mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-02-09 06:20:49 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
# Conflicts: # src/r_bsp.cpp
This commit is contained in:
commit
6baecf5009
12 changed files with 67 additions and 53 deletions
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@ -228,7 +228,7 @@ static const char *KeyName (int key)
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if (KeyNames[key])
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return KeyNames[key];
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mysnprintf (name, countof(name), "#%d", key);
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mysnprintf (name, countof(name), "Key_%d", key);
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return name;
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}
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@ -60,7 +60,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
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for (int i = 8; i > 1; --i)
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{
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trail = Spawn("SentinelFX1",
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self->Vec3Angle(missile->radius*i, missile->Angles.Yaw, missile->Vel.Z / 4 * i), ALLOW_REPLACE);
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self->Vec3Angle(missile->radius*i, missile->Angles.Yaw, 32 + missile->Vel.Z / 4 * i), ALLOW_REPLACE);
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if (trail != NULL)
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{
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trail->target = self;
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@ -109,7 +109,7 @@ void DIntermissionScreen::Init(FIntermissionAction *desc, bool first)
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}
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else if (*texname == '$')
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{
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texname = GStrings[texname+1];
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texname = GStrings(texname+1);
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}
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if (texname[0] != 0)
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{
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@ -121,30 +121,32 @@ void P_RandomChaseDir (AActor *actor);
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// PROC P_RecursiveSound
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//
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// Called by P_NoiseAlert.
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// Recursively traverse adjacent sectors,
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// Traverses adjacent sectors,
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// sound blocking lines cut off traversal.
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//----------------------------------------------------------------------------
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void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter, double maxdist)
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struct NoiseTarget
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{
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sector_t *sec;
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int soundblocks;
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};
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static TArray<NoiseTarget> NoiseList(128);
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static void NoiseMarkSector(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
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{
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int i;
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line_t* check;
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sector_t* other;
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AActor* actor;
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// wake up all monsters in this sector
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if (sec->validcount == validcount
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&& sec->soundtraversed <= soundblocks+1)
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&& sec->soundtraversed <= soundblocks + 1)
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{
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return; // already flooded
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}
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sec->validcount = validcount;
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sec->soundtraversed = soundblocks+1;
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sec->soundtraversed = soundblocks + 1;
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sec->SoundTarget = soundtarget;
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// [RH] Set this in the actors in the sector instead of the sector itself.
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for (actor = sec->thinglist; actor != NULL; actor = actor->snext)
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for (AActor *actor = sec->thinglist; actor != NULL; actor = actor->snext)
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{
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if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) &&
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(!maxdist || (actor->Distance2D(emitter) <= maxdist)))
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@ -152,31 +154,39 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
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actor->LastHeard = soundtarget;
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}
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}
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NoiseList.Push({ sec, soundblocks });
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}
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static void P_RecursiveSound(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
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{
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bool checkabove = !sec->PortalBlocksSound(sector_t::ceiling);
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bool checkbelow = !sec->PortalBlocksSound(sector_t::floor);
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for (i = 0; i < sec->linecount; i++)
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for (int i = 0; i < sec->linecount; i++)
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{
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check = sec->lines[i];
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line_t *check = sec->lines[i];
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// check sector portals
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// I wish there was a better method to do this than randomly looking through the portal at a few places...
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if (checkabove)
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{
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sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling));
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P_RecursiveSound(upper, soundtarget, splash, soundblocks, emitter, maxdist);
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NoiseMarkSector(upper, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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if (checkbelow)
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{
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sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor));
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P_RecursiveSound(lower, soundtarget, splash, soundblocks, emitter, maxdist);
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NoiseMarkSector(lower, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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// ... and line portals;
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FLinePortal *port = check->getPortal();
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if (port && (port->mFlags & PORTF_SOUNDTRAVERSE))
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{
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if (port->mDestination)
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{
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P_RecursiveSound(port->mDestination->frontsector, soundtarget, splash, soundblocks, emitter, maxdist);
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NoiseMarkSector(port->mDestination->frontsector, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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}
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@ -186,28 +196,29 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
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{
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continue;
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}
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// Early out for intra-sector lines
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if (check->sidedef[0]->sector == check->sidedef[1]->sector) continue;
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if ( check->sidedef[0]->sector == sec)
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sector_t *other;
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if (check->sidedef[0]->sector == sec)
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other = check->sidedef[1]->sector;
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else
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other = check->sidedef[0]->sector;
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// check for closed door
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if ((sec->floorplane.ZatPoint (check->v1->fPos()) >=
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other->ceilingplane.ZatPoint (check->v1->fPos()) &&
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sec->floorplane.ZatPoint (check->v2->fPos()) >=
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other->ceilingplane.ZatPoint (check->v2->fPos()))
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|| (other->floorplane.ZatPoint (check->v1->fPos()) >=
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sec->ceilingplane.ZatPoint (check->v1->fPos()) &&
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other->floorplane.ZatPoint (check->v2->fPos()) >=
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sec->ceilingplane.ZatPoint (check->v2->fPos()))
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|| (other->floorplane.ZatPoint (check->v1->fPos()) >=
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other->ceilingplane.ZatPoint (check->v1->fPos()) &&
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other->floorplane.ZatPoint (check->v2->fPos()) >=
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other->ceilingplane.ZatPoint (check->v2->fPos())))
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if ((sec->floorplane.ZatPoint(check->v1->fPos()) >=
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other->ceilingplane.ZatPoint(check->v1->fPos()) &&
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sec->floorplane.ZatPoint(check->v2->fPos()) >=
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other->ceilingplane.ZatPoint(check->v2->fPos()))
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|| (other->floorplane.ZatPoint(check->v1->fPos()) >=
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sec->ceilingplane.ZatPoint(check->v1->fPos()) &&
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other->floorplane.ZatPoint(check->v2->fPos()) >=
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sec->ceilingplane.ZatPoint(check->v2->fPos()))
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|| (other->floorplane.ZatPoint(check->v1->fPos()) >=
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other->ceilingplane.ZatPoint(check->v1->fPos()) &&
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other->floorplane.ZatPoint(check->v2->fPos()) >=
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other->ceilingplane.ZatPoint(check->v2->fPos())))
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{
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continue;
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}
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@ -215,17 +226,18 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
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if (check->flags & ML_SOUNDBLOCK)
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{
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if (!soundblocks)
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P_RecursiveSound (other, soundtarget, splash, 1, emitter, maxdist);
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NoiseMarkSector(other, soundtarget, splash, emitter, 1, maxdist);
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}
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else
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{
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P_RecursiveSound (other, soundtarget, splash, soundblocks, emitter, maxdist);
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NoiseMarkSector(other, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_NoiseAlert
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@ -244,7 +256,11 @@ void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, double maxdist)
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return;
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validcount++;
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P_RecursiveSound (emitter->Sector, target, splash, 0, emitter, maxdist);
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NoiseMarkSector(emitter->Sector, target, splash, emitter, 0, maxdist);
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for (unsigned i = 0; i < NoiseList.Size(); i++)
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{
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P_RecursiveSound(NoiseList[i].sec, target, splash, emitter, NoiseList[i].soundblocks, maxdist);
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}
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}
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@ -46,7 +46,6 @@ struct FLookExParams
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};
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void P_DaggerAlert (AActor *target, AActor *emitter);
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void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter=NULL, double maxdist=0);
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bool P_HitFriend (AActor *self);
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void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false, double maxdist=0);
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@ -6498,7 +6498,7 @@ void AActor::UpdateRenderSectorList()
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while (!sec->PortalBlocksMovement(sector_t::ceiling))
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{
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double planeh = sec->GetPortalPlaneZ(sector_t::ceiling);
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if (planeh < lasth) break; // broken setup.
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if (planeh <= lasth) break; // broken setup.
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if (Top() + SPRITE_SPACE < planeh) break;
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lasth = planeh;
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DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling);
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@ -6509,7 +6509,7 @@ void AActor::UpdateRenderSectorList()
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while (!sec->PortalBlocksMovement(sector_t::floor))
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{
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double planeh = sec->GetPortalPlaneZ(sector_t::floor);
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if (planeh > lasth) break; // broken setup.
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if (planeh >= lasth) break; // broken setup.
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if (Z() - SPRITE_SPACE > planeh) break;
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lasth = planeh;
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DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor);
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@ -3561,10 +3561,10 @@ void AActor::Tick ()
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scrolltype -= Carry_East5;
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BYTE dir = HereticScrollDirs[scrolltype / 5];
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double carryspeed = HereticSpeedMuls[scrolltype % 5] * (1. / (32 * CARRYFACTOR));
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if (scrolltype<=Carry_East35 && !(i_compatflags&COMPATF_RAVENSCROLL))
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if (scrolltype < 5 && !(i_compatflags&COMPATF_RAVENSCROLL))
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{
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// Use speeds that actually match the scrolling textures!
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carryspeed = (1 << ((scrolltype%5) - 1));
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carryspeed = (1 << ((scrolltype % 5) + 15)) / 65536.;
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}
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scrollv.X += carryspeed * ((dir & 3) - 1);
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scrollv.Y += carryspeed * (((dir & 12) >> 2) - 1);
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@ -497,7 +497,7 @@ static void ParseFriction (FScanner &sc, int keyword, void *fields)
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friction = (0x1EB8*(sc.Float*100))/0x80 + 0xD001;
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friction = clamp<double> (friction, 0, 65536.);
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if (friction > ORIG_FRICTION) // ice
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if (friction > ORIG_FRICTION * 65536.) // ice
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movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
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else
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movefactor = ((friction - 0xDB34)*(0xA))/0x80;
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@ -312,7 +312,7 @@ void P_SpawnLinePortal(line_t* line)
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else
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{
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port->mAlign = BYTE(line->args[3] >= PORG_ABSOLUTE && line->args[3] <= PORG_CEILING ? line->args[3] : PORG_ABSOLUTE);
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if (port->mType == PORTT_INTERACTIVE)
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if (port->mType == PORTT_INTERACTIVE && port->mAlign != PORG_ABSOLUTE)
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{
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// Due to the way z is often handled, these pose a major issue for parts of the code that needs to transparently handle interactive portals.
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Printf(TEXTCOLOR_RED "Warning: z-offsetting not allowed for interactive portals. Changing line %d to teleport-portal!\n", int(line - lines));
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@ -789,7 +789,6 @@ void CocoaVideo::SetFullscreenMode(const int width, const int height)
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}
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[m_window setFrame:screenFrame display:YES];
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[m_window setFrameOrigin:NSMakePoint(0.0f, 0.0f)];
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}
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void CocoaVideo::SetWindowedMode(const int width, const int height)
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@ -1226,8 +1226,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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P_CheckSplash(self, distance);
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if (alert && self->target != NULL && self->target->player != NULL)
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{
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validcount++;
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P_RecursiveSound (self->Sector, self->target, false, 0);
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P_NoiseAlert(self->target, self);
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}
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return 0;
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}
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@ -3439,7 +3438,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
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if (mo)
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{
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mo->Vel.Z = 4 * (mo->Z() - self->Z()) * self->Height;
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mo->Vel.Z = 4 * (mo->Z() - self->Z()) / self->Height;
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mo->Vel.X = pr_burst.Random2() / 128.;
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mo->Vel.Y = pr_burst.Random2() / 128.;
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mo->RenderStyle = self->RenderStyle;
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@ -5635,16 +5634,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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PARAM_FLOAT (distance);
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PARAM_INT (flags);
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PARAM_INT_OPT (amount) { amount = 0; }
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PARAM_CLASS_OPT (filter, AActor) { filter = NULL; }
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PARAM_CLASS_OPT (filter, AActor) { filter = nullptr; }
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PARAM_NAME_OPT (species) { species = NAME_None; }
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PARAM_FLOAT_OPT (mindist) { mindist = 0; }
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PARAM_INT_OPT (limit) { limit = 0; }
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// We need a valid item, valid targets, and a valid range
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if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance)
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if (item == nullptr || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance)
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{
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ACTION_RETURN_INT(0);
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}
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bool unlimited = (limit <= 0);
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if (amount == 0)
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{
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amount = 1;
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@ -5654,7 +5654,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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if (flags & RGF_MISSILES)
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{
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TThinkerIterator<AActor> it;
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while ((thing = it.Next()))
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while ((thing = it.Next()) && ((unlimited) || (given < limit)))
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{
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given += DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist);
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}
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@ -5666,7 +5666,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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FMultiBlockThingsIterator it(check, self->X(), self->Y(), mid-distance, mid+distance, distance, false, self->Sector);
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FMultiBlockThingsIterator::CheckResult cres;
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while ((it.Next(&cres)))
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while ((it.Next(&cres)) && ((unlimited) || (given < limit)))
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{
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given += DoRadiusGive(self, cres.thing, item, amount, distance, flags, filter, species, mindist);
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}
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@ -237,7 +237,7 @@ ACTOR Actor native //: Thinker
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native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
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native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
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native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
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native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
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native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0, int limit = 0);
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native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
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native void A_CountdownArg(int argnum, state targstate = "");
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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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Reference in a new issue