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https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
This commit is contained in:
commit
9ecb7d44f7
16 changed files with 195 additions and 17 deletions
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@ -48,12 +48,14 @@ function( add_pk3 PK3_NAME PK3_DIR )
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COMMAND zipdir -udf ${ZDOOM_OUTPUT_DIR}/${PK3_NAME} ${PK3_DIR}
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DEPENDS zipdir )
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endif()
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# Grab a list of top-level PK3 folder files, so we can conveniently see them in the IDE
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file(GLOB PK3_SRCS ${PK3_DIR}/*)
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# Touch the zipdir executable here so that the pk3s are forced to
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# rebuild each time since their dependecy has "changed."
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add_custom_target( ${PK3_TARGET} ALL
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COMMAND ${CMAKE_COMMAND} -E touch $<TARGET_FILE:zipdir>
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DEPENDS ${ZDOOM_OUTPUT_DIR}/${PK3_NAME} )
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DEPENDS ${ZDOOM_OUTPUT_DIR}/${PK3_NAME}
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SOURCES "${PK3_SRCS}")
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endfunction()
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# Macro for building libraries without debugging information
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10
src/actor.h
10
src/actor.h
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@ -417,7 +417,10 @@ enum ActorRenderFlag
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RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
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RF_ROLLSPRITE = 0x40000, //[marrub]roll the sprite billboard
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RF_DONTFLIP = 0x80000, // Don't flip it when viewed from behind.
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RF_ROLLCENTER = 0x100000, // Rotate from the center of sprite instead of offsets
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RF_ROLLCENTER = 0x00100000, // Rotate from the center of sprite instead of offsets
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RF_MASKROTATION = 0x00200000, // [MC] Only draw the actor when viewed from a certain angle range.
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RF_ABSMASKANGLE = 0x00400000, // [MC] The mask rotation does not offset by the actor's angle.
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RF_ABSMASKPITCH = 0x00800000, // [MC] The mask rotation does not offset by the actor's pitch.
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RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
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RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)
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@ -959,6 +962,7 @@ public:
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inline void SetFriendPlayer(player_t *player);
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bool IsVisibleToPlayer() const;
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bool IsInsideVisibleAngles() const;
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// Calculate amount of missile damage
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virtual int GetMissileDamage(int mask, int add);
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@ -984,6 +988,10 @@ public:
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DAngle SpriteAngle;
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DAngle SpriteRotation;
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DAngle VisibleStartAngle;
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DAngle VisibleStartPitch;
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DAngle VisibleEndAngle;
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DAngle VisibleEndPitch;
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DRotator Angles;
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DVector3 Vel;
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double Speed;
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@ -1884,7 +1884,7 @@ void G_DoLoadGame ()
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}
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else
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{
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Printf("Savegame is from another ZDoom-based engine: %s\n", engine);
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Printf("Savegame is from another ZDoom-based engine: %s\n", engine.GetChars());
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}
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delete resfile;
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return;
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@ -2261,7 +2261,7 @@ void G_DoSaveGame (bool okForQuicksave, FString filename, const char *descriptio
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}
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auto picdata = savepic.GetBuffer();
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FCompressedBuffer bufpng = { picdata->Size(), picdata->Size(), METHOD_STORED, 0, crc32(0, &(*picdata)[0], picdata->Size()), (char*)&(*picdata)[0] };
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FCompressedBuffer bufpng = { picdata->Size(), picdata->Size(), METHOD_STORED, 0, static_cast<unsigned int>(crc32(0, &(*picdata)[0], picdata->Size())), (char*)&(*picdata)[0] };
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savegame_content.Push(bufpng);
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savegame_filenames.Push("savepic.png");
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@ -163,7 +163,7 @@ void ADynamicLight::Serialize(FSerializer &arc)
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("lighttype", lighttype, def->lighttype)
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("tickcount", m_tickCount, def->m_tickCount)
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("currentradius", m_currentRadius, def->m_currentRadius)
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.Array("radius", m_Radius, def->m_Radius, 2);
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.Array("lightradius", m_Radius, def->m_Radius, 2);
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if (lighttype == PulseLight)
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arc("lastupdate", m_lastUpdate, def->m_lastUpdate)
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@ -636,7 +636,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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sector_t * rendersector;
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer())
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if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles())
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{
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return;
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}
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@ -336,6 +336,10 @@ xx(ReactionTime)
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xx(MeleeRange)
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xx(Speed)
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xx(Clamp)
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xx(VisibleStartAngle)
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xx(VisibleStartPitch)
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xx(VisibleEndAngle)
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xx(VisibleEndPitch)
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// Various actor names which are used internally
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xx(MapSpot)
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@ -306,7 +306,11 @@ void AActor::Serialize(FSerializer &arc)
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A("spriteangle", SpriteAngle)
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A("spriterotation", SpriteRotation)
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("alternative", alternative)
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A("tag", Tag);
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A("tag", Tag)
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A("visiblestartangle",VisibleStartAngle)
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A("visibleendangle",VisibleEndAngle)
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A("visiblestartpitch",VisibleStartPitch)
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A("visibleendpitch",VisibleEndPitch);
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}
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#undef A
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@ -1019,6 +1023,69 @@ bool AActor::CheckLocalView (int playernum) const
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return false;
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}
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//============================================================================
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//
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// AActor :: IsInsideVisibleAngles
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//
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// Returns true if this actor is within viewing angle/pitch visibility.
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//
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//============================================================================
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bool AActor::IsInsideVisibleAngles() const
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{
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// Don't bother masking if not wanted.
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if (!(renderflags & RF_MASKROTATION))
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return true;
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if (players[consoleplayer].camera == nullptr)
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return true;
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DAngle anglestart = VisibleStartAngle.Normalized180();
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DAngle angleend = VisibleEndAngle.Normalized180();
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DAngle pitchstart = VisibleStartPitch.Normalized180();
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DAngle pitchend = VisibleEndPitch.Normalized180();
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if (anglestart > angleend)
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{
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DAngle temp = anglestart;
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anglestart = angleend;
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angleend = temp;
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}
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if (pitchstart > angleend)
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{
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DAngle temp = pitchstart;
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pitchstart = pitchend;
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pitchend = temp;
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}
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player_t* pPlayer = players[consoleplayer].camera->player;
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if (pPlayer && pPlayer->mo)
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{
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AActor *mo = pPlayer->mo;
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DVector3 diffang = Vec3To(mo);
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DAngle to = diffang.Angle();
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if (!(renderflags & RF_ABSMASKANGLE))
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to = deltaangle(Angles.Yaw, to);
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// Note that this check is inversed due to only being able to vectorize
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// from one way (this actor to the player). It still means to pass
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// if the player is within the visible angles.
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if ((to <= anglestart || to >= angleend))
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{
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to = diffang.Pitch();
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if (!(renderflags & RF_ABSMASKPITCH))
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to = deltaangle(Angles.Pitch, to);
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return !!(to >= pitchstart && to <= pitchend);
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}
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else return false;
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}
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return true;
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}
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//============================================================================
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//
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// AActor :: IsVisibleToPlayer
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@ -761,7 +761,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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if (thing == NULL ||
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(thing->renderflags & RF_INVISIBLE) ||
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!thing->RenderStyle.IsVisible(thing->Alpha) ||
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!thing->IsVisibleToPlayer())
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!thing->IsVisibleToPlayer() ||
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!thing->IsInsideVisibleAngles())
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{
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return;
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}
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@ -859,7 +859,7 @@ void FSerializer::ReadObjects(bool hubtravel)
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PClass *cls = PClass::FindClass(clsname);
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if (cls == nullptr)
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{
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Printf("Unknown object class '%d' in savegame", clsname.GetChars());
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Printf("Unknown object class '%s' in savegame", clsname.GetChars());
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founderrors = true;
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r->mDObjects[i] = RUNTIME_CLASS(AActor)->CreateNew(); // make sure we got at least a valid pointer for the duration of the loading process.
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r->mDObjects[i]->Destroy(); // but we do not want to keep this around, so destroy it right away.
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@ -163,7 +163,7 @@ public:
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template<class T>
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FSerializer &Enum(const char *key, T &obj)
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{
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auto val = (std::underlying_type<T>::type)obj;
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auto val = (typename std::underlying_type<T>::type)obj;
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Serialize(*this, key, val, nullptr);
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obj = (T)val;
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return *this;
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@ -7344,3 +7344,55 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteRotation)
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mobj->SpriteRotation = angle;
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ACTION_RETURN_BOOL(true);
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}
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//==========================================================================
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//
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// A_SetMaskRotation(anglestart, angleend, pitchstart, pitchend, flags, ptr)
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//
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// Specifies how much to fake a sprite rotation.
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//==========================================================================
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enum VRFFlags
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{
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VRF_NOANGLESTART = 1,
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VRF_NOANGLEEND = 1 << 1,
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VRF_NOPITCHSTART = 1 << 2,
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VRF_NOPITCHEND = 1 << 3,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetVisibleRotation)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ANGLE_OPT(anglestart) { anglestart = 0.; }
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PARAM_ANGLE_OPT(angleend) { angleend = 0.; }
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PARAM_ANGLE_OPT(pitchstart) { pitchstart = 0.; }
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PARAM_ANGLE_OPT(pitchend) { pitchend = 0.; }
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PARAM_INT_OPT(flags) { flags = 0; }
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PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
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AActor *mobj = COPY_AAPTR(self, ptr);
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if (mobj == nullptr)
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{
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ACTION_RETURN_BOOL(false);
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}
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if (!(flags & VRF_NOANGLESTART))
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{
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mobj->VisibleStartAngle = anglestart;
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}
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if (!(flags & VRF_NOANGLEEND))
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{
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mobj->VisibleEndAngle = angleend;
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}
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if (!(flags & VRF_NOPITCHSTART))
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{
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mobj->VisibleStartPitch = pitchstart;
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}
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if (!(flags & VRF_NOPITCHEND))
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{
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mobj->VisibleEndPitch = pitchend;
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}
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ACTION_RETURN_BOOL(true);
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}
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@ -275,6 +275,9 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(RF, WALLSPRITE, AActor, renderflags),
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DEFINE_FLAG(RF, DONTFLIP, AActor, renderflags),
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DEFINE_FLAG(RF, ROLLCENTER, AActor, renderflags),
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DEFINE_FLAG(RF, MASKROTATION, AActor, renderflags),
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DEFINE_FLAG(RF, ABSMASKANGLE, AActor, renderflags),
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DEFINE_FLAG(RF, ABSMASKPITCH, AActor, renderflags),
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// Bounce flags
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DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
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@ -667,4 +670,8 @@ void InitThingdef()
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symt.AddSymbol(new PField(NAME_Threshold, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, threshold)));
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symt.AddSymbol(new PField(NAME_DefThreshold, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, DefThreshold)));
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symt.AddSymbol(new PField(NAME_Damage, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, DamageVal)));
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symt.AddSymbol(new PField(NAME_VisibleStartAngle, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleStartAngle)));
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symt.AddSymbol(new PField(NAME_VisibleStartPitch, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleStartPitch)));
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symt.AddSymbol(new PField(NAME_VisibleEndAngle, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleEndAngle)));
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symt.AddSymbol(new PField(NAME_VisibleEndPitch, TypeFloat64, VARF_Native, myoffsetof(AActor, VisibleEndPitch)));
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}
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@ -1431,6 +1431,28 @@ DEFINE_PROPERTY(spriterotation, F, Actor)
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defaults->SpriteRotation = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(visibleangles, Ff, Actor)
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{
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PROP_DOUBLE_PARM(visstart, 0);
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PROP_DOUBLE_PARM(visend, 0);
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defaults->VisibleStartAngle = visstart;
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defaults->VisibleEndAngle = visend;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(visiblepitch, Ff, Actor)
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{
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PROP_DOUBLE_PARM(visstart, 0);
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PROP_DOUBLE_PARM(visend, 0);
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defaults->VisibleStartPitch = visstart;
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defaults->VisibleEndPitch = visend;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -75,7 +75,7 @@ const char *GetVersionString();
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#define SAVEGAME_EXT "zds"
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 4545
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#define MINSAVEVER 4550
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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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@ -38,6 +38,8 @@ ACTOR Actor native //: Thinker
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SpriteAngle 0
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SpriteRotation 0
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StencilColor "00 00 00"
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VisibleAngles 0, 0
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VisiblePitch 0, 0
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// Functions
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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@ -340,6 +342,7 @@ ACTOR Actor native //: Thinker
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action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
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action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
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action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
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action native bool A_SetVisibleRotation(float anglestart = 0, float angleend = 0, float pitchstart = 0, float pitchend = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
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native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
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@ -678,3 +678,15 @@ enum
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CPSF_NOSPRITE = 1,
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CPSF_NOFRAME = 1 << 1,
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};
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//Flags for A_SetMaskRotation
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enum
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{
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VRF_NOANGLESTART = 1,
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VRF_NOANGLEEND = 1 << 1,
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VRF_NOPITCHSTART = 1 << 2,
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VRF_NOPITCHEND = 1 << 3,
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VRF_NOANGLE = VRF_NOANGLESTART|VRF_NOANGLEEND,
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VRF_NOPITCH = VRF_NOPITCHSTART|VRF_NOPITCHEND,
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};
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