Merge branch 'SpawnParticle' of https://github.com/Edward850/zdoom

Conflicts:
	src/actor.h
This commit is contained in:
Christoph Oelckers 2016-01-21 17:04:52 +01:00
commit 995721836b
22 changed files with 4378 additions and 4284 deletions

View file

@ -77,6 +77,7 @@
#include "decallib.h"
#include "p_terrain.h"
#include "version.h"
#include "p_effect.h"
#include "g_shared/a_pickups.h"
@ -4464,6 +4465,7 @@ enum EACSFunctions
ACSF_GetMaxInventory,
ACSF_SetSectorDamage,
ACSF_SetSectorTerrain,
ACSF_SpawnParticle,
/* Zandronum's - these must be skipped when we reach 99!
-100:ResetMap(0),
@ -5989,6 +5991,34 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
}
break;
case ACSF_SpawnParticle:
{
fixed_t x = args[0];
fixed_t y = args[1];
fixed_t z = args[2];
fixed_t xvel = args[3];
fixed_t yvel = args[4];
fixed_t zvel = args[5];
PalEntry color = args[6];
int lifetime = args[7];
bool fullbright = argCount > 8 ? !!args[8] : false;
int startalpha = argCount > 9 ? args[9] : 0xFF; // Byte trans
int size = argCount > 10 ? args[10] : 1;
int fadestep = argCount > 11 ? args[11] : -1;
fixed_t accelx = argCount > 12 ? args[12] : 0;
fixed_t accely = argCount > 13 ? args[13] : 0;
fixed_t accelz = argCount > 14 ? args[14] : 0;
startalpha = clamp<int>(startalpha, 0, 0xFF); // Clamp to byte
lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte
fadestep = clamp<int>(fadestep, -1, 0xFF); // Clamp to byte inc. -1 (indicating automatic)
size = clamp<int>(size, 0, 0xFF); // Clamp to byte
if (lifetime != 0)
P_SpawnParticle(x, y, z, xvel, yvel, zvel, color, fullbright, startalpha, lifetime, size, fadestep, accelx, accely, accelz);
}
break;
default:
break;
}

View file

@ -284,6 +284,31 @@ void P_ThinkParticles ()
}
}
void P_SpawnParticle(fixed_t x, fixed_t y, fixed_t z, fixed_t velx, fixed_t vely, fixed_t velz, PalEntry color, bool fullbright, BYTE startalpha, BYTE lifetime, BYTE size, int fadestep, fixed_t accelx, fixed_t accely, fixed_t accelz)
{
particle_t *particle = NewParticle();
if (particle)
{
particle->x = x;
particle->y = y;
particle->z = z;
particle->velx = velx;
particle->vely = vely;
particle->velz = velz;
particle->color = ParticleColor(color);
particle->trans = startalpha;
if (fadestep < 0) fadestep = FADEFROMTTL(lifetime);
particle->fade = fadestep;
particle->ttl = lifetime;
particle->accx = accelx;
particle->accy = accely;
particle->accz = accelz;
particle->bright = fullbright;
particle->size = size;
}
}
//
// P_RunEffects
//

View file

@ -83,6 +83,7 @@ particle_t *JitterParticle (int ttl);
particle_t *JitterParticle (int ttl, float drift);
void P_ThinkParticles (void);
void P_SpawnParticle(fixed_t x, fixed_t y, fixed_t z, fixed_t velx, fixed_t vely, fixed_t velz, PalEntry color, bool fullbright, BYTE startalpha, BYTE lifetime, BYTE size, int fadestep, fixed_t accelx, fixed_t accely, fixed_t accelz);
void P_InitEffects (void);
void P_RunEffects (void);

View file

@ -51,6 +51,7 @@
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
@ -2627,6 +2628,42 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris)
}
}
//===========================================================================
//
// A_SpawnParticle
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
{
ACTION_PARAM_START(15);
ACTION_PARAM_FIXED(xoff, 0);
ACTION_PARAM_FIXED(yoff, 1);
ACTION_PARAM_FIXED(zoff, 2);
ACTION_PARAM_FIXED(xvel, 3);
ACTION_PARAM_FIXED(yvel, 4);
ACTION_PARAM_FIXED(zvel, 5);
ACTION_PARAM_COLOR(color, 6);
ACTION_PARAM_INT(lifetime, 7);
ACTION_PARAM_BOOL(fullbright, 8);
ACTION_PARAM_INT(startalpha, 9); // Byte trans
ACTION_PARAM_INT(size, 10);
ACTION_PARAM_INT(fadestep, 11);
ACTION_PARAM_FIXED(accelx, 12);
ACTION_PARAM_FIXED(accely, 13);
ACTION_PARAM_FIXED(accelz, 14);
startalpha = clamp<int>(startalpha, 0, 0xFF); // Clamp to byte
lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte
fadestep = clamp<int>(fadestep, -1, 0xFF); // Clamp to byte inc. -1 (indicating automatic)
size = clamp<int>(size, 0, 0xFF); // Clamp to byte
if (lifetime != 0)
{
fixedvec3 pos = self->Vec3Offset(xoff, yoff, zoff);
P_SpawnParticle(pos.x, pos.y, pos.z, xvel, yvel, zvel, color, fullbright, startalpha, lifetime, size, fadestep, accelx, accely, accelz);
}
}
//===========================================================================
//

View file

@ -234,6 +234,7 @@ ACTOR Actor native //: Thinker
action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
action native A_SetMass(int mass);
action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
action native A_SpawnParticle(float xoff, float yoff, float zoff, float velx, float vely, float velz, color color1, int lifetime, bool fullbright = false, int startalpha = 255, int size = 1, int fadestep = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0);
action native A_CheckSight(state label);
action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
action native A_DropInventory(class<Inventory> itemtype);