mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 21:00:53 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
bed6c2d8d8
17 changed files with 162 additions and 47 deletions
|
@ -323,6 +323,8 @@ void Net_ClearBuffers ()
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|||
memset (netcmds, 0, sizeof(netcmds));
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memset (nettics, 0, sizeof(nettics));
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memset (nodeingame, 0, sizeof(nodeingame));
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memset (nodeforplayer, 0, sizeof(nodeforplayer));
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memset (playerfornode, 0, sizeof(playerfornode));
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memset (remoteresend, 0, sizeof(remoteresend));
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memset (resendto, 0, sizeof(resendto));
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memset (resendcount, 0, sizeof(resendcount));
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|
|
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@ -59,13 +59,6 @@ void ASkyViewpoint::BeginPlay ()
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void ASkyViewpoint::Destroy ()
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{
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// remove all sector references to ourselves.
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for (int i = 0; i < numsectors; i++)
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{
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if (sectors[i].GetPortal(sector_t::floor)->mSkybox == this)
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sectors[i].ClearPortal(sector_t::floor);
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if (sectors[i].GetPortal(sector_t::ceiling)->mSkybox == this)
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sectors[i].ClearPortal(sector_t::ceiling);
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}
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for (auto &s : sectorPortals)
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{
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if (s.mSkybox == this) s.mSkybox = 0;
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@ -367,11 +367,11 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
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DAngle diffang = deltaangle(player->mo->Angles.Yaw, badguyangle);
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if (diffang > 45.)
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{ // turn face right
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damage_angle = 0;
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damage_angle = 2;
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}
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else if (diffang < -45.)
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{ // turn face left
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damage_angle = 2;
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damage_angle = 0;
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}
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}
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}
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|
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@ -342,21 +342,28 @@ void FRenderState::SetClipHeight(float height, float direction)
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{
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mClipHeight = height;
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mClipHeightDirection = direction;
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#if 1
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// This still doesn't work... :(
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if (gl.glslversion < 1.3f) return;
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#endif
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if (direction != 0.f)
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{
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if (gl.glslversion >= 1.3f) glEnable(GL_CLIP_DISTANCE0);
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else
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/*
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if (gl.glslversion < 1.3f)
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{
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// This does not work. Need someone who understands how glClipPlane works...
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//glEnable(GL_CLIP_PLANE0);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf(mViewMatrix.get());
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// Plane mirrors never are slopes.
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//double d[4] = { 0, direction, 0, -direction * height };
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//glClipPlane(GL_CLIP_PLANE0, d);
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double d[4] = { 0, direction, 0, -direction * height };
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glClipPlane(GL_CLIP_PLANE0, d);
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glPopMatrix();
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}
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*/
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glEnable(GL_CLIP_DISTANCE0);
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}
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else
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{
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if (gl.glslversion >= 1.3f) glDisable(GL_CLIP_DISTANCE0);
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//else glDisable(GL_CLIP_PLANE0);
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glDisable(GL_CLIP_DISTANCE0); // GL_CLIP_PLANE0 is the same value so no need to make a distinction
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}
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}
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@ -943,7 +943,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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bool forcedPain = false;
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int fakeDamage = 0;
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int holdDamage = 0;
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int rawdamage = damage;
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const int rawdamage = damage;
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if (damage < 0) damage = 0;
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@ -1268,7 +1268,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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else
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return -1;
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}
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// Armor for players.
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if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
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{
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int newdam = damage;
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@ -1281,15 +1281,21 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
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damage = newdam;
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}
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if (damage <= 0)
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{
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// [MC] Godmode doesn't need checking here, it's already being handled above.
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if ((target->flags5 & MF5_NOPAIN) || (inflictor && (inflictor->flags5 & MF5_PAINLESS)))
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return damage;
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// If MF6_FORCEPAIN is set, make the player enter the pain state.
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if (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL &&
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(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS)
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&& (!(player->mo->flags2 & MF2_INVULNERABLE)) && (!(player->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2)))
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{
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if ((inflictor && (inflictor->flags6 & MF6_FORCEPAIN)))
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goto dopain;
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else if (((player->mo->flags7 & MF7_ALLOWPAIN) && (rawdamage > 0)) ||
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(inflictor && (inflictor->flags7 & MF7_CAUSEPAIN)))
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{
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invulpain = true;
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goto fakepain;
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}
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return damage;
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}
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|
|
|
@ -344,6 +344,7 @@ enum
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RADF_NOIMPACTDAMAGE = 2,
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RADF_SOURCEISSPOT = 4,
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RADF_NODAMAGE = 8,
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RADF_THRUSTZ = 16,
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};
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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FName damageType, int flags, int fulldamagedistance=0);
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@ -355,7 +356,6 @@ msecnode_t* P_DelSecnode(msecnode_t *, msecnode_t *sector_t::*head);
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void P_CreateSecNodeList(AActor*); // phares 3/14/98
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double P_GetMoveFactor(const AActor *mo, double *frictionp); // phares 3/6/98
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double P_GetFriction(const AActor *mo, double *frictionfactor);
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bool Check_Sides(AActor *, int, int); // phares
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// [RH]
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const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move);
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|
|
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@ -2534,13 +2534,9 @@ bool P_CheckMove(AActor *thing, const DVector2 &pos, int flags)
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return false;
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}
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}
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else if (flags & PCM_DROPOFF)
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else if ((flags & PCM_DROPOFF) && !(thing->flags & (MF_FLOAT|MF_DROPOFF)))
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{
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const DVector3 oldpos = thing->Pos();
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thing->SetOrigin(pos.X, pos.Y, newz, true);
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bool hcheck = (newz - thing->MaxDropOffHeight > thing->dropoffz);
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thing->SetOrigin(oldpos, true);
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if (hcheck && !(thing->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
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if (newz - tm.dropoffz > thing->MaxDropOffHeight)
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{
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return false;
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}
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@ -4845,7 +4841,7 @@ void P_AimCamera(AActor *t1, DVector3 &campos, DAngle &camangle, sector_t *&Came
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}
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else
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{
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campos = trace.HitPos;
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campos = trace.HitPos - trace.HitVector * 1/256.;
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}
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CameraSector = trace.Sector;
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unlinked = trace.unlinked;
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@ -5326,7 +5322,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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vz *= 0.8;
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}
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thing->Thrust(bombspot->AngleTo(thing), thrust);
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if (!(flags & RADF_NODAMAGE))
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if (!(flags & RADF_NODAMAGE) || (flags & RADF_THRUSTZ))
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thing->Vel.Z += vz; // this really doesn't work well
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}
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}
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|
|
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@ -4391,6 +4391,7 @@ void AActor::Deactivate (AActor *activator)
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void AActor::Destroy ()
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{
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ClearRenderSectorList();
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ClearRenderLineList();
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// [RH] Destroy any inventory this actor is carrying
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DestroyAllInventory ();
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|
|
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@ -1127,11 +1127,9 @@ bool P_AlignFlat (int linenum, int side, int fc)
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if (!sec)
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return false;
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DVector2 pos = line->v1->fPos();
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DVector2 pos2 = line->v2->fPos();
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DAngle angle = (pos2 - pos).Angle();
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DAngle angle = line->Delta().Angle();
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DAngle norm = angle - 90;
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double dist = norm.Cos() * pos.X + norm.Sin() * pos.Y;
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double dist = -(norm.Cos() * line->v1->fX() + norm.Sin() * line->v1->fY());
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if (side)
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{
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|
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@ -229,6 +229,10 @@ FArchive &operator<< (FArchive &arc, FSectorPortal &port)
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<< port.mDestination
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<< port.mDisplacement
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<< port.mPlaneZ;
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if (arc.IsLoading())
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{
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port.mSkybox = nullptr;
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}
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return arc;
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}
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|
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@ -191,7 +191,6 @@ struct FLinePortal
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double mSinRot;
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double mCosRot;
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portnode_t *render_thinglist;
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void *mRenderData;
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};
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extern TArray<FLinePortal> linePortals;
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@ -229,7 +228,6 @@ struct FSectorPortal
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DVector2 mDisplacement;
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double mPlaneZ;
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TObjPtr<AActor> mSkybox;
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void *mRenderData;
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bool MergeAllowed() const
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{
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|
|
|
@ -2352,6 +2352,7 @@ void R_CheckDrawSegs ()
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ptrdiff_t R_NewOpening (ptrdiff_t len)
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{
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ptrdiff_t res = lastopening;
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len = (len + 1) & ~1; // only return DWORD aligned addresses because some code stores fixed_t's and floats in openings...
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lastopening += len;
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if ((size_t)lastopening > maxopenings)
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{
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@ -2512,6 +2513,7 @@ void R_StoreWallRange (int start, int stop)
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if(sidedef->GetTexture(side_t::mid).isValid())
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ds_p->bFakeBoundary |= 4; // it is also mid texture
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// note: This should never have used the openings array to store its data!
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ds_p->maskedtexturecol = R_NewOpening ((stop - start) * 2);
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ds_p->swall = R_NewOpening ((stop - start) * 2);
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|
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|
|
|
@ -1397,8 +1397,6 @@ static void S_LoadSound3D(sfxinfo_t *sfx)
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if(sfx->data3d.isValid())
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return;
|
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|
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unsigned int i;
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|
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DPrintf("Loading monoized sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
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|
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int size = Wads.LumpLength(sfx->lumpnum);
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|
|
|
@ -1188,7 +1188,7 @@ std::pair<SoundHandle,bool> OpenALSoundRenderer::LoadSound(BYTE *sfxdata, int le
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int sum = 0;
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for(size_t c = 0;c < chancount;c++)
|
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sum += sfxdata[i*chancount + c];
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sfxdata[i] = sum / chancount;
|
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sfxdata[i] = short(sum / chancount);
|
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}
|
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}
|
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else if(type == SampleType_UInt8)
|
||||
|
@ -1199,10 +1199,10 @@ std::pair<SoundHandle,bool> OpenALSoundRenderer::LoadSound(BYTE *sfxdata, int le
|
|||
int sum = 0;
|
||||
for(size_t c = 0;c < chancount;c++)
|
||||
sum += sfxdata[i*chancount + c] - 128;
|
||||
sfxdata[i] = (sum / chancount) + 128;
|
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sfxdata[i] = BYTE((sum / chancount) + 128);
|
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}
|
||||
}
|
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data.Resize(data.Size()/chancount);
|
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data.Resize(unsigned(data.Size()/chancount));
|
||||
}
|
||||
|
||||
ALenum err;
|
||||
|
|
|
@ -386,6 +386,103 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetGibHealth)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// GetZAt
|
||||
//
|
||||
// NON-ACTION function to get the floor or ceiling z at (x, y) with
|
||||
// relativity being an option.
|
||||
//==========================================================================
|
||||
enum GZFlags
|
||||
{
|
||||
GZF_ABSOLUTEPOS = 1, // Use the absolute position instead of an offsetted one.
|
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GZF_ABSOLUTEANG = 1 << 1, // Don't add the actor's angle to the parameter.
|
||||
GZF_CEILING = 1 << 2, // Check the ceiling instead of the floor.
|
||||
GZF_3DRESTRICT = 1 << 3, // Ignore midtextures and 3D floors above the pointer's z.
|
||||
GZF_NOPORTALS = 1 << 4, // Don't pass through any portals.
|
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GZF_NO3DFLOOR = 1 << 5, // Pass all 3D floors.
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetZAt)
|
||||
{
|
||||
if (numret > 0)
|
||||
{
|
||||
assert(ret != NULL);
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_FLOAT_OPT(px) { px = 0.; }
|
||||
PARAM_FLOAT_OPT(py) { py = 0.; }
|
||||
PARAM_ANGLE_OPT(angle) { angle = 0.; }
|
||||
PARAM_INT_OPT(flags) { flags = 0; }
|
||||
PARAM_INT_OPT(pick_pointer) { pick_pointer = AAPTR_DEFAULT; }
|
||||
|
||||
AActor *mobj = COPY_AAPTR(self, pick_pointer);
|
||||
if (mobj == nullptr)
|
||||
{
|
||||
ret->SetFloat(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// [MC] At any time, the NextLowest/Highest functions could be changed to include
|
||||
// more FFC flags to check. Don't risk it by just passing flags straight to it.
|
||||
|
||||
DVector2 pos = { px, py };
|
||||
double z = 0.;
|
||||
int pflags = (flags & GZF_3DRESTRICT) ? FFCF_3DRESTRICT : 0;
|
||||
if (flags & GZF_NOPORTALS) pflags |= FFCF_NOPORTALS;
|
||||
|
||||
if (!(flags & GZF_ABSOLUTEPOS))
|
||||
{
|
||||
if (!(flags & GZF_ABSOLUTEANG))
|
||||
{
|
||||
angle += mobj->Angles.Yaw;
|
||||
}
|
||||
|
||||
double s = angle.Sin();
|
||||
double c = angle.Cos();
|
||||
pos = mobj->Vec2Offset(pos.X * c + pos.Y * s, pos.X * s - pos.Y * c);
|
||||
}
|
||||
sector_t *sec = P_PointInSector(pos);
|
||||
|
||||
if (sec)
|
||||
{
|
||||
if (flags & GZF_CEILING)
|
||||
{
|
||||
if ((flags & GZF_NO3DFLOOR) && (flags & GZF_NOPORTALS))
|
||||
{
|
||||
z = sec->ceilingplane.ZatPoint(pos);
|
||||
}
|
||||
else if (flags & GZF_NO3DFLOOR)
|
||||
{
|
||||
z = sec->HighestCeilingAt(pos);
|
||||
}
|
||||
else
|
||||
{ // [MC] Handle strict 3D floors and portal toggling via the flags passed to it.
|
||||
z = sec->NextHighestCeilingAt(pos.X, pos.Y, mobj->Z(), mobj->Top(), pflags);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((flags & GZF_NO3DFLOOR) && (flags & GZF_NOPORTALS))
|
||||
{
|
||||
z = sec->floorplane.ZatPoint(pos);
|
||||
}
|
||||
else if (flags & GZF_NO3DFLOOR)
|
||||
{
|
||||
z = sec->LowestFloorAt(pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
z = sec->NextLowestFloorAt(pos.X, pos.Y, mobj->Z(), pflags, mobj->MaxStepHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
ret->SetFloat(z);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// __decorate_internal_state__
|
||||
|
@ -1143,9 +1240,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
|
|||
|
||||
enum
|
||||
{
|
||||
RTF_AFFECTSOURCE = 1,
|
||||
RTF_NOIMPACTDAMAGE = 2,
|
||||
RTF_NOTMISSILE = 4,
|
||||
RTF_AFFECTSOURCE = 1,
|
||||
RTF_NOIMPACTDAMAGE = 2,
|
||||
RTF_NOTMISSILE = 4,
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
|
||||
|
|
|
@ -43,6 +43,7 @@ ACTOR Actor native //: Thinker
|
|||
native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
|
||||
native float GetDistance(bool checkz, int ptr = AAPTR_DEFAULT);
|
||||
native float GetAngle(bool relative, int ptr = AAPTR_DEFAULT);
|
||||
native float GetZAt(float px = 0, float py = 0, float angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
|
||||
native int GetSpawnHealth();
|
||||
native int GetGibHealth();
|
||||
|
||||
|
|
|
@ -178,6 +178,7 @@ const int XF_NOTMISSILE = 4;
|
|||
const int RTF_AFFECTSOURCE = 1;
|
||||
const int RTF_NOIMPACTDAMAGE = 2;
|
||||
const int RTF_NOTMISSILE = 4;
|
||||
const int RTF_THRUSTZ = 16;
|
||||
|
||||
// Flags for A_Blast
|
||||
const int BF_USEAMMO = 1;
|
||||
|
@ -549,3 +550,14 @@ enum
|
|||
FMDF_INTERPOLATE = 1 << 1,
|
||||
FMDF_NOANGLE = 1 << 2,
|
||||
};
|
||||
|
||||
// Flags for GetZAt
|
||||
enum
|
||||
{
|
||||
GZF_ABSOLUTEPOS = 1, // Use the absolute position instead of an offsetted one.
|
||||
GZF_ABSOLUTEANG = 1 << 1, // Don't add the actor's angle to the parameter.
|
||||
GZF_CEILING = 1 << 2, // Check the ceiling instead of the floor.
|
||||
GZF_3DRESTRICT = 1 << 3, // Ignore midtextures and 3D floors above the pointer's z.
|
||||
GZF_NOPORTALS = 1 << 4, // Don't pass through any portals.
|
||||
GZF_NO3DFLOOR = 1 << 5, // Pass all 3D floors.
|
||||
};
|
||||
|
|
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Reference in a new issue