mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 12:11:25 +00:00
- Added another set of ACS inventory functions which take a tid for the actor
and aren't limited to the script's activator. - Added GetSectorLightLevel(tag), GetActorCeilingZ(tid) and SetActorPosition(tid, x, y, z, fog) ACS functions. - Fixed: First initialization of camera textures should not mark the rendered lines as mapped. SVN r198 (trunk)
This commit is contained in:
parent
c87e2252ed
commit
a42f98af15
10 changed files with 113 additions and 29 deletions
|
@ -1,3 +1,11 @@
|
|||
June 18, 2006 (Changes by Graf Zahl)
|
||||
- Added another set of ACS inventory functions which take a tid for the actor
|
||||
and aren't limited to the script's activator.
|
||||
- Added GetSectorLightLevel(tag), GetActorCeilingZ(tid) and
|
||||
SetActorPosition(tid, x, y, z, fog) ACS functions.
|
||||
- Fixed: First initialization of camera textures should not mark the rendered
|
||||
lines as mapped.
|
||||
|
||||
June 17, 2006
|
||||
- Finally implemented code to keep some or all of your inventory intact when
|
||||
respawning in coop. Now the new inventory code should finally be complete. :-)
|
||||
|
|
|
@ -3811,11 +3811,22 @@ int DLevelScript::RunScript ()
|
|||
ClearInventory (activator);
|
||||
break;
|
||||
|
||||
case PCD_CLEARACTORINVENTORY:
|
||||
ClearInventory (SingleActorFromTID(STACK(3), NULL));
|
||||
sp--;
|
||||
break;
|
||||
|
||||
case PCD_GIVEINVENTORY:
|
||||
GiveInventory (activator, FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
||||
sp -= 2;
|
||||
break;
|
||||
|
||||
case PCD_GIVEACTORINVENTORY:
|
||||
GiveInventory (SingleActorFromTID(STACK(3), NULL),
|
||||
FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
||||
sp -= 3;
|
||||
break;
|
||||
|
||||
case PCD_GIVEINVENTORYDIRECT:
|
||||
GiveInventory (activator, FBehavior::StaticLookupString (pc[0]), pc[1]);
|
||||
pc += 2;
|
||||
|
@ -3826,6 +3837,12 @@ int DLevelScript::RunScript ()
|
|||
sp -= 2;
|
||||
break;
|
||||
|
||||
case PCD_TAKEACTORINVENTORY:
|
||||
TakeInventory (SingleActorFromTID(STACK(3), NULL),
|
||||
FBehavior::StaticLookupString (STACK(2)), STACK(1));
|
||||
sp -= 3;
|
||||
break;
|
||||
|
||||
case PCD_TAKEINVENTORYDIRECT:
|
||||
TakeInventory (activator, FBehavior::StaticLookupString (pc[0]), pc[1]);
|
||||
pc += 2;
|
||||
|
@ -3835,6 +3852,12 @@ int DLevelScript::RunScript ()
|
|||
STACK(1) = CheckInventory (activator, FBehavior::StaticLookupString (STACK(1)));
|
||||
break;
|
||||
|
||||
case PCD_CHECKACTORINVENTORY:
|
||||
STACK(1) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
|
||||
FBehavior::StaticLookupString (STACK(1)));
|
||||
sp--;
|
||||
break;
|
||||
|
||||
case PCD_CHECKINVENTORYDIRECT:
|
||||
PushToStack (CheckInventory (activator, FBehavior::StaticLookupString (pc[0])));
|
||||
pc += 1;
|
||||
|
@ -3964,6 +3987,17 @@ int DLevelScript::RunScript ()
|
|||
STACK(1) = I_PlayMovie (FBehavior::StaticLookupString (STACK(1)));
|
||||
break;
|
||||
|
||||
case PCD_SETACTORPOSITION:
|
||||
{
|
||||
BOOL result = false;
|
||||
AActor *actor = SingleActorFromTID (STACK(5), activator);
|
||||
if (actor != NULL)
|
||||
result = P_MoveThing(actor, STACK(4), STACK(3), STACK(2), !!STACK(1));
|
||||
sp -= 4;
|
||||
STACK(1) = result;
|
||||
}
|
||||
break;
|
||||
|
||||
case PCD_GETACTORX:
|
||||
case PCD_GETACTORY:
|
||||
case PCD_GETACTORZ:
|
||||
|
@ -3982,6 +4016,7 @@ int DLevelScript::RunScript ()
|
|||
break;
|
||||
|
||||
case PCD_GETACTORFLOORZ:
|
||||
case PCD_GETACTORCEILINGZ:
|
||||
{
|
||||
AActor *actor = SingleActorFromTID (STACK(1), activator);
|
||||
|
||||
|
@ -3989,10 +4024,15 @@ int DLevelScript::RunScript ()
|
|||
{
|
||||
STACK(1) = 0;
|
||||
}
|
||||
else
|
||||
else if (pcd == PCD_GETACTORFLOORZ)
|
||||
{
|
||||
STACK(1) = actor->floorz;
|
||||
}
|
||||
else
|
||||
{
|
||||
STACK(1) = actor->ceilingz;
|
||||
}
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -4048,6 +4088,19 @@ int DLevelScript::RunScript ()
|
|||
}
|
||||
break;
|
||||
|
||||
case PCD_GETSECTORLIGHTLEVEL:
|
||||
{
|
||||
int secnum = P_FindSectorFromTag (STACK(1), -1);
|
||||
int z = -1;
|
||||
|
||||
if (secnum >= 0)
|
||||
{
|
||||
z = sectors[secnum].lightlevel;
|
||||
}
|
||||
STACK(1) = z;
|
||||
}
|
||||
break;
|
||||
|
||||
case PCD_SETFLOORTRIGGER:
|
||||
new DPlaneWatcher (activator, activationline, backSide, false, STACK(8),
|
||||
STACK(7), STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
|
||||
|
|
|
@ -483,6 +483,13 @@ public:
|
|||
PCD_SETMOUSEPOINTER, // "
|
||||
PCD_MOVEMOUSEPOINTER, // "
|
||||
PCD_SPAWNPROJECTILE,
|
||||
PCD_GETSECTORLIGHTLEVEL,
|
||||
PCD_GETACTORCEILINGZ,
|
||||
PCD_SETACTORPOSITION,
|
||||
PCD_CLEARACTORINVENTORY,
|
||||
PCD_GIVEACTORINVENTORY,
|
||||
PCD_TAKEACTORINVENTORY,
|
||||
PCD_CHECKACTORINVENTORY,
|
||||
|
||||
PCODE_COMMAND_COUNT
|
||||
};
|
||||
|
|
|
@ -129,6 +129,7 @@ bool P_Thing_Spawn (int tid, int type, angle_t angle, bool fog, int newtid);
|
|||
bool P_Thing_Projectile (int tid, int type, const char * type_name, angle_t angle,
|
||||
fixed_t speed, fixed_t vspeed, int dest, AActor *forcedest, int gravity, int newtid,
|
||||
bool leadTarget);
|
||||
bool P_MoveThing(AActor * source, fixed_t x, fixed_t y, fixed_t z, bool fog);
|
||||
bool P_Thing_Move (int tid, int mapspot, bool fog);
|
||||
|
||||
//
|
||||
|
|
|
@ -114,6 +114,31 @@ bool P_Thing_Spawn (int tid, int type, angle_t angle, bool fog, int newtid)
|
|||
// [BC] Added
|
||||
// [RH] Fixed
|
||||
|
||||
bool P_MoveThing(AActor * source, fixed_t x, fixed_t y, fixed_t z, bool fog)
|
||||
{
|
||||
fixed_t oldx, oldy, oldz;
|
||||
|
||||
oldx = source->x;
|
||||
oldy = source->y;
|
||||
oldz = source->z;
|
||||
|
||||
source->SetOrigin (x, y, z);
|
||||
if (P_TestMobjLocation (source))
|
||||
{
|
||||
if (fog)
|
||||
{
|
||||
Spawn<ATeleportFog> (x, y, z + TELEFOGHEIGHT);
|
||||
Spawn<ATeleportFog> (oldx, oldy, oldz + TELEFOGHEIGHT);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
source->SetOrigin (oldx, oldy, oldz);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool P_Thing_Move (int tid, int mapspot, bool fog)
|
||||
{
|
||||
FActorIterator iterator1 (tid);
|
||||
|
@ -125,27 +150,7 @@ bool P_Thing_Move (int tid, int mapspot, bool fog)
|
|||
|
||||
if (source != NULL && target != NULL)
|
||||
{
|
||||
fixed_t oldx, oldy, oldz;
|
||||
|
||||
oldx = source->x;
|
||||
oldy = source->y;
|
||||
oldz = source->z;
|
||||
|
||||
source->SetOrigin (target->x, target->y, target->z);
|
||||
if (P_TestMobjLocation (source))
|
||||
{
|
||||
if (fog)
|
||||
{
|
||||
Spawn<ATeleportFog> (target->x, target->y, target->z + TELEFOGHEIGHT);
|
||||
Spawn<ATeleportFog> (oldx, oldy, oldz + TELEFOGHEIGHT);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
source->SetOrigin (oldx, oldy, oldz);
|
||||
return false;
|
||||
}
|
||||
return P_MoveThing(source, target->x, target->y, target->z, fog);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -2589,6 +2589,7 @@ FCanvasTexture::FCanvasTexture (const char *name, int width, int height)
|
|||
bNeedsUpdate = true;
|
||||
bDidUpdate = false;
|
||||
bHasCanvas = true;
|
||||
bFirstUpdate = true;
|
||||
}
|
||||
|
||||
FCanvasTexture::~FCanvasTexture ()
|
||||
|
@ -2680,7 +2681,7 @@ void FCanvasTexture::RenderView (AActor *viewpoint, int fov)
|
|||
}
|
||||
float savedfov = LastFOV;
|
||||
R_SetFOV (fov);
|
||||
R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, Width, Height);
|
||||
R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, Width, Height, bFirstUpdate);
|
||||
R_SetFOV (savedfov);
|
||||
if (Pixels == Canvas->GetBuffer())
|
||||
{
|
||||
|
@ -2692,6 +2693,7 @@ void FCanvasTexture::RenderView (AActor *viewpoint, int fov)
|
|||
}
|
||||
bNeedsUpdate = false;
|
||||
bDidUpdate = true;
|
||||
bFirstUpdate = false;
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -263,6 +263,7 @@ protected:
|
|||
Span DummySpans[2];
|
||||
BYTE bNeedsUpdate:1;
|
||||
BYTE bDidUpdate:1;
|
||||
BYTE bFirstUpdate:1;
|
||||
|
||||
void MakeTexture ();
|
||||
|
||||
|
|
|
@ -98,6 +98,7 @@ static TArray<InterpolationViewer> PastViewers;
|
|||
static int centerxwide;
|
||||
static bool polyclipped;
|
||||
static bool r_showviewer;
|
||||
bool r_dontmaplines;
|
||||
|
||||
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
||||
|
||||
|
@ -1403,7 +1404,7 @@ void R_SetupBuffer (bool inview)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_RenderActorView (AActor *actor)
|
||||
void R_RenderActorView (AActor *actor, bool dontmaplines)
|
||||
{
|
||||
WallCycles = PlaneCycles = MaskedCycles = WallScanCycles = 0;
|
||||
|
||||
|
@ -1441,6 +1442,8 @@ void R_RenderActorView (AActor *actor)
|
|||
MirrorFlags = 0;
|
||||
ActiveWallMirror = NULL;
|
||||
|
||||
r_dontmaplines = dontmaplines;
|
||||
|
||||
// [RH] Hack to make windows into underwater areas possible
|
||||
r_fakingunderwater = false;
|
||||
|
||||
|
@ -1518,7 +1521,7 @@ void R_RenderActorView (AActor *actor)
|
|||
//==========================================================================
|
||||
|
||||
void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
|
||||
int x, int y, int width, int height)
|
||||
int x, int y, int width, int height, bool dontmaplines)
|
||||
{
|
||||
const int saveddetail = detailxshift | (detailyshift << 1);
|
||||
const bool savedviewactive = viewactive;
|
||||
|
@ -1535,7 +1538,7 @@ void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
|
|||
viewwindowy = y;
|
||||
viewactive = true;
|
||||
|
||||
R_RenderActorView (actor);
|
||||
R_RenderActorView (actor, dontmaplines);
|
||||
|
||||
RenderTarget = screen;
|
||||
bRenderingToCanvas = false;
|
||||
|
@ -1579,6 +1582,7 @@ void FCanvasTextureInfo::Add (AActor *viewpoint, int picnum, int fov)
|
|||
// Yes, change its assignment to this new camera
|
||||
probe->Viewpoint = viewpoint;
|
||||
probe->FOV = fov;
|
||||
texture->bFirstUpdate = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -1589,6 +1593,7 @@ void FCanvasTextureInfo::Add (AActor *viewpoint, int picnum, int fov)
|
|||
probe->PicNum = picnum;
|
||||
probe->FOV = fov;
|
||||
probe->Next = List;
|
||||
texture->bFirstUpdate = true;
|
||||
List = probe;
|
||||
}
|
||||
|
||||
|
|
|
@ -79,6 +79,8 @@ extern int loopcount;
|
|||
|
||||
extern int r_Yaspect;
|
||||
|
||||
extern bool r_dontmaplines;
|
||||
|
||||
//
|
||||
// Lighting.
|
||||
//
|
||||
|
@ -184,11 +186,11 @@ void R_SetViewAngle ();
|
|||
//
|
||||
|
||||
// Called by G_Drawer.
|
||||
void R_RenderActorView (AActor *actor);
|
||||
void R_RenderActorView (AActor *actor, bool dontmaplines = false);
|
||||
void R_RefreshViewBorder ();
|
||||
void R_SetupBuffer (bool inview);
|
||||
|
||||
void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas, int x, int y, int width, int height);
|
||||
void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines = false);
|
||||
|
||||
void R_ResetViewInterpolation ();
|
||||
|
||||
|
|
|
@ -1184,7 +1184,7 @@ void R_NewWall (bool needlights)
|
|||
linedef = curline->linedef;
|
||||
|
||||
// mark the segment as visible for auto map
|
||||
linedef->flags |= ML_MAPPED;
|
||||
if (!r_dontmaplines) linedef->flags |= ML_MAPPED;
|
||||
|
||||
midtexture = toptexture = bottomtexture = 0;
|
||||
|
||||
|
|
Loading…
Reference in a new issue