Merge remote-tracking branch 'upstream/master' into truecolor

This commit is contained in:
Magnus Norddahl 2016-06-27 12:29:23 +02:00
commit 335ca12909
10 changed files with 225 additions and 56 deletions

View file

@ -556,7 +556,7 @@ CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
case 1: // Doom2.exe compatible with a few relaxed settings
v = COMPATF_SHORTTEX|COMPATF_STAIRINDEX|COMPATF_USEBLOCKING|COMPATF_NODOORLIGHT|COMPATF_SPRITESORT|
COMPATF_TRACE|COMPATF_MISSILECLIP|COMPATF_SOUNDTARGET|COMPATF_DEHHEALTH|COMPATF_CROSSDROPOFF|
COMPATF_LIGHT;
COMPATF_LIGHT|COMPATF_MASKEDMIDTEX;
w= COMPATF2_FLOORMOVE;
break;
@ -569,7 +569,7 @@ CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
break;
case 3: // Boom compat mode
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP;
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MASKEDMIDTEX;
break;
case 4: // Old ZDoom compat mode
@ -579,12 +579,12 @@ CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
case 5: // MBF compat mode
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MUSHROOM|
COMPATF_MBFMONSTERMOVE|COMPATF_NOBLOCKFRIENDS;
COMPATF_MBFMONSTERMOVE|COMPATF_NOBLOCKFRIENDS|COMPATF_MASKEDMIDTEX;
break;
case 6: // Boom with some added settings to reenable some 'broken' behavior
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_NO_PASSMOBJ|
COMPATF_INVISIBILITY|COMPATF_CORPSEGIBS|COMPATF_HITSCAN|COMPATF_WALLRUN|COMPATF_NOTOSSDROPS;
COMPATF_INVISIBILITY|COMPATF_CORPSEGIBS|COMPATF_HITSCAN|COMPATF_WALLRUN|COMPATF_NOTOSSDROPS|COMPATF_MASKEDMIDTEX;
w = COMPATF2_POINTONLINE;
break;

View file

@ -4190,31 +4190,6 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
return tex == TexMan[secpic];
}
enum
{
// These are the original inputs sent by the player.
INPUT_OLDBUTTONS,
INPUT_BUTTONS,
INPUT_PITCH,
INPUT_YAW,
INPUT_ROLL,
INPUT_FORWARDMOVE,
INPUT_SIDEMOVE,
INPUT_UPMOVE,
// These are the inputs, as modified by P_PlayerThink().
// Most of the time, these will match the original inputs, but
// they can be different if a player is frozen or using a
// chainsaw.
MODINPUT_OLDBUTTONS,
MODINPUT_BUTTONS,
MODINPUT_PITCH,
MODINPUT_YAW,
MODINPUT_ROLL,
MODINPUT_FORWARDMOVE,
MODINPUT_SIDEMOVE,
MODINPUT_UPMOVE
};
int DLevelScript::GetPlayerInput(int playernum, int inputnum)
{
@ -4241,28 +4216,7 @@ int DLevelScript::GetPlayerInput(int playernum, int inputnum)
return 0;
}
switch (inputnum)
{
case INPUT_OLDBUTTONS: return p->original_oldbuttons; break;
case INPUT_BUTTONS: return p->original_cmd.buttons; break;
case INPUT_PITCH: return p->original_cmd.pitch; break;
case INPUT_YAW: return p->original_cmd.yaw; break;
case INPUT_ROLL: return p->original_cmd.roll; break;
case INPUT_FORWARDMOVE: return p->original_cmd.forwardmove; break;
case INPUT_SIDEMOVE: return p->original_cmd.sidemove; break;
case INPUT_UPMOVE: return p->original_cmd.upmove; break;
case MODINPUT_OLDBUTTONS: return p->oldbuttons; break;
case MODINPUT_BUTTONS: return p->cmd.ucmd.buttons; break;
case MODINPUT_PITCH: return p->cmd.ucmd.pitch; break;
case MODINPUT_YAW: return p->cmd.ucmd.yaw; break;
case MODINPUT_ROLL: return p->cmd.ucmd.roll; break;
case MODINPUT_FORWARDMOVE: return p->cmd.ucmd.forwardmove; break;
case MODINPUT_SIDEMOVE: return p->cmd.ucmd.sidemove; break;
case MODINPUT_UPMOVE: return p->cmd.ucmd.upmove; break;
default: return 0; break;
}
return P_Thing_CheckInputNum(p, inputnum);
}
enum
@ -8094,6 +8048,17 @@ scriptwait:
break;
// [BC] Start ST PCD's
case PCD_ISNETWORKGAME:
PushToStack(netgame);
break;
case PCD_PLAYERTEAM:
if ( activator && activator->player )
PushToStack( activator->player->userinfo.GetTeam() );
else
PushToStack( 0 );
break;
case PCD_PLAYERHEALTH:
if (activator)
PushToStack (activator->health);

View file

@ -504,7 +504,7 @@ public:
PCD_PLAYERGOLDSKULL,
PCD_PLAYERBLACKCARD,
PCD_PLAYERSILVERCARD,
PCD_PLAYERONTEAM,
PCD_ISNETWORKGAME,
PCD_PLAYERTEAM,
/*120*/ PCD_PLAYERHEALTH,
PCD_PLAYERARMORPOINTS,

View file

@ -159,9 +159,35 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser);
bool P_Thing_CanRaise(AActor *thing);
PClassActor *P_GetSpawnableType(int spawnnum);
void InitSpawnablesFromMapinfo();
int P_Thing_CheckInputNum(player_t *p, int inputnum);
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr);
enum
{
// These are the original inputs sent by the player.
INPUT_OLDBUTTONS,
INPUT_BUTTONS,
INPUT_PITCH,
INPUT_YAW,
INPUT_ROLL,
INPUT_FORWARDMOVE,
INPUT_SIDEMOVE,
INPUT_UPMOVE,
// These are the inputs, as modified by P_PlayerThink().
// Most of the time, these will match the original inputs, but
// they can be different if a player is frozen or using a
// chainsaw.
MODINPUT_OLDBUTTONS,
MODINPUT_BUTTONS,
MODINPUT_PITCH,
MODINPUT_YAW,
MODINPUT_ROLL,
MODINPUT_FORWARDMOVE,
MODINPUT_SIDEMOVE,
MODINPUT_UPMOVE
};
enum CPXF
{
CPXF_ANCESTOR = 1 << 0,

View file

@ -1135,16 +1135,64 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Overlay)
PARAM_ACTION_PROLOGUE;
PARAM_INT (layer);
PARAM_STATE_OPT (state) { state = nullptr; }
PARAM_BOOL_OPT (dontoverride) { dontoverride = false; }
player_t *player = self->player;
if (player == nullptr)
return 0;
if (player == nullptr || (dontoverride && (player->FindPSprite(layer) != nullptr)))
{
ACTION_RETURN_BOOL(false);
}
DPSprite *pspr;
pspr = new DPSprite(player, stateowner, layer);
pspr->SetState(state);
return 0;
ACTION_RETURN_BOOL(true);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ClearOverlays)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(start) { start = 0; }
PARAM_INT_OPT(stop) { stop = 0; }
PARAM_BOOL_OPT(safety) { safety = true; }
if (!self->player)
ACTION_RETURN_INT(0);
player_t *player = self->player;
if (!start && !stop)
{
start = INT_MIN;
stop = safety ? PSP_TARGETCENTER - 1 : INT_MAX;
}
int count = 0;
DPSprite *pspr = player->psprites;
while (pspr != nullptr)
{
int id = pspr->GetID();
//Do not wipe out layer 0. Ever.
if (!id || id < start)
continue;
if (id > stop)
break;
if (safety)
{
if (id >= PSP_TARGETCENTER)
break;
else if ((id >= PSP_STRIFEHANDS && id <= PSP_WEAPON) || (id == PSP_FLASH))
continue;
}
// [MC]Don't affect non-hardcoded layers unless it's really desired.
pspr->SetState(nullptr);
count++;
pspr = pspr->GetNext();
}
ACTION_RETURN_INT(count);
}
//

View file

@ -666,7 +666,36 @@ void InitSpawnablesFromMapinfo()
InitClassMap(SpawnableThings, SpawnablesFromMapinfo);
InitClassMap(StrifeTypes, ConversationIDsFromMapinfo);
}
int P_Thing_CheckInputNum(player_t *p, int inputnum)
{
int renum = 0;
if (p)
{
switch (inputnum)
{
case INPUT_OLDBUTTONS: renum = p->original_oldbuttons; break;
case INPUT_BUTTONS: renum = p->original_cmd.buttons; break;
case INPUT_PITCH: renum = p->original_cmd.pitch; break;
case INPUT_YAW: renum = p->original_cmd.yaw; break;
case INPUT_ROLL: renum = p->original_cmd.roll; break;
case INPUT_FORWARDMOVE: renum = p->original_cmd.forwardmove; break;
case INPUT_SIDEMOVE: renum = p->original_cmd.sidemove; break;
case INPUT_UPMOVE: renum = p->original_cmd.upmove; break;
case MODINPUT_OLDBUTTONS: renum = p->oldbuttons; break;
case MODINPUT_BUTTONS: renum = p->cmd.ucmd.buttons; break;
case MODINPUT_PITCH: renum = p->cmd.ucmd.pitch; break;
case MODINPUT_YAW: renum = p->cmd.ucmd.yaw; break;
case MODINPUT_ROLL: renum = p->cmd.ucmd.roll; break;
case MODINPUT_FORWARDMOVE: renum = p->cmd.ucmd.forwardmove; break;
case MODINPUT_SIDEMOVE: renum = p->cmd.ucmd.sidemove; break;
case MODINPUT_UPMOVE: renum = p->cmd.ucmd.upmove; break;
default: renum = 0; break;
}
}
return renum;
}
bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr)
{
AActor *ref = COPY_AAPTR(self, ptr);

View file

@ -312,6 +312,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance)
DVector3 diff = self->Vec3To(target);
if (checkz)
diff.Z += (target->Height - self->Height) / 2;
else
diff.Z = 0.;
ret->SetFloat(diff.Length());
}
@ -543,6 +545,39 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetCVar)
return 0;
}
//==========================================================================
//
// GetPlayerInput
//
// NON-ACTION function that works like ACS's GetPlayerInput.
// Takes a pointer as anyone may or may not be a player.
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetPlayerInput)
{
if (numret > 0)
{
assert(ret != nullptr);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT (inputnum);
PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
//Need a player.
if (!mobj || !mobj->player)
{
ret->SetInt(0);
}
else
{
ret->SetInt(P_Thing_CheckInputNum(mobj->player, inputnum));
}
return 1;
}
return 0;
}
//===========================================================================
//
// __decorate_internal_state__

View file

@ -48,6 +48,7 @@ ACTOR Actor native //: Thinker
native int GetGibHealth();
native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
native float GetCVar(string cvar);
native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
// Action functions
// Meh, MBF redundant functions. Only for DeHackEd support.
@ -329,12 +330,13 @@ ACTOR Actor native //: Thinker
native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
native state A_CheckRange(float distance, state label, bool two_dimension = false);
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
action native A_Overlay(int layer, state start = "");
action native bool A_Overlay(int layer, state start = "", bool nooverride = false);
action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
action native A_OverlayFlags(int layer, int flags, bool set);

View file

@ -593,3 +593,62 @@ enum
PSP_WEAPON = 1,
PSP_FLASH = 1000,
};
enum
{
// These are the original inputs sent by the player.
INPUT_OLDBUTTONS,
INPUT_BUTTONS,
INPUT_PITCH,
INPUT_YAW,
INPUT_ROLL,
INPUT_FORWARDMOVE,
INPUT_SIDEMOVE,
INPUT_UPMOVE,
// These are the inputs, as modified by P_PlayerThink().
// Most of the time, these will match the original inputs, but
// they can be different if a player is frozen or using a
// chainsaw.
MODINPUT_OLDBUTTONS,
MODINPUT_BUTTONS,
MODINPUT_PITCH,
MODINPUT_YAW,
MODINPUT_ROLL,
MODINPUT_FORWARDMOVE,
MODINPUT_SIDEMOVE,
MODINPUT_UPMOVE
};
enum
{
BT_ATTACK = 1<<0, // Press "Fire".
BT_USE = 1<<1, // Use button, to open doors, activate switches.
BT_JUMP = 1<<2,
BT_CROUCH = 1<<3,
BT_TURN180 = 1<<4,
BT_ALTATTACK = 1<<5, // Press your other "Fire".
BT_RELOAD = 1<<6, // [XA] Reload key. Causes state jump in A_WeaponReady.
BT_ZOOM = 1<<7, // [XA] Zoom key. Ditto.
// The rest are all ignored by the play simulation and are for scripts.
BT_SPEED = 1<<8,
BT_STRAFE = 1<<9,
BT_MOVERIGHT = 1<<10,
BT_MOVELEFT = 1<<11,
BT_BACK = 1<<12,
BT_FORWARD = 1<<13,
BT_RIGHT = 1<<14,
BT_LEFT = 1<<15,
BT_LOOKUP = 1<<16,
BT_LOOKDOWN = 1<<17,
BT_MOVEUP = 1<<18,
BT_MOVEDOWN = 1<<19,
BT_SHOWSCORES = 1<<20,
BT_USER1 = 1<<21,
BT_USER2 = 1<<22,
BT_USER3 = 1<<23,
BT_USER4 = 1<<24,
};

View file

@ -425,6 +425,11 @@ D0139194F7817BF06F3988DFC47DB38D // Whispers of Satan map29
multiexit
}
C98F79709BD7E0E4C19026AB9575EC6F // cc-cod.zip:codlev.wad map07
{
maskedmidtex
}
D7F6E9F08C39A17026349A04F8C0B0BE // Return to Hadron, e1m9
19D03FFC875589E21EDBB7AB74EF4AEF // Return to Hadron, e1m9, 2016.01.03 update
{