Merge remote-tracking branch 'zdoom/master' into openal

Conflicts:
	src/s_sound.cpp
This commit is contained in:
Chris Robinson 2014-09-22 18:24:55 -07:00
commit b8e3f99ce6
13 changed files with 179 additions and 16 deletions

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@ -2306,6 +2306,12 @@ void FBehavior::LoadScriptsDirectory ()
default:
break;
}
// [EP] Clang 3.5.0 optimizer miscompiles this function and causes random
// crashes in the program. I hope that Clang 3.5.x will fix this.
#if defined(__clang__) && __clang_major__ == 3 && __clang_minor__ >= 5
asm("" : "+g" (NumScripts));
#endif
for (i = 0; i < NumScripts; ++i)
{
Scripts[i].Flags = 0;
@ -4361,6 +4367,8 @@ enum EACSFunctions
ACSF_ChangeActorAngle,
ACSF_ChangeActorPitch, // 80
ACSF_GetArmorInfo,
ACSF_DropInventory,
ACSF_PickActor,
/* Zandronum's - these must be skipped when we reach 99!
-100:ResetMap(0),
@ -5485,6 +5493,42 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
break;
}
case ACSF_DropInventory:
{
const char *type = FBehavior::StaticLookupString(args[1]);
AInventory *inv;
if (type != NULL)
{
if (args[0] == 0)
{
if (activator != NULL)
{
inv = activator->FindInventory(type);
if (inv)
{
activator->DropInventory(inv);
}
}
}
else
{
FActorIterator it(args[0]);
AActor *actor;
while ((actor = it.Next()) != NULL)
{
inv = actor->FindInventory(type);
if (inv)
{
actor->DropInventory(inv);
}
}
}
}
break;
}
case ACSF_CheckFlag:
{
AActor *actor = SingleActorFromTID(args[0], activator);
@ -5550,6 +5594,38 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
}
break;
case ACSF_PickActor:
if (argCount >= 5)
{
actor = SingleActorFromTID(args[0], activator);
if (actor == NULL)
{
return 0;
}
DWORD actorMask = MF_SHOOTABLE;
if (argCount >= 6) {
actorMask = args[5];
}
DWORD wallMask = ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN;
if (argCount >= 7) {
wallMask = args[6];
}
AActor* pickedActor = P_LinePickActor(actor, args[1] << 16, args[3], args[2] << 16, actorMask, wallMask);
if (pickedActor == NULL) {
return 0;
}
pickedActor->RemoveFromHash();
pickedActor->tid = args[4];
pickedActor->AddToHash();
return 1;
}
break;
default:
break;
}

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@ -462,6 +462,7 @@ enum // P_LineAttack flags
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);
AActor *P_LinePickActor (AActor *t1, angle_t angle, fixed_t distance, int pitch, DWORD actorMask, DWORD wallMask);
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version

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@ -3783,6 +3783,52 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
return NULL;
}
//==========================================================================
//
// P_LinePickActor
//
//==========================================================================
AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
DWORD actorMask, DWORD wallMask)
{
fixed_t vx, vy, vz, shootz;
angle >>= ANGLETOFINESHIFT;
pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
vx = FixedMul(finecosine[pitch], finecosine[angle]);
vy = FixedMul(finecosine[pitch], finesine[angle]);
vz = -finesine[pitch];
shootz = t1->z - t1->floorclip + (t1->height >> 1);
if (t1->player != NULL)
{
shootz += FixedMul(t1->player->mo->AttackZOffset, t1->player->crouchfactor);
}
else
{
shootz += 8 * FRACUNIT;
}
FTraceResults trace;
Origin TData;
TData.Caller = t1;
TData.hitGhosts = true;
if (Trace(t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
actorMask, wallMask, t1, trace, TRACE_NoSky, CheckForActor, &TData))
{
if (trace.HitType == TRACE_HitActor)
{
return trace.Actor;
}
}
return NULL;
}
//==========================================================================
//
//

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@ -206,7 +206,7 @@ void AActor::Serialize (FArchive &arc)
{
arc << flags7;
}
if (SaveVersion >= 4511)
if (SaveVersion >= 4512)
{
arc << weaponspecial;
}

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@ -2347,14 +2347,14 @@ class AMusicChanger : public ASectorAction
{
DECLARE_CLASS (AMusicChanger, ASectorAction)
public:
virtual bool TriggerAction (AActor *triggerer, int activationType);
virtual bool DoTriggerAction (AActor *triggerer, int activationType);
virtual void Tick();
virtual void PostBeginPlay();
};
IMPLEMENT_CLASS(AMusicChanger)
bool AMusicChanger::TriggerAction (AActor *triggerer, int activationType)
bool AMusicChanger::DoTriggerAction (AActor *triggerer, int activationType)
{
if (activationType & SECSPAC_Enter)
{
@ -2364,7 +2364,7 @@ bool AMusicChanger::TriggerAction (AActor *triggerer, int activationType)
reactiontime = 30;
}
}
return Super::TriggerAction (triggerer, activationType);
return Super::DoTriggerAction (triggerer, activationType);
}
void AMusicChanger::Tick()

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@ -1318,23 +1318,23 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
SDWORD dmxlen = LittleLong(((SDWORD *)sfxdata)[1]);
// If the sound is voc, use the custom loader.
// If the sound is raw, just load it as such.
// Otherwise, try the sound as DMX format.
// If that fails, let the sound system try and figure it out.
if (strncmp ((const char *)sfxdata, "Creative Voice File", 19) == 0)
{
sfx->data = GSnd->LoadSoundVoc(sfxdata, size);
}
// If the sound is raw, just load it as such.
else if (sfx->bLoadRAW)
{
sfx->data = GSnd->LoadSoundRaw(sfxdata, size, sfx->RawRate, 1, 8, sfx->LoopStart);
}
// Otherwise, try the sound as DMX format.
else if (((BYTE *)sfxdata)[0] == 3 && ((BYTE *)sfxdata)[1] == 0 && dmxlen <= size - 8)
{
int frequency = LittleShort(((WORD *)sfxdata)[1]);
if (frequency == 0) frequency = 11025;
sfx->data = GSnd->LoadSoundRaw(sfxdata+8, dmxlen, frequency, 1, 8, sfx->LoopStart);
}
// If that fails, let the sound system try and figure it out.
else
{
sfx->data = GSnd->LoadSound(sfxdata, size);

View File

@ -123,14 +123,13 @@ void I_EndRead(void)
static DWORD TicStart;
static DWORD TicNext;
static DWORD BaseTime;
static int TicFrozen;
// Signal based timer.
static Semaphore timerWait;
static int tics;
static DWORD sig_start, sig_next;
static DWORD sig_start;
void I_SelectTimer();
@ -169,7 +168,6 @@ int I_GetTimePolled (bool saveMS)
if (saveMS)
{
TicStart = tm;
TicNext = Scale((Scale (tm, TICRATE, 1000) + 1), 1000, TICRATE);
}
return Scale(tm - BaseTime, TICRATE, 1000);
}
@ -179,7 +177,6 @@ int I_GetTimeSignaled (bool saveMS)
if (saveMS)
{
TicStart = sig_start;
TicNext = sig_next;
}
return tics;
}
@ -250,7 +247,6 @@ void I_HandleAlarm (int sig)
if(!TicFrozen)
tics++;
sig_start = SDL_GetTicks();
sig_next = Scale((Scale (sig_start, TICRATE, 1000) + 1), 1000, TICRATE);
SEMAPHORE_SIGNAL(timerWait)
}
@ -293,15 +289,14 @@ void I_SelectTimer()
fixed_t I_GetTimeFrac (uint32 *ms)
{
DWORD now = SDL_GetTicks ();
if (ms) *ms = TicNext;
DWORD step = TicNext - TicStart;
if (step == 0)
if (ms) *ms = TicStart + (1000 / TICRATE);
if (TicStart == 0)
{
return FRACUNIT;
}
else
{
fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT/step, 0, FRACUNIT);
fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT*TICRATE/1000, 0, FRACUNIT);
return frac;
}
}

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@ -553,6 +553,7 @@ SoundHandle SoundRenderer::LoadSoundVoc(BYTE *sfxdata, int length)
break;
default: break;
}
i += blocksize;
}
}

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@ -1755,6 +1755,8 @@ enum SIX_Flags
SIXF_TRANSFERSPECIAL = 1 << 15,
SIXF_CLEARCALLERSPECIAL = 1 << 16,
SIXF_TRANSFERSTENCILCOL = 1 << 17,
SIXF_TRANSFERALPHA = 1 << 18,
SIXF_TRANSFERRENDERSTYLE = 1 << 19,
};
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
@ -1843,6 +1845,10 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
// If this is a missile or something else set the target to the originator
mo->target = originator ? originator : self;
}
if (flags & SIXF_SETMASTER)
{
mo->master = originator;
}
if (flags & SIXF_TRANSFERSCALE)
{
mo->scaleX = self->scaleX;
@ -1871,6 +1877,14 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
{
mo->fillcolor = self->fillcolor;
}
if (flags & SIXF_TRANSFERALPHA)
{
mo->alpha = self->alpha;
}
if (flags & SIXF_TRANSFERRENDERSTYLE)
{
mo->RenderStyle = self->RenderStyle;
}
return true;
}
@ -4966,3 +4980,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
P_DropItem(self, spawntype, amount, chance);
}
//==========================================================================
//
// A_SetSpeed
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(speed, 0);
self->Speed = speed;
}

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@ -88,6 +88,7 @@ DEFINE_MEMBER_VARIABLE(height, AActor)
DEFINE_MEMBER_VARIABLE(radius, AActor)
DEFINE_MEMBER_VARIABLE(reactiontime, AActor)
DEFINE_MEMBER_VARIABLE(meleerange, AActor)
DEFINE_MEMBER_VARIABLE(Speed, AActor)
//==========================================================================

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@ -374,6 +374,8 @@ static void ParseUserVariable (FScanner &sc, PSymbolTable *symt, PClass *cls)
FScriptPosition::ErrorCounter++;
}
FName symname = sc.String;
if (sc.CheckToken('['))
{
@ -391,6 +393,15 @@ static void ParseUserVariable (FScanner &sc, PSymbolTable *symt, PClass *cls)
}
sc.MustGetToken(';');
// We must ensure that we do not define duplicates, even when they come from a parent table.
if (symt->FindSymbol(symname, true) != NULL)
{
sc.ScriptMessage ("'%s' is already defined in '%s' or one of its ancestors.",
symname.GetChars(), cls ? cls->TypeName.GetChars() : "Global");
FScriptPosition::ErrorCounter++;
return;
}
PSymbolVariable *sym = new PSymbolVariable(symname);
sym->offset = cls->Extend(sizeof(int) * (valuetype.Type == VAL_Array ? valuetype.size : 1));
sym->ValueType = valuetype;

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@ -62,6 +62,7 @@ ACTOR Actor native //: Thinker
native fixed_t radius;
native int reactiontime;
native fixed_t meleerange;
native fixed_t speed;
// Meh, MBF redundant functions. Only for DeHackEd support.
action native A_Turn(float angle = 0);
@ -302,6 +303,7 @@ ACTOR Actor native //: Thinker
action native A_SetTics(int tics);
action native A_SetDamageType(name damagetype);
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
action native A_SetSpeed(float speed);
action native A_CheckSightOrRange(float distance, state label);
action native A_CheckRange(float distance, state label);

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@ -65,6 +65,8 @@ const int SXF_TRANSFERSCALE = 16384;
const int SXF_TRANSFERSPECIAL = 32768;
const int SXF_CLEARCALLERSPECIAL = 65536;
const int SXF_TRANSFERSTENCILCOL = 131072;
const int SXF_TRANSFERALPHA = 262144;
const int SXF_TRANSFERRENDERSTYLE = 524288;
// Flags for A_Chase
const int CHF_FASTCHASE = 1;