mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 08:41:59 +00:00
- Fixed: The rail sound used the shooter's position for calculating the sound origin
but should use the camera position instead to get the correct position for the closest point along the trail. - Fixed: Explosions no longer caused splashes. - Fixed: Copying translations to lower decals had the shade color check wrong. - Fixed: Waggling floors did not move attached geometry. - Cleaned up p_floor.cpp so that related parts of the code are grouped together. SVN r1926 (trunk)
This commit is contained in:
parent
bbcd6ed5f9
commit
0c39b5c66a
12 changed files with 341 additions and 219 deletions
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@ -1,4 +1,11 @@
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October 17, 2009 (Changes by Graf Zahl)
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- Fixed: The rail sound used the shooter's position for calculating the sound origin
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but should use the camera position instead to get the correct position for
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the closest point along the trail.
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- Fixed: Explosions no longer caused splashes.
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- Fixed: Copying translations to lower decals had the shade color check wrong.
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- Fixed: Waggling floors did not moved attached geometry.
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- Cleaned up p_floor.cpp so that related parts of the code are grouped together.
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- fixed: The translation addition broke parsing of palette index based translations.
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October 16, 2009 (Changes by Graf Zahl)
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@ -135,10 +135,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
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if (self->z <= self->floorz + (128<<FRACBITS))
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{
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P_HitFloor (self);
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}
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P_CheckSplash(self, 128<<FRACBITS);
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// Now launch mushroom cloud
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AActor *target = Spawn("Mapspot", 0, 0, 0, NO_REPLACE); // We need something to aim at.
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@ -51,10 +51,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb)
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self->RenderStyle = STYLE_Add;
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self->alpha = FRACUNIT;
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
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if (self->z <= self->floorz + (128<<FRACBITS))
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{
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P_HitFloor (self);
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}
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P_CheckSplash(self, 128<<FRACBITS);
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}
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class AArtiTimeBomb : public AInventory
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@ -641,12 +641,13 @@ DImpactDecal *DImpactDecal::StaticCreate (const FDecalTemplate *tpl, fixed_t x,
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{
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if (tpl->LowerDecal)
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{
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int lowercolor = color;
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int lowercolor;
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const FDecalTemplate * tpl_low = tpl->LowerDecal->GetDecal();
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// If the default color of the lower decal is the same as the main decal's
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// apply the custom color as well.
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if (tpl->ShadeColor == tpl_low->ShadeColor) lowercolor=0;
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if (tpl->ShadeColor != tpl_low->ShadeColor) lowercolor=0;
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else lowercolor = color;
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StaticCreate (tpl_low, x, y, z, wall, ffloor, lowercolor);
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}
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DImpactDecal::CheckMax();
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@ -74,10 +74,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Explode512)
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{
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self->target->player->extralight = 5;
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}
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if (self->z <= self->floorz + (512<<FRACBITS))
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{
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P_HitFloor (self);
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}
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P_CheckSplash(self, 512<<FRACBITS);
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// Strife didn't do this next part, but it looks good
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self->RenderStyle = STYLE_Add;
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@ -472,17 +472,33 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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}
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else
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{
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// Only consider sound in 2D (for now, anyway)
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// [BB] You have to devide by lengthsquared here, not multiply with it.
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r = ((start.Y - FIXED2FLOAT(mo->y)) * (-dir.Y) -
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(start.X - FIXED2FLOAT(mo->x)) * (dir.X)) / lengthsquared;
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r = ((start.Y - FIXED2FLOAT(viewy)) * (-dir.Y) - (start.X - FIXED2FLOAT(viewx)) * (dir.X)) / lengthsquared;
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r = clamp<double>(r, 0., 1.);
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dirz = dir.Z;
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dir.Z = 0;
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point = start + r * dir;
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dir.Z = dirz;
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S_Sound (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), mo->z,
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#if 0
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Printf("Start = (%1.4f,%1.4f), End = (%1.4f,%1.4f), Dir =(%1.4f,%1.4f), View = (%1.4f,%1.4f), Point = (%1.4f,%1.4f), r=%1.4f\n",
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start.X, start.Y, end.X, end.Y, dir.X, dir.Y, FIXED2FLOAT(viewx), FIXED2FLOAT(viewy),
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point.X, point.Y, r);
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FVector3 _start = start;
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FVector3 _end = end;
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FVector3 view(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), 0);
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point.Z = _start.Z = _end.Z = 0;
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Printf("S: %1.4f, E: %1.4f, H: %1.4f P: %1.4f\n",
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(_start-view).Length(), (_end-view).Length(), (((_start+_end)/2)-view).Length(), (point-view).Length());
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#endif
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S_Sound (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), viewz,
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CHAN_WEAPON, sound, 1, ATTN_NORM);
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}
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}
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@ -2986,10 +2986,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Detonate)
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{
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int damage = self->GetMissileDamage (0, 1);
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P_RadiusAttack (self, self->target, damage, damage, self->DamageType, true);
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if (self->z <= self->floorz + (damage << FRACBITS))
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{
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P_HitFloor (self);
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}
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P_CheckSplash(self, damage<<FRACBITS);
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}
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bool CheckBossDeath (AActor *actor)
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469
src/p_floor.cpp
469
src/p_floor.cpp
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#include "doomstat.h"
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#include "r_state.h"
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#include "tables.h"
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#include "p_3dmidtex.h"
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#include "r_interpolate.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void StartFloorSound (sector_t *sec)
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{
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if (sec->seqType >= 0)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
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}
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else
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{
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SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0);
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}
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}
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//==========================================================================
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//
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// FLOORS
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//
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//==========================================================================
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IMPLEMENT_CLASS (DFloor)
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<< m_Hexencrush;
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}
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IMPLEMENT_POINTY_CLASS (DElevator)
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DECLARE_POINTER(m_Interp_Floor)
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DECLARE_POINTER(m_Interp_Ceiling)
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END_POINTERS
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DElevator::DElevator ()
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{
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}
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void DElevator::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Type
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<< m_Direction
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<< m_FloorDestDist
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<< m_CeilingDestDist
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<< m_Speed
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<< m_Interp_Floor
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<< m_Interp_Ceiling;
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}
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void DElevator::Destroy()
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{
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if (m_Interp_Ceiling != NULL)
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{
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m_Interp_Ceiling->DelRef();
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m_Interp_Ceiling = NULL;
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}
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if (m_Interp_Floor != NULL)
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{
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m_Interp_Floor->DelRef();
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m_Interp_Floor = NULL;
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}
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Super::Destroy();
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}
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IMPLEMENT_POINTY_CLASS (DWaggleBase)
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DECLARE_POINTER(m_Interpolation)
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END_POINTERS
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IMPLEMENT_CLASS (DFloorWaggle)
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IMPLEMENT_CLASS (DCeilingWaggle)
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DWaggleBase::DWaggleBase ()
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{
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}
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void DWaggleBase::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_OriginalDist
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<< m_Accumulator
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<< m_AccDelta
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<< m_TargetScale
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<< m_Scale
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<< m_ScaleDelta
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<< m_Ticker
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<< m_State
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<< m_Interpolation;
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}
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//==========================================================================
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//
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// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
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// MOVE A FLOOR TO ITS DESTINATION (UP OR DOWN)
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//
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//==========================================================================
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void DFloor::Tick ()
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{
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EResult res;
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}
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}
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//==========================================================================
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//
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// T_MoveElevator()
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//
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// Move an elevator to it's destination (up or down)
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// Called once per tick for each moving floor.
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//
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// Passed an elevator_t structure that contains all pertinent info about the
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// move. See P_SPEC.H for fields.
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// No return.
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//
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// jff 02/22/98 added to support parallel floor/ceiling motion
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//
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void DElevator::Tick ()
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{
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EResult res;
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fixed_t oldfloor, oldceiling;
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oldfloor = m_Sector->floorplane.d;
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oldceiling = m_Sector->ceilingplane.d;
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if (m_Direction < 0) // moving down
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{
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res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
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if (res == ok || res == pastdest)
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{
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res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
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if (res == crushed)
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{
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MoveFloor (m_Speed, oldfloor, -m_Direction);
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}
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}
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}
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else // up
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{
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res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
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if (res == ok || res == pastdest)
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{
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res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
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if (res == crushed)
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{
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MoveCeiling (m_Speed, oldceiling, -m_Direction);
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}
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}
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}
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if (res == pastdest) // if destination height acheived
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{
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// make floor stop sound
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SN_StopSequence (m_Sector);
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m_Sector->floordata = NULL; //jff 2/22/98
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m_Sector->ceilingdata = NULL; //jff 2/22/98
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Destroy (); // remove elevator from actives
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}
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}
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//==========================================================================
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void DFloor::SetFloorChangeType (sector_t *sec, int change)
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{
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}
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}
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static void StartFloorSound (sector_t *sec)
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{
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if (sec->seqType >= 0)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
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}
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else
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{
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SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFloor::StartFloorSound ()
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{
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::StartFloorSound (m_Sector);
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}
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void DElevator::StartFloorSound ()
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{
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::StartFloorSound (m_Sector);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DFloor::DFloor (sector_t *sec)
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: DMovingFloor (sec)
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{
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}
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//==========================================================================
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//
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// HANDLE FLOOR TYPES
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// [RH] Added tag, speed, height, crush, change params.
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//
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//==========================================================================
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bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
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fixed_t speed, fixed_t height, int crush, int change, bool hexencrush)
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{
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@ -601,10 +511,14 @@ manual_floor:
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return rtn;
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}
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//==========================================================================
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//
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// [RH]
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// EV_FloorCrushStop
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// Stop a floor from crushing!
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//
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//==========================================================================
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bool EV_FloorCrushStop (int tag)
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{
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int secnum = -1;
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@ -624,61 +538,11 @@ bool EV_FloorCrushStop (int tag)
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return true;
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}
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//==========================================================================
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//
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// EV_DoChange()
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// Linear tag search to emulate stair building from Doom.exe
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//
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// Handle pure change types. These change floor texture and sector type
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// by trigger or numeric model without moving the floor.
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//
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// The linedef causing the change and the type of change is passed
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// Returns true if any sector changes
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//
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// jff 3/15/98 added to better support generalized sector types
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// [RH] Added tag parameter.
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//
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bool EV_DoChange (line_t *line, EChange changetype, int tag)
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{
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int secnum;
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bool rtn;
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sector_t *sec;
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sector_t *secm;
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secnum = -1;
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rtn = false;
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// change all sectors with the same tag as the linedef
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while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
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{
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sec = §ors[secnum];
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rtn = true;
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// handle trigger or numeric change type
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FTextureID oldpic = sec->GetTexture(sector_t::floor);
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switch(changetype)
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{
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case trigChangeOnly:
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if (line)
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{ // [RH] if no line, no change
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sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
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sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
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}
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break;
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case numChangeOnly:
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secm = sec->FindModelFloorSector (sec->CenterFloor());
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if (secm)
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{ // if no model, no change
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sec->SetTexture(sector_t::floor, secm->GetTexture(sector_t::floor));
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sec->special = secm->special;
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}
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break;
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default:
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break;
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}
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}
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return rtn;
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}
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|
||||
//==========================================================================
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||||
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static int P_FindSectorFromTagLinear (int tag, int start)
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{
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|
@ -689,6 +553,7 @@ static int P_FindSectorFromTagLinear (int tag, int start)
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return -1;
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}
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//==========================================================================
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//
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// BUILD A STAIRCASE!
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// [RH] Added stairsize, srcspeed, delay, reset, igntxt, usespecials parameters
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|
@ -696,6 +561,8 @@ static int P_FindSectorFromTagLinear (int tag, int start)
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// by its special. If usespecials is 2, each sector stays in "sync" with
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// the others.
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//
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||||
//==========================================================================
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bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
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fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
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int usespecials)
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|
@ -897,7 +764,12 @@ manual_stair:
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return rtn;
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}
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||||
|
||||
//==========================================================================
|
||||
//
|
||||
// [RH] Added pillarspeed and slimespeed parameters
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||||
//
|
||||
//==========================================================================
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||||
|
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bool EV_DoDonut (int tag, fixed_t pillarspeed, fixed_t slimespeed)
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{
|
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sector_t* s1;
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|
@ -966,6 +838,21 @@ bool EV_DoDonut (int tag, fixed_t pillarspeed, fixed_t slimespeed)
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return rtn;
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}
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||||
//==========================================================================
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||||
//
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// Elevators
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//
|
||||
//==========================================================================
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||||
|
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IMPLEMENT_POINTY_CLASS (DElevator)
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DECLARE_POINTER(m_Interp_Floor)
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DECLARE_POINTER(m_Interp_Ceiling)
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END_POINTERS
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||||
|
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DElevator::DElevator ()
|
||||
{
|
||||
}
|
||||
|
||||
DElevator::DElevator (sector_t *sec)
|
||||
: Super (sec)
|
||||
{
|
||||
|
@ -975,6 +862,111 @@ DElevator::DElevator (sector_t *sec)
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m_Interp_Ceiling = sec->SetInterpolation(sector_t::CeilingMove, true);
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}
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||||
|
||||
void DElevator::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
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arc << m_Type
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||||
<< m_Direction
|
||||
<< m_FloorDestDist
|
||||
<< m_CeilingDestDist
|
||||
<< m_Speed
|
||||
<< m_Interp_Floor
|
||||
<< m_Interp_Ceiling;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DElevator::Destroy()
|
||||
{
|
||||
if (m_Interp_Ceiling != NULL)
|
||||
{
|
||||
m_Interp_Ceiling->DelRef();
|
||||
m_Interp_Ceiling = NULL;
|
||||
}
|
||||
if (m_Interp_Floor != NULL)
|
||||
{
|
||||
m_Interp_Floor->DelRef();
|
||||
m_Interp_Floor = NULL;
|
||||
}
|
||||
Super::Destroy();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// T_MoveElevator()
|
||||
//
|
||||
// Move an elevator to it's destination (up or down)
|
||||
// Called once per tick for each moving floor.
|
||||
//
|
||||
// Passed an elevator_t structure that contains all pertinent info about the
|
||||
// move. See P_SPEC.H for fields.
|
||||
// No return.
|
||||
//
|
||||
// jff 02/22/98 added to support parallel floor/ceiling motion
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DElevator::Tick ()
|
||||
{
|
||||
EResult res;
|
||||
|
||||
fixed_t oldfloor, oldceiling;
|
||||
|
||||
oldfloor = m_Sector->floorplane.d;
|
||||
oldceiling = m_Sector->ceilingplane.d;
|
||||
|
||||
if (m_Direction < 0) // moving down
|
||||
{
|
||||
res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
|
||||
if (res == ok || res == pastdest)
|
||||
{
|
||||
res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
|
||||
if (res == crushed)
|
||||
{
|
||||
MoveFloor (m_Speed, oldfloor, -m_Direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
else // up
|
||||
{
|
||||
res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
|
||||
if (res == ok || res == pastdest)
|
||||
{
|
||||
res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
|
||||
if (res == crushed)
|
||||
{
|
||||
MoveCeiling (m_Speed, oldceiling, -m_Direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (res == pastdest) // if destination height acheived
|
||||
{
|
||||
// make floor stop sound
|
||||
SN_StopSequence (m_Sector);
|
||||
|
||||
m_Sector->floordata = NULL; //jff 2/22/98
|
||||
m_Sector->ceilingdata = NULL; //jff 2/22/98
|
||||
Destroy (); // remove elevator from actives
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DElevator::StartFloorSound ()
|
||||
{
|
||||
::StartFloorSound (m_Sector);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// EV_DoElevator
|
||||
//
|
||||
|
@ -985,6 +977,8 @@ DElevator::DElevator (sector_t *sec)
|
|||
// jff 2/22/98 new type to move floor and ceiling in parallel
|
||||
// [RH] Added speed, tag, and height parameters and new types.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype,
|
||||
fixed_t speed, fixed_t height, int tag)
|
||||
{
|
||||
|
@ -1071,6 +1065,96 @@ bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype,
|
|||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// EV_DoChange()
|
||||
//
|
||||
// Handle pure change types. These change floor texture and sector type
|
||||
// by trigger or numeric model without moving the floor.
|
||||
//
|
||||
// The linedef causing the change and the type of change is passed
|
||||
// Returns true if any sector changes
|
||||
//
|
||||
// jff 3/15/98 added to better support generalized sector types
|
||||
// [RH] Added tag parameter.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool EV_DoChange (line_t *line, EChange changetype, int tag)
|
||||
{
|
||||
int secnum;
|
||||
bool rtn;
|
||||
sector_t *sec;
|
||||
sector_t *secm;
|
||||
|
||||
secnum = -1;
|
||||
rtn = false;
|
||||
// change all sectors with the same tag as the linedef
|
||||
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
||||
{
|
||||
sec = §ors[secnum];
|
||||
|
||||
rtn = true;
|
||||
|
||||
// handle trigger or numeric change type
|
||||
FTextureID oldpic = sec->GetTexture(sector_t::floor);
|
||||
|
||||
switch(changetype)
|
||||
{
|
||||
case trigChangeOnly:
|
||||
if (line)
|
||||
{ // [RH] if no line, no change
|
||||
sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
|
||||
sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
|
||||
}
|
||||
break;
|
||||
case numChangeOnly:
|
||||
secm = sec->FindModelFloorSector (sec->CenterFloor());
|
||||
if (secm)
|
||||
{ // if no model, no change
|
||||
sec->SetTexture(sector_t::floor, secm->GetTexture(sector_t::floor));
|
||||
sec->special = secm->special;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
return rtn;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
IMPLEMENT_POINTY_CLASS (DWaggleBase)
|
||||
DECLARE_POINTER(m_Interpolation)
|
||||
END_POINTERS
|
||||
|
||||
IMPLEMENT_CLASS (DFloorWaggle)
|
||||
IMPLEMENT_CLASS (DCeilingWaggle)
|
||||
|
||||
DWaggleBase::DWaggleBase ()
|
||||
{
|
||||
}
|
||||
|
||||
void DWaggleBase::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc << m_OriginalDist
|
||||
<< m_Accumulator
|
||||
<< m_AccDelta
|
||||
<< m_TargetScale
|
||||
<< m_Scale
|
||||
<< m_ScaleDelta
|
||||
<< m_Ticker
|
||||
<< m_State
|
||||
<< m_Interpolation;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// WaggleBase
|
||||
|
@ -1096,6 +1180,12 @@ void DWaggleBase::Destroy()
|
|||
Super::Destroy();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DWaggleBase::DoWaggle (bool ceiling)
|
||||
{
|
||||
secplane_t *plane;
|
||||
|
@ -1159,7 +1249,12 @@ void DWaggleBase::DoWaggle (bool ceiling)
|
|||
FixedMul (FloatBobOffsets[(m_Accumulator>>FRACBITS)&63], m_Scale));
|
||||
m_Sector->ChangePlaneTexZ(pos, plane->HeightDiff (dist));
|
||||
dist = plane->HeightDiff (dist);
|
||||
P_ChangeSector (m_Sector, true, dist, ceiling, false);
|
||||
|
||||
// Interesting: Hexen passes 'true' for the crunch parameter which really is crushing damage here...
|
||||
// Also, this does not reset the move if it blocks.
|
||||
P_Scroll3dMidtex(m_Sector, 1, dist, ceiling);
|
||||
P_MoveLinkedSectors(m_Sector, 1, dist, ceiling);
|
||||
P_ChangeSector (m_Sector, 1, dist, ceiling, false);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1176,7 +1271,7 @@ DFloorWaggle::DFloorWaggle (sector_t *sec)
|
|||
: Super (sec)
|
||||
{
|
||||
sec->floordata = this;
|
||||
m_Interpolation = sec->SetInterpolation(sector_t::FloorMove, false);
|
||||
m_Interpolation = sec->SetInterpolation(sector_t::FloorMove, true);
|
||||
}
|
||||
|
||||
void DFloorWaggle::Tick ()
|
||||
|
@ -1198,7 +1293,7 @@ DCeilingWaggle::DCeilingWaggle (sector_t *sec)
|
|||
: Super (sec)
|
||||
{
|
||||
sec->ceilingdata = this;
|
||||
m_Interpolation = sec->SetInterpolation(sector_t::CeilingMove, false);
|
||||
m_Interpolation = sec->SetInterpolation(sector_t::CeilingMove, true);
|
||||
}
|
||||
|
||||
void DCeilingWaggle::Tick ()
|
||||
|
|
|
@ -403,7 +403,8 @@ void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile ver
|
|||
void P_TraceBleed (int damage, AActor *target); // random direction version
|
||||
void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, const PClass *puff = NULL, bool pierce = true); // [RH] Shoot a railgun
|
||||
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 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);
|
||||
bool P_CheckMissileSpawn (AActor *missile);
|
||||
void P_PlaySpawnSound(AActor *missile, AActor *spawner);
|
||||
|
||||
|
|
|
@ -4618,7 +4618,7 @@ int P_GetThingFloorType (AActor *thing)
|
|||
// Returns true if hit liquid and splashed, false if not.
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove)
|
||||
bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove, bool alert)
|
||||
{
|
||||
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
|
||||
return false;
|
||||
|
@ -4716,7 +4716,7 @@ foundone:
|
|||
{
|
||||
mo = Spawn (splash->SplashBase, x, y, z, ALLOW_REPLACE);
|
||||
}
|
||||
if (thing->player && !splash->NoAlert)
|
||||
if (thing->player && !splash->NoAlert && alert)
|
||||
{
|
||||
P_NoiseAlert (thing, thing, true);
|
||||
}
|
||||
|
@ -4793,6 +4793,25 @@ bool P_HitFloor (AActor *thing)
|
|||
return P_HitWater (thing, m->m_sector);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// P_CheckSplash
|
||||
//
|
||||
// Checks for splashes caused by explosions
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_CheckSplash(AActor *self, fixed_t distance)
|
||||
{
|
||||
if (self->z <= self->floorz + (distance<<FRACBITS) && self->floorsector == self->Sector)
|
||||
{
|
||||
// Explosion splashes never alert monsters. This is because A_Explode has
|
||||
// a separate parameter for that so this would get in the way of proper
|
||||
// behavior.
|
||||
P_HitWater (self, self->Sector, self->x, self->y, self->floorz, false, false);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// FUNC P_CheckMissileSpawn
|
||||
|
|
|
@ -609,10 +609,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
|
|||
}
|
||||
|
||||
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
|
||||
if (self->z <= self->floorz + (distance<<FRACBITS))
|
||||
{
|
||||
P_HitFloor (self);
|
||||
}
|
||||
P_CheckSplash(self, distance<<FRACBITS);
|
||||
if (alert && self->target != NULL && self->target->player != NULL)
|
||||
{
|
||||
validcount++;
|
||||
|
@ -637,10 +634,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
|
|||
if (distance <= 0) distance = force;
|
||||
|
||||
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
|
||||
if (self->z <= self->floorz + (distance<<FRACBITS))
|
||||
{
|
||||
P_HitFloor (self);
|
||||
}
|
||||
P_CheckSplash(self, distance<<FRACBITS);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -708,6 +708,7 @@ ACTOR PhosphorousFire native
|
|||
+FLOORCLIP
|
||||
+NOTELEPORT
|
||||
+NODAMAGETHRUST
|
||||
+DONTSPLASH
|
||||
RenderStyle Add
|
||||
|
||||
action native A_Burnarea ();
|
||||
|
|
Loading…
Reference in a new issue