diff --git a/SRB2.cbp b/SRB2.cbp
index 4834563e..5a03955b 100644
--- a/SRB2.cbp
+++ b/SRB2.cbp
@@ -154,8 +154,8 @@ HW3SOUND for 3D hardware sound support
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@@ -200,8 +200,8 @@ HW3SOUND for 3D hardware sound support
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@@ -4590,13 +4477,13 @@ HW3SOUND for 3D hardware sound support
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diff --git a/cmake/Modules/FindSDL2.cmake b/cmake/Modules/FindSDL2.cmake
index faa556a8..9e789e19 100644
--- a/cmake/Modules/FindSDL2.cmake
+++ b/cmake/Modules/FindSDL2.cmake
@@ -27,7 +27,6 @@ find_library(SDL2_LIBRARY
"/usr/local/lib"
)
-
# set include dir variables
set(SDL2_PROCESS_INCLUDES SDL2_INCLUDE_DIR)
set(SDL2_PROCESS_LIBS SDL2_LIBRARY)
diff --git a/src/d_main.c b/src/d_main.c
index a959a863..61255e27 100644
--- a/src/d_main.c
+++ b/src/d_main.c
@@ -943,9 +943,9 @@ void D_SRB2Main(void)
#endif
#if defined (_WIN32_WCE) //|| defined (_DEBUG) || defined (GP2X)
- devparm = !M_CheckParm("-nodebug");
+ devparm = M_CheckParm("-nodebug") == 0;
#else
- devparm = M_CheckParm("-debug");
+ devparm = M_CheckParm("-debug") != 0;
#endif
// for dedicated server
@@ -1118,7 +1118,7 @@ void D_SRB2Main(void)
#endif
D_CleanFile();
-#if 1 // md5s last updated 12/14/14
+#ifndef DEVELOP // md5s last updated 12/14/14
// Check MD5s of autoloaded files
W_VerifyFileMD5(0, ASSET_HASH_SRB2_SRB); // srb2.srb/srb2.wad
diff --git a/src/d_netcmd.c b/src/d_netcmd.c
index 266161c7..10605f20 100644
--- a/src/d_netcmd.c
+++ b/src/d_netcmd.c
@@ -3193,7 +3193,27 @@ static void Command_ModDetails_f(void)
//
static void Command_ShowGametype_f(void)
{
- CONS_Printf(M_GetText("Current gametype is %d\n"), gametype);
+ INT32 j;
+ const char *gametypestr = NULL;
+
+ if (!(netgame || multiplayer)) // print "Single player" instead of "Co-op"
+ {
+ CONS_Printf(M_GetText("Current gametype is %s\n"), M_GetText("Single player"));
+ return;
+ }
+ // find name string for current gametype
+ for (j = 0; gametype_cons_t[j].strvalue; j++)
+ {
+ if (gametype_cons_t[j].value == gametype)
+ {
+ gametypestr = gametype_cons_t[j].strvalue;
+ break;
+ }
+ }
+ if (gametypestr)
+ CONS_Printf(M_GetText("Current gametype is %s\n"), gametypestr);
+ else // string for current gametype was not found above (should never happen)
+ CONS_Printf(M_GetText("Unknown gametype set (%d)\n"), gametype);
}
/** Plays the intro.
diff --git a/src/dehacked.c b/src/dehacked.c
index b3bbc343..5f1f89ec 100644
--- a/src/dehacked.c
+++ b/src/dehacked.c
@@ -473,6 +473,7 @@ static void readPlayer(MYFILE *f, INT32 num)
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
goto done;
+ PlayerMenu[num].status = IT_CALL;
for (i = 0; i < MAXLINELEN-3; i++)
{
@@ -545,6 +546,7 @@ static void readPlayer(MYFILE *f, INT32 num)
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
goto done;
DEH_WriteUndoline(word, &description[num].picname[0], UNDO_NONE);
+ PlayerMenu[num].status = IT_CALL;
strncpy(description[num].picname, word2, 8);
}
else if (fastcmp(word, "STATUS"))
@@ -576,6 +578,8 @@ static void readPlayer(MYFILE *f, INT32 num)
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
goto done;
DEH_WriteUndoline(word, description[num].skinname, UNDO_NONE);
+ PlayerMenu[num].status = IT_CALL;
+
strlcpy(description[num].skinname, word2, sizeof description[num].skinname);
strlwr(description[num].skinname);
}
@@ -3807,7 +3811,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Blue Crawla
"S_POSS_STND",
- "S_POSS_STND2",
"S_POSS_RUN1",
"S_POSS_RUN2",
"S_POSS_RUN3",
@@ -3817,7 +3820,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Red Crawla
"S_SPOS_STND",
- "S_SPOS_STND2",
"S_SPOS_RUN1",
"S_SPOS_RUN2",
"S_SPOS_RUN3",
@@ -7172,7 +7174,6 @@ static const char *const MOBJFLAG2_LIST[] = {
"EXPLOSION", // Thrown ring has explosive properties
"SCATTER", // Thrown ring has scatter properties
"BEYONDTHEGRAVE",// Source of this missile has died and has since respawned.
- "PUSHED", // Mobj was already pushed this tic
"SLIDEPUSH", // MF_PUSHABLE that pushes continuously.
"CLASSICPUSH", // Drops straight down when object has negative Z.
"STANDONME", // While not pushable, stand on me anyway.
@@ -7201,7 +7202,10 @@ static const char *const MOBJEFLAG_LIST[] = {
"JUSTSTEPPEDDOWN", // used for ramp sectors
"VERTICALFLIP", // Vertically flip sprite/allow upside-down physics
"GOOWATER", // Goo water
+ "PUSHED", // Mobj was already pushed this tic
+ "SPRUNG", // Mobj was already sprung this tic
"APPLYPMOMZ" // Platform movement
+ NULL
};
static const char *const MAPTHINGFLAG_LIST[4] = {
@@ -7303,6 +7307,7 @@ static const char *const ML_LIST[16] = {
};
// This DOES differ from r_draw's Color_Names, unfortunately.
+// Also includes Super colors
static const char *COLOR_ENUMS[] = {
"NONE", // SKINCOLOR_NONE
"WHITE", // SKINCOLOR_WHITE
@@ -7329,7 +7334,25 @@ static const char *COLOR_ENUMS[] = {
"ZIM", // SKINCOLOR_ZIM
"OLIVE", // SKINCOLOR_OLIVE
"YELLOW", // SKINCOLOR_YELLOW
- "GOLD" // SKINCOLOR_GOLD
+ "GOLD", // SKINCOLOR_GOLD
+ // Super special awesome Super flashing colors!
+ "SUPER1", // SKINCOLOR_SUPER1
+ "SUPER2", // SKINCOLOR_SUPER2,
+ "SUPER3", // SKINCOLOR_SUPER3,
+ "SUPER4", // SKINCOLOR_SUPER4,
+ "SUPER5", // SKINCOLOR_SUPER5,
+ // Super Tails
+ "TSUPER1", // SKINCOLOR_TSUPER1,
+ "TSUPER2", // SKINCOLOR_TSUPER2,
+ "TSUPER3", // SKINCOLOR_TSUPER3,
+ "TSUPER4", // SKINCOLOR_TSUPER4,
+ "TSUPER5", // SKINCOLOR_TSUPER5,
+ // Super Knuckles
+ "KSUPER1", // SKINCOLOR_KSUPER1,
+ "KSUPER2", // SKINCOLOR_KSUPER2,
+ "KSUPER3", // SKINCOLOR_KSUPER3,
+ "KSUPER4", // SKINCOLOR_KSUPER4,
+ "KSUPER5" // SKINCOLOR_KSUPER5,
};
static const char *const POWERS_LIST[] = {
@@ -7536,8 +7559,9 @@ struct {
{"EMERALD6",EMERALD6},
{"EMERALD7",EMERALD7},
- // SKINCOLOR_ doesn't include this..!
+ // SKINCOLOR_ doesn't include these..!
{"MAXSKINCOLORS",MAXSKINCOLORS},
+ {"MAXTRANSLATIONS",MAXTRANSLATIONS},
// Precipitation
{"PRECIP_NONE",PRECIP_NONE},
@@ -8158,7 +8182,7 @@ static fixed_t find_const(const char **rword)
}
else if (fastncmp("SKINCOLOR_",word,10)) {
char *p = word+10;
- for (i = 0; i < MAXSKINCOLORS; i++)
+ for (i = 0; i < MAXTRANSLATIONS; i++)
if (fastcmp(p, COLOR_ENUMS[i])) {
free(word);
return i;
@@ -8217,8 +8241,8 @@ void DEH_Check(void)
if (dehpowers != NUMPOWERS)
I_Error("You forgot to update the Dehacked powers list, you dolt!\n(%d powers defined, versus %s in the Dehacked list)\n", NUMPOWERS, sizeu1(dehpowers));
- if (dehcolors != MAXSKINCOLORS)
- I_Error("You forgot to update the Dehacked colors list, you dolt!\n(%d colors defined, versus %s in the Dehacked list)\n", MAXSKINCOLORS, sizeu1(dehcolors));
+ if (dehcolors != MAXTRANSLATIONS)
+ I_Error("You forgot to update the Dehacked colors list, you dolt!\n(%d colors defined, versus %s in the Dehacked list)\n", MAXTRANSLATIONS, sizeu1(dehcolors));
#endif
}
@@ -8572,7 +8596,7 @@ static inline int lib_getenum(lua_State *L)
}
else if (fastncmp("SKINCOLOR_",word,10)) {
p = word+10;
- for (i = 0; i < MAXSKINCOLORS; i++)
+ for (i = 0; i < MAXTRANSLATIONS; i++)
if (fastcmp(p, COLOR_ENUMS[i])) {
lua_pushinteger(L, i);
return 1;
@@ -8697,7 +8721,7 @@ static inline int lib_getenum(lua_State *L)
lua_pushinteger(L, mapmusic);
return 1;
} else if (fastcmp(word,"server")) {
- if (!playeringame[serverplayer])
+ if ((!multiplayer || !netgame) && !playeringame[serverplayer])
return 0;
LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
return 1;
diff --git a/src/doomdef.h b/src/doomdef.h
index 4a6d6e57..b8ed3dbc 100644
--- a/src/doomdef.h
+++ b/src/doomdef.h
@@ -138,10 +138,12 @@
extern FILE *logstream;
#endif
-#if 0
+//#define DEVELOP // Disable this for release builds to remove excessive cheat commands and enable MD5 checking and stuff, all in one go. :3
+#ifdef DEVELOP
#define VERSION 0 // Game version
#define SUBVERSION 0 // more precise version number
#define VERSIONSTRING "Trunk"
+#define VERSIONSTRINGW L"Trunk"
#else
#define VERSION 201 // Game version
#define SUBVERSION 14 // more precise version number
diff --git a/src/g_game.c b/src/g_game.c
index c59f23c0..917a8616 100644
--- a/src/g_game.c
+++ b/src/g_game.c
@@ -2180,8 +2180,7 @@ void G_PlayerReborn(INT32 player)
p->health = 1; // 0 rings
p->panim = PA_IDLE; // standing animation
- if ((netgame || multiplayer) && !p->spectator
- && gametype != GT_RACE)
+ if ((netgame || multiplayer) && !p->spectator)
p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent
if (p-players == consoleplayer)
@@ -4330,20 +4329,10 @@ void G_GhostTicker(void)
switch(g->color)
{
case GHC_SUPER: // Super Sonic (P_DoSuperStuff)
- // Yousa yellow now!
- g->mo->color = SKINCOLOR_SUPER1 + (leveltime/2) % 5;
- if (g->mo->skin)
- switch (((skin_t*)g->mo->skin)-skins)
- {
- case 1: // Golden orange supertails.
- g->mo->color = SKINCOLOR_TSUPER1 + (leveltime/2) % 5;
- break;
- case 2: // Pink superknux.
- g->mo->color = SKINCOLOR_KSUPER1 + (leveltime/2) % 5;
- break;
- default:
- break;
- }
+ if (leveltime % 9 < 5)
+ g->mo->color = SKINCOLOR_SUPER1 + leveltime % 9;
+ else
+ g->mo->color = SKINCOLOR_SUPER1 + 9 - leveltime % 9;
break;
case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer)
g->mo->color = (UINT8)(leveltime % MAXSKINCOLORS);
diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index db812c0d..4afd7998 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -3527,6 +3527,184 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v
return false;
}
+static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale)
+{
+ UINT8 i;
+ float tr_x, tr_y;
+ FOutVector *wv;
+ FOutVector swallVerts[4];
+ FSurfaceInfo sSurf;
+ fixed_t floorheight, mobjfloor;
+
+ mobjfloor = HWR_OpaqueFloorAtPos(
+ spr->mobj->x, spr->mobj->y,
+ spr->mobj->z, spr->mobj->height);
+ if (cv_shadowoffs.value)
+ {
+ angle_t shadowdir;
+
+ // Set direction
+ if (splitscreen && stplyr != &players[displayplayer])
+ shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
+ else
+ shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
+
+ // Find floorheight
+ floorheight = HWR_OpaqueFloorAtPos(
+ spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
+ spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
+ spr->mobj->z, spr->mobj->height);
+
+ // The shadow is falling ABOVE it's mobj?
+ // Don't draw it, then!
+ if (spr->mobj->z < floorheight)
+ return;
+ else
+ {
+ fixed_t floorz;
+ floorz = HWR_OpaqueFloorAtPos(
+ spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight),
+ spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight),
+ spr->mobj->z, spr->mobj->height);
+ // The shadow would be falling on a wall? Don't draw it, then.
+ // Would draw midair otherwise.
+ if (floorz < floorheight)
+ return;
+ }
+
+ floorheight = FixedInt(spr->mobj->z - floorheight);
+ }
+ else
+ floorheight = FixedInt(spr->mobj->z - mobjfloor);
+
+ // create the sprite billboard
+ //
+ // 3--2
+ // | /|
+ // |/ |
+ // 0--1
+
+ // x1/x2 were already scaled in HWR_ProjectSprite
+ swallVerts[0].x = swallVerts[3].x = spr->x1;
+ swallVerts[2].x = swallVerts[1].x = spr->x2;
+
+ if (spr->mobj && this_scale != 1.0f)
+ {
+ // Always a pixel above the floor, perfectly flat.
+ swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
+
+ swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset) * this_scale;
+ swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset * this_scale;
+ }
+ else
+ {
+ // Always a pixel above the floor, perfectly flat.
+ swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3);
+
+ // Spread out top away from the camera. (Fixme: Make it always move out in the same direction!... somehow.)
+ swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset);
+ swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset;
+ }
+
+ // transform
+ wv = swallVerts;
+
+ for (i = 0; i < 4; i++,wv++)
+ {
+ // Offset away from the camera based on height from floor.
+ if (cv_shadowoffs.value)
+ wv->z += floorheight;
+ wv->z += 3;
+
+ //look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+ tr_x = wv->z;
+ tr_y = wv->y;
+ wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
+ wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
+ // ---------------------- mega lame test ----------------------------------
+
+ //scale y before frustum so that frustum can be scaled to screen height
+ wv->y *= ORIGINAL_ASPECT * gr_fovlud;
+ wv->x *= gr_fovlud;
+ }
+
+ if (spr->flip)
+ {
+ swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s;
+ swallVerts[2].sow = swallVerts[1].sow = 0;
+ }
+ else
+ {
+ swallVerts[0].sow = swallVerts[3].sow = 0;
+ swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s;
+ }
+
+ // flip the texture coords (look familiar?)
+ if (spr->vflip)
+ {
+ swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t;
+ swallVerts[0].tow = swallVerts[1].tow = 0;
+ }
+ else
+ {
+ swallVerts[3].tow = swallVerts[2].tow = 0;
+ swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t;
+ }
+
+ sSurf.FlatColor.s.red = 0x00;
+ sSurf.FlatColor.s.blue = 0x00;
+ sSurf.FlatColor.s.green = 0x00;
+
+ /*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
+ {
+ sector_t *sector = spr->mobj->subsector->sector;
+ UINT8 lightlevel = 255;
+ extracolormap_t *colormap = sector->extra_colormap;
+
+ if (sector->numlights)
+ {
+ INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
+
+ if (!(spr->mobj->frame & FF_FULLBRIGHT))
+ lightlevel = *sector->lightlist[light].lightlevel;
+
+ if (sector->lightlist[light].extra_colormap)
+ colormap = sector->lightlist[light].extra_colormap;
+ }
+ else
+ {
+ lightlevel = sector->lightlevel;
+
+ if (sector->extra_colormap)
+ colormap = sector->extra_colormap;
+ }
+
+ if (colormap)
+ sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true);
+ else
+ sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true);
+ }*/
+
+ // shadow is always half as translucent as the sprite itself
+ if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency)
+ sSurf.FlatColor.s.alpha = 0x80; // default
+ else if (spr->mobj->flags2 & MF2_SHADOW)
+ sSurf.FlatColor.s.alpha = 0x20;
+ else if (spr->mobj->frame & FF_TRANSMASK)
+ {
+ HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf);
+ sSurf.FlatColor.s.alpha /= 2; //cut alpha in half!
+ }
+ else
+ sSurf.FlatColor.s.alpha = 0x80; // default
+
+ if (sSurf.FlatColor.s.alpha > floorheight/4)
+ {
+ sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4);
+ HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
+ }
+}
+
// -----------------+
// HWR_DrawSprite : Draw flat sprites
// : (monsters, bonuses, weapons, lights, ...)
@@ -3629,7 +3807,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
// Draw shadow BEFORE sprite
if (cv_shadow.value // Shadows enabled
- && !(spr->mobj->flags & MF_SCENERY && spr->mobj->flags & MF_SPAWNCEILING && spr->mobj->flags & MF_NOGRAVITY) // Ceiling scenery have no shadow.
+ && (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
#ifdef ALAM_LIGHTING
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
@@ -3640,187 +3818,9 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
////////////////////
// SHADOW SPRITE! //
////////////////////
- FOutVector swallVerts[4];
- FSurfaceInfo sSurf;
- fixed_t floorheight, mobjfloor;
-
- mobjfloor = HWR_OpaqueFloorAtPos(
- spr->mobj->x, spr->mobj->y,
- spr->mobj->z, spr->mobj->height);
- if (cv_shadowoffs.value)
- {
- angle_t shadowdir;
-
- // Set direction
- if (splitscreen && stplyr != &players[displayplayer])
- shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
- else
- shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
-
- // Find floorheight
- floorheight = HWR_OpaqueFloorAtPos(
- spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
- spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
- spr->mobj->z, spr->mobj->height);
-
- // The shadow is falling ABOVE it's mobj?
- // Don't draw it, then!
- if (spr->mobj->z < floorheight)
- goto noshadow;
- else
- {
- fixed_t floorz;
- floorz = HWR_OpaqueFloorAtPos(
- spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight),
- spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight),
- spr->mobj->z, spr->mobj->height);
- // The shadow would be falling on a wall? Don't draw it, then.
- // Would draw midair otherwise.
- if (floorz < floorheight)
- goto noshadow;
- }
-
- floorheight = FixedInt(spr->mobj->z - floorheight);
- }
- else
- floorheight = FixedInt(spr->mobj->z - mobjfloor);
-
- // create the sprite billboard
- //
- // 3--2
- // | /|
- // |/ |
- // 0--1
-
- // x1/x2 were already scaled in HWR_ProjectSprite
- swallVerts[0].x = swallVerts[3].x = spr->x1;
- swallVerts[2].x = swallVerts[1].x = spr->x2;
-
- if (spr->mobj && this_scale != 1.0f)
- {
- // Always a pixel above the floor, perfectly flat.
- swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
-
- swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset) * this_scale;
- swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset * this_scale;
- }
- else
- {
- // Always a pixel above the floor, perfectly flat.
- swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3);
-
- // Spread out top away from the camera. (Fixme: Make it always move out in the same direction!... somehow.)
- swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset);
- swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset;
- }
-
- // transform
- wv = swallVerts;
-
- for (i = 0; i < 4; i++,wv++)
- {
- // Offset away from the camera based on height from floor.
- if (cv_shadowoffs.value)
- wv->z += floorheight;
- wv->z += 3;
-
- //look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- tr_x = wv->z;
- tr_y = wv->y;
- wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
- wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
- // ---------------------- mega lame test ----------------------------------
-
- //scale y before frustum so that frustum can be scaled to screen height
- wv->y *= ORIGINAL_ASPECT * gr_fovlud;
- wv->x *= gr_fovlud;
- }
-
- if (spr->flip)
- {
- swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s;
- swallVerts[2].sow = swallVerts[1].sow = 0;
- }
- else
- {
- swallVerts[0].sow = swallVerts[3].sow = 0;
- swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s;
- }
-
- // flip the texture coords (look familiar?)
- if (spr->vflip)
- {
- swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t;
- swallVerts[0].tow = swallVerts[1].tow = 0;
- }
- else
- {
- swallVerts[3].tow = swallVerts[2].tow = 0;
- swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t;
- }
-
- sSurf.FlatColor.s.red = 0x00;
- sSurf.FlatColor.s.blue = 0x00;
- sSurf.FlatColor.s.green = 0x00;
-
- /*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
- {
- sector_t *sector = spr->mobj->subsector->sector;
- UINT8 lightlevel = sector->lightlevel;
- extracolormap_t *colormap = sector->extra_colormap;
-
- if (sector->numlights)
- {
- INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
-
- if (!(spr->mobj->frame & FF_FULLBRIGHT))
- lightlevel = *sector->lightlist[light].lightlevel;
- else
- lightlevel = 255;
-
- if (sector->lightlist[light].extra_colormap)
- colormap = sector->lightlist[light].extra_colormap;
- }
- else
- {
- lightlevel = sector->lightlevel;
-
- if (sector->extra_colormap)
- colormap = sector->extra_colormap;
- }
-
- if (colormap)
- sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true);
- else
- sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true);
- }*/
-
- // shadow is always half as translucent as the sprite itself
- if (!cv_translucency.value)
- ; // translucency disabled
- else if (spr->mobj->flags2 & MF2_SHADOW)
- sSurf.FlatColor.s.alpha = 0x20;
- else if (spr->mobj->frame & FF_TRANSMASK)
- {
- HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf);
- sSurf.FlatColor.s.alpha /= 2; //cut alpha in half!
- }
- else
- sSurf.FlatColor.s.alpha = 0x80; // default
-
- /// \todo do the test earlier
- if (!cv_grmd2.value || (md2_models[spr->mobj->sprite].scale < 0.0f) || (md2_models[spr->mobj->sprite].notfound = true) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound = true))
- {
- if (sSurf.FlatColor.s.alpha > floorheight/4)
- {
- sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4);
- HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
- }
- }
+ HWR_DrawSpriteShadow(spr, gpatch, this_scale);
}
-noshadow:
-
// This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black.
// sprite lighting by modulating the RGB components
/// \todo coloured
@@ -3828,7 +3828,7 @@ noshadow:
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
- UINT8 lightlevel = sector->lightlevel;
+ UINT8 lightlevel = 255;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
@@ -3839,8 +3839,6 @@ noshadow:
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *sector->lightlist[light].lightlevel;
- else
- lightlevel = 255;
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
@@ -3849,27 +3847,25 @@ noshadow:
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel;
- else
- lightlevel = 255;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
- if (spr->mobj->frame & FF_FULLBRIGHT)
- lightlevel = 255;
-
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
- /// \todo do the test earlier
- if (!cv_grmd2.value || (md2_models[spr->mobj->sprite].scale < 0.0f))
{
FBITFIELD blend = 0;
- if (spr->mobj->flags2 & MF2_SHADOW)
+ if (!cv_translucency.value) // translucency disabled
+ {
+ Surf.FlatColor.s.alpha = 0xFF;
+ blend = PF_Translucent|PF_Occlude;
+ }
+ else if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.FlatColor.s.alpha = 0x40;
blend = PF_Translucent;
@@ -4390,10 +4386,10 @@ static void HWR_DrawSprites(void)
#endif
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
- if (!cv_grmd2.value || (cv_grmd2.value && md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == true))
+ if (!cv_grmd2.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
HWR_DrawSprite(spr);
}
- else if (!cv_grmd2.value || (cv_grmd2.value && md2_models[spr->mobj->sprite].notfound == true))
+ else if (!cv_grmd2.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
HWR_DrawSprite(spr);
}
}
@@ -4419,7 +4415,7 @@ static void HWR_DrawMD2S(void)
#endif
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
- if ((md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == false) && (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f))
+ if (md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == false && md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f)
HWR_DrawMD2(spr);
}
else if (md2_models[spr->mobj->sprite].notfound == false && md2_models[spr->mobj->sprite].scale > 0.0f)
@@ -4461,23 +4457,12 @@ static void HWR_AddSprites(sector_t *sec)
// If a limit exists, handle things a tiny bit different.
if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
{
- if (!players[displayplayer].mo)
- return; // Draw nothing if no player.
- // todo: is this really the best option for this situation?
-
for (thing = sec->thinglist; thing; thing = thing->snext)
{
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
continue;
- approx_dist = P_AproxDistance(
- players[displayplayer].mo->x - thing->x,
- players[displayplayer].mo->y - thing->y);
-
- if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
- approx_dist = P_AproxDistance(
- players[secondarydisplayplayer].mo->x - thing->x,
- players[secondarydisplayplayer].mo->y - thing->y);
+ approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
if (approx_dist <= limit_dist)
HWR_ProjectSprite(thing);
@@ -4495,23 +4480,12 @@ static void HWR_AddSprites(sector_t *sec)
// Someone seriously wants infinite draw distance for precipitation?
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
{
- if (!players[displayplayer].mo)
- return; // Draw nothing if no player.
- // todo: is this really the best option for this situation?
-
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
{
- if (precipthing->invisible)
+ if (precipthing->precipflags & PCF_INVISIBLE)
continue;
- approx_dist = P_AproxDistance(
- players[displayplayer].mo->x - precipthing->x,
- players[displayplayer].mo->y - precipthing->y);
-
- if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
- approx_dist = P_AproxDistance(
- players[secondarydisplayplayer].mo->x - precipthing->x,
- players[secondarydisplayplayer].mo->y - precipthing->y);
+ approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
if (approx_dist <= limit_dist)
HWR_ProjectPrecipitationSprite(precipthing);
@@ -4521,7 +4495,7 @@ static void HWR_AddSprites(sector_t *sec)
{
// Draw everything in sector, no checks
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
- if (!precipthing->invisible)
+ if (!(precipthing->precipflags & PCF_INVISIBLE))
HWR_ProjectPrecipitationSprite(precipthing);
}
#endif
@@ -4582,10 +4556,11 @@ static void HWR_ProjectSprite(mobj_t *thing)
if (rot >= sprdef->numframes)
{
- CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
+ CONS_Alert(CONS_ERROR, M_GetText("HWR_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
thing->sprite = states[S_UNKNOWN].sprite;
thing->frame = states[S_UNKNOWN].frame;
+ sprdef = &sprites[thing->sprite];
rot = thing->frame&FF_FRAMEMASK;
thing->state->sprite = thing->sprite;
thing->state->frame = thing->frame;
diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c
index 02f50535..de648f1b 100644
--- a/src/hardware/hw_md2.c
+++ b/src/hardware/hw_md2.c
@@ -921,24 +921,25 @@ void HWR_InitMD2(void)
}
while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4)
{
+ if (stricmp(name, "PLAY") == 0)
+ {
+ CONS_Printf("MD2 for sprite PLAY detected in md2.dat, use a player skin instead!\n");
+ continue;
+ }
+
for (i = 0; i < NUMSPRITES; i++)
{
if (stricmp(name, sprnames[i]) == 0)
{
- if (stricmp(name, "PLAY") == 0)
- continue;
+ //if (stricmp(name, "PLAY") == 0)
+ //continue;
//CONS_Debug(DBG_RENDER, " Found: %s %s %f %f\n", name, filename, scale, offset);
md2_models[i].scale = scale;
md2_models[i].offset = offset;
md2_models[i].notfound = false;
strcpy(md2_models[i].filename, filename);
- break;
- }
- if (i == NUMSPRITES)
- {
- CONS_Printf("MD2 for sprite %s not found\n", name);
- md2_models[i].notfound = true;
+ goto md2found;
}
}
@@ -952,15 +953,14 @@ void HWR_InitMD2(void)
md2_playermodels[s].offset = offset;
md2_playermodels[s].notfound = false;
strcpy(md2_playermodels[s].filename, filename);
- break;
- }
- if (s == MAXSKINS-1)
- {
- CONS_Printf("MD2 for player skin %s not found\n", name);
- md2_playermodels[s].notfound = true;
+ goto md2found;
}
}
-
+ // no sprite/player skin name found?!?
+ CONS_Printf("Unknown sprite/player skin %s detected in md2.dat\n", name);
+md2found:
+ // move on to next line...
+ continue;
}
fclose(f);
}
@@ -996,17 +996,14 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
md2_playermodels[skin].offset = offset;
md2_playermodels[skin].notfound = false;
strcpy(md2_playermodels[skin].filename, filename);
- break;
- }
- if (skin == MAXSKINS-1)
- {
- CONS_Printf("MD2 for player skin %s not found\n", name);
- md2_playermodels[skin].notfound = true;
+ goto playermd2found;
}
}
+ //CONS_Printf("MD2 for player skin %s not found\n", skins[skin].name);
+ md2_playermodels[skin].notfound = true;
+playermd2found:
fclose(f);
-
}
@@ -1021,6 +1018,9 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
if (nomd2s)
return;
+ if (spritenum == SPR_PLAY) // Handled already NEWMD2: Per sprite, per-skin check
+ return;
+
// Read the md2.dat file
f = fopen("md2.dat", "rt");
@@ -1034,27 +1034,19 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
// Check for any MD2s that match the names of player skins!
while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4)
{
+ if (stricmp(name, sprnames[spritenum]) == 0)
{
- if (stricmp(name, sprnames[spritenum]) == 0)
- {
- if (stricmp(name, "PLAY") == 0) // Handled already NEWMD2: Per sprite, per-skin check
- continue;
-
- md2_models[spritenum].scale = scale;
- md2_models[spritenum].offset = offset;
- md2_models[spritenum].notfound = false;
- strcpy(md2_models[spritenum].filename, filename);
- break;
- }
-
- if (spritenum == NUMSPRITES-1)
- {
- CONS_Printf("MD2 for sprite %s not found\n", name);
- md2_models[spritenum].notfound = true;
- }
+ md2_models[spritenum].scale = scale;
+ md2_models[spritenum].offset = offset;
+ md2_models[spritenum].notfound = false;
+ strcpy(md2_models[spritenum].filename, filename);
+ goto spritemd2found;
}
}
+ //CONS_Printf("MD2 for sprite %s not found\n", sprnames[spritenum]);
+ md2_models[spritenum].notfound = true;
+spritemd2found:
fclose(f);
}
@@ -1090,11 +1082,17 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
md2_t *md2;
UINT8 color[4];
+ if (!cv_grmd2.value)
+ return;
+
+ if (!spr->precip)
+ return;
+
// MD2 colormap fix
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
- UINT8 lightlevel = sector->lightlevel;
+ UINT8 lightlevel = 255;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
@@ -1105,8 +1103,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *sector->lightlist[light].lightlevel;
- else
- lightlevel = 255;
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
@@ -1115,24 +1111,18 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel;
- else
- lightlevel = 255;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
- if (spr->mobj->frame & FF_FULLBRIGHT)
- lightlevel = 255;
-
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
- // Look at HWR_ProjetctSprite for more
- if (cv_grmd2.value && ((md2_models[spr->mobj->sprite].scale > 0.0f) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f)) && !spr->precip)
+ // Look at HWR_ProjectSprite for more
{
GLPatch_t *gpatch;
INT32 *buff;
@@ -1149,15 +1139,11 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
//durs = tics;
if (spr->mobj->flags2 & MF2_SHADOW)
- {
Surf.FlatColor.s.alpha = 0x40;
- }
else if (spr->mobj->frame & FF_TRANSMASK)
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
else
- {
Surf.FlatColor.s.alpha = 0xFF;
- }
// dont forget to enabled the depth test because we can't do this like
// before: polygons models are not sorted
@@ -1263,8 +1249,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
p.flip = false;
HWD.pfnDrawMD2i(buff, curr, durs, tics, next, &p, finalscale, flip, color);
-
-
}
}
diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c
index 76543e25..d14324c3 100644
--- a/src/hardware/r_opengl/r_opengl.c
+++ b/src/hardware/r_opengl/r_opengl.c
@@ -1910,6 +1910,13 @@ EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 d
pglRotatef(pos->anglex, -1.0f, 0.0f, 0.0f);
//pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
+ // Remove depth mask when the model is transparent so it doesn't cut thorugh sprites // SRB2CBTODO: For all stuff too?!
+ if (color[3] < 255)
+ {
+ pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
+ pglDepthMask(GL_FALSE);
+ }
+
val = *gl_cmd_buffer++;
while (val != 0)
diff --git a/src/info.c b/src/info.c
index fb30258c..9e04b4e3 100644
--- a/src/info.c
+++ b/src/info.c
@@ -150,8 +150,7 @@ state_t states[NUMSTATES] =
{SPR_PLAY, 34, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN
// Blue Crawla
- {SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND2}, // S_POSS_STND
- {SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND2
+ {SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
{SPR_POSS, 0, 3, {A_Chase}, 0, 0, S_POSS_RUN2}, // S_POSS_RUN1
{SPR_POSS, 1, 3, {A_Chase}, 0, 0, S_POSS_RUN3}, // S_POSS_RUN2
{SPR_POSS, 2, 3, {A_Chase}, 0, 0, S_POSS_RUN4}, // S_POSS_RUN3
@@ -160,8 +159,7 @@ state_t states[NUMSTATES] =
{SPR_POSS, 5, 3, {A_Chase}, 0, 0, S_POSS_RUN1}, // S_POSS_RUN6
// Red Crawla
- {SPR_SPOS, 0, 5, {A_Look}, 0, 0, S_SPOS_STND2}, // S_SPOS_STND
- {SPR_SPOS, 0, 5, {A_Look}, 0, 0, S_SPOS_STND}, // S_SPOS_STND2
+ {SPR_SPOS, 0, 5, {A_Look}, 0, 0, S_SPOS_STND}, // S_SPOS_STND
{SPR_SPOS, 0, 1, {A_Chase}, 0, 0, S_SPOS_RUN2}, // S_SPOS_RUN1
{SPR_SPOS, 1, 1, {A_Chase}, 0, 0, S_SPOS_RUN3}, // S_SPOS_RUN2
{SPR_SPOS, 2, 1, {A_Chase}, 0, 0, S_SPOS_RUN4}, // S_SPOS_RUN3
diff --git a/src/info.h b/src/info.h
index 0c73281d..03726260 100644
--- a/src/info.h
+++ b/src/info.h
@@ -663,7 +663,6 @@ typedef enum state
// Blue Crawla
S_POSS_STND,
- S_POSS_STND2,
S_POSS_RUN1,
S_POSS_RUN2,
S_POSS_RUN3,
@@ -673,7 +672,6 @@ typedef enum state
// Red Crawla
S_SPOS_STND,
- S_SPOS_STND2,
S_SPOS_RUN1,
S_SPOS_RUN2,
S_SPOS_RUN3,
diff --git a/src/lua_hudlib.c b/src/lua_hudlib.c
index 19390d50..86ff1133 100644
--- a/src/lua_hudlib.c
+++ b/src/lua_hudlib.c
@@ -126,8 +126,6 @@ static const char *const widtht_opt[] = {
enum cameraf {
camera_chase = 0,
camera_aiming,
- camera_viewheight,
- camera_startangle,
camera_x,
camera_y,
camera_z,
@@ -137,7 +135,6 @@ enum cameraf {
camera_ceilingz,
camera_radius,
camera_height,
- camera_relativex,
camera_momx,
camera_momy,
camera_momz
@@ -147,8 +144,6 @@ enum cameraf {
static const char *const camera_opt[] = {
"chase",
"aiming",
- "viewheight",
- "startangle",
"x",
"y",
"z",
@@ -158,7 +153,6 @@ static const char *const camera_opt[] = {
"ceilingz",
"radius",
"height",
- "relativex",
"momx",
"momy",
"momz",
@@ -279,12 +273,6 @@ static int camera_get(lua_State *L)
case camera_aiming:
lua_pushinteger(L, cam->aiming);
break;
- case camera_viewheight:
- lua_pushinteger(L, cam->viewheight);
- break;
- case camera_startangle:
- lua_pushinteger(L, cam->startangle);
- break;
case camera_x:
lua_pushinteger(L, cam->x);
break;
@@ -312,9 +300,6 @@ static int camera_get(lua_State *L)
case camera_height:
lua_pushinteger(L, cam->height);
break;
- case camera_relativex:
- lua_pushinteger(L, cam->relativex);
- break;
case camera_momx:
lua_pushinteger(L, cam->momx);
break;
diff --git a/src/lua_maplib.c b/src/lua_maplib.c
index 80f66ed6..e5cc30c1 100644
--- a/src/lua_maplib.c
+++ b/src/lua_maplib.c
@@ -60,7 +60,6 @@ enum subsector_e {
subsector_sector,
subsector_numlines,
subsector_firstline,
- subsector_validcount
};
static const char *const subsector_opt[] = {
@@ -68,7 +67,6 @@ static const char *const subsector_opt[] = {
"sector",
"numlines",
"firstline",
- "validcount",
NULL};
enum line_e {
@@ -86,7 +84,6 @@ enum line_e {
line_slopetype,
line_frontsector,
line_backsector,
- line_validcount,
line_firsttag,
line_nexttag,
line_text,
@@ -108,7 +105,6 @@ static const char *const line_opt[] = {
"slopetype",
"frontsector",
"backsector",
- "validcount",
"firsttag",
"nexttag",
"text",
@@ -476,9 +472,6 @@ static int subsector_get(lua_State *L)
case subsector_firstline:
lua_pushinteger(L, subsector->firstline);
return 1;
- case subsector_validcount:
- lua_pushinteger(L, subsector->validcount);
- return 1;
}
return 0;
}
@@ -564,9 +557,6 @@ static int line_get(lua_State *L)
case line_backsector:
LUA_PushUserdata(L, line->backsector, META_SECTOR);
return 1;
- case line_validcount:
- lua_pushinteger(L, line->validcount);
- return 1;
case line_firsttag:
lua_pushinteger(L, line->firsttag);
return 1;
diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c
index b5bf25d8..31496ed9 100644
--- a/src/lua_mobjlib.c
+++ b/src/lua_mobjlib.c
@@ -501,7 +501,7 @@ static int mobj_set(lua_State *L)
return luaL_error(L, "mobj.skin '%s' not found!", skin);
}
case mobj_color:
- mo->color = ((UINT8)luaL_checkinteger(L, 3)) % MAXSKINCOLORS;
+ mo->color = ((UINT8)luaL_checkinteger(L, 3)) % MAXTRANSLATIONS;
break;
case mobj_bnext:
return NOSETPOS;
diff --git a/src/m_cheat.c b/src/m_cheat.c
index 8cea4c6a..bc32e6cf 100644
--- a/src/m_cheat.c
+++ b/src/m_cheat.c
@@ -91,6 +91,33 @@ static UINT8 cheatf_warp(void)
return 1;
}
+#ifdef DEVELOP
+static UINT8 cheatf_devmode(void)
+{
+ UINT8 i;
+
+ if (modifiedgame)
+ return 0;
+
+ if (menuactive && currentMenu != &MainDef)
+ return 0; // Only on the main menu!
+
+ S_StartSound(0, sfx_itemup);
+
+ // Just unlock all the things and turn on -debug and console devmode.
+ G_SetGameModified(false);
+ for (i = 0; i < MAXUNLOCKABLES; i++)
+ unlockables[i].unlocked = true;
+ devparm = TRUE;
+ cv_debug |= 0x8000;
+
+ // Refresh secrets menu existing.
+ M_ClearMenus(true);
+ M_StartControlPanel();
+ return 1;
+}
+#endif
+
static cheatseq_t cheat_ultimate = {
0, cheatf_ultimate,
{ SCRAMBLE('u'), SCRAMBLE('l'), SCRAMBLE('t'), SCRAMBLE('i'), SCRAMBLE('m'), SCRAMBLE('a'), SCRAMBLE('t'), SCRAMBLE('e'), 0xff }
@@ -115,6 +142,14 @@ static cheatseq_t cheat_warp_joy = {
SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW),
SCRAMBLE(KEY_ENTER), 0xff }
};
+
+#ifdef DEVELOP
+static cheatseq_t cheat_devmode = {
+ 0, cheatf_devmode,
+ { SCRAMBLE('d'), SCRAMBLE('e'), SCRAMBLE('v'), SCRAMBLE('m'), SCRAMBLE('o'), SCRAMBLE('d'), SCRAMBLE('e'), 0xff }
+};
+#endif
+
// ==========================================================================
// CHEAT SEQUENCE PACKAGE
// ==========================================================================
@@ -221,6 +256,9 @@ boolean cht_Responder(event_t *ev)
ret += cht_CheckCheat(&cheat_ultimate_joy, (char)ch);
ret += cht_CheckCheat(&cheat_warp, (char)ch);
ret += cht_CheckCheat(&cheat_warp_joy, (char)ch);
+#ifdef DEVELOP
+ ret += cht_CheckCheat(&cheat_devmode, (char)ch);
+#endif
return (ret != 0);
}
diff --git a/src/p_enemy.c b/src/p_enemy.c
index 18a4ec5f..8b7af931 100644
--- a/src/p_enemy.c
+++ b/src/p_enemy.c
@@ -363,12 +363,12 @@ boolean P_CheckMissileRange(mobj_t *actor)
if (!actor->target)
return false;
- if (!P_CheckSight(actor, actor->target))
- return false;
-
if (actor->reactiontime)
return false; // do not attack yet
+ if (!P_CheckSight(actor, actor->target))
+ return false;
+
// OPTIMIZE: get this from a global checksight
dist = P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) - FixedMul(64*FRACUNIT, actor->scale);
@@ -652,6 +652,9 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
player = &players[actor->lastlook];
+ if ((netgame || multiplayer) && player->spectator)
+ continue;
+
if (player->health <= 0)
continue; // dead
@@ -661,12 +664,6 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
if (!player->mo || P_MobjWasRemoved(player->mo))
continue;
- if (!P_CheckSight(actor, player->mo))
- continue; // out of sight
-
- if ((netgame || multiplayer) && player->spectator)
- continue;
-
if (dist > 0
&& P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist)
continue; // Too far away
@@ -683,6 +680,9 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
}
}
+ if (!P_CheckSight(actor, player->mo))
+ continue; // out of sight
+
if (tracer)
P_SetTarget(&actor->tracer, player->mo);
else
@@ -5024,7 +5024,7 @@ void A_MaceRotate(mobj_t *actor)
actor->movecount += actor->target->lastlook;
actor->movecount &= FINEMASK;
- actor->threshold = FixedMul(FINECOSINE(actor->movecount), actor->target->lastlook);
+ actor->threshold = FixedMul(FINECOSINE(actor->movecount), actor->target->lastlook << FRACBITS);
v[0] = FRACUNIT;
v[1] = 0;
@@ -5032,7 +5032,7 @@ void A_MaceRotate(mobj_t *actor)
v[3] = FRACUNIT;
// Calculate the angle matrixes for the link.
- res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(actor->threshold << FRACBITS)));
+ res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(actor->threshold)));
M_Memcpy(&v, res, sizeof(v));
res = VectorMatrixMultiply(v, *RotateZMatrix(actor->target->health << ANGLETOFINESHIFT));
M_Memcpy(&v, res, sizeof(v));
@@ -5660,6 +5660,11 @@ void A_RecyclePowers(mobj_t *actor)
if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE
&& !players[i].exiting && !((netgame || multiplayer) && players[i].spectator))
{
+#ifndef WEIGHTEDRECYCLER
+ if (players[i].powers[pw_super])
+ continue; // Ignore super players
+#endif
+
numplayers++;
postscramble[j] = playerslist[j] = (UINT8)i;
diff --git a/src/p_floor.c b/src/p_floor.c
index f798174a..8fc2b7cc 100644
--- a/src/p_floor.c
+++ b/src/p_floor.c
@@ -1968,51 +1968,71 @@ void T_NoEnemiesSector(levelspecthink_t *nobaddies)
{
size_t i;
fixed_t upperbound, lowerbound;
- INT32 s;
- sector_t *checksector;
+ sector_t *sec = NULL;
+ sector_t *targetsec = NULL;
+ INT32 secnum = -1;
msecnode_t *node;
mobj_t *thing;
- boolean exists = false;
+ boolean FOFsector = false;
- for (i = 0; i < nobaddies->sector->linecount; i++)
+ while ((secnum = P_FindSectorFromLineTag(nobaddies->sourceline, secnum)) >= 0)
{
- if (nobaddies->sector->lines[i]->special == 223)
+ sec = §ors[secnum];
+
+ FOFsector = false;
+
+ // Check the lines of this sector, to see if it is a FOF control sector.
+ for (i = 0; i < sec->linecount; i++)
{
+ INT32 targetsecnum = -1;
- upperbound = nobaddies->sector->ceilingheight;
- lowerbound = nobaddies->sector->floorheight;
+ if (sec->lines[i]->special < 100 || sec->lines[i]->special >= 300)
+ continue;
- for (s = -1; (s = P_FindSectorFromLineTag(nobaddies->sector->lines[i], s)) >= 0 ;)
+ FOFsector = true;
+
+ while ((targetsecnum = P_FindSectorFromLineTag(sec->lines[i], targetsecnum)) >= 0)
{
- checksector = §ors[s];
+ targetsec = §ors[targetsecnum];
- node = checksector->touching_thinglist; // things touching this sector
+ upperbound = targetsec->ceilingheight;
+ lowerbound = targetsec->floorheight;
+ node = targetsec->touching_thinglist; // things touching this sector
while (node)
{
thing = node->m_thing;
if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0
- && thing->z < upperbound && thing->z+thing->height > lowerbound)
- {
- exists = true;
- goto foundenemy;
- }
+ && thing->z < upperbound && thing->z+thing->height > lowerbound)
+ return;
node = node->m_snext;
}
}
}
+
+ if (!FOFsector)
+ {
+ upperbound = sec->ceilingheight;
+ lowerbound = sec->floorheight;
+ node = sec->touching_thinglist; // things touching this sector
+ while (node)
+ {
+ thing = node->m_thing;
+
+ if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0
+ && thing->z < upperbound && thing->z+thing->height > lowerbound)
+ return;
+
+ node = node->m_snext;
+ }
+ }
}
-foundenemy:
- if (exists)
- return;
- s = P_AproxDistance(nobaddies->sourceline->dx, nobaddies->sourceline->dy)>>FRACBITS;
+ CONS_Debug(DBG_GAMELOGIC, "Running no-more-enemies exec with tag of %d\n", nobaddies->sourceline->tag);
- CONS_Debug(DBG_GAMELOGIC, "Running no-more-enemies exec with tag of %d\n", s);
-
- // Otherwise, run the linedef exec and terminate this thinker
- P_LinedefExecute((INT16)s, NULL, NULL);
+ // No enemies found, run the linedef exec and terminate this thinker
+ P_RunTriggerLinedef(nobaddies->sourceline, NULL, NULL);
P_RemoveThinker(&nobaddies->thinker);
}
@@ -2217,7 +2237,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
oldPlayersArea = oldPlayersInArea;
}
- if ((affectPlayer = P_HavePlayersEnteredArea(playersArea, oldPlayersArea, inAndOut)) != -1)
+ while ((affectPlayer = P_HavePlayersEnteredArea(playersArea, oldPlayersArea, inAndOut)) != -1)
{
if (GETSECSPECIAL(sec->special, 2) == 2 || GETSECSPECIAL(sec->special, 2) == 3)
{
@@ -2250,6 +2270,8 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
if (!eachtime->sourceline->special) // this happens only for "Trigger on X calls" linedefs
P_RemoveThinker(&eachtime->thinker);
+
+ oldPlayersArea[affectPlayer]=playersArea[affectPlayer];
}
}
diff --git a/src/p_local.h b/src/p_local.h
index 0b27c40f..926a5178 100644
--- a/src/p_local.h
+++ b/src/p_local.h
@@ -38,6 +38,9 @@
#define MAPBMASK (MAPBLOCKSIZE-1)
#define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS)
+// Convenience macro to fix issue with collision along bottom/left edges of blockmap -Red
+#define BMBOUNDFIX(xl, xh, yl, yh) {if (xl > xh) xl = 0; if (yl > yh) yl = 0;}
+
// player radius used only in am_map.c
#define PLAYERRADIUS (16*FRACUNIT)
@@ -273,7 +276,6 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
extern boolean floatok;
extern fixed_t tmfloorz;
extern fixed_t tmceilingz;
-extern boolean tmsprung;
extern mobj_t *tmfloorthing, *tmthing;
extern camera_t *mapcampointer;
diff --git a/src/p_map.c b/src/p_map.c
index ca11ae2e..51afa608 100644
--- a/src/p_map.c
+++ b/src/p_map.c
@@ -49,9 +49,6 @@ static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights
mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector
static mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
-// turned on or off in PIT_CheckThing
-boolean tmsprung;
-
// keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls
line_t *ceilingline;
@@ -111,7 +108,9 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
fixed_t offx, offy;
fixed_t vertispeed = spring->info->mass;
fixed_t horizspeed = spring->info->damage;
- fixed_t origvertispeed = vertispeed; // for vertical flipping
+
+ if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
+ return;
// Spectators don't trigger springs.
if (object->player && object->player->spectator)
@@ -122,7 +121,8 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
/*Someone want to make these work like bumpers?*/
return;
}
-
+
+ object->eflags |= MFE_SPRUNG; // apply this flag asap!
spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify
if (horizspeed && vertispeed) // Mimic SA
@@ -191,9 +191,9 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED); // I still need these.
P_ResetPlayer(object->player);
- if (origvertispeed > 0)
+ if (P_MobjFlip(object)*vertispeed > 0)
P_SetPlayerMobjState(object, S_PLAY_SPRING);
- else if (origvertispeed < 0)
+ else if (P_MobjFlip(object)*vertispeed < 0)
P_SetPlayerMobjState(object, S_PLAY_FALL1);
else // horizontal spring
{
@@ -367,10 +367,11 @@ static boolean PIT_CheckThing(mobj_t *thing)
fixed_t blockdist;
// don't clip against self
- tmsprung = false;
+ if (thing == tmthing)
+ return true;
// Ignore... things.
- if (!tmthing || !thing)
+ if (!tmthing || !thing || P_MobjWasRemoved(thing))
return true;
I_Assert(!P_MobjWasRemoved(tmthing));
@@ -438,9 +439,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE)))
return true;
- if (!tmthing || !thing || thing == tmthing || P_MobjWasRemoved(thing))
- return true;
-
// Don't collide with your buddies while NiGHTS-flying.
if (tmthing->player && thing->player && (maptol & TOL_NIGHTS)
&& ((tmthing->player->pflags & PF_NIGHTSMODE) || (thing->player->pflags & PF_NIGHTSMODE)))
@@ -549,7 +547,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
if ((tmznext <= thzh && tmz > thzh) || (tmznext > thzh - sprarea && tmznext < thzh))
{
P_DoSpring(thing, tmthing);
- tmsprung = true;
return true;
}
else if (tmz > thzh - sprarea && tmz < thzh) // Don't damage people springing up / down
@@ -818,15 +815,11 @@ static boolean PIT_CheckThing(mobj_t *thing)
{
if (thing->type == MT_FAN || thing->type == MT_STEAM)
P_DoFanAndGasJet(thing, tmthing);
-
- if ((!(thing->eflags & MFE_VERTICALFLIP) && (tmthing->z <= (thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)) && (tmthing->z + tmthing->height) >= thing->z))
- || ((thing->eflags & MFE_VERTICALFLIP) && (tmthing->z + tmthing->height >= (thing->z - FixedMul(FRACUNIT, thing->scale)) && tmthing->z <= (thing->z + thing->height))))
+ else if (thing->flags & MF_SPRING)
{
- if (thing->flags & MF_SPRING)
- {
+ if ( thing->z <= tmthing->z + tmthing->height
+ && tmthing->z <= thing->z + thing->height)
P_DoSpring(thing, tmthing);
- tmsprung = true;
- }
}
}
@@ -875,7 +868,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
{
// Doesn't matter what gravity player's following! Just do your stuff in YOUR direction only
if (tmthing->eflags & MFE_VERTICALFLIP
- && (tmthing->z + tmthing->height + tmthing->momz > thing->z
+ && (tmthing->z + tmthing->height + tmthing->momz < thing->z
|| tmthing->z + tmthing->height + tmthing->momz >= thing->z + thing->height))
;
else if (!(tmthing->eflags & MFE_VERTICALFLIP)
@@ -909,17 +902,17 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (thing->type == MT_FAN || thing->type == MT_STEAM)
P_DoFanAndGasJet(thing, tmthing);
-
+ else if (thing->flags & MF_SPRING)
+ {
+ if ( thing->z <= tmthing->z + tmthing->height
+ && tmthing->z <= thing->z + thing->height)
+ P_DoSpring(thing, tmthing);
+ }
// Are you touching the side of the object you're interacting with?
- if (thing->z - FixedMul(FRACUNIT, thing->scale) <= tmthing->z + tmthing->height
+ else if (thing->z - FixedMul(FRACUNIT, thing->scale) <= tmthing->z + tmthing->height
&& thing->z + thing->height + FixedMul(FRACUNIT, thing->scale) >= tmthing->z)
{
- if (thing->flags & MF_SPRING)
- {
- P_DoSpring(thing, tmthing);
- tmsprung = true;
- }
- else if (thing->flags & MF_MONITOR
+ if (thing->flags & MF_MONITOR
&& tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
{
SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed.
@@ -932,14 +925,12 @@ static boolean PIT_CheckThing(mobj_t *thing)
*momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically.
return false;
}
-/*
- else if ((thing->flags & (MF_SOLID|MF_NOCLIP|MF_PUSHABLE)) == MF_SOLID)
- return false; // this fixes both monitors and non-pushable solids being walked through on bobbing FOFs... for now!
-*/
}
}
+ if (thing->flags & MF_SPRING && (tmthing->player || tmthing->flags & MF_PUSHABLE));
+ else
// Monitors are not treated as solid to players who are jumping, spinning or gliding,
// unless it's a CTF team monitor and you're on the wrong team
if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)
@@ -1308,6 +1299,8 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
+ BMBOUNDFIX(xl, xh, yl, yh);
+
#ifdef POLYOBJECTS
// Check polyobjects and see if tmfloorz/tmceilingz need to be altered
{
@@ -1525,6 +1518,8 @@ boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam)
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
+ BMBOUNDFIX(xl, xh, yl, yh);
+
#ifdef POLYOBJECTS
// Check polyobjects and see if tmfloorz/tmceilingz need to be altered
{
@@ -1766,7 +1761,6 @@ boolean PIT_PushableMoved(mobj_t *thing)
boolean oldfltok = floatok;
fixed_t oldflrz = tmfloorz;
fixed_t oldceilz = tmceilingz;
- boolean oldsprung = tmsprung;
mobj_t *oldflrthing = tmfloorthing;
mobj_t *oldthing = tmthing;
line_t *oldceilline = ceilingline;
@@ -1779,7 +1773,6 @@ boolean PIT_PushableMoved(mobj_t *thing)
floatok = oldfltok;
tmfloorz = oldflrz;
tmceilingz = oldceilz;
- tmsprung = oldsprung;
tmfloorthing = oldflrthing;
P_SetTarget(&tmthing, oldthing);
ceilingline = oldceilline;
@@ -1954,6 +1947,8 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
xh = (unsigned)(thing->x + MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(thing->x - MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
+ BMBOUNDFIX(xl, xh, yl, yh);
+
stand = thing;
standx = x;
standy = y;
@@ -3037,6 +3032,8 @@ void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist)
xh = (unsigned)(spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
+ BMBOUNDFIX(xl, xh, yl, yh);
+
bombspot = spot;
bombsource = source;
bombdamage = FixedMul(damagedist, spot->scale);
@@ -3658,6 +3655,8 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
+ BMBOUNDFIX(xl, xh, yl, yh);
+
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
P_BlockLinesIterator(bx, by, PIT_GetSectors);
@@ -3735,6 +3734,8 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
yl = (unsigned)(preciptmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(preciptmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
+ BMBOUNDFIX(xl, xh, yl, yh);
+
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
P_BlockLinesIterator(bx, by, PIT_GetPrecipSectors);
diff --git a/src/p_maputl.c b/src/p_maputl.c
index 48dd54e8..a65d2fa7 100644
--- a/src/p_maputl.c
+++ b/src/p_maputl.c
@@ -17,6 +17,7 @@
#include "p_local.h"
#include "r_main.h"
+#include "r_data.h"
#include "p_maputl.h"
#include "p_polyobj.h"
#include "z_zone.h"
@@ -520,6 +521,51 @@ void P_LineOpening(line_t *linedef)
{
fixed_t thingtop = tmthing->z + tmthing->height;
+ // Check for collision with front side's midtexture if Effect 4 is set
+ if (linedef->flags & ML_EFFECT4) {
+ side_t *side = &sides[linedef->sidenum[0]];
+ fixed_t textop, texbottom, texheight;
+ fixed_t texmid, delta1, delta2;
+
+ // Get the midtexture's height
+ texheight = textures[texturetranslation[side->midtexture]]->height << FRACBITS;
+
+ // Set texbottom and textop to the Z coordinates of the texture's boundaries
+#ifdef POLYOBJECTS
+ if (linedef->polyobj && (linedef->polyobj->flags & POF_TESTHEIGHT)) {
+ if (linedef->flags & ML_DONTPEGBOTTOM) {
+ texbottom = back->floorheight + side->rowoffset;
+ textop = texbottom + texheight*(side->repeatcnt+1);
+ } else {
+ textop = back->ceilingheight - side->rowoffset;
+ texbottom = textop - texheight*(side->repeatcnt+1);
+ }
+ } else
+#endif
+ {
+ if (linedef->flags & ML_DONTPEGBOTTOM) {
+ texbottom = openbottom + side->rowoffset;
+ textop = texbottom + texheight*(side->repeatcnt+1);
+ } else {
+ textop = opentop - side->rowoffset;
+ texbottom = textop - texheight*(side->repeatcnt+1);
+ }
+ }
+
+ texmid = texbottom+(textop-texbottom)/2;
+
+ delta1 = abs(tmthing->z - texmid);
+ delta2 = abs(thingtop - texmid);
+
+ if (delta1 > delta2) { // Below
+ if (opentop > texbottom)
+ opentop = texbottom;
+ } else { // Above
+ if (openbottom < textop)
+ openbottom = textop;
+ }
+ }
+
// Check for fake floors in the sector.
if (front->ffloors || back->ffloors
#ifdef POLYOBJECTS
diff --git a/src/p_mobj.c b/src/p_mobj.c
index e7e7b867..abbc6155 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -1154,7 +1154,7 @@ void P_XYMovement(mobj_t *mo)
if (CheckForBustableBlocks && mo->flags & MF_PUSHABLE)
P_PushableCheckBustables(mo);
- if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !tmsprung)
+ if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG))
{
// blocked move
@@ -5444,7 +5444,7 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->tracer && P_MobjWasRemoved(mobj->tracer))
P_SetTarget(&mobj->tracer, NULL);
- mobj->flags2 &= ~MF2_PUSHED;
+ mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG);
// 970 allows ANY mobj to trigger a linedef exec
if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8)
diff --git a/src/p_mobj.h b/src/p_mobj.h
index c07b9621..18c02140 100644
--- a/src/p_mobj.h
+++ b/src/p_mobj.h
@@ -175,24 +175,23 @@ typedef enum
MF2_EXPLOSION = 1<<7, // Thrown ring has explosive properties
MF2_SCATTER = 1<<8, // Thrown ring has scatter properties
MF2_BEYONDTHEGRAVE = 1<<9, // Source of this missile has died and has since respawned.
- MF2_PUSHED = 1<<10, // Mobj was already pushed this tic
- MF2_SLIDEPUSH = 1<<11, // MF_PUSHABLE that pushes continuously.
- MF2_CLASSICPUSH = 1<<12, // Drops straight down when object has negative Z.
- MF2_STANDONME = 1<<13, // While not pushable, stand on me anyway.
- MF2_INFLOAT = 1<<14, // Floating to a height for a move, don't auto float to target's height.
- MF2_DEBRIS = 1<<15, // Splash ring from explosion ring
- MF2_NIGHTSPULL = 1<<16, // Attracted from a paraloop
- MF2_JUSTATTACKED = 1<<17, // can be pushed by other moving mobjs
- MF2_FIRING = 1<<18, // turret fire
- MF2_SUPERFIRE = 1<<19, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
- MF2_SHADOW = 1<<20, // Fuzzy draw, makes targeting harder.
- MF2_STRONGBOX = 1<<21, // Flag used for "strong" random monitors.
- MF2_OBJECTFLIP = 1<<22, // Flag for objects that always have flipped gravity.
- MF2_SKULLFLY = 1<<23, // Special handling: skull in flight.
- MF2_FRET = 1<<24, // Flashing from a previous hit
- MF2_BOSSNOTRAP = 1<<25, // No Egg Trap after boss
- MF2_BOSSFLEE = 1<<26, // Boss is fleeing!
- MF2_BOSSDEAD = 1<<27, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
+ MF2_SLIDEPUSH = 1<<10, // MF_PUSHABLE that pushes continuously.
+ MF2_CLASSICPUSH = 1<<11, // Drops straight down when object has negative Z.
+ MF2_STANDONME = 1<<12, // While not pushable, stand on me anyway.
+ MF2_INFLOAT = 1<<13, // Floating to a height for a move, don't auto float to target's height.
+ MF2_DEBRIS = 1<<14, // Splash ring from explosion ring
+ MF2_NIGHTSPULL = 1<<15, // Attracted from a paraloop
+ MF2_JUSTATTACKED = 1<<16, // can be pushed by other moving mobjs
+ MF2_FIRING = 1<<17, // turret fire
+ MF2_SUPERFIRE = 1<<18, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
+ MF2_SHADOW = 1<<19, // Fuzzy draw, makes targeting harder.
+ MF2_STRONGBOX = 1<<20, // Flag used for "strong" random monitors.
+ MF2_OBJECTFLIP = 1<<21, // Flag for objects that always have flipped gravity.
+ MF2_SKULLFLY = 1<<22, // Special handling: skull in flight.
+ MF2_FRET = 1<<23, // Flashing from a previous hit
+ MF2_BOSSNOTRAP = 1<<24, // No Egg Trap after boss
+ MF2_BOSSFLEE = 1<<25, // Boss is fleeing!
+ MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
// free: to and including 1<<31
} mobjflag2_t;
@@ -232,8 +231,13 @@ typedef enum
MFE_VERTICALFLIP = 1<<5,
// Goo water
MFE_GOOWATER = 1<<6,
+ // Mobj was already pushed this tic
+ MFE_PUSHED = 1<<7,
+ // Mobj was already sprung this tic
+ MFE_SPRUNG = 1<<8,
// Platform movement
- MFE_APPLYPMOMZ = 1<<7
+ MFE_APPLYPMOMZ = 1<<9,
+ // free: to and including 1<<15
} mobjeflag_t;
//
@@ -287,7 +291,7 @@ typedef struct mobj_s
state_t *state;
UINT32 flags; // flags from mobjinfo tables
UINT32 flags2; // MF2_ flags
- UINT8 eflags; // extra flags
+ UINT16 eflags; // extra flags
void *skin; // overrides 'sprite' when non-NULL (for player bodies to 'remember' the skin)
// Player and mobj sprites in multiplayer modes are modified
diff --git a/src/p_polyobj.c b/src/p_polyobj.c
index 9c955c97..f790fa76 100644
--- a/src/p_polyobj.c
+++ b/src/p_polyobj.c
@@ -1043,9 +1043,10 @@ static void Polyobj_carryThings(polyobj_t *po, fixed_t dx, fixed_t dy)
mo->lastlook = pomovecount;
- // always push players even if not solid
- if (!((mo->flags & MF_SOLID) || mo->player))
+ // Don't scroll objects that aren't affected by gravity
+ if (mo->flags & MF_NOGRAVITY)
continue;
+ // (The above check used to only move MF_SOLID objects, but that's inconsistent with conveyor behavior. -Red)
if (mo->flags & MF_NOCLIP)
continue;
@@ -1097,9 +1098,11 @@ static INT32 Polyobj_clipThings(polyobj_t *po, line_t *line)
for (; mo; mo = mo->bnext)
{
- // always push players even if not solid
- if (!((mo->flags & MF_SOLID) || mo->player))
+
+ // Don't scroll objects that aren't affected by gravity
+ if (mo->flags & MF_NOGRAVITY)
continue;
+ // (The above check used to only move MF_SOLID objects, but that's inconsistent with conveyor behavior. -Red)
if (mo->flags & MF_NOCLIP)
continue;
@@ -1259,6 +1262,7 @@ static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta,
{
static INT32 pomovecount = 10000;
INT32 x, y;
+ angle_t deltafine = delta >> ANGLETOFINESHIFT;
pomovecount++;
@@ -1283,9 +1287,10 @@ static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta,
mo->lastlook = pomovecount;
- // always push players even if not solid
- if (!((mo->flags & MF_SOLID) || mo->player))
+ // Don't scroll objects that aren't affected by gravity
+ if (mo->flags & MF_NOGRAVITY)
continue;
+ // (The above check used to only move MF_SOLID objects, but that's inconsistent with conveyor behavior. -Red)
if (mo->flags & MF_NOCLIP)
continue;
@@ -1300,21 +1305,28 @@ static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta,
continue;
{
- fixed_t newxoff, newyoff;
- angle_t angletoobj = R_PointToAngle2(origin.x, origin.y, mo->x, mo->y);
- fixed_t disttoobj = R_PointToDist2(origin.x, origin.y, mo->x, mo->y);
+ fixed_t oldxoff, oldyoff, newxoff, newyoff;
+ fixed_t c, s;
+
+ c = FINECOSINE(deltafine);
+ s = FINESINE(deltafine);
+
+ oldxoff = mo->x-origin.x;
+ oldyoff = mo->y-origin.y;
if (mo->player) // Hack to fix players sliding off of spinning polys -Red
{
- disttoobj = FixedMul(disttoobj, 0xfe40);
+ fixed_t temp;
+
+ temp = FixedMul(oldxoff, c)-FixedMul(oldyoff, s);
+ oldyoff = FixedMul(oldyoff, c)+FixedMul(oldxoff, s);
+ oldxoff = temp;
}
- angletoobj += delta;
- angletoobj >>= ANGLETOFINESHIFT;
- newxoff = FixedMul(FINECOSINE(angletoobj), disttoobj);
- newyoff = FixedMul(FINESINE(angletoobj), disttoobj);
+ newxoff = FixedMul(oldxoff, c)-FixedMul(oldyoff, s);
+ newyoff = FixedMul(oldyoff, c)+FixedMul(oldxoff, s);
- Polyobj_slideThing(mo, origin.x+newxoff-mo->x, origin.y+newyoff-mo->y);
+ Polyobj_slideThing(mo, newxoff-oldxoff, newyoff-oldyoff);
if (turnthings == 2 || (turnthings == 1 && !mo->player)) {
mo->angle += delta;
@@ -2491,6 +2503,10 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
return 0;
}
+ // Hotfix to not crash on single-waypoint sequences -Red
+ if (!last)
+ last = first;
+
// Set diffx, diffy, diffz
// Put these at 0 for now...might not be needed after all.
th->diffx = 0;//first->x - po->centerPt.x;
diff --git a/src/p_polyobj.h b/src/p_polyobj.h
index 71cf965e..3d6576cc 100644
--- a/src/p_polyobj.h
+++ b/src/p_polyobj.h
@@ -100,6 +100,8 @@ typedef struct polyobj_s
UINT8 isBad; // a bad polyobject: should not be rendered/manipulated
INT32 translucency; // index to translucency tables
+ struct visplane_s *visplane; // polyobject's visplane, for ease of putting into the list later
+
// these are saved for netgames, so do not let Lua touch these!
INT32 spawnflags; // Flags the polyobject originally spawned with
} polyobj_t;
diff --git a/src/p_saveg.c b/src/p_saveg.c
index 851d653f..eec3dbf3 100644
--- a/src/p_saveg.c
+++ b/src/p_saveg.c
@@ -1174,7 +1174,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
if (diff & MD_FRAME)
WRITEUINT32(save_p, mobj->frame);
if (diff & MD_EFLAGS)
- WRITEUINT8(save_p, mobj->eflags);
+ WRITEUINT16(save_p, mobj->eflags);
if (diff & MD_PLAYER)
WRITEUINT8(save_p, mobj->player-players);
if (diff & MD_MOVEDIR)
@@ -2000,7 +2000,7 @@ static void LoadMobjThinker(actionf_p1 thinker)
else
mobj->frame = mobj->state->frame;
if (diff & MD_EFLAGS)
- mobj->eflags = READUINT8(save_p);
+ mobj->eflags = READUINT16(save_p);
if (diff & MD_PLAYER)
{
i = READUINT8(save_p);
diff --git a/src/p_spec.c b/src/p_spec.c
index 8228c60b..68060628 100644
--- a/src/p_spec.c
+++ b/src/p_spec.c
@@ -1890,6 +1890,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
|| specialtype == 304 // Ring count - Once
|| specialtype == 307 // Character ability - Once
|| specialtype == 308 // Race only - Once
+ || specialtype == 313 // No More Enemies - Once
|| specialtype == 315 // No of pushables - Once
|| specialtype == 318 // Unlockable trigger - Once
|| specialtype == 320 // Unlockable - Once
@@ -6526,7 +6527,7 @@ static void P_DoScrollMove(mobj_t *thing, fixed_t dx, fixed_t dy, INT32 exclusiv
thing->momy += dy;
if (exclusive)
- thing->flags2 |= MF2_PUSHED;
+ thing->eflags |= MFE_PUSHED;
}
/** Processes an active scroller.
@@ -6630,7 +6631,7 @@ void T_Scroll(scroll_t *s)
{
thing = node->m_thing;
- if (thing->flags2 & MF2_PUSHED) // Already pushed this tic by an exclusive pusher.
+ if (thing->eflags & MFE_PUSHED) // Already pushed this tic by an exclusive pusher.
continue;
if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped
@@ -6650,7 +6651,7 @@ void T_Scroll(scroll_t *s)
{
thing = node->m_thing;
- if (thing->flags2 & MF2_PUSHED)
+ if (thing->eflags & MFE_PUSHED)
continue;
if (!(thing->flags & MF_NOCLIP) &&
@@ -6689,7 +6690,7 @@ void T_Scroll(scroll_t *s)
{
thing = node->m_thing;
- if (thing->flags2 & MF2_PUSHED)
+ if (thing->eflags & MFE_PUSHED)
continue;
if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped
@@ -6709,7 +6710,7 @@ void T_Scroll(scroll_t *s)
{
thing = node->m_thing;
- if (thing->flags2 & MF2_PUSHED)
+ if (thing->eflags & MFE_PUSHED)
continue;
if (!(thing->flags & MF_NOCLIP) &&
@@ -7192,7 +7193,7 @@ static pusher_t *tmpusher; // pusher structure for blockmap searches
*/
static inline boolean PIT_PushThing(mobj_t *thing)
{
- if (thing->flags2 & MF2_PUSHED)
+ if (thing->eflags & MFE_PUSHED)
return false;
if (thing->player && thing->player->pflags & PF_ROPEHANG)
@@ -7322,7 +7323,7 @@ static inline boolean PIT_PushThing(mobj_t *thing)
}
if (tmpusher->exclusive)
- thing->flags2 |= MF2_PUSHED;
+ thing->eflags |= MFE_PUSHED;
return true;
}
@@ -7429,7 +7430,7 @@ void T_Pusher(pusher_t *p)
|| thing->type == MT_BIGTUMBLEWEED))
continue;
- if (thing->flags2 & MF2_PUSHED)
+ if (thing->eflags & MFE_PUSHED)
continue;
if (thing->player && thing->player->pflags & PF_ROPEHANG)
@@ -7599,7 +7600,7 @@ void T_Pusher(pusher_t *p)
}
if (p->exclusive)
- thing->flags2 |= MF2_PUSHED;
+ thing->eflags |= MFE_PUSHED;
}
}
}
diff --git a/src/p_user.c b/src/p_user.c
index ce6e2b73..cf8fd87a 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -2963,6 +2963,8 @@ static void P_DoTeeter(player_t *player)
xh = (unsigned)(player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
+ BMBOUNDFIX(xl, xh, yl, yh);
+
// Polyobjects
#ifdef POLYOBJECTS
validcount++;
@@ -3330,6 +3332,7 @@ firenormal:
//
static void P_DoSuperStuff(player_t *player)
{
+ mobj_t *spark;
ticcmd_t *cmd = &player->cmd;
if (player->mo->state >= &states[S_PLAY_SUPERTRANS1] && player->mo->state <= &states[S_PLAY_SUPERTRANS9])
return; // don't do anything right now, we're in the middle of transforming!
@@ -3384,19 +3387,32 @@ static void P_DoSuperStuff(player_t *player)
switch (player->skin)
{
case 1: // Golden orange supertails.
- player->mo->color = SKINCOLOR_TSUPER1 + (leveltime/2) % 5;
+ if (leveltime % 9 < 5)
+ player->mo->color = SKINCOLOR_TSUPER1 + leveltime % 9;
+ else
+ player->mo->color = SKINCOLOR_TSUPER1 + 9 - leveltime % 9;
break;
case 2: // Pink superknux.
- player->mo->color = SKINCOLOR_KSUPER1 + (leveltime/2) % 5;
+ if (leveltime % 9 < 5)
+ player->mo->color = SKINCOLOR_KSUPER1 + leveltime % 9;
+ else
+ player->mo->color = SKINCOLOR_KSUPER1 + 9 - leveltime % 9;
break;
default: // Yousa yellow now!
- player->mo->color = SKINCOLOR_SUPER1 + (leveltime/2) % 5;
+ if (leveltime % 9 < 5)
+ player->mo->color = SKINCOLOR_SUPER1 + leveltime % 9;
+ else
+ player->mo->color = SKINCOLOR_SUPER1 + 9 - leveltime % 9;
break;
}
if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->pflags & (PF_CARRIED|PF_ROPEHANG|PF_ITEMHANG|PF_MACESPIN))
&& !(leveltime % TICRATE) && (player->mo->momx || player->mo->momy))
- P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK);
+ {
+ spark = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK);
+ spark->destscale = player->mo->scale;
+ P_SetScale(spark, player->mo->scale);
+ }
G_GhostAddColor(GHC_SUPER);
@@ -7780,24 +7796,24 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
angle_t angle = 0, focusangle = 0, focusaiming = 0;
fixed_t x, y, z, dist, checkdist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight;
INT32 camrotate;
- boolean camstill, forceon = false, cameranoclip;
+ boolean camstill, cameranoclip;
mobj_t *mo;
subsector_t *newsubsec;
fixed_t f1, f2;
cameranoclip = (player->pflags & (PF_NOCLIP|PF_NIGHTSMODE)) || (player->mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!!
- if (player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD)
- forceon = true;
+ if (!(player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD))
+ {
+ if (player->spectator) // force cam off for spectators
+ return true;
- if (!forceon && player->spectator) // force cam off for spectators
- return true;
+ if (!cv_chasecam.value && thiscam == &camera)
+ return true;
- if (!forceon && !cv_chasecam.value && thiscam == &camera)
- return true;
-
- if (!forceon && !cv_chasecam2.value && thiscam == &camera2)
- return true;
+ if (!cv_chasecam2.value && thiscam == &camera2)
+ return true;
+ }
if (!thiscam->chase && !resetcalled)
{
@@ -8096,6 +8112,8 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
+ BMBOUNDFIX(xl, xh, yl, yh);
+
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
{
@@ -9087,7 +9105,7 @@ void P_PlayerAfterThink(player_t *player)
{
ticcmd_t *cmd;
INT32 oldweapon = player->currentweapon;
- camera_t *thiscam;
+ camera_t *thiscam = NULL; // if not one of the displayed players, just don't bother
#ifdef PARANOIA
if (!player->mo)
@@ -9101,7 +9119,7 @@ void P_PlayerAfterThink(player_t *player)
if (splitscreen && player == &players[secondarydisplayplayer])
thiscam = &camera2;
- else
+ else if (player == &players[displayplayer])
thiscam = &camera;
if (player->playerstate == PST_DEAD)
@@ -9109,7 +9127,7 @@ void P_PlayerAfterThink(player_t *player)
// camera may still move when guy is dead
//if (!netgame)
{
- if (((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[displayplayer]) && thiscam->chase)
+ if (thiscam && thiscam->chase)
P_MoveChaseCamera(player, thiscam, false);
}
return;
@@ -9364,7 +9382,7 @@ void P_PlayerAfterThink(player_t *player)
}
}
- if ((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[displayplayer])
+ if (thiscam)
{
if (!thiscam->chase) // bob view only if looking through the player's eyes
{
diff --git a/src/r_bsp.c b/src/r_bsp.c
index e967e28c..fb25b8e4 100644
--- a/src/r_bsp.c
+++ b/src/r_bsp.c
@@ -978,11 +978,12 @@ static void R_Subsector(size_t num)
polysec->floorpic_angle-po->angle,
NULL,
NULL);
- ffloor[numffloors].plane->polyobj = po;
+ //ffloor[numffloors].plane->polyobj = po;
ffloor[numffloors].height = polysec->floorheight;
ffloor[numffloors].polyobj = po;
// ffloor[numffloors].ffloor = rover;
+ po->visplane = ffloor[numffloors].plane;
numffloors++;
}
@@ -1014,11 +1015,12 @@ static void R_Subsector(size_t num)
ffloor[numffloors].plane = R_FindPlane(polysec->ceilingheight, polysec->ceilingpic,
polysec->lightlevel, xoff, yoff, polysec->ceilingpic_angle-po->angle,
NULL, NULL);
- ffloor[numffloors].plane->polyobj = po;
+ //ffloor[numffloors].plane->polyobj = po;
ffloor[numffloors].polyobj = po;
ffloor[numffloors].height = polysec->ceilingheight;
// ffloor[numffloors].ffloor = rover;
+ po->visplane = ffloor[numffloors].plane;
numffloors++;
}
diff --git a/src/r_main.c b/src/r_main.c
index ffd4d5d5..1edcb815 100644
--- a/src/r_main.c
+++ b/src/r_main.c
@@ -1026,34 +1026,31 @@ void R_SetupFrame(player_t *player, boolean skybox)
{
INT32 dy = 0;
camera_t *thiscam;
- boolean forcechase = false;
+ boolean chasecam = false;
if (splitscreen && player == &players[secondarydisplayplayer]
&& player != &players[consoleplayer])
{
thiscam = &camera2;
+ chasecam = (cv_chasecam2.value != 0);
}
else
+ {
thiscam = &camera;
+ chasecam = (cv_chasecam.value != 0);
+ }
if (player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD)
- forcechase = true;
+ chasecam = true; // force chasecam on
+ else if (player->spectator) // no spectator chasecam
+ chasecam = false; // force chasecam off
- if (!forcechase && player->spectator) // no spectator chasecam
- thiscam->chase = false;
- else if ((cv_chasecam.value || forcechase) && !player->spectator && thiscam == &camera && !thiscam->chase)
+ if (chasecam && !thiscam->chase)
{
- P_ResetCamera(player, &camera);
+ P_ResetCamera(player, thiscam);
thiscam->chase = true;
}
- else if ((cv_chasecam2.value || forcechase) && !player->spectator && thiscam == &camera2 && !thiscam->chase)
- {
- P_ResetCamera(player, &camera2);
- thiscam->chase = true;
- }
- else if (!(cv_chasecam.value || forcechase) && thiscam == &camera)
- thiscam->chase = false;
- else if (!(cv_chasecam2.value || forcechase) && thiscam == &camera2)
+ else if (!chasecam)
thiscam->chase = false;
viewsky = !skybox;
@@ -1066,9 +1063,7 @@ void R_SetupFrame(player_t *player, boolean skybox)
aimingangle = player->awayviewaiming;
viewangle = viewmobj->angle;
}
- else if (!player->spectator && (forcechase
- || (cv_chasecam.value && thiscam == &camera)
- || (cv_chasecam2.value && thiscam == &camera2)))
+ else if (!player->spectator && chasecam)
// use outside cam view
{
viewmobj = NULL;
@@ -1105,8 +1100,7 @@ void R_SetupFrame(player_t *player, boolean skybox)
viewplayer = player;
- if ((forcechase || (cv_chasecam.value && thiscam == &camera) || (cv_chasecam2.value && thiscam == &camera2))
- && !player->awayviewtics && !player->spectator)
+ if (chasecam && !player->awayviewtics && !player->spectator)
{
viewx = thiscam->x;
viewy = thiscam->y;
diff --git a/src/r_things.c b/src/r_things.c
index 9a8b1319..f1b2e719 100644
--- a/src/r_things.c
+++ b/src/r_things.c
@@ -1546,23 +1546,12 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
// If a limit exists, handle things a tiny bit different.
if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
{
- if (!players[displayplayer].mo)
- return; // Draw nothing if no player.
- // todo: is this really the best option for this situation?
-
for (thing = sec->thinglist; thing; thing = thing->snext)
{
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
continue;
- approx_dist = P_AproxDistance(
- players[displayplayer].mo->x - thing->x,
- players[displayplayer].mo->y - thing->y);
-
- if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
- approx_dist = P_AproxDistance(
- players[secondarydisplayplayer].mo->x - thing->x,
- players[secondarydisplayplayer].mo->y - thing->y);
+ approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
if (approx_dist <= limit_dist)
R_ProjectSprite(thing);
@@ -1579,23 +1568,12 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
// Someone seriously wants infinite draw distance for precipitation?
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
{
- if (!players[displayplayer].mo)
- return; // Draw nothing if no player.
- // todo: is this really the best option for this situation?
-
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
{
if (precipthing->precipflags & PCF_INVISIBLE)
continue;
- approx_dist = P_AproxDistance(
- players[displayplayer].mo->x - precipthing->x,
- players[displayplayer].mo->y - precipthing->y);
-
- if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
- approx_dist = P_AproxDistance(
- players[secondarydisplayplayer].mo->x - precipthing->x,
- players[secondarydisplayplayer].mo->y - precipthing->y);
+ approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
if (approx_dist <= limit_dist)
R_ProjectPrecipitationSprite(precipthing);
@@ -1704,6 +1682,19 @@ static void R_CreateDrawNodes(void)
}
if (ds->maskedtexturecol)
{
+#ifdef POLYOBJECTS_PLANES
+ // Check for a polyobject plane, but only if this is a front line
+ if (ds->curline->polyseg && ds->curline->polyseg->visplane && !ds->curline->side) {
+ // Put it in!
+
+ entry = R_CreateDrawNode(&nodehead);
+ entry->plane = ds->curline->polyseg->visplane;
+ entry->seg = ds;
+ ds->curline->polyseg->visplane->polyobj = ds->curline->polyseg;
+ ds->curline->polyseg->visplane = NULL;
+ }
+#endif
+
entry = R_CreateDrawNode(&nodehead);
entry->seg = ds;
}
@@ -1720,7 +1711,7 @@ static void R_CreateDrawNodes(void)
plane = ds->ffloorplanes[p];
R_PlaneBounds(plane);
- if (plane->low < con_clipviewtop || plane->high > vid.height || plane->high > plane->low)
+ if (plane->low < con_clipviewtop || plane->high > vid.height || plane->high > plane->low || plane->polyobj)
{
ds->ffloorplanes[p] = NULL;
continue;
@@ -1831,7 +1822,7 @@ static void R_CreateDrawNodes(void)
}
else if (r2->seg)
{
-#ifdef POLYOBJECTS_PLANES
+#if 0 //#ifdef POLYOBJECTS_PLANES
if (r2->seg->curline->polyseg && rover->mobj && P_MobjInsidePolyobj(r2->seg->curline->polyseg, rover->mobj)) {
// Determine if we need to sort in front of the polyobj, based on the planes. This fixes the issue where
// polyobject planes render above the object standing on them. (A bit hacky... but it works.) -Red
diff --git a/src/sdl/SDL_icon.xpm b/src/sdl/SDL_icon.xpm
index 70bb02d3..cf72960d 100644
--- a/src/sdl/SDL_icon.xpm
+++ b/src/sdl/SDL_icon.xpm
@@ -1,80 +1,425 @@
/* XPM */
-static const char * SDL_icon_xpm[] = {
-"32 32 45 1",
-" c None",
-". c #6B6BFF",
-"+ c #3D00B9",
-"@ c #4848FF",
-"# c #2525FF",
-"$ c #310096",
-"% c #003196",
-"& c #003DB9",
-"* c #620096",
-"= c #6E6E6E",
-"- c #966200",
-"; c #250073",
-"> c #626262",
-", c #FF8F6B",
-"' c #FFC66B",
-") c #FFAB8E",
-"! c #000080",
-"~ c #B6B6B6",
-"{ c #929292",
-"] c #FFD48E",
-"^ c #0000B9",
-"/ c #565656",
-"( c #868686",
-"_ c #808080",
-": c #C0C0C0",
-"< c #DADADA",
-"[ c #F2F2F2",
-"} c #FFFFFF",
-"| c #CECECE",
-"1 c #AAAAAA",
-"2 c #E6E6E6",
-"3 c #000096",
-"4 c #AB8EFF",
-"5 c #190050",
-"6 c #000000",
-"7 c #8E8EFF",
-"8 c #3E3E3E",
-"9 c #7A7A7A",
-"0 c #0E0E0E",
-"a c #9E9E9E",
-"b c #001950",
-"c c #C2C2C2",
-"d c #323232",
-"e c #002573",
-"f c #A0A0A4",
-" ",
-" ",
-" ",
-" .+@##@. ",
-" @@.@#######@ ",
-" @@....######### ",
-" .. .@.....@+##$%%%&&% ",
-" ..@# @@....@+#*=-;%%%%% ",
-" ..@#@......@>,')!%%%$ ",
-" ~..$#.........{])^#+%/ ",
-" +##@.........()^@@@@@_ ",
-" $####@........#=#######+ ",
-" +######....@@##^#########_ ",
-" +#####=:<<:+##############/ ",
-"[<=####{<}}}}|###############= ",
-" }1###=2}}}}}}.############### ",
-" }<3#3~}}}}}}}4################ ",
-" }<5#6:}}}}}}}7################/",
-" }:6861}}}}}}}.########$$ 9 .@$",
-" }:0a6~}}}}}}}@######5b ",
-"22cd262}}}}}}2######5b$ ",
-" 2>1a}}}}}}}{(*###%be## ",
-" 860)1<[22c1)]]+##be### ",
-" ~)]]]))))]]]]]=#bb#### ",
-" )]]]]]]]]](]]=eb$#### ",
-" :]]]]]]]]]'9bbb$##### ",
-" ),'''''( >db+### ",
-" =##f ",
-" { ",
-" ",
-" ",
-" "};
+static char * C:\Repo\srb2\src\sdl\SDL_icon_xpm[] = {
+"32 32 390 2",
+" c None",
+". c #4F4F70",
+"+ c #4D4D87",
+"@ c #4D4D84",
+"# c #4E4E6C",
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+"{ c #6060AC",
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+" s t u v _ f d d d w x y z A B C D E F G H I J K L ",
+" M N O _ c e d d d _ P Q R S T U V W X Y Z ` ... ",
+" +.@.#.$.d d d d %.&._ *.=.-.;.>.,.'.).!.~. ",
+" {.].^./.(.d d _.$.:._ <.[.}.|.1.2.3.4.5. ",
+" 6.7.7.4 8.e : w 9.0.a.b.c.2 d.e.f.g.h.i.j.k. ",
+" l.m.n.o.p.q.r.s.t.u.v.w.x.y.z.o o z.A.B./.b C.D. ",
+" E.F.G.].o H.z.I.J.K.L.M.N.O.P.o o o Q.R.S._.b B.T. ",
+" U.V.W.X.f.f.7.Y.Z.`. + + +.+++].o o o.n z.q.@+#+$+%+ ",
+" &+ +*+=+].o -+;+>+ + + + +,+'+H.o o o o o H.)+o !+~+{+ ",
+" ]+ +^+/+H.o.(+_+ + + + + +:+<+z.o o o o o o o 7.n H.[+}+ ",
+" |+ +1+2+3+4+5+6+ + + + + +7+8+H.o o f.9+f.9+f.F 0+a+b+o.c+ ",
+" &+ +d+e+f+g+h+i+ + + + + +j+k+].f.9+l+m+n+o+p+q+r+s+t+u+v+ ",
+" w+ +x+y+z+A+B+C+ + + + + +D+E+9+F+G+H+I+J+K+L+M+N+O+ ",
+" P+Q+R+S+T+U+V+W+ + + + +X+Y+Z+`+ @I+J+Z .@+@E. ",
+" @@#@$@%@&@*@=@-@;@>@,@'@)@!@~@{@]@^@I+/@(@_@ ",
+" :@<@[@}@|@1@2@3@4@5@6@7@8@9@0@L+a@b@c@d@e@ ",
+" f@g@h@i@i@j@k@l@|@m@n@o@p@q@r@s@t@u@p v@ ",
+" w@x@y@z@A@B@i@C@D@E@F@G@H@I@L+J@K@L@p M@ ",
+" N@O@P@Q@R@S@T@U@V@W@X@Y@Z@Y@`@ #.#p +# ",
+" @###$#%#*#=#-#;#>#,#'#)#!#~#{#]# ",
+" ^#/# ",
+" ",
+" ",
+" ",
+" "};
diff --git a/src/sdl/Srb2SDL.ico b/src/sdl/Srb2SDL.ico
index 5ab791af..700276fd 100644
Binary files a/src/sdl/Srb2SDL.ico and b/src/sdl/Srb2SDL.ico differ
diff --git a/src/sdl/i_system.c b/src/sdl/i_system.c
index fa09dc34..66e1ece1 100644
--- a/src/sdl/i_system.c
+++ b/src/sdl/i_system.c
@@ -2759,8 +2759,8 @@ static const char *locateWad(void)
if (isWadPathOk(returnWadPath))
return NULL;
#endif
-
-
+
+
#ifdef CMAKECONFIG
#ifndef NDEBUG
I_OutputMsg(","CMAKE_ASSETS_DIR);
@@ -2771,7 +2771,7 @@ static const char *locateWad(void)
}
#endif
#endif
-
+
#ifdef __APPLE__
OSX_GetResourcesPath(returnWadPath);
I_OutputMsg(",%s", returnWadPath);
@@ -2779,7 +2779,7 @@ static const char *locateWad(void)
{
return returnWadPath;
}
-
+
#endif
// examine default dirs
diff --git a/src/sdl12/SDL_icon.xpm b/src/sdl12/SDL_icon.xpm
index 70bb02d3..cf72960d 100644
--- a/src/sdl12/SDL_icon.xpm
+++ b/src/sdl12/SDL_icon.xpm
@@ -1,80 +1,425 @@
/* XPM */
-static const char * SDL_icon_xpm[] = {
-"32 32 45 1",
-" c None",
-". c #6B6BFF",
-"+ c #3D00B9",
-"@ c #4848FF",
-"# c #2525FF",
-"$ c #310096",
-"% c #003196",
-"& c #003DB9",
-"* c #620096",
-"= c #6E6E6E",
-"- c #966200",
-"; c #250073",
-"> c #626262",
-", c #FF8F6B",
-"' c #FFC66B",
-") c #FFAB8E",
-"! c #000080",
-"~ c #B6B6B6",
-"{ c #929292",
-"] c #FFD48E",
-"^ c #0000B9",
-"/ c #565656",
-"( c #868686",
-"_ c #808080",
-": c #C0C0C0",
-"< c #DADADA",
-"[ c #F2F2F2",
-"} c #FFFFFF",
-"| c #CECECE",
-"1 c #AAAAAA",
-"2 c #E6E6E6",
-"3 c #000096",
-"4 c #AB8EFF",
-"5 c #190050",
-"6 c #000000",
-"7 c #8E8EFF",
-"8 c #3E3E3E",
-"9 c #7A7A7A",
-"0 c #0E0E0E",
-"a c #9E9E9E",
-"b c #001950",
-"c c #C2C2C2",
-"d c #323232",
-"e c #002573",
-"f c #A0A0A4",
-" ",
-" ",
-" ",
-" .+@##@. ",
-" @@.@#######@ ",
-" @@....######### ",
-" .. .@.....@+##$%%%&&% ",
-" ..@# @@....@+#*=-;%%%%% ",
-" ..@#@......@>,')!%%%$ ",
-" ~..$#.........{])^#+%/ ",
-" +##@.........()^@@@@@_ ",
-" $####@........#=#######+ ",
-" +######....@@##^#########_ ",
-" +#####=:<<:+##############/ ",
-"[<=####{<}}}}|###############= ",
-" }1###=2}}}}}}.############### ",
-" }<3#3~}}}}}}}4################ ",
-" }<5#6:}}}}}}}7################/",
-" }:6861}}}}}}}.########$$ 9 .@$",
-" }:0a6~}}}}}}}@######5b ",
-"22cd262}}}}}}2######5b$ ",
-" 2>1a}}}}}}}{(*###%be## ",
-" 860)1<[22c1)]]+##be### ",
-" ~)]]]))))]]]]]=#bb#### ",
-" )]]]]]]]]](]]=eb$#### ",
-" :]]]]]]]]]'9bbb$##### ",
-" ),'''''( >db+### ",
-" =##f ",
-" { ",
-" ",
-" ",
-" "};
+static char * C:\Repo\srb2\src\sdl\SDL_icon_xpm[] = {
+"32 32 390 2",
+" c None",
+". c #4F4F70",
+"+ c #4D4D87",
+"@ c #4D4D84",
+"# c #4E4E6C",
+"$ c #6C6C95",
+"% c #5E5EB2",
+"& c #6B6BE7",
+"* c #7373F9",
+"= c #7C7CFF",
+"- c #6F70E7",
+"; c #494BB2",
+"> c #4F4FA3",
+", c #6464D4",
+"' c #7979F5",
+") c #5F5FCA",
+"! c #5D5D93",
+"~ c #3A3A9F",
+"{ c #6060AC",
+"] c #777793",
+"^ c #5C5CB3",
+"/ c #7373EA",
+"( c #7A7AFF",
+"_ c #7575FF",
+": c #7979FF",
+"< c #6264DD",
+"[ c #47478C",
+"} c #564567",
+"| c #4647D0",
+"1 c #5C5CAE",
+"2 c #5E5EFF",
+"3 c #2929FF",
+"4 c #1D1DFF",
+"5 c #1919D1",
+"6 c #4F4F90",
+"7 c #1E1ECE",
+"8 c #5858FF",
+"9 c #6767A8",
+"0 c #4949A0",
+"a c #7070FB",
+"b c #7D7DFF",
+"c c #7777FF",
+"d c #7373FF",
+"e c #7272FF",
+"f c #7878FF",
+"g c #6465D8",
+"h c #363886",
+"i c #9F7655",
+"j c #C89B5C",
+"k c #1D1CB7",
+"l c #3031B1",
+"m c #1919F4",
+"n c #1111FF",
+"o c #1818FF",
+"p c #1B1BFF",
+"q c #1C1CFF",
+"r c #2626B3",
+"s c #1E1EC8",
+"t c #1A1AE8",
+"u c #24249F",
+"v c #2F2FD2",
+"w c #7676FF",
+"x c #6869E2",
+"y c #414290",
+"z c #8C6751",
+"A c #FCBA68",
+"B c #E9BD7D",
+"C c #201EB8",
+"D c #090AB8",
+"E c #1616EB",
+"F c #1818FD",
+"G c #1414EE",
+"H c #1010E1",
+"I c #0E0EE2",
+"J c #0E0EF4",
+"K c #0606B2",
+"L c #7A7A89",
+"M c #0C0C9A",
+"N c #0A0AA7",
+"O c #2424E4",
+"P c #6669E6",
+"Q c #4F4A8F",
+"R c #BF853B",
+"S c #FFD98D",
+"T c #CDAB76",
+"U c #1717C4",
+"V c #0F10BA",
+"W c #0909B6",
+"X c #0505C3",
+"Y c #0000B6",
+"Z c #0000BE",
+"` c #0000AD",
+" . c #1D1D83",
+".. c #63638E",
+"+. c #090975",
+"@. c #1414F3",
+"#. c #5B5BFF",
+"$. c #7B7BFF",
+"%. c #7070FF",
+"&. c #6E6EFF",
+"*. c #7172F6",
+"=. c #625DAF",
+"-. c #BA9E6C",
+";. c #887167",
+">. c #090DF2",
+",. c #1313BE",
+"'. c #000085",
+"). c #0000AC",
+"!. c #0202AA",
+"~. c #242488",
+"{. c #1414C7",
+"]. c #1717FF",
+"^. c #5959FF",
+"/. c #7F7FFF",
+"(. c #7474FF",
+"_. c #7171FF",
+":. c #8686FF",
+"<. c #7574FF",
+"[. c #797CFF",
+"}. c #5756B8",
+"|. c #1C19A4",
+"1. c #1617FF",
+"2. c #1212BD",
+"3. c #040485",
+"4. c #0707A4",
+"5. c #1B1B71",
+"6. c #373797",
+"7. c #1616FF",
+"8. c #5050FF",
+"9. c #8080FF",
+"0. c #AAAAFF",
+"a. c #AEAEF6",
+"b. c #8A8AEF",
+"c. c #6969FB",
+"d. c #2728FF",
+"e. c #1314FF",
+"f. c #1919FF",
+"g. c #1313E8",
+"h. c #1F1FF4",
+"i. c #5454FF",
+"j. c #6D6DF0",
+"k. c #6868B5",
+"l. c #0B0BB8",
+"m. c #1212C5",
+"n. c #1616FC",
+"o. c #1515FF",
+"p. c #1212FF",
+"q. c #2323FF",
+"r. c #3636FF",
+"s. c #4040FF",
+"t. c #4343F9",
+"u. c #5D5DB8",
+"v. c #7F7F92",
+"w. c #878793",
+"x. c #4B4B94",
+"y. c #0B0CE2",
+"z. c #1313FF",
+"A. c #4C4CFF",
+"B. c #8282FF",
+"C. c #7171ED",
+"D. c #636394",
+"E. c #575785",
+"F. c #A9A99C",
+"G. c #1414BC",
+"H. c #1414FF",
+"I. c #0707FD",
+"J. c #2525AA",
+"K. c #A8A8A4",
+"L. c #EBEBE2",
+"M. c #F9F9F2",
+"N. c #E1E1CC",
+"O. c #4D4D9F",
+"P. c #0B0BF7",
+"Q. c #2121FF",
+"R. c #3232FF",
+"S. c #5555FF",
+"T. c #6161B4",
+"U. c #B5B5B2",
+"V. c #FFFFF8",
+"W. c #4F4F9A",
+"X. c #0B0BF5",
+"Y. c #1616C5",
+"Z. c #A8A8A1",
+"`. c #FFFFFC",
+" + c #FFFFFF",
+".+ c #C0C0C4",
+"++ c #1212D4",
+"@+ c #4444FF",
+"#+ c #6464FF",
+"$+ c #8383FF",
+"%+ c #6767C3",
+"&+ c #E4E4E4",
+"*+ c #9494AE",
+"=+ c #0808DF",
+"-+ c #0D0DF2",
+";+ c #61619A",
+">+ c #F1F1E0",
+",+ c #E8E8DD",
+"'+ c #2424BB",
+")+ c #1010FF",
+"!+ c #3434FF",
+"~+ c #6161FF",
+"{+ c #6969D2",
+"]+ c #EFEFF0",
+"^+ c #C2C2BA",
+"/+ c #1010B6",
+"(+ c #0909AC",
+"_+ c #A4A49A",
+":+ c #EAEADE",
+"<+ c #2525B8",
+"[+ c #2F2FFF",
+"}+ c #3C3CB5",
+"|+ c #EEEEEE",
+"1+ c #BBBBAD",
+"2+ c #0B0B56",
+"3+ c #0B0BFC",
+"4+ c #1212EF",
+"5+ c #0C0C3E",
+"6+ c #919187",
+"7+ c #DEDED6",
+"8+ c #1F1FC0",
+"9+ c #1A1AFF",
+"0+ c #1717FA",
+"a+ c #1515F8",
+"b+ c #1111FC",
+"c+ c #494992",
+"d+ c #999998",
+"e+ c #3E3E3B",
+"f+ c #3C3C99",
+"g+ c #535397",
+"h+ c #5A5A4D",
+"i+ c #6F6F70",
+"j+ c #BFBFC9",
+"k+ c #1111D6",
+"l+ c #1515F1",
+"m+ c #0F0FE2",
+"n+ c #0D0DD9",
+"o+ c #0909CD",
+"p+ c #0808C7",
+"q+ c #0505C7",
+"r+ c #0303CB",
+"s+ c #0101C0",
+"t+ c #0202AF",
+"u+ c #0606AC",
+"v+ c #121283",
+"w+ c #BBBBBB",
+"x+ c #BEBEBE",
+"y+ c #2F2F2E",
+"z+ c #C7C8BB",
+"A+ c #D8DAD1",
+"B+ c #272828",
+"C+ c #929292",
+"D+ c #8688C7",
+"E+ c #0506F6",
+"F+ c #1616F5",
+"G+ c #0B0BD3",
+"H+ c #0202B6",
+"I+ c #0000AF",
+"J+ c #0000B4",
+"K+ c #0000BD",
+"L+ c #0000BB",
+"M+ c #00009E",
+"N+ c #2C2C7E",
+"O+ c #6A6A8B",
+"P+ c #959595",
+"Q+ c #F0F0F1",
+"R+ c #E1E1E1",
+"S+ c #8C8E90",
+"T+ c #BEBEBF",
+"U+ c #C9C7C5",
+"V+ c #939699",
+"W+ c #E7EAED",
+"X+ c #CBCBC7",
+"Y+ c #413B9B",
+"Z+ c #0607DD",
+"`+ c #0C0CE2",
+" @ c #0303B9",
+".@ c #0000A8",
+"+@ c #181888",
+"@@ c #6A6A6A",
+"#@ c #626263",
+"$@ c #4B4B4C",
+"%@ c #3E3B36",
+"&@ c #9B805C",
+"*@ c #D9B07D",
+"=@ c #C9AE89",
+"-@ c #B9AF9E",
+";@ c #C7C5C4",
+">@ c #CBCCCF",
+",@ c #C7C6C6",
+"'@ c #AEA59A",
+")@ c #B69974",
+"!@ c #D8B87F",
+"~@ c #9B8272",
+"{@ c #0E0B9B",
+"]@ c #0000B7",
+"^@ c #0000B8",
+"/@ c #000082",
+"(@ c #00007A",
+"_@ c #636379",
+":@ c #62533E",
+"<@ c #B59B6C",
+"[@ c #DEB07B",
+"}@ c #FECC90",
+"|@ c #FFCE92",
+"1@ c #FEC98C",
+"2@ c #F1BD82",
+"3@ c #D1A979",
+"4@ c #BC9E73",
+"5@ c #CCA777",
+"6@ c #EAB980",
+"7@ c #FFCD90",
+"8@ c #FFD595",
+"9@ c #FDD782",
+"0@ c #413678",
+"a@ c #0000AE",
+"b@ c #000077",
+"c@ c #010193",
+"d@ c #0C0CE4",
+"e@ c #38389E",
+"f@ c #EEC585",
+"g@ c #FFDA9D",
+"h@ c #FFC992",
+"i@ c #FFC88F",
+"j@ c #FFC990",
+"k@ c #FFCE93",
+"l@ c #FFD094",
+"m@ c #FFCC92",
+"n@ c #C9A174",
+"o@ c #EDBD88",
+"p@ c #FAD287",
+"q@ c #3A2F7F",
+"r@ c #0000BA",
+"s@ c #0000B0",
+"t@ c #0101B2",
+"u@ c #1111ED",
+"v@ c #1919C1",
+"w@ c #95887C",
+"x@ c #DCAC6E",
+"y@ c #FFD393",
+"z@ c #FFCD94",
+"A@ c #FFCA93",
+"B@ c #FFC991",
+"C@ c #FFC78E",
+"D@ c #FFCB91",
+"E@ c #E0B581",
+"F@ c #BB9A6F",
+"G@ c #FFDC97",
+"H@ c #C1A173",
+"I@ c #0E0B9A",
+"J@ c #0000B5",
+"K@ c #0101B6",
+"L@ c #1010E0",
+"M@ c #1616EC",
+"N@ c #A68156",
+"O@ c #E7AC6B",
+"P@ c #FFC582",
+"Q@ c #FFCF8F",
+"R@ c #FFD195",
+"S@ c #FFD296",
+"T@ c #FFD396",
+"U@ c #FFD193",
+"V@ c #FFD28F",
+"W@ c #D2A96B",
+"X@ c #2F2482",
+"Y@ c #0000C1",
+"Z@ c #0000C0",
+"`@ c #0000BF",
+" # c #0101BF",
+".# c #1212F0",
+"+# c #767698",
+"@# c #9C866E",
+"## c #A9865D",
+"$# c #C0915D",
+"%# c #C89760",
+" c #C29360",
+"*# c #AD8A61",
+"=# c #9D8971",
+"-# c #7F7A7A",
+";# c #70708F",
+"># c #6F6F91",
+",# c #575788",
+"'# c #464687",
+")# c #2F2F87",
+"!# c #15158F",
+"~# c #0101A8",
+"{# c #1313FB",
+"]# c #57579F",
+"^# c #343487",
+"/# c #434388",
+" ",
+" ",
+" ",
+" . + @ # ",
+" $ % & * = - ; > , ' ) ! ",
+" ~ { ] ^ / = ( _ : < [ } | 1 2 3 4 5 6 ",
+" 7 8 9 0 a b c d e f g h i j k l m n o p q r ",
+" s t u v _ f d d d w x y z A B C D E F G H I J K L ",
+" M N O _ c e d d d _ P Q R S T U V W X Y Z ` ... ",
+" +.@.#.$.d d d d %.&._ *.=.-.;.>.,.'.).!.~. ",
+" {.].^./.(.d d _.$.:._ <.[.}.|.1.2.3.4.5. ",
+" 6.7.7.4 8.e : w 9.0.a.b.c.2 d.e.f.g.h.i.j.k. ",
+" l.m.n.o.p.q.r.s.t.u.v.w.x.y.z.o o z.A.B./.b C.D. ",
+" E.F.G.].o H.z.I.J.K.L.M.N.O.P.o o o Q.R.S._.b B.T. ",
+" U.V.W.X.f.f.7.Y.Z.`. + + +.+++].o o o.n z.q.@+#+$+%+ ",
+" &+ +*+=+].o -+;+>+ + + + +,+'+H.o o o o o H.)+o !+~+{+ ",
+" ]+ +^+/+H.o.(+_+ + + + + +:+<+z.o o o o o o o 7.n H.[+}+ ",
+" |+ +1+2+3+4+5+6+ + + + + +7+8+H.o o f.9+f.9+f.F 0+a+b+o.c+ ",
+" &+ +d+e+f+g+h+i+ + + + + +j+k+].f.9+l+m+n+o+p+q+r+s+t+u+v+ ",
+" w+ +x+y+z+A+B+C+ + + + + +D+E+9+F+G+H+I+J+K+L+M+N+O+ ",
+" P+Q+R+S+T+U+V+W+ + + + +X+Y+Z+`+ @I+J+Z .@+@E. ",
+" @@#@$@%@&@*@=@-@;@>@,@'@)@!@~@{@]@^@I+/@(@_@ ",
+" :@<@[@}@|@1@2@3@4@5@6@7@8@9@0@L+a@b@c@d@e@ ",
+" f@g@h@i@i@j@k@l@|@m@n@o@p@q@r@s@t@u@p v@ ",
+" w@x@y@z@A@B@i@C@D@E@F@G@H@I@L+J@K@L@p M@ ",
+" N@O@P@Q@R@S@T@U@V@W@X@Y@Z@Y@`@ #.#p +# ",
+" @###$#%#*#=#-#;#>#,#'#)#!#~#{#]# ",
+" ^#/# ",
+" ",
+" ",
+" ",
+" "};
diff --git a/src/sdl12/Srb2SDL.ico b/src/sdl12/Srb2SDL.ico
index 5ab791af..700276fd 100644
Binary files a/src/sdl12/Srb2SDL.ico and b/src/sdl12/Srb2SDL.ico differ
diff --git a/src/st_stuff.c b/src/st_stuff.c
index a9bdacf7..6e19b92f 100644
--- a/src/st_stuff.c
+++ b/src/st_stuff.c
@@ -1590,7 +1590,7 @@ static void ST_drawSpecialStageHUD(void)
if (sstimer)
{
V_DrawString(hudinfo[HUD_TIMELEFT].x, STRINGY(hudinfo[HUD_TIMELEFT].y), V_HUDTRANS, M_GetText("TIME LEFT"));
- ST_DrawNightsOverlayNum(SCX(hudinfo[HUD_TIMELEFTNUM].x), SCY(hudinfo[HUD_TIMELEFTNUM].y), V_HUDTRANS, sstimer/TICRATE, tallnum, SKINCOLOR_WHITE);
+ ST_DrawNumFromHud(HUD_TIMELEFTNUM, sstimer/TICRATE);
}
else
ST_DrawPatchFromHud(HUD_TIMEUP, timeup);
diff --git a/src/w_wad.c b/src/w_wad.c
index 79ed1f47..9d6a11fb 100644
--- a/src/w_wad.c
+++ b/src/w_wad.c
@@ -413,6 +413,7 @@ UINT16 W_LoadWadFile(const char *filename)
lump_p->disksize -= 4;
}
else lump_p->compressed = 0;
+ memset(lump_p->name, 0x00, 9);
strncpy(lump_p->name, fileinfo->name, 8);
}
free(fileinfov);
diff --git a/src/win32/Srb2win.ico b/src/win32/Srb2win.ico
index e369735e..700276fd 100644
Binary files a/src/win32/Srb2win.ico and b/src/win32/Srb2win.ico differ
diff --git a/src/win32ce/Srb2win.ico b/src/win32ce/Srb2win.ico
index 0036a827..700276fd 100644
Binary files a/src/win32ce/Srb2win.ico and b/src/win32ce/Srb2win.ico differ