mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 17:22:12 +00:00
Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc-stuff
# Conflicts: # src/g_game.h
This commit is contained in:
commit
4a51d4bee0
45 changed files with 2009 additions and 1004 deletions
|
@ -271,6 +271,12 @@ void B_RespawnBot(INT32 playernum)
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player->powers[pw_spacetime] = sonic->player->powers[pw_spacetime];
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player->powers[pw_gravityboots] = sonic->player->powers[pw_gravityboots];
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player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol];
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player->acceleration = sonic->player->acceleration;
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player->accelstart = sonic->player->accelstart;
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player->thrustfactor = sonic->player->thrustfactor;
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player->normalspeed = sonic->player->normalspeed;
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player->pflags |= PF_AUTOBRAKE;
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player->pflags &= ~PF_DIRECTIONCHAR;
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P_TeleportMove(tails, x, y, z);
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if (player->charability == CA_FLY)
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@ -2253,7 +2253,8 @@ static void Command_connect(void)
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CONS_Printf(M_GetText(
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"Connect <serveraddress> (port): connect to a server\n"
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"Connect ANY: connect to the first lan server found\n"
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"Connect SELF: connect to your own server.\n"));
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//"Connect SELF: connect to your own server.\n"
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));
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return;
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}
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@ -2267,7 +2268,7 @@ static void Command_connect(void)
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// we don't request a restart unless the filelist differs
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server = false;
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/*
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if (!stricmp(COM_Argv(1), "self"))
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{
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servernode = 0;
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@ -2276,6 +2277,7 @@ static void Command_connect(void)
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//SV_SpawnServer();
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}
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else
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*/
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{
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// used in menu to connect to a server in the list
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if (netgame && !stricmp(COM_Argv(1), "node"))
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@ -2299,10 +2301,13 @@ static void Command_connect(void)
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if (!stricmp(COM_Argv(1), "any"))
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servernode = BROADCASTADDR;
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else if (I_NetMakeNodewPort && COM_Argc() >= 3)
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servernode = I_NetMakeNodewPort(COM_Argv(1), COM_Argv(2));
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else if (I_NetMakeNodewPort)
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servernode = I_NetMakeNode(COM_Argv(1));
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{
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if (COM_Argc() >= 3) // address AND port
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servernode = I_NetMakeNodewPort(COM_Argv(1), COM_Argv(2));
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else // address only, or address:port
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servernode = I_NetMakeNode(COM_Argv(1));
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}
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else
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{
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CONS_Alert(CONS_ERROR, M_GetText("There is no server identification with this network driver\n"));
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@ -3097,11 +3102,15 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
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secondarydisplayplayer = newplayernum;
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DEBFILE("spawning me\n");
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// Apply player flags as soon as possible!
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players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
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players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE);
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if (cv_flipcam.value)
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players[newplayernum].pflags |= PF_FLIPCAM;
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if (cv_analog.value)
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players[newplayernum].pflags |= PF_ANALOGMODE;
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if (cv_directionchar.value)
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players[newplayernum].pflags |= PF_DIRECTIONCHAR;
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if (cv_autobrake.value)
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players[newplayernum].pflags |= PF_AUTOBRAKE;
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}
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else
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{
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@ -3110,11 +3119,15 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
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if (botingame)
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players[newplayernum].bot = 1;
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// Same goes for player 2 when relevant
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players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
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players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE);
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if (cv_flipcam2.value)
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players[newplayernum].pflags |= PF_FLIPCAM;
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if (cv_analog2.value)
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players[newplayernum].pflags |= PF_ANALOGMODE;
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if (cv_directionchar2.value)
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players[newplayernum].pflags |= PF_DIRECTIONCHAR;
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if (cv_autobrake2.value)
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players[newplayernum].pflags |= PF_AUTOBRAKE;
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}
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D_SendPlayerConfig();
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addedtogame = true;
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41
src/d_main.c
41
src/d_main.c
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@ -301,7 +301,7 @@ static void D_Display(void)
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if (rendermode != render_none)
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{
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// Fade to black first
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if (gamestate != GS_LEVEL // fades to black on its own timing, always
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if (!(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)) // fades to black on its own timing, always
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&& wipedefs[wipedefindex] != UINT8_MAX)
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{
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F_WipeStartScreen();
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@ -317,6 +317,12 @@ static void D_Display(void)
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// do buffered drawing
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switch (gamestate)
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{
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case GS_TITLESCREEN:
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if (!titlemapinaction) {
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F_TitleScreenDrawer();
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break;
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}
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// Intentional fall-through
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case GS_LEVEL:
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if (!gametic)
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break;
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@ -365,10 +371,6 @@ static void D_Display(void)
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HU_Drawer();
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break;
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case GS_TITLESCREEN:
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F_TitleScreenDrawer();
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break;
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case GS_WAITINGPLAYERS:
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// The clientconnect drawer is independent...
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case GS_DEDICATEDSERVER:
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@ -378,9 +380,10 @@ static void D_Display(void)
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// clean up border stuff
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// see if the border needs to be initially drawn
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if (gamestate == GS_LEVEL)
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if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction))
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{
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// draw the view directly
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if (!automapactive && !dedicated && cv_renderview.value)
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{
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if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
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@ -438,9 +441,13 @@ static void D_Display(void)
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lastdraw = false;
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}
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ST_Drawer();
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HU_Drawer();
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if (gamestate == GS_LEVEL)
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{
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ST_Drawer();
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HU_Drawer();
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}
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else
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F_TitleScreenDrawer();
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}
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// change gamma if needed
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@ -680,6 +687,9 @@ void D_AdvanceDemo(void)
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void D_StartTitle(void)
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{
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INT32 i;
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S_StopMusic();
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if (netgame)
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{
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if (gametype == GT_COOP)
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@ -1345,6 +1355,19 @@ void D_SRB2Main(void)
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ultimatemode = true;
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}
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// rei/miru: bootmap (Idea: starts the game on a predefined map)
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if (bootmap && !(M_CheckParm("-warp") && M_IsNextParm()))
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{
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pstartmap = bootmap;
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if (pstartmap < 1 || pstartmap > NUMMAPS)
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I_Error("Cannot warp to map %d (out of range)\n", pstartmap);
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else
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{
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autostart = true;
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}
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}
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if (autostart || netgame || M_CheckParm("+connect") || M_CheckParm("-connect"))
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{
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gameaction = ga_nothing;
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|
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@ -775,6 +775,12 @@ void D_RegisterClientCommands(void)
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CV_RegisterVar(&cv_useranalog);
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CV_RegisterVar(&cv_useranalog2);
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// deez New User eXperiences
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CV_RegisterVar(&cv_directionchar);
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CV_RegisterVar(&cv_directionchar2);
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CV_RegisterVar(&cv_autobrake);
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CV_RegisterVar(&cv_autobrake2);
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// s_sound.c
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CV_RegisterVar(&cv_soundvolume);
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CV_RegisterVar(&cv_closedcaptioning);
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@ -1437,6 +1443,10 @@ void SendWeaponPref(void)
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buf[0] |= 1;
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if (players[consoleplayer].pflags & PF_ANALOGMODE)
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buf[0] |= 2;
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if (players[consoleplayer].pflags & PF_DIRECTIONCHAR)
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buf[0] |= 4;
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if (players[consoleplayer].pflags & PF_AUTOBRAKE)
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buf[0] |= 8;
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SendNetXCmd(XD_WEAPONPREF, buf, 1);
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}
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@ -1449,6 +1459,10 @@ void SendWeaponPref2(void)
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buf[0] |= 1;
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if (players[secondarydisplayplayer].pflags & PF_ANALOGMODE)
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buf[0] |= 2;
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if (players[secondarydisplayplayer].pflags & PF_DIRECTIONCHAR)
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buf[0] |= 4;
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if (players[secondarydisplayplayer].pflags & PF_AUTOBRAKE)
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buf[0] |= 8;
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SendNetXCmd2(XD_WEAPONPREF, buf, 1);
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}
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@ -1456,11 +1470,15 @@ static void Got_WeaponPref(UINT8 **cp,INT32 playernum)
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{
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UINT8 prefs = READUINT8(*cp);
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players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
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players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE);
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if (prefs & 1)
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players[playernum].pflags |= PF_FLIPCAM;
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if (prefs & 2)
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players[playernum].pflags |= PF_ANALOGMODE;
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if (prefs & 4)
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players[playernum].pflags |= PF_DIRECTIONCHAR;
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if (prefs & 8)
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players[playernum].pflags |= PF_AUTOBRAKE;
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}
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void D_SendPlayerConfig(void)
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@ -2582,12 +2600,12 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
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{
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players[playernum].spectator = true;
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players[playernum].pflags &= ~PF_TAGIT;
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players[playernum].pflags &= ~PF_TAGGED;
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players[playernum].pflags &= ~PF_GAMETYPEOVER;
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}
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else if (NetPacket.packet.newteam != 3) // .newteam == 1 or 2.
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{
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players[playernum].spectator = false;
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players[playernum].pflags &= ~PF_TAGGED;//Just in case.
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players[playernum].pflags &= ~PF_GAMETYPEOVER; //Just in case.
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if (NetPacket.packet.newteam == 1) //Make the player IT.
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players[playernum].pflags |= PF_TAGIT;
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|
|
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@ -98,66 +98,58 @@ typedef enum
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//
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typedef enum
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{
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// Flip camera angle with gravity flip prefrence.
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PF_FLIPCAM = 1,
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// Cvars
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PF_FLIPCAM = 1, // Flip camera angle with gravity flip prefrence.
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PF_ANALOGMODE = 1<<1, // Analog mode?
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PF_DIRECTIONCHAR = 1<<2, // Directional character sprites?
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PF_AUTOBRAKE = 1<<3, // Autobrake?
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|
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// Cheats
|
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PF_GODMODE = 1<<1,
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PF_NOCLIP = 1<<2,
|
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PF_INVIS = 1<<3,
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PF_GODMODE = 1<<4,
|
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PF_NOCLIP = 1<<5,
|
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PF_INVIS = 1<<6,
|
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|
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// True if button down last tic.
|
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PF_ATTACKDOWN = 1<<4,
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PF_USEDOWN = 1<<5,
|
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PF_JUMPDOWN = 1<<6,
|
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PF_WPNDOWN = 1<<7,
|
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PF_ATTACKDOWN = 1<<7,
|
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PF_USEDOWN = 1<<8,
|
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PF_JUMPDOWN = 1<<9,
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PF_WPNDOWN = 1<<10,
|
||||
|
||||
// Unmoving states
|
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PF_STASIS = 1<<8, // Player is not allowed to move
|
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PF_JUMPSTASIS = 1<<9, // and that includes jumping.
|
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PF_STASIS = 1<<11, // Player is not allowed to move
|
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PF_JUMPSTASIS = 1<<12, // and that includes jumping.
|
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PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS,
|
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|
||||
// Did you get a time-over?
|
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PF_TIMEOVER = 1<<10,
|
||||
// Applying autobrake?
|
||||
PF_APPLYAUTOBRAKE = 1<<13,
|
||||
|
||||
// Character action status
|
||||
PF_STARTJUMP = 1<<11,
|
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PF_JUMPED = 1<<12,
|
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PF_SPINNING = 1<<13,
|
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PF_STARTDASH = 1<<14,
|
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PF_THOKKED = 1<<15,
|
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PF_STARTJUMP = 1<<14,
|
||||
PF_JUMPED = 1<<15,
|
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PF_NOJUMPDAMAGE = 1<<16,
|
||||
|
||||
// Are you gliding?
|
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PF_GLIDING = 1<<16,
|
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PF_SPINNING = 1<<17,
|
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PF_STARTDASH = 1<<18,
|
||||
|
||||
PF_THOKKED = 1<<19,
|
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PF_SHIELDABILITY = 1<<20,
|
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PF_GLIDING = 1<<21,
|
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PF_BOUNCING = 1<<22,
|
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|
||||
// Sliding (usually in water) like Labyrinth/Oil Ocean
|
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PF_SLIDING = 1<<17,
|
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PF_SLIDING = 1<<23,
|
||||
|
||||
// Bouncing
|
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PF_BOUNCING = 1<<18,
|
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// NiGHTS stuff
|
||||
PF_TRANSFERTOCLOSEST = 1<<24,
|
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PF_DRILLING = 1<<25,
|
||||
|
||||
/*** NIGHTS STUFF ***/
|
||||
PF_TRANSFERTOCLOSEST = 1<<19,
|
||||
PF_NIGHTSFALL = 1<<20,
|
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PF_DRILLING = 1<<21,
|
||||
PF_SKIDDOWN = 1<<22,
|
||||
|
||||
/*** TAG STUFF ***/
|
||||
PF_TAGGED = 1<<23, // Player has been tagged and awaits the next round in hide and seek.
|
||||
PF_TAGIT = 1<<24, // The player is it! For Tag Mode
|
||||
// Gametype-specific stuff
|
||||
PF_GAMETYPEOVER = 1<<26, // Race time over, or H&S out-of-game
|
||||
PF_TAGIT = 1<<27, // The player is it! For Tag Mode
|
||||
|
||||
/*** misc ***/
|
||||
PF_FORCESTRAFE = 1<<25, // Turning inputs are translated into strafing inputs
|
||||
PF_ANALOGMODE = 1<<26, // Analog mode?
|
||||
|
||||
// Can carry another player?
|
||||
PF_CANCARRY = 1<<27,
|
||||
|
||||
// Used shield ability
|
||||
PF_SHIELDABILITY = 1<<28,
|
||||
|
||||
// Jump damage?
|
||||
PF_NOJUMPDAMAGE = 1<<29,
|
||||
PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
|
||||
PF_CANCARRY = 1<<29, // Can carry another player?
|
||||
|
||||
// up to 1<<31 is free
|
||||
} pflags_t;
|
||||
|
@ -234,6 +226,7 @@ typedef enum
|
|||
CR_PLAYER,
|
||||
// NiGHTS mode. Not technically a CARRYING, but doesn't stack with any of the others, so might as well go here.
|
||||
CR_NIGHTSMODE,
|
||||
CR_NIGHTSFALL,
|
||||
// Old Brak sucks hard, but this gimmick could be used for something better, so we might as well continue supporting it.
|
||||
CR_BRAKGOOP,
|
||||
// Specific level gimmicks.
|
||||
|
@ -254,6 +247,7 @@ typedef enum
|
|||
pw_underwater, // underwater timer
|
||||
pw_spacetime, // In space, no one can hear you spin!
|
||||
pw_extralife, // Extra Life timer
|
||||
pw_pushing,
|
||||
|
||||
pw_super, // Are you super?
|
||||
pw_gravityboots, // gravity boots
|
||||
|
@ -326,6 +320,9 @@ typedef struct player_s
|
|||
// It is updated with cmd->aiming.
|
||||
angle_t aiming;
|
||||
|
||||
// fun thing for player sprite
|
||||
angle_t drawangle;
|
||||
|
||||
// player's ring count
|
||||
INT32 rings;
|
||||
|
||||
|
|
178
src/dehacked.c
178
src/dehacked.c
|
@ -64,6 +64,7 @@ memset(used_spr,0,sizeof(UINT8) * ((NUMSPRITEFREESLOTS / 8) + 1));\
|
|||
static mobjtype_t get_mobjtype(const char *word);
|
||||
static statenum_t get_state(const char *word);
|
||||
static spritenum_t get_sprite(const char *word);
|
||||
static playersprite_t get_sprite2(const char *word);
|
||||
static sfxenum_t get_sfx(const char *word);
|
||||
#ifdef MUSICSLOT_COMPATIBILITY
|
||||
static UINT16 get_mus(const char *word, UINT8 dehacked_mode);
|
||||
|
@ -77,6 +78,8 @@ boolean deh_loaded = false;
|
|||
static int dbg_line;
|
||||
|
||||
static boolean gamedataadded = false;
|
||||
static boolean titlechanged = false;
|
||||
static boolean introchanged = false;
|
||||
|
||||
ATTRINLINE static FUNCINLINE char myfget_color(MYFILE *f)
|
||||
{
|
||||
|
@ -769,6 +772,49 @@ static void readspritelight(MYFILE *f, INT32 num)
|
|||
}
|
||||
#endif // HWRENDER
|
||||
|
||||
static void readsprite2(MYFILE *f, INT32 num)
|
||||
{
|
||||
char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL);
|
||||
char *word, *word2;
|
||||
char *tmp;
|
||||
|
||||
do
|
||||
{
|
||||
if (myfgets(s, MAXLINELEN, f))
|
||||
{
|
||||
if (s[0] == '\n')
|
||||
break;
|
||||
|
||||
tmp = strchr(s, '#');
|
||||
if (tmp)
|
||||
*tmp = '\0';
|
||||
if (s == tmp)
|
||||
continue; // Skip comment lines, but don't break.
|
||||
|
||||
word = strtok(s, " ");
|
||||
if (word)
|
||||
strupr(word);
|
||||
else
|
||||
break;
|
||||
|
||||
word2 = strtok(NULL, " = ");
|
||||
if (word2)
|
||||
strupr(word2);
|
||||
else
|
||||
break;
|
||||
if (word2[strlen(word2)-1] == '\n')
|
||||
word2[strlen(word2)-1] = '\0';
|
||||
|
||||
if (fastcmp(word, "DEFAULT"))
|
||||
spr2defaults[num] = get_number(word2);
|
||||
else
|
||||
deh_warning("Sprite2 %s: unknown word '%s'", spr2names[num], word);
|
||||
}
|
||||
} while (!myfeof(f)); // finish when the line is empty
|
||||
|
||||
Z_Free(s);
|
||||
}
|
||||
|
||||
static const struct {
|
||||
const char *name;
|
||||
const UINT16 flag;
|
||||
|
@ -2667,14 +2713,36 @@ static void readmaincfg(MYFILE *f)
|
|||
// range check, you morons.
|
||||
if (introtoplay > 128)
|
||||
introtoplay = 128;
|
||||
introchanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "LOOPTITLE"))
|
||||
{
|
||||
looptitle = (boolean)(value || word2[0] == 'T' || word2[0] == 'Y');
|
||||
titlechanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "TITLEMAP"))
|
||||
{
|
||||
// Support using the actual map name,
|
||||
// i.e., Level AB, Level FZ, etc.
|
||||
|
||||
// Convert to map number
|
||||
if (word2[0] >= 'A' && word2[0] <= 'Z')
|
||||
value = M_MapNumber(word2[0], word2[1]);
|
||||
else
|
||||
value = get_number(word2);
|
||||
|
||||
titlemap = (INT16)value;
|
||||
titlechanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "HIDETITLEPICS"))
|
||||
{
|
||||
hidetitlepics = (boolean)(value || word2[0] == 'T' || word2[0] == 'Y');
|
||||
titlechanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "TITLESCROLLSPEED"))
|
||||
{
|
||||
titlescrollspeed = get_number(word2);
|
||||
titlechanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "CREDITSCUTSCENE"))
|
||||
{
|
||||
|
@ -2690,14 +2758,17 @@ static void readmaincfg(MYFILE *f)
|
|||
else if (fastcmp(word, "NUMDEMOS"))
|
||||
{
|
||||
numDemos = (UINT8)get_number(word2);
|
||||
titlechanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "DEMODELAYTIME"))
|
||||
{
|
||||
demoDelayTime = get_number(word2);
|
||||
titlechanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "DEMOIDLETIME"))
|
||||
{
|
||||
demoIdleTime = get_number(word2);
|
||||
titlechanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "USE1UPSOUND"))
|
||||
{
|
||||
|
@ -2731,14 +2802,31 @@ static void readmaincfg(MYFILE *f)
|
|||
strlcat(savegamename, "%u.ssg", sizeof(savegamename));
|
||||
|
||||
gamedataadded = true;
|
||||
titlechanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "RESETDATA"))
|
||||
{
|
||||
P_ResetData(value);
|
||||
titlechanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "CUSTOMVERSION"))
|
||||
{
|
||||
strlcpy(customversionstring, word2, sizeof (customversionstring));
|
||||
//titlechanged = true;
|
||||
}
|
||||
else if (fastcmp(word, "BOOTMAP"))
|
||||
{
|
||||
// Support using the actual map name,
|
||||
// i.e., Level AB, Level FZ, etc.
|
||||
|
||||
// Convert to map number
|
||||
if (word2[0] >= 'A' && word2[0] <= 'Z')
|
||||
value = M_MapNumber(word2[0], word2[1]);
|
||||
else
|
||||
value = get_number(word2);
|
||||
|
||||
bootmap = (INT16)value;
|
||||
//titlechanged = true;
|
||||
}
|
||||
else
|
||||
deh_warning("Maincfg: unknown word '%s'", word);
|
||||
|
@ -2935,7 +3023,7 @@ static void DEH_LoadDehackedFile(MYFILE *f)
|
|||
|
||||
deh_num_warning = 0;
|
||||
|
||||
gamedataadded = false;
|
||||
gamedataadded = titlechanged = introchanged = false;
|
||||
|
||||
// it doesn't test the version of SRB2 and version of dehacked file
|
||||
dbg_line = -1; // start at -1 so the first line is 0.
|
||||
|
@ -3020,9 +3108,21 @@ static void DEH_LoadDehackedFile(MYFILE *f)
|
|||
ignorelines(f);
|
||||
}
|
||||
}
|
||||
else if (fastcmp(word, "SPRITE2"))
|
||||
{
|
||||
if (i == 0 && word2[0] != '0') // If word2 isn't a number
|
||||
i = get_sprite2(word2); // find a sprite by name
|
||||
if (i < (INT32)free_spr2 && i >= (INT32)SPR2_FIRSTFREESLOT)
|
||||
readsprite2(f, i);
|
||||
else
|
||||
{
|
||||
deh_warning("Sprite2 number %d out of range (%d - %d)", i, SPR2_FIRSTFREESLOT, free_spr2-1);
|
||||
ignorelines(f);
|
||||
}
|
||||
}
|
||||
#ifdef HWRENDER
|
||||
else if (fastcmp(word, "LIGHT"))
|
||||
{
|
||||
#ifdef HWRENDER
|
||||
// TODO: Read lights by name
|
||||
if (i > 0 && i < NUMLIGHTS)
|
||||
readlight(f, i);
|
||||
|
@ -3031,22 +3131,20 @@ static void DEH_LoadDehackedFile(MYFILE *f)
|
|||
deh_warning("Light number %d out of range (1 - %d)", i, NUMLIGHTS-1);
|
||||
ignorelines(f);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else if (fastcmp(word, "SPRITE"))
|
||||
{
|
||||
#ifdef HWRENDER
|
||||
if (i == 0 && word2[0] != '0') // If word2 isn't a number
|
||||
i = get_sprite(word2); // find a sprite by name
|
||||
if (i < NUMSPRITES && i >= 0)
|
||||
if (i < NUMSPRITES && i > 0)
|
||||
readspritelight(f, i);
|
||||
else
|
||||
{
|
||||
deh_warning("Sprite number %d out of range (0 - %d)", i, NUMSPRITES-1);
|
||||
ignorelines(f);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
else if (fastcmp(word, "LEVEL"))
|
||||
{
|
||||
// Support using the actual map name,
|
||||
|
@ -3236,6 +3334,14 @@ static void DEH_LoadDehackedFile(MYFILE *f)
|
|||
if (gamedataadded)
|
||||
G_LoadGameData();
|
||||
|
||||
if (gamestate == GS_TITLESCREEN)
|
||||
{
|
||||
if (introchanged)
|
||||
COM_BufAddText("playintro");
|
||||
else if (titlechanged)
|
||||
COM_BufAddText("exitgame"); // Command_ExitGame_f() but delayed
|
||||
}
|
||||
|
||||
dbg_line = -1;
|
||||
if (deh_num_warning)
|
||||
{
|
||||
|
@ -3302,6 +3408,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
"S_PLAY_STND",
|
||||
"S_PLAY_WAIT",
|
||||
"S_PLAY_WALK",
|
||||
"S_PLAY_SKID",
|
||||
"S_PLAY_RUN",
|
||||
"S_PLAY_DASH",
|
||||
"S_PLAY_PAIN",
|
||||
|
@ -6422,8 +6529,12 @@ static const char *const MAPTHINGFLAG_LIST[4] = {
|
|||
#endif
|
||||
|
||||
static const char *const PLAYERFLAG_LIST[] = {
|
||||
// Flip camera angle with gravity flip prefrence.
|
||||
"FLIPCAM",
|
||||
|
||||
// Cvars
|
||||
"FLIPCAM", // Flip camera angle with gravity flip prefrence.
|
||||
"ANALOGMODE", // Analog mode?
|
||||
"DIRECTIONCHAR", // Directional character sprites?
|
||||
"AUTOBRAKE", // Autobrake?
|
||||
|
||||
// Cheats
|
||||
"GODMODE",
|
||||
|
@ -6441,41 +6552,36 @@ static const char *const PLAYERFLAG_LIST[] = {
|
|||
"JUMPSTASIS", // and that includes jumping.
|
||||
// (we don't include FULLSTASIS here I guess because it's just those two together...?)
|
||||
|
||||
// Did you get a time-over?
|
||||
"TIMEOVER",
|
||||
// Applying autobrake?
|
||||
"APPLYAUTOBRAKE",
|
||||
|
||||
// Character action status
|
||||
"STARTJUMP",
|
||||
"JUMPED",
|
||||
"NOJUMPDAMAGE",
|
||||
|
||||
"SPINNING",
|
||||
"STARTDASH",
|
||||
"THOKKED",
|
||||
|
||||
// Are you gliding?
|
||||
"THOKKED",
|
||||
"SHIELDABILITY",
|
||||
"GLIDING",
|
||||
"BOUNCING",
|
||||
|
||||
// Sliding (usually in water) like Labyrinth/Oil Ocean
|
||||
"SLIDING",
|
||||
|
||||
// Bouncing
|
||||
"BOUNCING",
|
||||
|
||||
/*** NIGHTS STUFF ***/
|
||||
// NiGHTS stuff
|
||||
"TRANSFERTOCLOSEST",
|
||||
"NIGHTSFALL",
|
||||
"DRILLING",
|
||||
"SKIDDOWN",
|
||||
|
||||
/*** TAG STUFF ***/
|
||||
"TAGGED", // Player has been tagged and awaits the next round in hide and seek.
|
||||
// Gametype-specific stuff
|
||||
"GAMETYPEOVER", // Race time over, or H&S out-of-game
|
||||
"TAGIT", // The player is it! For Tag Mode
|
||||
|
||||
/*** misc ***/
|
||||
"FORCESTRAFE", // Translate turn inputs into strafe inputs
|
||||
"ANALOGMODE", // Analog mode?
|
||||
"CANCARRY", // Can carry?
|
||||
"SHIELDABILITY", // Thokked with shield ability
|
||||
"NOJUMPDAMAGE", // No jump damage
|
||||
|
||||
NULL // stop loop here.
|
||||
};
|
||||
|
@ -6641,6 +6747,7 @@ static const char *const POWERS_LIST[] = {
|
|||
"UNDERWATER", // underwater timer
|
||||
"SPACETIME", // In space, no one can hear you spin!
|
||||
"EXTRALIFE", // Extra Life timer
|
||||
"PUSHING",
|
||||
|
||||
"SUPER", // Are you super?
|
||||
"GRAVITYBOOTS", // gravity boots
|
||||
|
@ -6891,6 +6998,7 @@ struct {
|
|||
{"CR_GENERIC",CR_GENERIC},
|
||||
{"CR_PLAYER",CR_PLAYER},
|
||||
{"CR_NIGHTSMODE",CR_NIGHTSMODE},
|
||||
{"CR_NIGHTSFALL",CR_NIGHTSFALL},
|
||||
{"CR_BRAKGOOP",CR_BRAKGOOP},
|
||||
{"CR_ZOOMTUBE",CR_ZOOMTUBE},
|
||||
{"CR_ROPEHANG",CR_ROPEHANG},
|
||||
|
@ -7290,6 +7398,20 @@ static spritenum_t get_sprite(const char *word)
|
|||
return SPR_NULL;
|
||||
}
|
||||
|
||||
static playersprite_t get_sprite2(const char *word)
|
||||
{ // Returns the value of SPR2_ enumerations
|
||||
playersprite_t i;
|
||||
if (*word >= '0' && *word <= '9')
|
||||
return atoi(word);
|
||||
if (fastncmp("SPR2_",word,5))
|
||||
word += 5; // take off the SPR2_
|
||||
for (i = 0; i < NUMPLAYERSPRITES; i++)
|
||||
if (!spr2names[i][4] && memcmp(word,spr2names[i],4)==0)
|
||||
return i;
|
||||
deh_warning("Couldn't find sprite named 'SPR2_%s'",word);
|
||||
return SPR2_STND;
|
||||
}
|
||||
|
||||
static sfxenum_t get_sfx(const char *word)
|
||||
{ // Returns the value of SFX_ enumerations
|
||||
sfxenum_t i;
|
||||
|
@ -7735,7 +7857,7 @@ static inline int lib_freeslot(lua_State *L)
|
|||
else if (fastcmp(type, "SPR2"))
|
||||
{
|
||||
// Search if we already have an SPR2 by that name...
|
||||
enum playersprite i;
|
||||
playersprite_t i;
|
||||
for (i = SPR2_FIRSTFREESLOT; i < free_spr2; i++)
|
||||
if (memcmp(spr2names[i],word,4) == 0)
|
||||
break;
|
||||
|
@ -7914,7 +8036,7 @@ static inline int lib_getenum(lua_State *L)
|
|||
if (mathlib) return luaL_error(L, "sprite '%s' could not be found.\n", word);
|
||||
return 0;
|
||||
}
|
||||
else if (fastncmp("SPR2_",word,4)) {
|
||||
else if (fastncmp("SPR2_",word,5)) {
|
||||
p = word+5;
|
||||
for (i = 0; i < (fixed_t)free_spr2; i++)
|
||||
if (!spr2names[i][4])
|
||||
|
@ -8119,6 +8241,12 @@ static inline int lib_getenum(lua_State *L)
|
|||
} else if (fastcmp(word,"paused")) {
|
||||
lua_pushboolean(L, paused);
|
||||
return 1;
|
||||
} else if (fastcmp(word,"titlemap")) {
|
||||
lua_pushinteger(L, titlemap);
|
||||
return 1;
|
||||
} else if (fastcmp(word,"titlemapinaction")) {
|
||||
lua_pushboolean(L, (titlemapinaction != TITLEMAP_OFF));
|
||||
return 1;
|
||||
} else if (fastcmp(word,"gametype")) {
|
||||
lua_pushinteger(L, gametype);
|
||||
return 1;
|
||||
|
|
|
@ -45,6 +45,10 @@ extern INT32 cursaveslot;
|
|||
extern INT16 lastmaploaded;
|
||||
extern boolean gamecomplete;
|
||||
|
||||
#define maxgameovers 13
|
||||
extern UINT8 numgameovers;
|
||||
extern SINT8 startinglivesbalance[maxgameovers+1];
|
||||
|
||||
#define PRECIP_NONE 0
|
||||
#define PRECIP_STORM 1
|
||||
#define PRECIP_SNOW 2
|
||||
|
@ -125,6 +129,10 @@ extern INT16 spstage_start;
|
|||
extern INT16 sstage_start;
|
||||
extern INT16 sstage_end;
|
||||
|
||||
extern INT16 titlemap;
|
||||
extern boolean hidetitlepics;
|
||||
extern INT16 bootmap; //bootmap for loading a map on startup
|
||||
|
||||
extern boolean looptitle;
|
||||
extern boolean useNightsSS;
|
||||
|
||||
|
|
146
src/f_finale.c
146
src/f_finale.c
|
@ -31,11 +31,18 @@
|
|||
#include "m_random.h"
|
||||
#include "y_inter.h"
|
||||
#include "m_cond.h"
|
||||
#include "p_local.h"
|
||||
#include "p_setup.h"
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
#include "lua_hud.h"
|
||||
#endif
|
||||
|
||||
// Stage of animation:
|
||||
// 0 = text, 1 = art screen
|
||||
static INT32 finalecount;
|
||||
INT32 titlescrollspeed = 80;
|
||||
UINT8 titlemapinaction = TITLEMAP_OFF;
|
||||
|
||||
static INT32 timetonext; // Delay between screen changes
|
||||
static INT32 continuetime; // Short delay when continuing
|
||||
|
@ -217,17 +224,19 @@ static void F_SkyScroll(INT32 scrollspeed)
|
|||
{
|
||||
INT32 scrolled, x, mx, fakedwidth;
|
||||
patch_t *pat;
|
||||
INT16 patwidth;
|
||||
|
||||
pat = W_CachePatchName("TITLESKY", PU_CACHE);
|
||||
|
||||
animtimer = ((finalecount*scrollspeed)/16) % SHORT(pat->width);
|
||||
patwidth = SHORT(pat->width);
|
||||
animtimer = ((finalecount*scrollspeed)/16 + patwidth) % patwidth;
|
||||
|
||||
fakedwidth = vid.width / vid.dupx;
|
||||
|
||||
if (rendermode == render_soft)
|
||||
{ // if only hardware rendering could be this elegant and complete
|
||||
scrolled = (SHORT(pat->width) - animtimer) - 1;
|
||||
for (x = 0, mx = scrolled; x < fakedwidth; x++, mx = (mx+1)%SHORT(pat->width))
|
||||
scrolled = (patwidth - animtimer) - 1;
|
||||
for (x = 0, mx = scrolled; x < fakedwidth; x++, mx = (mx+1)%patwidth)
|
||||
F_DrawPatchCol(x, pat, mx);
|
||||
}
|
||||
#ifdef HWRENDER
|
||||
|
@ -235,8 +244,8 @@ static void F_SkyScroll(INT32 scrollspeed)
|
|||
{ // if only software rendering could be this simple and retarded
|
||||
scrolled = animtimer;
|
||||
if (scrolled > 0)
|
||||
V_DrawScaledPatch(scrolled - SHORT(pat->width), 0, 0, pat);
|
||||
for (x = 0; x < fakedwidth; x += SHORT(pat->width))
|
||||
V_DrawScaledPatch(scrolled - patwidth, 0, 0, pat);
|
||||
for (x = 0; x < fakedwidth; x += patwidth)
|
||||
V_DrawScaledPatch(x + scrolled, 0, 0, pat);
|
||||
}
|
||||
#endif
|
||||
|
@ -278,6 +287,8 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset
|
|||
|
||||
void F_StartIntro(void)
|
||||
{
|
||||
S_StopMusic();
|
||||
|
||||
if (introtoplay)
|
||||
{
|
||||
if (!cutscenes[introtoplay - 1])
|
||||
|
@ -998,7 +1009,7 @@ static const char *credits[] = {
|
|||
"",
|
||||
"\1Sprite Artists",
|
||||
"Odi \"Iceman404\" Atunzu",
|
||||
"Victor \"VAdaPEGA\" Ara\x1Fjo", // Araújo -- sorry for our limited font! D:
|
||||
"Victor \"VAdaPEGA\" Ara\x1Fjo", // Araújo -- sorry for our limited font! D:
|
||||
"Jim \"MotorRoach\" DeMello",
|
||||
"Desmond \"Blade\" DesJardins",
|
||||
"Sherman \"CoatRack\" DesJardins",
|
||||
|
@ -1114,7 +1125,7 @@ void F_StartCredits(void)
|
|||
M_ClearMenus(true);
|
||||
|
||||
// Save the second we enter the credits
|
||||
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot >= 0)
|
||||
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot > 0)
|
||||
G_SaveGame((UINT32)cursaveslot);
|
||||
|
||||
if (creditscutscene)
|
||||
|
@ -1252,7 +1263,7 @@ static boolean drawemblem = false, drawchaosemblem = false;
|
|||
void F_StartGameEvaluation(void)
|
||||
{
|
||||
// Credits option in secrets menu
|
||||
if (cursaveslot == -2)
|
||||
if (cursaveslot == -1)
|
||||
{
|
||||
F_StartGameEnd();
|
||||
return;
|
||||
|
@ -1266,7 +1277,7 @@ void F_StartGameEvaluation(void)
|
|||
// Save the second we enter the evaluation
|
||||
// We need to do this again! Remember, it's possible a mod designed skipped
|
||||
// the credits sequence!
|
||||
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot >= 0)
|
||||
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot > 0)
|
||||
G_SaveGame((UINT32)cursaveslot);
|
||||
|
||||
gameaction = ga_nothing;
|
||||
|
@ -1415,17 +1426,72 @@ void F_GameEndTicker(void)
|
|||
// ==============
|
||||
void F_StartTitleScreen(void)
|
||||
{
|
||||
S_ChangeMusicInternal("_title", looptitle);
|
||||
|
||||
if (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS)
|
||||
finalecount = 0;
|
||||
else
|
||||
wipegamestate = GS_TITLESCREEN;
|
||||
|
||||
if (titlemap)
|
||||
{
|
||||
mapthing_t *startpos;
|
||||
|
||||
gamestate_t prevwipegamestate = wipegamestate;
|
||||
titlemapinaction = TITLEMAP_LOADING;
|
||||
gamemap = titlemap;
|
||||
|
||||
if (!mapheaderinfo[gamemap-1])
|
||||
P_AllocMapHeader(gamemap-1);
|
||||
|
||||
maptol = mapheaderinfo[gamemap-1]->typeoflevel;
|
||||
globalweather = mapheaderinfo[gamemap-1]->weather;
|
||||
|
||||
G_DoLoadLevel(true);
|
||||
if (!titlemap)
|
||||
return;
|
||||
|
||||
players[displayplayer].playerstate = PST_DEAD; // Don't spawn the player in dummy (I'm still a filthy cheater)
|
||||
|
||||
// Set Default Position
|
||||
if (playerstarts[0])
|
||||
startpos = playerstarts[0];
|
||||
else if (deathmatchstarts[0])
|
||||
startpos = deathmatchstarts[0];
|
||||
else
|
||||
startpos = NULL;
|
||||
|
||||
if (startpos)
|
||||
{
|
||||
camera.x = startpos->x << FRACBITS;
|
||||
camera.y = startpos->y << FRACBITS;
|
||||
camera.subsector = R_PointInSubsector(camera.x, camera.y);
|
||||
camera.z = camera.subsector->sector->floorheight + ((startpos->options >> ZSHIFT) << FRACBITS);
|
||||
camera.angle = (startpos->angle % 360)*ANG1;
|
||||
camera.aiming = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
camera.x = camera.y = camera.z = camera.angle = camera.aiming = 0;
|
||||
camera.subsector = NULL; // toast is filthy too
|
||||
}
|
||||
|
||||
camera.chase = true;
|
||||
camera.height = 0;
|
||||
|
||||
wipegamestate = prevwipegamestate;
|
||||
}
|
||||
else
|
||||
{
|
||||
titlemapinaction = TITLEMAP_OFF;
|
||||
gamemap = 1; // g_game.c
|
||||
CON_ClearHUD();
|
||||
}
|
||||
|
||||
G_SetGamestate(GS_TITLESCREEN);
|
||||
CON_ClearHUD();
|
||||
|
||||
// IWAD dependent stuff.
|
||||
|
||||
S_ChangeMusicInternal("_title", looptitle);
|
||||
|
||||
animtimer = 0;
|
||||
|
||||
demoDelayLeft = demoDelayTime;
|
||||
|
@ -1455,12 +1521,21 @@ void F_TitleScreenDrawer(void)
|
|||
return; // We likely came here from retrying. Don't do a damn thing.
|
||||
|
||||
// Draw that sky!
|
||||
F_SkyScroll(titlescrollspeed);
|
||||
if (!titlemapinaction)
|
||||
F_SkyScroll(titlescrollspeed);
|
||||
|
||||
// Don't draw outside of the title screewn, or if the patch isn't there.
|
||||
if (!ttwing || (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS))
|
||||
return;
|
||||
|
||||
// rei|miru: use title pics?
|
||||
if (hidetitlepics)
|
||||
#ifdef HAVE_BLUA
|
||||
goto luahook;
|
||||
#else
|
||||
return;
|
||||
#endif
|
||||
|
||||
V_DrawScaledPatch(30, 14, 0, ttwing);
|
||||
|
||||
if (finalecount < 57)
|
||||
|
@ -1497,6 +1572,11 @@ void F_TitleScreenDrawer(void)
|
|||
}
|
||||
|
||||
V_DrawScaledPatch(48, 142, 0,ttbanner);
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
luahook:
|
||||
LUAh_TitleHUD();
|
||||
#endif
|
||||
}
|
||||
|
||||
// (no longer) De-Demo'd Title Screen
|
||||
|
@ -1509,6 +1589,46 @@ void F_TitleScreenTicker(boolean run)
|
|||
if (gameaction != ga_nothing || gamestate != GS_TITLESCREEN)
|
||||
return;
|
||||
|
||||
// Execute the titlemap camera settings
|
||||
if (titlemapinaction)
|
||||
{
|
||||
thinker_t *th;
|
||||
mobj_t *mo2;
|
||||
mobj_t *cameraref = NULL;
|
||||
|
||||
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (!mo2)
|
||||
continue;
|
||||
|
||||
if (mo2->type != MT_ALTVIEWMAN)
|
||||
continue;
|
||||
|
||||
cameraref = mo2;
|
||||
break;
|
||||
}
|
||||
|
||||
if (cameraref)
|
||||
{
|
||||
camera.x = cameraref->x;
|
||||
camera.y = cameraref->y;
|
||||
camera.z = cameraref->z;
|
||||
camera.angle = cameraref->angle;
|
||||
camera.aiming = cameraref->cusval;
|
||||
camera.subsector = cameraref->subsector;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Default behavior: Do a lil' camera spin if a title map is loaded;
|
||||
camera.angle += titlescrollspeed*ANG1/64;
|
||||
}
|
||||
}
|
||||
|
||||
// no demos to play? or, are they disabled?
|
||||
if (!cv_rollingdemos.value || !numDemos)
|
||||
return;
|
||||
|
|
|
@ -62,6 +62,15 @@ void F_ContinueDrawer(void);
|
|||
|
||||
extern INT32 titlescrollspeed;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
TITLEMAP_OFF = 0,
|
||||
TITLEMAP_LOADING,
|
||||
TITLEMAP_RUNNING
|
||||
} titlemap_enum;
|
||||
|
||||
extern UINT8 titlemapinaction;
|
||||
|
||||
//
|
||||
// WIPE
|
||||
//
|
||||
|
|
251
src/g_game.c
251
src/g_game.c
|
@ -76,11 +76,14 @@ INT16 gamemap = 1;
|
|||
INT16 maptol;
|
||||
UINT8 globalweather = 0;
|
||||
INT32 curWeather = PRECIP_NONE;
|
||||
INT32 cursaveslot = -1; // Auto-save 1p savegame slot
|
||||
INT32 cursaveslot = 0; // Auto-save 1p savegame slot
|
||||
//INT16 lastmapsaved = 0; // Last map we auto-saved at
|
||||
INT16 lastmaploaded = 0; // Last map the game loaded
|
||||
boolean gamecomplete = false;
|
||||
|
||||
UINT8 numgameovers = 0; // for startinglives balance
|
||||
SINT8 startinglivesbalance[maxgameovers+1] = {3, 5, 7, 9, 12, 15, 20, 25, 30, 40, 50, 75, 99, 0x7F};
|
||||
|
||||
UINT16 mainwads = 0;
|
||||
boolean modifiedgame; // Set if homebrew PWAD stuff has been added.
|
||||
boolean savemoddata = false;
|
||||
|
@ -121,6 +124,10 @@ INT16 spstage_start;
|
|||
INT16 sstage_start;
|
||||
INT16 sstage_end;
|
||||
|
||||
INT16 titlemap = 0;
|
||||
boolean hidetitlepics = false;
|
||||
INT16 bootmap; //bootmap for loading a map on startup
|
||||
|
||||
boolean looptitle = false;
|
||||
boolean useNightsSS = false;
|
||||
|
||||
|
@ -286,6 +293,10 @@ static void UserAnalog_OnChange(void);
|
|||
static void UserAnalog2_OnChange(void);
|
||||
static void Analog_OnChange(void);
|
||||
static void Analog2_OnChange(void);
|
||||
static void DirectionChar_OnChange(void);
|
||||
static void DirectionChar2_OnChange(void);
|
||||
static void AutoBrake_OnChange(void);
|
||||
static void AutoBrake2_OnChange(void);
|
||||
void SendWeaponPref(void);
|
||||
void SendWeaponPref2(void);
|
||||
|
||||
|
@ -368,6 +379,14 @@ consvar_t cv_useranalog = {"useranalog", "Off", CV_SAVE|CV_CALL, CV_OnOff, UserA
|
|||
consvar_t cv_useranalog2 = {"useranalog2", "Off", CV_SAVE|CV_CALL, CV_OnOff, UserAnalog2_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
#endif
|
||||
|
||||
static CV_PossibleValue_t directionchar_cons_t[] = {{0, "Camera"}, {1, "Movement"}, {0, NULL}};
|
||||
|
||||
// deez New User eXperiences
|
||||
consvar_t cv_directionchar = {"directionchar", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_directionchar2 = {"directionchar2", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar2_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_autobrake = {"autobrake", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_autobrake2 = {"autobrake2", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake2_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
typedef enum
|
||||
{
|
||||
AXISNONE = 0,
|
||||
|
@ -1654,6 +1673,46 @@ static void Analog2_OnChange(void)
|
|||
SendWeaponPref2();
|
||||
}
|
||||
|
||||
static void DirectionChar_OnChange(void)
|
||||
{
|
||||
if (cv_directionchar.value)
|
||||
players[consoleplayer].pflags |= PF_DIRECTIONCHAR;
|
||||
else
|
||||
players[consoleplayer].pflags &= ~PF_DIRECTIONCHAR;
|
||||
|
||||
SendWeaponPref();
|
||||
}
|
||||
|
||||
static void DirectionChar2_OnChange(void)
|
||||
{
|
||||
if (cv_directionchar2.value)
|
||||
players[secondarydisplayplayer].pflags |= PF_DIRECTIONCHAR;
|
||||
else
|
||||
players[secondarydisplayplayer].pflags &= ~PF_DIRECTIONCHAR;
|
||||
|
||||
SendWeaponPref2();
|
||||
}
|
||||
|
||||
static void AutoBrake_OnChange(void)
|
||||
{
|
||||
if (cv_autobrake.value)
|
||||
players[consoleplayer].pflags |= PF_AUTOBRAKE;
|
||||
else
|
||||
players[consoleplayer].pflags &= ~PF_AUTOBRAKE;
|
||||
|
||||
SendWeaponPref();
|
||||
}
|
||||
|
||||
static void AutoBrake2_OnChange(void)
|
||||
{
|
||||
if (cv_autobrake2.value)
|
||||
players[secondarydisplayplayer].pflags |= PF_AUTOBRAKE;
|
||||
else
|
||||
players[secondarydisplayplayer].pflags &= ~PF_AUTOBRAKE;
|
||||
|
||||
SendWeaponPref2();
|
||||
}
|
||||
|
||||
//
|
||||
// G_DoLoadLevel
|
||||
//
|
||||
|
@ -1672,6 +1731,21 @@ void G_DoLoadLevel(boolean resetplayer)
|
|||
if (gamestate == GS_INTERMISSION)
|
||||
Y_EndIntermission();
|
||||
|
||||
// cleanup
|
||||
if (titlemapinaction == TITLEMAP_LOADING)
|
||||
{
|
||||
if (W_CheckNumForName(G_BuildMapName(gamemap)) == LUMPERROR)
|
||||
{
|
||||
titlemap = 0; // let's not infinite recursion ok
|
||||
Command_ExitGame_f();
|
||||
return;
|
||||
}
|
||||
|
||||
titlemapinaction = TITLEMAP_RUNNING;
|
||||
}
|
||||
else
|
||||
titlemapinaction = TITLEMAP_OFF;
|
||||
|
||||
G_SetGamestate(GS_LEVEL);
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
@ -1681,7 +1755,7 @@ void G_DoLoadLevel(boolean resetplayer)
|
|||
}
|
||||
|
||||
// Setup the level.
|
||||
if (!P_SetupLevel(false))
|
||||
if (!P_SetupLevel(false)) // this never returns false?
|
||||
{
|
||||
// fail so reset game stuff
|
||||
Command_ExitGame_f();
|
||||
|
@ -2030,6 +2104,7 @@ void G_Ticker(boolean run)
|
|||
break;
|
||||
|
||||
case GS_TITLESCREEN:
|
||||
if (titlemapinaction) P_Ticker(run); // then intentionally fall through
|
||||
case GS_WAITINGPLAYERS:
|
||||
F_TitleScreenTicker(run);
|
||||
break;
|
||||
|
@ -2142,7 +2217,7 @@ void G_PlayerReborn(INT32 player)
|
|||
jointime = players[player].jointime;
|
||||
spectator = players[player].spectator;
|
||||
outofcoop = players[player].outofcoop;
|
||||
pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_ANALOGMODE));
|
||||
pflags = (players[player].pflags & (PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE|PF_TAGIT|PF_GAMETYPEOVER));
|
||||
|
||||
// As long as we're not in multiplayer, carry over cheatcodes from map to map
|
||||
if (!(netgame || multiplayer))
|
||||
|
@ -3168,8 +3243,11 @@ static void G_DoContinued(void)
|
|||
tokenlist = 0;
|
||||
token = 0;
|
||||
|
||||
if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && (!modifiedgame || savemoddata) && cursaveslot > 0)
|
||||
G_SaveGameOver((UINT32)cursaveslot, true);
|
||||
|
||||
// Reset # of lives
|
||||
pl->lives = (ultimatemode) ? 1 : 3;
|
||||
pl->lives = (ultimatemode) ? 1 : startinglivesbalance[numgameovers];
|
||||
|
||||
D_MapChange(gamemap, gametype, ultimatemode, false, 0, false, false);
|
||||
|
||||
|
@ -3508,59 +3586,6 @@ void G_SaveGameData(void)
|
|||
|
||||
#define VERSIONSIZE 16
|
||||
|
||||
#ifdef SAVEGAMES_OTHERVERSIONS
|
||||
static INT16 startonmapnum = 0;
|
||||
|
||||
//
|
||||
// User wants to load a savegame from a different version?
|
||||
//
|
||||
static void M_ForceLoadGameResponse(INT32 ch)
|
||||
{
|
||||
if (ch != 'y' && ch != KEY_ENTER)
|
||||
{
|
||||
//refused
|
||||
Z_Free(savebuffer);
|
||||
save_p = savebuffer = NULL;
|
||||
startonmapnum = 0;
|
||||
M_SetupNextMenu(&SP_LoadDef);
|
||||
return;
|
||||
}
|
||||
|
||||
// pick up where we left off.
|
||||
save_p += VERSIONSIZE;
|
||||
if (!P_LoadGame(startonmapnum))
|
||||
{
|
||||
M_ClearMenus(true); // so ESC backs out to title
|
||||
M_StartMessage(M_GetText("Savegame file corrupted\n\nPress ESC\n"), NULL, MM_NOTHING);
|
||||
Command_ExitGame_f();
|
||||
Z_Free(savebuffer);
|
||||
save_p = savebuffer = NULL;
|
||||
startonmapnum = 0;
|
||||
|
||||
// no cheating!
|
||||
memset(&savedata, 0, sizeof(savedata));
|
||||
return;
|
||||
}
|
||||
|
||||
// done
|
||||
Z_Free(savebuffer);
|
||||
save_p = savebuffer = NULL;
|
||||
startonmapnum = 0;
|
||||
|
||||
//set cursaveslot to -1 so nothing gets saved.
|
||||
cursaveslot = -1;
|
||||
|
||||
displayplayer = consoleplayer;
|
||||
multiplayer = splitscreen = false;
|
||||
|
||||
if (setsizeneeded)
|
||||
R_ExecuteSetViewSize();
|
||||
|
||||
M_ClearMenus(true);
|
||||
CON_ToggleOff();
|
||||
}
|
||||
#endif
|
||||
|
||||
//
|
||||
// G_InitFromSavegame
|
||||
// Can be called by the startup code or the menu task.
|
||||
|
@ -3653,13 +3678,13 @@ void G_LoadGame(UINT32 slot, INT16 mapoverride)
|
|||
// G_SaveGame
|
||||
// Saves your game.
|
||||
//
|
||||
void G_SaveGame(UINT32 savegameslot)
|
||||
void G_SaveGame(UINT32 slot)
|
||||
{
|
||||
boolean saved;
|
||||
char savename[256] = "";
|
||||
const char *backup;
|
||||
|
||||
sprintf(savename, savegamename, savegameslot);
|
||||
sprintf(savename, savegamename, slot);
|
||||
backup = va("%s",savename);
|
||||
|
||||
// save during evaluation or credits? game's over, folks!
|
||||
|
@ -3695,9 +3720,91 @@ void G_SaveGame(UINT32 savegameslot)
|
|||
if (cv_debug && saved)
|
||||
CONS_Printf(M_GetText("Game saved.\n"));
|
||||
else if (!saved)
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Error while writing to %s for save slot %u, base: %s\n"), backup, savegameslot, savegamename);
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Error while writing to %s for save slot %u, base: %s\n"), backup, slot, savegamename);
|
||||
}
|
||||
|
||||
#define BADSAVE goto cleanup;
|
||||
#define CHECKPOS if (save_p >= end_p) BADSAVE
|
||||
void G_SaveGameOver(UINT32 slot, boolean modifylives)
|
||||
{
|
||||
boolean saved = false;
|
||||
size_t length;
|
||||
char vcheck[VERSIONSIZE];
|
||||
char savename[255];
|
||||
const char *backup;
|
||||
|
||||
sprintf(savename, savegamename, slot);
|
||||
backup = va("%s",savename);
|
||||
|
||||
length = FIL_ReadFile(savename, &savebuffer);
|
||||
if (!length)
|
||||
{
|
||||
CONS_Printf(M_GetText("Couldn't read file %s\n"), savename);
|
||||
return;
|
||||
}
|
||||
|
||||
{
|
||||
char temp[sizeof(timeattackfolder)];
|
||||
UINT8 *end_p = savebuffer + length;
|
||||
UINT8 *lives_p;
|
||||
SINT8 pllives;
|
||||
|
||||
save_p = savebuffer;
|
||||
// Version check
|
||||
memset(vcheck, 0, sizeof (vcheck));
|
||||
sprintf(vcheck, "version %d", VERSION);
|
||||
if (strcmp((const char *)save_p, (const char *)vcheck)) BADSAVE
|
||||
save_p += VERSIONSIZE;
|
||||
|
||||
// P_UnArchiveMisc()
|
||||
(void)READINT16(save_p);
|
||||
CHECKPOS
|
||||
(void)READUINT16(save_p); // emeralds
|
||||
CHECKPOS
|
||||
READSTRINGN(save_p, temp, sizeof(temp)); // mod it belongs to
|
||||
if (strcmp(temp, timeattackfolder)) BADSAVE
|
||||
|
||||
// P_UnArchivePlayer()
|
||||
CHECKPOS
|
||||
(void)READUINT16(save_p);
|
||||
CHECKPOS
|
||||
|
||||
WRITEUINT8(save_p, numgameovers);
|
||||
CHECKPOS
|
||||
|
||||
lives_p = save_p;
|
||||
pllives = READSINT8(save_p); // lives
|
||||
CHECKPOS
|
||||
if (modifylives && pllives < startinglivesbalance[numgameovers])
|
||||
{
|
||||
pllives = startinglivesbalance[numgameovers];
|
||||
WRITESINT8(lives_p, pllives);
|
||||
}
|
||||
|
||||
(void)READINT32(save_p); // Score
|
||||
CHECKPOS
|
||||
(void)READINT32(save_p); // continues
|
||||
|
||||
// File end marker check
|
||||
CHECKPOS
|
||||
if (READUINT8(save_p) != 0x1d) BADSAVE;
|
||||
|
||||
// done
|
||||
saved = FIL_WriteFile(backup, savebuffer, length);
|
||||
}
|
||||
|
||||
cleanup:
|
||||
if (cv_debug && saved)
|
||||
CONS_Printf(M_GetText("Game saved.\n"));
|
||||
else if (!saved)
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Error while writing to %s for save slot %u, base: %s\n"), backup, slot, savegamename);
|
||||
Z_Free(savebuffer);
|
||||
save_p = savebuffer = NULL;
|
||||
|
||||
}
|
||||
#undef CHECKPOS
|
||||
#undef BADSAVE
|
||||
|
||||
//
|
||||
// G_DeferedInitNew
|
||||
// Can be called by the startup code or the menu task,
|
||||
|
@ -3705,7 +3812,7 @@ void G_SaveGame(UINT32 savegameslot)
|
|||
//
|
||||
void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, boolean SSSG, boolean FLS)
|
||||
{
|
||||
UINT8 color = 0;
|
||||
UINT8 color = skins[pickedchar].prefcolor;
|
||||
paused = false;
|
||||
|
||||
if (demoplayback)
|
||||
|
@ -3717,10 +3824,8 @@ void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, b
|
|||
|
||||
if (savedata.lives > 0)
|
||||
{
|
||||
color = savedata.skincolor;
|
||||
botskin = savedata.botskin;
|
||||
botcolor = savedata.botcolor;
|
||||
botingame = (botskin != 0);
|
||||
if ((botingame = ((botskin = savedata.botskin) != 0)))
|
||||
botcolor = skins[botskin-1].prefcolor;
|
||||
}
|
||||
else if (splitscreen != SSSG)
|
||||
{
|
||||
|
@ -3728,8 +3833,7 @@ void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, b
|
|||
SplitScreen_OnChange();
|
||||
}
|
||||
|
||||
if (!color)
|
||||
color = skins[pickedchar].prefcolor;
|
||||
color = skins[pickedchar].prefcolor;
|
||||
SetPlayerSkinByNum(consoleplayer, pickedchar);
|
||||
CV_StealthSet(&cv_skin, skins[pickedchar].name);
|
||||
CV_StealthSetValue(&cv_playercolor, color);
|
||||
|
@ -3761,7 +3865,7 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
|
|||
if (resetplayer)
|
||||
{
|
||||
// Clear a bunch of variables
|
||||
tokenlist = token = sstimer = redscore = bluescore = lastmap = 0;
|
||||
numgameovers = tokenlist = token = sstimer = redscore = bluescore = lastmap = 0;
|
||||
countdown = countdown2 = 0;
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
@ -3776,22 +3880,17 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
|
|||
players[i].lives = cv_startinglives.value;
|
||||
players[i].continues = 0;
|
||||
}
|
||||
else if (pultmode)
|
||||
{
|
||||
players[i].lives = 1;
|
||||
players[i].continues = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
players[i].lives = 3;
|
||||
players[i].continues = 1;
|
||||
players[i].lives = (pultmode) ? 1 : startinglivesbalance[0];
|
||||
players[i].continues = (pultmode) ? 0 : 1;
|
||||
}
|
||||
|
||||
if (!((netgame || multiplayer) && (FLS)))
|
||||
players[i].score = 0;
|
||||
|
||||
// The latter two should clear by themselves, but just in case
|
||||
players[i].pflags &= ~(PF_TAGIT|PF_TAGGED|PF_FULLSTASIS);
|
||||
players[i].pflags &= ~(PF_TAGIT|PF_GAMETYPEOVER|PF_FULLSTASIS);
|
||||
|
||||
// Clear cheatcodes too, just in case.
|
||||
players[i].pflags &= ~(PF_GODMODE|PF_NOCLIP|PF_INVIS);
|
||||
|
|
|
@ -59,8 +59,15 @@ extern consvar_t cv_invertmouse, cv_alwaysfreelook, cv_mousemove;
|
|||
extern consvar_t cv_invertmouse2, cv_alwaysfreelook2, cv_mousemove2;
|
||||
extern consvar_t cv_useranalog, cv_useranalog2;
|
||||
extern consvar_t cv_analog, cv_analog2;
|
||||
<<<<<<< HEAD
|
||||
extern consvar_t cv_sideaxis,cv_turnaxis,cv_moveaxis,cv_lookaxis,cv_jumpaxis,cv_spinaxis,cv_fireaxis,cv_firenaxis;
|
||||
extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_jumpaxis2,cv_spinaxis2,cv_fireaxis2,cv_firenaxis2;
|
||||
=======
|
||||
extern consvar_t cv_directionchar, cv_directionchar2;
|
||||
extern consvar_t cv_autobrake, cv_autobrake2;
|
||||
extern consvar_t cv_sideaxis,cv_turnaxis,cv_moveaxis,cv_lookaxis,cv_fireaxis,cv_firenaxis;
|
||||
extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_fireaxis2,cv_firenaxis2;
|
||||
>>>>>>> refs/remotes/origin/master
|
||||
extern consvar_t cv_ghost_bestscore, cv_ghost_besttime, cv_ghost_bestrings, cv_ghost_last, cv_ghost_guest;
|
||||
|
||||
// mouseaiming (looking up/down with the mouse or keyboard)
|
||||
|
@ -116,6 +123,8 @@ void G_SaveGameData(void);
|
|||
|
||||
void G_SaveGame(UINT32 slot);
|
||||
|
||||
void G_SaveGameOver(UINT32 slot, boolean modifylives);
|
||||
|
||||
// Only called by startup code.
|
||||
void G_RecordDemo(const char *name);
|
||||
void G_RecordMetal(void);
|
||||
|
|
|
@ -4753,8 +4753,6 @@ static polyplaneinfo_t *polyplaneinfo = NULL;
|
|||
#ifndef SORTING
|
||||
size_t numfloors = 0;
|
||||
#else
|
||||
//static floorinfo_t *floorinfo = NULL;
|
||||
//static size_t numfloors = 0;
|
||||
//Hurdler: 3D water sutffs
|
||||
typedef struct gr_drawnode_s
|
||||
{
|
||||
|
@ -5241,7 +5239,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
// Note: DO NOT do this in software mode version, it actually
|
||||
// makes papersprites look WORSE there (I know, I've tried)
|
||||
// Monster Iestyn - 13/05/17
|
||||
ang = dup_viewangle - thing->angle;
|
||||
ang = dup_viewangle - (thing->player ? thing->player->drawangle : thing->angle);
|
||||
ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT));
|
||||
ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT));
|
||||
|
||||
|
@ -5252,7 +5250,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
}
|
||||
}
|
||||
else if (sprframe->rotate != SRF_SINGLE)
|
||||
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
|
||||
ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle);
|
||||
|
||||
if (sprframe->rotate == SRF_SINGLE)
|
||||
{
|
||||
|
|
|
@ -46,8 +46,7 @@ void HWR_SetViewSize(void);
|
|||
void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option);
|
||||
void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t scale, INT32 option, const UINT8 *colormap);
|
||||
void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t scale, INT32 option, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h);
|
||||
void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, INT32 option, fixed_t scale, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h);
|
||||
void HWR_MakePatch (const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap);
|
||||
void HWR_MakePatch(const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap);
|
||||
void HWR_CreatePlanePolygons(INT32 bspnum);
|
||||
void HWR_CreateStaticLightmaps(INT32 bspnum);
|
||||
void HWR_PrepLevelCache(size_t pnumtextures);
|
||||
|
@ -104,13 +103,4 @@ extern float gr_viewwindowx, gr_basewindowcentery;
|
|||
extern fixed_t *hwbbox;
|
||||
extern FTransform atransform;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
wallVert3D floorVerts[4];
|
||||
FSurfaceInfo Surf;
|
||||
INT32 texnum;
|
||||
INT32 blend;
|
||||
INT32 drawcount;
|
||||
} floorinfo_t;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -28,6 +28,7 @@
|
|||
|
||||
#include "../doomdef.h"
|
||||
#include "../doomstat.h"
|
||||
#include "../fastcmp.h"
|
||||
|
||||
#ifdef HWRENDER
|
||||
#include "hw_drv.h"
|
||||
|
@ -265,6 +266,9 @@ static void md2_freeModel (md2_model_t *model)
|
|||
free(model->frames);
|
||||
}
|
||||
|
||||
if (model->spr2frames)
|
||||
free(model->spr2frames);
|
||||
|
||||
if (model->glCommandBuffer)
|
||||
free(model->glCommandBuffer);
|
||||
|
||||
|
@ -395,6 +399,39 @@ static md2_model_t *md2_readModel(const char *filename)
|
|||
}
|
||||
|
||||
strcpy(model->frames[i].name, frame->name);
|
||||
if (frame->name[0] == 'S')
|
||||
{
|
||||
boolean super;
|
||||
if ((super = (fastncmp("UPER", frame->name+1, 4))) // SUPER
|
||||
|| fastncmp("PR2_", frame->name+1, 4)) // SPR2_
|
||||
{
|
||||
UINT8 spr2;
|
||||
for (spr2 = 0; spr2 < free_spr2; spr2++)
|
||||
if (fastncmp(frame->name+5,spr2names[spr2],3)
|
||||
&& ((frame->name[8] == spr2names[spr2][3])
|
||||
|| (frame->name[8] == '.' && spr2names[spr2][3] == '_')))
|
||||
break;
|
||||
|
||||
if (spr2 < free_spr2)
|
||||
{
|
||||
if (!model->spr2frames)
|
||||
{
|
||||
model->spr2frames = calloc(sizeof (size_t), 2*NUMPLAYERSPRITES*2);
|
||||
if (!model->spr2frames)
|
||||
{
|
||||
md2_freeModel (model);
|
||||
fclose(file);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
if (super)
|
||||
spr2 |= FF_SPR2SUPER;
|
||||
if (model->spr2frames[spr2*2 + 1]++ == 0) // numspr2frames
|
||||
model->spr2frames[spr2*2] = i; // starting frame
|
||||
CONS_Debug(DBG_RENDER, "frame %s, sprite2 %s - starting frame %d, number of frames %d\n", frame->name, spr2names[spr2 & ~FF_SPR2SUPER], model->spr2frames[spr2*2], model->spr2frames[spr2*2 + 1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (j = 0; j < model->header.numVertices; j++)
|
||||
{
|
||||
model->frames[i].vertices[j].vertex[0] = (float) ((INT32) frame->alias_vertices[j].vertex[0]) * frame->scale[0] + frame->translate[0];
|
||||
|
@ -1078,6 +1115,51 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, con
|
|||
res?
|
||||
run?
|
||||
*/
|
||||
|
||||
static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *player)
|
||||
{
|
||||
UINT8 super = 0, i = 0;
|
||||
|
||||
if (!md2 || !skin)
|
||||
return 0;
|
||||
|
||||
while (!(md2->model->spr2frames[spr2*2 + 1])
|
||||
&& spr2 != SPR2_STND
|
||||
&& ++i != 32) // recursion limiter
|
||||
{
|
||||
if (spr2 & FF_SPR2SUPER)
|
||||
{
|
||||
super = FF_SPR2SUPER;
|
||||
spr2 &= ~FF_SPR2SUPER;
|
||||
continue;
|
||||
}
|
||||
|
||||
switch(spr2)
|
||||
{
|
||||
|
||||
// Normal special cases.
|
||||
case SPR2_JUMP:
|
||||
spr2 = ((player
|
||||
? player->charflags
|
||||
: skin->flags)
|
||||
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
|
||||
break;
|
||||
case SPR2_TIRE:
|
||||
spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
|
||||
break;
|
||||
|
||||
// Use the handy list, that's what it's there for!
|
||||
default:
|
||||
spr2 = spr2defaults[spr2];
|
||||
break;
|
||||
}
|
||||
|
||||
spr2 |= super;
|
||||
}
|
||||
|
||||
return spr2;
|
||||
}
|
||||
|
||||
#define NORMALFOG 0x00000000
|
||||
#define FADEFOG 0x19000000
|
||||
void HWR_DrawMD2(gr_vissprite_t *spr)
|
||||
|
@ -1225,31 +1307,70 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
|||
tics = spr->mobj->anim_duration;
|
||||
}
|
||||
|
||||
//FIXME: this is not yet correct
|
||||
frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->header.numFrames;
|
||||
buff = md2->model->glCommandBuffer;
|
||||
curr = &md2->model->frames[frame];
|
||||
if (cv_grmd2.value == 1)
|
||||
#define INTERPOLERATION_LIMIT TICRATE/4
|
||||
|
||||
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY && md2->model->spr2frames)
|
||||
{
|
||||
// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
|
||||
if (spr->mobj->frame & FF_ANIMATE)
|
||||
UINT8 spr2 = P_GetModelSprite2(md2, spr->mobj->skin, spr->mobj->sprite2, spr->mobj->player);
|
||||
UINT8 mod = md2->model->spr2frames[spr2*2 + 1] ? md2->model->spr2frames[spr2*2 + 1] : md2->model->header.numFrames;
|
||||
if (mod > ((skin_t *)spr->mobj->skin)->sprites[spr2].numframes)
|
||||
mod = ((skin_t *)spr->mobj->skin)->sprites[spr2].numframes;
|
||||
//FIXME: this is not yet correct
|
||||
frame = (spr->mobj->frame & FF_FRAMEMASK);
|
||||
if (frame >= mod)
|
||||
frame = 0;
|
||||
buff = md2->model->glCommandBuffer;
|
||||
curr = &md2->model->frames[md2->model->spr2frames[spr2*2] + frame];
|
||||
if (cv_grmd2.value == 1 && tics <= INTERPOLERATION_LIMIT)
|
||||
{
|
||||
UINT32 nextframe = (spr->mobj->frame & FF_FRAMEMASK) + 1;
|
||||
if (nextframe >= (UINT32)spr->mobj->state->var1)
|
||||
nextframe = (spr->mobj->state->frame & FF_FRAMEMASK);
|
||||
nextframe %= md2->model->header.numFrames;
|
||||
next = &md2->model->frames[nextframe];
|
||||
}
|
||||
else
|
||||
{
|
||||
if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL
|
||||
&& !(spr->mobj->player && spr->mobj->state->nextstate == S_PLAY_WAIT && spr->mobj->state == &states[S_PLAY_STND]))
|
||||
if (durs > INTERPOLERATION_LIMIT)
|
||||
durs = INTERPOLERATION_LIMIT;
|
||||
|
||||
if (spr->mobj->frame & FF_ANIMATE
|
||||
|| (spr->mobj->state->nextstate != S_NULL
|
||||
&& states[spr->mobj->state->nextstate].sprite == spr->mobj->sprite
|
||||
&& (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) == spr->mobj->sprite2))
|
||||
{
|
||||
const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames;
|
||||
next = &md2->model->frames[nextframe];
|
||||
if (++frame >= mod)
|
||||
frame = 0;
|
||||
if (frame || !(spr->mobj->state->frame & FF_SPR2ENDSTATE))
|
||||
next = &md2->model->frames[md2->model->spr2frames[spr2*2] + frame];
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//FIXME: this is not yet correct
|
||||
frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->header.numFrames;
|
||||
buff = md2->model->glCommandBuffer;
|
||||
curr = &md2->model->frames[frame];
|
||||
if (cv_grmd2.value == 1 && tics <= INTERPOLERATION_LIMIT)
|
||||
{
|
||||
if (durs > INTERPOLERATION_LIMIT)
|
||||
durs = INTERPOLERATION_LIMIT;
|
||||
|
||||
// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
|
||||
if (spr->mobj->frame & FF_ANIMATE)
|
||||
{
|
||||
UINT32 nextframe = (spr->mobj->frame & FF_FRAMEMASK) + 1;
|
||||
if (nextframe >= (UINT32)spr->mobj->state->var1)
|
||||
nextframe = (spr->mobj->state->frame & FF_FRAMEMASK);
|
||||
nextframe %= md2->model->header.numFrames;
|
||||
next = &md2->model->frames[nextframe];
|
||||
}
|
||||
else
|
||||
{
|
||||
if (spr->mobj->state->nextstate != S_NULL
|
||||
&& states[spr->mobj->state->nextstate].sprite == spr->mobj->sprite)
|
||||
{
|
||||
const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames;
|
||||
next = &md2->model->frames[nextframe];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#undef INTERPOLERATION_LIMIT
|
||||
|
||||
//Hurdler: it seems there is still a small problem with mobj angle
|
||||
p.x = FIXED_TO_FLOAT(spr->mobj->x);
|
||||
|
@ -1269,7 +1390,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
|||
|
||||
if (sprframe->rotate)
|
||||
{
|
||||
const fixed_t anglef = AngleFixed(spr->mobj->angle);
|
||||
const fixed_t anglef = AngleFixed((spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle));
|
||||
p.angley = FIXED_TO_FLOAT(anglef);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#define _HW_MD2_H_
|
||||
|
||||
#include "hw_glob.h"
|
||||
#include "../info.h"
|
||||
|
||||
// magic number "IDP2" or 844121161
|
||||
#define MD2_IDENT (INT32)(('2' << 24) + ('P' << 16) + ('D' << 8) + 'I')
|
||||
|
@ -111,7 +112,8 @@ typedef struct
|
|||
md2_textureCoordinate_t *texCoords;
|
||||
md2_triangle_t *triangles;
|
||||
md2_frame_t *frames;
|
||||
INT32 *glCommandBuffer;
|
||||
size_t *spr2frames; // size_t spr2frames[2*NUMPLAYERSPRITES][2];
|
||||
INT32 *glCommandBuffer;
|
||||
} ATTRPACK md2_model_t;
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
|
|
|
@ -83,6 +83,7 @@ patch_t *rmatcico;
|
|||
patch_t *bmatcico;
|
||||
patch_t *tagico;
|
||||
patch_t *tallminus;
|
||||
patch_t *tallinfin;
|
||||
|
||||
//-------------------------------------------
|
||||
// coop hud
|
||||
|
@ -235,6 +236,7 @@ void HU_LoadGraphics(void)
|
|||
|
||||
// minus for negative tallnums
|
||||
tallminus = (patch_t *)W_CachePatchName("STTMINUS", PU_HUDGFX);
|
||||
tallinfin = (patch_t *)W_CachePatchName("STTINFIN", PU_HUDGFX);
|
||||
|
||||
// cache the crosshairs, don't bother to know which one is being used,
|
||||
// just cache all 3, they're so small anyway.
|
||||
|
@ -1250,7 +1252,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
|
|||
}
|
||||
}
|
||||
|
||||
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3))) //show lives
|
||||
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3)) && (players[tab[i].num].lives != 0x7f)) //show lives
|
||||
V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|(greycheck ? V_60TRANS : 0), va("%dx", players[tab[i].num].lives));
|
||||
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
|
||||
{
|
||||
|
@ -1388,7 +1390,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
|
|||
| (greycheck ? V_TRANSLUCENT : 0)
|
||||
| V_ALLOWLOWERCASE, name);
|
||||
|
||||
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3))) //show lives
|
||||
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3)) && (players[tab[i].num].lives != 0x7f)) //show lives
|
||||
V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE, va("%dx", players[tab[i].num].lives));
|
||||
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
|
||||
V_DrawSmallScaledPatch(x-28, y-4, 0, tagico);
|
||||
|
|
|
@ -71,6 +71,7 @@ extern patch_t *rmatcico;
|
|||
extern patch_t *bmatcico;
|
||||
extern patch_t *tagico;
|
||||
extern patch_t *tallminus;
|
||||
extern patch_t *tallinfin;
|
||||
extern patch_t *tokenicon;
|
||||
|
||||
// set true when entering a chat message
|
||||
|
|
86
src/info.c
86
src/info.c
|
@ -405,6 +405,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
|
|||
"STND",
|
||||
"WAIT",
|
||||
"WALK",
|
||||
"SKID",
|
||||
"RUN_",
|
||||
"DASH",
|
||||
"PAIN",
|
||||
|
@ -481,7 +482,89 @@ char spr2names[NUMPLAYERSPRITES][5] =
|
|||
"SIGN",
|
||||
"LIFE"
|
||||
};
|
||||
enum playersprite free_spr2 = SPR2_FIRSTFREESLOT;
|
||||
playersprite_t free_spr2 = SPR2_FIRSTFREESLOT;
|
||||
|
||||
playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
|
||||
0, // SPR2_STND,
|
||||
0, // SPR2_WAIT,
|
||||
0, // SPR2_WALK,
|
||||
SPR2_WALK, // SPR2_SKID,
|
||||
SPR2_WALK, // SPR2_RUN ,
|
||||
SPR2_FRUN, // SPR2_DASH,
|
||||
0, // SPR2_PAIN,
|
||||
SPR2_PAIN, // SPR2_STUN,
|
||||
SPR2_PAIN, // SPR2_DEAD,
|
||||
SPR2_DEAD, // SPR2_DRWN,
|
||||
0, // SPR2_ROLL,
|
||||
SPR2_SPNG, // SPR2_GASP,
|
||||
0, // SPR2_JUMP, (conditional)
|
||||
SPR2_FALL, // SPR2_SPNG,
|
||||
SPR2_WALK, // SPR2_FALL,
|
||||
0, // SPR2_EDGE,
|
||||
SPR2_FALL, // SPR2_RIDE,
|
||||
|
||||
SPR2_ROLL, // SPR2_SPIN,
|
||||
|
||||
SPR2_SPNG, // SPR2_FLY ,
|
||||
SPR2_FLY , // SPR2_SWIM,
|
||||
0, // SPR2_TIRE, (conditional)
|
||||
|
||||
SPR2_FLY , // SPR2_GLID,
|
||||
SPR2_CLMB, // SPR2_CLNG,
|
||||
SPR2_ROLL, // SPR2_CLMB,
|
||||
|
||||
SPR2_WALK, // SPR2_FLT ,
|
||||
SPR2_RUN , // SPR2_FRUN,
|
||||
|
||||
SPR2_FALL, // SPR2_BNCE,
|
||||
SPR2_ROLL, // SPR2_BLND,
|
||||
|
||||
0, // SPR2_FIRE,
|
||||
|
||||
SPR2_ROLL, // SPR2_TWIN,
|
||||
|
||||
SPR2_TWIN, // SPR2_MLEE,
|
||||
0, // SPR2_MLEL,
|
||||
|
||||
0, // SPR2_TRNS,
|
||||
|
||||
FF_SPR2SUPER|SPR2_STND, // SPR2_NSTD,
|
||||
FF_SPR2SUPER|SPR2_FLT , // SPR2_NFLT,
|
||||
FF_SPR2SUPER|SPR2_STUN, // SPR2_NSTN,
|
||||
SPR2_NSTN, // SPR2_NPUL,
|
||||
FF_SPR2SUPER|SPR2_ROLL, // SPR2_NATK,
|
||||
|
||||
0, // SPR2_NGT0, (should never be referenced)
|
||||
SPR2_NGT0, // SPR2_NGT1,
|
||||
SPR2_NGT1, // SPR2_NGT2,
|
||||
SPR2_NGT2, // SPR2_NGT3,
|
||||
SPR2_NGT3, // SPR2_NGT4,
|
||||
SPR2_NGT4, // SPR2_NGT5,
|
||||
SPR2_NGT5, // SPR2_NGT6,
|
||||
SPR2_NGT0, // SPR2_NGT7,
|
||||
SPR2_NGT7, // SPR2_NGT8,
|
||||
SPR2_NGT8, // SPR2_NGT9,
|
||||
SPR2_NGT9, // SPR2_NGTA,
|
||||
SPR2_NGTA, // SPR2_NGTB,
|
||||
SPR2_NGTB, // SPR2_NGTC,
|
||||
|
||||
SPR2_NGT0, // SPR2_DRL0,
|
||||
SPR2_NGT1, // SPR2_DRL1,
|
||||
SPR2_NGT2, // SPR2_DRL2,
|
||||
SPR2_NGT3, // SPR2_DRL3,
|
||||
SPR2_NGT4, // SPR2_DRL4,
|
||||
SPR2_NGT5, // SPR2_DRL5,
|
||||
SPR2_NGT6, // SPR2_DRL6,
|
||||
SPR2_NGT7, // SPR2_DRL7,
|
||||
SPR2_NGT8, // SPR2_DRL8,
|
||||
SPR2_NGT9, // SPR2_DRL9,
|
||||
SPR2_NGTA, // SPR2_DRLA,
|
||||
SPR2_NGTB, // SPR2_DRLB,
|
||||
SPR2_NGTC, // SPR2_DRLC,
|
||||
|
||||
0, // SPR2_SIGN,
|
||||
0, // SPR2_LIFE
|
||||
};
|
||||
|
||||
// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
|
||||
state_t states[NUMSTATES] =
|
||||
|
@ -512,6 +595,7 @@ state_t states[NUMSTATES] =
|
|||
{SPR_PLAY, SPR2_STND|FF_ANIMATE, 105, {NULL}, 0, 7, S_PLAY_WAIT}, // S_PLAY_STND
|
||||
{SPR_PLAY, SPR2_WAIT|FF_ANIMATE, -1, {NULL}, 0, 16, S_NULL}, // S_PLAY_WAIT
|
||||
{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK
|
||||
{SPR_PLAY, SPR2_SKID, 1, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SKID
|
||||
{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN
|
||||
{SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH
|
||||
{SPR_PLAY, SPR2_PAIN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_FALL}, // S_PLAY_PAIN
|
||||
|
|
|
@ -604,11 +604,12 @@ typedef enum sprite
|
|||
// Make sure to be conscious of FF_FRAMEMASK and the fact sprite2 is stored as a UINT8 whenever you change this table.
|
||||
// Currently, FF_FRAMEMASK is 0xff, or 255 - but the second half is used by FF_SPR2SUPER, so the limitation is 0x7f.
|
||||
// Since this is zero-based, there can be at most 128 different SPR2_'s without changing that.
|
||||
enum playersprite
|
||||
typedef enum playersprite
|
||||
{
|
||||
SPR2_STND = 0,
|
||||
SPR2_WAIT,
|
||||
SPR2_WALK,
|
||||
SPR2_SKID,
|
||||
SPR2_RUN ,
|
||||
SPR2_DASH,
|
||||
SPR2_PAIN,
|
||||
|
@ -690,7 +691,7 @@ enum playersprite
|
|||
SPR2_FIRSTFREESLOT,
|
||||
SPR2_LASTFREESLOT = 0x7f,
|
||||
NUMPLAYERSPRITES
|
||||
};
|
||||
} playersprite_t;
|
||||
|
||||
typedef enum state
|
||||
{
|
||||
|
@ -713,6 +714,7 @@ typedef enum state
|
|||
S_PLAY_STND,
|
||||
S_PLAY_WAIT,
|
||||
S_PLAY_WALK,
|
||||
S_PLAY_SKID,
|
||||
S_PLAY_RUN,
|
||||
S_PLAY_DASH,
|
||||
S_PLAY_PAIN,
|
||||
|
@ -3193,8 +3195,9 @@ typedef struct
|
|||
extern state_t states[NUMSTATES];
|
||||
extern char sprnames[NUMSPRITES + 1][5];
|
||||
extern char spr2names[NUMPLAYERSPRITES][5];
|
||||
extern playersprite_t spr2defaults[NUMPLAYERSPRITES];
|
||||
extern state_t *astate;
|
||||
extern enum playersprite free_spr2;
|
||||
extern playersprite_t free_spr2;
|
||||
|
||||
typedef enum mobj_type
|
||||
{
|
||||
|
|
|
@ -462,6 +462,8 @@ static int lib_pSpawnLockOn(lua_State *L)
|
|||
return LUA_ErrInvalid(L, "mobj_t");
|
||||
if (!player)
|
||||
return LUA_ErrInvalid(L, "player_t");
|
||||
if (state >= NUMSTATES)
|
||||
return luaL_error(L, "state %d out of range (0 - %d)", state, NUMSTATES-1);
|
||||
if (P_IsLocalPlayer(player)) // Only display it on your own view.
|
||||
{
|
||||
mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
|
||||
|
|
|
@ -42,3 +42,4 @@ boolean LUA_HudEnabled(enum hud option);
|
|||
|
||||
void LUAh_GameHUD(player_t *stplyr);
|
||||
void LUAh_ScoresHUD(void);
|
||||
void LUAh_TitleHUD(void);
|
||||
|
|
|
@ -88,11 +88,13 @@ static const char *const patch_opt[] = {
|
|||
|
||||
enum hudhook {
|
||||
hudhook_game = 0,
|
||||
hudhook_scores
|
||||
hudhook_scores,
|
||||
hudhook_title
|
||||
};
|
||||
static const char *const hudhook_opt[] = {
|
||||
"game",
|
||||
"scores",
|
||||
"title",
|
||||
NULL};
|
||||
|
||||
// alignment types for v.drawString
|
||||
|
@ -808,6 +810,9 @@ int LUA_HudLib(lua_State *L)
|
|||
|
||||
lua_newtable(L);
|
||||
lua_rawseti(L, -2, 3); // HUD[2] = scores rendering functions array
|
||||
|
||||
lua_newtable(L);
|
||||
lua_rawseti(L, -2, 4); // HUD[3] = title rendering functions array
|
||||
lua_setfield(L, LUA_REGISTRYINDEX, "HUD");
|
||||
|
||||
luaL_newmetatable(L, META_HUDINFO);
|
||||
|
@ -920,4 +925,29 @@ void LUAh_ScoresHUD(void)
|
|||
hud_running = false;
|
||||
}
|
||||
|
||||
void LUAh_TitleHUD(void)
|
||||
{
|
||||
if (!gL || !(hudAvailable & (1<<hudhook_title)))
|
||||
return;
|
||||
|
||||
hud_running = true;
|
||||
lua_pop(gL, -1);
|
||||
|
||||
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
|
||||
I_Assert(lua_istable(gL, -1));
|
||||
lua_rawgeti(gL, -1, 4); // HUD[4] = rendering funcs
|
||||
I_Assert(lua_istable(gL, -1));
|
||||
|
||||
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
|
||||
I_Assert(lua_istable(gL, -1));
|
||||
lua_remove(gL, -3); // pop HUD
|
||||
lua_pushnil(gL);
|
||||
while (lua_next(gL, -3) != 0) {
|
||||
lua_pushvalue(gL, -3); // graphics library (HUD[1])
|
||||
LUA_Call(gL, 1);
|
||||
}
|
||||
lua_pop(gL, -1);
|
||||
hud_running = false;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -127,6 +127,74 @@ static int lib_getSpr2name(lua_State *L)
|
|||
return 0;
|
||||
}
|
||||
|
||||
static int lib_getSpr2default(lua_State *L)
|
||||
{
|
||||
UINT32 i;
|
||||
|
||||
lua_remove(L, 1); // don't care about spr2defaults[] dummy userdata.
|
||||
|
||||
if (lua_isnumber(L, 1))
|
||||
i = lua_tonumber(L, 1);
|
||||
else if (lua_isstring(L, 1))
|
||||
{
|
||||
const char *name = lua_tostring(L, 1);
|
||||
for (i = 0; i < free_spr2; i++)
|
||||
if (fastcmp(name, spr2names[i]))
|
||||
break;
|
||||
}
|
||||
else
|
||||
return luaL_error(L, "spr2defaults[] invalid index");
|
||||
|
||||
if (i >= free_spr2)
|
||||
return 0;
|
||||
|
||||
lua_pushinteger(L, spr2defaults[i]);
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int lib_setSpr2default(lua_State *L)
|
||||
{
|
||||
UINT32 i;
|
||||
UINT8 j = 0;
|
||||
|
||||
lua_remove(L, 1); // don't care about spr2defaults[] dummy userdata.
|
||||
|
||||
if (lua_isnumber(L, 1))
|
||||
i = lua_tonumber(L, 1);
|
||||
else if (lua_isstring(L, 1))
|
||||
{
|
||||
const char *name = lua_tostring(L, 1);
|
||||
for (i = 0; i < free_spr2; i++)
|
||||
if (fastcmp(name, spr2names[i]))
|
||||
break;
|
||||
if (i == free_spr2)
|
||||
return luaL_error(L, "spr2defaults[] invalid index");
|
||||
}
|
||||
else
|
||||
return luaL_error(L, "spr2defaults[] invalid index");
|
||||
|
||||
if (i < SPR2_FIRSTFREESLOT || i >= free_spr2)
|
||||
return luaL_error(L, "spr2defaults[] index %d out of range (%d - %d)", i, SPR2_FIRSTFREESLOT, free_spr2-1);
|
||||
|
||||
if (lua_isnumber(L, 2))
|
||||
j = lua_tonumber(L, 2);
|
||||
else if (lua_isstring(L, 2))
|
||||
{
|
||||
const char *name = lua_tostring(L, 2);
|
||||
for (j = 0; j < free_spr2; j++)
|
||||
if (fastcmp(name, spr2names[j]))
|
||||
break;
|
||||
if (j == free_spr2)
|
||||
return luaL_error(L, "spr2defaults[] invalid index");
|
||||
}
|
||||
|
||||
if (j >= free_spr2)
|
||||
j = 0; // return luaL_error(L, "spr2defaults[] set %d out of range (%d - %d)", j, 0, free_spr2-1);
|
||||
|
||||
spr2defaults[i] = j;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int lib_spr2namelen(lua_State *L)
|
||||
{
|
||||
lua_pushinteger(L, free_spr2);
|
||||
|
@ -984,6 +1052,19 @@ int LUA_InfoLib(lua_State *L)
|
|||
lua_setmetatable(L, -2);
|
||||
lua_setglobal(L, "spr2names");
|
||||
|
||||
lua_newuserdata(L, 0);
|
||||
lua_createtable(L, 0, 2);
|
||||
lua_pushcfunction(L, lib_getSpr2default);
|
||||
lua_setfield(L, -2, "__index");
|
||||
|
||||
lua_pushcfunction(L, lib_setSpr2default);
|
||||
lua_setfield(L, -2, "__newindex");
|
||||
|
||||
lua_pushcfunction(L, lib_spr2namelen);
|
||||
lua_setfield(L, -2, "__len");
|
||||
lua_setmetatable(L, -2);
|
||||
lua_setglobal(L, "spr2defaults");
|
||||
|
||||
lua_newuserdata(L, 0);
|
||||
lua_createtable(L, 0, 2);
|
||||
lua_pushcfunction(L, lib_getState);
|
||||
|
|
|
@ -126,6 +126,8 @@ static int player_get(lua_State *L)
|
|||
lua_pushfixed(L, plr->bob);
|
||||
else if (fastcmp(field,"aiming"))
|
||||
lua_pushangle(L, plr->aiming);
|
||||
else if (fastcmp(field,"drawangle"))
|
||||
lua_pushangle(L, plr->drawangle);
|
||||
else if (fastcmp(field,"rings"))
|
||||
lua_pushinteger(L, plr->rings);
|
||||
else if (fastcmp(field,"pity"))
|
||||
|
@ -386,6 +388,8 @@ static int player_set(lua_State *L)
|
|||
else if (plr == &players[secondarydisplayplayer])
|
||||
localaiming2 = plr->aiming;
|
||||
}
|
||||
else if (fastcmp(field,"drawangle"))
|
||||
plr->drawangle = luaL_checkangle(L, 3);
|
||||
else if (fastcmp(field,"rings"))
|
||||
plr->rings = (INT32)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"pity"))
|
||||
|
|
|
@ -61,7 +61,7 @@ static UINT8 cheatf_ultimate(void)
|
|||
if (menuactive && (currentMenu != &MainDef && currentMenu != &SP_LoadDef))
|
||||
return 0; // Only on the main menu, or the save select!
|
||||
|
||||
S_StartSound(0, sfx_itemup);
|
||||
BwehHehHe();
|
||||
ultimate_selectable = (!ultimate_selectable);
|
||||
|
||||
// If on the save select, move to what is now Ultimate Mode!
|
||||
|
@ -1093,7 +1093,7 @@ void OP_ObjectplaceMovement(player_t *player)
|
|||
ticcmd_t *cmd = &player->cmd;
|
||||
|
||||
if (!player->climbing && (netgame || !cv_analog.value || (player->pflags & PF_SPINNING)))
|
||||
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
|
||||
player->drawangle = player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
|
||||
|
||||
ticruned++;
|
||||
if (!(cmd->angleturn & TICCMD_RECEIVED))
|
||||
|
|
732
src/m_menu.c
732
src/m_menu.c
|
@ -172,7 +172,9 @@ static char joystickInfo[8][25];
|
|||
static UINT32 serverlistpage;
|
||||
#endif
|
||||
|
||||
static saveinfo_t savegameinfo[MAXSAVEGAMES]; // Extra info about the save games.
|
||||
static UINT8 numsaves = 0;
|
||||
static saveinfo_t* savegameinfo = NULL; // Extra info about the save games.
|
||||
static patch_t *savselp[7];
|
||||
|
||||
INT16 startmap; // Mario, NiGHTS, or just a plain old normal game?
|
||||
|
||||
|
@ -222,7 +224,7 @@ static INT32 lsoffs[2];
|
|||
#define lshli levelselectselect[2]
|
||||
|
||||
#define lshseperation 101
|
||||
#define lsbasevseperation 62
|
||||
#define lsbasevseperation (62*vid.height)/(BASEVIDHEIGHT*vid.dupy) //62
|
||||
#define lsheadingheight 16
|
||||
#define getheadingoffset(row) (levelselect.rows[row].header[0] ? lsheadingheight : 0)
|
||||
#define lsvseperation(row) lsbasevseperation + getheadingoffset(row)
|
||||
|
@ -1061,7 +1063,9 @@ static menuitem_t OP_P1ControlsMenu[] =
|
|||
{IT_STRING | IT_CVAR, NULL, "Flip Camera with Gravity" , &cv_flipcam , 60},
|
||||
{IT_STRING | IT_CVAR, NULL, "Crosshair", &cv_crosshair, 70},
|
||||
|
||||
{IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog, 90},
|
||||
//{IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog, 90},
|
||||
{IT_STRING | IT_CVAR, NULL, "Character angle", &cv_directionchar, 90},
|
||||
{IT_STRING | IT_CVAR, NULL, "Automatic braking", &cv_autobrake, 100},
|
||||
};
|
||||
|
||||
static menuitem_t OP_P2ControlsMenu[] =
|
||||
|
@ -1074,7 +1078,9 @@ static menuitem_t OP_P2ControlsMenu[] =
|
|||
{IT_STRING | IT_CVAR, NULL, "Flip Camera with Gravity" , &cv_flipcam2 , 60},
|
||||
{IT_STRING | IT_CVAR, NULL, "Crosshair", &cv_crosshair2, 70},
|
||||
|
||||
{IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog2, 90},
|
||||
//{IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog2, 90},
|
||||
{IT_STRING | IT_CVAR, NULL, "Character angle", &cv_directionchar2, 90},
|
||||
{IT_STRING | IT_CVAR, NULL, "Automatic braking", &cv_autobrake2, 100},
|
||||
};
|
||||
|
||||
static menuitem_t OP_ChangeControlsMenu[] =
|
||||
|
@ -2584,7 +2590,7 @@ boolean M_Responder(event_t *ev)
|
|||
{
|
||||
if (((currentMenu->menuitems[itemOn].status & IT_CALLTYPE) & IT_CALL_NOTMODIFIED) && modifiedgame && !savemoddata)
|
||||
{
|
||||
S_StartSound(NULL, sfx_menu1);
|
||||
S_StartSound(NULL, sfx_skid);
|
||||
M_StartMessage(M_GetText("This cannot be done in a modified game.\n\n(Press a key)\n"), NULL, MM_NOTHING);
|
||||
return true;
|
||||
}
|
||||
|
@ -4065,10 +4071,10 @@ static boolean M_PrepareLevelPlatter(INT32 gt)
|
|||
if (actnum)
|
||||
sprintf(mapname, "%s %d", mapheaderinfo[mapnum]->lvlttl, actnum);
|
||||
else
|
||||
sprintf(mapname, "%s", mapheaderinfo[mapnum]->lvlttl);
|
||||
strcpy(mapname, mapheaderinfo[mapnum]->lvlttl);
|
||||
|
||||
if (strlen(mapname) >= 17)
|
||||
sprintf(mapname+17-3, "...");
|
||||
strcpy(mapname+17-3, "...");
|
||||
|
||||
strcpy(levelselect.rows[row].mapnames[col], (const char *)mapname);
|
||||
}
|
||||
|
@ -4097,6 +4103,24 @@ static boolean M_PrepareLevelPlatter(INT32 gt)
|
|||
mapnum++;
|
||||
}
|
||||
|
||||
#ifdef SYMMETRICAL_PLATTER
|
||||
// horizontally space out rows with missing right sides
|
||||
for (; row >= 0; row--)
|
||||
{
|
||||
if (!levelselect.rows[row].maplist[2] // no right side
|
||||
&& levelselect.rows[row].maplist[0] && levelselect.rows[row].maplist[1]) // all the left filled in
|
||||
{
|
||||
levelselect.rows[row].maplist[2] = levelselect.rows[row].maplist[1];
|
||||
STRBUFCPY(levelselect.rows[row].mapnames[2], levelselect.rows[row].mapnames[1]);
|
||||
levelselect.rows[row].mapavailable[2] = levelselect.rows[row].mapavailable[1];
|
||||
|
||||
levelselect.rows[row].maplist[1] = -1; // diamond
|
||||
levelselect.rows[row].mapnames[1][0] = '\0';
|
||||
levelselect.rows[row].mapavailable[1] = false;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (levselp[0][0]) // never going to have some provided but not all, saves individually checking
|
||||
{
|
||||
W_UnlockCachedPatch(levselp[0][0]);
|
||||
|
@ -4234,7 +4258,7 @@ static void M_HandleLevelPlatter(INT32 choice)
|
|||
else if (!lsoffs[0]) // prevent sound spam
|
||||
{
|
||||
lsoffs[0] = -8;
|
||||
S_StartSound(NULL,sfx_s3kb2);
|
||||
S_StartSound(NULL,sfx_lose);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -4265,14 +4289,10 @@ void M_DrawLevelPlatterHeader(INT32 y, const char *header, boolean headerhighlig
|
|||
y += lsheadingheight - 12;
|
||||
V_DrawString(19, y, (headerhighlight ? V_YELLOWMAP : 0)|(allowlowercase ? V_ALLOWLOWERCASE : 0), header);
|
||||
y += 9;
|
||||
if ((y >= 0) && (y < 200))
|
||||
{
|
||||
V_DrawFill(19, y, 281, 1, (headerhighlight ? yellowmap[3] : 3));
|
||||
V_DrawFill(300, y, 1, 1, 26);
|
||||
}
|
||||
V_DrawFill(19, y, 281, 1, (headerhighlight ? yellowmap[3] : 3));
|
||||
V_DrawFill(300, y, 1, 1, 26);
|
||||
y++;
|
||||
if ((y >= 0) && (y < 200))
|
||||
V_DrawFill(19, y, 282, 1, 26);
|
||||
V_DrawFill(19, y, 282, 1, 26);
|
||||
}
|
||||
|
||||
static void M_DrawLevelPlatterWideMap(UINT8 row, UINT8 col, INT32 x, INT32 y, boolean highlight)
|
||||
|
@ -4280,7 +4300,7 @@ static void M_DrawLevelPlatterWideMap(UINT8 row, UINT8 col, INT32 x, INT32 y, bo
|
|||
patch_t *patch;
|
||||
|
||||
INT32 map = levelselect.rows[row].maplist[col];
|
||||
if (!map)
|
||||
if (map <= 0)
|
||||
return;
|
||||
|
||||
// A 564x100 image of the level as entry MAPxxW
|
||||
|
@ -4296,22 +4316,9 @@ static void M_DrawLevelPlatterWideMap(UINT8 row, UINT8 col, INT32 x, INT32 y, bo
|
|||
V_DrawSmallScaledPatch(x, y, 0, patch);
|
||||
}
|
||||
|
||||
if ((y+50) < 200)
|
||||
{
|
||||
INT32 topy = (y+50), h = 8;
|
||||
|
||||
if (topy < 0)
|
||||
{
|
||||
h += topy;
|
||||
topy = 0;
|
||||
}
|
||||
else if (topy + h >= 200)
|
||||
h = 200 - y;
|
||||
if (h > 0)
|
||||
V_DrawFill(x, topy, 282, h,
|
||||
((mapheaderinfo[map-1]->unlockrequired < 0)
|
||||
? 159 : 63));
|
||||
}
|
||||
V_DrawFill(x, y+50, 282, 8,
|
||||
((mapheaderinfo[map-1]->unlockrequired < 0)
|
||||
? 159 : 63));
|
||||
|
||||
V_DrawString(x, y+50, (highlight ? V_YELLOWMAP : 0), levelselect.rows[row].mapnames[col]);
|
||||
}
|
||||
|
@ -4321,7 +4328,7 @@ static void M_DrawLevelPlatterMap(UINT8 row, UINT8 col, INT32 x, INT32 y, boolea
|
|||
patch_t *patch;
|
||||
|
||||
INT32 map = levelselect.rows[row].maplist[col];
|
||||
if (!map)
|
||||
if (map <= 0)
|
||||
return;
|
||||
|
||||
// A 160x100 image of the level as entry MAPxxP
|
||||
|
@ -4337,22 +4344,9 @@ static void M_DrawLevelPlatterMap(UINT8 row, UINT8 col, INT32 x, INT32 y, boolea
|
|||
V_DrawSmallScaledPatch(x, y, 0, patch);
|
||||
}
|
||||
|
||||
if ((y+50) < 200)
|
||||
{
|
||||
INT32 topy = (y+50), h = 8;
|
||||
|
||||
if (topy < 0)
|
||||
{
|
||||
h += topy;
|
||||
topy = 0;
|
||||
}
|
||||
else if (topy + h >= 200)
|
||||
h = 200 - y;
|
||||
if (h > 0)
|
||||
V_DrawFill(x, topy, 80, h,
|
||||
((mapheaderinfo[map-1]->unlockrequired < 0)
|
||||
? 159 : 63));
|
||||
}
|
||||
V_DrawFill(x, y+50, 80, 8,
|
||||
((mapheaderinfo[map-1]->unlockrequired < 0)
|
||||
? 159 : 63));
|
||||
|
||||
if (strlen(levelselect.rows[row].mapnames[col]) > 6) // "AERIAL GARDEN" vs "ACT 18" - "THE ACT" intentionally compressed
|
||||
V_DrawThinString(x, y+50, (highlight ? V_YELLOWMAP : 0), levelselect.rows[row].mapnames[col]);
|
||||
|
@ -4406,16 +4400,16 @@ static void M_DrawLevelPlatterMenu(void)
|
|||
// draw cursor box
|
||||
V_DrawSmallScaledPatch(lsbasex + cursorx + lsoffs[1], lsbasey, 0, (levselp[sizeselect][((skullAnimCounter/4) ? 1 : 0)]));
|
||||
|
||||
if (levelselect.rows[lsrow].maplist[lscol])
|
||||
if (levelselect.rows[lsrow].maplist[lscol] > 0)
|
||||
V_DrawScaledPatch(lsbasex + cursorx-17, lsbasey+50+lsoffs[0], 0, W_CachePatchName("M_CURSOR", PU_CACHE));
|
||||
|
||||
// handle movement of cursor box
|
||||
if (abs(lsoffs[0]) > 1)
|
||||
if (lsoffs[0] > 1 || lsoffs[0] < -1)
|
||||
lsoffs[0] = 2*lsoffs[0]/3;
|
||||
else
|
||||
lsoffs[0] = 0;
|
||||
|
||||
if (abs(lsoffs[1]) > 1)
|
||||
if (lsoffs[1] > 1 || lsoffs[1] < -1)
|
||||
lsoffs[1] = 2*lsoffs[1]/3;
|
||||
else
|
||||
lsoffs[1] = 0;
|
||||
|
@ -5399,7 +5393,7 @@ static void M_LevelSelectWarp(INT32 choice)
|
|||
G_LoadGame((UINT32)cursaveslot, startmap);
|
||||
else
|
||||
{
|
||||
cursaveslot = -1;
|
||||
cursaveslot = 0;
|
||||
M_SetupChoosePlayer(0);
|
||||
}
|
||||
}
|
||||
|
@ -5974,7 +5968,7 @@ static void M_CustomWarp(INT32 choice)
|
|||
static void M_Credits(INT32 choice)
|
||||
{
|
||||
(void)choice;
|
||||
cursaveslot = -2;
|
||||
cursaveslot = -1;
|
||||
M_ClearMenus(true);
|
||||
F_StartCredits();
|
||||
}
|
||||
|
@ -6032,149 +6026,285 @@ static void M_LoadGameLevelSelect(INT32 choice)
|
|||
// LOAD GAME MENU
|
||||
// ==============
|
||||
|
||||
static INT32 saveSlotSelected = 0;
|
||||
static short menumovedir = 0;
|
||||
static INT32 saveSlotSelected = 1;
|
||||
static INT32 loadgamescroll = 0;
|
||||
static UINT8 loadgameoffset = 0;
|
||||
|
||||
static void M_DrawLoadGameData(void)
|
||||
{
|
||||
INT32 ecks;
|
||||
INT32 i;
|
||||
INT32 i, savetodraw, x, y, hsep = 90;
|
||||
skin_t *charskin = NULL;
|
||||
|
||||
ecks = SP_LoadDef.x + 24;
|
||||
M_DrawTextBox(SP_LoadDef.x-12,144, 24, 4);
|
||||
if (vid.width != BASEVIDWIDTH*vid.dupx)
|
||||
hsep = (hsep*vid.width)/(BASEVIDWIDTH*vid.dupx);
|
||||
|
||||
if (saveSlotSelected == NOSAVESLOT) // last slot is play without saving
|
||||
for (i = -2; i <= 2; i++)
|
||||
{
|
||||
if (ultimate_selectable)
|
||||
savetodraw = (saveSlotSelected + i + numsaves)%numsaves;
|
||||
x = (BASEVIDWIDTH/2 - 42 + loadgamescroll) + (i*hsep);
|
||||
y = 33 + 9;
|
||||
|
||||
{
|
||||
V_DrawCenteredString(ecks + 68, 144, V_ORANGEMAP, "ULTIMATE MODE");
|
||||
V_DrawCenteredString(ecks + 68, 156, 0, "NO RINGS, NO ONE-UPS,");
|
||||
V_DrawCenteredString(ecks + 68, 164, 0, "NO CONTINUES, ONE LIFE,");
|
||||
V_DrawCenteredString(ecks + 68, 172, 0, "FINAL DESTINATION.");
|
||||
INT32 diff = x - (BASEVIDWIDTH/2 - 42);
|
||||
if (diff < 0)
|
||||
diff = -diff;
|
||||
diff = (42 - diff)/3 - loadgameoffset;
|
||||
if (diff < 0)
|
||||
diff = 0;
|
||||
y -= diff;
|
||||
}
|
||||
else
|
||||
{
|
||||
V_DrawCenteredString(ecks + 68, 144, V_ORANGEMAP, "PLAY WITHOUT SAVING");
|
||||
V_DrawCenteredString(ecks + 68, 156, 0, "THIS GAME WILL NOT BE");
|
||||
V_DrawCenteredString(ecks + 68, 164, 0, "SAVED, BUT YOU CAN STILL");
|
||||
V_DrawCenteredString(ecks + 68, 172, 0, "GET EMBLEMS AND SECRETS.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (savegameinfo[saveSlotSelected].lives == -42) // Empty
|
||||
{
|
||||
V_DrawCenteredString(ecks + 68, 160, 0, "NO DATA");
|
||||
return;
|
||||
}
|
||||
|
||||
if (savegameinfo[saveSlotSelected].lives == -666) // savegame is bad
|
||||
{
|
||||
V_DrawCenteredString(ecks + 68, 144, V_REDMAP, "CORRUPT SAVE FILE");
|
||||
V_DrawCenteredString(ecks + 68, 156, 0, "THIS SAVE FILE");
|
||||
V_DrawCenteredString(ecks + 68, 164, 0, "CAN NOT BE LOADED.");
|
||||
V_DrawCenteredString(ecks + 68, 172, 0, "DELETE USING BACKSPACE.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Draw the back sprite, it looks ugly if we don't
|
||||
V_DrawScaledPatch(SP_LoadDef.x, 144+8, 0, livesback);
|
||||
if (savegameinfo[saveSlotSelected].skincolor == 0)
|
||||
V_DrawScaledPatch(SP_LoadDef.x,144+8,0,W_CachePatchName(skins[savegameinfo[saveSlotSelected].skinnum].face, PU_CACHE));
|
||||
else
|
||||
{
|
||||
UINT8 *colormap = R_GetTranslationColormap(savegameinfo[saveSlotSelected].skinnum, savegameinfo[saveSlotSelected].skincolor, 0);
|
||||
V_DrawMappedPatch(SP_LoadDef.x,144+8,0,W_CachePatchName(skins[savegameinfo[saveSlotSelected].skinnum].face, PU_CACHE), colormap);
|
||||
}
|
||||
|
||||
V_DrawString(ecks + 12, 152, 0, savegameinfo[saveSlotSelected].playername);
|
||||
|
||||
#ifdef SAVEGAMES_OTHERVERSIONS
|
||||
if (savegameinfo[saveSlotSelected].gamemap & 16384)
|
||||
V_DrawCenteredString(ecks + 68, 144, V_REDMAP, "OUTDATED SAVE FILE!");
|
||||
#endif
|
||||
|
||||
if (savegameinfo[saveSlotSelected].gamemap & 8192)
|
||||
V_DrawString(ecks + 12, 160, V_GREENMAP, "CLEAR!");
|
||||
else
|
||||
V_DrawString(ecks + 12, 160, 0, va("%s", savegameinfo[saveSlotSelected].levelname));
|
||||
|
||||
// Use the big face pic for lives, duh. :3
|
||||
V_DrawScaledPatch(ecks + 12, 175, 0, W_CachePatchName("STLIVEX", PU_HUDGFX));
|
||||
V_DrawTallNum(ecks + 40, 172, 0, savegameinfo[saveSlotSelected].lives);
|
||||
|
||||
// Absolute ridiculousness, condensed into another function.
|
||||
V_DrawContinueIcon(ecks + 58, 182, 0, savegameinfo[saveSlotSelected].skinnum, savegameinfo[saveSlotSelected].skincolor);
|
||||
V_DrawScaledPatch(ecks + 68, 175, 0, W_CachePatchName("STLIVEX", PU_HUDGFX));
|
||||
V_DrawTallNum(ecks + 96, 172, 0, savegameinfo[saveSlotSelected].continues);
|
||||
|
||||
for (i = 0; i < 7; ++i)
|
||||
{
|
||||
if (savegameinfo[saveSlotSelected].numemeralds & (1 << i))
|
||||
V_DrawScaledPatch(ecks + 104 + (i * 8), 172, 0, tinyemeraldpics[i]);
|
||||
}
|
||||
}
|
||||
|
||||
#define LOADBARHEIGHT SP_LoadDef.y + (LINEHEIGHT * (j+1)) + ymod
|
||||
#define CURSORHEIGHT SP_LoadDef.y + (LINEHEIGHT*3) - 1
|
||||
static void M_DrawLoad(void)
|
||||
{
|
||||
INT32 i, j;
|
||||
INT32 ymod = 0, offset = 0;
|
||||
|
||||
M_DrawMenuTitle();
|
||||
|
||||
if (menumovedir != 0) //movement illusion
|
||||
{
|
||||
ymod = (-(LINEHEIGHT/4))*menumovedir;
|
||||
offset = ((menumovedir > 0) ? -1 : 1);
|
||||
}
|
||||
|
||||
V_DrawCenteredString(BASEVIDWIDTH/2, 40, 0, "Press backspace to delete a save.");
|
||||
|
||||
for (i = MAXSAVEGAMES + saveSlotSelected - 2 + offset, j = 0;i <= MAXSAVEGAMES + saveSlotSelected + 2 + offset; i++, j++)
|
||||
{
|
||||
if ((menumovedir < 0 && j == 4) || (menumovedir > 0 && j == 0))
|
||||
continue; //this helps give the illusion of movement
|
||||
|
||||
M_DrawSaveLoadBorder(SP_LoadDef.x, LOADBARHEIGHT);
|
||||
|
||||
if ((i%MAXSAVEGAMES) == NOSAVESLOT) // play without saving
|
||||
|
||||
if (savetodraw == 0)
|
||||
{
|
||||
V_DrawSmallScaledPatch(x, y, 0,
|
||||
savselp[((ultimate_selectable) ? 2 : 1)]);
|
||||
x += 2;
|
||||
y += 1;
|
||||
V_DrawString(x, y,
|
||||
((savetodraw == saveSlotSelected) ? V_YELLOWMAP : 0),
|
||||
"NO FILE");
|
||||
if (savetodraw == saveSlotSelected)
|
||||
V_DrawFill(x, y+9, 80, 1, yellowmap[3]);
|
||||
y += 11;
|
||||
V_DrawSmallScaledPatch(x, y, V_STATIC, savselp[4]);
|
||||
y += 41;
|
||||
if (ultimate_selectable)
|
||||
V_DrawCenteredString(SP_LoadDef.x+92, LOADBARHEIGHT - 1, V_ORANGEMAP, "ULTIMATE MODE");
|
||||
V_DrawRightAlignedThinString(x + 79, y, V_REDMAP, "ULTIMATE.");
|
||||
else
|
||||
V_DrawCenteredString(SP_LoadDef.x+92, LOADBARHEIGHT - 1, V_ORANGEMAP, "PLAY WITHOUT SAVING");
|
||||
V_DrawRightAlignedThinString(x + 79, y, V_GRAYMAP, "DON'T SAVE!");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (savegameinfo[i%MAXSAVEGAMES].lives == -42)
|
||||
V_DrawString(SP_LoadDef.x-6, LOADBARHEIGHT - 1, V_TRANSLUCENT, "NO DATA");
|
||||
else if (savegameinfo[i%MAXSAVEGAMES].lives == -666)
|
||||
V_DrawString(SP_LoadDef.x-6, LOADBARHEIGHT - 1, V_REDMAP, "CORRUPT SAVE FILE");
|
||||
else if (savegameinfo[i%MAXSAVEGAMES].gamemap & 8192)
|
||||
V_DrawString(SP_LoadDef.x-6, LOADBARHEIGHT - 1, V_GREENMAP, "CLEAR!");
|
||||
else
|
||||
V_DrawString(SP_LoadDef.x-6, LOADBARHEIGHT - 1, 0, va("%s", savegameinfo[i%MAXSAVEGAMES].levelname));
|
||||
savetodraw--;
|
||||
|
||||
//Draw the save slot number on the right side
|
||||
V_DrawRightAlignedString(SP_LoadDef.x+192, LOADBARHEIGHT - 1, 0, va("%d",(i%MAXSAVEGAMES) + 1));
|
||||
if (savegameinfo[savetodraw].lives > 0)
|
||||
charskin = &skins[savegameinfo[savetodraw].skinnum];
|
||||
|
||||
// signpost background
|
||||
{
|
||||
UINT8 col;
|
||||
if (savegameinfo[savetodraw].lives == -666)
|
||||
{
|
||||
V_DrawSmallScaledPatch(x+2, y+64, 0, savselp[5]);
|
||||
}
|
||||
#ifndef PERFECTSAVE // disabled, don't touch
|
||||
else if ((savegameinfo[savetodraw].skinnum == 1)
|
||||
&& (savegameinfo[savetodraw].lives == 99)
|
||||
&& (savegameinfo[savetodraw].gamemap & 8192)
|
||||
&& (savegameinfo[savetodraw].numgameovers == 0)
|
||||
&& (savegameinfo[savetodraw].numemeralds == ((1<<7) - 1))) // perfect save
|
||||
{
|
||||
V_DrawFill(x+6, y+64, 72, 50, 134);
|
||||
V_DrawFill(x+6, y+74, 72, 30, 201);
|
||||
V_DrawFill(x+6, y+84, 72, 10, 1);
|
||||
}
|
||||
#endif
|
||||
else
|
||||
{
|
||||
if (savegameinfo[savetodraw].lives == -42)
|
||||
col = 26;
|
||||
else if (savegameinfo[savetodraw].botskin == 3) // & knuckles
|
||||
col = 105;
|
||||
else if (savegameinfo[savetodraw].botskin) // tailsbot or custom
|
||||
col = 134;
|
||||
else
|
||||
{
|
||||
col = (charskin->prefcolor - 1)*2;
|
||||
col = Color_Index[Color_Opposite[col]-1][Color_Opposite[col+1]];
|
||||
}
|
||||
|
||||
V_DrawFill(x+6, y+64, 72, 50, col);
|
||||
}
|
||||
}
|
||||
|
||||
V_DrawSmallScaledPatch(x, y, 0, savselp[0]);
|
||||
x += 2;
|
||||
y += 1;
|
||||
V_DrawString(x, y,
|
||||
((savetodraw == saveSlotSelected-1) ? V_YELLOWMAP : 0),
|
||||
va("FILE %d", savetodraw+1));
|
||||
if (savetodraw == saveSlotSelected-1)
|
||||
V_DrawFill(x, y+9, 80, 1, yellowmap[3]);
|
||||
y += 11;
|
||||
|
||||
// level image area
|
||||
{
|
||||
patch_t *patch;
|
||||
INT32 flags = 0;
|
||||
|
||||
if ((savegameinfo[savetodraw].lives == -42)
|
||||
|| (savegameinfo[savetodraw].lives == -666))
|
||||
{
|
||||
patch = savselp[3];
|
||||
flags = V_STATIC;
|
||||
}
|
||||
else if (savegameinfo[savetodraw].gamemap & 8192)
|
||||
patch = savselp[6];
|
||||
else
|
||||
{
|
||||
lumpnum_t lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName((savegameinfo[savetodraw].gamemap) & 8191)));
|
||||
if (lumpnum != LUMPERROR)
|
||||
patch = W_CachePatchNum(lumpnum, PU_CACHE);
|
||||
else
|
||||
patch = savselp[5];
|
||||
}
|
||||
|
||||
V_DrawSmallScaledPatch(x, y, flags, patch);
|
||||
|
||||
y += 41;
|
||||
|
||||
if (savegameinfo[savetodraw].lives == -42)
|
||||
V_DrawRightAlignedThinString(x + 79, y, V_GRAYMAP, "NEW GAME");
|
||||
else if (savegameinfo[savetodraw].lives == -666)
|
||||
V_DrawRightAlignedThinString(x + 79, y, V_REDMAP, "CAN'T LOAD!");
|
||||
else if (savegameinfo[savetodraw].gamemap & 8192)
|
||||
V_DrawRightAlignedThinString(x + 79, y, V_GREENMAP, "CLEAR!");
|
||||
else
|
||||
V_DrawRightAlignedThinString(x + 79, y, V_YELLOWMAP, savegameinfo[savetodraw].levelname);
|
||||
}
|
||||
|
||||
if ((savegameinfo[savetodraw].lives == -42)
|
||||
|| (savegameinfo[savetodraw].lives == -666))
|
||||
continue;
|
||||
|
||||
y += 64;
|
||||
|
||||
// tiny emeralds
|
||||
{
|
||||
INT32 j, workx = x + 6;
|
||||
for (j = 0; j < 7; ++j)
|
||||
{
|
||||
if (savegameinfo[savetodraw].numemeralds & (1 << j))
|
||||
V_DrawScaledPatch(workx, y, 0, tinyemeraldpics[j]);
|
||||
workx += 10;
|
||||
}
|
||||
}
|
||||
|
||||
y -= 13;
|
||||
|
||||
// character heads, lives, and continues
|
||||
{
|
||||
spritedef_t *sprdef;
|
||||
spriteframe_t *sprframe;
|
||||
patch_t *patch;
|
||||
UINT8 *colormap = NULL;
|
||||
|
||||
INT32 tempx = (x+40)<<FRACBITS, tempy = y<<FRACBITS, flip = 0, calc;
|
||||
|
||||
// botskin first
|
||||
if (savegameinfo[savetodraw].botskin)
|
||||
{
|
||||
skin_t *charbotskin = &skins[savegameinfo[savetodraw].botskin-1];
|
||||
sprdef = &charbotskin->sprites[SPR2_SIGN];
|
||||
if (!sprdef->numframes)
|
||||
goto skipbot;
|
||||
colormap = R_GetTranslationColormap(savegameinfo[savetodraw].botskin, charbotskin->prefcolor, 0);
|
||||
sprframe = &sprdef->spriteframes[0];
|
||||
patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
|
||||
|
||||
V_DrawFixedPatch(
|
||||
tempx + (18<<FRACBITS),
|
||||
tempy - (4<<FRACBITS),
|
||||
charbotskin->highresscale,
|
||||
0, patch, colormap);
|
||||
|
||||
Z_Free(colormap);
|
||||
|
||||
tempx -= (15<<FRACBITS);
|
||||
flip = V_FLIP;
|
||||
}
|
||||
skipbot:
|
||||
// signpost image
|
||||
if (!charskin) // shut up compiler
|
||||
goto skipsign;
|
||||
sprdef = &charskin->sprites[SPR2_SIGN];
|
||||
colormap = R_GetTranslationColormap(savegameinfo[savetodraw].skinnum, charskin->prefcolor, 0);
|
||||
if (!sprdef->numframes)
|
||||
goto skipsign;
|
||||
sprframe = &sprdef->spriteframes[0];
|
||||
patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
|
||||
if ((calc = SHORT(patch->topoffset) - 42) > 0)
|
||||
tempy += ((4+calc)<<FRACBITS);
|
||||
|
||||
V_DrawFixedPatch(
|
||||
tempx,
|
||||
tempy,
|
||||
charskin->highresscale,
|
||||
flip, patch, colormap);
|
||||
|
||||
skipsign:
|
||||
y += 25;
|
||||
|
||||
tempx = x + 10;
|
||||
if (savegameinfo[savetodraw].lives != 0x7f
|
||||
&& savegameinfo[savetodraw].lives > 9)
|
||||
tempx -= 4;
|
||||
|
||||
if (!charskin) // shut up compiler
|
||||
goto skiplife;
|
||||
|
||||
// lives
|
||||
sprdef = &charskin->sprites[SPR2_LIFE];
|
||||
if (!sprdef->numframes)
|
||||
goto skiplife;
|
||||
sprframe = &sprdef->spriteframes[0];
|
||||
patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
|
||||
|
||||
V_DrawFixedPatch(
|
||||
(tempx + 4)<<FRACBITS,
|
||||
(y + 6)<<FRACBITS,
|
||||
charskin->highresscale/2,
|
||||
0, patch, colormap);
|
||||
skiplife:
|
||||
if (colormap)
|
||||
Z_Free(colormap);
|
||||
|
||||
patch = W_CachePatchName("STLIVEX", PU_CACHE);
|
||||
|
||||
V_DrawScaledPatch(tempx + 9, y + 2, 0, patch);
|
||||
tempx += 16;
|
||||
if (savegameinfo[savetodraw].lives == 0x7f)
|
||||
V_DrawCharacter(tempx, y + 1, '\x16', false);
|
||||
else
|
||||
V_DrawString(tempx, y, 0, va("%d", savegameinfo[savetodraw].lives));
|
||||
|
||||
tempx = x + 47;
|
||||
if (savegameinfo[savetodraw].continues > 9)
|
||||
tempx -= 4;
|
||||
|
||||
// continues
|
||||
if (savegameinfo[savetodraw].continues > 0)
|
||||
{
|
||||
V_DrawSmallScaledPatch(tempx, y, 0, W_CachePatchName("CONTSAVE", PU_CACHE));
|
||||
V_DrawScaledPatch(tempx + 9, y + 2, 0, patch);
|
||||
V_DrawString(tempx + 16, y, 0, va("%d", savegameinfo[savetodraw].continues));
|
||||
}
|
||||
else
|
||||
{
|
||||
V_DrawSmallScaledPatch(tempx, y, 0, W_CachePatchName("CONTNONE", PU_CACHE));
|
||||
V_DrawScaledPatch(tempx + 9, y + 2, 0, W_CachePatchName("STNONEX", PU_CACHE));
|
||||
V_DrawString(tempx + 16, y, V_GRAYMAP, "0");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Draw cursors on both sides.
|
||||
V_DrawScaledPatch( 32, CURSORHEIGHT, 0, W_CachePatchName("M_CURSOR", PU_CACHE));
|
||||
V_DrawScaledPatch(274, CURSORHEIGHT, 0, W_CachePatchName("M_CURSOR", PU_CACHE));
|
||||
static void M_DrawLoad(void)
|
||||
{
|
||||
M_DrawMenuTitle();
|
||||
|
||||
if (loadgamescroll > 1 || loadgamescroll < -1)
|
||||
loadgamescroll = 2*loadgamescroll/3;
|
||||
else
|
||||
loadgamescroll = 0;
|
||||
|
||||
if (loadgameoffset > 1)
|
||||
loadgameoffset = 2*loadgameoffset/3;
|
||||
else
|
||||
loadgameoffset = 0;
|
||||
|
||||
M_DrawLoadGameData();
|
||||
|
||||
//finishing the movement illusion
|
||||
if (menumovedir)
|
||||
menumovedir += ((menumovedir > 0) ? 1 : -1);
|
||||
if (abs(menumovedir) > 3)
|
||||
menumovedir = 0;
|
||||
}
|
||||
#undef LOADBARHEIGHT
|
||||
#undef CURSORHEIGHT
|
||||
|
||||
//
|
||||
// User wants to load this game
|
||||
|
@ -6186,7 +6316,7 @@ static void M_LoadSelect(INT32 choice)
|
|||
if (saveSlotSelected == NOSAVESLOT) //last slot is play without saving
|
||||
{
|
||||
M_NewGame();
|
||||
cursaveslot = -1;
|
||||
cursaveslot = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -6195,8 +6325,8 @@ static void M_LoadSelect(INT32 choice)
|
|||
// This slot is empty, so start a new game here.
|
||||
M_NewGame();
|
||||
}
|
||||
else if (savegameinfo[saveSlotSelected].gamemap & 8192) // Completed
|
||||
M_LoadGameLevelSelect(saveSlotSelected + 1);
|
||||
else if (savegameinfo[saveSlotSelected-1].gamemap & 8192) // Completed
|
||||
M_LoadGameLevelSelect(0);
|
||||
else
|
||||
G_LoadGame((UINT32)saveSlotSelected, 0);
|
||||
|
||||
|
@ -6218,12 +6348,11 @@ static void M_ReadSavegameInfo(UINT32 slot)
|
|||
INT32 fake; // Dummy variable
|
||||
char temp[sizeof(timeattackfolder)];
|
||||
char vcheck[VERSIONSIZE];
|
||||
#ifdef SAVEGAMES_OTHERVERSIONS
|
||||
boolean oldversion = false;
|
||||
#endif
|
||||
|
||||
sprintf(savename, savegamename, slot);
|
||||
|
||||
slot--;
|
||||
|
||||
length = FIL_ReadFile(savename, &savebuffer);
|
||||
if (length == 0)
|
||||
{
|
||||
|
@ -6239,14 +6368,7 @@ static void M_ReadSavegameInfo(UINT32 slot)
|
|||
// Version check
|
||||
memset(vcheck, 0, sizeof (vcheck));
|
||||
sprintf(vcheck, "version %d", VERSION);
|
||||
if (strcmp((const char *)save_p, (const char *)vcheck))
|
||||
{
|
||||
#ifdef SAVEGAMES_OTHERVERSIONS
|
||||
oldversion = true;
|
||||
#else
|
||||
BADSAVE // Incompatible versions?
|
||||
#endif
|
||||
}
|
||||
if (strcmp((const char *)save_p, (const char *)vcheck)) BADSAVE
|
||||
save_p += VERSIONSIZE;
|
||||
|
||||
// dearchive all the modifications
|
||||
|
@ -6258,30 +6380,19 @@ static void M_ReadSavegameInfo(UINT32 slot)
|
|||
if (((fake-1) & 8191) >= NUMMAPS) BADSAVE
|
||||
|
||||
if(!mapheaderinfo[(fake-1) & 8191])
|
||||
{
|
||||
savegameinfo[slot].levelname[0] = '\0';
|
||||
savegameinfo[slot].actnum = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
strcpy(savegameinfo[slot].levelname, mapheaderinfo[(fake-1) & 8191]->lvlttl);
|
||||
savegameinfo[slot].actnum = mapheaderinfo[(fake-1) & 8191]->actnum;
|
||||
strlcpy(savegameinfo[slot].levelname, mapheaderinfo[(fake-1) & 8191]->lvlttl, 17+1);
|
||||
|
||||
if (strlen(mapheaderinfo[(fake-1) & 8191]->lvlttl) >= 17)
|
||||
strcpy(savegameinfo[slot].levelname+17-3, "...");
|
||||
}
|
||||
|
||||
#ifdef SAVEGAMES_OTHERVERSIONS
|
||||
if (oldversion)
|
||||
{
|
||||
if (fake == 24) //meh, let's count old Clear! saves too
|
||||
fake |= 8192;
|
||||
fake |= 16384; // marker for outdated version
|
||||
}
|
||||
#endif
|
||||
savegameinfo[slot].gamemap = fake;
|
||||
|
||||
CHECKPOS
|
||||
fake = READUINT16(save_p)-357; // emeralds
|
||||
|
||||
savegameinfo[slot].numemeralds = (UINT8)fake;
|
||||
savegameinfo[slot].numemeralds = READUINT16(save_p)-357; // emeralds
|
||||
|
||||
CHECKPOS
|
||||
READSTRINGN(save_p, temp, sizeof(temp)); // mod it belongs to
|
||||
|
@ -6290,39 +6401,25 @@ static void M_ReadSavegameInfo(UINT32 slot)
|
|||
|
||||
// P_UnArchivePlayer()
|
||||
CHECKPOS
|
||||
savegameinfo[slot].skincolor = READUINT8(save_p);
|
||||
CHECKPOS
|
||||
savegameinfo[slot].skinnum = READUINT8(save_p);
|
||||
fake = READUINT16(save_p);
|
||||
savegameinfo[slot].skinnum = fake & ((1<<5) - 1);
|
||||
if (savegameinfo[slot].skinnum >= numskins
|
||||
|| !R_SkinUsable(-1, savegameinfo[slot].skinnum))
|
||||
BADSAVE
|
||||
savegameinfo[slot].botskin = fake >> 5;
|
||||
if (savegameinfo[slot].botskin-1 >= numskins
|
||||
|| !R_SkinUsable(-1, savegameinfo[slot].botskin-1))
|
||||
BADSAVE
|
||||
|
||||
CHECKPOS
|
||||
savegameinfo[slot].numgameovers = READUINT8(save_p); // numgameovers
|
||||
CHECKPOS
|
||||
savegameinfo[slot].lives = READSINT8(save_p); // lives
|
||||
CHECKPOS
|
||||
(void)READINT32(save_p); // Score
|
||||
|
||||
CHECKPOS
|
||||
savegameinfo[slot].lives = READINT32(save_p); // lives
|
||||
CHECKPOS
|
||||
savegameinfo[slot].continues = READINT32(save_p); // continues
|
||||
|
||||
if (fake & (1<<10))
|
||||
{
|
||||
CHECKPOS
|
||||
savegameinfo[slot].botskin = READUINT8(save_p);
|
||||
if (savegameinfo[slot].botskin-1 >= numskins)
|
||||
savegameinfo[slot].botskin = 0;
|
||||
CHECKPOS
|
||||
savegameinfo[slot].botcolor = READUINT8(save_p); // because why not.
|
||||
}
|
||||
else
|
||||
savegameinfo[slot].botskin = 0;
|
||||
|
||||
if (savegameinfo[slot].botskin)
|
||||
snprintf(savegameinfo[slot].playername, 32, "%s & %s",
|
||||
skins[savegameinfo[slot].skinnum].realname,
|
||||
skins[savegameinfo[slot].botskin-1].realname);
|
||||
else
|
||||
strcpy(savegameinfo[slot].playername, skins[savegameinfo[slot].skinnum].realname);
|
||||
|
||||
savegameinfo[slot].playername[31] = 0;
|
||||
|
||||
// File end marker check
|
||||
CHECKPOS
|
||||
if (READUINT8(save_p) != 0x1d) BADSAVE;
|
||||
|
@ -6341,23 +6438,80 @@ static void M_ReadSavegameInfo(UINT32 slot)
|
|||
static void M_ReadSaveStrings(void)
|
||||
{
|
||||
FILE *handle;
|
||||
UINT32 i;
|
||||
SINT8 i;
|
||||
char name[256];
|
||||
boolean nofile[MAXSAVEGAMES-1];
|
||||
SINT8 tolerance = 3; // empty slots at any time
|
||||
UINT8 lastseen = 0;
|
||||
|
||||
for (i = 0; i < MAXSAVEGAMES; i++)
|
||||
loadgamescroll = 0;
|
||||
loadgameoffset = 14;
|
||||
|
||||
for (i = 1; (i < MAXSAVEGAMES); i++) // slot 0 is no save
|
||||
{
|
||||
snprintf(name, sizeof name, savegamename, i);
|
||||
name[sizeof name - 1] = '\0';
|
||||
|
||||
handle = fopen(name, "rb");
|
||||
if (handle == NULL)
|
||||
if ((nofile[i-1] = (handle == NULL)))
|
||||
continue;
|
||||
fclose(handle);
|
||||
lastseen = i;
|
||||
}
|
||||
|
||||
if (savegameinfo)
|
||||
Z_Free(savegameinfo);
|
||||
savegameinfo = NULL;
|
||||
|
||||
if (lastseen < saveSlotSelected)
|
||||
lastseen = saveSlotSelected;
|
||||
|
||||
i = lastseen;
|
||||
|
||||
for (; (lastseen > 0 && tolerance); lastseen--)
|
||||
{
|
||||
if (nofile[lastseen-1])
|
||||
tolerance--;
|
||||
}
|
||||
|
||||
if ((i += tolerance+1) > MAXSAVEGAMES) // show 3 empty slots at minimum
|
||||
i = MAXSAVEGAMES;
|
||||
|
||||
numsaves = i;
|
||||
savegameinfo = Z_Realloc(savegameinfo, numsaves*sizeof(saveinfo_t), PU_STATIC, NULL);
|
||||
if (!savegameinfo)
|
||||
I_Error("Insufficient memory to prepare save platter");
|
||||
|
||||
for (; i > 0; i--)
|
||||
{
|
||||
if (nofile[i-1] == true)
|
||||
{
|
||||
savegameinfo[i].lives = -42;
|
||||
savegameinfo[i-1].lives = -42;
|
||||
continue;
|
||||
}
|
||||
fclose(handle);
|
||||
M_ReadSavegameInfo(i);
|
||||
}
|
||||
|
||||
if (savselp[0]) // never going to have some provided but not all, saves individually checking
|
||||
{
|
||||
W_UnlockCachedPatch(savselp[0]);
|
||||
W_UnlockCachedPatch(savselp[1]);
|
||||
W_UnlockCachedPatch(savselp[2]);
|
||||
|
||||
W_UnlockCachedPatch(savselp[3]);
|
||||
W_UnlockCachedPatch(savselp[4]);
|
||||
W_UnlockCachedPatch(savselp[5]);
|
||||
W_UnlockCachedPatch(savselp[6]);
|
||||
}
|
||||
|
||||
savselp[0] = W_CachePatchName("SAVEBACK", PU_STATIC);
|
||||
savselp[1] = W_CachePatchName("SAVENONE", PU_STATIC);
|
||||
savselp[2] = W_CachePatchName("ULTIMATE", PU_STATIC);
|
||||
|
||||
savselp[3] = W_CachePatchName("BLACKLVL", PU_STATIC);
|
||||
savselp[4] = W_CachePatchName("BLACXLVL", PU_STATIC);
|
||||
savselp[5] = W_CachePatchName("BLANKLVL", PU_STATIC);
|
||||
savselp[6] = W_CachePatchName("GAMEDONE", PU_STATIC);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -6375,8 +6529,19 @@ static void M_SaveGameDeleteResponse(INT32 ch)
|
|||
name[sizeof name - 1] = '\0';
|
||||
remove(name);
|
||||
|
||||
// Refresh savegame menu info
|
||||
M_ReadSaveStrings();
|
||||
BwehHehHe();
|
||||
M_ReadSaveStrings(); // reload the menu
|
||||
}
|
||||
|
||||
static void M_SaveGameUltimateResponse(INT32 ch)
|
||||
{
|
||||
if (ch != 'y' && ch != KEY_ENTER)
|
||||
return;
|
||||
|
||||
S_StartSound(NULL, sfx_menu1);
|
||||
M_LoadSelect(saveSlotSelected);
|
||||
SP_PlayerDef.prevMenu = MessageDef.prevMenu;
|
||||
MessageDef.prevMenu = &SP_PlayerDef;
|
||||
}
|
||||
|
||||
static void M_HandleLoadSave(INT32 choice)
|
||||
|
@ -6385,26 +6550,46 @@ static void M_HandleLoadSave(INT32 choice)
|
|||
|
||||
switch (choice)
|
||||
{
|
||||
case KEY_DOWNARROW:
|
||||
S_StartSound(NULL, sfx_menu1);
|
||||
case KEY_RIGHTARROW:
|
||||
S_StartSound(NULL, sfx_s3kb7);
|
||||
++saveSlotSelected;
|
||||
if (saveSlotSelected >= MAXSAVEGAMES)
|
||||
saveSlotSelected -= MAXSAVEGAMES;
|
||||
menumovedir = 1;
|
||||
if (saveSlotSelected >= numsaves)
|
||||
saveSlotSelected -= numsaves;
|
||||
loadgamescroll = 90;
|
||||
break;
|
||||
|
||||
case KEY_UPARROW:
|
||||
S_StartSound(NULL, sfx_menu1);
|
||||
case KEY_LEFTARROW:
|
||||
S_StartSound(NULL, sfx_s3kb7);
|
||||
--saveSlotSelected;
|
||||
if (saveSlotSelected < 0)
|
||||
saveSlotSelected += MAXSAVEGAMES;
|
||||
menumovedir = -1;
|
||||
saveSlotSelected += numsaves;
|
||||
loadgamescroll = -90;
|
||||
break;
|
||||
|
||||
case KEY_ENTER:
|
||||
S_StartSound(NULL, sfx_menu1);
|
||||
if (savegameinfo[saveSlotSelected].lives != -666) // don't allow loading of "bad saves"
|
||||
if (ultimate_selectable && saveSlotSelected == NOSAVESLOT)
|
||||
{
|
||||
loadgamescroll = 0;
|
||||
S_StartSound(NULL, sfx_skid);
|
||||
M_StartMessage("Are you sure you want to play\n\x85ultimate mode\x80? It isn't remotely fair,\nand you don't even get an emblem for it.\n\n(Press 'Y' to confirm)\n",M_SaveGameUltimateResponse,MM_YESNO);
|
||||
}
|
||||
else if (saveSlotSelected != NOSAVESLOT && savegameinfo[saveSlotSelected-1].lives == -42 && !(!modifiedgame || savemoddata))
|
||||
{
|
||||
loadgamescroll = 0;
|
||||
S_StartSound(NULL, sfx_skid);
|
||||
M_StartMessage(M_GetText("This cannot be done in a modified game.\n\n(Press a key)\n"), NULL, MM_NOTHING);
|
||||
}
|
||||
else if (saveSlotSelected == NOSAVESLOT || savegameinfo[saveSlotSelected-1].lives != -666) // don't allow loading of "bad saves"
|
||||
{
|
||||
loadgamescroll = 0;
|
||||
S_StartSound(NULL, sfx_menu1);
|
||||
M_LoadSelect(saveSlotSelected);
|
||||
}
|
||||
else if (!loadgameoffset)
|
||||
{
|
||||
S_StartSound(NULL, sfx_lose);
|
||||
loadgameoffset = 14;
|
||||
}
|
||||
break;
|
||||
|
||||
case KEY_ESCAPE:
|
||||
|
@ -6412,11 +6597,25 @@ static void M_HandleLoadSave(INT32 choice)
|
|||
break;
|
||||
|
||||
case KEY_BACKSPACE:
|
||||
S_StartSound(NULL, sfx_menu1);
|
||||
// Don't allow people to 'delete' "Play without Saving."
|
||||
// Nor allow people to 'delete' slots with no saves in them.
|
||||
if (saveSlotSelected != NOSAVESLOT && savegameinfo[saveSlotSelected].lives != -42)
|
||||
M_StartMessage(M_GetText("Are you sure you want to delete\nthis save game?\n\n(Press 'Y' to confirm)\n"),M_SaveGameDeleteResponse,MM_YESNO);
|
||||
if (saveSlotSelected != NOSAVESLOT && savegameinfo[saveSlotSelected-1].lives != -42)
|
||||
{
|
||||
loadgamescroll = 0;
|
||||
S_StartSound(NULL, sfx_skid);
|
||||
M_StartMessage(va("Are you sure you want to delete\nsave file %d?\n\n(Press 'Y' to confirm)\n", saveSlotSelected),M_SaveGameDeleteResponse,MM_YESNO);
|
||||
}
|
||||
else if (!loadgameoffset)
|
||||
{
|
||||
if (saveSlotSelected == NOSAVESLOT && ultimate_selectable)
|
||||
{
|
||||
ultimate_selectable = false;
|
||||
S_StartSound(NULL, sfx_strpst);
|
||||
}
|
||||
else
|
||||
S_StartSound(NULL, sfx_lose);
|
||||
loadgameoffset = 14;
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (exitmenu)
|
||||
|
@ -6425,6 +6624,8 @@ static void M_HandleLoadSave(INT32 choice)
|
|||
M_SetupNextMenu(currentMenu->prevMenu);
|
||||
else
|
||||
M_ClearMenus(true);
|
||||
Z_Free(savegameinfo);
|
||||
savegameinfo = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6444,14 +6645,15 @@ static void M_LoadGame(INT32 choice)
|
|||
//
|
||||
void M_ForceSaveSlotSelected(INT32 sslot)
|
||||
{
|
||||
// Already there? Out of bounds? Whatever, then!
|
||||
if (sslot == saveSlotSelected || sslot >= MAXSAVEGAMES)
|
||||
loadgameoffset = 14;
|
||||
|
||||
// Already there? Whatever, then!
|
||||
if (sslot == saveSlotSelected)
|
||||
return;
|
||||
|
||||
// Figure out whether to display up movement or down movement
|
||||
menumovedir = (saveSlotSelected - sslot) > 0 ? -1 : 1;
|
||||
if (abs(saveSlotSelected - sslot) > (MAXSAVEGAMES>>1))
|
||||
menumovedir *= -1;
|
||||
loadgamescroll = 90;
|
||||
if (saveSlotSelected <= numsaves/2)
|
||||
loadgamescroll = -loadgamescroll;
|
||||
|
||||
saveSlotSelected = sslot;
|
||||
}
|
||||
|
@ -6722,7 +6924,7 @@ static void M_ChoosePlayer(INT32 choice)
|
|||
}
|
||||
|
||||
if (startmap != spstage_start)
|
||||
cursaveslot = -1;
|
||||
cursaveslot = 0;
|
||||
|
||||
//lastmapsaved = 0;
|
||||
gamecomplete = false;
|
||||
|
@ -6733,6 +6935,10 @@ static void M_ChoosePlayer(INT32 choice)
|
|||
if (levelselect.rows)
|
||||
Z_Free(levelselect.rows);
|
||||
levelselect.rows = NULL;
|
||||
|
||||
if (savegameinfo)
|
||||
Z_Free(savegameinfo);
|
||||
savegameinfo = NULL;
|
||||
}
|
||||
|
||||
// ===============
|
||||
|
@ -8691,7 +8897,7 @@ static void M_EraseDataResponse(INT32 ch)
|
|||
totalplaytime = 0;
|
||||
F_StartIntro();
|
||||
}
|
||||
S_StartSound(NULL, sfx_bewar1+M_RandomKey(4)); // Bweh heh he
|
||||
BwehHehHe();
|
||||
M_ClearMenus(true);
|
||||
}
|
||||
|
||||
|
|
10
src/m_menu.h
10
src/m_menu.h
|
@ -215,18 +215,14 @@ typedef struct
|
|||
// savegame struct for save game menu
|
||||
typedef struct
|
||||
{
|
||||
char playername[32];
|
||||
char levelname[32];
|
||||
UINT8 actnum;
|
||||
UINT8 skincolor;
|
||||
UINT8 skinnum;
|
||||
UINT8 botskin;
|
||||
UINT8 botcolor;
|
||||
UINT8 numemeralds;
|
||||
UINT8 numgameovers;
|
||||
INT32 lives;
|
||||
INT32 continues;
|
||||
INT32 gamemap;
|
||||
UINT8 netgame;
|
||||
} saveinfo_t;
|
||||
|
||||
extern description_t description[32];
|
||||
|
@ -238,7 +234,9 @@ extern INT16 startmap;
|
|||
extern INT32 ultimate_selectable;
|
||||
|
||||
#define MAXSAVEGAMES 31 //note: last save game is "no save"
|
||||
#define NOSAVESLOT MAXSAVEGAMES-1 //slot where Play Without Saving appears
|
||||
#define NOSAVESLOT 0 //slot where Play Without Saving appears
|
||||
|
||||
#define BwehHehHe() S_StartSound(NULL, sfx_bewar1+M_RandomKey(4)) // Bweh heh he
|
||||
|
||||
void M_ForceSaveSlotSelected(INT32 sslot);
|
||||
|
||||
|
|
|
@ -4644,6 +4644,7 @@ void A_CapeChase(mobj_t *actor)
|
|||
fixed_t foffsetx, foffsety, boffsetx, boffsety;
|
||||
INT32 locvar1 = var1;
|
||||
INT32 locvar2 = var2;
|
||||
angle_t angle;
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_CapeChase", actor))
|
||||
return;
|
||||
|
@ -4665,11 +4666,13 @@ void A_CapeChase(mobj_t *actor)
|
|||
return;
|
||||
}
|
||||
|
||||
foffsetx = P_ReturnThrustX(chaser, chaser->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
|
||||
foffsety = P_ReturnThrustY(chaser, chaser->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
|
||||
angle = (chaser->player ? chaser->player->drawangle : chaser->angle);
|
||||
|
||||
boffsetx = P_ReturnThrustX(chaser, chaser->angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
|
||||
boffsety = P_ReturnThrustY(chaser, chaser->angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
|
||||
foffsetx = P_ReturnThrustX(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
|
||||
foffsety = P_ReturnThrustY(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
|
||||
|
||||
boffsetx = P_ReturnThrustX(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
|
||||
boffsety = P_ReturnThrustY(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
|
||||
|
||||
P_UnsetThingPosition(actor);
|
||||
actor->x = chaser->x + foffsetx + boffsetx;
|
||||
|
@ -4686,7 +4689,7 @@ void A_CapeChase(mobj_t *actor)
|
|||
actor->flags2 &= ~MF2_OBJECTFLIP;
|
||||
actor->z = chaser->z + FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale);
|
||||
}
|
||||
actor->angle = chaser->angle;
|
||||
actor->angle = angle;
|
||||
P_SetThingPosition(actor);
|
||||
}
|
||||
|
||||
|
|
108
src/p_inter.c
108
src/p_inter.c
|
@ -1532,30 +1532,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
P_SetMobjState(special, special->info->deathstate);
|
||||
return;
|
||||
case MT_SPECIALSPIKEBALL:
|
||||
if (!(!useNightsSS && G_IsSpecialStage(gamemap))) // Only for old special stages
|
||||
{
|
||||
P_DamageMobj(toucher, special, special, 1, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (player->powers[pw_invulnerability] || player->powers[pw_flashing]
|
||||
|| player->powers[pw_super])
|
||||
return;
|
||||
if (player->powers[pw_shield] || player->bot) //If One-Hit Shield
|
||||
{
|
||||
P_RemoveShield(player);
|
||||
S_StartSound(toucher, sfx_shldls); // Ba-Dum! Shield loss.
|
||||
}
|
||||
if (!useNightsSS && G_IsSpecialStage(gamemap)) // Only for old special stages
|
||||
P_SpecialStageDamage(player, special, NULL);
|
||||
else
|
||||
{
|
||||
P_PlayRinglossSound(toucher);
|
||||
if (player->rings >= 10)
|
||||
player->rings -= 10;
|
||||
else
|
||||
player->rings = 0;
|
||||
}
|
||||
|
||||
P_DoPlayerPain(player, special, NULL);
|
||||
P_DamageMobj(toucher, special, special, 1, 0);
|
||||
return;
|
||||
case MT_EGGMOBILE2_POGO:
|
||||
// sanity checks
|
||||
|
@ -1875,7 +1855,7 @@ void P_CheckTimeLimit(void)
|
|||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i] || players[i].spectator
|
||||
|| (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT))
|
||||
|| (players[i].pflags & PF_GAMETYPEOVER) || (players[i].pflags & PF_TAGIT))
|
||||
continue;
|
||||
|
||||
CONS_Printf(M_GetText("%s received double points for surviving the round.\n"), player_names[i]);
|
||||
|
@ -2022,7 +2002,7 @@ void P_CheckSurvivors(void)
|
|||
spectators++;
|
||||
else if (players[i].pflags & PF_TAGIT)
|
||||
taggers++;
|
||||
else if (!(players[i].pflags & PF_TAGGED))
|
||||
else if (!(players[i].pflags & PF_GAMETYPEOVER))
|
||||
{
|
||||
survivorarray[survivors] = i;
|
||||
survivors++;
|
||||
|
@ -2263,7 +2243,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
|
||||
if ((target->player->lives <= 1) && (netgame || multiplayer) && (gametype == GT_COOP) && (cv_cooplives.value == 0))
|
||||
;
|
||||
else if (!target->player->bot && !target->player->spectator && !G_IsSpecialStage(gamemap)
|
||||
else if (!target->player->bot && !target->player->spectator && !G_IsSpecialStage(gamemap) && (target->player->lives != 0x7f)
|
||||
&& G_GametypeUsesLives())
|
||||
{
|
||||
target->player->lives -= 1; // Lose a life Tails 03-11-2000
|
||||
|
@ -2293,6 +2273,13 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
S_StopMusic(); // Stop the Music! Tails 03-14-2000
|
||||
S_ChangeMusicInternal("_gover", false); // Yousa dead now, Okieday? Tails 03-14-2000
|
||||
}
|
||||
|
||||
if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && numgameovers < maxgameovers)
|
||||
{
|
||||
numgameovers++;
|
||||
if ((!modifiedgame || savemoddata) && cursaveslot > 0)
|
||||
G_SaveGameOver((UINT32)cursaveslot, (target->player->continues <= 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
target->player->playerstate = PST_DEAD;
|
||||
|
@ -2329,7 +2316,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
}
|
||||
else
|
||||
{
|
||||
if (!(target->player->pflags & PF_TAGGED))
|
||||
if (!(target->player->pflags & PF_GAMETYPEOVER))
|
||||
{
|
||||
//otherwise, increment the tagger's score.
|
||||
//in hide and seek, suiciding players are counted as found.
|
||||
|
@ -2341,7 +2328,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
P_AddPlayerScore(&players[w], 100);
|
||||
}
|
||||
|
||||
target->player->pflags |= PF_TAGGED;
|
||||
target->player->pflags |= PF_GAMETYPEOVER;
|
||||
CONS_Printf(M_GetText("%s was found!\n"), player_names[target->player-players]);
|
||||
P_CheckSurvivors();
|
||||
}
|
||||
|
@ -2797,7 +2784,7 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou
|
|||
}
|
||||
else
|
||||
{
|
||||
player->pflags |= PF_TAGGED; //in hide and seek, the player is tagged and stays stationary.
|
||||
player->pflags |= PF_GAMETYPEOVER; //in hide and seek, the player is tagged and stays stationary.
|
||||
CONS_Printf(M_GetText("%s was found!\n"), player_names[player-players]); // Tell everyone who is it!
|
||||
}
|
||||
|
||||
|
@ -2983,7 +2970,17 @@ void P_RemoveShield(player_t *player)
|
|||
else
|
||||
player->powers[pw_shield] &= SH_STACK;
|
||||
}
|
||||
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_NONE)
|
||||
else if (player->powers[pw_shield] & SH_NOSTACK)
|
||||
{ // First layer shields
|
||||
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON) // Give them what's coming to them!
|
||||
{
|
||||
P_BlackOw(player); // BAM!
|
||||
player->pflags |= PF_JUMPDOWN;
|
||||
}
|
||||
else
|
||||
player->powers[pw_shield] &= SH_STACK;
|
||||
}
|
||||
else
|
||||
{ // Second layer shields
|
||||
if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->powers[pw_super] || (mariomode && player->powers[pw_invulnerability])))
|
||||
{
|
||||
|
@ -2992,13 +2989,6 @@ void P_RemoveShield(player_t *player)
|
|||
}
|
||||
player->powers[pw_shield] = SH_NONE;
|
||||
}
|
||||
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON) // Give them what's coming to them!
|
||||
{
|
||||
P_BlackOw(player); // BAM!
|
||||
player->pflags |= PF_JUMPDOWN;
|
||||
}
|
||||
else
|
||||
player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK;
|
||||
}
|
||||
|
||||
static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
|
||||
|
@ -3068,6 +3058,38 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN
|
|||
player->rings = 0;
|
||||
}
|
||||
|
||||
//
|
||||
// P_SpecialStageDamage
|
||||
//
|
||||
// Do old special stage-style damaging
|
||||
// Removes 10 rings from the player, or knocks off their shield if they have one.
|
||||
// If they don't have anything, just knock the player back anyway (this doesn't kill them).
|
||||
//
|
||||
void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source)
|
||||
{
|
||||
if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super])
|
||||
return;
|
||||
|
||||
if (player->powers[pw_shield] || player->bot) //If One-Hit Shield
|
||||
{
|
||||
P_RemoveShield(player);
|
||||
S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss.
|
||||
}
|
||||
else
|
||||
{
|
||||
P_PlayRinglossSound(player->mo);
|
||||
if (player->rings >= 10)
|
||||
player->rings -= 10;
|
||||
else
|
||||
player->rings = 0;
|
||||
}
|
||||
|
||||
P_DoPlayerPain(player, inflictor, source);
|
||||
|
||||
if (gametype == GT_CTF && player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))
|
||||
P_PlayerFlagBurst(player, false);
|
||||
}
|
||||
|
||||
/** Damages an object, which may or may not be a player.
|
||||
* For melee attacks, source and inflictor are the same.
|
||||
*
|
||||
|
@ -3212,7 +3234,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
|
|||
if (player->pflags & PF_GODMODE)
|
||||
return false;
|
||||
|
||||
if (!(target->player->powers[pw_carry] == CR_NIGHTSMODE || target->player->pflags & PF_NIGHTSFALL) && (maptol & TOL_NIGHTS))
|
||||
if ((maptol & TOL_NIGHTS) && target->player->powers[pw_carry] != CR_NIGHTSMODE && target->player->powers[pw_carry] != CR_NIGHTSFALL)
|
||||
return false;
|
||||
|
||||
switch (damagetype)
|
||||
|
@ -3413,7 +3435,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
|
|||
if (player->rings <= 0)
|
||||
num_rings = 0;
|
||||
|
||||
if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL))
|
||||
if (num_rings > 32 && player->powers[pw_carry] != CR_NIGHTSFALL)
|
||||
num_rings = 32;
|
||||
|
||||
if (player->powers[pw_emeralds])
|
||||
|
@ -3445,7 +3467,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
|
|||
|
||||
// Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2.
|
||||
// Technically a non-SA way of spilling rings. They just so happen to be a little similar.
|
||||
if (player->pflags & PF_NIGHTSFALL)
|
||||
if (player->powers[pw_carry] == CR_NIGHTSFALL)
|
||||
{
|
||||
ns = FixedMul(((i*FRACUNIT)/16)+2*FRACUNIT, mo->scale);
|
||||
mo->momx = FixedMul(FINECOSINE(fa),ns);
|
||||
|
@ -3485,13 +3507,13 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
|
|||
}
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
mo->momz *= -1;
|
||||
|
||||
if (P_IsObjectOnGround(player->mo))
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
}
|
||||
|
||||
player->losstime += 10*TICRATE;
|
||||
|
||||
if (P_IsObjectOnGround(player->mo))
|
||||
player->pflags &= ~PF_NIGHTSFALL;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -140,6 +140,7 @@ boolean P_IsObjectOnGround(mobj_t *mo);
|
|||
boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
|
||||
boolean P_InSpaceSector(mobj_t *mo);
|
||||
boolean P_InQuicksand(mobj_t *mo);
|
||||
boolean P_PlayerHitFloor(player_t *player);
|
||||
|
||||
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
|
||||
void P_RestoreMusic(player_t *player);
|
||||
|
@ -417,6 +418,7 @@ void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duratio
|
|||
void P_ForceConstant(const BasicFF_t *FFInfo);
|
||||
void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End);
|
||||
void P_RemoveShield(player_t *player);
|
||||
void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source);
|
||||
boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
|
||||
void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
|
||||
void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c
|
||||
|
|
20
src/p_map.c
20
src/p_map.c
|
@ -195,16 +195,20 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
if (spring->flags & MF_ENEMY) // Spring shells
|
||||
P_SetTarget(&spring->target, object);
|
||||
|
||||
if (horizspeed && object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0)
|
||||
if (horizspeed)
|
||||
{
|
||||
object->angle = spring->angle;
|
||||
|
||||
if (!demoplayback || P_AnalogMove(object->player))
|
||||
object->player->drawangle = spring->angle;
|
||||
if (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0)
|
||||
{
|
||||
if (object->player == &players[consoleplayer])
|
||||
localangle = spring->angle;
|
||||
else if (object->player == &players[secondarydisplayplayer])
|
||||
localangle2 = spring->angle;
|
||||
object->angle = spring->angle;
|
||||
|
||||
if (!demoplayback || P_AnalogMove(object->player))
|
||||
{
|
||||
if (object->player == &players[consoleplayer])
|
||||
localangle = spring->angle;
|
||||
else if (object->player == &players[secondarydisplayplayer])
|
||||
localangle2 = spring->angle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
113
src/p_mobj.c
113
src/p_mobj.c
|
@ -34,6 +34,7 @@
|
|||
#ifdef ESLOPE
|
||||
#include "p_slopes.h"
|
||||
#endif
|
||||
#include "f_finale.h"
|
||||
|
||||
// protos.
|
||||
static CV_PossibleValue_t viewheight_cons_t[] = {{16, "MIN"}, {56, "MAX"}, {0, NULL}};
|
||||
|
@ -250,6 +251,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
|
|||
player->panim = PA_EDGE;
|
||||
break;
|
||||
case S_PLAY_WALK:
|
||||
case S_PLAY_SKID:
|
||||
case S_PLAY_FLOAT:
|
||||
player->panim = PA_WALK;
|
||||
break;
|
||||
|
@ -1964,6 +1966,8 @@ void P_XYMovement(mobj_t *mo)
|
|||
#endif
|
||||
|
||||
P_SlideMove(mo);
|
||||
if (player)
|
||||
player->powers[pw_pushing] = 3;
|
||||
xmove = ymove = 0;
|
||||
|
||||
#ifdef ESLOPE
|
||||
|
@ -3040,110 +3044,9 @@ static void P_PlayerZMovement(mobj_t *mo)
|
|||
}
|
||||
}
|
||||
|
||||
if (mo->health && !mo->player->spectator && !P_CheckDeathPitCollide(mo))
|
||||
{
|
||||
if ((mo->player->charability2 == CA2_SPINDASH) && !(mo->player->pflags & PF_THOKKED) && (mo->player->cmd.buttons & BT_USE) && (FixedHypot(mo->momx, mo->momy) > (5*mo->scale)))
|
||||
{
|
||||
mo->player->pflags |= PF_SPINNING;
|
||||
P_SetPlayerMobjState(mo, S_PLAY_ROLL);
|
||||
S_StartSound(mo, sfx_spin);
|
||||
}
|
||||
else
|
||||
mo->player->pflags &= ~PF_SPINNING;
|
||||
|
||||
if (mo->player->pflags & PF_GLIDING) // ground gliding
|
||||
{
|
||||
mo->player->skidtime = TICRATE;
|
||||
mo->tics = -1;
|
||||
}
|
||||
else if (mo->player->charability2 == CA2_MELEE && (mo->player->panim == PA_ABILITY2 && mo->state-states != S_PLAY_MELEE_LANDING))
|
||||
{
|
||||
P_SetPlayerMobjState(mo, S_PLAY_MELEE_LANDING);
|
||||
mo->tics = (mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(mo->movefactor)))>>FRACBITS;
|
||||
S_StartSound(mo, sfx_s3k8b);
|
||||
mo->player->pflags |= PF_FULLSTASIS;
|
||||
}
|
||||
else if (mo->player->pflags & PF_JUMPED || !(mo->player->pflags & PF_SPINNING)
|
||||
|| mo->player->powers[pw_tailsfly] || mo->state-states == S_PLAY_FLY_TIRED)
|
||||
{
|
||||
if (mo->player->cmomx || mo->player->cmomy)
|
||||
{
|
||||
if (mo->player->charflags & SF_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_DASH)
|
||||
P_SetPlayerMobjState(mo, S_PLAY_DASH);
|
||||
else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale)
|
||||
&& (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN))
|
||||
P_SetPlayerMobjState(mo, S_PLAY_RUN);
|
||||
else if ((mo->player->rmomx || mo->player->rmomy)
|
||||
&& (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT))
|
||||
P_SetPlayerMobjState(mo, S_PLAY_WALK);
|
||||
else if (!mo->player->rmomx && !mo->player->rmomy && mo->player->panim != PA_IDLE)
|
||||
P_SetPlayerMobjState(mo, S_PLAY_STND);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mo->player->charflags & SF_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_DASH)
|
||||
P_SetPlayerMobjState(mo, S_PLAY_DASH);
|
||||
else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale)
|
||||
&& (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN))
|
||||
P_SetPlayerMobjState(mo, S_PLAY_RUN);
|
||||
else if ((mo->momx || mo->momy)
|
||||
&& (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT))
|
||||
P_SetPlayerMobjState(mo, S_PLAY_WALK);
|
||||
else if (!mo->momx && !mo->momy && mo->player->panim != PA_IDLE)
|
||||
P_SetPlayerMobjState(mo, S_PLAY_STND);
|
||||
}
|
||||
}
|
||||
|
||||
if (!(mo->player->pflags & PF_GLIDING))
|
||||
mo->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
|
||||
|
||||
mo->player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
|
||||
mo->player->secondjump = 0;
|
||||
mo->player->glidetime = 0;
|
||||
mo->player->climbing = 0;
|
||||
mo->player->powers[pw_tailsfly] = 0;
|
||||
|
||||
if (mo->player->pflags & PF_SHIELDABILITY)
|
||||
{
|
||||
mo->player->pflags &= ~PF_SHIELDABILITY;
|
||||
|
||||
if ((mo->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
|
||||
{
|
||||
if (mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
|
||||
S_StartSound(mo, sfx_s3k4c);
|
||||
else // create a fire pattern on the ground
|
||||
{
|
||||
S_StartSound(mo, sfx_s3k47);
|
||||
P_ElementalFire(mo->player, true);
|
||||
}
|
||||
P_SetObjectMomZ(mo,
|
||||
(mo->eflags & MFE_UNDERWATER)
|
||||
? 6*FRACUNIT/5
|
||||
: 5*FRACUNIT/2,
|
||||
false);
|
||||
P_SetPlayerMobjState(mo, S_PLAY_FALL);
|
||||
mo->momx = mo->momy = 0;
|
||||
clipmomz = false;
|
||||
}
|
||||
else if ((mo->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
|
||||
{
|
||||
P_DoBubbleBounce(mo->player);
|
||||
clipmomz = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (mo->player->pflags & PF_BOUNCING)
|
||||
{
|
||||
P_MobjCheckWater(mo);
|
||||
mo->momz *= -1;
|
||||
P_DoAbilityBounce(mo->player, true);
|
||||
if (mo->player->scoreadd)
|
||||
mo->player->scoreadd--;
|
||||
clipmomz = false;
|
||||
}
|
||||
}
|
||||
clipmomz = P_PlayerHitFloor(mo->player);
|
||||
}
|
||||
if (!(mo->player->pflags & PF_SPINNING))
|
||||
if (!(mo->player->pflags & PF_SPINNING) && mo->player->powers[pw_carry] != CR_NIGHTSMODE)
|
||||
mo->player->pflags &= ~PF_STARTDASH;
|
||||
|
||||
if (clipmomz)
|
||||
|
@ -8415,6 +8318,9 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
#endif
|
||||
switch (mobj->type)
|
||||
{
|
||||
case MT_ALTVIEWMAN:
|
||||
if (titlemapinaction) mobj->flags &= ~MF_NOTHINK;
|
||||
break;
|
||||
case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE:
|
||||
mobj->fuse = mobj->info->mass;
|
||||
break;
|
||||
|
@ -9199,6 +9105,7 @@ void P_AfterPlayerSpawn(INT32 playernum)
|
|||
}
|
||||
|
||||
SV_SpawnPlayer(playernum, mobj->x, mobj->y, mobj->angle);
|
||||
p->drawangle = mobj->angle;
|
||||
|
||||
if (camera.chase)
|
||||
{
|
||||
|
|
|
@ -64,22 +64,16 @@ typedef enum
|
|||
static inline void P_ArchivePlayer(void)
|
||||
{
|
||||
const player_t *player = &players[consoleplayer];
|
||||
INT32 pllives = player->lives;
|
||||
if (pllives < 3) // Bump up to 3 lives if the player
|
||||
pllives = 3; // has less than that.
|
||||
|
||||
WRITEUINT8(save_p, player->skincolor);
|
||||
WRITEUINT8(save_p, player->skin);
|
||||
INT16 skininfo = player->skin + (botskin<<5);
|
||||
SINT8 pllives = player->lives;
|
||||
if (pllives < startinglivesbalance[numgameovers]) // Bump up to 3 lives if the player
|
||||
pllives = startinglivesbalance[numgameovers]; // has less than that.
|
||||
|
||||
WRITEUINT16(save_p, skininfo);
|
||||
WRITEUINT8(save_p, numgameovers);
|
||||
WRITESINT8(save_p, pllives);
|
||||
WRITEUINT32(save_p, player->score);
|
||||
WRITEINT32(save_p, pllives);
|
||||
WRITEINT32(save_p, player->continues);
|
||||
|
||||
if (botskin)
|
||||
{
|
||||
WRITEUINT8(save_p, botskin);
|
||||
WRITEUINT8(save_p, botcolor);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -87,22 +81,14 @@ static inline void P_ArchivePlayer(void)
|
|||
//
|
||||
static inline void P_UnArchivePlayer(void)
|
||||
{
|
||||
savedata.skincolor = READUINT8(save_p);
|
||||
savedata.skin = READUINT8(save_p);
|
||||
INT16 skininfo = READUINT16(save_p);
|
||||
savedata.skin = skininfo & ((1<<5) - 1);
|
||||
savedata.botskin = skininfo >> 5;
|
||||
|
||||
savedata.score = READINT32(save_p);
|
||||
savedata.lives = READINT32(save_p);
|
||||
savedata.numgameovers = READUINT8(save_p);
|
||||
savedata.lives = READSINT8(save_p);
|
||||
savedata.score = READUINT32(save_p);
|
||||
savedata.continues = READINT32(save_p);
|
||||
|
||||
if (savedata.botcolor)
|
||||
{
|
||||
savedata.botskin = READUINT8(save_p);
|
||||
if (savedata.botskin-1 >= numskins)
|
||||
savedata.botskin = 0;
|
||||
savedata.botcolor = READUINT8(save_p);
|
||||
}
|
||||
else
|
||||
savedata.botskin = 0;
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -126,6 +112,7 @@ static void P_NetArchivePlayers(void)
|
|||
// no longer send ticcmds, player name, skin, or color
|
||||
|
||||
WRITEANGLE(save_p, players[i].aiming);
|
||||
WRITEANGLE(save_p, players[i].drawangle);
|
||||
WRITEANGLE(save_p, players[i].awayviewaiming);
|
||||
WRITEINT32(save_p, players[i].awayviewtics);
|
||||
WRITEINT32(save_p, players[i].rings);
|
||||
|
@ -305,6 +292,7 @@ static void P_NetUnArchivePlayers(void)
|
|||
// (that data is handled in the server config now)
|
||||
|
||||
players[i].aiming = READANGLE(save_p);
|
||||
players[i].drawangle = READANGLE(save_p);
|
||||
players[i].awayviewaiming = READANGLE(save_p);
|
||||
players[i].awayviewtics = READINT32(save_p);
|
||||
players[i].rings = READINT32(save_p);
|
||||
|
@ -3162,7 +3150,7 @@ static inline void P_ArchiveMisc(void)
|
|||
//lastmapsaved = gamemap;
|
||||
lastmaploaded = gamemap;
|
||||
|
||||
WRITEUINT16(save_p, (botskin ? (emeralds|(1<<10)) : emeralds)+357);
|
||||
WRITEUINT16(save_p, emeralds+357);
|
||||
WRITESTRINGN(save_p, timeattackfolder, sizeof(timeattackfolder));
|
||||
}
|
||||
|
||||
|
@ -3192,9 +3180,6 @@ static inline void P_UnArchiveSPGame(INT16 mapoverride)
|
|||
token = 0;
|
||||
|
||||
savedata.emeralds = READUINT16(save_p)-357;
|
||||
if (savedata.emeralds & (1<<10))
|
||||
savedata.botcolor = 0xFF;
|
||||
savedata.emeralds &= 0xff;
|
||||
|
||||
READSTRINGN(save_p, testname, sizeof(testname));
|
||||
|
||||
|
|
|
@ -30,14 +30,13 @@ mobj_t *P_FindNewPosition(UINT32 oldposition);
|
|||
|
||||
typedef struct
|
||||
{
|
||||
UINT8 skincolor;
|
||||
UINT8 skin;
|
||||
UINT8 botskin;
|
||||
UINT8 botcolor;
|
||||
INT32 score;
|
||||
INT32 lives;
|
||||
INT32 continues;
|
||||
UINT16 emeralds;
|
||||
UINT8 numgameovers;
|
||||
} savedata_t;
|
||||
|
||||
extern savedata_t savedata;
|
||||
|
|
|
@ -2244,7 +2244,7 @@ static void P_LevelInitStuff(void)
|
|||
players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0;
|
||||
players[i].rings = 0;
|
||||
players[i].aiming = 0;
|
||||
players[i].pflags &= ~PF_TIMEOVER;
|
||||
players[i].pflags &= ~PF_GAMETYPEOVER;
|
||||
|
||||
players[i].losstime = 0;
|
||||
players[i].timeshit = 0;
|
||||
|
@ -2667,7 +2667,9 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
|
||||
// As oddly named as this is, this handles music only.
|
||||
// We should be fine starting it here.
|
||||
S_Start();
|
||||
/// ... as long as this isn't a titlemap transition, that is
|
||||
if (!titlemapinaction)
|
||||
S_Start();
|
||||
|
||||
// Let's fade to black here
|
||||
// But only if we didn't do the special stage wipe
|
||||
|
@ -2681,7 +2683,7 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
}
|
||||
|
||||
// Print "SPEEDING OFF TO [ZONE] [ACT 1]..."
|
||||
if (rendermode != render_none)
|
||||
if (!titlemapinaction && rendermode != render_none)
|
||||
{
|
||||
// Don't include these in the fade!
|
||||
char tx[64];
|
||||
|
@ -3019,19 +3021,19 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
P_RunCachedActions();
|
||||
|
||||
if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking || players[consoleplayer].lives <= 0)
|
||||
&& (!modifiedgame || savemoddata) && cursaveslot >= 0 && CanSaveLevel(gamemap))
|
||||
&& (!modifiedgame || savemoddata) && cursaveslot > 0 && CanSaveLevel(gamemap))
|
||||
G_SaveGame((UINT32)cursaveslot);
|
||||
|
||||
lastmaploaded = gamemap; // HAS to be set after saving!!
|
||||
|
||||
if (savedata.lives > 0)
|
||||
{
|
||||
numgameovers = savedata.numgameovers;
|
||||
players[consoleplayer].continues = savedata.continues;
|
||||
players[consoleplayer].lives = savedata.lives;
|
||||
players[consoleplayer].score = savedata.score;
|
||||
botskin = savedata.botskin;
|
||||
botcolor = savedata.botcolor;
|
||||
botingame = (savedata.botskin != 0);
|
||||
if ((botingame = ((botskin = savedata.botskin) != 0)))
|
||||
botcolor = skins[botskin-1].prefcolor;
|
||||
emeralds = savedata.emeralds;
|
||||
savedata.lives = 0;
|
||||
}
|
||||
|
@ -3200,8 +3202,8 @@ boolean P_AddWadFile(const char *wadfilename, char **firstmapname)
|
|||
ST_Start();
|
||||
|
||||
// Prevent savefile cheating
|
||||
if (cursaveslot >= 0)
|
||||
cursaveslot = -1;
|
||||
if (cursaveslot > 0)
|
||||
cursaveslot = 0;
|
||||
|
||||
if (replacedcurrentmap && gamestate == GS_LEVEL && (netgame || multiplayer))
|
||||
{
|
||||
|
|
29
src/p_spec.c
29
src/p_spec.c
|
@ -3525,31 +3525,14 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
|
|||
S_StartSound(player->mo, sfx_itemup);
|
||||
}
|
||||
break;
|
||||
case 11: // Special Stage Damage - Kind of like a mini-P_DamageMobj()
|
||||
if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super] || player->exiting || player->bot)
|
||||
case 11: // Special Stage Damage
|
||||
if (player->exiting || player->bot) // Don't do anything for bots or players who have just finished
|
||||
break;
|
||||
|
||||
if (!(player->powers[pw_shield] || player->rings > 0)) // Don't do anything if no shield or rings anyway
|
||||
break;
|
||||
|
||||
if (player->powers[pw_shield])
|
||||
{
|
||||
P_RemoveShield(player);
|
||||
S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss.
|
||||
}
|
||||
else if (player->rings > 0)
|
||||
{
|
||||
P_PlayRinglossSound(player->mo);
|
||||
if (player->rings >= 10)
|
||||
player->rings -= 10;
|
||||
else
|
||||
player->rings = 0;
|
||||
}
|
||||
|
||||
P_DoPlayerPain(player, NULL, NULL); // this does basically everything that was here before
|
||||
|
||||
if (gametype == GT_CTF && player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))
|
||||
P_PlayerFlagBurst(player, false);
|
||||
P_SpecialStageDamage(player, NULL, NULL);
|
||||
break;
|
||||
case 12: // Space Countdown
|
||||
if (!(player->powers[pw_shield] & SH_PROTECTWATER) && !player->powers[pw_spacetime])
|
||||
|
@ -3985,7 +3968,7 @@ DoneSection2:
|
|||
player->powers[pw_carry] = CR_ZOOMTUBE;
|
||||
player->speed = speed;
|
||||
player->pflags |= PF_SPINNING;
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY);
|
||||
player->climbing = 0;
|
||||
|
||||
if (player->mo->state-states != S_PLAY_ROLL)
|
||||
|
@ -4065,7 +4048,7 @@ DoneSection2:
|
|||
player->powers[pw_carry] = CR_ZOOMTUBE;
|
||||
player->speed = speed;
|
||||
player->pflags |= PF_SPINNING;
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY);
|
||||
player->climbing = 0;
|
||||
|
||||
if (player->mo->state-states != S_PLAY_ROLL)
|
||||
|
@ -4373,7 +4356,7 @@ DoneSection2:
|
|||
|
||||
S_StartSound(player->mo, sfx_s3k4a);
|
||||
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY);
|
||||
player->climbing = 0;
|
||||
P_SetThingPosition(player->mo);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
||||
|
|
|
@ -533,7 +533,7 @@ static inline void P_DoTagStuff(void)
|
|||
for (i=0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i] && !players[i].spectator && players[i].playerstate == PST_LIVE
|
||||
&& !(players[i].pflags & (PF_TAGIT|PF_TAGGED)))
|
||||
&& !(players[i].pflags & (PF_TAGIT|PF_GAMETYPEOVER)))
|
||||
//points given is the number of participating players divided by two.
|
||||
P_AddPlayerScore(&players[i], participants/2);
|
||||
}
|
||||
|
|
335
src/p_user.c
335
src/p_user.c
|
@ -165,7 +165,7 @@ fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move)
|
|||
boolean P_AutoPause(void)
|
||||
{
|
||||
// Don't pause even on menu-up or focus-lost in netgames or record attack
|
||||
if (netgame || modeattacking)
|
||||
if (netgame || modeattacking || gamestate == GS_TITLESCREEN)
|
||||
return false;
|
||||
|
||||
return (menuactive || window_notinfocus);
|
||||
|
@ -576,7 +576,7 @@ static void P_DeNightserizePlayer(player_t *player)
|
|||
thinker_t *th;
|
||||
mobj_t *mo2;
|
||||
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
player->powers[pw_carry] = CR_NIGHTSFALL;
|
||||
|
||||
player->powers[pw_underwater] = 0;
|
||||
player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
|
||||
|
@ -603,7 +603,6 @@ static void P_DeNightserizePlayer(player_t *player)
|
|||
player->marescore = 0;
|
||||
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
||||
player->pflags |= PF_NIGHTSFALL;
|
||||
|
||||
// If in a special stage, add some preliminary exit time.
|
||||
if (G_IsSpecialStage(gamemap))
|
||||
|
@ -857,12 +856,13 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
|
|||
fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale);
|
||||
}
|
||||
|
||||
player->drawangle = ang + ANGLE_180;
|
||||
P_InstaThrust(player->mo, ang, fallbackspeed);
|
||||
}
|
||||
|
||||
// Point penalty for hitting a hazard during tag.
|
||||
// Discourages players from intentionally hurting themselves to avoid being tagged.
|
||||
if (gametype == GT_TAG && (!(player->pflags & PF_TAGGED) && !(player->pflags & PF_TAGIT)))
|
||||
if (gametype == GT_TAG && (!(player->pflags & PF_GAMETYPEOVER) && !(player->pflags & PF_TAGIT)))
|
||||
{
|
||||
if (player->score >= 50)
|
||||
player->score -= 50;
|
||||
|
@ -884,7 +884,7 @@ void P_ResetPlayer(player_t *player)
|
|||
{
|
||||
player->pflags &= ~(PF_SPINNING|PF_STARTDASH|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY|PF_BOUNCING);
|
||||
|
||||
if (!(player->powers[pw_carry] == CR_NIGHTSMODE || player->powers[pw_carry] == CR_BRAKGOOP))
|
||||
if (!(player->powers[pw_carry] == CR_NIGHTSMODE || player->powers[pw_carry] == CR_NIGHTSFALL || player->powers[pw_carry] == CR_BRAKGOOP))
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
|
||||
player->secondjump = 0;
|
||||
|
@ -950,6 +950,8 @@ void P_GivePlayerRings(player_t *player, INT32 num_rings)
|
|||
//
|
||||
void P_GivePlayerLives(player_t *player, INT32 numlives)
|
||||
{
|
||||
if (player->lives == 0x7f) return;
|
||||
|
||||
player->lives += numlives;
|
||||
|
||||
if (player->lives > 99)
|
||||
|
@ -1153,7 +1155,9 @@ void P_PlayLivesJingle(player_t *player)
|
|||
if (player && !P_IsLocalPlayer(player))
|
||||
return;
|
||||
|
||||
if (gametype == GT_COOP && (netgame || multiplayer) && cv_cooplives.value == 0)
|
||||
if ((player && player->lives == 0x7f)
|
||||
|| (!player && &players[consoleplayer] && players[consoleplayer].lives == 0x7f)
|
||||
|| (gametype == GT_COOP && (netgame || multiplayer) && cv_cooplives.value == 0))
|
||||
S_StartSound(NULL, sfx_lose);
|
||||
else if (use1upSound)
|
||||
S_StartSound(NULL, sfx_oneup);
|
||||
|
@ -1562,7 +1566,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
|
|||
|
||||
ghost->color = mobj->color;
|
||||
|
||||
ghost->angle = mobj->angle;
|
||||
ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle);
|
||||
ghost->sprite = mobj->sprite;
|
||||
ghost->sprite2 = mobj->sprite2;
|
||||
ghost->frame = mobj->frame;
|
||||
|
@ -1612,7 +1616,7 @@ void P_SpawnThokMobj(player_t *player)
|
|||
mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
|
||||
|
||||
// set to player's angle, just in case
|
||||
mobj->angle = player->mo->angle;
|
||||
mobj->angle = player->drawangle;
|
||||
|
||||
// color and skin
|
||||
mobj->color = player->mo->color;
|
||||
|
@ -1672,7 +1676,7 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type)
|
|||
mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
|
||||
|
||||
// set to player's angle, just in case
|
||||
mobj->angle = player->mo->angle;
|
||||
mobj->angle = player->drawangle;
|
||||
|
||||
// color and skin
|
||||
mobj->color = player->mo->color;
|
||||
|
@ -1777,6 +1781,122 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
|
|||
return false; // No vacuum here, Captain!
|
||||
}
|
||||
|
||||
//
|
||||
// P_PlayerHitFloor
|
||||
//
|
||||
// Handles player hitting floor surface.
|
||||
// Returns whether to clip momz.
|
||||
boolean P_PlayerHitFloor(player_t *player)
|
||||
{
|
||||
boolean clipmomz;
|
||||
|
||||
I_Assert(player->mo != NULL);
|
||||
|
||||
if ((clipmomz = !(P_CheckDeathPitCollide(player->mo))) && player->mo->health && !player->spectator)
|
||||
{
|
||||
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;
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
|
||||
S_StartSound(player->mo, sfx_spin);
|
||||
}
|
||||
else
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
|
||||
if (player->pflags & PF_GLIDING) // ground gliding
|
||||
{
|
||||
player->skidtime = TICRATE;
|
||||
player->mo->tics = -1;
|
||||
}
|
||||
else if (player->charability2 == CA2_MELEE && (player->panim == PA_ABILITY2 && player->mo->state-states != S_PLAY_MELEE_LANDING))
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
|
||||
player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
|
||||
S_StartSound(player->mo, sfx_s3k8b);
|
||||
player->pflags |= PF_FULLSTASIS;
|
||||
}
|
||||
else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING)
|
||||
|| player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED)
|
||||
{
|
||||
if (player->cmomx || player->cmomy)
|
||||
{
|
||||
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
|
||||
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
|
||||
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
|
||||
else if ((player->rmomx || player->rmomy)
|
||||
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
||||
else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
|
||||
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
|
||||
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
|
||||
else if ((player->mo->momx || player->mo->momy)
|
||||
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
||||
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
||||
}
|
||||
}
|
||||
|
||||
if (!(player->pflags & PF_GLIDING))
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
|
||||
player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
|
||||
player->secondjump = 0;
|
||||
player->glidetime = 0;
|
||||
player->climbing = 0;
|
||||
player->powers[pw_tailsfly] = 0;
|
||||
|
||||
if (player->pflags & PF_SHIELDABILITY)
|
||||
{
|
||||
player->pflags &= ~PF_SHIELDABILITY;
|
||||
|
||||
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
|
||||
{
|
||||
if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
|
||||
S_StartSound(player->mo, sfx_s3k4c);
|
||||
else // create a fire pattern on the ground
|
||||
{
|
||||
S_StartSound(player->mo, sfx_s3k47);
|
||||
P_ElementalFire(player, true);
|
||||
}
|
||||
P_SetObjectMomZ(player->mo,
|
||||
(player->mo->eflags & MFE_UNDERWATER)
|
||||
? 6*FRACUNIT/5
|
||||
: 5*FRACUNIT/2,
|
||||
false);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
||||
player->mo->momx = player->mo->momy = 0;
|
||||
clipmomz = false;
|
||||
}
|
||||
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
|
||||
{
|
||||
P_DoBubbleBounce(player);
|
||||
clipmomz = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
{
|
||||
P_MobjCheckWater(player->mo);
|
||||
player->mo->momz *= -1;
|
||||
P_DoAbilityBounce(player, true);
|
||||
if (player->scoreadd)
|
||||
player->scoreadd--;
|
||||
clipmomz = false;
|
||||
}
|
||||
}
|
||||
|
||||
return clipmomz;
|
||||
}
|
||||
|
||||
boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
|
||||
{
|
||||
sector_t *sector = mo->subsector->sector;
|
||||
|
@ -2152,6 +2272,9 @@ static void P_CheckQuicksand(player_t *player)
|
|||
|
||||
if (player->mo->z + player->mo->height >= ceilingheight)
|
||||
player->mo->z = ceilingheight - player->mo->height;
|
||||
|
||||
if (player->mo->momz <= 0)
|
||||
P_PlayerHitFloor(player);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2161,6 +2284,9 @@ static void P_CheckQuicksand(player_t *player)
|
|||
|
||||
if (player->mo->z <= floorheight)
|
||||
player->mo->z = floorheight;
|
||||
|
||||
if (player->mo->momz >= 0)
|
||||
P_PlayerHitFloor(player);
|
||||
}
|
||||
|
||||
friction = abs(rover->master->v1->y - rover->master->v2->y)>>6;
|
||||
|
@ -3667,7 +3793,7 @@ void P_DoJump(player_t *player, boolean soundandstate)
|
|||
else
|
||||
player->mo->momz = 15*(FRACUNIT/4);
|
||||
|
||||
player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing.
|
||||
player->drawangle = player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing.
|
||||
|
||||
if (!demoplayback || P_AnalogMove(player))
|
||||
{
|
||||
|
@ -3825,7 +3951,7 @@ static void P_DoSpinDashDust(player_t *player)
|
|||
prandom[2] = P_RandomFixed()<<3; // P_RandomByte()<<11
|
||||
P_SetObjectMomZ(particle, player->dashspeed/50 + prandom[0], false);
|
||||
P_InstaThrust(particle,
|
||||
player->mo->angle + (prandom[1]*ANG1),
|
||||
player->drawangle + (prandom[1]*ANG1),
|
||||
-FixedMul(player->dashspeed/12 + FRACUNIT + prandom[2], player->mo->scale));
|
||||
P_TryMove(particle, particle->x+particle->momx, particle->y+particle->momy, true);
|
||||
}
|
||||
|
@ -3980,6 +4106,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
|
|||
bullet->momy >>= 1;
|
||||
}
|
||||
}
|
||||
player->drawangle = player->mo->angle;
|
||||
#undef zpos
|
||||
|
||||
P_SetTarget(&player->mo->tracer, NULL);
|
||||
|
@ -4015,7 +4142,10 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
|
|||
if (player->mo->eflags & MFE_UNDERWATER)
|
||||
player->mo->momz >>= 1;
|
||||
if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale))
|
||||
{
|
||||
player->drawangle = player->mo->angle;
|
||||
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
|
||||
}
|
||||
player->mo->momx += player->cmomx;
|
||||
player->mo->momy += player->cmomy;
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE);
|
||||
|
@ -4282,6 +4412,8 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
|
|||
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->normalspeed, player->mo->scale)*(80-player->flyangle - (player->actionspd>>FRACBITS)/2)/80);
|
||||
else
|
||||
P_InstaThrust(player->mo, player->mo->angle, ((FixedMul(player->normalspeed - player->actionspd/4, player->mo->scale))*2)/3);
|
||||
|
||||
player->drawangle = player->mo->angle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4355,6 +4487,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
|
|||
}
|
||||
|
||||
P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
|
||||
player->drawangle = player->mo->angle;
|
||||
|
||||
if (maptol & TOL_2D)
|
||||
{
|
||||
|
@ -4372,6 +4505,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
|
|||
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockon));
|
||||
if (lockon)
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
|
||||
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y);
|
||||
player->homing = 3*TICRATE;
|
||||
}
|
||||
|
@ -6276,7 +6410,7 @@ static void P_NiGHTSMovement(player_t *player)
|
|||
&& ((cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)
|
||||
|| (cmd->buttons & BT_USE)))
|
||||
{
|
||||
if (!(player->pflags & PF_SKIDDOWN))
|
||||
if (!(player->pflags & PF_STARTDASH))
|
||||
S_StartSound(player->mo, sfx_ngskid);
|
||||
|
||||
// You can tap the button to only slow down a bit,
|
||||
|
@ -6294,10 +6428,10 @@ static void P_NiGHTSMovement(player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
player->pflags |= PF_SKIDDOWN;
|
||||
player->pflags |= PF_STARTDASH;
|
||||
}
|
||||
else
|
||||
player->pflags &= ~PF_SKIDDOWN;
|
||||
player->pflags &= ~PF_STARTDASH;
|
||||
|
||||
{
|
||||
const angle_t fa = (FixedAngle(player->flyangle*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
|
||||
|
@ -6676,8 +6810,8 @@ static void P_SkidStuff(player_t *player)
|
|||
// If your push angle is more than this close to a full 180 degrees, trigger a skid.
|
||||
if (dang > ANGLE_157h)
|
||||
{
|
||||
if (player->panim != PA_WALK)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
||||
if (player->mo->state-states != S_PLAY_SKID)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_SKID);
|
||||
player->mo->tics = player->skidtime = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
|
||||
S_StartSound(player->mo, sfx_skid);
|
||||
}
|
||||
|
@ -6743,7 +6877,7 @@ static void P_MovePlayer(player_t *player)
|
|||
if (!(player->pflags & PF_TAGIT))
|
||||
{
|
||||
forcestasis = true;
|
||||
if (player->pflags & PF_TAGGED) // Already hit.
|
||||
if (player->pflags & PF_GAMETYPEOVER) // Already hit.
|
||||
player->powers[pw_flashing] = 5;
|
||||
}
|
||||
}
|
||||
|
@ -6813,8 +6947,7 @@ static void P_MovePlayer(player_t *player)
|
|||
P_CheckQuicksand(player);
|
||||
return;
|
||||
}
|
||||
|
||||
if (player->pflags & PF_NIGHTSFALL && P_IsObjectOnGround(player->mo))
|
||||
else if (player->powers[pw_carry] == CR_NIGHTSFALL && P_IsObjectOnGround(player->mo))
|
||||
{
|
||||
if (G_IsSpecialStage(gamemap))
|
||||
{
|
||||
|
@ -6826,7 +6959,7 @@ static void P_MovePlayer(player_t *player)
|
|||
}
|
||||
else if (player->rings > 0)
|
||||
P_DamageMobj(player->mo, NULL, NULL, 1, 0);
|
||||
player->pflags &= ~PF_NIGHTSFALL;
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6919,8 +7052,6 @@ static void P_MovePlayer(player_t *player)
|
|||
if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
||||
|
||||
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
|
||||
|
||||
//////////////////
|
||||
//GAMEPLAY STUFF//
|
||||
//////////////////
|
||||
|
@ -7188,7 +7319,7 @@ static void P_MovePlayer(player_t *player)
|
|||
////////////////////////////
|
||||
|
||||
// If the player isn't on the ground, make sure they aren't in a "starting dash" position.
|
||||
if (!onground)
|
||||
if (!onground && player->powers[pw_carry] != CR_NIGHTSMODE)
|
||||
{
|
||||
player->pflags &= ~PF_STARTDASH;
|
||||
player->dashspeed = 0;
|
||||
|
@ -7205,7 +7336,7 @@ static void P_MovePlayer(player_t *player)
|
|||
P_DoJumpStuff(player, cmd);
|
||||
|
||||
// If you're not spinning, you'd better not be spindashing!
|
||||
if (!(player->pflags & PF_SPINNING))
|
||||
if (!(player->pflags & PF_SPINNING) && player->powers[pw_carry] != CR_NIGHTSMODE)
|
||||
player->pflags &= ~PF_STARTDASH;
|
||||
|
||||
//////////////////
|
||||
|
@ -7367,6 +7498,7 @@ static void P_MovePlayer(player_t *player)
|
|||
case SH_FLAMEAURA:
|
||||
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
|
||||
P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale));
|
||||
player->drawangle = player->mo->angle;
|
||||
S_StartSound(player->mo, sfx_s3k43);
|
||||
default:
|
||||
break;
|
||||
|
@ -7420,6 +7552,8 @@ static void P_MovePlayer(player_t *player)
|
|||
|
||||
if (!(player->mo->tracer->flags & MF_BOSS))
|
||||
player->pflags &= ~PF_THOKKED;
|
||||
|
||||
// P_SetPlayerMobjState(player->mo, S_PLAY_SPRING); -- Speed didn't like it, RIP
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -8086,12 +8220,16 @@ void P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target
|
|||
|
||||
// change angle
|
||||
source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y);
|
||||
if (source->player && (!demoplayback || P_AnalogMove(source->player)))
|
||||
if (source->player)
|
||||
{
|
||||
if (source->player == &players[consoleplayer])
|
||||
localangle = source->angle;
|
||||
else if (source->player == &players[secondarydisplayplayer])
|
||||
localangle2 = source->angle;
|
||||
source->player->drawangle = source->angle;
|
||||
if (!demoplayback || P_AnalogMove(source->player))
|
||||
{
|
||||
if (source->player == &players[consoleplayer])
|
||||
localangle = source->angle;
|
||||
else if (source->player == &players[secondarydisplayplayer])
|
||||
localangle2 = source->angle;
|
||||
}
|
||||
}
|
||||
|
||||
// change slope
|
||||
|
@ -8162,7 +8300,8 @@ boolean P_GetLives(player_t *player)
|
|||
INT32 i, maxlivesplayer = -1, livescheck = 1;
|
||||
if (!(netgame || multiplayer)
|
||||
|| (gametype != GT_COOP)
|
||||
|| (cv_cooplives.value == 1))
|
||||
|| (cv_cooplives.value == 1)
|
||||
|| (player->lives == 0x7f))
|
||||
return true;
|
||||
|
||||
if ((cv_cooplives.value == 2 || cv_cooplives.value == 0) && player->lives > 0)
|
||||
|
@ -8189,7 +8328,8 @@ boolean P_GetLives(player_t *player)
|
|||
{
|
||||
if (cv_cooplives.value == 2 && (P_IsLocalPlayer(player) || P_IsLocalPlayer(&players[maxlivesplayer])))
|
||||
S_StartSound(NULL, sfx_jshard); // placeholder
|
||||
players[maxlivesplayer].lives--;
|
||||
if (players[maxlivesplayer].lives != 0x7f)
|
||||
players[maxlivesplayer].lives--;
|
||||
player->lives++;
|
||||
if (player->lives < 1)
|
||||
player->lives = 1;
|
||||
|
@ -8381,7 +8521,7 @@ static void P_DeathThink(player_t *player)
|
|||
if (gametype == GT_RACE || gametype == GT_COMPETITION || (gametype == GT_COOP && (multiplayer || netgame)))
|
||||
{
|
||||
// Keep time rolling in race mode
|
||||
if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_TIMEOVER))
|
||||
if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER))
|
||||
{
|
||||
if (gametype == GT_RACE || gametype == GT_COMPETITION)
|
||||
{
|
||||
|
@ -9406,7 +9546,7 @@ void P_PlayerThink(player_t *player)
|
|||
if (netgame && player->mo->health > 0)
|
||||
CONS_Printf(M_GetText("%s ran out of time.\n"), player_names[player-players]);
|
||||
|
||||
player->pflags |= PF_TIMEOVER;
|
||||
player->pflags |= PF_GAMETYPEOVER;
|
||||
|
||||
if (player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
|
@ -9605,6 +9745,135 @@ void P_PlayerThink(player_t *player)
|
|||
if (!player->mo)
|
||||
return; // P_MovePlayer removed player->mo.
|
||||
|
||||
// deez New User eXperiences.
|
||||
{
|
||||
// Directionchar!
|
||||
// Camera angle stuff.
|
||||
if (player->exiting) // no control, no modification
|
||||
;
|
||||
else if (!(player->pflags & PF_DIRECTIONCHAR)
|
||||
|| (player->climbing // stuff where the direction is forced at all times
|
||||
|| (player->pflags & PF_GLIDING))
|
||||
|| (player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
|| (P_AnalogMove(player) || twodlevel || player->mo->flags2 & MF2_TWOD) // keep things synchronised up there, since the camera IS seperate from player motion when that happens
|
||||
|| G_RingSlingerGametype()) // no firing rings in directions your player isn't aiming
|
||||
player->drawangle = player->mo->angle;
|
||||
else if (P_PlayerInPain(player))
|
||||
;
|
||||
else if (player->powers[pw_carry] && player->mo->tracer) // carry
|
||||
{
|
||||
switch (player->powers[pw_carry])
|
||||
{
|
||||
case CR_PLAYER:
|
||||
player->drawangle = (player->mo->tracer->player ? player->mo->tracer->player->drawangle : player->mo->tracer->angle);
|
||||
break;
|
||||
/* -- in case we wanted to have the camera freely movable during zoom tubes
|
||||
case CR_ZOOMTUBE:*/
|
||||
case CR_ROPEHANG:
|
||||
if (player->mo->momx || player->mo->momy)
|
||||
{
|
||||
player->drawangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
player->drawangle = player->mo->angle;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if ((player->skidtime > (TICRATE/2 - 2) || ((player->pflags & (PF_SPINNING|PF_STARTDASH)) == PF_SPINNING)) && (abs(player->rmomx) > 5*player->mo->scale || abs(player->rmomy) > 5*player->mo->scale)) // spin/skid force
|
||||
player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
|
||||
else if (((player->charability2 == CA2_GUNSLINGER || player->charability2 == CA2_MELEE) && player->panim == PA_ABILITY2) || player->pflags & PF_STASIS || player->skidtime)
|
||||
;
|
||||
else
|
||||
{
|
||||
angle_t diff;
|
||||
UINT8 factor;
|
||||
|
||||
if (player->pflags & PF_SLIDING)
|
||||
{
|
||||
#if 0 // fun hydrocity style horizontal spin
|
||||
if (player->mo->eflags & MFE_TOUCHWATER || player->powers[pw_flashing] > (flashingtics/4)*3)
|
||||
{
|
||||
diff = (player->mo->angle - player->drawangle);
|
||||
factor = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
diff = factor = 0;
|
||||
player->drawangle += ANGLE_22h;
|
||||
}
|
||||
#else
|
||||
diff = (player->mo->angle - player->drawangle);
|
||||
factor = 4;
|
||||
#endif
|
||||
}
|
||||
else if (player->pflags & PF_STARTDASH)
|
||||
{
|
||||
diff = (player->mo->angle - player->drawangle);
|
||||
factor = 4;
|
||||
}
|
||||
else if (cmd->forwardmove || cmd->sidemove) // only when you're pressing movement keys
|
||||
{
|
||||
diff = ((player->mo->angle + R_PointToAngle2(0, 0, cmd->forwardmove<<FRACBITS, -cmd->sidemove<<FRACBITS)) - player->drawangle);
|
||||
factor = 4;
|
||||
}
|
||||
else if (player->rmomx || player->rmomy)
|
||||
diff = factor = 0;
|
||||
else
|
||||
{
|
||||
diff = (player->mo->angle - player->drawangle);
|
||||
factor = 8;
|
||||
}
|
||||
|
||||
if (diff)
|
||||
{
|
||||
if (diff > ANGLE_180)
|
||||
diff = InvAngle(InvAngle(diff)/factor);
|
||||
else
|
||||
diff /= factor;
|
||||
player->drawangle += diff;
|
||||
}
|
||||
}
|
||||
|
||||
// Autobrake!
|
||||
{
|
||||
boolean currentlyonground = P_IsObjectOnGround(player->mo);
|
||||
|
||||
if (!player->powers[pw_carry]
|
||||
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
|
||||
&& !(cmd->forwardmove || cmd->sidemove)
|
||||
&& (player->rmomx || player->rmomy))
|
||||
{
|
||||
fixed_t acceleration = (player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration) * player->thrustfactor * 20;
|
||||
angle_t moveAngle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
|
||||
|
||||
if (!currentlyonground)
|
||||
acceleration /= 2;
|
||||
|
||||
if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration...
|
||||
acceleration = FixedMul(acceleration<<FRACBITS, player->mo->movefactor)>>FRACBITS;
|
||||
|
||||
P_Thrust(player->mo, moveAngle, -acceleration);
|
||||
}
|
||||
|
||||
if (!(player->pflags & PF_AUTOBRAKE)
|
||||
|| player->powers[pw_carry]
|
||||
|| player->panim == PA_SPRING
|
||||
|| player->panim == PA_PAIN
|
||||
|| !player->mo->health
|
||||
|| player->climbing
|
||||
|| player->pflags & (PF_SPINNING|PF_SLIDING))
|
||||
player->pflags &= ~PF_APPLYAUTOBRAKE;
|
||||
else if (currentlyonground)
|
||||
player->pflags |= PF_APPLYAUTOBRAKE;
|
||||
}
|
||||
}
|
||||
|
||||
if (player->powers[pw_pushing])
|
||||
player->powers[pw_pushing]--;
|
||||
|
||||
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
|
||||
|
||||
// Unset statis flags after moving.
|
||||
// In other words, if you manually set stasis via code,
|
||||
// it lasts for one tic.
|
||||
|
|
|
@ -914,7 +914,7 @@ void R_SetupFrame(player_t *player, boolean skybox)
|
|||
chasecam = (cv_chasecam.value != 0);
|
||||
}
|
||||
|
||||
if (player->climbing || (player->powers[pw_carry] == CR_NIGHTSMODE) || player->playerstate == PST_DEAD)
|
||||
if (player->climbing || (player->powers[pw_carry] == CR_NIGHTSMODE) || player->playerstate == PST_DEAD || gamestate == GS_TITLESCREEN)
|
||||
chasecam = true; // force chasecam on
|
||||
else if (player->spectator) // no spectator chasecam
|
||||
chasecam = false; // force chasecam off
|
||||
|
|
|
@ -64,10 +64,6 @@ void R_SetupSkyDraw(void)
|
|||
// the horizon line in a 256x128 sky texture
|
||||
skytexturemid = (textures[skytexture]->height/2)<<FRACBITS;
|
||||
|
||||
// get the right drawer, it was set by screen.c, depending on the
|
||||
// current video mode bytes per pixel (quick fix)
|
||||
wallcolfunc = walldrawerfunc;
|
||||
|
||||
R_SetSkyScale();
|
||||
}
|
||||
|
||||
|
|
155
src/r_things.c
155
src/r_things.c
|
@ -1104,7 +1104,7 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
|
||||
if (sprframe->rotate != SRF_SINGLE || papersprite)
|
||||
{
|
||||
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
|
||||
ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle);
|
||||
if (papersprite)
|
||||
ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT));
|
||||
}
|
||||
|
@ -2431,176 +2431,39 @@ CV_PossibleValue_t skin_cons_t[MAXSKINS+1];
|
|||
|
||||
UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
|
||||
{
|
||||
UINT8 super = (spr2 & FF_SPR2SUPER);
|
||||
UINT8 super = 0, i = 0;
|
||||
|
||||
if (!skin)
|
||||
return 0;
|
||||
|
||||
while (!(skin->sprites[spr2].numframes)
|
||||
&& spr2 != SPR2_STND)
|
||||
&& spr2 != SPR2_STND
|
||||
&& ++i != 32) // recursion limiter
|
||||
{
|
||||
if (spr2 & FF_SPR2SUPER)
|
||||
{
|
||||
super = FF_SPR2SUPER;
|
||||
spr2 &= ~FF_SPR2SUPER;
|
||||
continue;
|
||||
}
|
||||
|
||||
switch(spr2)
|
||||
{
|
||||
case SPR2_RUN:
|
||||
spr2 = SPR2_WALK;
|
||||
break;
|
||||
case SPR2_STUN:
|
||||
spr2 = SPR2_PAIN;
|
||||
break;
|
||||
case SPR2_DRWN:
|
||||
spr2 = SPR2_DEAD;
|
||||
break;
|
||||
case SPR2_SPIN:
|
||||
spr2 = SPR2_ROLL;
|
||||
break;
|
||||
case SPR2_GASP:
|
||||
spr2 = SPR2_SPNG;
|
||||
break;
|
||||
|
||||
// Normal special cases.
|
||||
case SPR2_JUMP:
|
||||
spr2 = ((player
|
||||
? player->charflags
|
||||
: skin->flags)
|
||||
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
|
||||
break;
|
||||
case SPR2_SPNG: // spring
|
||||
spr2 = SPR2_FALL;
|
||||
break;
|
||||
case SPR2_FALL:
|
||||
spr2 = SPR2_WALK;
|
||||
break;
|
||||
case SPR2_RIDE:
|
||||
spr2 = SPR2_FALL;
|
||||
break;
|
||||
|
||||
case SPR2_FLY :
|
||||
spr2 = SPR2_SPNG;
|
||||
break;
|
||||
case SPR2_SWIM:
|
||||
spr2 = SPR2_FLY ;
|
||||
break;
|
||||
case SPR2_TIRE:
|
||||
spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
|
||||
break;
|
||||
|
||||
case SPR2_GLID:
|
||||
spr2 = SPR2_FLY;
|
||||
break;
|
||||
case SPR2_CLMB:
|
||||
spr2 = SPR2_ROLL;
|
||||
break;
|
||||
case SPR2_CLNG:
|
||||
spr2 = SPR2_CLMB;
|
||||
break;
|
||||
|
||||
case SPR2_FLT :
|
||||
spr2 = SPR2_WALK;
|
||||
break;
|
||||
case SPR2_FRUN:
|
||||
spr2 = SPR2_RUN ;
|
||||
break;
|
||||
|
||||
case SPR2_DASH:
|
||||
spr2 = SPR2_FRUN;
|
||||
break;
|
||||
|
||||
case SPR2_BNCE:
|
||||
spr2 = SPR2_FALL;
|
||||
break;
|
||||
case SPR2_BLND:
|
||||
spr2 = SPR2_ROLL;
|
||||
break;
|
||||
|
||||
case SPR2_TWIN:
|
||||
spr2 = SPR2_ROLL;
|
||||
break;
|
||||
|
||||
case SPR2_MLEE:
|
||||
spr2 = SPR2_TWIN;
|
||||
break;
|
||||
|
||||
// NiGHTS sprites.
|
||||
case SPR2_NSTD:
|
||||
spr2 = SPR2_STND;
|
||||
super = FF_SPR2SUPER;
|
||||
break;
|
||||
case SPR2_NFLT:
|
||||
spr2 = SPR2_FLT ;
|
||||
super = FF_SPR2SUPER;
|
||||
break;
|
||||
case SPR2_NSTN:
|
||||
spr2 = SPR2_STUN;
|
||||
break;
|
||||
case SPR2_NPUL:
|
||||
spr2 = SPR2_NSTN;
|
||||
break;
|
||||
case SPR2_NATK:
|
||||
spr2 = SPR2_ROLL;
|
||||
super = FF_SPR2SUPER;
|
||||
break;
|
||||
/*case SPR2_NGT0:
|
||||
spr2 = SPR2_NFLT;
|
||||
break;*/
|
||||
case SPR2_NGT1:
|
||||
case SPR2_NGT7:
|
||||
case SPR2_DRL0:
|
||||
spr2 = SPR2_NGT0;
|
||||
break;
|
||||
case SPR2_NGT2:
|
||||
case SPR2_DRL1:
|
||||
spr2 = SPR2_NGT1;
|
||||
break;
|
||||
case SPR2_NGT3:
|
||||
case SPR2_DRL2:
|
||||
spr2 = SPR2_NGT2;
|
||||
break;
|
||||
case SPR2_NGT4:
|
||||
case SPR2_DRL3:
|
||||
spr2 = SPR2_NGT3;
|
||||
break;
|
||||
case SPR2_NGT5:
|
||||
case SPR2_DRL4:
|
||||
spr2 = SPR2_NGT4;
|
||||
break;
|
||||
case SPR2_NGT6:
|
||||
case SPR2_DRL5:
|
||||
spr2 = SPR2_NGT5;
|
||||
break;
|
||||
case SPR2_DRL6:
|
||||
spr2 = SPR2_NGT6;
|
||||
break;
|
||||
case SPR2_NGT8:
|
||||
case SPR2_DRL7:
|
||||
spr2 = SPR2_NGT7;
|
||||
break;
|
||||
case SPR2_NGT9:
|
||||
case SPR2_DRL8:
|
||||
spr2 = SPR2_NGT8;
|
||||
break;
|
||||
case SPR2_NGTA:
|
||||
case SPR2_DRL9:
|
||||
spr2 = SPR2_NGT9;
|
||||
break;
|
||||
case SPR2_NGTB:
|
||||
case SPR2_DRLA:
|
||||
spr2 = SPR2_NGTA;
|
||||
break;
|
||||
case SPR2_NGTC:
|
||||
case SPR2_DRLB:
|
||||
spr2 = SPR2_NGTB;
|
||||
break;
|
||||
case SPR2_DRLC:
|
||||
spr2 = SPR2_NGTC;
|
||||
break;
|
||||
|
||||
// Dunno? Just go to standing then.
|
||||
// Use the handy list, that's what it's there for!
|
||||
default:
|
||||
spr2 = SPR2_STND;
|
||||
spr2 = spr2defaults[spr2];
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
|
@ -173,6 +173,9 @@ void SCR_SetMode(void)
|
|||
if (SCR_IsAspectCorrect(vid.width, vid.height))
|
||||
CONS_Alert(CONS_WARNING, M_GetText("Resolution is not aspect-correct!\nUse a multiple of %dx%d\n"), BASEVIDWIDTH, BASEVIDHEIGHT);
|
||||
#endif*/
|
||||
|
||||
wallcolfunc = walldrawerfunc;
|
||||
|
||||
// set the apprpriate drawer for the sky (tall or INT16)
|
||||
setmodeneeded = 0;
|
||||
}
|
||||
|
|
|
@ -684,6 +684,8 @@ static inline void ST_drawRings(void)
|
|||
static void ST_drawLives(void)
|
||||
{
|
||||
const INT32 v_splitflag = (splitscreen && stplyr == &players[displayplayer] ? V_SPLITSCREEN : 0);
|
||||
INT32 livescount;
|
||||
boolean notgreyedout;
|
||||
|
||||
if (!stplyr->skincolor)
|
||||
return; // Just joined a server, skin isn't loaded yet!
|
||||
|
@ -723,66 +725,47 @@ static void ST_drawLives(void)
|
|||
V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_HUDTRANS|v_splitflag, stlivex);
|
||||
|
||||
// lives number
|
||||
if ((netgame || multiplayer) && gametype == GT_COOP)
|
||||
if ((netgame || multiplayer) && gametype == GT_COOP && cv_cooplives.value == 3)
|
||||
{
|
||||
switch (cv_cooplives.value)
|
||||
INT32 i;
|
||||
livescount = 0;
|
||||
notgreyedout = (stplyr->lives > 0);
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
case 0:
|
||||
V_DrawCharacter(hudinfo[HUD_LIVESNUM].x - 8, hudinfo[HUD_LIVESNUM].y + (v_splitflag ? -4 : 0), '\x16' | 0x80 | V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_HUDTRANS|v_splitflag, false);
|
||||
return;
|
||||
case 3:
|
||||
{
|
||||
INT32 i, sum = 0;
|
||||
boolean canrespawn = (stplyr->lives > 0);
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i])
|
||||
continue;
|
||||
if (!playeringame[i])
|
||||
continue;
|
||||
|
||||
if (players[i].lives < 1)
|
||||
continue;
|
||||
if (players[i].lives < 1)
|
||||
continue;
|
||||
|
||||
if (players[i].lives > 1)
|
||||
canrespawn = true;
|
||||
if (players[i].lives > 1)
|
||||
notgreyedout = true;
|
||||
|
||||
sum += (players[i].lives);
|
||||
}
|
||||
V_DrawRightAlignedString(hudinfo[HUD_LIVESNUM].x, hudinfo[HUD_LIVESNUM].y + (v_splitflag ? -4 : 0),
|
||||
V_SNAPTOLEFT|V_SNAPTOBOTTOM|(canrespawn ? V_HUDTRANS : V_HUDTRANSHALF)|v_splitflag,
|
||||
va("%d",sum));
|
||||
return;
|
||||
}
|
||||
#if 0 // render the number of lives you COULD steal
|
||||
case 2:
|
||||
{
|
||||
INT32 i, sum = 0;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i])
|
||||
continue;
|
||||
|
||||
if (&players[i] == stplyr)
|
||||
continue;
|
||||
|
||||
if (players[i].lives < 2)
|
||||
continue;
|
||||
|
||||
sum += (players[i].lives - 1);
|
||||
}
|
||||
V_DrawString(hudinfo[HUD_LIVESNUM].x, hudinfo[HUD_LIVESNUM].y + (v_splitflag ? -4 : 0),
|
||||
V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_HUDTRANSHALF|v_splitflag, va("/%d",sum));
|
||||
}
|
||||
// intentional fallthrough
|
||||
#endif
|
||||
default:
|
||||
// don't return so the SP one can be drawn below
|
||||
if (players[i].lives == 0x7f)
|
||||
{
|
||||
livescount = 0x7f;
|
||||
break;
|
||||
}
|
||||
else if (livescount < 99)
|
||||
livescount += (players[i].lives);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
livescount = stplyr->lives;
|
||||
notgreyedout = true;
|
||||
}
|
||||
|
||||
V_DrawRightAlignedString(hudinfo[HUD_LIVESNUM].x, hudinfo[HUD_LIVESNUM].y + (v_splitflag ? -4 : 0),
|
||||
V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_HUDTRANS|v_splitflag,
|
||||
va("%d",stplyr->lives));
|
||||
if (livescount == 0x7f)
|
||||
V_DrawCharacter(hudinfo[HUD_LIVESNUM].x - 8, hudinfo[HUD_LIVESNUM].y + (v_splitflag ? -4 : 0), '\x16' | 0x80 | V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_HUDTRANS|v_splitflag, false);
|
||||
else
|
||||
{
|
||||
if (livescount > 99)
|
||||
livescount = 99;
|
||||
V_DrawRightAlignedString(hudinfo[HUD_LIVESNUM].x, hudinfo[HUD_LIVESNUM].y + (v_splitflag ? -4 : 0),
|
||||
V_SNAPTOLEFT|V_SNAPTOBOTTOM|(notgreyedout ? V_HUDTRANS : V_HUDTRANSHALF)|v_splitflag,
|
||||
((livescount > 99) ? "!!" : va("%d",livescount)));
|
||||
}
|
||||
}
|
||||
|
||||
static void ST_drawLevelTitle(void)
|
||||
|
|
133
src/v_video.c
133
src/v_video.c
|
@ -524,12 +524,21 @@ static inline UINT8 transmappedpdraw(const UINT8 *dest, const UINT8 *source, fix
|
|||
{
|
||||
return *(v_translevel + (((*(v_colormap + source[ofs>>FRACBITS]))<<8)&0xff00) + (*dest&0xff));
|
||||
}
|
||||
|
||||
static UINT8 staticstep = 0;
|
||||
static fixed_t staticval = 0;
|
||||
|
||||
static inline UINT8 staticpdraw(const UINT8 *dest, const UINT8 *source, fixed_t ofs)
|
||||
{
|
||||
UINT8 val = source[ofs>>FRACBITS];
|
||||
(void)dest;
|
||||
if ((++staticstep) >= 4)
|
||||
{
|
||||
staticstep = 0;
|
||||
staticval = M_RandomFixed();
|
||||
}
|
||||
if (val < 7) return val;
|
||||
return M_RandomKey(7+1)+(val-7);//M_RandomByte();
|
||||
return ((staticval>>staticstep)&7)+(val-7);
|
||||
}
|
||||
|
||||
// Draws a patch scaled to arbitrary size.
|
||||
|
@ -660,30 +669,10 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t
|
|||
y = FixedMul(y,dupy<<FRACBITS);
|
||||
x >>= FRACBITS;
|
||||
y >>= FRACBITS;
|
||||
desttop += (y*vid.width) + x;
|
||||
|
||||
// Center it if necessary
|
||||
if (!(scrn & V_SCALEPATCHMASK))
|
||||
{
|
||||
if (vid.width != BASEVIDWIDTH * dupx)
|
||||
{
|
||||
// dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx,
|
||||
// so center this imaginary screen
|
||||
if (scrn & V_SNAPTORIGHT)
|
||||
desttop += (vid.width - (BASEVIDWIDTH * dupx));
|
||||
else if (!(scrn & V_SNAPTOLEFT))
|
||||
desttop += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
|
||||
}
|
||||
if (vid.height != BASEVIDHEIGHT * dupy)
|
||||
{
|
||||
// same thing here
|
||||
if ((scrn & (V_SPLITSCREEN|V_SNAPTOBOTTOM)) == (V_SPLITSCREEN|V_SNAPTOBOTTOM))
|
||||
desttop += (vid.height/2 - (BASEVIDHEIGHT/2 * dupy)) * vid.width;
|
||||
else if (scrn & V_SNAPTOBOTTOM)
|
||||
desttop += (vid.height - (BASEVIDHEIGHT * dupy)) * vid.width;
|
||||
else if (!(scrn & V_SNAPTOTOP))
|
||||
desttop += (vid.height - (BASEVIDHEIGHT * dupy)) * vid.width / 2;
|
||||
}
|
||||
// if it's meant to cover the whole screen, black out the rest
|
||||
if (x == 0 && SHORT(patch->width) == BASEVIDWIDTH && y == 0 && SHORT(patch->height) == BASEVIDHEIGHT)
|
||||
{
|
||||
|
@ -691,7 +680,29 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t
|
|||
source = (const UINT8 *)(column) + 3;
|
||||
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
|
||||
}
|
||||
|
||||
if (vid.width != BASEVIDWIDTH * dupx)
|
||||
{
|
||||
// dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx,
|
||||
// so center this imaginary screen
|
||||
if (scrn & V_SNAPTORIGHT)
|
||||
x += (vid.width - (BASEVIDWIDTH * dupx));
|
||||
else if (!(scrn & V_SNAPTOLEFT))
|
||||
x += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
|
||||
}
|
||||
if (vid.height != BASEVIDHEIGHT * dupy)
|
||||
{
|
||||
// same thing here
|
||||
if ((scrn & (V_SPLITSCREEN|V_SNAPTOBOTTOM)) == (V_SPLITSCREEN|V_SNAPTOBOTTOM))
|
||||
y += (vid.height/2 - (BASEVIDHEIGHT/2 * dupy));
|
||||
else if (scrn & V_SNAPTOBOTTOM)
|
||||
y += (vid.height - (BASEVIDHEIGHT * dupy));
|
||||
else if (!(scrn & V_SNAPTOTOP))
|
||||
y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2;
|
||||
}
|
||||
}
|
||||
|
||||
desttop += (y*vid.width) + x;
|
||||
}
|
||||
|
||||
if (pscale != FRACUNIT) // scale width properly
|
||||
|
@ -797,28 +808,10 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_
|
|||
y = FixedMul(y,dupy<<FRACBITS);
|
||||
x >>= FRACBITS;
|
||||
y >>= FRACBITS;
|
||||
desttop += (y*vid.width) + x;
|
||||
|
||||
// Center it if necessary
|
||||
if (!(scrn & V_SCALEPATCHMASK))
|
||||
{
|
||||
if (vid.width != BASEVIDWIDTH * dupx)
|
||||
{
|
||||
// dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx,
|
||||
// so center this imaginary screen
|
||||
if (scrn & V_SNAPTORIGHT)
|
||||
desttop += (vid.width - (BASEVIDWIDTH * dupx));
|
||||
else if (!(scrn & V_SNAPTOLEFT))
|
||||
desttop += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
|
||||
}
|
||||
if (vid.height != BASEVIDHEIGHT * dupy)
|
||||
{
|
||||
// same thing here
|
||||
if (scrn & V_SNAPTOBOTTOM)
|
||||
desttop += (vid.height - (BASEVIDHEIGHT * dupy)) * vid.width;
|
||||
else if (!(scrn & V_SNAPTOTOP))
|
||||
desttop += (vid.height - (BASEVIDHEIGHT * dupy)) * vid.width / 2;
|
||||
}
|
||||
// if it's meant to cover the whole screen, black out the rest
|
||||
if (x == 0 && SHORT(patch->width) == BASEVIDWIDTH && y == 0 && SHORT(patch->height) == BASEVIDHEIGHT)
|
||||
{
|
||||
|
@ -826,7 +819,29 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_
|
|||
source = (const UINT8 *)(column) + 3;
|
||||
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
|
||||
}
|
||||
|
||||
if (vid.width != BASEVIDWIDTH * dupx)
|
||||
{
|
||||
// dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx,
|
||||
// so center this imaginary screen
|
||||
if (scrn & V_SNAPTORIGHT)
|
||||
x += (vid.width - (BASEVIDWIDTH * dupx));
|
||||
else if (!(scrn & V_SNAPTOLEFT))
|
||||
x += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
|
||||
}
|
||||
if (vid.height != BASEVIDHEIGHT * dupy)
|
||||
{
|
||||
// same thing here
|
||||
if ((scrn & (V_SPLITSCREEN|V_SNAPTOBOTTOM)) == (V_SPLITSCREEN|V_SNAPTOBOTTOM))
|
||||
y += (vid.height/2 - (BASEVIDHEIGHT/2 * dupy));
|
||||
else if (scrn & V_SNAPTOBOTTOM)
|
||||
y += (vid.height - (BASEVIDHEIGHT * dupy));
|
||||
else if (!(scrn & V_SNAPTOTOP))
|
||||
y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2;
|
||||
}
|
||||
}
|
||||
|
||||
desttop += (y*vid.width) + x;
|
||||
}
|
||||
|
||||
for (col = sx<<FRACBITS; (col>>FRACBITS) < SHORT(patch->width) && (col>>FRACBITS) < w; col += colfrac, ++x, desttop++)
|
||||
|
@ -1346,7 +1361,7 @@ char *V_WordWrap(INT32 x, INT32 w, INT32 option, const char *string)
|
|||
//
|
||||
void V_DrawString(INT32 x, INT32 y, INT32 option, const char *string)
|
||||
{
|
||||
INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth = BASEVIDWIDTH, center = 0;
|
||||
INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth, center = 0, left = 0;
|
||||
const char *ch = string;
|
||||
INT32 charflags = 0;
|
||||
const UINT8 *colormap = NULL;
|
||||
|
@ -1362,7 +1377,11 @@ void V_DrawString(INT32 x, INT32 y, INT32 option, const char *string)
|
|||
scrwidth = vid.width;
|
||||
}
|
||||
else
|
||||
{
|
||||
dupx = dupy = 1;
|
||||
scrwidth = vid.width/vid.dupx;
|
||||
left = (scrwidth - BASEVIDWIDTH)/2;
|
||||
}
|
||||
|
||||
charflags = (option & V_CHARCOLORMASK);
|
||||
|
||||
|
@ -1422,9 +1441,9 @@ void V_DrawString(INT32 x, INT32 y, INT32 option, const char *string)
|
|||
else
|
||||
w = SHORT(hu_font[c]->width) * dupx;
|
||||
|
||||
if (cx + w > scrwidth)
|
||||
if (cx+left > scrwidth)
|
||||
break;
|
||||
if (cx < 0) //left boundary check
|
||||
if (cx+left + w < 0) //left boundary check
|
||||
{
|
||||
cx += w;
|
||||
continue;
|
||||
|
@ -1455,7 +1474,7 @@ void V_DrawRightAlignedString(INT32 x, INT32 y, INT32 option, const char *string
|
|||
//
|
||||
void V_DrawSmallString(INT32 x, INT32 y, INT32 option, const char *string)
|
||||
{
|
||||
INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth = BASEVIDWIDTH, center = 0;
|
||||
INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth, center = 0, left = 0;
|
||||
const char *ch = string;
|
||||
INT32 charflags = 0;
|
||||
const UINT8 *colormap = NULL;
|
||||
|
@ -1471,7 +1490,11 @@ void V_DrawSmallString(INT32 x, INT32 y, INT32 option, const char *string)
|
|||
scrwidth = vid.width;
|
||||
}
|
||||
else
|
||||
{
|
||||
dupx = dupy = 1;
|
||||
scrwidth = vid.width/vid.dupx;
|
||||
left = (scrwidth - BASEVIDWIDTH)/2;
|
||||
}
|
||||
|
||||
charflags = (option & V_CHARCOLORMASK);
|
||||
|
||||
|
@ -1529,9 +1552,9 @@ void V_DrawSmallString(INT32 x, INT32 y, INT32 option, const char *string)
|
|||
}
|
||||
else
|
||||
w = SHORT(hu_font[c]->width) * dupx / 2;
|
||||
if (cx + w > scrwidth)
|
||||
if (cx+left > scrwidth)
|
||||
break;
|
||||
if (cx < 0) //left boundary check
|
||||
if (cx+left + w < 0) //left boundary check
|
||||
{
|
||||
cx += w;
|
||||
continue;
|
||||
|
@ -1556,7 +1579,7 @@ void V_DrawRightAlignedSmallString(INT32 x, INT32 y, INT32 option, const char *s
|
|||
//
|
||||
void V_DrawThinString(INT32 x, INT32 y, INT32 option, const char *string)
|
||||
{
|
||||
INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth = BASEVIDWIDTH;
|
||||
INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth, left = 0;
|
||||
const char *ch = string;
|
||||
INT32 charflags = 0;
|
||||
const UINT8 *colormap = NULL;
|
||||
|
@ -1572,7 +1595,11 @@ void V_DrawThinString(INT32 x, INT32 y, INT32 option, const char *string)
|
|||
scrwidth = vid.width;
|
||||
}
|
||||
else
|
||||
{
|
||||
dupx = dupy = 1;
|
||||
scrwidth = vid.width/vid.dupx;
|
||||
left = (scrwidth - BASEVIDWIDTH)/2;
|
||||
}
|
||||
|
||||
charflags = (option & V_CHARCOLORMASK);
|
||||
|
||||
|
@ -1628,9 +1655,9 @@ void V_DrawThinString(INT32 x, INT32 y, INT32 option, const char *string)
|
|||
else
|
||||
w = (SHORT(tny_font[c]->width) * dupx);
|
||||
|
||||
if (cx + w > scrwidth)
|
||||
if (cx+left > scrwidth)
|
||||
break;
|
||||
if (cx < 0) //left boundary check
|
||||
if (cx+left + w < 0) //left boundary check
|
||||
{
|
||||
cx += w;
|
||||
continue;
|
||||
|
@ -1653,7 +1680,7 @@ void V_DrawRightAlignedThinString(INT32 x, INT32 y, INT32 option, const char *st
|
|||
void V_DrawStringAtFixed(fixed_t x, fixed_t y, INT32 option, const char *string)
|
||||
{
|
||||
fixed_t cx = x, cy = y;
|
||||
INT32 w, c, dupx, dupy, scrwidth = BASEVIDWIDTH, center = 0;
|
||||
INT32 w, c, dupx, dupy, scrwidth, center = 0, left = 0;
|
||||
const char *ch = string;
|
||||
INT32 spacewidth = 4, charwidth = 0;
|
||||
|
||||
|
@ -1667,7 +1694,11 @@ void V_DrawStringAtFixed(fixed_t x, fixed_t y, INT32 option, const char *string)
|
|||
scrwidth = vid.width;
|
||||
}
|
||||
else
|
||||
{
|
||||
dupx = dupy = 1;
|
||||
scrwidth = vid.width/vid.dupx;
|
||||
left = (scrwidth - BASEVIDWIDTH)/2;
|
||||
}
|
||||
|
||||
switch (option & V_SPACINGMASK)
|
||||
{
|
||||
|
@ -1720,9 +1751,9 @@ void V_DrawStringAtFixed(fixed_t x, fixed_t y, INT32 option, const char *string)
|
|||
else
|
||||
w = SHORT(hu_font[c]->width) * dupx;
|
||||
|
||||
if ((cx>>FRACBITS) + w > scrwidth)
|
||||
if ((cx>>FRACBITS)+left > scrwidth)
|
||||
break;
|
||||
if (cx < 0) //left boundary check
|
||||
if (cx+left + w < 0) //left boundary check
|
||||
{
|
||||
cx += w<<FRACBITS;
|
||||
continue;
|
||||
|
|
|
@ -475,7 +475,7 @@ void Y_IntermissionDrawer(void)
|
|||
V_DrawRightAlignedString(x+152, y, 0, va("%i", data.match.scores[i]));
|
||||
else if (intertype == int_race)
|
||||
{
|
||||
if (players[data.match.num[i]].pflags & PF_TIMEOVER)
|
||||
if (players[data.match.num[i]].pflags & PF_GAMETYPEOVER)
|
||||
snprintf(strtime, sizeof strtime, "DNF");
|
||||
else
|
||||
snprintf(strtime, sizeof strtime,
|
||||
|
@ -493,7 +493,7 @@ void Y_IntermissionDrawer(void)
|
|||
V_DrawRightAlignedString(x+152+BASEVIDWIDTH/2, y, 0, va("%u", data.match.scores[i]));
|
||||
else if (intertype == int_race)
|
||||
{
|
||||
if (players[data.match.num[i]].pflags & PF_TIMEOVER)
|
||||
if (players[data.match.num[i]].pflags & PF_GAMETYPEOVER)
|
||||
snprintf(strtime, sizeof strtime, "DNF");
|
||||
else
|
||||
snprintf(strtime, sizeof strtime, "%i:%02i.%02i", G_TicsToMinutes(data.match.scores[i], true),
|
||||
|
@ -643,7 +643,7 @@ void Y_IntermissionDrawer(void)
|
|||
// already constrained to 8 characters
|
||||
V_DrawString(x+36, y, V_ALLOWLOWERCASE, data.competition.name[i]);
|
||||
|
||||
if (players[data.competition.num[i]].pflags & PF_TIMEOVER)
|
||||
if (players[data.competition.num[i]].pflags & PF_GAMETYPEOVER)
|
||||
snprintf(sstrtime, sizeof sstrtime, "Time Over");
|
||||
else if (players[data.competition.num[i]].lives <= 0)
|
||||
snprintf(sstrtime, sizeof sstrtime, "Game Over");
|
||||
|
|
Loading…
Reference in a new issue