Merge branch '4.13' of ../gzdoom into gz4.13.1-merge

This commit is contained in:
Rachael Alexanderson 2024-10-20 10:23:29 -04:00
commit 7980d351b7
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GPG key ID: 26A8ACCE97115EE0
32 changed files with 174 additions and 143 deletions

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@ -307,8 +307,6 @@ Note: All <bool> fields default to false unless mentioned otherwise.
leakiness = <int>; // Probability of leaking through radiation suit (0 = never, 256 = always), default = 0.
damageterraineffect = <bool>; // Will spawn a terrain splash when damage is inflicted. Default = false.
damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
hurtmonsters = <bool>; // Non-players like monsters and decorations are hurt by this sector in the same manner as player. Doesn't work with damagehazard.
harminair = <bool>; // Actors in this sector are harmed by the damage effects of the floor even if they aren't touching it.
floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)

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@ -1324,9 +1324,9 @@ endif()
if( MSVC )
option ( CONSOLE_MODE "Compile as a console application" OFF )
if ( CONSOLE_MODE )
set ( CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /SUBSYSTEM:CONSOLE /ENTRY:wWinMainCRTStartup" )
set ( CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /SUBSYSTEM:CONSOLE" )
else()
set ( CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /SUBSYSTEM:WINDOWS /ENTRY:wWinMainCRTStartup" )
set ( CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /SUBSYSTEM:WINDOWS" )
endif()
option( ZDOOM_GENERATE_MAPFILE "Generate .map file for debugging." OFF )

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@ -193,7 +193,7 @@ int FCommandLine::argc ()
return _argc;
}
char *FCommandLine::operator[] (int i)
const char *FCommandLine::operator[] (int i)
{
if (_argv == NULL)
{

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@ -44,7 +44,7 @@ public:
FCommandLine (const char *commandline, bool no_escapes = false);
~FCommandLine ();
int argc ();
char *operator[] (int i);
const char *operator[] (int i);
const char *args () { return cmd; }
void Shift();

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@ -163,6 +163,7 @@ static int nulPrintf(FSMessageLevel msg, const char* fmt, ...)
FResourceFile *FResourceFile::DoOpenResourceFile(const char *filename, FileReader &file, bool containeronly, LumpFilterInfo* filter, FileSystemMessageFunc Printf, StringPool* sp)
{
if (!file.isOpen()) return nullptr;
if (Printf == nullptr) Printf = nulPrintf;
for(auto func : funcs)
{

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@ -122,11 +122,22 @@ void I_SetIWADInfo()
bool isConsoleApp()
{
DWORD pids[2];
DWORD num_pids = GetConsoleProcessList(pids, 2);
bool win32con_is_exclusive = (num_pids <= 1);
static bool alreadychecked = false;
static bool returnvalue;
return GetConsoleWindow() != NULL && !win32con_is_exclusive;
if (!alreadychecked)
{
DWORD pids[2];
DWORD num_pids = GetConsoleProcessList(pids, 2);
bool win32con_is_exclusive = (num_pids <= 1);
returnvalue = ((GetConsoleWindow() != NULL && !win32con_is_exclusive) || (GetStdHandle(STD_OUTPUT_HANDLE) != NULL));
alreadychecked = true;
}
//printf("isConsoleApp is %i\n", returnvalue);
return returnvalue;
}
//==========================================================================
@ -152,18 +163,16 @@ int DoMain (HINSTANCE hInstance)
if (isConsoleApp())
{
StdOut = GetStdHandle(STD_OUTPUT_HANDLE);
BY_HANDLE_FILE_INFORMATION info;
if (!GetFileInformationByHandle(StdOut, &info) && StdOut != nullptr)
SetConsoleCP(CP_UTF8);
SetConsoleOutputCP(CP_UTF8);
DWORD mode;
if (GetConsoleMode(StdOut, &mode))
{
SetConsoleCP(CP_UTF8);
SetConsoleOutputCP(CP_UTF8);
DWORD mode;
if (GetConsoleMode(StdOut, &mode))
{
if (SetConsoleMode(StdOut, mode | ENABLE_VIRTUAL_TERMINAL_PROCESSING))
FancyStdOut = IsWindows10OrGreater(); // Windows 8.1 and lower do not understand ANSI formatting.
}
if (SetConsoleMode(StdOut, mode | ENABLE_VIRTUAL_TERMINAL_PROCESSING))
FancyStdOut = IsWindows10OrGreater(); // Windows 8.1 and lower do not understand ANSI formatting.
}
}
else if (Args->CheckParm("-stdout") || Args->CheckParm("-norun"))
@ -326,8 +335,14 @@ void I_ShowFatalError(const char *msg)
//==========================================================================
int wmain()
{
return wWinMain(GetModuleHandle(0), 0, GetCommandLineW(), SW_SHOW);
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE nothing, LPWSTR cmdline, int nCmdShow)
{
g_hInst = hInstance;
InitCommonControls();

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@ -102,6 +102,7 @@
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
void DestroyCustomCursor();
bool isConsoleApp();
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
@ -305,6 +306,7 @@ static void PrintToStdOut(const char *cpt, HANDLE StdOut)
else break;
}
}
DWORD bytes_written;
WriteFile(StdOut, printData.GetChars(), (DWORD)printData.Len(), &bytes_written, NULL);
if (terminal)

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@ -248,7 +248,7 @@ CCMD (vid_scaletoheight)
}
}
inline bool atob(char* I)
inline bool atob(const char* I)
{
if (stricmp (I, "true") == 0 || stricmp (I, "1") == 0)
return true;

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@ -72,6 +72,7 @@ enum EGameTexFlags
GTexf_OffsetsNotForFont = 512, // The offsets must be ignored when using this texture in a font.
GTexf_NoTrim = 1024, // Don't perform trimming on this texture.
GTexf_Seen = 2048, // Set to true when the texture is being used for rendering. Must be cleared manually if the check is needed.
GTexf_NoMipmap = 4096, // Disable mipmapping for this texture
};
struct FMaterialLayers
@ -284,6 +285,9 @@ public:
void SetGlowing(PalEntry color) { flags = (flags & ~GTexf_AutoGlowing) | GTexf_Glowing; GlowColor = color; }
void SetDisableBrightmap() { flags |= GTexf_BrightmapChecked; Brightmap = nullptr; }
bool isNoMipmap() const { return !!(flags & GTexf_NoMipmap); }
void SetNoMipmap(bool set) { if (set) flags |= GTexf_NoMipmap; else flags &= ~GTexf_NoMipmap; }
bool isUserContent() const;
int CheckRealHeight() { return xs_RoundToInt(Base->CheckRealHeight() / ScaleY); }
void SetSize(int x, int y)

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@ -141,30 +141,58 @@ CCMD (spray)
CCMD (mapchecksum)
{
MapData *map;
uint8_t cksum[16];
if (argv.argc() < 2)
if (argv.argc() == 1)
{ //current map
const char *wadname = fileSystem.GetResourceFileName(fileSystem.GetFileContainer(level.lumpnum));
for (size_t i = 0; i < 16; ++i)
{
Printf("%02X", level.md5[i]);
}
Printf(" // %s %s\n", wadname, level.MapName.GetChars());
}
else if (argv.argc() < 2)
{
Printf("Usage: mapchecksum <map> ...\n");
}
for (int i = 1; i < argv.argc(); ++i)
else
{
map = P_OpenMapData(argv[i], true);
if (map == NULL)
MapData *map;
uint8_t cksum[16];
for (int i = 1; i < argv.argc(); ++i)
{
Printf("Cannot load %s as a map\n", argv[i]);
}
else
{
map->GetChecksum(cksum);
const char *wadname = fileSystem.GetResourceFileName(fileSystem.GetFileContainer(map->lumpnum));
delete map;
for (size_t j = 0; j < sizeof(cksum); ++j)
if(!strcmp(argv[i], "*"))
{
Printf("%02X", cksum[j]);
const char *wadname = fileSystem.GetResourceFileName(fileSystem.GetFileContainer(level.lumpnum));
for (size_t i = 0; i < 16; ++i)
{
Printf("%02X", level.md5[i]);
}
Printf(" // %s %s\n", wadname, level.MapName.GetChars());
}
else
{
map = P_OpenMapData(argv[i], true);
if (map == NULL)
{
Printf("Cannot load %s as a map\n", argv[i]);
}
else
{
map->GetChecksum(cksum);
const char *wadname = fileSystem.GetResourceFileName(fileSystem.GetFileContainer(map->lumpnum));
delete map;
for (size_t j = 0; j < sizeof(cksum); ++j)
{
Printf("%02X", cksum[j]);
}
Printf(" // %s %s\n", wadname, argv[i]);
}
}
Printf(" // %s %s\n", wadname, argv[i]);
}
}
}

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@ -100,12 +100,11 @@ CCMD (addkeysection)
}
// Limit the ini name to 32 chars
if (strlen (argv[2]) > 32)
argv[2][32] = 0;
FString name(argv[2], 32);
for (unsigned i = 0; i < KeySections.Size(); i++)
{
if (KeySections[i].mTitle.CompareNoCase(argv[2]) == 0)
if (KeySections[i].mTitle.CompareNoCase(name) == 0)
{
CurrentKeySection = i;
return;

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@ -504,8 +504,6 @@ enum
SECMF_OVERLAPPING = 512, // floor and ceiling overlap and require special renderer action.
SECMF_NOSKYWALLS = 1024, // Do not draw "sky walls"
SECMF_LIFT = 2048, // For MBF monster AI
SECMF_HURTMONSTERS = 4096, // Monsters in this sector are hurt like players.
SECMF_HARMINAIR = 8192, // Actors in this sector are also hurt mid-air.
};
enum

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@ -2050,14 +2050,6 @@ public:
Flag(sec->Flags, SECF_HAZARD, key);
break;
case NAME_hurtmonsters:
Flag(sec->MoreFlags, SECMF_HURTMONSTERS, key);
break;
case NAME_harminair:
Flag(sec->MoreFlags, SECMF_HARMINAIR, key);
break;
case NAME_floorterrain:
sec->terrainnum[sector_t::floor] = P_FindTerrain(CheckString(key));
break;

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@ -812,8 +812,6 @@ xx(damageinterval)
xx(leakiness)
xx(damageterraineffect)
xx(damagehazard)
xx(hurtmonsters)
xx(harminair)
xx(floorterrain)
xx(ceilingterrain)
xx(floor_reflect)

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@ -443,9 +443,7 @@ enum ActorFlag9
MF9_SHADOWBLOCK = 0x00000004, // [inkoalawetrust] Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty.
MF9_SHADOWAIMVERT = 0x00000008, // [inkoalawetrust] Monster aim is also offset vertically when aiming at shadow actors.
MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states
MF9_NOSECTORDAMAGE = 0x00000020, // [inkoalawetrust] Actor ignores any sector-based damage (i.e damaging floors, NOT crushers)
MF9_ISPUFF = 0x00000040, // [AA] Set on actors by P_SpawnPuff
MF9_FORCESECTORDAMAGE = 0x00000080, // [inkoalawetrust] Actor ALWAYS takes hurt floor damage if there's any. Even if the floor doesn't have SECMF_HURTMONSTERS.
};
// --- mobj.renderflags ---
@ -504,10 +502,9 @@ enum ActorRenderFlag2
RF2_FLIPSPRITEOFFSETX = 0x0010,
RF2_FLIPSPRITEOFFSETY = 0x0020,
RF2_CAMFOLLOWSPLAYER = 0x0040, // Matches the cam's base position and angles to the main viewpoint.
RF2_NOMIPMAP = 0x0080, // [Nash] forces no mipmapping on sprites. Useful for tiny sprites that need to remain visually crisp
RF2_ISOMETRICSPRITES = 0x0100,
RF2_SQUAREPIXELS = 0x0200, // apply +ROLLSPRITE scaling math so that non rolling sprites get the same scaling
RF2_STRETCHPIXELS = 0x0400, // don't apply SQUAREPIXELS for ROLLSPRITES
RF2_ISOMETRICSPRITES = 0x0080,
RF2_SQUAREPIXELS = 0x0100, // apply +ROLLSPRITE scaling math so that non rolling sprites get the same scaling
RF2_STRETCHPIXELS = 0x0200, // don't apply SQUAREPIXELS for ROLLSPRITES
};
// This translucency value produces the closest match to Heretic's TINTTAB.

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@ -198,15 +198,15 @@ void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags, int
//==========================================================================
//
// P_ActorOnSpecial3DFloor
// Checks to see if an actor is standing on or is inside a 3D floor (water)
// P_PlayerOnSpecial3DFloor
// Checks to see if a player is standing on or is inside a 3D floor (water)
// and applies any specials..
//
//==========================================================================
void P_ActorOnSpecial3DFloor(AActor* victim)
void P_PlayerOnSpecial3DFloor(player_t* player)
{
for(auto rover : victim->Sector->e->XFloor.ffloors)
for(auto rover : player->mo->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & FF_FIX) continue;
@ -215,22 +215,22 @@ void P_ActorOnSpecial3DFloor(AActor* victim)
if(rover->flags & FF_SOLID)
{
// Player must be on top of the floor to be affected...
if(victim->Z() != rover->top.plane->ZatPoint(victim)) continue;
if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
}
else
{
//Water and DEATH FOG!!! heh
if ((rover->flags & FF_NODAMAGE) ||
victim->Z() > rover->top.plane->ZatPoint(victim) ||
victim->Top() < rover->bottom.plane->ZatPoint(victim))
player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo))
continue;
}
// Apply sector specials
P_ActorInSpecialSector(victim, rover->model);
P_PlayerInSpecialSector(player, rover->model);
// Apply flat specials (using the ceiling!)
P_ActorOnSpecialFlat(victim, rover->model->GetTerrain(rover->top.isceiling));
P_PlayerOnSpecialFlat(player, rover->model->GetTerrain(rover->top.isceiling));
break;
}

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@ -113,7 +113,8 @@ struct lightlist_t
void P_ActorOnSpecial3DFloor(AActor* victim);
class player_t;
void P_PlayerOnSpecial3DFloor(player_t* player);
bool P_CheckFor3DFloorHit(AActor * mo, double z, bool trigger);
bool P_CheckFor3DCeilingHit(AActor * mo, double z, bool trigger);

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@ -69,8 +69,7 @@ enum EParticleFlags
SPF_FACECAMERA = 1 << 11,
SPF_NOFACECAMERA = 1 << 12,
SPF_ROLLCENTER = 1 << 13,
SPF_NOMIPMAP = 1 << 14,
SPF_STRETCHPIXELS = 1 << 15,
SPF_STRETCHPIXELS = 1 << 14,
};
class DVisualThinker;

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@ -464,12 +464,6 @@ static int P_IsUnderDamage(AActor* actor)
dir |= cl->getDirection();
}
// Q: consider crushing 3D floors too?
// [inkoalawetrust] Check for sectors that can harm the actor.
if (!(actor->flags9 & MF9_NOSECTORDAMAGE) && seclist->m_sector->damageamount > 0)
{
if (seclist->m_sector->MoreFlags & SECMF_HARMINAIR || actor->isAtZ(seclist->m_sector->LowestFloorAt(actor)) || actor->waterlevel)
return (actor->player || (actor->player == nullptr && seclist->m_sector->MoreFlags & SECMF_HURTMONSTERS)) ? -1 : 0;
}
}
return dir;
}

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@ -4435,18 +4435,6 @@ void AActor::Tick ()
// must have been removed
if (ObjectFlags & OF_EuthanizeMe) return;
}
//[inkoalawetrust] Genericized level damage handling that makes sector, 3D floor, and TERRAIN flat damage affect monsters and other NPCs too.
bool afsdnope = !!(flags9 & MF9_NOSECTORDAMAGE);
bool afsdforce = !!(flags9 & MF9_FORCESECTORDAMAGE);
bool sfhurtmonsters = !!(Sector->MoreFlags & SECMF_HURTMONSTERS);
bool isplayer = (player != nullptr) && (this == player->mo);
if ((!afsdnope || afsdforce) && (isplayer || sfhurtmonsters || afsdforce))
{
P_ActorOnSpecial3DFloor(this);
P_ActorInSpecialSector(this,Sector);
if (!isAbove(Sector->floorplane.ZatPoint(this)) || waterlevel) // Actor must be touching the floor for TERRAIN flats.
P_ActorOnSpecialFlat(this, P_GetThingFloorType(this));
}
if (tics != -1)
{

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@ -100,7 +100,7 @@
#include "c_console.h"
#include "p_spec_thinkers.h"
static FRandom pr_actorinspecialsector ("ActorInSpecialSector");
static FRandom pr_playerinspecialsector ("PlayerInSpecialSector");
EXTERN_CVAR(Bool, cl_predict_specials)
EXTERN_CVAR(Bool, forcewater)
@ -419,18 +419,22 @@ bool P_PredictLine(line_t *line, AActor *mo, int side, int activationType)
}
//
// P_ActorInSpecialSector
// P_PlayerInSpecialSector
// Called every tic frame
// that the actor origin is in a special sector
// that the player origin is in a special sector
//
void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
{
if (sector == NULL)
sector = victim->Sector;
// Falling, not all the way down yet?
if (!(sector->MoreFlags & SECMF_HARMINAIR) && !victim->isAtZ(sector->LowestFloorAt(victim)) && !victim->waterlevel)
return;
{
// Falling, not all the way down yet?
sector = player->mo->Sector;
if (!player->mo->isAtZ(sector->LowestFloorAt(player->mo))
&& !player->mo->waterlevel)
{
return;
}
}
// Has hit ground.
@ -441,7 +445,7 @@ void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
if (sector->damageinterval <= 0)
sector->damageinterval = 32; // repair invalid damageinterval values
if (victim->player && sector->Flags & (SECF_EXIT1 | SECF_EXIT2))
if (sector->Flags & (SECF_EXIT1 | SECF_EXIT2))
{
for (int i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
@ -460,7 +464,7 @@ void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
// different damage types yet, so that's not happening for now.
// [MK] account for subclasses that may have "Full" protection (i.e.: prevent leaky damage)
int ironfeet = 0;
for (auto i = victim->Inventory; i != NULL; i = i->Inventory)
for (auto i = player->mo->Inventory; i != NULL; i = i->Inventory)
{
if (i->IsKindOf(NAME_PowerIronFeet))
{
@ -472,28 +476,28 @@ void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
}
}
if (victim->player && sector->Flags & SECF_ENDGODMODE) victim->player->cheats &= ~CF_GODMODE;
if ((ironfeet == 0 || (ironfeet < 2 && pr_actorinspecialsector() < sector->leakydamage)))
if (sector->Flags & SECF_ENDGODMODE) player->cheats &= ~CF_GODMODE;
if ((ironfeet == 0 || (ironfeet < 2 && pr_playerinspecialsector() < sector->leakydamage)))
{
if (victim->player && sector->Flags & SECF_HAZARD)
if (sector->Flags & SECF_HAZARD)
{
victim->player->hazardcount += sector->damageamount;
victim->player->hazardtype = sector->damagetype;
victim->player->hazardinterval = sector->damageinterval;
player->hazardcount += sector->damageamount;
player->hazardtype = sector->damagetype;
player->hazardinterval = sector->damageinterval;
}
else if (Level->time % sector->damageinterval == 0)
{
if (!(victim->player && victim->player->cheats & (CF_GODMODE | CF_GODMODE2)))
if (!(player->cheats & (CF_GODMODE | CF_GODMODE2)))
{
P_DamageMobj(victim, NULL, NULL, sector->damageamount, sector->damagetype);
P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
}
if (victim->player && (sector->Flags & SECF_ENDLEVEL) && victim->player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
{
Level->ExitLevel(0, false);
}
if (sector->Flags & SECF_DMGTERRAINFX)
{
P_HitWater(victim, victim->Sector, victim->Pos(), false, true, true);
P_HitWater(player->mo, player->mo->Sector, player->mo->Pos(), false, true, true);
}
}
}
@ -502,14 +506,14 @@ void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
{
if (Level->time % sector->damageinterval == 0)
{
P_GiveBody(victim, -sector->damageamount, 100);
P_GiveBody(player->mo, -sector->damageamount, 100);
}
}
if (victim->player && sector->isSecret())
if (sector->isSecret())
{
sector->ClearSecret();
P_GiveSecret(Level, victim, true, true, sector->Index());
P_GiveSecret(Level, player->mo, true, true, sector->Index());
}
}
@ -648,13 +652,13 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, GiveSecret)
//============================================================================
//
// P_ActorOnSpecialFlat
// P_PlayerOnSpecialFlat
//
//============================================================================
void P_ActorOnSpecialFlat (AActor *victim, int floorType)
void P_PlayerOnSpecialFlat (player_t *player, int floorType)
{
auto Level = victim->Level;
auto Level = player->mo->Level;
if (Terrains[floorType].DamageAmount &&
!(Level->time % (Terrains[floorType].DamageTimeMask+1)))
@ -664,7 +668,7 @@ void P_ActorOnSpecialFlat (AActor *victim, int floorType)
if (Terrains[floorType].AllowProtection)
{
auto pitype = PClass::FindActor(NAME_PowerIronFeet);
for (ironfeet = victim->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
{
if (ironfeet->IsKindOf (pitype))
break;
@ -674,18 +678,20 @@ void P_ActorOnSpecialFlat (AActor *victim, int floorType)
int damage = 0;
if (ironfeet == NULL)
{
damage = P_DamageMobj (victim, NULL, NULL, Terrains[floorType].DamageAmount,
damage = P_DamageMobj (player->mo, NULL, NULL, Terrains[floorType].DamageAmount,
Terrains[floorType].DamageMOD);
}
if (damage > 0 && Terrains[floorType].Splash != -1)
{
S_Sound (victim, CHAN_AUTO, 0,
S_Sound (player->mo, CHAN_AUTO, 0,
Splashes[Terrains[floorType].Splash].NormalSplashSound, 1,
ATTN_IDLE);
}
}
}
//
// P_UpdateSpecials
// Animate planes, scroll walls, etc.

View file

@ -90,8 +90,8 @@ bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType, DVect
bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType, DVector3 *optpos = NULL);
bool P_PredictLine (line_t *ld, AActor *mo, int side, int activationType);
void P_ActorInSpecialSector (AActor *victim, sector_t * sector=NULL);
void P_ActorOnSpecialFlat (AActor *victim, int floorType);
void P_PlayerInSpecialSector (player_t *player, sector_t * sector=NULL);
void P_PlayerOnSpecialFlat (player_t *player, int floorType);
void P_SectorDamage(FLevelLocals *Level, int tag, int amount, FName type, PClassActor *protectClass, int flags);
void P_SetSectorFriction (FLevelLocals *level, int tag, int amount, bool alterFlag);
double FrictionToMoveFactor(double friction);

View file

@ -1204,6 +1204,15 @@ DEFINE_ACTION_FUNCTION(APlayerPawn, CheckMusicChange)
void P_CheckEnvironment(player_t *player)
{
P_PlayerOnSpecial3DFloor(player);
P_PlayerInSpecialSector(player);
if (!player->mo->isAbove(player->mo->Sector->floorplane.ZatPoint(player->mo)) ||
player->mo->waterlevel)
{
// Player must be touching the floor
P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo));
}
if (player->mo->Vel.Z <= -player->mo->FloatVar(NAME_FallingScreamMinSpeed) &&
player->mo->Vel.Z >= -player->mo->FloatVar(NAME_FallingScreamMaxSpeed) && player->mo->alternative == nullptr &&
player->mo->waterlevel == 0)

View file

@ -1287,6 +1287,7 @@ class GLDefsParser
bool disable_fullbright_specified = false;
bool thiswad = false;
bool iwad = false;
bool no_mipmap = false;
UserShaderDesc usershader;
TArray<FString> texNameList;
@ -1336,6 +1337,10 @@ class GLDefsParser
// only affects textures defined in the IWAD.
iwad = true;
}
else if (sc.Compare("nomipmap"))
{
no_mipmap = true;
}
else if (sc.Compare("glossiness"))
{
sc.MustGetFloat();
@ -1484,6 +1489,8 @@ class GLDefsParser
if (!useme) return;
}
tex->SetNoMipmap(no_mipmap);
FGameTexture **bindings[6] =
{
&mlay.Brightmap,
@ -1743,6 +1750,7 @@ class GLDefsParser
bool disable_fullbright = false;
bool thiswad = false;
bool iwad = false;
bool no_mipmap = false;
int maplump = -1;
UserShaderDesc desc;
desc.shaderType = SHADER_Default;
@ -1785,6 +1793,10 @@ class GLDefsParser
if (!found)
sc.ScriptError("Unknown material type '%s' specified\n", sc.String);
}
else if (sc.Compare("nomipmap"))
{
no_mipmap = true;
}
else if (sc.Compare("speed"))
{
sc.MustGetFloat();
@ -1849,6 +1861,8 @@ class GLDefsParser
return;
}
tex->SetNoMipmap(no_mipmap);
int firstUserTexture;
switch (desc.shaderType)
{

View file

@ -994,7 +994,7 @@ void HWDrawInfo::RenderOrthoNoFog(FRenderState& state)
double vxdbl = Viewpoint.camera->X();
double vydbl = Viewpoint.camera->Y();
double ext = Viewpoint.camera->ViewPos->Offset.Length() ?
3.0 * Viewpoint.camera->ViewPos->Offset.Length() : 100.0;
3.0 * Viewpoint.camera->ViewPos->Offset.Length() * tan (Viewpoint.FieldOfView.Radians()*0.5) : 100.0;
FBoundingBox viewbox(vxdbl, vydbl, ext);
for (unsigned int kk = 0; kk < Level->subsectors.Size(); kk++)

View file

@ -410,8 +410,6 @@ public:
TArray<lightlist_t> *lightlist;
DRotator Angles;
bool nomipmap; // force the sprite to have no mipmaps (ensures tiny sprites in the distance stay crisp)
void SplitSprite(HWDrawInfo *di, FRenderState& state, sector_t * frontsector, bool translucent);
void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight);
bool CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp);

View file

@ -227,7 +227,12 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
state.SetFog(0, 0);
}
int clampmode = nomipmap ? CLAMP_XY_NOMIP : CLAMP_XY;
int clampmode = CLAMP_XY;
if (texture && texture->isNoMipmap())
{
clampmode = CLAMP_XY_NOMIP;
}
uint32_t spritetype = actor? uint32_t(actor->renderflags & RF_SPRITETYPEMASK) : 0;
if (texture) state.SetMaterial(texture, UF_Sprite, (spritetype == RF_FACESPRITE) ? CTF_Expand : 0, clampmode, translation, OverrideShader);
@ -849,8 +854,6 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto
return;
}
nomipmap = (thing->renderflags2 & RF2_NOMIPMAP);
// check renderrequired vs ~r_rendercaps, if anything matches we don't support that feature,
// check renderhidden vs r_rendercaps, if anything matches we do support that feature and should hide it.
if ((!r_debug_disable_vis_filter && !!(thing->RenderRequired & ~r_renderercaps)) ||
@ -1471,7 +1474,6 @@ void HWSprite::ProcessParticle(HWDrawInfo *di, FRenderState& state, particle_t *
actor = nullptr;
this->particle = particle;
fullbright = particle->flags & SPF_FULLBRIGHT;
nomipmap = particle->flags & SPF_NOMIPMAP;
if (di->isFullbrightScene())
{

View file

@ -704,7 +704,7 @@ void FRenderViewpoint::SetViewAngle(const FViewWindow& viewWindow)
HWAngles.Yaw = FAngle::fromDeg(270.0 - Angles.Yaw.Degrees());
if (IsOrtho() && (camera->ViewPos->Offset.XY().Length() > 0.0))
ScreenProj = 1.34396 / camera->ViewPos->Offset.Length(); // [DVR] Estimated. +/-1 should be top/bottom of screen.
ScreenProj = 1.34396 / camera->ViewPos->Offset.Length() / tan (FieldOfView.Radians()*0.5); // [DVR] Estimated. +/-1 should be top/bottom of screen.
}

View file

@ -351,9 +351,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF9, SHADOWBLOCK, AActor, flags9),
DEFINE_FLAG(MF9, SHADOWAIMVERT, AActor, flags9),
DEFINE_FLAG(MF9, DECOUPLEDANIMATIONS, AActor, flags9),
DEFINE_FLAG(MF9, NOSECTORDAMAGE, AActor, flags9),
DEFINE_PROTECTED_FLAG(MF9, ISPUFF, AActor, flags9), //[AA] was spawned by SpawnPuff
DEFINE_FLAG(MF9, FORCESECTORDAMAGE, AActor, flags9),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
@ -385,7 +383,6 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(RF2, FLIPSPRITEOFFSETX, AActor, renderflags2),
DEFINE_FLAG(RF2, FLIPSPRITEOFFSETY, AActor, renderflags2),
DEFINE_FLAG(RF2, CAMFOLLOWSPLAYER, AActor, renderflags2),
DEFINE_FLAG(RF2, NOMIPMAP, AActor, renderflags2),
DEFINE_FLAG(RF2, ISOMETRICSPRITES, AActor, renderflags2),
DEFINE_FLAG(RF2, SQUAREPIXELS, AActor, renderflags2),

View file

@ -853,7 +853,7 @@ class Actor : Thinker native
native bool LookForPlayers(bool allaround, LookExParams params = null);
native bool TeleportMove(Vector3 pos, bool telefrag, bool modifyactor = true);
native clearscope double DistanceBySpeed(Actor other, double speed) const;
native clearscope name GetSpecies();
native name GetSpecies();
native void PlayActiveSound();
native void Howl();
native void DrawSplash (int count, double angle, int kind);

View file

@ -722,8 +722,7 @@ enum EParticleFlags
SPF_FACECAMERA = 1 << 11,
SPF_NOFACECAMERA = 1 << 12,
SPF_ROLLCENTER = 1 << 13,
SPF_NOMIPMAP = 1 << 14,
SPF_STRETCHPIXELS = 1 << 15,
SPF_STRETCHPIXELS = 1 << 14,
SPF_RELATIVE = SPF_RELPOS|SPF_RELVEL|SPF_RELACCEL|SPF_RELANG
};

View file

@ -435,11 +435,6 @@ struct Sector native play
SECMF_UNDERWATERMASK = 32+64,
SECMF_DRAWN = 128, // sector has been drawn at least once
SECMF_HIDDEN = 256, // Do not draw on textured automap
SECMF_OVERLAPPING = 512, // floor and ceiling overlap and require special renderer action.
SECMF_NOSKYWALLS = 1024, // Do not draw "sky walls"
SECMF_LIFT = 2048, // For MBF monster AI
SECMF_HURTMONSTERS = 4096, // Monsters in this sector are hurt like players.
SECMF_HARMINAIR = 8192, // Actors in this sector are also hurt mid-air.
}
native uint16 MoreFlags;
@ -457,9 +452,6 @@ struct Sector native play
SECF_ENDLEVEL = 512, // ends level when health goes below 10
SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
SECF_NOATTACK = 2048, // monsters cannot start attacks in this sector.
SECF_EXIT1 = 4096,
SECF_EXIT2 = 8192,
SECF_KILLMONSTERS = 16384,// Monsters in this sector are instantly killed.
SECF_WASSECRET = 1 << 30, // a secret that was discovered
SECF_SECRET = 1 << 31, // a secret sector