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https://github.com/ZDoom/qzdoom.git
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Merge branch 'master' into scripting
Conflicts: src/thingdef/thingdef_codeptr.cpp
This commit is contained in:
commit
36974431ba
11 changed files with 6363 additions and 6285 deletions
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@ -149,7 +149,8 @@ void cht_DoCheat (player_t *player, int cheat)
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case CHT_FLY:
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if (player->mo != NULL)
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{
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if ((player->mo->flags7 ^= MF7_FLYCHEAT) != 0)
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player->mo->flags7 ^= MF7_FLYCHEAT;
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if (player->mo->flags7 & MF7_FLYCHEAT)
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{
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player->mo->flags |= MF_NOGRAVITY;
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player->mo->flags2 |= MF2_FLY;
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@ -137,7 +137,7 @@ inline SDWORD ModDiv (SDWORD num, SDWORD den, SDWORD *dmval)
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}
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#define FLOAT2FIXED(f) xs_Fix<16>::ToFix(f)
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#define FLOAT2FIXED(f) ((fixed_t)xs_Fix<16>::ToFix(f))
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#define FIXED2FLOAT(f) ((f) / float(65536))
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#define FIXED2DBL(f) ((f) / double(65536))
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@ -3594,7 +3594,7 @@ int DoGetMasterTID (AActor *self)
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else return 0;
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}
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static AActor *SingleActorFromTID (int tid, AActor *defactor)
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AActor *SingleActorFromTID (int tid, AActor *defactor)
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{
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if (tid == 0)
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{
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@ -4421,6 +4421,8 @@ enum EACSFunctions
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ACSF_ChangeActorRoll,
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ACSF_GetActorRoll,
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ACSF_QuakeEx,
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ACSF_Warp, // 92
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/* Zandronum's - these must be skipped when we reach 99!
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-100:ResetMap(0),
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-101 : PlayerIsSpectator(1),
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@ -5840,6 +5842,45 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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case ACSF_GetActorRoll:
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actor = SingleActorFromTID(args[0], activator);
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return actor != NULL? actor->roll >> 16 : 0;
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// [ZK] A_Warp in ACS
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case ACSF_Warp:
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{
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int tid_dest = args[0];
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fixed_t xofs = args[1];
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fixed_t yofs = args[2];
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fixed_t zofs = args[3];
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angle_t angle = args[4];
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int flags = args[5];
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const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
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bool exact = argCount > 7 ? !!args[7] : false;
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FState *state = argCount > 6 ? activator->GetClass()->FindStateByString(statename, exact) : 0;
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AActor *reference;
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if((flags & WARPF_USEPTR) && tid_dest != AAPTR_DEFAULT)
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{
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reference = COPY_AAPTR(activator, tid_dest);
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}
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else
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{
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reference = SingleActorFromTID(tid_dest, activator);
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}
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// If there is no actor to warp to, fail.
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if (!reference)
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return false;
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if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags))
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{
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if (state && argCount > 6)
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{
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activator->SetState(state);
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}
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return true;
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}
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return false;
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}
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default:
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break;
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@ -586,7 +586,7 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i
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}
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}
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void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff, int flags, const PClassActor *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset)
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void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff_d, int flags, PClassActor *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset)
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{
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double length, lengthsquared;
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int steps, i;
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@ -88,7 +88,7 @@ void P_RunEffects (void);
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void P_RunEffect (AActor *actor, int effects);
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void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff = 0, int flags = 0, const PClassActor *spawnclass = NULL, angle_t angle = 0, int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270);
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void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, angle_t angle = 0, int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270);
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void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind);
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void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind);
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void P_DisconnectEffect (AActor *actor);
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@ -180,6 +180,31 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser);
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bool P_Thing_CanRaise(AActor *thing);
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PClassActor *P_GetSpawnableType(int spawnnum);
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void InitSpawnablesFromMapinfo();
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags);
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enum WARPF
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{
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WARPF_ABSOLUTEOFFSET = 0x1,
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WARPF_ABSOLUTEANGLE = 0x2,
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WARPF_USECALLERANGLE = 0x4,
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WARPF_NOCHECKPOSITION = 0x8,
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WARPF_INTERPOLATE = 0x10,
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WARPF_WARPINTERPOLATION = 0x20,
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WARPF_COPYINTERPOLATION = 0x40,
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WARPF_STOP = 0x80,
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WARPF_TOFLOOR = 0x100,
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WARPF_TESTONLY = 0x200,
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WARPF_ABSOLUTEPOSITION = 0x400,
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WARPF_BOB = 0x800,
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WARPF_MOVEPTR = 0x1000,
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WARPF_USEPTR = 0x2000,
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WARPF_USETID = 0x2000,
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};
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//
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// P_MAPUTL
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@ -479,7 +504,7 @@ void P_TraceBleed (int damage, AActor *target); // random direction version
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bool P_HitFloor (AActor *thing);
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bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true);
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void P_CheckSplash(AActor *self, fixed_t distance);
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void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, double maxdiff = 0, int flags = 0, const PClassActor *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, double sparsity = 1.0, double drift = 1.0, const PClassActor *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun
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void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, double maxdiff = 0, int flags = 0, PClassActor *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, double sparsity = 1.0, double drift = 1.0, PClassActor *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun
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enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags
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{
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@ -4150,7 +4150,7 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
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//
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//
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//==========================================================================
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void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, double maxdiff, int railflags, const PClassActor *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, double sparsity, double drift, const PClassActor *spawnclass, int SpiralOffset)
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void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, double maxdiff, int railflags, PClassActor *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, double sparsity, double drift, PClassActor *spawnclass, int SpiralOffset)
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{
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fixed_t vx, vy, vz;
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angle_t angle, pitch;
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127
src/p_things.cpp
127
src/p_things.cpp
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@ -678,3 +678,130 @@ void InitSpawnablesFromMapinfo()
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InitClassMap(SpawnableThings, SpawnablesFromMapinfo);
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InitClassMap(StrifeTypes, ConversationIDsFromMapinfo);
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}
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags)
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{
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if (flags & WARPF_MOVEPTR)
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{
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AActor *temp = reference;
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reference = caller;
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caller = temp;
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}
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fixed_t oldx = caller->x;
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fixed_t oldy = caller->y;
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fixed_t oldz = caller->z;
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if (!(flags & WARPF_ABSOLUTEANGLE))
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{
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angle += (flags & WARPF_USECALLERANGLE) ? caller->angle : reference->angle;
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}
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if (!(flags & WARPF_ABSOLUTEPOSITION))
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{
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if (!(flags & WARPF_ABSOLUTEOFFSET))
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{
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angle_t fineangle = angle >> ANGLETOFINESHIFT;
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fixed_t xofs1 = xofs;
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// (borrowed from A_SpawnItemEx, assumed workable)
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// in relative mode negative y values mean 'left' and positive ones mean 'right'
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// This is the inverse orientation of the absolute mode!
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xofs = FixedMul(xofs1, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
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yofs = FixedMul(xofs1, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
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}
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if (flags & WARPF_TOFLOOR)
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{
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// set correct xy
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caller->SetOrigin(
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reference->x + xofs,
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reference->y + yofs,
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reference->z);
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// now the caller's floorz should be appropriate for the assigned xy-position
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// assigning position again with
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if (zofs)
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{
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// extra unlink, link and environment calculation
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caller->SetOrigin(
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caller->x,
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caller->y,
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caller->floorz + zofs);
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}
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else
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{
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// if there is no offset, there should be no ill effect from moving down to the already defined floor
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// A_Teleport does the same thing anyway
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caller->z = caller->floorz;
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}
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}
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else
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{
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caller->SetOrigin(
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reference->x + xofs,
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reference->y + yofs,
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reference->z + zofs);
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}
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}
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else // [MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's.
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{
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if (flags & WARPF_TOFLOOR)
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{
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caller->SetOrigin(xofs, yofs, caller->floorz + zofs);
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}
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else
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{
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caller->SetOrigin(xofs, yofs, zofs);
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}
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}
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if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(caller))
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{
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if (flags & WARPF_TESTONLY)
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{
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caller->SetOrigin(oldx, oldy, oldz);
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}
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else
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{
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caller->angle = angle;
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if (flags & WARPF_STOP)
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{
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caller->velx = 0;
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caller->vely = 0;
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caller->velz = 0;
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}
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if (flags & WARPF_WARPINTERPOLATION)
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{
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caller->PrevX += caller->x - oldx;
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caller->PrevY += caller->y - oldy;
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caller->PrevZ += caller->z - oldz;
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}
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else if (flags & WARPF_COPYINTERPOLATION)
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{
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caller->PrevX = caller->x + reference->PrevX - reference->x;
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caller->PrevY = caller->y + reference->PrevY - reference->y;
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caller->PrevZ = caller->z + reference->PrevZ - reference->z;
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}
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else if (!(flags & WARPF_INTERPOLATE))
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{
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caller->PrevX = caller->x;
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caller->PrevY = caller->y;
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caller->PrevZ = caller->z;
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}
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if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB))
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{
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caller->z += reference->GetBobOffset();
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}
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}
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return true;
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}
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caller->SetOrigin(oldx, oldy, oldz);
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return false;
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}
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File diff suppressed because it is too large
Load diff
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@ -225,7 +225,7 @@ ACTOR Actor native //: Thinker
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action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
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action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0);
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action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None");
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action native A_CountdownArg(int argnum, state targstate = "");
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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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@ -224,6 +224,12 @@ enum
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RGF_CUBE = 1 << 9,
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RGF_NOSIGHT = 1 << 10,
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RGF_MISSILES = 1 << 11,
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RGF_INCLUSIVE = 1 << 12,
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RGF_ITEMS = 1 << 13,
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RGF_KILLED = 1 << 14,
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RGF_EXFILTER = 1 << 15,
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RGF_EXSPECIES = 1 << 16,
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RGF_EITHER = 1 << 17,
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};
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// Activation flags
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@ -351,6 +357,7 @@ Const Int WAPRF_ABSOLUTEPOSITION = 0x400;
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Const Int WARPF_ABSOLUTEPOSITION = 0x400;
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Const Int WARPF_BOB = 0x800;
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Const Int WARPF_MOVEPTR = 0x1000;
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Const Int WARPF_USETID = 0x2000;
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// flags for A_SetPitch/SetAngle/SetRoll
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const int SPF_FORCECLAMP = 1;
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