2006-02-24 04:48:15 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION: Door animation code (opening/closing)
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// [RH] Removed sliding door code and simplified for Hexen-ish specials
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//
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//-----------------------------------------------------------------------------
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "c_console.h"
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#include "gi.h"
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#include "a_keys.h"
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#include "i_system.h"
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#include "sc_man.h"
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2008-09-14 23:54:38 +00:00
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#include "cmdlib.h"
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2006-02-24 04:48:15 +00:00
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IMPLEMENT_CLASS (DDoor)
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DDoor::DDoor ()
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{
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}
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void DDoor::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Type
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<< m_TopDist
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<< m_BotSpot << m_BotDist << m_OldFloorDist
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<< m_Speed
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<< m_Direction
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<< m_TopWait
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<< m_TopCountdown
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<< m_LightTag;
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}
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//
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// VERTICAL DOORS
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//
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//
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// T_VerticalDoor
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//
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void DDoor::Tick ()
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{
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EResult res;
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if (m_Sector->floorplane.d != m_OldFloorDist)
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{
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if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
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2008-03-12 02:56:11 +00:00
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!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
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2006-02-24 04:48:15 +00:00
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{
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m_OldFloorDist = m_Sector->floorplane.d;
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m_BotDist = m_Sector->ceilingplane.PointToDist (m_BotSpot,
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m_Sector->floorplane.ZatPoint (m_BotSpot));
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}
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}
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switch (m_Direction)
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{
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case 0:
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// WAITING
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if (!--m_TopCountdown)
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{
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switch (m_Type)
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{
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case doorRaise:
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m_Direction = -1; // time to go back down
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DoorSound (false);
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break;
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case doorCloseWaitOpen:
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m_Direction = 1;
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DoorSound (true);
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break;
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default:
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break;
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}
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}
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break;
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case 2:
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// INITIAL WAIT
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if (!--m_TopCountdown)
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{
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switch (m_Type)
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{
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case doorRaiseIn5Mins:
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m_Direction = 1;
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m_Type = doorRaise;
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DoorSound (true);
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break;
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default:
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break;
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}
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}
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break;
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case -1:
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// DOWN
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2008-03-19 22:47:04 +00:00
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res = MoveCeiling (m_Speed, m_BotDist, -1, m_Direction, false);
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2006-02-24 04:48:15 +00:00
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// killough 10/98: implement gradual lighting effects
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if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
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{
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EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
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m_TopDist + m_Sector->floorplane.d));
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}
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if (res == pastdest)
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{
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2009-12-25 02:19:50 +00:00
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SN_StopSequence (m_Sector, CHAN_CEILING);
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2006-02-24 04:48:15 +00:00
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switch (m_Type)
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{
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case doorRaise:
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case doorClose:
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m_Sector->ceilingdata = NULL; //jff 2/22/98
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Destroy (); // unlink and free
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break;
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case doorCloseWaitOpen:
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m_Direction = 0;
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m_TopCountdown = m_TopWait;
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break;
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default:
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break;
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}
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}
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else if (res == crushed)
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{
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switch (m_Type)
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{
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case doorClose: // DO NOT GO BACK UP!
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break;
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default:
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m_Direction = 1;
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DoorSound (true);
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break;
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}
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}
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break;
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case 1:
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// UP
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2008-03-19 22:47:04 +00:00
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res = MoveCeiling (m_Speed, m_TopDist, -1, m_Direction, false);
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2006-02-24 04:48:15 +00:00
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// killough 10/98: implement gradual lighting effects
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if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
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{
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EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
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m_TopDist + m_Sector->floorplane.d));
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}
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if (res == pastdest)
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{
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2009-12-25 02:19:50 +00:00
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SN_StopSequence (m_Sector, CHAN_CEILING);
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2006-02-24 04:48:15 +00:00
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switch (m_Type)
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{
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case doorRaise:
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m_Direction = 0; // wait at top
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m_TopCountdown = m_TopWait;
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break;
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case doorCloseWaitOpen:
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case doorOpen:
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m_Sector->ceilingdata = NULL; //jff 2/22/98
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Destroy (); // unlink and free
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break;
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default:
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break;
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}
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}
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2008-03-18 18:18:18 +00:00
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else if (res == crushed)
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{
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switch (m_Type)
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{
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case doorRaise:
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case doorRaiseIn5Mins:
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m_Direction = -1;
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DoorSound(false);
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break;
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default:
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break;
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}
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}
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2006-02-24 04:48:15 +00:00
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break;
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}
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}
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// [RH] DoorSound: Plays door sound depending on direction and speed
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void DDoor::DoorSound (bool raise) const
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{
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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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int choice;
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// For multiple-selection sound sequences, the following choices are used:
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// 0 Opening
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// 1 Closing
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// 2 Opening fast
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// 3 Closing fast
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choice = !raise;
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if (m_Speed >= FRACUNIT*8)
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{
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choice += 2;
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}
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2006-02-24 04:48:15 +00:00
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if (m_Sector->seqType >= 0)
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{
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2008-06-15 02:25:09 +00:00
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SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_DOOR, choice);
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2006-02-24 04:48:15 +00:00
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}
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else
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{
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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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const char *snd;
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2006-02-24 04:48:15 +00:00
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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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switch (gameinfo.gametype)
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{
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default: /* Doom and Hexen */
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2006-04-20 00:25:30 +00:00
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snd = "DoorNormal";
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break;
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2006-02-24 04:48:15 +00:00
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case GAME_Heretic:
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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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snd = "HereticDoor";
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2006-02-24 04:48:15 +00:00
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break;
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case GAME_Strife:
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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
snd = "DoorSmallMetal";
|
|
|
|
|
|
|
|
// Search the front top textures of 2-sided lines on the door sector
|
|
|
|
// for a door sound to use.
|
|
|
|
for (int i = 0; i < m_Sector->linecount; ++i)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
const char *texname;
|
|
|
|
line_t *line = m_Sector->lines[i];
|
|
|
|
|
|
|
|
if (line->backsector == NULL)
|
|
|
|
continue;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2009-09-06 20:45:56 +00:00
|
|
|
FTexture *tex = TexMan[line->sidedef[0]->GetTexture(side_t::top)];
|
2008-03-21 17:35:49 +00:00
|
|
|
texname = tex? tex->Name : NULL;
|
|
|
|
if (texname != NULL && texname[0] == 'D' && texname[1] == 'O' && texname[2] == 'R')
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
switch (texname[3])
|
|
|
|
{
|
|
|
|
case 'S':
|
|
|
|
snd = "DoorStone";
|
|
|
|
break;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
case 'M':
|
|
|
|
if (texname[4] == 'L')
|
|
|
|
{
|
|
|
|
snd = "DoorLargeMetal";
|
|
|
|
}
|
|
|
|
break;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
case 'W':
|
|
|
|
if (texname[4] == 'L')
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
snd = "DoorLargeWood";
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
snd = "DoorSmallWood";
|
|
|
|
}
|
|
|
|
break;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
2008-06-15 02:25:09 +00:00
|
|
|
SN_StartSequence (m_Sector, CHAN_CEILING, snd, choice);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DDoor::DDoor (sector_t *sector)
|
|
|
|
: DMovingCeiling (sector)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Merged EV_VerticalDoor and EV_DoLockedDoor into EV_DoDoor
|
|
|
|
// and made them more general to support the new specials.
|
|
|
|
|
|
|
|
// [RH] SpawnDoor: Helper function for EV_DoDoor
|
|
|
|
DDoor::DDoor (sector_t *sec, EVlDoor type, fixed_t speed, int delay, int lightTag)
|
|
|
|
: DMovingCeiling (sec),
|
|
|
|
m_Type (type), m_Speed (speed), m_TopWait (delay), m_LightTag (lightTag)
|
|
|
|
{
|
|
|
|
vertex_t *spot;
|
|
|
|
fixed_t height;
|
|
|
|
|
2006-06-03 12:30:11 +00:00
|
|
|
if (i_compatflags & COMPATF_NODOORLIGHT)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
m_LightTag = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (type)
|
|
|
|
{
|
|
|
|
case doorClose:
|
|
|
|
m_Direction = -1;
|
|
|
|
height = sec->FindLowestCeilingSurrounding (&spot);
|
|
|
|
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
|
|
|
|
DoorSound (false);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case doorOpen:
|
|
|
|
case doorRaise:
|
|
|
|
m_Direction = 1;
|
|
|
|
height = sec->FindLowestCeilingSurrounding (&spot);
|
|
|
|
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
|
|
|
|
if (m_TopDist != sec->ceilingplane.d)
|
|
|
|
DoorSound (true);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case doorCloseWaitOpen:
|
|
|
|
m_TopDist = sec->ceilingplane.d;
|
|
|
|
m_Direction = -1;
|
|
|
|
DoorSound (false);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case doorRaiseIn5Mins:
|
|
|
|
m_Direction = 2;
|
|
|
|
height = sec->FindLowestCeilingSurrounding (&spot);
|
|
|
|
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
|
|
|
|
m_TopCountdown = 5 * 60 * TICRATE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
|
2008-03-12 02:56:11 +00:00
|
|
|
!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
height = sec->FindHighestFloorPoint (&m_BotSpot);
|
|
|
|
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
height = sec->FindLowestCeilingPoint(&m_BotSpot);
|
|
|
|
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
|
|
|
|
}
|
|
|
|
m_OldFloorDist = sec->floorplane.d;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
|
|
|
|
int tag, int speed, int delay, int lock, int lightTag)
|
|
|
|
{
|
|
|
|
bool rtn = false;
|
|
|
|
int secnum;
|
|
|
|
sector_t* sec;
|
|
|
|
|
|
|
|
if (lock != 0 && !P_CheckKeys (thing, lock, tag != 0))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (tag == 0)
|
|
|
|
{ // [RH] manual door
|
|
|
|
if (!line)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// if the wrong side of door is pushed, give oof sound
|
2009-09-06 20:45:56 +00:00
|
|
|
if (line->sidedef[1] == NULL) // killough
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
S_Sound (thing, CHAN_VOICE, "*usefail", 1, ATTN_NORM);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// get the sector on the second side of activating linedef
|
2009-09-06 20:45:56 +00:00
|
|
|
sec = line->sidedef[1]->sector;
|
2009-05-15 10:39:40 +00:00
|
|
|
secnum = int(sec-sectors);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
// if door already has a thinker, use it
|
2009-09-17 10:40:38 +00:00
|
|
|
if (sec->PlaneMoving(sector_t::ceiling))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (sec->ceilingdata->IsKindOf (RUNTIME_CLASS(DDoor)))
|
|
|
|
{
|
2008-03-12 02:56:11 +00:00
|
|
|
DDoor *door = barrier_cast<DDoor *>(sec->ceilingdata);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
// ONLY FOR "RAISE" DOORS, NOT "OPEN"s
|
|
|
|
if (door->m_Type == DDoor::doorRaise && type == DDoor::doorRaise)
|
|
|
|
{
|
|
|
|
if (door->m_Direction == -1)
|
|
|
|
{
|
|
|
|
door->m_Direction = 1; // go back up
|
|
|
|
door->DoorSound (true); // [RH] Make noise
|
|
|
|
}
|
2008-05-12 08:31:29 +00:00
|
|
|
else if (!(line->activation & (SPAC_Push|SPAC_MPush)))
|
2006-02-24 04:48:15 +00:00
|
|
|
// [RH] activate push doors don't go back down when you
|
|
|
|
// run into them (otherwise opening them would be
|
|
|
|
// a real pain).
|
|
|
|
{
|
|
|
|
if (!thing->player || thing->player->isbot)
|
|
|
|
return false; // JDC: bad guys never close doors
|
|
|
|
//Added by MC: Neither do bots.
|
|
|
|
|
|
|
|
door->m_Direction = -1; // start going down immediately
|
|
|
|
|
|
|
|
// [RH] If this sector doesn't have a specific sound
|
|
|
|
// attached to it, start the door close sequence.
|
|
|
|
// Otherwise, just let the current one continue.
|
2010-02-02 05:19:43 +00:00
|
|
|
// FIXME: This should be check if the sound sequence has separate up/down
|
|
|
|
// paths, not if it was manually set.
|
|
|
|
if (sec->seqType == -1 || SN_CheckSequence(sec, CHAN_CEILING) == NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
door->DoorSound (false);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (new DDoor (sec, type, speed, delay, lightTag))
|
|
|
|
rtn = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // [RH] Remote door
|
|
|
|
|
|
|
|
secnum = -1;
|
|
|
|
while ((secnum = P_FindSectorFromTag (tag,secnum)) >= 0)
|
|
|
|
{
|
|
|
|
sec = §ors[secnum];
|
|
|
|
// if the ceiling already moving, don't start the door action
|
2009-09-17 10:40:38 +00:00
|
|
|
if (sec->PlaneMoving(sector_t::ceiling))
|
2006-02-24 04:48:15 +00:00
|
|
|
continue;
|
|
|
|
|
|
|
|
if (new DDoor (sec, type, speed, delay, lightTag))
|
|
|
|
rtn = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
return rtn;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// Spawn a door that closes after 30 seconds
|
|
|
|
//
|
|
|
|
void P_SpawnDoorCloseIn30 (sector_t *sec)
|
|
|
|
{
|
|
|
|
fixed_t height;
|
|
|
|
DDoor *door = new DDoor (sec);
|
|
|
|
|
|
|
|
sec->special = 0;
|
|
|
|
|
|
|
|
door->m_Sector = sec;
|
|
|
|
door->m_Direction = 0;
|
|
|
|
door->m_Type = DDoor::doorRaise;
|
|
|
|
door->m_Speed = FRACUNIT*2;
|
|
|
|
door->m_TopCountdown = 30 * TICRATE;
|
|
|
|
height = sec->FindHighestFloorPoint (&door->m_BotSpot);
|
|
|
|
door->m_BotDist = sec->ceilingplane.PointToDist (door->m_BotSpot, height);
|
|
|
|
door->m_OldFloorDist = sec->floorplane.d;
|
|
|
|
door->m_TopDist = sec->ceilingplane.d;
|
|
|
|
door->m_LightTag = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Spawn a door that opens after 5 minutes
|
|
|
|
//
|
|
|
|
void P_SpawnDoorRaiseIn5Mins (sector_t *sec)
|
|
|
|
{
|
|
|
|
sec->special = 0;
|
|
|
|
new DDoor (sec, DDoor::doorRaiseIn5Mins, 2*FRACUNIT, TICRATE*30/7, 0);
|
|
|
|
}
|
|
|
|
|
2008-06-15 18:36:26 +00:00
|
|
|
// Strife's animated doors. Based on Doom's unused sliding doors, but significantly improved.
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-05-09 15:51:17 +00:00
|
|
|
class DeletingDoorArray : public TArray<FDoorAnimation>
|
2006-05-09 15:07:45 +00:00
|
|
|
{
|
2006-05-09 15:51:17 +00:00
|
|
|
public:
|
|
|
|
~DeletingDoorArray()
|
2006-05-09 15:07:45 +00:00
|
|
|
{
|
2006-05-09 15:51:17 +00:00
|
|
|
for(unsigned i=0;i<Size();i++)
|
|
|
|
{
|
|
|
|
FDoorAnimation *ani = &((*this)[i]);
|
|
|
|
if (ani->TextureFrames != NULL)
|
|
|
|
{
|
|
|
|
delete [] ani->TextureFrames;
|
|
|
|
ani->TextureFrames = NULL;
|
|
|
|
}
|
|
|
|
}
|
2006-05-09 15:07:45 +00:00
|
|
|
}
|
2006-05-09 15:51:17 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
DeletingDoorArray DoorAnimations;
|
2006-05-09 15:07:45 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// EV_SlidingDoor : slide a door horizontally
|
|
|
|
// (animate midtexture, then set noblocking line)
|
|
|
|
//
|
|
|
|
|
|
|
|
//
|
2006-05-09 15:51:17 +00:00
|
|
|
// Return index into "DoorAnimations" array for which door type to use
|
2006-02-24 04:48:15 +00:00
|
|
|
//
|
2008-06-15 18:36:26 +00:00
|
|
|
static int P_FindSlidingDoorType (FTextureID picnum)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
for (i = 0; i < DoorAnimations.Size(); ++i)
|
|
|
|
{
|
|
|
|
if (picnum == DoorAnimations[i].BaseTexture)
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DAnimatedDoor::StartClosing ()
|
|
|
|
{
|
|
|
|
FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
|
|
|
|
|
|
|
|
// CAN DOOR CLOSE?
|
|
|
|
if (m_Sector->touching_thinglist != NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
fixed_t topdist = m_Sector->ceilingplane.d;
|
2008-03-19 22:47:04 +00:00
|
|
|
if (MoveCeiling (2048*FRACUNIT, m_BotDist, 0, -1, false) == crushed)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
MoveCeiling (2048*FRACUNIT, topdist, 1);
|
|
|
|
|
|
|
|
m_Line1->flags |= ML_BLOCKING;
|
|
|
|
m_Line2->flags |= ML_BLOCKING;
|
2008-06-15 18:36:26 +00:00
|
|
|
if (ani.CloseSound != NAME_None)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-06-15 02:25:09 +00:00
|
|
|
SN_StartSequence (m_Sector, CHAN_CEILING, ani.CloseSound, 1);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
m_Status = Closing;
|
|
|
|
m_Timer = m_Speed;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DAnimatedDoor::Tick ()
|
|
|
|
{
|
|
|
|
FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
|
|
|
|
|
|
|
|
switch (m_Status)
|
|
|
|
{
|
|
|
|
case Dead:
|
|
|
|
m_Sector->ceilingdata = NULL;
|
|
|
|
Destroy ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Opening:
|
|
|
|
if (!m_Timer--)
|
|
|
|
{
|
|
|
|
if (++m_Frame >= ani.NumTextureFrames)
|
|
|
|
{
|
|
|
|
// IF DOOR IS DONE OPENING...
|
|
|
|
m_Line1->flags &= ~ML_BLOCKING;
|
|
|
|
m_Line2->flags &= ~ML_BLOCKING;
|
|
|
|
|
|
|
|
if (m_Delay == 0)
|
|
|
|
{
|
|
|
|
m_Sector->ceilingdata = NULL;
|
|
|
|
Destroy ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_Timer = m_Delay;
|
|
|
|
m_Status = Waiting;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
|
|
|
|
m_Timer = m_Speed;
|
|
|
|
|
2009-09-06 20:45:56 +00:00
|
|
|
m_Line1->sidedef[0]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
|
|
|
|
m_Line1->sidedef[1]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
|
|
|
|
m_Line2->sidedef[0]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
|
|
|
|
m_Line2->sidedef[1]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Waiting:
|
|
|
|
// IF DOOR IS DONE WAITING...
|
|
|
|
if (!m_Timer--)
|
|
|
|
{
|
|
|
|
if (!StartClosing())
|
|
|
|
{
|
|
|
|
m_Timer = m_Delay;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Closing:
|
|
|
|
if (!m_Timer--)
|
|
|
|
{
|
|
|
|
if (--m_Frame < 0)
|
|
|
|
{
|
|
|
|
// IF DOOR IS DONE CLOSING...
|
|
|
|
MoveCeiling (2048*FRACUNIT, m_BotDist, -1);
|
|
|
|
m_Sector->ceilingdata = NULL;
|
|
|
|
Destroy ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
|
|
|
|
m_Timer = m_Speed;
|
|
|
|
|
2009-09-06 20:45:56 +00:00
|
|
|
m_Line1->sidedef[0]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
|
|
|
|
m_Line1->sidedef[1]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
|
|
|
|
m_Line2->sidedef[0]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
|
|
|
|
m_Line2->sidedef[1]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
IMPLEMENT_CLASS (DAnimatedDoor)
|
|
|
|
|
|
|
|
DAnimatedDoor::DAnimatedDoor ()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
DAnimatedDoor::DAnimatedDoor (sector_t *sec)
|
|
|
|
: DMovingCeiling (sec)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void DAnimatedDoor::Serialize (FArchive &arc)
|
|
|
|
{
|
|
|
|
Super::Serialize (arc);
|
2008-06-15 18:36:26 +00:00
|
|
|
|
|
|
|
FTextureID basetex = DoorAnimations[m_WhichDoorIndex].BaseTexture;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
arc << m_Line1 << m_Line2
|
|
|
|
<< m_Frame
|
|
|
|
<< m_Timer
|
|
|
|
<< m_BotDist
|
|
|
|
<< m_Status
|
|
|
|
<< m_Speed
|
2008-06-15 18:36:26 +00:00
|
|
|
<< m_Delay
|
|
|
|
<< basetex;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2008-06-15 18:36:26 +00:00
|
|
|
if (arc.IsLoading())
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-06-15 18:36:26 +00:00
|
|
|
m_WhichDoorIndex = P_FindSlidingDoorType (basetex);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (m_WhichDoorIndex == -1)
|
|
|
|
{ // Oh no! The door animation doesn't exist anymore!
|
|
|
|
m_WhichDoorIndex = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DAnimatedDoor::DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay)
|
|
|
|
: DMovingCeiling (sec)
|
|
|
|
{
|
|
|
|
fixed_t topdist;
|
2008-06-15 18:36:26 +00:00
|
|
|
FTextureID picnum;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
// The DMovingCeiling constructor automatically sets up an interpolation for us.
|
|
|
|
// Stop it, since the ceiling is moving instantly here.
|
2008-06-04 17:53:15 +00:00
|
|
|
StopInterpolation();
|
2009-09-06 20:45:56 +00:00
|
|
|
m_WhichDoorIndex = P_FindSlidingDoorType (line->sidedef[0]->GetTexture(side_t::top));
|
2006-02-24 04:48:15 +00:00
|
|
|
if (m_WhichDoorIndex < 0)
|
|
|
|
{
|
|
|
|
Printf ("EV_SlidingDoor: Textures are not defined for sliding door!");
|
|
|
|
m_Status = Dead;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_Line1 = line;
|
|
|
|
m_Line2 = line;
|
|
|
|
|
|
|
|
for (int i = 0; i < sec->linecount; ++i)
|
|
|
|
{
|
|
|
|
if (sec->lines[i] == line)
|
|
|
|
continue;
|
|
|
|
|
2009-09-06 20:45:56 +00:00
|
|
|
if (sec->lines[i]->sidedef[0]->GetTexture(side_t::top) == line->sidedef[0]->GetTexture(side_t::top))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
m_Line2 = sec->lines[i];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-09-06 20:45:56 +00:00
|
|
|
|
|
|
|
picnum = m_Line1->sidedef[0]->GetTexture(side_t::top);
|
|
|
|
m_Line1->sidedef[0]->SetTexture(side_t::mid, picnum);
|
|
|
|
m_Line2->sidedef[0]->SetTexture(side_t::mid, picnum);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
// don't forget texture scaling here!
|
|
|
|
FTexture *tex = TexMan[picnum];
|
2007-04-29 12:07:27 +00:00
|
|
|
topdist = tex ? tex->GetScaledHeight() : 64;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
topdist = m_Sector->ceilingplane.d - topdist * m_Sector->ceilingplane.c;
|
|
|
|
|
|
|
|
m_Status = Opening;
|
|
|
|
m_Speed = speed;
|
|
|
|
m_Delay = delay;
|
|
|
|
m_Timer = m_Speed;
|
|
|
|
m_Frame = 0;
|
|
|
|
m_Line1->flags |= ML_BLOCKING;
|
|
|
|
m_Line2->flags |= ML_BLOCKING;
|
|
|
|
m_BotDist = m_Sector->ceilingplane.d;
|
|
|
|
MoveCeiling (2048*FRACUNIT, topdist, 1);
|
2008-06-15 18:36:26 +00:00
|
|
|
if (DoorAnimations[m_WhichDoorIndex].OpenSound != NAME_None)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
have been started until they are explicitly stopped. If they are evicted
from their channels, the sound code will restart them as soon as possible.
This means that instead of this:
if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
{
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
}
The following is now just as effective:
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
There are also a couple of other ramifications presented by this change:
* The full state of the sound system (sans music) is now stored in save
games. Any sounds that were playing when you saved will still be
playing when you load. (Try saving while Korax is making a speech in
Hexen to hear it.)
* Using snd_reset will also preserve any playing sounds.
* Movie playback is disabled, probably forever. I did not want to
update the MovieDisable/ResumeSound stuff for the new eviction
tracking code. A properly updated movie player will use the VMR,
which doesn't need these functions, since it would pipe the sound
straight through the sound system like everything else, so I decided
to dump them now, which leaves the movie player in a totally unworkable
state.
June 26, 2008
- Changed S_Sound() to take the same floating point attenuation that the
internal S_StartSound() uses. Now ambient sounds can use the public
S_Sound() interface.
- Fixed: S_RelinkSound() compared the points of the channels against the
from actor's point, rather than checking the channels' mover.
- Changed Strife's animated doors so that their sounds originate from the
interior of the sector making them and not from the entire vertical height
of the map.
SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
|
|
|
SN_StartSequence (m_Sector, CHAN_INTERIOR, DoorAnimations[m_WhichDoorIndex].OpenSound, 1);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// EV_SlidingDoor
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
bool EV_SlidingDoor (line_t *line, AActor *actor, int tag, int speed, int delay)
|
|
|
|
{
|
|
|
|
sector_t *sec;
|
|
|
|
int secnum;
|
|
|
|
bool rtn;
|
|
|
|
|
|
|
|
secnum = -1;
|
|
|
|
rtn = false;
|
|
|
|
|
|
|
|
if (tag == 0)
|
|
|
|
{
|
|
|
|
// Manual sliding door
|
|
|
|
sec = line->backsector;
|
|
|
|
|
|
|
|
// Make sure door isn't already being animated
|
|
|
|
if (sec->ceilingdata != NULL)
|
|
|
|
{
|
|
|
|
if (actor->player == NULL)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (sec->ceilingdata->IsA (RUNTIME_CLASS(DAnimatedDoor)))
|
|
|
|
{
|
2008-03-12 02:56:11 +00:00
|
|
|
DAnimatedDoor *door = barrier_cast<DAnimatedDoor *>(sec->ceilingdata);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (door->m_Status == DAnimatedDoor::Waiting)
|
|
|
|
{
|
|
|
|
return door->StartClosing();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
2009-09-06 20:45:56 +00:00
|
|
|
if (P_FindSlidingDoorType (line->sidedef[0]->GetTexture(side_t::top)) >= 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
new DAnimatedDoor (sec, line, speed, delay);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
2006-06-03 12:30:11 +00:00
|
|
|
{
|
2006-02-24 04:48:15 +00:00
|
|
|
sec = §ors[secnum];
|
|
|
|
if (sec->ceilingdata != NULL)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; tag != 0 && i < sec->linecount; ++i)
|
|
|
|
{
|
|
|
|
line = sec->lines[i];
|
|
|
|
if (line->backsector == NULL)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
2009-09-06 20:45:56 +00:00
|
|
|
if (P_FindSlidingDoorType (line->sidedef[0]->GetTexture(side_t::top)) >= 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
rtn = true;
|
|
|
|
new DAnimatedDoor (sec, line, speed, delay);
|
2008-12-06 10:22:37 +00:00
|
|
|
break;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return rtn;
|
|
|
|
}
|
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
void P_ParseAnimatedDoor(FScanner &sc)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
|
|
|
FDoorAnimation anim;
|
2008-06-15 18:36:26 +00:00
|
|
|
TArray<FTextureID> frames;
|
2006-02-24 04:48:15 +00:00
|
|
|
bool error = false;
|
2008-06-15 18:36:26 +00:00
|
|
|
FTextureID v;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetString();
|
|
|
|
anim.BaseTexture = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2008-06-15 18:36:26 +00:00
|
|
|
if (!anim.BaseTexture.Exists())
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
error = true;
|
|
|
|
}
|
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
while (sc.GetString ())
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
if (sc.Compare ("opensound"))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetString ();
|
2008-06-15 18:36:26 +00:00
|
|
|
anim.OpenSound = sc.String;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
else if (sc.Compare ("closesound"))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetString ();
|
2008-06-15 18:36:26 +00:00
|
|
|
anim.CloseSound = sc.String;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
else if (sc.Compare ("pic"))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.MustGetString ();
|
|
|
|
if (IsNum (sc.String))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-06-15 18:36:26 +00:00
|
|
|
v = anim.BaseTexture + (atoi(sc.String) - 1);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
v = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
|
2008-06-15 18:36:26 +00:00
|
|
|
if (!v.Exists() && anim.BaseTexture.Exists() && !error)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.ScriptError ("Unknown texture %s", sc.String);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
frames.Push (v);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
sc.UnGet ();
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!error)
|
|
|
|
{
|
2008-06-15 18:36:26 +00:00
|
|
|
anim.TextureFrames = new FTextureID[frames.Size()];
|
|
|
|
memcpy (anim.TextureFrames, &frames[0], sizeof(FTextureID) * frames.Size());
|
2006-05-09 21:21:57 +00:00
|
|
|
anim.NumTextureFrames = frames.Size();
|
2006-02-24 04:48:15 +00:00
|
|
|
DoorAnimations.Push (anim);
|
|
|
|
}
|
|
|
|
}
|