mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 16:51:31 +00:00
- fixed: puff checks for MF6_NOTRIGGER need to resolve actor replacements.
SVN r1909 (trunk)
This commit is contained in:
parent
4529108b8f
commit
9dfef79702
2 changed files with 374 additions and 56 deletions
196
src/am_map.cpp
196
src/am_map.cpp
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@ -413,14 +413,24 @@ void AM_getIslope (mline_t *ml, islope_t *is)
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}
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*/
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//=============================================================================
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//
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// called by the coordinate drawer
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//
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//=============================================================================
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void AM_GetPosition(fixed_t &x, fixed_t &y)
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{
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x = (m_x + m_w/2) << FRACTOMAPBITS;
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y = (m_y + m_h/2) << FRACTOMAPBITS;
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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 AM_activateNewScale ()
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{
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m_x += m_w/2;
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@ -433,9 +443,12 @@ void AM_activateNewScale ()
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m_y2 = m_y + m_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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//=============================================================================
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void AM_saveScaleAndLoc ()
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{
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old_m_x = m_x;
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@ -444,9 +457,12 @@ void AM_saveScaleAndLoc ()
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old_m_h = m_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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//=============================================================================
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void AM_restoreScaleAndLoc ()
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{
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m_w = old_m_w;
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@ -469,9 +485,12 @@ void AM_restoreScaleAndLoc ()
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scale_ftom = MapDiv(MAPUNIT, scale_mtof);
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}
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//=============================================================================
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//
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// adds a marker at the current location
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//
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//=============================================================================
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bool AM_addMark ()
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{
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if (marknums[0].isValid())
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@ -484,10 +503,13 @@ bool AM_addMark ()
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return false;
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}
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//=============================================================================
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//
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// Determines bounding box of all vertices,
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// sets global variables controlling zoom range.
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//
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//=============================================================================
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static void AM_findMinMaxBoundaries ()
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{
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min_x = min_y = FIXED_MAX;
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@ -515,6 +537,12 @@ static void AM_findMinMaxBoundaries ()
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AM_calcMinMaxMtoF();
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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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static void AM_calcMinMaxMtoF()
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{
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fixed_t a = MapDiv (SCREENWIDTH << MAPBITS, max_w);
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@ -524,6 +552,12 @@ static void AM_calcMinMaxMtoF()
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max_scale_mtof = MapDiv (SCREENHEIGHT << MAPBITS, 2*PLAYERRADIUS);
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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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static void AM_ClipRotatedExtents (fixed_t pivotx, fixed_t pivoty)
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{
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if (am_rotate == 0 || (am_rotate == 2 && !viewactive))
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@ -588,6 +622,12 @@ static void AM_ClipRotatedExtents (fixed_t pivotx, fixed_t pivoty)
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m_y2 = m_y + m_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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//=============================================================================
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static void AM_ScrollParchment (fixed_t dmapx, fixed_t dmapy)
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{
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mapxstart -= MulScale12 (dmapx, scale_mtof);
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@ -614,9 +654,12 @@ static void AM_ScrollParchment (fixed_t dmapx, fixed_t dmapy)
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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 AM_changeWindowLoc ()
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{
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if (0 != (m_paninc.x | m_paninc.y))
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@ -646,9 +689,12 @@ void AM_changeWindowLoc ()
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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 AM_initVariables ()
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{
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int pnum;
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@ -694,6 +740,11 @@ static void GetComponents (int color, DWORD *palette, float &r, float &g, float
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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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static void AM_initColors (bool overlayed)
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{
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@ -840,9 +891,12 @@ static void AM_initColors (bool overlayed)
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lastpal = palette;
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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 AM_loadPics ()
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{
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int i;
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@ -859,6 +913,12 @@ void AM_loadPics ()
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mapback = TexMan.CheckForTexture(autopage, FTexture::TEX_MiscPatch);
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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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bool AM_clearMarks ()
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{
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for (int i = AM_NUMMARKPOINTS-1; i >= 0; i--)
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@ -867,9 +927,12 @@ bool AM_clearMarks ()
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return marknums[0].isValid();
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}
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//=============================================================================
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//
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// called right after the level has been loaded
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//
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//=============================================================================
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void AM_LevelInit ()
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{
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leveljuststarted = 0;
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@ -883,9 +946,12 @@ void AM_LevelInit ()
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scale_ftom = MapDiv(MAPUNIT, scale_mtof);
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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 AM_Stop ()
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{
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automapactive = false;
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@ -894,9 +960,12 @@ void AM_Stop ()
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viewactive = 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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void AM_Start ()
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{
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if (!stopped) AM_Stop();
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@ -907,27 +976,36 @@ void AM_Start ()
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//=============================================================================
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//
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// set the window scale to the maximum size
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//
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//=============================================================================
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void AM_minOutWindowScale ()
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{
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scale_mtof = min_scale_mtof;
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scale_ftom = MapDiv(MAPUNIT, scale_mtof);
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}
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//=============================================================================
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//
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// set the window scale to the minimum size
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//
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//=============================================================================
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void AM_maxOutWindowScale ()
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{
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scale_mtof = max_scale_mtof;
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scale_ftom = MapDiv(MAPUNIT, scale_mtof);
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}
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//=============================================================================
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//
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// Called right after the resolution has changed
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//
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//=============================================================================
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void AM_NewResolution()
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{
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fixed_t oldmin = min_scale_mtof;
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@ -949,11 +1027,23 @@ void AM_NewResolution()
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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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CCMD (togglemap)
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{
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gameaction = ga_togglemap;
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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 AM_ToggleMap ()
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{
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if (gamestate != GS_LEVEL)
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@ -983,9 +1073,12 @@ void AM_ToggleMap ()
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}
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}
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//=============================================================================
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//
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// Handle events (user inputs) in automap mode
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//
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//=============================================================================
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bool AM_Responder (event_t *ev)
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{
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bool rc;
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@ -1110,9 +1203,12 @@ bool AM_Responder (event_t *ev)
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}
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//=============================================================================
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//
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// Zooming
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//
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//=============================================================================
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void AM_changeWindowScale ()
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{
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// Change the scaling multipliers
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@ -1126,9 +1222,12 @@ void AM_changeWindowScale ()
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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 AM_doFollowPlayer ()
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{
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fixed_t sx, sy;
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@ -1156,6 +1255,12 @@ void AM_doFollowPlayer ()
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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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static void AM_ToggleFollowPlayer()
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{
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followplayer = !followplayer;
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@ -1163,9 +1268,12 @@ static void AM_ToggleFollowPlayer()
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Printf ("%s\n", GStrings(followplayer ? "AMSTR_FOLLOWON" : "AMSTR_FOLLOWOFF"));
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}
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//=============================================================================
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//
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// Updates on Game Tick
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//
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//=============================================================================
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void AM_Ticker ()
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{
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if (!automapactive)
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@ -1186,9 +1294,12 @@ void AM_Ticker ()
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}
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//=============================================================================
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//
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// Clear automap frame buffer.
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//
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//=============================================================================
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void AM_clearFB (const AMColor &color)
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{
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if (!mapback.isValid() || !am_drawmapback)
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@ -1217,6 +1328,7 @@ void AM_clearFB (const AMColor &color)
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}
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//=============================================================================
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//
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// Automap clipping of lines.
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//
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@ -1224,6 +1336,8 @@ void AM_clearFB (const AMColor &color)
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// faster reject and precalculated slopes. If the speed is needed,
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// use a hash algorithm to handle the common cases.
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//
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//=============================================================================
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bool AM_clipMline (mline_t *ml, fline_t *fl)
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{
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enum {
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@ -1345,9 +1459,12 @@ bool AM_clipMline (mline_t *ml, fline_t *fl)
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#undef DOOUTCODE
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//=============================================================================
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//
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// Clip lines, draw visible parts of lines.
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//
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//=============================================================================
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void AM_drawMline (mline_t *ml, const AMColor &color)
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{
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fline_t fl;
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@ -1358,11 +1475,12 @@ void AM_drawMline (mline_t *ml, const AMColor &color)
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}
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}
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//=============================================================================
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//
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// Draws flat (floor/ceiling tile) aligned grid lines.
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//
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//=============================================================================
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void AM_drawGrid (const AMColor &color)
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{
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fixed_t x, y;
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@ -1425,6 +1543,12 @@ void AM_drawGrid (const AMColor &color)
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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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static bool AM_CheckSecret(line_t *line)
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{
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if (line->frontsector != NULL)
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@ -1445,10 +1569,15 @@ static bool AM_CheckSecret(line_t *line)
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}
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return false;
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}
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//=============================================================================
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//
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// Determines visible lines, draws them.
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// This is LineDef based, not LineSeg based.
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//
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//=============================================================================
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void AM_drawWalls (bool allmap)
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{
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int i;
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@ -1556,10 +1685,13 @@ void AM_drawWalls (bool allmap)
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}
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//=============================================================================
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//
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// Rotation in 2D.
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// Used to rotate player arrow line character.
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//
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//=============================================================================
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void AM_rotate (fixed_t *x, fixed_t *y, angle_t a)
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{
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fixed_t tmpx;
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@ -1570,6 +1702,12 @@ void AM_rotate (fixed_t *x, fixed_t *y, angle_t a)
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*x = tmpx;
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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 AM_rotatePoint (fixed_t *x, fixed_t *y)
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{
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fixed_t pivotx = m_x + m_w/2;
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@ -1581,6 +1719,12 @@ void AM_rotatePoint (fixed_t *x, fixed_t *y)
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*y += pivoty;
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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
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AM_drawLineCharacter
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( const mline_t *lineguy,
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@ -1627,6 +1771,12 @@ AM_drawLineCharacter
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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 AM_drawPlayers ()
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{
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mpoint_t pt;
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@ -1723,6 +1873,12 @@ void AM_drawPlayers ()
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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 AM_drawThings ()
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{
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AMColor color;
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@ -1777,6 +1933,12 @@ void AM_drawThings ()
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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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static void DrawMarker (FTexture *tex, fixed_t x, fixed_t y, int yadjust,
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INTBOOL flip, fixed_t xscale, fixed_t yscale, int translation, fixed_t alpha, DWORD fillcolor, FRenderStyle renderstyle)
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{
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|
@ -1803,6 +1965,12 @@ static void DrawMarker (FTexture *tex, fixed_t x, fixed_t y, int yadjust,
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TAG_DONE);
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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 AM_drawMarks ()
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{
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for (int i = 0; i < AM_NUMMARKPOINTS; i++)
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@ -1815,6 +1983,12 @@ void AM_drawMarks ()
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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 AM_drawAuthorMarkers ()
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{
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// [RH] Draw any actors derived from AMapMarker on the automap.
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@ -1876,11 +2050,23 @@ void AM_drawAuthorMarkers ()
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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 AM_drawCrosshair (const AMColor &color)
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{
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screen->DrawPixel(f_w/2, (f_h+1)/2, color.Index, color.RGB);
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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 AM_Drawer ()
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{
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if (!automapactive)
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|
@ -1928,6 +2114,12 @@ void AM_Drawer ()
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AM_drawMarks();
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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 AM_SerializeMarkers(FArchive &arc)
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{
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arc << markpointnum;
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|
|
234
src/p_map.cpp
234
src/p_map.cpp
|
@ -161,6 +161,12 @@ static bool PIT_FindFloorCeiling (line_t *ld, const FBoundingBox &box, FCheckPos
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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 P_GetFloorCeilingZ(FCheckPosition &tmf, bool get)
|
||||
{
|
||||
sector_t *sec;
|
||||
|
@ -278,6 +284,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// TELEPORT MOVE
|
||||
//
|
||||
|
@ -291,6 +298,9 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
|
|||
// move was made, so the height checking I added for 1.13 could
|
||||
// potentially erroneously indicate the move was okay if the thing
|
||||
// was being teleported between two non-overlapping height ranges.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag)
|
||||
{
|
||||
FCheckPosition tmf;
|
||||
|
@ -389,12 +399,15 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
|
|||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// [RH] P_PlayerStartStomp
|
||||
//
|
||||
// Like P_TeleportMove, but it doesn't move anything, and only monsters and other
|
||||
// players get telefragged.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_PlayerStartStomp (AActor *actor)
|
||||
{
|
||||
AActor *th;
|
||||
|
@ -425,6 +438,12 @@ void P_PlayerStartStomp (AActor *actor)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
inline fixed_t secfriction (const sector_t *sec)
|
||||
{
|
||||
fixed_t friction = Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction;
|
||||
|
@ -437,12 +456,15 @@ inline fixed_t secmovefac (const sector_t *sec)
|
|||
return movefactor != 0 ? movefactor : sec->movefactor;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// killough 8/28/98:
|
||||
//
|
||||
// P_GetFriction()
|
||||
//
|
||||
// Returns the friction associated with a particular mobj.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int P_GetFriction (const AActor *mo, int *frictionfactor)
|
||||
{
|
||||
|
@ -511,11 +533,15 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
|
|||
return friction;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// phares 3/19/98
|
||||
// P_GetMoveFactor() returns the value by which the x,y
|
||||
// movements are multiplied to add to player movement.
|
||||
//
|
||||
// killough 8/28/98: rewritten
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int P_GetMoveFactor (const AActor *mo, int *frictionp)
|
||||
{
|
||||
|
@ -550,10 +576,14 @@ int P_GetMoveFactor (const AActor *mo, int *frictionp)
|
|||
// MOVEMENT ITERATOR FUNCTIONS
|
||||
//
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
// PIT_CheckLine
|
||||
// Adjusts tmfloorz and tmceilingz as lines are contacted
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static // killough 3/26/98: make static
|
||||
bool PIT_CheckLine (line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
|
||||
|
@ -1130,40 +1160,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
===============================================================================
|
||||
*/
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// FUNC P_TestMobjLocation
|
||||
//
|
||||
// Returns true if the mobj is not blocked by anything at its current
|
||||
// location, otherwise returns false.
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
bool P_TestMobjLocation (AActor *mobj)
|
||||
{
|
||||
int flags;
|
||||
|
||||
flags = mobj->flags;
|
||||
mobj->flags &= ~MF_PICKUP;
|
||||
if (P_CheckPosition(mobj, mobj->x, mobj->y))
|
||||
{ // XY is ok, now check Z
|
||||
mobj->flags = flags;
|
||||
fixed_t z = mobj->z;
|
||||
if (mobj->flags2 & MF2_FLOATBOB)
|
||||
{
|
||||
z -= FloatBobOffsets[(mobj->FloatBobPhase + level.maptime - 1) & 63];
|
||||
}
|
||||
if ((z < mobj->floorz) || (z + mobj->height > mobj->ceilingz))
|
||||
{ // Bad Z
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
mobj->flags = flags;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_CheckPosition
|
||||
// This is purely informative, nothing is modified
|
||||
|
@ -1187,6 +1184,9 @@ bool P_TestMobjLocation (AActor *mobj)
|
|||
// numspeciallines
|
||||
// AActor *BlockingMobj = pointer to thing that blocked position (NULL if not
|
||||
// blocked, or blocked by a line).
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
|
||||
{
|
||||
sector_t *newsec;
|
||||
|
@ -1373,6 +1373,40 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|||
return P_CheckPosition(thing, x, y, tm);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// FUNC P_TestMobjLocation
|
||||
//
|
||||
// Returns true if the mobj is not blocked by anything at its current
|
||||
// location, otherwise returns false.
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
bool P_TestMobjLocation (AActor *mobj)
|
||||
{
|
||||
int flags;
|
||||
|
||||
flags = mobj->flags;
|
||||
mobj->flags &= ~MF_PICKUP;
|
||||
if (P_CheckPosition(mobj, mobj->x, mobj->y))
|
||||
{ // XY is ok, now check Z
|
||||
mobj->flags = flags;
|
||||
fixed_t z = mobj->z;
|
||||
if (mobj->flags2 & MF2_FLOATBOB)
|
||||
{
|
||||
z -= FloatBobOffsets[(mobj->FloatBobPhase + level.maptime - 1) & 63];
|
||||
}
|
||||
if ((z < mobj->floorz) || (z + mobj->height > mobj->ceilingz))
|
||||
{ // Bad Z
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
mobj->flags = flags;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_CheckOnmobj(AActor *thing)
|
||||
|
@ -1541,11 +1575,14 @@ static void CheckForPushSpecial (line_t *line, int side, AActor *mobj)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_TryMove
|
||||
// Attempt to move to a new position,
|
||||
// crossing special lines unless MF_TELEPORT is set.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
||||
int dropoff, // killough 3/15/98: allow dropoff as option
|
||||
const secplane_t *onfloor, // [RH] Let P_TryMove keep the thing on the floor
|
||||
|
@ -1920,10 +1957,12 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
|||
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_CheckMove
|
||||
// Similar to P_TryMove but doesn't actually move the actor. Used for polyobject crushing
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y)
|
||||
{
|
||||
|
@ -1999,10 +2038,13 @@ bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y)
|
|||
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// SLIDE MOVE
|
||||
// Allows the player to slide along any angled walls.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
struct FSlide
|
||||
{
|
||||
fixed_t bestslidefrac;
|
||||
|
@ -2025,12 +2067,15 @@ struct FSlide
|
|||
bool BounceWall (AActor *mo);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_HitSlideLine
|
||||
// Adjusts the xmove / ymove
|
||||
// so that the next move will slide along the wall.
|
||||
// If the floor is icy, then you can bounce off a wall. // phares
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FSlide::HitSlideLine (line_t* ld)
|
||||
{
|
||||
int side;
|
||||
|
@ -2164,9 +2209,12 @@ void FSlide::HitSlideLine (line_t* ld)
|
|||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PTR_SlideTraverse
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FSlide::SlideTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
|
||||
{
|
||||
FLineOpening open;
|
||||
|
@ -2255,6 +2303,7 @@ void FSlide::SlideTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_
|
|||
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_SlideMove
|
||||
//
|
||||
|
@ -2264,6 +2313,8 @@ void FSlide::SlideTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_
|
|||
//
|
||||
// This is a kludgy mess.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FSlide::SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
|
||||
{
|
||||
fixed_t leadx, leady;
|
||||
|
@ -2691,6 +2742,12 @@ bool P_BounceWall (AActor *mo)
|
|||
return slide.BounceWall(mo);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
extern FRandom pr_bounce;
|
||||
bool P_BounceActor (AActor *mo, AActor * BlockingMobj)
|
||||
{
|
||||
|
@ -3065,6 +3122,7 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e
|
|||
// P_AimLineAttack
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, bool forcenosmart, bool check3d, bool checknonshootable)
|
||||
{
|
||||
fixed_t x2;
|
||||
|
@ -3154,15 +3212,11 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **p
|
|||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
=
|
||||
= P_LineAttack
|
||||
=
|
||||
= if damage == 0, it is just a test trace that will leave linetarget set
|
||||
=
|
||||
=================
|
||||
*/
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static bool CheckForGhost (FTraceResults &res)
|
||||
{
|
||||
|
@ -3198,6 +3252,14 @@ static bool CheckForSpectral (FTraceResults &res)
|
|||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_LineAttack
|
||||
//
|
||||
// if damage == 0, it is just a test trace that will leave linetarget set
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
||||
int pitch, int damage, FName damageType, const PClass *pufftype, bool ismeleeattack)
|
||||
{
|
||||
|
@ -3231,7 +3293,8 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|||
t1->player->ReadyWeapon != NULL &&
|
||||
(t1->player->ReadyWeapon->flags2 & MF2_THRUGHOST));
|
||||
|
||||
AActor *puffDefaults = GetDefaultByType (pufftype);
|
||||
// Need to check defaults of replacement here
|
||||
AActor *puffDefaults = GetDefaultByType(pufftype->ActorInfo->GetReplacement()->Class);
|
||||
|
||||
int tflags;
|
||||
if (puffDefaults != NULL && puffDefaults->flags6 & MF6_NOTRIGGER) tflags = TRACE_NoSky;
|
||||
|
@ -3416,6 +3479,12 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|||
return NULL;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, angle_t angle, int pitch)
|
||||
{
|
||||
if (!cl_bloodsplats)
|
||||
|
@ -3505,6 +3574,12 @@ void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch)
|
|||
target, angle, pitch);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_TraceBleed (int damage, AActor *target, AActor *missile)
|
||||
{
|
||||
int pitch;
|
||||
|
@ -3530,6 +3605,12 @@ void P_TraceBleed (int damage, AActor *target, AActor *missile)
|
|||
pitch);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_TraceBleed (int damage, AActor *target)
|
||||
{
|
||||
if (target != NULL)
|
||||
|
@ -3542,9 +3623,12 @@ void P_TraceBleed (int damage, AActor *target)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// [RH] Rail gun stuffage
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
struct SRailHit
|
||||
{
|
||||
AActor *HitActor;
|
||||
|
@ -3574,6 +3658,12 @@ static bool ProcessRailHit (FTraceResults &res)
|
|||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static bool ProcessNoPierceRailHit (FTraceResults &res)
|
||||
{
|
||||
if (res.HitType != TRACE_HitActor)
|
||||
|
@ -3596,6 +3686,12 @@ static bool ProcessNoPierceRailHit (FTraceResults &res)
|
|||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, bool silent, const PClass *puffclass, bool pierce)
|
||||
{
|
||||
fixed_t vx, vy, vz;
|
||||
|
@ -3639,7 +3735,8 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
|
|||
|
||||
int flags;
|
||||
|
||||
AActor *puffDefaults = puffclass == NULL? NULL : GetDefaultByType (puffclass);
|
||||
AActor *puffDefaults = puffclass == NULL?
|
||||
NULL : GetDefaultByType (puffclass->ActorInfo->GetReplacement()->Class);
|
||||
|
||||
if (puffDefaults != NULL && puffDefaults->flags6 & MF6_NOTRIGGER) flags = 0;
|
||||
else flags = TRACE_PCross|TRACE_Impact;
|
||||
|
@ -3718,9 +3815,12 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
|
|||
P_DrawRailTrail (source, start, end, color1, color2, maxdiff, silent);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// [RH] P_AimCamera
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
CVAR (Float, chase_height, -8.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
CVAR (Float, chase_dist, 90.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
|
||||
|
@ -3758,9 +3858,11 @@ void P_AimCamera (AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &Camer
|
|||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// USE LINES
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline)
|
||||
{
|
||||
|
@ -3885,6 +3987,8 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
|
|||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Returns false if a "oof" sound should be made because of a blocking
|
||||
// linedef. Makes 2s middles which are impassable, as well as 2s uppers
|
||||
// and lowers which block the player, cause the sound effect when the
|
||||
|
@ -3894,6 +3998,7 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
|
|||
//
|
||||
// by Lee Killough
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_NoWayTraverse (AActor *usething, fixed_t endx, fixed_t endy)
|
||||
{
|
||||
|
@ -3905,7 +4010,7 @@ bool P_NoWayTraverse (AActor *usething, fixed_t endx, fixed_t endy)
|
|||
line_t *ld = in->d.line;
|
||||
FLineOpening open;
|
||||
|
||||
// [GrafZahl] de-obfuscated. Was I the only one who was unable to makes sense out of
|
||||
// [GrafZahl] de-obfuscated. Was I the only one who was unable to make sense out of
|
||||
// this convoluted mess?
|
||||
if (ld->special) continue;
|
||||
if (ld->flags&(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)) return true;
|
||||
|
@ -3918,14 +4023,13 @@ bool P_NoWayTraverse (AActor *usething, fixed_t endx, fixed_t endy)
|
|||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
=
|
||||
= P_UseLines
|
||||
=
|
||||
= Looks for special lines in front of the player to activate
|
||||
================
|
||||
*/
|
||||
//==========================================================================
|
||||
//
|
||||
// P_UseLines
|
||||
//
|
||||
// Looks for special lines in front of the player to activate
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_UseLines (player_t *player)
|
||||
{
|
||||
|
@ -4028,9 +4132,13 @@ bool P_UsePuzzleItem (AActor *PuzzleItemUser, int PuzzleItemType)
|
|||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// RADIUS ATTACK
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
|
||||
// [RH] Damage scale to apply to thing that shot the missile.
|
||||
static float selfthrustscale;
|
||||
|
@ -4043,10 +4151,13 @@ CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
|
|||
selfthrustscale = 1.f / self;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_RadiusAttack
|
||||
// Source is the creature that caused the explosion at spot.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
|
||||
bool DamageSource, bool bombdodamage, int fulldamagedistance)
|
||||
{
|
||||
|
@ -4222,6 +4333,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// SECTOR HEIGHT CHANGING
|
||||
// After modifying a sector's floor or ceiling height,
|
||||
|
@ -4240,6 +4352,8 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
|
|||
// DOOM crushing behavior set crushchange to 10 or -1
|
||||
// if no crushing is desired.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
|
||||
struct FChangePosition
|
||||
{
|
||||
|
@ -5131,6 +5245,12 @@ void P_CreateSecNodeList (AActor *thing, fixed_t x, fixed_t y)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void SpawnShootDecal (AActor *t1, const FTraceResults &trace)
|
||||
{
|
||||
FDecalBase *decalbase = NULL;
|
||||
|
@ -5150,6 +5270,12 @@ void SpawnShootDecal (AActor *t1, const FTraceResults &trace)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puff,
|
||||
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue