diff --git a/src/intermission/intermission.cpp b/src/intermission/intermission.cpp index 5b78ebc51..ba4566e9d 100644 --- a/src/intermission/intermission.cpp +++ b/src/intermission/intermission.cpp @@ -109,7 +109,7 @@ void DIntermissionScreen::Init(FIntermissionAction *desc, bool first) } else if (*texname == '$') { - texname = GStrings[texname+1]; + texname = GStrings(texname+1); } if (texname[0] != 0) { diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index 585c292f8..227c1ab48 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -120,30 +120,32 @@ void P_RandomChaseDir (AActor *actor); // PROC P_RecursiveSound // // Called by P_NoiseAlert. -// Recursively traverse adjacent sectors, +// Traverses adjacent sectors, // sound blocking lines cut off traversal. //---------------------------------------------------------------------------- -void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter, double maxdist) +struct NoiseTarget +{ + sector_t *sec; + int soundblocks; +}; +static TArray NoiseList(128); + +static void NoiseMarkSector(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist) { - int i; - line_t* check; - sector_t* other; - AActor* actor; - // wake up all monsters in this sector if (sec->validcount == validcount - && sec->soundtraversed <= soundblocks+1) + && sec->soundtraversed <= soundblocks + 1) { return; // already flooded } - + sec->validcount = validcount; - sec->soundtraversed = soundblocks+1; + sec->soundtraversed = soundblocks + 1; sec->SoundTarget = soundtarget; // [RH] Set this in the actors in the sector instead of the sector itself. - for (actor = sec->thinglist; actor != NULL; actor = actor->snext) + for (AActor *actor = sec->thinglist; actor != NULL; actor = actor->snext) { if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) && (!maxdist || (actor->Distance2D(emitter) <= maxdist))) @@ -151,31 +153,39 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun actor->LastHeard = soundtarget; } } + NoiseList.Push({ sec, soundblocks }); +} + +static void P_RecursiveSound(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist) +{ bool checkabove = !sec->PortalBlocksSound(sector_t::ceiling); bool checkbelow = !sec->PortalBlocksSound(sector_t::floor); - for (i = 0; i < sec->linecount; i++) + for (int i = 0; i < sec->linecount; i++) { - check = sec->lines[i]; + line_t *check = sec->lines[i]; + // check sector portals // I wish there was a better method to do this than randomly looking through the portal at a few places... if (checkabove) { sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling)); - P_RecursiveSound(upper, soundtarget, splash, soundblocks, emitter, maxdist); + NoiseMarkSector(upper, soundtarget, splash, emitter, soundblocks, maxdist); } if (checkbelow) { sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor)); - P_RecursiveSound(lower, soundtarget, splash, soundblocks, emitter, maxdist); + NoiseMarkSector(lower, soundtarget, splash, emitter, soundblocks, maxdist); } + + // ... and line portals; FLinePortal *port = check->getPortal(); if (port && (port->mFlags & PORTF_SOUNDTRAVERSE)) { if (port->mDestination) { - P_RecursiveSound(port->mDestination->frontsector, soundtarget, splash, soundblocks, emitter, maxdist); + NoiseMarkSector(port->mDestination->frontsector, soundtarget, splash, emitter, soundblocks, maxdist); } } @@ -185,28 +195,29 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun { continue; } - + // Early out for intra-sector lines if (check->sidedef[0]->sector == check->sidedef[1]->sector) continue; - if ( check->sidedef[0]->sector == sec) + sector_t *other; + if (check->sidedef[0]->sector == sec) other = check->sidedef[1]->sector; else other = check->sidedef[0]->sector; // check for closed door - if ((sec->floorplane.ZatPoint (check->v1->fPos()) >= - other->ceilingplane.ZatPoint (check->v1->fPos()) && - sec->floorplane.ZatPoint (check->v2->fPos()) >= - other->ceilingplane.ZatPoint (check->v2->fPos())) - || (other->floorplane.ZatPoint (check->v1->fPos()) >= - sec->ceilingplane.ZatPoint (check->v1->fPos()) && - other->floorplane.ZatPoint (check->v2->fPos()) >= - sec->ceilingplane.ZatPoint (check->v2->fPos())) - || (other->floorplane.ZatPoint (check->v1->fPos()) >= - other->ceilingplane.ZatPoint (check->v1->fPos()) && - other->floorplane.ZatPoint (check->v2->fPos()) >= - other->ceilingplane.ZatPoint (check->v2->fPos()))) + if ((sec->floorplane.ZatPoint(check->v1->fPos()) >= + other->ceilingplane.ZatPoint(check->v1->fPos()) && + sec->floorplane.ZatPoint(check->v2->fPos()) >= + other->ceilingplane.ZatPoint(check->v2->fPos())) + || (other->floorplane.ZatPoint(check->v1->fPos()) >= + sec->ceilingplane.ZatPoint(check->v1->fPos()) && + other->floorplane.ZatPoint(check->v2->fPos()) >= + sec->ceilingplane.ZatPoint(check->v2->fPos())) + || (other->floorplane.ZatPoint(check->v1->fPos()) >= + other->ceilingplane.ZatPoint(check->v1->fPos()) && + other->floorplane.ZatPoint(check->v2->fPos()) >= + other->ceilingplane.ZatPoint(check->v2->fPos()))) { continue; } @@ -214,17 +225,18 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun if (check->flags & ML_SOUNDBLOCK) { if (!soundblocks) - P_RecursiveSound (other, soundtarget, splash, 1, emitter, maxdist); + NoiseMarkSector(other, soundtarget, splash, emitter, 1, maxdist); } else { - P_RecursiveSound (other, soundtarget, splash, soundblocks, emitter, maxdist); + NoiseMarkSector(other, soundtarget, splash, emitter, soundblocks, maxdist); } } } + //---------------------------------------------------------------------------- // // PROC P_NoiseAlert @@ -243,7 +255,11 @@ void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, double maxdist) return; validcount++; - P_RecursiveSound (emitter->Sector, target, splash, 0, emitter, maxdist); + NoiseMarkSector(emitter->Sector, target, splash, emitter, 0, maxdist); + for (unsigned i = 0; i < NoiseList.Size(); i++) + { + P_RecursiveSound(NoiseList[i].sec, target, splash, emitter, NoiseList[i].soundblocks, maxdist); + } } diff --git a/src/p_enemy.h b/src/p_enemy.h index 298c60725..1be77a4ec 100644 --- a/src/p_enemy.h +++ b/src/p_enemy.h @@ -46,7 +46,6 @@ struct FLookExParams }; void P_DaggerAlert (AActor *target, AActor *emitter); -void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soundblocks, AActor *emitter=NULL, double maxdist=0); bool P_HitFriend (AActor *self); void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false, double maxdist=0); diff --git a/src/portal.cpp b/src/portal.cpp index 64a4dd97d..74d97b6e7 100644 --- a/src/portal.cpp +++ b/src/portal.cpp @@ -314,7 +314,7 @@ void P_SpawnLinePortal(line_t* line) else { port->mAlign = BYTE(line->args[3] >= PORG_ABSOLUTE && line->args[3] <= PORG_CEILING ? line->args[3] : PORG_ABSOLUTE); - if (port->mType == PORTT_INTERACTIVE) + if (port->mType == PORTT_INTERACTIVE && port->mAlign != PORG_ABSOLUTE) { // Due to the way z is often handled, these pose a major issue for parts of the code that needs to transparently handle interactive portals. Printf(TEXTCOLOR_RED "Warning: z-offsetting not allowed for interactive portals. Changing line %d to teleport-portal!\n", int(line - lines)); diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index e003277ad..feec1aceb 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -1226,8 +1226,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) P_CheckSplash(self, distance); if (alert && self->target != NULL && self->target->player != NULL) { - validcount++; - P_RecursiveSound (self->Sector, self->target, false, 0); + P_NoiseAlert(self->target, self); } return 0; }