mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-29 07:22:05 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts: src/version.h
This commit is contained in:
commit
f0886ce1f1
21 changed files with 223 additions and 47 deletions
|
@ -778,6 +778,7 @@ set( NOT_COMPILED_SOURCE_FILES
|
|||
g_hexen/a_fighterquietus.cpp
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||||
g_hexen/a_firedemon.cpp
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||||
g_hexen/a_flechette.cpp
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||||
g_hexen/a_flies.cpp
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||||
g_hexen/a_fog.cpp
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||||
g_hexen/a_healingradius.cpp
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g_hexen/a_heresiarch.cpp
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||||
|
|
|
@ -1035,7 +1035,7 @@ public:
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|||
virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
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bool isFast();
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bool isSlow();
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void SetIdle();
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void SetIdle(bool nofunction=false);
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void ClearCounters();
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||||
FState *GetRaiseState();
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void Revive();
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||||
|
|
|
@ -641,6 +641,23 @@ CCMD (error_fatal)
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|||
}
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||||
}
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||||
|
||||
//==========================================================================
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||||
//
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||||
// CCMD crashout
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||||
//
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||||
// Debugging routine for testing the crash logger.
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// Useless in a win32 debug build, because that doesn't enable the crash logger.
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||||
//
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||||
//==========================================================================
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||||
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||||
#if !defined(_WIN32) || !defined(_DEBUG)
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CCMD (crashout)
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||||
{
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*(volatile int *)0 = 0;
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}
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#endif
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CCMD (dir)
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||||
{
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FString dir, path;
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|
|
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@ -47,6 +47,7 @@
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|||
#include "v_video.h"
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#include "gameconfigfile.h"
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#include "resourcefiles/resourcefile.h"
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#include "version.h"
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||||
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CVAR (Bool, queryiwad, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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||||
|
@ -504,19 +505,19 @@ int FIWadManager::IdentifyVersion (TArray<FString> &wadfiles, const char *iwad,
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|||
if (numwads == 0)
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||||
{
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I_FatalError ("Cannot find a game IWAD (doom.wad, doom2.wad, heretic.wad, etc.).\n"
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"Did you install ZDoom properly? You can do either of the following:\n"
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"Did you install " GAMENAME " properly? You can do either of the following:\n"
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"\n"
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#if defined(_WIN32)
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"1. Place one or more of these wads in the same directory as ZDoom.\n"
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"2. Edit your zdoom-username.ini and add the directories of your iwads\n"
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"1. Place one or more of these wads in the same directory as " GAMENAME ".\n"
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"2. Edit your " GAMENAMELOWERCASE "-username.ini and add the directories of your iwads\n"
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"to the list beneath [IWADSearch.Directories]");
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#elif defined(__APPLE__)
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"1. Place one or more of these wads in ~/Library/Application Support/zdoom/\n"
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"2. Edit your ~/Library/Preferences/zdoom.ini and add the directories\n"
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"1. Place one or more of these wads in ~/Library/Application Support/" GAMENAMELOWERCASE "/\n"
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"2. Edit your ~/Library/Preferences/" GAMENAMELOWERCASE ".ini and add the directories\n"
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||||
"of your iwads to the list beneath [IWADSearch.Directories]");
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#else
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||||
"1. Place one or more of these wads in ~/.config/zdoom/.\n"
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"2. Edit your ~/.config/zdoom/zdoom.ini and add the directories of your\n"
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||||
"1. Place one or more of these wads in ~/.config/" GAMENAMELOWERCASE "/.\n"
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"2. Edit your ~/.config/" GAMENAMELOWERCASE "/" GAMENAMELOWERCASE ".ini and add the directories of your\n"
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"iwads to the list beneath [IWADSearch.Directories]");
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#endif
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}
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|
|
106
src/g_hexen/a_flies.cpp
Normal file
106
src/g_hexen/a_flies.cpp
Normal file
|
@ -0,0 +1,106 @@
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|||
static FRandom pr_fly("GetOffMeFly");
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FindCorpse
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//
|
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// Finds a corpse to buzz around. We can't use a blockmap check because
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// corpses generally aren't linked into the blockmap.
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//
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//===========================================================================
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||||
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||||
static AActor *FindCorpse(AActor *fly, sector_t *sec, int recurselimit)
|
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{
|
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AActor *fallback = NULL;
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sec->validcount = validcount;
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||||
|
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// Search the current sector
|
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for (AActor *check = sec->thinglist; check != NULL; check = check->snext)
|
||||
{
|
||||
if (check == fly)
|
||||
continue;
|
||||
if (!(check->flags & MF_CORPSE))
|
||||
continue;
|
||||
if (!P_CheckSight(fly, check))
|
||||
continue;
|
||||
fallback = check;
|
||||
if (pr_fly(2)) // 50% chance to try to pick a different corpse
|
||||
continue;
|
||||
return check;
|
||||
}
|
||||
if (--recurselimit <= 0 || (fallback != NULL && pr_fly(2)))
|
||||
{
|
||||
return fallback;
|
||||
}
|
||||
// Try neighboring sectors
|
||||
for (int i = 0; i < sec->linecount; ++i)
|
||||
{
|
||||
line_t *line = sec->lines[i];
|
||||
sector_t *sec2 = (line->frontsector == sec) ? line->backsector : line->frontsector;
|
||||
if (sec2 != NULL && sec2->validcount != validcount)
|
||||
{
|
||||
AActor *neighbor = FindCorpse(fly, sec2, recurselimit);
|
||||
if (neighbor != NULL)
|
||||
{
|
||||
return neighbor;
|
||||
}
|
||||
}
|
||||
}
|
||||
return fallback;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_FlySearch)
|
||||
{
|
||||
// The version from the retail beta is not so great for general use:
|
||||
// 1. Pick one of the first fifty thinkers at random.
|
||||
// 2. Starting from that thinker, find one that is an actor, not itself,
|
||||
// and within sight. Give up after 100 sequential thinkers.
|
||||
// It's effectively useless if there are more than 150 thinkers on a map.
|
||||
//
|
||||
// So search the sectors instead. We can't potentially find something all
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||||
// the way on the other side of the map and we can't find invisible corpses,
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||||
// but at least we aren't crippled on maps with lots of stuff going on.
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validcount++;
|
||||
AActor *other = FindCorpse(self, self->Sector, 5);
|
||||
if (other != NULL)
|
||||
{
|
||||
self->target = other;
|
||||
self->SetState(self->FindState("Buzz"));
|
||||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_FlyBuzz)
|
||||
{
|
||||
AActor *targ = self->target;
|
||||
|
||||
if (targ == NULL || !(targ->flags & MF_CORPSE) || pr_fly() < 5)
|
||||
{
|
||||
self->SetIdle();
|
||||
return;
|
||||
}
|
||||
|
||||
angle_t ang = R_PointToAngle2(self->x, self->y, targ->x, targ->y);
|
||||
self->angle = ang;
|
||||
self->args[0]++;
|
||||
ang >>= ANGLETOFINESHIFT;
|
||||
if (!P_TryMove(self, self->x + 6 * finecosine[ang], self->y + 6 * finesine[ang], true))
|
||||
{
|
||||
self->SetIdle(true);
|
||||
return;
|
||||
}
|
||||
if (self->args[0] & 2)
|
||||
{
|
||||
self->velx += (pr_fly() - 128) << BOBTOFINESHIFT;
|
||||
self->vely += (pr_fly() - 128) << BOBTOFINESHIFT;
|
||||
}
|
||||
int zrand = pr_fly();
|
||||
if (targ->z + 5*FRACUNIT < self->z && zrand > 150)
|
||||
{
|
||||
zrand = -zrand;
|
||||
}
|
||||
self->velz = zrand << BOBTOFINESHIFT;
|
||||
if (pr_fly() < 40)
|
||||
{
|
||||
S_Sound(self, CHAN_VOICE, self->ActiveSound, 0.5f, ATTN_STATIC);
|
||||
}
|
||||
}
|
|
@ -38,6 +38,7 @@
|
|||
#include "a_fighterquietus.cpp"
|
||||
#include "a_firedemon.cpp"
|
||||
#include "a_flechette.cpp"
|
||||
#include "a_flies.cpp"
|
||||
#include "a_fog.cpp"
|
||||
#include "a_healingradius.cpp"
|
||||
#include "a_heresiarch.cpp"
|
||||
|
|
|
@ -204,7 +204,7 @@ FString M_GetConfigPath(bool for_reading)
|
|||
{
|
||||
path += "/" GAME_DIR;
|
||||
CreatePath(path);
|
||||
path += "/zdoom.ini";
|
||||
path += "/" GAMENAMELOWERCASE ".ini";
|
||||
}
|
||||
else
|
||||
{ // construct "$PROGDIR/zdoom-$USER.ini"
|
||||
|
@ -224,11 +224,11 @@ FString M_GetConfigPath(bool for_reading)
|
|||
*probe = '_';
|
||||
++probe;
|
||||
}
|
||||
path << "zdoom-" << uname << ".ini";
|
||||
path << GAMENAMELOWERCASE "-" << uname << ".ini";
|
||||
}
|
||||
else
|
||||
{ // Couldn't get user name, so just use zdoom.ini
|
||||
path += "zdoom.ini";
|
||||
path += GAMENAMELOWERCASE ".ini";
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -239,7 +239,7 @@ FString M_GetConfigPath(bool for_reading)
|
|||
if (!FileExists(path))
|
||||
{
|
||||
path = progdir;
|
||||
path << "zdoom.ini";
|
||||
path << GAMENAMELOWERCASE ".ini";
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -411,11 +411,11 @@ FString M_GetConfigPath(bool for_reading)
|
|||
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
|
||||
{
|
||||
FString path;
|
||||
path << cpath << "/zdoom.ini";
|
||||
path << cpath << "/" GAMENAMELOWERCASE ".ini";
|
||||
return path;
|
||||
}
|
||||
// Ungh.
|
||||
return "zdoom.ini";
|
||||
return GAMENAMELOWERCASE ".ini";
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -497,12 +497,12 @@ FString GetUserFile (const char *file)
|
|||
// This can be removed after a release or two
|
||||
// Transfer the old zdoom directory to the new location
|
||||
bool moved = false;
|
||||
FString oldpath = NicePath("~/.zdoom/");
|
||||
FString oldpath = NicePath("~/." GAMENAMELOWERCASE "/");
|
||||
if (stat (oldpath, &extrainfo) != -1)
|
||||
{
|
||||
if (rename(oldpath, path) == -1)
|
||||
{
|
||||
I_Error ("Failed to move old zdoom directory (%s) to new location (%s).",
|
||||
I_Error ("Failed to move old " GAMENAMELOWERCASE " directory (%s) to new location (%s).",
|
||||
oldpath.GetChars(), path.GetChars());
|
||||
}
|
||||
else
|
||||
|
@ -598,7 +598,7 @@ FString M_GetCajunPath(const char *botfilename)
|
|||
|
||||
FString M_GetConfigPath(bool for_reading)
|
||||
{
|
||||
return GetUserFile("zdoom.ini");
|
||||
return GetUserFile(GAMENAMELOWERCASE ".ini");
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -1033,6 +1033,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
{
|
||||
target->velx = target->vely = target->velz = 0;
|
||||
}
|
||||
|
||||
player = target->player;
|
||||
if (!(flags & DMG_FORCED)) // DMG_FORCED skips all special damage checks, TELEFRAG_DAMAGE may not be reduced at all
|
||||
{
|
||||
if (target->flags2 & MF2_DORMANT)
|
||||
|
@ -1043,7 +1045,6 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
|
||||
if (damage < TELEFRAG_DAMAGE) // TELEFRAG_DAMAGE may not be reduced at all or it may not guarantee its effect.
|
||||
{
|
||||
player = target->player;
|
||||
if (player && damage > 1)
|
||||
{
|
||||
// Take half damage in trainer mode
|
||||
|
@ -1119,10 +1120,10 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
return -1;
|
||||
}
|
||||
}
|
||||
if (target->flags5 & MF5_NODAMAGE)
|
||||
{
|
||||
damage = 0;
|
||||
}
|
||||
}
|
||||
if (target->flags5 & MF5_NODAMAGE)
|
||||
{
|
||||
damage = 0;
|
||||
}
|
||||
}
|
||||
if (damage < 0)
|
||||
|
@ -1331,7 +1332,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
// but telefragging should still do enough damage to kill the player)
|
||||
// Ignore players that are already dead.
|
||||
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
|
||||
if (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD))
|
||||
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE))) && (player->playerstate != PST_DEAD)))
|
||||
{
|
||||
// If this is a voodoo doll we need to handle the real player as well.
|
||||
player->mo->health = target->health = player->health = 1;
|
||||
|
@ -1396,7 +1397,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
if (target->health <= 0)
|
||||
{
|
||||
//[MC]Buddha flag for monsters.
|
||||
if ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA)))
|
||||
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && (damage < TELEFRAG_DAMAGE) && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
|
||||
{ //FOILBUDDHA or Telefrag damage must kill it.
|
||||
target->health = 1;
|
||||
}
|
||||
|
|
|
@ -1034,7 +1034,7 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
|
|||
// Both things overlap in x or y direction
|
||||
bool unblocking = false;
|
||||
|
||||
if (tm.FromPMove)
|
||||
if (tm.FromPMove || tm.thing->player != NULL)
|
||||
{
|
||||
// Both actors already overlap. To prevent them from remaining stuck allow the move if it
|
||||
// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
|
||||
|
|
|
@ -6236,11 +6236,11 @@ void AActor::Crash()
|
|||
}
|
||||
}
|
||||
|
||||
void AActor::SetIdle()
|
||||
void AActor::SetIdle(bool nofunction)
|
||||
{
|
||||
FState *idle = FindState (NAME_Idle);
|
||||
if (idle == NULL) idle = SpawnState;
|
||||
SetState(idle);
|
||||
SetState(idle, nofunction);
|
||||
}
|
||||
|
||||
int AActor::SpawnHealth()
|
||||
|
|
|
@ -37,7 +37,7 @@ static struct {
|
|||
pid_t pid;
|
||||
int has_siginfo;
|
||||
siginfo_t siginfo;
|
||||
char buf[1024];
|
||||
char buf[4096];
|
||||
} crash_info;
|
||||
|
||||
|
||||
|
|
|
@ -240,7 +240,7 @@ int main (int argc, char **argv)
|
|||
#if !defined (__APPLE__)
|
||||
{
|
||||
int s[4] = { SIGSEGV, SIGILL, SIGFPE, SIGBUS };
|
||||
cc_install_handlers(argc, argv, 4, s, "zdoom-crash.log", DoomSpecificInfo);
|
||||
cc_install_handlers(argc, argv, 4, s, GAMENAMELOWERCASE "-crash.log", DoomSpecificInfo);
|
||||
}
|
||||
#endif // !__APPLE__
|
||||
|
||||
|
|
|
@ -90,13 +90,14 @@ const char *GetVersionString();
|
|||
|
||||
// More stuff that needs to be different for derivatives.
|
||||
#define GAMENAME "GZDoom"
|
||||
#define GAMENAMELOWERCASE "gzdoom"
|
||||
#define FORUM_URL "http://forum.drdteam.org"
|
||||
#define BUGS_FORUM_URL "http://forum.drdteam.org/viewforum.php?f=24"
|
||||
|
||||
#if defined(__APPLE__) || defined(_WIN32)
|
||||
#define GAME_DIR GAMENAME
|
||||
#else
|
||||
#define GAME_DIR ".config/gzdoom"
|
||||
#define GAME_DIR ".config/" GAMENAMELOWERCASE
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -1288,20 +1288,3 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE nothing, LPSTR cmdline, int n
|
|||
MainThread = INVALID_HANDLE_VALUE;
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// CCMD crashout
|
||||
//
|
||||
// Debugging routine for testing the crash logger.
|
||||
// Useless in a debug build, because that doesn't enable the crash logger.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
#ifndef _DEBUG
|
||||
#include "c_dispatch.h"
|
||||
CCMD (crashout)
|
||||
{
|
||||
*(int *)0 = 0;
|
||||
}
|
||||
#endif
|
||||
|
|
28
wadsrc/static/actors/hexen/flies.txt
Normal file
28
wadsrc/static/actors/hexen/flies.txt
Normal file
|
@ -0,0 +1,28 @@
|
|||
|
||||
// Buzzy fly ----------------------------------------------------------------
|
||||
|
||||
ACTOR LittleFly 112
|
||||
{
|
||||
Game Hexen
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
+CANPASS
|
||||
|
||||
Speed 6
|
||||
Radius 5
|
||||
Height 5
|
||||
Mass 2
|
||||
ActiveSound "FlyBuzz"
|
||||
|
||||
action native A_FlySearch();
|
||||
action native A_FlyBuzz();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 20 A_FlySearch // [RH] Invisible when not flying
|
||||
Loop
|
||||
Buzz:
|
||||
AFLY ABCD 3 A_FlyBuzz
|
||||
Loop
|
||||
}
|
||||
}
|
|
@ -93,6 +93,7 @@
|
|||
#include "actors/hexen/mageplayer.txt"
|
||||
#include "actors/hexen/pig.txt"
|
||||
#include "actors/hexen/flame.txt"
|
||||
#include "actors/hexen/flies.txt"
|
||||
#include "actors/hexen/hexenarmor.txt"
|
||||
#include "actors/hexen/hexendecorations.txt"
|
||||
#include "actors/hexen/hexenkeys.txt"
|
||||
|
|
BIN
wadsrc/static/sprites/AFLYA0.png
Normal file
BIN
wadsrc/static/sprites/AFLYA0.png
Normal file
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After Width: | Height: | Size: 111 B |
BIN
wadsrc/static/sprites/AFLYB0.png
Normal file
BIN
wadsrc/static/sprites/AFLYB0.png
Normal file
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After Width: | Height: | Size: 95 B |
BIN
wadsrc/static/sprites/AFLYC0.png
Normal file
BIN
wadsrc/static/sprites/AFLYC0.png
Normal file
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After Width: | Height: | Size: 111 B |
BIN
wadsrc/static/sprites/AFLYD0.png
Normal file
BIN
wadsrc/static/sprites/AFLYD0.png
Normal file
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After Width: | Height: | Size: 112 B |
36
zdoom.vcproj
36
zdoom.vcproj
|
@ -5228,6 +5228,42 @@
|
|||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_hexen\a_flies.cpp"
|
||||
>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_hexen\a_fog.cpp"
|
||||
>
|
||||
|
|
Loading…
Reference in a new issue