mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
f96f4cb0a2
8 changed files with 78 additions and 64 deletions
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@ -434,6 +434,7 @@ public:
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TObjPtr<AWeapon> PremorphWeapon; // ready weapon before morphing
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int chickenPeck; // chicken peck countdown
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int jumpTics; // delay the next jump for a moment
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bool onground; // Identifies if this player is on the ground or other object
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int respawn_time; // [RH] delay respawning until this tic
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TObjPtr<AActor> camera; // [RH] Whose eyes this player sees through
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@ -387,7 +387,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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StatusBar->NewGame ();
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setsizeneeded = true;
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if (gameinfo.gametype == GAME_Strife || (SBarInfoScript != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
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if (gameinfo.gametype == GAME_Strife || (SBarInfoScript[SCRIPT_CUSTOM] != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
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{
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// Set the initial quest log text for Strife.
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for (i = 0; i < MAXPLAYERS; ++i)
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@ -1084,6 +1084,7 @@ void G_StartTravel ()
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{
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AActor *pawn = players[i].mo;
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AInventory *inv;
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players[i].camera = NULL;
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// Only living players travel. Dead ones get a new body on the new level.
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if (players[i].health > 0)
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@ -724,9 +724,10 @@ static bool DoLoadGLNodes(FileReader ** lumps)
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static bool MatchHeader(const char * label, const char * hdata)
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{
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if (!memcmp(hdata, "LEVEL=", 6) == 0)
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if (memcmp(hdata, "LEVEL=", 6) == 0)
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{
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size_t labellen = strlen(label);
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labellen = MIN(size_t(8), labellen);
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if (strnicmp(hdata+6, label, labellen)==0 &&
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(hdata[6+labellen]==0xa || hdata[6+labellen]==0xd))
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@ -771,7 +772,7 @@ static int FindGLNodesInWAD(int labellump)
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if (Wads.GetLumpFile(lump)==wadfile)
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{
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FMemLump mem = Wads.ReadLump(lump);
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if (MatchHeader(Wads.GetLumpFullName(labellump), (const char *)mem.GetMem())) return true;
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if (MatchHeader(Wads.GetLumpFullName(labellump), (const char *)mem.GetMem())) return lump;
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}
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}
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}
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@ -781,7 +782,7 @@ static int FindGLNodesInWAD(int labellump)
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//===========================================================================
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//
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// FindGLNodesInWAD
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// FindGLNodesInFile
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//
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// Looks for GL nodes in the same WAD as the level itself
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// Function returns the lump number within the file. Returns -1 if the input
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@ -929,13 +930,13 @@ bool P_LoadGLNodes(MapData * map)
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result=true;
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for(unsigned i=0; i<4;i++)
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{
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if (strnicmp(f_gwa->GetLump(i)->Name, check[i], 8))
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if (strnicmp(f_gwa->GetLump(i+1)->Name, check[i], 8))
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{
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result=false;
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break;
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}
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else
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gwalumps[i] = f_gwa->GetLump(i)->NewReader();
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gwalumps[i] = f_gwa->GetLump(i+1)->NewReader();
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}
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if (result) result = DoLoadGLNodes(gwalumps);
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}
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@ -914,34 +914,34 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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}
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}
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// touchy object is alive, toucher is solid
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if (thing->flags6 & MF6_TOUCHY && tm.thing->flags & MF_SOLID && thing->health > 0 &&
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// Thing is an armed mine or a sentient thing
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(thing->flags6 & MF6_ARMED || thing->IsSentient()) &&
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// either different classes or players
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(thing->player || thing->GetClass() != tm.thing->GetClass()) &&
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// or different species if DONTHARMSPECIES
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(!(thing->flags6 & MF6_DONTHARMSPECIES) || thing->GetSpecies() != tm.thing->GetSpecies()) &&
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// touches vertically
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thing->z + thing->height >= tm.thing->z && tm.thing->z + tm.thing->height >= thing->z &&
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// prevents lost souls from exploding when fired by pain elementals
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(thing->master != tm.thing && tm.thing->master != thing))
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// Difference with MBF: MBF hardcodes the LS/PE check and lets actors of the same species
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// but different classes trigger the touchiness, but that seems less straightforwards.
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if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
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{
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thing->flags6 &= ~MF6_ARMED; // Disarm
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P_DamageMobj (thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object
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return true;
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}
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// touchy object is alive, toucher is solid
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if (thing->flags6 & MF6_TOUCHY && tm.thing->flags & MF_SOLID && thing->health > 0 &&
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// Thing is an armed mine or a sentient thing
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(thing->flags6 & MF6_ARMED || thing->IsSentient()) &&
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// either different classes or players
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(thing->player || thing->GetClass() != tm.thing->GetClass()) &&
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// or different species if DONTHARMSPECIES
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(!(thing->flags6 & MF6_DONTHARMSPECIES) || thing->GetSpecies() != tm.thing->GetSpecies()) &&
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// touches vertically
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thing->z + thing->height >= tm.thing->z && tm.thing->z + tm.thing->height >= thing->z &&
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// prevents lost souls from exploding when fired by pain elementals
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(thing->master != tm.thing && tm.thing->master != thing))
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// Difference with MBF: MBF hardcodes the LS/PE check and lets actors of the same species
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// but different classes trigger the touchiness, but that seems less straightforwards.
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{
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thing->flags6 &= ~MF6_ARMED; // Disarm
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P_DamageMobj(thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object
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return true;
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}
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// Check for MF6_BUMPSPECIAL
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// By default, only players can activate things by bumping into them
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if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL)
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|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER))
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|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
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) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
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{
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if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
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// Check for MF6_BUMPSPECIAL
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// By default, only players can activate things by bumping into them
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if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL)
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|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER))
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|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
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) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
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{
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if (P_ActivateThingSpecial(thing, tm.thing))
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thing->lastbump = level.maptime + TICRATE;
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@ -955,6 +955,17 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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tm.thing->BlockingMobj = NULL;
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return res;
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}
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// [ED850] Player Prediction ends here. There is nothing else they could/should do.
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if (tm.thing->player != NULL && (tm.thing->player->cheats & CF_PREDICTING))
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{
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solid = (thing->flags & MF_SOLID) &&
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!(thing->flags & MF_NOCLIP) &&
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((tm.thing->flags & MF_SOLID) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS));
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return !solid || unblocking;
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}
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// Check for blasted thing running into another
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if ((tm.thing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE))
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{
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@ -1203,8 +1214,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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}
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return false; // don't traverse any more
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}
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if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH) &&
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(tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)))
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if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH))
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{ // Push thing
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if (thing->lastpush != tm.PushTime)
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{
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@ -2726,16 +2726,15 @@ int P_FindUniqueTID(int start_tid, int limit)
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if (start_tid != 0)
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{ // Do a linear search.
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int end_tid = start_tid;
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if (start_tid > 0 && limit > INT_MAX - start_tid + 1)
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{ // If 'limit+start_tid-1' overflows, clamp 'end_tid' to INT_MAX
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end_tid = INT_MAX;
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if (start_tid > INT_MAX-limit+1)
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{ // If 'limit+start_tid-1' overflows, clamp 'limit' to INT_MAX
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limit = INT_MAX;
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}
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else
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{
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end_tid += limit-1;
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limit += start_tid-1;
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}
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for (tid = start_tid; tid <= end_tid; ++tid)
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for (tid = start_tid; tid <= limit; ++tid)
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{
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if (tid != 0 && !P_IsTIDUsed(tid))
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{
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@ -210,8 +210,6 @@ CCMD (playerclasses)
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// 16 pixels of bob
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#define MAXBOB 0x100000
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bool onground;
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FArchive &operator<< (FArchive &arc, player_t *&p)
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{
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return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
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@ -268,6 +266,7 @@ player_t::player_t()
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PremorphWeapon(0),
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chickenPeck(0),
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jumpTics(0),
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onground(0),
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respawn_time(0),
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camera(0),
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air_finished(0),
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@ -375,6 +374,7 @@ player_t &player_t::operator=(const player_t &p)
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PremorphWeapon = p.PremorphWeapon;
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chickenPeck = p.chickenPeck;
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jumpTics = p.jumpTics;
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onground = p.onground;
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respawn_time = p.respawn_time;
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camera = p.camera;
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air_finished = p.air_finished;
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@ -1747,7 +1747,7 @@ void P_CalcHeight (player_t *player)
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{
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player->bob = 0;
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}
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else if ((player->mo->flags & MF_NOGRAVITY) && !onground)
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else if ((player->mo->flags & MF_NOGRAVITY) && !player->onground)
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{
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player->bob = FRACUNIT / 2;
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}
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@ -1872,7 +1872,7 @@ void P_MovePlayer (player_t *player)
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mo->angle += cmd->ucmd.yaw << 16;
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}
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onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
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player->onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
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// killough 10/98:
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//
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@ -1890,7 +1890,7 @@ void P_MovePlayer (player_t *player)
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movefactor = P_GetMoveFactor (mo, &friction);
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bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
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if (!onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
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if (!player->onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
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{
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// [RH] allow very limited movement if not on ground.
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movefactor = FixedMul (movefactor, level.aircontrol);
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@ -2061,12 +2061,12 @@ void P_DeathThink (player_t *player)
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P_MovePsprites (player);
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onground = (player->mo->z <= player->mo->floorz);
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player->onground = (player->mo->z <= player->mo->floorz);
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if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
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{ // Flying bloody skull or flying ice chunk
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player->viewheight = 6 * FRACUNIT;
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player->deltaviewheight = 0;
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if (onground)
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if (player->onground)
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{
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if (player->mo->pitch > -(int)ANGLE_1*19)
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{
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@ -2365,7 +2365,7 @@ void P_PlayerThink (player_t *player)
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if (player->jumpTics != 0)
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{
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player->jumpTics--;
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if (onground && player->jumpTics < -18)
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if (player->onground && player->jumpTics < -18)
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{
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player->jumpTics = 0;
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}
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@ -2465,7 +2465,7 @@ void P_PlayerThink (player_t *player)
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{
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player->mo->velz = 3*FRACUNIT;
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}
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else if (level.IsJumpingAllowed() && onground && player->jumpTics == 0)
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else if (level.IsJumpingAllowed() && player->onground && player->jumpTics == 0)
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{
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fixed_t jumpvelz = player->mo->JumpZ * 35 / TICRATE;
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@ -2877,6 +2877,14 @@ void player_t::Serialize (FArchive &arc)
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{
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settings_controller = (this - players == Net_Arbitrator);
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}
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if (SaveVersion >= 4505)
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{
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arc << onground;
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}
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else
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{
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onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (cheats & CF_NOCLIP2);
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}
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if (isbot)
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{
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@ -2009,26 +2009,20 @@ void FSpecialFont::LoadTranslations()
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}
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// exclude the non-translated colors from the translation calculation
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if (notranslate != NULL)
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{
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for (i = 0; i < 256; i++)
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if (notranslate[i])
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usedcolors[i] = false;
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}
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for (i = 0; i < 256; i++)
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if (notranslate[i])
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usedcolors[i] = false;
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TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
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// Map all untranslated colors into the table of used colors
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if (notranslate != NULL)
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for (i = 0; i < 256; i++)
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{
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for (i = 0; i < 256; i++)
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if (notranslate[i])
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{
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if (notranslate[i])
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{
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PatchRemap[i] = TotalColors;
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identity[TotalColors] = i;
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TotalColors++;
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}
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PatchRemap[i] = TotalColors;
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identity[TotalColors] = i;
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TotalColors++;
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}
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}
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4504
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#define SAVEVER 4505
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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Reference in a new issue