diff --git a/src/d_net.cpp b/src/d_net.cpp index 5e8a635d5..640ba4580 100644 --- a/src/d_net.cpp +++ b/src/d_net.cpp @@ -2668,6 +2668,11 @@ void Net_DoCommand (int type, BYTE **stream, int player) players[player].camera = players[player].mo; break; + case DEM_FINISHGAME: + // Simulate an end-of-game action + G_ChangeLevel(NULL, 0, 0); + break; + default: I_Error ("Unknown net command: %d", type); break; diff --git a/src/d_protocol.h b/src/d_protocol.h index 73b042470..ef8fe2662 100644 --- a/src/d_protocol.h +++ b/src/d_protocol.h @@ -164,7 +164,8 @@ enum EDemoCommand DEM_RUNNAMEDSCRIPT, // 65 String: Script name, Byte: Arg count + Always flag; each arg is a 4-byte int DEM_REVERTCAMERA, // 66 DEM_SETSLOTPNUM, // 67 Byte: player number, the rest is the same as DEM_SETSLOT - DEM_REMOVE, // 68 + DEM_REMOVE, // 68 + DEM_FINISHGAME, // 69 }; // The following are implemented by cht_DoCheat in m_cheat.cpp diff --git a/src/g_shared/a_fastprojectile.cpp b/src/g_shared/a_fastprojectile.cpp index ae7f6a58b..725b858e3 100644 --- a/src/g_shared/a_fastprojectile.cpp +++ b/src/g_shared/a_fastprojectile.cpp @@ -138,6 +138,17 @@ void AFastProjectile::Tick () } } } + if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT)) + { + flags7 &= ~MF7_HANDLENODELAY; + if (state->GetNoDelay()) + { + // For immediately spawned objects with the NoDelay flag set for their + // Spawn state, explicitly call the current state's function. + if (state->CallAction(this, this) && (ObjectFlags & OF_EuthanizeMe)) + return; // freed itself + } + } // Advance the state if (tics != -1) { diff --git a/src/menu/optionmenuitems.h b/src/menu/optionmenuitems.h index 0b0b57759..29b860af2 100644 --- a/src/menu/optionmenuitems.h +++ b/src/menu/optionmenuitems.h @@ -945,6 +945,14 @@ public: { return mMaxValid >= 0; } + + void Ticker() + { + if (Selectable() && mSelection > mMaxValid) + { + mSelection = mMaxValid; + } + } }; diff --git a/src/statistics.cpp b/src/statistics.cpp index 7ed6e7f8e..d611fdc0c 100644 --- a/src/statistics.cpp +++ b/src/statistics.cpp @@ -46,6 +46,7 @@ #include "c_console.h" #include "d_gui.h" #include "d_dehacked.h" +#include "d_net.h" #include "g_game.h" #include "m_png.h" #include "m_misc.h" @@ -604,7 +605,7 @@ CCMD(printstats) CCMD(finishgame) { // This CCMD simulates an end-of-game action and exists to end mods that never exit their last level. - G_ChangeLevel(NULL, 0, 0); + Net_WriteByte(DEM_FINISHGAME); } ADD_STAT(statistics) diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index be53efbb9..1764717f5 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -5122,6 +5122,31 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive) ACTION_SET_RESULT(given); } +//=========================================================================== +// +// A_CheckSpecies +// +//=========================================================================== +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSpecies) +{ + ACTION_PARAM_START(3); + ACTION_PARAM_STATE(jump, 0); + ACTION_PARAM_NAME(species, 1); + ACTION_PARAM_INT(ptr, 2); + + AActor *mobj = COPY_AAPTR(self, ptr); + + ACTION_SET_RESULT(false); + //Needs at least one state jump to work. + if (!mobj) + { + return; + } + + if (jump && mobj->GetSpecies() == species) + ACTION_JUMP(jump); +} + //========================================================================== // @@ -6196,3 +6221,114 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock) ACTION_JUMP(block); } } + +//=========================================================================== +// +// A_FaceMovementDirection(angle offset, bool pitch, ptr) +// +// Sets the actor('s pointer) to face the direction of travel. +//=========================================================================== +enum FMDFlags +{ + FMDF_NOPITCH = 1 << 0, + FMDF_INTERPOLATE = 1 << 1, + FMDF_NOANGLE = 1 << 2, +}; +DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection) +{ + ACTION_PARAM_START(5); + ACTION_PARAM_ANGLE(offset, 0); + ACTION_PARAM_ANGLE(anglelimit, 1); + ACTION_PARAM_ANGLE(pitchlimit, 2); + ACTION_PARAM_INT(flags, 3); + ACTION_PARAM_INT(ptr, 4); + + AActor *mobj = COPY_AAPTR(self, ptr); + + //Need an actor. + if (!mobj || ((flags & FMDF_NOPITCH) && (flags & FMDF_NOANGLE))) + { + ACTION_SET_RESULT(false); + return; + } + + //Don't bother calculating this if we don't have any horizontal movement. + if (!(flags & FMDF_NOANGLE) && (mobj->velx != 0 || mobj->vely != 0)) + { + angle_t current = mobj->angle; + const angle_t angle = R_PointToAngle2(0, 0, mobj->velx, mobj->vely); + //Done because using anglelimit directly causes a signed/unsigned mismatch. + const angle_t limit = anglelimit; + + //Code borrowed from A_Face*. + if (limit > 0 && (absangle(current - angle) > limit)) + { + if (current < angle) + { + // [MC] This may appear backwards, but I assure any who + // reads this, it works. + if (current - angle > ANGLE_180) + current += limit + offset; + else + current -= limit + offset; + mobj->SetAngle(current, !!(flags & FMDF_INTERPOLATE)); + } + else if (current > angle) + { + if (angle - current > ANGLE_180) + current -= limit + offset; + else + current += limit + offset; + mobj->SetAngle(current, !!(flags & FMDF_INTERPOLATE)); + } + else + mobj->SetAngle(angle + ANGLE_180 + offset, !!(flags & FMDF_INTERPOLATE)); + + } + else + mobj->SetAngle(angle + offset, !!(flags & FMDF_INTERPOLATE)); + } + + if (!(flags & FMDF_NOPITCH)) + { + fixed_t current = mobj->pitch; + const FVector2 velocity(mobj->velx, mobj->vely); + const fixed_t pitch = R_PointToAngle2(0, 0, (fixed_t)velocity.Length(), -mobj->velz); + if (pitchlimit > 0) + { + // [MC] angle_t for pitchlimit was required because otherwise + // we would wind up with less than desirable turn rates that didn't + // match that of A_SetPitch. We want consistency. Also, I didn't know + // of a better way to convert from angle_t to fixed_t properly so I + // used this instead. + fixed_t plimit = fixed_t(pitchlimit); + + if (abs(current - pitch) > plimit) + { + fixed_t max = 0; + + if (current > pitch) + { + max = MIN(plimit, (current - pitch)); + current -= max; + } + else //if (current > pitch) + { + max = MIN(plimit, (pitch - current)); + current += max; + } + mobj->SetPitch(current, !!(flags & FMDF_INTERPOLATE)); + } + else + { + mobj->SetPitch(pitch, !!(flags & FMDF_INTERPOLATE)); + } + + } + else + { + mobj->SetPitch(pitch, !!(flags & FMDF_INTERPOLATE)); + } + } +} + diff --git a/src/version.h b/src/version.h index 875b009df..7f24ee5db 100644 --- a/src/version.h +++ b/src/version.h @@ -61,7 +61,7 @@ const char *GetVersionString(); // Protocol version used in demos. // Bump it if you change existing DEM_ commands or add new ones. // Otherwise, it should be safe to leave it alone. -#define DEMOGAMEVERSION 0x21C +#define DEMOGAMEVERSION 0x21D // Minimum demo version we can play. // Bump it whenever you change or remove existing DEM_ commands. diff --git a/wadsrc/static/actors/actor.txt b/wadsrc/static/actors/actor.txt index e435a18bf..fab9ebd9f 100644 --- a/wadsrc/static/actors/actor.txt +++ b/wadsrc/static/actors/actor.txt @@ -259,6 +259,7 @@ ACTOR Actor native //: Thinker action native A_GiveToTarget(class itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT); action native A_TakeFromTarget(class itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT); action native A_RadiusGive(class itemtype, int distance, int flags, int amount = 0, class filter = "None", name species = "None", int mindist = 0); + action native A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT); action native A_CountdownArg(int argnum, state targstate = ""); action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true); action native A_CustomComboAttack(class missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true); @@ -342,6 +343,7 @@ ACTOR Actor native //: Thinker action native A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT); action native A_CheckSightOrRange(float distance, state label, bool two_dimension = false); action native A_CheckRange(float distance, state label, bool two_dimension = false); + action native A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT); action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0); action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0); diff --git a/wadsrc/static/actors/constants.txt b/wadsrc/static/actors/constants.txt index cecac6f0b..f02240eda 100644 --- a/wadsrc/static/actors/constants.txt +++ b/wadsrc/static/actors/constants.txt @@ -529,6 +529,14 @@ enum SPF_RELATIVE = SPF_RELPOS|SPF_RELVEL|SPF_RELACCEL|SPF_RELANG }; +//Flags for A_FaceMovementDirection +enum +{ + FMDF_NOPITCH = 1 << 0, + FMDF_INTERPOLATE = 1 << 1, + FMDF_NOANGLE = 1 << 2, +}; + // This is only here to provide one global variable for testing. native int testglobalvar;