- fixed: Identification of Doom1 Freedoom IWAD did not work.

- fixed: UDMF did not initialize a sector's light colors.
- fixed implementation of DF2_NOAUTOAIM flag.


SVN r1356 (trunk)
This commit is contained in:
Christoph Oelckers 2009-01-10 09:40:47 +00:00
parent 35cc39f094
commit b4b76ed4e6
11 changed files with 57 additions and 70 deletions

View file

@ -1,3 +1,8 @@
January 10, 2009 (Changes by Graf Zahl)
- fixed: Identification of Doom1 Freedoom IWAD did not work.
- fixed: UDMF did not initialize a sector's light colors.
- fixed implementation of DF2_NOAUTOAIM flag.
January 7, 2009 (Changes by Graf Zahl)
- copied some 3D floor fixes from GZDoom.
- fixed: Crushing polyobject did incomplete checks for blocked moves.

View file

@ -479,19 +479,6 @@ CUSTOM_CVAR (Int, dmflags2, 0, CVAR_SERVERINFO)
if (p->cheats & CF_CHASECAM)
cht_DoCheat (p, CHT_CHASECAM);
}
// Change our autoaim settings if need be.
if (dmflags2 & DF2_NOAUTOAIM)
{
// Save our aimdist and set aimdist to 0.
p->userinfo.savedaimdist = p->userinfo.aimdist;
p->userinfo.aimdist = 0;
}
else
{
// Restore our aimdist.
p->userinfo.aimdist = p->userinfo.savedaimdist;
}
}
}
@ -1634,18 +1621,15 @@ static EIWADType ScanIWAD (const char *iwad)
}
else
{
if (lumpsfound[Check_FreeDoom])
{
return IWAD_FreeDoom1;
}
for (i = Check_e2m1; i < NUM_CHECKLUMPS; i++)
{
if (!lumpsfound[i])
{
if (lumpsfound[Check_FreeDoom])
{
return IWAD_FreeDoom1;
}
else
{
return IWAD_DoomShareware;
}
return IWAD_DoomShareware;
}
}
if (i == NUM_CHECKLUMPS)

View file

@ -370,17 +370,11 @@ void D_SetupUserInfo ()
}
if (autoaim > 35.f || autoaim < 0.f)
{
if (dmflags & DF2_NOAUTOAIM)
coninfo->savedaimdist = ANGLE_1*35;
else
coninfo->aimdist = ANGLE_1*35;
coninfo->aimdist = ANGLE_1*35;
}
else
{
if (dmflags & DF2_NOAUTOAIM)
coninfo->savedaimdist = abs ((int)(autoaim * (float)ANGLE_1));
else
coninfo->aimdist = abs ((int)(autoaim * (float)ANGLE_1));
coninfo->aimdist = abs ((int)(autoaim * (float)ANGLE_1));
}
coninfo->color = color;
coninfo->skin = R_FindSkin (skin, 0);
@ -690,16 +684,10 @@ void D_ReadUserInfoStrings (int i, BYTE **stream, bool update)
angles = atof (value);
if (angles > 35.f || angles < 0.f)
{
if (dmflags & DF2_NOAUTOAIM)
info->savedaimdist = ANGLE_1*35;
else
info->aimdist = ANGLE_1*35;
}
else
{
if (dmflags & DF2_NOAUTOAIM)
info->savedaimdist = abs ((int)(angles * (float)ANGLE_1));
else
info->aimdist = abs ((int)(angles * (float)ANGLE_1));
}
}
@ -816,8 +804,11 @@ FArchive &operator<< (FArchive &arc, userinfo_t &info)
arc.Read (&info.netname, sizeof(info.netname));
}
arc << info.team << info.aimdist << info.color << info.skin << info.gender << info.neverswitch;
if (SaveVersion >= 1333) arc << info.savedaimdist;
else info.savedaimdist = info.aimdist;
if (SaveVersion >= 1333 && SaveVersion <= 1355)
{
int savedaimdist;
arc << savedaimdist;
}
return arc;
}

View file

@ -27,6 +27,7 @@
// is buffered within the player data struct,
// as commands per game tick.
#include "d_ticcmd.h"
#include "doomstat.h"
#include "a_artifacts.h"
@ -195,7 +196,6 @@ struct userinfo_t
{
char netname[MAXPLAYERNAME+1];
BYTE team;
int savedaimdist;
int aimdist;
int color;
int skin;
@ -203,6 +203,8 @@ struct userinfo_t
bool neverswitch;
fixed_t MoveBob, StillBob;
int PlayerClass;
int GetAimDist() const { return (dmflags2 & DF2_NOAUTOAIM)? aimdist : 0; }
};
FArchive &operator<< (FArchive &arc, userinfo_t &info);

View file

@ -452,9 +452,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
{
return;
}
// [RH] bfg can be forced to not use freeaim
angle_t storedpitch = self->pitch;
int storedaimdist = player->userinfo.aimdist;
AWeapon *weapon = self->player->ReadyWeapon;
if (weapon != NULL)
@ -463,14 +460,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
return;
}
if (dmflags2 & DF2_NO_FREEAIMBFG)
{
self->pitch = 0;
player->userinfo.aimdist = ANGLE_1*35;
}
P_SpawnPlayerMissile (self, PClass::FindClass("BFGBall"));
self->pitch = storedpitch;
player->userinfo.aimdist = storedaimdist;
P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindClass("BFGBall"), self->angle, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG));
}
//

View file

@ -5372,7 +5372,7 @@ int DLevelScript::RunScript ()
switch (STACK(1))
{
case PLAYERINFO_TEAM: STACK(2) = userinfo->team; break;
case PLAYERINFO_AIMDIST: STACK(2) = userinfo->aimdist; break;
case PLAYERINFO_AIMDIST: STACK(2) = userinfo->GetAimDist(); break;
case PLAYERINFO_COLOR: STACK(2) = userinfo->color; break;
case PLAYERINFO_GENDER: STACK(2) = userinfo->gender; break;
case PLAYERINFO_NEVERSWITCH: STACK(2) = userinfo->neverswitch; break;

View file

@ -122,7 +122,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
AActor *P_SpawnPlayerMissile (AActor* source, const PClass *type);
AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle);
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, const PClass *type, angle_t angle,
AActor **pLineTarget = NULL, AActor **MissileActor = NULL);
AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false);
void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false);

View file

@ -1779,11 +1779,6 @@ bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y)
{
FCheckPosition tm;
fixed_t newz = thing->z;
int side;
int oldside;
line_t* ld;
sector_t* oldsec = thing->Sector; // [RH] for sector actions
sector_t* newsec;
if (!P_CheckPosition (thing, x, y, tm))
{
@ -2925,7 +2920,7 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **p
// vrange of 0 degrees, because then toppitch and bottompitch will
// be equal, and PTR_AimTraverse will never find anything to shoot at
// if it crosses a line.
vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
vrange = clamp (t1->player->userinfo.GetAimDist(), ANGLE_1/2, ANGLE_1*35);
}
}
aim.toppitch = t1->pitch - vrange;

View file

@ -4796,24 +4796,27 @@ AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
}
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor)
const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor,
bool nofreeaim)
{
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
int i;
angle_t an;
angle_t pitch;
AActor *linetarget;
int vrange = nofreeaim? ANGLE_1*35 : 0;
// see which target is to be aimed at
i = 2;
do
{
an = angle + angdiff[i];
pitch = P_AimLineAttack (source, an, 16*64*FRACUNIT, &linetarget);
pitch = P_AimLineAttack (source, an, 16*64*FRACUNIT, &linetarget, vrange);
if (source->player != NULL &&
!nofreeaim &&
level.IsFreelookAllowed() &&
source->player->userinfo.aimdist <= ANGLE_1/2)
source->player->userinfo.GetAimDist() <= ANGLE_1/2)
{
break;
}

View file

@ -648,7 +648,7 @@ angle_t P_BulletSlope (AActor *mo, AActor **pLineTarget)
if (mo->player != NULL &&
level.IsFreelookAllowed() &&
mo->player->userinfo.aimdist <= ANGLE_1/2)
mo->player->userinfo.GetAimDist() <= ANGLE_1/2)
{
break;
}

View file

@ -950,19 +950,36 @@ struct UDMFParser
sec->ceilingplane.c = -FRACUNIT;
sec->ceilingplane.ic = -FRACUNIT;
// [RH] Sectors default to white light with the default fade.
// If they are outside (have a sky ceiling), they use the outside fog.
if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside))
if (lightcolor == -1 && fadecolor == -1 && desaturation == -1)
{
if (fogMap == NULL)
fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0);
sec->ColorMap = fogMap;
// [RH] Sectors default to white light with the default fade.
// If they are outside (have a sky ceiling), they use the outside fog.
if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside))
{
if (fogMap == NULL)
fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0);
sec->ColorMap = fogMap;
}
else
{
if (normMap == NULL)
normMap = GetSpecialLights (PalEntry (255,255,255), level.fadeto, NormalLight.Desaturate);
sec->ColorMap = normMap;
}
}
else
{
if (normMap == NULL)
normMap = GetSpecialLights (PalEntry (255,255,255), level.fadeto, NormalLight.Desaturate);
sec->ColorMap = normMap;
if (lightcolor == -1) lightcolor = PalEntry(255,255,255);
if (fadecolor == -1)
{
if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside))
fadecolor = level.outsidefog;
else
fadecolor = level.fadeto;
}
if (desaturation == -1) desaturation = NormalLight.Desaturate;
sec->ColorMap = GetSpecialLights (lightcolor, fadecolor, desaturation);
}
}