diff --git a/CMakeLists.txt b/CMakeLists.txt index b70221859..96e32a06d 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.0) # DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string. # Version change is fine. project(SRB2 - VERSION 2.1.24 + VERSION 2.1.25 LANGUAGES C) if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR}) diff --git a/appveyor.yml b/appveyor.yml index b37bd1a65..d58976fd5 100644 --- a/appveyor.yml +++ b/appveyor.yml @@ -1,4 +1,4 @@ -version: 2.1.24.{branch}-{build} +version: 2.1.25.{branch}-{build} os: MinGW environment: diff --git a/src/apng.h b/src/apng.h index aa7fac3df..0f22dca6d 100644 --- a/src/apng.h +++ b/src/apng.h @@ -24,12 +24,10 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #define APNG_H #ifndef _MSC_VER -#ifndef _WII #ifndef _LARGEFILE64_SOURCE #define _LARGEFILE64_SOURCE #endif #endif -#endif #ifndef _LFS64_LARGEFILE #define _LFS64_LARGEFILE diff --git a/src/command.c b/src/command.c index 600803cdb..cfb36f02f 100644 --- a/src/command.c +++ b/src/command.c @@ -1666,7 +1666,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (joyaxis_default) { -#if !defined (_WII) && !defined (WMINPUT) if (!stricmp(v->name, "joyaxis_turn")) { if (joyaxis_count > 6) return false; @@ -1676,7 +1675,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (!stricmp(valstr, "X-Axis")) joyaxis_count++; else joyaxis_default = false; } -#if !defined (PSP) if (!stricmp(v->name, "joyaxis_move")) { if (joyaxis_count > 6) return false; @@ -1685,8 +1683,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (!stricmp(valstr, "Y-Axis")) joyaxis_count++; else joyaxis_default = false; } -#endif -#if !defined (_arch_dreamcast) && !defined (_XBOX) && !defined (PSP) if (!stricmp(v->name, "joyaxis_side")) { if (joyaxis_count > 6) return false; @@ -1695,8 +1691,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (!stricmp(valstr, "Z-Axis")) joyaxis_count++; else joyaxis_default = false; } -#endif -#if !defined (_XBOX) && !defined (PSP) if (!stricmp(v->name, "joyaxis_look")) { if (joyaxis_count > 6) return false; @@ -1705,7 +1699,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (!stricmp(valstr, "None")) joyaxis_count++; else joyaxis_default = false; } -#endif if (!stricmp(v->name, "joyaxis_fire") || !stricmp(v->name, "joyaxis_firenormal")) { @@ -1715,7 +1708,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (!stricmp(valstr, "None")) joyaxis_count++; else joyaxis_default = false; } -#endif // reset all axis settings to defaults if (joyaxis_count == 6) { @@ -1732,7 +1724,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (joyaxis2_default) { -#if !defined (_WII) && !defined (WMINPUT) if (!stricmp(v->name, "joyaxis2_turn")) { if (joyaxis2_count > 6) return false; @@ -1742,7 +1733,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (!stricmp(valstr, "X-Axis")) joyaxis2_count++; else joyaxis2_default = false; } -// #if !defined (PSP) if (!stricmp(v->name, "joyaxis2_move")) { if (joyaxis2_count > 6) return false; @@ -1751,8 +1741,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (!stricmp(valstr, "Y-Axis")) joyaxis2_count++; else joyaxis2_default = false; } -// #endif -#if !defined (_arch_dreamcast) && !defined (_XBOX) && !defined (PSP) if (!stricmp(v->name, "joyaxis2_side")) { if (joyaxis2_count > 6) return false; @@ -1761,8 +1749,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (!stricmp(valstr, "Z-Axis")) joyaxis2_count++; else joyaxis2_default = false; } -#endif -#if !defined (_XBOX) // && !defined (PSP) if (!stricmp(v->name, "joyaxis2_look")) { if (joyaxis2_count > 6) return false; @@ -1771,7 +1757,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (!stricmp(valstr, "None")) joyaxis2_count++; else joyaxis2_default = false; } -#endif if (!stricmp(v->name, "joyaxis2_fire") || !stricmp(v->name, "joyaxis2_firenormal")) { @@ -1781,7 +1766,6 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) if (!stricmp(valstr, "None")) joyaxis2_count++; else joyaxis2_default = false; } -#endif // reset all axis settings to defaults if (joyaxis2_count == 6) diff --git a/src/d_clisrv.c b/src/d_clisrv.c index 74b3339fc..556d86384 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -42,6 +42,7 @@ #include "lzf.h" #include "lua_script.h" #include "lua_hook.h" +#include "md5.h" #ifdef CLIENT_LOADINGSCREEN // cl loading screen @@ -110,6 +111,9 @@ static UINT8 resynch_local_inprogress = false; // WE are desynched and getting p static UINT8 player_joining = false; UINT8 hu_resynching = 0; +UINT8 adminpassmd5[16]; +boolean adminpasswordset = false; + // Client specific static ticcmd_t localcmds; static ticcmd_t localcmds2; @@ -3784,6 +3788,7 @@ static void HandlePacketFromPlayer(SINT8 node) INT32 netconsole; tic_t realend, realstart; UINT8 *pak, *txtpak, numtxtpak; + UINT8 finalmd5[16];/* Well, it's the cool thing to do? */ txtpak = NULL; @@ -3981,6 +3986,32 @@ static void HandlePacketFromPlayer(SINT8 node) textcmd[0] += (UINT8)netbuffer->u.textcmd[0]; } break; + case PT_LOGIN: + if (client) + break; + +#ifndef NOMD5 + if (doomcom->datalength < 16)/* ignore partial sends */ + break; + + if (!adminpasswordset) + { + CONS_Printf(M_GetText("Password from %s failed (no password set).\n"), player_names[netconsole]); + break; + } + + // Do the final pass to compare with the sent md5 + D_MD5PasswordPass(adminpassmd5, 16, va("PNUM%02d", netconsole), &finalmd5); + + if (!memcmp(netbuffer->u.md5sum, finalmd5, 16)) + { + CONS_Printf(M_GetText("%s passed authentication.\n"), player_names[netconsole]); + COM_BufInsertText(va("promote %d\n", netconsole)); // do this immediately + } + else + CONS_Printf(M_GetText("Password from %s failed.\n"), player_names[netconsole]); +#endif + break; case PT_NODETIMEOUT: case PT_CLIENTQUIT: if (client) @@ -4858,3 +4889,29 @@ tic_t GetLag(INT32 node) { return gametic - nettics[node]; } + +void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt, void *dest) +{ +#ifdef NOMD5 + (void)buffer; + (void)len; + (void)salt; + memset(dest, 0, 16); +#else + char tmpbuf[256]; + const size_t sl = strlen(salt); + + if (len > 256-sl) + len = 256-sl; + + memcpy(tmpbuf, buffer, len); + memmove(&tmpbuf[len], salt, sl); + //strcpy(&tmpbuf[len], salt); + len += strlen(salt); + if (len < 256) + memset(&tmpbuf[len],0,256-len); + + // Yes, we intentionally md5 the ENTIRE buffer regardless of size... + md5_buffer(tmpbuf, 256, dest); +#endif +} diff --git a/src/d_clisrv.h b/src/d_clisrv.h index 4ed7ff957..a6783fb3d 100644 --- a/src/d_clisrv.h +++ b/src/d_clisrv.h @@ -70,6 +70,9 @@ typedef enum PT_NODETIMEOUT, // Packet sent to self if the connection times out. PT_RESYNCHING, // Packet sent to resync players. // Blocks game advance until synched. + + PT_LOGIN, // Login attempt from the client. + #ifdef NEWPING PT_PING, // Packet sent to tell clients the other client's latency to server. #endif @@ -407,6 +410,7 @@ typedef struct UINT8 textcmd[MAXTEXTCMD+1]; // 66049 bytes (wut??? 64k??? More like 257 bytes...) filetx_pak filetxpak; // 139 bytes clientconfig_pak clientcfg; // 136 bytes + UINT8 md5sum[16]; serverinfo_pak serverinfo; // 1024 bytes serverrefuse_pak serverrefuse; // 65025 bytes (somehow I feel like those values are garbage...) askinfo_pak askinfo; // 61 bytes @@ -535,5 +539,10 @@ void D_ResetTiccmds(void); tic_t GetLag(INT32 node); UINT8 GetFreeXCmdSize(void); +void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt, void *dest); + extern UINT8 hu_resynching; + +extern UINT8 adminpassmd5[16]; +extern boolean adminpasswordset; #endif diff --git a/src/d_netcmd.c b/src/d_netcmd.c index e6f5244f0..3e82fc60c 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -34,18 +34,19 @@ #include "p_spec.h" #include "m_cheat.h" #include "d_clisrv.h" +#include "d_net.h" #include "v_video.h" #include "d_main.h" #include "m_random.h" #include "f_finale.h" #include "filesrch.h" #include "mserv.h" -#include "md5.h" #include "z_zone.h" #include "lua_script.h" #include "lua_hook.h" #include "m_cond.h" #include "m_anigif.h" +#include "md5.h" #ifdef NETGAME_DEVMODE #define CV_RESTRICT CV_NETVAR @@ -140,7 +141,6 @@ static void Command_Clearscores_f(void); // Remote Administration static void Command_Changepassword_f(void); static void Command_Login_f(void); -static void Got_Login(UINT8 **cp, INT32 playernum); static void Got_Verification(UINT8 **cp, INT32 playernum); static void Got_Removal(UINT8 **cp, INT32 playernum); static void Command_Verify_f(void); @@ -435,7 +435,6 @@ void D_RegisterServerCommands(void) // Remote Administration COM_AddCommand("password", Command_Changepassword_f); - RegisterNetXCmd(XD_LOGIN, Got_Login); COM_AddCommand("login", Command_Login_f); // useful in dedicated to kick off remote admin COM_AddCommand("promote", Command_Verify_f); RegisterNetXCmd(XD_VERIFIED, Got_Verification); @@ -599,6 +598,11 @@ void D_RegisterClientCommands(void) Color_cons_t[MAXSKINCOLORS].value = 0; Color_cons_t[MAXSKINCOLORS].strvalue = NULL; + // Set default player names + // Monster Iestyn (12/08/19): not sure where else I could have actually put this, but oh well + for (i = 0; i < MAXPLAYERS; i++) + sprintf(player_names[i], "Player %d", i); + if (dedicated) return; @@ -2719,35 +2723,7 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum) // Attempts to make password system a little sane without // rewriting the entire goddamn XD_file system // -#include "md5.h" -static void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt, void *dest) -{ -#ifdef NOMD5 - (void)buffer; - (void)len; - (void)salt; - memset(dest, 0, 16); -#else - char tmpbuf[256]; - const size_t sl = strlen(salt); - - if (len > 256-sl) - len = 256-sl; - memcpy(tmpbuf, buffer, len); - memmove(&tmpbuf[len], salt, sl); - //strcpy(&tmpbuf[len], salt); - len += strlen(salt); - if (len < 256) - memset(&tmpbuf[len],0,256-len); - - // Yes, we intentionally md5 the ENTIRE buffer regardless of size... - md5_buffer(tmpbuf, 256, dest); -#endif -} - #define BASESALT "basepasswordstorage" -static UINT8 adminpassmd5[16]; -static boolean adminpasswordset = false; void D_SetPassword(const char *pw) { @@ -2785,7 +2761,6 @@ static void Command_Login_f(void) // If we have no MD5 support then completely disable XD_LOGIN responses for security. CONS_Alert(CONS_NOTICE, "Remote administration commands are not supported in this build.\n"); #else - UINT8 finalmd5[16]; const char *pw; if (!netgame) @@ -2805,47 +2780,15 @@ static void Command_Login_f(void) pw = COM_Argv(1); // Do the base pass to get what the server has (or should?) - D_MD5PasswordPass((const UINT8 *)pw, strlen(pw), BASESALT, &finalmd5); + D_MD5PasswordPass((const UINT8 *)pw, strlen(pw), BASESALT, &netbuffer->u.md5sum); // Do the final pass to get the comparison the server will come up with - D_MD5PasswordPass(finalmd5, 16, va("PNUM%02d", consoleplayer), &finalmd5); + D_MD5PasswordPass(netbuffer->u.md5sum, 16, va("PNUM%02d", consoleplayer), &netbuffer->u.md5sum); CONS_Printf(M_GetText("Sending login... (Notice only given if password is correct.)\n")); - SendNetXCmd(XD_LOGIN, finalmd5, 16); -#endif -} - -static void Got_Login(UINT8 **cp, INT32 playernum) -{ -#ifdef NOMD5 - // If we have no MD5 support then completely disable XD_LOGIN responses for security. - (void)cp; - (void)playernum; -#else - UINT8 sentmd5[16], finalmd5[16]; - - READMEM(*cp, sentmd5, 16); - - if (client) - return; - - if (!adminpasswordset) - { - CONS_Printf(M_GetText("Password from %s failed (no password set).\n"), player_names[playernum]); - return; - } - - // Do the final pass to compare with the sent md5 - D_MD5PasswordPass(adminpassmd5, 16, va("PNUM%02d", playernum), &finalmd5); - - if (!memcmp(sentmd5, finalmd5, 16)) - { - CONS_Printf(M_GetText("%s passed authentication.\n"), player_names[playernum]); - COM_BufInsertText(va("promote %d\n", playernum)); // do this immediately - } - else - CONS_Printf(M_GetText("Password from %s failed.\n"), player_names[playernum]); + netbuffer->packettype = PT_LOGIN; + HSendPacket(servernode, true, 0, 16); #endif } diff --git a/src/d_netcmd.h b/src/d_netcmd.h index d9889d979..5076c8afa 100644 --- a/src/d_netcmd.h +++ b/src/d_netcmd.h @@ -129,8 +129,8 @@ typedef enum XD_ADDPLAYER, // 10 XD_TEAMCHANGE, // 11 XD_CLEARSCORES, // 12 - XD_LOGIN, // 13 - XD_VERIFIED, // 14 + // UNUSED 13 (Because I don't want to change these comments) + XD_VERIFIED = 14,//14 XD_RANDOMSEED, // 15 XD_RUNSOC, // 16 XD_REQADDFILE, // 17 diff --git a/src/doomdata.h b/src/doomdata.h index 38727b85c..b4142463c 100644 --- a/src/doomdata.h +++ b/src/doomdata.h @@ -210,7 +210,7 @@ typedef struct extern const UINT8 Color_Index[MAXTRANSLATIONS-1][16]; extern const char *Color_Names[MAXSKINCOLORS + NUMSUPERCOLORS]; -extern const UINT8 Color_Opposite[(MAXSKINCOLORS - 1)*2]; +extern const UINT8 Color_Opposite[MAXSKINCOLORS - 1][2]; #define NUMMAPS 1035 diff --git a/src/doomdef.h b/src/doomdef.h index c948d7805..6e7db2143 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -206,7 +206,7 @@ extern FILE *logstream; // it's only for detection of the version the player is using so the MS can alert them of an update. // Only set it higher, not lower, obviously. // Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1". -#define MODVERSION 28 +#define MODVERSION 30 // To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically. // Increment MINOREXECVERSION whenever a config change is needed that does not correspond diff --git a/src/g_game.c b/src/g_game.c index c96b0805c..e70241269 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -416,49 +416,13 @@ consvar_t cv_spinaxis2 = {"joyaxis2_spin", "None", CV_SAVE, joyaxis_cons_t, NULL consvar_t cv_fireaxis2 = {"joyaxis2_fire", "Z-Axis-", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_firenaxis2 = {"joyaxis2_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; -#if MAXPLAYERS > 32 -#error "please update player_name table using the new value for MAXPLAYERS" -#endif - #ifdef SEENAMES player_t *seenplayer; // player we're aiming at right now #endif -char player_names[MAXPLAYERS][MAXPLAYERNAME+1] = -{ - "Player 1", - "Player 2", - "Player 3", - "Player 4", - "Player 5", - "Player 6", - "Player 7", - "Player 8", - "Player 9", - "Player 10", - "Player 11", - "Player 12", - "Player 13", - "Player 14", - "Player 15", - "Player 16", - "Player 17", - "Player 18", - "Player 19", - "Player 20", - "Player 21", - "Player 22", - "Player 23", - "Player 24", - "Player 25", - "Player 26", - "Player 27", - "Player 28", - "Player 29", - "Player 30", - "Player 31", - "Player 32" -}; +// now automatically allocated in D_RegisterClientCommands +// so that it doesn't have to be updated depending on the value of MAXPLAYERS +char player_names[MAXPLAYERS][MAXPLAYERNAME+1]; INT16 rw_maximums[NUM_WEAPONS] = { diff --git a/src/lua_mathlib.c b/src/lua_mathlib.c index 1f0d6e287..4c5424577 100644 --- a/src/lua_mathlib.c +++ b/src/lua_mathlib.c @@ -173,15 +173,15 @@ static int lib_all7emeralds(lua_State *L) return 1; } -// Whee, special Lua-exclusive function for making use of Color_Opposite[] without needing *2 or +1 -// Returns both color and frame numbers! +// Whee, special Lua-exclusive function for making use of Color_Opposite[] +// Returns both color and signpost shade numbers! static int lib_coloropposite(lua_State *L) { UINT8 colornum = (UINT8)luaL_checkinteger(L, 1); - if (colornum >= MAXSKINCOLORS) - return luaL_error(L, "skincolor %d out of range (0 - %d).", colornum, MAXSKINCOLORS-1); - lua_pushinteger(L, Color_Opposite[colornum*2]); // push color - lua_pushinteger(L, Color_Opposite[colornum*2+1]); // push frame + if (!colornum || colornum >= MAXSKINCOLORS) + return luaL_error(L, "skincolor %d out of range (1 - %d).", colornum, MAXSKINCOLORS-1); + lua_pushinteger(L, Color_Opposite[colornum-1][0]); // push color + lua_pushinteger(L, Color_Opposite[colornum-1][1]); // push sign shade index, 0-15 return 2; } diff --git a/src/m_menu.c b/src/m_menu.c index 986ae1f03..11d17e0a8 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -7247,8 +7247,8 @@ static void M_DrawLoadGameData(void) col = 134; else { - col = (charskin->prefcolor - 1)*2; - col = Color_Index[Color_Opposite[col]-1][Color_Opposite[col+1]]; + col = charskin->prefcolor - 1; + col = Color_Index[Color_Opposite[col][0]-1][Color_Opposite[col][1]]; } V_DrawFill(x+6, y+64, 72, 50, col); diff --git a/src/p_enemy.c b/src/p_enemy.c index 4126d0716..7bc9c14b7 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -4898,12 +4898,12 @@ void A_SignPlayer(mobj_t *actor) of in the name. If you have a better idea, feel free to let me know. ~toast 2016/07/20 */ - actor->frame += (15 - Color_Opposite[(Color_Opposite[(skin->prefoppositecolor - 1)*2] - 1)*2 + 1]); + actor->frame += (15 - Color_Opposite[Color_Opposite[skin->prefoppositecolor - 1][0] - 1][1]); } else if (actor->target->player->skincolor) // Set the sign to be an appropriate background color for this player's skincolor. { - actor->color = Color_Opposite[(actor->target->player->skincolor - 1)*2]; - actor->frame += (15 - Color_Opposite[(actor->target->player->skincolor - 1)*2 + 1]); + actor->color = Color_Opposite[actor->target->player->skincolor - 1][0]; + actor->frame += (15 - Color_Opposite[actor->target->player->skincolor - 1][1]); } if (skin->sprites[SPR2_SIGN].numframes) diff --git a/src/p_map.c b/src/p_map.c index 6beca92f1..cc9209ea8 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -2884,7 +2884,7 @@ static boolean P_ThingHeightClip(mobj_t *thing) if (thing->z != oldz) { if (thing->player) - P_PlayerHitFloor(thing->player, false); + P_PlayerHitFloor(thing->player, !onfloor); } // debug: be sure it falls to the floor @@ -4136,7 +4136,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch) { // Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect - if (!P_MobjTouchingPolyobj(po, mo)) + if (!P_MobjInsidePolyobj(po, mo)) continue; if (!PIT_ChangeSector(mo, false)) @@ -4246,7 +4246,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch) { // Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect - if (!P_MobjTouchingPolyobj(po, mo)) + if (!P_MobjInsidePolyobj(po, mo)) continue; PIT_ChangeSector(mo, true); diff --git a/src/p_slopes.c b/src/p_slopes.c index f89dd3c96..b06460084 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -716,9 +716,11 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope) vector3_t mom; // Ditto. if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated. - if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope - //thing->momz = -P_MobjFlip(thing); + if (P_MobjFlip(thing)*(thing->momz) < 0) // falling, land on slope + { thing->standingslope = slope; + if (!thing->player || !(thing->player->pflags & PF_BOUNCING)) + thing->momz = -P_MobjFlip(thing); } return; } @@ -732,9 +734,9 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope) if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope thing->momx = mom.x; thing->momy = mom.y; - //thing->momz = -P_MobjFlip(thing); - thing->standingslope = slope; + if (!thing->player || !(thing->player->pflags & PF_BOUNCING)) + thing->momz = -P_MobjFlip(thing); } } diff --git a/src/p_spec.c b/src/p_spec.c index 5e06a18a7..37a1652f0 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -3096,7 +3096,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) break; case 432: // Enable 2D Mode (Disable if noclimb) - if (mo->player) + if (mo && mo->player) { if (line->flags & ML_NOCLIMB) mo->flags2 &= ~MF2_TWOD; @@ -3122,7 +3122,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) break; case 434: // Custom Power - if (mo->player) + if (mo && mo->player) { mobj_t *dummy = P_SpawnMobj(mo->x, mo->y, mo->z, MT_NULL); @@ -3205,7 +3205,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) break; case 437: // Disable Player Controls - if (mo->player) + if (mo && mo->player) { UINT16 fractime = (UINT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS); if (fractime < 1) diff --git a/src/p_user.c b/src/p_user.c index b74cafd21..fc1d97e49 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -2198,7 +2198,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) { if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale))) player->pflags |= PF_SPINNING; - else + else if (!(player->pflags & PF_STARTDASH)) player->pflags &= ~PF_SPINNING; } @@ -2217,7 +2217,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) player->skidtime = TICRATE; player->mo->tics = -1; } - else + else if (!player->skidtime) player->pflags &= ~PF_GLIDING; } else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) @@ -2268,7 +2268,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) } else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2) ; - else if (player->pflags & PF_JUMPED || player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED) + else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH) { if (player->cmomx || player->cmomy) { @@ -10134,6 +10134,7 @@ void P_DoPityCheck(player_t *player) } } + static sector_t *P_GetMinecartSector(fixed_t x, fixed_t y, fixed_t z, fixed_t *nz) { sector_t *sec = R_PointInSubsector(x, y)->sector; @@ -10546,6 +10547,191 @@ static void P_MinecartThink(player_t *player) player->powers[pw_flashing]--; } +// Handle Tails' fluff +static void P_DoTailsOverlay(player_t *player, mobj_t *tails) +{ + // init... + boolean smilesonground = P_IsObjectOnGround(player->mo); + angle_t horizangle = player->drawangle; + fixed_t zoffs = 0; + fixed_t backwards = -1*FRACUNIT; + boolean doroll = (player->panim == PA_ROLL || player->panim == PA_JUMP); + angle_t rollangle; + boolean panimchange; + INT32 ticnum = 0; + statenum_t chosenstate; + + if (!tails->skin) + { + tails->skin = player->mo->skin; + P_SetMobjState(tails, S_TAILSOVERLAY_STAND); + tails->movecount = -1; + } + + panimchange = (tails->movecount != (INT32)player->panim); + + // initial position... + if (doroll) + { + fixed_t testval, zdist; + if (player->speed < FRACUNIT) + testval = FRACUNIT; + else + { + testval = (FixedMul(player->speed, FINECOSINE((horizangle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT))); + if (testval < FRACUNIT) + testval = FRACUNIT; + } + if (smilesonground && !player->mo->reactiontime) + zdist = (player->mo->z - tails->threshold); + else + zdist = player->mo->momz; + rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(player->mo)*zdist); + zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT); + backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT); + } + else if (player->panim == PA_RUN) + backwards = -5*FRACUNIT; + else if (player->panim == PA_SPRING) + { + zoffs += 4*FRACUNIT; + backwards /= 2; + } + else if (player->panim == PA_PAIN) + backwards /= 16; + else if (player->mo->state-states == S_PLAY_GASP) + { + backwards /= 16; + zoffs += 12*FRACUNIT; + } + else if (player->mo->state-states == S_PLAY_EDGE) + { + backwards /= 16; + zoffs = 3*FRACUNIT; + } + else if (player->panim == PA_ABILITY2) + { + zoffs = -7*FRACUNIT; + backwards = -9*FRACUNIT; + } + else if (player->mo->sprite2 == SPR2_FLY || player->mo->sprite2 == SPR2_TIRE) + backwards = -5*FRACUNIT; + + // sprite... + if (doroll) + { + statenum_t add = ((rollangle > ANGLE_180) ? 2 : 0); + if (add) + rollangle = InvAngle(rollangle); + rollangle += ANG15; // modify the thresholds to be nice clean numbers + if (rollangle > ANG60) + chosenstate = S_TAILSOVERLAY_PLUS60DEGREES + add; + else if (rollangle > ANG30) + chosenstate = S_TAILSOVERLAY_PLUS30DEGREES + add; + else + chosenstate = S_TAILSOVERLAY_0DEGREES; + } + else if (player->panim == PA_SPRING) + chosenstate = S_TAILSOVERLAY_MINUS60DEGREES; + else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE) + chosenstate = S_TAILSOVERLAY_PLUS60DEGREES; + else if (player->panim == PA_PAIN) + chosenstate = S_TAILSOVERLAY_PAIN; + else if (player->mo->state-states == S_PLAY_GASP) + chosenstate = S_TAILSOVERLAY_GASP; + else if (player->mo->state-states == S_PLAY_EDGE) + chosenstate = S_TAILSOVERLAY_EDGE; + else if (player->panim == PA_RUN) + chosenstate = S_TAILSOVERLAY_RUN; + else if (player->panim == PA_WALK) + { + if (!smilesonground || player->mo->state-states == S_PLAY_SKID) + chosenstate = S_TAILSOVERLAY_PLUS30DEGREES; + else if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale)) + chosenstate = S_TAILSOVERLAY_0DEGREES; + else + chosenstate = S_TAILSOVERLAY_MINUS30DEGREES; + } + else if (player->mo->sprite2 == SPR2_FLY) + chosenstate = S_TAILSOVERLAY_FLY; + else if (player->mo->sprite2 == SPR2_TIRE) + chosenstate = S_TAILSOVERLAY_TIRE; + else if (player->panim == PA_ABILITY2) + chosenstate = S_TAILSOVERLAY_PLUS30DEGREES; + else if (player->panim == PA_IDLE) + chosenstate = S_TAILSOVERLAY_STAND; + else + chosenstate = S_INVISIBLE; + + // state... + if (panimchange) + { + tails->sprite2 = -1; + P_SetMobjState(tails, chosenstate); + } + else + { + if (tails->state != states+chosenstate) + { + if (states[chosenstate].sprite == SPR_PLAY) + tails->sprite2 = P_GetSkinSprite2(((skin_t *)tails->skin), (states[chosenstate].frame & FF_FRAMEMASK), player); + P_SetMobjState(tails, chosenstate); + } + } + + if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground) + P_SetMobjState(tails, chosenstate); + + // animation... + if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE) + { + if (FixedDiv(abs(player->mo->momz), player->mo->scale) < 20<panim == PA_PAIN) + ticnum = 2; + else if (player->mo->state-states == S_PLAY_GASP) + tails->tics = -1; + else if (player->mo->sprite2 == SPR2_TIRE) + ticnum = 4; + else if (player->panim != PA_IDLE) + ticnum = player->mo->tics; + + if (ticnum && tails->tics > ticnum) + tails->tics = ticnum; + + // final handling... + tails->color = player->mo->color; + tails->threshold = player->mo->z; + tails->movecount = player->panim; + tails->angle = horizangle; + P_SetScale(tails, player->mo->scale); + tails->destscale = player->mo->destscale; + tails->radius = player->mo->radius; + tails->height = player->mo->height; + zoffs = FixedMul(zoffs, tails->scale); + + if (player->mo->eflags & MFE_VERTICALFLIP) + { + tails->eflags |= MFE_VERTICALFLIP; + tails->flags2 |= MF2_OBJECTFLIP; + zoffs = player->mo->height - tails->height - zoffs; + } + else + { + tails->eflags &= ~MFE_VERTICALFLIP; + tails->flags2 &= ~MF2_OBJECTFLIP; + } + + P_UnsetThingPosition(tails); + tails->x = player->mo->x + P_ReturnThrustX(tails, tails->angle, FixedMul(backwards, tails->scale)); + tails->y = player->mo->y + P_ReturnThrustY(tails, tails->angle, FixedMul(backwards, tails->scale)); + tails->z = player->mo->z + zoffs; + P_SetThingPosition(tails); +} + // // P_PlayerThink // @@ -10688,6 +10874,9 @@ void P_PlayerThink(player_t *player) if (player->exiting && countdown2) player->exiting = 5; + // The following code is disabled for now as this causes the game to freeze sometimes + // Monster Iestyn -- 16/08/19 +#if 0 // Same check as below, just at 1 second before // so we can fade music if (!exitfadestarted && @@ -10725,6 +10914,7 @@ void P_PlayerThink(player_t *player) S_FadeOutStopMusic(1*MUSICRATE); } } +#endif if (player->exiting == 2 || countdown2 == 2) { @@ -11500,130 +11690,149 @@ void P_PlayerAfterThink(player_t *player) /* if (player->powers[pw_carry] == CR_NONE && player->mo->tracer && !player->homing) P_SetTarget(&player->mo->tracer, NULL); else */ - if (player->powers[pw_carry] == CR_PLAYER && player->mo->tracer) + if (player->mo->tracer) { - player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT)); - - if (player->mo->tracer->player && !(player->mo->tracer->player->pflags & PF_CANCARRY)) - player->powers[pw_carry] = CR_NONE; - - if (player->mo->eflags & MFE_VERTICALFLIP) + switch (player->powers[pw_carry]) { - if ((player->mo->tracer->z + player->mo->tracer->height + player->mo->height + FixedMul(FRACUNIT, player->mo->scale)) <= player->mo->tracer->ceilingz - && (player->mo->tracer->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame - player->mo->z = player->mo->tracer->z + player->mo->tracer->height + FixedMul(FRACUNIT, player->mo->scale); - else - player->powers[pw_carry] = CR_NONE; - } - else - { - if ((player->mo->tracer->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale)) >= player->mo->tracer->floorz - && !(player->mo->tracer->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame - player->mo->z = player->mo->tracer->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale); - else - player->powers[pw_carry] = CR_NONE; - } - - if (player->mo->tracer->health <= 0) - player->powers[pw_carry] = CR_NONE; - else - { - P_TryMove(player->mo, player->mo->tracer->x, player->mo->tracer->y, true); - player->mo->momx = player->mo->tracer->momx; - player->mo->momy = player->mo->tracer->momy; - player->mo->momz = player->mo->tracer->momz; - } - - if (gametype == GT_COOP) - { - player->mo->angle = player->mo->tracer->angle; - - if (!demoplayback || P_AnalogMove(player)) + case CR_PLAYER: // being carried by a flying character (such as Tails) { - if (player == &players[consoleplayer]) - localangle = player->mo->angle; - else if (player == &players[secondarydisplayplayer]) - localangle2 = player->mo->angle; - } - } + mobj_t *tails = player->mo->tracer; + player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT)); - if (P_AproxDistance(player->mo->x - player->mo->tracer->x, player->mo->y - player->mo->tracer->y) > player->mo->radius) - player->powers[pw_carry] = CR_NONE; + if (tails->player && !(tails->player->pflags & PF_CANCARRY)) + player->powers[pw_carry] = CR_NONE; - if (player->powers[pw_carry] != CR_NONE) - { - if (player->mo->state-states != S_PLAY_RIDE) - P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); - } - else - P_SetTarget(&player->mo->tracer, NULL); - - if (player-players == consoleplayer && botingame) - CV_SetValue(&cv_analog2, (player->powers[pw_carry] != CR_PLAYER)); - } - else if (player->powers[pw_carry] == CR_GENERIC && player->mo->tracer) - { - // tracer is what you're hanging onto - P_UnsetThingPosition(player->mo); - player->mo->x = player->mo->tracer->x; - player->mo->y = player->mo->tracer->y; - if (player->mo->eflags & MFE_VERTICALFLIP) - player->mo->z = player->mo->tracer->z + player->mo->tracer->height - FixedDiv(player->mo->height, 3*FRACUNIT); - else - player->mo->z = player->mo->tracer->z - FixedDiv(player->mo->height, 3*FRACUNIT/2); - player->mo->momx = player->mo->momy = player->mo->momz = 0; - P_SetThingPosition(player->mo); - if (player->mo->state-states != S_PLAY_RIDE) - P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); - - // Controllable missile - if (player->mo->tracer->type == MT_BLACKEGGMAN_MISSILE) - { - if (cmd->forwardmove > 0) - player->mo->tracer->momz += FixedMul(FRACUNIT/4, player->mo->tracer->scale); - else if (cmd->forwardmove < 0) - player->mo->tracer->momz -= FixedMul(FRACUNIT/4, player->mo->tracer->scale); - - player->mo->tracer->angle = player->mo->angle; - P_InstaThrust(player->mo->tracer, player->mo->tracer->angle, FixedMul(player->mo->tracer->info->speed, player->mo->tracer->scale)); - - if (player->mo->z <= player->mo->floorz - || player->mo->tracer->health <= 0) - { - player->powers[pw_carry] = CR_NONE; - P_SetTarget(&player->mo->tracer, NULL); - } - } - } - else if (player->powers[pw_carry] == CR_MACESPIN && player->mo->tracer && player->mo->tracer->tracer) - { - player->mo->height = P_GetPlayerSpinHeight(player); - // tracer is what you're hanging onto.... - player->mo->momx = (player->mo->tracer->x - player->mo->x)*2; - player->mo->momy = (player->mo->tracer->y - player->mo->y)*2; - player->mo->momz = (player->mo->tracer->z - (player->mo->height-player->mo->tracer->height/2) - player->mo->z)*2; - P_TeleportMove(player->mo, player->mo->tracer->x, player->mo->tracer->y, player->mo->tracer->z - (player->mo->height-player->mo->tracer->height/2)); - if (!player->powers[pw_flashing]) // handle getting hurt - { - player->pflags |= PF_JUMPED; - player->pflags &= ~PF_NOJUMPDAMAGE; - player->secondjump = 0; - player->pflags &= ~PF_THOKKED; - - if ((player->mo->tracer->tracer->flags & MF_SLIDEME) // Noclimb on chain parameters gives this - && !(twodlevel || player->mo->flags2 & MF2_TWOD)) // why on earth would you want to turn them in 2D mode? - { - player->mo->tracer->tracer->angle += cmd->sidemove<mo->angle += cmd->sidemove< ANGLE_MAX - - if (!demoplayback || P_AnalogMove(player)) + if (player->mo->eflags & MFE_VERTICALFLIP) { - if (player == &players[consoleplayer]) - localangle = player->mo->angle; // Adjust the local control angle. - else if (player == &players[secondarydisplayplayer]) - localangle2 = player->mo->angle; + if ((tails->z + tails->height + player->mo->height + FixedMul(FRACUNIT, player->mo->scale)) <= tails->ceilingz + && (tails->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame + player->mo->z = tails->z + tails->height + FixedMul(FRACUNIT, player->mo->scale); + else + player->powers[pw_carry] = CR_NONE; } + else + { + if ((tails->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale)) >= tails->floorz + && !(tails->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame + player->mo->z = tails->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale); + else + player->powers[pw_carry] = CR_NONE; + } + + if (tails->health <= 0) + player->powers[pw_carry] = CR_NONE; + else + { + P_TryMove(player->mo, tails->x, tails->y, true); + player->mo->momx = tails->momx; + player->mo->momy = tails->momy; + player->mo->momz = tails->momz; + } + + if (gametype == GT_COOP) + { + player->mo->angle = tails->angle; + + if (!demoplayback || P_AnalogMove(player)) + { + if (player == &players[consoleplayer]) + localangle = player->mo->angle; + else if (player == &players[secondarydisplayplayer]) + localangle2 = player->mo->angle; + } + } + + if (P_AproxDistance(player->mo->x - tails->x, player->mo->y - tails->y) > player->mo->radius) + player->powers[pw_carry] = CR_NONE; + + if (player->powers[pw_carry] != CR_NONE) + { + if (player->mo->state-states != S_PLAY_RIDE) + P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); + } + else + P_SetTarget(&player->mo->tracer, NULL); + + if (player-players == consoleplayer && botingame) + CV_SetValue(&cv_analog2, (player->powers[pw_carry] != CR_PLAYER)); + break; } + case CR_GENERIC: // being carried by some generic item + { + mobj_t *item = player->mo->tracer; + // tracer is what you're hanging onto + P_UnsetThingPosition(player->mo); + player->mo->x = item->x; + player->mo->y = item->y; + if (player->mo->eflags & MFE_VERTICALFLIP) + player->mo->z = item->z + item->height - FixedDiv(player->mo->height, 3*FRACUNIT); + else + player->mo->z = item->z - FixedDiv(player->mo->height, 3*FRACUNIT/2); + player->mo->momx = player->mo->momy = player->mo->momz = 0; + P_SetThingPosition(player->mo); + if (player->mo->state-states != S_PLAY_RIDE) + P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); + + // Controllable missile + if (item->type == MT_BLACKEGGMAN_MISSILE) + { + if (cmd->forwardmove > 0) + item->momz += FixedMul(FRACUNIT/4, item->scale); + else if (cmd->forwardmove < 0) + item->momz -= FixedMul(FRACUNIT/4, item->scale); + + item->angle = player->mo->angle; + P_InstaThrust(item, item->angle, FixedMul(item->info->speed, item->scale)); + + if (player->mo->z <= player->mo->floorz || item->health <= 0) + { + player->powers[pw_carry] = CR_NONE; + P_SetTarget(&player->mo->tracer, NULL); + } + } + break; + } + case CR_MACESPIN: // being carried by a spinning chain + { + mobj_t *chain; + mobj_t *macecenter; + if (!player->mo->tracer->tracer) // can't spin around a point if... there is no point in doing so + break; + chain = player->mo->tracer; + macecenter = player->mo->tracer->tracer; + + player->mo->height = P_GetPlayerSpinHeight(player); + // tracer is what you're hanging onto.... + player->mo->momx = (chain->x - player->mo->x)*2; + player->mo->momy = (chain->y - player->mo->y)*2; + player->mo->momz = (chain->z - (player->mo->height-chain->height/2) - player->mo->z)*2; + P_TeleportMove(player->mo, chain->x, chain->y, chain->z - (player->mo->height-chain->height/2)); + if (!player->powers[pw_flashing]) // handle getting hurt + { + player->pflags |= PF_JUMPED; + player->pflags &= ~PF_NOJUMPDAMAGE; + player->secondjump = 0; + player->pflags &= ~PF_THOKKED; + + if ((macecenter->flags & MF_SLIDEME) // Noclimb on chain parameters gives this + && !(twodlevel || player->mo->flags2 & MF2_TWOD)) // why on earth would you want to turn them in 2D mode? + { + macecenter->angle += cmd->sidemove<mo->angle += cmd->sidemove< ANGLE_MAX + + if (!demoplayback || P_AnalogMove(player)) + { + if (player == &players[consoleplayer]) + localangle = player->mo->angle; // Adjust the local control angle. + else if (player == &players[secondarydisplayplayer]) + localangle2 = player->mo->angle; + } + } + } + break; + } + default: + break; } } @@ -11684,188 +11893,7 @@ void P_PlayerAfterThink(player_t *player) switch (player->followmobj->type) { case MT_TAILSOVERLAY: // c: - { - // init... - boolean smilesonground = P_IsObjectOnGround(player->mo); - angle_t horizangle = player->drawangle; - fixed_t zoffs = 0; - fixed_t backwards = -1*FRACUNIT; - boolean doroll = (player->panim == PA_ROLL || player->panim == PA_JUMP); - angle_t rollangle; - boolean panimchange; - INT32 ticnum = 0; - statenum_t chosenstate; - - if (!player->followmobj->skin) - { - player->followmobj->skin = player->mo->skin; - P_SetMobjState(player->followmobj, S_TAILSOVERLAY_STAND); - player->followmobj->movecount = -1; - } - - panimchange = (player->followmobj->movecount != (INT32)player->panim); - - // initial position... - if (doroll) - { - fixed_t testval, zdist; - if (player->speed < FRACUNIT) - testval = FRACUNIT; - else - { - testval = (FixedMul(player->speed, FINECOSINE((horizangle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT))); - if (testval < FRACUNIT) - testval = FRACUNIT; - } - if (smilesonground && !player->mo->reactiontime) - zdist = (player->mo->z - player->followmobj->threshold); - else - zdist = player->mo->momz; - rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(player->mo)*zdist); - zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT); - backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT); - } - else if (player->panim == PA_RUN) - backwards = -5*FRACUNIT; - else if (player->panim == PA_SPRING) - { - zoffs += 4*FRACUNIT; - backwards /= 2; - } - else if (player->panim == PA_PAIN) - backwards /= 16; - else if (player->mo->state-states == S_PLAY_GASP) - { - backwards /= 16; - zoffs += 12*FRACUNIT; - } - else if (player->mo->state-states == S_PLAY_EDGE) - { - backwards /= 16; - zoffs = 3*FRACUNIT; - } - else if (player->panim == PA_ABILITY2) - { - zoffs = -7*FRACUNIT; - backwards = -9*FRACUNIT; - } - else if (player->mo->sprite2 == SPR2_FLY || player->mo->sprite2 == SPR2_TIRE) - backwards = -5*FRACUNIT; - - // sprite... - if (doroll) - { - statenum_t add = ((rollangle > ANGLE_180) ? 2 : 0); - if (add) - rollangle = InvAngle(rollangle); - rollangle += ANG15; // modify the thresholds to be nice clean numbers - if (rollangle > ANG60) - chosenstate = S_TAILSOVERLAY_PLUS60DEGREES + add; - else if (rollangle > ANG30) - chosenstate = S_TAILSOVERLAY_PLUS30DEGREES + add; - else - chosenstate = S_TAILSOVERLAY_0DEGREES; - } - else if (player->panim == PA_SPRING) - chosenstate = S_TAILSOVERLAY_MINUS60DEGREES; - else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE) - chosenstate = S_TAILSOVERLAY_PLUS60DEGREES; - else if (player->panim == PA_PAIN) - chosenstate = S_TAILSOVERLAY_PAIN; - else if (player->mo->state-states == S_PLAY_GASP) - chosenstate = S_TAILSOVERLAY_GASP; - else if (player->mo->state-states == S_PLAY_EDGE) - chosenstate = S_TAILSOVERLAY_EDGE; - else if (player->panim == PA_RUN) - chosenstate = S_TAILSOVERLAY_RUN; - else if (player->panim == PA_WALK) - { - if (!smilesonground || player->mo->state-states == S_PLAY_SKID) - chosenstate = S_TAILSOVERLAY_PLUS30DEGREES; - else if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale)) - chosenstate = S_TAILSOVERLAY_0DEGREES; - else - chosenstate = S_TAILSOVERLAY_MINUS30DEGREES; - } - else if (player->mo->sprite2 == SPR2_FLY) - chosenstate = S_TAILSOVERLAY_FLY; - else if (player->mo->sprite2 == SPR2_TIRE) - chosenstate = S_TAILSOVERLAY_TIRE; - else if (player->panim == PA_ABILITY2) - chosenstate = S_TAILSOVERLAY_PLUS30DEGREES; - else if (player->panim == PA_IDLE) - chosenstate = S_TAILSOVERLAY_STAND; - else - chosenstate = S_INVISIBLE; - - // state... - if (panimchange) - { - player->followmobj->sprite2 = -1; - P_SetMobjState(player->followmobj, chosenstate); - } - else - { - if (player->followmobj->state != states+chosenstate) - { - if (states[chosenstate].sprite == SPR_PLAY) - player->followmobj->sprite2 = P_GetSkinSprite2(((skin_t *)player->followmobj->skin), (states[chosenstate].frame & FF_FRAMEMASK), player); - P_SetMobjState(player->followmobj, chosenstate); - } - } - - if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground) - P_SetMobjState(player->followmobj, chosenstate); - - // animation... - if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE) - { - if (FixedDiv(abs(player->mo->momz), player->mo->scale) < 20<panim == PA_PAIN) - ticnum = 2; - else if (player->mo->state-states == S_PLAY_GASP) - player->followmobj->tics = -1; - else if (player->mo->sprite2 == SPR2_TIRE) - ticnum = 4; - else if (player->panim != PA_IDLE) - ticnum = player->mo->tics; - - if (ticnum && player->followmobj->tics > ticnum) - player->followmobj->tics = ticnum; - - // final handling... - player->followmobj->color = player->mo->color; - player->followmobj->threshold = player->mo->z; - player->followmobj->movecount = player->panim; - player->followmobj->angle = horizangle; - P_SetScale(player->followmobj, player->mo->scale); - player->followmobj->destscale = player->mo->destscale; - player->followmobj->radius = player->mo->radius; - player->followmobj->height = player->mo->height; - zoffs = FixedMul(zoffs, player->followmobj->scale); - - if (player->mo->eflags & MFE_VERTICALFLIP) - { - player->followmobj->eflags |= MFE_VERTICALFLIP; - player->followmobj->flags2 |= MF2_OBJECTFLIP; - zoffs = player->mo->height - player->followmobj->height - zoffs; - } - else - { - player->followmobj->eflags &= ~MFE_VERTICALFLIP; - player->followmobj->flags2 &= ~MF2_OBJECTFLIP; - } - - P_UnsetThingPosition(player->followmobj); - player->followmobj->x = player->mo->x + P_ReturnThrustX(player->followmobj, player->followmobj->angle, FixedMul(backwards, player->followmobj->scale)); - player->followmobj->y = player->mo->y + P_ReturnThrustY(player->followmobj, player->followmobj->angle, FixedMul(backwards, player->followmobj->scale)); - player->followmobj->z = player->mo->z + zoffs; - P_SetThingPosition(player->followmobj); - } + P_DoTailsOverlay(player, player->followmobj); break; default: var1 = 1; diff --git a/src/r_draw.c b/src/r_draw.c index f8e435624..d8b720caf 100644 --- a/src/r_draw.c +++ b/src/r_draw.c @@ -352,77 +352,79 @@ const char *Color_Names[MAXSKINCOLORS + NUMSUPERCOLORS] = A word of warning: If the following array is non-symmetrical, A_SignPlayer's prefoppositecolor behaviour will break. */ -const UINT8 Color_Opposite[(MAXSKINCOLORS - 1)*2] = +// [0] = opposite skin color, +// [1] = shade index used by signpost, 0-15 (actual sprite frame is 15 minus this value) +const UINT8 Color_Opposite[MAXSKINCOLORS - 1][2] = { - // SKINCOLOR_NONE,8, // SKINCOLOR_NONE + // {SKINCOLOR_NONE, 8}, // SKINCOLOR_NONE // Greyscale ranges - SKINCOLOR_BLACK,5, // SKINCOLOR_WHITE, - SKINCOLOR_JET,7, // SKINCOLOR_BONE, - SKINCOLOR_CARBON,7, // SKINCOLOR_CLOUDY, - SKINCOLOR_AETHER,12, // SKINCOLOR_GREY, - SKINCOLOR_SLATE,12, // SKINCOLOR_SILVER, - SKINCOLOR_CLOUDY,7, // SKINCOLOR_CARBON, - SKINCOLOR_BONE,7, // SKINCOLOR_JET, - SKINCOLOR_WHITE,7, // SKINCOLOR_BLACK, + {SKINCOLOR_BLACK, 5}, // SKINCOLOR_WHITE, + {SKINCOLOR_JET, 7}, // SKINCOLOR_BONE, + {SKINCOLOR_CARBON, 7}, // SKINCOLOR_CLOUDY, + {SKINCOLOR_AETHER, 12}, // SKINCOLOR_GREY, + {SKINCOLOR_SLATE, 12}, // SKINCOLOR_SILVER, + {SKINCOLOR_CLOUDY, 7}, // SKINCOLOR_CARBON, + {SKINCOLOR_BONE, 7}, // SKINCOLOR_JET, + {SKINCOLOR_WHITE, 7}, // SKINCOLOR_BLACK, // Desaturated - SKINCOLOR_GREY,15, // SKINCOLOR_AETHER, - SKINCOLOR_SILVER,12, // SKINCOLOR_SLATE, - SKINCOLOR_AZURE,9, // SKINCOLOR_PINK, - SKINCOLOR_RUST,7, // SKINCOLOR_YOGURT, - SKINCOLOR_TAN,2, // SKINCOLOR_BROWN, - SKINCOLOR_BROWN,12, // SKINCOLOR_TAN, - SKINCOLOR_MOSS,5, // SKINCOLOR_BEIGE, - SKINCOLOR_BEIGE,13, // SKINCOLOR_MOSS, - SKINCOLOR_PINK,5, // SKINCOLOR_AZURE, - SKINCOLOR_GOLD,4, // SKINCOLOR_LAVENDER, + {SKINCOLOR_GREY, 15}, // SKINCOLOR_AETHER, + {SKINCOLOR_SILVER, 12}, // SKINCOLOR_SLATE, + {SKINCOLOR_AZURE, 9}, // SKINCOLOR_PINK, + {SKINCOLOR_RUST, 7}, // SKINCOLOR_YOGURT, + {SKINCOLOR_TAN, 2}, // SKINCOLOR_BROWN, + {SKINCOLOR_BROWN, 12}, // SKINCOLOR_TAN, + {SKINCOLOR_MOSS, 5}, // SKINCOLOR_BEIGE, + {SKINCOLOR_BEIGE, 13}, // SKINCOLOR_MOSS, + {SKINCOLOR_PINK, 5}, // SKINCOLOR_AZURE, + {SKINCOLOR_GOLD, 4}, // SKINCOLOR_LAVENDER, // Viv's vivid colours (toast 21/07/17) - SKINCOLOR_EMERALD,10, // SKINCOLOR_RUBY, - SKINCOLOR_FOREST,6, // SKINCOLOR_SALMON, - SKINCOLOR_GREEN,10, // SKINCOLOR_RED, - SKINCOLOR_ICY,10, // SKINCOLOR_CRIMSON, - SKINCOLOR_PURPLE,8, // SKINCOLOR_FLAME, - SKINCOLOR_TEAL,7, // SKINCOLOR_PEACHY, - SKINCOLOR_WAVE,5, // SKINCOLOR_QUAIL, - SKINCOLOR_SAPPHIRE,5, // SKINCOLOR_SUNSET, - SKINCOLOR_CYAN,4, // SKINCOLOR_APRICOT, - SKINCOLOR_BLUE,4, // SKINCOLOR_ORANGE, - SKINCOLOR_YOGURT,8, // SKINCOLOR_RUST, - SKINCOLOR_LAVENDER,10, // SKINCOLOR_GOLD, - SKINCOLOR_SKY,8, // SKINCOLOR_SANDY, - SKINCOLOR_CORNFLOWER,8, // SKINCOLOR_YELLOW, - SKINCOLOR_DUSK,3, // SKINCOLOR_OLIVE, - SKINCOLOR_MAGENTA,9, // SKINCOLOR_LIME, - SKINCOLOR_COBALT,2, // SKINCOLOR_PERIDOT, - SKINCOLOR_RED,6, // SKINCOLOR_GREEN, - SKINCOLOR_SALMON,9, // SKINCOLOR_FOREST, - SKINCOLOR_RUBY,4, // SKINCOLOR_EMERALD, - SKINCOLOR_VIOLET,5, // SKINCOLOR_MINT, - SKINCOLOR_PLUM,6, // SKINCOLOR_SEAFOAM, - SKINCOLOR_ROSY,7, // SKINCOLOR_AQUA, - SKINCOLOR_PEACHY,7, // SKINCOLOR_TEAL, - SKINCOLOR_QUAIL,5, // SKINCOLOR_WAVE, - SKINCOLOR_APRICOT,6, // SKINCOLOR_CYAN, - SKINCOLOR_SANDY,1, // SKINCOLOR_SKY, - SKINCOLOR_NEON,4, // SKINCOLOR_CERULEAN, - SKINCOLOR_CRIMSON,0, // SKINCOLOR_ICY, - SKINCOLOR_SUNSET,5, // SKINCOLOR_SAPPHIRE, - SKINCOLOR_YELLOW,4, // SKINCOLOR_CORNFLOWER, - SKINCOLOR_ORANGE,5, // SKINCOLOR_BLUE, - SKINCOLOR_PERIDOT,5, // SKINCOLOR_COBALT, - SKINCOLOR_LILAC,4, // SKINCOLOR_VAPOR, - SKINCOLOR_OLIVE,0, // SKINCOLOR_DUSK, - SKINCOLOR_BUBBLEGUM,9, // SKINCOLOR_PASTEL, - SKINCOLOR_FLAME,7, // SKINCOLOR_PURPLE, - SKINCOLOR_PASTEL,8, // SKINCOLOR_BUBBLEGUM, - SKINCOLOR_LIME,6, // SKINCOLOR_MAGENTA, - SKINCOLOR_CERULEAN,2, // SKINCOLOR_NEON, - SKINCOLOR_MINT,6, // SKINCOLOR_VIOLET, - SKINCOLOR_VAPOR,4, // SKINCOLOR_LILAC, - SKINCOLOR_MINT,7, // SKINCOLOR_PLUM, - SKINCOLOR_AQUA,1 // SKINCOLOR_ROSY, + {SKINCOLOR_EMERALD, 10}, // SKINCOLOR_RUBY, + {SKINCOLOR_FOREST, 6}, // SKINCOLOR_SALMON, + {SKINCOLOR_GREEN, 10}, // SKINCOLOR_RED, + {SKINCOLOR_ICY, 10}, // SKINCOLOR_CRIMSON, + {SKINCOLOR_PURPLE, 8}, // SKINCOLOR_FLAME, + {SKINCOLOR_TEAL, 7}, // SKINCOLOR_PEACHY, + {SKINCOLOR_WAVE, 5}, // SKINCOLOR_QUAIL, + {SKINCOLOR_SAPPHIRE, 5}, // SKINCOLOR_SUNSET, + {SKINCOLOR_CYAN, 4}, // SKINCOLOR_APRICOT, + {SKINCOLOR_BLUE, 4}, // SKINCOLOR_ORANGE, + {SKINCOLOR_YOGURT, 8}, // SKINCOLOR_RUST, + {SKINCOLOR_LAVENDER, 10}, // SKINCOLOR_GOLD, + {SKINCOLOR_SKY, 8}, // SKINCOLOR_SANDY, + {SKINCOLOR_CORNFLOWER, 8}, // SKINCOLOR_YELLOW, + {SKINCOLOR_DUSK, 3}, // SKINCOLOR_OLIVE, + {SKINCOLOR_MAGENTA, 9}, // SKINCOLOR_LIME, + {SKINCOLOR_COBALT, 2}, // SKINCOLOR_PERIDOT, + {SKINCOLOR_RED, 6}, // SKINCOLOR_GREEN, + {SKINCOLOR_SALMON, 9}, // SKINCOLOR_FOREST, + {SKINCOLOR_RUBY, 4}, // SKINCOLOR_EMERALD, + {SKINCOLOR_VIOLET, 5}, // SKINCOLOR_MINT, + {SKINCOLOR_PLUM, 6}, // SKINCOLOR_SEAFOAM, + {SKINCOLOR_ROSY, 7}, // SKINCOLOR_AQUA, + {SKINCOLOR_PEACHY, 7}, // SKINCOLOR_TEAL, + {SKINCOLOR_QUAIL, 5}, // SKINCOLOR_WAVE, + {SKINCOLOR_APRICOT, 6}, // SKINCOLOR_CYAN, + {SKINCOLOR_SANDY, 1}, // SKINCOLOR_SKY, + {SKINCOLOR_NEON, 4}, // SKINCOLOR_CERULEAN, + {SKINCOLOR_CRIMSON, 0}, // SKINCOLOR_ICY, + {SKINCOLOR_SUNSET, 5}, // SKINCOLOR_SAPPHIRE, + {SKINCOLOR_YELLOW, 4}, // SKINCOLOR_CORNFLOWER, + {SKINCOLOR_ORANGE, 5}, // SKINCOLOR_BLUE, + {SKINCOLOR_PERIDOT, 5}, // SKINCOLOR_COBALT, + {SKINCOLOR_LILAC, 4}, // SKINCOLOR_VAPOR, + {SKINCOLOR_OLIVE, 0}, // SKINCOLOR_DUSK, + {SKINCOLOR_BUBBLEGUM, 9}, // SKINCOLOR_PASTEL, + {SKINCOLOR_FLAME, 7}, // SKINCOLOR_PURPLE, + {SKINCOLOR_PASTEL, 8}, // SKINCOLOR_BUBBLEGUM, + {SKINCOLOR_LIME, 6}, // SKINCOLOR_MAGENTA, + {SKINCOLOR_CERULEAN, 2}, // SKINCOLOR_NEON, + {SKINCOLOR_MINT, 6}, // SKINCOLOR_VIOLET, + {SKINCOLOR_VAPOR, 4}, // SKINCOLOR_LILAC, + {SKINCOLOR_MINT, 7}, // SKINCOLOR_PLUM, + {SKINCOLOR_AQUA, 1} // SKINCOLOR_ROSY, }; CV_PossibleValue_t Color_cons_t[MAXSKINCOLORS+1]; @@ -521,33 +523,49 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U INT32 i, starttranscolor, skinramplength; // Handle a couple of simple special cases - if (skinnum == TC_BOSS - || skinnum == TC_ALLWHITE - || skinnum == TC_METALSONIC - || skinnum == TC_BLINK - || color == SKINCOLOR_NONE) + if (skinnum < TC_DEFAULT) { - if (skinnum == TC_ALLWHITE) - memset(dest_colormap, 0, NUM_PALETTE_ENTRIES * sizeof(UINT8)); - else if (skinnum == TC_BLINK && color != SKINCOLOR_NONE) - memset(dest_colormap, Color_Index[color-1][3], NUM_PALETTE_ENTRIES * sizeof(UINT8)); - else + switch (skinnum) { - for (i = 0; i < NUM_PALETTE_ENTRIES; i++) - dest_colormap[i] = (UINT8)i; + case TC_ALLWHITE: + memset(dest_colormap, 0, NUM_PALETTE_ENTRIES * sizeof(UINT8)); + return; + case TC_RAINBOW: + if (color >= MAXTRANSLATIONS) + I_Error("Invalid skin color #%hu.", (UINT16)color); + if (color != SKINCOLOR_NONE) + { + R_RainbowColormap(dest_colormap, color); + return; + } + break; + case TC_BLINK: + if (color >= MAXTRANSLATIONS) + I_Error("Invalid skin color #%hu.", (UINT16)color); + if (color != SKINCOLOR_NONE) + { + memset(dest_colormap, Color_Index[color-1][3], NUM_PALETTE_ENTRIES * sizeof(UINT8)); + return; + } + break; + default: + break; } + for (i = 0; i < NUM_PALETTE_ENTRIES; i++) + dest_colormap[i] = (UINT8)i; + // White! if (skinnum == TC_BOSS) dest_colormap[31] = 0; else if (skinnum == TC_METALSONIC) dest_colormap[159] = 0; - return; } - else if (skinnum == TC_RAINBOW) + else if (color == SKINCOLOR_NONE) { - R_RainbowColormap(dest_colormap, color); + for (i = 0; i < NUM_PALETTE_ENTRIES; i++) + dest_colormap[i] = (UINT8)i; return; } @@ -556,6 +574,9 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U starttranscolor = (skinnum != TC_DEFAULT) ? skins[skinnum].starttranscolor : DEFAULT_STARTTRANSCOLOR; + if (starttranscolor >= NUM_PALETTE_ENTRIES) + I_Error("Invalid startcolor #%d.", starttranscolor); + // Fill in the entries of the palette that are fixed for (i = 0; i < starttranscolor; i++) dest_colormap[i] = (UINT8)i; @@ -568,7 +589,7 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U skinramplength = 16; } else - skinramplength = i - NUM_PALETTE_ENTRIES; + skinramplength = i - NUM_PALETTE_ENTRIES; // shouldn't this be NUM_PALETTE_ENTRIES - starttranscolor? // Build the translated ramp for (i = 0; i < skinramplength; i++) @@ -590,13 +611,16 @@ UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags) INT32 skintableindex; // Adjust if we want the default colormap - if (skinnum == TC_DEFAULT) skintableindex = DEFAULT_TT_CACHE_INDEX; - else if (skinnum == TC_BOSS) skintableindex = BOSS_TT_CACHE_INDEX; - else if (skinnum == TC_METALSONIC) skintableindex = METALSONIC_TT_CACHE_INDEX; - else if (skinnum == TC_ALLWHITE) skintableindex = ALLWHITE_TT_CACHE_INDEX; - else if (skinnum == TC_RAINBOW) skintableindex = RAINBOW_TT_CACHE_INDEX; - else if (skinnum == TC_BLINK) skintableindex = BLINK_TT_CACHE_INDEX; - else skintableindex = skinnum; + switch (skinnum) + { + case TC_DEFAULT: skintableindex = DEFAULT_TT_CACHE_INDEX; break; + case TC_BOSS: skintableindex = BOSS_TT_CACHE_INDEX; break; + case TC_METALSONIC: skintableindex = METALSONIC_TT_CACHE_INDEX; break; + case TC_ALLWHITE: skintableindex = ALLWHITE_TT_CACHE_INDEX; break; + case TC_RAINBOW: skintableindex = RAINBOW_TT_CACHE_INDEX; break; + case TC_BLINK: skintableindex = BLINK_TT_CACHE_INDEX; break; + default: skintableindex = skinnum; break; + } if (flags & GTC_CACHE) { diff --git a/src/sdl/macosx/Srb2mac.xcodeproj/project.pbxproj b/src/sdl/macosx/Srb2mac.xcodeproj/project.pbxproj index 878db3d8d..9297833e2 100644 --- a/src/sdl/macosx/Srb2mac.xcodeproj/project.pbxproj +++ b/src/sdl/macosx/Srb2mac.xcodeproj/project.pbxproj @@ -1219,7 +1219,7 @@ C01FCF4B08A954540054247B /* Debug */ = { isa = XCBuildConfiguration; buildSettings = { - CURRENT_PROJECT_VERSION = 2.1.24; + CURRENT_PROJECT_VERSION = 2.1.25; GCC_PREPROCESSOR_DEFINITIONS = ( "$(inherited)", NORMALSRB2, @@ -1231,7 +1231,7 @@ C01FCF4C08A954540054247B /* Release */ = { isa = XCBuildConfiguration; buildSettings = { - CURRENT_PROJECT_VERSION = 2.1.24; + CURRENT_PROJECT_VERSION = 2.1.25; GCC_ENABLE_FIX_AND_CONTINUE = NO; GCC_GENERATE_DEBUGGING_SYMBOLS = NO; GCC_PREPROCESSOR_DEFINITIONS = (