Merge branch 'next' into public_next

This commit is contained in:
Monster Iestyn 2017-06-23 16:57:01 +01:00
commit fc7aeb2685
13 changed files with 335 additions and 168 deletions

View file

@ -47,7 +47,7 @@ before_build:
- upx -V
- ccache -V
- ccache -s
- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC63=1 CCACHE=1
- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC63=1 CCACHE=1 NOOBJDUMP=1
build_script:
- cmd: mingw32-make.exe %SRB2_MFLAGS% %CONFIGURATION%=1 clean

View file

@ -3971,7 +3971,7 @@ FILESTAMP
if (client)
{
INT32 i;
for (i = 0; i < MAXNETNODES; i++)
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
playerpingtable[i] = (tic_t)netbuffer->u.pingtable[i];
}
@ -4529,8 +4529,8 @@ static inline void PingUpdate(void)
}
//send out our ping packets
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
for (i = 0; i < MAXNETNODES; i++)
if (nodeingame[i])
HSendPacket(i, true, 0, sizeof(INT32) * MAXPLAYERS);
pingmeasurecount = 1; //Reset count
@ -4560,20 +4560,15 @@ void NetUpdate(void)
gametime = nowtime;
if (!(gametime % 255) && netgame && server)
{
#ifdef NEWPING
PingUpdate();
#endif
}
#ifdef NEWPING
if (server)
{
if (netgame && !(gametime % 255))
PingUpdate();
// update node latency values so we can take an average later.
for (i = 0; i < MAXNETNODES; i++)
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
realpingtable[i] += G_TicsToMilliseconds(GetLag(i));
realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
pingmeasurecount++;
}
#endif

View file

@ -498,4 +498,8 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// \note You should leave this enabled unless you're working with a future SRB2 version.
#define MUSICSLOT_COMPATIBILITY
/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
//#define SECTORSPECIALSAFTERTHINK
#endif // __DOOMDEF__

View file

@ -2288,6 +2288,9 @@ void G_SpawnPlayer(INT32 playernum, boolean starpost)
if (starpost) //Don't even bother with looking for a place to spawn.
{
P_MovePlayerToStarpost(playernum);
#ifdef HAVE_BLUA
LUAh_PlayerSpawn(&players[playernum]); // Lua hook for player spawning :)
#endif
return;
}
@ -3872,7 +3875,7 @@ void G_GhostAddColor(ghostcolor_t color)
ghostext.color = (UINT8)color;
}
void G_GhostAddScale(UINT16 scale)
void G_GhostAddScale(fixed_t scale)
{
if (!demorecording || !(demoflags & DF_GHOST))
return;

View file

@ -139,7 +139,7 @@ void G_GhostAddSpin(void);
void G_GhostAddRev(void);
void G_GhostAddColor(ghostcolor_t color);
void G_GhostAddFlip(void);
void G_GhostAddScale(UINT16 scale);
void G_GhostAddScale(fixed_t scale);
void G_GhostAddHit(mobj_t *victim);
void G_WriteGhostTic(mobj_t *ghost);
void G_ConsGhostTic(void);

View file

@ -1084,9 +1084,9 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum,
float endheight = 0.0f, endbheight = 0.0f;
fixed_t v1x = FLOAT_TO_FIXED(wallVerts[0].x);
fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].y);
fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].z); // not a typo
fixed_t v2x = FLOAT_TO_FIXED(wallVerts[1].x);
fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].y);
fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].z); // not a typo
// compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly
// use this as a temp var to store P_GetZAt's return value each time
fixed_t temp;
@ -3722,6 +3722,9 @@ static void HWR_Subsector(size_t num)
while (count--)
{
#ifdef POLYOBJECTS
if (!line->polyseg) // ignore segs that belong to polyobjects
#endif
HWR_AddLine(line);
line++;
}

View file

@ -244,6 +244,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
#define pglMaterialfv glMaterialfv
/* Raster functions */
#define pglPixelStorei glPixelStorei
#define pglReadPixels glReadPixels
/* Texture mapping */
@ -262,15 +263,8 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
/* texture mapping */ //GL_EXT_copy_texture
#ifndef KOS_GL_COMPATIBILITY
#define pglCopyTexImage2D glCopyTexImage2D
#endif
/* GLU functions */
#define pgluBuild2DMipmaps gluBuild2DMipmaps
#endif
#ifndef MINI_GL_COMPATIBILITY
/* 1.3 functions for multitexturing */
#define pglActiveTexture glActiveTexture
#define pglMultiTexCoord2f glMultiTexCoord2f
#endif
#else //!STATIC_OPENGL
/* 1.0 functions */
@ -365,6 +359,8 @@ typedef void (APIENTRY * PFNglMaterialfv) (GLint face, GLenum pname, GLfloat *pa
static PFNglMaterialfv pglMaterialfv;
/* Raster functions */
typedef void (APIENTRY * PFNglPixelStorei) (GLenum pname, GLint param);
static PFNglPixelStorei pglPixelStorei;
typedef void (APIENTRY * PFNglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
static PFNglReadPixels pglReadPixels;
@ -391,7 +387,7 @@ static PFNglBindTexture pglBindTexture;
/* texture mapping */ //GL_EXT_copy_texture
typedef void (APIENTRY * PFNglCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
static PFNglCopyTexImage2D pglCopyTexImage2D;
#endif
/* GLU functions */
typedef GLint (APIENTRY * PFNgluBuild2DMipmaps) (GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *data);
static PFNgluBuild2DMipmaps pgluBuild2DMipmaps;
@ -403,7 +399,6 @@ static PFNglActiveTexture pglActiveTexture;
typedef void (APIENTRY *PFNglMultiTexCoord2f) (GLenum, GLfloat, GLfloat);
static PFNglMultiTexCoord2f pglMultiTexCoord2f;
#endif
#endif
#ifndef MINI_GL_COMPATIBILITY
/* 1.2 Parms */
@ -494,6 +489,7 @@ boolean SetupGLfunc(void)
GETOPENGLFUNC(pglLightModelfv , glLightModelfv)
GETOPENGLFUNC(pglMaterialfv , glMaterialfv)
GETOPENGLFUNC(pglPixelStorei , glPixelStorei)
GETOPENGLFUNC(pglReadPixels , glReadPixels)
GETOPENGLFUNC(pglTexEnvi , glTexEnvi)
@ -519,35 +515,23 @@ boolean SetupGLfunc(void)
// This has to be done after the context is created so the version number can be obtained
boolean SetupGLFunc13(void)
{
#ifdef MINI_GL_COMPATIBILITY
return false;
#else
const GLubyte *version = pglGetString(GL_VERSION);
int glmajor, glminor;
gl13 = false;
#ifdef MINI_GL_COMPATIBILITY
return false;
#else
#ifdef STATIC_OPENGL
gl13 = true;
#else
// Parse the GL version
if (version != NULL)
{
if (sscanf((const char*)version, "%d.%d", &glmajor, &glminor) == 2)
{
// Look, we gotta prepare for the inevitable arrival of GL 2.0 code...
switch (glmajor)
{
case 1:
if (glminor == 3) gl13 = true;
break;
case 2:
case 3:
case 4:
gl13 = true;
default:
break;
}
if (glmajor == 1 && glminor >= 3)
gl13 = true;
else if (glmajor > 1)
gl13 = true;
}
}
@ -568,9 +552,6 @@ boolean SetupGLFunc13(void)
}
else
DBG_Printf("GL_ARB_multitexture support: disabled\n");
#undef GETOPENGLFUNC
#endif
return true;
#endif
}
@ -897,7 +878,9 @@ EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height,
GLubyte*top = (GLvoid*)dst_data, *bottom = top + dst_stride * (height - 1);
GLubyte *row = malloc(dst_stride);
if (!row) return;
pglPixelStorei(GL_PACK_ALIGNMENT, 1);
pglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, dst_data);
pglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for(i = 0; i < height/2; i++)
{
memcpy(row, top, dst_stride);
@ -913,7 +896,9 @@ EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height,
INT32 j;
GLubyte *image = malloc(width*height*3*sizeof (*image));
if (!image) return;
pglPixelStorei(GL_PACK_ALIGNMENT, 1);
pglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, image);
pglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (i = height-1; i >= 0; i--)
{
for (j = 0; j < width; j++)
@ -1815,13 +1800,11 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value)
min_filter = GL_NEAREST;
#endif
}
#ifndef STATIC_OPENGL
if (!pgluBuild2DMipmaps)
{
MipMap = GL_FALSE;
min_filter = GL_LINEAR;
}
#endif
Flush(); //??? if we want to change filter mode by texture, remove this
break;

View file

@ -2073,6 +2073,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
boolean inAndOut = false;
boolean floortouch = false;
fixed_t bottomheight, topheight;
msecnode_t *node;
for (i = 0; i < MAXPLAYERS; i++)
{
@ -2134,7 +2135,23 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
if ((netgame || multiplayer) && players[j].spectator)
continue;
if (players[j].mo->subsector->sector != targetsec)
if (players[j].mo->subsector->sector == targetsec)
;
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
for (node = players[j].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == targetsec)
{
insector = true;
break;
}
}
if (!insector)
continue;
}
else
continue;
topheight = P_GetSpecialTopZ(players[j].mo, sec, targetsec);
@ -2184,7 +2201,27 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
if ((netgame || multiplayer) && players[i].spectator)
continue;
if (players[i].mo->subsector->sector != sec)
if (players[i].mo->subsector->sector == sec)
;
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == sec)
{
insector = true;
break;
}
}
if (!insector)
continue;
}
else
continue;
if (!(players[i].mo->subsector->sector == sec
|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
continue;
if (floortouch == true && P_IsObjectOnGroundIn(players[i].mo, sec))

View file

@ -2138,10 +2138,18 @@ boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover)
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
&& !(rover->master->flags & ML_BLOCKMONSTERS)
&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > *rover->topheight - FixedMul(16*FRACUNIT, mo->scale)))
return true;
{
fixed_t topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
#endif
*rover->topheight;
if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
&& !(rover->master->flags & ML_BLOCKMONSTERS)
&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > topheight - FixedMul(16*FRACUNIT, mo->scale)))
return true;
}
return false;
}
@ -3076,11 +3084,17 @@ static boolean P_SceneryZMovement(mobj_t *mo)
//
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover)
{
fixed_t topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) :
#endif
*rover->topheight;
if (!(player->pflags & PF_NIGHTSMODE) && !player->homing
&& (((player->charability == CA_SWIM) || player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-*rover->topheight >= player->mo->height)
&& (((player->charability == CA_SWIM) || player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-topheight >= player->mo->height)
&& (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale)
&& !(player->pflags & PF_SLIDING)
&& abs(player->mo->z - *rover->topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
&& abs(player->mo->z - topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
return true;
return false;

View file

@ -2437,73 +2437,81 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
case 414: // Play SFX
{
fixed_t sfxnum;
INT32 sfxnum;
sfxnum = sides[line->sidenum[0]].toptexture; //P_AproxDistance(line->dx, line->dy)>>FRACBITS;
if (line->tag != 0 && line->flags & ML_EFFECT5)
if (sfxnum == sfx_None)
return; // Do nothing!
if (sfxnum < sfx_None || sfxnum >= NUMSFX)
{
sector_t *sec;
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
CONS_Debug(DBG_GAMELOGIC, "Line type 414 Executor: sfx number %d is invalid!\n", sfxnum);
return;
}
if (line->tag != 0) // Do special stuff only if a non-zero linedef tag is set
{
if (line->flags & ML_EFFECT5) // Repeat Midtexture
{
sec = &sectors[secnum];
S_StartSound(&sec->soundorg, sfxnum);
// Additionally play the sound from tagged sectors' soundorgs
sector_t *sec;
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
{
sec = &sectors[secnum];
S_StartSound(&sec->soundorg, sfxnum);
}
}
else if (mo) // A mobj must have triggered the executor
{
// Only trigger if mobj is touching the tag
ffloor_t *rover;
boolean foundit = false;
for(rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
{
if (rover->master->frontsector->tag != line->tag)
continue;
if (mo->z > P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector))
continue;
if (mo->z + mo->height < P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))
continue;
foundit = true;
}
if (mo->subsector->sector->tag == line->tag)
foundit = true;
if (!foundit)
return;
}
}
else if (line->tag != 0 && mo)
if (line->flags & ML_NOCLIMB)
{
// Only trigger if mobj is touching the tag
ffloor_t *rover;
boolean foundit = false;
for(rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
{
if (rover->master->frontsector->tag != line->tag)
continue;
if (mo->z > P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector))
continue;
if (mo->z + mo->height < P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))
continue;
foundit = true;
}
if (mo->subsector->sector->tag == line->tag)
foundit = true;
if (!foundit)
return;
}
if (sfxnum < NUMSFX && sfxnum > sfx_None)
{
if (line->flags & ML_NOCLIMB)
{
// play the sound from nowhere, but only if display player triggered it
if (mo && mo->player && (mo->player == &players[displayplayer] || mo->player == &players[secondarydisplayplayer]))
S_StartSound(NULL, sfxnum);
}
else if (line->flags & ML_EFFECT4)
{
// play the sound from nowhere
// play the sound from nowhere, but only if display player triggered it
if (mo && mo->player && (mo->player == &players[displayplayer] || mo->player == &players[secondarydisplayplayer]))
S_StartSound(NULL, sfxnum);
}
else if (line->flags & ML_BLOCKMONSTERS)
{
// play the sound from calling sector's soundorg
if (callsec)
S_StartSound(&callsec->soundorg, sfxnum);
else if (mo)
S_StartSound(&mo->subsector->sector->soundorg, sfxnum);
}
}
else if (line->flags & ML_EFFECT4)
{
// play the sound from nowhere
S_StartSound(NULL, sfxnum);
}
else if (line->flags & ML_BLOCKMONSTERS)
{
// play the sound from calling sector's soundorg
if (callsec)
S_StartSound(&callsec->soundorg, sfxnum);
else if (mo)
{
// play the sound from mobj that triggered it
S_StartSound(mo, sfxnum);
}
S_StartSound(&mo->subsector->sector->soundorg, sfxnum);
}
else if (mo)
{
// play the sound from mobj that triggered it
S_StartSound(mo, sfxnum);
}
}
break;
@ -3476,7 +3484,7 @@ static boolean P_ThingIsOnThe3DFloor(mobj_t *mo, sector_t *sector, sector_t *tar
//
// Is player standing on the sector's "ground"?
//
static inline boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec)
static boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec)
{
if (mo->eflags & MFE_VERTICALFLIP)
return (mo->z+mo->height == P_GetSpecialTopZ(mo, sec, sec) && sec->flags & SF_FLIPSPECIAL_CEILING);
@ -3611,14 +3619,49 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
{
if (roversector)
{
if (players[i].mo->subsector->sector != roversector)
if (players[i].mo->subsector->sector == roversector)
;
else if (sector->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
msecnode_t *node;
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == roversector)
{
insector = true;
break;
}
}
if (!insector)
goto DoneSection2;
}
else
goto DoneSection2;
if (!P_ThingIsOnThe3DFloor(players[i].mo, sector, roversector))
goto DoneSection2;
}
else
{
if (players[i].mo->subsector->sector != sector)
if (players[i].mo->subsector->sector == sector)
;
else if (sector->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
msecnode_t *node;
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == sector)
{
insector = true;
break;
}
}
if (!insector)
goto DoneSection2;
}
else
goto DoneSection2;
if (special == 3 && !P_MobjReadyToTrigger(players[i].mo, sector))
@ -4369,6 +4412,7 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
{
sector_t *sector;
ffloor_t *rover;
fixed_t topheight, bottomheight;
sector = mo->subsector->sector;
if (!sector->ffloors)
@ -4376,8 +4420,6 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
for (rover = sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!rover->master->frontsector->special)
continue;
@ -4425,6 +4467,8 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
return NULL;
}
#define TELEPORTED (player->mo->subsector->sector != originalsector)
/** Checks if a player is standing on or is inside a 3D floor (e.g. water) and
* applies any specials.
*
@ -4433,12 +4477,12 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
*/
static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
{
sector_t *originalsector = player->mo->subsector->sector;
ffloor_t *rover;
fixed_t topheight, bottomheight;
for (rover = sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!rover->master->frontsector->special)
continue;
@ -4482,7 +4526,10 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
// This FOF has the special we're looking for, but are we allowed to touch it?
if (sector == player->mo->subsector->sector
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
{
P_ProcessSpecialSector(player, rover->master->frontsector, sector);
if TELEPORTED return;
}
}
// Allow sector specials to be applied to polyobjects!
@ -4493,7 +4540,7 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
boolean touching = false;
boolean inside = false;
while(po)
while (po)
{
if (po->flags & POF_NOSPECIALS)
{
@ -4569,6 +4616,7 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
}
P_ProcessSpecialSector(player, polysec, sector);
if TELEPORTED return;
po = (polyobj_t *)(po->link.next);
}
@ -4673,40 +4721,43 @@ static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector)
*/
void P_PlayerInSpecialSector(player_t *player)
{
sector_t *sector;
sector_t *originalsector;
sector_t *loopsector;
msecnode_t *node;
if (!player->mo)
return;
// Do your ->subsector->sector first
sector = player->mo->subsector->sector;
P_PlayerOnSpecial3DFloor(player, sector);
// After P_PlayerOnSpecial3DFloor, recheck if the player is in that sector,
// because the player can be teleported in between these times.
if (sector == player->mo->subsector->sector)
P_RunSpecialSectorCheck(player, sector);
originalsector = player->mo->subsector->sector;
// Iterate through touching_sectorlist
P_PlayerOnSpecial3DFloor(player, originalsector); // Handle FOFs first.
if TELEPORTED return;
P_RunSpecialSectorCheck(player, originalsector);
if TELEPORTED return;
// Iterate through touching_sectorlist for SF_TRIGGERSPECIAL_TOUCH
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
sector = node->m_sector;
loopsector = node->m_sector;
if (sector == player->mo->subsector->sector) // Don't duplicate
if (loopsector == originalsector) // Don't duplicate
continue;
// Check 3D floors...
P_PlayerOnSpecial3DFloor(player, sector);
P_PlayerOnSpecial3DFloor(player, loopsector);
if TELEPORTED return;
if (!(sector->flags & SF_TRIGGERSPECIAL_TOUCH))
return;
// After P_PlayerOnSpecial3DFloor, recheck if the player is in that sector,
// because the player can be teleported in between these times.
if (sector == player->mo->subsector->sector)
P_RunSpecialSectorCheck(player, sector);
if (!(loopsector->flags & SF_TRIGGERSPECIAL_TOUCH))
continue;
P_RunSpecialSectorCheck(player, loopsector);
if TELEPORTED return;
}
}
#undef TELEPORTED
/** Animate planes, scroll walls, etc. and keeps track of level timelimit and exits if time is up.
*
* \sa P_CheckTimeLimit, P_CheckPointLimit

View file

@ -1607,9 +1607,8 @@ void P_DoPlayerExit(player_t *player)
#define SPACESPECIAL 12
boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
{
sector_t *sector;
sector = mo->subsector->sector;
sector_t *sector = mo->subsector->sector;
fixed_t topheight, bottomheight;
if (GETSECSPECIAL(sector->special, 1) == SPACESPECIAL)
return true;
@ -1622,11 +1621,18 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
{
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != SPACESPECIAL)
continue;
#ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
if (mo->z > *rover->topheight)
if (mo->z + (mo->height/2) > topheight)
continue;
if (mo->z + (mo->height/2) < *rover->bottomheight)
if (mo->z + (mo->height/2) < bottomheight)
continue;
return true;
@ -1638,9 +1644,10 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
{
sector_t *sector;
sector_t *sector = mo->subsector->sector;
fixed_t topheight, bottomheight;
sector = mo->subsector->sector;
fixed_t flipoffset = ((mo->eflags & MFE_VERTICALFLIP) ? (mo->height/2) : 0);
if (sector->ffloors)
{
@ -1654,10 +1661,18 @@ boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
if (!(rover->flags & FF_QUICKSAND))
continue;
if (mo->z > *rover->topheight)
#ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
if (mo->z + flipoffset > topheight)
continue;
if (mo->z + (mo->height/2) < *rover->bottomheight)
if (mo->z + (mo->height/2) + flipoffset < bottomheight)
continue;
return true;
@ -1940,6 +1955,7 @@ static void P_CheckQuicksand(player_t *player)
{
ffloor_t *rover;
fixed_t sinkspeed, friction;
fixed_t topheight, bottomheight;
if (!(player->mo->subsector->sector->ffloors && player->mo->momz <= 0))
return;
@ -1951,16 +1967,38 @@ static void P_CheckQuicksand(player_t *player)
if (!(rover->flags & FF_QUICKSAND))
continue;
if (*rover->topheight >= player->mo->z && *rover->bottomheight < player->mo->z + player->mo->height)
#ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
if (topheight >= player->mo->z && bottomheight < player->mo->z + player->mo->height)
{
sinkspeed = abs(rover->master->v1->x - rover->master->v2->x)>>1;
sinkspeed = FixedDiv(sinkspeed,TICRATE*FRACUNIT);
player->mo->z -= sinkspeed;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
fixed_t ceilingheight = P_GetCeilingZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
if (player->mo->z <= player->mo->subsector->sector->floorheight)
player->mo->z = player->mo->subsector->sector->floorheight;
player->mo->z += sinkspeed;
if (player->mo->z + player->mo->height >= ceilingheight)
player->mo->z = ceilingheight - player->mo->height;
}
else
{
fixed_t floorheight = P_GetFloorZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
player->mo->z -= sinkspeed;
if (player->mo->z <= floorheight)
player->mo->z = floorheight;
}
friction = abs(rover->master->v1->y - rover->master->v2->y)>>6;
@ -2321,11 +2359,11 @@ static void P_DoClimbing(player_t *player)
floorclimb = true;
#ifdef ESLOPE
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
bottomheight = *rover->bottomheight;
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
// Only supports rovers that are moving like an 'elevator', not just the top or bottom.
@ -2514,13 +2552,20 @@ static void P_DoClimbing(player_t *player)
// Is there a FOF directly below that we can move onto?
if (glidesector->sector->ffloors)
{
fixed_t topheight;
ffloor_t *rover;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue;
if (*rover->topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
#ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
#else
topheight = *rover->topheight;
#endif
if (topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
{
foundfof = true;
break;
@ -2898,14 +2943,12 @@ static void P_DoTeeter(player_t *player)
{
if (!(rover->flags & FF_EXISTS)) continue;
#ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#ifdef ESLOPE
if (*rover->t_slope)
topheight = P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y);
if (*rover->b_slope)
bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
#endif
if (P_CheckSolidLava(player->mo, rover))
@ -8511,13 +8554,23 @@ static void P_CalcPostImg(player_t *player)
else if (sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight;
fixed_t bottomheight;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
if (pviewheight >= *rover->topheight || pviewheight <= *rover->bottomheight)
#ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
if (pviewheight >= topheight || pviewheight <= bottomheight)
continue;
if (P_FindSpecialLineFromTag(13, rover->master->frontsector->tag, -1) != -1)
@ -8529,13 +8582,23 @@ static void P_CalcPostImg(player_t *player)
if (sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight;
fixed_t bottomheight;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKPLAYER)
continue;
if (pviewheight >= *rover->topheight || pviewheight <= *rover->bottomheight)
#ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
if (pviewheight >= topheight || pviewheight <= bottomheight)
continue;
*type = postimg_water;
@ -8759,6 +8822,7 @@ void P_PlayerThink(player_t *player)
// check water content, set stuff in mobj
P_MobjCheckWater(player->mo);
#ifndef SECTORSPECIALSAFTERTHINK
#ifdef POLYOBJECTS
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
#endif
@ -8767,6 +8831,7 @@ void P_PlayerThink(player_t *player)
if (!player->spectator)
P_PlayerInSpecialSector(player);
#endif
if (player->playerstate == PST_DEAD)
{
@ -9128,6 +9193,17 @@ void P_PlayerAfterThink(player_t *player)
cmd = &player->cmd;
#ifdef SECTORSPECIALSAFTERTHINK
#ifdef POLYOBJECTS
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
#endif
player->onconveyor = 0;
// check special sectors : damage & secrets
if (!player->spectator)
P_PlayerInSpecialSector(player);
#endif
if (splitscreen && player == &players[secondarydisplayplayer])
thiscam = &camera2;
else if (player == &players[displayplayer])

View file

@ -1222,6 +1222,9 @@ static void R_Subsector(size_t num)
while (count--)
{
// CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
#ifdef POLYOBJECTS
if (!line->polyseg) // ignore segs that belong to polyobjects
#endif
R_AddLine(line);
line++;
curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */

View file

@ -71,7 +71,6 @@ INT32 oglflags = 0;
void *GLUhandle = NULL;
SDL_GLContext sdlglcontext = 0;
#ifndef STATIC_OPENGL
void *GetGLFunc(const char *proc)
{
if (strncmp(proc, "glu", 3) == 0)
@ -83,7 +82,6 @@ void *GetGLFunc(const char *proc)
}
return SDL_GL_GetProcAddress(proc);
}
#endif
boolean LoadGL(void)
{