat_RAVENSCROLL", "YesNo"
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Option "Use original sound target handling", "compat_SOUNDTARGET", "YesNo"
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Option "DEH health settings like Doom2.exe", "compat_DEHHEALTH", "YesNo"
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Option "Self ref. sectors don't block shots", "compat_TRACE", "YesNo"
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Option "Monsters get stuck over dropoffs", "compat_DROPOFF", "YesNo"
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Option "Monsters cannot cross dropoffs", "compat_CROSSDROPOFF", "YesNo"
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Option "Monsters see invisible players", "compat_INVISIBILITY", "YesNo"
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Option "Boom scrollers are additive", "compat_BOOMSCROLL", "YesNo"
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Option "Inst. moving floors are not silent", "compat_silentinstantfloors", "YesNo"
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Option "Sector sounds use center as source", "compat_SECTORSOUNDS", "YesNo"
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Option "Use Doom heights for missile clipping", "compat_MISSILECLIP", "YesNo"
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Option "Allow any bossdeath for level special", "compat_ANYBOSSDEATH", "YesNo"
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Option "No Minotaur floor flames in water", "compat_MINOTAUR", "YesNo"
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Option "Original A_Mushroom speed in DEH mods", "compat_MUSHROOM", "YesNo"
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Option "Monster movement is affected by effects", "compat_MBFMONSTERMOVE", "YesNo"
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Option "Crushed monsters can be resurrected", "compat_CORPSEGIBS", "YesNo"
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Option "Friendly monsters aren't blocked", "compat_NOBLOCKFRIENDS", "YesNo"
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Option "Invert sprite sorting", "compat_SPRITESORT", "YesNo"
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Option "Cannot travel straight NSEW", "compat_badangles", "YesNo"
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Option "Enable wall running", "compat_WALLRUN", "YesNo"
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Option "Raven scrollers use original speed", "compat_RAVENSCROLL", "YesNo"
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Option "Self ref. sectors don't block shots", "compat_TRACE", "YesNo"
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Option "Use Doom code for hitscan checks", "compat_HITSCAN", "YesNo"
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Option "Cripple sound for silent BFG trick", "compat_soundslots", "YesNo"
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Option "Use Doom heights for missile clipping", "compat_MISSILECLIP", "YesNo"
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StaticText " "
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StaticText "Rendering Behavior",1
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Option "Draw polyobjects like Hexen", "compat_POLYOBJ", "YesNo"
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Option "Ignore Y offsets on masked midtextures", "compat_MASKEDMIDTEX", "YesNo"
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Option "Cannot travel straight NSEW", "compat_badangles", "YesNo"
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Option "Use Doom's floor motion behavior", "compat_floormove", "YesNo"
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Option "Invert sprite sorting", "compat_SPRITESORT", "YesNo"
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StaticText " "
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StaticText "Sound Behavior",1
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Option "Cripple sound for silent BFG trick", "compat_soundslots", "YesNo"
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Option "Don't let others hear your pickups", "compat_SILENTPICKUP", "YesNo"
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Option "Inst. moving floors are not silent", "compat_silentinstantfloors", "YesNo"
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Option "Sector sounds use center as source", "compat_SECTORSOUNDS", "YesNo"
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Option "Sounds stop when actor vanishes", "compat_soundcutoff", "YesNo"
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Option "Use original sound target handling", "compat_SOUNDTARGET", "YesNo"
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Class "CompatibilityMenu"
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}
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Reference in a new issue