Merge commit 'd624ee25' into udmf-thing-types

# Conflicts:
#	src/p_mobj.c
#	src/p_spec.c
This commit is contained in:
MascaraSnake 2022-04-20 20:41:46 +02:00
commit 39b7fb9ff8
32 changed files with 735 additions and 677 deletions

View file

@ -4105,16 +4105,16 @@ thingtypes
{
title = "Egg Mobile";
sprite = "EGGMA1";
width = 24;
height = 76;
width = 36;
height = 84;
flags4text = "[4] End level on death";
}
201
{
title = "Egg Slimer";
sprite = "EGGNA1";
width = 24;
height = 76;
width = 36;
height = 84;
flags4text = "[4] End level on death";
flags8text = "[8] Speed up when hit";
}
@ -4122,7 +4122,7 @@ thingtypes
{
title = "Sea Egg";
sprite = "EGGOA1";
width = 32;
width = 36;
height = 116;
flags4text = "[4] End level on death";
}
@ -4130,8 +4130,8 @@ thingtypes
{
title = "Egg Colosseum";
sprite = "EGGPA1";
width = 24;
height = 76;
width = 36;
height = 84;
flags4text = "[4] End level on death";
}
204

View file

@ -17,6 +17,7 @@
#include "p_local.h"
#include "b_bot.h"
#include "lua_hook.h"
#include "i_system.h" // I_BaseTiccmd
void B_UpdateBotleader(player_t *player)
{
@ -132,17 +133,17 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd)
// Update catchup_tics
if (mem->thinkstate == AI_SPINFOLLOW)
{
mem-> catchup_tics = 0;
mem->catchup_tics = 0;
}
else if (dist > followmax || zdist > comfortheight || stalled)
{
mem-> catchup_tics = min(mem-> catchup_tics + 2, 70);
if (mem-> catchup_tics >= 70)
mem->catchup_tics = min(mem->catchup_tics + 2, 70);
if (mem->catchup_tics >= 70)
mem->thinkstate = AI_CATCHUP;
}
else
{
mem-> catchup_tics = max(mem-> catchup_tics - 1, 0);
mem->catchup_tics = max(mem->catchup_tics - 1, 0);
if (mem->thinkstate == AI_CATCHUP)
mem->thinkstate = AI_FOLLOW;
}
@ -317,7 +318,6 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd)
{
// Copy inputs
cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT
bot->drawangle = ang;
cmd->forwardmove = 8 * pcmd->forwardmove / 10;
cmd->sidemove = 8 * pcmd->sidemove / 10;
}
@ -344,7 +344,7 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd)
else if (!jump_last && !(bot->pflags & PF_JUMPED) //&& !(player->pflags & PF_SPINNING)
&& ((zdist > 32*scale && player->pflags & PF_JUMPED) // Following
|| (zdist > 64*scale && mem->thinkstate == AI_CATCHUP) // Vertical catch-up
|| (stalled && mem-> catchup_tics > 20 && bot->powers[pw_carry] == CR_NONE)
|| (stalled && mem->catchup_tics > 20 && bot->powers[pw_carry] == CR_NONE)
//|| (bmom < scale>>3 && dist > followthres && !(bot->powers[pw_carry])) // Stopped & not in carry state
|| (bot->pflags & PF_SPINNING && !(bot->pflags & PF_JUMPED)))) // Spinning
jump = true;
@ -371,6 +371,8 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd)
void B_BuildTiccmd(player_t *player, ticcmd_t *cmd)
{
G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver
// Can't build a ticcmd if we aren't spawned...
if (!player->mo)
return;
@ -390,7 +392,7 @@ void B_BuildTiccmd(player_t *player, ticcmd_t *cmd)
return;
// Make sure we have a valid main character to follow
B_UpdateBotleader(player);
B_UpdateBotleader(player);
if (!player->botleader)
return;
@ -403,7 +405,7 @@ void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward
{
player_t *player = mo->player;
// don't try to do stuff if your sonic is in a minecart or something
if (&player->botleader && player->botleader->powers[pw_carry] && player->botleader->powers[pw_carry] != CR_PLAYER)
if (player->botleader && player->botleader->powers[pw_carry] && player->botleader->powers[pw_carry] != CR_PLAYER)
return;
// Turn the virtual keypresses into ticcmd_t.
if (twodlevel || mo->flags2 & MF2_TWOD) {
@ -593,25 +595,43 @@ void B_HandleFlightIndicator(player_t *player)
{
mobj_t *tails = player->mo;
botmem_t *mem = &player->botmem;
boolean shouldExist;
if (!tails)
return;
if (mem->thinkstate == AI_THINKFLY && player->bot == BOT_2PAI && tails->health)
shouldExist = (mem->thinkstate == AI_THINKFLY) && player->botleader
&& player->bot == BOT_2PAI && player->playerstate == PST_LIVE;
// check whether the indicator doesn't exist
if (P_MobjWasRemoved(tails->hnext))
{
if (!tails->hnext)
{
P_SetTarget(&tails->hnext, P_SpawnMobjFromMobj(tails, 0, 0, 0, MT_OVERLAY));
if (tails->hnext)
{
P_SetTarget(&tails->hnext->target, tails);
P_SetTarget(&tails->hnext->hprev, tails);
P_SetMobjState(tails->hnext, S_FLIGHTINDICATOR);
}
}
// if it shouldn't exist, everything is fine
if (!shouldExist)
return;
// otherwise, spawn it
P_SetTarget(&tails->hnext, P_SpawnMobjFromMobj(tails, 0, 0, 0, MT_OVERLAY));
P_SetTarget(&tails->hnext->target, tails);
P_SetTarget(&tails->hnext->hprev, tails);
P_SetMobjState(tails->hnext, S_FLIGHTINDICATOR);
}
else if (tails->hnext && tails->hnext->type == MT_OVERLAY && tails->hnext->state == states+S_FLIGHTINDICATOR)
// if the mobj isn't a flight indicator, let's not mess with it
if (tails->hnext->type != MT_OVERLAY || (tails->hnext->state != states+S_FLIGHTINDICATOR))
return;
// if it shouldn't exist, remove it
if (!shouldExist)
{
P_RemoveMobj(tails->hnext);
P_SetTarget(&tails->hnext, NULL);
return;
}
// otherwise, update its visibility
if (P_IsLocalPlayer(player->botleader))
tails->hnext->flags2 &= ~MF2_DONTDRAW;
else
tails->hnext->flags2 |= MF2_DONTDRAW;
}

View file

@ -150,26 +150,78 @@ FUNCINLINE static ATTRINLINE UINT32 readulong(void *ptr)
#undef DEALIGNED
#define WRITESTRINGN(p,s,n) do { size_t tmp_i = 0; for (; tmp_i < n && s[tmp_i] != '\0'; tmp_i++) WRITECHAR(p, s[tmp_i]); if (tmp_i < n) WRITECHAR(p, '\0');} while (0)
#define WRITESTRING(p,s) do { size_t tmp_i = 0; for (; s[tmp_i] != '\0'; tmp_i++) WRITECHAR(p, s[tmp_i]); WRITECHAR(p, '\0');} while (0)
#define WRITEMEM(p,s,n) do { memcpy(p, s, n); p += n; } while (0)
#define WRITESTRINGN(p, s, n) ({ \
size_t tmp_i; \
\
for (tmp_i = 0; tmp_i < n && s[tmp_i] != '\0'; tmp_i++) \
WRITECHAR(p, s[tmp_i]); \
\
if (tmp_i < n) \
WRITECHAR(p, '\0'); \
})
#define SKIPSTRING(p) while (READCHAR(p) != '\0')
#define WRITESTRINGL(p, s, n) ({ \
size_t tmp_i; \
\
for (tmp_i = 0; tmp_i < n - 1 && s[tmp_i] != '\0'; tmp_i++) \
WRITECHAR(p, s[tmp_i]); \
\
WRITECHAR(p, '\0'); \
})
#define READSTRINGN(p,s,n) ({ size_t tmp_i = 0; for (; tmp_i < n && (s[tmp_i] = READCHAR(p)) != '\0'; tmp_i++); s[tmp_i] = '\0';})
#define READSTRING(p,s) ({ size_t tmp_i = 0; for (; (s[tmp_i] = READCHAR(p)) != '\0'; tmp_i++); s[tmp_i] = '\0';})
#define READMEM(p,s,n) ({ memcpy(s, p, n); p += n; })
#define WRITESTRING(p, s) ({ \
size_t tmp_i; \
\
for (tmp_i = 0; s[tmp_i] != '\0'; tmp_i++) \
WRITECHAR(p, s[tmp_i]); \
\
WRITECHAR(p, '\0'); \
})
#if 0 // old names
#define WRITEBYTE(p,b) WRITEUINT8(p,b)
#define WRITESHORT(p,b) WRITEINT16(p,b)
#define WRITEUSHORT(p,b) WRITEUINT16(p,b)
#define WRITELONG(p,b) WRITEINT32(p,b)
#define WRITEULONG(p,b) WRITEUINT32(p,b)
#define WRITEMEM(p, s, n) ({ \
memcpy(p, s, n); \
p += n; \
})
#define READBYTE(p) READUINT8(p)
#define READSHORT(p) READINT16(p)
#define READUSHORT(p) READUINT16(p)
#define READLONG(p) READINT32(p)
#define READULONG(p) READUINT32(p)
#endif
#define SKIPSTRING(p) while (READCHAR(p) != '\0')
#define SKIPSTRINGN(p, n) ({ \
size_t tmp_i = 0; \
\
while (tmp_i < n && READCHAR(p) != '\0') \
tmp_i++; \
})
#define SKIPSTRINGL(p, n) SKIPSTRINGN(p, n)
#define READSTRINGN(p, s, n) ({ \
size_t tmp_i = 0; \
\
while (tmp_i < n && (s[tmp_i] = READCHAR(p)) != '\0') \
tmp_i++; \
\
s[tmp_i] = '\0'; \
})
#define READSTRINGL(p, s, n) ({ \
size_t tmp_i = 0; \
\
while (tmp_i < n - 1 && (s[tmp_i] = READCHAR(p)) != '\0') \
tmp_i++; \
\
s[tmp_i] = '\0'; \
})
#define READSTRING(p, s) ({ \
size_t tmp_i = 0; \
\
while ((s[tmp_i] = READCHAR(p)) != '\0') \
tmp_i++; \
\
s[tmp_i] = '\0'; \
})
#define READMEM(p, s, n) ({ \
memcpy(s, p, n); \
p += n; \
})

View file

@ -1144,8 +1144,9 @@ boolean HGetPacket(void)
if (netbuffer->checksum != NetbufferChecksum())
{
DEBFILE("Bad packet checksum\n");
//Net_CloseConnection(nodejustjoined ? (doomcom->remotenode | FORCECLOSE) : doomcom->remotenode);
Net_CloseConnection(doomcom->remotenode);
// Do not disconnect or anything, just ignore the packet.
// Bad checksums with UDP tend to happen very scarcely
// so they are not normally an issue.
continue;
}

View file

@ -3549,6 +3549,7 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
// because sadly no one remembers this place while searching for full state names.
const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity testing later.
"MT_NULL",
"MT_RAY",
"MT_UNKNOWN",
"MT_THOK", // Thok! mobj

View file

@ -1411,7 +1411,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
newtarget = P_SpawnMobj(ticcmd_ztargetfocus[forplayer]->x, ticcmd_ztargetfocus[forplayer]->y, ticcmd_ztargetfocus[forplayer]->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
P_SetTarget(&newtarget->target, ticcmd_ztargetfocus[forplayer]);
if (P_AproxDistance(
if (player->mo && P_AproxDistance(
player->mo->x - ticcmd_ztargetfocus[forplayer]->x,
player->mo->y - ticcmd_ztargetfocus[forplayer]->y
) > 50*player->mo->scale)
@ -1547,12 +1547,17 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
cmd->sidemove = (SINT8)(cmd->sidemove + side);
// Note: Majority of botstuffs are handled in G_Ticker now.
if (player->bot == BOT_2PHUMAN) //Player-controlled bot
if (player->bot == BOT_2PAI
&& !player->powers[pw_tailsfly]
&& (cmd->forwardmove || cmd->sidemove || cmd->buttons))
{
// Fix offset angle for P2-controlled Tailsbot when P2's controls are set to non-Strafe
cmd->angleturn = (INT16)((localangle - *myangle) >> 16);
player->bot = BOT_2PHUMAN; // A player-controlled bot. Returns to AI when it respawns.
CV_SetValue(&cv_analog[1], true);
}
if (player->bot == BOT_2PHUMAN)
cmd->angleturn = (INT16)((localangle - *myangle) >> 16);
*myangle += (cmd->angleturn<<16);
if (controlstyle == CS_LMAOGALOG) {
@ -2307,66 +2312,45 @@ void G_Ticker(boolean run)
buf = gametic % BACKUPTICS;
// Generate ticcmds for bots FIRST, then copy received ticcmds for players.
// This emulates pre-2.2.10 behaviour where the bot referenced their leader's last copied ticcmd,
// which is desirable because P_PlayerThink can override inputs (e.g. while PF_STASIS is applied or in a waterslide),
// and the bot AI needs to respect that.
#define ISHUMAN (players[i].bot == BOT_NONE || players[i].bot == BOT_2PHUMAN)
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
if (playeringame[i] && !ISHUMAN) // Less work is required if we're building a bot ticcmd.
{
INT16 received;
// Save last frame's button readings
players[i].lastbuttons = players[i].cmd.buttons;
players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
B_BuildTiccmd(&players[i], &players[i].cmd);
G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
// Bot ticcmd handling
// Yes, ordinarily this would be handled in G_BuildTiccmd...
// ...however, bot players won't have a corresponding consoleplayer or splitscreen player 2 to send that information.
// Therefore, this has to be done after ticcmd sends are received.
if (players[i].bot == BOT_2PAI) { // Tailsbot for P2
if (!players[i].powers[pw_tailsfly] && (players[i].cmd.forwardmove || players[i].cmd.sidemove || players[i].cmd.buttons))
{
players[i].bot = BOT_2PHUMAN; // A player-controlled bot. Returns to AI when it respawns.
CV_SetValue(&cv_analog[1], true);
}
else
{
B_BuildTiccmd(&players[i], &players[i].cmd);
}
B_HandleFlightIndicator(&players[i]);
}
else if (players[i].bot == BOT_MPAI) {
B_BuildTiccmd(&players[i], &players[i].cmd);
}
// Do angle adjustments.
if (players[i].bot == BOT_NONE || players[i].bot == BOT_2PHUMAN)
{
received = (players[i].cmd.angleturn & TICCMD_RECEIVED);
players[i].angleturn += players[i].cmd.angleturn - players[i].oldrelangleturn;
players[i].oldrelangleturn = players[i].cmd.angleturn;
if (P_ControlStyle(&players[i]) == CS_LMAOGALOG)
P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
else
players[i].cmd.angleturn = players[i].angleturn;
if (P_ControlStyle(&players[i]) == CS_LMAOGALOG)
P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
else
players[i].cmd.angleturn = players[i].angleturn;
players[i].cmd.angleturn &= ~TICCMD_RECEIVED;
// Use the leveltime sent in the player's ticcmd to determine control lag
players[i].cmd.latency = min(((leveltime & 0xFF) - players[i].cmd.latency) & 0xFF, MAXPREDICTTICS-1);
}
else // Less work is required if we're building a bot ticcmd.
{
// Since bot TicCmd is pre-determined for both the client and server, the latency and packet checks are simplified.
received = 1;
players[i].cmd.latency = 0;
players[i].angleturn = players[i].cmd.angleturn;
players[i].oldrelangleturn = players[i].cmd.angleturn;
}
players[i].cmd.angleturn |= received;
// Since bot TicCmd is pre-determined for both the client and server, the latency and packet checks are simplified.
players[i].cmd.latency = 0;
P_SetPlayerAngle(&players[i], players[i].cmd.angleturn << 16);
}
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && ISHUMAN)
{
players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
// Use the leveltime sent in the player's ticcmd to determine control lag
players[i].cmd.latency = min(((leveltime & 0xFF) - players[i].cmd.latency) & 0xFF, MAXPREDICTTICS-1);
// Do angle adjustments.
players[i].angleturn += players[i].cmd.angleturn - players[i].oldrelangleturn;
players[i].oldrelangleturn = players[i].cmd.angleturn;
if (P_ControlStyle(&players[i]) == CS_LMAOGALOG)
P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
else
players[i].cmd.angleturn = (players[i].angleturn & ~TICCMD_RECEIVED) | (players[i].cmd.angleturn & TICCMD_RECEIVED);
}
}
#undef ISHUMAN
// do main actions
switch (gamestate)
{

View file

@ -347,19 +347,16 @@ void HWR_DrawStretchyFixedPatch(patch_t *gpatch, fixed_t x, fixed_t y, fixed_t p
v[2].t = v[3].t = hwrPatch->max_t;
// clip it since it is used for bunny scroll in doom I
if (blendmode)
flags = HWR_GetBlendModeFlag(blendmode+1)|PF_NoDepthTest;
else
flags = PF_Translucent|PF_NoDepthTest;
flags = HWR_GetBlendModeFlag(blendmode+1)|PF_NoDepthTest;
if (alphalevel)
{
FSurfaceInfo Surf;
Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff;
if (alphalevel == 10) Surf.PolyColor.s.alpha = softwaretranstogl_lo[st_translucency];
else if (alphalevel == 11) Surf.PolyColor.s.alpha = softwaretranstogl[st_translucency];
else if (alphalevel == 12) Surf.PolyColor.s.alpha = softwaretranstogl_hi[st_translucency];
if (alphalevel == 10) Surf.PolyColor.s.alpha = softwaretranstogl_lo[st_translucency]; // V_HUDTRANSHALF
else if (alphalevel == 11) Surf.PolyColor.s.alpha = softwaretranstogl[st_translucency]; // V_HUDTRANS
else if (alphalevel == 12) Surf.PolyColor.s.alpha = softwaretranstogl_hi[st_translucency]; // V_HUDTRANSDOUBLE
else Surf.PolyColor.s.alpha = softwaretranstogl[10-alphalevel];
flags |= PF_Modulated;
HWD.pfnDrawPolygon(&Surf, v, 4, flags);
@ -644,19 +641,16 @@ void HWR_DrawCroppedPatch(patch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
}
// clip it since it is used for bunny scroll in doom I
if (blendmode)
flags = HWR_GetBlendModeFlag(blendmode+1)|PF_NoDepthTest;
else
flags = PF_Translucent|PF_NoDepthTest;
flags = HWR_GetBlendModeFlag(blendmode+1)|PF_NoDepthTest;
if (alphalevel)
{
FSurfaceInfo Surf;
Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff;
if (alphalevel == 10) Surf.PolyColor.s.alpha = softwaretranstogl_lo[st_translucency];
else if (alphalevel == 11) Surf.PolyColor.s.alpha = softwaretranstogl[st_translucency];
else if (alphalevel == 12) Surf.PolyColor.s.alpha = softwaretranstogl_hi[st_translucency];
if (alphalevel == 10) Surf.PolyColor.s.alpha = softwaretranstogl_lo[st_translucency]; // V_HUDTRANSHALF
else if (alphalevel == 11) Surf.PolyColor.s.alpha = softwaretranstogl[st_translucency]; // V_HUDTRANS
else if (alphalevel == 12) Surf.PolyColor.s.alpha = softwaretranstogl_hi[st_translucency]; // V_HUDTRANSDOUBLE
else Surf.PolyColor.s.alpha = softwaretranstogl[10-alphalevel];
flags |= PF_Modulated;

View file

@ -76,7 +76,7 @@ patch_t *nto_font[NT_FONTSIZE];
static player_t *plr;
boolean chat_on; // entering a chat message?
static char w_chat[HU_MAXMSGLEN];
static char w_chat[HU_MAXMSGLEN + 1];
static size_t c_input = 0; // let's try to make the chat input less shitty.
static boolean headsupactive = false;
boolean hu_showscores; // draw rankings
@ -461,7 +461,7 @@ void HU_AddChatText(const char *text, boolean playsound)
static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
{
char buf[254];
char buf[2 + HU_MAXMSGLEN + 1];
size_t numwords, ix;
char *msg = &buf[2];
const size_t msgspace = sizeof buf - 2;
@ -537,7 +537,7 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
}
buf[0] = target;
newmsg = msg+5+spc;
strlcpy(msg, newmsg, 252);
strlcpy(msg, newmsg, HU_MAXMSGLEN + 1);
}
SendNetXCmd(XD_SAY, buf, strlen(msg) + 1 + msg-buf);
@ -644,7 +644,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
target = READSINT8(*p);
flags = READUINT8(*p);
msg = (char *)*p;
SKIPSTRING(*p);
SKIPSTRINGL(*p, HU_MAXMSGLEN + 1);
if ((cv_mute.value || flags & (HU_CSAY|HU_SERVER_SAY)) && playernum != serverplayer && !(IsPlayerAdmin(playernum)))
{
@ -858,72 +858,6 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
#endif
}
// Handles key input and string input
//
static inline boolean HU_keyInChatString(char *s, char ch)
{
size_t l;
if ((ch >= HU_FONTSTART && ch <= HU_FONTEND && hu_font[ch-HU_FONTSTART])
|| ch == ' ') // Allow spaces, of course
{
l = strlen(s);
if (l < HU_MAXMSGLEN - 1)
{
if (c_input >= strlen(s)) // don't do anything complicated
{
s[l++] = ch;
s[l]=0;
}
else
{
// move everything past c_input for new characters:
size_t m = HU_MAXMSGLEN-1;
while (m>=c_input)
{
if (s[m])
s[m+1] = (s[m]);
if (m == 0) // prevent overflow
break;
m--;
}
s[c_input] = ch; // and replace this.
}
c_input++;
return true;
}
return false;
}
else if (ch == KEY_BACKSPACE)
{
size_t i = c_input;
if (c_input <= 0)
return false;
if (!s[i-1])
return false;
if (i >= strlen(s)-1)
{
s[strlen(s)-1] = 0;
c_input--;
return false;
}
for (; (i < HU_MAXMSGLEN); i++)
{
s[i-1] = s[i];
}
c_input--;
}
else if (ch != KEY_ENTER)
return false; // did not eat key
return true; // ate the key
}
#endif
//
@ -945,151 +879,123 @@ void HU_Ticker(void)
#ifndef NONET
static boolean teamtalk = false;
static boolean justscrolleddown;
static boolean justscrolledup;
static INT16 typelines = 1; // number of drawfill lines we need when drawing the chat. it's some weird hack and might be one frame off but I'm lazy to make another loop.
// It's up here since it has to be reset when we open the chat.
// Clear spaces so we don't end up with messages only made out of emptiness
static boolean HU_clearChatSpaces(void)
static boolean HU_chatboxContainsOnlySpaces(void)
{
size_t i = 0; // Used to just check our message
char c; // current character we're iterating.
boolean nothingbutspaces = true;
size_t i;
for (; i < strlen(w_chat); i++) // iterate through message and eradicate all spaces that don't belong.
{
c = w_chat[i];
if (!c)
break; // if there's nothing, it's safe to assume our message has ended, so let's not waste any more time here.
for (i = 0; w_chat[i]; i++)
if (w_chat[i] != ' ')
return false;
if (c != ' ') // Isn't a space
{
nothingbutspaces = false;
}
}
return nothingbutspaces;
return true;
}
//
//
static void HU_queueChatChar(char c)
static void HU_sendChatMessage(void)
{
// send automaticly the message (no more chat char)
if (c == KEY_ENTER)
char buf[2 + HU_MAXMSGLEN + 1];
char *msg = &buf[2];
size_t ci;
INT32 target = 0;
// if our message was nothing but spaces, don't send it.
if (HU_chatboxContainsOnlySpaces())
return;
// copy printable characters and terminating '\0' only.
for (ci = 2; w_chat[ci-2]; ci++)
{
char buf[2+256];
char *msg = &buf[2];
size_t i = 0;
size_t ci = 2;
INT32 target = 0;
char c = w_chat[ci-2];
if (c >= ' ' && !(c & 0x80))
buf[ci] = c;
};
buf[ci] = '\0';
if (HU_clearChatSpaces()) // Avoids being able to send empty messages, or something.
return; // If this returns true, that means our message was NOTHING but spaces, so don't send it period.
memset(w_chat, '\0', sizeof(w_chat));
c_input = 0;
do {
c = w_chat[-2+ci++];
if (!c || (c >= ' ' && !(c & 0x80))) // copy printable characters and terminating '\0' only.
buf[ci-1]=c;
} while (c);
// last minute mute check
if (CHAT_MUTE)
{
HU_AddChatText(va("%s>ERROR: The chat is muted. You can't say anything.", "\x85"), false);
return;
}
for (;(i<HU_MAXMSGLEN);i++)
w_chat[i] = 0; // reset this.
if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
{
INT32 spc = 1; // used if playernum[1] is a space.
char playernum[3];
const char *newmsg;
c_input = 0;
// what we're gonna do now is check if the player exists
// with that logic, characters 4 and 5 are our numbers:
// last minute mute check
if (CHAT_MUTE)
// teamtalk can't send PMs, just don't send it, else everyone would be able to see it, and no one wants to see your sex RP sicko.
if (teamtalk)
{
HU_AddChatText(va("%s>ERROR: The chat is muted. You can't say anything.", "\x85"), false);
HU_AddChatText(va("%sCannot send sayto in Say-Team.", "\x85"), false);
return;
}
if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
strncpy(playernum, msg+3, 3);
// check for undesirable characters in our "number"
if (!(isdigit(playernum[0]) && isdigit(playernum[1])))
{
INT32 spc = 1; // used if playernum[1] is a space.
char playernum[3];
const char *newmsg;
// what we're gonna do now is check if the player exists
// with that logic, characters 4 and 5 are our numbers:
// teamtalk can't send PMs, just don't send it, else everyone would be able to see it, and no one wants to see your sex RP sicko.
if (teamtalk)
{
HU_AddChatText(va("%sCannot send sayto in Say-Team.", "\x85"), false);
return;
}
strncpy(playernum, msg+3, 3);
// check for undesirable characters in our "number"
if (((playernum[0] < '0') || (playernum[0] > '9')) || ((playernum[1] < '0') || (playernum[1] > '9')))
{
// check if playernum[1] is a space
if (playernum[1] == ' ')
spc = 0;
// let it slide
else
{
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<player num> \'.", false);
return;
}
}
// I'm very bad at C, I swear I am, additional checks eww!
if (spc != 0)
{
if (msg[5] != ' ')
{
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<player num> \'.", false);
return;
}
}
target = atoi(playernum); // turn that into a number
//CONS_Printf("%d\n", target);
// check for target player, if it doesn't exist then we can't send the message!
if (target < MAXPLAYERS && playeringame[target]) // player exists
target++; // even though playernums are from 0 to 31, target is 1 to 32, so up that by 1 to have it work!
// check if playernum[1] is a space
if (playernum[1] == ' ')
spc = 0;
// let it slide
else
{
HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<player num> \'.", false);
return;
}
// we need to get rid of the /pm<player num>
newmsg = msg+5+spc;
strlcpy(msg, newmsg, 255);
}
if (ci > 3) // don't send target+flags+empty message.
// I'm very bad at C, I swear I am, additional checks eww!
if (spc != 0 && msg[5] != ' ')
{
if (teamtalk)
buf[0] = -1; // target
else
buf[0] = target;
buf[1] = 0; // flags
SendNetXCmd(XD_SAY, buf, 2 + strlen(&buf[2]) + 1);
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<player num> \'.", false);
return;
}
return;
target = atoi(playernum); // turn that into a number
// check for target player, if it doesn't exist then we can't send the message!
if (target < MAXPLAYERS && playeringame[target]) // player exists
target++; // even though playernums are from 0 to 31, target is 1 to 32, so up that by 1 to have it work!
else
{
HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same
return;
}
// we need to get rid of the /pm<player num>
newmsg = msg+5+spc;
strlcpy(msg, newmsg, HU_MAXMSGLEN + 1);
}
if (ci > 2) // don't send target+flags+empty message.
{
buf[0] = teamtalk ? -1 : target; // target
buf[1] = 0; // flags
SendNetXCmd(XD_SAY, buf, 2 + strlen(&buf[2]) + 1);
}
}
#endif
void HU_clearChatChars(void)
{
size_t i = 0;
for (;i<HU_MAXMSGLEN;i++)
w_chat[i] = 0; // reset this.
memset(w_chat, '\0', sizeof(w_chat));
chat_on = false;
c_input = 0;
I_UpdateMouseGrab();
}
#ifndef NONET
static boolean justscrolleddown;
static boolean justscrolledup;
static INT16 typelines = 1; // number of drawfill lines we need when drawing the chat. it's some weird hack and might be one frame off but I'm lazy to make another loop.
// It's up here since it has to be reset when we open the chat.
#endif
//
// Returns true if key eaten
//
@ -1171,21 +1077,23 @@ boolean HU_Responder(event_t *ev)
if (shiftdown ^ capslock)
c = shiftxform[c];
}
else // if we're holding shift we should still shift non letter symbols
else // if we're holding shift we should still shift non letter symbols
{
if (shiftdown)
c = shiftxform[c];
}
// pasting. pasting is cool. chat is a bit limited, though :(
if (((c == 'v' || c == 'V') && ctrldown) && !CHAT_MUTE)
if ((c == 'v' || c == 'V') && ctrldown)
{
const char *paste = I_ClipboardPaste();
const char *paste;
size_t chatlen;
size_t pastelen;
// create a dummy string real quickly
if (CHAT_MUTE)
return true;
paste = I_ClipboardPaste();
if (paste == NULL)
return true;
@ -1194,40 +1102,16 @@ boolean HU_Responder(event_t *ev)
if (chatlen+pastelen > HU_MAXMSGLEN)
return true; // we can't paste this!!
if (c_input >= strlen(w_chat)) // add it at the end of the string.
{
memcpy(&w_chat[chatlen], paste, pastelen); // copy all of that.
c_input += pastelen;
/*size_t i = 0;
for (;i<pastelen;i++)
{
HU_queueChatChar(paste[i]); // queue it so that it's actually sent. (this chat write thing is REALLY messy.)
}*/
return true;
}
else // otherwise, we need to shift everything and make space, etc etc
{
size_t i = HU_MAXMSGLEN-1;
while (i >= c_input)
{
if (w_chat[i])
w_chat[i+pastelen] = w_chat[i];
if (i == 0) // prevent overflow
break;
i--;
}
memcpy(&w_chat[c_input], paste, pastelen); // copy all of that.
c_input += pastelen;
return true;
}
memmove(&w_chat[c_input + pastelen], &w_chat[c_input], pastelen);
memcpy(&w_chat[c_input], paste, pastelen); // copy all of that.
c_input += pastelen;
return true;
}
else if (c == KEY_ENTER)
{
if (!CHAT_MUTE)
HU_sendChatMessage();
if (!CHAT_MUTE && HU_keyInChatString(w_chat,c))
{
HU_queueChatChar(c);
}
if (c == KEY_ENTER)
{
chat_on = false;
c_input = 0; // reset input cursor
chat_scrollmedown = true; // you hit enter, so you might wanna autoscroll to see what you just sent. :)
@ -1268,6 +1152,32 @@ boolean HU_Responder(event_t *ev)
else
c_input++;
}
else if ((c >= HU_FONTSTART && c <= HU_FONTEND && hu_font[c-HU_FONTSTART])
|| c == ' ') // Allow spaces, of course
{
if (CHAT_MUTE || strlen(w_chat) >= HU_MAXMSGLEN)
return true;
memmove(&w_chat[c_input + 1], &w_chat[c_input], strlen(w_chat) - c_input + 1);
w_chat[c_input] = c;
c_input++;
}
else if (c == KEY_BACKSPACE)
{
if (CHAT_MUTE || c_input <= 0)
return true;
memmove(&w_chat[c_input - 1], &w_chat[c_input], strlen(w_chat) - c_input + 1);
c_input--;
}
else if (c == KEY_DEL)
{
if (CHAT_MUTE || c_input >= strlen(w_chat))
return true;
memmove(&w_chat[c_input], &w_chat[c_input + 1], strlen(w_chat) - c_input);
}
return true;
}
#endif
@ -1863,64 +1773,25 @@ static void HU_DrawChat_Old(void)
}
#endif
// draw the Crosshair, at the exact center of the view.
//
// Draw crosshairs at the exact center of the view.
// In splitscreen, crosshairs are stretched vertically to compensate for V_PERPLAYER squishing them.
// Crosshairs are pre-cached at HU_Init
static inline void HU_DrawCrosshair(void)
static inline void HU_DrawCrosshairs(void)
{
INT32 i, y, dupz;
INT32 cross1 = cv_crosshair.value & 3;
INT32 cross2 = cv_crosshair2.value & 3;
i = cv_crosshair.value & 3;
if (!i)
if (automapactive || demoplayback)
return;
if ((netgame || multiplayer) && players[displayplayer].spectator)
return;
stplyr = ((stplyr == &players[displayplayer]) ? &players[secondarydisplayplayer] : &players[displayplayer]);
if (!players[displayplayer].spectator && (!camera.chase || ticcmd_ztargetfocus[0]) && cross1)
V_DrawStretchyFixedPatch((BASEVIDWIDTH/2)<<FRACBITS, (BASEVIDHEIGHT/2)<<FRACBITS, FRACUNIT, splitscreen ? 2*FRACUNIT : FRACUNIT, V_TRANSLUCENT|V_PERPLAYER, crosshair[cross1 - 1], NULL);
#ifdef HWRENDER
if (rendermode != render_soft)
y = (INT32)gl_basewindowcentery;
else
#endif
y = viewwindowy + (viewheight>>1);
dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
V_DrawFixedPatch(vid.width<<(FRACBITS-1), y<<FRACBITS, FRACUNIT/dupz, V_TRANSLUCENT, crosshair[i - 1], NULL);
}
static inline void HU_DrawCrosshair2(void)
{
INT32 i, y, dupz;
i = cv_crosshair2.value & 3;
if (!i)
return;
if ((netgame || multiplayer) && players[secondarydisplayplayer].spectator)
return;
#ifdef HWRENDER
if (rendermode != render_soft)
y = (INT32)gl_basewindowcentery;
else
#endif
y = viewwindowy + (viewheight>>1);
if (!splitscreen)
return;
#ifdef HWRENDER
if (rendermode != render_soft)
y += (INT32)gl_viewheight;
else
#endif
y += viewheight;
dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
V_DrawFixedPatch(vid.width<<(FRACBITS-1), y<<FRACBITS, FRACUNIT/dupz, V_TRANSLUCENT, crosshair[i - 1], NULL);
stplyr = ((stplyr == &players[displayplayer]) ? &players[secondarydisplayplayer] : &players[displayplayer]);
if (!players[secondarydisplayplayer].spectator && (!camera2.chase || ticcmd_ztargetfocus[1]) && cross2 && splitscreen)
V_DrawStretchyFixedPatch((BASEVIDWIDTH/2)<<FRACBITS, (BASEVIDHEIGHT/2)<<FRACBITS, FRACUNIT, 2*FRACUNIT, V_TRANSLUCENT|V_PERPLAYER, crosshair[cross2 - 1], NULL);
}
static void HU_DrawCEcho(void)
@ -2114,19 +1985,9 @@ void HU_Drawer(void)
if (gamestate != GS_LEVEL)
return;
// draw the crosshair, not when viewing demos nor with chasecam
// draw the crosshair
if (LUA_HudEnabled(hud_crosshair))
{
if (!automapactive && cv_crosshair.value && !demoplayback &&
(!camera.chase || ticcmd_ztargetfocus[0])
&& !players[displayplayer].spectator)
HU_DrawCrosshair();
if (!automapactive && cv_crosshair2.value && !demoplayback &&
(!camera2.chase || ticcmd_ztargetfocus[1])
&& !players[secondarydisplayplayer].spectator)
HU_DrawCrosshair2();
}
HU_DrawCrosshairs();
// draw desynch text
if (hu_redownloadinggamestate)

View file

@ -62,7 +62,7 @@ typedef struct
//------------------------------------
// chat stuff
//------------------------------------
#define HU_MAXMSGLEN 224
#define HU_MAXMSGLEN 223
#define CHAT_BUFSIZE 64 // that's enough messages, right? We'll delete the older ones when that gets out of hand.
#ifdef NETSPLITSCREEN
#define OLDCHAT (cv_consolechat.value == 1 || dedicated || vid.width < 640)

View file

@ -3797,7 +3797,7 @@ state_t states[NUMSTATES] =
{SPR_NTPN, 3, 4, {NULL}, 0, 0, S_PIAN5}, // S_PIAN4
{SPR_NTPN, 2, 4, {NULL}, 0, 0, S_PIAN6}, // S_PIAN5
{SPR_NTPN, 1, 4, {NULL}, 0, 0, S_PIAN1}, // S_PIAN6
{SPR_NTPN, 5|FF_ANIMATE, 4, {NULL}, 1, 4, S_PIAN1}, // S_PIANSING
{SPR_NTPN, 4|FF_ANIMATE, 24, {NULL}, 1, 4, S_PIAN1}, // S_PIANSING
// Shleep
{SPR_SHLP, 0, 15, {NULL}, 0, 0, S_SHLEEP2}, // S_SHLEEP1
@ -4018,6 +4018,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_RAY
-1, // doomednum
S_NULL, // spawnstate
0, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // 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
0, // radius
0, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_UNKNOWN
-1, // doomednum
S_UNKNOWN, // spawnstate
@ -5655,8 +5682,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE_FLEE1, // xdeathstate
sfx_s3kb4, // deathsound
4, // speed
24*FRACUNIT, // radius
76*FRACUNIT, // height
36*FRACUNIT, // radius
84*FRACUNIT, // height
0, // display offset
sfx_None, // mass
3, // damage
@ -5790,8 +5817,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE2_FLEE1,// xdeathstate
sfx_s3kb4, // deathsound
2*FRACUNIT, // speed
24*FRACUNIT, // radius
76*FRACUNIT, // height
36*FRACUNIT, // radius
84*FRACUNIT, // height
0, // display offset
0, // mass
3, // damage
@ -5898,7 +5925,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE3_FLEE1, // xdeathstate
sfx_s3kb4, // deathsound
8*FRACUNIT, // speed
32*FRACUNIT, // radius
36*FRACUNIT, // radius
116*FRACUNIT, // height
0, // display offset
MT_FAKEMOBILE, // mass
@ -5925,7 +5952,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_mswarp, // deathsound
8*FRACUNIT, // speed
32*FRACUNIT, // radius
36*FRACUNIT, // radius
116*FRACUNIT, // height
0, // display offset
0, // mass
@ -5979,8 +6006,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE4_FLEE1,// xdeathstate
sfx_s3kb4, // deathsound
0, // speed
24*FRACUNIT, // radius
76*FRACUNIT, // height
36*FRACUNIT, // radius
84*FRACUNIT, // height
0, // display offset
0, // mass
3, // damage
@ -8031,7 +8058,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_SOLID|MF_SCENERY, // flags
MF_NOBLOCKMAP|MF_SCENERY|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
@ -8058,7 +8085,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_SOLID|MF_NOGRAVITY|MF_SCENERY|MF_PAPERCOLLISION, // flags
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_PAPERCOLLISION, // flags
S_NULL // raisestate
},
@ -8085,7 +8112,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
4, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPTHING, // flags
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPTHING, // flags
S_NULL // raisestate
},
@ -20013,8 +20040,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // painstate
200, // painchance
sfx_None, // painsound
S_PIANSING, // meleestate
S_NULL, // missilestate
S_NULL, // meleestate
S_PIANSING, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
@ -20025,7 +20052,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
16, // mass
0, // damage
sfx_None, // activesound
MF_SLIDEME|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY, // flags
MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY, // flags
S_NULL // raisestate
},

View file

@ -4376,6 +4376,7 @@ extern playersprite_t free_spr2;
typedef enum mobj_type
{
MT_NULL,
MT_RAY, // General purpose mobj
MT_UNKNOWN,
MT_THOK, // Thok! mobj

View file

@ -3458,7 +3458,7 @@ static int lib_gAddPlayer(lua_State *L)
lua_pushnil(L);
return 1;
}
newplayernum = i;
@ -3489,15 +3489,15 @@ static int lib_gAddPlayer(lua_State *L)
// Read the bot name, if given
if (!lua_isnoneornil(L, 3))
strcpy(player_names[newplayernum], luaL_checkstring(L, 3));
strlcpy(player_names[newplayernum], luaL_checkstring(L, 3), sizeof(*player_names));
bot = luaL_optinteger(L, 4, 3);
newplayer->bot = (bot >= BOT_NONE && bot <= BOT_MPAI) ? bot : BOT_MPAI;
// If our bot is a 2P type, we'll need to set its leader so it can spawn
if (newplayer->bot == BOT_2PAI || newplayer->bot == BOT_2PHUMAN)
B_UpdateBotleader(newplayer);
// Set the skin (can't do this until AFTER bot type is set!)
SetPlayerSkinByNum(newplayernum, skinnum);
@ -3510,7 +3510,7 @@ static int lib_gAddPlayer(lua_State *L)
strcpy(joinmsg, va(joinmsg, player_names[newplayernum], newplayernum));
HU_AddChatText(joinmsg, false);
}
LUA_PushUserdata(L, newplayer, META_PLAYER);
return 1;
}

View file

@ -347,6 +347,10 @@ static boolean prepare_mobj_hook
int hook_type,
mobjtype_t mobj_type
){
#ifdef PARANOIA
if (mobj_type == MT_NULL)
I_Error("MT_NULL has been passed to a mobj hook\n");
#endif
return init_hook_type(hook, default_status,
hook_type, mobj_type, NULL,
mobj_hook_available(hook_type, mobj_type));

View file

@ -98,6 +98,7 @@ void AddMServCommands(void)
CV_RegisterVar(&cv_servername);
#ifdef MASTERSERVER
COM_AddCommand("listserv", Command_Listserv_f);
COM_AddCommand("masterserver_update", Update_parameters); // allows people to updates manually in case you were delisted by accident
#endif
#endif
}

View file

@ -2659,7 +2659,7 @@ void A_LobShot(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2 >> 16;
mobj_t *shot, *hitspot;
mobj_t *shot;
angle_t an;
fixed_t z;
fixed_t dist;
@ -2698,11 +2698,6 @@ void A_LobShot(mobj_t *actor)
P_SetScale(shot, actor->scale);
}
// Keep track of where it's going to land
hitspot = P_SpawnMobj(actor->target->x&(64*FRACUNIT-1), actor->target->y&(64*FRACUNIT-1), actor->target->subsector->sector->floorheight, MT_NULL);
hitspot->tics = airtime;
P_SetTarget(&shot->tracer, hitspot);
P_SetTarget(&shot->target, actor); // where it came from
shot->angle = an = actor->angle;
@ -3338,20 +3333,18 @@ void A_SkullAttack(mobj_t *actor)
actor->angle += (P_RandomChance(FRACUNIT/2)) ? ANGLE_90 : -ANGLE_90;
else if (locvar1 == 3)
{
statenum_t oldspawnstate = mobjinfo[MT_NULL].spawnstate;
UINT32 oldflags = mobjinfo[MT_NULL].flags;
fixed_t oldradius = mobjinfo[MT_NULL].radius;
fixed_t oldheight = mobjinfo[MT_NULL].height;
mobj_t *check;
statenum_t oldspawnstate = mobjinfo[MT_RAY].spawnstate;
UINT32 oldflags = mobjinfo[MT_RAY].flags;
fixed_t oldradius = mobjinfo[MT_RAY].radius;
fixed_t oldheight = mobjinfo[MT_RAY].height;
INT32 i, j;
static INT32 k;/* static for (at least) GCC 9.1 weirdness */
boolean allow;
angle_t testang = 0;
mobjinfo[MT_NULL].spawnstate = S_INVISIBLE;
mobjinfo[MT_NULL].flags = MF_NOGRAVITY|MF_NOTHINK|MF_NOCLIPTHING|MF_NOBLOCKMAP;
mobjinfo[MT_NULL].radius = mobjinfo[actor->type].radius;
mobjinfo[MT_NULL].height = mobjinfo[actor->type].height;
mobjinfo[MT_RAY].spawnstate = S_INVISIBLE;
mobjinfo[MT_RAY].flags = MF_NOGRAVITY|MF_NOTHINK|MF_NOCLIPTHING|MF_NOBLOCKMAP;
mobjinfo[MT_RAY].radius = mobjinfo[actor->type].radius;
mobjinfo[MT_RAY].height = mobjinfo[actor->type].height;
if (P_RandomChance(FRACUNIT/2)) // port priority 1?
{
@ -3364,15 +3357,12 @@ void A_SkullAttack(mobj_t *actor)
j = 9;
}
#define dostuff(q) check = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_NULL);\
#define dostuff(q) \
testang = actor->angle + ((i+(q))*ANG10);\
allow = (P_TryMove(check,\
P_ReturnThrustX(check, testang, dist + 2*actor->radius),\
P_ReturnThrustY(check, testang, dist + 2*actor->radius),\
true));\
P_RemoveMobj(check);\
if (allow)\
break;
if (P_CheckMove(actor,\
P_ReturnThrustX(actor, testang, dist + 2*actor->radius),\
P_ReturnThrustY(actor, testang, dist + 2*actor->radius),\
true)) break;
if (P_RandomChance(FRACUNIT/2)) // port priority 2?
{
@ -3398,10 +3388,10 @@ void A_SkullAttack(mobj_t *actor)
#undef dostuff
mobjinfo[MT_NULL].spawnstate = oldspawnstate;
mobjinfo[MT_NULL].flags = oldflags;
mobjinfo[MT_NULL].radius = oldradius;
mobjinfo[MT_NULL].height = oldheight;
mobjinfo[MT_RAY].spawnstate = oldspawnstate;
mobjinfo[MT_RAY].flags = oldflags;
mobjinfo[MT_RAY].radius = oldradius;
mobjinfo[MT_RAY].height = oldheight;
}
an = actor->angle >> ANGLETOFINESHIFT;
@ -4205,7 +4195,6 @@ void A_CustomPower(mobj_t *actor)
player_t *player;
INT32 locvar1 = var1;
INT32 locvar2 = var2;
boolean spawnshield = false;
if (LUA_CallAction(A_CUSTOMPOWER, actor))
return;
@ -4224,15 +4213,10 @@ void A_CustomPower(mobj_t *actor)
player = actor->target->player;
if (locvar1 == pw_shield && player->powers[pw_shield] != locvar2)
spawnshield = true;
P_SetPower(player, locvar1, locvar2);
player->powers[locvar1] = (UINT16)locvar2;
if (actor->info->seesound)
S_StartSound(player->mo, actor->info->seesound);
if (spawnshield) //workaround for a bug
P_SpawnShieldOrb(player);
}
// Function: A_GiveWeapon
@ -6548,7 +6532,7 @@ void A_OldRingExplode(mobj_t *actor) {
{
const angle_t fa = (i*FINEANGLES/16) & FINEMASK;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, locvar1);
mo = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1);
P_SetTarget(&mo->target, actor->target); // Transfer target so player gets the points
mo->momx = FixedMul(FINECOSINE(fa),ns);
@ -6574,7 +6558,7 @@ void A_OldRingExplode(mobj_t *actor) {
}
}
mo = P_SpawnMobj(actor->x, actor->y, actor->z, locvar1);
mo = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1);
P_SetTarget(&mo->target, actor->target);
mo->momz = ns;
@ -6589,7 +6573,7 @@ void A_OldRingExplode(mobj_t *actor) {
mo->color = skincolor_bluering;
}
mo = P_SpawnMobj(actor->x, actor->y, actor->z, locvar1);
mo = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1);
P_SetTarget(&mo->target, actor->target);
mo->momz = -ns;

View file

@ -154,6 +154,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff);
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
void P_RestoreMusic(player_t *player);
void P_SetPower(player_t *player, powertype_t power, UINT16 value);
void P_SpawnShieldOrb(player_t *player);
void P_SwitchShield(player_t *player, UINT16 shieldtype);
mobj_t *P_SpawnGhostMobj(mobj_t *mobj);
@ -409,6 +410,7 @@ void P_SetUnderlayPosition(mobj_t *thing);
boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y);
boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam);
boolean P_CheckMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
boolean P_Move(mobj_t *actor, fixed_t speed);
boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);

View file

@ -1465,6 +1465,86 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true;
}
// Sprite Spikes!
// Do not return because solidity code comes below.
if (tmthing->type == MT_SPIKE && tmthing->flags & MF_SOLID && thing->player) // moving spike rams into player?!
{
if (tmthing->eflags & MFE_VERTICALFLIP)
{
if (thing->z + thing->height <= tmthing->z + FixedMul(FRACUNIT, tmthing->scale)
&& thing->z + thing->height + thing->momz >= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz
&& !(thing->player->charability == CA_BOUNCE && thing->player->panim == PA_ABILITY && thing->eflags & MFE_VERTICALFLIP))
P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
}
else if (thing->z >= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale)
&& thing->z + thing->momz <= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz
&& !(thing->player->charability == CA_BOUNCE && thing->player->panim == PA_ABILITY && !(thing->eflags & MFE_VERTICALFLIP)))
P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
}
else if (thing->type == MT_SPIKE && thing->flags & MF_SOLID && tmthing->player) // unfortunate player falls into spike?!
{
if (thing->eflags & MFE_VERTICALFLIP)
{
if (tmthing->z + tmthing->height <= thing->z - FixedMul(FRACUNIT, thing->scale)
&& tmthing->z + tmthing->height + tmthing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale)
&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && tmthing->eflags & MFE_VERTICALFLIP))
P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
}
else if (tmthing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
&& tmthing->z + tmthing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && !(tmthing->eflags & MFE_VERTICALFLIP)))
P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
}
if (tmthing->type == MT_WALLSPIKE && tmthing->flags & MF_SOLID && thing->player) // wall spike impales player
{
fixed_t bottomz, topz;
bottomz = tmthing->z;
topz = tmthing->z + tmthing->height;
if (tmthing->eflags & MFE_VERTICALFLIP)
bottomz -= FixedMul(FRACUNIT, tmthing->scale);
else
topz += FixedMul(FRACUNIT, tmthing->scale);
if (thing->z + thing->height > bottomz // above bottom
&& thing->z < topz) // below top
// don't check angle, the player was clearly in the way in this case
P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
}
else if (thing->type == MT_WALLSPIKE && thing->flags & MF_SOLID && tmthing->player)
{
fixed_t bottomz, topz;
angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, tmthing->x, tmthing->y);
if (P_PlayerInPain(tmthing->player) && (tmthing->momx || tmthing->momy))
{
angle_t playerangle = R_PointToAngle2(0, 0, tmthing->momx, tmthing->momy) - touchangle;
if (playerangle > ANGLE_180)
playerangle = InvAngle(playerangle);
if (playerangle < ANGLE_90)
return true; // Yes, this is intentionally outside the z-height check. No standing on spikes whilst moving away from them.
}
bottomz = thing->z;
topz = thing->z + thing->height;
if (thing->eflags & MFE_VERTICALFLIP)
bottomz -= FixedMul(FRACUNIT, thing->scale);
else
topz += FixedMul(FRACUNIT, thing->scale);
if (tmthing->z + tmthing->height > bottomz // above bottom
&& tmthing->z < topz // below top
&& !P_MobjWasRemoved(thing->tracer)) // this probably wouldn't work if we didn't have a tracer
{ // use base as a reference point to determine what angle you touched the spike at
touchangle = thing->angle - touchangle;
if (touchangle > ANGLE_180)
touchangle = InvAngle(touchangle);
if (touchangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked!
P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
}
}
if (thing->flags & MF_PUSHABLE)
{
if (tmthing->type == MT_FAN || tmthing->type == MT_STEAM)
@ -1543,22 +1623,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (thing->player)
{
if (tmthing->type == MT_WALLSPIKE && (tmthing->flags & MF_SOLID)) // wall spike impales player
{
fixed_t bottomz, topz;
bottomz = tmthing->z;
topz = tmthing->z + tmthing->height;
if (tmthing->eflags & MFE_VERTICALFLIP)
bottomz -= FixedMul(FRACUNIT, tmthing->scale);
else
topz += FixedMul(FRACUNIT, tmthing->scale);
if (thing->z + thing->height > bottomz // above bottom
&& thing->z < topz) // below top
// don't check angle, the player was clearly in the way in this case
P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
}
// Doesn't matter what gravity player's following! Just do your stuff in YOUR direction only
if (tmthing->eflags & MFE_VERTICALFLIP
&& (tmthing->z + tmthing->height + tmthing->momz < thing->z
@ -1593,55 +1657,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (!tmthing->health)
return true;
if (thing->type == MT_SPIKE && (thing->flags & MF_SOLID)) // unfortunate player falls into spike?!
{
if (thing->eflags & MFE_VERTICALFLIP)
{
if (tmthing->z + tmthing->height <= thing->z - FixedMul(FRACUNIT, thing->scale)
&& tmthing->z + tmthing->height + tmthing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale)
&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && tmthing->eflags & MFE_VERTICALFLIP))
P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
}
else if (tmthing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
&& tmthing->z + tmthing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && !(tmthing->eflags & MFE_VERTICALFLIP)))
P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
}
if (thing->type == MT_WALLSPIKE && (thing->flags & MF_SOLID))
{
fixed_t bottomz, topz;
angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, tmthing->x, tmthing->y);
if (P_PlayerInPain(tmthing->player) && (tmthing->momx || tmthing->momy))
{
angle_t playerangle = R_PointToAngle2(0, 0, tmthing->momx, tmthing->momy) - touchangle;
if (playerangle > ANGLE_180)
playerangle = InvAngle(playerangle);
if (playerangle < ANGLE_90)
return true; // Yes, this is intentionally outside the z-height check. No standing on spikes whilst moving away from them.
}
bottomz = thing->z;
topz = thing->z + thing->height;
if (thing->eflags & MFE_VERTICALFLIP)
bottomz -= FixedMul(FRACUNIT, thing->scale);
else
topz += FixedMul(FRACUNIT, thing->scale);
if (tmthing->z + tmthing->height > bottomz // above bottom
&& tmthing->z < topz // below top
&& !P_MobjWasRemoved(thing->tracer)) // this probably wouldn't work if we didn't have a tracer
{ // use base as a reference point to determine what angle you touched the spike at
touchangle = thing->angle - touchangle;
if (touchangle > ANGLE_180)
touchangle = InvAngle(touchangle);
if (touchangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked!
P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
}
}
if (thing->type == MT_FAN || thing->type == MT_STEAM)
P_DoFanAndGasJet(thing, tmthing);
else if (thing->flags & MF_SPRING && tmthing->player->powers[pw_carry] != CR_MINECART)
@ -1706,8 +1721,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
}
if ((thing->player) && (tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM))
; // springs and gas jets should never be able to step up onto a player
if ((tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM || tmthing->type == MT_SPIKE || tmthing->type == MT_WALLSPIKE) && (thing->player))
; // springs, gas jets and springs should never be able to step up onto a player
// z checking at last
// Treat noclip things as non-solid!
else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID
@ -1715,9 +1730,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
{
fixed_t topz, tmtopz;
if (tmthing->type == MT_SPIKE || tmthing->type == MT_WALLSPIKE) // do not run height checks if you are a spike
return true;
if (tmthing->eflags & MFE_VERTICALFLIP)
{
// pass under
@ -2654,17 +2666,17 @@ boolean PIT_PushableMoved(mobj_t *thing)
return true;
}
//
// P_TryMove
// Attempt to move to a new position.
//
boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
static boolean
increment_move
( mobj_t * thing,
fixed_t x,
fixed_t y,
boolean allowdropoff)
{
fixed_t tryx = thing->x;
fixed_t tryy = thing->y;
fixed_t radius = thing->radius;
fixed_t thingtop;
fixed_t startingonground = P_IsObjectOnGround(thing);
floatok = false;
if (radius < MAXRADIUS/2)
@ -2802,7 +2814,38 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
}
} while (tryx != x || tryy != y);
return true;
}
//
// P_CheckMove
// Check if a P_TryMove would be successful.
//
boolean P_CheckMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
{
boolean moveok;
mobj_t *hack = P_SpawnMobjFromMobj(thing, 0, 0, 0, MT_RAY);
hack->radius = thing->radius;
hack->height = thing->height;
moveok = increment_move(hack, x, y, allowdropoff);
P_RemoveMobj(hack);
return moveok;
}
//
// P_TryMove
// Attempt to move to a new position.
//
boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
{
fixed_t startingonground = P_IsObjectOnGround(thing);
// The move is ok!
if (!increment_move(thing, x, y, allowdropoff))
return false;
// If it's a pushable object, check if anything is
// standing on top and move it, too.

View file

@ -7861,36 +7861,6 @@ static void P_MobjSceneryThink(mobj_t *mobj)
if (P_MobjFlip(mobj)*mobj->momz < mobj->info->speed)
mobj->momz = P_MobjFlip(mobj)*mobj->info->speed;
break;
case MT_SPIKE:
case MT_WALLSPIKE:
if (mobj->fuse)
{
mobj->fuse--;
break;
}
P_SetMobjState(mobj, mobj->state->nextstate);
mobj->fuse = mobj->spawnpoint ? mobj->spawnpoint->args[0] : mobj->info->speed;
break;
case MT_WALLSPIKEBASE:
if (!mobj->target)
{
P_RemoveMobj(mobj);
return;
}
mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK);
#if 0
if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle
{
mobj_t* target = mobj->target; // shortcut
const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale);
P_UnsetThingPosition(mobj);
mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius);
mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius);
P_SetThingPosition(mobj);
mobj->angle = target->angle + ANGLE_90;
}
#endif
break;
case MT_ROCKCRUMBLE1:
case MT_ROCKCRUMBLE2:
case MT_ROCKCRUMBLE3:
@ -9399,6 +9369,26 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
switch (mobj->type)
{
case MT_WALLSPIKEBASE:
if (!mobj->target)
{
P_RemoveMobj(mobj);
return false;
}
mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK);
#if 0
if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle
{
mobj_t* target = mobj->target; // shortcut
const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale);
P_UnsetThingPosition(mobj);
mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius);
mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius);
P_SetThingPosition(mobj);
mobj->angle = target->angle + ANGLE_90;
}
#endif
break;
case MT_FALLINGROCK:
// Despawn rocks here in case zmovement code can't do so (blame slopes)
if (!mobj->momx && !mobj->momy && !mobj->momz
@ -10083,6 +10073,11 @@ static boolean P_FuseThink(mobj_t *mobj)
break;
case MT_METALSONIC_BATTLE:
break; // don't remove
case MT_SPIKE:
case MT_WALLSPIKE:
P_SetMobjState(mobj, mobj->state->nextstate);
mobj->fuse = mobj->spawnpoint ? mobj->spawnpoint->args[0] : mobj->info->speed;
break;
case MT_NIGHTSCORE:
P_RemoveMobj(mobj);
return false;
@ -10572,7 +10567,17 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
const mobjinfo_t *info = &mobjinfo[type];
SINT8 sc = -1;
state_t *st;
mobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
mobj_t *mobj;
if (type == MT_NULL)
{
#ifdef PARANOIA
I_Error("Tried to spawn MT_NULL\n");
#endif
return NULL;
}
mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
// this is officially a mobj, declared as soon as possible.
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
@ -13041,34 +13046,36 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
case MT_SPIKE:
// Pop up spikes!
if (mthing->args[0])
{
mobj->flags &= ~MF_SCENERY;
mobj->fuse = mthing->args[1];
else
mobj->flags |= MF_NOTHINK;
}
if (mthing->args[2] & TMSF_RETRACTED)
P_SetMobjState(mobj, mobj->info->meleestate);
// no collision for spikes if the intangible flag is checked
if ((mthing->args[2] & TMSF_INTANGIBLE) || metalrecording)
// Use per-thing collision for spikes unless the intangible flag is checked.
if (!(mthing->args[2] & TMSF_INTANGIBLE) && !metalrecording)
{
P_UnsetThingPosition(mobj);
mobj->flags |= (MF_NOBLOCKMAP|MF_NOCLIPHEIGHT);
mobj->flags &= ~MF_SOLID;
mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT);
mobj->flags |= MF_SOLID;
P_SetThingPosition(mobj);
}
break;
case MT_WALLSPIKE:
// Pop up spikes!
if (mthing->args[0])
{
mobj->flags &= ~MF_SCENERY;
mobj->fuse = mthing->args[1];
else
mobj->flags |= MF_NOTHINK;
}
if (mthing->args[2] & TMSF_RETRACTED)
P_SetMobjState(mobj, mobj->info->meleestate);
// no collision for spikes if the intangible flag is checked
if ((mthing->args[2] & TMSF_INTANGIBLE) || metalrecording)
// Use per-thing collision for spikes unless the intangible flag is checked.
if (!(mthing->args[2] & TMSF_INTANGIBLE) && !metalrecording)
{
P_UnsetThingPosition(mobj);
mobj->flags |= (MF_NOBLOCKMAP|MF_NOCLIPHEIGHT);
mobj->flags &= ~MF_SOLID;
mobj->flags &= ~(MF_NOBLOCKMAP | MF_NOCLIPHEIGHT);
mobj->flags |= MF_SOLID;
P_SetThingPosition(mobj);
}
// spawn base
@ -13084,8 +13091,6 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
P_SetScale(base, mobj->scale);
P_SetTarget(&base->target, mobj);
P_SetTarget(&mobj->tracer, base);
if (!mthing->args[0])
base->flags |= MF_NOTHINK;
}
break;
case MT_RING_BOX:

View file

@ -2533,7 +2533,10 @@ static boolean P_LoadExtendedSubsectorsAndSegs(UINT8 **data, nodetype_t nodetype
P_InitializeSeg(seg);
seg->angle = R_PointToAngle2(v1->x, v1->y, v2->x, v2->y);
if (seg->linedef)
segs[i].offset = FixedHypot(v1->x - seg->linedef->v1->x, v1->y - seg->linedef->v1->y);
{
vertex_t *v = (seg->side == 1) ? seg->linedef->v2 : seg->linedef->v1;
segs[i].offset = FixedHypot(v1->x - v->x, v1->y - v->y);
}
seg->length = P_SegLength(seg);
#ifdef HWRENDER
seg->flength = (rendermode == render_opengl) ? P_SegLengthFloat(seg) : 0;
@ -6415,7 +6418,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
// internal game map
maplumpname = G_BuildMapName(gamemap);
lastloadedmaplumpnum = W_CheckNumForName(maplumpname);
lastloadedmaplumpnum = W_CheckNumForMap(maplumpname);
if (lastloadedmaplumpnum == LUMPERROR)
I_Error("Map %s not found.\n", maplumpname);

View file

@ -2778,21 +2778,15 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
case 434: // Custom Power
if (mo && mo->player)
{
mobj_t *dummy = P_SpawnMobj(mo->x, mo->y, mo->z, MT_NULL);
powertype_t power = line->stringargs[0] ? get_number(line->stringargs[0]) : 0;
INT32 value = line->stringargs[1] ? get_number(line->stringargs[1]) : 0;
if (value == -1) // 'Infinite'
value = UINT16_MAX;
var1 = line->stringargs[0] ? get_number(line->stringargs[0]) : 0;
var2 = line->stringargs[1] ? get_number(line->stringargs[1]) : 0;
if (var2 == -1) // 'Infinite'
var2 = UINT16_MAX;
P_SetPower(mo->player, power, value);
P_SetTarget(&dummy->target, mo);
A_CustomPower(dummy);
if (bot) {
P_SetTarget(&dummy->target, bot);
A_CustomPower(dummy);
}
P_RemoveMobj(dummy);
if (bot)
P_SetPower(bot->player, power, value);
}
break;

View file

@ -1043,7 +1043,8 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale);
}
player->drawangle = ang + ANGLE_180;
if (player->pflags & PF_DIRECTIONCHAR)
player->drawangle = ang + ANGLE_180;
P_InstaThrust(player->mo, ang, fallbackspeed);
}
@ -1922,6 +1923,24 @@ void P_SwitchShield(player_t *player, UINT16 shieldtype)
}
}
//
// P_SetPower
//
// Sets a power and spawns a shield orb if required.
//
void P_SetPower(player_t *player, powertype_t power, UINT16 value)
{
boolean spawnshield = false;
if (power == pw_shield && player->powers[pw_shield] != value)
spawnshield = true;
player->powers[power] = value;
if (spawnshield) //workaround for a bug
P_SpawnShieldOrb(player);
}
//
// P_SpawnGhostMobj
//
@ -6197,18 +6216,11 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad
if (player->exiting)
return;
if (!P_CheckMove(player->mo,
player->mo->x + player->mo->momx,
player->mo->y + player->mo->momy, true))
{
boolean notallowed;
mobj_t *hack = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_NULL);
hack->flags = MF_NOGRAVITY;
hack->radius = player->mo->radius;
hack->height = player->mo->height;
hack->z = player->mo->z;
P_SetThingPosition(hack);
notallowed = (!(P_TryMove(hack, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, true)));
P_RemoveMobj(hack);
if (notallowed)
return;
return;
}
{
@ -11357,6 +11369,8 @@ void P_PlayerThink(player_t *player)
{
if (B_CheckRespawn(player))
player->playerstate = PST_REBORN;
else
B_HandleFlightIndicator(player);
}
if (player->playerstate == PST_REBORN)
{

View file

@ -170,6 +170,7 @@ void R_DrawViewBorder(void);
void R_DrawColumn_8(void);
void R_DrawShadeColumn_8(void);
void R_DrawTranslucentColumn_8(void);
void R_DrawDropShadowColumn_8(void);
void R_DrawTranslatedColumn_8(void);
void R_DrawTranslatedTranslucentColumn_8(void);
void R_Draw2sMultiPatchColumn_8(void);

View file

@ -416,6 +416,39 @@ void R_DrawTranslucentColumn_8(void)
}
}
// Hack: A cut-down copy of R_DrawTranslucentColumn_8 that does not read texture
// data since something about calculating the texture reading address for drop shadows is broken.
// dc_texturemid and dc_iscale get wrong values for drop shadows, however those are not strictly
// needed for the current design of the shadows, so this function bypasses the issue
// by not using those variables at all.
void R_DrawDropShadowColumn_8(void)
{
register INT32 count;
register UINT8 *dest;
count = dc_yh - dc_yl + 1;
if (count <= 0) // Zero length, column does not exceed a pixel.
return;
dest = &topleft[dc_yl*vid.width + dc_x];
{
#define DSCOLOR 31 // palette index for the color of the shadow
register const UINT8 *transmap_offset = dc_transmap + (dc_colormap[DSCOLOR] << 8);
#undef DSCOLOR
while ((count -= 2) >= 0)
{
*dest = *(transmap_offset + (*dest));
dest += vid.width;
*dest = *(transmap_offset + (*dest));
dest += vid.width;
}
if (count & 1)
*dest = *(transmap_offset + (*dest));
}
}
/** \brief The R_DrawTranslatedTranslucentColumn_8 function
Spiffy function. Not only does it colormap a sprite, but does translucency as well.
Uber-kudos to Cyan Helkaraxe

View file

@ -992,6 +992,9 @@ void R_DrawTiltedFloorSprite_NPO2_8(void)
double endz, endu, endv;
UINT32 stepu, stepv;
struct libdivide_u32_t x_divider = libdivide_u32_gen(ds_flatwidth);
struct libdivide_u32_t y_divider = libdivide_u32_gen(ds_flatheight);
iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx);
uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx);
vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx);
@ -1033,12 +1036,13 @@ void R_DrawTiltedFloorSprite_NPO2_8(void)
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
@ -1065,12 +1069,13 @@ void R_DrawTiltedFloorSprite_NPO2_8(void)
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
@ -1101,12 +1106,13 @@ void R_DrawTiltedFloorSprite_NPO2_8(void)
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
@ -1142,6 +1148,9 @@ void R_DrawTiltedTranslucentFloorSprite_NPO2_8(void)
double endz, endu, endv;
UINT32 stepu, stepv;
struct libdivide_u32_t x_divider = libdivide_u32_gen(ds_flatwidth);
struct libdivide_u32_t y_divider = libdivide_u32_gen(ds_flatheight);
iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx);
uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx);
vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx);
@ -1183,12 +1192,13 @@ void R_DrawTiltedTranslucentFloorSprite_NPO2_8(void)
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
@ -1215,12 +1225,13 @@ void R_DrawTiltedTranslucentFloorSprite_NPO2_8(void)
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
@ -1251,12 +1262,13 @@ void R_DrawTiltedTranslucentFloorSprite_NPO2_8(void)
// Carefully align all of my Friends.
if (x < 0)
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
x %= ds_flatwidth;
y %= ds_flatheight;
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)

View file

@ -1450,7 +1450,7 @@ static void Mask_Post (maskcount_t* m)
void R_RenderPlayerView(player_t *player)
{
UINT8 nummasks = 1;
INT32 nummasks = 1;
maskcount_t* masks = malloc(sizeof(maskcount_t));
if (cv_homremoval.value && player == &players[displayplayer]) // if this is display player 1

View file

@ -132,6 +132,7 @@ static portal_t* Portal_Add (const INT16 x1, const INT16 x2)
void Portal_Remove (portal_t* portal)
{
portalcullsector = NULL;
portal_base = portal->next;
Z_Free(portal->ceilingclip);
Z_Free(portal->floorclip);

View file

@ -482,7 +482,7 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr
continue;
for (i = x1; i <= x2; i++)
cliptab[i] = (y >= mfloorclip[i]);
cliptab[i] = (y >= mfloorclip[i] || y <= mceilingclip[i]);
// clip left
while (cliptab[x1])

View file

@ -837,6 +837,12 @@ static void R_DrawVisSprite(vissprite_t *vis)
else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome.
colfunc = colfuncs[COLDRAWFUNC_TRANS];
// Hack: Use a special column function for drop shadows that bypasses
// invalid memory access crashes caused by R_ProjectDropShadow putting wrong values
// in dc_texturemid and dc_iscale when the shadow is sloped.
if (vis->cut & SC_SHADOW)
colfunc = R_DrawDropShadowColumn_8;
if (vis->extra_colormap && !(vis->renderflags & RF_NOCOLORMAPS))
{
if (!dc_colormap)
@ -3001,13 +3007,25 @@ void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, drawseg_t* dsstart, p
if (portal)
{
for (x = x1; x <= x2; x++)
INT32 start_index = max(portal->start, x1);
INT32 end_index = min(portal->start + portal->end - portal->start, x2);
for (x = x1; x < start_index; x++)
{
spr->clipbot[x] = -1;
spr->cliptop[x] = -1;
}
for (x = start_index; x <= end_index; x++)
{
if (spr->clipbot[x] > portal->floorclip[x - portal->start])
spr->clipbot[x] = portal->floorclip[x - portal->start];
if (spr->cliptop[x] < portal->ceilingclip[x - portal->start])
spr->cliptop[x] = portal->ceilingclip[x - portal->start];
}
for (x = end_index + 1; x <= x2; x++)
{
spr->clipbot[x] = -1;
spr->cliptop[x] = -1;
}
}
}
@ -3168,10 +3186,10 @@ static void R_DrawMaskedList (drawnode_t* head)
}
}
void R_DrawMasked(maskcount_t* masks, UINT8 nummasks)
void R_DrawMasked(maskcount_t* masks, INT32 nummasks)
{
drawnode_t *heads; /**< Drawnode lists; as many as number of views/portals. */
SINT8 i;
INT32 i;
heads = calloc(nummasks, sizeof(drawnode_t));

View file

@ -100,7 +100,7 @@ typedef struct
sector_t* viewsector;
} maskcount_t;
void R_DrawMasked(maskcount_t* masks, UINT8 nummasks);
void R_DrawMasked(maskcount_t* masks, INT32 nummasks);
// ----------
// VISSPRITES

View file

@ -358,9 +358,10 @@ static void I_ReportSignal(int num, int coredumped)
I_OutputMsg("\nProcess killed by signal: %s\n\n", sigmsg);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Process killed by signal",
sigmsg, NULL);
if (!M_CheckParm("-dedicated"))
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Process killed by signal",
sigmsg, NULL);
}
#ifndef NEWSIGNALHANDLER
@ -2202,9 +2203,10 @@ static void newsignalhandler_Warn(const char *pr)
I_OutputMsg("%s\n", text);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Startup error",
text, NULL);
if (!M_CheckParm("-dedicated"))
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Startup error",
text, NULL);
I_ShutdownConsole();
exit(-1);
@ -2405,9 +2407,10 @@ void I_Error(const char *error, ...)
// Implement message box with SDL_ShowSimpleMessageBox,
// which should fail gracefully if it can't put a message box up
// on the target system
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"SRB2 "VERSIONSTRING" Recursive Error",
buffer, NULL);
if (!M_CheckParm("-dedicated"))
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"SRB2 "VERSIONSTRING" Recursive Error",
buffer, NULL);
W_Shutdown();
exit(-1); // recursive errors detected
@ -2449,9 +2452,10 @@ void I_Error(const char *error, ...)
// Implement message box with SDL_ShowSimpleMessageBox,
// which should fail gracefully if it can't put a message box up
// on the target system
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"SRB2 "VERSIONSTRING" Error",
buffer, NULL);
if (!M_CheckParm("-dedicated"))
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"SRB2 "VERSIONSTRING" Error",
buffer, NULL);
// Note that SDL_ShowSimpleMessageBox does *not* require SDL to be
// initialized at the time, so calling it after SDL_Quit() is
// perfectly okay! In addition, we do this on purpose so the

View file

@ -539,25 +539,21 @@ void V_DrawStretchyFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, fixed_t vsca
patchdrawfunc = standardpdraw;
v_translevel = NULL;
if (alphalevel)
if (alphalevel || blendmode)
{
if (alphalevel == 10)
if (alphalevel == 10) // V_HUDTRANSHALF
alphalevel = hudminusalpha[st_translucency];
else if (alphalevel == 11)
else if (alphalevel == 11) // V_HUDTRANS
alphalevel = 10 - st_translucency;
else if (alphalevel == 12)
else if (alphalevel == 12) // V_HUDTRANSDOUBLE
alphalevel = hudplusalpha[st_translucency];
if (alphalevel >= 10)
return; // invis
if (alphalevel)
if (alphalevel || blendmode)
{
if (blendmode)
v_translevel = R_GetBlendTable(blendmode+1, alphalevel);
else
v_translevel = R_GetTranslucencyTable(alphalevel);
v_translevel = R_GetBlendTable(blendmode+1, alphalevel);
patchdrawfunc = translucentpdraw;
}
}
@ -833,25 +829,21 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, IN
patchdrawfunc = standardpdraw;
v_translevel = NULL;
if (alphalevel)
if (alphalevel || blendmode)
{
if (alphalevel == 10)
if (alphalevel == 10) // V_HUDTRANSHALF
alphalevel = hudminusalpha[st_translucency];
else if (alphalevel == 11)
else if (alphalevel == 11) // V_HUDTRANS
alphalevel = 10 - st_translucency;
else if (alphalevel == 12)
else if (alphalevel == 12) // V_HUDTRANSDOUBLE
alphalevel = hudplusalpha[st_translucency];
if (alphalevel >= 10)
return; // invis
if (alphalevel)
if (alphalevel || blendmode)
{
if (blendmode)
v_translevel = R_GetBlendTable(blendmode+1, alphalevel);
else
v_translevel = R_GetTranslucencyTable(alphalevel);
v_translevel = R_GetBlendTable(blendmode+1, alphalevel);
patchdrawfunc = translucentpdraw;
}
}
@ -1410,11 +1402,11 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
if ((alphalevel = ((c & V_ALPHAMASK) >> V_ALPHASHIFT)))
{
if (alphalevel == 10)
if (alphalevel == 10) // V_HUDTRANSHALF
alphalevel = hudminusalpha[st_translucency];
else if (alphalevel == 11)
else if (alphalevel == 11) // V_HUDTRANS
alphalevel = 10 - st_translucency;
else if (alphalevel == 12)
else if (alphalevel == 12) // V_HUDTRANSDOUBLE
alphalevel = hudplusalpha[st_translucency];
if (alphalevel >= 10)

View file

@ -1463,8 +1463,14 @@ lumpnum_t W_CheckNumForMap(const char *name)
continue;
// Now look for the specified map.
for (; lumpNum < end; lumpNum++)
if (!strnicmp(name, (wadfiles[i]->lumpinfo + lumpNum)->name, 8))
return (i<<16) + lumpNum;
{
if (!strnicmp(name, wadfiles[i]->lumpinfo[lumpNum].name, 8))
{
const char *extension = strrchr(wadfiles[i]->lumpinfo[lumpNum].fullname, '.');
if (!(extension && stricmp(extension, ".wad")))
return (i<<16) + lumpNum;
}
}
}
}
return LUMPERROR;