mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
1098093ead
27 changed files with 164 additions and 169 deletions
|
@ -230,20 +230,10 @@ include_directories( ${OPENGL_INCLUDE_DIR} )
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|||
if( NOT NO_OPENAL )
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find_package( OpenAL )
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||||
mark_as_advanced(CLEAR OPENAL_INCLUDE_DIR)
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||||
if( NOT WIN32 )
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||||
mark_as_advanced(CLEAR OPENAL_LIBRARY)
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||||
endif()
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||||
if( OPENAL_FOUND )
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if( OPENAL_INCLUDE_DIR )
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include_directories( ${OPENAL_INCLUDE_DIR} )
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if( NOT WIN32 )
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set( ZDOOM_LIBS ${OPENAL_LIBRARY} ${ZDOOM_LIBS} )
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endif()
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else()
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if ( NOT WIN32 )
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set( NO_OPENAL ON )
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else()
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include_directories( ${OPENAL_INCLUDE_DIR} )
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endif()
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set( NO_OPENAL ON )
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endif()
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endif()
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||||
|
|
20
src/actor.h
20
src/actor.h
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@ -572,31 +572,11 @@ struct FStrifeDialogueNode;
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struct fixedvec3
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{
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fixed_t x, y, z;
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operator FVector3()
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{
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return FVector3(FIXED2FLOAT(x), FIXED2FLOAT(y), FIXED2FLOAT(z));
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}
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operator TVector3<double>()
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{
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return TVector3<double>(FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z));
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}
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};
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struct fixedvec2
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{
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fixed_t x, y;
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operator FVector2()
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{
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return FVector2(FIXED2FLOAT(x), FIXED2FLOAT(y));
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}
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operator TVector2<double>()
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{
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return TVector2<double>(FIXED2DBL(x), FIXED2DBL(y));
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}
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};
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class DDropItem : public DObject
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|
|
|
@ -1715,7 +1715,7 @@ static void SetPointer(FState *state, PFunction *sym, int frame = 0)
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{
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if (sym == NULL)
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{
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state->SetAction(NULL);
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state->ClearAction();
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return;
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}
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else
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|
|
|
@ -98,7 +98,8 @@ enum
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CLASSREG_PClassPlayerPawn,
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CLASSREG_PClassType,
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CLASSREG_PClassClass,
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CLASSREG_PClassWeaponPiece
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CLASSREG_PClassWeaponPiece,
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CLASSREG_PClassPowerupGiver
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};
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struct ClassReg
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|
|
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@ -2165,6 +2165,7 @@ PClass *ClassReg::RegisterClass()
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&PClassType::RegistrationInfo,
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&PClassClass::RegistrationInfo,
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&PClassWeaponPiece::RegistrationInfo,
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&PClassPowerupGiver::RegistrationInfo,
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};
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// Skip classes that have already been registered
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@ -2413,7 +2414,7 @@ PClass *PClass::FindClassTentative(FName name, bool fatal)
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return static_cast<PClass *>(found);
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}
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PClass *type = static_cast<PClass *>(GetClass()->CreateNew());
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Printf("Creating placeholder class %s : %s\n", name.GetChars(), TypeName.GetChars());
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DPrintf("Creating placeholder class %s : %s\n", name.GetChars(), TypeName.GetChars());
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type->TypeName = name;
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type->ParentClass = this;
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|
|
|
@ -12,25 +12,6 @@
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DECLARE_ACTION(A_SkullAttack)
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static PClassActor *GetSpawnType(VMValue *param)
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{
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PClassActor *spawntype;
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|
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if (param == NULL || param->Type == REGT_NIL)
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{
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spawntype = NULL;
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}
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else
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{
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assert(param->Type == REGT_POINTER);
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assert(param->atag == ATAG_OBJECT || param->a == NULL);
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spawntype = (PClassActor *)param->a;
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}
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return (spawntype != NULL) ? spawntype : PClass::FindActor("LostSoul");
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}
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enum PA_Flags
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{
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PAF_NOSKULLATTACK = 1,
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|
@ -47,7 +28,8 @@ void A_PainShootSkull (AActor *self, angle_t angle, PClassActor *spawntype, int
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AActor *other;
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int prestep;
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if (spawntype == NULL) return;
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if (spawntype == NULL) spawntype = PClass::FindActor("LostSoul");
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assert(spawntype != NULL);
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if (self->DamageType == NAME_Massacre) return;
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// [RH] check to make sure it's not too close to the ceiling
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|
@ -182,8 +164,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainAttack)
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PARAM_INT_OPT (flags) { flags = 0; }
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PARAM_INT_OPT (limit) { limit = -1; }
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if (spawntype == NULL) spawntype = PClass::FindActor("LostSoul");
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|
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if (!(flags & PAF_AIMFACING))
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A_FaceTarget (self);
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A_PainShootSkull (self, self->angle+angle, spawntype, flags, limit);
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|
@ -193,11 +173,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainAttack)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
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||||
|
||||
if (!self->target)
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return 0;
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|
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PClassActor *spawntype = GetSpawnType(numparam > NAP ? ¶m[NAP] : NULL);
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A_FaceTarget (self);
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A_PainShootSkull (self, self->angle + ANG45, spawntype);
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A_PainShootSkull (self, self->angle - ANG45, spawntype);
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@ -207,12 +187,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainDie)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
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|
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if (self->target != NULL && self->IsFriend(self->target))
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{ // And I thought you were my friend!
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self->flags &= ~MF_FRIENDLY;
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}
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PClassActor *spawntype = GetSpawnType(numparam > NAP ? ¶m[NAP] : NULL);
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A_Unblock(self, true);
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A_PainShootSkull (self, self->angle + ANG90, spawntype);
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A_PainShootSkull (self, self->angle + ANG180, spawntype);
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|
|
|
@ -662,7 +662,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact)
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}
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else
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||||
{ // Seek
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self->angle = self->AngleTo(target);
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angle = self->AngleTo(target);
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newAngle = true;
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}
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}
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|
|
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@ -65,59 +65,59 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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AWeapon *weapon = self->player->ReadyWeapon;
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pmo = player->mo;
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damage = 20+(pr_staffcheck()&15);
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damage = 20 + (pr_staffcheck() & 15);
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max = pmo->GetMaxHealth();
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puff = PClass::FindActor("CStaffPuff");
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for (i = 0; i < 3; i++)
|
||||
{
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angle = pmo->angle+i*(ANG45/16);
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slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
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angle = pmo->angle + i*(ANG45 / 16);
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slope = P_AimLineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
|
||||
if (linetarget)
|
||||
{
|
||||
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
|
||||
P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
|
||||
if (linetarget != NULL)
|
||||
{
|
||||
pmo->angle = pmo->AngleTo(linetarget);
|
||||
if (((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0))|| linetarget->flags3&MF3_ISMONSTER)
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&& (!(linetarget->flags2&(MF2_DORMANT|MF2_INVULNERABLE))))
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||||
{
|
||||
newLife = player->health+(damage>>3);
|
||||
newLife = newLife > max ? max : newLife;
|
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if (newLife > player->health)
|
||||
if (((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
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&& (!(linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
|
||||
{
|
||||
pmo->health = player->health = newLife;
|
||||
}
|
||||
newLife = player->health + (damage >> 3);
|
||||
newLife = newLife > max ? max : newLife;
|
||||
if (newLife > player->health)
|
||||
{
|
||||
pmo->health = player->health = newLife;
|
||||
}
|
||||
if (weapon != NULL)
|
||||
{
|
||||
FState * newstate = weapon->FindState("Drain");
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||||
if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate);
|
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}
|
||||
}
|
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}
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||||
if (weapon != NULL)
|
||||
{
|
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weapon->DepleteAmmo(weapon->bAltFire, false);
|
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}
|
||||
if (weapon != NULL)
|
||||
{
|
||||
weapon->DepleteAmmo (weapon->bAltFire, false);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
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angle = pmo->angle-i*(ANG45/16);
|
||||
slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
|
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angle = pmo->angle - i*(ANG45 / 16);
|
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slope = P_AimLineAttack(player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
|
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if (linetarget)
|
||||
{
|
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
|
||||
P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
|
||||
if (linetarget != NULL)
|
||||
{
|
||||
pmo->angle = pmo->AngleTo(linetarget);
|
||||
if ((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
|
||||
{
|
||||
newLife = player->health+(damage>>4);
|
||||
newLife = newLife > max ? max : newLife;
|
||||
pmo->health = player->health = newLife;
|
||||
P_SetPsprite (player, ps_weapon, weapon->FindState ("Drain"));
|
||||
}
|
||||
if ((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
|
||||
{
|
||||
newLife = player->health + (damage >> 4);
|
||||
newLife = newLife > max ? max : newLife;
|
||||
pmo->health = player->health = newLife;
|
||||
P_SetPsprite(player, ps_weapon, weapon->FindState("Drain"));
|
||||
}
|
||||
if (weapon != NULL)
|
||||
{
|
||||
weapon->DepleteAmmo (weapon->bAltFire, false);
|
||||
weapon->DepleteAmmo(weapon->bAltFire, false);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -336,7 +336,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
|
|||
// [RH] Do some stuff to make this more useful outside Hexen
|
||||
if (self->flags4 & MF4_BOSSDEATH)
|
||||
{
|
||||
CALL_ACTION(A_BossDeath, self);
|
||||
A_BossDeath(self);
|
||||
}
|
||||
A_Unblock(self, true);
|
||||
|
||||
|
|
|
@ -42,6 +42,18 @@ IMPLEMENT_CLASS (APowerup)
|
|||
|
||||
// Powerup-Giver -------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(PClassPowerupGiver)
|
||||
|
||||
void PClassPowerupGiver::ReplaceClassRef(PClass *oldclass, PClass *newclass)
|
||||
{
|
||||
Super::ReplaceClassRef(oldclass, newclass);
|
||||
APowerupGiver *def = (APowerupGiver*)Defaults;
|
||||
if (def != NULL)
|
||||
{
|
||||
if (def->PowerupType == oldclass) def->PowerupType = static_cast<PClassWeapon *>(newclass);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APowerupGiver :: Use
|
||||
|
|
|
@ -36,14 +36,24 @@ protected:
|
|||
friend void InitAllPowerupEffects(AInventory *item);
|
||||
};
|
||||
|
||||
class PClassPowerupGiver: public PClassInventory
|
||||
{
|
||||
DECLARE_CLASS(PClassPowerupGiver, PClassInventory)
|
||||
protected:
|
||||
public:
|
||||
virtual void ReplaceClassRef(PClass *oldclass, PClass *newclass);
|
||||
};
|
||||
|
||||
|
||||
// An artifact is an item that gives the player a powerup when activated.
|
||||
class APowerupGiver : public AInventory
|
||||
{
|
||||
DECLARE_CLASS (APowerupGiver, AInventory)
|
||||
DECLARE_CLASS_WITH_META (APowerupGiver, AInventory, PClassPowerupGiver)
|
||||
public:
|
||||
virtual bool Use (bool pickup);
|
||||
virtual void Serialize (FArchive &arc);
|
||||
|
||||
|
||||
PClassActor *PowerupType;
|
||||
int EffectTics; // Non-0 to override the powerup's default tics
|
||||
PalEntry BlendColor; // Non-0 to override the powerup's default blend
|
||||
|
|
|
@ -550,10 +550,7 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
|
|||
if (realme->flags4 & MF4_BOSSDEATH)
|
||||
{
|
||||
realme->health = 0; // make sure that A_BossDeath considers it dead.
|
||||
// FIXME: Use the caller's stack once the whole chain is scriptable.
|
||||
VMFrameStack stack;
|
||||
VMValue params[3] = { realme, realme, VMValue(NULL, ATAG_STATE) };
|
||||
stack.Call(A_BossDeath_VMPtr, params, countof(params), NULL, 0, NULL);
|
||||
A_BossDeath(realme);
|
||||
}
|
||||
}
|
||||
fakeme->flags3 |= MF3_STAYMORPHED; // moved here from AMorphedMonster::Die()
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
// Ammo: Something a weapon needs to operate
|
||||
//
|
||||
class PClassWeaponPiece : public PClassInventory
|
||||
{
|
||||
DECLARE_CLASS(PClassWeaponPiece, PClassInventory)
|
||||
|
|
|
@ -163,6 +163,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerDeath)
|
|||
}
|
||||
}
|
||||
// the sky change scripts are now done as special actions in MAPINFO
|
||||
CALL_ACTION(A_BossDeath, self);
|
||||
A_BossDeath(self);
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -61,6 +61,11 @@ FRandom FState::pr_statetics("StateTics");
|
|||
|
||||
cycle_t ActionCycles;
|
||||
|
||||
void FState::SetAction(const char *name)
|
||||
{
|
||||
ActionFunc = FindGlobalActionFunction(name)->Variants[0].Implementation;
|
||||
}
|
||||
|
||||
bool FState::CallAction(AActor *self, AActor *stateowner)
|
||||
{
|
||||
if (ActionFunc != NULL)
|
||||
|
|
|
@ -126,6 +126,8 @@ struct FState
|
|||
Frame = frame - 'A';
|
||||
}
|
||||
void SetAction(VMFunction *func) { ActionFunc = func; }
|
||||
void ClearAction() { ActionFunc = NULL; }
|
||||
void SetAction(const char *name);
|
||||
bool CallAction(AActor *self, AActor *stateowner);
|
||||
static PClassActor *StaticFindStateOwner (const FState *state);
|
||||
static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info);
|
||||
|
|
|
@ -1043,58 +1043,58 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
if ((rawdamage < TELEFRAG_DAMAGE) || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
|
||||
{
|
||||
if (player && damage > 1)
|
||||
{
|
||||
// Take half damage in trainer mode
|
||||
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
||||
}
|
||||
// Special damage types
|
||||
if (inflictor)
|
||||
{
|
||||
if (inflictor->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
if (player != NULL)
|
||||
{
|
||||
if (!deathmatch && inflictor->FriendPlayer > 0)
|
||||
return -1;
|
||||
}
|
||||
else if (target->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
|
||||
return -1;
|
||||
}
|
||||
// Take half damage in trainer mode
|
||||
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
||||
}
|
||||
// Special damage types
|
||||
if (inflictor)
|
||||
{
|
||||
if (inflictor->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
if (player != NULL)
|
||||
{
|
||||
if (!deathmatch && inflictor->FriendPlayer > 0)
|
||||
return -1;
|
||||
}
|
||||
else if (target->flags4 & MF4_SPECTRAL)
|
||||
{
|
||||
if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
damage = inflictor->DoSpecialDamage(target, damage, mod);
|
||||
if (damage < 0)
|
||||
{
|
||||
return -1;
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int olddam = damage;
|
||||
|
||||
if (damage > 0 && source != NULL)
|
||||
{
|
||||
damage = FixedMul(damage, source->DamageMultiply);
|
||||
damage = FixedMul(damage, source->DamageMultiply);
|
||||
|
||||
// Handle active damage modifiers (e.g. PowerDamage)
|
||||
if (damage > 0 && source->Inventory != NULL)
|
||||
{
|
||||
source->Inventory->ModifyDamage(damage, mod, damage, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
|
||||
// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
|
||||
if (damage > 0 && (target->Inventory != NULL) && !(flags & DMG_NO_PROTECT))
|
||||
{
|
||||
{
|
||||
target->Inventory->ModifyDamage(damage, mod, damage, true);
|
||||
}
|
||||
if (damage > 0 && !(flags & DMG_NO_FACTOR))
|
||||
{
|
||||
damage = FixedMul(damage, target->DamageFactor);
|
||||
if (damage > 0)
|
||||
{
|
||||
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->DamageFactors);
|
||||
}
|
||||
damage = FixedMul(damage, target->DamageFactor);
|
||||
if (damage > 0)
|
||||
{
|
||||
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->DamageFactors);
|
||||
}
|
||||
}
|
||||
|
||||
if (damage >= 0)
|
||||
|
@ -1105,23 +1105,23 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
// '<0' is handled below. This only handles the case where damage gets reduced to 0.
|
||||
if (damage == 0 && olddam > 0)
|
||||
{
|
||||
{ // Still allow FORCEPAIN
|
||||
if (forcedPain)
|
||||
{ // Still allow FORCEPAIN
|
||||
if (forcedPain)
|
||||
{
|
||||
goto dopain;
|
||||
goto dopain;
|
||||
}
|
||||
else if (fakedPain)
|
||||
else if (fakedPain)
|
||||
{
|
||||
goto fakepain;
|
||||
goto fakepain;
|
||||
}
|
||||
return -1;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (target->flags5 & MF5_NODAMAGE)
|
||||
{
|
||||
damage = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (damage < 0)
|
||||
{
|
||||
|
|
|
@ -620,7 +620,9 @@ bool AActor::SetState (FState *newstate, bool nofunction)
|
|||
if (ObjectFlags & OF_StateChanged)
|
||||
{ // The action was an A_Jump-style function that wants to change the next state.
|
||||
ObjectFlags &= ~OF_StateChanged;
|
||||
FState *saved = newstate;
|
||||
newstate = state;
|
||||
state = saved; // we need this for comparison of sprites.
|
||||
tics = 0; // make sure we loop and set the new state properly
|
||||
continue;
|
||||
}
|
||||
|
|
|
@ -1,7 +1,11 @@
|
|||
#ifndef OALDEF_H
|
||||
#define OALDEF_H
|
||||
|
||||
#if defined _WIN32 && !defined NO_OPENAL
|
||||
#ifndef NO_OPENAL
|
||||
|
||||
#ifndef _WIN32
|
||||
typedef void* FARPROC;
|
||||
#endif
|
||||
|
||||
#define DEFINE_ENTRY(type, name) static type p_##name;
|
||||
#include "oaldef.h"
|
||||
|
|
|
@ -36,6 +36,8 @@
|
|||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <windows.h>
|
||||
#define USE_WINDOWS_DWORD
|
||||
#else
|
||||
#include <dlfcn.h>
|
||||
#endif
|
||||
|
||||
#include "except.h"
|
||||
|
@ -61,14 +63,23 @@ CVAR (Bool, snd_efx, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|||
|
||||
#ifdef _WIN32
|
||||
static HMODULE hmodOpenAL;
|
||||
#define OPENALLIB "openal32.dll"
|
||||
#else
|
||||
static void* hmodOpenAL;
|
||||
#ifdef __APPLE__
|
||||
#define OPENALLIB "OpenAL.framework/OpenAL"
|
||||
#else
|
||||
#define OPENALLIB "libopenal.so"
|
||||
#endif
|
||||
#define LoadLibrary(x) dlopen((x), RTLD_LAZY)
|
||||
#define GetProcAddress(a,b) dlsym((a),(b))
|
||||
#define FreeLibrary(x) dlclose((x))
|
||||
#endif
|
||||
|
||||
bool IsOpenALPresent()
|
||||
{
|
||||
#ifdef NO_OPENAL
|
||||
return false;
|
||||
#elif !defined _WIN32
|
||||
return true;
|
||||
#else
|
||||
static bool cached_result = false;
|
||||
static bool done = false;
|
||||
|
@ -78,10 +89,10 @@ bool IsOpenALPresent()
|
|||
done = true;
|
||||
if (hmodOpenAL == NULL)
|
||||
{
|
||||
hmodOpenAL = LoadLibrary(NicePath("$PROGDIR/openal32.dll"));
|
||||
hmodOpenAL = LoadLibrary(NicePath("$PROGDIR/" OPENALLIB));
|
||||
if (hmodOpenAL == NULL)
|
||||
{
|
||||
hmodOpenAL = LoadLibrary("openal32.dll");
|
||||
hmodOpenAL = LoadLibrary(OPENALLIB);
|
||||
if (hmodOpenAL == NULL)
|
||||
{
|
||||
return false;
|
||||
|
@ -90,7 +101,7 @@ bool IsOpenALPresent()
|
|||
for(int i = 0; oalfuncs[i].name != NULL; i++)
|
||||
{
|
||||
*oalfuncs[i].funcaddr = GetProcAddress(hmodOpenAL, oalfuncs[i].name);
|
||||
if (oalfuncs[i].funcaddr == NULL)
|
||||
if (*oalfuncs[i].funcaddr == NULL)
|
||||
{
|
||||
FreeLibrary(hmodOpenAL);
|
||||
hmodOpenAL = NULL;
|
||||
|
@ -1332,13 +1343,13 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
|
|||
FVector3 dir = pos - listener->position;
|
||||
if(dir.DoesNotApproximatelyEqual(FVector3(0.f, 0.f, 0.f)))
|
||||
{
|
||||
float gain = GetRolloff(rolloff, sqrt(dist_sqr) * distscale);
|
||||
float gain = GetRolloff(rolloff, sqrtf(dist_sqr) * distscale);
|
||||
dir.Resize((gain > 0.00001f) ? 1.f/gain : 100000.f);
|
||||
}
|
||||
if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
|
||||
{
|
||||
FVector3 amb(0.f, !(dir.Y>=0.f) ? -1.f : 1.f, 0.f);
|
||||
float a = sqrt(dist_sqr) / AREA_SOUND_RADIUS;
|
||||
float a = sqrtf(dist_sqr) / AREA_SOUND_RADIUS;
|
||||
dir = amb + (dir-amb)*a;
|
||||
}
|
||||
dir += listener->position;
|
||||
|
@ -1351,7 +1362,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
|
|||
|
||||
float mindist = rolloff->MinDistance/distscale;
|
||||
FVector3 amb(0.f, !(dir.Y>=0.f) ? -mindist : mindist, 0.f);
|
||||
float a = sqrt(dist_sqr) / AREA_SOUND_RADIUS;
|
||||
float a = sqrtf(dist_sqr) / AREA_SOUND_RADIUS;
|
||||
dir = amb + (dir-amb)*a;
|
||||
|
||||
dir += listener->position;
|
||||
|
@ -1571,13 +1582,13 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
|
|||
{
|
||||
if(dir.DoesNotApproximatelyEqual(FVector3(0.f, 0.f, 0.f)))
|
||||
{
|
||||
float gain = GetRolloff(&chan->Rolloff, sqrt(chan->DistanceSqr) * chan->DistanceScale);
|
||||
float gain = GetRolloff(&chan->Rolloff, sqrtf(chan->DistanceSqr) * chan->DistanceScale);
|
||||
dir.Resize((gain > 0.00001f) ? 1.f/gain : 100000.f);
|
||||
}
|
||||
if(areasound && chan->DistanceSqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
|
||||
{
|
||||
FVector3 amb(0.f, !(dir.Y>=0.f) ? -1.f : 1.f, 0.f);
|
||||
float a = sqrt(chan->DistanceSqr) / AREA_SOUND_RADIUS;
|
||||
float a = sqrtf(chan->DistanceSqr) / AREA_SOUND_RADIUS;
|
||||
dir = amb + (dir-amb)*a;
|
||||
}
|
||||
}
|
||||
|
@ -1585,7 +1596,7 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
|
|||
{
|
||||
float mindist = chan->Rolloff.MinDistance / chan->DistanceScale;
|
||||
FVector3 amb(0.f, !(dir.Y>=0.f) ? -mindist : mindist, 0.f);
|
||||
float a = sqrt(chan->DistanceSqr) / AREA_SOUND_RADIUS;
|
||||
float a = sqrtf(chan->DistanceSqr) / AREA_SOUND_RADIUS;
|
||||
dir = amb + (dir-amb)*a;
|
||||
}
|
||||
dir += listener->position;
|
||||
|
@ -1606,9 +1617,9 @@ void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
|
|||
float angle = listener->angle;
|
||||
ALfloat orient[6];
|
||||
// forward
|
||||
orient[0] = cos(angle);
|
||||
orient[0] = cosf(angle);
|
||||
orient[1] = 0.f;
|
||||
orient[2] = -sin(angle);
|
||||
orient[2] = -sinf(angle);
|
||||
// up
|
||||
orient[3] = 0.f;
|
||||
orient[4] = 1.f;
|
||||
|
@ -1747,7 +1758,7 @@ float OpenALSoundRenderer::GetAudibility(FISoundChannel *chan)
|
|||
alGetSourcef(source, AL_GAIN, &volume);
|
||||
getALError();
|
||||
|
||||
volume *= GetRolloff(&chan->Rolloff, sqrt(chan->DistanceSqr) * chan->DistanceScale);
|
||||
volume *= GetRolloff(&chan->Rolloff, sqrtf(chan->DistanceSqr) * chan->DistanceScale);
|
||||
return volume;
|
||||
}
|
||||
|
||||
|
|
|
@ -234,24 +234,24 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
|
|||
{
|
||||
if (extra.bExplosive)
|
||||
{
|
||||
type->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_Explode")->Variants[0].Implementation);
|
||||
type->OwnedStates[extra.DeathStart].SetAction("A_Explode");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// The first frame plays the death sound and
|
||||
// the second frame makes it nonsolid.
|
||||
type->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_Scream")->Variants[0].Implementation);
|
||||
type->OwnedStates[extra.DeathStart].SetAction("A_Scream");
|
||||
if (extra.bSolidOnDeath)
|
||||
{
|
||||
}
|
||||
else if (extra.DeathStart + 1 < extra.DeathEnd)
|
||||
{
|
||||
type->OwnedStates[extra.DeathStart+1].SetAction(FindGlobalActionFunction("A_NoBlocking")->Variants[0].Implementation);
|
||||
type->OwnedStates[extra.DeathStart+1].SetAction("A_NoBlocking");
|
||||
}
|
||||
else
|
||||
{
|
||||
type->OwnedStates[extra.DeathStart].SetAction(FindGlobalActionFunction("A_ScreamAndUnblock")->Variants[0].Implementation);
|
||||
type->OwnedStates[extra.DeathStart].SetAction("A_ScreamAndUnblock");
|
||||
}
|
||||
|
||||
if (extra.DeathHeight == 0)
|
||||
|
@ -283,17 +283,17 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
|
|||
|
||||
// The first frame plays the burn sound and
|
||||
// the second frame makes it nonsolid.
|
||||
type->OwnedStates[extra.FireDeathStart].SetAction(FindGlobalActionFunction("A_ActiveSound")->Variants[0].Implementation);
|
||||
type->OwnedStates[extra.FireDeathStart].SetAction("A_ActiveSound");
|
||||
if (extra.bSolidOnBurn)
|
||||
{
|
||||
}
|
||||
else if (extra.FireDeathStart + 1 < extra.FireDeathEnd)
|
||||
{
|
||||
type->OwnedStates[extra.FireDeathStart+1].SetAction(FindGlobalActionFunction("A_NoBlocking")->Variants[0].Implementation);
|
||||
type->OwnedStates[extra.FireDeathStart+1].SetAction("A_NoBlocking");
|
||||
}
|
||||
else
|
||||
{
|
||||
type->OwnedStates[extra.FireDeathStart].SetAction(FindGlobalActionFunction("A_ActiveAndUnblock")->Variants[0].Implementation);
|
||||
type->OwnedStates[extra.FireDeathStart].SetAction("A_ActiveAndUnblock");
|
||||
}
|
||||
|
||||
if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(type->Defaults))->height;
|
||||
|
@ -314,14 +314,14 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
|
|||
type->OwnedStates[i].Tics = 5;
|
||||
type->OwnedStates[i].TicRange = 0;
|
||||
type->OwnedStates[i].Misc1 = 0;
|
||||
type->OwnedStates[i].SetAction(FindGlobalActionFunction("A_FreezeDeath")->Variants[0].Implementation);
|
||||
type->OwnedStates[i].SetAction("A_FreezeDeath");
|
||||
|
||||
i = type->NumOwnedStates - 1;
|
||||
type->OwnedStates[i].NextState = &type->OwnedStates[i];
|
||||
type->OwnedStates[i].Tics = 1;
|
||||
type->OwnedStates[i].TicRange = 0;
|
||||
type->OwnedStates[i].Misc1 = 0;
|
||||
type->OwnedStates[i].SetAction(FindGlobalActionFunction("A_FreezeDeathChunks")->Variants[0].Implementation);
|
||||
type->OwnedStates[i].SetAction("A_FreezeDeathChunks");
|
||||
bag.statedef.SetStateLabel("Ice", &type->OwnedStates[extra.IceDeathStart]);
|
||||
}
|
||||
else if (extra.bGenericIceDeath)
|
||||
|
|
|
@ -3310,7 +3310,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
|
|||
// [RH] Do some stuff to make this more useful outside Hexen
|
||||
if (self->flags4 & MF4_BOSSDEATH)
|
||||
{
|
||||
CALL_ACTION(A_BossDeath, self);
|
||||
A_BossDeath(self);
|
||||
}
|
||||
A_Unblock(self, true);
|
||||
|
||||
|
@ -6485,6 +6485,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckProximity)
|
|||
if (mo == ref) //Don't count self.
|
||||
continue;
|
||||
|
||||
// no unmorphed versions of currently morphed players.
|
||||
if (mo->flags & MF_UNMORPHED)
|
||||
continue;
|
||||
|
||||
//Check inheritance for the classname. Taken partly from CheckClass DECORATE function.
|
||||
if (flags & CPXF_ANCESTOR)
|
||||
{
|
||||
|
|
|
@ -195,6 +195,7 @@ protected:
|
|||
{
|
||||
isresolved = false;
|
||||
ScriptPosition = pos;
|
||||
ValueType = VAL_Unresolved;
|
||||
}
|
||||
public:
|
||||
virtual ~FxExpression() {}
|
||||
|
|
|
@ -623,7 +623,7 @@ ExpEmit FxMinusSign::Emit(VMFunctionBuilder *build)
|
|||
else
|
||||
{
|
||||
assert(ValueType == VAL_Float);
|
||||
build->Emit(OP_NEG, from.RegNum, from.RegNum, 0);
|
||||
build->Emit(OP_FLOP, from.RegNum, from.RegNum, FLOP_NEG);
|
||||
}
|
||||
return from;
|
||||
}
|
||||
|
|
|
@ -88,17 +88,11 @@ FxExpression *ParseParameter(FScanner &sc, PClassActor *cls, PType *type, bool c
|
|||
// Do automatic coercion between ints and floats.
|
||||
if (type == TypeSInt32)
|
||||
{
|
||||
if (x->ValueType != VAL_Int)
|
||||
{
|
||||
x = new FxIntCast(x);
|
||||
}
|
||||
x = new FxIntCast(x);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (x->ValueType != VAL_Float)
|
||||
{
|
||||
x = new FxFloatCast(x);
|
||||
}
|
||||
x = new FxFloatCast(x);
|
||||
}
|
||||
}
|
||||
else if (type == TypeName || type == TypeString)
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
|
||||
enum ExpValType
|
||||
{
|
||||
VAL_Unresolved, // type not yet known
|
||||
VAL_Int, // integer number
|
||||
VAL_Float, // floating point number
|
||||
VAL_Unknown, // nothing
|
||||
|
|
|
@ -231,7 +231,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
|
||||
action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
|
||||
action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
|
||||
action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
|
||||
action native A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
|
||||
action native A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
|
||||
action native A_CountdownArg(int argnum, state targstate = "");
|
||||
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
|
||||
|
|
Loading…
Reference in a new issue