mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 09:11:17 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
1285dde615
4 changed files with 147 additions and 122 deletions
|
@ -1500,7 +1500,9 @@ void APowerTimeFreezer::InitEffect()
|
|||
}
|
||||
else
|
||||
{
|
||||
EffectTics++;
|
||||
// Compensate for skipped tic, but beware of overflow.
|
||||
if(EffectTics < INT_MAX)
|
||||
EffectTics++;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -283,6 +283,7 @@ void I_InitSound ()
|
|||
if ((!GSnd || !GSnd->IsValid()) && IsOpenALPresent())
|
||||
{
|
||||
Printf (TEXTCOLOR_RED"FMod Ex Sound init failed. Trying OpenAL.\n");
|
||||
I_CloseSound();
|
||||
GSnd = new OpenALSoundRenderer;
|
||||
snd_backend = "openal";
|
||||
}
|
||||
|
@ -300,6 +301,7 @@ void I_InitSound ()
|
|||
if ((!GSnd || !GSnd->IsValid()) && IsFModExPresent())
|
||||
{
|
||||
Printf (TEXTCOLOR_RED"OpenAL Sound init failed. Trying FMod Ex.\n");
|
||||
I_CloseSound();
|
||||
GSnd = new FMODSoundRenderer;
|
||||
snd_backend = "fmod";
|
||||
}
|
||||
|
|
|
@ -4975,6 +4975,133 @@ enum RadiusGiveFlags
|
|||
RGF_EITHER = 1 << 17,
|
||||
};
|
||||
|
||||
static bool DoRadiusGive(AActor *self, AActor *thing, const PClass *item, int amount, fixed_t distance, int flags, const PClass *filter, FName species, fixed_t mindist)
|
||||
{
|
||||
// [MC] We only want to make an exception for missiles here. Nothing else.
|
||||
bool missilePass = !!((flags & RGF_MISSILES) && thing->isMissile());
|
||||
if (thing == self)
|
||||
{
|
||||
if (!(flags & RGF_GIVESELF))
|
||||
return false;
|
||||
}
|
||||
else if (thing->isMissile())
|
||||
{
|
||||
if (!missilePass)
|
||||
return false;
|
||||
}
|
||||
|
||||
//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
|
||||
bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
|
||||
speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
|
||||
|
||||
if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass)))
|
||||
{
|
||||
if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF.
|
||||
return false;
|
||||
}
|
||||
|
||||
//Check for target, master, and tracer flagging.
|
||||
bool targetPass = true;
|
||||
bool masterPass = true;
|
||||
bool tracerPass = true;
|
||||
bool ptrPass = false;
|
||||
if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
|
||||
{
|
||||
if ((thing == self->target) && (flags & RGF_NOTARGET))
|
||||
targetPass = false;
|
||||
if ((thing == self->master) && (flags & RGF_NOMASTER))
|
||||
masterPass = false;
|
||||
if ((thing == self->tracer) && (flags & RGF_NOTRACER))
|
||||
tracerPass = false;
|
||||
|
||||
ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass);
|
||||
|
||||
//We should not care about what the actor is here. It's safe to abort this actor.
|
||||
if (!ptrPass)
|
||||
return false;
|
||||
}
|
||||
|
||||
//Next, actor flag checking.
|
||||
bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
|
||||
bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
|
||||
bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
|
||||
bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
|
||||
bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
|
||||
&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
|
||||
bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
|
||||
bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
|
||||
//Self calls priority over the rest of this.
|
||||
if (!selfPass)
|
||||
{
|
||||
//If it's specifically a monster/object/player/voodoo... Can be either or...
|
||||
if (monsterPass || objectPass || playerPass || voodooPass)
|
||||
{
|
||||
//...and is dead, without desire to give to the dead...
|
||||
if (((thing->health <= 0) && !(corpsePass || killedPass)))
|
||||
{
|
||||
//Skip!
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
|
||||
|
||||
if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
|
||||
{
|
||||
|
||||
fixedvec3 diff = self->Vec3To(thing);
|
||||
diff.z += (thing->height - self->height) / 2;
|
||||
if (flags & RGF_CUBE)
|
||||
{ // check if inside a cube
|
||||
double dx = fabs((double)(diff.x));
|
||||
double dy = fabs((double)(diff.y));
|
||||
double dz = fabs((double)(diff.z));
|
||||
double dist = (double)distance;
|
||||
double min = (double)mindist;
|
||||
if ((dx > dist || dy > dist || dz > dist) || (min && (dx < min && dy < min && dz < min)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // check if inside a sphere
|
||||
double distsquared = double(distance) * double(distance);
|
||||
double minsquared = double(mindist) * double(mindist);
|
||||
double lengthsquared = TVector3<double>(diff.x, diff.y, diff.z).LengthSquared();
|
||||
if (lengthsquared > distsquared || (minsquared && (lengthsquared < minsquared)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
||||
{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
|
||||
AInventory *gift = static_cast<AInventory *>(Spawn(item, 0, 0, 0, NO_REPLACE));
|
||||
if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
|
||||
{
|
||||
gift->Amount *= amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
gift->Amount = amount;
|
||||
}
|
||||
gift->flags |= MF_DROPPED;
|
||||
gift->ClearCounters();
|
||||
if (!gift->CallTryPickup(thing))
|
||||
{
|
||||
gift->Destroy();
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
||||
{
|
||||
ACTION_PARAM_START(7);
|
||||
|
@ -4997,126 +5124,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
|||
{
|
||||
amount = 1;
|
||||
}
|
||||
FBlockThingsIterator it(FBoundingBox(self->X(), self->Y(), distance));
|
||||
|
||||
AActor *thing;
|
||||
bool given = false;
|
||||
while ((thing = it.Next()))
|
||||
if (flags & RGF_MISSILES)
|
||||
{
|
||||
//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
|
||||
bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
|
||||
speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
|
||||
|
||||
if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass)))
|
||||
TThinkerIterator<AActor> it;
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF.
|
||||
continue;
|
||||
if (DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist)) given = true;
|
||||
}
|
||||
|
||||
if (thing == self)
|
||||
}
|
||||
else
|
||||
{
|
||||
FBlockThingsIterator it(FBoundingBox(self->X(), self->Y(), distance));
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
if (!(flags & RGF_GIVESELF))
|
||||
continue;
|
||||
}
|
||||
|
||||
//Check for target, master, and tracer flagging.
|
||||
bool targetPass = true;
|
||||
bool masterPass = true;
|
||||
bool tracerPass = true;
|
||||
bool ptrPass = false;
|
||||
if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
|
||||
{
|
||||
if ((thing == self->target) && (flags & RGF_NOTARGET))
|
||||
targetPass = false;
|
||||
if ((thing == self->master) && (flags & RGF_NOMASTER))
|
||||
masterPass = false;
|
||||
if ((thing == self->tracer) && (flags & RGF_NOTRACER))
|
||||
tracerPass = false;
|
||||
|
||||
ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass);
|
||||
|
||||
//We should not care about what the actor is here. It's safe to abort this actor.
|
||||
if (!ptrPass)
|
||||
continue;
|
||||
}
|
||||
|
||||
//Next, actor flag checking.
|
||||
bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
|
||||
bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
|
||||
bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
|
||||
bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
|
||||
bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
|
||||
&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
|
||||
bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
|
||||
bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
|
||||
//Self calls priority over the rest of this.
|
||||
if (!selfPass)
|
||||
{
|
||||
//If it's specifically a monster/object/player/voodoo... Can be either or...
|
||||
if (monsterPass || objectPass || playerPass || voodooPass)
|
||||
{
|
||||
//...and is dead, without desire to give to the dead...
|
||||
if (((thing->health <= 0) && !(corpsePass || killedPass)))
|
||||
{
|
||||
//Skip!
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
|
||||
bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE);
|
||||
|
||||
if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
|
||||
{
|
||||
|
||||
fixedvec3 diff = self->Vec3To(thing);
|
||||
diff.z += (thing->height - self->height) / 2;
|
||||
if (flags & RGF_CUBE)
|
||||
{ // check if inside a cube
|
||||
double dx = fabs((double)(diff.x));
|
||||
double dy = fabs((double)(diff.y));
|
||||
double dz = fabs((double)(diff.z));
|
||||
double dist = (double)distance;
|
||||
double min = (double)mindist;
|
||||
if ((dx > dist || dy > dist || dz > dist) || (min && (dx < min && dy < min && dz < min)))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // check if inside a sphere
|
||||
double distsquared = double(distance) * double(distance);
|
||||
double minsquared = double(mindist) * double(mindist);
|
||||
double lengthsquared = TVector3<double>(diff.x, diff.y, diff.z).LengthSquared();
|
||||
if (lengthsquared > distsquared || (minsquared && (lengthsquared < minsquared)))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
||||
{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
|
||||
AInventory *gift = static_cast<AInventory *>(Spawn(item, 0, 0, 0, NO_REPLACE));
|
||||
if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
|
||||
{
|
||||
gift->Amount *= amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
gift->Amount = amount;
|
||||
}
|
||||
gift->flags |= MF_DROPPED;
|
||||
gift->ClearCounters();
|
||||
if (!gift->CallTryPickup(thing))
|
||||
{
|
||||
gift->Destroy();
|
||||
}
|
||||
else
|
||||
{
|
||||
given = true;
|
||||
}
|
||||
}
|
||||
if (DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist)) given = true;
|
||||
}
|
||||
}
|
||||
ACTION_SET_RESULT(given);
|
||||
|
|
|
@ -1424,13 +1424,11 @@ void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int real
|
|||
*cleany = cy2;
|
||||
}
|
||||
|
||||
if (*cleanx > 1 && *cleany > 1 && *cleanx != *cleany)
|
||||
{
|
||||
if (*cleanx < *cleany)
|
||||
*cleany = *cleanx;
|
||||
else
|
||||
*cleanx = *cleany;
|
||||
}
|
||||
if (*cleanx < *cleany)
|
||||
*cleany = *cleanx;
|
||||
else
|
||||
*cleanx = *cleany;
|
||||
|
||||
if (_cx1 != NULL) *_cx1 = cx1;
|
||||
if (_cx2 != NULL) *_cx2 = cx2;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue