This commit is contained in:
Christoph Oelckers 2016-01-27 21:27:26 +01:00
commit b5c3ced9a9
9 changed files with 175 additions and 3 deletions

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@ -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;

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@ -165,6 +165,7 @@ enum EDemoCommand
DEM_REVERTCAMERA, // 66
DEM_SETSLOTPNUM, // 67 Byte: player number, the rest is the same as DEM_SETSLOT
DEM_REMOVE, // 68
DEM_FINISHGAME, // 69
};
// The following are implemented by cht_DoCheat in m_cheat.cpp

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@ -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)
{

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@ -945,6 +945,14 @@ public:
{
return mMaxValid >= 0;
}
void Ticker()
{
if (Selectable() && mSelection > mMaxValid)
{
mSelection = mMaxValid;
}
}
};

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@ -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)

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@ -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));
}
}
}

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@ -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.

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@ -259,6 +259,7 @@ ACTOR Actor native //: Thinker
action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> 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<Actor> 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);

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@ -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;