Merge branch 'master' into opengl-improvements

This commit is contained in:
Monster Iestyn 2016-12-21 19:49:02 +00:00
commit 106e1aa8d5
63 changed files with 3770 additions and 1922 deletions

View file

@ -258,6 +258,18 @@ INT32 I_PutEnv(char *variable)
return -1; return -1;
} }
INT32 I_ClipboardCopy(const char *data, size_t size)
{
(void)data;
(void)size;
return -1;
}
char *I_ClipboardPaste(void)
{
return NULL;
}
void I_RegisterSysCommands(void) {} void I_RegisterSysCommands(void) {}
#include "../sdl/dosstr.c" #include "../sdl/dosstr.c"

View file

@ -84,19 +84,23 @@ UINT32 con_scalefactor; // text size scale factor
// hold 32 last lines of input for history // hold 32 last lines of input for history
#define CON_MAXPROMPTCHARS 256 #define CON_MAXPROMPTCHARS 256
#define CON_PROMPTCHAR '>' #define CON_PROMPTCHAR '$'
static char inputlines[32][CON_MAXPROMPTCHARS]; // hold last 32 prompt lines static char inputlines[32][CON_MAXPROMPTCHARS]; // hold last 32 prompt lines
static INT32 inputline; // current input line number static INT32 inputline; // current input line number
static INT32 inputhist; // line number of history input line to restore static INT32 inputhist; // line number of history input line to restore
static size_t input_cx; // position in current input line static size_t input_cur; // position of cursor in line
static size_t input_sel; // position of selection marker (I.E.: anything between this and input_cur is "selected")
static size_t input_len; // length of current line, used to bound cursor and such
// notice: input does NOT include the "$" at the start of the line. - 11/3/16
// protos. // protos.
static void CON_InputInit(void); static void CON_InputInit(void);
static void CON_RecalcSize(void); static void CON_RecalcSize(void);
static void CONS_hudlines_Change(void); static void CONS_hudlines_Change(void);
static void CONS_backcolor_Change(void);
static void CON_DrawBackpic(patch_t *pic, INT32 startx, INT32 destwidth); static void CON_DrawBackpic(patch_t *pic, INT32 startx, INT32 destwidth);
//static void CON_DrawBackpic2(pic_t *pic, INT32 startx, INT32 destwidth); //static void CON_DrawBackpic2(pic_t *pic, INT32 startx, INT32 destwidth);
@ -129,10 +133,12 @@ static CV_PossibleValue_t backpic_cons_t[] = {{0, "translucent"}, {1, "picture"}
// whether to use console background picture, or translucent mode // whether to use console background picture, or translucent mode
static consvar_t cons_backpic = {"con_backpic", "translucent", CV_SAVE, backpic_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; static consvar_t cons_backpic = {"con_backpic", "translucent", CV_SAVE, backpic_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t backcolor_cons_t[] = {{0, "White"}, {1, "Orange"}, static CV_PossibleValue_t backcolor_cons_t[] = {{0, "White"}, {1, "Gray"}, {2, "Brown"},
{2, "Blue"}, {3, "Green"}, {4, "Gray"}, {3, "Red"}, {4, "Orange"}, {5, "Yellow"},
{5, "Red"}, {0, NULL}}; {6, "Green"}, {7, "Blue"}, {8, "Purple"},
consvar_t cons_backcolor = {"con_backcolor", "3", CV_SAVE, backcolor_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; {9, "Magenta"}, {10, "Aqua"},
{0, NULL}};
consvar_t cons_backcolor = {"con_backcolor", "Green", CV_CALL|CV_SAVE, backcolor_cons_t, CONS_backcolor_Change, 0, NULL, NULL, 0, 0, NULL};
static void CON_Print(char *msg); static void CON_Print(char *msg);
@ -219,8 +225,9 @@ static void CONS_Bind_f(void)
// CONSOLE SETUP // CONSOLE SETUP
//====================================================================== //======================================================================
// Prepare a colormap for GREEN ONLY translucency over background // Font colormap colors
// // TODO: This could probably be improved somehow...
// These colormaps are 99% identical, with just a few changed bytes
UINT8 *yellowmap; UINT8 *yellowmap;
UINT8 *purplemap; UINT8 *purplemap;
UINT8 *lgreenmap; UINT8 *lgreenmap;
@ -229,44 +236,52 @@ UINT8 *graymap;
UINT8 *redmap; UINT8 *redmap;
UINT8 *orangemap; UINT8 *orangemap;
// Console BG colors // Console BG color
UINT8 *cwhitemap; UINT8 *consolebgmap = NULL;
UINT8 *corangemap;
UINT8 *cbluemap;
UINT8 *cgreenmap;
UINT8 *cgraymap;
UINT8 *credmap;
void CON_ReSetupBackColormap(UINT16 num) void CON_SetupBackColormap(void)
{ {
UINT16 i, j; UINT16 i, palsum;
UINT8 k; UINT8 j, palindex, shift;
UINT8 *pal = W_CacheLumpName(R_GetPalname(num), PU_CACHE); UINT8 *pal = W_CacheLumpName(GetPalette(), PU_CACHE);
// setup the green translucent background colormaps if (!consolebgmap)
for (i = 0, k = 0; i < 768; i += 3, k++) consolebgmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
shift = 6; // 12 colors -- shift of 7 means 6 colors
switch (cons_backcolor.value)
{ {
j = pal[i] + pal[i+1] + pal[i+2]; case 0: palindex = 15; break; // White
cwhitemap[k] = (UINT8)(15 - (j>>6)); case 1: palindex = 31; break; // Gray
corangemap[k] = (UINT8)(63 - (j>>6)); case 2: palindex = 239; break; // Brown
cbluemap[k] = (UINT8)(159 - (j>>6)); case 3: palindex = 47; break; // Red
cgreenmap[k] = (UINT8)(111 - (j>>6)); case 4: palindex = 63; break; // Orange
cgraymap[k] = (UINT8)(31 - (j>>6)); case 5: palindex = 79; shift = 7; break; // Yellow
credmap[k] = (UINT8)(47 - (j>>6)); case 6: palindex = 111; break; // Green
case 7: palindex = 159; break; // Blue
case 8: palindex = 199; shift = 7; break; // Purple
case 9: palindex = 187; break; // Magenta
case 10: palindex = 139; break; // Aqua
// Default green
default: palindex = 175; break;
}
// setup background colormap
for (i = 0, j = 0; i < 768; i += 3, j++)
{
palsum = (pal[i] + pal[i+1] + pal[i+2]) >> shift;
consolebgmap[j] = (UINT8)(palindex - palsum);
} }
} }
static void CON_SetupBackColormap(void) static void CONS_backcolor_Change(void)
{ {
INT32 i, j, k; CON_SetupBackColormap();
UINT8 *pal; }
cwhitemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL); static void CON_SetupColormaps(void)
corangemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL); {
cbluemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL); INT32 i;
cgreenmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
cgraymap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
credmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
yellowmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL); yellowmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
graymap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL); graymap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
@ -276,20 +291,6 @@ static void CON_SetupBackColormap(void)
redmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL); redmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
orangemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL); orangemap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL);
pal = W_CacheLumpName("PLAYPAL", PU_CACHE);
// setup the green translucent background colormaps
for (i = 0, k = 0; i < 768; i += 3, k++)
{
j = pal[i] + pal[i+1] + pal[i+2];
cwhitemap[k] = (UINT8)(15 - (j>>6));
corangemap[k] = (UINT8)(63 - (j>>6));
cbluemap[k] = (UINT8)(159 - (j>>6));
cgreenmap[k] = (UINT8)(111 - (j>>6));
cgraymap[k] = (UINT8)(31 - (j>>6));
credmap[k] = (UINT8)(47 - (j>>6));
}
// setup the other colormaps, for console text // setup the other colormaps, for console text
// these don't need to be aligned, unless you convert the // these don't need to be aligned, unless you convert the
@ -320,6 +321,9 @@ static void CON_SetupBackColormap(void)
redmap[9] = (UINT8)32; redmap[9] = (UINT8)32;
orangemap[3] = (UINT8)52; orangemap[3] = (UINT8)52;
orangemap[9] = (UINT8)57; orangemap[9] = (UINT8)57;
// Init back colormap
CON_SetupBackColormap();
} }
// Setup the console text buffer // Setup the console text buffer
@ -343,7 +347,7 @@ void CON_Init(void)
con_width = 0; con_width = 0;
CON_RecalcSize(); CON_RecalcSize();
CON_SetupBackColormap(); CON_SetupColormaps();
//note: CON_Ticker should always execute at least once before D_Display() //note: CON_Ticker should always execute at least once before D_Display()
con_clipviewtop = -1; // -1 does not clip con_clipviewtop = -1; // -1 does not clip
@ -386,14 +390,10 @@ void CON_Init(void)
// //
static void CON_InputInit(void) static void CON_InputInit(void)
{ {
INT32 i;
// prepare the first prompt line // prepare the first prompt line
memset(inputlines, 0, sizeof (inputlines)); memset(inputlines, 0, sizeof (inputlines));
for (i = 0; i < 32; i++)
inputlines[i][0] = CON_PROMPTCHAR;
inputline = 0; inputline = 0;
input_cx = 1; input_cur = input_sel = input_len = 0;
} }
//====================================================================== //======================================================================
@ -618,13 +618,91 @@ void CON_Ticker(void)
} }
} }
//
// ----
//
// Shortcuts for adding and deleting characters, strings, and sections
// Necessary due to moving cursor
//
static void CON_InputClear(void)
{
memset(inputlines[inputline], 0, CON_MAXPROMPTCHARS);
input_cur = input_sel = input_len = 0;
}
static void CON_InputSetString(const char *c)
{
memset(inputlines[inputline], 0, CON_MAXPROMPTCHARS);
strcpy(inputlines[inputline], c);
input_cur = input_sel = input_len = strlen(c);
}
static void CON_InputAddString(const char *c)
{
size_t csize = strlen(c);
if (input_len + csize > CON_MAXPROMPTCHARS-1)
return;
if (input_cur != input_len)
memmove(&inputlines[inputline][input_cur+csize], &inputlines[inputline][input_cur], input_len-input_cur);
memcpy(&inputlines[inputline][input_cur], c, csize);
input_len += csize;
input_sel = (input_cur += csize);
}
static void CON_InputDelSelection(void)
{
size_t start, end, len;
if (input_cur > input_sel)
{
start = input_sel;
end = input_cur;
}
else
{
start = input_cur;
end = input_sel;
}
len = (end - start);
if (end != input_len)
memmove(&inputlines[inputline][start], &inputlines[inputline][end], input_len-end);
memset(&inputlines[inputline][input_len - len], 0, len);
input_len -= len;
input_sel = input_cur = start;
}
static void CON_InputAddChar(char c)
{
if (input_len >= CON_MAXPROMPTCHARS-1)
return;
if (input_cur != input_len)
memmove(&inputlines[inputline][input_cur+1], &inputlines[inputline][input_cur], input_len-input_cur);
inputlines[inputline][input_cur++] = c;
inputlines[inputline][++input_len] = 0;
input_sel = input_cur;
}
static void CON_InputDelChar(void)
{
if (!input_cur)
return;
if (input_cur != input_len)
memmove(&inputlines[inputline][input_cur-1], &inputlines[inputline][input_cur], input_len-input_cur);
inputlines[inputline][--input_len] = 0;
input_sel = --input_cur;
}
//
// ----
//
// Handles console key input // Handles console key input
// //
boolean CON_Responder(event_t *ev) boolean CON_Responder(event_t *ev)
{ {
static boolean consdown; static UINT8 consdown = false; // console is treated differently due to rare usage
static boolean shiftdown;
static boolean ctrldown;
// sequential completions a la 4dos // sequential completions a la 4dos
static char completion[80]; static char completion[80];
@ -639,13 +717,8 @@ boolean CON_Responder(event_t *ev)
// let go keyup events, don't eat them // let go keyup events, don't eat them
if (ev->type != ev_keydown && ev->type != ev_console) if (ev->type != ev_keydown && ev->type != ev_console)
{ {
if (ev->data1 == KEY_LSHIFT || ev->data1 == KEY_RSHIFT) if (ev->data1 == gamecontrol[gc_console][0] || ev->data1 == gamecontrol[gc_console][1])
shiftdown = false;
else if (ev->data1 == KEY_LCTRL || ev->data1 == KEY_RCTRL)
ctrldown = false;
else if (ev->data1 == gamecontrol[gc_console][0] || ev->data1 == gamecontrol[gc_console][1])
consdown = false; consdown = false;
return false; return false;
} }
@ -684,94 +757,110 @@ boolean CON_Responder(event_t *ev)
consoletoggle = true; consoletoggle = true;
return true; return true;
} }
} }
// eat shift only if console active // Always eat ctrl/shift/alt if console open, so the menu doesn't get ideas
if (key == KEY_LSHIFT || key == KEY_RSHIFT) if (key == KEY_LSHIFT || key == KEY_RSHIFT
{ || key == KEY_LCTRL || key == KEY_RCTRL
shiftdown = true; || key == KEY_LALT || key == KEY_RALT)
return true; return true;
}
// same for ctrl // ctrl modifier -- changes behavior, adds shortcuts
if (key == KEY_LCTRL || key == KEY_RCTRL) if (ctrldown)
{ {
ctrldown = true; // show all cvars/commands that match what we have inputted
return true; if (key == KEY_TAB)
{
size_t i, len;
if (!completion[0])
{
if (!input_len || input_len >= 40 || strchr(inputlines[inputline], ' '))
return true;
strcpy(completion, inputlines[inputline]);
comskips = varskips = 0;
}
len = strlen(completion);
//first check commands
CONS_Printf("\nCommands:\n");
for (i = 0, cmd = COM_CompleteCommand(completion, i); cmd; cmd = COM_CompleteCommand(completion, ++i))
CONS_Printf(" \x83" "%s" "\x80" "%s\n", completion, cmd+len);
if (i == 0) CONS_Printf(" (none)\n");
//now we move on to CVARs
CONS_Printf("Variables:\n");
for (i = 0, cmd = CV_CompleteVar(completion, i); cmd; cmd = CV_CompleteVar(completion, ++i))
CONS_Printf(" \x83" "%s" "\x80" "%s\n", completion, cmd+len);
if (i == 0) CONS_Printf(" (none)\n");
return true;
}
// ---
if (key == KEY_HOME) // oldest text in buffer
{
con_scrollup = (con_totallines-((con_curlines-16)>>3));
return true;
}
else if (key == KEY_END) // most recent text in buffer
{
con_scrollup = 0;
return true;
}
if (key == 'x' || key == 'X')
{
if (input_sel > input_cur)
I_ClipboardCopy(&inputlines[inputline][input_cur], input_sel-input_cur);
else
I_ClipboardCopy(&inputlines[inputline][input_sel], input_cur-input_sel);
CON_InputDelSelection();
completion[0] = 0;
return true;
}
else if (key == 'c' || key == 'C')
{
if (input_sel > input_cur)
I_ClipboardCopy(&inputlines[inputline][input_cur], input_sel-input_cur);
else
I_ClipboardCopy(&inputlines[inputline][input_sel], input_cur-input_sel);
return true;
}
else if (key == 'v' || key == 'V')
{
const char *paste = I_ClipboardPaste();
if (input_sel != input_cur)
CON_InputDelSelection();
if (paste != NULL)
CON_InputAddString(paste);
completion[0] = 0;
return true;
}
// Select all
if (key == 'a' || key == 'A')
{
input_sel = 0;
input_cur = input_len;
return true;
}
// don't eat the key
return false;
} }
// command completion forward (tab) and backward (shift-tab) // command completion forward (tab) and backward (shift-tab)
if (key == KEY_TAB) if (key == KEY_TAB)
{ {
// show all cvars/commands that match what we have inputted
if (ctrldown)
{
UINT32 i;
size_t stop = input_cx - 1;
char nameremainder[255];
if (input_cx < 2 || strlen(inputlines[inputline]+1) >= 80)
return true;
strcpy(completion, inputlines[inputline]+1);
// trimming: stop at the first newline
for (i = 0; i < input_cx - 1; ++i)
{
if (completion[i] == ' ')
{
completion[i] = '\0';
stop = i;
break;
}
}
i = 0;
//first check commands
CONS_Printf("\nCommands:\n");
for (cmd = COM_CompleteCommand(completion, i); cmd; cmd = COM_CompleteCommand(completion, i))
{
strncpy(nameremainder, cmd+(stop), strlen(cmd)-(stop));
nameremainder[strlen(cmd)-(stop)] = '\0';
CONS_Printf(" \x83" "%s" "\x80" "%s\n", completion, nameremainder);
++i;
}
if (i == 0)
CONS_Printf(" (none)\n");
i = 0;
//now we move on to CVARs
CONS_Printf("Variables:\n");
for (cmd = CV_CompleteVar(completion, i); cmd; cmd = CV_CompleteVar(completion, i))
{
strncpy(nameremainder, cmd+(stop), strlen(cmd)-(stop));
nameremainder[strlen(cmd)-(stop)] = '\0';
CONS_Printf(" \x83" "%s" "\x80" "%s\n", completion, nameremainder);
++i;
}
if (i == 0)
CONS_Printf(" (none)\n");
return true;
}
// sequential command completion forward and backward // sequential command completion forward and backward
// remember typing for several completions (a-la-4dos) // remember typing for several completions (a-la-4dos)
if (inputlines[inputline][input_cx-1] != ' ') if (!completion[0])
{ {
if (strlen(inputlines[inputline]+1) < 80) if (!input_len || input_len >= 40 || strchr(inputlines[inputline], ' '))
strcpy(completion, inputlines[inputline]+1); return true;
else strcpy(completion, inputlines[inputline]);
completion[0] = 0;
comskips = varskips = 0; comskips = varskips = 0;
} }
else else
@ -783,37 +872,26 @@ boolean CON_Responder(event_t *ev)
if (--varskips < 0) if (--varskips < 0)
comskips = -comskips - 2; comskips = -comskips - 2;
} }
else if (comskips > 0) else if (comskips > 0) comskips--;
comskips--;
} }
else else
{ {
if (comskips < 0) if (comskips < 0) varskips++;
varskips++; else comskips++;
else
comskips++;
} }
} }
if (comskips >= 0) if (comskips >= 0)
{ {
cmd = COM_CompleteCommand(completion, comskips); cmd = COM_CompleteCommand(completion, comskips);
if (!cmd) if (!cmd) // dirty: make sure if comskips is zero, to have a neg value
// dirty: make sure if comskips is zero, to have a neg value
comskips = -comskips - 1; comskips = -comskips - 1;
} }
if (comskips < 0) if (comskips < 0)
cmd = CV_CompleteVar(completion, varskips); cmd = CV_CompleteVar(completion, varskips);
if (cmd) if (cmd)
{ CON_InputSetString(va("%s ", cmd));
memset(inputlines[inputline]+1, 0, CON_MAXPROMPTCHARS-1);
strcpy(inputlines[inputline]+1, cmd);
input_cx = strlen(cmd) + 1;
inputlines[inputline][input_cx] = ' ';
input_cx++;
inputlines[inputline][input_cx] = 0;
}
else else
{ {
if (comskips > 0) if (comskips > 0)
@ -839,47 +917,80 @@ boolean CON_Responder(event_t *ev)
return true; return true;
} }
if (key == KEY_HOME) // oldest text in buffer if (key == KEY_LEFTARROW)
{ {
con_scrollup = (con_totallines-((con_curlines-16)>>3)); if (input_cur != 0)
--input_cur;
if (!shiftdown)
input_sel = input_cur;
return true; return true;
} }
else if (key == KEY_END) // most recent text in buffer else if (key == KEY_RIGHTARROW)
{ {
con_scrollup = 0; if (input_cur < input_len)
++input_cur;
if (!shiftdown)
input_sel = input_cur;
return true; return true;
} }
else if (key == KEY_HOME)
{
input_cur = 0;
if (!shiftdown)
input_sel = input_cur;
return true;
}
else if (key == KEY_END)
{
input_cur = input_len;
if (!shiftdown)
input_sel = input_cur;
return true;
}
// At this point we're messing with input
// Clear completion
completion[0] = 0;
// command enter // command enter
if (key == KEY_ENTER) if (key == KEY_ENTER)
{ {
if (input_cx < 2) if (!input_len)
return true; return true;
// push the command // push the command
COM_BufAddText(inputlines[inputline]+1); COM_BufAddText(inputlines[inputline]);
COM_BufAddText("\n"); COM_BufAddText("\n");
CONS_Printf("%s\n", inputlines[inputline]); CONS_Printf("\x86""%c""\x80""%s\n", CON_PROMPTCHAR, inputlines[inputline]);
inputline = (inputline+1) & 31; inputline = (inputline+1) & 31;
inputhist = inputline; inputhist = inputline;
CON_InputClear();
memset(inputlines[inputline], 0, CON_MAXPROMPTCHARS);
inputlines[inputline][0] = CON_PROMPTCHAR;
input_cx = 1;
return true; return true;
} }
// backspace command prompt // backspace and delete command prompt
if (key == KEY_BACKSPACE) if (input_sel != input_cur)
{ {
if (input_cx > 1) if (key == KEY_BACKSPACE || key == KEY_DEL)
{ {
input_cx--; CON_InputDelSelection();
inputlines[inputline][input_cx] = 0; return true;
} }
}
else if (key == KEY_BACKSPACE)
{
CON_InputDelChar();
return true;
}
else if (key == KEY_DEL)
{
if (input_cur == input_len)
return true;
++input_cur;
CON_InputDelChar();
return true; return true;
} }
@ -888,18 +999,15 @@ boolean CON_Responder(event_t *ev)
{ {
// copy one of the previous inputlines to the current // copy one of the previous inputlines to the current
do do
{
inputhist = (inputhist - 1) & 31; // cycle back inputhist = (inputhist - 1) & 31; // cycle back
} while (inputhist != inputline && !inputlines[inputhist][1]); while (inputhist != inputline && !inputlines[inputhist][0]);
// stop at the last history input line, which is the // stop at the last history input line, which is the
// current line + 1 because we cycle through the 32 input lines // current line + 1 because we cycle through the 32 input lines
if (inputhist == inputline) if (inputhist == inputline)
inputhist = (inputline + 1) & 31; inputhist = (inputline + 1) & 31;
M_Memcpy(inputlines[inputline], inputlines[inputhist], CON_MAXPROMPTCHARS); CON_InputSetString(inputlines[inputhist]);
input_cx = strlen(inputlines[inputline]);
return true; return true;
} }
@ -909,23 +1017,14 @@ boolean CON_Responder(event_t *ev)
if (inputhist == inputline) if (inputhist == inputline)
return true; return true;
do do
{
inputhist = (inputhist + 1) & 31; inputhist = (inputhist + 1) & 31;
} while (inputhist != inputline && !inputlines[inputhist][1]); while (inputhist != inputline && !inputlines[inputhist][0]);
memset(inputlines[inputline], 0, CON_MAXPROMPTCHARS);
// back to currentline // back to currentline
if (inputhist == inputline) if (inputhist == inputline)
{ CON_InputClear();
inputlines[inputline][0] = CON_PROMPTCHAR;
input_cx = 1;
}
else else
{ CON_InputSetString(inputlines[inputhist]);
strcpy(inputlines[inputline], inputlines[inputhist]);
input_cx = strlen(inputlines[inputline]);
}
return true; return true;
} }
@ -950,15 +1049,12 @@ boolean CON_Responder(event_t *ev)
return false; return false;
// add key to cmd line here // add key to cmd line here
if (input_cx < CON_MAXPROMPTCHARS) if (key >= 'A' && key <= 'Z' && !shiftdown) //this is only really necessary for dedicated servers
{ key = key + 'a' - 'A';
if (key >= 'A' && key <= 'Z' && !shiftdown) //this is only really necessary for dedicated servers
key = key + 'a' - 'A';
inputlines[inputline][input_cx] = (char)key; if (input_sel != input_cur)
inputlines[inputline][input_cx + 1] = 0; CON_InputDelSelection();
input_cx++; CON_InputAddChar(key);
}
return true; return true;
} }
@ -1242,26 +1338,89 @@ void CONS_Error(const char *msg)
// //
static void CON_DrawInput(void) static void CON_DrawInput(void)
{ {
char *p;
size_t c;
INT32 x, y;
INT32 charwidth = (INT32)con_scalefactor << 3; INT32 charwidth = (INT32)con_scalefactor << 3;
const char *p = inputlines[inputline];
// input line scrolls left if it gets too long size_t c, clen, cend;
p = inputlines[inputline]; UINT8 lellip = 0, rellip = 0;
if (input_cx >= con_width-11) INT32 x, y, i;
p += input_cx - (con_width-11) + 1;
y = con_curlines - 12 * con_scalefactor; y = con_curlines - 12 * con_scalefactor;
x = charwidth*2;
for (c = 0, x = charwidth; c < con_width-11; c++, x += charwidth) clen = con_width-13;
V_DrawCharacter(x, y, p[c] | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
// draw the blinking cursor if (input_len <= clen)
// {
x = ((input_cx >= con_width-11) ? (INT32)(con_width-11) : (INT32)((input_cx + 1)) * charwidth); c = 0;
if (con_tick < 4) clen = input_len;
V_DrawCharacter(x, y, '_' | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value); }
else // input line scrolls left if it gets too long
{
clen -= 2; // There will always be some extra truncation -- but where is what we'll find out
if (input_cur <= clen/2)
{
// Close enough to right edge to show all
c = 0;
// Always will truncate right side from this position, so always draw right ellipsis
rellip = 1;
}
else
{
// Cursor in the middle (or right side) of input
// Move over for the ellipsis
c = input_cur - (clen/2) + 2;
x += charwidth*2;
lellip = 1;
if (c + clen >= input_len)
{
// Cursor in the right side of input
// We were too far over, so move back
c = input_len - clen;
}
else
{
// Cursor in the middle -- ellipses on both sides
clen -= 2;
rellip = 1;
}
}
}
if (lellip)
{
x -= charwidth*3;
if (input_sel < c)
V_DrawFill(x, y, charwidth*3, (10 * con_scalefactor), 77 | V_NOSCALESTART);
for (i = 0; i < 3; ++i, x += charwidth)
V_DrawCharacter(x, y, '.' | cv_constextsize.value | V_GRAYMAP | V_NOSCALESTART, !cv_allcaps.value);
}
else
V_DrawCharacter(x-charwidth, y, CON_PROMPTCHAR | cv_constextsize.value | V_GRAYMAP | V_NOSCALESTART, !cv_allcaps.value);
for (cend = c + clen; c < cend; ++c, x += charwidth)
{
if ((input_sel > c && input_cur <= c) || (input_sel <= c && input_cur > c))
{
V_DrawFill(x, y, charwidth, (10 * con_scalefactor), 77 | V_NOSCALESTART);
V_DrawCharacter(x, y, p[c] | cv_constextsize.value | V_YELLOWMAP | V_NOSCALESTART, !cv_allcaps.value);
}
else
V_DrawCharacter(x, y, p[c] | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
if (c == input_cur && con_tick >= 4)
V_DrawCharacter(x, y + (con_scalefactor*2), '_' | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
}
if (cend == input_cur && con_tick >= 4)
V_DrawCharacter(x, y + (con_scalefactor*2), '_' | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
if (rellip)
{
if (input_sel > cend)
V_DrawFill(x, y, charwidth*3, (10 * con_scalefactor), 77 | V_NOSCALESTART);
for (i = 0; i < 3; ++i, x += charwidth)
V_DrawCharacter(x, y, '.' | cv_constextsize.value | V_GRAYMAP | V_NOSCALESTART, !cv_allcaps.value);
}
} }
// draw the last lines of console text to the top of the screen // draw the last lines of console text to the top of the screen
@ -1417,7 +1576,7 @@ static void CON_DrawConsole(void)
{ {
// inu: no more width (was always 0 and vid.width) // inu: no more width (was always 0 and vid.width)
if (rendermode != render_none) if (rendermode != render_none)
V_DrawFadeConsBack(con_curlines, cons_backcolor.value); // translucent background V_DrawFadeConsBack(con_curlines); // translucent background
} }
// draw console text lines from top to bottom // draw console text lines from top to bottom

View file

@ -40,11 +40,10 @@ extern consvar_t cons_backcolor;
extern UINT8 *yellowmap, *purplemap, *lgreenmap, *bluemap, *graymap, *redmap, *orangemap; extern UINT8 *yellowmap, *purplemap, *lgreenmap, *bluemap, *graymap, *redmap, *orangemap;
// Console bg colors: // Console bg color (auto updated to match)
extern UINT8 *cwhitemap, *corangemap, *cbluemap, *cgreenmap, *cgraymap, extern UINT8 *consolebgmap;
*credmap;
void CON_ReSetupBackColormap(UINT16 num); void CON_SetupBackColormap(void);
void CON_ClearHUD(void); // clear heads up messages void CON_ClearHUD(void); // clear heads up messages
void CON_Ticker(void); void CON_Ticker(void);

View file

@ -495,7 +495,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->powers[j] = (UINT16)SHORT(players[i].powers[j]); rsp->powers[j] = (UINT16)SHORT(players[i].powers[j]);
// Score is resynched in the rspfirm resync packet // Score is resynched in the rspfirm resync packet
rsp->health = 0; // resynched with mo health rsp->rings = LONG(players[i].rings);
rsp->lives = players[i].lives; rsp->lives = players[i].lives;
rsp->continues = players[i].continues; rsp->continues = players[i].continues;
rsp->scoreadd = players[i].scoreadd; rsp->scoreadd = players[i].scoreadd;
@ -582,7 +582,6 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->hasmo = true; rsp->hasmo = true;
rsp->health = LONG(players[i].mo->health); rsp->health = LONG(players[i].mo->health);
rsp->angle = (angle_t)LONG(players[i].mo->angle); rsp->angle = (angle_t)LONG(players[i].mo->angle);
rsp->x = LONG(players[i].mo->x); rsp->x = LONG(players[i].mo->x);
rsp->y = LONG(players[i].mo->y); rsp->y = LONG(players[i].mo->y);
@ -625,7 +624,7 @@ static void resynch_read_player(resynch_pak *rsp)
players[i].powers[j] = (UINT16)SHORT(rsp->powers[j]); players[i].powers[j] = (UINT16)SHORT(rsp->powers[j]);
// Score is resynched in the rspfirm resync packet // Score is resynched in the rspfirm resync packet
players[i].health = rsp->health; players[i].rings = LONG(rsp->rings);
players[i].lives = rsp->lives; players[i].lives = rsp->lives;
players[i].continues = rsp->continues; players[i].continues = rsp->continues;
players[i].scoreadd = rsp->scoreadd; players[i].scoreadd = rsp->scoreadd;
@ -2254,7 +2253,7 @@ static void CL_RemovePlayer(INT32 playernum)
} }
count--; count--;
rings = players[playernum].health - 1; rings = players[playernum].rings;
increment = rings/count; increment = rings/count;
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)

View file

@ -155,7 +155,7 @@ typedef struct
UINT16 powers[NUMPOWERS]; UINT16 powers[NUMPOWERS];
// Score is resynched in the confirm resync packet // Score is resynched in the confirm resync packet
INT32 health; INT32 rings;
SINT8 lives; SINT8 lives;
SINT8 continues; SINT8 continues;
UINT8 scoreadd; UINT8 scoreadd;
@ -236,6 +236,7 @@ typedef struct
//player->mo stuff //player->mo stuff
UINT8 hasmo; //boolean UINT8 hasmo; //boolean
INT32 health;
angle_t angle; angle_t angle;
fixed_t x; fixed_t x;
fixed_t y; fixed_t y;

View file

@ -73,6 +73,7 @@ int snprintf(char *str, size_t n, const char *fmt, ...);
#include "dehacked.h" // Dehacked list test #include "dehacked.h" // Dehacked list test
#include "m_cond.h" // condition initialization #include "m_cond.h" // condition initialization
#include "fastcmp.h" #include "fastcmp.h"
#include "keys.h"
#ifdef CMAKECONFIG #ifdef CMAKECONFIG
#include "config.h" #include "config.h"
@ -176,6 +177,38 @@ void D_PostEvent(const event_t *ev)
void D_PostEvent_end(void) {}; void D_PostEvent_end(void) {};
#endif #endif
// modifier keys
UINT8 shiftdown = 0; // 0x1 left, 0x2 right
UINT8 ctrldown = 0; // 0x1 left, 0x2 right
UINT8 altdown = 0; // 0x1 left, 0x2 right
//
// D_ModifierKeyResponder
// Sets global shift/ctrl/alt variables, never actually eats events
//
static inline void D_ModifierKeyResponder(event_t *ev)
{
if (ev->type == ev_keydown) switch (ev->data1)
{
case KEY_LSHIFT: shiftdown |= 0x1; return;
case KEY_RSHIFT: shiftdown |= 0x2; return;
case KEY_LCTRL: ctrldown |= 0x1; return;
case KEY_RCTRL: ctrldown |= 0x2; return;
case KEY_LALT: altdown |= 0x1; return;
case KEY_RALT: altdown |= 0x2; return;
default: return;
}
else if (ev->type == ev_keyup) switch (ev->data1)
{
case KEY_LSHIFT: shiftdown &= ~0x1; return;
case KEY_RSHIFT: shiftdown &= ~0x2; return;
case KEY_LCTRL: ctrldown &= ~0x1; return;
case KEY_RCTRL: ctrldown &= ~0x2; return;
case KEY_LALT: altdown &= ~0x1; return;
case KEY_RALT: altdown &= ~0x2; return;
default: return;
}
}
// //
// D_ProcessEvents // D_ProcessEvents
// Send all the events of the given timestamp down the responder chain // Send all the events of the given timestamp down the responder chain
@ -188,6 +221,9 @@ void D_ProcessEvents(void)
{ {
ev = &events[eventtail]; ev = &events[eventtail];
// Set global shift/ctrl/alt down variables
D_ModifierKeyResponder(ev); // never eats events
// Screenshots over everything so that they can be taken anywhere. // Screenshots over everything so that they can be taken anywhere.
if (M_ScreenshotResponder(ev)) if (M_ScreenshotResponder(ev))
continue; // ate the event continue; // ate the event

View file

@ -2574,7 +2574,7 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
if (players[playernum].spectator) if (players[playernum].spectator)
{ {
players[playernum].score = 0; players[playernum].score = 0;
players[playernum].health = 1; players[playernum].rings = 0;
if (players[playernum].mo) if (players[playernum].mo)
players[playernum].mo->health = 1; players[playernum].mo->health = 1;
} }
@ -4055,8 +4055,7 @@ static void Skin_OnChange(void)
if (!Playing()) if (!Playing())
return; // do whatever you want return; // do whatever you want
if (!(cv_debug || devparm) && !(multiplayer || netgame) // In single player. if (!(cv_debug || devparm) && !(multiplayer || netgame)) // In single player.
&& (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_CONTINUING))
{ {
CV_StealthSet(&cv_skin, skins[players[consoleplayer].skin].name); CV_StealthSet(&cv_skin, skins[players[consoleplayer].skin].name);
return; return;

View file

@ -44,6 +44,7 @@ typedef enum
SF_STOMPDAMAGE = 1<<9, // Always damage enemies, etc by landing on them, no matter your vunerability? SF_STOMPDAMAGE = 1<<9, // Always damage enemies, etc by landing on them, no matter your vunerability?
SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc. SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc.
SF_MACHINE = 1<<10, // Beep boop. Are you a robot? SF_MACHINE = 1<<10, // Beep boop. Are you a robot?
SF_NOSPINDASHDUST = 1<<11, // Don't spawn dust particles when charging a spindash
// free up to and including 1<<31 // free up to and including 1<<31
} skinflags_t; } skinflags_t;
@ -151,7 +152,13 @@ typedef enum
PF_ANALOGMODE = 1<<26, // Analog mode? PF_ANALOGMODE = 1<<26, // Analog mode?
// Can carry another player? // Can carry another player?
PF_CANCARRY = 1<<27 PF_CANCARRY = 1<<27,
// Used shield ability
PF_SHIELDABILITY = 1<<28,
// Force jump damage?
PF_FORCEJUMPDAMAGE = 1<<29
// free up to and including 1<<31 // free up to and including 1<<31
} pflags_t; } pflags_t;
@ -178,23 +185,34 @@ typedef enum
typedef enum typedef enum
{ {
SH_NONE = 0, SH_NONE = 0,
// Standard shields
SH_JUMP,
SH_ATTRACT,
SH_ELEMENTAL,
SH_BOMB,
// Stupid useless unimplimented Sonic 3 shields
SH_BUBBLEWRAP,
SH_THUNDERCOIN,
SH_FLAMEAURA,
// Pity shield: the world's most basic shield ever, given to players who suck at Match
SH_PITY,
// The fireflower is special, it combines with other shields.
SH_FIREFLOWER = 0x100,
// The force shield uses the lower 8 bits to count how many hits are left.
SH_FORCE = 0x200,
SH_STACK = SH_FIREFLOWER, // Shield flags
SH_PROTECTFIRE = 0x400,
SH_PROTECTWATER = 0x800,
SH_PROTECTELECTRIC = 0x1000,
// Indivisible shields
SH_PITY = 1, // the world's most basic shield ever, given to players who suck at Match
SH_WHIRLWIND,
SH_ARMAGEDDON,
// normal shields that use flags
SH_ATTRACT = SH_PROTECTELECTRIC,
SH_ELEMENTAL = SH_PROTECTFIRE|SH_PROTECTWATER,
// Sonic 3 shields
SH_FLAMEAURA = SH_PROTECTFIRE,
SH_BUBBLEWRAP = SH_PROTECTWATER,
SH_THUNDERCOIN = SH_WHIRLWIND|SH_PROTECTELECTRIC,
// The force shield uses the lower 8 bits to count how many extra hits are left.
SH_FORCE = 0x100,
SH_FORCEHP = 0xFF, // to be used as a bitmask only
// Mostly for use with Mario mode.
SH_FIREFLOWER = 0x200,
SH_STACK = SH_FIREFLOWER, // second-layer shields
SH_NOSTACK = ~SH_STACK SH_NOSTACK = ~SH_STACK
} shieldtype_t; // pw_shield } shieldtype_t; // pw_shield
@ -297,10 +315,8 @@ typedef struct player_s
// It is updated with cmd->aiming. // It is updated with cmd->aiming.
angle_t aiming; angle_t aiming;
// This is only used between levels, // player's ring count
// mo->health is used during levels. INT32 rings;
/// \todo Remove this. We don't need a second health definition for players.
INT32 health;
SINT8 pity; // i pity the fool. SINT8 pity; // i pity the fool.
INT32 currentweapon; // current weapon selected. INT32 currentweapon; // current weapon selected.
@ -361,8 +377,8 @@ typedef struct player_s
UINT8 gotcontinue; // Got continue from this stage? UINT8 gotcontinue; // Got continue from this stage?
fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values) fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values)
UINT8 jumping; // Jump counter UINT8 jumping; // Holding down jump button
UINT8 secondjump; UINT8 secondjump; // Jump counter
UINT8 fly1; // Tails flying UINT8 fly1; // Tails flying
UINT8 scoreadd; // Used for multiple enemy attack bonus UINT8 scoreadd; // Used for multiple enemy attack bonus

View file

@ -1687,6 +1687,9 @@ static actionpointer_t actionpointers[] =
{{A_WaterShield}, "A_WATERSHIELD"}, {{A_WaterShield}, "A_WATERSHIELD"},
{{A_ForceShield}, "A_FORCESHIELD"}, {{A_ForceShield}, "A_FORCESHIELD"},
{{A_PityShield}, "A_PITYSHIELD"}, {{A_PityShield}, "A_PITYSHIELD"},
{{A_FlameShield}, "A_FLAMESHIELD"},
{{A_BubbleShield}, "A_BUBBLESHIELD"},
{{A_ThunderShield}, "A_THUNDERSHIELD"},
{{A_GravityBox}, "A_GRAVITYBOX"}, {{A_GravityBox}, "A_GRAVITYBOX"},
{{A_ScoreRise}, "A_SCORERISE"}, {{A_ScoreRise}, "A_SCORERISE"},
{{A_ParticleSpawn}, "A_PARTICLESPAWN"}, {{A_ParticleSpawn}, "A_PARTICLESPAWN"},
@ -2778,7 +2781,7 @@ static void readpatch(MYFILE *f, const char *name, UINT16 wad)
char *word2; char *word2;
char *tmp; char *tmp;
INT32 i = 0, j = 0, value; INT32 i = 0, j = 0, value;
texpatch_t patch = {0, 0, UINT16_MAX, UINT16_MAX}; texpatch_t patch = {0, 0, UINT16_MAX, UINT16_MAX, 0};
// Jump to the texture this patch belongs to, which, // Jump to the texture this patch belongs to, which,
// coincidentally, is always the last one on the buffer cache. // coincidentally, is always the last one on the buffer cache.
@ -4834,7 +4837,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_SPIKEBALL7", "S_SPIKEBALL7",
"S_SPIKEBALL8", "S_SPIKEBALL8",
// Fire Shield's Spawn // Elemental Shield's Spawn
"S_SPINFIRE1", "S_SPINFIRE1",
"S_SPINFIRE2", "S_SPINFIRE2",
"S_SPINFIRE3", "S_SPINFIRE3",
@ -4908,6 +4911,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_RECYCLER_BOX", "S_RECYCLER_BOX",
"S_SCORE1K_BOX", "S_SCORE1K_BOX",
"S_SCORE10K_BOX", "S_SCORE10K_BOX",
"S_FLAMEAURA_BOX",
"S_BUBBLEWRAP_BOX",
"S_THUNDERCOIN_BOX",
// Gold Repeat Monitor States (one per box) // Gold Repeat Monitor States (one per box)
"S_PITY_GOLDBOX", "S_PITY_GOLDBOX",
@ -4920,6 +4926,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_INVULN_GOLDBOX", "S_INVULN_GOLDBOX",
"S_EGGMAN_GOLDBOX", "S_EGGMAN_GOLDBOX",
"S_GRAVITY_GOLDBOX", "S_GRAVITY_GOLDBOX",
"S_FLAMEAURA_GOLDBOX",
"S_BUBBLEWRAP_GOLDBOX",
"S_THUNDERCOIN_GOLDBOX",
// Team Ring Boxes (these are special) // Team Ring Boxes (these are special)
"S_RING_REDBOX1", "S_RING_REDBOX1",
@ -4981,6 +4990,15 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_SCORE10K_ICON1", "S_SCORE10K_ICON1",
"S_SCORE10K_ICON2", "S_SCORE10K_ICON2",
"S_FLAMEAURA_ICON1",
"S_FLAMEAURA_ICON2",
"S_BUBBLEWRAP_ICON1",
"S_BUBBLEWRAP_ICON2",
"S_THUNDERCOIN_ICON1",
"S_THUNDERCOIN_ICON2",
"S_ROCKET", "S_ROCKET",
"S_LASER", "S_LASER",
@ -5350,6 +5368,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_MAGN10", "S_MAGN10",
"S_MAGN11", "S_MAGN11",
"S_MAGN12", "S_MAGN12",
"S_MAGN13",
"S_FORC1", "S_FORC1",
"S_FORC2", "S_FORC2",
@ -5373,6 +5392,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FORC19", "S_FORC19",
"S_FORC20", "S_FORC20",
"S_FORC21",
"S_ELEM1", "S_ELEM1",
"S_ELEM2", "S_ELEM2",
"S_ELEM3", "S_ELEM3",
@ -5386,6 +5407,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_ELEM11", "S_ELEM11",
"S_ELEM12", "S_ELEM12",
"S_ELEM13",
"S_ELEM14",
"S_ELEMF1", "S_ELEMF1",
"S_ELEMF2", "S_ELEMF2",
"S_ELEMF3", "S_ELEMF3",
@ -5394,6 +5418,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_ELEMF6", "S_ELEMF6",
"S_ELEMF7", "S_ELEMF7",
"S_ELEMF8", "S_ELEMF8",
"S_ELEMF9",
"S_ELEMF10",
"S_PITY1", "S_PITY1",
"S_PITY2", "S_PITY2",
@ -5406,6 +5432,84 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PITY9", "S_PITY9",
"S_PITY10", "S_PITY10",
"S_FIRS1",
"S_FIRS2",
"S_FIRS3",
"S_FIRS4",
"S_FIRS5",
"S_FIRS6",
"S_FIRS7",
"S_FIRS8",
"S_FIRS9",
"S_FIRS10",
"S_FIRS11",
"S_FIRSB1",
"S_FIRSB2",
"S_FIRSB3",
"S_FIRSB4",
"S_FIRSB5",
"S_FIRSB6",
"S_FIRSB7",
"S_FIRSB8",
"S_FIRSB9",
"S_FIRSB10",
"S_BUBS1",
"S_BUBS2",
"S_BUBS3",
"S_BUBS4",
"S_BUBS5",
"S_BUBS6",
"S_BUBS7",
"S_BUBS8",
"S_BUBS9",
"S_BUBS10",
"S_BUBS11",
"S_BUBSB1",
"S_BUBSB2",
"S_BUBSB3",
"S_BUBSB4",
"S_BUBSB5",
"S_BUBSB6",
"S_ZAPS1",
"S_ZAPS2",
"S_ZAPS3",
"S_ZAPS4",
"S_ZAPS5",
"S_ZAPS6",
"S_ZAPS7",
"S_ZAPS8",
"S_ZAPS9",
"S_ZAPS10",
"S_ZAPS11",
"S_ZAPS12",
"S_ZAPS13", // blank frame
"S_ZAPS14",
"S_ZAPS15",
"S_ZAPS16",
"S_ZAPSB1", // blank frame
"S_ZAPSB2",
"S_ZAPSB3",
"S_ZAPSB4",
"S_ZAPSB5",
"S_ZAPSB6",
"S_ZAPSB7",
"S_ZAPSB8",
"S_ZAPSB9",
"S_ZAPSB10",
"S_ZAPSB11", // blank frame
// Thunder spark
"S_THUNDERCOIN_SPARK",
// Invincibility Sparkles // Invincibility Sparkles
"S_IVSP", "S_IVSP",
@ -5566,6 +5670,20 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_WATERZAP", "S_WATERZAP",
// Spindash dust
"S_SPINDUST1",
"S_SPINDUST2",
"S_SPINDUST3",
"S_SPINDUST4",
"S_SPINDUST_BUBBLE1",
"S_SPINDUST_BUBBLE2",
"S_SPINDUST_BUBBLE3",
"S_SPINDUST_BUBBLE4",
"S_SPINDUST_FIRE1",
"S_SPINDUST_FIRE2",
"S_SPINDUST_FIRE3",
"S_SPINDUST_FIRE4",
"S_FOG1", "S_FOG1",
"S_FOG2", "S_FOG2",
"S_FOG3", "S_FOG3",
@ -6164,6 +6282,9 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_RECYCLER_BOX", "MT_RECYCLER_BOX",
"MT_SCORE1K_BOX", "MT_SCORE1K_BOX",
"MT_SCORE10K_BOX", "MT_SCORE10K_BOX",
"MT_FLAMEAURA_BOX",
"MT_BUBBLEWRAP_BOX",
"MT_THUNDERCOIN_BOX",
// Monitor boxes -- repeating (big) boxes // Monitor boxes -- repeating (big) boxes
"MT_PITY_GOLDBOX", "MT_PITY_GOLDBOX",
@ -6176,6 +6297,9 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_INVULN_GOLDBOX", "MT_INVULN_GOLDBOX",
"MT_EGGMAN_GOLDBOX", "MT_EGGMAN_GOLDBOX",
"MT_GRAVITY_GOLDBOX", "MT_GRAVITY_GOLDBOX",
"MT_FLAMEAURA_GOLDBOX",
"MT_BUBBLEWRAP_GOLDBOX",
"MT_THUNDERCOIN_GOLDBOX",
// Monitor boxes -- special // Monitor boxes -- special
"MT_RING_REDBOX", "MT_RING_REDBOX",
@ -6198,6 +6322,9 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_RECYCLER_ICON", "MT_RECYCLER_ICON",
"MT_SCORE1K_ICON", "MT_SCORE1K_ICON",
"MT_SCORE10K_ICON", "MT_SCORE10K_ICON",
"MT_FLAMEAURA_ICON",
"MT_BUBBLEWRAP_ICON",
"MT_THUNDERCOIN_ICON",
// Projectiles // Projectiles
"MT_ROCKET", "MT_ROCKET",
@ -6350,13 +6477,17 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_EGGSTATUE2", "MT_EGGSTATUE2",
// Powerup Indicators // Powerup Indicators
"MT_GREENORB", // Elemental shield mobj "MT_ELEMENTAL_ORB", // Elemental shield mobj
"MT_YELLOWORB", // Attract shield mobj "MT_ATTRACT_ORB", // Attract shield mobj
"MT_BLUEORB", // Force shield mobj "MT_FORCE_ORB", // Force shield mobj
"MT_BLACKORB", // Armageddon shield mobj "MT_ARMAGEDDON_ORB", // Armageddon shield mobj
"MT_WHITEORB", // Whirlwind shield mobj "MT_WHIRLWIND_ORB", // Whirlwind shield mobj
"MT_PITYORB", // Pity shield mobj "MT_PITY_ORB", // Pity shield mobj
"MT_IVSP", // invincibility sparkles "MT_FLAMEAURA_ORB", // Flame shield mobj
"MT_BUBBLEWRAP_ORB", // Bubble shield mobj
"MT_THUNDERCOIN_ORB", // Thunder shield mobj
"MT_THUNDERCOIN_SPARK", // Thunder spark
"MT_IVSP", // Invincibility sparkles
"MT_SUPERSPARK", // Super Sonic Spark "MT_SUPERSPARK", // Super Sonic Spark
// Freed Animals // Freed Animals
@ -6376,6 +6507,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_MEDIUMBUBBLE", // medium bubble "MT_MEDIUMBUBBLE", // medium bubble
"MT_EXTRALARGEBUBBLE", // extra large bubble "MT_EXTRALARGEBUBBLE", // extra large bubble
"MT_WATERZAP", "MT_WATERZAP",
"MT_SPINDUST", // Spindash dust
"MT_TFOG", "MT_TFOG",
"MT_SEED", "MT_SEED",
"MT_PARTICLE", "MT_PARTICLE",
@ -6544,35 +6676,36 @@ static const char *const MOBJFLAG_LIST[] = {
// \tMF2_(\S+).*// (.+) --> \t"\1", // \2 // \tMF2_(\S+).*// (.+) --> \t"\1", // \2
static const char *const MOBJFLAG2_LIST[] = { static const char *const MOBJFLAG2_LIST[] = {
"AXIS", // It's a NiGHTS axis! (For faster checking) "AXIS", // It's a NiGHTS axis! (For faster checking)
"TWOD", // Moves like it's in a 2D level "TWOD", // Moves like it's in a 2D level
"DONTRESPAWN", // Don't respawn this object! "DONTRESPAWN", // Don't respawn this object!
"DONTDRAW", // Don't generate a vissprite "DONTDRAW", // Don't generate a vissprite
"AUTOMATIC", // Thrown ring has automatic properties "AUTOMATIC", // Thrown ring has automatic properties
"RAILRING", // Thrown ring has rail properties "RAILRING", // Thrown ring has rail properties
"BOUNCERING", // Thrown ring has bounce properties "BOUNCERING", // Thrown ring has bounce properties
"EXPLOSION", // Thrown ring has explosive properties "EXPLOSION", // Thrown ring has explosive properties
"SCATTER", // Thrown ring has scatter properties "SCATTER", // Thrown ring has scatter properties
"BEYONDTHEGRAVE",// Source of this missile has died and has since respawned. "BEYONDTHEGRAVE", // Source of this missile has died and has since respawned.
"SLIDEPUSH", // MF_PUSHABLE that pushes continuously. "SLIDEPUSH", // MF_PUSHABLE that pushes continuously.
"CLASSICPUSH", // Drops straight down when object has negative Z. "CLASSICPUSH", // Drops straight down when object has negative Z.
"STANDONME", // While not pushable, stand on me anyway. "STANDONME", // While not pushable, stand on me anyway.
"INFLOAT", // Floating to a height for a move, don't auto float to target's height. "INFLOAT", // Floating to a height for a move, don't auto float to target's height.
"DEBRIS", // Splash ring from explosion ring "DEBRIS", // Splash ring from explosion ring
"NIGHTSPULL", // Attracted from a paraloop "NIGHTSPULL", // Attracted from a paraloop
"JUSTATTACKED", // can be pushed by other moving mobjs "JUSTATTACKED", // can be pushed by other moving mobjs
"FIRING", // turret fire "FIRING", // turret fire
"SUPERFIRE", // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it. "SUPERFIRE", // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
"SHADOW", // Fuzzy draw, makes targeting harder. "SHADOW", // Fuzzy draw, makes targeting harder.
"STRONGBOX", // Flag used for "strong" random monitors. "STRONGBOX", // Flag used for "strong" random monitors.
"OBJECTFLIP", // Flag for objects that always have flipped gravity. "OBJECTFLIP", // Flag for objects that always have flipped gravity.
"SKULLFLY", // Special handling: skull in flight. "SKULLFLY", // Special handling: skull in flight.
"FRET", // Flashing from a previous hit "FRET", // Flashing from a previous hit
"BOSSNOTRAP", // No Egg Trap after boss "BOSSNOTRAP", // No Egg Trap after boss
"BOSSFLEE", // Boss is fleeing! "BOSSFLEE", // Boss is fleeing!
"BOSSDEAD", // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.) "BOSSDEAD", // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
"AMBUSH", // Alternate behaviour typically set by MTF_AMBUSH "AMBUSH", // Alternate behaviour typically set by MTF_AMBUSH
"LINKDRAW", // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position) "LINKDRAW", // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position)
"SHIELD", // Thinker calls P_AddShield/P_ShieldLook (must be partnered with MF_SCENERY to use)
NULL NULL
}; };
@ -6654,6 +6787,9 @@ static const char *const PLAYERFLAG_LIST[] = {
/*** misc ***/ /*** misc ***/
"FORCESTRAFE", // Translate turn inputs into strafe inputs "FORCESTRAFE", // Translate turn inputs into strafe inputs
"ANALOGMODE", // Analog mode? "ANALOGMODE", // Analog mode?
"CANCARRY", // Can carry?
"SHIELDABILITY", // Thokked with shield ability
"FORCEJUMPDAMAGE", // Force jump damage
NULL // stop loop here. NULL // stop loop here.
}; };
@ -6998,20 +7134,27 @@ struct {
{"PRECIP_STORM_NOSTRIKES",PRECIP_STORM_NOSTRIKES}, {"PRECIP_STORM_NOSTRIKES",PRECIP_STORM_NOSTRIKES},
// Shields // Shields
// These ones use the lower 8 bits
{"SH_NONE",SH_NONE}, {"SH_NONE",SH_NONE},
{"SH_JUMP",SH_JUMP}, // Shield flags
{"SH_PROTECTFIRE",SH_PROTECTFIRE},
{"SH_PROTECTWATER",SH_PROTECTWATER},
{"SH_PROTECTELECTRIC",SH_PROTECTELECTRIC},
// Indivisible shields
{"SH_PITY",SH_PITY},
{"SH_WHIRLWIND",SH_WHIRLWIND},
{"SH_ARMAGEDDON",SH_ARMAGEDDON},
// normal shields that use flags
{"SH_ATTRACT",SH_ATTRACT}, {"SH_ATTRACT",SH_ATTRACT},
{"SH_ELEMENTAL",SH_ELEMENTAL}, {"SH_ELEMENTAL",SH_ELEMENTAL},
{"SH_BOMB",SH_BOMB}, // Sonic 3 shields
{"SH_FLAMEAURA",SH_FLAMEAURA},
{"SH_BUBBLEWRAP",SH_BUBBLEWRAP}, {"SH_BUBBLEWRAP",SH_BUBBLEWRAP},
{"SH_THUNDERCOIN",SH_THUNDERCOIN}, {"SH_THUNDERCOIN",SH_THUNDERCOIN},
{"SH_FLAMEAURA",SH_FLAMEAURA}, // The force shield uses the lower 8 bits to count how many extra hits are left.
{"SH_PITY",SH_PITY}, {"SH_FORCE",SH_FORCE},
// These ones are special and use the upper bits {"SH_FORCEHP",SH_FORCEHP}, // to be used as a bitmask only
{"SH_FIREFLOWER",SH_FIREFLOWER}, // Lower bits are a normal shield stacked on top of the fire flower // Mostly for use with Mario mode.
{"SH_FORCE",SH_FORCE}, // Lower bits are how many hits left, 0 is the last hit {"SH_FIREFLOWER", SH_FIREFLOWER},
// Stack masks
{"SH_STACK",SH_STACK}, {"SH_STACK",SH_STACK},
{"SH_NOSTACK",SH_NOSTACK}, {"SH_NOSTACK",SH_NOSTACK},
@ -7045,6 +7188,7 @@ struct {
{"SF_STOMPDAMAGE",SF_STOMPDAMAGE}, {"SF_STOMPDAMAGE",SF_STOMPDAMAGE},
{"SF_MARIODAMAGE",SF_MARIODAMAGE}, {"SF_MARIODAMAGE",SF_MARIODAMAGE},
{"SF_MACHINE",SF_MACHINE}, {"SF_MACHINE",SF_MACHINE},
{"SF_NOSPINDASHDUST",SF_NOSPINDASHDUST},
// Character abilities! // Character abilities!
// Primary // Primary
@ -7093,6 +7237,22 @@ struct {
{"PAL_MIXUP",PAL_MIXUP}, {"PAL_MIXUP",PAL_MIXUP},
{"PAL_RECYCLE",PAL_RECYCLE}, {"PAL_RECYCLE",PAL_RECYCLE},
{"PAL_NUKE",PAL_NUKE}, {"PAL_NUKE",PAL_NUKE},
// for P_DamageMobj
//// Damage types
{"DMG_WATER",DMG_WATER},
{"DMG_FIRE",DMG_FIRE},
{"DMG_ELECTRIC",DMG_ELECTRIC},
{"DMG_SPIKE",DMG_SPIKE},
{"DMG_NUKE",DMG_NUKE},
//// Death types
{"DMG_INSTAKILL",DMG_INSTAKILL},
{"DMG_DROWNED",DMG_DROWNED},
{"DMG_SPACEDROWN",DMG_SPACEDROWN},
{"DMG_DEATHPIT",DMG_DEATHPIT},
{"DMG_CRUSHED",DMG_CRUSHED},
{"DMG_SPECTATOR",DMG_SPECTATOR},
//// Masks
{"DMG_DEATHMASK",DMG_DEATHMASK},
// Gametypes, for use with global var "gametype" // Gametypes, for use with global var "gametype"
{"GT_COOP",GT_COOP}, {"GT_COOP",GT_COOP},

View file

@ -1721,6 +1721,18 @@ INT32 I_PutEnv(char *variable)
return putenv(variable); return putenv(variable);
} }
INT32 I_ClipboardCopy(const char *data, size_t size)
{
(void)data;
(void)size;
return -1;
}
char *I_ClipboardPaste(void)
{
return NULL;
}
const CPUInfoFlags *I_CPUInfo(void) const CPUInfoFlags *I_CPUInfo(void)
{ {
static CPUInfoFlags DOS_CPUInfo; static CPUInfoFlags DOS_CPUInfo;

View file

@ -407,6 +407,7 @@ void M_StartupLocale(void);
extern void *(*M_Memcpy)(void* dest, const void* src, size_t n) FUNCNONNULL; extern void *(*M_Memcpy)(void* dest, const void* src, size_t n) FUNCNONNULL;
char *va(const char *format, ...) FUNCPRINTF; char *va(const char *format, ...) FUNCPRINTF;
char *M_GetToken(const char *inputString); char *M_GetToken(const char *inputString);
void M_UnGetToken(void);
char *sizeu1(size_t num); char *sizeu1(size_t num);
char *sizeu2(size_t num); char *sizeu2(size_t num);
char *sizeu3(size_t num); char *sizeu3(size_t num);
@ -435,6 +436,9 @@ extern INT32 cv_debug;
// Misc stuff for later... // Misc stuff for later...
// ======================= // =======================
// Modifier key variables, accessible anywhere
extern UINT8 shiftdown, ctrldown, altdown;
// if we ever make our alloc stuff... // if we ever make our alloc stuff...
#define ZZ_Alloc(x) Z_Malloc(x, PU_STATIC, NULL) #define ZZ_Alloc(x) Z_Malloc(x, PU_STATIC, NULL)

View file

@ -162,6 +162,18 @@ INT32 I_PutEnv(char *variable)
return -1; return -1;
} }
INT32 I_ClipboardCopy(const char *data, size_t size)
{
(void)data;
(void)size;
return -1;
}
char *I_ClipboardPaste(void)
{
return NULL;
}
void I_RegisterSysCommands(void) {} void I_RegisterSysCommands(void) {}
#include "../sdl/dosstr.c" #include "../sdl/dosstr.c"

View file

@ -88,6 +88,7 @@ UINT8 modeattacking = ATTACKING_NONE;
boolean disableSpeedAdjust = false; boolean disableSpeedAdjust = false;
boolean imcontinuing = false; boolean imcontinuing = false;
boolean runemeraldmanager = false; boolean runemeraldmanager = false;
UINT16 emeraldspawndelay = 60*TICRATE;
// menu demo things // menu demo things
UINT8 numDemos = 3; UINT8 numDemos = 3;
@ -2193,7 +2194,7 @@ void G_PlayerReborn(INT32 player)
p->pflags |= PF_JUMPDOWN; p->pflags |= PF_JUMPDOWN;
p->playerstate = PST_LIVE; p->playerstate = PST_LIVE;
p->health = 1; // 0 rings p->rings = 0; // 0 rings
p->panim = PA_IDLE; // standing animation p->panim = PA_IDLE; // standing animation
if ((netgame || multiplayer) && !p->spectator) if ((netgame || multiplayer) && !p->spectator)

View file

@ -656,6 +656,7 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
{ {
FOutVector v[4]; FOutVector v[4];
FSurfaceInfo Surf; FSurfaceInfo Surf;
float sdupx, sdupy;
if (w < 0 || h < 0) if (w < 0 || h < 0)
return; // consistency w/ software return; // consistency w/ software
@ -664,10 +665,16 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
// | /| // | /|
// |/ | // |/ |
// 0--1 // 0--1
v[0].x = v[3].x = (x - 160.0f)/160.0f; sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
v[2].x = v[1].x = ((x+w) - 160.0f)/160.0f; sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
v[0].y = v[1].y = -(y - 100.0f)/100.0f;
v[2].y = v[3].y = -((y+h) - 100.0f)/100.0f; if (color & V_NOSCALESTART)
sdupx = sdupy = 2.0f;
v[0].x = v[3].x = (x*sdupx)/vid.width - 1;
v[2].x = v[1].x = (x*sdupx + w*sdupx)/vid.width - 1;
v[0].y = v[1].y = 1-(y*sdupy)/vid.height;
v[2].y = v[3].y = 1-(y*sdupy + h*sdupy)/vid.height;
//Hurdler: do we still use this argb color? if not, we should remove it //Hurdler: do we still use this argb color? if not, we should remove it
v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;

View file

@ -271,6 +271,9 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_TVRC &lspr[NOLIGHT], // SPR_TVRC
&lspr[NOLIGHT], // SPR_TV1K &lspr[NOLIGHT], // SPR_TV1K
&lspr[NOLIGHT], // SPR_TVTK &lspr[NOLIGHT], // SPR_TVTK
&lspr[NOLIGHT], // SPR_TVFL
&lspr[NOLIGHT], // SPR_TVBB
&lspr[NOLIGHT], // SPR_TVZP
// Projectiles // Projectiles
&lspr[NOLIGHT], // SPR_MISL &lspr[NOLIGHT], // SPR_MISL
@ -359,6 +362,9 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_ELEM &lspr[NOLIGHT], // SPR_ELEM
&lspr[NOLIGHT], // SPR_FORC &lspr[NOLIGHT], // SPR_FORC
&lspr[NOLIGHT], // SPR_PITY &lspr[NOLIGHT], // SPR_PITY
&lspr[NOLIGHT], // SPR_FIRS
&lspr[NOLIGHT], // SPR_BUBS
&lspr[NOLIGHT], // SPR_ZAPS
&lspr[INVINCIBLE_L], // SPR_IVSP &lspr[INVINCIBLE_L], // SPR_IVSP
&lspr[SUPERSPARK_L], // SPR_SSPK &lspr[SUPERSPARK_L], // SPR_SSPK

View file

@ -757,15 +757,8 @@ void HU_clearChatChars(void)
// //
boolean HU_Responder(event_t *ev) boolean HU_Responder(event_t *ev)
{ {
static boolean shiftdown = false;
UINT8 c; UINT8 c;
if (ev->data1 == KEY_LSHIFT || ev->data1 == KEY_RSHIFT)
{
shiftdown = (ev->type == ev_keydown);
return chat_on;
}
if (ev->type != ev_keydown) if (ev->type != ev_keydown)
return false; return false;
@ -1198,7 +1191,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
V_DrawString(x + 20, y, V_DrawString(x + 20, y,
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0) ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
| ((players[tab[i].num].health > 0) ? 0 : V_60TRANS) | ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS)
| V_ALLOWLOWERCASE, tab[i].name); | V_ALLOWLOWERCASE, tab[i].name);
// Draw emeralds // Draw emeralds
@ -1208,7 +1201,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
HU_DrawEmeralds(x-12,y+2,tab[i].emeralds); HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
} }
if (players[tab[i].num].health <= 0) if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
V_DrawSmallTranslucentPatch (x, y-4, V_80TRANS, livesback); V_DrawSmallTranslucentPatch (x, y-4, V_80TRANS, livesback);
else else
V_DrawSmallScaledPatch (x, y-4, 0, livesback); V_DrawSmallScaledPatch (x, y-4, 0, livesback);
@ -1220,7 +1213,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
V_DrawSmallScaledPatch(x, y-4, 0, superprefix[players[tab[i].num].skin]); V_DrawSmallScaledPatch(x, y-4, 0, superprefix[players[tab[i].num].skin]);
else else
{ {
if (players[tab[i].num].health <= 0) if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
V_DrawSmallTranslucentPatch(x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin]); V_DrawSmallTranslucentPatch(x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin]);
else else
V_DrawSmallScaledPatch(x, y-4, 0, faceprefix[players[tab[i].num].skin]); V_DrawSmallScaledPatch(x, y-4, 0, faceprefix[players[tab[i].num].skin]);
@ -1236,7 +1229,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
else else
{ {
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE); colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
if (players[tab[i].num].health <= 0) if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
V_DrawSmallTranslucentMappedPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin], colormap); V_DrawSmallTranslucentMappedPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin], colormap);
else else
V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap); V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
@ -1244,10 +1237,10 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
} }
if (G_GametypeUsesLives()) //show lives if (G_GametypeUsesLives()) //show lives
V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%dx", players[tab[i].num].lives)); V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%dx", players[tab[i].num].lives));
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT) else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
{ {
if (players[tab[i].num].health <= 0) if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
V_DrawSmallTranslucentPatch(x-32, y-4, V_60TRANS, tagico); V_DrawSmallTranslucentPatch(x-32, y-4, V_60TRANS, tagico);
else else
V_DrawSmallScaledPatch(x-32, y-4, 0, tagico); V_DrawSmallScaledPatch(x-32, y-4, 0, tagico);
@ -1260,13 +1253,13 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
if (players[tab[i].num].exiting) if (players[tab[i].num].exiting)
V_DrawRightAlignedString(x+240, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime))); V_DrawRightAlignedString(x+240, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime)));
else else
V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count)); V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
} }
else else
V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count))); V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
} }
else else
V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count)); V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
y += 16; y += 16;
} }
@ -1311,7 +1304,7 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
strlcpy(name, tab[i].name, 9); strlcpy(name, tab[i].name, 9);
V_DrawString(x + 20, y, V_DrawString(x + 20, y,
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0) ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
| ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT) | ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT)
| V_ALLOWLOWERCASE, name); | V_ALLOWLOWERCASE, name);
if (gametype == GT_CTF) if (gametype == GT_CTF)
@ -1337,12 +1330,12 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
else else
{ {
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE); colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
if (players[tab[i].num].health <= 0) if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
V_DrawSmallTranslucentMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap); V_DrawSmallTranslucentMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
else else
V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap); V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
} }
V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
} }
} }
@ -1367,7 +1360,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
strlcpy(name, tab[i].name, 9); strlcpy(name, tab[i].name, 9);
V_DrawString(x + 20, y, V_DrawString(x + 20, y,
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0) ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
| ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT) | ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT)
| V_ALLOWLOWERCASE, name); | V_ALLOWLOWERCASE, name);
if (G_GametypeUsesLives()) //show lives if (G_GametypeUsesLives()) //show lives
@ -1390,7 +1383,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
V_DrawSmallScaledPatch (x, y-4, 0, superprefix[players[tab[i].num].skin]); V_DrawSmallScaledPatch (x, y-4, 0, superprefix[players[tab[i].num].skin]);
else else
{ {
if (players[tab[i].num].health <= 0) if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
V_DrawSmallTranslucentPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]); V_DrawSmallTranslucentPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]);
else else
V_DrawSmallScaledPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]); V_DrawSmallScaledPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]);
@ -1406,7 +1399,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
else else
{ {
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE); colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
if (players[tab[i].num].health <= 0) if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
V_DrawSmallTranslucentMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap); V_DrawSmallTranslucentMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
else else
V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap); V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
@ -1421,13 +1414,13 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
if (players[tab[i].num].exiting) if (players[tab[i].num].exiting)
V_DrawRightAlignedThinString(x+156, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime))); V_DrawRightAlignedThinString(x+156, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime)));
else else
V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
} }
else else
V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count))); V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
} }
else else
V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
y += 16; y += 16;
if (y > 160) if (y > 160)

View file

@ -296,6 +296,14 @@ char *I_GetEnv(const char *name);
INT32 I_PutEnv(char *variable); INT32 I_PutEnv(char *variable);
/** \brief Put data in system clipboard
*/
INT32 I_ClipboardCopy(const char *data, size_t size);
/** \brief Retrieve data from system clipboard
*/
const char *I_ClipboardPaste(void);
void I_RegisterSysCommands(void); void I_RegisterSysCommands(void);
#endif #endif

View file

@ -159,6 +159,9 @@ char sprnames[NUMSPRITES + 1][5] =
"TVRC", // ReCycler "TVRC", // ReCycler
"TV1K", // 1,000 points (1 K) "TV1K", // 1,000 points (1 K)
"TVTK", // 10,000 points (Ten K) "TVTK", // 10,000 points (Ten K)
"TVFL", // FLame shield
"TVBB", // BuBble shield
"TVZP", // Thunder shield (ZaP)
// Projectiles // Projectiles
"MISL", "MISL",
@ -243,6 +246,9 @@ char sprnames[NUMSPRITES + 1][5] =
"ELEM", // Elemental Shield Orb and Fire "ELEM", // Elemental Shield Orb and Fire
"FORC", // Force Shield Orb "FORC", // Force Shield Orb
"PITY", // Pity Shield Orb "PITY", // Pity Shield Orb
"FIRS", // Flame Shield Orb
"BUBS", // Bubble Shield Orb
"ZAPS", // Thunder Shield Orb
"IVSP", // invincibility sparkles "IVSP", // invincibility sparkles
"SSPK", // Super Sonic Spark "SSPK", // Super Sonic Spark
@ -274,6 +280,8 @@ char sprnames[NUMSPRITES + 1][5] =
"SMOK", "SMOK",
"BUBL", // Bubble "BUBL", // Bubble
"WZAP", "WZAP",
"DUST", // Spindash dust
"FPRT", // Spindash dust (flame)
"TFOG", // Teleport Fog "TFOG", // Teleport Fog
"SEED", // Sonic CD flower seed "SEED", // Sonic CD flower seed
"PRTL", // Particle (for fans, etc.) "PRTL", // Particle (for fans, etc.)
@ -479,32 +487,32 @@ state_t states[NUMSTATES] =
{SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK {SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK
// Player // Player
{SPR_PLAY, SPR2_STND, 105, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_STND {SPR_PLAY, SPR2_STND|FF_ANIMATE, 105, {NULL}, 0, 7, S_PLAY_WAIT}, // S_PLAY_STND
{SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT {SPR_PLAY, SPR2_WAIT|FF_ANIMATE, -1, {NULL}, 0, 16, S_NULL}, // S_PLAY_WAIT
{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK {SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK
{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN {SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN
{SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL {SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL
{SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN {SPR_PLAY, SPR2_PAIN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_FALL}, // S_PLAY_PAIN
{SPR_PLAY, SPR2_DEAD, 4, {NULL}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD {SPR_PLAY, SPR2_DEAD|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_DEAD
{SPR_PLAY, SPR2_DRWN, 4, {NULL}, 0, 0, S_PLAY_DRWN}, // S_PLAY_DRWN {SPR_PLAY, SPR2_DRWN|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_DRWN
{SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN {SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN
{SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH {SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH
{SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP {SPR_PLAY, SPR2_GASP|FF_ANIMATE, 14, {NULL}, 0, 4, S_PLAY_WALK}, // S_PLAY_GASP
{SPR_PLAY, SPR2_JUMP, 1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP {SPR_PLAY, SPR2_JUMP, 1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP
{SPR_PLAY, SPR2_SPNG, 2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING {SPR_PLAY, SPR2_SPNG, 2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING
{SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL {SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL
{SPR_PLAY, SPR2_EDGE, 12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE {SPR_PLAY, SPR2_EDGE|FF_ANIMATE, -1, {NULL}, 0, 12, S_NULL}, // S_PLAY_EDGE
{SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE {SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE
// CA_FLY/CA_SWIM // CA_FLY/CA_SWIM
{SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY {SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY
{SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM {SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
{SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED {SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED
// CA_GLIDEANDCLIMB // CA_GLIDEANDCLIMB
{SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE {SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE
{SPR_PLAY, SPR2_CLNG, 6, {NULL}, 0, 0, S_PLAY_CLING}, // S_PLAY_CLING {SPR_PLAY, SPR2_CLNG|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_CLING
{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB {SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
// CA_TWINSPIN // CA_TWINSPIN
{SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN {SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN
@ -514,33 +522,33 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_MLEE, 20, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH {SPR_PLAY, SPR2_MLEE, 20, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
// SF_SUPERANIMS // SF_SUPERANIMS
{SPR_PLAY, SPR2_SSTD, 7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND {SPR_PLAY, SPR2_SSTD|FF_ANIMATE, -1, {NULL}, 0, 7, S_NULL}, // S_PLAY_SUPER_STND
{SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK {SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK
{SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN {SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN
{SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL {SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL
{SPR_PLAY, SPR2_SPAN, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN {SPR_PLAY, SPR2_SPAN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_PAIN
{SPR_PLAY, SPR2_SSTN, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN {SPR_PLAY, SPR2_SSTN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_STUN
{SPR_PLAY, SPR2_SDTH, 4, {NULL}, 0, 0, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD {SPR_PLAY, SPR2_SDTH|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_SUPER_DEAD
{SPR_PLAY, SPR2_SDRN, 4, {NULL}, 0, 0, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN {SPR_PLAY, SPR2_SDRN|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_SUPER_DRWN
{SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN {SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN
{SPR_PLAY, SPR2_SGSP, 14, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP {SPR_PLAY, SPR2_SGSP|FF_ANIMATE, 14, {NULL}, 0, 4, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP
{SPR_PLAY, SPR2_SJMP, 1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP {SPR_PLAY, SPR2_SJMP, 1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP
{SPR_PLAY, SPR2_SSPG, 2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING {SPR_PLAY, SPR2_SSPG, 2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING
{SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL {SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL
{SPR_PLAY, SPR2_SEDG, 12, {NULL}, 0, 0, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE {SPR_PLAY, SPR2_SEDG|FF_ANIMATE, -1, {NULL}, 0, 12, S_NULL}, // S_PLAY_SUPER_EDGE
{SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE {SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE
{SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT {SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT
// SF_SUPER // SF_SUPER
{SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS
{SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2 {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 16, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SUPER_TRANS9 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 16, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SUPER_TRANS9
{SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY {SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY
@ -1532,7 +1540,7 @@ state_t states[NUMSTATES] =
{SPR_SPIK, 6, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL8}, // S_SPIKEBALL7 {SPR_SPIK, 6, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL8}, // S_SPIKEBALL7
{SPR_SPIK, 7, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL1}, // S_SPIKEBALL8 {SPR_SPIK, 7, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL1}, // S_SPIKEBALL8
// Red Shield's Spawn // Elemental Shield's Spawn
{SPR_SFLM, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_SPINFIRE2}, // S_SPINFIRE1 {SPR_SFLM, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_SPINFIRE2}, // S_SPINFIRE1
{SPR_SFLM, FF_FULLBRIGHT|1, 2, {NULL}, 0, 0, S_SPINFIRE3}, // S_SPINFIRE2 {SPR_SFLM, FF_FULLBRIGHT|1, 2, {NULL}, 0, 0, S_SPINFIRE3}, // S_SPINFIRE2
{SPR_SFLM, FF_FULLBRIGHT|2, 2, {NULL}, 0, 0, S_SPINFIRE4}, // S_SPINFIRE3 {SPR_SFLM, FF_FULLBRIGHT|2, 2, {NULL}, 0, 0, S_SPINFIRE4}, // S_SPINFIRE3
@ -1606,6 +1614,9 @@ state_t states[NUMSTATES] =
{SPR_TVRC, 0, 2, {NULL}, 0, 0, S_BOX_FLICKER}, // S_RECYCLER_BOX {SPR_TVRC, 0, 2, {NULL}, 0, 0, S_BOX_FLICKER}, // S_RECYCLER_BOX
{SPR_TV1K, 0, 2, {NULL}, 0, 0, S_BOX_FLICKER}, // S_SCORE1K_BOX {SPR_TV1K, 0, 2, {NULL}, 0, 0, S_BOX_FLICKER}, // S_SCORE1K_BOX
{SPR_TVTK, 0, 2, {NULL}, 0, 0, S_BOX_FLICKER}, // S_SCORE10K_BOX {SPR_TVTK, 0, 2, {NULL}, 0, 0, S_BOX_FLICKER}, // S_SCORE10K_BOX
{SPR_TVFL, 0, 2, {NULL}, 0, 0, S_BOX_FLICKER}, // S_FLAMEAURA_BOX
{SPR_TVBB, 0, 2, {NULL}, 0, 0, S_BOX_FLICKER}, // S_BUBBLEWRAP_BOX
{SPR_TVZP, 0, 2, {NULL}, 0, 0, S_BOX_FLICKER}, // S_THUNDERCOIN_BOX
// Gold Repeat Monitor States (one per box) // Gold Repeat Monitor States (one per box)
{SPR_TVPI, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_PITY_GOLDBOX {SPR_TVPI, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_PITY_GOLDBOX
@ -1618,6 +1629,9 @@ state_t states[NUMSTATES] =
{SPR_TVIV, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_INVULN_GOLDBOX {SPR_TVIV, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_INVULN_GOLDBOX
{SPR_TVEG, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_EGGMAN_GOLDBOX {SPR_TVEG, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_EGGMAN_GOLDBOX
{SPR_TVGV, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_GRAVITY_GOLDBOX {SPR_TVGV, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_GRAVITY_GOLDBOX
{SPR_TVFL, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_FLAMEAURA_GOLDBOX
{SPR_TVBB, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_BUBBLEWRAP_GOLDBOX
{SPR_TVZP, 1, 2, {A_GoldMonitorSparkle}, 0, 0, S_GOLDBOX_FLICKER}, // S_THUNDERCOIN_GOLDBOX
// Team Ring Boxes (these are special) // Team Ring Boxes (these are special)
{SPR_TRRI, 0, 2, {NULL}, 0, 0, S_RING_REDBOX2}, // S_RING_REDBOX1 {SPR_TRRI, 0, 2, {NULL}, 0, 0, S_RING_REDBOX2}, // S_RING_REDBOX1
@ -1641,7 +1655,7 @@ state_t states[NUMSTATES] =
{SPR_TVAT, 2, 18, {A_RingShield},0, 0, S_NULL}, // S_ATTRACT_ICON2 {SPR_TVAT, 2, 18, {A_RingShield},0, 0, S_NULL}, // S_ATTRACT_ICON2
{SPR_TVFO, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_FORCE_ICON2}, // S_FORCE_ICON1 {SPR_TVFO, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_FORCE_ICON2}, // S_FORCE_ICON1
{SPR_TVFO, 2, 18, {A_ForceShield}, 0, 0, S_NULL}, // S_FORCE_ICON2 {SPR_TVFO, 2, 18, {A_ForceShield}, 1, 0, S_NULL}, // S_FORCE_ICON2
{SPR_TVAR, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_ARMAGEDDON_ICON2}, // S_ARMAGEDDON_ICON1 {SPR_TVAR, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_ARMAGEDDON_ICON2}, // S_ARMAGEDDON_ICON1
{SPR_TVAR, 2, 18, {A_BombShield}, 0, 0, S_NULL}, // S_ARMAGEDDON_ICON2 {SPR_TVAR, 2, 18, {A_BombShield}, 0, 0, S_NULL}, // S_ARMAGEDDON_ICON2
@ -1679,6 +1693,15 @@ state_t states[NUMSTATES] =
{SPR_TVTK, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_SCORE10K_ICON2}, // S_SCORE10K_ICON1 {SPR_TVTK, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_SCORE10K_ICON2}, // S_SCORE10K_ICON1
{SPR_TVTK, 2, 18, {A_AwardScore}, 0, 0, S_NULL}, // S_SCORE10K_ICON2 {SPR_TVTK, 2, 18, {A_AwardScore}, 0, 0, S_NULL}, // S_SCORE10K_ICON2
{SPR_TVFL, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_FLAMEAURA_ICON2}, // S_FLAMEAURA_ICON1
{SPR_TVFL, 2, 18, {A_FlameShield}, 0, 0, S_NULL}, // S_FLAMEAURA_ICON2
{SPR_TVBB, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_BUBBLEWRAP_ICON2}, // S_BUBBLEWRAP_ICON1
{SPR_TVBB, 2, 18, {A_BubbleShield}, 0, 0, S_NULL}, // S_BUBBLERWAP_ICON2
{SPR_TVZP, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_THUNDERCOIN_ICON2}, // S_THUNDERCOIN_ICON1
{SPR_TVZP, 2, 18, {A_ThunderShield}, 0, 0, S_NULL}, // S_THUNDERCOIN_ICON2
// --- // ---
{SPR_MISL, FF_FULLBRIGHT, 1, {A_SmokeTrailer}, MT_SMOKE, 0, S_ROCKET}, // S_ROCKET {SPR_MISL, FF_FULLBRIGHT, 1, {A_SmokeTrailer}, MT_SMOKE, 0, S_ROCKET}, // S_ROCKET
@ -2059,6 +2082,8 @@ state_t states[NUMSTATES] =
{SPR_MAGN, FF_FULLBRIGHT|FF_TRANS40|10, 2, {NULL}, 0, 0, S_MAGN12}, // S_MAGN11 {SPR_MAGN, FF_FULLBRIGHT|FF_TRANS40|10, 2, {NULL}, 0, 0, S_MAGN12}, // S_MAGN11
{SPR_MAGN, FF_FULLBRIGHT|FF_TRANS40|11, 2, {NULL}, 0, 0, S_MAGN1 }, // S_MAGN12 {SPR_MAGN, FF_FULLBRIGHT|FF_TRANS40|11, 2, {NULL}, 0, 0, S_MAGN1 }, // S_MAGN12
{SPR_MAGN, FF_FULLBRIGHT|FF_TRANS10|12, 2, {NULL}, 0, 0, S_MAGN1 }, // S_MAGN13
{SPR_FORC, FF_TRANS50 , 3, {NULL}, 0, 0, S_FORC2 }, // S_FORC1 {SPR_FORC, FF_TRANS50 , 3, {NULL}, 0, 0, S_FORC2 }, // S_FORC1
{SPR_FORC, FF_TRANS50|1, 3, {NULL}, 0, 0, S_FORC3 }, // S_FORC2 {SPR_FORC, FF_TRANS50|1, 3, {NULL}, 0, 0, S_FORC3 }, // S_FORC2
{SPR_FORC, FF_TRANS50|2, 3, {NULL}, 0, 0, S_FORC4 }, // S_FORC3 {SPR_FORC, FF_TRANS50|2, 3, {NULL}, 0, 0, S_FORC4 }, // S_FORC3
@ -2081,6 +2106,8 @@ state_t states[NUMSTATES] =
{SPR_FORC, FF_TRANS50|18, 3, {NULL}, 0, 0, S_FORC20}, // S_FORC19 {SPR_FORC, FF_TRANS50|18, 3, {NULL}, 0, 0, S_FORC20}, // S_FORC19
{SPR_FORC, FF_TRANS50|19, 3, {NULL}, 0, 0, S_FORC11}, // S_FORC20 {SPR_FORC, FF_TRANS50|19, 3, {NULL}, 0, 0, S_FORC11}, // S_FORC20
{SPR_FORC, FF_TRANS50|20, -1, {NULL}, 0, 0, S_NULL}, // S_FORC21
{SPR_ELEM, FF_TRANS50 , 4, {NULL}, 0, 0, S_ELEM2 }, // S_ELEM1 {SPR_ELEM, FF_TRANS50 , 4, {NULL}, 0, 0, S_ELEM2 }, // S_ELEM1
{SPR_ELEM, FF_TRANS50| 1, 4, {NULL}, 0, 0, S_ELEM3 }, // S_ELEM2 {SPR_ELEM, FF_TRANS50| 1, 4, {NULL}, 0, 0, S_ELEM3 }, // S_ELEM2
{SPR_ELEM, FF_TRANS50| 2, 4, {NULL}, 0, 0, S_ELEM4 }, // S_ELEM3 {SPR_ELEM, FF_TRANS50| 2, 4, {NULL}, 0, 0, S_ELEM4 }, // S_ELEM3
@ -2094,14 +2121,20 @@ state_t states[NUMSTATES] =
{SPR_ELEM, FF_TRANS50|10, 4, {NULL}, 0, 0, S_ELEM12}, // S_ELEM11 {SPR_ELEM, FF_TRANS50|10, 4, {NULL}, 0, 0, S_ELEM12}, // S_ELEM11
{SPR_ELEM, FF_TRANS50|11, 4, {NULL}, 0, 0, S_ELEM1 }, // S_ELEM12 {SPR_ELEM, FF_TRANS50|11, 4, {NULL}, 0, 0, S_ELEM1 }, // S_ELEM12
{SPR_ELEM, FF_FULLBRIGHT|12, 3, {NULL}, 0, 0, S_ELEMF2}, // S_ELEMF1 {SPR_NULL, 0, 1, {NULL}, 0, 0, S_ELEM14}, // S_ELEM13
{SPR_ELEM, FF_FULLBRIGHT|13, 3, {NULL}, 0, 0, S_ELEMF3}, // S_ELEMF2 {SPR_ELEM, FF_TRANS50|11, 1, {NULL}, 0, 0, S_ELEM1 }, // S_ELEM14
{SPR_ELEM, FF_FULLBRIGHT|14, 3, {NULL}, 0, 0, S_ELEMF4}, // S_ELEMF3
{SPR_ELEM, FF_FULLBRIGHT|15, 3, {NULL}, 0, 0, S_ELEMF5}, // S_ELEMF4 {SPR_ELEM, FF_FULLBRIGHT|12, 3, {NULL}, 0, 0, S_ELEMF2 }, // S_ELEMF1
{SPR_ELEM, FF_FULLBRIGHT|16, 3, {NULL}, 0, 0, S_ELEMF6}, // S_ELEMF5 {SPR_ELEM, FF_FULLBRIGHT|13, 3, {NULL}, 0, 0, S_ELEMF3 }, // S_ELEMF2
{SPR_ELEM, FF_FULLBRIGHT|17, 3, {NULL}, 0, 0, S_ELEMF7}, // S_ELEMF6 {SPR_ELEM, FF_FULLBRIGHT|14, 3, {NULL}, 0, 0, S_ELEMF4 }, // S_ELEMF3
{SPR_ELEM, FF_FULLBRIGHT|18, 3, {NULL}, 0, 0, S_ELEMF8}, // S_ELEMF7 {SPR_ELEM, FF_FULLBRIGHT|15, 3, {NULL}, 0, 0, S_ELEMF5 }, // S_ELEMF4
{SPR_ELEM, FF_FULLBRIGHT|19, 3, {NULL}, 0, 0, S_ELEMF1}, // S_ELEMF8 {SPR_ELEM, FF_FULLBRIGHT|16, 3, {NULL}, 0, 0, S_ELEMF6 }, // S_ELEMF5
{SPR_ELEM, FF_FULLBRIGHT|17, 3, {NULL}, 0, 0, S_ELEMF7 }, // S_ELEMF6
{SPR_ELEM, FF_FULLBRIGHT|18, 3, {NULL}, 0, 0, S_ELEMF8 }, // S_ELEMF7
{SPR_ELEM, FF_FULLBRIGHT|19, 3, {NULL}, 0, 0, S_ELEMF1 }, // S_ELEMF8
{SPR_ELEM, FF_FULLBRIGHT|20, 1, {NULL}, 0, 0, S_ELEMF10}, // S_ELEMF9
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_ELEMF1 }, // S_ELEMF10
{SPR_PITY, FF_TRANS20 , 1, {NULL}, 0, 0, S_PITY2 }, // S_PITY1 {SPR_PITY, FF_TRANS20 , 1, {NULL}, 0, 0, S_PITY2 }, // S_PITY1
{SPR_PITY, FF_TRANS20|1, 1, {NULL}, 0, 0, S_PITY3 }, // S_PITY2 {SPR_PITY, FF_TRANS20|1, 1, {NULL}, 0, 0, S_PITY3 }, // S_PITY2
@ -2114,6 +2147,84 @@ state_t states[NUMSTATES] =
{SPR_PITY, FF_TRANS20 , 1, {NULL}, 0, 0, S_PITY10}, // S_PITY9 {SPR_PITY, FF_TRANS20 , 1, {NULL}, 0, 0, S_PITY10}, // S_PITY9
{SPR_PITY, FF_TRANS20|5, 1, {NULL}, 0, 0, S_PITY1 }, // S_PITY10 {SPR_PITY, FF_TRANS20|5, 1, {NULL}, 0, 0, S_PITY1 }, // S_PITY10
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40 , 2, {NULL}, 0, 0, S_FIRS2}, // S_FIRS1
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|1, 2, {NULL}, 0, 0, S_FIRS3}, // S_FIRS2
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|2, 2, {NULL}, 0, 0, S_FIRS4}, // S_FIRS3
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|3, 2, {NULL}, 0, 0, S_FIRS5}, // S_FIRS4
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|4, 2, {NULL}, 0, 0, S_FIRS6}, // S_FIRS5
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|5, 2, {NULL}, 0, 0, S_FIRS7}, // S_FIRS6
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|6, 2, {NULL}, 0, 0, S_FIRS8}, // S_FIRS7
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|7, 2, {NULL}, 0, 0, S_FIRS9}, // S_FIRS8
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|8, 2, {NULL}, 0, 0, S_FIRS1}, // S_FIRS9
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|18, 1, {NULL}, 0, 0, S_FIRS11}, // S_FIRS10
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_FIRS1 }, // S_FIRS11
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40| 9, 2, {NULL}, 0, 0, S_FIRSB2}, // S_FIRSB1
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|10, 2, {NULL}, 0, 0, S_FIRSB3}, // S_FIRSB2
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|11, 2, {NULL}, 0, 0, S_FIRSB4}, // S_FIRSB3
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|12, 2, {NULL}, 0, 0, S_FIRSB5}, // S_FIRSB4
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|13, 2, {NULL}, 0, 0, S_FIRSB6}, // S_FIRSB5
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|14, 2, {NULL}, 0, 0, S_FIRSB7}, // S_FIRSB6
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|15, 2, {NULL}, 0, 0, S_FIRSB8}, // S_FIRSB7
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|16, 2, {NULL}, 0, 0, S_FIRSB9}, // S_FIRSB8
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|17, 2, {NULL}, 0, 0, S_FIRSB1}, // S_FIRSB9
{SPR_NULL, 0, 2, {NULL}, 0, 0, S_FIRSB1 }, // S_FIRSB10
{SPR_BUBS, FF_TRANS30 , 3, {NULL}, 0, 0, S_BUBS2}, // S_BUBS1
{SPR_BUBS, FF_TRANS30|1, 3, {NULL}, 0, 0, S_BUBS3}, // S_BUBS2
{SPR_BUBS, FF_TRANS30|2, 3, {NULL}, 0, 0, S_BUBS4}, // S_BUBS3
{SPR_BUBS, FF_TRANS30|3, 3, {NULL}, 0, 0, S_BUBS5}, // S_BUBS4
{SPR_BUBS, FF_TRANS30|4, 3, {NULL}, 0, 0, S_BUBS6}, // S_BUBS5
{SPR_BUBS, FF_TRANS30|5, 3, {NULL}, 0, 0, S_BUBS7}, // S_BUBS6
{SPR_BUBS, FF_TRANS30|6, 3, {NULL}, 0, 0, S_BUBS8}, // S_BUBS7
{SPR_BUBS, FF_TRANS30|7, 3, {NULL}, 0, 0, S_BUBS9}, // S_BUBS8
{SPR_BUBS, FF_TRANS30|8, 3, {NULL}, 0, 0, S_BUBS1}, // S_BUBS9
{SPR_NULL, 0, 3, {NULL}, 0, 0, S_BUBS1}, // S_BUBS10
{SPR_NULL, 0, 4*3, {NULL}, 0, 0, S_BUBS1}, // S_BUBS11
{SPR_BUBS, FF_TRANS30| 9, 3, {NULL}, 0, 0, S_BUBSB2}, // S_BUBSB1
{SPR_BUBS, FF_TRANS30|10, 3, {NULL}, 0, 0, S_BUBSB3}, // S_BUBSB2
{SPR_BUBS, FF_TRANS30|11, 3, {NULL}, 0, 0, S_BUBSB4}, // S_BUBSB3
{SPR_BUBS, FF_TRANS30|10, 3, {NULL}, 0, 0, S_BUBSB1}, // S_BUBSB4
{SPR_BUBS, FF_TRANS30|12, 3, {NULL}, 0, 0, S_BUBSB3}, // S_BUBSB5
{SPR_BUBS, FF_TRANS30|13, 3, {NULL}, 0, 0, S_BUBSB5}, // S_BUBSB6
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20 , 2, {NULL}, 0, 0, S_ZAPS2 }, // S_ZAPS1
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 1, 2, {NULL}, 0, 0, S_ZAPS3 }, // S_ZAPS2
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 2, 2, {NULL}, 0, 0, S_ZAPS4 }, // S_ZAPS3
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 3, 2, {NULL}, 0, 0, S_ZAPS5 }, // S_ZAPS4
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 4, 2, {NULL}, 0, 0, S_ZAPS6 }, // S_ZAPS5
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 5, 2, {NULL}, 0, 0, S_ZAPS7 }, // S_ZAPS6
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 6, 2, {NULL}, 0, 0, S_ZAPS8 }, // S_ZAPS7
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 7, 2, {NULL}, 0, 0, S_ZAPS9 }, // S_ZAPS8
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 8, 2, {NULL}, 0, 0, S_ZAPS10}, // S_ZAPS9
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 9, 2, {NULL}, 0, 0, S_ZAPS11}, // S_ZAPS10
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20|10, 2, {NULL}, 0, 0, S_ZAPS12}, // S_ZAPS11
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20|11, 2, {NULL}, 0, 0, S_ZAPS13}, // S_ZAPS12
{SPR_NULL, 0, 9*2, {NULL}, 0, 0, S_ZAPS14}, // S_ZAPS13
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 9, 2, {NULL}, 0, 0, S_ZAPS15}, // S_ZAPS14
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20|10, 2, {NULL}, 0, 0, S_ZAPS16}, // S_ZAPS15
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20|11, 2, {NULL}, 0, 0, S_ZAPS1 }, // S_ZAPS16
{SPR_NULL, 0, 12*2, {NULL}, 0, 0, S_ZAPSB2 }, // S_ZAPSB1
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 8, 2, {NULL}, 0, 0, S_ZAPSB3 }, // S_ZAPSB2
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 7, 2, {NULL}, 0, 0, S_ZAPSB4 }, // S_ZAPSB3
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 6, 2, {NULL}, 0, 0, S_ZAPSB5 }, // S_ZAPSB4
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 5, 2, {NULL}, 0, 0, S_ZAPSB6 }, // S_ZAPSB5
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 4, 2, {NULL}, 0, 0, S_ZAPSB7 }, // S_ZAPSB6
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 3, 2, {NULL}, 0, 0, S_ZAPSB8 }, // S_ZAPSB7
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 2, 2, {NULL}, 0, 0, S_ZAPSB9 }, // S_ZAPSB8
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20| 1, 2, {NULL}, 0, 0, S_ZAPSB10}, // S_ZAPSB9
{SPR_ZAPS, FF_FULLBRIGHT|FF_TRANS20 , 2, {NULL}, 0, 0, S_ZAPSB11}, // S_ZAPSB10
{SPR_NULL, 0, 15*2, {NULL}, 0, 0, S_ZAPSB2 }, // S_ZAPSB11
// Thunder spark
{SPR_SSPK, FF_ANIMATE, 18, {NULL}, 1, 2, S_NULL}, // S_THUNDERCOIN_SPARK
// Invincibility Sparkles // Invincibility Sparkles
{SPR_IVSP, FF_ANIMATE, 32, {NULL}, 31, 1, S_NULL}, // S_IVSP {SPR_IVSP, FF_ANIMATE, 32, {NULL}, 31, 1, S_NULL}, // S_IVSP
@ -2279,6 +2390,21 @@ state_t states[NUMSTATES] =
{SPR_WZAP, FF_TRANS10|FF_ANIMATE|FF_RANDOMANIM, 4, {NULL}, 3, 2, S_NULL}, // S_WATERZAP {SPR_WZAP, FF_TRANS10|FF_ANIMATE|FF_RANDOMANIM, 4, {NULL}, 3, 2, S_NULL}, // S_WATERZAP
// Spindash dust
{SPR_DUST, 0, 7, {NULL}, 0, 0, S_SPINDUST2}, // S_SPINDUST1
{SPR_DUST, 1, 6, {NULL}, 0, 0, S_SPINDUST3}, // S_SPINDUST2
{SPR_DUST, FF_TRANS30|2, 4, {NULL}, 0, 0, S_SPINDUST4}, // S_SPINDUST3
{SPR_DUST, FF_TRANS60|3, 3, {NULL}, 0, 0, S_NULL}, // S_SPINDUST4
{SPR_BUBL, 0, 7, {NULL}, 0, 0, S_SPINDUST_BUBBLE2}, // S_SPINDUST_BUBBLE1
{SPR_BUBL, 0, 6, {NULL}, 0, 0, S_SPINDUST_BUBBLE3}, // S_SPINDUST_BUBBLE2
{SPR_BUBL, FF_TRANS30|0, 4, {NULL}, 0, 0, S_SPINDUST_BUBBLE4}, // S_SPINDUST_BUBBLE3
{SPR_BUBL, FF_TRANS60|0, 3, {NULL}, 0, 0, S_NULL}, // S_SPINDUST_BUBBLE4
{SPR_FPRT, 0, 7, {NULL}, 0, 0, S_SPINDUST_FIRE2}, // S_SPINDUST_FIRE1
{SPR_FPRT, 0, 6, {NULL}, 0, 0, S_SPINDUST_FIRE3}, // S_SPINDUST_FIRE2
{SPR_FPRT, FF_TRANS30|0, 4, {NULL}, 0, 0, S_SPINDUST_FIRE4}, // S_SPINDUST_FIRE3
{SPR_FPRT, FF_TRANS60|0, 3, {NULL}, 0, 0, S_NULL}, // S_SPINDUST_FIRE4
{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50, 2, {NULL}, 0, 0, S_FOG2}, // S_FOG1 {SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50, 2, {NULL}, 0, 0, S_FOG2}, // S_FOG1
{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|1, 2, {NULL}, 0, 0, S_FOG3}, // S_FOG2 {SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|1, 2, {NULL}, 0, 0, S_FOG3}, // S_FOG2
{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|2, 2, {NULL}, 0, 0, S_FOG4}, // S_FOG3 {SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|2, 2, {NULL}, 0, 0, S_FOG4}, // S_FOG3
@ -6346,6 +6472,87 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_FLAMEAURA_BOX
420, // doomednum
S_FLAMEAURA_BOX, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_FLAMEAURA_BOX, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_BOX_POP1, // deathstate
S_NULL, // xdeathstate
sfx_pop, // deathsound
1, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
100, // mass
MT_FLAMEAURA_ICON, // damage
sfx_None, // activesound
MF_SOLID|MF_SHOOTABLE|MF_MONITOR, // flags
S_NULL // raisestate
},
{ // MT_BUBBLEWRAP_BOX
421, // doomednum
S_BUBBLEWRAP_BOX, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_BUBBLEWRAP_BOX, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_BOX_POP1, // deathstate
S_NULL, // xdeathstate
sfx_pop, // deathsound
1, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
100, // mass
MT_BUBBLEWRAP_ICON, // damage
sfx_None, // activesound
MF_SOLID|MF_SHOOTABLE|MF_MONITOR, // flags
S_NULL // raisestate
},
{ // MT_THUNDERCOIN_BOX
422, // doomednum
S_THUNDERCOIN_BOX, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_THUNDERCOIN_BOX, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_BOX_POP1, // deathstate
S_NULL, // xdeathstate
sfx_pop, // deathsound
1, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
100, // mass
MT_THUNDERCOIN_ICON, // damage
sfx_None, // activesound
MF_SOLID|MF_SHOOTABLE|MF_MONITOR, // flags
S_NULL // raisestate
},
{ // MT_PITY_GOLDBOX { // MT_PITY_GOLDBOX
431, // doomednum 431, // doomednum
S_PITY_GOLDBOX, // spawnstate S_PITY_GOLDBOX, // spawnstate
@ -6616,6 +6823,87 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_FLAMEAURA_GOLDBOX
450, // doomednum
S_FLAMEAURA_GOLDBOX, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_monton, // attacksound
S_FLAMEAURA_GOLDBOX, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_GOLDBOX_OFF1, // deathstate
S_NULL, // xdeathstate
sfx_pop, // deathsound
0, // speed
16*FRACUNIT, // radius
36*FRACUNIT, // height
0, // display offset
100, // mass
MT_FLAMEAURA_ICON, // damage
sfx_None, // activesound
MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE, // flags
S_NULL // raisestate
},
{ // MT_BUBBLEWRAP_GOLDBOX
451, // doomednum
S_BUBBLEWRAP_GOLDBOX, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_monton, // attacksound
S_BUBBLEWRAP_GOLDBOX, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_GOLDBOX_OFF1, // deathstate
S_NULL, // xdeathstate
sfx_pop, // deathsound
0, // speed
16*FRACUNIT, // radius
36*FRACUNIT, // height
0, // display offset
100, // mass
MT_BUBBLEWRAP_ICON, // damage
sfx_None, // activesound
MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE, // flags
S_NULL // raisestate
},
{ // MT_THUNDERCOIN_GOLDBOX
452, // doomednum
S_THUNDERCOIN_GOLDBOX, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_monton, // attacksound
S_THUNDERCOIN_GOLDBOX, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_GOLDBOX_OFF1, // deathstate
S_NULL, // xdeathstate
sfx_pop, // deathsound
0, // speed
16*FRACUNIT, // radius
36*FRACUNIT, // height
0, // display offset
100, // mass
MT_THUNDERCOIN_ICON, // damage
sfx_None, // activesound
MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE, // flags
S_NULL // raisestate
},
{ // MT_RING_REDBOX { // MT_RING_REDBOX
414, // doomednum 414, // doomednum
S_RING_REDBOX1, // spawnstate S_RING_REDBOX1, // spawnstate
@ -6702,7 +6990,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_PITY_ICON1, // spawnstate S_PITY_ICON1, // spawnstate
1, // spawnhealth 1, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_shield, // seesound sfx_s3k3a, // seesound
8, // reactiontime 8, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_NULL, // painstate S_NULL, // painstate
@ -6729,7 +7017,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_ATTRACT_ICON1, // spawnstate S_ATTRACT_ICON1, // spawnstate
1, // spawnhealth 1, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_shield, // seesound sfx_s3k41, // seesound
8, // reactiontime 8, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_NULL, // painstate S_NULL, // painstate
@ -6756,7 +7044,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_FORCE_ICON1, // spawnstate S_FORCE_ICON1, // spawnstate
1, // spawnhealth 1, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_shield, // seesound sfx_forcsg, // seesound
8, // reactiontime 8, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_NULL, // painstate S_NULL, // painstate
@ -6783,7 +7071,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_ARMAGEDDON_ICON1, // spawnstate S_ARMAGEDDON_ICON1, // spawnstate
1, // spawnhealth 1, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_shield, // seesound sfx_armasg, // seesound
8, // reactiontime 8, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_NULL, // painstate S_NULL, // painstate
@ -6810,7 +7098,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_WHIRLWIND_ICON1, // spawnstate S_WHIRLWIND_ICON1, // spawnstate
1, // spawnhealth 1, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_shield, // seesound sfx_wirlsg, // seesound
8, // reactiontime 8, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_NULL, // painstate S_NULL, // painstate
@ -6837,7 +7125,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_ELEMENTAL_ICON1, // spawnstate S_ELEMENTAL_ICON1, // spawnstate
1, // spawnhealth 1, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_shield, // seesound sfx_elemsg, // seesound
8, // reactiontime 8, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_NULL, // painstate S_NULL, // painstate
@ -7102,6 +7390,87 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_FLAMEAURA_ICON
-1, // doomednum
S_FLAMEAURA_ICON1, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_s3k3e, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
2*FRACUNIT, // speed
8*FRACUNIT, // radius
14*FRACUNIT, // height
0, // display offset
100, // mass
62*FRACUNIT, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON, // flags
S_NULL // raisestate
},
{ // MT_BUBBLEWRAP_ICON
-1, // doomednum
S_BUBBLEWRAP_ICON1, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_s3k3f, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
2*FRACUNIT, // speed
8*FRACUNIT, // radius
14*FRACUNIT, // height
0, // display offset
100, // mass
62*FRACUNIT, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON, // flags
S_NULL // raisestate
},
{ // MT_THUNDERCOIN_ICON
-1, // doomednum
S_THUNDERCOIN_ICON1, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_s3k41, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
2*FRACUNIT, // speed
8*FRACUNIT, // radius
14*FRACUNIT, // height
0, // display offset
100, // mass
62*FRACUNIT, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON, // flags
S_NULL // raisestate
},
{ // MT_ROCKET { // MT_ROCKET
-1, // doomednum -1, // doomednum
S_ROCKET, // spawnstate S_ROCKET, // spawnstate
@ -10345,7 +10714,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_GREENORB { // MT_ELEMENTAL_ORB
-1, // doomednum -1, // doomednum
S_ELEM1, // spawnstate S_ELEM1, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
@ -10353,7 +10722,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // seesound sfx_None, // seesound
0, // reactiontime 0, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_NULL, // painstate S_ELEM13, // painstate
SKINCOLOR_NONE, // painchance SKINCOLOR_NONE, // painchance
sfx_None, // painsound sfx_None, // painsound
S_NULL, // meleestate S_NULL, // meleestate
@ -10364,15 +10733,15 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
SH_ELEMENTAL, // speed SH_ELEMENTAL, // speed
64*FRACUNIT, // radius 64*FRACUNIT, // radius
64*FRACUNIT, // height 64*FRACUNIT, // height
1, // display offset 2, // display offset
16, // mass 16, // mass
0, // damage 0, // damage
sfx_None, // activesound sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate S_ELEMF9 // raisestate
}, },
{ // MT_YELLOWORB { // MT_ATTRACT_ORB
-1, // doomednum -1, // doomednum
S_MAGN1, // spawnstate S_MAGN1, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
@ -10380,7 +10749,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // seesound sfx_None, // seesound
8, // reactiontime 8, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_NULL, // painstate S_MAGN13, // painstate
SKINCOLOR_NONE, // painchance SKINCOLOR_NONE, // painchance
sfx_None, // painsound sfx_None, // painsound
S_NULL, // meleestate S_NULL, // meleestate
@ -10391,7 +10760,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
SH_ATTRACT, // speed SH_ATTRACT, // speed
64*FRACUNIT, // radius 64*FRACUNIT, // radius
64*FRACUNIT, // height 64*FRACUNIT, // height
1, // display offset 2, // display offset
16, // mass 16, // mass
0, // damage 0, // damage
sfx_None, // activesound sfx_None, // activesound
@ -10399,7 +10768,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_BLUEORB { // MT_FORCE_ORB
-1, // doomednum -1, // doomednum
S_FORC1, // spawnstate S_FORC1, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
@ -10418,15 +10787,15 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
SH_FORCE, // speed SH_FORCE, // speed
64*FRACUNIT, // radius 64*FRACUNIT, // radius
64*FRACUNIT, // height 64*FRACUNIT, // height
1, // display offset 2, // display offset
16, // mass 16, // mass
0, // damage 0, // damage
sfx_None, // activesound sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate S_FORC21 // raisestate
}, },
{ // MT_BLACKORB { // MT_ARMAGEDDON_ORB
-1, // doomednum -1, // doomednum
S_ARMA1, // spawnstate S_ARMA1, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
@ -10442,10 +10811,10 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // deathstate S_NULL, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_None, // deathsound sfx_None, // deathsound
SH_BOMB, // speed SH_ARMAGEDDON, // speed
64*FRACUNIT, // radius 64*FRACUNIT, // radius
64*FRACUNIT, // height 64*FRACUNIT, // height
1, // display offset 2, // display offset
16, // mass 16, // mass
0, // damage 0, // damage
sfx_None, // activesound sfx_None, // activesound
@ -10453,7 +10822,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_WHITEORB { // MT_WHIRLWIND_ORB
-1, // doomednum -1, // doomednum
S_WIND1, // spawnstate S_WIND1, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
@ -10469,10 +10838,10 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // deathstate S_NULL, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_None, // deathsound sfx_None, // deathsound
SH_JUMP, // speed SH_WHIRLWIND, // speed
64*FRACUNIT, // radius 64*FRACUNIT, // radius
64*FRACUNIT, // height 64*FRACUNIT, // height
1, // display offset 2, // display offset
16, // mass 16, // mass
0, // damage 0, // damage
sfx_None, // activesound sfx_None, // activesound
@ -10480,7 +10849,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_PITYORB { // MT_PITY_ORB
-1, // doomednum -1, // doomednum
S_PITY1, // spawnstate S_PITY1, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
@ -10499,7 +10868,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
SH_PITY, // speed SH_PITY, // speed
64*FRACUNIT, // radius 64*FRACUNIT, // radius
64*FRACUNIT, // height 64*FRACUNIT, // height
1, // display offset 2, // display offset
16, // mass 16, // mass
0, // damage 0, // damage
sfx_None, // activesound sfx_None, // activesound
@ -10507,6 +10876,114 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_FLAMEAURA_ORB
-1, // doomednum
S_FIRSB1, // spawnstate
1000, // spawnhealth
S_FIRS1, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_FIRSB10, // painstate
SKINCOLOR_NONE, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
SH_FLAMEAURA, // speed
64*FRACUNIT, // radius
64*FRACUNIT, // height
-2, // display offset
16, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_FIRS10 // raisestate
},
{ // MT_BUBBLEWRAP_ORB
-1, // doomednum
S_BUBSB1, // spawnstate
1000, // spawnhealth
S_BUBS1, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_BUBSB5, // painstate
SKINCOLOR_NONE, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
SH_BUBBLEWRAP, // speed
64*FRACUNIT, // radius
64*FRACUNIT, // height
2, // display offset
16, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_BUBS10 // raisestate
},
{ // MT_THUNDERCOIN_ORB
-1, // doomednum
S_ZAPSB1, // spawnstate
1000, // spawnhealth
S_ZAPS1, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_ZAPSB11, // painstate
SKINCOLOR_NONE, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
SH_THUNDERCOIN, // speed
64*FRACUNIT, // radius
64*FRACUNIT, // height
-2, // display offset
16, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_ZAPS14 // raisestate
},
{ // MT_THUNDERCOIN_SPARK
-1, // doomednum
S_THUNDERCOIN_SPARK, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
4*FRACUNIT, // radius
4*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_IVSP { // MT_IVSP
-1, // doomednum -1, // doomednum
S_IVSP, // spawnstate S_IVSP, // spawnstate
@ -10526,7 +11003,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
8, // speed 8, // speed
64*FRACUNIT, // radius 64*FRACUNIT, // radius
64*FRACUNIT, // height 64*FRACUNIT, // height
2, // display offset 3, // display offset
16, // mass 16, // mass
0, // damage 0, // damage
sfx_None, // activesound sfx_None, // activesound
@ -10940,6 +11417,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_SPINDUST
-1, // doomednum
S_SPINDUST1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
4*FRACUNIT, // speed
4*FRACUNIT, // radius
4*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP, // flags
S_NULL // raisestate
},
{ // MT_TFOG { // MT_TFOG
-1, // doomednum -1, // doomednum
S_FOG1, // spawnstate S_FOG1, // spawnstate
@ -12153,7 +12657,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // missilestate S_NULL, // missilestate
S_NULL, // deathstate S_NULL, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_mario3, // deathsound sfx_None, // deathsound
0, // speed 0, // speed
16*FRACUNIT, // radius 16*FRACUNIT, // radius
32*FRACUNIT, // height 32*FRACUNIT, // height

View file

@ -56,6 +56,9 @@ void A_BombShield(); // Obtained Bomb Shield
void A_WaterShield(); // Obtained Water Shield void A_WaterShield(); // Obtained Water Shield
void A_ForceShield(); // Obtained Force Shield void A_ForceShield(); // Obtained Force Shield
void A_PityShield(); // Obtained Pity Shield. We're... sorry. void A_PityShield(); // Obtained Pity Shield. We're... sorry.
void A_FlameShield(); // Obtained Flame Shield
void A_BubbleShield(); // Obtained Bubble Shield
void A_ThunderShield(); // Obtained Thunder Shield
void A_GravityBox(); void A_GravityBox();
void A_ScoreRise(); // Rise the score logo void A_ScoreRise(); // Rise the score logo
void A_ParticleSpawn(); void A_ParticleSpawn();
@ -351,6 +354,9 @@ typedef enum sprite
SPR_TVRC, // ReCycler SPR_TVRC, // ReCycler
SPR_TV1K, // 1,000 points (1 K) SPR_TV1K, // 1,000 points (1 K)
SPR_TVTK, // 10,000 points (Ten K) SPR_TVTK, // 10,000 points (Ten K)
SPR_TVFL, // FLame shield
SPR_TVBB, // BuBble shield
SPR_TVZP, // Thunder shield (ZaP)
// Projectiles // Projectiles
SPR_MISL, SPR_MISL,
@ -435,6 +441,9 @@ typedef enum sprite
SPR_ELEM, // Elemental Shield Orb and Fire SPR_ELEM, // Elemental Shield Orb and Fire
SPR_FORC, // Force Shield Orb SPR_FORC, // Force Shield Orb
SPR_PITY, // Pity Shield Orb SPR_PITY, // Pity Shield Orb
SPR_FIRS, // Flame Shield Orb
SPR_BUBS, // Bubble Shield Orb
SPR_ZAPS, // Thunder Shield Orb
SPR_IVSP, // invincibility sparkles SPR_IVSP, // invincibility sparkles
SPR_SSPK, // Super Sonic Spark SPR_SSPK, // Super Sonic Spark
@ -466,6 +475,8 @@ typedef enum sprite
SPR_SMOK, SPR_SMOK,
SPR_BUBL, // Bubble SPR_BUBL, // Bubble
SPR_WZAP, SPR_WZAP,
SPR_DUST, // Spindash dust
SPR_FPRT, // Spindash dust (flame)
SPR_TFOG, // Teleport Fog SPR_TFOG, // Teleport Fog
SPR_SEED, // Sonic CD flower seed SPR_SEED, // Sonic CD flower seed
SPR_PRTL, // Particle (for fans, etc.) SPR_PRTL, // Particle (for fans, etc.)
@ -1723,7 +1734,7 @@ typedef enum state
S_SPIKEBALL7, S_SPIKEBALL7,
S_SPIKEBALL8, S_SPIKEBALL8,
// Fire Shield's Spawn // Elemental Shield's Spawn
S_SPINFIRE1, S_SPINFIRE1,
S_SPINFIRE2, S_SPINFIRE2,
S_SPINFIRE3, S_SPINFIRE3,
@ -1797,6 +1808,9 @@ typedef enum state
S_RECYCLER_BOX, S_RECYCLER_BOX,
S_SCORE1K_BOX, S_SCORE1K_BOX,
S_SCORE10K_BOX, S_SCORE10K_BOX,
S_FLAMEAURA_BOX,
S_BUBBLEWRAP_BOX,
S_THUNDERCOIN_BOX,
// Gold Repeat Monitor States (one per box) // Gold Repeat Monitor States (one per box)
S_PITY_GOLDBOX, S_PITY_GOLDBOX,
@ -1809,6 +1823,9 @@ typedef enum state
S_INVULN_GOLDBOX, S_INVULN_GOLDBOX,
S_EGGMAN_GOLDBOX, S_EGGMAN_GOLDBOX,
S_GRAVITY_GOLDBOX, S_GRAVITY_GOLDBOX,
S_FLAMEAURA_GOLDBOX,
S_BUBBLEWRAP_GOLDBOX,
S_THUNDERCOIN_GOLDBOX,
// Team Ring Boxes (these are special) // Team Ring Boxes (these are special)
S_RING_REDBOX1, S_RING_REDBOX1,
@ -1870,6 +1887,15 @@ typedef enum state
S_SCORE10K_ICON1, S_SCORE10K_ICON1,
S_SCORE10K_ICON2, S_SCORE10K_ICON2,
S_FLAMEAURA_ICON1,
S_FLAMEAURA_ICON2,
S_BUBBLEWRAP_ICON1,
S_BUBBLEWRAP_ICON2,
S_THUNDERCOIN_ICON1,
S_THUNDERCOIN_ICON2,
// --- // ---
S_ROCKET, S_ROCKET,
@ -2241,6 +2267,7 @@ typedef enum state
S_MAGN10, S_MAGN10,
S_MAGN11, S_MAGN11,
S_MAGN12, S_MAGN12,
S_MAGN13,
S_FORC1, S_FORC1,
S_FORC2, S_FORC2,
@ -2264,6 +2291,8 @@ typedef enum state
S_FORC19, S_FORC19,
S_FORC20, S_FORC20,
S_FORC21,
S_ELEM1, S_ELEM1,
S_ELEM2, S_ELEM2,
S_ELEM3, S_ELEM3,
@ -2277,6 +2306,9 @@ typedef enum state
S_ELEM11, S_ELEM11,
S_ELEM12, S_ELEM12,
S_ELEM13,
S_ELEM14,
S_ELEMF1, S_ELEMF1,
S_ELEMF2, S_ELEMF2,
S_ELEMF3, S_ELEMF3,
@ -2285,6 +2317,8 @@ typedef enum state
S_ELEMF6, S_ELEMF6,
S_ELEMF7, S_ELEMF7,
S_ELEMF8, S_ELEMF8,
S_ELEMF9,
S_ELEMF10,
S_PITY1, S_PITY1,
S_PITY2, S_PITY2,
@ -2297,6 +2331,84 @@ typedef enum state
S_PITY9, S_PITY9,
S_PITY10, S_PITY10,
S_FIRS1,
S_FIRS2,
S_FIRS3,
S_FIRS4,
S_FIRS5,
S_FIRS6,
S_FIRS7,
S_FIRS8,
S_FIRS9,
S_FIRS10,
S_FIRS11,
S_FIRSB1,
S_FIRSB2,
S_FIRSB3,
S_FIRSB4,
S_FIRSB5,
S_FIRSB6,
S_FIRSB7,
S_FIRSB8,
S_FIRSB9,
S_FIRSB10,
S_BUBS1,
S_BUBS2,
S_BUBS3,
S_BUBS4,
S_BUBS5,
S_BUBS6,
S_BUBS7,
S_BUBS8,
S_BUBS9,
S_BUBS10,
S_BUBS11,
S_BUBSB1,
S_BUBSB2,
S_BUBSB3,
S_BUBSB4,
S_BUBSB5,
S_BUBSB6,
S_ZAPS1,
S_ZAPS2,
S_ZAPS3,
S_ZAPS4,
S_ZAPS5,
S_ZAPS6,
S_ZAPS7,
S_ZAPS8,
S_ZAPS9,
S_ZAPS10,
S_ZAPS11,
S_ZAPS12,
S_ZAPS13, // blank frame
S_ZAPS14,
S_ZAPS15,
S_ZAPS16,
S_ZAPSB1, // blank frame
S_ZAPSB2,
S_ZAPSB3,
S_ZAPSB4,
S_ZAPSB5,
S_ZAPSB6,
S_ZAPSB7,
S_ZAPSB8,
S_ZAPSB9,
S_ZAPSB10,
S_ZAPSB11, // blank frame
//Thunder spark
S_THUNDERCOIN_SPARK,
// Invincibility Sparkles // Invincibility Sparkles
S_IVSP, S_IVSP,
@ -2457,6 +2569,20 @@ typedef enum state
S_WATERZAP, S_WATERZAP,
// Spindash dust
S_SPINDUST1,
S_SPINDUST2,
S_SPINDUST3,
S_SPINDUST4,
S_SPINDUST_BUBBLE1,
S_SPINDUST_BUBBLE2,
S_SPINDUST_BUBBLE3,
S_SPINDUST_BUBBLE4,
S_SPINDUST_FIRE1,
S_SPINDUST_FIRE2,
S_SPINDUST_FIRE3,
S_SPINDUST_FIRE4,
S_FOG1, S_FOG1,
S_FOG2, S_FOG2,
S_FOG3, S_FOG3,
@ -3074,6 +3200,9 @@ typedef enum mobj_type
MT_RECYCLER_BOX, MT_RECYCLER_BOX,
MT_SCORE1K_BOX, MT_SCORE1K_BOX,
MT_SCORE10K_BOX, MT_SCORE10K_BOX,
MT_FLAMEAURA_BOX,
MT_BUBBLEWRAP_BOX,
MT_THUNDERCOIN_BOX,
// Monitor boxes -- repeating (big) boxes // Monitor boxes -- repeating (big) boxes
MT_PITY_GOLDBOX, MT_PITY_GOLDBOX,
@ -3086,6 +3215,9 @@ typedef enum mobj_type
MT_INVULN_GOLDBOX, MT_INVULN_GOLDBOX,
MT_EGGMAN_GOLDBOX, MT_EGGMAN_GOLDBOX,
MT_GRAVITY_GOLDBOX, MT_GRAVITY_GOLDBOX,
MT_FLAMEAURA_GOLDBOX,
MT_BUBBLEWRAP_GOLDBOX,
MT_THUNDERCOIN_GOLDBOX,
// Monitor boxes -- special // Monitor boxes -- special
MT_RING_REDBOX, MT_RING_REDBOX,
@ -3108,6 +3240,9 @@ typedef enum mobj_type
MT_RECYCLER_ICON, MT_RECYCLER_ICON,
MT_SCORE1K_ICON, MT_SCORE1K_ICON,
MT_SCORE10K_ICON, MT_SCORE10K_ICON,
MT_FLAMEAURA_ICON,
MT_BUBBLEWRAP_ICON,
MT_THUNDERCOIN_ICON,
// Projectiles // Projectiles
MT_ROCKET, MT_ROCKET,
@ -3260,13 +3395,17 @@ typedef enum mobj_type
MT_EGGSTATUE2, MT_EGGSTATUE2,
// Powerup Indicators // Powerup Indicators
MT_GREENORB, // Elemental shield mobj MT_ELEMENTAL_ORB, // Elemental shield mobj
MT_YELLOWORB, // Attract shield mobj MT_ATTRACT_ORB, // Attract shield mobj
MT_BLUEORB, // Force shield mobj MT_FORCE_ORB, // Force shield mobj
MT_BLACKORB, // Armageddon shield mobj MT_ARMAGEDDON_ORB, // Armageddon shield mobj
MT_WHITEORB, // Whirlwind shield mobj MT_WHIRLWIND_ORB, // Whirlwind shield mobj
MT_PITYORB, // Pity shield mobj MT_PITY_ORB, // Pity shield mobj
MT_IVSP, // invincibility sparkles MT_FLAMEAURA_ORB, // Flame shield mobj
MT_BUBBLEWRAP_ORB, // Bubble shield mobj
MT_THUNDERCOIN_ORB, // Thunder shield mobj
MT_THUNDERCOIN_SPARK, // Thunder spark
MT_IVSP, // Invincibility sparkles
MT_SUPERSPARK, // Super Sonic Spark MT_SUPERSPARK, // Super Sonic Spark
// Freed Animals // Freed Animals
@ -3286,6 +3425,7 @@ typedef enum mobj_type
MT_MEDIUMBUBBLE, // medium bubble MT_MEDIUMBUBBLE, // medium bubble
MT_EXTRALARGEBUBBLE, // extra large bubble MT_EXTRALARGEBUBBLE, // extra large bubble
MT_WATERZAP, MT_WATERZAP,
MT_SPINDUST, // Spindash dust
MT_TFOG, MT_TFOG,
MT_SEED, MT_SEED,
MT_PARTICLE, MT_PARTICLE,

View file

@ -309,6 +309,19 @@ static int lib_pRemoveMobj(lua_State *L)
return 0; return 0;
} }
// P_IsValidSprite2 technically doesn't exist, and probably never should... but too much would need to be exposed to allow this to be checked by other methods.
static int lib_pIsValidSprite2(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
UINT8 spr2 = (UINT8)luaL_checkinteger(L, 2);
//HUDSAFE
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, (mobj->skin && (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0)));
return 1;
}
static int lib_pSpawnMissile(lua_State *L) static int lib_pSpawnMissile(lua_State *L)
{ {
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
@ -618,6 +631,17 @@ static int lib_pAddPlayerScore(lua_State *L)
return 0; return 0;
} }
static int lib_pStealPlayerScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT32 amount = (UINT32)luaL_checkinteger(L, 2);
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_StealPlayerScore(player, amount);
return 0;
}
static int lib_pPlayerInPain(lua_State *L) static int lib_pPlayerInPain(lua_State *L)
{ {
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
@ -777,6 +801,16 @@ static int lib_pDoJumpShield(lua_State *L)
return 0; return 0;
} }
static int lib_pDoBubbleBounce(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoBubbleBounce(player);
return 0;
}
static int lib_pBlackOw(lua_State *L) static int lib_pBlackOw(lua_State *L)
{ {
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
@ -787,13 +821,14 @@ static int lib_pBlackOw(lua_State *L)
return 0; return 0;
} }
static int lib_pElementalFireTrail(lua_State *L) static int lib_pElementalFire(lua_State *L)
{ {
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean cropcircle = lua_optboolean(L, 2);
NOHUD NOHUD
if (!player) if (!player)
return LUA_ErrInvalid(L, "player_t"); return LUA_ErrInvalid(L, "player_t");
P_ElementalFireTrail(player); P_ElementalFire(player, cropcircle);
return 0; return 0;
} }
@ -848,10 +883,11 @@ static int lib_pReturnThrustY(lua_State *L)
static int lib_pLookForEnemies(lua_State *L) static int lib_pLookForEnemies(lua_State *L)
{ {
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
boolean nonenemies = lua_opttrueboolean(L, 2);
NOHUD NOHUD
if (!player) if (!player)
return LUA_ErrInvalid(L, "player_t"); return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_LookForEnemies(player)); lua_pushboolean(L, P_LookForEnemies(player, nonenemies));
return 1; return 1;
} }
@ -1132,7 +1168,7 @@ static int lib_pPlayerRingBurst(lua_State *L)
if (!player) if (!player)
return LUA_ErrInvalid(L, "player_t"); return LUA_ErrInvalid(L, "player_t");
if (num_rings == -1) if (num_rings == -1)
num_rings = player->health - 1; num_rings = player->rings;
P_PlayerRingBurst(player, num_rings); P_PlayerRingBurst(player, num_rings);
return 0; return 0;
} }
@ -1157,6 +1193,16 @@ static int lib_pPlayerWeaponAmmoBurst(lua_State *L)
return 0; return 0;
} }
static int lib_pPlayerWeaponPanelOrAmmoBurst(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_PlayerWeaponPanelOrAmmoBurst(player);
return 0;
}
static int lib_pPlayerEmeraldBurst(lua_State *L) static int lib_pPlayerEmeraldBurst(lua_State *L)
{ {
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
@ -1264,6 +1310,16 @@ static int lib_pDoNightsScore(lua_State *L)
return 0; return 0;
} }
static int lib_pDoMatchSuper(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoMatchSuper(player);
return 0;
}
// P_SPEC // P_SPEC
//////////// ////////////
@ -2005,6 +2061,7 @@ static luaL_Reg lib[] = {
// don't add P_SetMobjState or P_SetPlayerMobjState, use "mobj.state = S_NEWSTATE" instead. // don't add P_SetMobjState or P_SetPlayerMobjState, use "mobj.state = S_NEWSTATE" instead.
{"P_SpawnMobj",lib_pSpawnMobj}, {"P_SpawnMobj",lib_pSpawnMobj},
{"P_RemoveMobj",lib_pRemoveMobj}, {"P_RemoveMobj",lib_pRemoveMobj},
{"P_IsValidSprite2", lib_pIsValidSprite2},
{"P_SpawnMissile",lib_pSpawnMissile}, {"P_SpawnMissile",lib_pSpawnMissile},
{"P_SpawnXYZMissile",lib_pSpawnXYZMissile}, {"P_SpawnXYZMissile",lib_pSpawnXYZMissile},
{"P_SpawnPointMissile",lib_pSpawnPointMissile}, {"P_SpawnPointMissile",lib_pSpawnPointMissile},
@ -2031,6 +2088,7 @@ static luaL_Reg lib[] = {
{"P_GetPlayerSpinHeight",lib_pGetPlayerSpinHeight}, {"P_GetPlayerSpinHeight",lib_pGetPlayerSpinHeight},
{"P_GetPlayerControlDirection",lib_pGetPlayerControlDirection}, {"P_GetPlayerControlDirection",lib_pGetPlayerControlDirection},
{"P_AddPlayerScore",lib_pAddPlayerScore}, {"P_AddPlayerScore",lib_pAddPlayerScore},
{"P_StealPlayerScore",lib_pStealPlayerScore},
{"P_PlayerInPain",lib_pPlayerInPain}, {"P_PlayerInPain",lib_pPlayerInPain},
{"P_DoPlayerPain",lib_pDoPlayerPain}, {"P_DoPlayerPain",lib_pDoPlayerPain},
{"P_ResetPlayer",lib_pResetPlayer}, {"P_ResetPlayer",lib_pResetPlayer},
@ -2046,8 +2104,9 @@ static luaL_Reg lib[] = {
{"P_GivePlayerLives",lib_pGivePlayerLives}, {"P_GivePlayerLives",lib_pGivePlayerLives},
{"P_ResetScore",lib_pResetScore}, {"P_ResetScore",lib_pResetScore},
{"P_DoJumpShield",lib_pDoJumpShield}, {"P_DoJumpShield",lib_pDoJumpShield},
{"P_DoBubbleBounce",lib_pDoBubbleBounce},
{"P_BlackOw",lib_pBlackOw}, {"P_BlackOw",lib_pBlackOw},
{"P_ElementalFireTrail",lib_pElementalFireTrail}, {"P_ElementalFire",lib_pElementalFire},
{"P_DoPlayerExit",lib_pDoPlayerExit}, {"P_DoPlayerExit",lib_pDoPlayerExit},
{"P_InstaThrust",lib_pInstaThrust}, {"P_InstaThrust",lib_pInstaThrust},
{"P_ReturnThrustX",lib_pReturnThrustX}, {"P_ReturnThrustX",lib_pReturnThrustX},
@ -2081,6 +2140,7 @@ static luaL_Reg lib[] = {
{"P_PlayerRingBurst",lib_pPlayerRingBurst}, {"P_PlayerRingBurst",lib_pPlayerRingBurst},
{"P_PlayerWeaponPanelBurst",lib_pPlayerWeaponPanelBurst}, {"P_PlayerWeaponPanelBurst",lib_pPlayerWeaponPanelBurst},
{"P_PlayerWeaponAmmoBurst",lib_pPlayerWeaponAmmoBurst}, {"P_PlayerWeaponAmmoBurst",lib_pPlayerWeaponAmmoBurst},
{"P_PlayerWeaponPanelOrAmmoBurst", lib_pPlayerWeaponPanelOrAmmoBurst},
{"P_PlayerEmeraldBurst",lib_pPlayerEmeraldBurst}, {"P_PlayerEmeraldBurst",lib_pPlayerEmeraldBurst},
{"P_PlayerFlagBurst",lib_pPlayerFlagBurst}, {"P_PlayerFlagBurst",lib_pPlayerFlagBurst},
{"P_PlayRinglossSound",lib_pPlayRinglossSound}, {"P_PlayRinglossSound",lib_pPlayRinglossSound},
@ -2089,6 +2149,7 @@ static luaL_Reg lib[] = {
{"P_PlayLivesJingle",lib_pPlayLivesJingle}, {"P_PlayLivesJingle",lib_pPlayLivesJingle},
{"P_CanPickupItem",lib_pCanPickupItem}, {"P_CanPickupItem",lib_pCanPickupItem},
{"P_DoNightsScore",lib_pDoNightsScore}, {"P_DoNightsScore",lib_pDoNightsScore},
{"P_DoMatchSuper",lib_pDoMatchSuper},
// p_spec // p_spec
{"P_Thrust",lib_pThrust}, {"P_Thrust",lib_pThrust},

View file

@ -43,6 +43,8 @@ enum hook {
hook_PlayerMsg, hook_PlayerMsg,
hook_HurtMsg, hook_HurtMsg,
hook_PlayerSpawn, hook_PlayerSpawn,
hook_ShieldSpawn,
hook_ShieldSpecial,
hook_MAX // last hook hook_MAX // last hook
}; };
@ -62,9 +64,9 @@ boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher); // Hook for P_Touch
#define LUAh_MobjFuse(mo) LUAh_MobjHook(mo, hook_MobjFuse) // Hook for mobj->fuse == 0 by mobj type #define LUAh_MobjFuse(mo) LUAh_MobjHook(mo, hook_MobjFuse) // Hook for mobj->fuse == 0 by mobj type
#define LUAh_MobjThinker(mo) LUAh_MobjHook(mo, hook_MobjThinker) // Hook for P_MobjThinker or P_SceneryThinker by mobj type #define LUAh_MobjThinker(mo) LUAh_MobjHook(mo, hook_MobjThinker) // Hook for P_MobjThinker or P_SceneryThinker by mobj type
#define LUAh_BossThinker(mo) LUAh_MobjHook(mo, hook_BossThinker) // Hook for P_GenericBossThinker by mobj type #define LUAh_BossThinker(mo) LUAh_MobjHook(mo, hook_BossThinker) // Hook for P_GenericBossThinker by mobj type
UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage); // Hook for P_DamageMobj by mobj type (Should mobj take damage?) UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); // Hook for P_DamageMobj by mobj type (Should mobj take damage?)
boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage); // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!) boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!)
boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source); // Hook for P_KillMobj by mobj type boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); // Hook for P_KillMobj by mobj type
#define LUAh_BossDeath(mo) LUAh_MobjHook(mo, hook_BossDeath) // Hook for A_BossDeath by mobj type #define LUAh_BossDeath(mo) LUAh_MobjHook(mo, hook_BossDeath) // Hook for A_BossDeath by mobj type
#define LUAh_MobjRemoved(mo) LUAh_MobjHook(mo, hook_MobjRemoved) // Hook for P_RemoveMobj by mobj type #define LUAh_MobjRemoved(mo) LUAh_MobjHook(mo, hook_MobjRemoved) // Hook for P_RemoveMobj by mobj type
#define LUAh_JumpSpecial(player) LUAh_PlayerHook(player, hook_JumpSpecial) // Hook for P_DoJumpStuff (Any-jumping) #define LUAh_JumpSpecial(player) LUAh_PlayerHook(player, hook_JumpSpecial) // Hook for P_DoJumpStuff (Any-jumping)
@ -75,7 +77,9 @@ boolean LUAh_BotTiccmd(player_t *bot, ticcmd_t *cmd); // Hook for B_BuildTiccmd
boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name
boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors
boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages
boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Hook for hurt messages boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); // Hook for hurt messages
#define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer #define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
#define LUAh_ShieldSpawn(player) LUAh_PlayerHook(player, hook_ShieldSpawn) // Hook for P_SpawnShieldOrb
#define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
#endif #endif

View file

@ -54,6 +54,8 @@ const char *const hookNames[hook_MAX+1] = {
"PlayerMsg", "PlayerMsg",
"HurtMsg", "HurtMsg",
"PlayerSpawn", "PlayerSpawn",
"ShieldSpawn",
"ShieldSpecial",
NULL NULL
}; };
@ -412,7 +414,7 @@ boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher)
} }
// Hook for P_DamageMobj by mobj type (Should mobj take damage?) // Hook for P_DamageMobj by mobj type (Should mobj take damage?)
UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage) UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
{ {
hook_p hookp; hook_p hookp;
UINT8 shouldDamage = 0; // 0 = default, 1 = force yes, 2 = force no. UINT8 shouldDamage = 0; // 0 = default, 1 = force yes, 2 = force no.
@ -431,14 +433,16 @@ UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32
LUA_PushUserdata(gL, inflictor, META_MOBJ); LUA_PushUserdata(gL, inflictor, META_MOBJ);
LUA_PushUserdata(gL, source, META_MOBJ); LUA_PushUserdata(gL, source, META_MOBJ);
lua_pushinteger(gL, damage); lua_pushinteger(gL, damage);
lua_pushinteger(gL, damagetype);
} }
lua_pushfstring(gL, FMT_HOOKID, hookp->id); lua_pushfstring(gL, FMT_HOOKID, hookp->id);
lua_gettable(gL, LUA_REGISTRYINDEX); lua_gettable(gL, LUA_REGISTRYINDEX);
lua_pushvalue(gL, -5); lua_pushvalue(gL, -6);
lua_pushvalue(gL, -5); lua_pushvalue(gL, -6);
lua_pushvalue(gL, -5); lua_pushvalue(gL, -6);
lua_pushvalue(gL, -5); lua_pushvalue(gL, -6);
if (lua_pcall(gL, 4, 1, 0)) { lua_pushvalue(gL, -6);
if (lua_pcall(gL, 5, 1, 0)) {
if (!hookp->error || cv_debug & DBG_LUA) if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1); lua_pop(gL, 1);
@ -460,7 +464,7 @@ UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32
} }
// Hook for P_DamageMobj by mobj type (Mobj actually takes damage!) // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!)
boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage) boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
{ {
hook_p hookp; hook_p hookp;
boolean hooked = false; boolean hooked = false;
@ -479,14 +483,16 @@ boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32
LUA_PushUserdata(gL, inflictor, META_MOBJ); LUA_PushUserdata(gL, inflictor, META_MOBJ);
LUA_PushUserdata(gL, source, META_MOBJ); LUA_PushUserdata(gL, source, META_MOBJ);
lua_pushinteger(gL, damage); lua_pushinteger(gL, damage);
lua_pushinteger(gL, damagetype);
} }
lua_pushfstring(gL, FMT_HOOKID, hookp->id); lua_pushfstring(gL, FMT_HOOKID, hookp->id);
lua_gettable(gL, LUA_REGISTRYINDEX); lua_gettable(gL, LUA_REGISTRYINDEX);
lua_pushvalue(gL, -5); lua_pushvalue(gL, -6);
lua_pushvalue(gL, -5); lua_pushvalue(gL, -6);
lua_pushvalue(gL, -5); lua_pushvalue(gL, -6);
lua_pushvalue(gL, -5); lua_pushvalue(gL, -6);
if (lua_pcall(gL, 4, 1, 0)) { lua_pushvalue(gL, -6);
if (lua_pcall(gL, 5, 1, 0)) {
if (!hookp->error || cv_debug & DBG_LUA) if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1); lua_pop(gL, 1);
@ -503,7 +509,7 @@ boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32
} }
// Hook for P_KillMobj by mobj type // Hook for P_KillMobj by mobj type
boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source) boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype)
{ {
hook_p hookp; hook_p hookp;
boolean hooked = false; boolean hooked = false;
@ -521,13 +527,15 @@ boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source)
LUA_PushUserdata(gL, target, META_MOBJ); LUA_PushUserdata(gL, target, META_MOBJ);
LUA_PushUserdata(gL, inflictor, META_MOBJ); LUA_PushUserdata(gL, inflictor, META_MOBJ);
LUA_PushUserdata(gL, source, META_MOBJ); LUA_PushUserdata(gL, source, META_MOBJ);
lua_pushinteger(gL, damagetype);
} }
lua_pushfstring(gL, FMT_HOOKID, hookp->id); lua_pushfstring(gL, FMT_HOOKID, hookp->id);
lua_gettable(gL, LUA_REGISTRYINDEX); lua_gettable(gL, LUA_REGISTRYINDEX);
lua_pushvalue(gL, -4); lua_pushvalue(gL, -5);
lua_pushvalue(gL, -4); lua_pushvalue(gL, -5);
lua_pushvalue(gL, -4); lua_pushvalue(gL, -5);
if (lua_pcall(gL, 3, 1, 0)) { lua_pushvalue(gL, -5);
if (lua_pcall(gL, 4, 1, 0)) {
if (!hookp->error || cv_debug & DBG_LUA) if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1); lua_pop(gL, 1);
@ -729,7 +737,7 @@ boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg)
} }
// Hook for hurt messages // Hook for hurt messages
boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source) boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype)
{ {
hook_p hookp; hook_p hookp;
boolean hooked = false; boolean hooked = false;
@ -747,13 +755,15 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source)
LUA_PushUserdata(gL, player, META_PLAYER); LUA_PushUserdata(gL, player, META_PLAYER);
LUA_PushUserdata(gL, inflictor, META_MOBJ); LUA_PushUserdata(gL, inflictor, META_MOBJ);
LUA_PushUserdata(gL, source, META_MOBJ); LUA_PushUserdata(gL, source, META_MOBJ);
lua_pushinteger(gL, damagetype);
} }
lua_pushfstring(gL, FMT_HOOKID, hookp->id); lua_pushfstring(gL, FMT_HOOKID, hookp->id);
lua_gettable(gL, LUA_REGISTRYINDEX); lua_gettable(gL, LUA_REGISTRYINDEX);
lua_pushvalue(gL, -4); lua_pushvalue(gL, -5);
lua_pushvalue(gL, -4); lua_pushvalue(gL, -5);
lua_pushvalue(gL, -4); lua_pushvalue(gL, -5);
if (lua_pcall(gL, 3, 1, 0)) { lua_pushvalue(gL, -5);
if (lua_pcall(gL, 4, 1, 0)) {
if (!hookp->error || cv_debug & DBG_LUA) if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1); lua_pop(gL, 1);

View file

@ -34,6 +34,7 @@ enum mobj_e {
mobj_angle, mobj_angle,
mobj_sprite, mobj_sprite,
mobj_frame, mobj_frame,
mobj_sprite2,
mobj_anim_duration, mobj_anim_duration,
mobj_touching_sectorlist, mobj_touching_sectorlist,
mobj_subsector, mobj_subsector,
@ -93,6 +94,7 @@ static const char *const mobj_opt[] = {
"angle", "angle",
"sprite", "sprite",
"frame", "frame",
"sprite2",
"anim_duration", "anim_duration",
"touching_sectorlist", "touching_sectorlist",
"subsector", "subsector",
@ -189,6 +191,9 @@ static int mobj_get(lua_State *L)
case mobj_frame: case mobj_frame:
lua_pushinteger(L, mo->frame); lua_pushinteger(L, mo->frame);
break; break;
case mobj_sprite2:
lua_pushinteger(L, mo->sprite2);
break;
case mobj_anim_duration: case mobj_anim_duration:
lua_pushinteger(L, mo->anim_duration); lua_pushinteger(L, mo->anim_duration);
break; break;
@ -411,6 +416,9 @@ static int mobj_set(lua_State *L)
case mobj_frame: case mobj_frame:
mo->frame = (UINT32)luaL_checkinteger(L, 3); mo->frame = (UINT32)luaL_checkinteger(L, 3);
break; break;
case mobj_sprite2:
mo->sprite2 = P_GetMobjSprite2(mo, (UINT8)luaL_checkinteger(L, 3));
break;
case mobj_anim_duration: case mobj_anim_duration:
mo->anim_duration = (UINT16)luaL_checkinteger(L, 3); mo->anim_duration = (UINT16)luaL_checkinteger(L, 3);
break; break;

View file

@ -122,8 +122,8 @@ static int player_get(lua_State *L)
lua_pushfixed(L, plr->bob); lua_pushfixed(L, plr->bob);
else if (fastcmp(field,"aiming")) else if (fastcmp(field,"aiming"))
lua_pushangle(L, plr->aiming); lua_pushangle(L, plr->aiming);
else if (fastcmp(field,"health")) else if (fastcmp(field,"rings"))
lua_pushinteger(L, plr->health); lua_pushinteger(L, plr->rings);
else if (fastcmp(field,"pity")) else if (fastcmp(field,"pity"))
lua_pushinteger(L, plr->pity); lua_pushinteger(L, plr->pity);
else if (fastcmp(field,"currentweapon")) else if (fastcmp(field,"currentweapon"))
@ -382,8 +382,8 @@ static int player_set(lua_State *L)
else if (plr == &players[secondarydisplayplayer]) else if (plr == &players[secondarydisplayplayer])
localaiming2 = plr->aiming; localaiming2 = plr->aiming;
} }
else if (fastcmp(field,"health")) else if (fastcmp(field,"rings"))
plr->health = (INT32)luaL_checkinteger(L, 3); plr->rings = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"pity")) else if (fastcmp(field,"pity"))
plr->pity = (SINT8)luaL_checkinteger(L, 3); plr->pity = (SINT8)luaL_checkinteger(L, 3);
else if (fastcmp(field,"currentweapon")) else if (fastcmp(field,"currentweapon"))

View file

@ -606,7 +606,7 @@ void Command_CauseCfail_f(void)
players[consoleplayer].mo->y = 123311; //cfail cansuled kthxbye players[consoleplayer].mo->y = 123311; //cfail cansuled kthxbye
players[consoleplayer].mo->z = 123311; players[consoleplayer].mo->z = 123311;
players[consoleplayer].score = 1337; players[consoleplayer].score = 1337;
players[consoleplayer].health = 1337; players[consoleplayer].rings = 1337;
players[consoleplayer].mo->destscale = 25; players[consoleplayer].mo->destscale = 25;
P_SetThingPosition(players[consoleplayer].mo); P_SetThingPosition(players[consoleplayer].mo);
@ -720,7 +720,7 @@ void Command_Setrings_f(void)
if (COM_Argc() > 1) if (COM_Argc() > 1)
{ {
// P_GivePlayerRings does value clamping // P_GivePlayerRings does value clamping
players[consoleplayer].health = players[consoleplayer].mo->health = 1; players[consoleplayer].rings = 0;
P_GivePlayerRings(&players[consoleplayer], atoi(COM_Argv(1))); P_GivePlayerRings(&players[consoleplayer], atoi(COM_Argv(1)));
if (!G_IsSpecialStage(gamemap) || !useNightsSS) if (!G_IsSpecialStage(gamemap) || !useNightsSS)
players[consoleplayer].totalring -= atoi(COM_Argv(1)); //undo totalring addition done in P_GivePlayerRings players[consoleplayer].totalring -= atoi(COM_Argv(1)); //undo totalring addition done in P_GivePlayerRings
@ -1298,7 +1298,7 @@ void Command_ObjectPlace_f(void)
// Like the classics, recover from death by entering objectplace // Like the classics, recover from death by entering objectplace
if (players[0].mo->health <= 0) if (players[0].mo->health <= 0)
{ {
players[0].mo->health = players[0].health = 1; players[0].mo->health = 1;
players[0].deadtimer = 0; players[0].deadtimer = 0;
op_oldflags1 = mobjinfo[MT_PLAYER].flags; op_oldflags1 = mobjinfo[MT_PLAYER].flags;
++players[0].lives; ++players[0].lives;

View file

@ -183,9 +183,6 @@ static INT32 vidm_selected = 0;
static INT32 vidm_nummodes; static INT32 vidm_nummodes;
static INT32 vidm_column_size; static INT32 vidm_column_size;
// what a headache.
static boolean shiftdown = false;
// //
// PROTOTYPES // PROTOTYPES
// //
@ -2083,11 +2080,6 @@ boolean M_Responder(event_t *ev)
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION) || gamestate == GS_CREDITS || gamestate == GS_EVALUATION)
return false; return false;
if (ev->type == ev_keyup && (ev->data1 == KEY_LSHIFT || ev->data1 == KEY_RSHIFT))
{
shiftdown = false;
return false;
}
if (noFurtherInput) if (noFurtherInput)
{ {
// Ignore input after enter/escape/other buttons // Ignore input after enter/escape/other buttons
@ -2101,10 +2093,6 @@ boolean M_Responder(event_t *ev)
// added 5-2-98 remap virtual keys (mouse & joystick buttons) // added 5-2-98 remap virtual keys (mouse & joystick buttons)
switch (ch) switch (ch)
{ {
case KEY_LSHIFT:
case KEY_RSHIFT:
shiftdown = true;
break; //return false;
case KEY_MOUSE1: case KEY_MOUSE1:
case KEY_JOY1: case KEY_JOY1:
case KEY_JOY1 + 2: case KEY_JOY1 + 2:
@ -3831,7 +3819,7 @@ static void M_HandleImageDef(INT32 choice)
static void M_PandorasBox(INT32 choice) static void M_PandorasBox(INT32 choice)
{ {
(void)choice; (void)choice;
CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].health - 1, 0)); CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].rings, 0));
CV_StealthSetValue(&cv_dummylives, players[consoleplayer].lives); CV_StealthSetValue(&cv_dummylives, players[consoleplayer].lives);
CV_StealthSetValue(&cv_dummycontinues, players[consoleplayer].continues); CV_StealthSetValue(&cv_dummycontinues, players[consoleplayer].continues);
M_SetupNextMenu(&SR_PandoraDef); M_SetupNextMenu(&SR_PandoraDef);
@ -3839,7 +3827,7 @@ static void M_PandorasBox(INT32 choice)
static boolean M_ExitPandorasBox(void) static boolean M_ExitPandorasBox(void)
{ {
if (cv_dummyrings.value != max(players[consoleplayer].health - 1, 0)) if (cv_dummyrings.value != max(players[consoleplayer].rings, 0))
COM_ImmedExecute(va("setrings %d", cv_dummyrings.value)); COM_ImmedExecute(va("setrings %d", cv_dummyrings.value));
if (cv_dummylives.value != players[consoleplayer].lives) if (cv_dummylives.value != players[consoleplayer].lives)
COM_ImmedExecute(va("setlives %d", cv_dummylives.value)); COM_ImmedExecute(va("setlives %d", cv_dummylives.value));

View file

@ -1617,6 +1617,11 @@ INT32 axtoi(const char *hexStg)
return intValue; return intValue;
} }
// Token parser variables
static UINT32 oldendPos = 0; // old value of endPos, used by M_UnGetToken
static UINT32 endPos = 0; // now external to M_GetToken, but still static
/** Token parser for TEXTURES, ANIMDEFS, and potentially other lumps later down the line. /** Token parser for TEXTURES, ANIMDEFS, and potentially other lumps later down the line.
* Was originally R_GetTexturesToken when I was coding up the TEXTURES parser, until I realized I needed it for ANIMDEFS too. * Was originally R_GetTexturesToken when I was coding up the TEXTURES parser, until I realized I needed it for ANIMDEFS too.
* Parses up to the next whitespace character or comma. When finding the start of the next token, whitespace is skipped. * Parses up to the next whitespace character or comma. When finding the start of the next token, whitespace is skipped.
@ -1631,7 +1636,7 @@ char *M_GetToken(const char *inputString)
{ {
static const char *stringToUse = NULL; // Populated if inputString != NULL; used otherwise static const char *stringToUse = NULL; // Populated if inputString != NULL; used otherwise
static UINT32 startPos = 0; static UINT32 startPos = 0;
static UINT32 endPos = 0; // static UINT32 endPos = 0;
static UINT32 stringLength = 0; static UINT32 stringLength = 0;
static UINT8 inComment = 0; // 0 = not in comment, 1 = // Single-line, 2 = /* Multi-line */ static UINT8 inComment = 0; // 0 = not in comment, 1 = // Single-line, 2 = /* Multi-line */
char *texturesToken = NULL; char *texturesToken = NULL;
@ -1641,12 +1646,12 @@ char *M_GetToken(const char *inputString)
{ {
stringToUse = inputString; stringToUse = inputString;
startPos = 0; startPos = 0;
endPos = 0; oldendPos = endPos = 0;
stringLength = strlen(inputString); stringLength = strlen(inputString);
} }
else else
{ {
startPos = endPos; startPos = oldendPos = endPos;
} }
if (stringToUse == NULL) if (stringToUse == NULL)
return NULL; return NULL;
@ -1777,6 +1782,16 @@ char *M_GetToken(const char *inputString)
return texturesToken; return texturesToken;
} }
/** Undoes the last M_GetToken call
* The current position along the string being parsed is reset to the last saved position.
* This exists mostly because of R_ParseTexture/R_ParsePatch honestly, but could be useful elsewhere?
* -Monster Iestyn (22/10/16)
*/
void M_UnGetToken(void)
{
endPos = oldendPos;
}
/** Count bits in a number. /** Count bits in a number.
*/ */
UINT8 M_CountBits(UINT32 num, UINT8 size) UINT8 M_CountBits(UINT32 num, UINT8 size)

View file

@ -269,6 +269,18 @@ INT32 I_PutEnv(char *variable)
return -1; return -1;
} }
INT32 I_ClipboardCopy(const char *data, size_t size)
{
(void)data;
(void)size;
return -1;
}
char *I_ClipboardPaste(void)
{
return NULL;
}
void I_RegisterSysCommands(void) {} void I_RegisterSysCommands(void) {}
#include "../sdl/dosstr.c" #include "../sdl/dosstr.c"

View file

@ -104,6 +104,9 @@ void A_BombShield(mobj_t *actor);
void A_WaterShield(mobj_t *actor); void A_WaterShield(mobj_t *actor);
void A_ForceShield(mobj_t *actor); void A_ForceShield(mobj_t *actor);
void A_PityShield(mobj_t *actor); void A_PityShield(mobj_t *actor);
void A_FlameShield(mobj_t *actor);
void A_BubbleShield(mobj_t *actor);
void A_ThunderShield(mobj_t *actor);
void A_GravityBox(mobj_t *actor); void A_GravityBox(mobj_t *actor);
void A_ScoreRise(mobj_t *actor); void A_ScoreRise(mobj_t *actor);
void A_ParticleSpawn(mobj_t *actor); void A_ParticleSpawn(mobj_t *actor);
@ -658,15 +661,15 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
if ((netgame || multiplayer) && player->spectator) if ((netgame || multiplayer) && player->spectator)
continue; continue;
if (player->health <= 0)
continue; // dead
if (player->pflags & PF_INVIS) if (player->pflags & PF_INVIS)
continue; // ignore notarget continue; // ignore notarget
if (!player->mo || P_MobjWasRemoved(player->mo)) if (!player->mo || P_MobjWasRemoved(player->mo))
continue; continue;
if (player->mo->health <= 0)
continue; // dead
if (dist > 0 if (dist > 0
&& P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist) && P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist)
continue; // Too far away continue; // Too far away
@ -730,7 +733,7 @@ static boolean P_LookForShield(mobj_t *actor)
player = &players[actor->lastlook]; player = &players[actor->lastlook];
if (player->health <= 0 || !player->mo) if (!player->mo || player->mo->health <= 0)
continue; // dead continue; // dead
//When in CTF, don't pull rings that you cannot pick up. //When in CTF, don't pull rings that you cannot pick up.
@ -738,7 +741,7 @@ static boolean P_LookForShield(mobj_t *actor)
(actor->type == MT_BLUETEAMRING && player->ctfteam != 2)) (actor->type == MT_BLUETEAMRING && player->ctfteam != 2))
continue; continue;
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT if ((player->powers[pw_shield] & SH_PROTECTELECTRIC)
&& (P_AproxDistance(P_AproxDistance(actor->x-player->mo->x, actor->y-player->mo->y), actor->z-player->mo->z) < FixedMul(RING_DIST, player->mo->scale))) && (P_AproxDistance(P_AproxDistance(actor->x-player->mo->x, actor->y-player->mo->y), actor->z-player->mo->z) < FixedMul(RING_DIST, player->mo->scale)))
{ {
P_SetTarget(&actor->tracer, player->mo); P_SetTarget(&actor->tracer, player->mo);
@ -2553,6 +2556,7 @@ void A_1upThinker(mobj_t *actor)
{ {
P_SetTarget(&actor->tracer, P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY)); P_SetTarget(&actor->tracer, P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY));
P_SetTarget(&actor->tracer->target, actor); P_SetTarget(&actor->tracer->target, actor);
actor->tracer->skin = &skins[players[closestplayer].skin]; // required here to prevent spr2 default showing stand for a single frame
P_SetMobjState(actor->tracer, actor->info->seestate); P_SetMobjState(actor->tracer, actor->info->seestate);
// The overlay is going to be one tic early turning off and on // The overlay is going to be one tic early turning off and on
@ -2813,7 +2817,7 @@ void A_BossDeath(mobj_t *mo)
// make sure there is a player alive for victory // make sure there is a player alive for victory
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && (players[i].health > 0 if (playeringame[i] && ((players[i].mo && players[i].mo->health > 0)
|| ((netgame || multiplayer) && (players[i].lives > 0 || players[i].continues > 0)))) || ((netgame || multiplayer) && (players[i].lives > 0 || players[i].continues > 0))))
break; break;
@ -3058,11 +3062,7 @@ void A_JumpShield(mobj_t *actor)
player = actor->target->player; player = actor->target->player;
if ((player->powers[pw_shield] & SH_NOSTACK) != SH_JUMP) P_SwitchShield(player, SH_WHIRLWIND);
{
player->powers[pw_shield] = SH_JUMP|(player->powers[pw_shield] & SH_STACK);
P_SpawnShieldOrb(player);
}
S_StartSound(player->mo, actor->info->seesound); S_StartSound(player->mo, actor->info->seesound);
} }
@ -3090,11 +3090,7 @@ void A_RingShield(mobj_t *actor)
player = actor->target->player; player = actor->target->player;
if ((player->powers[pw_shield] & SH_NOSTACK) != SH_ATTRACT) P_SwitchShield(player, SH_ATTRACT);
{
player->powers[pw_shield] = SH_ATTRACT|(player->powers[pw_shield] & SH_STACK);
P_SpawnShieldOrb(player);
}
S_StartSound(player->mo, actor->info->seesound); S_StartSound(player->mo, actor->info->seesound);
} }
@ -3291,11 +3287,12 @@ void A_BombShield(mobj_t *actor)
player = actor->target->player; player = actor->target->player;
if ((player->powers[pw_shield] & SH_NOSTACK) != SH_BOMB) // If you already have a bomb shield, use it!
{ if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON)
player->powers[pw_shield] = SH_BOMB|(player->powers[pw_shield] & SH_STACK); P_BlackOw(player);
P_SpawnShieldOrb(player);
} // Now we know for certain that we don't have a bomb shield, so add one. :3
P_SwitchShield(player, SH_ARMAGEDDON);
S_StartSound(player->mo, actor->info->seesound); S_StartSound(player->mo, actor->info->seesound);
} }
@ -3323,22 +3320,8 @@ void A_WaterShield(mobj_t *actor)
player = actor->target->player; player = actor->target->player;
if ((player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL) P_SwitchShield(player, SH_ELEMENTAL);
{
player->powers[pw_shield] = SH_ELEMENTAL|(player->powers[pw_shield] & SH_STACK);
P_SpawnShieldOrb(player);
}
if (player->powers[pw_underwater] && player->powers[pw_underwater] <= 12*TICRATE + 1)
P_RestoreMusic(player);
player->powers[pw_underwater] = 0;
if (player->powers[pw_spacetime] > 1)
{
player->powers[pw_spacetime] = 0;
P_RestoreMusic(player);
}
S_StartSound(player->mo, actor->info->seesound); S_StartSound(player->mo, actor->info->seesound);
} }
@ -3346,12 +3329,13 @@ void A_WaterShield(mobj_t *actor)
// //
// Description: Awards the player a force shield. // Description: Awards the player a force shield.
// //
// var1 = unused // var1 = Number of additional hitpoints to give
// var2 = unused // var2 = unused
// //
void A_ForceShield(mobj_t *actor) void A_ForceShield(mobj_t *actor)
{ {
player_t *player; player_t *player;
INT32 locvar1 = var1;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_ForceShield", actor)) if (LUA_CallAction("A_ForceShield", actor))
@ -3363,15 +3347,15 @@ void A_ForceShield(mobj_t *actor)
return; return;
} }
if (locvar1 & ~SH_FORCEHP)
{
CONS_Debug(DBG_GAMELOGIC, "Invalid number of additional hitpoints.\n");
return;
}
player = actor->target->player; player = actor->target->player;
if (!(player->powers[pw_shield] & SH_FORCE)) P_SwitchShield(player, SH_FORCE|locvar1);
{
player->powers[pw_shield] = SH_FORCE|(player->powers[pw_shield] & SH_STACK)|0x01;
P_SpawnShieldOrb(player);
}
else
player->powers[pw_shield] = SH_FORCE|(player->powers[pw_shield] & SH_STACK)|0x01;
S_StartSound(player->mo, actor->info->seesound); S_StartSound(player->mo, actor->info->seesound);
} }
@ -3403,12 +3387,92 @@ void A_PityShield(mobj_t *actor)
player = actor->target->player; player = actor->target->player;
if ((player->powers[pw_shield] & SH_NOSTACK) != SH_PITY) P_SwitchShield(player, SH_PITY);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_FlameShield
//
// Description: Awards the player a flame shield.
//
// var1 = unused
// var2 = unused
//
void A_FlameShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlameShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{ {
player->powers[pw_shield] = SH_PITY+(player->powers[pw_shield] & SH_STACK); CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
P_SpawnShieldOrb(player); return;
} }
player = actor->target->player;
P_SwitchShield(player, SH_FLAMEAURA);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_BubbleShield
//
// Description: Awards the player a bubble shield.
//
// var1 = unused
// var2 = unused
//
void A_BubbleShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_BubbleShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_BUBBLEWRAP);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_ThunderShield
//
// Description: Awards the player a thunder shield.
//
// var1 = unused
// var2 = unused
//
void A_ThunderShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_ThunderShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_THUNDERCOIN);
S_StartSound(player->mo, actor->info->seesound); S_StartSound(player->mo, actor->info->seesound);
} }
@ -3435,9 +3499,10 @@ void A_GravityBox(mobj_t *actor)
} }
player = actor->target->player; player = actor->target->player;
player->powers[pw_gravityboots] = (UINT16)(actor->info->reactiontime + 1);
S_StartSound(player, actor->info->activesound); S_StartSound(player, actor->info->activesound);
player->powers[pw_gravityboots] = (UINT16)(actor->info->reactiontime + 1);
} }
// Function: A_ScoreRise // Function: A_ScoreRise
@ -3703,7 +3768,7 @@ void A_AttractChase(mobj_t *actor)
// Turn flingrings back into regular rings if attracted. // Turn flingrings back into regular rings if attracted.
if (actor->tracer && actor->tracer->player if (actor->tracer && actor->tracer->player
&& (actor->tracer->player->powers[pw_shield] & SH_NOSTACK) != SH_ATTRACT && actor->info->reactiontime && actor->type != (mobjtype_t)actor->info->reactiontime) && !(actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC) && actor->info->reactiontime && actor->type != (mobjtype_t)actor->info->reactiontime)
{ {
mobj_t *newring; mobj_t *newring;
newring = P_SpawnMobj(actor->x, actor->y, actor->z, actor->info->reactiontime); newring = P_SpawnMobj(actor->x, actor->y, actor->z, actor->info->reactiontime);
@ -3908,7 +3973,7 @@ void A_ThrownRing(mobj_t *actor)
// A non-homing ring getting attracted by a // A non-homing ring getting attracted by a
// magnetic player. If he gets too far away, make // magnetic player. If he gets too far away, make
// sure to stop the attraction! // sure to stop the attraction!
if ((!actor->tracer->health) || (actor->tracer->player && (actor->tracer->player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT if ((!actor->tracer->health) || (actor->tracer->player && (actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC)
&& P_AproxDistance(P_AproxDistance(actor->tracer->x-actor->x, && P_AproxDistance(P_AproxDistance(actor->tracer->x-actor->x,
actor->tracer->y-actor->y), actor->tracer->z-actor->z) > FixedMul(RING_DIST/4, actor->tracer->scale))) actor->tracer->y-actor->y), actor->tracer->z-actor->z) > FixedMul(RING_DIST/4, actor->tracer->scale)))
{ {
@ -3916,7 +3981,7 @@ void A_ThrownRing(mobj_t *actor)
} }
if (actor->tracer && (actor->tracer->health) if (actor->tracer && (actor->tracer->health)
&& (actor->tracer->player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)// Already found someone to follow. && (actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC))// Already found someone to follow.
{ {
const INT32 temp = actor->threshold; const INT32 temp = actor->threshold;
actor->threshold = 32000; actor->threshold = 32000;
@ -3984,7 +4049,7 @@ void A_ThrownRing(mobj_t *actor)
if (!P_CheckSight(actor, player->mo)) if (!P_CheckSight(actor, player->mo))
continue; // out of sight continue; // out of sight
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT if ((player->powers[pw_shield] & SH_PROTECTELECTRIC)
&& dist < FixedMul(RING_DIST/4, player->mo->scale)) && dist < FixedMul(RING_DIST/4, player->mo->scale))
P_SetTarget(&actor->tracer, player->mo); P_SetTarget(&actor->tracer, player->mo);
return; return;
@ -8379,7 +8444,7 @@ void A_RingDrain(mobj_t *actor)
} }
player = actor->target->player; player = actor->target->player;
P_GivePlayerRings(player, -min(locvar1, player->mo->health-1)); P_GivePlayerRings(player, -min(locvar1, player->rings));
} }
// Function: A_SplitShot // Function: A_SplitShot
@ -8687,7 +8752,7 @@ void A_CheckTargetRings(mobj_t *actor)
if (!(actor->target) || !(actor->target->player)) if (!(actor->target) || !(actor->target->player))
return; return;
if (actor->target->player->health >= locvar1) if (actor->target->player->rings >= locvar1)
P_SetMobjState(actor, locvar2); P_SetMobjState(actor, locvar2);
} }
@ -8709,7 +8774,7 @@ void A_CheckRings(mobj_t *actor)
#endif #endif
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
cntr += players[i].health-1; cntr += players[i].rings;
if (cntr >= locvar1) if (cntr >= locvar1)
P_SetMobjState(actor, locvar2); P_SetMobjState(actor, locvar2);
@ -9281,7 +9346,7 @@ void A_ForceWin(mobj_t *actor)
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
if (playeringame[i] && (players[i].health > 0 if (playeringame[i] && ((players[i].mo && players[i].mo->health > 0)
|| ((netgame || multiplayer) && (players[i].lives > 0 || players[i].continues > 0)))) || ((netgame || multiplayer) && (players[i].lives > 0 || players[i].continues > 0))))
break; break;
} }

View file

@ -1748,12 +1748,15 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
case MT_GHOST: case MT_GHOST:
case MT_OVERLAY: case MT_OVERLAY:
case MT_EMERALDSPAWN: case MT_EMERALDSPAWN:
case MT_GREENORB: case MT_ELEMENTAL_ORB:
case MT_YELLOWORB: case MT_ATTRACT_ORB:
case MT_BLUEORB: case MT_FORCE_ORB:
case MT_BLACKORB: case MT_ARMAGEDDON_ORB:
case MT_WHITEORB: case MT_WHIRLWIND_ORB:
case MT_PITYORB: case MT_PITY_ORB:
case MT_FLAMEAURA_ORB:
case MT_BUBBLEWRAP_ORB:
case MT_THUNDERCOIN_ORB:
case MT_IVSP: case MT_IVSP:
case MT_SUPERSPARK: case MT_SUPERSPARK:
case MT_RAIN: case MT_RAIN:
@ -1782,8 +1785,8 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
break; break;
} }
// Ignore popped monitors, too. // Ignore popped monitors, too.
if (node->m_thing->flags & MF_MONITOR if (node->m_thing->health == 0 // this only really applies for monitors
&& node->m_thing->threshold == 68) || (!(node->m_thing->flags & MF_MONITOR) && (mobjinfo[node->m_thing->type].flags & MF_MONITOR))) // gold monitor support
continue; continue;
// Okay, we found something valid. // Okay, we found something valid.
if (!thing // take either the first thing if (!thing // take either the first thing
@ -3156,15 +3159,15 @@ INT32 EV_MarioBlock(sector_t *sec, sector_t *roversector, fixed_t topheight, mob
S_StartSound(puncher, sfx_mario9); // Puncher is "close enough" S_StartSound(puncher, sfx_mario9); // Puncher is "close enough"
} }
if (itsamonitor) if (itsamonitor && thing)
{ {
P_UnsetThingPosition(tmthing); P_UnsetThingPosition(thing);
tmthing->x = oldx; thing->x = oldx;
tmthing->y = oldy; thing->y = oldy;
tmthing->z = oldz; thing->z = oldz;
tmthing->momx = 1; thing->momx = 1;
tmthing->momy = 1; thing->momy = 1;
P_SetThingPosition(tmthing); P_SetThingPosition(thing);
} }
} }
else else

View file

@ -142,7 +142,10 @@ boolean P_CanPickupItem(player_t *player, boolean weapon)
if (player->bot && weapon) if (player->bot && weapon)
return false; return false;
if (player->powers[pw_flashing] > (flashingtics/4)*3 && player->powers[pw_flashing] <= flashingtics) if (player->powers[pw_flashing] > (flashingtics/4)*3 && player->powers[pw_flashing] < UINT16_MAX)
return false;
if (player->mo && player->mo->health <= 0)
return false; return false;
return true; return true;
@ -221,6 +224,65 @@ void P_DoNightsScore(player_t *player)
dummymo->destscale = 2*FRACUNIT; dummymo->destscale = 2*FRACUNIT;
} }
//
// P_DoMatchSuper
//
// Checks if you have all 7 pw_emeralds, then turns you "super". =P
//
void P_DoMatchSuper(player_t *player)
{
UINT16 match_emeralds = player->powers[pw_emeralds];
boolean doteams = false;
int i;
// If this gametype has teams, check every player on your team for emeralds.
if (G_GametypeHasTeams())
{
doteams = true;
for (i = 0; i < MAXPLAYERS; i++)
if (players[i].ctfteam == player->ctfteam)
match_emeralds |= players[i].powers[pw_emeralds];
}
if (!ALL7EMERALDS(match_emeralds))
return;
// Got 'em all? Turn "super"!
emeraldspawndelay = invulntics + 1;
player->powers[pw_emeralds] = 0;
player->powers[pw_invulnerability] = emeraldspawndelay;
player->powers[pw_sneakers] = emeraldspawndelay;
if (P_IsLocalPlayer(player) && !player->powers[pw_super])
{
S_StopMusic();
if (mariomode)
G_GhostAddColor(GHC_INVINCIBLE);
S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false);
}
// Also steal 50 points from every enemy, sealing your victory.
P_StealPlayerScore(player, 50);
// In a team game?
// Check everyone else on your team for emeralds, and turn those helpful assisting players invincible too.
if (doteams)
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].ctfteam == player->ctfteam
&& players[i].powers[pw_emeralds] != 0)
{
players[i].powers[pw_emeralds] = 0;
player->powers[pw_invulnerability] = invulntics + 1;
player->powers[pw_sneakers] = player->powers[pw_invulnerability];
if (P_IsLocalPlayer(player) && !player->powers[pw_super])
{
S_StopMusic();
if (mariomode)
G_GhostAddColor(GHC_INVINCIBLE);
S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false);
}
}
}
/** Takes action based on a ::MF_SPECIAL thing touched by a player. /** Takes action based on a ::MF_SPECIAL thing touched by a player.
* Actually, this just checks a few things (heights, toucher->player, no * Actually, this just checks a few things (heights, toucher->player, no
* objectplace, no dead or disappearing things) * objectplace, no dead or disappearing things)
@ -237,6 +299,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{ {
player_t *player; player_t *player;
INT32 i; INT32 i;
UINT8 elementalpierce;
if (objectplacing) if (objectplacing)
return; return;
@ -291,6 +354,11 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
return; return;
#endif #endif
// 0 = none, 1 = elemental pierce, 2 = bubble bounce
elementalpierce = (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY)
? (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2)
: 0);
if (special->flags & MF_BOSS) if (special->flags & MF_BOSS)
{ {
if (special->type == MT_BLACKEGGMAN) if (special->type == MT_BLACKEGGMAN)
@ -300,14 +368,20 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
} }
if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|| ((player->pflags & PF_JUMPED) && !(player->charflags & SF_NOJUMPDAMAGE && !(player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) || ((player->pflags & PF_JUMPED) && (player->pflags & PF_FORCEJUMPDAMAGE || !(player->charflags & SF_NOJUMPSPIN) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|| (player->pflags & (PF_SPINNING|PF_GLIDING)) || (player->pflags & (PF_SPINNING|PF_GLIDING))
|| (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|| ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) || ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|| player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object? || player->powers[pw_invulnerability] || player->powers[pw_super]
|| elementalpierce) // Do you possess the ability to subdue the object?
{ {
if (P_MobjFlip(toucher)*toucher->momz < 0) if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1))
toucher->momz = -toucher->momz; {
if (elementalpierce == 2)
P_DoBubbleBounce(player);
else
toucher->momz = -toucher->momz;
}
toucher->momx = -toucher->momx; toucher->momx = -toucher->momx;
toucher->momy = -toucher->momy; toucher->momy = -toucher->momy;
P_DamageMobj(special, toucher, toucher, 1, 0); P_DamageMobj(special, toucher, toucher, 1, 0);
@ -333,7 +407,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
/////ENEMIES!!////////////////////////////////////////// /////ENEMIES!!//////////////////////////////////////////
//////////////////////////////////////////////////////// ////////////////////////////////////////////////////////
if (special->type == MT_GSNAPPER && !(((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) if (special->type == MT_GSNAPPER && !(((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|| player->powers[pw_invulnerability] || player->powers[pw_super]) || player->powers[pw_invulnerability] || player->powers[pw_super] || elementalpierce)
&& toucher->z < special->z + special->height && toucher->z + toucher->height > special->z) && toucher->z < special->z + special->height && toucher->z + toucher->height > special->z)
{ {
// Can only hit snapper from above // Can only hit snapper from above
@ -346,14 +420,19 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_DamageMobj(toucher, special, special, 1, 0); P_DamageMobj(toucher, special, special, 1, 0);
} }
else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|| ((player->pflags & PF_JUMPED) && !(player->charflags & SF_NOJUMPDAMAGE && !(player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) || ((player->pflags & PF_JUMPED) && (player->pflags & PF_FORCEJUMPDAMAGE || !(player->charflags & SF_NOJUMPSPIN) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|| (player->pflags & (PF_SPINNING|PF_GLIDING)) || (player->pflags & (PF_SPINNING|PF_GLIDING))
|| (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|| ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) || ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|| player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object? || player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object?
{ {
if (P_MobjFlip(toucher)*toucher->momz < 0) if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1))
toucher->momz = -toucher->momz; {
if (elementalpierce == 2)
P_DoBubbleBounce(player);
else
toucher->momz = -toucher->momz;
}
P_DamageMobj(special, toucher, toucher, 1, 0); P_DamageMobj(special, toucher, toucher, 1, 0);
} }
@ -445,7 +524,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{ {
INT32 pindex = special->info->mass - (INT32)pw_infinityring; INT32 pindex = special->info->mass - (INT32)pw_infinityring;
player->powers[special->info->mass] += (UINT16)special->info->reactiontime; player->powers[special->info->mass] += (UINT16)special->reactiontime;
player->ringweapons |= 1 << (pindex-1); player->ringweapons |= 1 << (pindex-1);
if (player->powers[special->info->mass] > rw_maximums[pindex]) if (player->powers[special->info->mass] > rw_maximums[pindex])
@ -532,7 +611,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
return; return;
if (special->threshold) if (special->threshold)
{
player->powers[pw_emeralds] |= special->info->speed; player->powers[pw_emeralds] |= special->info->speed;
P_DoMatchSuper(player);
}
else else
emeralds |= special->info->speed; emeralds |= special->info->speed;
@ -553,6 +635,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
return; return;
player->powers[pw_emeralds] |= special->threshold; player->powers[pw_emeralds] |= special->threshold;
P_DoMatchSuper(player);
break; break;
// Secret emblem thingy // Secret emblem thingy
@ -814,16 +897,14 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (G_IsSpecialStage(gamemap) && !player->exiting) if (G_IsSpecialStage(gamemap) && !player->exiting)
{ // In special stages, share rings. Everyone gives up theirs to the player who touched the capsule { // In special stages, share rings. Everyone gives up theirs to the player who touched the capsule
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && (&players[i] != player) && players[i].mo->health > 1) if (playeringame[i] && (&players[i] != player) && players[i].rings > 0)
{ {
toucher->health += players[i].mo->health-1; player->rings += players[i].rings;
player->health = toucher->health; players[i].rings = 0;
players[i].mo->health = 1;
players[i].health = players[i].mo->health;
} }
} }
if (!(player->health > 1) || player->exiting) if (player->rings <= 0 || player->exiting)
return; return;
// Mark the player as 'pull into the capsule' // Mark the player as 'pull into the capsule'
@ -1134,9 +1215,17 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
case MT_FIREFLOWER: case MT_FIREFLOWER:
if (player->bot) if (player->bot)
return; return;
player->powers[pw_shield] |= SH_FIREFLOWER;
toucher->color = SKINCOLOR_WHITE; S_StartSound(toucher, sfx_mario3);
G_GhostAddColor(GHC_FIREFLOWER);
player->powers[pw_shield] = (player->powers[pw_shield] & SH_NOSTACK)|SH_FIREFLOWER;
if (!(player->powers[pw_super] || (mariomode && player->powers[pw_invulnerability])))
{
player->mo->color = SKINCOLOR_WHITE;
G_GhostAddColor(GHC_FIREFLOWER);
}
break; break;
// *************** // // *************** //
@ -1305,7 +1394,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
return; return;
} }
else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|| ((player->pflags & PF_JUMPED) && !(player->charflags & SF_NOJUMPDAMAGE)) || ((player->pflags & PF_JUMPED) && (player->pflags & PF_FORCEJUMPDAMAGE || !(player->charflags & SF_NOJUMPSPIN) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|| ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) || ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|| (player->pflags & (PF_SPINNING|PF_GLIDING)) || (player->pflags & (PF_SPINNING|PF_GLIDING))
|| player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object? || player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object?
@ -1380,7 +1469,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
} }
if (player->powers[pw_invulnerability] || player->powers[pw_flashing] if (player->powers[pw_invulnerability] || player->powers[pw_flashing]
|| (player->powers[pw_super] && !(ALL7EMERALDS(player->powers[pw_emeralds])))) || player->powers[pw_super])
return; return;
if (player->powers[pw_shield] || player->bot) //If One-Hit Shield if (player->powers[pw_shield] || player->bot) //If One-Hit Shield
{ {
@ -1390,11 +1479,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
else else
{ {
P_PlayRinglossSound(toucher); P_PlayRinglossSound(toucher);
if (toucher->health > 10) if (player->rings >= 10)
toucher->health -= 10; player->rings -= 10;
else else
toucher->health = 1; player->rings = 0;
player->health = toucher->health;
} }
P_DoPlayerPain(player, special, NULL); P_DoPlayerPain(player, special, NULL);
@ -1418,7 +1506,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
return; return;
case MT_EXTRALARGEBUBBLE: case MT_EXTRALARGEBUBBLE:
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) if (player->powers[pw_shield] & SH_PROTECTWATER)
return; return;
if (maptol & TOL_NIGHTS) if (maptol & TOL_NIGHTS)
return; return;
@ -1496,6 +1584,9 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
if (!player) if (!player)
return; // Impossible! return; // Impossible!
if (!player->mo)
return; // Also impossible!
if (player->spectator) if (player->spectator)
return; // No messages for dying (crushed) spectators. return; // No messages for dying (crushed) spectators.
@ -1503,11 +1594,11 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
return; // Presumably it's obvious what's happening in splitscreen. return; // Presumably it's obvious what's happening in splitscreen.
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUAh_HurtMsg(player, inflictor, source)) if (LUAh_HurtMsg(player, inflictor, source, damagetype))
return; return;
#endif #endif
deadtarget = (player->health <= 0); deadtarget = (player->mo->health <= 0);
// Target's name // Target's name
snprintf(targetname, sizeof(targetname), "%s%s%s", snprintf(targetname, sizeof(targetname), "%s%s%s",
@ -1541,8 +1632,10 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
else switch (inflictor->type) else switch (inflictor->type)
{ {
case MT_PLAYER: case MT_PLAYER:
if ((inflictor->player->powers[pw_shield] & SH_NOSTACK) == SH_BOMB) if (damagetype == DMG_NUKE) // SH_ARMAGEDDON, armageddon shield
str = M_GetText("%s%s's armageddon blast %s %s.\n"); str = M_GetText("%s%s's armageddon blast %s %s.\n");
else if ((inflictor->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && (inflictor->player->pflags & PF_SHIELDABILITY))
str = M_GetText("%s%s's flame stomp %s %s.\n");
else if (inflictor->player->powers[pw_invulnerability]) else if (inflictor->player->powers[pw_invulnerability])
str = M_GetText("%s%s's invincibility aura %s %s.\n"); str = M_GetText("%s%s's invincibility aura %s %s.\n");
else if (inflictor->player->powers[pw_super]) else if (inflictor->player->powers[pw_super])
@ -1974,7 +2067,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
target->health = 0; // This makes it easy to check if something's dead elsewhere. target->health = 0; // This makes it easy to check if something's dead elsewhere.
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUAh_MobjDeath(target, inflictor, source) || P_MobjWasRemoved(target)) if (LUAh_MobjDeath(target, inflictor, source, damagetype) || P_MobjWasRemoved(target))
return; return;
#endif #endif
@ -2258,24 +2351,27 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
break; break;
case MT_PLAYER: case MT_PLAYER:
target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
target->momx = target->momy = target->momz = 0;
if (damagetype == DMG_DROWNED) // drowned
{ {
target->movedir = damagetype; // we're MOVING the Damage Into anotheR function... Okay, this is a bit of a hack. target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
if (target->player->charflags & SF_MACHINE) target->momx = target->momy = target->momz = 0;
S_StartSound(target, sfx_fizzle);
if (damagetype == DMG_DROWNED) // drowned
{
target->movedir = damagetype; // we're MOVING the Damage Into anotheR function... Okay, this is a bit of a hack.
if (target->player->charflags & SF_MACHINE)
S_StartSound(target, sfx_fizzle);
else
S_StartSound(target, sfx_drown);
// Don't jump up when drowning
}
else else
S_StartSound(target, sfx_drown); {
// Don't jump up when drowning P_SetObjectMomZ(target, 14*FRACUNIT, false);
} if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // Spikes
else S_StartSound(target, sfx_spkdth);
{ else
P_SetObjectMomZ(target, 14*FRACUNIT, false); P_PlayDeathSound(target);
if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // Spikes }
S_StartSound(target, sfx_spkdth);
else
P_PlayDeathSound(target);
} }
break; break;
default: default:
@ -2442,8 +2538,7 @@ static inline void P_NiGHTSDamage(mobj_t *target, mobj_t *source)
player_t *player = target->player; player_t *player = target->player;
tic_t oldnightstime = player->nightstime; tic_t oldnightstime = player->nightstime;
if (!player->powers[pw_flashing] if (!player->powers[pw_flashing])
&& !(player->pflags & PF_GODMODE))
{ {
angle_t fa; angle_t fa;
@ -2558,27 +2653,18 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou
return true; return true;
} }
if (target->health <= 1) // Death if (player->rings > 0) // Ring loss
{
P_PlayRinglossSound(target);
P_PlayerRingBurst(player, player->rings);
}
else // Death
{ {
P_PlayDeathSound(target); P_PlayDeathSound(target);
P_PlayVictorySound(source); // Killer laughs at you! LAUGHS! BWAHAHAHHAHAA!! P_PlayVictorySound(source); // Killer laughs at you! LAUGHS! BWAHAHAHHAHAA!!
} }
else if (target->health > 1) // Ring loss
{
P_PlayRinglossSound(target);
P_PlayerRingBurst(player, player->mo->health - 1);
}
if (inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
{
player->health -= 10;
if (player->health < 2)
player->health = 2;
target->health = player->health;
}
else
player->health = target->health = 1;
player->rings = 0;
return true; return true;
} }
@ -2629,7 +2715,7 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
// Burst weapons and emeralds in Match/CTF only // Burst weapons and emeralds in Match/CTF only
if (source && (gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF)) if (source && (gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF))
{ {
P_PlayerRingBurst(player, player->health - 1); P_PlayerRingBurst(player, player->rings);
P_PlayerEmeraldBurst(player, false); P_PlayerEmeraldBurst(player, false);
} }
@ -2733,22 +2819,21 @@ void P_RemoveShield(player_t *player)
{ {
if (player->powers[pw_shield] & SH_FORCE) if (player->powers[pw_shield] & SH_FORCE)
{ // Multi-hit { // Multi-hit
if ((player->powers[pw_shield] & 0xFF) == 0) if (player->powers[pw_shield] & SH_FORCEHP)
player->powers[pw_shield] &= ~SH_FORCE;
else
player->powers[pw_shield]--; player->powers[pw_shield]--;
else
player->powers[pw_shield] &= SH_STACK;
} }
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_NONE) else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_NONE)
{ // Second layer shields { // Second layer shields
player->powers[pw_shield] = SH_NONE; if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->powers[pw_super] || (mariomode && player->powers[pw_invulnerability])))
// Reset fireflower
if (!player->powers[pw_super])
{ {
player->mo->color = player->skincolor; player->mo->color = player->skincolor;
G_GhostAddColor(GHC_NORMAL); G_GhostAddColor(GHC_NORMAL);
} }
player->powers[pw_shield] = SH_NONE;
} }
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BOMB) // Give them what's coming to them! else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON) // Give them what's coming to them!
{ {
P_BlackOw(player); // BAM! P_BlackOw(player); // BAM!
player->pflags |= PF_JUMPDOWN; player->pflags |= PF_JUMPDOWN;
@ -2757,7 +2842,7 @@ void P_RemoveShield(player_t *player)
player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK; player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK;
} }
static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage) static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
{ {
// Must do pain first to set flashing -- P_RemoveShield can cause damage // Must do pain first to set flashing -- P_RemoveShield can cause damage
P_DoPlayerPain(player, source, inflictor); P_DoPlayerPain(player, source, inflictor);
@ -2766,7 +2851,7 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source,
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // spikes if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes
S_StartSound(player->mo, sfx_spkdth); S_StartSound(player->mo, sfx_spkdth);
else else
S_StartSound (player->mo, sfx_shldls); // Ba-Dum! Shield loss. S_StartSound (player->mo, sfx_shldls); // Ba-Dum! Shield loss.
@ -2791,15 +2876,12 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source,
static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype) static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
{ {
if (!(inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))) P_DoPlayerPain(player, source, inflictor);
{
P_DoPlayerPain(player, source, inflictor);
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes
S_StartSound(player->mo, sfx_spkdth); S_StartSound(player->mo, sfx_spkdth);
}
if (source && source->player && !player->powers[pw_super]) //don't score points against super players if (source && source->player && !player->powers[pw_super]) //don't score points against super players
{ {
@ -2821,6 +2903,10 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN
// Ring loss sound plays despite hitting spikes // Ring loss sound plays despite hitting spikes
P_PlayRinglossSound(player->mo); // Ringledingle! P_PlayRinglossSound(player->mo); // Ringledingle!
P_PlayerRingBurst(player, damage);
player->rings -= damage;
if (player->rings < 0)
player->rings = 0;
} }
/** Damages an object, which may or may not be a player. /** Damages an object, which may or may not be a player.
@ -2869,7 +2955,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
// Everything above here can't be forced. // Everything above here can't be forced.
if (!metalrecording) if (!metalrecording)
{ {
UINT8 shouldForce = LUAh_ShouldDamage(target, inflictor, source, damage); UINT8 shouldForce = LUAh_ShouldDamage(target, inflictor, source, damage, damagetype);
if (P_MobjWasRemoved(target)) if (P_MobjWasRemoved(target))
return (shouldForce == 1); // mobj was removed return (shouldForce == 1); // mobj was removed
if (shouldForce == 1) if (shouldForce == 1)
@ -2912,7 +2998,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false; return false;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target)) if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target))
return true; return true;
#endif #endif
@ -2940,7 +3026,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false; return false;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target)) if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target))
return true; return true;
#endif #endif
@ -2950,7 +3036,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
else if (target->flags & MF_ENEMY) else if (target->flags & MF_ENEMY)
{ {
if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target)) if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target))
return true; return true;
} }
#endif #endif
@ -2964,18 +3050,24 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
if (player->exiting) if (player->exiting)
return false; return false;
if (player->pflags & PF_GODMODE)
return false;
if (!(target->player->pflags & (PF_NIGHTSMODE|PF_NIGHTSFALL)) && (maptol & TOL_NIGHTS)) if (!(target->player->pflags & (PF_NIGHTSMODE|PF_NIGHTSFALL)) && (maptol & TOL_NIGHTS))
return false; return false;
switch (damagetype) switch (damagetype)
{ {
case DMG_WATER: case DMG_WATER:
if (player->powers[pw_shield] & SH_PROTECTWATER)
return false; // Invincible to water damage
break;
case DMG_FIRE: case DMG_FIRE:
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) if (player->powers[pw_shield] & SH_PROTECTFIRE)
return false; // Invincible to water/fire damage return false; // Invincible to fire damage
break; break;
case DMG_ELECTRIC: case DMG_ELECTRIC:
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) if (player->powers[pw_shield] & SH_PROTECTELECTRIC)
return false; // Invincible to electric damage return false; // Invincible to electric damage
break; break;
default: default:
@ -2991,11 +3083,11 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false; // Don't hit yourself with your own paraloop, baka return false; // Don't hit yourself with your own paraloop, baka
if (source && source->player && !cv_friendlyfire.value if (source && source->player && !cv_friendlyfire.value
&& (gametype == GT_COOP && (gametype == GT_COOP
|| (G_GametypeHasTeams() && target->player->ctfteam == source->player->ctfteam))) || (G_GametypeHasTeams() && player->ctfteam == source->player->ctfteam)))
return false; // Don't run eachother over in special stages and team games and such return false; // Don't run eachother over in special stages and team games and such
} }
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUAh_MobjDamage(target, inflictor, source, damage)) if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
return true; return true;
#endif #endif
P_NiGHTSDamage(target, source); // -5s :( P_NiGHTSDamage(target, source); // -5s :(
@ -3004,7 +3096,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
if (!force && inflictor && inflictor->flags & MF_FIRE) if (!force && inflictor && inflictor->flags & MF_FIRE)
{ {
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) if (player->powers[pw_shield] & SH_PROTECTFIRE)
return false; // Invincible to fire objects return false; // Invincible to fire objects
if (G_PlatformGametype() && inflictor && source && source->player) if (G_PlatformGametype() && inflictor && source && source->player)
@ -3026,12 +3118,12 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false; return false;
} }
if (!force && player->pflags & PF_GODMODE)
return false;
// Instant-Death // Instant-Death
if (damagetype & DMG_DEATHMASK) if (damagetype & DMG_DEATHMASK)
{
P_KillPlayer(player, source, damage); P_KillPlayer(player, source, damage);
player->rings = 0;
}
else if (metalrecording) else if (metalrecording)
{ {
if (!inflictor) if (!inflictor)
@ -3045,19 +3137,19 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false; // Metal Sonic walk through flame !! return false; // Metal Sonic walk through flame !!
else else
{ // Oh no! Metal Sonic is hit !! { // Oh no! Metal Sonic is hit !!
P_ShieldDamage(player, inflictor, source, damage); P_ShieldDamage(player, inflictor, source, damage, damagetype);
return true; return true;
} }
} }
else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability
|| (player->powers[pw_super] && !(ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player)))) || player->powers[pw_super])
{ {
if (force || (inflictor && (inflictor->flags & MF_MISSILE) if (force || (inflictor && (inflictor->flags & MF_MISSILE)
&& (inflictor->flags2 & MF2_SUPERFIRE) && (inflictor->flags2 & MF2_SUPERFIRE)
&& player->powers[pw_super])) && player->powers[pw_super]))
{ {
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (!LUAh_MobjDamage(target, inflictor, source, damage)) if (!LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
#endif #endif
P_SuperDamage(player, inflictor, source, damage); P_SuperDamage(player, inflictor, source, damage);
return true; return true;
@ -3066,67 +3158,35 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false; return false;
} }
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
else if (LUAh_MobjDamage(target, inflictor, source, damage)) else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
return true; return true;
#endif #endif
else if (!player->powers[pw_super] && (player->powers[pw_shield] || player->bot)) //If One-Hit Shield else if (player->powers[pw_shield] || player->bot) //If One-Hit Shield
{ {
P_ShieldDamage(player, inflictor, source, damage); P_ShieldDamage(player, inflictor, source, damage, damagetype);
damage = 0; damage = 0;
} }
else if (player->mo->health > 1) // No shield but have rings. else if (player->rings > 0) // No shield but have rings.
{ {
damage = player->mo->health - 1; damage = player->rings;
P_RingDamage(player, inflictor, source, damage, damagetype); P_RingDamage(player, inflictor, source, damage, damagetype);
damage = 0;
}
// To reduce griefing potential, don't allow players to be killed
// by friendly fire. Spilling their rings and other items is enough.
else if (!force && G_GametypeHasTeams()
&& source && source->player && (source->player->ctfteam == player->ctfteam)
&& cv_friendlyfire.value)
{
damage = 0;
P_ShieldDamage(player, inflictor, source, damage, damagetype);
} }
else // No shield, no rings, no invincibility. else // No shield, no rings, no invincibility.
{ {
// To reduce griefing potential, don't allow players to be killed damage = 1;
// by friendly fire. Spilling their rings and other items is enough. P_KillPlayer(player, source, damage);
if (force || !(G_GametypeHasTeams()
&& source && source->player && (source->player->ctfteam == player->ctfteam)
&& cv_friendlyfire.value))
{
damage = 1;
P_KillPlayer(player, source, damage);
}
else
{
damage = 0;
P_ShieldDamage(player, inflictor, source, damage);
}
} }
if (inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
{
if (player->powers[pw_shield])
{
P_RemoveShield(player);
return true;
}
else
{
player->health -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500)));
if (player->health < 2)
player->health = 2;
}
if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
P_PlayerFlagBurst(player, false);
}
else if (damagetype & DMG_DEATHMASK)
player->health = 0;
else
{
player->health -= damage; // mirror mobj health here
target->player->powers[pw_flashing] = flashingtics;
if (damage > 0) // don't spill emeralds/ammo/panels for shield damage
P_PlayerRingBurst(player, damage);
}
if (player->health < 0)
player->health = 0;
P_HitDeathMessages(player, inflictor, source, damagetype); P_HitDeathMessages(player, inflictor, source, damagetype);
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
@ -3138,13 +3198,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
P_DamageMobj(source, target, target, 1, 0); P_DamageMobj(source, target, target, 1, 0);
// do the damage // do the damage
if (player && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player)) if (damagetype & DMG_DEATHMASK)
{
target->health -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500)));
if (target->health < 2)
target->health = 2;
}
else if (damagetype & DMG_DEATHMASK)
target->health = 0; target->health = 0;
else else
target->health -= damage; target->health -= damage;
@ -3159,10 +3213,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
} }
if (player) if (player)
{ P_ResetPlayer(target->player);
if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
P_ResetPlayer(target->player);
}
else else
switch (target->type) switch (target->type)
{ {
@ -3185,16 +3236,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
// if not intent on another player, // if not intent on another player,
// chase after this one // chase after this one
P_SetTarget(&target->target, source); P_SetTarget(&target->target, source);
if (target->state == &states[target->info->spawnstate] && target->info->seestate != S_NULL)
{
if (player)
{
if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
P_SetPlayerMobjState(target, target->info->seestate);
}
else
P_SetMobjState(target, target->info->seestate);
}
} }
return true; return true;
@ -3220,7 +3261,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
return; return;
// If no health, don't spawn ring! // If no health, don't spawn ring!
if (player->mo->health <= 1) if (player->rings <= 0)
num_rings = 0; num_rings = 0;
if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL)) if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL))
@ -3230,11 +3271,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
P_PlayerEmeraldBurst(player, false); P_PlayerEmeraldBurst(player, false);
// Spill weapons first // Spill weapons first
if (player->ringweapons) P_PlayerWeaponPanelOrAmmoBurst(player);
P_PlayerWeaponPanelBurst(player);
// Spill the ammo
P_PlayerWeaponAmmoBurst(player);
for (i = 0; i < num_rings; i++) for (i = 0; i < num_rings; i++)
{ {
@ -3491,6 +3528,75 @@ void P_PlayerWeaponAmmoBurst(player_t *player)
} }
} }
void P_PlayerWeaponPanelOrAmmoBurst(player_t *player)
{
mobj_t *mo;
angle_t fa;
fixed_t ns;
INT32 i = 0;
fixed_t z;
#define SETUP_DROP(thingtype) \
z = player->mo->z; \
if (player->mo->eflags & MFE_VERTICALFLIP) \
z += player->mo->height - mobjinfo[thingtype].height; \
fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT)) & FINEMASK; \
ns = FixedMul(3*FRACUNIT, player->mo->scale); \
#define DROP_WEAPON(rwflag, pickup, ammo, power) \
if (player->ringweapons & rwflag) \
{ \
player->ringweapons &= ~rwflag; \
SETUP_DROP(pickup) \
mo = P_SpawnMobj(player->mo->x, player->mo->y, z, pickup); \
mo->reactiontime = 0; \
mo->flags2 |= MF2_DONTRESPAWN; \
mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); \
P_SetTarget(&mo->target, player->mo); \
mo->fuse = 12*TICRATE; \
mo->destscale = player->mo->scale; \
P_SetScale(mo, player->mo->scale); \
mo->momx = FixedMul(FINECOSINE(fa),ns); \
if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) \
mo->momy = FixedMul(FINESINE(fa),ns); \
P_SetObjectMomZ(mo, 4*FRACUNIT, false); \
if (i & 1) \
P_SetObjectMomZ(mo, 4*FRACUNIT, true); \
++i; \
} \
else if (player->powers[power] > 0) \
{ \
SETUP_DROP(ammo) \
mo = P_SpawnMobj(player->mo->x, player->mo->y, z, ammo); \
mo->health = player->powers[power]; \
mo->flags2 |= MF2_DONTRESPAWN; \
mo->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); \
P_SetTarget(&mo->target, player->mo); \
mo->fuse = 12*TICRATE; \
mo->destscale = player->mo->scale; \
P_SetScale(mo, player->mo->scale); \
mo->momx = FixedMul(FINECOSINE(fa),ns); \
if (!(twodlevel || (player->mo->flags2 & MF2_TWOD))) \
mo->momy = FixedMul(FINESINE(fa),ns); \
P_SetObjectMomZ(mo, 3*FRACUNIT, false); \
if (i & 1) \
P_SetObjectMomZ(mo, 3*FRACUNIT, true); \
player->powers[power] = 0; \
++i; \
}
DROP_WEAPON(RW_BOUNCE, MT_BOUNCEPICKUP, MT_BOUNCERING, pw_bouncering);
DROP_WEAPON(RW_RAIL, MT_RAILPICKUP, MT_RAILRING, pw_railring);
DROP_WEAPON(RW_AUTO, MT_AUTOPICKUP, MT_AUTOMATICRING, pw_automaticring);
DROP_WEAPON(RW_EXPLODE, MT_EXPLODEPICKUP, MT_EXPLOSIONRING, pw_explosionring);
DROP_WEAPON(RW_SCATTER, MT_SCATTERPICKUP, MT_SCATTERRING, pw_scatterring);
DROP_WEAPON(RW_GRENADE, MT_GRENADEPICKUP, MT_GRENADERING, pw_grenadering);
DROP_WEAPON(0, 0, MT_INFINITYRING, pw_infinityring);
#undef DROP_WEAPON
#undef SETUP_DROP
}
// //
// P_PlayerEmeraldBurst // P_PlayerEmeraldBurst
// //

View file

@ -59,9 +59,10 @@
#define AIMINGTOSLOPE(aiming) FINESINE((aiming>>ANGLETOFINESHIFT) & FINEMASK) #define AIMINGTOSLOPE(aiming) FINESINE((aiming>>ANGLETOFINESHIFT) & FINEMASK)
#define mariomode (maptol & TOL_MARIO)
#define twodlevel (maptol & TOL_2D) #define twodlevel (maptol & TOL_2D)
#define mariomode (maptol & TOL_MARIO)
#define P_GetPlayerHeight(player) FixedMul(player->height, player->mo->scale) #define P_GetPlayerHeight(player) FixedMul(player->height, player->mo->scale)
#define P_GetPlayerSpinHeight(player) FixedMul(player->spinheight, player->mo->scale) #define P_GetPlayerSpinHeight(player) FixedMul(player->spinheight, player->mo->scale)
@ -124,6 +125,7 @@ extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate;
INT32 P_GetPlayerControlDirection(player_t *player); INT32 P_GetPlayerControlDirection(player_t *player);
void P_AddPlayerScore(player_t *player, UINT32 amount); void P_AddPlayerScore(player_t *player, UINT32 amount);
void P_StealPlayerScore(player_t *player, UINT32 amount);
void P_ResetCamera(player_t *player, camera_t *thiscam); void P_ResetCamera(player_t *player, camera_t *thiscam);
boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam); boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam);
void P_SlideCameraMove(camera_t *thiscam); void P_SlideCameraMove(camera_t *thiscam);
@ -142,6 +144,7 @@ boolean P_InQuicksand(mobj_t *mo);
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative); void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
void P_RestoreMusic(player_t *player); void P_RestoreMusic(player_t *player);
void P_SpawnShieldOrb(player_t *player); void P_SpawnShieldOrb(player_t *player);
void P_SwitchShield(player_t *player, UINT16 shieldtype);
mobj_t *P_SpawnGhostMobj(mobj_t *mobj); mobj_t *P_SpawnGhostMobj(mobj_t *mobj);
void P_GivePlayerRings(player_t *player, INT32 num_rings); void P_GivePlayerRings(player_t *player, INT32 num_rings);
void P_GivePlayerLives(player_t *player, INT32 numlives); void P_GivePlayerLives(player_t *player, INT32 numlives);
@ -151,8 +154,9 @@ void P_ResetScore(player_t *player);
boolean P_AutoPause(void); boolean P_AutoPause(void);
void P_DoJumpShield(player_t *player); void P_DoJumpShield(player_t *player);
void P_DoBubbleBounce(player_t *player);
void P_BlackOw(player_t *player); void P_BlackOw(player_t *player);
void P_ElementalFireTrail(player_t *player); void P_ElementalFire(player_t *player, boolean cropcircle);
void P_DoPityCheck(player_t *player); void P_DoPityCheck(player_t *player);
void P_PlayerThink(player_t *player); void P_PlayerThink(player_t *player);
@ -165,7 +169,7 @@ fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move);
fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move); fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move);
void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move); void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move);
boolean P_LookForEnemies(player_t *player); boolean P_LookForEnemies(player_t *player, boolean nonenemies);
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius); void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
boolean P_SuperReady(player_t *player); boolean P_SuperReady(player_t *player);
@ -211,6 +215,7 @@ void P_PrecipitationEffects(void);
void P_RemoveMobj(mobj_t *th); void P_RemoveMobj(mobj_t *th);
boolean P_MobjWasRemoved(mobj_t *th); boolean P_MobjWasRemoved(mobj_t *th);
void P_RemoveSavegameMobj(mobj_t *th); void P_RemoveSavegameMobj(mobj_t *th);
UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2);
boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state); boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
boolean P_SetMobjState(mobj_t *mobj, statenum_t state); boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
void P_RunShields(void); void P_RunShields(void);
@ -380,7 +385,8 @@ typedef struct BasicFF_s
#define DMG_FIRE 2 #define DMG_FIRE 2
#define DMG_ELECTRIC 3 #define DMG_ELECTRIC 3
#define DMG_SPIKE 4 #define DMG_SPIKE 4
//#define DMG_SPECIALSTAGE 5 #define DMG_NUKE 5 // bomb shield
//#define DMG_SPECIALSTAGE 6
//// Death types - cannot be combined with damage types //// Death types - cannot be combined with damage types
#define DMG_INSTAKILL 0x80 #define DMG_INSTAKILL 0x80
#define DMG_DROWNED 0x80+1 #define DMG_DROWNED 0x80+1
@ -399,6 +405,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
void P_PlayerWeaponPanelBurst(player_t *player); void P_PlayerWeaponPanelBurst(player_t *player);
void P_PlayerWeaponAmmoBurst(player_t *player); void P_PlayerWeaponAmmoBurst(player_t *player);
void P_PlayerWeaponPanelOrAmmoBurst(player_t *player);
void P_PlayerEmeraldBurst(player_t *player, boolean toss); void P_PlayerEmeraldBurst(player_t *player, boolean toss);
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck); void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);
@ -413,6 +420,7 @@ void P_ResetStarposts(void);
boolean P_CanPickupItem(player_t *player, boolean weapon); boolean P_CanPickupItem(player_t *player, boolean weapon);
void P_DoNightsScore(player_t *player); void P_DoNightsScore(player_t *player);
void P_DoMatchSuper(player_t *player);
// //
// P_SPEC // P_SPEC

View file

@ -203,7 +203,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
} }
} }
pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED); // I still need these. pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED|PF_SHIELDABILITY); // I still need these.
jumping = object->player->jumping; jumping = object->player->jumping;
secondjump = object->player->secondjump; secondjump = object->player->secondjump;
P_ResetPlayer(object->player); P_ResetPlayer(object->player);
@ -969,10 +969,10 @@ static boolean PIT_CheckThing(mobj_t *thing)
{ {
if (G_RingSlingerGametype() && (!G_GametypeHasTeams() || tmthing->player->ctfteam != thing->player->ctfteam)) if (G_RingSlingerGametype() && (!G_GametypeHasTeams() || tmthing->player->ctfteam != thing->player->ctfteam))
{ {
if ((tmthing->player->powers[pw_invulnerability] || tmthing->player->powers[pw_super]) if ((tmthing->player->powers[pw_invulnerability] || tmthing->player->powers[pw_super] || (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) && (tmthing->player->pflags & PF_SHIELDABILITY)))
&& !thing->player->powers[pw_super]) && !thing->player->powers[pw_super])
P_DamageMobj(thing, tmthing, tmthing, 1, 0); P_DamageMobj(thing, tmthing, tmthing, 1, 0);
else if ((thing->player->powers[pw_invulnerability] || thing->player->powers[pw_super]) else if ((thing->player->powers[pw_invulnerability] || thing->player->powers[pw_super] || (((thing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) && (thing->player->pflags & PF_SHIELDABILITY)))
&& !tmthing->player->powers[pw_super]) && !tmthing->player->powers[pw_super])
P_DamageMobj(tmthing, thing, thing, 1, 0); P_DamageMobj(tmthing, thing, thing, 1, 0);
} }
@ -1052,24 +1052,41 @@ static boolean PIT_CheckThing(mobj_t *thing)
else 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) && thing->z + thing->height + FixedMul(FRACUNIT, thing->scale) >= tmthing->z)
{ {
// 0 = none, 1 = elemental pierce, 2 = bubble bounce
UINT8 elementalpierce = (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (tmthing->player->pflags & PF_SHIELDABILITY)
? (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2)
: 0);
if (thing->flags & MF_MONITOR if (thing->flags & MF_MONITOR
&& (tmthing->player->pflags & (PF_SPINNING|PF_GLIDING) && (tmthing->player->pflags & (PF_SPINNING|PF_GLIDING)
|| ((tmthing->player->pflags & PF_JUMPED) || ((tmthing->player->pflags & PF_JUMPED)
&& !(tmthing->player->charflags & SF_NOJUMPDAMAGE && (tmthing->player->pflags & PF_FORCEJUMPDAMAGE
&& !(tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY))) || !(tmthing->player->charflags & SF_NOJUMPSPIN)
|| (tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY)))
|| (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2) || (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2)
|| ((tmthing->player->charflags & SF_STOMPDAMAGE) || ((tmthing->player->charflags & SF_STOMPDAMAGE)
&& (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0)))) && (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0))
|| elementalpierce))
{ {
player_t *player = tmthing->player;
SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed. SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed.
fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;; fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;;
fixed_t *z = &tmthing->z; // aau.
P_DamageMobj(thing, tmthing, tmthing, 1, 0); // break the monitor P_DamageMobj(thing, tmthing, tmthing, 1, 0); // break the monitor
// Going down? Then bounce back up. // Going down? Then bounce back up.
if ((P_MobjWasRemoved(thing) // Monitor was removed if ((P_MobjWasRemoved(thing) // Monitor was removed
|| !thing->health) // or otherwise popped || !thing->health) // or otherwise popped
&& (flipval*(*momz) < 0)) // monitor is on the floor and you're going down, or on the ceiling and you're going up && (flipval*(*momz) < 0) // monitor is on the floor and you're going down, or on the ceiling and you're going up
*momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically. && (elementalpierce != 1)) // you're not piercing through the monitor...
return false; {
if (elementalpierce == 2)
P_DoBubbleBounce(player);
else
*momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically.
}
if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough.
return false;
else
*z -= *momz; // to ensure proper collision.
} }
} }
} }
@ -1084,8 +1101,9 @@ static boolean PIT_CheckThing(mobj_t *thing)
else if (thing->flags & MF_MONITOR && tmthing->player else if (thing->flags & MF_MONITOR && tmthing->player
&& (tmthing->player->pflags & (PF_SPINNING|PF_GLIDING) && (tmthing->player->pflags & (PF_SPINNING|PF_GLIDING)
|| ((tmthing->player->pflags & PF_JUMPED) || ((tmthing->player->pflags & PF_JUMPED)
&& !(tmthing->player->charflags & SF_NOJUMPDAMAGE && (tmthing->player->pflags & PF_FORCEJUMPDAMAGE
&& !(tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY))) || !(tmthing->player->charflags & SF_NOJUMPSPIN)
|| (tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY)))
|| (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2) || (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2)
|| ((tmthing->player->charflags & SF_STOMPDAMAGE) || ((tmthing->player->charflags & SF_STOMPDAMAGE)
&& (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0))) && (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0)))
@ -1124,6 +1142,9 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (tmthing->player && tmthing->z + tmthing->height > topz if (tmthing->player && tmthing->z + tmthing->height > topz
&& tmthing->z + tmthing->height < tmthing->ceilingz) && tmthing->z + tmthing->height < tmthing->ceilingz)
{ {
if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->flags2 & MF2_STANDONME)) // Gold monitor hack...
return false;
tmfloorz = tmceilingz = INT32_MIN; // block while in air tmfloorz = tmceilingz = INT32_MIN; // block while in air
#ifdef ESLOPE #ifdef ESLOPE
tmceilingslope = NULL; tmceilingslope = NULL;
@ -1167,6 +1188,9 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (tmthing->player && tmthing->z < topz if (tmthing->player && tmthing->z < topz
&& tmthing->z > tmthing->floorz) && tmthing->z > tmthing->floorz)
{ {
if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->flags2 & MF2_STANDONME)) // Gold monitor hack...
return false;
tmfloorz = tmceilingz = INT32_MAX; // block while in air tmfloorz = tmceilingz = INT32_MAX; // block while in air
#ifdef ESLOPE #ifdef ESLOPE
tmfloorslope = NULL; tmfloorslope = NULL;

File diff suppressed because it is too large Load diff

View file

@ -193,6 +193,7 @@ typedef enum
MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.) MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
MF2_AMBUSH = 1<<27, // Alternate behaviour typically set by MTF_AMBUSH MF2_AMBUSH = 1<<27, // Alternate behaviour typically set by MTF_AMBUSH
MF2_LINKDRAW = 1<<28, // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position) MF2_LINKDRAW = 1<<28, // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position)
MF2_SHIELD = 1<<29, // Thinker calls P_AddShield/P_ShieldLook (must be partnered with MF_SCENERY to use)
// free: to and including 1<<31 // free: to and including 1<<31
} mobjflag2_t; } mobjflag2_t;
@ -453,5 +454,6 @@ void P_EmeraldManager(void);
extern mapthing_t *huntemeralds[MAXHUNTEMERALDS]; extern mapthing_t *huntemeralds[MAXHUNTEMERALDS];
extern INT32 numhuntemeralds; extern INT32 numhuntemeralds;
extern boolean runemeraldmanager; extern boolean runemeraldmanager;
extern UINT16 emeraldspawndelay;
extern INT32 numstarposts; extern INT32 numstarposts;
#endif #endif

View file

@ -128,7 +128,7 @@ static void P_NetArchivePlayers(void)
WRITEANGLE(save_p, players[i].aiming); WRITEANGLE(save_p, players[i].aiming);
WRITEANGLE(save_p, players[i].awayviewaiming); WRITEANGLE(save_p, players[i].awayviewaiming);
WRITEINT32(save_p, players[i].awayviewtics); WRITEINT32(save_p, players[i].awayviewtics);
WRITEINT32(save_p, players[i].health); WRITEINT32(save_p, players[i].rings);
WRITESINT8(save_p, players[i].pity); WRITESINT8(save_p, players[i].pity);
WRITEINT32(save_p, players[i].currentweapon); WRITEINT32(save_p, players[i].currentweapon);
@ -308,7 +308,7 @@ static void P_NetUnArchivePlayers(void)
players[i].aiming = READANGLE(save_p); players[i].aiming = READANGLE(save_p);
players[i].awayviewaiming = READANGLE(save_p); players[i].awayviewaiming = READANGLE(save_p);
players[i].awayviewtics = READINT32(save_p); players[i].awayviewtics = READINT32(save_p);
players[i].health = READINT32(save_p); players[i].rings = READINT32(save_p);
players[i].pity = READSINT8(save_p); players[i].pity = READSINT8(save_p);
players[i].currentweapon = READINT32(save_p); players[i].currentweapon = READINT32(save_p);

View file

@ -2087,6 +2087,7 @@ static void P_LevelInitStuff(void)
// special stage tokens, emeralds, and ring total // special stage tokens, emeralds, and ring total
tokenbits = 0; tokenbits = 0;
runemeraldmanager = false; runemeraldmanager = false;
emeraldspawndelay = 60*TICRATE;
nummaprings = 0; nummaprings = 0;
// emerald hunt // emerald hunt
@ -2129,7 +2130,7 @@ static void P_LevelInitStuff(void)
players[i].gotcontinue = false; players[i].gotcontinue = false;
players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0; players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0;
players[i].health = 1; players[i].rings = 0;
players[i].aiming = 0; players[i].aiming = 0;
players[i].pflags &= ~PF_TIMEOVER; players[i].pflags &= ~PF_TIMEOVER;
@ -2586,7 +2587,7 @@ boolean P_SetupLevel(boolean skipprecip)
lastloadedmaplumpnum = W_GetNumForName(maplumpname = G_BuildMapName(gamemap)); lastloadedmaplumpnum = W_GetNumForName(maplumpname = G_BuildMapName(gamemap));
R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette); R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette);
CON_ReSetupBackColormap(mapheaderinfo[gamemap-1]->palette); CON_SetupBackColormap();
// SRB2 determines the sky texture to be used depending on the map header. // SRB2 determines the sky texture to be used depending on the map header.
P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true); P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true);

View file

@ -1621,10 +1621,10 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
if (!playeringame[i] || players[i].spectator) if (!playeringame[i] || players[i].spectator)
continue; continue;
if (!players[i].mo || players[i].mo->health < 1) if (!players[i].mo || players[i].rings <= 0)
continue; continue;
rings += players[i].mo->health-1; rings += players[i].rings;
} }
} }
else else
@ -1632,7 +1632,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
if (!(actor && actor->player)) if (!(actor && actor->player))
return false; // no player to count rings from here, sorry return false; // no player to count rings from here, sorry
rings = actor->health-1; rings = actor->player->rings;
} }
if (triggerline->flags & ML_NOCLIMB) if (triggerline->flags & ML_NOCLIMB)
@ -3548,10 +3548,9 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
break; break;
case 9: // Ring Drainer (Floor Touch) case 9: // Ring Drainer (Floor Touch)
case 10: // Ring Drainer (No Floor Touch) case 10: // Ring Drainer (No Floor Touch)
if (leveltime % (TICRATE/2) == 0 && player->mo->health > 1) if (leveltime % (TICRATE/2) == 0 && player->rings > 0)
{ {
player->mo->health--; player->rings--;
player->health--;
S_StartSound(player->mo, sfx_itemup); S_StartSound(player->mo, sfx_itemup);
} }
break; break;
@ -3559,7 +3558,7 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super] || player->exiting || player->bot) if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super] || player->exiting || player->bot)
break; break;
if (!(player->powers[pw_shield] || player->mo->health > 1)) // Don't do anything if no shield or rings anyway if (!(player->powers[pw_shield] || player->rings > 0)) // Don't do anything if no shield or rings anyway
break; break;
if (player->powers[pw_shield]) if (player->powers[pw_shield])
@ -3567,14 +3566,13 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
P_RemoveShield(player); P_RemoveShield(player);
S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss. S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss.
} }
else if (player->mo->health > 1) else if (player->rings > 0)
{ {
P_PlayRinglossSound(player->mo); P_PlayRinglossSound(player->mo);
if (player->mo->health > 10) if (player->rings >= 10)
player->mo->health -= 10; player->rings -= 10;
else else
player->mo->health = 1; player->rings = 0;
player->health = player->mo->health;
} }
P_DoPlayerPain(player, NULL, NULL); // this does basically everything that was here before P_DoPlayerPain(player, NULL, NULL); // this does basically everything that was here before
@ -3583,7 +3581,7 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
P_PlayerFlagBurst(player, false); P_PlayerFlagBurst(player, false);
break; break;
case 12: // Space Countdown case 12: // Space Countdown
if ((player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL && !player->powers[pw_spacetime]) if (!(player->powers[pw_shield] & SH_PROTECTWATER) && !player->powers[pw_spacetime])
player->powers[pw_spacetime] = spacetimetics + 1; player->powers[pw_spacetime] = spacetimetics + 1;
break; break;
case 13: // Ramp Sector (Increase step-up/down) case 13: // Ramp Sector (Increase step-up/down)

View file

@ -469,7 +469,7 @@ static inline void P_DoSpecialStageStuff(void)
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i]) if (playeringame[i])
{ {
ssrings += (players[i].mo->health-1); ssrings += players[i].rings;
// If in water, deplete timer 6x as fast. // If in water, deplete timer 6x as fast.
if ((players[i].mo->eflags & MFE_TOUCHWATER) if ((players[i].mo->eflags & MFE_TOUCHWATER)

File diff suppressed because it is too large Load diff

View file

@ -160,6 +160,7 @@ static inline void R_DrawColumnInCache(column_t *patch, UINT8 *cache, INT32 orig
if (position < 0) if (position < 0)
{ {
count += position; count += position;
source -= position; // start further down the column
position = 0; position = 0;
} }
@ -173,6 +174,44 @@ static inline void R_DrawColumnInCache(column_t *patch, UINT8 *cache, INT32 orig
} }
} }
static inline void R_DrawFlippedColumnInCache(column_t *patch, UINT8 *cache, INT32 originy, INT32 cacheheight, INT32 patchheight)
{
INT32 count, position;
UINT8 *source, *dest;
INT32 topdelta, prevdelta = -1;
while (patch->topdelta != 0xff)
{
topdelta = patch->topdelta;
if (topdelta <= prevdelta)
topdelta += prevdelta;
prevdelta = topdelta;
topdelta = patchheight-patch->length-topdelta;
source = (UINT8 *)patch + 2 + patch->length; // patch + 3 + (patch->length-1)
count = patch->length;
position = originy + topdelta;
if (position < 0)
{
count += position;
source += position; // start further UP the column
position = 0;
}
if (position + count > cacheheight)
count = cacheheight - position;
dest = cache + position;
if (count > 0)
{
for (; dest < cache + position + count; --source)
*dest++ = *source;
}
patch = (column_t *)((UINT8 *)patch + patch->length + 4);
}
}
// //
// R_GenerateTexture // R_GenerateTexture
// //
@ -191,7 +230,7 @@ static UINT8 *R_GenerateTexture(size_t texnum)
texture_t *texture; texture_t *texture;
texpatch_t *patch; texpatch_t *patch;
patch_t *realpatch; patch_t *realpatch;
int x, x1, x2, i; int x, x1, x2, i, width, height;
size_t blocksize; size_t blocksize;
column_t *patchcol; column_t *patchcol;
UINT32 *colofs; UINT32 *colofs;
@ -239,6 +278,7 @@ static UINT8 *R_GenerateTexture(size_t texnum)
if (holey) if (holey)
{ {
texture->holes = true; texture->holes = true;
texture->flip = patch->flip;
blocksize = W_LumpLengthPwad(patch->wad, patch->lump); blocksize = W_LumpLengthPwad(patch->wad, patch->lump);
block = Z_Calloc(blocksize, PU_STATIC, // will change tag at end of this function block = Z_Calloc(blocksize, PU_STATIC, // will change tag at end of this function
&texturecache[texnum]); &texturecache[texnum]);
@ -249,6 +289,14 @@ static UINT8 *R_GenerateTexture(size_t texnum)
colofs = (UINT32 *)(void *)(block + 8); colofs = (UINT32 *)(void *)(block + 8);
texturecolumnofs[texnum] = colofs; texturecolumnofs[texnum] = colofs;
blocktex = block; blocktex = block;
if (patch->flip & 1) // flip the patch horizontally
{
UINT32 *realcolofs = (UINT32 *)realpatch->columnofs;
for (x = 0; x < texture->width; x++)
colofs[x] = realcolofs[texture->width-1-x]; // swap with the offset of the other side of the texture
}
// we can't as easily flip the patch vertically sadly though,
// we have wait until the texture itself is drawn to do that
for (x = 0; x < texture->width; x++) for (x = 0; x < texture->width; x++)
colofs[x] = LONG(LONG(colofs[x]) + 3); colofs[x] = LONG(LONG(colofs[x]) + 3);
goto done; goto done;
@ -259,11 +307,12 @@ static UINT8 *R_GenerateTexture(size_t texnum)
// multi-patch textures (or 'composite') // multi-patch textures (or 'composite')
texture->holes = false; texture->holes = false;
texture->flip = 0;
blocksize = (texture->width * 4) + (texture->width * texture->height); blocksize = (texture->width * 4) + (texture->width * texture->height);
texturememory += blocksize; texturememory += blocksize;
block = Z_Malloc(blocksize+1, PU_STATIC, &texturecache[texnum]); block = Z_Malloc(blocksize+1, PU_STATIC, &texturecache[texnum]);
memset(block, 0xF7, blocksize+1); // Transparency hack memset(block, 0xFF, blocksize+1); // Transparency hack
// columns lookup table // columns lookup table
colofs = (UINT32 *)(void *)block; colofs = (UINT32 *)(void *)block;
@ -277,7 +326,9 @@ static UINT8 *R_GenerateTexture(size_t texnum)
{ {
realpatch = W_CacheLumpNumPwad(patch->wad, patch->lump, PU_CACHE); realpatch = W_CacheLumpNumPwad(patch->wad, patch->lump, PU_CACHE);
x1 = patch->originx; x1 = patch->originx;
x2 = x1 + SHORT(realpatch->width); width = SHORT(realpatch->width);
height = SHORT(realpatch->height);
x2 = x1 + width;
if (x1 < 0) if (x1 < 0)
x = 0; x = 0;
@ -289,11 +340,17 @@ static UINT8 *R_GenerateTexture(size_t texnum)
for (; x < x2; x++) for (; x < x2; x++)
{ {
patchcol = (column_t *)((UINT8 *)realpatch + LONG(realpatch->columnofs[x-x1])); if (patch->flip & 1)
patchcol = (column_t *)((UINT8 *)realpatch + LONG(realpatch->columnofs[(x1+width-1)-x]));
else
patchcol = (column_t *)((UINT8 *)realpatch + LONG(realpatch->columnofs[x-x1]));
// generate column ofset lookup // generate column ofset lookup
colofs[x] = LONG((x * texture->height) + (texture->width*4)); colofs[x] = LONG((x * texture->height) + (texture->width*4));
R_DrawColumnInCache(patchcol, block + LONG(colofs[x]), patch->originy, texture->height); if (patch->flip & 2)
R_DrawFlippedColumnInCache(patchcol, block + LONG(colofs[x]), patch->originy, texture->height, height);
else
R_DrawColumnInCache(patchcol, block + LONG(colofs[x]), patch->originy, texture->height);
} }
} }
@ -469,6 +526,7 @@ void R_LoadTextures(void)
texture->height = SHORT(patchlump->height)*patchcount; texture->height = SHORT(patchlump->height)*patchcount;
texture->patchcount = patchcount; texture->patchcount = patchcount;
texture->holes = false; texture->holes = false;
texture->flip = 0;
// Allocate information for the texture's patches. // Allocate information for the texture's patches.
for (k = 0; k < patchcount; k++) for (k = 0; k < patchcount; k++)
@ -479,6 +537,7 @@ void R_LoadTextures(void)
patch->originy = (INT16)(k*patchlump->height); patch->originy = (INT16)(k*patchlump->height);
patch->wad = (UINT16)w; patch->wad = (UINT16)w;
patch->lump = texstart + j; patch->lump = texstart + j;
patch->flip = 0;
} }
Z_Unlock(patchlump); Z_Unlock(patchlump);
@ -502,6 +561,7 @@ static texpatch_t *R_ParsePatch(boolean actuallyLoadPatch)
char *patchName = NULL; char *patchName = NULL;
INT16 patchXPos; INT16 patchXPos;
INT16 patchYPos; INT16 patchYPos;
UINT8 flip = 0;
texpatch_t *resultPatch = NULL; texpatch_t *resultPatch = NULL;
lumpnum_t patchLumpNum; lumpnum_t patchLumpNum;
@ -598,6 +658,47 @@ static texpatch_t *R_ParsePatch(boolean actuallyLoadPatch)
} }
Z_Free(texturesToken); Z_Free(texturesToken);
// Patch parameters block (OPTIONAL)
// added by Monster Iestyn (22/10/16)
// Left Curly Brace
texturesToken = M_GetToken(NULL);
if (texturesToken == NULL)
; // move on and ignore, R_ParseTextures will deal with this
else
{
if (strcmp(texturesToken,"{")==0)
{
Z_Free(texturesToken);
texturesToken = M_GetToken(NULL);
if (texturesToken == NULL)
{
I_Error("Error parsing TEXTURES lump: Unexpected end of file where patch \"%s\"'s parameters should be",patchName);
}
while (strcmp(texturesToken,"}")!=0)
{
if (stricmp(texturesToken, "FLIPX")==0)
flip |= 1;
else if (stricmp(texturesToken, "FLIPY")==0)
flip |= 2;
Z_Free(texturesToken);
texturesToken = M_GetToken(NULL);
if (texturesToken == NULL)
{
I_Error("Error parsing TEXTURES lump: Unexpected end of file where patch \"%s\"'s parameters or right curly brace should be",patchName);
}
}
}
else
{
// this is not what we wanted...
// undo last read so R_ParseTextures can re-get the token for its own purposes
M_UnGetToken();
}
Z_Free(texturesToken);
}
if (actuallyLoadPatch == true) if (actuallyLoadPatch == true)
{ {
// Check lump exists // Check lump exists
@ -608,6 +709,7 @@ static texpatch_t *R_ParsePatch(boolean actuallyLoadPatch)
resultPatch->originy = patchYPos; resultPatch->originy = patchYPos;
resultPatch->lump = patchLumpNum & 65535; resultPatch->lump = patchLumpNum & 65535;
resultPatch->wad = patchLumpNum>>16; resultPatch->wad = patchLumpNum>>16;
resultPatch->flip = flip;
// Clean up a little after ourselves // Clean up a little after ourselves
Z_Free(patchName); Z_Free(patchName);
// Then return it // Then return it

View file

@ -31,6 +31,7 @@ typedef struct
// Block origin (always UL), which has already accounted for the internal origin of the patch. // Block origin (always UL), which has already accounted for the internal origin of the patch.
INT16 originx, originy; INT16 originx, originy;
UINT16 wad, lump; UINT16 wad, lump;
UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
} texpatch_t; } texpatch_t;
// A maptexturedef_t describes a rectangular texture, // A maptexturedef_t describes a rectangular texture,
@ -42,6 +43,7 @@ typedef struct
char name[8]; char name[8];
INT16 width, height; INT16 width, height;
boolean holes; boolean holes;
UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
// All the patches[patchcount] are drawn back to front into the cached texture. // All the patches[patchcount] are drawn back to front into the cached texture.
INT16 patchcount; INT16 patchcount;

View file

@ -162,6 +162,7 @@ void R_DrawSplat_8(void);
void R_DrawTranslucentSplat_8(void); void R_DrawTranslucentSplat_8(void);
void R_DrawTranslucentSpan_8(void); void R_DrawTranslucentSpan_8(void);
void R_Draw2sMultiPatchColumn_8(void); void R_Draw2sMultiPatchColumn_8(void);
void R_Draw2sMultiPatchTranslucentColumn_8(void);
void R_DrawFogSpan_8(void); void R_DrawFogSpan_8(void);
void R_DrawFogColumn_8(void); void R_DrawFogColumn_8(void);
void R_DrawColumnShadowed_8(void); void R_DrawColumnShadowed_8(void);

View file

@ -203,6 +203,103 @@ void R_Draw2sMultiPatchColumn_8(void)
} }
} }
void R_Draw2sMultiPatchTranslucentColumn_8(void)
{
INT32 count;
register UINT8 *dest;
register fixed_t frac;
fixed_t fracstep;
count = dc_yh - dc_yl;
if (count < 0) // Zero length, column does not exceed a pixel.
return;
#ifdef RANGECHECK
if ((unsigned)dc_x >= (unsigned)vid.width || dc_yl < 0 || dc_yh >= vid.height)
return;
#endif
// Framebuffer destination address.
// Use ylookup LUT to avoid multiply with ScreenWidth.
// Use columnofs LUT for subwindows?
//dest = ylookup[dc_yl] + columnofs[dc_x];
dest = &topleft[dc_yl*vid.width + dc_x];
count++;
// Determine scaling, which is the only mapping to be done.
fracstep = dc_iscale;
//frac = dc_texturemid + (dc_yl - centery)*fracstep;
frac = (dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep))*(!dc_hires);
// Inner loop that does the actual texture mapping, e.g. a DDA-like scaling.
// This is as fast as it gets.
{
register const UINT8 *source = dc_source;
register const UINT8 *transmap = dc_transmap;
register const lighttable_t *colormap = dc_colormap;
register INT32 heightmask = dc_texheight-1;
register UINT8 val;
if (dc_texheight & heightmask) // not a power of 2 -- killough
{
heightmask++;
heightmask <<= FRACBITS;
if (frac < 0)
while ((frac += heightmask) < 0);
else
while (frac >= heightmask)
frac -= heightmask;
do
{
// Re-map color indices from wall texture column
// using a lighting/special effects LUT.
// heightmask is the Tutti-Frutti fix
val = source[frac>>FRACBITS];
if (val != TRANSPARENTPIXEL)
*dest = colormap[*(transmap + (val<<8) + (*dest))];
dest += vid.width;
// Avoid overflow.
if (fracstep > 0x7FFFFFFF - frac)
frac += fracstep - heightmask;
else
frac += fracstep;
while (frac >= heightmask)
frac -= heightmask;
} while (--count);
}
else
{
while ((count -= 2) >= 0) // texture height is a power of 2
{
val = source[(frac>>FRACBITS) & heightmask];
if (val != TRANSPARENTPIXEL)
*dest = colormap[*(transmap + (val<<8) + (*dest))];
dest += vid.width;
frac += fracstep;
val = source[(frac>>FRACBITS) & heightmask];
if (val != TRANSPARENTPIXEL)
*dest = colormap[*(transmap + (val<<8) + (*dest))];
dest += vid.width;
frac += fracstep;
}
if (count & 1)
{
val = source[(frac>>FRACBITS) & heightmask];
if (val != TRANSPARENTPIXEL)
*dest = colormap[*(transmap + (val<<8) + (*dest))];
}
}
}
}
/** \brief The R_DrawShadeColumn_8 function /** \brief The R_DrawShadeColumn_8 function
Experiment to make software go faster. Taken from the Boom source Experiment to make software go faster. Taken from the Boom source
*/ */

View file

@ -271,11 +271,20 @@ static void R_Render2sidedMultiPatchColumn(column_t *column)
if (colfunc == wallcolfunc) if (colfunc == wallcolfunc)
twosmultipatchfunc(); twosmultipatchfunc();
else if (colfunc == fuzzcolfunc)
twosmultipatchtransfunc();
else else
colfunc(); colfunc();
} }
} }
// quick wrapper for R_DrawFlippedMaskedColumn so it can be set as a colfunc_2s value
// uses column2s_length for texture->height as above
static void R_DrawFlippedMaskedSegColumn(column_t *column)
{
R_DrawFlippedMaskedColumn(column, column2s_length);
}
void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2) void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
{ {
size_t pindex; size_t pindex;
@ -347,7 +356,15 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
// handle case where multipatch texture is drawn on a 2sided wall, multi-patch textures // handle case where multipatch texture is drawn on a 2sided wall, multi-patch textures
// are not stored per-column with post info in SRB2 // are not stored per-column with post info in SRB2
if (textures[texnum]->holes) if (textures[texnum]->holes)
colfunc_2s = R_DrawMaskedColumn; // render the usual 2sided single-patch packed texture {
if (textures[texnum]->flip & 2) // vertically flipped?
{
colfunc_2s = R_DrawFlippedMaskedSegColumn;
column2s_length = textures[texnum]->height;
}
else
colfunc_2s = R_DrawMaskedColumn; // render the usual 2sided single-patch packed texture
}
else else
{ {
colfunc_2s = R_Render2sidedMultiPatchColumn; // render multipatch with no holes (no post_t info) colfunc_2s = R_Render2sidedMultiPatchColumn; // render multipatch with no holes (no post_t info)
@ -700,6 +717,14 @@ static void R_DrawRepeatMaskedColumn(column_t *col)
} while (sprtopscreen < sprbotscreen); } while (sprtopscreen < sprbotscreen);
} }
static void R_DrawRepeatFlippedMaskedColumn(column_t *col)
{
do {
R_DrawFlippedMaskedColumn(col, column2s_length);
sprtopscreen += dc_texheight*spryscale;
} while (sprtopscreen < sprbotscreen);
}
// //
// R_RenderThickSideRange // R_RenderThickSideRange
// Renders all the thick sides in the given range. // Renders all the thick sides in the given range.
@ -1027,7 +1052,15 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
//faB: handle case where multipatch texture is drawn on a 2sided wall, multi-patch textures //faB: handle case where multipatch texture is drawn on a 2sided wall, multi-patch textures
// are not stored per-column with post info anymore in Doom Legacy // are not stored per-column with post info anymore in Doom Legacy
if (textures[texnum]->holes) if (textures[texnum]->holes)
colfunc_2s = R_DrawRepeatMaskedColumn; //render the usual 2sided single-patch packed texture {
if (textures[texnum]->flip & 2) // vertically flipped?
{
colfunc_2s = R_DrawRepeatFlippedMaskedColumn;
column2s_length = textures[texnum]->height;
}
else
colfunc_2s = R_DrawRepeatMaskedColumn; // render the usual 2sided single-patch packed texture
}
else else
{ {
colfunc_2s = R_Render2sidedMultiPatchColumn; //render multipatch with no holes (no post_t info) colfunc_2s = R_Render2sidedMultiPatchColumn; //render multipatch with no holes (no post_t info)

View file

@ -712,7 +712,7 @@ void R_DrawMaskedColumn(column_t *column)
dc_texturemid = basetexturemid; dc_texturemid = basetexturemid;
} }
static void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight) void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight)
{ {
INT32 topscreen; INT32 topscreen;
INT32 bottomscreen; INT32 bottomscreen;
@ -2880,6 +2880,7 @@ void R_AddSkins(UINT16 wadnum)
GETFLAG(STOMPDAMAGE) GETFLAG(STOMPDAMAGE)
GETFLAG(MARIODAMAGE) GETFLAG(MARIODAMAGE)
GETFLAG(MACHINE) GETFLAG(MACHINE)
GETFLAG(NOSPINDASHDUST)
#undef GETFLAG #undef GETFLAG
else // let's check if it's a sound, otherwise error out else // let's check if it's a sound, otherwise error out

View file

@ -46,6 +46,7 @@ extern fixed_t windowtop;
extern fixed_t windowbottom; extern fixed_t windowbottom;
void R_DrawMaskedColumn(column_t *column); void R_DrawMaskedColumn(column_t *column);
void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight);
void R_SortVisSprites(void); void R_SortVisSprites(void);
//faB: find sprites in wadfile, replace existing, add new ones //faB: find sprites in wadfile, replace existing, add new ones

View file

@ -607,6 +607,13 @@ void S_StartSound(const void *origin, sfxenum_t sfx_id)
sfx_id = sfx_mario6; sfx_id = sfx_mario6;
break; break;
case sfx_shield: case sfx_shield:
case sfx_wirlsg:
case sfx_forcsg:
case sfx_elemsg:
case sfx_armasg:
case sfx_s3k3e:
case sfx_s3k3f:
case sfx_s3k41:
sfx_id = sfx_mario3; sfx_id = sfx_mario3;
break; break;
case sfx_itemup: case sfx_itemup:

View file

@ -49,6 +49,7 @@ void (*splatfunc)(void); // span drawer w/ transparency
void (*basespanfunc)(void); // default span func for color mode void (*basespanfunc)(void); // default span func for color mode
void (*transtransfunc)(void); // translucent translated column drawer void (*transtransfunc)(void); // translucent translated column drawer
void (*twosmultipatchfunc)(void); // for cols with transparent pixels void (*twosmultipatchfunc)(void); // for cols with transparent pixels
void (*twosmultipatchtransfunc)(void); // for cols with transparent pixels AND translucency
// ------------------ // ------------------
// global video state // global video state
@ -127,6 +128,7 @@ void SCR_SetMode(void)
fuzzcolfunc = R_DrawTranslucentColumn_8; fuzzcolfunc = R_DrawTranslucentColumn_8;
walldrawerfunc = R_DrawWallColumn_8; walldrawerfunc = R_DrawWallColumn_8;
twosmultipatchfunc = R_Draw2sMultiPatchColumn_8; twosmultipatchfunc = R_Draw2sMultiPatchColumn_8;
twosmultipatchtransfunc = R_Draw2sMultiPatchTranslucentColumn_8;
#ifdef RUSEASM #ifdef RUSEASM
if (R_ASM) if (R_ASM)
{ {

View file

@ -136,6 +136,7 @@ extern void (*basespanfunc)(void);
extern void (*splatfunc)(void); extern void (*splatfunc)(void);
extern void (*transtransfunc)(void); extern void (*transtransfunc)(void);
extern void (*twosmultipatchfunc)(void); extern void (*twosmultipatchfunc)(void);
extern void (*twosmultipatchtransfunc)(void);
// ----- // -----
// CPUID // CPUID

View file

@ -2647,6 +2647,47 @@ INT32 I_PutEnv(char *variable)
#endif #endif
} }
INT32 I_ClipboardCopy(const char *data, size_t size)
{
char storage[256];
if (size > 255)
size = 255;
memcpy(storage, data, size);
storage[size] = 0;
if (SDL_SetClipboardText(storage))
return 0;
return -1;
}
const char *I_ClipboardPaste(void)
{
static char clipboard_modified[256];
char *clipboard_contents, *i = clipboard_modified;
if (!SDL_HasClipboardText())
return NULL;
clipboard_contents = SDL_GetClipboardText();
memcpy(clipboard_modified, clipboard_contents, 255);
SDL_free(clipboard_contents);
clipboard_modified[255] = 0;
while (*i)
{
if (*i == '\n' || *i == '\r')
{ // End on newline
*i = 0;
break;
}
else if (*i == '\t')
*i = ' '; // Tabs become spaces
else if (*i < 32 || (unsigned)*i > 127)
*i = '?'; // Nonprintable chars become question marks
++i;
}
return (const char *)&clipboard_modified;
}
/** \brief The isWadPathOk function /** \brief The isWadPathOk function
\param path string path to check \param path string path to check

View file

@ -33,14 +33,6 @@
#pragma warning(default : 4214 4244) #pragma warning(default : 4214 4244)
#endif #endif
#if SDL_VERSION_ATLEAST(1,3,0)
#define SDLK_EQUALS SDLK_KP_EQUALSAS400
#define SDLK_LMETA SDLK_LGUI
#define SDLK_RMETA SDLK_RGUI
#else
#define HAVE_SDLMETAKEYS
#endif
#ifdef HAVE_TTF #ifdef HAVE_TTF
#include "i_ttf.h" #include "i_ttf.h"
#endif #endif
@ -189,14 +181,14 @@ static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen)
wasfullscreen = SDL_TRUE; wasfullscreen = SDL_TRUE;
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP); SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
} }
else if (!fullscreen && wasfullscreen) else if (wasfullscreen)
{ {
wasfullscreen = SDL_FALSE; wasfullscreen = SDL_FALSE;
SDL_SetWindowFullscreen(window, 0); SDL_SetWindowFullscreen(window, 0);
SDL_SetWindowSize(window, width, height); SDL_SetWindowSize(window, width, height);
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(1), SDL_WINDOWPOS_CENTERED_DISPLAY(1)); SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(1), SDL_WINDOWPOS_CENTERED_DISPLAY(1));
} }
else if (!wasfullscreen) else
{ {
// Reposition window only in windowed mode // Reposition window only in windowed mode
SDL_SetWindowSize(window, width, height); SDL_SetWindowSize(window, width, height);
@ -282,129 +274,70 @@ static INT32 Impl_SDL_Scancode_To_Keycode(SDL_Scancode code)
} }
switch (code) switch (code)
{ {
case SDL_SCANCODE_F11: // F11 and F12 are // F11 and F12 are separated from the rest of the function keys
return KEY_F11; // separated from the case SDL_SCANCODE_F11: return KEY_F11;
case SDL_SCANCODE_F12: // rest of the function case SDL_SCANCODE_F12: return KEY_F12;
return KEY_F12; // keys
case SDL_SCANCODE_KP_0: case SDL_SCANCODE_KP_0: return KEY_KEYPAD0;
return KEY_KEYPAD0; case SDL_SCANCODE_KP_1: return KEY_KEYPAD1;
case SDL_SCANCODE_KP_1: case SDL_SCANCODE_KP_2: return KEY_KEYPAD2;
return KEY_KEYPAD1; case SDL_SCANCODE_KP_3: return KEY_KEYPAD3;
case SDL_SCANCODE_KP_2: case SDL_SCANCODE_KP_4: return KEY_KEYPAD4;
return KEY_KEYPAD2; case SDL_SCANCODE_KP_5: return KEY_KEYPAD5;
case SDL_SCANCODE_KP_3: case SDL_SCANCODE_KP_6: return KEY_KEYPAD6;
return KEY_KEYPAD3; case SDL_SCANCODE_KP_7: return KEY_KEYPAD7;
case SDL_SCANCODE_KP_4: case SDL_SCANCODE_KP_8: return KEY_KEYPAD8;
return KEY_KEYPAD4; case SDL_SCANCODE_KP_9: return KEY_KEYPAD9;
case SDL_SCANCODE_KP_5:
return KEY_KEYPAD5;
case SDL_SCANCODE_KP_6:
return KEY_KEYPAD6;
case SDL_SCANCODE_KP_7:
return KEY_KEYPAD7;
case SDL_SCANCODE_KP_8:
return KEY_KEYPAD8;
case SDL_SCANCODE_KP_9:
return KEY_KEYPAD9;
case SDL_SCANCODE_RETURN: case SDL_SCANCODE_RETURN: return KEY_ENTER;
return KEY_ENTER; case SDL_SCANCODE_ESCAPE: return KEY_ESCAPE;
case SDL_SCANCODE_ESCAPE: case SDL_SCANCODE_BACKSPACE: return KEY_BACKSPACE;
return KEY_ESCAPE; case SDL_SCANCODE_TAB: return KEY_TAB;
case SDL_SCANCODE_BACKSPACE: case SDL_SCANCODE_SPACE: return KEY_SPACE;
return KEY_BACKSPACE; case SDL_SCANCODE_MINUS: return KEY_MINUS;
case SDL_SCANCODE_TAB: case SDL_SCANCODE_EQUALS: return KEY_EQUALS;
return KEY_TAB; case SDL_SCANCODE_LEFTBRACKET: return '[';
case SDL_SCANCODE_SPACE: case SDL_SCANCODE_RIGHTBRACKET: return ']';
return KEY_SPACE; case SDL_SCANCODE_BACKSLASH: return '\\';
case SDL_SCANCODE_MINUS: case SDL_SCANCODE_NONUSHASH: return '#';
return KEY_MINUS; case SDL_SCANCODE_SEMICOLON: return ';';
case SDL_SCANCODE_EQUALS: case SDL_SCANCODE_APOSTROPHE: return '\'';
return KEY_EQUALS; case SDL_SCANCODE_GRAVE: return '`';
case SDL_SCANCODE_LEFTBRACKET: case SDL_SCANCODE_COMMA: return ',';
return '['; case SDL_SCANCODE_PERIOD: return '.';
case SDL_SCANCODE_RIGHTBRACKET: case SDL_SCANCODE_SLASH: return '/';
return ']'; case SDL_SCANCODE_CAPSLOCK: return KEY_CAPSLOCK;
case SDL_SCANCODE_BACKSLASH: case SDL_SCANCODE_PRINTSCREEN: return 0; // undefined?
return '\\'; case SDL_SCANCODE_SCROLLLOCK: return KEY_SCROLLLOCK;
case SDL_SCANCODE_NONUSHASH: case SDL_SCANCODE_PAUSE: return KEY_PAUSE;
return '#'; case SDL_SCANCODE_INSERT: return KEY_INS;
case SDL_SCANCODE_SEMICOLON: case SDL_SCANCODE_HOME: return KEY_HOME;
return ';'; case SDL_SCANCODE_PAGEUP: return KEY_PGUP;
case SDL_SCANCODE_APOSTROPHE: case SDL_SCANCODE_DELETE: return KEY_DEL;
return '\''; case SDL_SCANCODE_END: return KEY_END;
case SDL_SCANCODE_GRAVE: case SDL_SCANCODE_PAGEDOWN: return KEY_PGDN;
return '`'; case SDL_SCANCODE_RIGHT: return KEY_RIGHTARROW;
case SDL_SCANCODE_COMMA: case SDL_SCANCODE_LEFT: return KEY_LEFTARROW;
return ','; case SDL_SCANCODE_DOWN: return KEY_DOWNARROW;
case SDL_SCANCODE_PERIOD: case SDL_SCANCODE_UP: return KEY_UPARROW;
return '.'; case SDL_SCANCODE_NUMLOCKCLEAR: return KEY_NUMLOCK;
case SDL_SCANCODE_SLASH: case SDL_SCANCODE_KP_DIVIDE: return KEY_KPADSLASH;
return '/'; case SDL_SCANCODE_KP_MULTIPLY: return '*'; // undefined?
case SDL_SCANCODE_CAPSLOCK: case SDL_SCANCODE_KP_MINUS: return KEY_MINUSPAD;
return KEY_CAPSLOCK; case SDL_SCANCODE_KP_PLUS: return KEY_PLUSPAD;
case SDL_SCANCODE_PRINTSCREEN: case SDL_SCANCODE_KP_ENTER: return KEY_ENTER;
return 0; // undefined? case SDL_SCANCODE_KP_PERIOD: return KEY_KPADDEL;
case SDL_SCANCODE_SCROLLLOCK: case SDL_SCANCODE_NONUSBACKSLASH: return '\\';
return KEY_SCROLLLOCK;
case SDL_SCANCODE_PAUSE:
return KEY_PAUSE;
case SDL_SCANCODE_INSERT:
return KEY_INS;
case SDL_SCANCODE_HOME:
return KEY_HOME;
case SDL_SCANCODE_PAGEUP:
return KEY_PGUP;
case SDL_SCANCODE_DELETE:
return KEY_DEL;
case SDL_SCANCODE_END:
return KEY_END;
case SDL_SCANCODE_PAGEDOWN:
return KEY_PGDN;
case SDL_SCANCODE_RIGHT:
return KEY_RIGHTARROW;
case SDL_SCANCODE_LEFT:
return KEY_LEFTARROW;
case SDL_SCANCODE_DOWN:
return KEY_DOWNARROW;
case SDL_SCANCODE_UP:
return KEY_UPARROW;
case SDL_SCANCODE_NUMLOCKCLEAR:
return KEY_NUMLOCK;
case SDL_SCANCODE_KP_DIVIDE:
return KEY_KPADSLASH;
case SDL_SCANCODE_KP_MULTIPLY:
return '*'; // undefined?
case SDL_SCANCODE_KP_MINUS:
return KEY_MINUSPAD;
case SDL_SCANCODE_KP_PLUS:
return KEY_PLUSPAD;
case SDL_SCANCODE_KP_ENTER:
return KEY_ENTER;
case SDL_SCANCODE_KP_PERIOD:
return KEY_KPADDEL;
case SDL_SCANCODE_NONUSBACKSLASH:
return '\\';
case SDL_SCANCODE_LSHIFT: case SDL_SCANCODE_LSHIFT: return KEY_LSHIFT;
return KEY_LSHIFT; case SDL_SCANCODE_RSHIFT: return KEY_RSHIFT;
case SDL_SCANCODE_RSHIFT: case SDL_SCANCODE_LCTRL: return KEY_LCTRL;
return KEY_RSHIFT; case SDL_SCANCODE_RCTRL: return KEY_RCTRL;
case SDL_SCANCODE_LCTRL: case SDL_SCANCODE_LALT: return KEY_LALT;
return KEY_LCTRL; case SDL_SCANCODE_RALT: return KEY_RALT;
case SDL_SCANCODE_RCTRL: case SDL_SCANCODE_LGUI: return KEY_LEFTWIN;
return KEY_RCTRL; case SDL_SCANCODE_RGUI: return KEY_RIGHTWIN;
case SDL_SCANCODE_LALT: default: break;
return KEY_LALT;
case SDL_SCANCODE_RALT:
return KEY_RALT;
case SDL_SCANCODE_LGUI:
return KEY_LEFTWIN;
case SDL_SCANCODE_RGUI:
return KEY_RIGHTWIN;
default:
break;
} }
#ifdef HWRENDER #ifdef HWRENDER
DBG_Printf("Unknown incoming scancode: %d, represented %c\n", DBG_Printf("Unknown incoming scancode: %d, represented %c\n",
@ -432,15 +365,10 @@ static void VID_Command_NumModes_f (void)
CONS_Printf(M_GetText("%d video mode(s) available(s)\n"), VID_NumModes()); CONS_Printf(M_GetText("%d video mode(s) available(s)\n"), VID_NumModes());
} }
// SDL2 doesn't have SDL_GetVideoSurface or a lot of the SDL_Surface flags that SDL 1.2 had
static void SurfaceInfo(const SDL_Surface *infoSurface, const char *SurfaceText) static void SurfaceInfo(const SDL_Surface *infoSurface, const char *SurfaceText)
{ {
#if 1
(void)infoSurface;
(void)SurfaceText;
SDL2STUB();
#else
INT32 vfBPP; INT32 vfBPP;
const SDL_Surface *VidSur = SDL_GetVideoSurface();
if (!infoSurface) if (!infoSurface)
return; return;
@ -453,49 +381,12 @@ static void SurfaceInfo(const SDL_Surface *infoSurface, const char *SurfaceText)
CONS_Printf("\x82" "%s\n", SurfaceText); CONS_Printf("\x82" "%s\n", SurfaceText);
CONS_Printf(M_GetText(" %ix%i at %i bit color\n"), infoSurface->w, infoSurface->h, vfBPP); CONS_Printf(M_GetText(" %ix%i at %i bit color\n"), infoSurface->w, infoSurface->h, vfBPP);
if (infoSurface->flags&SDL_HWSURFACE) if (infoSurface->flags&SDL_PREALLOC)
CONS_Printf("%s", M_GetText(" Stored in video memory\n"));
else if (infoSurface->flags&SDL_OPENGL)
CONS_Printf("%s", M_GetText(" Stored in an OpenGL context\n"));
else if (infoSurface->flags&SDL_PREALLOC)
CONS_Printf("%s", M_GetText(" Uses preallocated memory\n")); CONS_Printf("%s", M_GetText(" Uses preallocated memory\n"));
else else
CONS_Printf("%s", M_GetText(" Stored in system memory\n")); CONS_Printf("%s", M_GetText(" Stored in system memory\n"));
if (infoSurface->flags&SDL_ASYNCBLIT)
CONS_Printf("%s", M_GetText(" Uses asynchronous blits if possible\n"));
else
CONS_Printf("%s", M_GetText(" Uses synchronous blits if possible\n"));
if (infoSurface->flags&SDL_ANYFORMAT)
CONS_Printf("%s", M_GetText(" Allows any pixel-format\n"));
if (infoSurface->flags&SDL_HWPALETTE)
CONS_Printf("%s", M_GetText(" Has exclusive palette access\n"));
else if (VidSur == infoSurface)
CONS_Printf("%s", M_GetText(" Has nonexclusive palette access\n"));
if (infoSurface->flags&SDL_DOUBLEBUF)
CONS_Printf("%s", M_GetText(" Double buffered\n"));
else if (VidSur == infoSurface)
CONS_Printf("%s", M_GetText(" No hardware flipping\n"));
if (infoSurface->flags&SDL_FULLSCREEN)
CONS_Printf("%s", M_GetText(" Full screen\n"));
else if (infoSurface->flags&SDL_RESIZABLE)
CONS_Printf("%s", M_GetText(" Resizable window\n"));
else if (VidSur == infoSurface)
CONS_Printf("%s", M_GetText(" Nonresizable window\n"));
if (infoSurface->flags&SDL_HWACCEL)
CONS_Printf("%s", M_GetText(" Uses hardware acceleration blit\n"));
if (infoSurface->flags&SDL_SRCCOLORKEY)
CONS_Printf("%s", M_GetText(" Use colorkey blitting\n"));
if (infoSurface->flags&SDL_RLEACCEL) if (infoSurface->flags&SDL_RLEACCEL)
CONS_Printf("%s", M_GetText(" Colorkey RLE acceleration blit\n")); CONS_Printf("%s", M_GetText(" Colorkey RLE acceleration blit\n"));
if (infoSurface->flags&SDL_SRCALPHA)
CONS_Printf("%s", M_GetText(" Use alpha blending acceleration blit\n"));
#endif
} }
static void VID_Command_Info_f (void) static void VID_Command_Info_f (void)
@ -579,23 +470,6 @@ static void VID_Command_Mode_f (void)
setmodeneeded = modenum+1; // request vid mode change setmodeneeded = modenum+1; // request vid mode change
} }
#if 0
#if defined(RPC_NO_WINDOWS_H)
static VOID MainWndproc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(hWnd);
UNREFERENCED_PARAMETER(message);
UNREFERENCED_PARAMETER(wParam);
switch (message)
{
case WM_SETTEXT:
COM_BufAddText((LPCSTR)lParam);
break;
}
}
#endif
#endif
static inline void SDLJoyRemap(event_t *event) static inline void SDLJoyRemap(event_t *event)
{ {
(void)event; (void)event;
@ -954,218 +828,6 @@ void I_GetEvent(void)
// In order to make wheels act like buttons, we have to set their state to Up. // In order to make wheels act like buttons, we have to set their state to Up.
// This is because wheel messages don't have an up/down state. // This is because wheel messages don't have an up/down state.
gamekeydown[KEY_MOUSEWHEELDOWN] = gamekeydown[KEY_MOUSEWHEELUP] = 0; gamekeydown[KEY_MOUSEWHEELDOWN] = gamekeydown[KEY_MOUSEWHEELUP] = 0;
#if 0
SDL_Event inputEvent;
static SDL_bool sdlquit = SDL_FALSE; //Alam: once, just once
event_t event;
if (!graphics_started)
return;
memset(&inputEvent, 0x00, sizeof(inputEvent));
while (SDL_PollEvent(&inputEvent))
{
memset(&event,0x00,sizeof (event_t));
switch (inputEvent.type)
{
case SDL_ACTIVEEVENT:
if (inputEvent.active.state & (SDL_APPACTIVE|SDL_APPINPUTFOCUS))
{
// pause music when alt-tab
if (inputEvent.active.gain /*&& !paused */)
{
static SDL_bool firsttimeonmouse = SDL_TRUE;
if (!firsttimeonmouse)
{
if (cv_usemouse.value) I_StartupMouse();
}
else firsttimeonmouse = SDL_FALSE;
//if (!netgame && !con_destlines) paused = false;
if (gamestate == GS_LEVEL)
if (!paused) I_ResumeSong(0); //resume it
}
else /*if (!paused)*/
{
if (!disable_mouse)
SDLforceUngrabMouse();
if (!netgame && gamestate == GS_LEVEL) paused = true;
memset(gamekeydown, 0, NUMKEYS);
//S_PauseSound();
if (gamestate == GS_LEVEL)
I_PauseSong(0); //pause it
}
}
if (MOUSE_MENU)
{
SDLdoUngrabMouse();
break;
}
if ((SDL_APPMOUSEFOCUS&inputEvent.active.state) && USE_MOUSEINPUT && inputEvent.active.gain)
HalfWarpMouse(realwidth, realheight);
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
/// \todo inputEvent.key.which?
if (inputEvent.type == SDL_KEYUP)
event.type = ev_keyup;
else if (inputEvent.type == SDL_KEYDOWN)
event.type = ev_keydown;
else break;
event.data1 = SDLatekey(inputEvent.key.keysym.sym);
if (event.data1) D_PostEvent(&event);
break;
case SDL_MOUSEMOTION:
/// \todo inputEvent.motion.which
if (MOUSE_MENU)
{
SDLdoUngrabMouse();
break;
}
//if (USE_MOUSEINPUT) TODO SDL2 stub
{
// If the event is from warping the pointer back to middle
// of the screen then ignore it.
if ((inputEvent.motion.x == realwidth/2) &&
(inputEvent.motion.y == realheight/2))
{
break;
}
else
{
event.data2 = +inputEvent.motion.xrel;
event.data3 = -inputEvent.motion.yrel;
}
event.type = ev_mouse;
D_PostEvent(&event);
// Warp the pointer back to the middle of the window
// or we cannot move any further if it's at a border.
if ((inputEvent.motion.x < (realwidth/2 )-(realwidth/4 )) ||
(inputEvent.motion.y < (realheight/2)-(realheight/4)) ||
(inputEvent.motion.x > (realwidth/2 )+(realwidth/4 )) ||
(inputEvent.motion.y > (realheight/2)+(realheight/4) ) )
{
//if (SDL_GRAB_ON == SDL_WM_GrabInput(SDL_GRAB_QUERY) || !mousegrabok)
HalfWarpMouse(realwidth, realheight);
}
}
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
/// \todo inputEvent.button.which
if (USE_MOUSEINPUT)
{
if (inputEvent.type == SDL_MOUSEBUTTONUP)
event.type = ev_keyup;
else if (inputEvent.type == SDL_MOUSEBUTTONDOWN)
event.type = ev_keydown;
else break;
if (inputEvent.button.button==SDL_BUTTON_WHEELUP || inputEvent.button.button==SDL_BUTTON_WHEELDOWN)
{
if (inputEvent.type == SDL_MOUSEBUTTONUP)
event.data1 = 0; //Alam: dumb! this could be a real button with some mice
else
event.data1 = KEY_MOUSEWHEELUP + inputEvent.button.button - SDL_BUTTON_WHEELUP;
}
else if (inputEvent.button.button == SDL_BUTTON_MIDDLE)
event.data1 = KEY_MOUSE1+2;
else if (inputEvent.button.button == SDL_BUTTON_RIGHT)
event.data1 = KEY_MOUSE1+1;
else if (inputEvent.button.button <= MOUSEBUTTONS)
event.data1 = KEY_MOUSE1 + inputEvent.button.button - SDL_BUTTON_LEFT;
if (event.data1) D_PostEvent(&event);
}
break;
case SDL_JOYAXISMOTION:
inputEvent.jaxis.which++;
inputEvent.jaxis.axis++;
event.data1 = event.data2 = event.data3 = INT32_MAX;
if (cv_usejoystick.value == inputEvent.jaxis.which)
{
event.type = ev_joystick;
}
else if (cv_usejoystick.value == inputEvent.jaxis.which)
{
event.type = ev_joystick2;
}
else break;
//axis
if (inputEvent.jaxis.axis > JOYAXISSET*2)
break;
//vaule
if (inputEvent.jaxis.axis%2)
{
event.data1 = inputEvent.jaxis.axis / 2;
event.data2 = SDLJoyAxis(inputEvent.jaxis.value, event.type);
}
else
{
inputEvent.jaxis.axis--;
event.data1 = inputEvent.jaxis.axis / 2;
event.data3 = SDLJoyAxis(inputEvent.jaxis.value, event.type);
}
D_PostEvent(&event);
break;
case SDL_JOYBALLMOTION:
case SDL_JOYHATMOTION:
break; //NONE
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
inputEvent.jbutton.which++;
if (cv_usejoystick.value == inputEvent.jbutton.which)
event.data1 = KEY_JOY1;
else if (cv_usejoystick.value == inputEvent.jbutton.which)
event.data1 = KEY_2JOY1;
else break;
if (inputEvent.type == SDL_JOYBUTTONUP)
event.type = ev_keyup;
else if (inputEvent.type == SDL_JOYBUTTONDOWN)
event.type = ev_keydown;
else break;
if (inputEvent.jbutton.button < JOYBUTTONS)
event.data1 += inputEvent.jbutton.button;
else
break;
SDLJoyRemap(&event);
if (event.type != ev_console) D_PostEvent(&event);
break;
case SDL_QUIT:
if (!sdlquit)
{
sdlquit = SDL_TRUE;
M_QuitResponse('y');
}
break;
#if defined(RPC_NO_WINDOWS_H)
case SDL_SYSWMEVENT:
MainWndproc(inputEvent.syswm.msg->hwnd,
inputEvent.syswm.msg->msg,
inputEvent.syswm.msg->wParam,
inputEvent.syswm.msg->lParam);
break;
#endif
case SDL_VIDEORESIZE:
if (gamestate == GS_LEVEL || gamestate == GS_TITLESCREEN || gamestate == GS_EVALUATION)
setmodeneeded = VID_GetModeForSize(inputEvent.resize.w,inputEvent.resize.h)+1;
if (render_soft == rendermode)
{
SDLSetMode(realwidth, realheight, vid.bpp*8, surfaceFlagsW);
if (vidSurface) SDL_SetColors(vidSurface, localPalette, 0, 256);
}
else
SDLSetMode(realwidth, realheight, vid.bpp*8, surfaceFlagsW);
if (!vidSurface)
I_Error("Could not reset vidmode: %s\n",SDL_GetError());
break;
case SDL_VIDEOEXPOSE:
exposevideo = SDL_TRUE;
break;
default:
break;
}
}
//reset wheel like in win32, I don't understand it but works
#endif
} }
void I_StartupMouse(void) void I_StartupMouse(void)
@ -1494,11 +1156,6 @@ void VID_PrepareModeList(void)
#endif #endif
} }
static inline void SDLESSet(void)
{
SDL2STUB();
}
INT32 VID_SetMode(INT32 modeNum) INT32 VID_SetMode(INT32 modeNum)
{ {
SDLdoUngrabMouse(); SDLdoUngrabMouse();
@ -1550,6 +1207,12 @@ INT32 VID_SetMode(INT32 modeNum)
static SDL_bool Impl_CreateWindow(SDL_bool fullscreen) static SDL_bool Impl_CreateWindow(SDL_bool fullscreen)
{ {
int flags = 0; int flags = 0;
if (rendermode == render_none) // dedicated
{
return SDL_TRUE; // Monster Iestyn -- not sure if it really matters what we return here tbh
}
if (window != NULL) if (window != NULL)
{ {
return SDL_FALSE; return SDL_FALSE;
@ -1568,38 +1231,43 @@ static SDL_bool Impl_CreateWindow(SDL_bool fullscreen)
#ifdef HWRENDER #ifdef HWRENDER
if (rendermode == render_opengl) if (rendermode == render_opengl)
{ {
window = SDL_CreateWindow("SRB2 "VERSIONSTRING, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, flags |= SDL_WINDOW_OPENGL;
realwidth, realheight, flags | SDL_WINDOW_OPENGL);
if (window != NULL)
{
sdlglcontext = SDL_GL_CreateContext(window);
if (sdlglcontext == NULL)
{
SDL_DestroyWindow(window);
I_Error("Failed to create a GL context: %s\n", SDL_GetError());
}
else
{
SDL_GL_MakeCurrent(window, sdlglcontext);
}
}
else return SDL_FALSE;
} }
#endif #endif
// Create a window
window = SDL_CreateWindow("SRB2 "VERSIONSTRING, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
realwidth, realheight, flags);
if (window == NULL)
{
CONS_Printf(M_GetText("Couldn't create window: %s\n"), SDL_GetError());
return SDL_FALSE;
}
// Renderer-specific stuff
#ifdef HWRENDER
if (rendermode == render_opengl)
{
sdlglcontext = SDL_GL_CreateContext(window);
if (sdlglcontext == NULL)
{
SDL_DestroyWindow(window);
I_Error("Failed to create a GL context: %s\n", SDL_GetError());
}
SDL_GL_MakeCurrent(window, sdlglcontext);
}
else
#endif
if (rendermode == render_soft) if (rendermode == render_soft)
{ {
window = SDL_CreateWindow("SRB2 "VERSIONSTRING, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, renderer = SDL_CreateRenderer(window, -1, (usesdl2soft ? SDL_RENDERER_SOFTWARE : 0) | (cv_vidwait.value && !usesdl2soft ? SDL_RENDERER_PRESENTVSYNC : 0));
realwidth, realheight, flags); if (renderer == NULL)
if (window != NULL)
{ {
renderer = SDL_CreateRenderer(window, -1, (usesdl2soft ? SDL_RENDERER_SOFTWARE : 0) | (cv_vidwait.value && !usesdl2soft ? SDL_RENDERER_PRESENTVSYNC : 0)); CONS_Printf(M_GetText("Couldn't create rendering context: %s\n"), SDL_GetError());
if (renderer != NULL) return SDL_FALSE;
{
SDL_RenderSetLogicalSize(renderer, BASEVIDWIDTH, BASEVIDHEIGHT);
}
else return SDL_FALSE;
} }
else return SDL_FALSE; SDL_RenderSetLogicalSize(renderer, BASEVIDWIDTH, BASEVIDHEIGHT);
} }
return SDL_TRUE; return SDL_TRUE;
@ -1620,7 +1288,7 @@ static void Impl_SetWindowIcon(void)
{ {
return; return;
} }
SDL2STUB(); //SDL2STUB(); // Monster Iestyn: why is this stubbed?
SDL_SetWindowIcon(window, icoSurface); SDL_SetWindowIcon(window, icoSurface);
} }
@ -1718,7 +1386,6 @@ void I_StartupGraphics(void)
borderlesswindow = M_CheckParm("-borderless"); borderlesswindow = M_CheckParm("-borderless");
//SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY>>1,SDL_DEFAULT_REPEAT_INTERVAL<<2); //SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY>>1,SDL_DEFAULT_REPEAT_INTERVAL<<2);
SDLESSet();
VID_Command_ModeList_f(); VID_Command_ModeList_f();
#ifdef HWRENDER #ifdef HWRENDER
if (M_CheckParm("-opengl") || rendermode == render_opengl) if (M_CheckParm("-opengl") || rendermode == render_opengl)

View file

@ -24,7 +24,6 @@ boolean OglSdlSurface(INT32 w, INT32 h);
void OglSdlFinishUpdate(boolean vidwait); void OglSdlFinishUpdate(boolean vidwait);
extern SDL_Window *window;
extern SDL_Renderer *renderer; extern SDL_Renderer *renderer;
extern SDL_GLContext sdlglcontext; extern SDL_GLContext sdlglcontext;
extern Uint16 realwidth; extern Uint16 realwidth;

View file

@ -71,4 +71,7 @@ void I_GetConsoleEvents(void);
void SDLforceUngrabMouse(void); void SDLforceUngrabMouse(void);
// Needed for some WIN32 functions
extern SDL_Window *window;
#endif #endif

View file

@ -2666,6 +2666,18 @@ INT32 I_PutEnv(char *variable)
#endif #endif
} }
INT32 I_ClipboardCopy(const char *data, size_t size)
{
(void)data;
(void)size;
return -1;
}
char *I_ClipboardPaste(void)
{
return NULL;
}
/** \brief The isWadPathOk function /** \brief The isWadPathOk function
\param path string path to check \param path string path to check

View file

@ -165,8 +165,12 @@ sfxinfo_t S_sfx[NUMSFX] =
{"rail1", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"rail1", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"rail2", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"rail2", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"rlaunc", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"rlaunc", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"shield", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"shield", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // generic GET!
{"shldls", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"wirlsg", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Whirlwind GET!
{"forcsg", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Force GET!
{"elemsg", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Elemental GET!
{"armasg", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Armaggeddon GET!
{"shldls", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // You LOSE!
{"spdpad", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"spdpad", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"spkdth", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"spkdth", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"spring", false, 112, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"spring", false, 112, 0, -1, NULL, 0, -1, -1, LUMPERROR},
@ -183,6 +187,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"wdjump", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"wdjump", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR},
{"mswarp", false, 60, 16, -1, NULL, 0, -1, -1, LUMPERROR}, {"mswarp", false, 60, 16, -1, NULL, 0, -1, -1, LUMPERROR},
{"mspogo", false, 60, 8, -1, NULL, 0, -1, -1, LUMPERROR}, {"mspogo", false, 60, 8, -1, NULL, 0, -1, -1, LUMPERROR},
{"boingf", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR},
// Menu, interface // Menu, interface
{"chchng", false, 120, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"chchng", false, 120, 0, -1, NULL, 0, -1, -1, LUMPERROR},

View file

@ -229,6 +229,10 @@ typedef enum
sfx_rail2, sfx_rail2,
sfx_rlaunc, sfx_rlaunc,
sfx_shield, sfx_shield,
sfx_wirlsg,
sfx_forcsg,
sfx_elemsg,
sfx_armasg,
sfx_shldls, sfx_shldls,
sfx_spdpad, sfx_spdpad,
sfx_spkdth, sfx_spkdth,
@ -246,6 +250,7 @@ typedef enum
sfx_wdjump, sfx_wdjump,
sfx_mswarp, sfx_mswarp,
sfx_mspogo, sfx_mspogo,
sfx_boingf,
// Menu, interface // Menu, interface
sfx_chchng, sfx_chchng,

View file

@ -99,6 +99,9 @@ static patch_t *ringshield;
static patch_t *watershield; static patch_t *watershield;
static patch_t *bombshield; static patch_t *bombshield;
static patch_t *pityshield; static patch_t *pityshield;
static patch_t *flameshield;
static patch_t *bubbleshield;
static patch_t *thundershield;
static patch_t *invincibility; static patch_t *invincibility;
static patch_t *sneakers; static patch_t *sneakers;
static patch_t *gravboots; static patch_t *gravboots;
@ -288,15 +291,18 @@ void ST_LoadGraphics(void)
scatterring = W_CachePatchName("SCATIND", PU_HUDGFX); scatterring = W_CachePatchName("SCATIND", PU_HUDGFX);
grenadering = W_CachePatchName("GRENIND", PU_HUDGFX); grenadering = W_CachePatchName("GRENIND", PU_HUDGFX);
railring = W_CachePatchName("RAILIND", PU_HUDGFX); railring = W_CachePatchName("RAILIND", PU_HUDGFX);
jumpshield = W_CachePatchName("WHTVB0", PU_HUDGFX); jumpshield = W_CachePatchName("TVWWC0", PU_HUDGFX);
forceshield = W_CachePatchName("BLTVB0", PU_HUDGFX); forceshield = W_CachePatchName("TVFOC0", PU_HUDGFX);
ringshield = W_CachePatchName("YLTVB0", PU_HUDGFX); ringshield = W_CachePatchName("TVATC0", PU_HUDGFX);
watershield = W_CachePatchName("ELTVB0", PU_HUDGFX); watershield = W_CachePatchName("TVELC0", PU_HUDGFX);
bombshield = W_CachePatchName("BKTVB0", PU_HUDGFX); bombshield = W_CachePatchName("TVARC0", PU_HUDGFX);
pityshield = W_CachePatchName("GRTVB0", PU_HUDGFX); pityshield = W_CachePatchName("TVPIC0", PU_HUDGFX);
invincibility = W_CachePatchName("PINVB0", PU_HUDGFX); flameshield = W_CachePatchName("TVFLC0", PU_HUDGFX);
sneakers = W_CachePatchName("SHTVB0", PU_HUDGFX); bubbleshield = W_CachePatchName("TVBBC0", PU_HUDGFX);
gravboots = W_CachePatchName("GBTVB0", PU_HUDGFX); thundershield = W_CachePatchName("TVZPC0", PU_HUDGFX);
invincibility = W_CachePatchName("TVIVC0", PU_HUDGFX);
sneakers = W_CachePatchName("TVSSC0", PU_HUDGFX);
gravboots = W_CachePatchName("TVGVC0", PU_HUDGFX);
tagico = W_CachePatchName("TAGICO", PU_HUDGFX); tagico = W_CachePatchName("TAGICO", PU_HUDGFX);
rflagico = W_CachePatchName("RFLAGICO", PU_HUDGFX); rflagico = W_CachePatchName("RFLAGICO", PU_HUDGFX);
@ -576,12 +582,13 @@ static void ST_drawDebugInfo(void)
V_DrawRightAlignedString(320, height - 80, V_MONOSPACE, va("AIR: %4d, %3d", stplyr->powers[pw_underwater], stplyr->powers[pw_spacetime])); V_DrawRightAlignedString(320, height - 80, V_MONOSPACE, va("AIR: %4d, %3d", stplyr->powers[pw_underwater], stplyr->powers[pw_spacetime]));
// Flags // Flags
V_DrawRightAlignedString(304-74, height - 72, V_MONOSPACE, "PF:"); V_DrawRightAlignedString(304-92, height - 72, V_MONOSPACE, "PF:");
V_DrawString(304-72, height - 72, (stplyr->jumping) ? V_GREENMAP : V_REDMAP, "JM"); V_DrawString(304-90, height - 72, (stplyr->jumping) ? V_GREENMAP : V_REDMAP, "JM");
V_DrawString(304-54, height - 72, (stplyr->pflags & PF_JUMPED) ? V_GREENMAP : V_REDMAP, "JD"); V_DrawString(304-72, height - 72, (stplyr->pflags & PF_JUMPED) ? V_GREENMAP : V_REDMAP, "JD");
V_DrawString(304-36, height - 72, (stplyr->pflags & PF_SPINNING) ? V_GREENMAP : V_REDMAP, "SP"); V_DrawString(304-54, height - 72, (stplyr->pflags & PF_SPINNING) ? V_GREENMAP : V_REDMAP, "SP");
V_DrawString(304-18, height - 72, (stplyr->pflags & PF_STARTDASH) ? V_GREENMAP : V_REDMAP, "ST"); V_DrawString(304-36, height - 72, (stplyr->pflags & PF_STARTDASH) ? V_GREENMAP : V_REDMAP, "ST");
V_DrawString(304, height - 72, (stplyr->pflags & PF_THOKKED) ? V_GREENMAP : V_REDMAP, "TH"); V_DrawString(304-18, height - 72, (stplyr->pflags & PF_THOKKED) ? V_GREENMAP : V_REDMAP, "TH");
V_DrawString(304, height - 72, (stplyr->pflags & PF_SHIELDABILITY) ? V_GREENMAP : V_REDMAP, "SH");
V_DrawRightAlignedString(320, height - 64, V_MONOSPACE, va("CEILZ: %6d", stplyr->mo->ceilingz>>FRACBITS)); V_DrawRightAlignedString(320, height - 64, V_MONOSPACE, va("CEILZ: %6d", stplyr->mo->ceilingz>>FRACBITS));
V_DrawRightAlignedString(320, height - 56, V_MONOSPACE, va("FLOORZ: %6d", stplyr->mo->floorz>>FRACBITS)); V_DrawRightAlignedString(320, height - 56, V_MONOSPACE, va("FLOORZ: %6d", stplyr->mo->floorz>>FRACBITS));
@ -672,9 +679,9 @@ static void ST_drawTime(void)
static inline void ST_drawRings(void) static inline void ST_drawRings(void)
{ {
INT32 ringnum = max(stplyr->health-1, 0); INT32 ringnum = max(stplyr->rings, 0);
ST_DrawPatchFromHudWS(HUD_RINGS, ((stplyr->health <= 1 && leveltime/5 & 1) ? rrings : sborings)); ST_DrawPatchFromHudWS(HUD_RINGS, ((stplyr->rings <= 0 && leveltime/5 & 1) ? rrings : sborings));
if (objectplacing) if (objectplacing)
ringnum = op_currentdoomednum; ringnum = op_currentdoomednum;
@ -683,8 +690,8 @@ static inline void ST_drawRings(void)
INT32 i; INT32 i;
ringnum = 0; ringnum = 0;
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mo && players[i].mo->health > 1) if (playeringame[i] && players[i].mo && players[i].rings > 0)
ringnum += players[i].mo->health - 1; ringnum += players[i].rings;
} }
ST_DrawNumFromHudWS(HUD_RINGSNUM, ringnum); ST_DrawNumFromHudWS(HUD_RINGSNUM, ringnum);
@ -806,18 +813,21 @@ static void ST_drawFirstPersonHUD(void)
return; return;
// Graue 06-18-2004: no V_NOSCALESTART, no SCX, no SCY, snap to right // Graue 06-18-2004: no V_NOSCALESTART, no SCX, no SCY, snap to right
if (player->powers[pw_shield] & SH_FORCE) if ((player->powers[pw_shield] & SH_NOSTACK & ~SH_FORCEHP) == SH_FORCE)
{ {
if ((player->powers[pw_shield] & 0xFF) > 0 || leveltime & 1) if ((player->powers[pw_shield] & SH_FORCEHP) > 0 || leveltime & 1)
p = forceshield; p = forceshield;
} }
else switch (player->powers[pw_shield] & SH_NOSTACK) else switch (player->powers[pw_shield] & SH_NOSTACK)
{ {
case SH_JUMP: p = jumpshield; break; case SH_WHIRLWIND: p = jumpshield; break;
case SH_ELEMENTAL: p = watershield; break; case SH_ELEMENTAL: p = watershield; break;
case SH_BOMB: p = bombshield; break; case SH_ARMAGEDDON: p = bombshield; break;
case SH_ATTRACT: p = ringshield; break; case SH_ATTRACT: p = ringshield; break;
case SH_PITY: p = pityshield; break; case SH_PITY: p = pityshield; break;
case SH_FLAMEAURA: p = flameshield; break;
case SH_BUBBLEWRAP: p = bubbleshield; break;
case SH_THUNDERCOIN: p = thundershield; break;
default: break; default: break;
} }
@ -1153,11 +1163,11 @@ static void ST_drawNiGHTSHUD(void)
INT32 i; INT32 i;
total_ringcount = 0; total_ringcount = 0;
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] /*&& players[i].pflags & PF_NIGHTSMODE*/ && players[i].health) if (playeringame[i] /*&& players[i].pflags & PF_NIGHTSMODE*/ && players[i].rings)
total_ringcount += players[i].health - 1; total_ringcount += players[i].rings;
} }
else else
total_ringcount = stplyr->health-1; total_ringcount = stplyr->rings;
if (stplyr->capsule) if (stplyr->capsule)
{ {
@ -1369,7 +1379,7 @@ static void ST_drawWeaponRing(powertype_t weapon, INT32 rwflag, INT32 wepflag, I
txtflags |= V_YELLOWMAP; txtflags |= V_YELLOWMAP;
if (weapon == pw_infinityring if (weapon == pw_infinityring
|| (stplyr->ringweapons & rwflag && stplyr->health > 1)) || (stplyr->ringweapons & rwflag))
txtflags |= V_20TRANS; txtflags |= V_20TRANS;
else else
{ {
@ -1407,7 +1417,7 @@ static void ST_drawMatchHUD(void)
if (stplyr->powers[pw_infinityring]) if (stplyr->powers[pw_infinityring])
ST_drawWeaponRing(pw_infinityring, 0, 0, offset, infinityring); ST_drawWeaponRing(pw_infinityring, 0, 0, offset, infinityring);
else if (stplyr->health > 1) else if (stplyr->rings > 0)
V_DrawScaledPatch(8 + offset, STRINGY(162), V_SNAPTOLEFT, normring); V_DrawScaledPatch(8 + offset, STRINGY(162), V_SNAPTOLEFT, normring);
else else
V_DrawTranslucentPatch(8 + offset, STRINGY(162), V_SNAPTOLEFT|V_80TRANS, normring); V_DrawTranslucentPatch(8 + offset, STRINGY(162), V_SNAPTOLEFT|V_80TRANS, normring);

View file

@ -770,43 +770,51 @@ void V_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
if (!screens[0]) if (!screens[0])
return; return;
if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) if (c & V_NOSCALESTART)
{ // Clear the entire screen, from dest to deststop. Yes, this really works.
memset(screens[0], (UINT8)(c&255), vid.width * vid.height * vid.bpp);
return;
}
dest = screens[0] + y*dupy*vid.width + x*dupx;
deststop = screens[0] + vid.rowbytes * vid.height;
if (w == BASEVIDWIDTH)
w = vid.width;
else
w *= dupx;
if (h == BASEVIDHEIGHT)
h = vid.height;
else
h *= dupy;
if (x && y && x + w < vid.width && y + h < vid.height)
{ {
// Center it if necessary dest = screens[0] + y*vid.width + x;
if (vid.width != BASEVIDWIDTH * dupx) deststop = screens[0] + vid.rowbytes * vid.height;
{ }
// dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx, else
// so center this imaginary screen {
if (c & V_SNAPTORIGHT) if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT)
dest += (vid.width - (BASEVIDWIDTH * dupx)); { // Clear the entire screen, from dest to deststop. Yes, this really works.
else if (!(c & V_SNAPTOLEFT)) memset(screens[0], (UINT8)(c&255), vid.width * vid.height * vid.bpp);
dest += (vid.width - (BASEVIDWIDTH * dupx)) / 2; return;
} }
if (vid.height != BASEVIDHEIGHT * dupy)
dest = screens[0] + y*dupy*vid.width + x*dupx;
deststop = screens[0] + vid.rowbytes * vid.height;
if (w == BASEVIDWIDTH)
w = vid.width;
else
w *= dupx;
if (h == BASEVIDHEIGHT)
h = vid.height;
else
h *= dupy;
if (x && y && x + w < vid.width && y + h < vid.height)
{ {
// same thing here // Center it if necessary
if (c & V_SNAPTOBOTTOM) if (vid.width != BASEVIDWIDTH * dupx)
dest += (vid.height - (BASEVIDHEIGHT * dupy)) * vid.width; {
else if (!(c & V_SNAPTOTOP)) // dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx,
dest += (vid.height - (BASEVIDHEIGHT * dupy)) * vid.width / 2; // so center this imaginary screen
if (c & V_SNAPTORIGHT)
dest += (vid.width - (BASEVIDWIDTH * dupx));
else if (!(c & V_SNAPTOLEFT))
dest += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
}
if (vid.height != BASEVIDHEIGHT * dupy)
{
// same thing here
if (c & V_SNAPTOBOTTOM)
dest += (vid.height - (BASEVIDHEIGHT * dupy)) * vid.width;
else if (!(c & V_SNAPTOTOP))
dest += (vid.height - (BASEVIDHEIGHT * dupy)) * vid.width / 2;
}
} }
} }
@ -964,45 +972,38 @@ void V_DrawFadeScreen(void)
} }
// Simple translucency with one color, over a set number of lines starting from the top. // Simple translucency with one color, over a set number of lines starting from the top.
void V_DrawFadeConsBack(INT32 plines, INT32 pcolor) void V_DrawFadeConsBack(INT32 plines)
{ {
UINT8 *deststop, *colormap, *buf; UINT8 *deststop, *buf;
#ifdef HWRENDER // not win32 only 19990829 by Kin #ifdef HWRENDER // not win32 only 19990829 by Kin
if (rendermode != render_soft && rendermode != render_none) if (rendermode != render_soft && rendermode != render_none)
{ {
UINT32 hwcolor; UINT32 hwcolor;
switch (pcolor) switch (cons_backcolor.value)
{ {
case 0: hwcolor = 0xffffff00; break; //white case 0: hwcolor = 0xffffff00; break; // White
case 1: hwcolor = 0xff800000; break; //orange case 1: hwcolor = 0x80808000; break; // Gray
case 2: hwcolor = 0x0000ff00; break; //blue case 2: hwcolor = 0x40201000; break; // Brown
case 3: hwcolor = 0x00800000; break; //green case 3: hwcolor = 0xff000000; break; // Red
case 4: hwcolor = 0x80808000; break; //gray case 4: hwcolor = 0xff800000; break; // Orange
case 5: hwcolor = 0xff000000; break; //red case 5: hwcolor = 0x80800000; break; // Yellow
default: hwcolor = 0x00800000; break; //green case 6: hwcolor = 0x00800000; break; // Green
case 7: hwcolor = 0x0000ff00; break; // Blue
case 8: hwcolor = 0x4080ff00; break; // Cyan
// Default green
default: hwcolor = 0x00800000; break;
} }
HWR_DrawConsoleBack(hwcolor, plines); HWR_DrawConsoleBack(hwcolor, plines);
return; return;
} }
#endif #endif
switch (pcolor)
{
case 0: colormap = cwhitemap; break;
case 1: colormap = corangemap; break;
case 2: colormap = cbluemap; break;
case 3: colormap = cgreenmap; break;
case 4: colormap = cgraymap; break;
case 5: colormap = credmap; break;
default: colormap = cgreenmap; break;
}
// heavily simplified -- we don't need to know x or y position, // heavily simplified -- we don't need to know x or y position,
// just the stop position // just the stop position
deststop = screens[0] + vid.rowbytes * min(plines, vid.height); deststop = screens[0] + vid.rowbytes * min(plines, vid.height);
for (buf = screens[0]; buf < deststop; ++buf) for (buf = screens[0]; buf < deststop; ++buf)
*buf = colormap[*buf]; *buf = consolebgmap[*buf];
} }
// Gets string colormap, used for 0x80 color codes // Gets string colormap, used for 0x80 color codes

View file

@ -145,7 +145,7 @@ void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum);
// fade down the screen buffer before drawing the menu over // fade down the screen buffer before drawing the menu over
void V_DrawFadeScreen(void); void V_DrawFadeScreen(void);
void V_DrawFadeConsBack(INT32 plines, INT32 pcolor); void V_DrawFadeConsBack(INT32 plines);
// draw a single character // draw a single character
void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed); void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed);

View file

@ -3598,6 +3598,18 @@ INT32 I_PutEnv(char *variable)
return putenv(variable); return putenv(variable);
} }
INT32 I_ClipboardCopy(const char *data, size_t size)
{
(void)data;
(void)size;
return -1;
}
const char *I_ClipboardPaste(void)
{
return NULL;
}
typedef BOOL (WINAPI *p_IsProcessorFeaturePresent) (DWORD); typedef BOOL (WINAPI *p_IsProcessorFeaturePresent) (DWORD);
const CPUInfoFlags *I_CPUInfo(void) const CPUInfoFlags *I_CPUInfo(void)

View file

@ -3470,6 +3470,18 @@ INT32 I_PutEnv(char *variable)
return putenv(variable); return putenv(variable);
} }
INT32 I_ClipboardCopy(const char *data, size_t size)
{
(void)data;
(void)size;
return -1;
}
char *I_ClipboardPaste(void)
{
return NULL;
}
typedef BOOL (WINAPI *MyFunc3) (DWORD); typedef BOOL (WINAPI *MyFunc3) (DWORD);
const CPUInfoFlags *I_CPUInfo(void) const CPUInfoFlags *I_CPUInfo(void)

View file

@ -839,13 +839,13 @@ static void Y_UpdateRecordReplays(void)
if ((mainrecords[gamemap-1]->time == 0) || (players[consoleplayer].realtime < mainrecords[gamemap-1]->time)) if ((mainrecords[gamemap-1]->time == 0) || (players[consoleplayer].realtime < mainrecords[gamemap-1]->time))
mainrecords[gamemap-1]->time = players[consoleplayer].realtime; mainrecords[gamemap-1]->time = players[consoleplayer].realtime;
if ((UINT16)(players[consoleplayer].health - 1) > mainrecords[gamemap-1]->rings) if ((UINT16)(players[consoleplayer].rings) > mainrecords[gamemap-1]->rings)
mainrecords[gamemap-1]->rings = (UINT16)(players[consoleplayer].health - 1); mainrecords[gamemap-1]->rings = (UINT16)(players[consoleplayer].rings);
// Save demo! // Save demo!
bestdemo[255] = '\0'; bestdemo[255] = '\0';
lastdemo[255] = '\0'; lastdemo[255] = '\0';
G_SetDemoTime(players[consoleplayer].realtime, players[consoleplayer].score, (UINT16)(players[consoleplayer].health-1)); G_SetDemoTime(players[consoleplayer].realtime, players[consoleplayer].score, (UINT16)(players[consoleplayer].rings));
G_CheckDemoStatus(); G_CheckDemoStatus();
I_mkdir(va("%s"PATHSEP"replay", srb2home), 0755); I_mkdir(va("%s"PATHSEP"replay", srb2home), 0755);
@ -1435,7 +1435,7 @@ static void Y_CalculateCompetitionWinners(void)
bestat[j] = true; bestat[j] = true;
times[i] = players[i].realtime; times[i] = players[i].realtime;
rings[i] = (UINT32)max(players[i].health-1, 0); rings[i] = (UINT32)max(players[i].rings, 0);
maxrings[i] = (UINT32)players[i].totalring; maxrings[i] = (UINT32)players[i].totalring;
monitors[i] = (UINT32)players[i].numboxes; monitors[i] = (UINT32)players[i].numboxes;
scores[i] = (UINT32)min(players[i].score, 99999990); scores[i] = (UINT32)min(players[i].score, 99999990);
@ -1450,7 +1450,7 @@ static void Y_CalculateCompetitionWinners(void)
else else
bestat[0] = false; bestat[0] = false;
if (max(players[i].health-1, 0) >= max(players[j].health-1, 0)) if (max(players[i].rings, 0) >= max(players[j].rings, 0))
points[i]++; points[i]++;
else else
bestat[1] = false; bestat[1] = false;
@ -1573,7 +1573,7 @@ static void Y_SetRingBonus(player_t *player, y_bonus_t *bstruct)
{ {
strncpy(bstruct->patch, "YB_RING", sizeof(bstruct->patch)); strncpy(bstruct->patch, "YB_RING", sizeof(bstruct->patch));
bstruct->display = true; bstruct->display = true;
bstruct->points = max(0, (player->health-1) * 100); bstruct->points = max(0, (player->rings) * 100);
} }
// //
@ -1621,7 +1621,7 @@ static void Y_SetPerfectBonus(player_t *player, y_bonus_t *bstruct)
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
if (!playeringame[i]) continue; if (!playeringame[i]) continue;
sharedringtotal += players[i].health - 1; sharedringtotal += players[i].rings;
} }
if (!sharedringtotal || sharedringtotal < nummaprings) if (!sharedringtotal || sharedringtotal < nummaprings)
data.coop.gotperfbonus = 0; data.coop.gotperfbonus = 0;