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Merge pull request from Edward850/railfix

Add missing MF7_FORCEDECAL flag for rail attacks, and changed operation to doubles
This commit is contained in:
coelckers 2015-06-25 08:57:03 +02:00
commit f0b73b30c0
6 changed files with 47 additions and 42 deletions

View file

@ -586,12 +586,12 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i
} }
} }
void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end, int color1, int color2, float maxdiff, int flags, const PClass *spawnclass, angle_t angle, int duration, float sparsity, float drift, int SpiralOffset) void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff, int flags, const PClass *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset)
{ {
double length, lengthsquared; double length, lengthsquared;
int steps, i; int steps, i;
FAngle deg; TAngle<double> deg;
FVector3 step, dir, pos, extend; TVector3<double> step, dir, pos, extend;
bool fullbright; bool fullbright;
dir = end - start; dir = end - start;
@ -615,9 +615,9 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
// The railgun's sound is special. It gets played from the // The railgun's sound is special. It gets played from the
// point on the slug's trail that is closest to the hearing player. // point on the slug's trail that is closest to the hearing player.
AActor *mo = players[consoleplayer].camera; AActor *mo = players[consoleplayer].camera;
FVector3 point; TVector3<double> point;
double r; double r;
float dirz; double dirz;
if (abs(mo->x - FLOAT2FIXED(start.X)) < 20 * FRACUNIT if (abs(mo->x - FLOAT2FIXED(start.X)) < 20 * FRACUNIT
&& (mo->y - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT) && (mo->y - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT)
@ -630,7 +630,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
// Only consider sound in 2D (for now, anyway) // Only consider sound in 2D (for now, anyway)
// [BB] You have to divide by lengthsquared here, not multiply with it. // [BB] You have to divide by lengthsquared here, not multiply with it.
r = ((start.Y - FIXED2FLOAT(mo->y)) * (-dir.Y) - (start.X - FIXED2FLOAT(mo->x)) * (dir.X)) / lengthsquared; r = ((start.Y - FIXED2DBL(mo->y)) * (-dir.Y) - (start.X - FIXED2DBL(mo->x)) * (dir.X)) / lengthsquared;
r = clamp<double>(r, 0., 1.); r = clamp<double>(r, 0., 1.);
dirz = dir.Z; dirz = dir.Z;
@ -662,7 +662,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
minelem = fabs(dir[i]); minelem = fabs(dir[i]);
} }
} }
FVector3 tempvec(0,0,0); TVector3<double> tempvec(0, 0, 0);
tempvec[epos] = 1; tempvec[epos] = 1;
extend = tempvec - (dir | tempvec) * dir; extend = tempvec - (dir | tempvec) * dir;
// //
@ -673,16 +673,16 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
// Create the outer spiral. // Create the outer spiral.
if (color1 != -1 && (!r_rail_smartspiral || color2 == -1) && r_rail_spiralsparsity > 0 && (spawnclass == NULL)) if (color1 != -1 && (!r_rail_smartspiral || color2 == -1) && r_rail_spiralsparsity > 0 && (spawnclass == NULL))
{ {
FVector3 spiral_step = step * r_rail_spiralsparsity * sparsity; TVector3<double> spiral_step = step * r_rail_spiralsparsity * sparsity;
int spiral_steps = (int)(steps * r_rail_spiralsparsity / sparsity); int spiral_steps = (int)(steps * r_rail_spiralsparsity / sparsity);
color1 = color1 == 0 ? -1 : ParticleColor(color1); color1 = color1 == 0 ? -1 : ParticleColor(color1);
pos = start; pos = start;
deg = FAngle(SpiralOffset); deg = TAngle<double>(SpiralOffset);
for (i = spiral_steps; i; i--) for (i = spiral_steps; i; i--)
{ {
particle_t *p = NewParticle (); particle_t *p = NewParticle ();
FVector3 tempvec; TVector3<double> tempvec;
if (!p) if (!p)
return; return;
@ -695,7 +695,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
p->size = 3; p->size = 3;
p->bright = fullbright; p->bright = fullbright;
tempvec = FMatrix3x3(dir, deg) * extend; tempvec = TMatrix3x3<double>(dir, deg) * extend;
p->velx = FLOAT2FIXED(tempvec.X * drift)>>4; p->velx = FLOAT2FIXED(tempvec.X * drift)>>4;
p->vely = FLOAT2FIXED(tempvec.Y * drift)>>4; p->vely = FLOAT2FIXED(tempvec.Y * drift)>>4;
p->velz = FLOAT2FIXED(tempvec.Z * drift)>>4; p->velz = FLOAT2FIXED(tempvec.Z * drift)>>4;
@ -704,7 +704,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
p->y = FLOAT2FIXED(tempvec.Y); p->y = FLOAT2FIXED(tempvec.Y);
p->z = FLOAT2FIXED(tempvec.Z); p->z = FLOAT2FIXED(tempvec.Z);
pos += spiral_step; pos += spiral_step;
deg += FAngle(r_rail_spiralsparsity * 14); deg += TAngle<double>(r_rail_spiralsparsity * 14);
if (color1 == -1) if (color1 == -1)
{ {
@ -729,18 +729,18 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
// Create the inner trail. // Create the inner trail.
if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL) if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL)
{ {
FVector3 trail_step = step * r_rail_trailsparsity * sparsity; TVector3<double> trail_step = step * r_rail_trailsparsity * sparsity;
int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity); int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity);
color2 = color2 == 0 ? -1 : ParticleColor(color2); color2 = color2 == 0 ? -1 : ParticleColor(color2);
FVector3 diff(0, 0, 0); TVector3<double> diff(0, 0, 0);
pos = start; pos = start;
for (i = trail_steps; i; i--) for (i = trail_steps; i; i--)
{ {
// [XA] inner trail uses a different default duration (33). // [XA] inner trail uses a different default duration (33).
int innerduration = (duration == 0) ? 33 : duration; int innerduration = (duration == 0) ? 33 : duration;
particle_t *p = JitterParticle (innerduration, drift); particle_t *p = JitterParticle (innerduration, (float)drift);
if (!p) if (!p)
return; return;
@ -749,14 +749,14 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
{ {
int rnd = M_Random (); int rnd = M_Random ();
if (rnd & 1) if (rnd & 1)
diff.X = clamp<float> (diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff); diff.X = clamp<double>(diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
if (rnd & 2) if (rnd & 2)
diff.Y = clamp<float> (diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff); diff.Y = clamp<double>(diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
if (rnd & 4) if (rnd & 4)
diff.Z = clamp<float> (diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff); diff.Z = clamp<double>(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
} }
FVector3 postmp = pos + diff; TVector3<double> postmp = pos + diff;
p->size = 2; p->size = 2;
p->x = FLOAT2FIXED(postmp.X); p->x = FLOAT2FIXED(postmp.X);
@ -791,9 +791,9 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
if (sparsity < 1) if (sparsity < 1)
sparsity = 32; sparsity = 32;
FVector3 trail_step = (step / 3) * sparsity; TVector3<double> trail_step = (step / 3) * sparsity;
int trail_steps = (int)((steps * 3) / sparsity); int trail_steps = (int)((steps * 3) / sparsity);
FVector3 diff(0, 0, 0); TVector3<double> diff(0, 0, 0);
pos = start; pos = start;
for (i = trail_steps; i; i--) for (i = trail_steps; i; i--)
@ -802,13 +802,13 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
{ {
int rnd = pr_railtrail(); int rnd = pr_railtrail();
if (rnd & 1) if (rnd & 1)
diff.X = clamp<float> (diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff); diff.X = clamp<double>(diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
if (rnd & 2) if (rnd & 2)
diff.Y = clamp<float> (diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff); diff.Y = clamp<double>(diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
if (rnd & 4) if (rnd & 4)
diff.Z = clamp<float> (diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff); diff.Z = clamp<double>(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
} }
FVector3 postmp = pos + diff; TVector3<double> postmp = pos + diff;
AActor *thing = Spawn (spawnclass, FLOAT2FIXED(postmp.X), FLOAT2FIXED(postmp.Y), FLOAT2FIXED(postmp.Z), ALLOW_REPLACE); AActor *thing = Spawn (spawnclass, FLOAT2FIXED(postmp.X), FLOAT2FIXED(postmp.Y), FLOAT2FIXED(postmp.Z), ALLOW_REPLACE);
if (thing) if (thing)

View file

@ -88,7 +88,7 @@ void P_RunEffects (void);
void P_RunEffect (AActor *actor, int effects); void P_RunEffect (AActor *actor, int effects);
void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end, int color1, int color2, float maxdiff = 0, int flags = 0, const PClass *spawnclass = NULL, angle_t angle = 0, int duration = 35, float sparsity = 1.0, float drift = 1.0, int SpiralOffset = 270); void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff = 0, int flags = 0, const PClass *spawnclass = NULL, angle_t angle = 0, int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270);
void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind); void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind);
void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind); void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind);
void P_DisconnectEffect (AActor *actor); void P_DisconnectEffect (AActor *actor);

View file

@ -2931,7 +2931,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
if (linetarget == NULL) if (linetarget == NULL)
{ {
// We probably won't hit the target, but aim at it anyway so we don't look stupid. // We probably won't hit the target, but aim at it anyway so we don't look stupid.
FVector2 xydiff(self->target->x - self->x, self->target->y - self->y); TVector2<double> xydiff(self->target->x - self->x, self->target->y - self->y);
double zdiff = (self->target->z + (self->target->height>>1)) - double zdiff = (self->target->z + (self->target->height>>1)) -
(self->z + (self->height>>1) - self->floorclip); (self->z + (self->height>>1) - self->floorclip);
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI); self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);

View file

@ -475,7 +475,7 @@ void P_TraceBleed (int damage, AActor *target); // random direction version
bool P_HitFloor (AActor *thing); bool P_HitFloor (AActor *thing);
bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true); bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true);
void P_CheckSplash(AActor *self, fixed_t distance); void P_CheckSplash(AActor *self, fixed_t distance);
void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, float maxdiff = 0, int flags = 0, const PClass *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, float sparsity = 1.0, float drift = 1.0, const PClass *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, double maxdiff = 0, int flags = 0, const PClass *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, double sparsity = 1.0, double drift = 1.0, const PClass *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun
enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags
{ {

View file

@ -4150,12 +4150,12 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
// //
// //
//========================================================================== //==========================================================================
void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, float maxdiff, int railflags, const PClass *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, float sparsity, float drift, const PClass *spawnclass, int SpiralOffset) void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, double maxdiff, int railflags, const PClass *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, double sparsity, double drift, const PClass *spawnclass, int SpiralOffset)
{ {
fixed_t vx, vy, vz; fixed_t vx, vy, vz;
angle_t angle, pitch; angle_t angle, pitch;
fixed_t x1, y1; fixed_t x1, y1;
FVector3 start, end; TVector3<double> start, end;
FTraceResults trace; FTraceResults trace;
fixed_t shootz; fixed_t shootz;
@ -4275,11 +4275,16 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
// Spawn a decal or puff at the point where the trace ended. // Spawn a decal or puff at the point where the trace ended.
if (trace.HitType == TRACE_HitWall) if (trace.HitType == TRACE_HitWall)
{ {
SpawnShootDecal(source, trace); AActor* puff = NULL;
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF) if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
{ {
P_SpawnPuff(source, puffclass, trace.X, trace.Y, trace.Z, (source->angle + angleoffset) - ANG90, 1, 0); puff = P_SpawnPuff(source, puffclass, trace.X, trace.Y, trace.Z, (source->angle + angleoffset) - ANG90, 1, 0);
} }
if (puff != NULL && puffDefaults->flags7 & MF7_FORCEDECAL && puff->DecalGenerator)
SpawnShootDecal(puff, trace);
else
SpawnShootDecal(source, trace);
} }
if (thepuff != NULL) if (thepuff != NULL)
@ -4299,9 +4304,9 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
} }
// Draw the slug's trail. // Draw the slug's trail.
end.X = FIXED2FLOAT(trace.X); end.X = FIXED2DBL(trace.X);
end.Y = FIXED2FLOAT(trace.Y); end.Y = FIXED2DBL(trace.Y);
end.Z = FIXED2FLOAT(trace.Z); end.Z = FIXED2DBL(trace.Z);
P_DrawRailTrail(source, start, end, color1, color2, maxdiff, railflags, spawnclass, source->angle + angleoffset, duration, sparsity, drift, SpiralOffset); P_DrawRailTrail(source, start, end, color1, color2, maxdiff, railflags, spawnclass, source->angle + angleoffset, duration, sparsity, drift, SpiralOffset);
} }

View file

@ -1502,14 +1502,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
ACTION_PARAM_COLOR(Color1, 3); ACTION_PARAM_COLOR(Color1, 3);
ACTION_PARAM_COLOR(Color2, 4); ACTION_PARAM_COLOR(Color2, 4);
ACTION_PARAM_INT(Flags, 5); ACTION_PARAM_INT(Flags, 5);
ACTION_PARAM_FLOAT(MaxDiff, 6); ACTION_PARAM_DOUBLE(MaxDiff, 6);
ACTION_PARAM_CLASS(PuffType, 7); ACTION_PARAM_CLASS(PuffType, 7);
ACTION_PARAM_ANGLE(Spread_XY, 8); ACTION_PARAM_ANGLE(Spread_XY, 8);
ACTION_PARAM_ANGLE(Spread_Z, 9); ACTION_PARAM_ANGLE(Spread_Z, 9);
ACTION_PARAM_FIXED(Range, 10); ACTION_PARAM_FIXED(Range, 10);
ACTION_PARAM_INT(Duration, 11); ACTION_PARAM_INT(Duration, 11);
ACTION_PARAM_FLOAT(Sparsity, 12); ACTION_PARAM_DOUBLE(Sparsity, 12);
ACTION_PARAM_FLOAT(DriftSpeed, 13); ACTION_PARAM_DOUBLE(DriftSpeed, 13);
ACTION_PARAM_CLASS(SpawnClass, 14); ACTION_PARAM_CLASS(SpawnClass, 14);
ACTION_PARAM_FIXED(Spawnofs_Z, 15); ACTION_PARAM_FIXED(Spawnofs_Z, 15);
ACTION_PARAM_INT(SpiralOffset, 16); ACTION_PARAM_INT(SpiralOffset, 16);
@ -1566,14 +1566,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
ACTION_PARAM_COLOR(Color2, 3); ACTION_PARAM_COLOR(Color2, 3);
ACTION_PARAM_INT(Flags, 4); ACTION_PARAM_INT(Flags, 4);
ACTION_PARAM_INT(aim, 5); ACTION_PARAM_INT(aim, 5);
ACTION_PARAM_FLOAT(MaxDiff, 6); ACTION_PARAM_DOUBLE(MaxDiff, 6);
ACTION_PARAM_CLASS(PuffType, 7); ACTION_PARAM_CLASS(PuffType, 7);
ACTION_PARAM_ANGLE(Spread_XY, 8); ACTION_PARAM_ANGLE(Spread_XY, 8);
ACTION_PARAM_ANGLE(Spread_Z, 9); ACTION_PARAM_ANGLE(Spread_Z, 9);
ACTION_PARAM_FIXED(Range, 10); ACTION_PARAM_FIXED(Range, 10);
ACTION_PARAM_INT(Duration, 11); ACTION_PARAM_INT(Duration, 11);
ACTION_PARAM_FLOAT(Sparsity, 12); ACTION_PARAM_DOUBLE(Sparsity, 12);
ACTION_PARAM_FLOAT(DriftSpeed, 13); ACTION_PARAM_DOUBLE(DriftSpeed, 13);
ACTION_PARAM_CLASS(SpawnClass, 14); ACTION_PARAM_CLASS(SpawnClass, 14);
ACTION_PARAM_FIXED(Spawnofs_Z, 15); ACTION_PARAM_FIXED(Spawnofs_Z, 15);
ACTION_PARAM_INT(SpiralOffset, 16); ACTION_PARAM_INT(SpiralOffset, 16);
@ -1612,7 +1612,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
if (linetarget == NULL && aim) if (linetarget == NULL && aim)
{ {
// We probably won't hit the target, but aim at it anyway so we don't look stupid. // We probably won't hit the target, but aim at it anyway so we don't look stupid.
FVector2 xydiff(self->target->x - self->x, self->target->y - self->y); TVector2<double> xydiff(self->target->x - self->x, self->target->y - self->y);
double zdiff = (self->target->z + (self->target->height>>1)) - double zdiff = (self->target->z + (self->target->height>>1)) -
(self->z + (self->height>>1) - self->floorclip); (self->z + (self->height>>1) - self->floorclip);
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI); self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);