Merge branch 'master' into gonesolong

Conflicts:
	src/CMakeLists.txt
	src/actor.h
	src/g_heretic/a_hereticmisc.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_ironlich.cpp
	src/info.h
	src/namedef.h
	src/p_buildmap.cpp
	src/p_enemy.cpp
	src/p_map.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	zdoom.vcproj
This commit is contained in:
Randy Heit 2014-12-20 19:11:39 -06:00
commit 2d87eb0ba2
457 changed files with 13703 additions and 9290 deletions

View file

@ -65,6 +65,8 @@ CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static player_t PredictionPlayerBackup;
static BYTE PredictionActorBackup[sizeof(AActor)];
static TArray<sector_t *> PredictionTouchingSectorsBackup;
static TArray<AActor *> PredictionSectorListBackup;
static TArray<msecnode_t *> PredictionSector_sprev_Backup;
// [GRB] Custom player classes
TArray<FPlayerClass> PlayerClasses;
@ -209,8 +211,6 @@ CCMD (playerclasses)
// 16 pixels of bob
#define MAXBOB 0x100000
bool onground;
FArchive &operator<< (FArchive &arc, player_t *&p)
{
return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
@ -267,6 +267,7 @@ player_t::player_t()
PremorphWeapon(0),
chickenPeck(0),
jumpTics(0),
onground(0),
respawn_time(0),
camera(0),
air_finished(0),
@ -313,6 +314,116 @@ player_t::player_t()
memset (&skill, 0, sizeof(skill));
}
player_t &player_t::operator=(const player_t &p)
{
mo = p.mo;
playerstate = p.playerstate;
cmd = p.cmd;
original_cmd = p.original_cmd;
original_oldbuttons = p.original_oldbuttons;
// Intentionally not copying userinfo!
cls = p.cls;
DesiredFOV = p.DesiredFOV;
FOV = p.FOV;
viewz = p.viewz;
viewheight = p.viewheight;
deltaviewheight = p.deltaviewheight;
bob = p.bob;
velx = p.velx;
vely = p.vely;
centering = p.centering;
turnticks = p.turnticks;
attackdown = p.attackdown;
usedown = p.usedown;
oldbuttons = p.oldbuttons;
health = p.health;
inventorytics = p.inventorytics;
CurrentPlayerClass = p.CurrentPlayerClass;
backpack = p.backpack;
memcpy(frags, &p.frags, sizeof(frags));
fragcount = p.fragcount;
lastkilltime = p.lastkilltime;
multicount = p.multicount;
spreecount = p.spreecount;
WeaponState = p.WeaponState;
ReadyWeapon = p.ReadyWeapon;
PendingWeapon = p.PendingWeapon;
cheats = p.cheats;
timefreezer = p.timefreezer;
refire = p.refire;
inconsistant = p.inconsistant;
waiting = p.waiting;
killcount = p.killcount;
itemcount = p.itemcount;
secretcount = p.secretcount;
damagecount = p.damagecount;
bonuscount = p.bonuscount;
hazardcount = p.hazardcount;
poisoncount = p.poisoncount;
poisontype = p.poisontype;
poisonpaintype = p.poisonpaintype;
poisoner = p.poisoner;
attacker = p.attacker;
extralight = p.extralight;
fixedcolormap = p.fixedcolormap;
fixedlightlevel = p.fixedlightlevel;
memcpy(psprites, &p.psprites, sizeof(psprites));
morphTics = p.morphTics;
MorphedPlayerClass = p.MorphedPlayerClass;
MorphStyle = p.MorphStyle;
MorphExitFlash = p.MorphExitFlash;
PremorphWeapon = p.PremorphWeapon;
chickenPeck = p.chickenPeck;
jumpTics = p.jumpTics;
onground = p.onground;
respawn_time = p.respawn_time;
camera = p.camera;
air_finished = p.air_finished;
LastDamageType = p.LastDamageType;
savedyaw = p.savedyaw;
savedpitch = p.savedpitch;
angle = p.angle;
dest = p.dest;
prev = p.prev;
enemy = p.enemy;
missile = p.missile;
mate = p.mate;
last_mate = p.last_mate;
settings_controller = p.settings_controller;
skill = p.skill;
t_active = p.t_active;
t_respawn = p.t_respawn;
t_strafe = p.t_strafe;
t_react = p.t_react;
t_fight = p.t_fight;
t_roam = p.t_roam;
t_rocket = p.t_rocket;
isbot = p.isbot;
first_shot = p.first_shot;
sleft = p.sleft;
allround = p.allround;
oldx = p.oldx;
oldy = p.oldy;
BlendR = p.BlendR;
BlendG = p.BlendG;
BlendB = p.BlendB;
BlendA = p.BlendA;
LogText = p.LogText;
MinPitch = p.MinPitch;
MaxPitch = p.MaxPitch;
crouching = p.crouching;
crouchdir = p.crouchdir;
crouchfactor = p.crouchfactor;
crouchoffset = p.crouchoffset;
crouchviewdelta = p.crouchviewdelta;
weapons = p.weapons;
ConversationNPC = p.ConversationNPC;
ConversationPC = p.ConversationPC;
ConversationNPCAngle = p.ConversationNPCAngle;
ConversationFaceTalker = p.ConversationFaceTalker;
return *this;
}
// This function supplements the pointer cleanup in dobject.cpp, because
// player_t is not derived from DObject. (I tried it, and DestroyScan was
// unable to properly determine the player object's type--possibly
@ -1725,7 +1836,7 @@ void P_CalcHeight (player_t *player)
{
player->bob = 0;
}
else if ((player->mo->flags & MF_NOGRAVITY) && !onground)
else if ((player->mo->flags & MF_NOGRAVITY) && !player->onground)
{
player->bob = FRACUNIT / 2;
}
@ -1850,7 +1961,7 @@ void P_MovePlayer (player_t *player)
mo->angle += cmd->ucmd.yaw << 16;
}
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
player->onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
// killough 10/98:
//
@ -1868,7 +1979,7 @@ void P_MovePlayer (player_t *player)
movefactor = P_GetMoveFactor (mo, &friction);
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
if (!onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
if (!player->onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
{
// [RH] allow very limited movement if not on ground.
movefactor = FixedMul (movefactor, level.aircontrol);
@ -2039,12 +2150,12 @@ void P_DeathThink (player_t *player)
P_MovePsprites (player);
onground = (player->mo->z <= player->mo->floorz);
player->onground = (player->mo->z <= player->mo->floorz);
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
{ // Flying bloody skull or flying ice chunk
player->viewheight = 6 * FRACUNIT;
player->deltaviewheight = 0;
if (onground)
if (player->onground)
{
if (player->mo->pitch > -(int)ANGLE_1*19)
{
@ -2230,6 +2341,9 @@ void P_PlayerThink (player_t *player)
{
player->inventorytics--;
}
// Don't interpolate the view for more than one tic
player->cheats &= ~CF_INTERPVIEW;
// No-clip cheat
if ((player->cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
{ // No noclip2 without noclip
@ -2340,7 +2454,7 @@ void P_PlayerThink (player_t *player)
if (player->jumpTics != 0)
{
player->jumpTics--;
if (onground && player->jumpTics < -18)
if (player->onground && player->jumpTics < -18)
{
player->jumpTics = 0;
}
@ -2440,7 +2554,7 @@ void P_PlayerThink (player_t *player)
{
player->mo->velz = 3*FRACUNIT;
}
else if (level.IsJumpingAllowed() && onground && player->jumpTics == 0)
else if (level.IsJumpingAllowed() && player->onground && player->jumpTics == 0)
{
fixed_t jumpvelz = player->mo->JumpZ * 35 / TICRATE;
@ -2448,9 +2562,10 @@ void P_PlayerThink (player_t *player)
if ( player->cheats & CF_HIGHJUMP ) jumpvelz *= 2;
player->mo->velz += jumpvelz;
S_Sound (player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);
player->mo->flags2 &= ~MF2_ONMOBJ;
player->jumpTics = -1;
if (!(player->cheats & CF_PREDICTING))
S_Sound(player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);
}
}
@ -2477,7 +2592,7 @@ void P_PlayerThink (player_t *player)
{
player->mo->flags2 |= MF2_FLY;
player->mo->flags |= MF_NOGRAVITY;
if (player->mo->velz <= -39*FRACUNIT)
if ((player->mo->velz <= -39 * FRACUNIT) && !(player->cheats & CF_PREDICTING))
{ // Stop falling scream
S_StopSound (player->mo, CHAN_VOICE);
}
@ -2635,15 +2750,41 @@ void P_PredictPlayer (player_t *player)
player->cheats |= CF_PREDICTING;
// The ordering of the touching_sectorlist needs to remain unchanged
// Also store a copy of all previous sector_thinglist nodes
msecnode_t *mnode = act->touching_sectorlist;
msecnode_t *snode;
PredictionSector_sprev_Backup.Clear();
PredictionTouchingSectorsBackup.Clear ();
while (mnode != NULL)
{
PredictionTouchingSectorsBackup.Push (mnode->m_sector);
for (snode = mnode->m_sector->touching_thinglist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
PredictionSector_sprev_Backup.Push(snode->m_sprev);
break;
}
}
mnode = mnode->m_tnext;
}
// Keep an ordered list off all actors in the linked sector.
PredictionSectorListBackup.Clear();
if (!(act->flags & MF_NOSECTOR))
{
AActor *link = act->Sector->thinglist;
while (link != NULL)
{
PredictionSectorListBackup.Push(link);
link = link->snext;
}
}
// Blockmap ordering also needs to stay the same, so unlink the block nodes
// without releasing them. (They will be used again in P_UnpredictPlayer).
FBlockNode *block = act->BlockNode;
@ -2675,6 +2816,7 @@ void P_UnPredictPlayer ()
if (player->cheats & CF_PREDICTING)
{
unsigned int i;
AActor *act = player->mo;
AActor *savedcamera = player->camera;
@ -2684,23 +2826,99 @@ void P_UnPredictPlayer ()
// could cause it to change during prediction.
player->camera = savedcamera;
act->UnlinkFromWorld ();
memcpy (&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
act->UnlinkFromWorld();
memcpy(&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x - (BYTE *)act));
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist (sector_list);
sector_list = NULL;
for (unsigned int i = PredictionTouchingSectorsBackup.Size (); i-- > 0; )
// The blockmap ordering needs to remain unchanged, too.
// Restore sector links and refrences.
// [ED850] This is somewhat of a duplicate of LinkToWorld(), but we need to keep every thing the same,
// otherwise we end up fixing bugs in blockmap logic (i.e undefined behaviour with polyobject collisions),
// which we really don't want to do here.
if (!(act->flags & MF_NOSECTOR))
{
sector_list = P_AddSecnode (PredictionTouchingSectorsBackup[i], act, sector_list);
}
sector_t *sec = act->Sector;
AActor *me, *next;
AActor **link;// , **prev;
// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
// mess with them.
act->flags |= MF_NOBLOCKMAP;
act->LinkToWorld ();
act->flags &= ~MF_NOBLOCKMAP;
// The thinglist is just a pointer chain. We are restoring the exact same things, so we can NULL the head safely
sec->thinglist = NULL;
for (i = PredictionSectorListBackup.Size(); i-- > 0;)
{
me = PredictionSectorListBackup[i];
link = &sec->thinglist;
next = *link;
if ((me->snext = next))
next->sprev = &me->snext;
me->sprev = link;
*link = me;
}
// Destroy old refrences
msecnode_t *node = sector_list;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(sector_list);
sector_list = NULL;
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
{
sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list);
}
act->touching_sectorlist = sector_list; // Attach to thing
sector_list = NULL; // clear for next time
node = sector_list;
while (node)
{
if (node->m_thing == NULL)
{
if (node == sector_list)
sector_list = node->m_tnext;
node = P_DelSecnode(node);
}
else
{
node = node->m_tnext;
}
}
msecnode_t *snode;
// Restore sector thinglist order
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
{
// If we were already the head node, then nothing needs to change
if (PredictionSector_sprev_Backup[i] == NULL)
continue;
for (snode = PredictionTouchingSectorsBackup[i]->touching_thinglist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
if (snode->m_sprev)
snode->m_sprev->m_snext = snode->m_snext;
else
snode->m_sector->touching_thinglist = snode->m_snext;
if (snode->m_snext)
snode->m_snext->m_sprev = snode->m_sprev;
snode->m_sprev = PredictionSector_sprev_Backup[i];
// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
if (snode->m_sprev->m_snext)
snode->m_sprev->m_snext->m_sprev = snode;
snode->m_snext = snode->m_sprev->m_snext;
snode->m_sprev->m_snext = snode;
break;
}
}
}
}
// Now fix the pointers in the blocknode chain
FBlockNode *block = act->BlockNode;
@ -2720,14 +2938,22 @@ void P_UnPredictPlayer ()
void player_t::Serialize (FArchive &arc)
{
int i;
FString skinname;
arc << cls
<< mo
<< camera
<< playerstate
<< cmd
<< userinfo
<< DesiredFOV << FOV
<< cmd;
if (arc.IsLoading())
{
ReadUserInfo(arc, userinfo, skinname);
}
else
{
WriteUserInfo(arc, userinfo);
}
arc << DesiredFOV << FOV
<< viewz
<< viewheight
<< deltaviewheight
@ -2843,6 +3069,14 @@ void player_t::Serialize (FArchive &arc)
{
settings_controller = (this - players == Net_Arbitrator);
}
if (SaveVersion >= 4505)
{
arc << onground;
}
else
{
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (cheats & CF_NOCLIP2);
}
if (isbot)
{
@ -2878,6 +3112,10 @@ void player_t::Serialize (FArchive &arc)
oldbuttons = ~0;
original_oldbuttons = ~0;
}
if (skinname.IsNotEmpty())
{
userinfo.SkinChanged(skinname, CurrentPlayerClass);
}
}
bool P_IsPlayerTotallyFrozen(const player_t *player)