mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-28 06:32:29 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
6e22be89e4
13 changed files with 2011 additions and 1984 deletions
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@ -2328,7 +2328,9 @@ void AM_drawWalls (bool allmap)
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AM_drawMline (&l, AMColors.LockedColor); // locked special
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AM_drawMline (&l, AMColors.LockedColor); // locked special
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}
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}
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}
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}
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else if (am_showtriggerlines && AMColors.isValid(AMColors.SpecialWallColor) && lines[i].special != 0
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else if (am_showtriggerlines && AMColors.isValid(AMColors.SpecialWallColor)
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&& LineSpecialsInfo[lines[i].special] != NULL
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&& LineSpecialsInfo[lines[i].special]->max_args >= 0
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&& lines[i].special != Door_Open
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&& lines[i].special != Door_Open
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&& lines[i].special != Door_Close
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&& lines[i].special != Door_Close
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&& lines[i].special != Door_CloseWaitOpen
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&& lines[i].special != Door_CloseWaitOpen
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@ -368,8 +368,7 @@ bool FConfigFile::DeleteCurrentSection()
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LastSectionPtr = &sec->Next;
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LastSectionPtr = &sec->Next;
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}
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}
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CurrentSection->~FConfigSection();
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delete CurrentSection;
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delete[] (char *)CurrentSection;
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CurrentSection = sec->Next;
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CurrentSection = sec->Next;
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return CurrentSection != NULL;
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return CurrentSection != NULL;
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@ -680,6 +680,7 @@ AInventory *AInventory::CreateCopy (AActor *other)
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{
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{
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AInventory *copy;
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AInventory *copy;
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Amount = MIN(Amount, MaxAmount);
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if (GoAway ())
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if (GoAway ())
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{
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{
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copy = static_cast<AInventory *>(Spawn (GetClass(), 0, 0, 0, NO_REPLACE));
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copy = static_cast<AInventory *>(Spawn (GetClass(), 0, 0, 0, NO_REPLACE));
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@ -1338,17 +1338,17 @@ void DBaseStatusBar::Draw (EHudState state)
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{
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{
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if (Scaled)
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if (Scaled)
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{
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{
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y -= Scale (10, SCREENHEIGHT, 200);
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y -= Scale (11, SCREENHEIGHT, 200);
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}
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}
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else
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else
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{
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{
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if (SCREENWIDTH < 640)
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if (SCREENWIDTH < 640)
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{
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{
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y -= 11;
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y -= 12;
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}
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}
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else
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else
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{ // Get past the tops of the gargoyles' wings
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{ // Get past the tops of the gargoyles' wings
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y -= 26;
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y -= 28;
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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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@ -56,6 +56,7 @@
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#include "p_3dmidtex.h"
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#include "p_3dmidtex.h"
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#include "d_net.h"
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#include "d_net.h"
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#include "d_event.h"
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#include "d_event.h"
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#include "gstrings.h"
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#include "r_data/colormaps.h"
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#include "r_data/colormaps.h"
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#define FUNC(a) static int a (line_t *ln, AActor *it, bool backSide, \
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#define FUNC(a) static int a (line_t *ln, AActor *it, bool backSide, \
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@ -2985,13 +2986,14 @@ FUNC(LS_SendToCommunicator)
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{
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{
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S_StopSound (CHAN_VOICE);
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S_StopSound (CHAN_VOICE);
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S_Sound (CHAN_VOICE, name, 1, ATTN_NORM);
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S_Sound (CHAN_VOICE, name, 1, ATTN_NORM);
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if (arg2 == 0)
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// Get the message from the LANGUAGE lump.
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FString msg;
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msg.Format("TXT_COMM%d", arg2);
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const char *str = GStrings[msg];
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if (msg != NULL)
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{
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{
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Printf (PRINT_CHAT, "Incoming Message\n");
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Printf (PRINT_CHAT, "%s\n", str);
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}
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else if (arg2 == 1)
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{
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Printf (PRINT_CHAT, "Incoming Message from BlackBird\n");
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}
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}
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}
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}
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return true;
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return true;
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@ -806,12 +806,15 @@ ASkyViewpoint *sector_t::GetSkyBox(int which)
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{
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{
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if (which == floor)
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if (which == floor)
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{
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{
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return FloorSkyBox != NULL ? FloorSkyBox : (MoreFlags & SECF_NOFLOORSKYBOX)? (ASkyViewpoint*)NULL : level.DefaultSkybox;
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if (FloorSkyBox != NULL) return FloorSkyBox;
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if (MoreFlags & SECF_NOFLOORSKYBOX) return NULL;
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}
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}
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else
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else
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{
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{
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return CeilingSkyBox != NULL ? CeilingSkyBox : (MoreFlags & SECF_NOCEILINGSKYBOX)? (ASkyViewpoint*)NULL : level.DefaultSkybox;
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if (CeilingSkyBox != NULL) return CeilingSkyBox;
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if (MoreFlags & SECF_NOCEILINGSKYBOX) return NULL;
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}
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}
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return level.DefaultSkybox;
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}
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}
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@ -254,7 +254,7 @@ void R_InitTextureMapping ()
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void R_SetVisibility (float vis)
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void R_SetVisibility (float vis)
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{
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{
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// Allow negative visibilities, just for novelty's sake
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// Allow negative visibilities, just for novelty's sake
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//vis = clamp (vis, -204.7f, 204.7f);
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vis = clamp (vis, -204.7f, 204.7f); // (205 and larger do not work in 5:4 aspect ratio)
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CurrentVisibility = vis;
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CurrentVisibility = vis;
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@ -2375,6 +2375,16 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
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}
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}
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}
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}
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FName *aliasp = MusicAliases.CheckKey(musicname);
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if (aliasp != NULL)
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{
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if (*aliasp == NAME_None)
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{
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return true; // flagged to be ignored
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}
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musicname = aliasp->GetChars();
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}
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if (!mus_playing.name.IsEmpty() &&
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if (!mus_playing.name.IsEmpty() &&
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mus_playing.handle != NULL &&
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mus_playing.handle != NULL &&
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stricmp (mus_playing.name, musicname) == 0 &&
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stricmp (mus_playing.name, musicname) == 0 &&
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@ -2413,16 +2423,8 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
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int length = 0;
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int length = 0;
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int device = MDEV_DEFAULT;
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int device = MDEV_DEFAULT;
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MusInfo *handle = NULL;
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MusInfo *handle = NULL;
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FName musicasname = musicname;
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FName *aliasp = MusicAliases.CheckKey(musicasname);
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int *devp = MidiDevices.CheckKey(musicname);
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if (aliasp != NULL)
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{
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musicname = (musicasname = *aliasp).GetChars();
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if (musicasname == NAME_None) return true;
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}
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int *devp = MidiDevices.CheckKey(musicasname);
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if (devp != NULL) device = *devp;
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if (devp != NULL) device = *devp;
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// Strip off any leading file:// component.
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// Strip off any leading file:// component.
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@ -1349,7 +1349,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
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alSourcei(source, AL_LOOPING, (chanflags&SNDF_LOOP) ? AL_TRUE : AL_FALSE);
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alSourcei(source, AL_LOOPING, (chanflags&SNDF_LOOP) ? AL_TRUE : AL_FALSE);
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alSourcef(source, AL_MAX_GAIN, SfxVolume);
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alSourcef(source, AL_MAX_GAIN, SfxVolume);
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alSourcef(source, AL_GAIN, SfxVolume);
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alSourcef(source, AL_GAIN, SfxVolume*vol);
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if(EnvSlot)
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if(EnvSlot)
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{
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{
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@ -4884,17 +4884,19 @@ enum RadiusGiveFlags
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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{
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{
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ACTION_PARAM_START(6);
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ACTION_PARAM_START(7);
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ACTION_PARAM_CLASS(item, 0);
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ACTION_PARAM_CLASS(item, 0);
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ACTION_PARAM_FIXED(distance, 1);
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ACTION_PARAM_FIXED(distance, 1);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_INT(amount, 3);
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ACTION_PARAM_INT(amount, 3);
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ACTION_PARAM_CLASS(filter, 4);
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ACTION_PARAM_CLASS(filter, 4);
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ACTION_PARAM_NAME(species, 5);
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ACTION_PARAM_NAME(species, 5);
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ACTION_PARAM_FIXED(mindist, 6);
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// We need a valid item, valid targets, and a valid range
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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)
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if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance)
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{
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{
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ACTION_SET_RESULT(false);
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return;
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return;
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}
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}
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@ -4903,9 +4905,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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amount = 1;
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amount = 1;
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}
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}
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FBlockThingsIterator it(FBoundingBox(self->x, self->y, distance));
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FBlockThingsIterator it(FBoundingBox(self->x, self->y, distance));
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double distsquared = double(distance) * double(distance);
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AActor *thing;
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AActor *thing;
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bool given = false;
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while ((thing = it.Next()))
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while ((thing = it.Next()))
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{
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{
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//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
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//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
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@ -4950,7 +4952,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
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bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
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bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
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bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
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bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
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bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
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bool objectPass = !!((flags & RGF_OBJECTS) && ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
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bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
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&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
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bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
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bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
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bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
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bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
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//Self calls priority over the rest of this.
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//Self calls priority over the rest of this.
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@ -4973,20 +4976,26 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
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if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
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{
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{
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if (flags & RGF_CUBE)
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if (flags & RGF_CUBE)
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{ // check if inside a cube
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{ // check if inside a cube
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if (fabs((double)thing->x - self->x) > (double)distance ||
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double dx = fabs((double)(thing->x - self->x));
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fabs((double)thing->y - self->y) > (double)distance ||
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double dy = fabs((double)(thing->y - self->y));
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fabs((double)(thing->z + thing->height / 2) - (self->z + self->height / 2)) > (double)distance)
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double dz = fabs((double)(thing->z + thing->height / 2) - (self->z + self->height / 2));
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double dist = (double)distance;
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double min = (double)mindist;
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if ((dx > dist || dy > dist || dz > dist) || (min && (dx < min && dy < min && dz < min)))
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{
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{
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continue;
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continue;
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}
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}
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}
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}
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else
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else
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{ // check if inside a sphere
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{ // check if inside a sphere
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double distsquared = double(distance) * double(distance);
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double minsquared = double(mindist) * double(mindist);
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TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height / 2);
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TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height / 2);
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TVector3<double> spos(self->x, self->y, self->z + self->height / 2);
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TVector3<double> spos(self->x, self->y, self->z + self->height / 2);
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if ((tpos - spos).LengthSquared() > distsquared)
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if ((tpos - spos).LengthSquared() > distsquared || (minsquared && ((tpos - spos).LengthSquared() < minsquared)))
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{
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{
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continue;
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continue;
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}
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}
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@ -5009,10 +5018,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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{
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{
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gift->Destroy();
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gift->Destroy();
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}
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}
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else
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{
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given = true;
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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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}
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ACTION_SET_RESULT(given);
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}
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|
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//==========================================================================
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//==========================================================================
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|
|
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@ -257,7 +257,7 @@ ACTOR Actor native //: Thinker
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action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
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action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
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action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None");
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action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
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action native A_CountdownArg(int argnum, state targstate = "");
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action native 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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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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|
|
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@ -44,7 +44,7 @@ ACTOR Macil1
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Death:
|
Death:
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LEAD E 2 A_FaceTarget
|
LEAD E 2 A_FaceTarget
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LEAD F 2 BRIGHT A_ShootGun
|
LEAD F 2 BRIGHT A_ShootGun
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LEAD E 2 A_SentinelRefire
|
LEAD E 1 A_SentinelRefire
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Loop
|
Loop
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Pain:
|
Pain:
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LEAD Y 3
|
LEAD Y 3
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||||||
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@ -80,7 +80,7 @@ ACTOR Macil2 : Macil1
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LEAD K 3
|
LEAD K 3
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LEAD L 3 A_NoBlocking
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LEAD L 3 A_NoBlocking
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LEAD MNOPQRSTUV 3
|
LEAD MNOPQRSTUV 3
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LEAD W 4 Bright A_SpawnItemEx("AlienSpectre4", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION)
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LEAD W 3 A_SpawnItemEx("AlienSpectre4", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION)
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LEAD X -1
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LEAD X -1
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Stop
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Stop
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}
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}
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|
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@ -1550,6 +1550,10 @@ TXT_RANDOMGOODBYE_3 = "See you later!";
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TXT_HAVEENOUGH = "You seem to have enough!";
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TXT_HAVEENOUGH = "You seem to have enough!";
|
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TXT_GOAWAY = "Go away!";
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TXT_GOAWAY = "Go away!";
|
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|
|
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TXT_COMM0 = "Incoming Message";
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TXT_COMM1 = "Incoming Message from BlackBird";
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|
||||||
|
|
||||||
// Skills:
|
// Skills:
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|
||||||
SKILL_BABY = "I'm too young to die";
|
SKILL_BABY = "I'm too young to die";
|
||||||
|
|
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