Merge remote-tracking branch 'gzdoom/master' into qzdoom

# Conflicts:
#	src/r_plane.cpp
#	src/win32/zdoom.rc
This commit is contained in:
Magnus Norddahl 2017-01-13 13:21:10 +01:00
commit 1d941c9839
98 changed files with 768 additions and 927 deletions

View file

@ -1208,9 +1208,7 @@ set (PCH_SOURCES
g_inventory/a_weapons.cpp
g_strife/strife_sbar.cpp
g_shared/a_action.cpp
g_shared/a_bridge.cpp
g_shared/a_decals.cpp
g_shared/a_fastprojectile.cpp
g_shared/a_flashfader.cpp
g_shared/a_fountain.cpp
g_shared/a_lightning.cpp

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@ -44,7 +44,6 @@
#include "portal.h"
struct subsector_t;
class PClassAmmo;
struct FBlockNode;
struct FPortalGroupArray;
@ -596,7 +595,7 @@ public:
AActor &operator= (const AActor &other);
~AActor ();
virtual void Destroy() override;
virtual void OnDestroy() override;
virtual void Serialize(FSerializer &arc) override;
virtual void PostSerialize() override;
virtual void PostBeginPlay() override; // Called immediately before the actor's first tick
@ -733,7 +732,7 @@ public:
AInventory *FirstInv ();
// Tries to give the actor some ammo.
bool GiveAmmo (PClassAmmo *type, int amount);
bool GiveAmmo (PClassInventory *type, int amount);
// Destroys all the inventory the actor is holding.
void DestroyAllInventory ();

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@ -110,8 +110,8 @@ public:
bool IsDangerous (sector_t *sec);
TArray<FString> getspawned; //Array of bots (their names) which should be spawned when starting a game.
BYTE freeze:1; //Game in freeze mode.
BYTE changefreeze:1; //Game wants to change freeze mode.
BYTE freeze; //Game in freeze mode.
BYTE changefreeze; //Game wants to change freeze mode.
int botnum;
botinfo_t *botinfo;
int spawn_tries;

View file

@ -147,7 +147,7 @@ struct StyleName
static TArray<StyleName> StyleNames;
static TArray<PClassAmmo *> AmmoNames;
static TArray<PClassActor *> AmmoNames;
static TArray<PClassActor *> WeaponNames;
// DeHackEd trickery to support MBF-style parameters
@ -1535,7 +1535,7 @@ static int PatchSprite (int sprNum)
static int PatchAmmo (int ammoNum)
{
PClassAmmo *ammoType = NULL;
PClassActor *ammoType = NULL;
AAmmo *defaultAmmo = NULL;
int result;
int oldclip;
@ -1670,7 +1670,7 @@ static int PatchWeapon (int weapNum)
{
val = 5;
}
info->AmmoType1 = AmmoNames[val];
info->AmmoType1 = (PClassInventory*)AmmoNames[val];
if (info->AmmoType1 != NULL)
{
info->AmmoGive1 = ((AAmmo*)GetDefaultByType (info->AmmoType1))->Amount * 2;
@ -2929,8 +2929,8 @@ static bool LoadDehSupp ()
}
else
{
PClassAmmo *cls = dyn_cast<PClassAmmo>(PClass::FindClass(sc.String));
if (cls == NULL)
auto cls = PClass::FindActor(sc.String);
if (cls == NULL || !cls->IsDescendantOf(RUNTIME_CLASS(AAmmo)))
{
sc.ScriptError("Unknown ammo type '%s'", sc.String);
}
@ -3199,14 +3199,14 @@ void ADehackedPickup::DoPickupSpecial (AActor *toucher)
RealPickup = nullptr;
}
void ADehackedPickup::Destroy ()
void ADehackedPickup::OnDestroy ()
{
if (RealPickup != nullptr)
{
RealPickup->Destroy ();
RealPickup = nullptr;
}
Super::Destroy ();
Super::OnDestroy();
}
PClassActor *ADehackedPickup::DetermineType ()

View file

@ -41,7 +41,7 @@ class ADehackedPickup : public AInventory
DECLARE_CLASS (ADehackedPickup, AInventory)
HAS_OBJECT_POINTERS
public:
void Destroy() override;
void OnDestroy() override;
FString PickupMessage ();
bool ShouldRespawn ();
bool ShouldStay ();

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@ -2715,7 +2715,6 @@ void D_DoomMain (void)
*(afunc->VMPointer) = NULL;
}
ReleaseGlobalSymbols();
PClass::StaticShutdown();
GC::FullGC(); // perform one final garbage collection after shutdown
@ -2727,6 +2726,7 @@ void D_DoomMain (void)
restart++;
PClass::bShutdown = false;
PClass::bShuttingDown = false;
}
while (1);
}

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@ -120,9 +120,9 @@ public:
void TweakSpeeds (double &forwardmove, double &sidemove);
void MorphPlayerThink ();
void ActivateMorphWeapon ();
AWeapon *PickNewWeapon (PClassAmmo *ammotype);
AWeapon *BestWeapon (PClassAmmo *ammotype);
void CheckWeaponSwitch(PClassAmmo *ammotype);
AWeapon *PickNewWeapon (PClassInventory *ammotype);
AWeapon *BestWeapon (PClassInventory *ammotype);
void CheckWeaponSwitch(PClassInventory *ammotype);
void GiveDeathmatchInventory ();
void FilterCoopRespawnInventory (APlayerPawn *oldplayer);

View file

@ -351,8 +351,18 @@ DObject::~DObject ()
//
//==========================================================================
void DObject::Destroy ()
void DObject:: Destroy ()
{
// We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted.
if (!PClass::bShuttingDown)
{
IFVIRTUAL(DObject, OnDestroy)
{
VMValue params[1] = { (DObject*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0);
}
}
OnDestroy();
ObjectFlags = (ObjectFlags & ~OF_Fixed) | OF_EuthanizeMe;
}
@ -555,4 +565,4 @@ DEFINE_ACTION_FUNCTION(DObject, GetClassName)
{
PARAM_SELF_PROLOGUE(DObject);
ACTION_RETURN_INT(self->GetClass()->TypeName);
}
}

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@ -94,15 +94,12 @@ enum
CLASSREG_PClass,
CLASSREG_PClassActor,
CLASSREG_PClassInventory,
CLASSREG_PClassAmmo,
CLASSREG_PClassHealth,
CLASSREG_PClassPuzzleItem,
CLASSREG_PClassWeapon,
CLASSREG_PClassPlayerPawn,
CLASSREG_PClassType,
CLASSREG_PClassClass,
CLASSREG_PClassWeaponPiece,
CLASSREG_PClassPowerupGiver
};
struct ClassReg
@ -476,7 +473,8 @@ public:
// that don't call their base class.
void CheckIfSerialized () const;
virtual void Destroy();
virtual void OnDestroy() {}
void Destroy();
// If you need to replace one object with another and want to
// change any pointers from the old object to the new object,

View file

@ -72,6 +72,7 @@ FTypeTable TypeTable;
PSymbolTable GlobalSymbols;
TArray<PClass *> PClass::AllClasses;
bool PClass::bShutdown;
bool PClass::bShuttingDown;
PErrorType *TypeError;
PErrorType *TypeAuto;
@ -534,16 +535,9 @@ const char *PType::DescriptiveName() const
//
//==========================================================================
void ReleaseGlobalSymbols()
{
TypeTable.Clear();
GlobalSymbols.ReleaseSymbols();
}
void PType::StaticInit()
{
// Add types to the global symbol table.
atterm(ReleaseGlobalSymbols);
// Set up TypeTable hash keys.
RUNTIME_CLASS(PErrorType)->TypeTableType = RUNTIME_CLASS(PErrorType);
@ -2962,7 +2956,18 @@ void PClass::StaticShutdown ()
TArray<size_t *> uniqueFPs(64);
unsigned int i, j;
FS_Close(); // this must be done before the classes get deleted.
// Make a full garbage collection here so that all destroyed but uncollected higher level objects that still exist can be properly taken down.
GC::FullGC();
// From this point onward no scripts may be called anymore because the data needed by the VM is getting deleted now.
// This flags DObject::Destroy not to call any scripted OnDestroy methods anymore.
bShuttingDown = true;
// Unless something went wrong, anything left here should be class and type objects only, which do not own any scripts.
TypeTable.Clear();
GlobalSymbols.ReleaseSymbols();
for (i = 0; i < PClass::AllClasses.Size(); ++i)
{
PClass *type = PClass::AllClasses[i];
@ -2989,7 +2994,6 @@ void PClass::StaticShutdown ()
{
delete[] uniqueFPs[i];
}
TypeTable.Clear();
bShutdown = true;
AllClasses.Clear();
@ -3002,7 +3006,7 @@ void PClass::StaticShutdown ()
auto cr = ((ClassReg *)*probe);
cr->MyClass = nullptr;
}
}
//==========================================================================
@ -3090,7 +3094,6 @@ PClass *ClassReg::RegisterClass()
&PClass::RegistrationInfo,
&PClassActor::RegistrationInfo,
&PClassInventory::RegistrationInfo,
&PClassAmmo::RegistrationInfo,
&PClassHealth::RegistrationInfo,
&PClassPuzzleItem::RegistrationInfo,
&PClassWeapon::RegistrationInfo,

View file

@ -883,6 +883,7 @@ public:
static TArray<PClass *> AllClasses;
static bool bShutdown;
static bool bShuttingDown;
};
class PClassType : public PClass
@ -1015,8 +1016,6 @@ public:
PSymbolConstString() {}
};
void ReleaseGlobalSymbols();
// Enumerations for serializing types in an archive -------------------------
enum ETypeVal : BYTE

View file

@ -39,7 +39,7 @@ DSectorEffect::DSectorEffect ()
m_Sector = NULL;
}
void DSectorEffect::Destroy()
void DSectorEffect::OnDestroy()
{
if (m_Sector)
{
@ -56,7 +56,7 @@ void DSectorEffect::Destroy()
m_Sector->lightingdata = NULL;
}
}
Super::Destroy();
Super::OnDestroy();
}
DSectorEffect::DSectorEffect (sector_t *sector)
@ -87,10 +87,10 @@ DMover::DMover (sector_t *sector)
interpolation = NULL;
}
void DMover::Destroy()
void DMover::OnDestroy()
{
StopInterpolation();
Super::Destroy();
Super::OnDestroy();
}
void DMover::Serialize(FSerializer &arc)

View file

@ -12,7 +12,7 @@ public:
void Serialize(FSerializer &arc);
void Destroy() override;
void OnDestroy() override;
sector_t *GetSector() const { return m_Sector; }
@ -35,7 +35,7 @@ protected:
DMover ();
void Serialize(FSerializer &arc);
void Destroy() override;
void OnDestroy() override;
};
class DMovingFloor : public DMover

View file

@ -253,7 +253,7 @@ DThinker::~DThinker ()
assert(NextThinker == NULL && PrevThinker == NULL);
}
void DThinker::Destroy ()
void DThinker::OnDestroy ()
{
assert((NextThinker != NULL && PrevThinker != NULL) ||
(NextThinker == NULL && PrevThinker == NULL));
@ -261,7 +261,7 @@ void DThinker::Destroy ()
{
Remove();
}
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================

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@ -66,7 +66,7 @@ class DThinker : public DObject
DECLARE_CLASS (DThinker, DObject)
public:
DThinker (int statnum = STAT_DEFAULT) throw();
void Destroy () override;
void OnDestroy () override;
virtual ~DThinker ();
virtual void Tick ();
void CallTick();

View file

@ -341,7 +341,7 @@ inline int T_FindFirstSectorFromTag(int tagnum)
// Doom index is only supported for the 4 original ammo types
//
//==========================================================================
static PClassAmmo * T_GetAmmo(const svalue_t &t)
static PClassInventory * T_GetAmmo(const svalue_t &t)
{
const char * p;
@ -362,7 +362,7 @@ static PClassAmmo * T_GetAmmo(const svalue_t &t)
}
p=DefAmmo[ammonum];
}
PClassAmmo * am=dyn_cast<PClassAmmo>(PClass::FindActor(p));
PClassInventory * am=dyn_cast<PClassInventory>(PClass::FindActor(p));
if (am == NULL)
{
script_error("unknown ammo type : %s", p);
@ -1786,7 +1786,7 @@ public:
DLightLevel(sector_t * s,int destlevel,int speed);
void Serialize(FSerializer &arc);
void Tick ();
void Destroy() { Super::Destroy(); m_Sector->lightingdata=NULL; }
void OnDestroy() { Super::OnDestroy(); m_Sector->lightingdata = nullptr; }
};
IMPLEMENT_CLASS(DLightLevel, false, false)
@ -2572,7 +2572,7 @@ void FParser::SF_PlayerKeys(void)
void FParser::SF_PlayerAmmo(void)
{
int playernum, amount;
PClassAmmo * ammotype;
PClassInventory * ammotype;
if (CheckArgs(2))
{
@ -2608,7 +2608,7 @@ void FParser::SF_PlayerAmmo(void)
void FParser::SF_MaxPlayerAmmo()
{
int playernum, amount;
PClassAmmo * ammotype;
PClassInventory * ammotype;
if (CheckArgs(2))
{

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@ -184,7 +184,7 @@ DFsScript::~DFsScript()
//
//==========================================================================
void DFsScript::Destroy()
void DFsScript::OnDestroy()
{
ClearVariables(true);
ClearSections();
@ -194,7 +194,7 @@ void DFsScript::Destroy()
data = NULL;
parent = NULL;
trigger = NULL;
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================
@ -334,7 +334,7 @@ DRunningScript::DRunningScript(AActor *trigger, DFsScript *owner, int index)
//
//==========================================================================
void DRunningScript::Destroy()
void DRunningScript::OnDestroy()
{
int i;
DFsVariable *current, *next;
@ -352,7 +352,7 @@ void DRunningScript::Destroy()
}
variables[i] = NULL;
}
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================
@ -421,7 +421,7 @@ DFraggleThinker::DFraggleThinker()
//
//==========================================================================
void DFraggleThinker::Destroy()
void DFraggleThinker::OnDestroy()
{
DRunningScript *p = RunningScripts;
while (p)
@ -438,7 +438,7 @@ void DFraggleThinker::Destroy()
SpawnedThings.Clear();
ActiveThinker = NULL;
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================

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@ -347,7 +347,7 @@ public:
DFsScript();
~DFsScript();
void Destroy() override;
void OnDestroy() override;
void Serialize(FSerializer &ar);
DFsVariable *NewVariable(const char *name, int vtype);
@ -662,7 +662,7 @@ class DRunningScript : public DObject
public:
DRunningScript(AActor *trigger=NULL, DFsScript *owner = NULL, int index = 0) ;
void Destroy() override;
void OnDestroy() override;
void Serialize(FSerializer &arc);
TObjPtr<DFsScript> script;
@ -697,7 +697,7 @@ public:
bool nocheckposition;
DFraggleThinker();
void Destroy() override;
void OnDestroy() override;
void Serialize(FSerializer & arc);

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@ -2128,8 +2128,6 @@ CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 0)
self = 0;
if (self > 20)
self = 20;
}
extern void P_CalcHeight (player_t *);

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@ -37,22 +37,6 @@
#include "d_player.h"
#include "serializer.h"
IMPLEMENT_CLASS(PClassAmmo, false, false)
PClassAmmo::PClassAmmo()
{
DropAmount = 0;
}
void PClassAmmo::DeriveData(PClass *newclass)
{
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassAmmo)));
Super::DeriveData(newclass);
PClassAmmo *newc = static_cast<PClassAmmo *>(newclass);
newc->DropAmount = DropAmount;
}
IMPLEMENT_CLASS(AAmmo, false, false)
DEFINE_FIELD(AAmmo, BackpackAmount)

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@ -1,21 +1,9 @@
#pragma once
#include "a_pickups.h"
// Ammo: Something a weapon needs to operate
class PClassAmmo : public PClassInventory
{
DECLARE_CLASS(PClassAmmo, PClassInventory)
protected:
virtual void DeriveData(PClass *newclass);
public:
PClassAmmo();
int DropAmount; // Specifies the amount for a dropped ammo item.
};
class AAmmo : public AInventory
{
DECLARE_CLASS_WITH_META(AAmmo, AInventory, PClassAmmo)
DECLARE_CLASS (AAmmo, AInventory)
public:
virtual void Serialize(FSerializer &arc) override;
@ -24,7 +12,7 @@ public:
virtual AInventory *CreateTossable () override;
PClassActor *GetParentAmmo () const;
int BackpackAmount, BackpackMaxAmount;
int BackpackAmount, BackpackMaxAmount, DropAmount;
};

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@ -292,10 +292,10 @@ void APowerup::CallEndEffect()
//
//===========================================================================
void APowerup::Destroy ()
void APowerup::OnDestroy ()
{
CallEndEffect ();
Super::Destroy ();
Super::OnDestroy();
}
//===========================================================================

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@ -12,7 +12,7 @@ class APowerup : public AInventory
DECLARE_CLASS (APowerup, AInventory)
public:
virtual void Tick () override;
virtual void Destroy () override;
virtual void OnDestroy() override;
virtual bool HandlePickup (AInventory *item) override;
virtual AInventory *CreateCopy (AActor *other) override;
virtual AInventory *CreateTossable () override;

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@ -1137,14 +1137,14 @@ bool AInventory::CallShouldStay()
//
//===========================================================================
void AInventory::Destroy ()
void AInventory::OnDestroy ()
{
if (Owner != NULL)
{
Owner->RemoveInventory (this);
}
Inventory = NULL;
Super::Destroy ();
Super::OnDestroy();
// Although contrived it can theoretically happen that these variables still got a pointer to this item
if (SendItemUse == this) SendItemUse = NULL;

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@ -76,7 +76,7 @@ public:
virtual void Serialize(FSerializer &arc) override;
virtual void MarkPrecacheSounds() const override;
virtual void BeginPlay () override;
virtual void Destroy () override;
virtual void OnDestroy() override;
virtual void Tick() override;
virtual bool Grind(bool items) override;
@ -182,7 +182,7 @@ private:
class AStateProvider : public AInventory
{
DECLARE_CLASS(AStateProvider, AInventory)
DECLARE_CLASS (AStateProvider, AInventory)
};
// CustomInventory: Supports the Use, Pickup, and Drop states from 96x

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@ -4,7 +4,7 @@
class AWeaponPiece : public AInventory
{
DECLARE_CLASS(AWeaponPiece, AInventory)
DECLARE_CLASS (AWeaponPiece, AInventory)
HAS_OBJECT_POINTERS
protected:
bool PrivateShouldStay ();
@ -26,7 +26,7 @@ public:
// [BL] Needs to be available for SBarInfo to check weaponpieces
class AWeaponHolder : public AInventory
{
DECLARE_CLASS(AWeaponHolder, AInventory)
DECLARE_CLASS (AWeaponHolder, AInventory)
public:
int PieceMask;

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@ -329,7 +329,7 @@ bool AWeapon::Use (bool pickup)
//
//===========================================================================
void AWeapon::Destroy()
void AWeapon::OnDestroy()
{
AWeapon *sister = SisterWeapon;
@ -342,7 +342,7 @@ void AWeapon::Destroy()
sister->Destroy();
}
}
Super::Destroy();
Super::OnDestroy();
}
//===========================================================================

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@ -107,7 +107,7 @@ class AWeapon : public AStateProvider
HAS_OBJECT_POINTERS
public:
DWORD WeaponFlags;
PClassAmmo *AmmoType1, *AmmoType2; // Types of ammo used by this weapon
PClassInventory *AmmoType1, *AmmoType2; // Types of ammo used by this weapon
int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
@ -145,7 +145,7 @@ public:
virtual bool TryPickup (AActor *&toucher) override;
virtual bool TryPickupRestricted (AActor *&toucher) override;
virtual bool Use (bool pickup) override;
virtual void Destroy() override;
virtual void OnDestroy() override;
bool PickupForAmmo(AWeapon *ownedWeapon);
void PostMorphWeapon();
@ -221,7 +221,7 @@ enum
class AWeaponGiver : public AWeapon
{
DECLARE_CLASS(AWeaponGiver, AWeapon)
DECLARE_CLASS (AWeaponGiver, AWeapon)
public:
virtual bool TryPickup(AActor *&toucher) override;

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@ -148,7 +148,7 @@ enum ELevelFlags : unsigned int
LEVEL_MONSTERSTELEFRAG = 0x00000400,
LEVEL_ACTOWNSPECIAL = 0x00000800,
LEVEL_SNDSEQTOTALCTRL = 0x00001000,
LEVEL_FORCENOSKYSTRETCH = 0x00002000,
LEVEL_FORCETILEDSKY = 0x00002000,
LEVEL_CROUCH_NO = 0x00004000,
LEVEL_JUMP_NO = 0x00008000,

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@ -1228,8 +1228,8 @@ MapFlagHandlers[] =
{ "smoothlighting", MITYPE_SETFLAG2, LEVEL2_SMOOTHLIGHTING, 0 },
{ "noautosequences", MITYPE_SETFLAG, LEVEL_SNDSEQTOTALCTRL, 0 },
{ "autosequences", MITYPE_CLRFLAG, LEVEL_SNDSEQTOTALCTRL, 0 },
{ "forcenoskystretch", MITYPE_SETFLAG, LEVEL_FORCENOSKYSTRETCH, 0 },
{ "skystretch", MITYPE_CLRFLAG, LEVEL_FORCENOSKYSTRETCH, 0 },
{ "forcenoskystretch", MITYPE_SETFLAG, LEVEL_FORCETILEDSKY, 0 },
{ "skystretch", MITYPE_CLRFLAG, LEVEL_FORCETILEDSKY, 0 },
{ "allowfreelook", MITYPE_SCFLAGS, LEVEL_FREELOOK_YES, ~LEVEL_FREELOOK_NO },
{ "nofreelook", MITYPE_SCFLAGS, LEVEL_FREELOOK_NO, ~LEVEL_FREELOOK_YES },
{ "allowjump", MITYPE_CLRFLAG, LEVEL_JUMP_NO, 0 },

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@ -219,7 +219,7 @@ class DCorpsePointer : public DThinker
HAS_OBJECT_POINTERS
public:
DCorpsePointer (AActor *ptr);
void Destroy() override;
void OnDestroy() override;
void Serialize(FSerializer &arc);
TObjPtr<AActor> Corpse;
DWORD Count; // Only the first corpse pointer's count is valid.
@ -271,7 +271,7 @@ DCorpsePointer::DCorpsePointer (AActor *ptr)
++first->Count;
}
void DCorpsePointer::Destroy ()
void DCorpsePointer::OnDestroy ()
{
// Store the count of corpses in the first thinker in the list
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
@ -293,7 +293,7 @@ void DCorpsePointer::Destroy ()
{
Corpse->Destroy ();
}
Super::Destroy ();
Super::OnDestroy();
}
void DCorpsePointer::Serialize(FSerializer &arc)

View file

@ -1,172 +0,0 @@
#include "actor.h"
#include "info.h"
#include "gi.h"
#include "m_random.h"
static FRandom pr_orbit ("Orbit");
// Custom bridge --------------------------------------------------------
/*
args[0]: Bridge radius, in mapunits
args[1]: Bridge height, in mapunits
args[2]: Amount of bridge balls (if 0: Doom bridge)
args[3]: Rotation speed of bridge balls, in byte angle per seconds, sorta:
Since an arg is only a byte, it can only go from 0 to 255, while ZDoom's
BAM go from 0 to 65535. Plus, it needs to be able to go either way. So,
up to 128, it goes counterclockwise; 129-255 is clockwise, substracting
256 from it to get the angle. A few example values:
0: Hexen default
11: 15° / seconds
21: 30° / seconds
32: 45° / seconds
64: 90° / seconds
128: 180° / seconds
192: -90° / seconds
223: -45° / seconds
233: -30° / seconds
244: -15° / seconds
This value only matters if args[2] is not zero.
args[4]: Rotation radius of bridge balls, in bridge radius %.
If 0, use Hexen default: ORBIT_RADIUS, regardless of bridge radius.
This value only matters if args[2] is not zero.
*/
class ACustomBridge : public AActor
{
DECLARE_CLASS (ACustomBridge, AActor)
public:
void BeginPlay ();
void Destroy() override;
};
IMPLEMENT_CLASS(ACustomBridge, false, false)
void ACustomBridge::BeginPlay ()
{
if (args[2]) // Hexen bridge if there are balls
{
SetState(SeeState);
radius = args[0] ? args[0] : 32;
Height = args[1] ? args[1] : 2;
}
else // No balls? Then a Doom bridge.
{
radius = args[0] ? args[0] : 36;
Height = args[1] ? args[1] : 4;
RenderStyle = STYLE_Normal;
}
}
void ACustomBridge::Destroy()
{
// Hexen originally just set a flag to make the bridge balls remove themselves in A_BridgeOrbit.
// But this is not safe with custom bridge balls that do not necessarily call that function.
// So the best course of action is to look for all bridge balls here and destroy them ourselves.
TThinkerIterator<AActor> it;
AActor *thing;
while ((thing = it.Next()))
{
if (thing->target == this)
{
thing->Destroy();
}
}
Super::Destroy();
}
// Action functions for the non-Doom bridge --------------------------------
#define ORBIT_RADIUS 15
// New bridge stuff
// Parent
// special1 true == removing from world
//
// Child
// target pointer to center mobj
// angle angle of ball
static void BridgeOrbit(AActor *self)
{
if (self->target == NULL)
{ // Don't crash if somebody spawned this into the world
// independantly of a Bridge actor.
return;
}
// Set default values
// Every five tics, Hexen moved the ball 3/256th of a revolution.
DAngle rotationspeed = 45. / 32 * 3 / 5;
double rotationradius = ORBIT_RADIUS;
// If the bridge is custom, set non-default values if any.
// Set angular speed; 1--128: counterclockwise rotation ~=1--180°; 129--255: clockwise rotation ~= 180--1°
if (self->target->args[3] > 128) rotationspeed = 45. / 32 * (self->target->args[3] - 256) / TICRATE;
else if (self->target->args[3] > 0) rotationspeed = 45. / 32 * (self->target->args[3]) / TICRATE;
// Set rotation radius
if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / 100);
self->Angles.Yaw += rotationspeed;
self->SetOrigin(self->target->Vec3Angle(rotationradius, self->Angles.Yaw, 0), true);
self->floorz = self->target->floorz;
self->ceilingz = self->target->ceilingz;
}
DEFINE_ACTION_FUNCTION(ABridgeBall, A_BridgeOrbit)
{
PARAM_SELF_PROLOGUE(AActor);
BridgeOrbit(self);
return 0;
}
DEFINE_ACTION_FUNCTION(ACustomBridge, A_BridgeInit)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_DEF(balltype, AActor);
AActor *ball;
if (balltype == NULL)
{
balltype = PClass::FindActor("BridgeBall");
}
DAngle startangle = pr_orbit() * (360./256.);
// Spawn triad into world -- may be more than a triad now.
int ballcount = self->args[2]==0 ? 3 : self->args[2];
for (int i = 0; i < ballcount; i++)
{
ball = Spawn(balltype, self->Pos(), ALLOW_REPLACE);
ball->Angles.Yaw = startangle + (45./32) * (256/ballcount) * i;
ball->target = self;
BridgeOrbit(ball);
}
return 0;
}
// Invisible bridge --------------------------------------------------------
class AInvisibleBridge : public AActor
{
DECLARE_CLASS (AInvisibleBridge, AActor)
public:
void BeginPlay ();
};
IMPLEMENT_CLASS(AInvisibleBridge, false, false)
void AInvisibleBridge::BeginPlay ()
{
Super::BeginPlay ();
if (args[0])
radius = args[0];
if (args[1])
Height = args[1];
}

View file

@ -111,10 +111,10 @@ DBaseDecal::DBaseDecal (const DBaseDecal *basis)
{
}
void DBaseDecal::Destroy ()
void DBaseDecal::OnDestroy ()
{
Remove ();
Super::Destroy ();
Super::OnDestroy();
}
void DBaseDecal::Remove ()
@ -670,10 +670,10 @@ DBaseDecal *DImpactDecal::CloneSelf (const FDecalTemplate *tpl, double ix, doubl
return decal;
}
void DImpactDecal::Destroy ()
void DImpactDecal::OnDestroy ()
{
ImpactCount--;
Super::Destroy ();
Super::OnDestroy();
}
CCMD (countdecals)

View file

@ -1,164 +0,0 @@
#include "a_sharedglobal.h"
#include "p_local.h"
#include "g_level.h"
#include "r_sky.h"
#include "p_lnspec.h"
#include "b_bot.h"
#include "p_checkposition.h"
#include "virtual.h"
#include "g_levellocals.h"
IMPLEMENT_CLASS(AFastProjectile, false, false)
//----------------------------------------------------------------------------
//
// AFastProjectile :: Tick
//
// Thinker for the ultra-fast projectiles used by Heretic and Hexen
//
//----------------------------------------------------------------------------
void AFastProjectile::Tick ()
{
int i;
DVector3 frac;
int changexy;
ClearInterpolation();
double oldz = Z();
if (!(flags5 & MF5_NOTIMEFREEZE))
{
//Added by MC: Freeze mode.
if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
{
return;
}
}
// [RH] Ripping is a little different than it was in Hexen
FCheckPosition tm(!!(flags2 & MF2_RIP));
int count = 8;
if (radius > 0)
{
while ( fabs(Vel.X) > radius * count || fabs(Vel.Y) > radius * count)
{
// we need to take smaller steps.
count += count;
}
}
// Handle movement
if (!Vel.isZero() || (Z() != floorz))
{
// force some lateral movement so that collision detection works as intended.
if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
{
Vel.X = MinVel;
}
frac = Vel / count;
changexy = frac.X != 0 || frac.Y != 0;
int ripcount = count / 8;
for (i = 0; i < count; i++)
{
if (changexy)
{
if (--ripcount <= 0)
{
tm.LastRipped.Clear(); // [RH] Do rip damage each step, like Hexen
}
if (!P_TryMove (this, Pos() + frac, true, NULL, tm))
{ // Blocked move
if (!(flags3 & MF3_SKYEXPLODE))
{
if (tm.ceilingline &&
tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(PosRelative(tm.ceilingline)))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
Destroy ();
return;
}
// [RH] Don't explode on horizon lines.
if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
{
Destroy ();
return;
}
}
P_ExplodeMissile (this, BlockingLine, BlockingMobj);
return;
}
}
AddZ(frac.Z);
UpdateWaterLevel ();
oldz = Z();
if (oldz <= floorz)
{ // Hit the floor
if (floorpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
Destroy ();
return;
}
SetZ(floorz);
P_HitFloor (this);
P_ExplodeMissile (this, NULL, NULL);
return;
}
if (Top() > ceilingz)
{ // Hit the ceiling
if (ceilingpic == skyflatnum && !(flags3 & MF3_SKYEXPLODE))
{
Destroy ();
return;
}
SetZ(ceilingz - Height);
P_ExplodeMissile (this, NULL, NULL);
return;
}
if (!frac.isZero() && ripcount <= 0)
{
ripcount = count >> 3;
// call the scripted 'Effect' method.
IFVIRTUAL(AFastProjectile, Effect)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DObject*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
}
}
}
if (!CheckNoDelay())
return; // freed itself
// Advance the state
if (tics != -1)
{
if (tics > 0) tics--;
while (!tics)
{
if (!SetState (state->GetNextState ()))
{ // mobj was removed
return;
}
}
}
}

View file

@ -23,10 +23,10 @@ DFlashFader::DFlashFader (float r1, float g1, float b1, float a1,
Blends[1][0]=r2; Blends[1][1]=g2; Blends[1][2]=b2; Blends[1][3]=a2;
}
void DFlashFader::Destroy ()
void DFlashFader::OnDestroy ()
{
SetBlend (1.f);
Super::Destroy();
Super::OnDestroy();
}
void DFlashFader::Serialize(FSerializer &arc)

View file

@ -690,13 +690,13 @@ void AMorphedMonster::Serialize(FSerializer &arc)
("flagsave", FlagsSave);
}
void AMorphedMonster::Destroy ()
void AMorphedMonster::OnDestroy ()
{
if (UnmorphedMe != NULL)
{
UnmorphedMe->Destroy ();
}
Super::Destroy ();
Super::OnDestroy();
}
void AMorphedMonster::Die (AActor *source, AActor *inflictor, int dmgflags)

View file

@ -124,7 +124,7 @@ void DEarthquake::Tick ()
{
if (pr_quake() < 50)
{
P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_None);
P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_Quake);
}
// Thrust player around
DAngle an = victim->Angles.Yaw + pr_quake();

View file

@ -39,15 +39,12 @@
IMPLEMENT_CLASS(ASectorAction, false, false)
ASectorAction::ASectorAction (bool activatedByUse) :
ActivatedByUse (activatedByUse) {}
bool ASectorAction::IsActivatedByUse() const
{
return ActivatedByUse;
return !!(health & (SECSPAC_Use|SECSPAC_UseWall));
}
void ASectorAction::Destroy ()
void ASectorAction::OnDestroy ()
{
if (Sector != nullptr)
{
@ -72,7 +69,7 @@ void ASectorAction::Destroy ()
Sector = nullptr;
}
Super::Destroy ();
Super::OnDestroy();
}
void ASectorAction::BeginPlay ()
@ -94,24 +91,9 @@ void ASectorAction::Deactivate (AActor *source)
flags2 |= MF2_DORMANT; // Projectiles can trigger
}
bool ASectorAction::TriggerAction(AActor *triggerer, int activationType)
{
if (DoTriggerAction(triggerer, activationType))
{
if (flags4 & MF4_STANDSTILL)
{
Destroy();
}
}
return false;
}
bool ASectorAction::DoTriggerAction (AActor *triggerer, int activationType)
{
if (tracer != NULL)
return barrier_cast<ASectorAction *>(tracer)->DoTriggerAction (triggerer, activationType);
else
return false;
return (activationType & health) ? CheckTrigger(triggerer) : false;
}
bool ASectorAction::CanTrigger (AActor *triggerer) const
@ -133,205 +115,3 @@ bool ASectorAction::CheckTrigger (AActor *triggerer) const
return false;
}
// Triggered when entering sector -------------------------------------------
class ASecActEnter : public ASectorAction
{
DECLARE_CLASS (ASecActEnter, ASectorAction)
public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(ASecActEnter, false, false)
bool ASecActEnter::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_Enter) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}
// Triggered when leaving sector --------------------------------------------
class ASecActExit : public ASectorAction
{
DECLARE_CLASS (ASecActExit, ASectorAction)
public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(ASecActExit, false, false)
bool ASecActExit::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_Exit) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}
// Triggered when hitting sector's floor ------------------------------------
class ASecActHitFloor : public ASectorAction
{
DECLARE_CLASS (ASecActHitFloor, ASectorAction)
public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
// Skull Tag uses 9999 for a special that is triggered whenever
// the player is on the sector's floor. I think this is more useful.
IMPLEMENT_CLASS(ASecActHitFloor, false, false)
bool ASecActHitFloor::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_HitFloor) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}
// Triggered when hitting sector's ceiling ----------------------------------
class ASecActHitCeil : public ASectorAction
{
DECLARE_CLASS (ASecActHitCeil, ASectorAction)
public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(ASecActHitCeil, false, false)
bool ASecActHitCeil::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_HitCeiling) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}
// Triggered when using inside sector ---------------------------------------
class ASecActUse : public ASectorAction
{
DECLARE_CLASS (ASecActUse, ASectorAction)
public:
ASecActUse() : ASectorAction (true) {}
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(ASecActUse, false, false)
bool ASecActUse::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_Use) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}
// Triggered when using a sector's wall -------------------------------------
class ASecActUseWall : public ASectorAction
{
DECLARE_CLASS (ASecActUseWall, ASectorAction)
public:
ASecActUseWall() : ASectorAction (true) {}
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(ASecActUseWall, false, false)
bool ASecActUseWall::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_UseWall) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}
// Triggered when eyes go below fake floor ----------------------------------
class ASecActEyesDive : public ASectorAction
{
DECLARE_CLASS (ASecActEyesDive, ASectorAction)
public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(ASecActEyesDive, false, false)
bool ASecActEyesDive::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_EyesDive) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}
// Triggered when eyes go above fake floor ----------------------------------
class ASecActEyesSurface : public ASectorAction
{
DECLARE_CLASS (ASecActEyesSurface, ASectorAction)
public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(ASecActEyesSurface, false, false)
bool ASecActEyesSurface::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_EyesSurface) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}
// Triggered when eyes go below fake floor ----------------------------------
class ASecActEyesBelowC : public ASectorAction
{
DECLARE_CLASS (ASecActEyesBelowC, ASectorAction)
public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(ASecActEyesBelowC, false, false)
bool ASecActEyesBelowC::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_EyesBelowC) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}
// Triggered when eyes go above fake floor ----------------------------------
class ASecActEyesAboveC : public ASectorAction
{
DECLARE_CLASS (ASecActEyesAboveC, ASectorAction)
public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(ASecActEyesAboveC, false, false)
bool ASecActEyesAboveC::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_EyesAboveC) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}
// Triggered when eyes go below fake floor ----------------------------------
class ASecActHitFakeFloor : public ASectorAction
{
DECLARE_CLASS (ASecActHitFakeFloor, ASectorAction)
public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(ASecActHitFakeFloor, false, false)
bool ASecActHitFakeFloor::DoTriggerAction (AActor *triggerer, int activationType)
{
bool didit = (activationType & SECSPAC_HitFakeFloor) ? CheckTrigger (triggerer) : false;
return didit | Super::DoTriggerAction (triggerer, activationType);
}

View file

@ -24,7 +24,7 @@ public:
DBaseDecal (const DBaseDecal *basis);
void Serialize(FSerializer &arc);
void Destroy() override;
void OnDestroy() override;
FTextureID StickToWall(side_t *wall, double x, double y, F3DFloor * ffloor);
double GetRealZ (const side_t *wall) const;
void SetShade (DWORD rgb);
@ -66,7 +66,7 @@ public:
static DImpactDecal *StaticCreate(const FDecalTemplate *tpl, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color = 0);
void BeginPlay ();
void Destroy() override;
void OnDestroy() override;
protected:
DBaseDecal *CloneSelf(const FDecalTemplate *tpl, double x, double y, double z, side_t *wall, F3DFloor * ffloor) const;
@ -88,7 +88,7 @@ class ASkyViewpoint : public AActor
DECLARE_CLASS (ASkyViewpoint, AActor)
public:
void BeginPlay ();
void Destroy() override;
void OnDestroy() override;
};
// For an EE compatible linedef based definition.
@ -116,7 +116,7 @@ public:
DFlashFader (float r1, float g1, float b1, float a1,
float r2, float g2, float b2, float a2,
float time, AActor *who);
void Destroy() override;
void OnDestroy() override;
void Serialize(FSerializer &arc);
void Tick ();
AActor *WhoFor() { return ForWho; }
@ -207,7 +207,7 @@ public:
void Serialize(FSerializer &arc);
void Die (AActor *source, AActor *inflictor, int dmgflags);
void Destroy() override;
void OnDestroy() override;
TObjPtr<AActor> UnmorphedMe;
int UnmorphTime, MorphStyle;
@ -215,12 +215,4 @@ public:
ActorFlags FlagsSave;
};
class AFastProjectile : public AActor
{
DECLARE_CLASS(AFastProjectile, AActor)
public:
void Tick ();
};
#endif //__A_SHAREDGLOBAL_H__

View file

@ -56,7 +56,7 @@ void ASkyViewpoint::BeginPlay ()
}
}
void ASkyViewpoint::Destroy ()
void ASkyViewpoint::OnDestroy ()
{
// remove all sector references to ourselves.
for (auto &s : sectorPortals)
@ -70,7 +70,7 @@ void ASkyViewpoint::Destroy ()
}
}
Super::Destroy();
Super::OnDestroy();
}
IMPLEMENT_CLASS(ASkyCamCompat, false, false)
@ -150,30 +150,3 @@ void AStackPoint::BeginPlay ()
AActor::BeginPlay ();
}
//---------------------------------------------------------------------------
class ASectorSilencer : public AActor
{
DECLARE_CLASS (ASectorSilencer, AActor)
public:
void BeginPlay ();
void Destroy() override;
};
IMPLEMENT_CLASS(ASectorSilencer, false, false)
void ASectorSilencer::BeginPlay ()
{
Super::BeginPlay ();
Sector->Flags |= SECF_SILENT;
}
void ASectorSilencer::Destroy ()
{
if (Sector != nullptr)
{
Sector->Flags &= ~SECF_SILENT;
}
Super::Destroy ();
}

View file

@ -104,7 +104,7 @@ class ASoundSequence : public AActor
{
DECLARE_CLASS (ASoundSequence, AActor)
public:
void Destroy() override;
void OnDestroy() override;
void PostBeginPlay ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
@ -119,10 +119,10 @@ IMPLEMENT_CLASS(ASoundSequence, false, false)
//
//==========================================================================
void ASoundSequence::Destroy ()
void ASoundSequence::OnDestroy ()
{
SN_StopSequence (this);
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================

View file

@ -220,13 +220,13 @@ DSpotState::DSpotState ()
//
//----------------------------------------------------------------------------
void DSpotState::Destroy ()
void DSpotState::OnDestroy ()
{
SpotLists.Clear();
SpotLists.ShrinkToFit();
SpotState = NULL;
Super::Destroy();
Super::OnDestroy();
}
//----------------------------------------------------------------------------
@ -389,11 +389,11 @@ void ASpecialSpot::BeginPlay()
//
//----------------------------------------------------------------------------
void ASpecialSpot::Destroy()
void ASpecialSpot::OnDestroy()
{
DSpotState *state = DSpotState::GetSpotState(false);
if (state != NULL) state->RemoveSpot(this);
Super::Destroy();
Super::OnDestroy();
}
// Mace spawn spot ----------------------------------------------------------

View file

@ -11,7 +11,7 @@ class ASpecialSpot : public AActor
public:
void BeginPlay();
void Destroy() override;
void OnDestroy() override;
};
@ -28,7 +28,7 @@ public:
DSpotState ();
void Destroy() override;
void OnDestroy() override;
void Tick ();
static DSpotState *GetSpotState(bool create = true);
FSpotList *FindSpotList(PClassActor *type);

View file

@ -341,7 +341,7 @@ public:
};
DBaseStatusBar (int reltop, int hres=320, int vres=200);
void Destroy() override;
void OnDestroy() override;
void SetScaled (bool scale, bool force=false);

View file

@ -517,14 +517,14 @@ static int DrawKeys(player_t * CPlayer, int x, int y)
// Drawing Ammo
//
//---------------------------------------------------------------------------
static TArray<PClassAmmo *> orderedammos;
static TArray<PClassInventory *> orderedammos;
static void AddAmmoToList(AWeapon * weapdef)
{
for(int i=0; i<2;i++)
{
PClassAmmo * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
PClassInventory * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
if (ti)
{
AAmmo * ammodef=(AAmmo*)GetDefaultByType(ti);
@ -647,7 +647,7 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
for(i=orderedammos.Size()-1;i>=0;i--)
{
PClassAmmo * type = orderedammos[i];
PClassInventory * type = orderedammos[i];
AAmmo * ammoitem = (AAmmo*)CPlayer->mo->FindInventory(type);
AAmmo * inv = ammoitem? ammoitem : (AAmmo*)GetDefaultByType(orderedammos[i]);

View file

@ -258,7 +258,7 @@ DBaseStatusBar::DBaseStatusBar (int reltop, int hres, int vres)
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Destroy ()
void DBaseStatusBar::OnDestroy ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
@ -271,7 +271,7 @@ void DBaseStatusBar::Destroy ()
}
Messages[i] = NULL;
}
Super::Destroy();
Super::OnDestroy();
}
//---------------------------------------------------------------------------

View file

@ -800,10 +800,10 @@ void ADynamicLight::UnlinkLight ()
while (touching_sector) touching_sector = DeleteLightNode(touching_sector);
}
void ADynamicLight::Destroy()
void ADynamicLight::OnDestroy()
{
UnlinkLight();
Super::Destroy();
Super::OnDestroy();
}

View file

@ -108,7 +108,7 @@ public:
void BeginPlay();
void SetOrigin (double x, double y, double z, bool moving = false);
void PostBeginPlay();
void Destroy();
void OnDestroy() override;
void Activate(AActor *activator);
void Deactivate(AActor *activator);
void SetOffset(const DVector3 &pos);

View file

@ -60,7 +60,7 @@
#include "w_wad.h"
#include "r_state.h"
#include "r_utility.h"
//#include "gl/gl_intern.h"
#include "g_levellocals.h"
#include "gl/system/gl_interface.h"
#include "gl/data/gl_data.h"
@ -381,7 +381,13 @@ void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, in
float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
float yscale = 1.f;
if (texh < 128)
if (texh <= 128 && (level.flags & LEVEL_FORCETILEDSKY))
{
gl_RenderState.mModelMatrix.translate(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
gl_RenderState.mModelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
else if (texh < 128)
{
// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
gl_RenderState.mModelMatrix.translate(0.f, -1250.f, 0.f);

View file

@ -14,3 +14,4 @@ EXT_texture_filter_anisotropic
EXT_texture_sRGB
KHR_debug
ARB_invalidate_subdata
EXT_abgr

View file

@ -98,6 +98,7 @@ int ogl_ext_EXT_texture_filter_anisotropic = ogl_LOAD_FAILED;
int ogl_ext_EXT_texture_sRGB = ogl_LOAD_FAILED;
int ogl_ext_KHR_debug = ogl_LOAD_FAILED;
int ogl_ext_ARB_invalidate_subdata = ogl_LOAD_FAILED;
int ogl_ext_EXT_abgr = ogl_LOAD_FAILED;
void (CODEGEN_FUNCPTR *_ptrc_glBufferStorage)(GLenum target, GLsizeiptr size, const void * data, GLbitfield flags) = NULL;
@ -2377,7 +2378,7 @@ typedef struct ogl_StrToExtMap_s
PFN_LOADFUNCPOINTERS LoadExtension;
} ogl_StrToExtMap;
static ogl_StrToExtMap ExtensionMap[11] = {
static ogl_StrToExtMap ExtensionMap[12] = {
{"GL_APPLE_client_storage", &ogl_ext_APPLE_client_storage, NULL},
{"GL_ARB_buffer_storage", &ogl_ext_ARB_buffer_storage, Load_ARB_buffer_storage},
{"GL_ARB_shader_storage_buffer_object", &ogl_ext_ARB_shader_storage_buffer_object, Load_ARB_shader_storage_buffer_object},
@ -2389,9 +2390,10 @@ static ogl_StrToExtMap ExtensionMap[11] = {
{"GL_EXT_texture_sRGB", &ogl_ext_EXT_texture_sRGB, NULL},
{"GL_KHR_debug", &ogl_ext_KHR_debug, Load_KHR_debug},
{"GL_ARB_invalidate_subdata", &ogl_ext_ARB_invalidate_subdata, Load_ARB_invalidate_subdata},
{"GL_EXT_abgr", &ogl_ext_EXT_abgr, NULL},
};
static int g_extensionMapSize = 11;
static int g_extensionMapSize = 12;
static ogl_StrToExtMap *FindExtEntry(const char *extensionName)
{
@ -2419,6 +2421,7 @@ static void ClearExtensionVars(void)
ogl_ext_EXT_texture_sRGB = ogl_LOAD_FAILED;
ogl_ext_KHR_debug = ogl_LOAD_FAILED;
ogl_ext_ARB_invalidate_subdata = ogl_LOAD_FAILED;
ogl_ext_EXT_abgr = ogl_LOAD_FAILED;
}

View file

@ -164,6 +164,7 @@ extern int ogl_ext_EXT_texture_filter_anisotropic;
extern int ogl_ext_EXT_texture_sRGB;
extern int ogl_ext_KHR_debug;
extern int ogl_ext_ARB_invalidate_subdata;
extern int ogl_ext_EXT_abgr;
#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2
@ -331,6 +332,8 @@ extern int ogl_ext_ARB_invalidate_subdata;
#define GL_STACK_UNDERFLOW 0x0504
#define GL_VERTEX_ARRAY 0x8074
#define GL_ABGR_EXT 0x8000
#define GL_2D 0x0600
#define GL_2_BYTES 0x1407
#define GL_3D 0x0601
@ -1703,6 +1706,7 @@ extern void (CODEGEN_FUNCPTR *_ptrc_glInvalidateTexSubImage)(GLuint texture, GLi
#define glInvalidateTexSubImage _ptrc_glInvalidateTexSubImage
#endif /*GL_ARB_invalidate_subdata*/
extern void (CODEGEN_FUNCPTR *_ptrc_glAccum)(GLenum op, GLfloat value);
#define glAccum _ptrc_glAccum
extern void (CODEGEN_FUNCPTR *_ptrc_glAlphaFunc)(GLenum func, GLfloat ref);

View file

@ -204,7 +204,7 @@ void DIntermissionScreen::Drawer ()
if (!mFlatfill) screen->FillBorder (NULL);
}
void DIntermissionScreen::Destroy()
void DIntermissionScreen::OnDestroy()
{
if (mPaletteChanged)
{
@ -222,7 +222,7 @@ void DIntermissionScreen::Destroy()
M_EnableMenu(true);
}
S_StopSound(CHAN_VOICE);
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================
@ -874,9 +874,9 @@ void DIntermissionController::Drawer ()
}
}
void DIntermissionController::Destroy ()
void DIntermissionController::OnDestroy ()
{
Super::Destroy();
Super::OnDestroy();
if (mScreen != NULL) mScreen->Destroy();
if (mDeleteDesc) delete mDesc;
mDesc = NULL;

View file

@ -176,7 +176,7 @@ public:
virtual int Responder (event_t *ev);
virtual int Ticker ();
virtual void Drawer ();
void Destroy() override;
void OnDestroy() override;
FTextureID GetBackground(bool *fill)
{
*fill = mFlatfill;
@ -301,7 +301,7 @@ public:
bool Responder (event_t *ev);
void Ticker ();
void Drawer ();
void Destroy() override;
void OnDestroy() override;
friend void F_AdvanceIntermission();
};

View file

@ -646,7 +646,7 @@ void cht_Give (player_t *player, const char *name, int amount)
if (type->ParentClass == RUNTIME_CLASS(AAmmo))
{
PClassAmmo *atype = static_cast<PClassAmmo *>(type);
PClassInventory *atype = static_cast<PClassInventory *>(type);
AInventory *ammo = player->mo->FindInventory(atype);
if (ammo == NULL)
{

View file

@ -95,7 +95,7 @@ public:
desc->CalcIndent();
}
void Destroy() override
void OnDestroy() override
{
if (mStartItem >= 0)
{

View file

@ -103,7 +103,7 @@ protected:
char savegamestring[SAVESTRINGSIZE];
DLoadSaveMenu(DMenu *parent = NULL, FListMenuDescriptor *desc = NULL);
void Destroy() override;
void OnDestroy() override;
int RemoveSaveSlot (int index);
void UnloadSaveData ();
@ -461,12 +461,12 @@ DLoadSaveMenu::DLoadSaveMenu(DMenu *parent, FListMenuDescriptor *desc)
commentBottom = commentTop + commentHeight;
}
void DLoadSaveMenu::Destroy()
void DLoadSaveMenu::OnDestroy()
{
if (currentSavePic != nullptr) delete currentSavePic;
currentSavePic = nullptr;
ClearSaveStuff ();
Super::Destroy();
Super::OnDestroy();
}
//=============================================================================
@ -928,7 +928,7 @@ class DSaveMenu : public DLoadSaveMenu
public:
DSaveMenu(DMenu *parent = NULL, FListMenuDescriptor *desc = NULL);
void Destroy() override;
void OnDestroy() override;
void DoSave (FSaveGameNode *node);
bool Responder (event_t *ev);
bool MenuEvent (int mkey, bool fromcontroller);
@ -968,7 +968,7 @@ DSaveMenu::DSaveMenu(DMenu *parent, FListMenuDescriptor *desc)
//
//=============================================================================
void DSaveMenu::Destroy()
void DSaveMenu::OnDestroy()
{
if (SaveGames[0] == &NewSaveNode)
{
@ -976,7 +976,7 @@ void DSaveMenu::Destroy()
if (Selected == 0) Selected = -1;
else Selected--;
}
Super::Destroy();
Super::OnDestroy();
}
//=============================================================================

View file

@ -63,7 +63,7 @@ class DMessageBoxMenu : public DMenu
public:
DMessageBoxMenu(DMenu *parent = NULL, const char *message = NULL, int messagemode = 0, bool playsound = false, FName action = NAME_None);
void Destroy() override;
void OnDestroy() override;
void Init(DMenu *parent, const char *message, int messagemode, bool playsound = false);
void Drawer();
bool Responder(event_t *ev);
@ -124,11 +124,11 @@ void DMessageBoxMenu::Init(DMenu *parent, const char *message, int messagemode,
//
//=============================================================================
void DMessageBoxMenu::Destroy()
void DMessageBoxMenu::OnDestroy()
{
if (mMessage != NULL) V_FreeBrokenLines(mMessage);
mMessage = NULL;
Super::Destroy();
Super::OnDestroy();
}
//=============================================================================

View file

@ -277,6 +277,7 @@ xx(Massacre) // For death by a cheater!
xx(InstantDeath) // Strife "instant death"
xx(PoisonCloud) // makes monsters howl.
xx(Hitscan) // for normal guns and the like
xx(Quake)
// Special death name for getting killed excessively. Could be used as
// a damage type if you wanted to force an extreme death.

View file

@ -123,7 +123,8 @@ void FNodeBuilder::Extract (node_t *&outNodes, int &nodeCount,
if (segs[i].Partner != DWORD_MAX)
{
outSegs[i].PartnerSeg = &outSegs[Segs[segs[i].Partner].storedseg];
const DWORD storedseg = Segs[segs[i].Partner].storedseg;
outSegs[i].PartnerSeg = DWORD_MAX == storedseg ? nullptr : &outSegs[storedseg];
}
else
{

View file

@ -369,7 +369,7 @@ bool P_CheckFor3DFloorHit(AActor * mo, double z)
{
if (fabs(z - rover->top.plane->ZatPoint(mo)) < EQUAL_EPSILON)
{
rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
rover->model->TriggerSectorActions (mo, SECSPAC_HitFloor);
return true;
}
}
@ -395,7 +395,7 @@ bool P_CheckFor3DCeilingHit(AActor * mo, double z)
{
if(fabs(z - rover->bottom.plane->ZatPoint(mo)) < EQUAL_EPSILON)
{
rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
rover->model->TriggerSectorActions (mo, SECSPAC_HitCeiling);
return true;
}
}

View file

@ -8720,19 +8720,19 @@ scriptwait:
case PCD_SETAMMOCAPACITY:
if (activator != NULL)
{
PClass *type = PClass::FindClass (FBehavior::StaticLookupString (STACK(2)));
PClassActor *type = PClass::FindActor (FBehavior::StaticLookupString (STACK(2)));
AInventory *item;
if (type != NULL && type->ParentClass == RUNTIME_CLASS(AAmmo))
{
item = activator->FindInventory (static_cast<PClassActor *>(type));
item = activator->FindInventory (type);
if (item != NULL)
{
item->MaxAmount = STACK(1);
}
else
{
item = activator->GiveInventoryType (static_cast<PClassAmmo *>(type));
item = activator->GiveInventoryType (type);
if (item != NULL)
{
item->MaxAmount = STACK(1);

View file

@ -3210,6 +3210,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Log)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING(text);
PARAM_BOOL_DEF(local);
if (local && !self->CheckLocalView(consoleplayer)) return 0;
if (text[0] == '$') text = GStrings(&text[1]);
FString formatted = strbin1(text);
@ -3227,6 +3230,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_LogInt)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(num);
PARAM_BOOL_DEF(local);
if (local && !self->CheckLocalView(consoleplayer)) return 0;
Printf("%d\n", num);
return 0;
}
@ -3241,6 +3247,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_LogFloat)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(num);
PARAM_BOOL_DEF(local);
if (local && !self->CheckLocalView(consoleplayer)) return 0;
IGNORE_FORMAT_PRE
Printf("%H\n", num);
IGNORE_FORMAT_POST

View file

@ -829,12 +829,12 @@ public:
//
//=============================================================================
void Destroy()
void OnDestroy() override
{
V_FreeBrokenLines(mDialogueLines);
mDialogueLines = NULL;
I_SetMusicVolume (1.f);
Super::Destroy();
Super::OnDestroy();
}
bool DimAllowed()

View file

@ -713,7 +713,7 @@ bool P_Move (AActor *actor)
if (actor->floorsector->SecActTarget != NULL &&
actor->floorz == actor->floorsector->floorplane.ZatPoint(actor->PosRelative(actor->floorsector)))
{
actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
actor->floorsector->TriggerSectorActions(actor, SECSPAC_HitFloor);
}
P_CheckFor3DFloorHit(actor, actor->Z());
}
@ -3241,7 +3241,7 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
else if (inv->IsKindOf (RUNTIME_CLASS(AAmmo)))
{
// Half ammo when dropped by bad guys.
int amount = static_cast<PClassAmmo *>(inv->GetClass())->DropAmount;
int amount = static_cast<AAmmo *>(inv)->DropAmount;
if (amount <= 0)
{
amount = MAX(1, int(inv->Amount * dropammofactor));

View file

@ -869,7 +869,7 @@ void DElevator::Serialize(FSerializer &arc)
//
//==========================================================================
void DElevator::Destroy()
void DElevator::OnDestroy()
{
if (m_Interp_Ceiling != NULL)
{
@ -881,7 +881,7 @@ void DElevator::Destroy()
m_Interp_Floor->DelRef();
m_Interp_Floor = NULL;
}
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================

View file

@ -1290,7 +1290,7 @@ CCMD(clearnodecache)
}
catch (CRecoverableError &err)
{
Printf("%s", err.GetMessage());
Printf("%s\n", err.GetMessage());
return;
}
@ -1443,7 +1443,7 @@ void P_SetRenderSector()
{
int partner = (int)(p - segs);
if (partner < 0 || partner >= numsegs)
if (partner < 0 || partner >= numsegs || &segs[partner] != p)
{
segs[i].PartnerSeg = nullptr;
}

View file

@ -2616,11 +2616,11 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
if (!oldAboveFakeFloor && eyez > fakez)
{ // View went above fake floor
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesSurface);
newsec->TriggerSectorActions(thing, SECSPAC_EyesSurface);
}
else if (oldAboveFakeFloor && eyez <= fakez)
{ // View went below fake floor
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesDive);
newsec->TriggerSectorActions(thing, SECSPAC_EyesDive);
}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
@ -2628,11 +2628,11 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
fakez = hs->ceilingplane.ZatPoint(pos);
if (!oldAboveFakeCeiling && eyez > fakez)
{ // View went above fake ceiling
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesAboveC);
newsec->TriggerSectorActions(thing, SECSPAC_EyesAboveC);
}
else if (oldAboveFakeCeiling && eyez <= fakez)
{ // View went below fake ceiling
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesBelowC);
newsec->TriggerSectorActions(thing, SECSPAC_EyesBelowC);
}
}
}
@ -5304,7 +5304,7 @@ bool P_UseTraverse(AActor *usething, const DVector2 &start, const DVector2 &end,
sec = usething->Sector;
if (sec->SecActTarget && sec->SecActTarget->TriggerAction(usething, SECSPAC_Use))
if (sec->SecActTarget && sec->TriggerSectorActions(usething, SECSPAC_Use))
{
return true;
}
@ -5313,7 +5313,7 @@ bool P_UseTraverse(AActor *usething, const DVector2 &start, const DVector2 &end,
in->d.line->frontsector : in->d.line->backsector;
if (sec != NULL && sec->SecActTarget &&
sec->SecActTarget->TriggerAction(usething, SECSPAC_UseWall))
sec->TriggerSectorActions(usething, SECSPAC_UseWall))
{
return true;
}
@ -5434,7 +5434,7 @@ void P_UseLines(player_t *player)
sector_t *sec = player->mo->Sector;
int spac = SECSPAC_Use;
if (foundline) spac |= SECSPAC_UseWall;
if ((!sec->SecActTarget || !sec->SecActTarget->TriggerAction(player->mo, spac)) &&
if ((!sec->SecActTarget || !sec->TriggerSectorActions(player->mo, spac)) &&
P_NoWayTraverse(player->mo, start, end))
{
S_Sound(player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);

View file

@ -1134,7 +1134,7 @@ DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
//
//============================================================================
bool AActor::GiveAmmo (PClassAmmo *type, int amount)
bool AActor::GiveAmmo (PClassInventory *type, int amount)
{
if (type != NULL)
{
@ -1770,7 +1770,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
}
}
// play the sound before changing the state, so that AActor::Destroy can call S_RelinkSounds on it and the death state can override it.
// play the sound before changing the state, so that AActor::OnDestroy can call S_RelinkSounds on it and the death state can override it.
if (mo->DeathSound)
{
S_Sound (mo, CHAN_VOICE, mo->DeathSound, 1,
@ -2810,7 +2810,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
mo->Sector->SecActTarget != NULL &&
mo->Sector->floorplane.ZatPoint(mo) == mo->floorz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
mo->Sector->TriggerSectorActions (mo, SECSPAC_HitFloor);
}
P_CheckFor3DFloorHit(mo, mo->floorz);
// [RH] Need to recheck this because the sector action might have
@ -2913,7 +2913,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
mo->Sector->SecActTarget != NULL &&
mo->Sector->ceilingplane.ZatPoint(mo) == mo->ceilingz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
mo->Sector->TriggerSectorActions (mo, SECSPAC_HitCeiling);
}
P_CheckFor3DCeilingHit(mo, mo->ceilingz);
// [RH] Need to recheck this because the sector action might have
@ -2981,7 +2981,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight
if (oldz > waterz && mo->Z() <= waterz)
{ // Feet hit fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_HitFakeFloor);
sec->TriggerSectorActions (mo, SECSPAC_HitFakeFloor);
}
newz = mo->Z() + viewheight;
@ -2992,11 +2992,11 @@ void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight
if (oldz <= waterz && newz > waterz)
{ // View went above fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesSurface);
sec->TriggerSectorActions (mo, SECSPAC_EyesSurface);
}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesDive);
sec->TriggerSectorActions (mo, SECSPAC_EyesDive);
}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
@ -3004,11 +3004,11 @@ void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight
waterz = hs->ceilingplane.ZatPoint(mo);
if (oldz <= waterz && newz > waterz)
{ // View went above fake ceiling
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC);
sec->TriggerSectorActions (mo, SECSPAC_EyesAboveC);
}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake ceiling
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesBelowC);
sec->TriggerSectorActions (mo, SECSPAC_EyesBelowC);
}
}
}
@ -4333,6 +4333,12 @@ bool AActor::CheckNoDelay()
return true;
}
DEFINE_ACTION_FUNCTION(AActor, CheckNoDelay)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(self->CheckNoDelay());
}
//==========================================================================
//
// AActor :: CheckSectorTransition
@ -4347,7 +4353,7 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
{
if (oldsec->SecActTarget != NULL)
{
oldsec->SecActTarget->TriggerAction(this, SECSPAC_Exit);
oldsec->TriggerSectorActions(this, SECSPAC_Exit);
}
if (Sector->SecActTarget != NULL)
{
@ -4364,7 +4370,7 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
{
act |= SECSPAC_HitFakeFloor;
}
Sector->SecActTarget->TriggerAction(this, act);
Sector->TriggerSectorActions(this, act);
}
if (Z() == floorz)
{
@ -4486,6 +4492,12 @@ bool AActor::UpdateWaterLevel (bool dosplash)
return false; // we did the splash ourselves
}
DEFINE_ACTION_FUNCTION(AActor, UpdateWaterLevel)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_DEF(splash);
ACTION_RETURN_BOOL(self->UpdateWaterLevel(splash));
}
//==========================================================================
//
@ -4920,7 +4932,7 @@ void AActor::CallDeactivate(AActor *activator)
//
//===========================================================================
void AActor::Destroy ()
void AActor::OnDestroy ()
{
ClearRenderSectorList();
ClearRenderLineList();
@ -4938,7 +4950,7 @@ void AActor::Destroy ()
// Transform any playing sound into positioned, non-actor sounds.
S_RelinkSound (this, NULL);
Super::Destroy ();
Super::OnDestroy();
}
//===========================================================================
@ -7821,6 +7833,13 @@ DEFINE_ACTION_FUNCTION(AActor, Vec3Offset)
ACTION_RETURN_VEC3(self->Vec3Offset(x, y, z, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, PosRelative)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(sec, sector_t);
ACTION_RETURN_VEC3(self->PosRelative(sec));
}
DEFINE_ACTION_FUNCTION(AActor, RestoreDamage)
{
PARAM_SELF_PROLOGUE(AActor);
@ -7861,6 +7880,19 @@ DEFINE_ACTION_FUNCTION(AActor, CountsAsKill)
ACTION_RETURN_FLOAT(self->CountsAsKill());
}
DEFINE_ACTION_FUNCTION(AActor, IsZeroDamage)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(self->IsZeroDamage());
}
DEFINE_ACTION_FUNCTION(AActor, ClearInterpolation)
{
PARAM_SELF_PROLOGUE(AActor);
self->ClearInterpolation();
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
{
PARAM_PROLOGUE;
@ -7880,6 +7912,7 @@ DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
}
}
//----------------------------------------------------------------------------
//
// DropItem handling

View file

@ -52,7 +52,7 @@ DPillar::DPillar ()
{
}
void DPillar::Destroy()
void DPillar::OnDestroy()
{
if (m_Interp_Ceiling != NULL)
{
@ -64,7 +64,7 @@ void DPillar::Destroy()
m_Interp_Floor->DelRef();
m_Interp_Floor = NULL;
}
Super::Destroy();
Super::OnDestroy();
}
void DPillar::Serialize(FSerializer &arc)

View file

@ -1733,7 +1733,7 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, SetSafeFlash)
//
//------------------------------------------------------------------------
void DPSprite::Destroy()
void DPSprite::OnDestroy()
{
// Do not crash if this gets called on partially initialized objects.
if (Owner != nullptr && Owner->psprites != nullptr)
@ -1756,7 +1756,7 @@ void DPSprite::Destroy()
GC::WriteBarrier(Next);
}
}
Super::Destroy();
Super::OnDestroy();
}
//------------------------------------------------------------------------

View file

@ -79,6 +79,7 @@ public:
AActor* GetCaller() { return Caller; }
void SetCaller(AActor *newcaller) { Caller = newcaller; }
void ResetInterpolation() { oldx = x; oldy = y; }
void OnDestroy() override;
double x, y, alpha;
double oldx, oldy;
@ -92,7 +93,6 @@ private:
void Serialize(FSerializer &arc);
void Tick();
void Destroy() override;
public: // must be public to be able to generate the field export tables. Grrr...
TObjPtr<AActor> Caller;

View file

@ -45,7 +45,7 @@ public:
DScroller (EScroll type, double dx, double dy, int control, int affectee, int accel, EScrollPos scrollpos = EScrollPos::scw_all);
DScroller (double dx, double dy, const line_t *l, int control, int accel, EScrollPos scrollpos = EScrollPos::scw_all);
void Destroy() override;
void OnDestroy() override;
void Serialize(FSerializer &arc);
void Tick ();
@ -306,7 +306,7 @@ DScroller::DScroller (EScroll type, double dx, double dy,
}
}
void DScroller::Destroy ()
void DScroller::OnDestroy ()
{
for(int i=0;i<3;i++)
{
@ -316,7 +316,7 @@ void DScroller::Destroy ()
m_Interpolations[i] = NULL;
}
}
Super::Destroy();
Super::OnDestroy();
}
//-----------------------------------------------------------------------------

View file

@ -1446,6 +1446,49 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
}
//===========================================================================
//
//
//
//===========================================================================
bool sector_t::TriggerSectorActions(AActor *thing, int activation)
{
auto act = SecActTarget;
bool res = false;
while (act != nullptr)
{
AActor *next = act->tracer;
bool didit = act->DoTriggerAction(thing, activation);
if (didit)
{
if (act->flags4 & MF4_STANDSTILL)
{
act->Destroy();
}
}
act = static_cast<ASectorAction*>(next);
res |= didit;
}
return res;
}
DEFINE_ACTION_FUNCTION(_Sector, TriggerSectorActions)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_OBJECT(thing, AActor);
PARAM_INT(activation);
ACTION_RETURN_BOOL(self->TriggerSectorActions(thing, activation));
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION(_Sector, PointInSector)
{
PARAM_PROLOGUE;

View file

@ -4188,6 +4188,11 @@ static void P_Shutdown ()
P_FreeLevelData ();
P_FreeExtraLevelData ();
ST_Clear();
FS_Close();
for (auto &p : players)
{
if (p.psprites != nullptr) p.psprites->Destroy();
}
}
#if 0

View file

@ -243,7 +243,7 @@ public:
void Serialize(FSerializer &arc);
void Tick ();
void Destroy() override;
void OnDestroy() override;
protected:
EPillar m_Type;
@ -574,7 +574,7 @@ public:
DElevator (sector_t *sec);
void Destroy() override;
void OnDestroy() override;
void Serialize(FSerializer &arc);
void Tick ();

View file

@ -942,7 +942,7 @@ bool APlayerPawn::UseInventory (AInventory *item)
//
//===========================================================================
AWeapon *APlayerPawn::BestWeapon(PClassAmmo *ammotype)
AWeapon *APlayerPawn::BestWeapon(PClassInventory *ammotype)
{
AWeapon *bestMatch = NULL;
int bestOrder = INT_MAX;
@ -1004,7 +1004,7 @@ AWeapon *APlayerPawn::BestWeapon(PClassAmmo *ammotype)
//
//===========================================================================
AWeapon *APlayerPawn::PickNewWeapon(PClassAmmo *ammotype)
AWeapon *APlayerPawn::PickNewWeapon(PClassInventory *ammotype)
{
AWeapon *best = BestWeapon (ammotype);
@ -1032,7 +1032,7 @@ AWeapon *APlayerPawn::PickNewWeapon(PClassAmmo *ammotype)
//
//===========================================================================
void APlayerPawn::CheckWeaponSwitch(PClassAmmo *ammotype)
void APlayerPawn::CheckWeaponSwitch(PClassInventory *ammotype)
{
if (!player->userinfo.GetNeverSwitch() &&
player->PendingWeapon == WP_NOCHANGE &&

View file

@ -187,7 +187,7 @@ DPolyAction::DPolyAction (int polyNum)
SetInterpolation ();
}
void DPolyAction::Destroy()
void DPolyAction::OnDestroy()
{
FPolyObj *poly = PO_GetPolyobj (m_PolyObj);
@ -197,7 +197,7 @@ void DPolyAction::Destroy()
}
StopInterpolation();
Super::Destroy();
Super::OnDestroy();
}
void DPolyAction::Stop()

View file

@ -12,7 +12,7 @@ class DPolyAction : public DThinker
public:
DPolyAction(int polyNum);
void Serialize(FSerializer &arc);
void Destroy() override;
void OnDestroy() override;
void Stop();
double GetSpeed() const { return m_Speed; }

View file

@ -184,14 +184,19 @@ typedef NSInteger NSApplicationActivationPolicy;
- (void)setWantsBestResolutionOpenGLSurface:(BOOL)flag;
@end
@interface NSView(Compatibility)
- (NSRect)convertRectToBacking:(NSRect)aRect;
@end
@interface NSScreen(HiDPIStubs)
- (NSRect)convertRectToBacking:(NSRect)aRect;
@end
static const NSWindowCollectionBehavior NSWindowCollectionBehaviorFullScreenAuxiliary = NSWindowCollectionBehavior(1 << 8);
static const NSOpenGLPixelFormatAttribute NSOpenGLPFAOpenGLProfile(96);
static const NSOpenGLPixelFormatAttribute NSOpenGLProfileVersion3_2Core(0x3200);
static const auto NSOpenGLPFAOpenGLProfile = NSOpenGLPixelFormatAttribute(96);
static const auto NSOpenGLProfileVersionLegacy = NSOpenGLPixelFormatAttribute(0x1000);
static const auto NSOpenGLProfileVersion3_2Core = NSOpenGLPixelFormatAttribute(0x3200);
#endif // prior to 10.7

View file

@ -69,6 +69,19 @@
#undef Class
#if MAC_OS_X_VERSION_MAX_ALLOWED < 1070
@implementation NSView(Compatibility)
- (NSRect)convertRectToBacking:(NSRect)aRect
{
return [self convertRect:aRect toView:[self superview]];
}
@end
#endif // prior to 10.7
@implementation NSWindow(ExitAppOnClose)
- (void)exitAppOnClose

View file

@ -62,7 +62,7 @@ public:
DSectorPlaneInterpolation() {}
DSectorPlaneInterpolation(sector_t *sector, bool plane, bool attach);
void Destroy() override;
void OnDestroy() override;
void UpdateInterpolation();
void Restore();
void Interpolate(double smoothratio);
@ -91,7 +91,7 @@ public:
DSectorScrollInterpolation() {}
DSectorScrollInterpolation(sector_t *sector, bool plane);
void Destroy() override;
void OnDestroy() override;
void UpdateInterpolation();
void Restore();
void Interpolate(double smoothratio);
@ -119,7 +119,7 @@ public:
DWallScrollInterpolation() {}
DWallScrollInterpolation(side_t *side, int part);
void Destroy() override;
void OnDestroy() override;
void UpdateInterpolation();
void Restore();
void Interpolate(double smoothratio);
@ -146,7 +146,7 @@ public:
DPolyobjInterpolation() {}
DPolyobjInterpolation(FPolyObj *poly);
void Destroy() override;
void OnDestroy() override;
void UpdateInterpolation();
void Restore();
void Interpolate(double smoothratio);
@ -364,11 +364,11 @@ int DInterpolation::DelRef(bool force)
//
//==========================================================================
void DInterpolation::Destroy()
void DInterpolation::OnDestroy()
{
interpolator.RemoveInterpolation(this);
refcount = 0;
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================
@ -419,7 +419,7 @@ DSectorPlaneInterpolation::DSectorPlaneInterpolation(sector_t *_sector, bool _pl
//
//==========================================================================
void DSectorPlaneInterpolation::Destroy()
void DSectorPlaneInterpolation::OnDestroy()
{
if (sector != nullptr)
{
@ -437,7 +437,7 @@ void DSectorPlaneInterpolation::Destroy()
{
attached[i]->DelRef();
}
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================
@ -597,7 +597,7 @@ DSectorScrollInterpolation::DSectorScrollInterpolation(sector_t *_sector, bool _
//
//==========================================================================
void DSectorScrollInterpolation::Destroy()
void DSectorScrollInterpolation::OnDestroy()
{
if (sector != nullptr)
{
@ -611,7 +611,7 @@ void DSectorScrollInterpolation::Destroy()
}
sector = nullptr;
}
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================
@ -702,14 +702,14 @@ DWallScrollInterpolation::DWallScrollInterpolation(side_t *_side, int _part)
//
//==========================================================================
void DWallScrollInterpolation::Destroy()
void DWallScrollInterpolation::OnDestroy()
{
if (side != nullptr)
{
side->textures[part].interpolation = nullptr;
side = nullptr;
}
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================
@ -800,13 +800,13 @@ DPolyobjInterpolation::DPolyobjInterpolation(FPolyObj *po)
//
//==========================================================================
void DPolyobjInterpolation::Destroy()
void DPolyobjInterpolation::OnDestroy()
{
if (poly != nullptr)
{
poly->interpolation = nullptr;
}
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================

View file

@ -27,7 +27,7 @@ public:
int AddRef();
int DelRef(bool force = false);
void Destroy() override;
void OnDestroy() override;
virtual void UpdateInterpolation() = 0;
virtual void Restore() = 0;
virtual void Interpolate(double smoothratio) = 0;

View file

@ -281,19 +281,15 @@ class ASectorAction : public AActor
{
DECLARE_CLASS (ASectorAction, AActor)
public:
ASectorAction (bool activatedByUse = false);
void Destroy () override;
void OnDestroy() override;
void BeginPlay ();
void Activate (AActor *source);
void Deactivate (AActor *source);
bool TriggerAction(AActor *triggerer, int activationType);
bool CanTrigger (AActor *triggerer) const;
bool IsActivatedByUse() const;
protected:
virtual bool DoTriggerAction(AActor *triggerer, int activationType);
protected:
bool CheckTrigger(AActor *triggerer) const;
private:
bool ActivatedByUse;
};
class ASkyViewpoint;
@ -673,6 +669,7 @@ public:
int GetCeilingLight () const;
sector_t *GetHeightSec() const;
double GetFriction(int plane = sector_t::floor, double *movefac = NULL) const;
bool TriggerSectorActions(AActor *thing, int activation);
DInterpolation *SetInterpolation(int position, bool attach);

View file

@ -120,12 +120,12 @@ void R_InitSkyMap ()
skystretch = (r_skymode == 1
&& skyheight >= 128
&& level.IsFreelookAllowed()
&& !(level.flags & LEVEL_FORCENOSKYSTRETCH)) ? 1 : 0;
&& !(level.flags & LEVEL_FORCETILEDSKY)) ? 1 : 0;
skytexturemid = -28;
}
else if (skyheight > 200)
{
skytexturemid = (200 - skyheight) * skytex1->Scale.Y +(r_skymode == 2 ? skytex1->SkyOffset + testskyoffset : 0);
skytexturemid = (200 - skyheight) * skytex1->Scale.Y +((r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)) ? skytex1->SkyOffset + testskyoffset : 0);
}
if (viewwidth != 0 && viewheight != 0)

View file

@ -2483,7 +2483,7 @@ bool AMusicChanger::DoTriggerAction (AActor *triggerer, int activationType)
triggerer->player->MUSINFOtics = 30;
}
}
return Super::DoTriggerAction (triggerer, activationType);
return false;
}
void AMusicChanger::PostBeginPlay()
@ -2495,7 +2495,7 @@ void AMusicChanger::PostBeginPlay()
{
if (playeringame[i] && players[i].mo && players[i].mo->Sector == this->Sector)
{
TriggerAction(players[i].mo, SECSPAC_Enter);
DoTriggerAction(players[i].mo, SECSPAC_Enter);
}
}
}

View file

@ -106,7 +106,7 @@ class DSeqActorNode : public DSeqNode
HAS_OBJECT_POINTERS
public:
DSeqActorNode(AActor *actor, int sequence, int modenum);
void Destroy() override;
void OnDestroy() override;
void Serialize(FSerializer &arc);
void MakeSound(int loop, FSoundID id)
{
@ -134,7 +134,7 @@ class DSeqPolyNode : public DSeqNode
DECLARE_CLASS(DSeqPolyNode, DSeqNode)
public:
DSeqPolyNode(FPolyObj *poly, int sequence, int modenum);
void Destroy() override;
void OnDestroy() override;
void Serialize(FSerializer &arc);
void MakeSound(int loop, FSoundID id)
{
@ -162,7 +162,7 @@ class DSeqSectorNode : public DSeqNode
DECLARE_CLASS(DSeqSectorNode, DSeqNode)
public:
DSeqSectorNode(sector_t *sec, int chan, int sequence, int modenum);
void Destroy() override;
void OnDestroy() override;
void Serialize(FSerializer &arc);
void MakeSound(int loop, FSoundID id)
{
@ -379,7 +379,7 @@ void DSeqNode::Serialize(FSerializer &arc)
}
}
void DSeqNode::Destroy()
void DSeqNode::OnDestroy()
{
// If this sequence was launched by a parent sequence, advance that
// sequence now.
@ -405,7 +405,7 @@ void DSeqNode::Destroy()
GC::WriteBarrier(m_Next, m_Prev);
}
ActiveSequences--;
Super::Destroy();
Super::OnDestroy();
}
void DSeqNode::StopAndDestroy ()
@ -1041,31 +1041,31 @@ void SN_DoStop (void *source)
}
}
void DSeqActorNode::Destroy ()
void DSeqActorNode::OnDestroy ()
{
if (m_StopSound >= 0)
S_StopSound (m_Actor, CHAN_BODY);
if (m_StopSound >= 1)
MakeSound (0, m_StopSound);
Super::Destroy();
Super::OnDestroy();
}
void DSeqSectorNode::Destroy ()
void DSeqSectorNode::OnDestroy ()
{
if (m_StopSound >= 0)
S_StopSound (m_Sector, Channel & 7);
if (m_StopSound >= 1)
MakeSound (0, m_StopSound);
Super::Destroy();
Super::OnDestroy();
}
void DSeqPolyNode::Destroy ()
void DSeqPolyNode::OnDestroy ()
{
if (m_StopSound >= 0)
S_StopSound (m_Poly, CHAN_BODY);
if (m_StopSound >= 1)
MakeSound (0, m_StopSound);
Super::Destroy();
Super::OnDestroy();
}
//==========================================================================

View file

@ -22,7 +22,7 @@ class DSeqNode : public DObject
public:
void Serialize(FSerializer &arc);
void StopAndDestroy ();
void Destroy() override;
void OnDestroy() override;
void Tick ();
void ChangeData (int seqOffset, int delayTics, float volume, FSoundID currentSoundID);
void AddChoice (int seqnum, seqtype_t type);

View file

@ -52,6 +52,7 @@
#include "g_levellocals.h"
#include "vm.h"
#include "p_checkposition.h"
#include "r_sky.h"
static TArray<FPropertyInfo*> properties;
static TArray<AFuncDesc> AFTable;
@ -742,9 +743,8 @@ void InitThingdef()
// As a result, the size has to be set to something large and arbritrary because it can change between maps. This will need some serious improvement when things get cleaned up.
sectorstruct->AddNativeField("lines", NewPointer(NewResizableArray(NewPointer(linestruct, false)), false), myoffsetof(sector_t, Lines), VARF_Native);
// add the sector planes. These are value items of native structs so they have to be done here. Write access should be through functions only to allow later optimization inside the renderer.
sectorstruct->AddNativeField("ceilingplane", secplanestruct, myoffsetof(sector_t, ceilingplane), VARF_Native|VARF_ReadOnly);
sectorstruct->AddNativeField("floorplane", secplanestruct, myoffsetof(sector_t, floorplane), VARF_Native|VARF_ReadOnly);
sectorstruct->AddNativeField("ceilingplane", secplanestruct, myoffsetof(sector_t, ceilingplane), VARF_Native);
sectorstruct->AddNativeField("floorplane", secplanestruct, myoffsetof(sector_t, floorplane), VARF_Native);
@ -788,6 +788,12 @@ void InitThingdef()
playerf = new PField("gameaction", TypeUInt8, VARF_Native | VARF_Static, (intptr_t)&gameaction);
GlobalSymbols.AddSymbol(playerf);
playerf = new PField("skyflatnum", TypeTextureID, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&skyflatnum);
GlobalSymbols.AddSymbol(playerf);
playerf = new PField("globalfreeze", TypeUInt8, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&bglobal.freeze);
GlobalSymbols.AddSymbol(playerf);
playerf = new PField("consoleplayer", TypeSInt32, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&consoleplayer);
GlobalSymbols.AddSymbol(playerf);

View file

@ -1723,8 +1723,7 @@ DEFINE_CLASS_PROPERTY(backpackmaxamount, I, Ammo)
DEFINE_CLASS_PROPERTY(dropamount, I, Ammo)
{
PROP_INT_PARM(i, 0);
assert(info->IsKindOf(RUNTIME_CLASS(PClassAmmo)));
static_cast<PClassAmmo *>(info)->DropAmount = i;
defaults->DropAmount = i;
}
//==========================================================================

View file

@ -272,6 +272,7 @@ VMFrameStack::~VMFrameStack()
next = block->NextBlock;
delete[] (VM_UBYTE *)block;
}
Blocks = NULL;
}
if (UnusedBlocks != NULL)
{
@ -281,9 +282,8 @@ VMFrameStack::~VMFrameStack()
next = block->NextBlock;
delete[] (VM_UBYTE *)block;
}
UnusedBlocks = NULL;
}
Blocks = NULL;
UnusedBlocks = NULL;
}
//===========================================================================
@ -608,4 +608,4 @@ ADD_STAT(VM)
VMCycles[0].Reset();
VMCalls[0] = 0;
return FStringf("VM time in last 10 tics: %f ms, %d calls", added, addedc);
}
}

View file

@ -9,7 +9,7 @@
//
#include "afxres.h"
#include "../version.h"
#include "../gitinfo.h"
#include "../gitinfo.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
@ -74,7 +74,7 @@ BEGIN
" VALUE ""CompanyName"", "" ""\r\n"
" VALUE ""FileDescription"", ""QZDoom""\r\n"
" VALUE ""FileVersion"", RC_FILEVERSION2\r\n"
" VALUE ""InternalName"", ""QZDoom""\r\n"
" VALUE ""InternalName"", "QZDoom""\r\n"
" VALUE ""LegalCopyright"", ""Copyright \\u00A9 1993-1996 id Software, 1998-2010 Randy Heit, 2002-2010 Christoph Oelckers, et al.""\r\n"
" VALUE ""LegalTrademarks"", ""DoomR is a Registered Trademark of id Software, Inc.""\r\n"
" VALUE ""OriginalFilename"", ""qzdoom.exe""\r\n"
@ -220,46 +220,31 @@ END
// Dialog
//
/*
IDD_IWADDIALOG DIALOGEX 0, 0, 212, 186
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
EXSTYLE WS_EX_APPWINDOW
CAPTION "Select an IWAD to use"
FONT 8, "MS Shell Dlg", 0, 0, 0x0
BEGIN
LISTBOX IDC_IWADLIST,5,25,200,124,LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
CONTROL "Don't ask me this again",IDC_DONTASKIWAD,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,61,153,89,10
DEFPUSHBUTTON "OK",IDOK,5,165,50,14
PUSHBUTTON "Cancel",IDCANCEL,155,165,50,14
LTEXT "ZDoom found more than one IWAD present.",IDC_STATIC,5,5,140,8
LTEXT "Select from the list below to determine which one to use:",IDC_STATIC,5,15,200,8
END
*/
// [SP] Upstreamed from Zandronum
IDD_IWADDIALOG DIALOGEX 0, 0, 224, 246
IDD_IWADDIALOG DIALOGEX 0, 0, 224, 249
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
EXSTYLE WS_EX_APPWINDOW
CAPTION "Welcome"
FONT 8, "MS Shell Dlg", 0, 0, 0x1
BEGIN
ICON IDI_ICON1,IDC_STATIC,7,7,21,20
LTEXT "Welcome to QZDoom!",IDC_STATIC,42,8,180,8
LTEXT "<Version info>",IDC_WELCOME_VERSION,42,18,180,8
GROUPBOX "IWAD selection",IDC_STATIC,8,32,208,102
LTEXT "Select which game file (IWAD) to run.",IDC_STATIC,12,44,190,8
LISTBOX IDC_IWADLIST,12,56,200,72,LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
GROUPBOX "Video settings",IDC_STATIC,8,138,208,48
LTEXT "Choose how QZDoom will render the game.",IDC_STATIC,12,148,190,8
CONTROL "Hardware (OpenGL)",IDC_WELCOME_OPENGL,"Button",BS_AUTORADIOBUTTON,12,170,93,10
CONTROL "Software (Doom)",IDC_WELCOME_SOFTWARE,"Button",BS_AUTORADIOBUTTON,12,160,93,10
CONTROL "Fullscreen",IDC_WELCOME_FULLSCREEN,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,124,160,48,10
CONTROL "Disable autoload",IDC_WELCOME_NOAUTOLOAD,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,148,39,65,10
CONTROL "Lights.pk3",IDC_WELCOME_LIGHTS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,46,192,51,10
CONTROL "Brightmaps.pk3",IDC_WELCOME_BRIGHTMAPS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,111,192,65,10
CONTROL "Don't ask me this again",IDC_DONTASKIWAD,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,73,211,87,10
DEFPUSHBUTTON "Play QZDoom",IDOK,8,228,90,14
PUSHBUTTON "Exit",IDCANCEL,166,228,50,14
END
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
FONT 8, "MS Shell Dlg"
{
CONTROL 101, IDC_STATIC, STATIC, SS_ICON | WS_CHILD | WS_VISIBLE, 7, 7, 21, 20
CONTROL "Welcome to QZDoom!", IDC_STATIC, STATIC, SS_LEFT | WS_CHILD | WS_VISIBLE | WS_GROUP, 42, 8, 180, 8
CONTROL "<Version info>", IDC_WELCOME_VERSION, STATIC, SS_LEFT | WS_CHILD | WS_VISIBLE | WS_GROUP, 42, 18, 180, 8
CONTROL "IWAD selection", IDC_STATIC, BUTTON, BS_GROUPBOX | WS_CHILD | WS_VISIBLE, 8, 32, 208, 117
CONTROL "Select which game file (IWAD) to run.", IDC_STATIC, STATIC, SS_LEFT | WS_CHILD | WS_VISIBLE | WS_GROUP, 12, 44, 190, 8
CONTROL "", IDC_IWADLIST, LISTBOX, LBS_NOTIFY | LBS_NOINTEGRALHEIGHT | WS_CHILD | WS_VISIBLE | WS_BORDER | WS_VSCROLL | WS_TABSTOP, 12, 56, 200, 87
CONTROL "Video settings", IDC_STATIC, BUTTON, BS_GROUPBOX | WS_CHILD | WS_VISIBLE, 8, 155, 109, 52
CONTROL "Hardware (OpenGL)", IDC_WELCOME_OPENGL, BUTTON, BS_AUTORADIOBUTTON | WS_CHILD | WS_VISIBLE, 12, 170, 93, 10
CONTROL "Software (Doom)", IDC_WELCOME_SOFTWARE, BUTTON, BS_AUTORADIOBUTTON | WS_CHILD | WS_VISIBLE, 12, 180, 93, 10
CONTROL "Fullscreen", IDC_WELCOME_FULLSCREEN, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 12, 190, 48, 10
CONTROL "Resource settings", IDC_STATIC, BUTTON, BS_GROUPBOX | WS_CHILD | WS_VISIBLE, 123, 155, 95, 52
CONTROL "Disable autoload", IDC_WELCOME_NOAUTOLOAD, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 130, 170, 65, 10
CONTROL "Load lights", IDC_WELCOME_LIGHTS, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 130, 180, 51, 10
CONTROL "Load brightmaps", IDC_WELCOME_BRIGHTMAPS, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 130, 190, 65, 10
CONTROL "Don't ask me this again", IDC_DONTASKIWAD, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 73, 211, 87, 10
CONTROL "Play QZDoom", IDOK, BUTTON, BS_DEFPUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 8, 228, 90, 14
CONTROL "Exit", IDCANCEL, BUTTON, BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 166, 228, 50, 14
}
IDD_EAXPROPERTYLIST DIALOGEX 0, 0, 265, 404
STYLE DS_SETFONT | DS_3DLOOK | DS_FIXEDSYS | DS_CONTROL | WS_CHILD | WS_VSCROLL

View file

@ -145,6 +145,7 @@ class Actor : Thinker native
native int lastbump;
native int DesignatedTeam;
native Actor BlockingMobj;
native Line BlockingLine;
native int PoisonDamage;
native name PoisonDamageType;
native int PoisonDuration;
@ -207,7 +208,6 @@ class Actor : Thinker native
// need some definition work first
//FRenderStyle RenderStyle;
//line_t *BlockingLine; // Line that blocked the last move
//int ConversationRoot; // THe root of the current dialogue
// deprecated things.
@ -345,7 +345,12 @@ class Actor : Thinker native
native void ClearBounce();
native TerrainDef GetFloorTerrain();
native bool CheckLocalView(int consoleplayer);
native bool CheckNoDelay();
native bool UpdateWaterLevel (bool splash = true);
native bool IsZeroDamage();
native void ClearInterpolation();
native Vector3 PosRelative(sector sec);
native void ExplodeMissile(line lin = null, Actor target = null);
native void RestoreDamage();
native int SpawnHealth();
@ -742,9 +747,9 @@ class Actor : Thinker native
native bool A_SpawnItemEx(class<Actor> itemtype, double xofs = 0, double yofs = 0, double zofs = 0, double xvel = 0, double yvel = 0, double zvel = 0, double angle = 0, int flags = 0, int failchance = 0, int tid=0);
native void A_Print(string whattoprint, double time = 0, name fontname = "none");
native void A_PrintBold(string whattoprint, double time = 0, name fontname = "none");
native void A_Log(string whattoprint);
native void A_LogInt(int whattoprint);
native void A_LogFloat(double whattoprint);
native void A_Log(string whattoprint, bool local = false);
native void A_LogInt(int whattoprint, bool local = false);
native void A_LogFloat(double whattoprint, bool local = false);
native void A_SetTranslucent(double alpha, int style = 0);
native void A_SetRenderStyle(double alpha, int style);
native void A_FadeIn(double reduce = 0.1, int flags = 0);

View file

@ -17,8 +17,10 @@ class Object native
native static void SetMusicVolume(float vol);
native Name GetClassName();
native void Destroy();
/*virtual*/ native void Destroy();
// This does not call into the native method of the same name to avoid problems with objects that get garbage collected late on shutdown.
virtual void OnDestroy() {}
}
class Thinker : Object native
@ -506,6 +508,7 @@ struct Sector native
native int GetOppositePortalGroup(int plane);
native double CenterFloor();
native double CenterCeiling();
native bool TriggerSectorActions(Actor thing, int activation);
native int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
native int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);

View file

@ -1,3 +1,28 @@
/*
args[0]: Bridge radius, in mapunits
args[1]: Bridge height, in mapunits
args[2]: Amount of bridge balls (if 0: Doom bridge)
args[3]: Rotation speed of bridge balls, in byte angle per seconds, sorta:
Since an arg is only a byte, it can only go from 0 to 255, while ZDoom's
BAM go from 0 to 65535. Plus, it needs to be able to go either way. So,
up to 128, it goes counterclockwise; 129-255 is clockwise, substracting
256 from it to get the angle. A few example values:
0: Hexen default
11: 15° / seconds
21: 30° / seconds
32: 45° / seconds
64: 90° / seconds
128: 180° / seconds
192: -90° / seconds
223: -45° / seconds
233: -30° / seconds
244: -15° / seconds
This value only matters if args[2] is not zero.
args[4]: Rotation radius of bridge balls, in bridge radius %.
If 0, use Hexen default: ORBIT_RADIUS, regardless of bridge radius.
This value only matters if args[2] is not zero.
*/
// Bridge ball -------------------------------------------------------------
class BridgeBall : Actor
@ -9,8 +34,6 @@ class BridgeBall : Actor
+NOGRAVITY
}
native void A_BridgeOrbit();
States
{
Spawn:
@ -19,12 +42,38 @@ class BridgeBall : Actor
Wait;
}
void A_BridgeOrbit()
{
if (target == NULL)
{ // Don't crash if somebody spawned this into the world
// independantly of a Bridge actor.
return;
}
// Set default values
// Every five tics, Hexen moved the ball 3/256th of a revolution.
double rotationspeed = 45. / 32 * 3 / 5;
double rotationradius = CustomBridge.ORBIT_RADIUS;
// If the bridge is custom, set non-default values if any.
// Set angular speed; 1--128: counterclockwise rotation ~=1--180°; 129--255: clockwise rotation ~= 180--1°
if (target.args[3] > 128) rotationspeed = 45. / 32 * (target.args[3] - 256) / TICRATE;
else if (target.args[3] > 0) rotationspeed = 45. / 32 * (target.args[3]) / TICRATE;
// Set rotation radius
if (target.args[4]) rotationradius = ((target.args[4] * target.radius) / 100);
Angle += rotationspeed;
SetOrigin(target.Vec3Angle(rotationradius, Angle, 0), true);
floorz = target.floorz;
ceilingz = target.ceilingz;
}
}
// The bridge itself -------------------------------------------------------
class CustomBridge : Actor native
class CustomBridge : Actor
{
const ORBIT_RADIUS = 15;
default
{
+SOLID
@ -36,8 +85,6 @@ class CustomBridge : Actor native
RenderStyle "None";
}
native void A_BridgeInit(class<Actor> balltype = "BridgeBall");
states
{
Spawn:
@ -53,6 +100,67 @@ class CustomBridge : Actor native
TLGL A 300;
Stop;
}
override void BeginPlay ()
{
if (args[2]) // Hexen bridge if there are balls
{
SetState(SeeState);
A_SetSize(args[0] ? args[0] : 32, args[1] ? args[1] : 2);
}
else // No balls? Then a Doom bridge.
{
A_SetSize(args[0] ? args[0] : 36, args[1] ? args[1] : 4);
A_SetRenderStyle(1., STYLE_Normal);
}
}
override void OnDestroy()
{
// Hexen originally just set a flag to make the bridge balls remove themselves in A_BridgeOrbit.
// But this is not safe with custom bridge balls that do not necessarily call that function.
// So the best course of action is to look for all bridge balls here and destroy them ourselves.
let it = ThinkerIterator.Create("Actor");
Actor thing;
while ((thing = Actor(it.Next())))
{
if (thing.target == self)
{
thing.Destroy();
}
}
Super.OnDestroy();
}
void A_BridgeInit(class<Actor> balltype = "BridgeBall")
{
if (balltype == NULL)
{
balltype = "BridgeBall";
}
double startangle = random[orbit]() * (360./256.);
// Spawn triad into world -- may be more than a triad now.
int ballcount = args[2]==0 ? 3 : args[2];
for (int i = 0; i < ballcount; i++)
{
Actor ball = Spawn(balltype, Pos, ALLOW_REPLACE);
ball.Angle = startangle + (45./32) * (256/ballcount) * i;
ball.target = self;
double rotationradius = ORBIT_RADIUS;
if (args[4]) rotationradius = (args[4] * radius) / 100;
ball.SetOrigin(Vec3Angle(rotationradius, ball.Angle, 0), true);
ball.floorz = floorz;
ball.ceilingz = ceilingz;
}
}
}
// The Hexen bridge -------------------------------------------------------
@ -79,7 +187,7 @@ class ZBridge : CustomBridge
// Invisible bridge --------------------------------------------------------
class InvisibleBridge : Actor native
class InvisibleBridge : Actor
{
default
{
@ -98,6 +206,16 @@ class InvisibleBridge : Actor native
TNT1 A -1;
Stop;
}
override void BeginPlay ()
{
Super.BeginPlay ();
if (args[0] || args[1])
{
A_SetSize(args[0]? args[0] : radius, args[1]? args[1] : height);
}
}
}
// And some invisible bridges from Skull Tag -------------------------------

View file

@ -1,6 +1,6 @@
// Fast projectiles --------------------------------------------------------
class FastProjectile : Actor native
class FastProjectile : Actor
{
Default
{
@ -37,5 +37,148 @@ class FastProjectile : Actor native
}
}
//----------------------------------------------------------------------------
//
// AFastProjectile :: Tick
//
// Thinker for the ultra-fast projectiles used by Heretic and Hexen
//
//----------------------------------------------------------------------------
override void Tick ()
{
ClearInterpolation();
double oldz = pos.Z;
if (!bNoTimeFreeze)
{
//Added by MC: Freeze mode.
if (globalfreeze || level.Frozen)
{
return;
}
}
// [RH] Ripping is a little different than it was in Hexen
FCheckPosition tm;
tm.DoRipping = bRipper;
int count = 8;
if (radius > 0)
{
while ( abs(Vel.X) > radius * count || abs(Vel.Y) > radius * count)
{
// we need to take smaller steps.
count += count;
}
}
// Handle movement
if (Vel != (0, 0, 0) || (pos.Z != floorz))
{
// force some lateral movement so that collision detection works as intended.
if (bMissile && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
{
Vel.X = MinVel;
}
Vector3 frac = Vel / count;
int changexy = frac.X != 0 || frac.Y != 0;
int ripcount = count / 8;
for (int i = 0; i < count; i++)
{
if (changexy)
{
if (--ripcount <= 0)
{
tm.ClearLastRipped(); // [RH] Do rip damage each step, like Hexen
}
if (!TryMove (Pos.XY + frac.XY, true, NULL, tm))
{ // Blocked move
if (!bSkyExplode)
{
let l = tm.ceilingline;
if (l &&
l.backsector &&
l.backsector.GetTexture(sector.ceiling) == skyflatnum)
{
let posr = PosRelative(l.backsector);
if (pos.Z >= l.backsector.ceilingplane.ZatPoint(posr.XY))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
Destroy ();
return;
}
}
// [RH] Don't explode on horizon lines.
if (BlockingLine != NULL && BlockingLine.special == Line_Horizon)
{
Destroy ();
return;
}
}
ExplodeMissile (BlockingLine, BlockingMobj);
return;
}
}
AddZ(frac.Z);
UpdateWaterLevel ();
oldz = pos.Z;
if (oldz <= floorz)
{ // Hit the floor
if (floorpic == skyflatnum && !bSkyExplode)
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
Destroy ();
return;
}
SetZ(floorz);
HitFloor ();
ExplodeMissile (NULL, NULL);
return;
}
if (pos.Z + height > ceilingz)
{ // Hit the ceiling
if (ceilingpic == skyflatnum && !bSkyExplode)
{
Destroy ();
return;
}
SetZ(ceilingz - Height);
ExplodeMissile (NULL, NULL);
return;
}
if (frac != (0, 0, 0) && ripcount <= 0)
{
ripcount = count >> 3;
// call the 'Effect' method.
Effect();
}
}
}
if (!CheckNoDelay())
return; // freed itself
// Advance the state
if (tics != -1)
{
if (tics > 0) tics--;
while (!tics)
{
if (!SetState (CurState.NextState))
{ // mobj was removed
return;
}
}
}
}
}

View file

@ -1,6 +1,22 @@
class SectorAction : Actor native
{
// this class uses health to define the activation type.
enum EActivation
{
SECSPAC_Enter = 1,
SECSPAC_Exit = 2,
SECSPAC_HitFloor = 4,
SECSPAC_HitCeiling = 8,
SECSPAC_Use = 16,
SECSPAC_UseWall = 32,
SECSPAC_EyesDive = 64,
SECSPAC_EyesSurface = 128,
SECSPAC_EyesBelowC = 256,
SECSPAC_EyesAboveC = 512,
SECSPAC_HitFakeFloor= 1024,
};
default
{
+NOBLOCKMAP
@ -12,68 +28,112 @@ class SectorAction : Actor native
// Triggered when entering sector -------------------------------------------
class SecActEnter : SectorAction native
class SecActEnter : SectorAction
{
Default
{
Health SECSPAC_Enter;
}
}
// Triggered when leaving sector --------------------------------------------
class SecActExit : SectorAction native
class SecActExit : SectorAction
{
Default
{
Health SECSPAC_Exit;
}
}
// Triggered when hitting sector's floor ------------------------------------
class SecActHitFloor : SectorAction native
class SecActHitFloor : SectorAction
{
Default
{
Health SECSPAC_HitFloor;
}
}
// Triggered when hitting sector's ceiling ----------------------------------
class SecActHitCeil : SectorAction native
class SecActHitCeil : SectorAction
{
Default
{
Health SECSPAC_HitCeiling;
}
}
// Triggered when using inside sector ---------------------------------------
class SecActUse : SectorAction native
class SecActUse : SectorAction
{
Default
{
Health SECSPAC_Use;
}
}
// Triggered when using a sector's wall -------------------------------------
class SecActUseWall : SectorAction native
class SecActUseWall : SectorAction
{
Default
{
Health SECSPAC_UseWall;
}
}
// Triggered when eyes go below fake floor ----------------------------------
class SecActEyesDive : SectorAction native
class SecActEyesDive : SectorAction
{
Default
{
Health SECSPAC_EyesDive;
}
}
// Triggered when eyes go above fake floor ----------------------------------
class SecActEyesSurface : SectorAction native
class SecActEyesSurface : SectorAction
{
Default
{
Health SECSPAC_EyesSurface;
}
}
// Triggered when eyes go below fake floor ----------------------------------
// Triggered when eyes go below fake ceiling ----------------------------------
class SecActEyesBelowC : SectorAction native
class SecActEyesBelowC : SectorAction
{
Default
{
Health SECSPAC_EyesBelowC;
}
}
// Triggered when eyes go above fake floor ----------------------------------
// Triggered when eyes go above fake ceiling ----------------------------------
class SecActEyesAboveC : SectorAction native
class SecActEyesAboveC : SectorAction
{
Default
{
Health SECSPAC_EyesAboveC;
}
}
// Triggered when eyes go below fake floor ----------------------------------
// Triggered when hitting fake floor ----------------------------------
class SecActHitFakeFloor : SectorAction native
class SecActHitFakeFloor : SectorAction
{
Default
{
Health SECSPAC_HitFakeFloor;
}
}
// Music changer ----------------------------------

View file

@ -37,7 +37,7 @@ class LowerStackLookOnly : StackPoint
}
class SectorSilencer native
class SectorSilencer : Actor
{
default
{
@ -46,4 +46,19 @@ class SectorSilencer native
+DONTSPLASH
RenderStyle "None";
}
override void BeginPlay ()
{
Super.BeginPlay ();
CurSector.Flags |= Sector.SECF_SILENT;
}
override void OnDestroy ()
{
if (CurSector != null)
{
CurSector.Flags &= ~Sector.SECF_SILENT;
}
Super.OnDestroy();
}
}