- Added the ACS script type "return". These are executed by players who return

to a map they've previously been to. This is analagous to enter scripts, but
  whereas enter scripts execute only the first time a player enters a map,
  return scripts execute all but the first time.
- Improved map scrolling when rotation is on and follow mode is off.


SVN r742 (trunk)
This commit is contained in:
Randy Heit 2008-02-13 02:29:49 +00:00
parent 99c4c9461e
commit 2e5257d347
5 changed files with 75 additions and 50 deletions

View file

@ -1,3 +1,10 @@
February 12, 2008
- Added the ACS script type "return". These are executed by players who return
to a map they've previously been to. This is analagous to enter scripts, but
whereas enter scripts execute only the first time a player enters a map,
return scripts execute all but the first time.
- Improved map scrolling when rotation is on and follow mode is off.
February 11, 2008
- Fixed: Turning off follow mode with automap rotating enabled did not
function in an easy-to-understand manner.

View file

@ -307,8 +307,6 @@ static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)
static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
static fixed_t m_rotateoffsx, m_rotateoffsy; // Offset for rotated map.
//
// width/height of window on map (map coords)
//
@ -493,7 +491,7 @@ static void AM_findMinMaxBoundaries ()
max_scale_mtof = MapDiv (SCREENHEIGHT << MAPBITS, 2*PLAYERRADIUS);
}
static void AM_ClipRotatedExtents ()
static void AM_ClipRotatedExtents (fixed_t pivotx, fixed_t pivoty)
{
fixed_t rmin_x, rmin_y, rmax_x, rmax_y;
@ -513,15 +511,17 @@ static void AM_ClipRotatedExtents ()
xs[1] = max_x; ys[1] = min_y;
xs[2] = max_x; ys[2] = max_y;
xs[3] = min_x; ys[3] = max_y;
rmin_x = rmin_y = FIXED_MAX;
rmax_x = rmax_y = FIXED_MIN;
for (i = 0; i < 4; ++i)
{
AM_rotatePoint (&xs[i], &ys[i]);
}
rmin_x = rmin_y = FIXED_MAX;
rmax_x = rmax_y = FIXED_MIN;
for (i = 0; i < 4; ++i)
{
xs[i] -= pivotx;
ys[i] -= pivoty;
AM_rotate (&xs[i], &ys[i], ANG90 - players[consoleplayer].camera->angle);
xs[i] += pivotx;
ys[i] += pivoty;
if (xs[i] < rmin_x) rmin_x = xs[i];
if (xs[i] > rmax_x) rmax_x = xs[i];
if (ys[i] < rmin_y) rmin_y = ys[i];
@ -567,14 +567,6 @@ static void AM_ScrollParchment (fixed_t dmapx, fixed_t dmapy)
//
//
void AM_changeWindowLoc ()
{
if (am_rotate)
{
m_rotateoffsx -= Scale(m_paninc.x, SCREENWIDTH, 320);
m_rotateoffsy -= Scale(m_paninc.y, SCREENHEIGHT, 200);
AM_doFollowPlayer();
}
else
{
if (0 != (m_paninc.x | m_paninc.y))
{
@ -583,13 +575,20 @@ void AM_changeWindowLoc ()
}
int oldmx = m_x, oldmy = m_y;
fixed_t incx = m_paninc.x, incy = m_paninc.y;
m_x += Scale (m_paninc.x, SCREENWIDTH, 320);
m_y += Scale (m_paninc.y, SCREENHEIGHT, 200);
AM_ClipRotatedExtents ();
AM_ScrollParchment (m_x-oldmx, oldmy-m_y);
incx = Scale(m_paninc.x, SCREENWIDTH, 320);
incy = Scale(m_paninc.y, SCREENHEIGHT, 200);
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotate(&incx, &incy, players[consoleplayer].camera->angle - ANG90);
}
m_x += incx;
m_y += incy;
AM_ClipRotatedExtents (oldmx + m_w/2, oldmy + m_h/2);
AM_ScrollParchment (m_x - oldmx, oldmy - m_y);
}
@ -1074,8 +1073,8 @@ void AM_doFollowPlayer ()
(f_oldloc.x != players[consoleplayer].camera->x ||
f_oldloc.y != players[consoleplayer].camera->y))
{
m_x = ((players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx) - m_w/2;
m_y = ((players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy) - m_h/2;
m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS) - m_h/2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
@ -1097,8 +1096,6 @@ static void AM_ToggleFollowPlayer()
{
followplayer = !followplayer;
f_oldloc.x = FIXED_MAX;
m_rotateoffsx = 0;
m_rotateoffsy = 0;
Printf ("%s\n", GStrings(followplayer ? "AMSTR_FOLLOWON" : "AMSTR_FOLLOWOFF"));
}
@ -1491,11 +1488,13 @@ void AM_rotate (fixed_t *x, fixed_t *y, angle_t a)
void AM_rotatePoint (fixed_t *x, fixed_t *y)
{
*x -= players[consoleplayer].camera->x >> FRACTOMAPBITS;
*y -= players[consoleplayer].camera->y >> FRACTOMAPBITS;
fixed_t pivotx = m_x + m_w/2;
fixed_t pivoty = m_y + m_h/2;
*x -= pivotx;
*y -= pivoty;
AM_rotate (x, y, ANG90 - players[consoleplayer].camera->angle);
*x += (players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx;
*y += (players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy;
*x += pivotx;
*y += pivoty;
}
void
@ -1546,26 +1545,37 @@ AM_drawLineCharacter
void AM_drawPlayers ()
{
mpoint_t pt;
angle_t angle;
int i;
if (!multiplayer)
{
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
angle = ANG90;
else
angle = players[consoleplayer].camera->angle;
mline_t *arrow;
int numarrowlines;
if (am_cheat != 0)
AM_drawLineCharacter
(cheat_player_arrow, NUMCHEATPLYRLINES, 0,
angle, YourColor, (players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx,
(players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy);
pt.x = players[consoleplayer].camera->x >> FRACTOMAPBITS;
pt.y = players[consoleplayer].camera->y >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle = ANG90;
AM_rotatePoint (&pt.x, &pt.y);
}
else
AM_drawLineCharacter
(player_arrow, NUMPLYRLINES, 0, angle,
YourColor, (players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx,
(players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy);
{
angle = players[consoleplayer].camera->angle;
}
if (am_cheat != 0)
{
arrow = cheat_player_arrow;
numarrowlines = NUMCHEATPLYRLINES;
}
else
{
arrow = player_arrow;
numarrowlines = NUMPLYRLINES;
}
AM_drawLineCharacter(arrow, numarrowlines, 0, angle, YourColor, pt.x, pt.y);
return;
}
@ -1573,7 +1583,6 @@ void AM_drawPlayers ()
{
player_t *p = &players[i];
AMColor color;
mpoint_t pt;
if (!playeringame[i] || p->mo == NULL)
{

View file

@ -2311,6 +2311,10 @@ void G_FinishTravel ()
inv->LinkToWorld ();
inv->Travelled ();
}
if (level.FromSnapshot)
{
FBehavior::StaticStartTypedScripts (SCRIPT_Return, pawn, true);
}
}
}
}
@ -2340,6 +2344,7 @@ void G_InitLevelLocals ()
level.fadeto = info->fadeto;
level.cdtrack = info->cdtrack;
level.cdid = info->cdid;
level.FromSnapshot = false;
if (level.fadeto == 0)
{
R_SetDefaultColormap (info->fadetable);
@ -2828,6 +2833,7 @@ void G_UnSnapshotLevel (bool hubLoad)
arc.SetHubTravel ();
G_SerializeLevel (arc, hubLoad);
arc.Close ();
level.FromSnapshot = true;
TThinkerIterator<APlayerPawn> it;
APlayerPawn *pawn, *next;

View file

@ -249,6 +249,8 @@ struct level_locals_s
SBYTE WallVertLight; // Light diffs for vert/horiz walls
SBYTE WallHorizLight;
bool FromSnapshot; // The current map was restored from a snapshot
const char *f1;
float teamdamage;

View file

@ -110,7 +110,8 @@ enum
SCRIPT_WhiteReturn = 8,
SCRIPT_Lightning = 12,
SCRIPT_Unloading = 13,
SCRIPT_Disconnect = 14
SCRIPT_Disconnect = 14,
SCRIPT_Return = 15,
};
// Script flags