Conflicts:
	src/p_3dfloors.cpp
This commit is contained in:
Christoph Oelckers 2016-01-29 16:36:24 +01:00
commit d0b194563a
17 changed files with 180 additions and 146 deletions

View File

@ -1557,7 +1557,7 @@ void G_DeathMatchSpawnPlayer (int playernum)
if (spot == NULL)
{ // We have a player 1 start, right?
spot = &playerstarts[0];
if (spot == NULL)
if (spot->type == 0)
{ // Fine, whatever.
spot = &deathmatchstarts[0];
}
@ -1573,7 +1573,8 @@ void G_DeathMatchSpawnPlayer (int playernum)
//
FPlayerStart *G_PickPlayerStart(int playernum, int flags)
{
if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM))
if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM) ||
playerstarts[playernum].type == 0)
{
if (!(flags & PPS_NOBLOCKINGCHECK))
{
@ -1592,7 +1593,7 @@ FPlayerStart *G_PickPlayerStart(int playernum, int flags)
{ // Pick an open spot at random.
return good_starts[pr_pspawn(good_starts.Size())];
}
}
}
// Pick a spot at random, whether it's open or not.
return &AllPlayerStarts[pr_pspawn(AllPlayerStarts.Size())];
}
@ -1665,16 +1666,17 @@ void G_DoReborn (int playernum, bool freshbot)
}
if (!(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) &&
playerstarts[playernum].type != 0 &&
G_CheckSpot (playernum, &playerstarts[playernum]))
{
AActor *mo = P_SpawnPlayer(&playerstarts[playernum], playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
if (mo != NULL) P_PlayerStartStomp(mo, true);
}
else
{ // try to spawn at any random player's spot
FPlayerStart *start = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
AActor *mo = P_SpawnPlayer(start, playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
if (mo != NULL) P_PlayerStartStomp(mo, true);
}
}
}

View File

@ -505,23 +505,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2)
AActor *tiny;
angle_t angle;
if ((self->Z() <= self->floorz) && P_HitFloor (self))
{ // Landed in some sort of liquid
self->Destroy ();
return;
}
if (self->flags & MF_INBOUNCE)
{
fixed_t floordist = self->Z() - self->floorz;
fixed_t ceildist = self->ceilingz - self->Z();
fixed_t vel;
// NOTE: The assumptions being made here about the plane to use for bouncing off are dead wrong.
// http://forum.zdoom.org/viewtopic.php?f=2&t=50449
if (floordist <= ceildist)
{
vel = MulScale32 (self->velz, self->Sector->floorplane.c);
}
else
{
vel = MulScale32 (self->velz, self->Sector->ceilingplane.c);
}
if (vel < 2)
if (self->velz < 2*FRACUNIT)
{
goto boom;
}
@ -619,21 +610,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact)
}
if (self->flags & MF_INBOUNCE)
{
fixed_t floordist = self->Z() - self->floorz;
fixed_t ceildist = self->ceilingz - self->Z();
fixed_t vel;
// NOTE: The assumptions being made here about the plane to use for bouncing off are dead wrong.
// http://forum.zdoom.org/viewtopic.php?f=2&t=50449
if (floordist <= ceildist)
{
vel = MulScale32 (self->velz, self->Sector->floorplane.c);
}
else
{
vel = MulScale32 (self->velz, self->Sector->ceilingplane.c);
}
if (vel < 2)
if (self->velz < 2*FRACUNIT)
{
goto boom;
}

View File

@ -136,6 +136,7 @@ void cht_DoCheat (player_t *player, int cheat)
player->cheats &= ~CF_NOCLIP;
msg = GStrings("STSTR_NCOFF");
}
player->mo->velx = 1; // force some lateral movement so that internal variables are up to date
break;
case CHT_NOVELOCITY:

View File

@ -293,6 +293,7 @@ static int P_Set3DFloor(line_t * line, int param, int param2, int alpha)
// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
if ((param2 & 128) && !(flags & FF_SOLID)) flags |= FF_FLOOD | FF_SEETHROUGH | FF_SHOOTTHROUGH;
if (param2 & 512) flags |= FF_FADEWALLS;
if (param2&1024) flags |= FF_RESET;
FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
if (!tex.Exists() && alpha < 255)
{
@ -437,6 +438,7 @@ void P_Recalculate3DFloors(sector_t * sector)
fixed_t maxheight, minheight;
unsigned i, j;
lightlist_t newlight;
lightlist_t resetlight; // what it goes back to after FF_DOUBLESHADOW
TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;
TArray<lightlist_t> & lightlist = sector->e->XFloor.lightlist;
@ -593,6 +595,9 @@ void P_Recalculate3DFloors(sector_t * sector)
lightlist[0].flags = 0;
lightlist[0].fromsector = true;
resetlight = lightlist[0];
maxheight = sector->CenterCeiling();
minheight = sector->CenterFloor();
for(i = 0; i < ffloors.Size(); i++)
@ -616,7 +621,7 @@ void P_Recalculate3DFloors(sector_t * sector)
newlight.fromsector = false;
lightlist.Push(newlight);
}
else if (i==0)
else
{
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
if (ff_bottom<maxheight)
@ -631,6 +636,18 @@ void P_Recalculate3DFloors(sector_t * sector)
lightlist[0].fromsector = false;
}
}
if (!(rover->flags & (FF_DOUBLESHADOW | FF_RESET)))
{
resetlight = lightlist.Last();
}
else if (rover->flags & FF_RESET)
{
resetlight.p_lightlevel = &sector->lightlevel;
resetlight.lightsource = NULL;
resetlight.extra_colormap = sector->ColorMap;
resetlight.blend = 0;
}
if (rover->flags&FF_DOUBLESHADOW)
{
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
@ -638,20 +655,10 @@ void P_Recalculate3DFloors(sector_t * sector)
{
newlight.caster = rover;
newlight.plane = *rover->bottom.plane;
if (lightlist.Size()>1)
{
newlight.lightsource = lightlist[lightlist.Size()-2].lightsource;
newlight.p_lightlevel = lightlist[lightlist.Size()-2].p_lightlevel;
newlight.extra_colormap = lightlist[lightlist.Size()-2].extra_colormap;
newlight.blend = lightlist[lightlist.Size()-2].blend;
}
else
{
newlight.lightsource = NULL;
newlight.p_lightlevel = &sector->lightlevel;
newlight.extra_colormap = sector->ColorMap;
newlight.blend = 0;
}
newlight.lightsource = resetlight.lightsource;
newlight.p_lightlevel = resetlight.p_lightlevel;
newlight.extra_colormap = resetlight.extra_colormap;
newlight.blend = resetlight.blend;
newlight.flags = rover->flags;
newlight.fromsector = false;
lightlist.Push(newlight);
@ -832,7 +839,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
//==========================================================================
void P_Spawn3DFloors (void)
{
static int flagvals[] = {128+512, 2+512, 512};
static int flagvals[] = {512, 2+512, 512+1024};
int i;
line_t * line;

View File

@ -35,6 +35,7 @@ typedef enum
FF_ADDITIVETRANS = 0x10000000, // Render this floor with additive translucency
FF_FLOOD = 0x20000000, // extends towards the next lowest flooding or solid 3D floor or the bottom of the sector
FF_THISINSIDE = 0x40000000, // hack for software 3D with FF_BOTHPLANES
FF_RESET = 0x80000000, // light effect is completely reset, once interrupted
} ffloortype_e;
// This is for the purpose of Sector_SetContents:

View File

@ -217,6 +217,49 @@ FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
//----------------------------------------------------------------------------
//
// ACS stack manager
//
// This is needed so that the garbage collector has access to all active
// script stacks
//
//----------------------------------------------------------------------------
struct FACSStack
{
SDWORD buffer[STACK_SIZE];
int sp;
FACSStack *next;
FACSStack *prev;
static FACSStack *head;
FACSStack();
~FACSStack();
};
FACSStack *FACSStack::head;
FACSStack::FACSStack()
{
sp = 0;
next = head;
prev = NULL;
head = this;
}
FACSStack::~FACSStack()
{
if (next != NULL) next->prev = prev;
if (prev == NULL)
{
head = next;
}
else
{
prev->next = next;
}
}
//----------------------------------------------------------------------------
//
@ -290,7 +333,7 @@ void ACSStringPool::Clear()
//
//============================================================================
int ACSStringPool::AddString(const char *str, const SDWORD *stack, int stackdepth)
int ACSStringPool::AddString(const char *str)
{
size_t len = strlen(str);
unsigned int h = SuperFastHash(str, len);
@ -301,10 +344,10 @@ int ACSStringPool::AddString(const char *str, const SDWORD *stack, int stackdept
return i | STRPOOL_LIBRARYID_OR;
}
FString fstr(str);
return InsertString(fstr, h, bucketnum, stack, stackdepth);
return InsertString(fstr, h, bucketnum);
}
int ACSStringPool::AddString(FString &str, const SDWORD *stack, int stackdepth)
int ACSStringPool::AddString(FString &str)
{
unsigned int h = SuperFastHash(str.GetChars(), str.Len());
unsigned int bucketnum = h % NUM_BUCKETS;
@ -313,7 +356,7 @@ int ACSStringPool::AddString(FString &str, const SDWORD *stack, int stackdepth)
{
return i | STRPOOL_LIBRARYID_OR;
}
return InsertString(str, h, bucketnum, stack, stackdepth);
return InsertString(str, h, bucketnum);
}
//============================================================================
@ -583,12 +626,12 @@ int ACSStringPool::FindString(const char *str, size_t len, unsigned int h, unsig
//
//============================================================================
int ACSStringPool::InsertString(FString &str, unsigned int h, unsigned int bucketnum, const SDWORD *stack, int stackdepth)
int ACSStringPool::InsertString(FString &str, unsigned int h, unsigned int bucketnum)
{
unsigned int index = FirstFreeEntry;
if (index >= MIN_GC_SIZE && index == Pool.Max())
{ // We will need to grow the array. Try a garbage collection first.
P_CollectACSGlobalStrings(stack, stackdepth);
P_CollectACSGlobalStrings();
index = FirstFreeEntry;
}
if (FirstFreeEntry >= STRPOOL_LIBRARYID_OR)
@ -772,11 +815,11 @@ void P_MarkGlobalVarStrings()
//
//============================================================================
void P_CollectACSGlobalStrings(const SDWORD *stack, int stackdepth)
void P_CollectACSGlobalStrings()
{
if (stack != NULL && stackdepth != 0)
for (FACSStack *stack = FACSStack::head; stack != NULL; stack = stack->next)
{
GlobalACSStrings.MarkStringArray(stack, stackdepth);
GlobalACSStrings.MarkStringArray(stack->buffer, stack->sp);
}
FBehavior::StaticMarkLevelVarStrings();
P_MarkWorldVarStrings();
@ -787,7 +830,7 @@ void P_CollectACSGlobalStrings(const SDWORD *stack, int stackdepth)
#ifdef _DEBUG
CCMD(acsgc)
{
P_CollectACSGlobalStrings(NULL, 0);
P_CollectACSGlobalStrings();
}
CCMD(globstr)
{
@ -1995,7 +2038,7 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
const char *str = LookupString(MapVarStore[LittleLong(chunk[i+2])]);
if (str != NULL)
{
MapVarStore[LittleLong(chunk[i+2])] = GlobalACSStrings.AddString(str, NULL, 0);
MapVarStore[LittleLong(chunk[i+2])] = GlobalACSStrings.AddString(str);
}
}
}
@ -2015,7 +2058,7 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
const char *str = LookupString(*elems);
if (str != NULL)
{
*elems = GlobalACSStrings.AddString(str, NULL, 0);
*elems = GlobalACSStrings.AddString(str);
}
}
}
@ -2049,7 +2092,7 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
const char *str = LookupString(*elems);
if (str != NULL)
{
*elems = GlobalACSStrings.AddString(str, NULL, 0);
*elems = GlobalACSStrings.AddString(str);
}
}
}
@ -3949,7 +3992,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
}
}
int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack, int stackdepth)
int DLevelScript::GetActorProperty (int tid, int property)
{
AActor *actor = SingleActorFromTID (tid, activator);
@ -4034,13 +4077,13 @@ int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack,
return 0;
}
case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound, stack, stackdepth);
case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound, stack, stackdepth);
case APROP_PainSound: return GlobalACSStrings.AddString(actor->PainSound, stack, stackdepth);
case APROP_DeathSound: return GlobalACSStrings.AddString(actor->DeathSound, stack, stackdepth);
case APROP_ActiveSound: return GlobalACSStrings.AddString(actor->ActiveSound, stack, stackdepth);
case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies(), stack, stackdepth);
case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag(), stack, stackdepth);
case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound);
case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound);
case APROP_PainSound: return GlobalACSStrings.AddString(actor->PainSound);
case APROP_DeathSound: return GlobalACSStrings.AddString(actor->DeathSound);
case APROP_ActiveSound: return GlobalACSStrings.AddString(actor->ActiveSound);
case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies());
case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag());
case APROP_StencilColor:return actor->fillcolor;
case APROP_Friction: return actor->Friction;
@ -4090,7 +4133,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
case APROP_ViewHeight:
case APROP_AttackZOffset:
case APROP_StencilColor:
return (GetActorProperty(tid, property, NULL, 0) == value);
return (GetActorProperty(tid, property) == value);
// Boolean values need to compare to a binary version of value
case APROP_Ambush:
@ -4102,7 +4145,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
case APROP_Notarget:
case APROP_Notrigger:
case APROP_Dormant:
return (GetActorProperty(tid, property, NULL, 0) == (!!value));
return (GetActorProperty(tid, property) == (!!value));
// Strings are covered by GetActorProperty, but they're fairly
// heavy-duty, so make the check here.
@ -4614,14 +4657,14 @@ static void DoSetCVar(FBaseCVar *cvar, int value, bool is_string, bool force=fal
}
// Converts floating- to fixed-point as required.
static int DoGetCVar(FBaseCVar *cvar, bool is_string, const SDWORD *stack, int stackdepth)
static int DoGetCVar(FBaseCVar *cvar, bool is_string)
{
UCVarValue val;
if (is_string)
{
val = cvar->GetGenericRep(CVAR_String);
return GlobalACSStrings.AddString(val.String, stack, stackdepth);
return GlobalACSStrings.AddString(val.String);
}
else if (cvar->GetRealType() == CVAR_Float)
{
@ -4635,7 +4678,7 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string, const SDWORD *stack, int s
}
}
static int GetUserCVar(int playernum, const char *cvarname, bool is_string, const SDWORD *stack, int stackdepth)
static int GetUserCVar(int playernum, const char *cvarname, bool is_string)
{
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
{
@ -4647,10 +4690,10 @@ static int GetUserCVar(int playernum, const char *cvarname, bool is_string, cons
{
return 0;
}
return DoGetCVar(cvar, is_string, stack, stackdepth);
return DoGetCVar(cvar, is_string);
}
static int GetCVar(AActor *activator, const char *cvarname, bool is_string, const SDWORD *stack, int stackdepth)
static int GetCVar(AActor *activator, const char *cvarname, bool is_string)
{
FBaseCVar *cvar = FindCVar(cvarname, NULL);
// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return 0.
@ -4667,9 +4710,9 @@ static int GetCVar(AActor *activator, const char *cvarname, bool is_string, cons
{
return 0;
}
return GetUserCVar(int(activator->player - players), cvarname, is_string, stack, stackdepth);
return GetUserCVar(int(activator->player - players), cvarname, is_string);
}
return DoGetCVar(cvar, is_string, stack, stackdepth);
return DoGetCVar(cvar, is_string);
}
}
@ -4860,7 +4903,7 @@ static int SwapActorTeleFog(AActor *activator, int tid)
int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const SDWORD *stack, int stackdepth)
int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
{
AActor *actor;
switch(funcIndex)
@ -5031,7 +5074,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
switch(args[0])
{
case ARMORINFO_CLASSNAME:
return GlobalACSStrings.AddString(equippedarmor->ArmorType.GetChars(), stack, stackdepth);
return GlobalACSStrings.AddString(equippedarmor->ArmorType.GetChars());
case ARMORINFO_SAVEAMOUNT:
return equippedarmor->MaxAmount;
@ -5052,7 +5095,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
return 0;
}
}
return args[0] == ARMORINFO_CLASSNAME ? GlobalACSStrings.AddString("None", stack, stackdepth) : 0;
return args[0] == ARMORINFO_CLASSNAME ? GlobalACSStrings.AddString("None") : 0;
}
case ACSF_SpawnSpotForced:
@ -5171,7 +5214,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
case ACSF_GetActorClass:
{
AActor *a = SingleActorFromTID(args[0], activator);
return GlobalACSStrings.AddString(a == NULL ? "None" : a->GetClass()->TypeName.GetChars(), stack, stackdepth);
return GlobalACSStrings.AddString(a == NULL ? "None" : a->GetClass()->TypeName.GetChars());
}
case ACSF_SoundSequenceOnActor:
@ -5349,7 +5392,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
case ACSF_GetCVarString:
if (argCount == 1)
{
return GetCVar(activator, FBehavior::StaticLookupString(args[0]), true, stack, stackdepth);
return GetCVar(activator, FBehavior::StaticLookupString(args[0]), true);
}
break;
@ -5370,14 +5413,14 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
case ACSF_GetUserCVar:
if (argCount == 2)
{
return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), false, stack, stackdepth);
return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), false);
}
break;
case ACSF_GetUserCVarString:
if (argCount == 2)
{
return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), true, stack, stackdepth);
return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), true);
}
break;
@ -5564,7 +5607,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
const char *oldstr = FBehavior::StaticLookupString(args[0]);
if (oldstr == NULL || *oldstr == '\0')
{
return GlobalACSStrings.AddString("", stack, stackdepth);
return GlobalACSStrings.AddString("");
}
size_t oldlen = strlen(oldstr);
size_t newlen = args[1];
@ -5574,7 +5617,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
newlen = oldlen;
}
FString newstr(funcIndex == ACSF_StrLeft ? oldstr : oldstr + oldlen - newlen, newlen);
return GlobalACSStrings.AddString(newstr, stack, stackdepth);
return GlobalACSStrings.AddString(newstr);
}
break;
@ -5584,7 +5627,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
const char *oldstr = FBehavior::StaticLookupString(args[0]);
if (oldstr == NULL || *oldstr == '\0')
{
return GlobalACSStrings.AddString("", stack, stackdepth);
return GlobalACSStrings.AddString("");
}
size_t oldlen = strlen(oldstr);
size_t pos = args[1];
@ -5592,13 +5635,13 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
if (pos >= oldlen)
{
return GlobalACSStrings.AddString("", stack, stackdepth);
return GlobalACSStrings.AddString("");
}
if (pos + newlen > oldlen || pos + newlen < pos)
{
newlen = oldlen - pos;
}
return GlobalACSStrings.AddString(FString(oldstr + pos, newlen), stack, stackdepth);
return GlobalACSStrings.AddString(FString(oldstr + pos, newlen));
}
break;
@ -5606,11 +5649,11 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
if (activator == NULL || activator->player == NULL || // Non-players do not have weapons
activator->player->ReadyWeapon == NULL)
{
return GlobalACSStrings.AddString("None", stack, stackdepth);
return GlobalACSStrings.AddString("None");
}
else
{
return GlobalACSStrings.AddString(activator->player->ReadyWeapon->GetClass()->TypeName.GetChars(), stack, stackdepth);
return GlobalACSStrings.AddString(activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
}
case ACSF_SpawnDecal:
@ -6157,8 +6200,10 @@ int DLevelScript::RunScript ()
break;
}
SDWORD Stack[STACK_SIZE];
int sp = 0;
FACSStack stackobj;
SDWORD *Stack = stackobj.buffer;
int &sp = stackobj.sp;
int *pc = this->pc;
ACSFormat fmt = activeBehavior->GetFormat();
FBehavior* const savedActiveBehavior = activeBehavior;
@ -6211,7 +6256,7 @@ int DLevelScript::RunScript ()
case PCD_TAGSTRING:
//Stack[sp-1] |= activeBehavior->GetLibraryID();
Stack[sp-1] = GlobalACSStrings.AddString(activeBehavior->LookupString(Stack[sp-1]), Stack, sp);
Stack[sp-1] = GlobalACSStrings.AddString(activeBehavior->LookupString(Stack[sp-1]));
break;
case PCD_PUSHNUMBER:
@ -6409,7 +6454,7 @@ int DLevelScript::RunScript ()
int argCount = NEXTBYTE;
int funcIndex = NEXTSHORT;
int retval = CallFunction(argCount, funcIndex, &STACK(argCount), Stack, sp);
int retval = CallFunction(argCount, funcIndex, &STACK(argCount));
sp -= argCount-1;
STACK(1) = retval;
}
@ -8933,7 +8978,7 @@ scriptwait:
break;
case PCD_GETACTORPROPERTY:
STACK(2) = GetActorProperty (STACK(2), STACK(1), Stack, sp);
STACK(2) = GetActorProperty (STACK(2), STACK(1));
sp -= 1;
break;
@ -9030,7 +9075,7 @@ scriptwait:
break;
case PCD_GETCVAR:
STACK(1) = GetCVar(activator, FBehavior::StaticLookupString(STACK(1)), false, Stack, sp);
STACK(1) = GetCVar(activator, FBehavior::StaticLookupString(STACK(1)), false);
break;
case PCD_SETHUDSIZE:
@ -9384,7 +9429,7 @@ scriptwait:
case PCD_SAVESTRING:
// Saves the string
{
const int str = GlobalACSStrings.AddString(work, Stack, sp);
const int str = GlobalACSStrings.AddString(work);
PushToStack(str);
STRINGBUILDER_FINISH(work);
}

View File

@ -80,8 +80,8 @@ class ACSStringPool
{
public:
ACSStringPool();
int AddString(const char *str, const SDWORD *stack, int stackdepth);
int AddString(FString &str, const SDWORD *stack, int stackdepth);
int AddString(const char *str);
int AddString(FString &str);
const char *GetString(int strnum);
void LockString(int strnum);
void UnlockString(int strnum);
@ -99,7 +99,7 @@ public:
private:
int FindString(const char *str, size_t len, unsigned int h, unsigned int bucketnum);
int InsertString(FString &str, unsigned int h, unsigned int bucketnum, const SDWORD *stack, int stackdepth);
int InsertString(FString &str, unsigned int h, unsigned int bucketnum);
void FindFirstFreeEntry(unsigned int base);
enum { NUM_BUCKETS = 251 };
@ -119,7 +119,7 @@ private:
};
extern ACSStringPool GlobalACSStrings;
void P_CollectACSGlobalStrings(const SDWORD *stack, int stackdepth);
void P_CollectACSGlobalStrings();
void P_ReadACSVars(PNGHandle *);
void P_WriteACSVars(FILE*);
void P_ClearACSVars(bool);
@ -910,7 +910,7 @@ protected:
int DoSpawnSpot (int type, int spot, int tid, int angle, bool forced);
int DoSpawnSpotFacing (int type, int spot, int tid, bool forced);
int DoClassifyActor (int tid);
int CallFunction(int argCount, int funcIndex, SDWORD *args, const SDWORD *stack, int stackdepth);
int CallFunction(int argCount, int funcIndex, SDWORD *args);
void DoFadeTo (int r, int g, int b, int a, fixed_t time);
void DoFadeRange (int r1, int g1, int b1, int a1,
@ -918,7 +918,7 @@ protected:
void DoSetFont (int fontnum);
void SetActorProperty (int tid, int property, int value);
void DoSetActorProperty (AActor *actor, int property, int value);
int GetActorProperty (int tid, int property, const SDWORD *stack, int stackdepth);
int GetActorProperty (int tid, int property);
int CheckActorProperty (int tid, int property, int value);
int GetPlayerInput (int playernum, int inputnum);

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@ -2724,9 +2724,9 @@ enum FAF_Flags
FAF_BOTTOM = 1,
FAF_MIDDLE = 2,
FAF_TOP = 4,
FAF_NODISTFACTOR = 8,
FAF_NODISTFACTOR = 8, // deprecated
};
void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags, fixed_t z_add)
{
if (!other)
return;
@ -2799,8 +2799,8 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
target_z = other->Z() + (other->height / 2) + other->GetBobOffset();
if (flags & FAF_TOP)
target_z = other->Z() + (other->height) + other->GetBobOffset();
if (!(flags & FAF_NODISTFACTOR))
target_z += pitch_offset;
target_z += z_add;
double dist_z = target_z - source_z;
double ddist = sqrt(dist.X*dist.X + dist.Y*dist.Y + dist_z*dist_z);
@ -2836,55 +2836,48 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
}
}
void A_FaceTarget(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
void A_FaceTarget(AActor *self)
{
A_Face(self, self->target, max_turn, max_pitch, ang_offset, pitch_offset, flags);
}
void A_FaceMaster(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
{
A_Face(self, self->master, max_turn, max_pitch, ang_offset, pitch_offset, flags);
}
void A_FaceTracer(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
{
A_Face(self, self->tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags);
A_Face(self, self->target);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
{
ACTION_PARAM_START(5);
ACTION_PARAM_START(6);
ACTION_PARAM_ANGLE(max_turn, 0);
ACTION_PARAM_ANGLE(max_pitch, 1);
ACTION_PARAM_ANGLE(ang_offset, 2);
ACTION_PARAM_ANGLE(pitch_offset, 3);
ACTION_PARAM_INT(flags, 4);
ACTION_PARAM_FIXED(z_add, 5);
A_FaceTarget(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
A_Face(self, self->target, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
{
ACTION_PARAM_START(5);
ACTION_PARAM_START(6);
ACTION_PARAM_ANGLE(max_turn, 0);
ACTION_PARAM_ANGLE(max_pitch, 1);
ACTION_PARAM_ANGLE(ang_offset, 2);
ACTION_PARAM_ANGLE(pitch_offset, 3);
ACTION_PARAM_INT(flags, 4);
ACTION_PARAM_FIXED(z_add, 5);
A_FaceMaster(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
A_Face(self, self->master, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
{
ACTION_PARAM_START(5);
ACTION_PARAM_START(6);
ACTION_PARAM_ANGLE(max_turn, 0);
ACTION_PARAM_ANGLE(max_pitch, 1);
ACTION_PARAM_ANGLE(ang_offset, 2);
ACTION_PARAM_ANGLE(pitch_offset, 3);
ACTION_PARAM_INT(flags, 4);
ACTION_PARAM_FIXED(z_add, 5);
A_FaceTracer(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
A_Face(self, self->tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
}
//===========================================================================

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@ -72,8 +72,8 @@ DECLARE_ACTION(A_FreezeDeathChunks)
DECLARE_ACTION(A_BossDeath)
void A_Chase(AActor *self);
void A_FaceTarget(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0);
void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0);
void A_FaceTarget(AActor *actor);
void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0, fixed_t pitch_add = 0);
bool A_RaiseMobj (AActor *, fixed_t speed);
bool A_SinkMobj (AActor *, fixed_t speed);

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@ -485,7 +485,7 @@ inline bool P_TeleportMove(AActor* thing, const fixedvec3 &pos, bool telefrag, b
{
return P_TeleportMove(thing, pos.x, pos.y, pos.z, telefrag, modifyactor);
}
void P_PlayerStartStomp (AActor *actor); // [RH] Stomp on things for a newly spawned player
void P_PlayerStartStomp (AActor *actor, bool mononly=false); // [RH] Stomp on things for a newly spawned player
void P_SlideMove (AActor* mo, fixed_t tryx, fixed_t tryy, int numsteps);
bool P_BounceWall (AActor *mo);
bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop);

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@ -430,6 +430,12 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
if (abs(th->X() - tmf.x) >= blockdist || abs(th->Y() - tmf.y) >= blockdist)
continue;
if ((th->flags2 | tmf.thing->flags2) & MF2_THRUACTORS)
continue;
if (tmf.thing->flags6 & MF6_THRUSPECIES && tmf.thing->GetSpecies() == th->GetSpecies())
continue;
// [RH] Z-Check
// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
// Otherwise those things would get stuck inside each other.
@ -504,7 +510,7 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
//
//==========================================================================
void P_PlayerStartStomp(AActor *actor)
void P_PlayerStartStomp(AActor *actor, bool mononly)
{
AActor *th;
FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius));
@ -525,6 +531,9 @@ void P_PlayerStartStomp(AActor *actor)
if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER))
continue;
if (th->player != NULL && mononly)
continue;
if (actor->Z() > th->Top())
continue; // overhead
if (actor->Top() < th->Z())

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@ -4084,7 +4084,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
}
else
{
actor->SpawnPoint[2] = (actor->Z() - actor->floorz);
actor->SpawnPoint[2] = (actor->Z() - actor->Sector->floorplane.ZatPoint(actor));
}
if (actor->FloatBobPhase == (BYTE)-1) actor->FloatBobPhase = rng(); // Don't make everything bob in sync (unless deliberately told to do)

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@ -425,7 +425,6 @@ void P_SerializeWorld (FArchive &arc)
short secretsector;
arc << secretsector;
if (secretsector) sec->Flags |= SECF_WASSECRET;
sec->special &= ~(SECRET_MASK|FRICTION_MASK|PUSH_MASK);
P_InitSectorSpecial(sec, sec->special, true);
}
arc << sec->interpolations[0]

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@ -1024,9 +1024,9 @@ CUSTOM_CVAR(Int, r_fakecontrast, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
//
//==========================================================================
int side_t::GetLightLevel (bool foggy, int baselight, bool noabsolute, int *pfakecontrast) const
int side_t::GetLightLevel (bool foggy, int baselight, bool is3dlight, int *pfakecontrast) const
{
if (!noabsolute && (Flags & WALLF_ABSLIGHTING))
if (!is3dlight && (Flags & WALLF_ABSLIGHTING))
{
baselight = Light;
}
@ -1066,7 +1066,7 @@ int side_t::GetLightLevel (bool foggy, int baselight, bool noabsolute, int *pfak
}
}
}
if (!(Flags & WALLF_ABSLIGHTING) && (!foggy || (Flags & WALLF_LIGHT_FOG)))
if (!is3dlight && !(Flags & WALLF_ABSLIGHTING) && (!foggy || (Flags & WALLF_LIGHT_FOG)))
{
baselight += this->Light;
}

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@ -829,7 +829,7 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
@ -842,7 +842,7 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}

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@ -3448,11 +3448,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
}
else if (flags & CLOFF_AIM_VERT_NOOFFSET)
{
pitch += R_PointToAngle2 (0,0, xydist, target->Z() - pos.z + offsetheight + target->height / 2);
pitch -= R_PointToAngle2 (0,0, xydist, target->Z() - pos.z + offsetheight + target->height / 2);
}
else
{
pitch += R_PointToAngle2 (0,0, xydist, target->Z() - pos.z + target->height / 2);
pitch -= R_PointToAngle2 (0,0, xydist, target->Z() - pos.z + target->height / 2);
}
}
else if (flags & CLOFF_ALLOWNULL)

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@ -82,9 +82,9 @@ ACTOR Actor native //: Thinker
action native A_XScream();
action native A_Look();
action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
action native A_FaceTarget(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
action native A_FaceTracer(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
action native A_FaceMaster(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
action native A_FaceTarget(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
action native A_FaceTracer(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
action native A_FaceMaster(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
action native A_PosAttack();
action native A_Scream();
action native A_SPosAttack();