This commit is contained in:
nashmuhandes 2024-03-10 03:34:37 +08:00
commit 74a27be3fd
114 changed files with 3366 additions and 1677 deletions

View file

@ -100,6 +100,7 @@
#include "a_dynlight.h"
#include "fragglescript/t_fs.h"
#include "shadowinlines.h"
#include "d_net.h"
// MACROS ------------------------------------------------------------------
@ -178,6 +179,23 @@ IMPLEMENT_POINTERS_START(AActor)
IMPLEMENT_POINTER(boneComponentData)
IMPLEMENT_POINTERS_END
//==========================================================================
//
// Make sure Actors can never have their networking disabled.
//
//==========================================================================
void AActor::EnableNetworking(const bool enable)
{
if (!enable)
{
ThrowAbortException(X_OTHER, "Cannot disable networking on Actors. Consider a Thinker instead.");
return;
}
Super::EnableNetworking(true);
}
//==========================================================================
//
// AActor :: Serialize
@ -817,7 +835,7 @@ int P_GetRealMaxHealth(AActor *actor, int max)
{
max = actor->GetMaxHealth(true);
// [MH] First step in predictable generic morph effects
if (player->morphTics)
if (actor->alternative != nullptr)
{
if (player->MorphStyle & MORPH_FULLHEALTH)
{
@ -839,7 +857,7 @@ int P_GetRealMaxHealth(AActor *actor, int max)
else
{
// Bonus health should be added on top of the item's limit.
if (player->morphTics == 0 || (player->MorphStyle & MORPH_ADDSTAMINA))
if (actor->alternative == nullptr || (player->MorphStyle & MORPH_ADDSTAMINA))
{
max += actor->IntVar(NAME_BonusHealth);
}
@ -970,6 +988,44 @@ DEFINE_ACTION_FUNCTION(AActor, CheckLocalView)
ACTION_RETURN_BOOL(self->CheckLocalView());
}
void AActor::DisableLocalRendering(const unsigned int pNum, const bool disable)
{
if (pNum == consoleplayer)
NoLocalRender = disable;
}
static void DisableLocalRendering(AActor* const self, const unsigned int pNum, const int disable)
{
self->DisableLocalRendering(pNum, disable);
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, DisableLocalRendering, DisableLocalRendering)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_UINT(pNum);
PARAM_INT(disable);
DisableLocalRendering(self, pNum, disable);
return 0;
}
bool AActor::ShouldRenderLocally() const
{
return !NoLocalRender;
}
static int ShouldRenderLocally(const AActor* const self)
{
return self->ShouldRenderLocally();
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, ShouldRenderLocally, ShouldRenderLocally)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(ShouldRenderLocally(self));
}
//============================================================================
//
// AActor :: IsInsideVisibleAngles
@ -1049,6 +1105,9 @@ bool AActor::IsVisibleToPlayer() const
// [BB] Safety check. This should never be NULL. Nevertheless, we return true to leave the default ZDoom behavior unaltered.
if (p == nullptr || p->camera == nullptr )
return true;
if (!ShouldRenderLocally())
return false;
if (VisibleToTeam != 0 && teamplay &&
(signed)(VisibleToTeam-1) != p->userinfo.GetTeam() )
@ -3454,22 +3513,16 @@ void AActor::SetPitch(DAngle p, int fflags)
{
if (player != nullptr)
{
const bool mustLerp = !P_NoInterpolation(player, this);
if ((fflags & SPF_INTERPOLATE) || ((fflags & SPF_SCALEDNOLERP) && mustLerp))
if (fflags & SPF_SCALEDNOLERP)
{
Angles.Pitch = p;
player->cheats |= CF_INTERPVIEW;
}
else if ((fflags & SPF_SCALEDNOLERP) && !mustLerp)
{
player->angleTargets.Pitch = deltaangle(Angles.Pitch, p);
player->angleAppliedAmounts.Pitch = nullAngle;
player->angleOffsetTargets.Pitch = deltaangle(Angles.Pitch, p);
player->cheats |= CF_SCALEDNOLERP;
}
else
{
Angles.Pitch = p;
if (fflags & SPF_INTERPOLATE)
player->cheats |= CF_INTERPVIEW;
}
}
else
@ -3486,22 +3539,16 @@ void AActor::SetAngle(DAngle ang, int fflags)
{
if (player != nullptr)
{
const bool mustLerp = !P_NoInterpolation(player, this);
if ((fflags & SPF_INTERPOLATE) || ((fflags & SPF_SCALEDNOLERP) && mustLerp))
if (fflags & SPF_SCALEDNOLERP)
{
Angles.Yaw = ang;
player->cheats |= CF_INTERPVIEW;
}
else if ((fflags & SPF_SCALEDNOLERP) && !mustLerp)
{
player->angleTargets.Yaw = deltaangle(Angles.Yaw, ang);
player->angleAppliedAmounts.Yaw = nullAngle;
player->angleOffsetTargets.Yaw = deltaangle(Angles.Yaw, ang);
player->cheats |= CF_SCALEDNOLERP;
}
else
{
Angles.Yaw = ang;
if (fflags & SPF_INTERPOLATE)
player->cheats |= CF_INTERPVIEW;
}
}
else
@ -3518,22 +3565,16 @@ void AActor::SetRoll(DAngle r, int fflags)
{
if (player != nullptr)
{
const bool mustLerp = !P_NoInterpolation(player, this);
if ((fflags & SPF_INTERPOLATE) || ((fflags & SPF_SCALEDNOLERP) && mustLerp))
if (fflags & SPF_SCALEDNOLERP)
{
Angles.Roll = r;
player->cheats |= CF_INTERPVIEW;
}
else if ((fflags & SPF_SCALEDNOLERP) && !mustLerp)
{
player->angleTargets.Roll = deltaangle(Angles.Roll, r);
player->angleAppliedAmounts.Roll = nullAngle;
player->angleOffsetTargets.Roll = deltaangle(Angles.Roll, r);
player->cheats |= CF_SCALEDNOLERP;
}
else
{
Angles.Roll = r;
if (fflags & SPF_INTERPOLATE)
player->cheats |= CF_INTERPVIEW;
}
}
else
@ -3726,6 +3767,22 @@ void AActor::Tick ()
static const uint8_t HereticScrollDirs[4] = { 6, 9, 1, 4 };
static const uint8_t HereticSpeedMuls[5] = { 5, 10, 25, 30, 35 };
// Check for Actor unmorphing, but only on the thing that is the morphed Actor.
// Players do their own special checking for this.
if (alternative != nullptr && !(flags & MF_UNMORPHED) && player == nullptr)
{
int res = false;
IFVIRTUAL(AActor, CheckUnmorph)
{
VMValue params[] = { this };
VMReturn ret[] = { &res };
VMCall(func, params, 1, ret, 1);
}
if (res)
return;
}
if (freezetics > 0)
{
freezetics--;
@ -4752,6 +4809,7 @@ AActor *AActor::StaticSpawn(FLevelLocals *Level, PClassActor *type, const DVecto
AActor *actor;
actor = static_cast<AActor *>(Level->CreateThinker(type));
actor->EnableNetworking(true);
ConstructActor(actor, pos, SpawningMapThing);
return actor;
@ -5020,6 +5078,16 @@ void AActor::CallDeactivate(AActor *activator)
void AActor::OnDestroy ()
{
// If the Actor is leaving behind a premorph Actor, make sure it gets cleaned up as
// well so it's not stuck in the map.
if (alternative != nullptr && !(flags & MF_UNMORPHED))
{
alternative->ClearCounters();
alternative->alternative = nullptr;
alternative->Destroy();
alternative = nullptr;
}
// [ZZ] call destroy event hook.
// note that this differs from ThingSpawned in that you can actually override OnDestroy to avoid calling the hook.
// but you can't really do that without utterly breaking the game, so it's ok.
@ -5141,59 +5209,182 @@ extern bool demonew;
//==========================================================================
//
// This once was the main method for pointer cleanup, but
// nowadays its only use is swapping out PlayerPawns.
// This requires pointer fixing throughout all objects and a few
// global variables, but it only needs to look at pointers that
// can point to a player.
// This function is dangerous and only designed for swapping player pawns
// over to their new ones upon changing levels or respawning. It SHOULD NOT be
// used for anything else! Do not export this functionality as it's
// meant strictly for internal usage. Only swap pointers if the thing being swapped
// to is a type of the thing being swapped from.
//
//==========================================================================
void StaticPointerSubstitution(AActor* old, AActor* notOld)
void PlayerPointerSubstitution(AActor* oldPlayer, AActor* newPlayer)
{
DObject* probe;
size_t changed = 0;
int i;
if (old == nullptr) return;
// This is only allowed to replace players or swap out morphed monsters
if (!old->IsKindOf(NAME_PlayerPawn) || (notOld != nullptr && !notOld->IsKindOf(NAME_PlayerPawn)))
if (oldPlayer == nullptr || newPlayer == nullptr || oldPlayer == newPlayer
|| !oldPlayer->IsKindOf(NAME_PlayerPawn) || !newPlayer->IsKindOf(NAME_PlayerPawn))
{
if (notOld == nullptr) return;
if (!old->IsKindOf(NAME_MorphedMonster) && !notOld->IsKindOf(NAME_MorphedMonster)) return;
}
// Go through all objects.
i = 0; DObject* last = 0;
for (probe = GC::Root; probe != NULL; probe = probe->ObjNext)
{
i++;
changed += probe->PointerSubstitution(old, notOld);
last = probe;
return;
}
// Go through players.
for (i = 0; i < MAXPLAYERS; i++)
// Go through player infos.
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
AActor* replacement = notOld;
auto& p = players[i];
if (!oldPlayer->Level->PlayerInGame(i))
continue;
if (p.mo == old) p.mo = replacement, changed++;
if (p.poisoner.ForceGet() == old) p.poisoner = replacement, changed++;
if (p.attacker.ForceGet() == old) p.attacker = replacement, changed++;
if (p.camera.ForceGet() == old) p.camera = replacement, changed++;
if (p.ConversationNPC.ForceGet() == old) p.ConversationNPC = replacement, changed++;
if (p.ConversationPC.ForceGet() == old) p.ConversationPC = replacement, changed++;
}
auto p = oldPlayer->Level->Players[i];
if (p->mo == oldPlayer)
p->mo = newPlayer;
if (p->poisoner == oldPlayer)
p->poisoner = newPlayer;
if (p->attacker == oldPlayer)
p->attacker = newPlayer;
if (p->camera == oldPlayer)
p->camera = newPlayer;
if (p->ConversationNPC == oldPlayer)
p->ConversationNPC = newPlayer;
if (p->ConversationPC == oldPlayer)
p->ConversationPC = newPlayer;
}
// Go through sectors. Only the level this actor belongs to is relevant.
for (auto& sec : old->Level->sectors)
// Go through sectors.
for (auto& sec : oldPlayer->Level->sectors)
{
if (sec.SoundTarget == old) sec.SoundTarget = notOld;
if (sec.SoundTarget == oldPlayer)
sec.SoundTarget = newPlayer;
}
// Update all the remaining object pointers. This is dangerous but needed to ensure
// everything functions correctly when respawning or changing levels.
for (DObject* probe = GC::Root; probe != nullptr; probe = probe->ObjNext)
probe->PointerSubstitution(oldPlayer, newPlayer);
}
//==========================================================================
//
// This function is much safer than PlayerPointerSubstition as it only truly
// swaps a few safe pointers. This has some extra barriers to it to allow
// Actors to freely morph into other Actors which is its main usage.
// Previously this used raw pointer substitutions but that's far too
// volatile to use with modder-provided information. It also allows morphing
// to be more extendable from ZScript.
//
//==========================================================================
int MorphPointerSubstitution(AActor* from, AActor* to)
{
// Special care is taken here to make sure things marked as a dummy Actor for a morphed thing aren't
// allowed to be changed into other things. Anything being morphed into that's considered a player
// is automatically out of the question to ensure modders aren't swapping clients around.
if (from == nullptr || to == nullptr || from == to || to->player != nullptr
|| (from->flags & MF_UNMORPHED) // Another thing's dummy Actor, unmorphing the wrong way, etc.
|| (from->alternative == nullptr && to->alternative != nullptr) // Morphing into something that's already morphed.
|| (from->alternative != nullptr && from->alternative != to)) // Only allow something morphed to unmorph.
{
return false;
}
const bool toIsPlayer = to->IsKindOf(NAME_PlayerPawn);
if (from->IsKindOf(NAME_PlayerPawn))
{
// Players are only allowed to turn into other valid player pawns. For
// valid pawns, make sure an actual player is changing into an empty one.
// Voodoo dolls aren't allowed to morph since that should be passed to
// the main player directly.
if (!toIsPlayer || from->player == nullptr || from->player->mo != from)
return false;
}
else if (toIsPlayer || from->player != nullptr
|| (from->IsKindOf(NAME_Inventory) && from->PointerVar<AActor>(NAME_Owner) != nullptr)
|| (to->IsKindOf(NAME_Inventory) && to->PointerVar<AActor>(NAME_Owner) != nullptr))
{
// Only allow items to be swapped around if they aren't currently owned. Also prevent non-players from
// turning into fake players.
return false;
}
// Since the check is good, move the inventory items over. This should always be done when
// morphing to emulate Heretic/Hexen's behavior since those stored the inventory in their
// player structs.
IFVM(Actor, ObtainInventory)
{
VMValue params[] = { to, from };
VMCall(func, params, 2, nullptr, 0);
}
// Only change some gameplay-related pointers that we know we can safely swap to whatever
// new Actor class is present.
AActor* mo = nullptr;
auto it = from->Level->GetThinkerIterator<AActor>();
while ((mo = it.Next()) != nullptr)
{
if (mo->target == from)
mo->target = to;
if (mo->tracer == from)
mo->tracer = to;
if (mo->master == from)
mo->master = to;
if (mo->goal == from)
mo->goal = to;
if (mo->lastenemy == from)
mo->lastenemy = to;
if (mo->LastHeard == from)
mo->LastHeard = to;
if (mo->LastLookActor == from)
mo->LastLookActor = to;
if (mo->Poisoner == from)
mo->Poisoner = to;
}
// Go through player infos.
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (!from->Level->PlayerInGame(i))
continue;
auto p = from->Level->Players[i];
if (p->mo == from)
p->mo = to;
if (p->poisoner == from)
p->poisoner = to;
if (p->attacker == from)
p->attacker = to;
if (p->camera == from)
p->camera = to;
if (p->ConversationNPC == from)
p->ConversationNPC = to;
if (p->ConversationPC == from)
p->ConversationPC = to;
}
// Go through sectors.
for (auto& sec : from->Level->sectors)
{
if (sec.SoundTarget == from)
sec.SoundTarget = to;
}
// Remaining maintenance related to morphing.
if (from->player != nullptr)
{
to->player = from->player;
from->player = nullptr;
}
if (from->alternative != nullptr)
{
to->flags &= ~MF_UNMORPHED;
to->alternative = from->alternative = nullptr;
}
else
{
from->flags |= MF_UNMORPHED;
from->alternative = to;
to->alternative = from;
}
return true;
}
void FLevelLocals::PlayerSpawnPickClass (int playernum)
@ -5466,7 +5657,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
if (sec.SoundTarget == oldactor) sec.SoundTarget = nullptr;
}
StaticPointerSubstitution (oldactor, p->mo);
PlayerPointerSubstitution (oldactor, p->mo);
localEventManager->PlayerRespawned(PlayerNum(p));
Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);
@ -5701,15 +5892,26 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
const AActor *info = GetDefaultByType (i);
// don't spawn keycards and players in deathmatch
if (deathmatch && info->flags & MF_NOTDMATCH)
return NULL;
// Don't spawn keycards and players in deathmatch.
if (deathmatch && (info->flags & MF_NOTDMATCH))
return nullptr;
// don't spawn extra things in coop if so desired
if (multiplayer && !deathmatch && (dmflags2 & DF2_NO_COOP_THING_SPAWN))
// Don't spawn extra things in co-op if desired.
if (multiplayer && !deathmatch)
{
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
return NULL;
// Don't spawn DM-only things in co-op.
if ((dmflags2 & DF2_NO_COOP_THING_SPAWN) && (mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
return nullptr;
// Having co-op only functionality is a bit odd, but you never know.
if (!mthing->special && !mthing->thingid && (mthing->flags & (MTF_COOPERATIVE | MTF_SINGLE)) == MTF_COOPERATIVE)
{
// Don't spawn co-op only things in general.
if (dmflags3 & DF3_NO_COOP_ONLY_THINGS)
return nullptr;
// Don't spawn co-op only items.
if ((dmflags3 & DF3_NO_COOP_ONLY_ITEMS) && i->IsDescendantOf(NAME_Inventory))
return nullptr;
}
}
// [RH] don't spawn extra weapons in coop if so desired