diff --git a/src/console.c b/src/console.c index c1c5557b9..09a6cab45 100644 --- a/src/console.c +++ b/src/console.c @@ -1608,7 +1608,7 @@ void CON_Drawer(void) if (con_curlines > 0) CON_DrawConsole(); else if (gamestate == GS_LEVEL - || gamestate == GS_INTERMISSION || gamestate == GS_CUTSCENE + || gamestate == GS_INTERMISSION || gamestate == GS_ENDING || gamestate == GS_CUTSCENE || gamestate == GS_CREDITS || gamestate == GS_EVALUATION) CON_DrawHudlines(); } diff --git a/src/d_clisrv.c b/src/d_clisrv.c index dbf70d33a..74b3339fc 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -4270,14 +4270,9 @@ static INT16 Consistancy(void) ret += P_GetRandSeed(); #ifdef MOBJCONSISTANCY - if (!thinkercap.next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - DEBFILE(va("Consistancy = %u\n", ret)); - return ret; - } - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)th; diff --git a/src/d_main.c b/src/d_main.c index c7d709aec..32e874f07 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -310,6 +310,12 @@ static void D_Display(void) wipe = true; break; + case GS_ENDING: + F_EndingDrawer(); + HU_Erase(); + HU_Drawer(); + break; + case GS_CUTSCENE: F_CutsceneDrawer(); HU_Erase(); diff --git a/src/d_netcmd.c b/src/d_netcmd.c index fbdf60bae..e6f5244f0 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -4260,8 +4260,8 @@ static void Command_Archivetest_f(void) // assign mobjnum i = 1; - for (th = thinkercap.next; th != &thinkercap; th = th->next) - if (th->function.acp1 == (actionf_p1)P_MobjThinker) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) + if (th->function.acp1 != (actionf_p1)P_RemoveThinkerDelayed) ((mobj_t *)th)->mobjnum = i++; // allocate buffer diff --git a/src/d_player.h b/src/d_player.h index cdc899f5e..c133af703 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -196,6 +196,7 @@ typedef enum SH_PITY = 1, // the world's most basic shield ever, given to players who suck at Match SH_WHIRLWIND, SH_ARMAGEDDON, + SH_PINK, // PITY IN PINK! // Normal shields that use flags SH_ATTRACT = SH_PITY|SH_PROTECTELECTRIC, diff --git a/src/dehacked.c b/src/dehacked.c index 8057f26d8..0cb7330d0 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -28,6 +28,7 @@ #include "p_local.h" // for var1 and var2, and some constants #include "p_setup.h" #include "r_data.h" +#include "r_draw.h" #include "r_sky.h" #include "fastcmp.h" #include "lua_script.h" @@ -516,7 +517,9 @@ static void readfreeslots(MYFILE *f) continue; // Copy in the spr2 name and increment free_spr2. if (free_spr2 < NUMPLAYERSPRITES) { + CONS_Printf("Sprite SPR2_%s allocated.\n",word); strncpy(spr2names[free_spr2],word,4); + spr2defaults[free_spr2] = 0; spr2names[free_spr2++][4] = 0; } else CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n"); @@ -1107,6 +1110,7 @@ static void readlevelheader(MYFILE *f, INT32 num) if (fastcmp(word2, "TITLE")) i = 1100; else if (fastcmp(word2, "EVALUATION")) i = 1101; else if (fastcmp(word2, "CREDITS")) i = 1102; + else if (fastcmp(word2, "ENDING")) i = 1103; else // Support using the actual map name, // i.e., Nextlevel = AB, Nextlevel = FZ, etc. @@ -4666,6 +4670,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit // Boss 3 "S_EGGMOBILE3_STND", + "S_EGGMOBILE3_LAUGH1", + "S_EGGMOBILE3_LAUGH2", + "S_EGGMOBILE3_LAUGH3", + "S_EGGMOBILE3_LAUGH4", + "S_EGGMOBILE3_LAUGH5", "S_EGGMOBILE3_ATK1", "S_EGGMOBILE3_ATK2", "S_EGGMOBILE3_ATK3A", @@ -4674,11 +4683,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_EGGMOBILE3_ATK3D", "S_EGGMOBILE3_ATK4", "S_EGGMOBILE3_ATK5", - "S_EGGMOBILE3_LAUGH1", - "S_EGGMOBILE3_LAUGH2", - "S_EGGMOBILE3_LAUGH3", - "S_EGGMOBILE3_LAUGH4", - "S_EGGMOBILE3_LAUGH5", "S_EGGMOBILE3_LAUGH6", "S_EGGMOBILE3_LAUGH7", "S_EGGMOBILE3_LAUGH8", @@ -4731,8 +4735,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_FAKEMOBILE_ATK3B", "S_FAKEMOBILE_ATK3C", "S_FAKEMOBILE_ATK3D", - "S_FAKEMOBILE_ATK4", - "S_FAKEMOBILE_ATK5", + "S_FAKEMOBILE_DIE1", + "S_FAKEMOBILE_DIE2", // Boss 4 "S_EGGMOBILE4_STND", @@ -4750,15 +4754,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_EGGMOBILE4_RATK6", "S_EGGMOBILE4_RAISE1", "S_EGGMOBILE4_RAISE2", - "S_EGGMOBILE4_RAISE3", - "S_EGGMOBILE4_RAISE4", - "S_EGGMOBILE4_RAISE5", - "S_EGGMOBILE4_RAISE6", - "S_EGGMOBILE4_RAISE7", - "S_EGGMOBILE4_RAISE8", - "S_EGGMOBILE4_RAISE9", - "S_EGGMOBILE4_RAISE10", - "S_EGGMOBILE4_PAIN", + "S_EGGMOBILE4_PAIN1", + "S_EGGMOBILE4_PAIN2", "S_EGGMOBILE4_DIE1", "S_EGGMOBILE4_DIE2", "S_EGGMOBILE4_DIE3", @@ -4776,10 +4773,21 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_EGGMOBILE4_FLEE1", "S_EGGMOBILE4_FLEE2", "S_EGGMOBILE4_MACE", + "S_EGGMOBILE4_MACE_DIE1", + "S_EGGMOBILE4_MACE_DIE2", + "S_EGGMOBILE4_MACE_DIE3", // Boss 4 jet flame - "S_JETFLAME1", - "S_JETFLAME2", + "S_JETFLAME", + + // Boss 4 Spectator Eggrobo + "S_EGGROBO1_IDLE", + "S_EGGROBO1_BSLAP1", + "S_EGGROBO2_BSLAP2", + "S_EGGROBO1_PISSED", + + // Boss 4 Spectator Eggrobo jet flame + "S_EGGROBOJET", // Boss 5 "S_FANG_IDLE1", @@ -5132,7 +5140,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_METALSONIC_BADBOUNCE", "S_METALSONIC_SHOOT", "S_METALSONIC_PAIN", - "S_METALSONIC_DEATH", + "S_METALSONIC_DEATH1", + "S_METALSONIC_DEATH2", + "S_METALSONIC_DEATH3", + "S_METALSONIC_DEATH4", "S_METALSONIC_FLEE1", "S_METALSONIC_FLEE2", "S_METALSONIC_FLEE3", @@ -5691,7 +5702,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_CEZFLOWER", "S_CEZPOLE", - "S_CEZBANNER", + "S_CEZBANNER1", + "S_CEZBANNER2", "S_PINETREE", "S_CEZBUSH1", "S_CEZBUSH2", @@ -5700,7 +5712,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_FLAMEHOLDER", "S_FIRETORCH", "S_WAVINGFLAG", - "S_WAVINGFLAGSEG", + "S_WAVINGFLAGSEG1", + "S_WAVINGFLAGSEG2", "S_CRAWLASTATUE", "S_FACESTABBERSTATUE", "S_SUSPICIOUSFACESTABBERSTATUE_WAIT", @@ -6170,6 +6183,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_PITY4", "S_PITY5", "S_PITY6", + "S_PITY7", + "S_PITY8", + "S_PITY9", + "S_PITY10", + "S_PITY11", + "S_PITY12", "S_FIRS1", "S_FIRS2", @@ -6654,6 +6673,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_LOCKON1", "S_LOCKON2", + "S_LOCKON3", + "S_LOCKON4", + "S_LOCKONINF1", + "S_LOCKONINF2", + "S_LOCKONINF3", + "S_LOCKONINF4", // Tag Sign "S_TTAG", @@ -6662,6 +6687,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_GOTFLAG", "S_CORK", + "S_LHRT", // Red Ring "S_RRNG1", @@ -7167,6 +7193,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_ROCKCRUMBLEN", "S_ROCKCRUMBLEO", "S_ROCKCRUMBLEP", + "S_BRICKDEBRIS", #ifdef SEENAMES "S_NAMECHECK", @@ -7251,11 +7278,14 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_EGGMOBILE3", "MT_PROPELLER", "MT_FAKEMOBILE", + "MT_SHOCK", // Boss 4 "MT_EGGMOBILE4", "MT_EGGMOBILE4_MACE", "MT_JETFLAME", + "MT_EGGROBO1", + "MT_EGGROBO1JET", // Boss 5 "MT_FANG", @@ -7489,8 +7519,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_SMALLFIREBAR", // Small Firebar "MT_BIGFIREBAR", // Big Firebar "MT_CEZFLOWER", // Flower - "MT_CEZPOLE", // Pole - "MT_CEZBANNER", // Banner + "MT_CEZPOLE1", // Pole (with red banner) + "MT_CEZPOLE2", // Pole (with blue banner) + "MT_CEZBANNER1", // Banner (red) + "MT_CEZBANNER2", // Banner (blue) "MT_PINETREE", // Pine Tree "MT_CEZBUSH1", // Bush 1 "MT_CEZBUSH2", // Bush 2 @@ -7498,8 +7530,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_CANDLEPRICKET", // Candle pricket "MT_FLAMEHOLDER", // Flame holder "MT_FIRETORCH", // Fire torch - "MT_WAVINGFLAG", // Waving flag - "MT_WAVINGFLAGSEG", // Waving flag segment + "MT_WAVINGFLAG1", // Waving flag (red) + "MT_WAVINGFLAG2", // Waving flag (blue) + "MT_WAVINGFLAGSEG1", // Waving flag segment (red) + "MT_WAVINGFLAGSEG2", // Waving flag segment (blue) "MT_CRAWLASTATUE", // Crawla statue "MT_FACESTABBERSTATUE", // Facestabber statue "MT_SUSPICIOUSFACESTABBERSTATUE", // :eggthinking: @@ -7732,6 +7766,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_DROWNNUMBERS", // Drowning Timer "MT_GOTEMERALD", // Chaos Emerald (intangible) "MT_LOCKON", // Target + "MT_LOCKONINF", // In-level Target "MT_TAG", // Tag Sign "MT_GOTFLAG", // Got Flag sign @@ -7749,6 +7784,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_MACHINEAMBIENCE", "MT_CORK", + "MT_LHRT", // Ring Weapons "MT_REDRING", @@ -7881,6 +7917,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_ROCKCRUMBLE14", "MT_ROCKCRUMBLE15", "MT_ROCKCRUMBLE16", + "MT_BRICKDEBRIS", #ifdef SEENAMES "MT_NAMECHECK", @@ -8521,6 +8558,7 @@ struct { {"SH_PITY",SH_PITY}, {"SH_WHIRLWIND",SH_WHIRLWIND}, {"SH_ARMAGEDDON",SH_ARMAGEDDON}, + {"SH_PINK",SH_PINK}, // normal shields that use flags {"SH_ATTRACT",SH_ATTRACT}, {"SH_ELEMENTAL",SH_ELEMENTAL}, @@ -8764,10 +8802,8 @@ struct { #endif #ifdef ESLOPE // Slope flags - {"SL_NOPHYSICS",SL_NOPHYSICS}, // Don't do momentum adjustment with this slope - {"SL_NODYNAMIC",SL_NODYNAMIC}, // Slope will never need to move during the level, so don't fuss with recalculating it - {"SL_ANCHORVERTEX",SL_ANCHORVERTEX},// Slope is using a Slope Vertex Thing to anchor its position - {"SL_VERTEXSLOPE",SL_VERTEXSLOPE}, // Slope is built from three Slope Vertex Things + {"SL_NOPHYSICS",SL_NOPHYSICS}, + {"SL_DYNAMIC",SL_DYNAMIC}, #endif // Angles @@ -8911,6 +8947,14 @@ struct { {"KR_TIMEOUT",KR_TIMEOUT}, {"KR_BAN",KR_BAN}, {"KR_LEAVE",KR_LEAVE}, + + // translation colormaps + {"TC_DEFAULT",TC_DEFAULT}, + {"TC_BOSS",TC_BOSS}, + {"TC_METALSONIC",TC_METALSONIC}, + {"TC_ALLWHITE",TC_ALLWHITE}, + {"TC_RAINBOW",TC_RAINBOW}, + {"TC_BLINK",TC_BLINK}, #endif {NULL,0} @@ -9458,6 +9502,7 @@ static inline int lib_freeslot(lua_State *L) { CONS_Printf("Sprite SPR2_%s allocated.\n",word); strncpy(spr2names[free_spr2],word,4); + spr2defaults[free_spr2] = 0; spr2names[free_spr2++][4] = 0; } else CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n"); @@ -9575,11 +9620,6 @@ static inline int lib_getenum(lua_State *L) lua_pushinteger(L, ((lua_Integer)1<= 0) + if (intro_curtime > 1) { - V_DrawScaledPatch(roidtics, 24, 0, - (patch = W_CachePatchName(va("ROID00%.2d", intro_curtime%35), PU_CACHE))); - W_UnlockCachedPatch(patch); + INT32 worktics = intro_curtime - 1; + INT32 scale = FRACUNIT; + patch_t *rockpat; + UINT8 *colormap = NULL; + patch_t *glow; + INT32 trans = 0; + + INT32 x = ((BASEVIDWIDTH - 64)<= 5) + trans = (worktics-5)>>1; + if (trans < 10) + V_DrawFixedPatch(x, y, scale, trans< SRB2 Community Contributors". "", "\1Sprite Artists", - "Odi \"Iceman404\" Atunzu", + "\"Iceman404\"", "Victor \"VAdaPEGA\" Ara\x1Fjo", // Araújo -- sorry for our limited font! D: + "Sally \"TehRealSalt\" Cochenour", "Jim \"MotorRoach\" DeMello", "Desmond \"Blade\" DesJardins", "Sherman \"CoatRack\" DesJardins", @@ -1022,6 +1063,7 @@ static const char *credits[] = { "", "\1Boss Design", "Ben \"Mystic\" Geyer", + "Vivian \"toaster\" Grannell", "Thomas \"Shadow Hog\" Igoe", "John \"JTE\" Muniz", "Samuel \"Prime 2.0\" Peters", @@ -1048,7 +1090,10 @@ static const char *credits[] = { "Simon \"sirjuddington\" Judd", // SLADE developer // Acknowledged here are the following: // Minor merge request authors, see guideline above - // Golden - Expanded thin font + // - Golden - Expanded thin font + // Creators of small quantities of sprite/texture assets + // - Arietty - New Green Hill-styled textures + // - Scizor300 - the only other contributor to the 2.0 SRB2 Asset Pack "SRB2 Community Contributors", "", "\1Produced By", @@ -1102,6 +1147,7 @@ void F_StartCredits(void) paused = false; CON_ToggleOff(); S_StopMusic(); + S_StopSounds(); S_ChangeMusicInternal("_creds", false); @@ -1220,7 +1266,7 @@ boolean F_CreditResponder(event_t *event) break; } - if (!(timesBeaten) && !(netgame || multiplayer)) + if (!(timesBeaten) && !(netgame || multiplayer) && !cv_debug) return false; if (event->type != ev_keydown) @@ -1239,10 +1285,8 @@ boolean F_CreditResponder(event_t *event) // ============ // EVALUATION // ============ -#define INTERVAL 50 -#define TRANSLEVEL V_80TRANS -static INT32 eemeralds_start; -static boolean drawemblem = false, drawchaosemblem = false; + +#define SPARKLLOOPTIME 7 // must be odd void F_StartGameEvaluation(void) { @@ -1264,76 +1308,122 @@ void F_StartGameEvaluation(void) if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot > 0) G_SaveGame((UINT32)cursaveslot); + goodending = (ALL7EMERALDS(emeralds)); + gameaction = ga_nothing; paused = false; CON_ToggleOff(); - finalecount = 0; + finalecount = -1; + sparklloop = 0; } void F_GameEvaluationDrawer(void) { INT32 x, y, i; - const fixed_t radius = 48*FRACUNIT; angle_t fa; INT32 eemeralds_cur; char patchname[7] = "CEMGx0"; + const char* endingtext = (goodending ? "CONGRATULATIONS!" : "TRY AGAIN..."); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Draw all the good crap here. - if (ALL7EMERALDS(emeralds)) - V_DrawString(114, 16, 0, "GOT THEM ALL!"); - else - V_DrawString(124, 16, 0, "TRY AGAIN!"); - eemeralds_start++; - eemeralds_cur = eemeralds_start; - - for (i = 0; i < 7; ++i) + if (finalecount > 0) { - fa = (FixedAngle(eemeralds_cur*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK; - x = 160 + FixedInt(FixedMul(FINECOSINE(fa),radius)); - y = 100 + FixedInt(FixedMul(FINESINE(fa),radius)); + INT32 scale = FRACUNIT; + patch_t *rockpat; + UINT8 *colormap[2] = {NULL, NULL}; + patch_t *glow; + INT32 trans = 0; - patchname[4] = 'A'+(char)i; - if (emeralds & (1<= 360) - eemeralds_start -= 360; - - if (finalecount == 5*TICRATE) - { - if ((!modifiedgame || savemoddata) && !(netgame || multiplayer)) + if (finalecount < 5) { - ++timesBeaten; + scale = (finalecount<<(FRACBITS-2)); + x += (30*(FRACUNIT-scale)); + y += (30*(FRACUNIT-scale)); + } - if (ALL7EMERALDS(emeralds)) - ++timesBeatenWithEmeralds; + if (goodending) + { + rockpat = W_CachePatchName(va("ROID00%.2d", 34 - (finalecount % 35)), PU_LEVEL); + glow = W_CachePatchName(va("ENDGLOW%.1d", 2+(finalecount & 1)), PU_LEVEL); + x -= FRACUNIT; + } + else + { + rockpat = W_CachePatchName("ROID0000", PU_LEVEL); + glow = W_CachePatchName(va("ENDGLOW%.1d", (finalecount & 1)), PU_LEVEL); + } - if (ultimatemode) - ++timesBeatenUltimate; + if (finalecount >= 5) + trans = (finalecount-5)>>1; + if (trans < 10) + V_DrawFixedPatch(x, y, scale, trans< (finalecount/SPARKLLOOPTIME)) + j = (finalecount/SPARKLLOOPTIME); + while (j) + { + if (j > 1 || sparklloop >= 2) + { + // if j == 0 - alternate between 0 and 1 + // 1 - 1 and 2 + // 2 - 2 and not rendered + V_DrawFixedPatch(x+sparkloffs[j-1][0], y+sparkloffs[j-1][1], FRACUNIT, 0, W_CachePatchName(va("ENDSPKL%.1d", (j - ((sparklloop & 1) ? 0 : 1))), PU_LEVEL), R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_AQUA, GTC_CACHE)); + } + j--; + } + } + else + { + patch_t *eggrock = W_CachePatchName("ENDEGRK5", PU_LEVEL); + V_DrawFixedPatch(x, y, scale, 0, eggrock, colormap[0]); + if (trans < 10) + V_DrawFixedPatch(x, y, scale, trans<>ANGLETOFINESHIFT) & FINEMASK; + x = (BASEVIDWIDTH<<(FRACBITS-1)) + (60*FINECOSINE(fa)); + y = ((BASEVIDHEIGHT+16)<<(FRACBITS-1)) + (60*FINESINE(fa)); + eemeralds_cur += (360<= 5*TICRATE) { - if (drawemblem) - V_DrawScaledPatch(120, 192, 0, W_CachePatchName("NWNGA0", PU_CACHE)); - - if (drawchaosemblem) - V_DrawScaledPatch(200, 192, 0, W_CachePatchName("NWNGA0", PU_CACHE)); - V_DrawString(8, 16, V_YELLOWMAP, "Unlocked:"); if (!(netgame) && (!modifiedgame || savemoddata)) @@ -1356,16 +1446,603 @@ void F_GameEvaluationDrawer(void) else V_DrawString(8, 96, V_YELLOWMAP, "Prizes not\nawarded in\nmodified games!"); } +#endif } void F_GameEvaluationTicker(void) { - finalecount++; - - if (finalecount > 10*TICRATE) + if (++finalecount > 10*TICRATE) + { F_StartGameEnd(); + return; + } + + if (!goodending) + { + if (sparklloop) + sparklloop--; + + if (finalecount == (5*TICRATE)/2 + || finalecount == (7*TICRATE)/2 + || finalecount == ((7*TICRATE)/2)+5) + { + S_StartSound(NULL, sfx_s3k5c); + sparklloop = 10; + } + } + else if (++sparklloop == SPARKLLOOPTIME) // time to roll the randomisation again + { + angle_t workingangle = FixedAngle((M_RandomKey(360))<>ANGLETOFINESHIFT; + fixed_t workingradius = M_RandomKey(26); + + sparkloffs[2][0] = sparkloffs[1][0]; + sparkloffs[2][1] = sparkloffs[1][1]; + sparkloffs[1][0] = sparkloffs[0][0]; + sparkloffs[1][1] = sparkloffs[0][1]; + + sparkloffs[0][0] = (30< 0) + G_SaveGame((UINT32)cursaveslot); + + gameaction = ga_nothing; + paused = false; + CON_ToggleOff(); + S_StopMusic(); // todo: placeholder + S_StopSounds(); + + finalecount = -10; // what? this totally isn't a hack. why are you asking? + + memset(sparkloffs, 0, sizeof(INT32)*3*2); + sparklloop = 0; + + endbrdr[1] = W_CachePatchName("ENDBRDR1", PU_LEVEL); + + endegrk[0] = W_CachePatchName("ENDEGRK0", PU_LEVEL); + endegrk[1] = W_CachePatchName("ENDEGRK1", PU_LEVEL); + + endglow[0] = W_CachePatchName("ENDGLOW0", PU_LEVEL); + endglow[1] = W_CachePatchName("ENDGLOW1", PU_LEVEL); + + endbgsp[0] = W_CachePatchName("ENDBGSP0", PU_LEVEL); + endbgsp[1] = W_CachePatchName("ENDBGSP1", PU_LEVEL); + endbgsp[2] = W_CachePatchName("ENDBGSP2", PU_LEVEL); + + endspkl[0] = W_CachePatchName("ENDSPKL0", PU_LEVEL); + endspkl[1] = W_CachePatchName("ENDSPKL1", PU_LEVEL); + endspkl[2] = W_CachePatchName("ENDSPKL2", PU_LEVEL); + + endxpld[0] = W_CachePatchName("ENDXPLD0", PU_LEVEL); + endxpld[1] = W_CachePatchName("ENDXPLD1", PU_LEVEL); + endxpld[2] = W_CachePatchName("ENDXPLD2", PU_LEVEL); + endxpld[3] = W_CachePatchName("ENDXPLD3", PU_LEVEL); + + endescp[0] = W_CachePatchName("ENDESCP0", PU_LEVEL); + endescp[1] = W_CachePatchName("ENDESCP1", PU_LEVEL); + endescp[2] = W_CachePatchName("ENDESCP2", PU_LEVEL); + endescp[3] = W_CachePatchName("ENDESCP3", PU_LEVEL); + endescp[4] = W_CachePatchName("ENDESCP4", PU_LEVEL); + + // so we only need to check once + if ((goodending = ALL7EMERALDS(emeralds))) + { + UINT8 skinnum = players[consoleplayer].skin; + spritedef_t *sprdef; + spriteframe_t *sprframe; + if (skins[skinnum].sprites[SPR2_XTRA].numframes >= 5) + { + sprdef = &skins[skinnum].sprites[SPR2_XTRA]; + // character head, skin specific + sprframe = &sprdef->spriteframes[2]; + endfwrk[0] = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL); + sprframe = &sprdef->spriteframes[3]; + endfwrk[1] = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL); + sprframe = &sprdef->spriteframes[4]; + endfwrk[2] = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL); + } + else // eh, yknow what? too lazy to put MISSINGs here. eggman wins if you don't give your character an ending firework display. + { + endfwrk[0] = W_CachePatchName("ENDFWRK0", PU_LEVEL); + endfwrk[1] = W_CachePatchName("ENDFWRK1", PU_LEVEL); + endfwrk[2] = W_CachePatchName("ENDFWRK2", PU_LEVEL); + } + + endbrdr[0] = W_CachePatchName("ENDBRDR2", PU_LEVEL); + } + else + { + // eggman, skin nonspecific + endfwrk[0] = W_CachePatchName("ENDFWRK0", PU_LEVEL); + endfwrk[1] = W_CachePatchName("ENDFWRK1", PU_LEVEL); + endfwrk[2] = W_CachePatchName("ENDFWRK2", PU_LEVEL); + + endbrdr[0] = W_CachePatchName("ENDBRDR0", PU_LEVEL); + } +} + +void F_EndingTicker(void) +{ + if (++finalecount > INFLECTIONPOINT*2) + { + F_StartCredits(); + wipetypepre = INT16_MAX; + return; + } + + if (goodending && finalecount == INFLECTIONPOINT) // time to swap some assets + { + endegrk[0] = W_CachePatchName("ENDEGRK2", PU_LEVEL); + endegrk[1] = W_CachePatchName("ENDEGRK3", PU_LEVEL); + + endglow[0] = W_CachePatchName("ENDGLOW2", PU_LEVEL); + endglow[1] = W_CachePatchName("ENDGLOW3", PU_LEVEL); + + endxpld[0] = W_CachePatchName("ENDEGRK4", PU_LEVEL); + } + + if (++sparklloop == SPARKLLOOPTIME) // time to roll the randomisation again + { + angle_t workingangle = FixedAngle((M_RandomRange(-170, 80))<>ANGLETOFINESHIFT; + fixed_t workingradius = M_RandomKey(26); + + sparkloffs[0][0] = (30< -19) + { + INT32 trans = (-parallaxticker)>>1; + if (trans < 0) + trans = 0; + V_DrawFixedPatch((200< 0) // gunchedrock + { + INT32 scale = FRACUNIT + ((parallaxticker-10)<<7); + INT32 trans = parallaxticker>>2; + UINT8 *colormap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_JET, GTC_CACHE); + + if (parallaxticker < 10) + { + tweakx = parallaxticker< 0) + { + i -= (3+(tweakx<<1)); + j += tweaky<<2; + } + + if (parallaxticker <= 70) // eggrock/blackrock + { + INT32 trans; + fixed_t scale = FRACUNIT; + UINT8 *colormap[2] = {NULL, NULL}; + + x += i; + y += j; + + if (parallaxticker > 66) + { + scale = ((70 - parallaxticker)<<(FRACBITS-2)); + x += (30*(FRACUNIT-scale)); + y += (30*(FRACUNIT-scale)); + } + else if ((parallaxticker > 60) || (goodending && parallaxticker > 0)) + ; + else + { + doexplosions = true; + if (!sparklloop) + { + x += ((sparkloffs[0][0] < 30< INFLECTIONPOINT) + parallaxticker -= 40; + + if ((-parallaxticker/4) < 5) + { + trans = (-parallaxticker/4) + 5; + if (trans < 0) + trans = 0; + V_DrawFixedPatch(x, y, scale, trans< INFLECTIONPOINT) + { + if (finalecount < INFLECTIONPOINT+10) + V_DrawFadeFill(24, 24, BASEVIDWIDTH-48, BASEVIDHEIGHT-48, 0, 0, INFLECTIONPOINT+10-finalecount); + parallaxticker -= 30; + } + + if ((parallaxticker/2) > -15) + colormap[0] = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE); + V_DrawFixedPatch(x, y, scale, 0, rockpat, colormap[0]); + if ((parallaxticker/2) > -25) + { + trans = (parallaxticker/2) + 15; + if (trans < 0) + trans = -trans; + if (trans < 10) + V_DrawFixedPatch(x, y, scale, trans< INFLECTIONPOINT) + { + if (finalecount < INFLECTIONPOINT+10) + V_DrawFixedPatch(x, y, scale, (finalecount-INFLECTIONPOINT)<= 3 && doexplosions) + { + INT32 boomtime = parallaxticker - sparklloop; + + x = ((((BASEVIDWIDTH-82)/2)+11)< INFLECTIONPOINT && finalecount < INFLECTIONPOINT+10) + V_DrawScaledPatch(BASEVIDWIDTH/2, BASEVIDHEIGHT/2, (finalecount-INFLECTIONPOINT)<= TICRATE && finalecount < INFLECTIONPOINT) + { + INT32 workingtime = finalecount - TICRATE; + fixed_t radius = ((vid.width/vid.dupx)*(INFLECTIONPOINT - TICRATE - workingtime))/(INFLECTIONPOINT - TICRATE); + angle_t fa; + INT32 eemeralds_cur[4]; + char patchname[7] = "CEMGx0"; + + radius <<= FRACBITS; + + for (i = 0; i < 4; ++i) + { + if (i == 1) + workingtime -= sparklloop; + else if (i) + workingtime -= SPARKLLOOPTIME; + eemeralds_cur[i] = (workingtime % 360)<>ANGLETOFINESHIFT) & FINEMASK; + x = (BASEVIDWIDTH<<(FRACBITS-1)) + FixedMul(FINECOSINE(fa),radius); + y = (BASEVIDHEIGHT<<(FRACBITS-1)) + FixedMul(FINESINE(fa),radius); + eemeralds_cur[j] += (360<>ANGLETOFINESHIFT) & FINEMASK; + x = (BASEVIDWIDTH<<(FRACBITS-1)) + FixedMul(FINECOSINE(fa),radius); + y = ((BASEVIDHEIGHT+16)<<(FRACBITS-1)) + FixedMul(FINESINE(fa),radius); + eemeralds_cur[0] += (360< 20) + + // look, i make an ending for you last-minute, the least you could do is let me have this + if (cv_soundtest.value == 413) + { + INT32 trans = 0; + boolean donttouch = false; + const char *str; + if (goodending) + str = va("[S] %s: Engage.", skins[players[consoleplayer].skin].realname); + else + str = "[S] Eggman: Abscond."; + + if (finalecount < 10) + trans = (10-finalecount)/2; + else if (finalecount > (2*INFLECTIONPOINT) - 20) + { + trans = 10 + (finalecount/2) - INFLECTIONPOINT; + donttouch = true; + } + + if (trans != 10) + { + //colset(linkmap, 164, 165, 169); -- the ideal purple colour to represent a clicked in-game link, but not worth it just for a soundtest-controlled secret + V_DrawCenteredString(BASEVIDWIDTH/2, 8, V_ALLOWLOWERCASE|(trans<'|(trans<= (2*INFLECTIONPOINT)-TICRATE) ? V_PURPLEMAP : V_BLUEMAP)|(trans<"); + } + + if (finalecount > (2*INFLECTIONPOINT)-(20+(2*TICRATE))) + { + INT32 trans2 = abs((5*FINECOSINE((FixedAngle((finalecount*5)<>ANGLETOFINESHIFT & FINEMASK)))>>FRACBITS)+2; + if (!donttouch) + { + trans = 10 + ((2*INFLECTIONPOINT)-(20+(2*TICRATE))) - finalecount; + if (trans > trans2) + trans2 = trans; + } + else + trans2 += 2*trans; + if (trans2 < 10) + V_DrawCharacter(26, BASEVIDHEIGHT-33, '\x1C'|(trans2<type != MT_ALTVIEWMAN) { - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -1891,7 +2569,7 @@ boolean F_ContinueResponder(event_t *event) keypressed = true; imcontinuing = true; continuetime = TICRATE; - S_StartSound(0, sfx_itemup); + S_StartSound(NULL, sfx_itemup); return true; } @@ -2003,6 +2681,7 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset cutscenes[cutnum]->scene[scenenum].musswitchposition, 0, 0); else S_StopMusic(); + S_StopSounds(); } // @@ -2043,7 +2722,7 @@ void F_CutsceneDrawer(void) F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true); } - V_DrawString(textxpos, textypos, 0, cutscene_disptext); + V_DrawString(textxpos, textypos, V_ALLOWLOWERCASE, cutscene_disptext); } void F_CutsceneTicker(void) diff --git a/src/f_finale.h b/src/f_finale.h index c0c6360c3..1149e1d5b 100644 --- a/src/f_finale.h +++ b/src/f_finale.h @@ -46,6 +46,9 @@ void F_GameEvaluationDrawer(void); void F_StartGameEvaluation(void); void F_GameEvaluationTicker(void); +void F_EndingTicker(void); +void F_EndingDrawer(void); + void F_CreditTicker(void); void F_CreditDrawer(void); @@ -63,6 +66,7 @@ boolean F_GetPromptHideHud(fixed_t y); void F_StartGameEnd(void); void F_StartIntro(void); void F_StartTitleScreen(void); +void F_StartEnding(void); void F_StartCredits(void); boolean F_ContinueResponder(event_t *event); @@ -82,7 +86,6 @@ typedef enum // Current menu parameters -extern UINT8 titlemapinaction; extern mobj_t *titlemapcameraref; extern char curbgname[8]; extern SINT8 curfadevalue; @@ -126,6 +129,7 @@ enum wipe_evaluation_toblack, wipe_gameend_toblack, wipe_intro_toblack, + wipe_ending_toblack, wipe_cutscene_toblack, // custom intermissions @@ -142,15 +146,16 @@ enum wipe_evaluation_final, wipe_gameend_final, wipe_intro_final, + wipe_ending_final, wipe_cutscene_final, // custom intermissions wipe_specinter_final, wipe_multinter_final, - NUMWIPEDEFS + NUMWIPEDEFS, + WIPEFINALSHIFT = (wipe_level_final-wipe_level_toblack) }; -#define WIPEFINALSHIFT 13 extern UINT8 wipedefs[NUMWIPEDEFS]; #endif diff --git a/src/f_wipe.c b/src/f_wipe.c index 26c65ad91..05229f844 100644 --- a/src/f_wipe.c +++ b/src/f_wipe.c @@ -54,6 +54,7 @@ UINT8 wipedefs[NUMWIPEDEFS] = { 0, // wipe_evaluation_toblack 0, // wipe_gameend_toblack 99, // wipe_intro_toblack (hardcoded) + 0, // wipe_ending_toblack 99, // wipe_cutscene_toblack (hardcoded) 0, // wipe_specinter_toblack @@ -69,6 +70,7 @@ UINT8 wipedefs[NUMWIPEDEFS] = { 0, // wipe_evaluation_final 0, // wipe_gameend_final 99, // wipe_intro_final (hardcoded) + 0, // wipe_ending_final 99, // wipe_cutscene_final (hardcoded) 0, // wipe_specinter_final diff --git a/src/g_game.c b/src/g_game.c index 632e33009..dad873fe7 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -146,12 +146,13 @@ UINT8 skincolor_bluering = SKINCOLOR_CORNFLOWER; tic_t countdowntimer = 0; boolean countdowntimeup = false; +boolean exitfadestarted = false; cutscene_t *cutscenes[128]; textprompt_t *textprompts[MAX_PROMPTS]; INT16 nextmapoverride; -boolean skipstats; +UINT8 skipstats; // Pointers to each CTF flag mobj_t *redflag; @@ -1841,7 +1842,7 @@ boolean G_Responder(event_t *ev) return true; } } - else if (gamestate == GS_CREDITS) + else if (gamestate == GS_CREDITS || gamestate == GS_ENDING) // todo: keep ending here? { if (HU_Responder(ev)) return true; // chat ate the event @@ -2031,6 +2032,12 @@ void G_Ticker(boolean run) F_IntroTicker(); break; + case GS_ENDING: + if (run) + F_EndingTicker(); + HU_Ticker(); + break; + case GS_CUTSCENE: if (run) F_CutsceneTicker(); @@ -2564,9 +2571,9 @@ void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo) I_Assert((oldmo != NULL) && (newmo != NULL)); // scan all thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -2644,7 +2651,7 @@ void G_DoReborn(INT32 playernum) //nextmapoverride = spstage_start; nextmapoverride = gamemap; countdown2 = TICRATE; - skipstats = true; + skipstats = 2; for (i = 0; i < MAXPLAYERS; i++) { @@ -2848,6 +2855,10 @@ void G_ExitLevel(void) // Remove CEcho text on round end. HU_ClearCEcho(); } + else if (gamestate == GS_ENDING) + { + F_StartCredits(); + } else if (gamestate == GS_CREDITS) { F_StartGameEvaluation(); @@ -3115,7 +3126,7 @@ static void G_DoCompleted(void) nextmap = cm; } - if (nextmap < 0 || (nextmap >= NUMMAPS && nextmap < 1100-1) || nextmap > 1102-1) + if (nextmap < 0 || (nextmap >= NUMMAPS && nextmap < 1100-1) || nextmap > 1103-1) I_Error("Followed map %d to invalid map %d\n", prevmap + 1, nextmap + 1); // wrap around in race @@ -3169,7 +3180,7 @@ void G_AfterIntermission(void) { HU_ClearCEcho(); - if (mapheaderinfo[gamemap-1]->cutscenenum && !modeattacking) // Start a custom cutscene. + if (mapheaderinfo[gamemap-1]->cutscenenum && !modeattacking && skipstats <= 1) // Start a custom cutscene. F_StartCustomCutscene(mapheaderinfo[gamemap-1]->cutscenenum-1, false, false); else { @@ -3281,6 +3292,11 @@ void G_EndGame(void) // Only do evaluation and credits in coop games. if (gametype == GT_COOP) { + if (nextmap == 1103-1) // end game with ending + { + F_StartEnding(); + return; + } if (nextmap == 1102-1) // end game with credits { F_StartCredits(); @@ -3699,7 +3715,7 @@ void G_SaveGame(UINT32 slot) backup = va("%s",savename); // save during evaluation or credits? game's over, folks! - if (gamestate == GS_CREDITS || gamestate == GS_EVALUATION) + if (gamestate == GS_ENDING || gamestate == GS_CREDITS || gamestate == GS_EVALUATION) gamecomplete = true; gameaction = ga_nothing; @@ -3877,7 +3893,7 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean { // Clear a bunch of variables numgameovers = tokenlist = token = sstimer = redscore = bluescore = lastmap = 0; - countdown = countdown2 = 0; + countdown = countdown2 = exitfadestarted = 0; for (i = 0; i < MAXPLAYERS; i++) { @@ -4365,7 +4381,7 @@ void G_WriteGhostTic(mobj_t *ghost) ghostext.flags = 0; } - if (ghost->player && ghost->player->followmobj) + if (ghost->player && ghost->player->followmobj) // bloats tails runs but what can ya do { INT16 temp; @@ -4466,16 +4482,15 @@ void G_ConsGhostTic(void) demo_p += sizeof(angle_t); // angle, unnecessary for cons. mobj = NULL; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mobj = (mobj_t *)th; if (mobj->type == (mobjtype_t)type && mobj->x == x && mobj->y == y && mobj->z == z) break; - mobj = NULL; // wasn't this one, keep searching. } - if (mobj && mobj->health != health) // Wasn't damaged?! This is desync! Fix it! + if (th != &thlist[THINK_MOBJ] && mobj->health != health) // Wasn't damaged?! This is desync! Fix it! { if (demosynced) CONS_Alert(CONS_WARNING, M_GetText("Demo playback has desynced!\n")); @@ -4592,6 +4607,9 @@ void G_GhostTicker(void) switch(g->color) { default: + case GHC_RETURNSKIN: + g->mo->skin = g->oldmo.skin; + // fallthru case GHC_NORMAL: // Go back to skin color g->mo->color = g->oldmo.color; break; @@ -4602,6 +4620,9 @@ void G_GhostTicker(void) case GHC_FIREFLOWER: // Fireflower g->mo->color = SKINCOLOR_WHITE; break; + case GHC_NIGHTSSKIN: // not actually a colour + g->mo->skin = &skins[DEFAULTNIGHTSSKIN]; + break; } } if (xziptic & EZT_FLIP) @@ -5862,9 +5883,9 @@ void G_DoPlayMetal(void) metalbuffer = metal_p = W_CacheLumpNum(l, PU_STATIC); // find metal sonic - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)th; @@ -5873,7 +5894,7 @@ void G_DoPlayMetal(void) break; } - if (!mo) + if (th == &thlist[THINK_MOBJ]) { CONS_Alert(CONS_ERROR, M_GetText("Failed to find bot entity.\n")); Z_Free(metalbuffer); diff --git a/src/g_game.h b/src/g_game.h index 3cbde9a3c..4b63bc180 100644 --- a/src/g_game.h +++ b/src/g_game.h @@ -56,6 +56,8 @@ extern INT16 rw_maximums[NUM_WEAPONS]; extern INT32 pausedelay; extern boolean pausebreakkey; +extern boolean promptactive; + // used in game menu extern consvar_t cv_tutorialprompt; extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection, cv_compactscoreboard; @@ -140,7 +142,9 @@ typedef enum GHC_NORMAL = 0, GHC_SUPER, GHC_FIREFLOWER, - GHC_INVINCIBLE + GHC_INVINCIBLE, + GHC_NIGHTSSKIN, // not actually a colour + GHC_RETURNSKIN // ditto } ghostcolor_t; // Record/playback tics diff --git a/src/g_state.h b/src/g_state.h index 76c9bd16f..9d34da6a9 100644 --- a/src/g_state.h +++ b/src/g_state.h @@ -27,12 +27,14 @@ typedef enum GS_TITLESCREEN, // title screen GS_TIMEATTACK, // time attack menu + GS_CREDITS, // credit sequence GS_EVALUATION, // Evaluation at the end of a game. - GS_GAMEEND, // game end sequence + GS_GAMEEND, // game end sequence - "did you get all those chaos emeralds?" // Hardcoded fades or other fading methods GS_INTRO, // introduction + GS_ENDING, // currently shared between bad and good endings GS_CUTSCENE, // custom cutscene // Not fadable @@ -50,6 +52,7 @@ typedef enum } gameaction_t; extern gamestate_t gamestate; +extern UINT8 titlemapinaction; extern UINT8 ultimatemode; // was sk_insane extern gameaction_t gameaction; diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index dd9fa8423..1ba357105 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -283,7 +283,7 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, if (!(option & V_SCALEPATCHMASK)) { - // if it's meant to cover the whole screen, black out the rest + // if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT) // cx and cy are possibly *slightly* off from float maths // This is done before here compared to software because we directly alter cx and cy to centre if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT) @@ -291,8 +291,11 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, // Need to temporarily cache the real patch to get the colour of the top left pixel patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0])); - const UINT8 *source = (const UINT8 *)(column) + 3; - HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); + if (!column->topdelta) + { + const UINT8 *source = (const UINT8 *)(column) + 3; + HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); + } Z_Free(realpatch); } // centre screen @@ -439,7 +442,7 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal if (!(option & V_SCALEPATCHMASK)) { - // if it's meant to cover the whole screen, black out the rest + // if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT) // cx and cy are possibly *slightly* off from float maths // This is done before here compared to software because we directly alter cx and cy to centre if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT) @@ -447,8 +450,11 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal // Need to temporarily cache the real patch to get the colour of the top left pixel patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0])); - const UINT8 *source = (const UINT8 *)(column) + 3; - HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); + if (!column->topdelta) + { + const UINT8 *source = (const UINT8 *)(column) + 3; + HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); + } Z_Free(realpatch); } // centre screen @@ -683,8 +689,183 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength) } else // Do TRANSMAP** fade. { - Surf.FlatColor.rgba = pLocalPalette[color].rgba; - Surf.FlatColor.s.alpha = (UINT8)(strength*25.5f); + Surf.FlatColor.rgba = V_GetColor(color).rgba; + Surf.FlatColor.s.alpha = softwaretranstogl[strength]; + } + HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); +} + +// -----------------+ +// HWR_DrawFadeFill : draw flat coloured rectangle, with transparency +// -----------------+ +void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength) +{ + FOutVector v[4]; + FSurfaceInfo Surf; + float fx, fy, fw, fh; + + UINT8 perplayershuffle = 0; + +// 3--2 +// | /| +// |/ | +// 0--1 + + if (splitscreen && (color & V_PERPLAYER)) + { + fixed_t adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; + h >>= 1; + y >>= 1; +#ifdef QUADS + if (splitscreen > 1) // 3 or 4 players + { + fixed_t adjustx = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; + w >>= 1; + x >>= 1; + if (stplyr == &players[displayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 4; + color &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; + } + else if (stplyr == &players[secondarydisplayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 8; + x += adjustx; + color &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; + } + else if (stplyr == &players[thirddisplayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 4; + y += adjusty; + color &= ~V_SNAPTOTOP|V_SNAPTORIGHT; + } + else //if (stplyr == &players[fourthdisplayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 8; + x += adjustx; + y += adjusty; + color &= ~V_SNAPTOTOP|V_SNAPTOLEFT; + } + } + else +#endif + // 2 players + { + if (stplyr == &players[displayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + color &= ~V_SNAPTOBOTTOM; + } + else //if (stplyr == &players[secondarydisplayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + y += adjusty; + color &= ~V_SNAPTOTOP; + } + } + } + + fx = (float)x; + fy = (float)y; + fw = (float)w; + fh = (float)h; + + if (!(color & V_NOSCALESTART)) + { + float dupx = (float)vid.dupx, dupy = (float)vid.dupy; + + fx *= dupx; + fy *= dupy; + fw *= dupx; + fh *= dupy; + + if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) + { + if (color & V_SNAPTORIGHT) + fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); + else if (!(color & V_SNAPTOLEFT)) + fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; + if (perplayershuffle & 4) + fx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4; + else if (perplayershuffle & 8) + fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4; + } + if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f) + { + // same thing here + if (color & V_SNAPTOBOTTOM) + fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); + else if (!(color & V_SNAPTOTOP)) + fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; + if (perplayershuffle & 1) + fy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4; + else if (perplayershuffle & 2) + fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4; + } + } + + if (fx >= vid.width || fy >= vid.height) + return; + if (fx < 0) + { + fw += fx; + fx = 0; + } + if (fy < 0) + { + fh += fy; + fy = 0; + } + + if (fw <= 0 || fh <= 0) + return; + if (fx + fw > vid.width) + fw = (float)vid.width - fx; + if (fy + fh > vid.height) + fh = (float)vid.height - fy; + + fx = -1 + fx / (vid.width / 2); + fy = 1 - fy / (vid.height / 2); + fw = fw / (vid.width / 2); + fh = fh / (vid.height / 2); + + v[0].x = v[3].x = fx; + v[2].x = v[1].x = fx + fw; + v[0].y = v[1].y = fy; + v[2].y = v[3].y = fy - fh; + + //Hurdler: do we still use this argb color? if not, we should remove it + v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; + v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; + + v[0].sow = v[3].sow = 0.0f; + v[2].sow = v[1].sow = 1.0f; + v[0].tow = v[1].tow = 0.0f; + v[2].tow = v[3].tow = 1.0f; + + if (actualcolor & 0xFF00) // Do COLORMAP fade. + { + Surf.FlatColor.rgba = UINT2RGBA(0x01010160); + Surf.FlatColor.s.alpha = (strength*8); + } + else // Do TRANSMAP** fade. + { + Surf.FlatColor.rgba = V_GetColor(actualcolor).rgba; + Surf.FlatColor.s.alpha = softwaretranstogl[strength]; } HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } @@ -905,54 +1086,117 @@ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 FSurfaceInfo Surf; float fx, fy, fw, fh; - if (w < 0 || h < 0) - return; // consistency w/ software + UINT8 perplayershuffle = 0; // 3--2 // | /| // |/ | // 0--1 + if (splitscreen && (color & V_PERPLAYER)) + { + fixed_t adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; + h >>= 1; + y >>= 1; +#ifdef QUADS + if (splitscreen > 1) // 3 or 4 players + { + fixed_t adjustx = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; + w >>= 1; + x >>= 1; + if (stplyr == &players[displayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 4; + color &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; + } + else if (stplyr == &players[secondarydisplayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 8; + x += adjustx; + color &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; + } + else if (stplyr == &players[thirddisplayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 4; + y += adjusty; + color &= ~V_SNAPTOTOP|V_SNAPTORIGHT; + } + else //if (stplyr == &players[fourthdisplayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 8; + x += adjustx; + y += adjusty; + color &= ~V_SNAPTOTOP|V_SNAPTOLEFT; + } + } + else +#endif + // 2 players + { + if (stplyr == &players[displayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + color &= ~V_SNAPTOBOTTOM; + } + else //if (stplyr == &players[secondarydisplayplayer]) + { + if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + y += adjusty; + color &= ~V_SNAPTOTOP; + } + } + } + fx = (float)x; fy = (float)y; fw = (float)w; fh = (float)h; - if (!(options & V_NOSCALESTART)) + if (!(color & V_NOSCALESTART)) { float dupx = (float)vid.dupx, dupy = (float)vid.dupy; - if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) - { - RGBA_t rgbaColour = V_GetColor(color); - FRGBAFloat clearColour; - clearColour.red = (float)rgbaColour.s.red / 255; - clearColour.green = (float)rgbaColour.s.green / 255; - clearColour.blue = (float)rgbaColour.s.blue / 255; - clearColour.alpha = 1; - HWD.pfnClearBuffer(true, false, &clearColour); - return; - } - fx *= dupx; fy *= dupy; fw *= dupx; fh *= dupy; - if (fabsf((float)vid.width - ((float)BASEVIDWIDTH * dupx)) > 1.0E-36f) + if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) { - if (options & V_SNAPTORIGHT) + if (color & V_SNAPTORIGHT) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); - else if (!(options & V_SNAPTOLEFT)) + else if (!(color & V_SNAPTOLEFT)) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; + if (perplayershuffle & 4) + fx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4; + else if (perplayershuffle & 8) + fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4; } - if (fabsf((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) > 1.0E-36f) + if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f) { // same thing here - if (options & V_SNAPTOBOTTOM) + if (color & V_SNAPTOBOTTOM) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); - else if (!(options & V_SNAPTOTOP)) + else if (!(color & V_SNAPTOTOP)) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; + if (perplayershuffle & 1) + fy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4; + else if (perplayershuffle & 2) + fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4; } } @@ -1012,9 +1256,6 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color) UINT8 perplayershuffle = 0; - if (w < 0 || h < 0) - return; // consistency w/ software - // 3--2 // | /| // |/ | diff --git a/src/hardware/hw_light.c b/src/hardware/hw_light.c index 8baa547af..a52d72869 100644 --- a/src/hardware/hw_light.c +++ b/src/hardware/hw_light.c @@ -202,6 +202,7 @@ light_t *t_lspr[NUMSPRITES] = // Boss 4 (Castle Eggman) &lspr[NOLIGHT], // SPR_EGGP &lspr[REDBALL_L], // SPR_EFIR + &lspr[NOLIGHT], // SPR_EGR1 // Boss 5 (Arid Canyon) &lspr[NOLIGHT], //SPR_FANG // replaces EGGQ @@ -487,6 +488,7 @@ light_t *t_lspr[NUMSPRITES] = &lspr[NOLIGHT], // SPR_GFLG &lspr[NOLIGHT], // SPR_CORK + &lspr[NOLIGHT], // SPR_LHRT // Ring Weapons &lspr[RINGLIGHT_L], // SPR_RRNG @@ -580,6 +582,9 @@ light_t *t_lspr[NUMSPRITES] = &lspr[NOLIGHT], // SPR_ROIO &lspr[NOLIGHT], // SPR_ROIP + // Bricks + &lspr[NOLIGHT], // SPR_BRIC + // Gravity Well Objects &lspr[NOLIGHT], // SPR_GWLG &lspr[NOLIGHT], // SPR_GWLR @@ -799,6 +804,14 @@ void HWR_WallLighting(FOutVector *wlVerts) FSurfaceInfo Surf; float dist_p2d, d[4], s; + if (!dynlights->mo[j]) + continue; + if (P_MobjWasRemoved(dynlights->mo[j])) + { + P_SetTarget(&dynlights->mo[j], NULL); + continue; + } + // check bounding box first if (SphereTouchBBox3D(&wlVerts[2], &wlVerts[0], &LIGHT_POS(j), DL_RADIUS(j))==false) continue; @@ -849,8 +862,6 @@ void HWR_WallLighting(FOutVector *wlVerts) #ifdef DL_HIGH_QUALITY Surf.FlatColor.s.alpha = (UINT8)((1-dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha); #endif - if (!dynlights->mo[j]->state) - return; // next state is null so fade out with alpha if (dynlights->mo[j]->state->nextstate == S_NULL) Surf.FlatColor.s.alpha = (UINT8)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha); @@ -881,6 +892,14 @@ void HWR_PlaneLighting(FOutVector *clVerts, int nrClipVerts) FSurfaceInfo Surf; float dist_p2d, s; + if (!dynlights->mo[j]) + continue; + if (P_MobjWasRemoved(dynlights->mo[j])) + { + P_SetTarget(&dynlights->mo[j], NULL); + continue; + } + // BP: The kickass Optimization: check if light touch bounding box if (SphereTouchBBox3D(&p1, &p2, &dynlights->position[j], DL_RADIUS(j))==false) continue; @@ -912,8 +931,6 @@ void HWR_PlaneLighting(FOutVector *clVerts, int nrClipVerts) #ifdef DL_HIGH_QUALITY Surf.FlatColor.s.alpha = (unsigned char)((1 - dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha); #endif - if (!dynlights->mo[j]->state) - return; // next state is null so fade out with alpha if ((dynlights->mo[j]->state->nextstate == S_NULL)) Surf.FlatColor.s.alpha = (unsigned char)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha); @@ -1044,6 +1061,14 @@ void HWR_DrawCoronas(void) if (!(p_lspr->type & CORONA_SPR)) continue; + if (!dynlights->mo[j]) + continue; + if (P_MobjWasRemoved(dynlights->mo[j])) + { + P_SetTarget(&dynlights->mo[j], NULL); + continue; + } + transform(&cx,&cy,&cz); // more realistique corona ! @@ -1105,7 +1130,8 @@ void HWR_DrawCoronas(void) // -------------------------------------------------------------------------- void HWR_ResetLights(void) { - dynlights->nb = 0; + while (dynlights->nb) + P_SetTarget(&dynlights->mo[--dynlights->nb], NULL); } // -------------------------------------------------------------------------- @@ -1136,24 +1162,25 @@ void HWR_DL_AddLight(gr_vissprite_t *spr, GLPatch_t *patch) return; #endif + if (dynlights->nb >= DL_MAX_LIGHT) + return; + // check if sprite contain dynamic light p_lspr = t_lspr[spr->mobj->sprite]; - if ((p_lspr->type&DYNLIGHT_SPR) - && ((p_lspr->type != LIGHT_SPR) || cv_grstaticlighting.value) - && (dynlights->nb < DL_MAX_LIGHT) + if (!(p_lspr->type & DYNLIGHT_SPR)) + return; + if ((p_lspr->type != LIGHT_SPR) || cv_grstaticlighting.value) + return; - && spr->mobj->state) - { - LIGHT_POS(dynlights->nb).x = FIXED_TO_FLOAT(spr->mobj->x); - LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(spr->mobj->z)+FIXED_TO_FLOAT(spr->mobj->height>>1)+p_lspr->light_yoffset; - LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(spr->mobj->y); + LIGHT_POS(dynlights->nb).x = FIXED_TO_FLOAT(spr->mobj->x); + LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(spr->mobj->z)+FIXED_TO_FLOAT(spr->mobj->height>>1)+p_lspr->light_yoffset; + LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(spr->mobj->y); - P_SetTarget(&dynlights->mo[dynlights->nb], spr->mobj); + P_SetTarget(&dynlights->mo[dynlights->nb], spr->mobj); - dynlights->p_lspr[dynlights->nb] = p_lspr; + dynlights->p_lspr[dynlights->nb] = p_lspr; - dynlights->nb++; - } + dynlights->nb++; } static GLPatch_t lightmappatch; @@ -1307,6 +1334,14 @@ static void HWR_CheckSubsector(size_t num, fixed_t *bbox) // if (CircleTouchBBox(&p1, &p2, &LIGHT_POS(lightnum), DL_RADIUS(lightnum))==false) // continue; + if (!dynlights->mo[lightnum]) + continue; + if (P_MobjWasRemoved(dynlights->mo[lightnum])) + { + P_SetTarget(&dynlights->mo[lightnum], NULL); + continue; + } + count = sub->numlines; // how many linedefs line = &segs[sub->firstline]; // first line seg while (count--) @@ -1324,18 +1359,20 @@ static void HWR_CheckSubsector(size_t num, fixed_t *bbox) // -------------------------------------------------------------------------- static void HWR_AddMobjLights(mobj_t *thing) { - if (t_lspr[thing->sprite]->type & CORONA_SPR) - { - LIGHT_POS(dynlights->nb).x = FIXED_TO_FLOAT(thing->x); - LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(thing->z) + t_lspr[thing->sprite]->light_yoffset; - LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(thing->y); + if (dynlights->nb >= DL_MAX_LIGHT) + return; + if (!(t_lspr[thing->sprite]->type & CORONA_SPR)) + return; - dynlights->p_lspr[dynlights->nb] = t_lspr[thing->sprite]; + LIGHT_POS(dynlights->nb).x = FIXED_TO_FLOAT(thing->x); + LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(thing->z) + t_lspr[thing->sprite]->light_yoffset; + LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(thing->y); - dynlights->nb++; - if (dynlights->nb > DL_MAX_LIGHT) - dynlights->nb = DL_MAX_LIGHT; - } + P_SetTarget(&dynlights->mo[dynlights->nb], thing); + + dynlights->p_lspr[dynlights->nb] = t_lspr[thing->sprite]; + + dynlights->nb++; } //Hurdler: The goal of this function is to walk through all the bsp starting @@ -1361,12 +1398,9 @@ static void HWR_SearchLightsInMobjs(void) //mobj_t * mobj; // search in the list of thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - // a mobj ? - if (th->function.acp1 == (actionf_p1)P_MobjThinker) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) + if (th->function.acp1 != (actionf_p1)P_RemoveThinkerDelayed) HWR_AddMobjLights((mobj_t *)th); - } } #endif @@ -1378,7 +1412,7 @@ void HWR_CreateStaticLightmaps(int bspnum) #ifdef STATICLIGHT CONS_Debug(DBG_RENDER, "HWR_CreateStaticLightmaps\n"); - dynlights->nb = 0; + HWR_ResetLights(); // First: Searching for lights // BP: if i was you, I will make it in create mobj since mobj can be create @@ -1389,8 +1423,6 @@ void HWR_CreateStaticLightmaps(int bspnum) // Second: Build all lightmap for walls covered by lights validcount++; // to be sure HWR_ComputeLightMapsInBSPNode(bspnum, NULL); - - dynlights->nb = 0; #else (void)bspnum; #endif diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index cb0009da7..c600800fd 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -580,7 +580,7 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is if (nrPlaneVerts < 3) //not even a triangle ? return; - if (nrPlaneVerts > UINT16_MAX) // FIXME: exceeds plVerts size + if (nrPlaneVerts > (INT32)UINT16_MAX) // FIXME: exceeds plVerts size { CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, UINT16_MAX); return; @@ -3190,7 +3190,7 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, if (nrPlaneVerts < 3) //not even a triangle ? return; - if (nrPlaneVerts > UINT16_MAX) // FIXME: exceeds plVerts size + if (nrPlaneVerts > (size_t)UINT16_MAX) // FIXME: exceeds plVerts size { CONS_Debug(DBG_RENDER, "polygon size of %s exceeds max value of %d vertices\n", sizeu1(nrPlaneVerts), UINT16_MAX); return; @@ -5660,9 +5660,9 @@ static void HWR_ProjectSprite(mobj_t *thing) vis->z2 = z2; //Hurdler: 25/04/2000: now support colormap in hardware mode - if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" + if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash" { - if (vis->mobj->type == MT_CYBRAKDEMON) + if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized) vis->colormap = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE); else if (vis->mobj->type == MT_METALSONIC_BATTLE) vis->colormap = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE); @@ -5672,7 +5672,9 @@ static void HWR_ProjectSprite(mobj_t *thing) else if (thing->color) { // New colormap stuff for skins Tails 06-07-2002 - if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player! + if (thing->colorized) + vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE); + else if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player! { size_t skinnum = (skin_t*)thing->skin-skins; vis->colormap = R_GetTranslationColormap((INT32)skinnum, thing->color, GTC_CACHE); diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index fdfc1d257..fab18e08a 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -49,6 +49,7 @@ void HWR_CreatePlanePolygons(INT32 bspnum); void HWR_CreateStaticLightmaps(INT32 bspnum); void HWR_PrepLevelCache(size_t pnumtextures); void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color); +void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength); void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options); // Lat: separate flags from color since color needs to be an uint to work right. void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum); diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index d69233a9b..c2faa8b86 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -40,6 +40,8 @@ #include "../w_wad.h" #include "../z_zone.h" #include "../r_things.h" +#include "../r_draw.h" +#include "../p_tick.h" #include "hw_main.h" #include "../v_video.h" @@ -978,8 +980,18 @@ spritemd2found: fclose(f); } -static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, skincolors_t color) +// Define for getting accurate color brightness readings according to how the human eye sees them. +// https://en.wikipedia.org/wiki/Relative_luminance +// 0.2126 to red +// 0.7152 to green +// 0.0722 to blue +// (See this same define in k_kart.c!) +#define SETBRIGHTNESS(brightness,r,g,b) \ + brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3) + +static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color) { + UINT8 i; UINT16 w = gpatch->width, h = gpatch->height; UINT32 size = w*h; RGBA_t *image, *blendimage, *cur, blendcolor; @@ -1005,50 +1017,112 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, image = gpatch->mipmap.grInfo.data; blendimage = blendgpatch->mipmap.grInfo.data; + // Average all of the translation's colors if (color == SKINCOLOR_NONE || color >= MAXTRANSLATIONS) blendcolor = V_GetColor(0xff); else - blendcolor = V_GetColor(Color_Index[color-1][4]); - - while (size--) { - if (blendimage->s.alpha == 0) - { - // Don't bother with blending the pixel if the alpha of the blend pixel is 0 - cur->rgba = image->rgba; - } - else - { - INT32 tempcolor; - INT16 tempmult, tempalpha; - tempalpha = -(abs(blendimage->s.red-127)-127)*2; - if (tempalpha > 255) - tempalpha = 255; - else if (tempalpha < 0) - tempalpha = 0; + const UINT8 div = 6; + const UINT8 start = 4; + UINT32 r, g, b; - tempmult = (blendimage->s.red-127)*2; - if (tempmult > 255) - tempmult = 255; - else if (tempmult < 0) - tempmult = 0; + blendcolor = V_GetColor(Color_Index[color-1][start]); + r = (UINT32)(blendcolor.s.red*blendcolor.s.red); + g = (UINT32)(blendcolor.s.green*blendcolor.s.green); + b = (UINT32)(blendcolor.s.blue*blendcolor.s.blue); - tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255; - cur->s.red = (UINT8)tempcolor; - tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255; - cur->s.green = (UINT8)tempcolor; - tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255; - cur->s.blue = (UINT8)tempcolor; - cur->s.alpha = image->s.alpha; + for (i = 1; i < div; i++) + { + RGBA_t nextcolor = V_GetColor(Color_Index[color-1][start+i]); + r += (UINT32)(nextcolor.s.red*nextcolor.s.red); + g += (UINT32)(nextcolor.s.green*nextcolor.s.green); + b += (UINT32)(nextcolor.s.blue*nextcolor.s.blue); } - cur++; image++; blendimage++; + blendcolor.s.red = (UINT8)(FixedSqrt((r/div)<>FRACBITS); + blendcolor.s.green = (UINT8)(FixedSqrt((g/div)<>FRACBITS); + blendcolor.s.blue = (UINT8)(FixedSqrt((b/div)<>FRACBITS); + } + + // rainbow support, could theoretically support boss ones too + if (skinnum == TC_RAINBOW) + { + while (size--) + { + if (image->s.alpha == 0 && blendimage->s.alpha == 0) + { + // Don't bother with blending the pixel if the alpha of the blend pixel is 0 + cur->rgba = image->rgba; + } + else + { + UINT32 tempcolor; + UINT16 imagebright, blendbright, finalbright, colorbright; + SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue); + SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue); + // slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway + finalbright = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255; + SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue); + + tempcolor = (finalbright*blendcolor.s.red)/colorbright; + tempcolor = min(255, tempcolor); + cur->s.red = (UINT8)tempcolor; + tempcolor = (finalbright*blendcolor.s.green)/colorbright; + tempcolor = min(255, tempcolor); + cur->s.green = (UINT8)tempcolor; + tempcolor = (finalbright*blendcolor.s.blue)/colorbright; + tempcolor = min(255, tempcolor); + cur->s.blue = (UINT8)tempcolor; + cur->s.alpha = image->s.alpha; + } + + cur++; image++; blendimage++; + } + } + else + { + while (size--) + { + if (blendimage->s.alpha == 0) + { + // Don't bother with blending the pixel if the alpha of the blend pixel is 0 + cur->rgba = image->rgba; + } + else + { + INT32 tempcolor; + INT16 tempmult, tempalpha; + tempalpha = -(abs(blendimage->s.red-127)-127)*2; + if (tempalpha > 255) + tempalpha = 255; + else if (tempalpha < 0) + tempalpha = 0; + + tempmult = (blendimage->s.red-127)*2; + if (tempmult > 255) + tempmult = 255; + else if (tempmult < 0) + tempmult = 0; + + tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255; + cur->s.red = (UINT8)tempcolor; + tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255; + cur->s.green = (UINT8)tempcolor; + tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255; + cur->s.blue = (UINT8)tempcolor; + cur->s.alpha = image->s.alpha; + } + + cur++; image++; blendimage++; + } } return; } -static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, const UINT8 *colormap, skincolors_t color) +#undef SETBRIGHTNESS + +static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT32 skinnum, const UINT8 *colormap, skincolors_t color) { // mostly copied from HWR_GetMappedPatch, hence the similarities and comment GLMipmap_t *grmip, *newmip; @@ -1089,13 +1163,14 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, con grmip->nextcolormap = newmip; newmip->colormap = colormap; - HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, color); + HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, skinnum, color); HWD.pfnSetTexture(newmip); Z_ChangeTag(newmip->grInfo.data, PU_HWRCACHE_UNLOCKED); } + // -----------------+ // HWR_DrawMD2 : Draw MD2 // : (monsters, bonuses, weapons, lights, ...) @@ -1123,6 +1198,9 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p if (!md2 || !skin) return 0; + if ((spr2 & ~FF_SPR2SUPER) >= free_spr2) + return 0; + while (!(md2->model->spr2frames[spr2*2 + 1]) && spr2 != SPR2_STND && ++i != 32) // recursion limiter @@ -1145,7 +1223,10 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL; break; case SPR2_TIRE: - spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; + spr2 = ((player + ? player->charability + : skin->ability) + == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; break; // Use the handy list, that's what it's there for! @@ -1157,6 +1238,9 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p spr2 |= super; } + if (i >= 32) // probably an infinite loop... + return 0; + return spr2; } @@ -1285,7 +1369,30 @@ void HWR_DrawMD2(gr_vissprite_t *spr) md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format && gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height) { - HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, spr->colormap, (skincolors_t)spr->mobj->color); + INT32 skinnum = TC_DEFAULT; + if ((spr->mobj->flags & (MF_ENEMY|MF_BOSS)) && (spr->mobj->flags2 & MF2_FRET) && !(spr->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash" + { + if (spr->mobj->type == MT_CYBRAKDEMON || spr->mobj->colorized) + skinnum = TC_ALLWHITE; + else if (spr->mobj->type == MT_METALSONIC_BATTLE) + skinnum = TC_METALSONIC; + else + skinnum = TC_BOSS; + } + else if (spr->mobj->color) + { + if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) + { + if (spr->mobj->colorized) + skinnum = TC_RAINBOW; + else + { + skinnum = (INT32)((skin_t*)spr->mobj->skin-skins); + } + } + else skinnum = TC_DEFAULT; + } + HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolors_t)spr->mobj->color); } else { diff --git a/src/hu_stuff.c b/src/hu_stuff.c index f86100e27..3bc643c3c 100644 --- a/src/hu_stuff.c +++ b/src/hu_stuff.c @@ -2138,7 +2138,7 @@ void HU_Drawer(void) if (!Playing() || gamestate == GS_INTERMISSION || gamestate == GS_CUTSCENE || gamestate == GS_CREDITS || gamestate == GS_EVALUATION - || gamestate == GS_GAMEEND) + || gamestate == GS_ENDING || gamestate == GS_GAMEEND) return; // draw multiplayer rankings diff --git a/src/info.c b/src/info.c index 074e31ba2..d35be7b58 100644 --- a/src/info.c +++ b/src/info.c @@ -90,6 +90,7 @@ char sprnames[NUMSPRITES + 1][5] = // Boss 4 (Castle Eggman) "EGGP", "EFIR", // Boss 4 jet flame + "EGR1", // Boss 4 Spectator Eggrobo // Boss 5 (Arid Canyon) "FANG", // replaces EGGQ @@ -382,6 +383,7 @@ char sprnames[NUMSPRITES + 1][5] = "GFLG", // Got Flag sign "CORK", + "LHRT", // Ring Weapons "RRNG", // Red Ring @@ -475,6 +477,9 @@ char sprnames[NUMSPRITES + 1][5] = "ROIO", "ROIP", + // Bricks + "BRIC", + // Gravity Well Objects "GWLG", "GWLR", @@ -573,7 +578,8 @@ char spr2names[NUMPLAYERSPRITES][5] = "TALB", "SIGN", - "LIFE" + "LIFE", + "XTRA", }; playersprite_t free_spr2 = SPR2_FIRSTFREESLOT; @@ -590,7 +596,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = { SPR2_DEAD, // SPR2_DRWN, 0, // SPR2_ROLL, SPR2_SPNG, // SPR2_GASP, - 0, // SPR2_JUMP, (conditional) + 0, // SPR2_JUMP, (conditional, will never be referenced) SPR2_FALL, // SPR2_SPNG, SPR2_WALK, // SPR2_FALL, 0, // SPR2_EDGE, @@ -600,7 +606,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = { SPR2_SPNG, // SPR2_FLY , SPR2_FLY , // SPR2_SWIM, - 0, // SPR2_TIRE, (conditional) + 0, // SPR2_TIRE, (conditional, will never be referenced) SPR2_FLY , // SPR2_GLID, SPR2_CLMB, // SPR2_CLNG, @@ -627,7 +633,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = { SPR2_NSTN, // SPR2_NPUL, FF_SPR2SUPER|SPR2_ROLL, // SPR2_NATK, - 0, // SPR2_NGT0, (should never be referenced) + 0, // SPR2_NGT0, (will never be referenced unless skin 0 lacks this) SPR2_NGT0, // SPR2_NGT1, SPR2_NGT1, // SPR2_NGT2, SPR2_NGT2, // SPR2_NGT3, @@ -655,7 +661,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = { SPR2_NGTB, // SPR2_DRLB, SPR2_NGTC, // SPR2_DRLC, - 0, // SPR2_TAL0, + 0, // SPR2_TAL0, (this will look mighty stupid but oh well) SPR2_TAL0, // SPR2_TAL1, SPR2_TAL1, // SPR2_TAL2, SPR2_TAL2, // SPR2_TAL3, @@ -670,6 +676,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = { 0, // SPR2_SIGN, 0, // SPR2_LIFE, + 0, // SPR2_XTRA (should never be referenced) }; // Doesn't work with g++, needs actionf_p1 (don't modify this comment) @@ -742,10 +749,10 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_FIRE, 15, {NULL}, S_PLAY_STND, 0, S_PLAY_STND}, // S_PLAY_FIRE_FINISH // CA_TWINSPIN - {SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN + {SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN // CA2_MELEE - {SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE + {SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE {SPR_PLAY, SPR2_MLEE, 70, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH {SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_MELEE_LANDING @@ -1268,6 +1275,11 @@ state_t states[NUMSTATES] = // Boss 3 {SPR_EGGO, 0, 1, {NULL}, 0, 0, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_STND + {SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH2}, // S_EGGMOBILE3_LAUGH1 + {SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH3}, // S_EGGMOBILE3_LAUGH2 + {SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH4}, // S_EGGMOBILE3_LAUGH3 + {SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH5}, // S_EGGMOBILE3_LAUGH4 + {SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_ATK1}, // S_EGGMOBILE3_LAUGH5 {SPR_EGGO, 1, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK2}, // S_EGGMOBILE3_ATK1 {SPR_EGGO, 2, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK3A}, // S_EGGMOBILE3_ATK2 {SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 2, S_EGGMOBILE3_ATK3B}, // S_EGGMOBILE3_ATK3A @@ -1275,12 +1287,7 @@ state_t states[NUMSTATES] = {SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 3, S_EGGMOBILE3_ATK3D}, // S_EGGMOBILE3_ATK3C {SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 5, S_EGGMOBILE3_ATK4}, // S_EGGMOBILE3_ATK3D {SPR_EGGO, 4, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK5}, // S_EGGMOBILE3_ATK4 - {SPR_EGGO, 5, 2, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH1}, // S_EGGMOBILE3_ATK5 - {SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH2}, // S_EGGMOBILE3_LAUGH1 - {SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH3}, // S_EGGMOBILE3_LAUGH2 - {SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH4}, // S_EGGMOBILE3_LAUGH3 - {SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH5}, // S_EGGMOBILE3_LAUGH4 - {SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH6}, // S_EGGMOBILE3_LAUGH5 + {SPR_EGGO, 5, 2, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH6}, // S_EGGMOBILE3_ATK5 {SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH7}, // S_EGGMOBILE3_LAUGH6 {SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH8}, // S_EGGMOBILE3_LAUGH7 {SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH9}, // S_EGGMOBILE3_LAUGH8 @@ -1327,14 +1334,14 @@ state_t states[NUMSTATES] = // Boss 3 Pinch {SPR_FAKE, 0, 1, {A_BossJetFume}, 1, 0, S_FAKEMOBILE}, // S_FAKEMOBILE_INIT {SPR_FAKE, 0, 1, {A_Boss3Path}, 0, 0, S_FAKEMOBILE}, // S_FAKEMOBILE - {SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK2}, // S_FAKEMOBILE_ATK1 + {SPR_FAKE, 0, 22, {NULL}, 0, 0, S_FAKEMOBILE_ATK2}, // S_FAKEMOBILE_ATK1 {SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK3A}, // S_FAKEMOBILE_ATK2 {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 2, S_FAKEMOBILE_ATK3B}, // S_FAKEMOBILE_ATK3A {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 4, S_FAKEMOBILE_ATK3C}, // S_FAKEMOBILE_ATK3B {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 3, S_FAKEMOBILE_ATK3D}, // S_FAKEMOBILE_ATK3C - {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 5, S_FAKEMOBILE_ATK4}, // S_FAKEMOBILE_ATK3D - {SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK5}, // S_FAKEMOBILE_ATK4 - {SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE}, // S_FAKEMOBILE_ATK5 + {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 5, S_FAKEMOBILE}, // S_FAKEMOBILE_ATK3D + {SPR_FAKE, 0, 1, {NULL}, 0, 0, S_FAKEMOBILE_DIE2}, // S_FAKEMOBILE_DIE1 + {SPR_NULL, 0, 1, {NULL}, 0, 0, S_FAKEMOBILE_DIE1}, // S_FAKEMOBILE_DIE2 // Boss 4 {SPR_EGGP, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_STND @@ -1351,16 +1358,9 @@ state_t states[NUMSTATES] = {SPR_EGGP, 9,150, {A_Boss4SpeedUp}, sfx_mswing, 0, S_EGGMOBILE4_RATK6}, // S_EGGMOBILE4_RATK5 {SPR_EGGP,10, 2, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RATK6 {SPR_EGGP, 0, 20, {A_Boss4Raise}, sfx_doord1, 0, S_EGGMOBILE4_RAISE2}, // S_EGGMOBILE4_RAISE1 - {SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE3}, // S_EGGMOBILE4_RAISE2 - {SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE4}, // S_EGGMOBILE4_RAISE3 - {SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE5}, // S_EGGMOBILE4_RAISE4 - {SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE6}, // S_EGGMOBILE4_RAISE5 - {SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE7}, // S_EGGMOBILE4_RAISE6 - {SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE8}, // S_EGGMOBILE4_RAISE7 - {SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE9}, // S_EGGMOBILE4_RAISE8 - {SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE10},// S_EGGMOBILE4_RAISE9 - {SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RAISE10 - {SPR_EGGP,11, 24, {A_Pain}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_PAIN + {SPR_EGGP,13|FF_ANIMATE, -1, {NULL}, 1, 10, S_NULL}, // S_EGGMOBILE4_RAISE2 + {SPR_EGGP,11, 0, {A_Boss4Reverse}, sfx_alarm, sfx_s3k60, S_EGGMOBILE4_PAIN2}, // S_EGGMOBILE4_PAIN1 + {SPR_EGGP,11, 24, {A_Pain}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_PAIN2 {SPR_EGGP,12, 8, {A_Fall}, 0, 0, S_EGGMOBILE4_DIE2}, // S_EGGMOBILE4_DIE1 {SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE3}, // S_EGGMOBILE4_DIE2 {SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE4}, // S_EGGMOBILE4_DIE3 @@ -1378,10 +1378,21 @@ state_t states[NUMSTATES] = {SPR_EGGP,13, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE2}, // S_EGGMOBILE4_FLEE1 {SPR_EGGP,14, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE1}, // S_EGGMOBILE4_FLEE2 {SPR_BMCE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_MACE + {SPR_BMCE, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_EGGMOBILE4_MACE_DIE2}, // S_EGGMOBILE4_MACE_DIE1 + {SPR_NULL, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_EGGMOBILE4_MACE_DIE3}, // S_EGGMOBILE4_MACE_DIE2 + {SPR_NULL, 0, 0, {A_Repeat}, 7, S_EGGMOBILE4_MACE_DIE1, S_BOSSEXPLODE}, // S_EGGMOBILE4_MACE_DIE3 - // Boss 4 Jet flame - {SPR_EFIR, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_JETFLAME2}, // S_JETFLAME1 - {SPR_EFIR, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_JETFLAME1}, // S_JETFLAME2 + // Boss 4 jet flame + {SPR_EFIR, FF_FULLBRIGHT|FF_ANIMATE, -1, {NULL}, 1, 1, S_NULL}, // S_JETFLAME + + // Boss 4 Spectator Eggrobo + {SPR_EGR1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGROBO1_STND + {SPR_EGR1, 5, 2, {NULL}, 0, 0, S_EGGROBO1_BSLAP2}, // S_EGGROBO1_BSLAP1 + {SPR_EGR1, FF_ANIMATE|6, 35, {NULL}, 1, 2, S_EGGROBO1_STND}, // S_EGGROBO1_BSLAP2 + {SPR_EGR1, FF_ANIMATE|3, -1, {NULL}, 1, 2, S_NULL}, // S_EGGROBO1_PISSED + + // Boss 4 Spectator Eggrobo jet flame + {SPR_EFIR, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_NULL}, // S_EGGROBOJET // Boss 5 {SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2}, // S_FANG_IDLE1 @@ -1746,20 +1757,23 @@ state_t states[NUMSTATES] = {SPR_METL, 9, 2, {NULL}, 0, 0, S_METALSONIC_RUN1}, // S_METALSONIC_RUN4 {SPR_METL, 4, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_FLOAT - {SPR_METL, 12, -1, {NULL}, 0, 0, S_METALSONIC_STUN}, // S_METALSONIC_VECTOR - {SPR_METL, 0, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_STUN - {SPR_METL, 13, 40, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_RAISE + {SPR_METL, 12|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_METALSONIC_STUN}, // S_METALSONIC_VECTOR + {SPR_METL, 11, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_STUN + {SPR_METL, 13, 20, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_RAISE {SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_GATHER {SPR_METL, 15, -1, {NULL}, 0, 0, S_METALSONIC_BOUNCE},// S_METALSONIC_DASH {SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BOUNCE {SPR_METL, 16, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BADBOUNCE {SPR_METL, 13, -1, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_SHOOT {SPR_METL, 11, 40, {A_Pain}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_PAIN - {SPR_METL, 11, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_METALSONIC_DEATH - {SPR_METL, 3, 4, {NULL}, 0, 0, S_METALSONIC_FLEE2}, // S_METALSONIC_FLEE1 - {SPR_METL, 4, 4, {A_BossScream}, 0, 0, S_METALSONIC_FLEE3}, // S_METALSONIC_FLEE2 - {SPR_METL, 5, 4, {NULL}, 0, 0, S_METALSONIC_FLEE4}, // S_METALSONIC_FLEE3 - {SPR_METL, 4, 4, {NULL}, 0, 0, S_METALSONIC_FLEE1}, // S_METALSONIC_FLEE4 + {SPR_METL, 13, 8, {A_Fall}, 0, 0, S_METALSONIC_DEATH2},// S_METALSONIC_DEATH1 + {SPR_METL, 13, 8, {A_BossScream}, 0, 0, S_METALSONIC_DEATH3},// S_METALSONIC_DEATH2 + {SPR_METL, 13, 0, {A_Repeat}, 11, S_METALSONIC_DEATH2, S_METALSONIC_DEATH4}, // S_METALSONIC_DEATH3 + {SPR_METL, 13, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_METALSONIC_DEATH4 + {SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE2}, // S_METALSONIC_FLEE1 + {SPR_METL, 11, 4, {A_BossScream}, 0, 0, S_METALSONIC_FLEE3}, // S_METALSONIC_FLEE2 + {SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE4}, // S_METALSONIC_FLEE3 + {SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE1}, // S_METALSONIC_FLEE4 {SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 0, 1, {NULL}, 0, 0, S_MSSHIELD_F2}, // S_MSSHIELD_F1 {SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 1, 1, {NULL}, 0, 0, S_MSSHIELD_F3}, // S_MSSHIELD_F2 @@ -1779,7 +1793,11 @@ state_t states[NUMSTATES] = // Blue Sphere for special stages {SPR_SPHR, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_BLUESPHERE - {SPR_SPHR, FF_FULLBRIGHT|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 1, 4, S_NULL}, // S_BLUESPHEREBONUS + {SPR_SPHR, FF_FULLBRIGHT +#ifdef MANIASPHERES + |FF_ANIMATE|FF_RANDOMANIM +#endif + , -1, {NULL}, 1, 4, S_NULL}, // S_BLUESPHEREBONUS {SPR_SPHR, 0, 20, {NULL}, 0, 0, S_NULL}, // S_BLUESPHERESPARK // Bomb Sphere @@ -2310,9 +2328,10 @@ state_t states[NUMSTATES] = {SPR_BFBR, FF_FULLBRIGHT|15, 1, {NULL}, 0, 0, S_BIGFIREBAR1}, // S_BIGFIREBAR16 {SPR_FWR4, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CEZFLOWER - {SPR_BANR, 1, -1, {NULL}, 0, 0, S_NULL}, // S_CEZPOLE + {SPR_BANR, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CEZPOLE - {SPR_BANR, FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_CEZBANNER + {SPR_BANR, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_CEZBANNER1 + {SPR_BANR, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_CEZBANNER2 {SPR_PINE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_PINETREE {SPR_CEZB, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CEZBUSH1 @@ -2326,7 +2345,8 @@ state_t states[NUMSTATES] = {SPR_CTRC, FF_FULLBRIGHT|FF_ANIMATE, 8*3, {A_FlameParticle}, 3, 3, S_FIRETORCH}, // S_FIRETORCH {SPR_CFLG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAG - {SPR_CFLG, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAGSEG + {SPR_CFLG, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAGSEG1 + {SPR_CFLG, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAGSEG2 {SPR_CSTA, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CRAWLASTATUE @@ -2803,12 +2823,18 @@ state_t states[NUMSTATES] = {SPR_ELEM, FF_FULLBRIGHT|20, 1, {NULL}, 0, 0, S_ELEMF10}, // S_ELEMF9 {SPR_NULL, 0, 1, {NULL}, 0, 0, S_ELEMF1 }, // S_ELEMF10 - {SPR_PITY, FF_TRANS30 , 2, {NULL}, 0, 0, S_PITY2}, // S_PITY1 - {SPR_PITY, FF_TRANS30|1, 2, {NULL}, 0, 0, S_PITY3}, // S_PITY2 - {SPR_PITY, FF_TRANS30|2, 2, {NULL}, 0, 0, S_PITY4}, // S_PITY3 - {SPR_PITY, FF_TRANS20|3, 2, {NULL}, 0, 0, S_PITY5}, // S_PITY4 - {SPR_PITY, FF_TRANS30|4, 2, {NULL}, 0, 0, S_PITY6}, // S_PITY5 - {SPR_PITY, FF_TRANS20|5, 2, {NULL}, 0, 0, S_PITY1}, // S_PITY6 + {SPR_PITY, FF_TRANS30 , 2, {NULL}, 0, 0, S_PITY2}, // S_PITY1 + {SPR_PITY, FF_TRANS30| 1, 2, {NULL}, 0, 0, S_PITY3}, // S_PITY2 + {SPR_PITY, FF_TRANS30| 2, 2, {NULL}, 0, 0, S_PITY4}, // S_PITY3 + {SPR_PITY, FF_TRANS30| 3, 2, {NULL}, 0, 0, S_PITY5}, // S_PITY4 + {SPR_PITY, FF_TRANS30| 4, 2, {NULL}, 0, 0, S_PITY6}, // S_PITY5 + {SPR_PITY, FF_TRANS30| 5, 2, {NULL}, 0, 0, S_PITY7}, // S_PITY6 + {SPR_PITY, FF_TRANS30| 6, 2, {NULL}, 0, 0, S_PITY8}, // S_PITY7 + {SPR_PITY, FF_TRANS30| 7, 2, {NULL}, 0, 0, S_PITY9}, // S_PITY8 + {SPR_PITY, FF_TRANS30| 8, 2, {NULL}, 0, 0, S_PITY10}, // S_PITY9 + {SPR_PITY, FF_TRANS30| 9, 2, {NULL}, 0, 0, S_PITY11}, // S_PITY10 + {SPR_PITY, FF_TRANS30|10, 2, {NULL}, 0, 0, S_PITY12}, // S_PITY11 + {SPR_PITY, FF_TRANS30|11, 2, {NULL}, 0, 0, S_PITY1}, // S_PITY12 {SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40 , 2, {NULL}, 0, 0, S_FIRS2}, // S_FIRS1 {SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|1, 2, {NULL}, 0, 0, S_FIRS3}, // S_FIRS2 @@ -2886,7 +2912,7 @@ state_t states[NUMSTATES] = {SPR_NULL, 0, 15*2, {NULL}, 0, 0, S_ZAPSB2 }, // S_ZAPSB11 // Thunder spark - {SPR_SSPK, FF_ANIMATE, 18, {NULL}, 1, 2, S_NULL}, // S_THUNDERCOIN_SPARK + {SPR_SSPK, FF_ANIMATE, -1, {NULL}, 1, 2, S_NULL}, // S_THUNDERCOIN_SPARK // Invincibility Sparkles {SPR_IVSP, FF_ANIMATE, 32, {NULL}, 31, 1, S_NULL}, // S_IVSP @@ -3187,8 +3213,8 @@ state_t states[NUMSTATES] = {SPR_SSWB, 1, 1, {NULL}, 0, 0, S_BHORIZ1}, // S_BHORIZ8 // Rain - {SPR_RAIN, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1 - {SPR_RAIN, FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN + {SPR_RAIN, FF_FULLBRIGHT|FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1 + {SPR_RAIN, FF_FULLBRIGHT|FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN // Snowflake {SPR_SNO1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW1 @@ -3298,13 +3324,21 @@ state_t states[NUMSTATES] = {SPR_LCKN, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON1 {SPR_LCKN, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON2 + {SPR_LCKN, 2|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON3 + {SPR_LCKN, 3|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON4 + + {SPR_LCKN, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF1 + {SPR_LCKN, 1|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF2 + {SPR_LCKN, 2|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF3 + {SPR_LCKN, 3|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF4 {SPR_TTAG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_TTAG // CTF Sign {SPR_GFLG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_GOTFLAG - {SPR_CORK, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORK + {SPR_CORK, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORK + {SPR_LHRT, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LHRT // Red Rings (thrown) {SPR_RRNG, FF_FULLBRIGHT, 1, {A_ThrownRing}, 0, 0, S_RRNG2}, // S_RRNG1 @@ -3861,6 +3895,8 @@ state_t states[NUMSTATES] = {SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEO {SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEP + {SPR_BRIC, FF_ANIMATE, -1, {A_DebrisRandom}, 7, 2, S_NULL}, // S_BRICKDEBRIS + #ifdef SEENAMES {SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK #endif @@ -5500,7 +5536,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = MT_PROPELLER, // painchance sfx_dmpain, // painsound S_NULL, // meleestate - S_EGGMOBILE3_ATK1, // missilestate + S_EGGMOBILE3_LAUGH1,// missilestate S_EGGMOBILE3_DIE1, // deathstate S_EGGMOBILE3_FLEE1, // xdeathstate sfx_cybdth, // deathsound @@ -5555,9 +5591,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = sfx_s3k7b, // painsound S_NULL, // meleestate S_FAKEMOBILE_ATK1, // missilestate - S_XPLD1, // deathstate + S_FAKEMOBILE_DIE1, // deathstate S_NULL, // xdeathstate - sfx_pop, // deathsound + sfx_mswarp, // deathsound 8*FRACUNIT, // speed 32*FRACUNIT, // radius 116*FRACUNIT, // height @@ -5569,6 +5605,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, + { // MT_SHOCK + -1, // doomednum + S_THUNDERCOIN_SPARK, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 0, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_SPRK1, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 10*FRACUNIT, // speed + 16*FRACUNIT, // radius + 35*FRACUNIT, // height + 0, // display offset + DMG_ELECTRIC|(sfx_buzz2<<8), // mass + 20, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + { // MT_EGGMOBILE4 203, // doomednum S_EGGMOBILE4_STND, // spawnstate @@ -5577,7 +5640,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = sfx_None, // seesound 0, // reactiontime sfx_None, // attacksound - S_EGGMOBILE4_PAIN, // painstate + S_EGGMOBILE4_PAIN1,// painstate 0, // painchance sfx_dmpain, // painsound S_EGGMOBILE4_LATK1,// meleestate @@ -5609,9 +5672,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = sfx_None, // painsound S_NULL, // meleestate S_NULL, // missilestate - S_BOSSEXPLODE, // deathstate + S_EGGMOBILE4_MACE_DIE1, // deathstate S_NULL, // xdeathstate - sfx_cybdth, // deathsound + sfx_None, // deathsound 48*FRACUNIT, // speed 34*FRACUNIT, // radius 68*FRACUNIT, // height @@ -5625,7 +5688,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = { // MT_JETFLAME -1, // doomednum - S_JETFLAME1, // spawnstate + S_JETFLAME, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound @@ -5646,7 +5709,61 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = DMG_FIRE, // mass 0, // damage sfx_None, // activesound - MF_NOGRAVITY|MF_PAIN|MF_FIRE, // flags + MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_EGGROBO1 + 1127, // doomednum + S_EGGROBO1_STND,// spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_s3ka0, // seesound + 8, // reactiontime + sfx_bsnipe, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_EGGROBO1_BSLAP1, // meleestate + S_NULL, // missilestate + S_EGGROBO1_PISSED, // deathstate + S_NULL, // xdeathstate + sfx_s3ka0, // deathsound + 12*FRACUNIT, // speed + 20*FRACUNIT, // radius + 72*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT, // flags + S_NULL // raisestate + }, + + { // MT_EGGROBOJET + -1, // doomednum + S_EGGROBOJET, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 1, // speed + 10*FRACUNIT, // radius + 28*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags S_NULL // raisestate }, @@ -5673,7 +5790,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 0, // mass 3, // damage sfx_boingf, // activesound - MF_SPECIAL|MF_BOSS|MF_SHOOTABLE, // flags + MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE, // flags S_NULL // raisestate }, @@ -6251,13 +6368,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_METALSONIC_DASH, // seestate sfx_s3k54, // seesound 0, // reactiontime - sfx_trpowr, // attacksound + sfx_bechrg, // attacksound S_METALSONIC_PAIN, // painstate S_METALSONIC_VECTOR,// painchance sfx_dmpain, // painsound S_METALSONIC_BADBOUNCE, // meleestate S_METALSONIC_SHOOT, // missilestate - S_METALSONIC_DEATH, // deathstate + S_METALSONIC_DEATH1,// deathstate S_METALSONIC_FLEE1, // xdeathstate sfx_s3k6e, // deathsound MT_ENERGYBALL, // speed @@ -6289,7 +6406,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = sfx_None, // deathsound 0, // speed 32*FRACUNIT, // radius - 64*FRACUNIT, // height + 52*FRACUNIT, // height 0, // display offset 0, // mass 0, // damage @@ -7383,7 +7500,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL, // painstate 0, // painchance sfx_s3k64, // painsound - S_NULL, // meleestate + S_WALLSPIKE4, // meleestate S_NULL, // missilestate S_WALLSPIKED1, // deathstate S_WALLSPIKED2, // xdeathstate @@ -9086,7 +9203,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = sfx_None, // painsound S_NULL, // meleestate S_NULL, // missilestate - S_MINE_BOOM1, // deathstate + S_XPLD1, // deathstate S_NULL, // xdeathstate sfx_cybdth, // deathsound 20*FRACUNIT, // speed @@ -9113,7 +9230,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = sfx_None, // painsound S_NULL, // meleestate S_NULL, // missilestate - S_MINE_BOOM1, // deathstate + S_XPLD1, // deathstate S_NULL, // xdeathstate sfx_cybdth, // deathsound 20*FRACUNIT, // speed @@ -9132,7 +9249,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_ENERGYBALL1, // spawnstate 1000, // spawnhealth S_NULL, // seestate - sfx_s3k54, // seesound + sfx_bexpld, // seesound 8, // reactiontime sfx_None, // attacksound S_NULL, // painstate @@ -10909,7 +11026,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, - { // MT_CEZPOLE + { // MT_CEZPOLE1 1117, // doomednum S_CEZPOLE, // spawnstate 1000, // spawnhealth @@ -10936,9 +11053,63 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, - { // MT_CEZBANNER + { // MT_CEZPOLE2 + 1118, // doomednum + S_CEZPOLE, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 40*FRACUNIT, // radius + 224*FRACUNIT, // height + 0, // display offset + 100, // mass + 0, // damage + sfx_None, // activesound + MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags + S_NULL // raisestate + }, + + { // MT_CEZBANNER1 -1, // doomednum - S_CEZBANNER, // spawnstate + S_CEZBANNER1, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 40*FRACUNIT, // radius + 224*FRACUNIT, // height + 0, // display offset + 100, // mass + 0, // damage + sfx_None, // activesound + MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags + S_NULL // raisestate + }, + + { // MT_CEZBANNER2 + -1, // doomednum + S_CEZBANNER2, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound @@ -11152,8 +11323,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, - { // MT_WAVINGFLAG - 1118, // doomednum + { // MT_WAVINGFLAG1 + 1128, // doomednum S_WAVINGFLAG, // spawnstate 1000, // spawnhealth S_NULL, // seestate @@ -11169,8 +11340,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL, // xdeathstate sfx_None, // deathsound 0, // speed - 4*FRACUNIT, // radius - 104*FRACUNIT, // height + 8*FRACUNIT, // radius + 208*FRACUNIT, // height 0, // display offset 100, // mass 0, // damage @@ -11179,9 +11350,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, - { // MT_WAVINGFLAGSEG - -1, // doomednum - S_WAVINGFLAGSEG, // spawnstate + { // MT_WAVINGFLAG2 + 1129, // doomednum + S_WAVINGFLAG, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound @@ -11196,7 +11367,61 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL, // xdeathstate sfx_None, // deathsound 0, // speed - 4*FRACUNIT, // radius + 8*FRACUNIT, // radius + 208*FRACUNIT, // height + 0, // display offset + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_WAVINGFLAGSEG1 + -1, // doomednum + S_WAVINGFLAGSEG1, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 8*FRACUNIT, // radius + 1, // height -- this is not a typo + 0, // display offset + 100, // mass + 0, // damage + sfx_None, // activesound + MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags + S_NULL // raisestate + }, + + { // MT_WAVINGFLAGSEG2 + -1, // doomednum + S_WAVINGFLAGSEG2, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 8*FRACUNIT, // radius 1, // height -- this is not a typo 0, // display offset 100, // mass @@ -16113,7 +16338,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL, // deathstate S_NULL, // xdeathstate sfx_None, // deathsound - -24*FRACUNIT, // speed + -72*FRACUNIT, // speed 1*FRACUNIT, // radius 8*FRACUNIT, // height 0, // display offset @@ -16529,6 +16754,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, + { // MT_LOCKONINF + 1126, // doomednum + S_INVISIBLE, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 8, // speed + 16*FRACUNIT, // radius + 32*FRACUNIT, // height + 111, // display offset + 16, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags + S_NULL // raisestate + }, + { // MT_TAG -1, // doomednum S_TTAG, // spawnstate @@ -16915,6 +17167,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, + { // MT_LHRT + -1, // doomednum + S_LHRT, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 0, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_SPRK1, // deathstate + S_SPRK1, // xdeathstate + sfx_None, // deathsound + 60*FRACUNIT, // speed + 16*FRACUNIT, // radius + 16*FRACUNIT, // height + 0, // display offset + 0, // mass + 1, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_MISSILE, // flags + S_NULL // raisestate + }, + { // MT_REDRING -1, // doomednum S_RRNG1, // spawnstate @@ -19479,7 +19758,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 0, // display offset 100, // mass 0, // damage - sfx_None, // activesound + sfx_wbreak, // activesound MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT|MF_SCENERY, // flags S_NULL // raisestate }, @@ -19970,6 +20249,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, + { // MT_BRICKDEBRIS + -1, // doomednum + S_BRICKDEBRIS, // spawnstate + 1, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 0, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16*FRACUNIT, // radius + 16*FRACUNIT, // height + 0, // display offset + 100, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT|MF_SCENERY, // flags + S_NULL // raisestate + }, + #ifdef SEENAMES { // MT_NAMECHECK -1, // doomednum diff --git a/src/info.h b/src/info.h index 13abfa5f6..45c1d79b2 100644 --- a/src/info.h +++ b/src/info.h @@ -335,6 +335,7 @@ typedef enum sprite // Boss 4 (Castle Eggman) SPR_EGGP, SPR_EFIR, // Boss 4 jet flame + SPR_EGR1, // Boss 4 Spectator Eggrobo // Boss 5 (Arid Canyon) SPR_FANG, // replaces EGGQ @@ -627,6 +628,7 @@ typedef enum sprite SPR_GFLG, // Got Flag sign SPR_CORK, + SPR_LHRT, // Ring Weapons SPR_RRNG, // Red Ring @@ -720,6 +722,9 @@ typedef enum sprite SPR_ROIO, SPR_ROIP, + // Bricks + SPR_BRIC, + // Gravity Well Objects SPR_GWLG, SPR_GWLR, @@ -829,6 +834,7 @@ typedef enum playersprite SPR2_SIGN, // end sign head SPR2_LIFE, // life monitor icon + SPR2_XTRA, // stuff that isn't in-game - keep this last in the list SPR2_FIRSTFREESLOT, SPR2_LASTFREESLOT = 0x7f, @@ -1421,6 +1427,11 @@ typedef enum state // Boss 3 S_EGGMOBILE3_STND, + S_EGGMOBILE3_LAUGH1, + S_EGGMOBILE3_LAUGH2, + S_EGGMOBILE3_LAUGH3, + S_EGGMOBILE3_LAUGH4, + S_EGGMOBILE3_LAUGH5, S_EGGMOBILE3_ATK1, S_EGGMOBILE3_ATK2, S_EGGMOBILE3_ATK3A, @@ -1429,11 +1440,6 @@ typedef enum state S_EGGMOBILE3_ATK3D, S_EGGMOBILE3_ATK4, S_EGGMOBILE3_ATK5, - S_EGGMOBILE3_LAUGH1, - S_EGGMOBILE3_LAUGH2, - S_EGGMOBILE3_LAUGH3, - S_EGGMOBILE3_LAUGH4, - S_EGGMOBILE3_LAUGH5, S_EGGMOBILE3_LAUGH6, S_EGGMOBILE3_LAUGH7, S_EGGMOBILE3_LAUGH8, @@ -1486,8 +1492,8 @@ typedef enum state S_FAKEMOBILE_ATK3B, S_FAKEMOBILE_ATK3C, S_FAKEMOBILE_ATK3D, - S_FAKEMOBILE_ATK4, - S_FAKEMOBILE_ATK5, + S_FAKEMOBILE_DIE1, + S_FAKEMOBILE_DIE2, // Boss 4 S_EGGMOBILE4_STND, @@ -1505,15 +1511,8 @@ typedef enum state S_EGGMOBILE4_RATK6, S_EGGMOBILE4_RAISE1, S_EGGMOBILE4_RAISE2, - S_EGGMOBILE4_RAISE3, - S_EGGMOBILE4_RAISE4, - S_EGGMOBILE4_RAISE5, - S_EGGMOBILE4_RAISE6, - S_EGGMOBILE4_RAISE7, - S_EGGMOBILE4_RAISE8, - S_EGGMOBILE4_RAISE9, - S_EGGMOBILE4_RAISE10, - S_EGGMOBILE4_PAIN, + S_EGGMOBILE4_PAIN1, + S_EGGMOBILE4_PAIN2, S_EGGMOBILE4_DIE1, S_EGGMOBILE4_DIE2, S_EGGMOBILE4_DIE3, @@ -1531,10 +1530,21 @@ typedef enum state S_EGGMOBILE4_FLEE1, S_EGGMOBILE4_FLEE2, S_EGGMOBILE4_MACE, + S_EGGMOBILE4_MACE_DIE1, + S_EGGMOBILE4_MACE_DIE2, + S_EGGMOBILE4_MACE_DIE3, // Boss 4 jet flame - S_JETFLAME1, - S_JETFLAME2, + S_JETFLAME, + + // Boss 4 Spectator Eggrobo + S_EGGROBO1_STND, + S_EGGROBO1_BSLAP1, + S_EGGROBO1_BSLAP2, + S_EGGROBO1_PISSED, + + // Boss 4 Spectator Eggrobo jet flame + S_EGGROBOJET, // Boss 5 S_FANG_IDLE1, @@ -1887,7 +1897,10 @@ typedef enum state S_METALSONIC_BADBOUNCE, S_METALSONIC_SHOOT, S_METALSONIC_PAIN, - S_METALSONIC_DEATH, + S_METALSONIC_DEATH1, + S_METALSONIC_DEATH2, + S_METALSONIC_DEATH3, + S_METALSONIC_DEATH4, S_METALSONIC_FLEE1, S_METALSONIC_FLEE2, S_METALSONIC_FLEE3, @@ -2446,7 +2459,8 @@ typedef enum state S_CEZFLOWER, S_CEZPOLE, - S_CEZBANNER, + S_CEZBANNER1, + S_CEZBANNER2, S_PINETREE, S_CEZBUSH1, S_CEZBUSH2, @@ -2455,7 +2469,8 @@ typedef enum state S_FLAMEHOLDER, S_FIRETORCH, S_WAVINGFLAG, - S_WAVINGFLAGSEG, + S_WAVINGFLAGSEG1, + S_WAVINGFLAGSEG2, S_CRAWLASTATUE, S_FACESTABBERSTATUE, S_SUSPICIOUSFACESTABBERSTATUE_WAIT, @@ -2925,6 +2940,12 @@ typedef enum state S_PITY4, S_PITY5, S_PITY6, + S_PITY7, + S_PITY8, + S_PITY9, + S_PITY10, + S_PITY11, + S_PITY12, S_FIRS1, S_FIRS2, @@ -3409,6 +3430,12 @@ typedef enum state S_LOCKON1, S_LOCKON2, + S_LOCKON3, + S_LOCKON4, + S_LOCKONINF1, + S_LOCKONINF2, + S_LOCKONINF3, + S_LOCKONINF4, // Tag Sign S_TTAG, @@ -3417,6 +3444,7 @@ typedef enum state S_GOTFLAG, S_CORK, + S_LHRT, // Red Ring S_RRNG1, @@ -3923,6 +3951,9 @@ typedef enum state S_ROCKCRUMBLEO, S_ROCKCRUMBLEP, + // Bricks + S_BRICKDEBRIS, + #ifdef SEENAMES S_NAMECHECK, #endif @@ -4026,11 +4057,14 @@ typedef enum mobj_type MT_EGGMOBILE3, MT_PROPELLER, MT_FAKEMOBILE, + MT_SHOCK, // Boss 4 MT_EGGMOBILE4, MT_EGGMOBILE4_MACE, MT_JETFLAME, + MT_EGGROBO1, + MT_EGGROBO1JET, // Boss 5 MT_FANG, @@ -4264,8 +4298,10 @@ typedef enum mobj_type MT_SMALLFIREBAR, // Small Firebar MT_BIGFIREBAR, // Big Firebar MT_CEZFLOWER, // Flower - MT_CEZPOLE, // Pole - MT_CEZBANNER, // Banner + MT_CEZPOLE1, // Pole (with red banner) + MT_CEZPOLE2, // Pole (with blue banner) + MT_CEZBANNER1, // Banner (red) + MT_CEZBANNER2, // Banner (blue) MT_PINETREE, // Pine Tree MT_CEZBUSH1, // Bush 1 MT_CEZBUSH2, // Bush 2 @@ -4273,8 +4309,10 @@ typedef enum mobj_type MT_CANDLEPRICKET, // Candle pricket MT_FLAMEHOLDER, // Flame holder MT_FIRETORCH, // Fire torch - MT_WAVINGFLAG, // Waving flag - MT_WAVINGFLAGSEG, // Waving flag segment + MT_WAVINGFLAG1, // Waving flag (red) + MT_WAVINGFLAG2, // Waving flag (blue) + MT_WAVINGFLAGSEG1, // Waving flag segment (red) + MT_WAVINGFLAGSEG2, // Waving flag segment (blue) MT_CRAWLASTATUE, // Crawla statue MT_FACESTABBERSTATUE, // Facestabber statue MT_SUSPICIOUSFACESTABBERSTATUE, // :eggthinking: @@ -4507,6 +4545,7 @@ typedef enum mobj_type MT_DROWNNUMBERS, // Drowning Timer MT_GOTEMERALD, // Chaos Emerald (intangible) MT_LOCKON, // Target + MT_LOCKONINF, // In-level Target MT_TAG, // Tag Sign MT_GOTFLAG, // Got Flag sign @@ -4524,6 +4563,7 @@ typedef enum mobj_type MT_MACHINEAMBIENCE, MT_CORK, + MT_LHRT, // Ring Weapons MT_REDRING, @@ -4657,6 +4697,9 @@ typedef enum mobj_type MT_ROCKCRUMBLE15, MT_ROCKCRUMBLE16, + // Bricks + MT_BRICKDEBRIS, + #ifdef SEENAMES MT_NAMECHECK, #endif diff --git a/src/lua_baselib.c b/src/lua_baselib.c index 755b76835..3c136a436 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -33,8 +33,6 @@ #define NOHUD if (hud_running)\ return luaL_error(L, "HUD rendering code should not call this function!"); -#define INLEVEL if (gamestate != GS_LEVEL)\ -return luaL_error(L, "This function can only be used in a level!"); boolean luaL_checkboolean(lua_State *L, int narg) { luaL_checktype(L, narg, LUA_TBOOLEAN); @@ -539,7 +537,8 @@ static int lib_pSpawnLockOn(lua_State *L) 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 - visual->target = lockon; + P_SetTarget(&visual->target, lockon); + visual->flags2 |= MF2_DONTDRAW; P_SetMobjStateNF(visual, state); } return 0; @@ -951,6 +950,21 @@ static int lib_pResetPlayer(lua_State *L) return 0; } +static int lib_pPlayerCanDamage(lua_State *L) +{ + player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); + mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); + NOHUD // was hud safe but then i added a lua hook + INLEVEL + if (!player) + return LUA_ErrInvalid(L, "player_t"); + if (!thing) + return LUA_ErrInvalid(L, "mobj_t"); + lua_pushboolean(L, P_PlayerCanDamage(player, thing)); + return 1; +} + + static int lib_pIsObjectInGoop(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); @@ -1219,8 +1233,8 @@ static int lib_pHomingAttack(lua_State *L) INLEVEL if (!source || !enemy) return LUA_ErrInvalid(L, "mobj_t"); - P_HomingAttack(source, enemy); - return 0; + lua_pushboolean(L, P_HomingAttack(source, enemy)); + return 1; } static int lib_pSuperReady(lua_State *L) @@ -2031,12 +2045,22 @@ static int lib_pStartQuake(lua_State *L) static int lib_evCrumbleChain(lua_State *L) { - sector_t *sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); - ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR)); + sector_t *sec = NULL; + ffloor_t *rover = NULL; NOHUD INLEVEL - if (!sec) - return LUA_ErrInvalid(L, "sector_t"); + if (!lua_isnone(L, 2)) + { + if (!lua_isnil(L, 1)) + { + sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); + if (!sec) + return LUA_ErrInvalid(L, "sector_t"); + } + rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR)); + } + else + rover = *((ffloor_t **)luaL_checkudata(L, 1, META_FFLOOR)); if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); EV_CrumbleChain(sec, rover); @@ -2585,12 +2609,12 @@ static int lib_gSetCustomExitVars(lua_State *L) nextmapoverride = (INT16)luaL_checknumber(L, 1); lua_remove(L, 1); // remove nextmapoverride; skipstats now 1 if available } - skipstats = lua_optboolean(L, 1); + skipstats = luaL_optinteger(L, 2, 0); } else { nextmapoverride = 0; - skipstats = false; + skipstats = 0; } // --- @@ -2774,6 +2798,7 @@ static luaL_Reg lib[] = { {"P_PlayerInPain",lib_pPlayerInPain}, {"P_DoPlayerPain",lib_pDoPlayerPain}, {"P_ResetPlayer",lib_pResetPlayer}, + {"P_PlayerCanDamage",lib_pPlayerCanDamage}, {"P_IsObjectInGoop",lib_pIsObjectInGoop}, {"P_IsObjectOnGround",lib_pIsObjectOnGround}, {"P_InSpaceSector",lib_pInSpaceSector}, diff --git a/src/lua_blockmaplib.c b/src/lua_blockmaplib.c index dabbdd9f6..2383bb32e 100644 --- a/src/lua_blockmaplib.c +++ b/src/lua_blockmaplib.c @@ -54,10 +54,12 @@ static UINT8 lib_searchBlockmap_Objects(lua_State *L, INT32 x, INT32 y, mobj_t * CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); lua_pop(gL, 1); blockfuncerror = true; + P_SetTarget(&bnext, NULL); return 0; // *shrugs* } if (!lua_isnil(gL, -1)) { // if nil, continue + P_SetTarget(&bnext, NULL); if (lua_toboolean(gL, -1)) return 2; // stop whole search else diff --git a/src/lua_consolelib.c b/src/lua_consolelib.c index 98d18d8db..c6856b426 100644 --- a/src/lua_consolelib.c +++ b/src/lua_consolelib.c @@ -28,9 +28,6 @@ return luaL_error(L, "HUD rendering code should not call this function!"); // for functions not allowed in hooks or coroutines (supercedes above) #define NOHOOK if (!lua_lumploading)\ return luaL_error(L, "This function cannot be called from within a hook or coroutine!"); -// for functions only allowed within a level -#define INLEVEL if (gamestate != GS_LEVEL)\ -return luaL_error(L, "This function can only be used in a level!"); static const char *cvname = NULL; diff --git a/src/lua_hook.h b/src/lua_hook.h index 9fcc36594..45e116c34 100644 --- a/src/lua_hook.h +++ b/src/lua_hook.h @@ -48,6 +48,7 @@ enum hook { hook_MobjMoveBlocked, hook_MapThingSpawn, hook_FollowMobj, + hook_PlayerCanDamage, hook_PlayerQuit, hook_MAX // last hook @@ -87,7 +88,8 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 #define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities #define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked) boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing); // Hook for P_SpawnMapThing by mobj type -boolean LUAh_FollowMobj(player_t *player, mobj_t *mo); // Hook for P_PlayerAfterThink Smiles mobj-following +boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj); // Hook for P_PlayerAfterThink Smiles mobj-following +UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj); // Hook for P_PlayerCanDamage void LUAh_PlayerQuit(player_t *plr, int reason); // Hook for player quitting #endif diff --git a/src/lua_hooklib.c b/src/lua_hooklib.c index d605499e2..7f7e8adc6 100644 --- a/src/lua_hooklib.c +++ b/src/lua_hooklib.c @@ -59,6 +59,7 @@ const char *const hookNames[hook_MAX+1] = { "MobjMoveBlocked", "MapThingSpawn", "FollowMobj", + "PlayerCanDamage", "PlayerQuit", NULL }; @@ -200,6 +201,7 @@ static int lib_addHook(lua_State *L) case hook_JumpSpinSpecial: case hook_PlayerSpawn: case hook_FollowMobj: + case hook_PlayerCanDamage: case hook_ShieldSpawn: case hook_ShieldSpecial: lastp = &playerhooks; @@ -250,44 +252,48 @@ boolean LUAh_MobjHook(mobj_t *mo, enum hook which) // Look for all generic mobj hooks for (hookp = mobjhooks[MT_NULL]; hookp; hookp = hookp->next) - if (hookp->type == which) - { - if (lua_gettop(gL) == 0) - LUA_PushUserdata(gL, mo, META_MOBJ); - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -2); - if (lua_pcall(gL, 1, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; + { + if (hookp->type != which) + continue; + + if (lua_gettop(gL) == 0) + LUA_PushUserdata(gL, mo, META_MOBJ); + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -2); + if (lua_pcall(gL, 1, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); lua_pop(gL, 1); + hookp->error = true; + continue; } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } for (hookp = mobjhooks[mo->type]; hookp; hookp = hookp->next) - if (hookp->type == which) - { - if (lua_gettop(gL) == 0) - LUA_PushUserdata(gL, mo, META_MOBJ); - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -2); - if (lua_pcall(gL, 1, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; + { + if (hookp->type != which) + continue; + + if (lua_gettop(gL) == 0) + LUA_PushUserdata(gL, mo, META_MOBJ); + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -2); + if (lua_pcall(gL, 1, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); lua_pop(gL, 1); + hookp->error = true; + continue; } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } lua_settop(gL, 0); return hooked; @@ -303,24 +309,26 @@ boolean LUAh_PlayerHook(player_t *plr, enum hook which) lua_settop(gL, 0); for (hookp = playerhooks; hookp; hookp = hookp->next) - if (hookp->type == which) - { - if (lua_gettop(gL) == 0) - LUA_PushUserdata(gL, plr, META_PLAYER); - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -2); - if (lua_pcall(gL, 1, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; + { + if (hookp->type != which) + continue; + + if (lua_gettop(gL) == 0) + LUA_PushUserdata(gL, plr, META_PLAYER); + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -2); + if (lua_pcall(gL, 1, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); lua_pop(gL, 1); + hookp->error = true; + continue; } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } lua_settop(gL, 0); return hooked; @@ -337,13 +345,15 @@ void LUAh_MapChange(INT16 mapnumber) lua_pushinteger(gL, mapnumber); for (hookp = roothook; hookp; hookp = hookp->next) - if (hookp->type == hook_MapChange) - { - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -2); - LUA_Call(gL, 1); - } + { + if (hookp->type != hook_MapChange) + continue; + + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -2); + LUA_Call(gL, 1); + } lua_settop(gL, 0); } @@ -359,13 +369,15 @@ void LUAh_MapLoad(void) lua_pushinteger(gL, gamemap); for (hookp = roothook; hookp; hookp = hookp->next) - if (hookp->type == hook_MapLoad) - { - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -2); - LUA_Call(gL, 1); - } + { + if (hookp->type != hook_MapLoad) + continue; + + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -2); + LUA_Call(gL, 1); + } lua_settop(gL, 0); } @@ -381,13 +393,15 @@ void LUAh_PlayerJoin(int playernum) lua_pushinteger(gL, playernum); for (hookp = roothook; hookp; hookp = hookp->next) - if (hookp->type == hook_PlayerJoin) - { - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -2); - LUA_Call(gL, 1); - } + { + if (hookp->type != hook_PlayerJoin) + continue; + + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -2); + LUA_Call(gL, 1); + } lua_settop(gL, 0); } @@ -400,17 +414,19 @@ void LUAh_ThinkFrame(void) return; for (hookp = roothook; hookp; hookp = hookp->next) - if (hookp->type == hook_ThinkFrame) - { - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - if (lua_pcall(gL, 0, 0, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - } + { + if (hookp->type != hook_ThinkFrame) + continue; + + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + if (lua_pcall(gL, 0, 0, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; } + } } // Hook for mobj collisions @@ -427,62 +443,66 @@ UINT8 LUAh_MobjCollideHook(mobj_t *thing1, mobj_t *thing2, enum hook which) // Look for all generic mobj collision hooks for (hookp = mobjcollidehooks[MT_NULL]; hookp; hookp = hookp->next) - if (hookp->type == which) + { + if (hookp->type != which) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, thing1, META_MOBJ); - LUA_PushUserdata(gL, thing2, META_MOBJ); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -3); - lua_pushvalue(gL, -3); - if (lua_pcall(gL, 2, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (!lua_isnil(gL, -1)) - { // if nil, leave shouldCollide = 0. - if (lua_toboolean(gL, -1)) - shouldCollide = 1; // Force yes - else - shouldCollide = 2; // Force no - } - lua_pop(gL, 1); + LUA_PushUserdata(gL, thing1, META_MOBJ); + LUA_PushUserdata(gL, thing2, META_MOBJ); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + if (lua_pcall(gL, 2, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (!lua_isnil(gL, -1)) + { // if nil, leave shouldCollide = 0. + if (lua_toboolean(gL, -1)) + shouldCollide = 1; // Force yes + else + shouldCollide = 2; // Force no + } + lua_pop(gL, 1); + } for (hookp = mobjcollidehooks[thing1->type]; hookp; hookp = hookp->next) - if (hookp->type == which) + { + if (hookp->type != which) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, thing1, META_MOBJ); - LUA_PushUserdata(gL, thing2, META_MOBJ); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -3); - lua_pushvalue(gL, -3); - if (lua_pcall(gL, 2, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (!lua_isnil(gL, -1)) - { // if nil, leave shouldCollide = 0. - if (lua_toboolean(gL, -1)) - shouldCollide = 1; // Force yes - else - shouldCollide = 2; // Force no - } - lua_pop(gL, 1); + LUA_PushUserdata(gL, thing1, META_MOBJ); + LUA_PushUserdata(gL, thing2, META_MOBJ); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + if (lua_pcall(gL, 2, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (!lua_isnil(gL, -1)) + { // if nil, leave shouldCollide = 0. + if (lua_toboolean(gL, -1)) + shouldCollide = 1; // Force yes + else + shouldCollide = 2; // Force no + } + lua_pop(gL, 1); + } lua_settop(gL, 0); return shouldCollide; @@ -557,52 +577,56 @@ boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher) // Look for all generic touch special hooks for (hookp = mobjhooks[MT_NULL]; hookp; hookp = hookp->next) - if (hookp->type == hook_TouchSpecial) + { + if (hookp->type != hook_TouchSpecial) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, special, META_MOBJ); - LUA_PushUserdata(gL, toucher, META_MOBJ); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -3); - lua_pushvalue(gL, -3); - if (lua_pcall(gL, 2, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, special, META_MOBJ); + LUA_PushUserdata(gL, toucher, META_MOBJ); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + if (lua_pcall(gL, 2, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } for (hookp = mobjhooks[special->type]; hookp; hookp = hookp->next) - if (hookp->type == hook_TouchSpecial) + { + if (hookp->type != hook_TouchSpecial) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, special, META_MOBJ); - LUA_PushUserdata(gL, toucher, META_MOBJ); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -3); - lua_pushvalue(gL, -3); - if (lua_pcall(gL, 2, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, special, META_MOBJ); + LUA_PushUserdata(gL, toucher, META_MOBJ); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + if (lua_pcall(gL, 2, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } lua_settop(gL, 0); return hooked; @@ -622,72 +646,75 @@ UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 // Look for all generic should damage hooks for (hookp = mobjhooks[MT_NULL]; hookp; hookp = hookp->next) - if (hookp->type == hook_ShouldDamage) + { + if (hookp->type != hook_ShouldDamage) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, target, META_MOBJ); - LUA_PushUserdata(gL, inflictor, META_MOBJ); - LUA_PushUserdata(gL, source, META_MOBJ); - lua_pushinteger(gL, damage); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - if (lua_pcall(gL, 4, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (!lua_isnil(gL, -1)) - { - if (lua_toboolean(gL, -1)) - shouldDamage = 1; // Force yes - else - shouldDamage = 2; // Force no - } - lua_pop(gL, 1); + LUA_PushUserdata(gL, target, META_MOBJ); + LUA_PushUserdata(gL, inflictor, META_MOBJ); + LUA_PushUserdata(gL, source, META_MOBJ); + lua_pushinteger(gL, damage); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + if (lua_pcall(gL, 4, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (!lua_isnil(gL, -1)) + { + if (lua_toboolean(gL, -1)) + shouldDamage = 1; // Force yes + else + shouldDamage = 2; // Force no + } + lua_pop(gL, 1); + } for (hookp = mobjhooks[target->type]; hookp; hookp = hookp->next) - if (hookp->type == hook_ShouldDamage) + { + if (hookp->type != hook_ShouldDamage) + continue; + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, target, META_MOBJ); - LUA_PushUserdata(gL, inflictor, META_MOBJ); - LUA_PushUserdata(gL, source, META_MOBJ); - lua_pushinteger(gL, damage); - lua_pushinteger(gL, damagetype); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -6); - lua_pushvalue(gL, -6); - lua_pushvalue(gL, -6); - lua_pushvalue(gL, -6); - lua_pushvalue(gL, -6); - if (lua_pcall(gL, 5, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (!lua_isnil(gL, -1)) - { - if (lua_toboolean(gL, -1)) - shouldDamage = 1; // Force yes - else - shouldDamage = 2; // Force no - } - lua_pop(gL, 1); + LUA_PushUserdata(gL, target, META_MOBJ); + LUA_PushUserdata(gL, inflictor, META_MOBJ); + LUA_PushUserdata(gL, source, META_MOBJ); + lua_pushinteger(gL, damage); + lua_pushinteger(gL, damagetype); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + if (lua_pcall(gL, 5, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (!lua_isnil(gL, -1)) + { + if (lua_toboolean(gL, -1)) + shouldDamage = 1; // Force yes + else + shouldDamage = 2; // Force no + } + lua_pop(gL, 1); + } lua_settop(gL, 0); return shouldDamage; @@ -707,62 +734,66 @@ boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 // Look for all generic mobj damage hooks for (hookp = mobjhooks[MT_NULL]; hookp; hookp = hookp->next) - if (hookp->type == hook_MobjDamage) + { + if (hookp->type != hook_MobjDamage) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, target, META_MOBJ); - LUA_PushUserdata(gL, inflictor, META_MOBJ); - LUA_PushUserdata(gL, source, META_MOBJ); - lua_pushinteger(gL, damage); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - if (lua_pcall(gL, 4, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, target, META_MOBJ); + LUA_PushUserdata(gL, inflictor, META_MOBJ); + LUA_PushUserdata(gL, source, META_MOBJ); + lua_pushinteger(gL, damage); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + if (lua_pcall(gL, 4, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } for (hookp = mobjhooks[target->type]; hookp; hookp = hookp->next) - if (hookp->type == hook_MobjDamage) + { + if (hookp->type != hook_MobjDamage) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, target, META_MOBJ); - LUA_PushUserdata(gL, inflictor, META_MOBJ); - LUA_PushUserdata(gL, source, META_MOBJ); - lua_pushinteger(gL, damage); - lua_pushinteger(gL, damagetype); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -6); - lua_pushvalue(gL, -6); - lua_pushvalue(gL, -6); - lua_pushvalue(gL, -6); - lua_pushvalue(gL, -6); - if (lua_pcall(gL, 5, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, target, META_MOBJ); + LUA_PushUserdata(gL, inflictor, META_MOBJ); + LUA_PushUserdata(gL, source, META_MOBJ); + lua_pushinteger(gL, damage); + lua_pushinteger(gL, damagetype); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + if (lua_pcall(gL, 5, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } lua_settop(gL, 0); return hooked; @@ -782,58 +813,62 @@ boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 // Look for all generic mobj death hooks for (hookp = mobjhooks[MT_NULL]; hookp; hookp = hookp->next) - if (hookp->type == hook_MobjDeath) + { + if (hookp->type != hook_MobjDeath) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, target, META_MOBJ); - LUA_PushUserdata(gL, inflictor, META_MOBJ); - LUA_PushUserdata(gL, source, META_MOBJ); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -4); - lua_pushvalue(gL, -4); - lua_pushvalue(gL, -4); - if (lua_pcall(gL, 3, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, target, META_MOBJ); + LUA_PushUserdata(gL, inflictor, META_MOBJ); + LUA_PushUserdata(gL, source, META_MOBJ); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -4); + lua_pushvalue(gL, -4); + lua_pushvalue(gL, -4); + if (lua_pcall(gL, 3, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } for (hookp = mobjhooks[target->type]; hookp; hookp = hookp->next) - if (hookp->type == hook_MobjDeath) + { + if (hookp->type != hook_MobjDeath) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, target, META_MOBJ); - LUA_PushUserdata(gL, inflictor, META_MOBJ); - LUA_PushUserdata(gL, source, META_MOBJ); - lua_pushinteger(gL, damagetype); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - if (lua_pcall(gL, 4, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, target, META_MOBJ); + LUA_PushUserdata(gL, inflictor, META_MOBJ); + LUA_PushUserdata(gL, source, META_MOBJ); + lua_pushinteger(gL, damagetype); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + if (lua_pcall(gL, 4, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } lua_settop(gL, 0); return hooked; @@ -850,28 +885,30 @@ boolean LUAh_BotTiccmd(player_t *bot, ticcmd_t *cmd) lua_settop(gL, 0); for (hookp = roothook; hookp; hookp = hookp->next) - if (hookp->type == hook_BotTiccmd) + { + if (hookp->type != hook_BotTiccmd) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, bot, META_PLAYER); - LUA_PushUserdata(gL, cmd, META_TICCMD); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -3); - lua_pushvalue(gL, -3); - if (lua_pcall(gL, 2, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, bot, META_PLAYER); + LUA_PushUserdata(gL, cmd, META_TICCMD); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + if (lua_pcall(gL, 2, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } lua_settop(gL, 0); return hooked; @@ -888,51 +925,53 @@ boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) lua_settop(gL, 0); for (hookp = roothook; hookp; hookp = hookp->next) - if (hookp->type == hook_BotAI - && (hookp->s.skinname == NULL || !strcmp(hookp->s.skinname, ((skin_t*)tails->skin)->name))) + { + if (hookp->type != hook_BotAI + || (hookp->s.skinname && strcmp(hookp->s.skinname, ((skin_t*)tails->skin)->name))) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, sonic, META_MOBJ); - LUA_PushUserdata(gL, tails, META_MOBJ); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -3); - lua_pushvalue(gL, -3); - if (lua_pcall(gL, 2, 8, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - - // This turns forward, backward, left, right, jump, and spin into a proper ticcmd for tails. - if (lua_istable(gL, 2+1)) { - boolean forward=false, backward=false, left=false, right=false, strafeleft=false, straferight=false, jump=false, spin=false; -#define CHECKFIELD(field) \ - lua_getfield(gL, 2+1, #field);\ - if (lua_toboolean(gL, -1))\ - field = true;\ - lua_pop(gL, 1); - - CHECKFIELD(forward) - CHECKFIELD(backward) - CHECKFIELD(left) - CHECKFIELD(right) - CHECKFIELD(strafeleft) - CHECKFIELD(straferight) - CHECKFIELD(jump) - CHECKFIELD(spin) -#undef CHECKFIELD - B_KeysToTiccmd(tails, cmd, forward, backward, left, right, strafeleft, straferight, jump, spin); - } else - B_KeysToTiccmd(tails, cmd, lua_toboolean(gL, 2+1), lua_toboolean(gL, 2+2), lua_toboolean(gL, 2+3), lua_toboolean(gL, 2+4), lua_toboolean(gL, 2+5), lua_toboolean(gL, 2+6), lua_toboolean(gL, 2+7), lua_toboolean(gL, 2+8)); - - lua_pop(gL, 8); - hooked = true; + LUA_PushUserdata(gL, sonic, META_MOBJ); + LUA_PushUserdata(gL, tails, META_MOBJ); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + if (lua_pcall(gL, 2, 8, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + + // This turns forward, backward, left, right, jump, and spin into a proper ticcmd for tails. + if (lua_istable(gL, 2+1)) { + boolean forward=false, backward=false, left=false, right=false, strafeleft=false, straferight=false, jump=false, spin=false; +#define CHECKFIELD(field) \ + lua_getfield(gL, 2+1, #field);\ + if (lua_toboolean(gL, -1))\ + field = true;\ + lua_pop(gL, 1); + + CHECKFIELD(forward) + CHECKFIELD(backward) + CHECKFIELD(left) + CHECKFIELD(right) + CHECKFIELD(strafeleft) + CHECKFIELD(straferight) + CHECKFIELD(jump) + CHECKFIELD(spin) +#undef CHECKFIELD + B_KeysToTiccmd(tails, cmd, forward, backward, left, right, strafeleft, straferight, jump, spin); + } else + B_KeysToTiccmd(tails, cmd, lua_toboolean(gL, 2+1), lua_toboolean(gL, 2+2), lua_toboolean(gL, 2+3), lua_toboolean(gL, 2+4), lua_toboolean(gL, 2+5), lua_toboolean(gL, 2+6), lua_toboolean(gL, 2+7), lua_toboolean(gL, 2+8)); + + lua_pop(gL, 8); + hooked = true; + } lua_settop(gL, 0); return hooked; @@ -949,22 +988,24 @@ boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector) lua_settop(gL, 0); for (hookp = linedefexecutorhooks; hookp; hookp = hookp->next) - if (!strcmp(hookp->s.funcname, line->text)) + { + if (strcmp(hookp->s.funcname, line->text)) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, line, META_LINE); - LUA_PushUserdata(gL, mo, META_MOBJ); - LUA_PushUserdata(gL, sector, META_SECTOR); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -4); - lua_pushvalue(gL, -4); - lua_pushvalue(gL, -4); - LUA_Call(gL, 3); - hooked = true; + LUA_PushUserdata(gL, line, META_LINE); + LUA_PushUserdata(gL, mo, META_MOBJ); + LUA_PushUserdata(gL, sector, META_SECTOR); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -4); + lua_pushvalue(gL, -4); + lua_pushvalue(gL, -4); + LUA_Call(gL, 3); + hooked = true; + } lua_settop(gL, 0); return hooked; @@ -981,43 +1022,45 @@ boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg) lua_settop(gL, 0); for (hookp = roothook; hookp; hookp = hookp->next) - if (hookp->type == hook_PlayerMsg) + { + if (hookp->type != hook_PlayerMsg) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, &players[source], META_PLAYER); // Source player - if (flags & 2 /*HU_CSAY*/) { // csay TODO: make HU_CSAY accessible outside hu_stuff.c - lua_pushinteger(gL, 3); // type - lua_pushnil(gL); // target - } else if (target == -1) { // sayteam - lua_pushinteger(gL, 1); // type - lua_pushnil(gL); // target - } else if (target == 0) { // say - lua_pushinteger(gL, 0); // type - lua_pushnil(gL); // target - } else { // sayto - lua_pushinteger(gL, 2); // type - LUA_PushUserdata(gL, &players[target-1], META_PLAYER); // target - } - lua_pushstring(gL, msg); // msg + LUA_PushUserdata(gL, &players[source], META_PLAYER); // Source player + if (flags & 2 /*HU_CSAY*/) { // csay TODO: make HU_CSAY accessible outside hu_stuff.c + lua_pushinteger(gL, 3); // type + lua_pushnil(gL); // target + } else if (target == -1) { // sayteam + lua_pushinteger(gL, 1); // type + lua_pushnil(gL); // target + } else if (target == 0) { // say + lua_pushinteger(gL, 0); // type + lua_pushnil(gL); // target + } else { // sayto + lua_pushinteger(gL, 2); // type + LUA_PushUserdata(gL, &players[target-1], META_PLAYER); // target } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - if (lua_pcall(gL, 4, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + lua_pushstring(gL, msg); // msg } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + if (lua_pcall(gL, 4, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } lua_settop(gL, 0); return hooked; @@ -1035,33 +1078,35 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 lua_settop(gL, 0); for (hookp = roothook; hookp; hookp = hookp->next) - if (hookp->type == hook_HurtMsg - && (hookp->s.mt == MT_NULL || (inflictor && hookp->s.mt == inflictor->type))) + { + if (hookp->type != hook_HurtMsg + || (hookp->s.mt && !(inflictor && hookp->s.mt == inflictor->type))) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, player, META_PLAYER); - LUA_PushUserdata(gL, inflictor, META_MOBJ); - LUA_PushUserdata(gL, source, META_MOBJ); - lua_pushinteger(gL, damagetype); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - if (lua_pcall(gL, 4, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, player, META_PLAYER); + LUA_PushUserdata(gL, inflictor, META_MOBJ); + LUA_PushUserdata(gL, source, META_MOBJ); + lua_pushinteger(gL, damagetype); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + if (lua_pcall(gL, 4, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } lua_settop(gL, 0); return hooked; @@ -1084,13 +1129,15 @@ void LUAh_NetArchiveHook(lua_CFunction archFunc) // stack: tables, archFunc for (hookp = roothook; hookp; hookp = hookp->next) - if (hookp->type == hook_NetVars) - { - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -2); // archFunc - LUA_Call(gL, 1); - } + { + if (hookp->type != hook_NetVars) + continue; + + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -2); // archFunc + LUA_Call(gL, 1); + } lua_pop(gL, 1); // pop archFunc // stack: tables @@ -1107,52 +1154,56 @@ boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing) // Look for all generic mobj map thing spawn hooks for (hookp = mobjhooks[MT_NULL]; hookp; hookp = hookp->next) - if (hookp->type == hook_MapThingSpawn) + { + if (hookp->type != hook_MapThingSpawn) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, mo, META_MOBJ); - LUA_PushUserdata(gL, mthing, META_MAPTHING); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -3); - lua_pushvalue(gL, -3); - if (lua_pcall(gL, 2, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, mo, META_MOBJ); + LUA_PushUserdata(gL, mthing, META_MAPTHING); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + if (lua_pcall(gL, 2, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } for (hookp = mobjhooks[mo->type]; hookp; hookp = hookp->next) - if (hookp->type == hook_MapThingSpawn) + { + if (hookp->type != hook_MapThingSpawn) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, mo, META_MOBJ); - LUA_PushUserdata(gL, mthing, META_MAPTHING); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -3); - lua_pushvalue(gL, -3); - if (lua_pcall(gL, 2, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, mo, META_MOBJ); + LUA_PushUserdata(gL, mthing, META_MAPTHING); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + if (lua_pcall(gL, 2, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } lua_settop(gL, 0); return hooked; @@ -1169,33 +1220,80 @@ boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj) lua_settop(gL, 0); for (hookp = playerhooks; hookp; hookp = hookp->next) - if (hookp->type == hook_FollowMobj) + { + if (hookp->type != hook_FollowMobj) + continue; + + if (lua_gettop(gL) == 0) { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, player, META_PLAYER); - LUA_PushUserdata(gL, mobj, META_MOBJ); - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -3); - lua_pushvalue(gL, -3); - if (lua_pcall(gL, 2, 1, 0)) { - if (!hookp->error || cv_debug & DBG_LUA) - CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); - lua_pop(gL, 1); - hookp->error = true; - continue; - } - if (lua_toboolean(gL, -1)) - hooked = true; - lua_pop(gL, 1); + LUA_PushUserdata(gL, player, META_PLAYER); + LUA_PushUserdata(gL, mobj, META_MOBJ); } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + if (lua_pcall(gL, 2, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (lua_toboolean(gL, -1)) + hooked = true; + lua_pop(gL, 1); + } lua_settop(gL, 0); return hooked; } +// Hook for P_PlayerCanDamage +UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj) +{ + hook_p hookp; + UINT8 shouldCollide = 0; // 0 = default, 1 = force yes, 2 = force no. + if (!gL || !(hooksAvailable[hook_PlayerCanDamage/8] & (1<<(hook_PlayerCanDamage%8)))) + return 0; + + lua_settop(gL, 0); + + for (hookp = playerhooks; hookp; hookp = hookp->next) + { + if (hookp->type != hook_PlayerCanDamage) + continue; + + if (lua_gettop(gL) == 0) + { + LUA_PushUserdata(gL, player, META_PLAYER); + LUA_PushUserdata(gL, mobj, META_MOBJ); + } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + if (lua_pcall(gL, 2, 1, 0)) { + if (!hookp->error || cv_debug & DBG_LUA) + CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); + lua_pop(gL, 1); + hookp->error = true; + continue; + } + if (!lua_isnil(gL, -1)) + { // if nil, leave shouldCollide = 0. + if (lua_toboolean(gL, -1)) + shouldCollide = 1; // Force yes + else + shouldCollide = 2; // Force no + } + lua_pop(gL, 1); + } + + lua_settop(gL, 0); + return shouldCollide; +} + void LUAh_PlayerQuit(player_t *plr, int reason) { hook_p hookp; @@ -1205,19 +1303,21 @@ void LUAh_PlayerQuit(player_t *plr, int reason) lua_settop(gL, 0); for (hookp = roothook; hookp; hookp = hookp->next) - if (hookp->type == hook_PlayerQuit) - { - if (lua_gettop(gL) == 0) - { - LUA_PushUserdata(gL, plr, META_PLAYER); // Player that quit - lua_pushinteger(gL, reason); // Reason for quitting - } - lua_pushfstring(gL, FMT_HOOKID, hookp->id); - lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -3); - lua_pushvalue(gL, -3); - LUA_Call(gL, 2); - } + { + if (hookp->type != hook_PlayerQuit) + continue; + + if (lua_gettop(gL) == 0) + { + LUA_PushUserdata(gL, plr, META_PLAYER); // Player that quit + lua_pushinteger(gL, reason); // Reason for quitting + } + lua_pushfstring(gL, FMT_HOOKID, hookp->id); + lua_gettable(gL, LUA_REGISTRYINDEX); + lua_pushvalue(gL, -3); + lua_pushvalue(gL, -3); + LUA_Call(gL, 2); + } lua_settop(gL, 0); } diff --git a/src/lua_hudlib.c b/src/lua_hudlib.c index f3a1ba210..8c1134bca 100644 --- a/src/lua_hudlib.c +++ b/src/lua_hudlib.c @@ -670,8 +670,8 @@ static int libd_getColormap(lua_State *L) else if (lua_type(L, 1) == LUA_TNUMBER) // skin number { skinnum = (INT32)luaL_checkinteger(L, 1); - if (skinnum < TC_ALLWHITE || skinnum >= MAXSKINS) - return luaL_error(L, "skin number %d is out of range (%d - %d)", skinnum, TC_ALLWHITE, MAXSKINS-1); + if (skinnum < TC_BLINK || skinnum >= MAXSKINS) + return luaL_error(L, "skin number %d is out of range (%d - %d)", skinnum, TC_BLINK, MAXSKINS-1); } else // skin name { diff --git a/src/lua_infolib.c b/src/lua_infolib.c index 55afa3874..8bd4ce9ff 100644 --- a/src/lua_infolib.c +++ b/src/lua_infolib.c @@ -157,6 +157,18 @@ static int lib_setSpr2default(lua_State *L) playersprite_t i; UINT8 j = 0; + if (hud_running) + return luaL_error(L, "Do not alter spr2defaults[] in HUD rendering code!"); + +// todo: maybe allow setting below first freeslot..? step 1 is toggling this, step 2 is testing to see whether it's net-safe +#ifdef SETALLSPR2DEFAULTS +#define FIRSTMODIFY 0 +#else +#define FIRSTMODIFY SPR2_FIRSTFREESLOT + if (free_spr2 == SPR2_FIRSTFREESLOT) + return luaL_error(L, "You can only modify the spr2defaults[] entries of sprite2 freeslots, and none are currently added."); +#endif + lua_remove(L, 1); // don't care about spr2defaults[] dummy userdata. if (lua_isnumber(L, 1)) @@ -175,8 +187,9 @@ static int lib_setSpr2default(lua_State *L) 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 (i < FIRSTMODIFY || i >= free_spr2) + return luaL_error(L, "spr2defaults[] index %d out of range (%d - %d)", i, FIRSTMODIFY, free_spr2-1); +#undef FIRSTMODIFY if (lua_isnumber(L, 2)) j = lua_tonumber(L, 2); @@ -189,11 +202,13 @@ static int lib_setSpr2default(lua_State *L) break; } if (j == free_spr2) - return luaL_error(L, "spr2defaults[] invalid index"); + return luaL_error(L, "spr2defaults[] invalid set"); } + else + return luaL_error(L, "spr2defaults[] invalid set"); - if (j >= free_spr2) - j = 0; // return luaL_error(L, "spr2defaults[] set %d out of range (%d - %d)", j, 0, free_spr2-1); + if (j < 0 || j >= free_spr2) + return luaL_error(L, "spr2defaults[] set %d out of range (%d - %d)", j, 0, free_spr2-1); spr2defaults[i] = j; return 0; diff --git a/src/lua_maplib.c b/src/lua_maplib.c index c5555009f..82843db4e 100644 --- a/src/lua_maplib.c +++ b/src/lua_maplib.c @@ -292,8 +292,6 @@ enum slope_e { slope_normal, slope_zangle, slope_xydirection, - slope_sourceline, - slope_refpos, slope_flags }; @@ -305,8 +303,6 @@ static const char *const slope_opt[] = { "normal", "zangle", "xydirection", - "sourceline", - "refpos", "flags", NULL}; @@ -337,8 +333,7 @@ static int lib_iterateSectorThinglist(lua_State *L) mobj_t *state = NULL; mobj_t *thing = NULL; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call sector.thinglist() directly, use it as 'for rover in sector.thinglist do end'."); @@ -373,8 +368,7 @@ static int lib_iterateSectorFFloors(lua_State *L) ffloor_t *state = NULL; ffloor_t *ffloor = NULL; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call sector.ffloors() directly, use it as 'for rover in sector.ffloors do end'."); @@ -1255,8 +1249,7 @@ static int bbox_get(lua_State *L) static int lib_iterateSectors(lua_State *L) { size_t i = 0; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call sectors.iterate() directly, use it as 'for sector in sectors.iterate do end'."); lua_settop(L, 2); @@ -1274,8 +1267,7 @@ static int lib_iterateSectors(lua_State *L) static int lib_getSector(lua_State *L) { int field; - if (gamestate != GS_LEVEL) - return luaL_error(L, "You cannot access this outside of a level!"); + INLEVEL lua_settop(L, 2); lua_remove(L, 1); // dummy userdata table is unused. if (lua_isnumber(L, 1)) @@ -1309,8 +1301,7 @@ static int lib_numsectors(lua_State *L) static int lib_iterateSubsectors(lua_State *L) { size_t i = 0; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call subsectors.iterate() directly, use it as 'for subsector in subsectors.iterate do end'."); lua_settop(L, 2); @@ -1328,8 +1319,7 @@ static int lib_iterateSubsectors(lua_State *L) static int lib_getSubsector(lua_State *L) { int field; - if (gamestate != GS_LEVEL) - return luaL_error(L, "You cannot access this outside of a level!"); + INLEVEL lua_settop(L, 2); lua_remove(L, 1); // dummy userdata table is unused. if (lua_isnumber(L, 1)) @@ -1363,8 +1353,7 @@ static int lib_numsubsectors(lua_State *L) static int lib_iterateLines(lua_State *L) { size_t i = 0; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call lines.iterate() directly, use it as 'for line in lines.iterate do end'."); lua_settop(L, 2); @@ -1382,8 +1371,7 @@ static int lib_iterateLines(lua_State *L) static int lib_getLine(lua_State *L) { int field; - if (gamestate != GS_LEVEL) - return luaL_error(L, "You cannot access this outside of a level!"); + INLEVEL lua_settop(L, 2); lua_remove(L, 1); // dummy userdata table is unused. if (lua_isnumber(L, 1)) @@ -1417,8 +1405,7 @@ static int lib_numlines(lua_State *L) static int lib_iterateSides(lua_State *L) { size_t i = 0; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call sides.iterate() directly, use it as 'for side in sides.iterate do end'."); lua_settop(L, 2); @@ -1436,8 +1423,7 @@ static int lib_iterateSides(lua_State *L) static int lib_getSide(lua_State *L) { int field; - if (gamestate != GS_LEVEL) - return luaL_error(L, "You cannot access this outside of a level!"); + INLEVEL lua_settop(L, 2); lua_remove(L, 1); // dummy userdata table is unused. if (lua_isnumber(L, 1)) @@ -1471,8 +1457,7 @@ static int lib_numsides(lua_State *L) static int lib_iterateVertexes(lua_State *L) { size_t i = 0; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call vertexes.iterate() directly, use it as 'for vertex in vertexes.iterate do end'."); lua_settop(L, 2); @@ -1490,8 +1475,7 @@ static int lib_iterateVertexes(lua_State *L) static int lib_getVertex(lua_State *L) { int field; - if (gamestate != GS_LEVEL) - return luaL_error(L, "You cannot access this outside of a level!"); + INLEVEL lua_settop(L, 2); lua_remove(L, 1); // dummy userdata table is unused. if (lua_isnumber(L, 1)) @@ -1527,8 +1511,7 @@ static int lib_numvertexes(lua_State *L) static int lib_iterateSegs(lua_State *L) { size_t i = 0; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call segs.iterate() directly, use it as 'for seg in segs.iterate do end'."); lua_settop(L, 2); @@ -1546,8 +1529,7 @@ static int lib_iterateSegs(lua_State *L) static int lib_getSeg(lua_State *L) { int field; - if (gamestate != GS_LEVEL) - return luaL_error(L, "You cannot access this outside of a level!"); + INLEVEL lua_settop(L, 2); lua_remove(L, 1); // dummy userdata table is unused. if (lua_isnumber(L, 1)) @@ -1581,8 +1563,7 @@ static int lib_numsegs(lua_State *L) static int lib_iterateNodes(lua_State *L) { size_t i = 0; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call nodes.iterate() directly, use it as 'for node in nodes.iterate do end'."); lua_settop(L, 2); @@ -1600,8 +1581,7 @@ static int lib_iterateNodes(lua_State *L) static int lib_getNode(lua_State *L) { int field; - if (gamestate != GS_LEVEL) - return luaL_error(L, "You cannot access this outside of a level!"); + INLEVEL lua_settop(L, 2); lua_remove(L, 1); // dummy userdata table is unused. if (lua_isnumber(L, 1)) @@ -1831,12 +1811,6 @@ static int slope_get(lua_State *L) case slope_xydirection: // xydirection lua_pushangle(L, slope->xydirection); return 1; - case slope_sourceline: // source linedef - LUA_PushUserdata(L, slope->sourceline, META_LINE); - return 1; - case slope_refpos: // refpos - lua_pushinteger(L, slope->refpos); - return 1; case slope_flags: // flags lua_pushinteger(L, slope->flags); return 1; @@ -1858,11 +1832,9 @@ static int slope_set(lua_State *L) switch(field) // todo: reorganize this shit { case slope_valid: // valid - case slope_sourceline: // sourceline case slope_d: // d case slope_flags: // flags case slope_normal: // normal - case slope_refpos: // refpos default: return luaL_error(L, "pslope_t field " LUA_QS " cannot be set.", slope_opt[field]); case slope_o: { // o diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c index 0835e5cc0..063158b26 100644 --- a/src/lua_mobjlib.c +++ b/src/lua_mobjlib.c @@ -83,12 +83,11 @@ enum mobj_e { mobj_extravalue1, mobj_extravalue2, mobj_cusval, -#ifdef ESLOPE mobj_cvmem, - mobj_standingslope -#else - mobj_cvmem +#ifdef ESLOPE + mobj_standingslope, #endif + mobj_colorized }; static const char *const mobj_opt[] = { @@ -154,6 +153,7 @@ static const char *const mobj_opt[] = { #ifdef ESLOPE "standingslope", #endif + "colorized", NULL}; #define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field]) @@ -274,10 +274,19 @@ static int mobj_get(lua_State *L) // bprev -- same deal as sprev above, but for the blockmap. return UNIMPLEMENTED; case mobj_hnext: + if (mo->hnext && P_MobjWasRemoved(mo->hnext)) + { // don't put invalid mobj back into Lua. + P_SetTarget(&mo->hnext, NULL); + return 0; + } LUA_PushUserdata(L, mo->hnext, META_MOBJ); break; case mobj_hprev: - // implimented differently from sprev and bprev because SSNTails. + if (mo->hprev && P_MobjWasRemoved(mo->hprev)) + { // don't put invalid mobj back into Lua. + P_SetTarget(&mo->hprev, NULL); + return 0; + } LUA_PushUserdata(L, mo->hprev, META_MOBJ); break; case mobj_type: @@ -371,6 +380,9 @@ static int mobj_get(lua_State *L) LUA_PushUserdata(L, mo->standingslope, META_SLOPE); break; #endif + case mobj_colorized: + lua_pushboolean(L, mo->colorized); + break; default: // extra custom variables in Lua memory lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); I_Assert(lua_istable(L, -1)); @@ -692,6 +704,9 @@ static int mobj_set(lua_State *L) case mobj_standingslope: return NOSET; #endif + case mobj_colorized: + mo->colorized = luaL_checkboolean(L, 3); + break; default: lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); I_Assert(lua_istable(L, -1)); @@ -789,7 +804,12 @@ static int mapthing_set(lua_State *L) else if(fastcmp(field,"z")) mt->z = (INT16)luaL_checkinteger(L, 3); else if(fastcmp(field,"extrainfo")) - mt->extrainfo = (UINT8)luaL_checkinteger(L, 3); + { + INT32 extrainfo = luaL_checkinteger(L, 3); + if (extrainfo & ~15) + return luaL_error(L, "mapthing_t extrainfo set %d out of range (%d - %d)", extrainfo, 0, 15); + mt->extrainfo = (UINT8)extrainfo; + } else if(fastcmp(field,"mobj")) mt->mobj = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); else @@ -801,8 +821,7 @@ static int mapthing_set(lua_State *L) static int lib_iterateMapthings(lua_State *L) { size_t i = 0; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) return luaL_error(L, "Don't call mapthings.iterate() directly, use it as 'for mapthing in mapthings.iterate do end'."); lua_settop(L, 2); @@ -820,8 +839,7 @@ static int lib_iterateMapthings(lua_State *L) static int lib_getMapthing(lua_State *L) { int field; - if (gamestate != GS_LEVEL) - return luaL_error(L, "You cannot access this outside of a level!"); + INLEVEL lua_settop(L, 2); lua_remove(L, 1); // dummy userdata table is unused. if (lua_isnumber(L, 1)) diff --git a/src/lua_playerlib.c b/src/lua_playerlib.c index f3eb978f6..b7bdaa1be 100644 --- a/src/lua_playerlib.c +++ b/src/lua_playerlib.c @@ -25,8 +25,7 @@ static int lib_iteratePlayers(lua_State *L) { INT32 i = -1; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL if (lua_gettop(L) < 2) { //return luaL_error(L, "Don't call players.iterate() directly, use it as 'for player in players.iterate do end'."); @@ -53,8 +52,7 @@ static int lib_getPlayer(lua_State *L) { const char *field; // i -> players[i] - if (gamestate != GS_LEVEL) - return luaL_error(L, "You cannot access this outside of a level!"); + INLEVEL if (lua_type(L, 2) == LUA_TNUMBER) { lua_Integer i = luaL_checkinteger(L, 2); @@ -476,7 +474,12 @@ static int player_set(lua_State *L) else if (fastcmp(field,"followitem")) plr->followitem = luaL_checkinteger(L, 3); else if (fastcmp(field,"followmobj")) - P_SetTarget(&plr->followmobj, *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ))); + { + mobj_t *mo = NULL; + if (!lua_isnil(L, 3)) + mo = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); + P_SetTarget(&plr->followmobj, mo); + } else if (fastcmp(field,"actionspd")) plr->actionspd = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"mindash")) @@ -560,9 +563,19 @@ static int player_set(lua_State *L) else if (fastcmp(field,"old_angle_pos")) plr->old_angle_pos = luaL_checkangle(L, 3); else if (fastcmp(field,"axis1")) - P_SetTarget(&plr->axis1, *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ))); + { + mobj_t *mo = NULL; + if (!lua_isnil(L, 3)) + mo = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); + P_SetTarget(&plr->axis1, mo); + } else if (fastcmp(field,"axis2")) - P_SetTarget(&plr->axis2, *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ))); + { + mobj_t *mo = NULL; + if (!lua_isnil(L, 3)) + mo = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); + P_SetTarget(&plr->axis2, mo); + } else if (fastcmp(field,"bumpertime")) plr->bumpertime = (tic_t)luaL_checkinteger(L, 3); else if (fastcmp(field,"flyangle")) diff --git a/src/lua_script.c b/src/lua_script.c index 04aa55cf0..deb644dc0 100644 --- a/src/lua_script.c +++ b/src/lua_script.c @@ -420,9 +420,9 @@ void LUA_InvalidateLevel(void) ffloor_t *rover = NULL; if (!gL) return; - - for (th = thinkercap.next; th && th != &thinkercap; th = th->next) - LUA_InvalidateUserdata(th); + for (i = 0; i < NUM_THINKERLISTS; i++) + for (th = thlist[i].next; th && th != &thlist[i]; th = th->next) + LUA_InvalidateUserdata(th); LUA_InvalidateMapthings(); @@ -1127,13 +1127,16 @@ void LUA_Archive(void) ArchiveExtVars(&players[i], "player"); } - for (th = thinkercap.next; th != &thinkercap; th = th->next) - if (th->function.acp1 == (actionf_p1)P_MobjThinker) - { - // archive function will determine when to skip mobjs, - // and write mobjnum in otherwise. - ArchiveExtVars(th, "mobj"); - } + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) + { + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + + // archive function will determine when to skip mobjs, + // and write mobjnum in otherwise. + ArchiveExtVars(th, "mobj"); + } + WRITEUINT32(save_p, UINT32_MAX); // end of mobjs marker, replaces mobjnum. LUAh_NetArchiveHook(NetArchive); // call the NetArchive hook in archive mode @@ -1161,10 +1164,14 @@ void LUA_UnArchive(void) do { mobjnum = READUINT32(save_p); // read a mobjnum - for (th = thinkercap.next; th != &thinkercap; th = th->next) - if (th->function.acp1 == (actionf_p1)P_MobjThinker - && ((mobj_t *)th)->mobjnum == mobjnum) // find matching mobj - UnArchiveExtVars(th); // apply variables + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) + { + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + if (((mobj_t *)th)->mobjnum != mobjnum) // find matching mobj + continue; + UnArchiveExtVars(th); // apply variables + } } while(mobjnum != UINT32_MAX); // repeat until end of mobjs marker. LUAh_NetArchiveHook(NetUnArchive); // call the NetArchive hook in unarchive mode diff --git a/src/lua_script.h b/src/lua_script.h index b690e4fa7..fcbca2937 100644 --- a/src/lua_script.h +++ b/src/lua_script.h @@ -15,6 +15,7 @@ #include "m_fixed.h" #include "doomtype.h" #include "d_player.h" +#include "g_state.h" #include "blua/lua.h" #include "blua/lualib.h" @@ -97,4 +98,7 @@ void COM_Lua_f(void); // uncomment if you want seg_t/node_t in Lua // #define HAVE_LUA_SEGS +#define INLEVEL if (gamestate != GS_LEVEL && !titlemapinaction)\ +return luaL_error(L, "This can only be used in a level!"); + #endif diff --git a/src/lua_skinlib.c b/src/lua_skinlib.c index a8f785c5a..a28f6a359 100644 --- a/src/lua_skinlib.c +++ b/src/lua_skinlib.c @@ -27,9 +27,6 @@ enum skin { skin_flags, skin_realname, skin_hudname, - skin_charsel, - skin_face, - skin_superface, skin_ability, skin_ability2, skin_thokitem, @@ -66,9 +63,6 @@ static const char *const skin_opt[] = { "flags", "realname", "hudname", - "charsel", - "face", - "superface", "ability", "ability2", "thokitem", @@ -104,7 +98,6 @@ static int skin_get(lua_State *L) { skin_t *skin = *((skin_t **)luaL_checkudata(L, 1, META_SKIN)); enum skin field = luaL_checkoption(L, 2, NULL, skin_opt); - INT32 i; // skins are always valid, only added, never removed I_Assert(skin != NULL); @@ -131,24 +124,6 @@ static int skin_get(lua_State *L) case skin_hudname: lua_pushstring(L, skin->hudname); break; - case skin_charsel: - for (i = 0; i < 8; i++) - if (!skin->charsel[i]) - break; - lua_pushlstring(L, skin->charsel, i); - break; - case skin_face: - for (i = 0; i < 8; i++) - if (!skin->face[i]) - break; - lua_pushlstring(L, skin->face, i); - break; - case skin_superface: - for (i = 0; i < 8; i++) - if (!skin->superface[i]) - break; - lua_pushlstring(L, skin->superface, i); - break; case skin_ability: lua_pushinteger(L, skin->ability); break; diff --git a/src/lua_thinkerlib.c b/src/lua_thinkerlib.c index ae648613a..877294898 100644 --- a/src/lua_thinkerlib.c +++ b/src/lua_thinkerlib.c @@ -18,7 +18,7 @@ #define META_ITERATIONSTATE "iteration state" -static const char *const iter_opt[] = { +/*static const char *const iter_opt[] = { "all", "mobj", NULL}; @@ -26,7 +26,7 @@ static const char *const iter_opt[] = { static const actionf_p1 iter_funcs[] = { NULL, (actionf_p1)P_MobjThinker -}; +};*/ struct iterationState { actionf_p1 filter; @@ -56,15 +56,14 @@ static int lib_iterateThinkers(lua_State *L) thinker_t *th = NULL, *next = NULL; struct iterationState *it; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL it = luaL_checkudata(L, 1, META_ITERATIONSTATE); lua_settop(L, 2); if (lua_isnil(L, 2)) - th = &thinkercap; + th = &thlist[THINK_MOBJ]; else if (lua_isuserdata(L, 2)) { if (lua_islightuserdata(L, 2)) @@ -94,11 +93,11 @@ static int lib_iterateThinkers(lua_State *L) if (!next) return luaL_error(L, "next thinker invalidated during iteration"); - for (; next != &thinkercap; next = next->next) + for (; next != &thlist[THINK_MOBJ]; next = next->next) if (!it->filter || next->function.acp1 == it->filter) { push_thinker(next); - if (next->next != &thinkercap) + if (next->next != &thlist[THINK_MOBJ]) { push_thinker(next->next); it->next = luaL_ref(L, LUA_REGISTRYINDEX); @@ -112,15 +111,14 @@ static int lib_startIterate(lua_State *L) { struct iterationState *it; - if (gamestate != GS_LEVEL) - return luaL_error(L, "This function can only be used in a level!"); + INLEVEL lua_pushvalue(L, lua_upvalueindex(1)); it = lua_newuserdata(L, sizeof(struct iterationState)); luaL_getmetatable(L, META_ITERATIONSTATE); lua_setmetatable(L, -2); - it->filter = iter_funcs[luaL_checkoption(L, 1, "mobj", iter_opt)]; + it->filter = (actionf_p1)P_MobjThinker; //iter_funcs[luaL_checkoption(L, 1, "mobj", iter_opt)]; it->next = LUA_REFNIL; return 2; } @@ -138,7 +136,7 @@ int LUA_ThinkerLib(lua_State *L) lua_pushcfunction(L, lib_iterateThinkers); lua_pushcclosure(L, lib_startIterate, 1); lua_setfield(L, -2, "iterate"); - lua_setglobal(L, "thinkers"); + lua_setglobal(L, "mobjs"); return 0; } diff --git a/src/m_cheat.c b/src/m_cheat.c index bee60087f..29e8c8a02 100644 --- a/src/m_cheat.c +++ b/src/m_cheat.c @@ -577,9 +577,9 @@ void Command_Teleport_f(void) INT32 starpostmax = 0; intz = starpostpath; // variable reuse - counting down for selection purposes - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -600,7 +600,7 @@ void Command_Teleport_f(void) break; } - if (th == &thinkercap) + if (th == &thlist[THINK_MOBJ]) { if (intz == starpostpath) CONS_Alert(CONS_NOTICE, M_GetText("No starpost of position %d found (%d max).\n"), starpostnum, starpostmax); @@ -1069,15 +1069,16 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c thinker_t *th; mobj_t *mo; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)th; // get offset from mt, which points to old mapthings, then add new location - if (mo->spawnpoint) - mo->spawnpoint = (mo->spawnpoint - mt) + mapthings; + if (!mo->spawnpoint) + continue; + mo->spawnpoint = (mo->spawnpoint - mt) + mapthings; } } diff --git a/src/m_cond.c b/src/m_cond.c index e03542bf3..539c6d1f6 100644 --- a/src/m_cond.c +++ b/src/m_cond.c @@ -240,7 +240,7 @@ UINT8 M_UpdateUnlockablesAndExtraEmblems(void) if (cechoLines) { char slashed[1024] = ""; - for (i = 0; (i < 21) && (i < 24 - cechoLines); ++i) + for (i = 0; (i < 19) && (i < 24 - cechoLines); ++i) slashed[i] = '\\'; slashed[i] = 0; diff --git a/src/m_menu.c b/src/m_menu.c index 58dbcafcb..0accef2a8 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -2289,23 +2289,26 @@ static boolean MIT_SetCurBackground(UINT32 menutype, INT32 level, INT32 *retval, (void)retval; (void)fromoldest; + if (!menutype) // if there's nothing in this level, do nothing + return false; + if (menupres[menutype].bgcolor >= 0) { curbgcolor = menupres[menutype].bgcolor; return true; } - else if (menupres[menutype].bgname[0] && (!menupres[menutype].bghide || !titlemapinaction)) + else if (menupres[menutype].bghide && titlemapinaction) // hide the background + { + curbghide = true; + return true; + } + else if (menupres[menutype].bgname[0]) { strncpy(curbgname, menupres[menutype].bgname, 8); curbgxspeed = menupres[menutype].titlescrollxspeed != INT32_MAX ? menupres[menutype].titlescrollxspeed : titlescrollxspeed; curbgyspeed = menupres[menutype].titlescrollyspeed != INT32_MAX ? menupres[menutype].titlescrollyspeed : titlescrollyspeed; return true; } - else if (menupres[menutype].bghide && titlemapinaction) // hide the background - { - curbghide = true; - return true; - } else if (!level) { if (M_GetYoungestChildMenu() == MN_SP_PLAYER || !defaultname || !defaultname[0]) @@ -2329,6 +2332,9 @@ static boolean MIT_ChangeMusic(UINT32 menutype, INT32 level, INT32 *retval, void (void)retval; (void)fromoldest; + if (!menutype) // if there's nothing in this level, do nothing + return false; + if (menupres[menutype].musname[0]) { S_ChangeMusic(menupres[menutype].musname, menupres[menutype].mustrack, menupres[menutype].muslooping); @@ -2353,6 +2359,9 @@ static boolean MIT_SetCurFadeValue(UINT32 menutype, INT32 level, INT32 *retval, (void)retval; (void)fromoldest; + if (!menutype) // if there's nothing in this level, do nothing + return false; + if (menupres[menutype].fadestrength >= 0) { curfadevalue = (menupres[menutype].fadestrength % 32); @@ -2369,6 +2378,9 @@ static boolean MIT_SetCurHideTitlePics(UINT32 menutype, INT32 level, INT32 *retv (void)retval; (void)fromoldest; + if (!menutype) // if there's nothing in this level, do nothing + return false; + if (menupres[menutype].hidetitlepics >= 0) { curhidepics = menupres[menutype].hidetitlepics; @@ -2470,7 +2482,7 @@ static void M_HandleMenuPresState(menu_t *newMenu) curbgcolor = -1; curbgxspeed = titlescrollxspeed; curbgyspeed = titlescrollyspeed; - curbghide = true; + curbghide = (gamestate != GS_TIMEATTACK); // show in time attack, hide in other menus // don't do the below during the in-game menus if (gamestate != GS_TITLESCREEN && gamestate != GS_TIMEATTACK) @@ -2799,8 +2811,8 @@ boolean M_Responder(event_t *ev) void (*routine)(INT32 choice); // for some casting problem if (dedicated || (demoplayback && titledemo) - || gamestate == GS_INTRO || gamestate == GS_CUTSCENE || gamestate == GS_GAMEEND - || gamestate == GS_CREDITS || gamestate == GS_EVALUATION) + || gamestate == GS_INTRO || gamestate == GS_ENDING || gamestate == GS_CUTSCENE + || gamestate == GS_CREDITS || gamestate == GS_EVALUATION || gamestate == GS_GAMEEND) return false; if (noFurtherInput) @@ -2954,8 +2966,9 @@ boolean M_Responder(event_t *ev) return true; M_StartControlPanel(); M_Options(0); - currentMenu = &OP_SoundOptionsDef; - itemOn = 0; + // Uncomment the below if you want the menu to reset to the top each time like before. M_SetupNextMenu will fix it automatically. + //OP_SoundOptionsDef.lastOn = 0; + M_SetupNextMenu(&OP_SoundOptionsDef); return true; case KEY_F5: // Video Mode @@ -3499,6 +3512,7 @@ void M_InitCharacterTables(void) strcpy(description[i].picname, ""); strcpy(description[i].skinname, ""); description[i].prev = description[i].next = 0; + description[i].pic = NULL; } } @@ -7545,8 +7559,19 @@ static void M_SetupChoosePlayer(INT32 choice) if (i == char_on) allowed = true; - if (description[i].picname[0] == '\0') - strncpy(description[i].picname, skins[skinnum].charsel, 8); + if (!(description[i].picname[0])) + { + if (skins[skinnum].sprites[SPR2_XTRA].numframes >= 2) + { + spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA]; + spriteframe_t *sprframe = &sprdef->spriteframes[1]; + description[i].pic = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE); + } + else + description[i].pic = W_CachePatchName("MISSING", PU_CACHE); + } + else + description[i].pic = W_CachePatchName(description[i].picname, PU_CACHE); } // else -- Technically, character select icons without corresponding skins get bundled away behind this too. Sucks to be them. Z_Free(name); @@ -7700,7 +7725,7 @@ static void M_DrawSetupChoosePlayerMenu(void) // Draw prev character if it's visible and its number isn't greater than the current one or there's more than two if (o < 32) { - patch = W_CachePatchName(description[prev].picname, PU_CACHE); + patch = description[prev].pic; if (SHORT(patch->width) >= 256) V_DrawCroppedPatch(8<height) + 2*(o-32), SHORT(patch->width), 64 - 2*o); else @@ -7711,7 +7736,7 @@ static void M_DrawSetupChoosePlayerMenu(void) // Draw next character if it's visible and its number isn't less than the current one or there's more than two if (o < 128) // (next != i) was previously a part of this, but it's implicitly true if (prev != i) is true. { - patch = W_CachePatchName(description[next].picname, PU_CACHE); + patch = description[next].pic; if (SHORT(patch->width) >= 256) V_DrawCroppedPatch(8<width), 2*o); else @@ -7720,7 +7745,7 @@ static void M_DrawSetupChoosePlayerMenu(void) } } - patch = W_CachePatchName(description[i].picname, PU_CACHE); + patch = description[i].pic; if (o >= 0 && o <= 32) { if (SHORT(patch->width) >= 256) @@ -8112,9 +8137,16 @@ void M_DrawTimeAttackMenu(void) V_DrawString(currentMenu->x, cursory, V_YELLOWMAP, currentMenu->menuitems[itemOn].text); // Character face! - if (W_CheckNumForName(skins[cv_chooseskin.value-1].charsel) != LUMPERROR) { - PictureOfUrFace = W_CachePatchName(skins[cv_chooseskin.value-1].charsel, PU_CACHE); + if (skins[cv_chooseskin.value-1].sprites[SPR2_XTRA].numframes >= 2) + { + spritedef_t *sprdef = &skins[cv_chooseskin.value-1].sprites[SPR2_XTRA]; + spriteframe_t *sprframe = &sprdef->spriteframes[1]; + PictureOfUrFace = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE); + } + else + PictureOfUrFace = W_CachePatchName("MISSING", PU_CACHE); + if (PictureOfUrFace->width >= 256) V_DrawTinyScaledPatch(224, 120, 0, PictureOfUrFace); else @@ -8234,6 +8266,7 @@ static void M_TimeAttack(INT32 choice) M_PatchSkinNameTable(); G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching + titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please M_SetupNextMenu(&SP_TimeAttackDef); if (!M_CanShowLevelInList(cv_nextmap.value-1, -1) && levelselect.rows[0].maplist[0]) CV_SetValue(&cv_nextmap, levelselect.rows[0].maplist[0]); @@ -8415,6 +8448,7 @@ static void M_NightsAttack(INT32 choice) G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching M_SetupNextMenu(&SP_NightsAttackDef); + titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please if (!M_CanShowLevelInList(cv_nextmap.value-1, -1) && levelselect.rows[0].maplist[0]) CV_SetValue(&cv_nextmap, levelselect.rows[0].maplist[0]); else diff --git a/src/m_menu.h b/src/m_menu.h index 04146ebdc..347725e10 100644 --- a/src/m_menu.h +++ b/src/m_menu.h @@ -316,6 +316,7 @@ typedef struct char notes[441]; char picname[8]; char skinname[SKINNAMESIZE*2+2]; // skin&skin\0 + patch_t *pic; UINT8 prev; UINT8 next; } description_t; diff --git a/src/p_ceilng.c b/src/p_ceilng.c index 757edebae..5395f618c 100644 --- a/src/p_ceilng.c +++ b/src/p_ceilng.c @@ -409,7 +409,7 @@ INT32 EV_DoCeiling(line_t *line, ceiling_e type) // new door thinker rtn = 1; ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL); - P_AddThinker(&ceiling->thinker); + P_AddThinker(THINK_MAIN, &ceiling->thinker); sec->ceilingdata = ceiling; ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling; ceiling->sector = sec; @@ -629,7 +629,7 @@ INT32 EV_DoCrush(line_t *line, ceiling_e type) // new door thinker rtn = 1; ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL); - P_AddThinker(&ceiling->thinker); + P_AddThinker(THINK_MAIN, &ceiling->thinker); sec->ceilingdata = ceiling; ceiling->thinker.function.acp1 = (actionf_p1)T_CrushCeiling; ceiling->sector = sec; diff --git a/src/p_enemy.c b/src/p_enemy.c index 2861f4480..18d6f20c0 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -1391,7 +1391,7 @@ void A_StatueBurst(mobj_t *actor) return; new->angle = actor->angle; - new->target = actor->target; + P_SetTarget(&new->target, actor->target); if (locvar2) P_SetMobjState(new, (statenum_t)locvar2); S_StartSound(new, new->info->attacksound); @@ -2155,7 +2155,7 @@ void A_CrushclawLaunch(mobj_t *actor) for (i = 0; (i < CSEGS); i++) { mobj_t *newchain = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->info->raisestate); - prevchain->target = newchain; + P_SetTarget(&prevchain->target, newchain); prevchain = newchain; } actor->target->angle = R_PointToAngle2(actor->target->x, actor->target->y, crab->target->x, crab->target->y); @@ -2348,7 +2348,7 @@ void A_VultureHover(mobj_t *actor) fixed_t targetz; fixed_t distdif; fixed_t memz = actor->z; - INT8 i; + SINT8 i; #ifdef HAVE_BLUA if (LUA_CallAction("A_VultureHover", actor)) @@ -2411,6 +2411,8 @@ void A_VultureBlast(mobj_t *actor) { mobj_t *dust; UINT8 i; + angle_t faa; + fixed_t faacos, faasin; #ifdef HAVE_BLUA if (LUA_CallAction("A_VultureBlast", actor)) @@ -2419,18 +2421,21 @@ void A_VultureBlast(mobj_t *actor) S_StartSound(actor, actor->info->attacksound); + faa = (actor->angle >> ANGLETOFINESHIFT) & FINEMASK; + faacos = FINECOSINE(faa); + faasin = FINESINE(faa); + for (i = 0; i <= 7; i++) { angle_t fa = ((i*(angle_t)ANGLE_45) >> ANGLETOFINESHIFT) & FINEMASK; - angle_t faa = (actor->angle >> ANGLETOFINESHIFT) & FINEMASK; - dust = P_SpawnMobj(actor->x + 48*FixedMul(FINECOSINE(fa), -FINESINE(faa)), actor->y + 48*FixedMul(FINECOSINE(fa), FINECOSINE(faa)), actor->z + actor->height/2 + 48*FINESINE(fa), MT_PARTICLE); + dust = P_SpawnMobj(actor->x + 48*FixedMul(FINECOSINE(fa), -faasin), actor->y + 48*FixedMul(FINECOSINE(fa), faacos), actor->z + actor->height/2 + 48*FINESINE(fa), MT_PARTICLE); P_SetScale(dust, 4*FRACUNIT); dust->destscale = FRACUNIT; dust->scalespeed = 4*FRACUNIT/TICRATE; dust->fuse = TICRATE; - dust->momx = FixedMul(FINECOSINE(fa), -FINESINE(faa))*3; - dust->momy = FixedMul(FINECOSINE(fa), FINECOSINE(faa))*3; + dust->momx = FixedMul(FINECOSINE(fa), -faasin)*3; + dust->momy = FixedMul(FINECOSINE(fa), faacos)*3; dust->momz = FINESINE(fa)*6; } } @@ -2858,6 +2863,7 @@ void A_BossFireShot(mobj_t *actor) fixed_t x, y, z; INT32 locvar1 = var1; INT32 locvar2 = var2; + mobj_t *missile; #ifdef HAVE_BLUA if (LUA_CallAction("A_BossFireShot", actor)) @@ -2925,7 +2931,10 @@ void A_BossFireShot(mobj_t *actor) break; } - P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z); + missile = P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z); + + if (missile && actor->tracer && (actor->tracer->flags & MF_BOSS)) // Don't harm your papa. + P_SetTarget(&missile->target, actor->tracer); } // Function: A_Boss7FireMissiles @@ -3079,7 +3088,7 @@ void A_Boss1Laser(mobj_t *actor) if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1) { point = P_SpawnMobj(x, y, floorz+1, MT_EGGMOBILE_FIRE); - point->target = actor; + P_SetTarget(&point->target, actor); point->destscale = 3*FRACUNIT; point->scalespeed = FRACUNIT>>2; point->fuse = TICRATE; @@ -3154,21 +3163,35 @@ void A_FocusTarget(mobj_t *actor) // Description: Reverse arms direction. // // var1 = sfx to play -// var2 = unused +// var2 = sfx to play in pinch // void A_Boss4Reverse(mobj_t *actor) { sfxenum_t locvar1 = (sfxenum_t)var1; + sfxenum_t locvar2 = (sfxenum_t)var2; #ifdef HAVE_BLUA if (LUA_CallAction("A_Boss4Reverse", actor)) return; #endif - S_StartSound(NULL, locvar1); actor->reactiontime = 0; - if (actor->movedir == 1) - actor->movedir = 2; + if (actor->movedir < 3) + { + S_StartSound(NULL, locvar1); + if (actor->movedir == 1) + actor->movedir = 2; + else + actor->movedir = 1; + } else - actor->movedir = 1; + { + S_StartSound(NULL, locvar2); + if (actor->movedir == 4) + actor->movedir = 5; + else + actor->movedir = 4; + actor->angle += ANGLE_180; + actor->movefactor = -actor->movefactor; + } } // Function: A_Boss4SpeedUp @@ -3465,9 +3488,11 @@ void A_1upThinker(mobj_t *actor) if (closestplayer == -1 || skins[players[closestplayer].skin].sprites[SPR2_LIFE].numframes == 0) { // Closest player not found (no players in game?? may be empty dedicated server!), or does not have correct sprite. - if (actor->tracer) { - P_RemoveMobj(actor->tracer); - actor->tracer = NULL; + if (actor->tracer) + { + mobj_t *tracer = actor->tracer; + P_SetTarget(&actor->tracer, NULL); + P_RemoveMobj(tracer); } return; } @@ -3761,9 +3786,9 @@ void A_BossDeath(mobj_t *mo) // scan the remaining thinkers to see // if all bosses are dead - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -3853,6 +3878,8 @@ bossjustdie: } default: //eggmobiles { + UINT8 extrainfo = (mo->spawnpoint ? mo->spawnpoint->extrainfo : 0); + // Stop exploding and prepare to run. P_SetMobjState(mo, mo->info->xdeathstate); if (P_MobjWasRemoved(mo)) @@ -3862,9 +3889,9 @@ bossjustdie: // Flee! Flee! Find a point to escape to! If none, just shoot upward! // scan the thinkers to find the runaway point - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -3872,6 +3899,9 @@ bossjustdie: if (mo2->type != MT_BOSSFLYPOINT) continue; + if (mo2->spawnpoint && mo2->spawnpoint->extrainfo != extrainfo) + continue; + // If this one's further then the last one, don't go for it. if (mo->target && P_AproxDistance(P_AproxDistance(mo->x - mo2->x, mo->y - mo2->y), mo->z - mo2->z) > @@ -6118,9 +6148,9 @@ void A_RingExplode(mobj_t *actor) S_StartSound(actor, sfx_prloop); - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -6631,6 +6661,9 @@ void A_RecyclePowers(mobj_t *actor) players[recv_pl].ringweapons = weapons[send_pl]; players[recv_pl].currentweapon = weaponheld[send_pl]; + if (((players[recv_pl].powers[pw_shield] & SH_NOSTACK) == SH_PINK) && (players[recv_pl].revitem == MT_LHRT || players[recv_pl].spinitem == MT_LHRT || players[recv_pl].thokitem == MT_LHRT)) // Healers can't keep their buff. + players[recv_pl].powers[pw_shield] &= SH_STACK; + P_SpawnShieldOrb(&players[recv_pl]); if (P_IsLocalPlayer(&players[recv_pl])) P_RestoreMusic(&players[recv_pl]); @@ -7246,7 +7279,7 @@ void A_Boss2PogoTarget(mobj_t *actor) if (actor->info->missilestate) // spawn the pogo stick collision box { mobj_t *pogo = P_SpawnMobj(actor->x, actor->y, actor->z - mobjinfo[actor->info->missilestate].height, (mobjtype_t)actor->info->missilestate); - pogo->target = actor; + P_SetTarget(&pogo->target, actor); } actor->reactiontime = 1; @@ -7762,9 +7795,11 @@ void A_Boss3TakeDamage(mobj_t *actor) return; #endif actor->movecount = var1; + actor->movefactor = -512*FRACUNIT; + + /*if (actor->target && actor->target->spawnpoint) + actor->threshold = actor->target->spawnpoint->extrainfo;*/ - if (actor->target && actor->target->spawnpoint) - actor->threshold = actor->target->spawnpoint->extrainfo; } // Function: A_Boss3Path @@ -7801,24 +7836,34 @@ void A_Boss3Path(mobj_t *actor) } else if (actor->threshold >= 0) // Traveling mode { - thinker_t *th; - mobj_t *mo2; - fixed_t dist, dist2; + fixed_t dist = 0; fixed_t speed; - P_SetTarget(&actor->target, NULL); - - // scan the thinkers - // to find a point that matches - // the number - for (th = thinkercap.next; th != &thinkercap; th = th->next) + if (!(actor->flags2 & MF2_STRONGBOX)) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; + thinker_t *th; + mobj_t *mo2; - mo2 = (mobj_t *)th; - if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && mo2->spawnpoint->angle == actor->threshold) + P_SetTarget(&actor->target, NULL); + + // scan the thinkers + // to find a point that matches + // the number + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + + mo2 = (mobj_t *)th; + if (mo2->type != MT_BOSS3WAYPOINT) + continue; + if (!mo2->spawnpoint) + continue; + if (mo2->spawnpoint->angle != actor->threshold) + continue; + if (mo2->spawnpoint->extrainfo != actor->cusval) + continue; + P_SetTarget(&actor->target, mo2); break; } @@ -7826,67 +7871,62 @@ void A_Boss3Path(mobj_t *actor) if (!actor->target) // Should NEVER happen { - CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy was unable to find specified waypoint: %d\n", actor->threshold); + CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy was unable to find specified waypoint: %d, %d\n", actor->threshold, actor->cusval); return; } - dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z - actor->z); - - if (dist < 1) - dist = 1; - if (actor->tracer && ((actor->tracer->movedir) || (actor->tracer->health <= actor->tracer->info->damage))) speed = actor->info->speed * 2; else speed = actor->info->speed; - actor->momx = FixedMul(FixedDiv(actor->target->x - actor->x, dist), speed); - actor->momy = FixedMul(FixedDiv(actor->target->y - actor->y, dist), speed); - actor->momz = FixedMul(FixedDiv(actor->target->z - actor->z, dist), speed); + if (actor->target->x == actor->x && actor->target->y == actor->y) + { + dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z + actor->movefactor - actor->z); - if (actor->momx != 0 || actor->momy != 0) - actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); + if (dist < 1) + dist = 1; - dist2 = P_AproxDistance(P_AproxDistance(actor->target->x - (actor->x + actor->momx), actor->target->y - (actor->y + actor->momy)), actor->target->z - (actor->z + actor->momz)); + actor->momx = FixedMul(FixedDiv(actor->target->x - actor->x, dist), speed); + actor->momy = FixedMul(FixedDiv(actor->target->y - actor->y, dist), speed); + actor->momz = FixedMul(FixedDiv(actor->target->z + actor->movefactor - actor->z, dist), speed); - if (dist2 < 1) - dist2 = 1; + if (actor->momx != 0 || actor->momy != 0) + actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); + } - if ((dist >> FRACBITS) <= (dist2 >> FRACBITS)) + if (dist <= speed) { // If further away, set XYZ of mobj to waypoint location P_UnsetThingPosition(actor); actor->x = actor->target->x; actor->y = actor->target->y; - actor->z = actor->target->z; + actor->z = actor->target->z + actor->movefactor; actor->momx = actor->momy = actor->momz = 0; P_SetThingPosition(actor); - if (actor->threshold == 0) + if (!actor->movefactor) // firing mode + { + actor->movecount |= 2; + actor->movefactor = -512*FRACUNIT; + actor->flags2 &= ~MF2_STRONGBOX; + } + else if (!(actor->flags2 & MF2_STRONGBOX)) // just spawned or going down + { + actor->flags2 |= MF2_STRONGBOX; + actor->movefactor = -512*FRACUNIT; + } + else if (!(actor->flags2 & MF2_AMBUSH)) // just shifted tube + { + actor->flags2 |= MF2_AMBUSH; + actor->movefactor = 0; + } + else // just hit the bottom of your tube { P_RemoveMobj(actor); // Cycle completed. Dummy removed. return; } - - // Set to next waypoint in sequence - if (actor->target->spawnpoint) - { - // From the center point, choose one of the five paths - if (actor->target->spawnpoint->angle == 0) - { - P_RemoveMobj(actor); // Cycle completed. Dummy removed. - return; - } - else - actor->threshold = actor->target->spawnpoint->extrainfo; - - // If the deaf flag is set, go into firing mode - if (actor->target->spawnpoint->options & MTF_AMBUSH) - actor->movecount |= 2; - } - else // This should never happen, as well - CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy waypoint has no spawnpoint associated with it.\n"); } } } @@ -8204,9 +8244,9 @@ void A_FindTarget(mobj_t *actor) CONS_Debug(DBG_GAMELOGIC, "A_FindTarget called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); // scan the thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -8269,9 +8309,9 @@ void A_FindTracer(mobj_t *actor) CONS_Debug(DBG_GAMELOGIC, "A_FindTracer called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); // scan the thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -8684,8 +8724,8 @@ void A_BossJetFume(mobj_t *actor) { fixed_t jetx, jety, jetz; - jetx = actor->x + P_ReturnThrustX(actor, actor->angle, -FixedMul(60*FRACUNIT, actor->scale)); - jety = actor->y + P_ReturnThrustY(actor, actor->angle, -FixedMul(60*FRACUNIT, actor->scale)); + jetx = actor->x + P_ReturnThrustX(actor, actor->angle, -60*actor->scale); + jety = actor->y + P_ReturnThrustY(actor, actor->angle, -60*actor->scale); if (actor->eflags & MFE_VERTICALFLIP) jetz = actor->z + actor->height - FixedMul(17*FRACUNIT + mobjinfo[MT_PROPELLER].height, actor->scale); else @@ -8718,7 +8758,7 @@ void A_BossJetFume(mobj_t *actor) if (actor->eflags & MFE_VERTICALFLIP) jetz = actor->z + actor->height + FixedMul(50*FRACUNIT - mobjinfo[MT_JETFLAME].height, actor->scale); else - jetz = actor->z - FixedMul(50*FRACUNIT, actor->scale); + jetz = actor->z - 50*actor->scale; filler = P_SpawnMobj(actor->x, actor->y, jetz, MT_JETFLAME); P_SetTarget(&filler->target, actor); // Boss 4 already uses its tracer for other things @@ -8727,6 +8767,30 @@ void A_BossJetFume(mobj_t *actor) if (actor->eflags & MFE_VERTICALFLIP) filler->flags2 |= MF2_OBJECTFLIP; } + else if (locvar1 == 4) // Boss 4 Spectator Eggrobo jet flame + { + fixed_t jetx, jety, jetz, movefactor = 12; + + jetz = actor->z; + if (actor->eflags & MFE_VERTICALFLIP) + jetz += (actor->height - FixedMul(mobjinfo[MT_EGGROBO1JET].height, actor->scale)); + + while (true) + { + jetx = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, movefactor*actor->scale) - P_ReturnThrustX(actor, actor->angle, 19*actor->scale); + jety = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, movefactor*actor->scale) - P_ReturnThrustY(actor, actor->angle, 19*actor->scale); + filler = P_SpawnMobj(jetx, jety, jetz, MT_EGGROBO1JET); + filler->movefactor = movefactor; + P_SetTarget(&filler->target, actor); + filler->destscale = actor->scale; + P_SetScale(filler, filler->destscale); + if (actor->eflags & MFE_VERTICALFLIP) + filler->flags2 |= MF2_OBJECTFLIP; + if (movefactor <= 0) + break; + movefactor = -movefactor; + } + } } // Function: A_RandomState @@ -8832,9 +8896,9 @@ void A_RemoteAction(mobj_t *actor) fixed_t dist1 = 0, dist2 = 0; // scan the thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -9098,9 +9162,9 @@ void A_SetObjectTypeState(mobj_t *actor) return; #endif - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -9736,9 +9800,9 @@ void A_CheckThingCount(mobj_t *actor) return; #endif - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -12244,6 +12308,7 @@ void A_Boss5FindWaypoint(mobj_t *actor) //INT32 locvar2 = var2; boolean avoidcenter; UINT32 i; + UINT8 extrainfo = (actor->spawnpoint ? actor->spawnpoint->extrainfo : 0); #ifdef HAVE_BLUA if (LUA_CallAction("A_Boss5FindWaypoint", actor)) return; @@ -12253,16 +12318,34 @@ void A_Boss5FindWaypoint(mobj_t *actor) if (locvar1 == 2) // look for the boss waypoint { - for (i = 0; i < nummapthings; i++) + thinker_t *th; + mobj_t *mo2; + P_SetTarget(&actor->tracer, NULL); + // Flee! Flee! Find a point to escape to! If none, just shoot upward! + // scan the thinkers to find the runaway point + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (!mapthings[i].mobj) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; - if (mapthings[i].mobj->type != MT_BOSSFLYPOINT) + + mo2 = (mobj_t *)th; + + if (mo2->type != MT_BOSSFLYPOINT) continue; - P_SetTarget(&actor->tracer, mapthings[i].mobj); - break; + + if (mo2->spawnpoint && mo2->spawnpoint->extrainfo != extrainfo) + continue; + + // If this one's further then the last one, don't go for it. + if (actor->tracer && + P_AproxDistance(P_AproxDistance(actor->x - mo2->x, actor->y - mo2->y), actor->z - mo2->z) > + P_AproxDistance(P_AproxDistance(actor->x - actor->tracer->x, actor->y - actor->tracer->y), actor->z - actor->tracer->z)) + continue; + + // Otherwise... Do! + P_SetTarget(&actor->tracer, mo2); } - if (i == nummapthings) + if (!actor->tracer) return; // no boss flypoints found } else if (locvar1 == 1) // always go to ambush-marked waypoint @@ -12276,11 +12359,13 @@ void A_Boss5FindWaypoint(mobj_t *actor) continue; if (mapthings[i].mobj->type != MT_FANGWAYPOINT) continue; - if (mapthings[i].options & MTF_AMBUSH) - { - P_SetTarget(&actor->tracer, mapthings[i].mobj); - break; - } + if (mapthings[i].extrainfo != extrainfo) + continue; + if (!(mapthings[i].options & MTF_AMBUSH)) + continue; + + P_SetTarget(&actor->tracer, mapthings[i].mobj); + break; } if (i == nummapthings) @@ -12304,6 +12389,8 @@ void A_Boss5FindWaypoint(mobj_t *actor) continue; if (actor->tracer == mapthings[i].mobj) // this was your tracer last time continue; + if (mapthings[i].extrainfo != extrainfo) + continue; if (mapthings[i].options & MTF_AMBUSH) { if (avoidcenter) @@ -12359,6 +12446,8 @@ void A_Boss5FindWaypoint(mobj_t *actor) continue; if (actor->tracer == mapthings[i].mobj) // this was your tracer last time continue; + if (mapthings[i].extrainfo != extrainfo) + continue; if (mapthings[i].options & MTF_AMBUSH) { if (avoidcenter) @@ -13015,7 +13104,14 @@ static boolean PIT_TNTExplode(mobj_t *nearby) nearby->momx = FixedMul(FixedDiv(dx, dm), explodethrust); nearby->momy = FixedMul(FixedDiv(dy, dm), explodethrust); nearby->momz = FixedMul(FixedDiv(dz, dm), explodethrust); + P_UnsetThingPosition(nearby); + if (sector_list) + { + P_DelSeclist(sector_list); + sector_list = NULL; + } nearby->flags = MF_NOBLOCKMAP|MF_MISSILE; + P_SetThingPosition(nearby); P_SetMobjState(nearby, nearby->info->missilestate); } } @@ -13024,9 +13120,10 @@ static boolean PIT_TNTExplode(mobj_t *nearby) if (barrel->target == nearby) { mobj_t *tar = barrel->target; // temporarily store barrel's target - barrel->target = NULL; + P_SetTarget(&barrel->target, NULL); P_DamageMobj(nearby, barrel, NULL, 1, 0); - barrel->target = tar; + if (!P_MobjWasRemoved(barrel)) + P_SetTarget(&barrel->target, tar); } else { @@ -13059,8 +13156,14 @@ void A_TNTExplode(mobj_t *actor) if (LUA_CallAction("A_TNTExplode", actor)) return; #endif - + P_UnsetThingPosition(actor); + if (sector_list) + { + P_DelSeclist(sector_list); + sector_list = NULL; + } actor->flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP; + P_SetThingPosition(actor); actor->flags2 = MF2_EXPLOSION; if (actor->info->deathsound) S_StartSound(actor, actor->info->deathsound); @@ -13522,7 +13625,7 @@ void A_SaloonDoorSpawn(mobj_t *actor) door->extravalue2 = 0; // Origin door - door->tracer = actor; + P_SetTarget(&door->tracer, actor); //Back door = P_SpawnMobj(x - c*d, y - s*d, z, MT_SALOONDOOR); @@ -13535,7 +13638,7 @@ void A_SaloonDoorSpawn(mobj_t *actor) door->extravalue2 = 0; // Origin door - door->tracer = actor; + P_SetTarget(&door->tracer, actor); } // Function: A_MinecartSparkThink diff --git a/src/p_floor.c b/src/p_floor.c index a1b1c45fc..7887dc530 100644 --- a/src/p_floor.c +++ b/src/p_floor.c @@ -719,6 +719,8 @@ void T_ContinuousFalling(levelspecthink_t *faller) } } + P_CheckSector(faller->sector, false); // you might think this is irrelevant. you would be wrong + faller->sector->floorspeed = faller->speed*faller->direction; faller->sector->ceilspeed = 42; faller->sector->moved = true; @@ -1975,25 +1977,27 @@ void T_ThwompSector(levelspecthink_t *thwomp) } else // Not going anywhere, so look for players. { - thinker_t *th; - mobj_t *mo; - if (!rover || (rover->flags & FF_EXISTS)) { - // scan the thinkers to find players! - for (th = thinkercap.next; th != &thinkercap; th = th->next) + UINT8 i; + // scan the players to find victims! + for (i = 0; i < MAXPLAYERS; i++) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (!playeringame[i]) + continue; + if (players[i].spectator) + continue; + if (!players[i].mo) + continue; + if (!players[i].mo->health) + continue; + if (players[i].mo->z > thwomp->sector->ceilingheight) + continue; + if (P_AproxDistance(thwompx - players[i].mo->x, thwompy - players[i].mo->y) > 96 * FRACUNIT) continue; - mo = (mobj_t *)th; - if (mo->type == MT_PLAYER && mo->health && mo->player && !mo->player->spectator - && mo->z <= thwomp->sector->ceilingheight - && P_AproxDistance(thwompx - mo->x, thwompy - mo->y) <= 96*FRACUNIT) - { - thwomp->direction = -1; - break; - } + thwomp->direction = -1; + break; } } @@ -2701,7 +2705,7 @@ INT32 EV_DoFloor(line_t *line, floor_e floortype) // new floor thinker rtn = 1; dofloor = Z_Calloc(sizeof (*dofloor), PU_LEVSPEC, NULL); - P_AddThinker(&dofloor->thinker); + P_AddThinker(THINK_MAIN, &dofloor->thinker); // make sure another floor thinker won't get started over this one sec->floordata = dofloor; @@ -2922,7 +2926,7 @@ INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed) // create and initialize new elevator thinker rtn = 1; elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); - P_AddThinker(&elevator->thinker); + P_AddThinker(THINK_MAIN, &elevator->thinker); sec->floordata = elevator; sec->ceilingdata = elevator; elevator->thinker.function.acp1 = (actionf_p1)T_MoveElevator; @@ -3027,20 +3031,40 @@ INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed) void EV_CrumbleChain(sector_t *sec, ffloor_t *rover) { - size_t i; - size_t leftmostvertex = 0, rightmostvertex = 0; - size_t topmostvertex = 0, bottommostvertex = 0; - fixed_t leftx, rightx; - fixed_t topy, bottomy; - fixed_t topz, bottomz; - fixed_t widthfactor = FRACUNIT, heightfactor = FRACUNIT; - fixed_t a, b, c; - mobjtype_t type = MT_ROCKCRUMBLE1; - fixed_t spacing = (32<master->frontsector + sector_t *controlsec = rover->master->frontsector; + + if (sec == NULL) + { + if (controlsec->numattached) + { + for (i = 0; i < controlsec->numattached; i++) + { + sec = §ors[controlsec->attached[i]]; + if (!sec->ffloors) + continue; + + for (rover = sec->ffloors; rover; rover = rover->next) + { + if (rover->master->frontsector == controlsec) + EV_CrumbleChain(sec, rover); + } + } + } + return; + } + + leftmostvertex = rightmostvertex = topmostvertex = bottommostvertex = 0; + widthfactor = heightfactor = FRACUNIT; + spacing = (32<tag != 0) { @@ -3133,7 +3157,7 @@ void EV_CrumbleChain(sector_t *sec, ffloor_t *rover) // no longer exists (can't collide with again) rover->flags &= ~FF_EXISTS; rover->master->frontsector->moved = true; - sec->moved = true; + P_RecalcPrecipInSector(sec); } // Used for bobbing platforms on the water @@ -3149,7 +3173,7 @@ INT32 EV_BounceSector(sector_t *sec, fixed_t momz, line_t *sourceline) return 0; bouncer = Z_Calloc(sizeof (*bouncer), PU_LEVSPEC, NULL); - P_AddThinker(&bouncer->thinker); + P_AddThinker(THINK_MAIN, &bouncer->thinker); sec->ceilingdata = bouncer; bouncer->thinker.function.acp1 = (actionf_p1)T_BounceCheese; @@ -3183,7 +3207,7 @@ INT32 EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, bool // create and initialize new thinker faller = Z_Calloc(sizeof (*faller), PU_LEVSPEC, NULL); - P_AddThinker(&faller->thinker); + P_AddThinker(THINK_MAIN, &faller->thinker); faller->thinker.function.acp1 = (actionf_p1)T_ContinuousFalling; // set up the fields @@ -3232,7 +3256,7 @@ INT32 EV_StartCrumble(sector_t *sec, ffloor_t *rover, boolean floating, // create and initialize new elevator thinker elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); - P_AddThinker(&elevator->thinker); + P_AddThinker(THINK_MAIN, &elevator->thinker); elevator->thinker.function.acp1 = (actionf_p1)T_StartCrumble; // Does this crumbler return? @@ -3311,7 +3335,7 @@ INT32 EV_MarioBlock(ffloor_t *rover, sector_t *sector, mobj_t *puncher) // create and initialize new elevator thinker block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL); - P_AddThinker(&block->thinker); + P_AddThinker(THINK_MAIN, &block->thinker); roversec->floordata = block; roversec->ceilingdata = block; block->thinker.function.acp1 = (actionf_p1)T_MarioBlock; diff --git a/src/p_inter.c b/src/p_inter.c index cd1e80de2..0489bab90 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -97,9 +97,9 @@ void P_ClearStarPost(INT32 postnum) mobj_t *mo2; // scan the thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -126,15 +126,17 @@ void P_ResetStarposts(void) thinker_t *th; mobj_t *post; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; post = (mobj_t *)th; - if (post->type == MT_STARPOST) - P_SetMobjState(post, post->info->spawnstate); + if (post->type != MT_STARPOST) + continue; + + P_SetMobjState(post, post->info->spawnstate); } } @@ -321,6 +323,8 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) // Can happen with a sliding player corpse. if (toucher->health <= 0) return; + if (special->health <= 0) + return; if (heightcheck) { @@ -346,9 +350,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } } - if (special->health <= 0) - return; - player = toucher->player; I_Assert(player != NULL); // Only players can touch stuff! @@ -453,13 +454,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) break; } - if (((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING)) - || ((player->pflags & PF_JUMPED) && (!(player->pflags & PF_NOJUMPDAMAGE) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) - || (player->pflags & (PF_SPINNING|PF_GLIDING)) - || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) - || ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) - || player->powers[pw_invulnerability] || player->powers[pw_super] - || elementalpierce) // Do you possess the ability to subdue the object? + if (P_PlayerCanDamage(player, special)) // Do you possess the ability to subdue the object? { if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1)) { @@ -474,18 +469,12 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) { toucher->momx = -toucher->momx; toucher->momy = -toucher->momy; + if (player->charability == CA_FLY && player->panim == PA_ABILITY) + toucher->momz = -toucher->momz/2; } P_DamageMobj(special, toucher, toucher, 1, 0); - } - else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP)) - || (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP))) - && player->charability == CA_FLY - && (player->powers[pw_tailsfly] - || toucher->state-states == S_PLAY_FLY_TIRED)) // Tails can shred stuff with her propeller. - { - toucher->momz = -toucher->momz/2; - - P_DamageMobj(special, toucher, toucher, 1, 0); + if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY) + P_TwinSpinRejuvenate(player, player->thokitem); } else P_DamageMobj(toucher, special, special, 1, 0); @@ -681,7 +670,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) P_DoMatchSuper(player); } else + { emeralds |= special->info->speed; + stagefailed = false; + } if (special->target && special->target->type == MT_EMERALDSPAWN) { @@ -845,24 +837,24 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) // The player might have two Ideyas: toucher->tracer and toucher->tracer->hnext // so handle their anchorpoints accordingly. // scan the thinkers to find the corresponding anchorpoint - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2->type == MT_IDEYAANCHOR) - { - if (mo2->health == toucher->tracer->health) // do ideya numberes match? - anchorpoint = mo2; - else if (toucher->tracer->hnext && mo2->health == toucher->tracer->hnext->health) - anchorpoint2 = mo2; + if (mo2->type != MT_IDEYAANCHOR) + continue; - if ((!toucher->tracer->hnext && anchorpoint) - || (toucher->tracer->hnext && anchorpoint && anchorpoint2)) - break; - } + if (mo2->health == toucher->tracer->health) // do ideya numberes match? + anchorpoint = mo2; + else if (toucher->tracer->hnext && mo2->health == toucher->tracer->hnext->health) + anchorpoint2 = mo2; + + if ((!toucher->tracer->hnext && anchorpoint) + || (toucher->tracer->hnext && anchorpoint && anchorpoint2)) + break; } if (anchorpoint) @@ -939,9 +931,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) count = 1; // scan the remaining thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -989,9 +981,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) // Now we RE-scan all the thinkers to find close objects to pull // in from the paraloop. Isn't this just so efficient? - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -1363,9 +1355,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) EV_DoElevator(&junk, bridgeFall, false); // scan the remaining thinkers to find koopa - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -1463,10 +1455,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) thinker_t *th; mobj_t *mo2; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; mo2 = (mobj_t *)th; @@ -1578,6 +1570,45 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } return; + case MT_EGGROBO1: + if (special->state == &states[special->info->deathstate]) + return; + if (P_PlayerInPain(player)) + return; + + P_SetMobjState(special, special->info->meleestate); + special->angle = special->movedir; + special->momx = special->momy = 0; + + // Buenos Dias Mandy + P_SetPlayerMobjState(toucher, S_PLAY_STUN); + player->pflags &= ~PF_APPLYAUTOBRAKE; + player->drawangle = special->angle + ANGLE_180; + P_InstaThrust(toucher, special->angle, FixedMul(3*special->info->speed, special->scale/2)); + toucher->z += P_MobjFlip(toucher); + if (toucher->eflags & MFE_UNDERWATER) // unlikely. + P_SetObjectMomZ(toucher, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false); + else + P_SetObjectMomZ(toucher, FixedDiv(69*FRACUNIT,10*FRACUNIT), false); + if (P_IsLocalPlayer(player)) + { + quake.intensity = 9*FRACUNIT; + quake.time = TICRATE/2; + quake.epicenter = NULL; + } + +#if 0 // camera redirection - deemed unnecessary + toucher->angle = special->angle; + if (player == &players[consoleplayer]) + localangle = toucher->angle; + else if (player == &players[secondarydisplayplayer]) + localangle2 = toucher->angle; +#endif + + S_StartSound(toucher, special->info->attacksound); // home run + + return; + case MT_BIGTUMBLEWEED: case MT_LITTLETUMBLEWEED: if (toucher->momx || toucher->momy) @@ -1819,6 +1850,10 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour deadtarget = (player->mo->health <= 0); + // Don't log every hazard hit if they don't want us to. + if (!deadtarget && !cv_hazardlog.value) + return; + // Target's name snprintf(targetname, sizeof(targetname), "%s%s%s", CTFTEAMCODE(player), @@ -1922,7 +1957,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour switch (damagetype) { case DMG_WATER: - str = M_GetText("%s was %s by chemical water.\n"); + str = M_GetText("%s was %s by dangerous water.\n"); break; case DMG_FIRE: str = M_GetText("%s was %s by molten lava.\n"); @@ -1970,10 +2005,6 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour if (!str) // Should not happen! Unless we missed catching something above. return; - // Don't log every hazard hit if they don't want us to. - if (!deadtarget && !cv_hazardlog.value) - return; - if (deathonly) { if (!deadtarget) @@ -2567,20 +2598,26 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget UINT32 i = 0; // to check how many clones we've removed // scan the thinkers to make sure all the old pinch dummies are gone on death - // this can happen if the boss was hurt earlier than expected - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)th; - if (mo->type == (mobjtype_t)target->info->mass && mo->tracer == target) - { - P_RemoveMobj(mo); - i++; - } - if (i == 2) // we've already removed 2 of these, let's stop now + if (mo->type != (mobjtype_t)target->info->mass) + continue; + if (mo->tracer != target) + continue; + + P_KillMobj(mo, inflictor, source, damagetype); + mo->destscale = mo->scale/8; + mo->scalespeed = (mo->scale - mo->destscale)/(2*TICRATE); + mo->momz = mo->info->speed; + mo->angle = FixedAngle((P_RandomKey(36)*10)<info->deathsound); // done once to prevent sound stacking } } break; @@ -2895,26 +2932,47 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou if (player->powers[pw_flashing] || player->powers[pw_invulnerability]) return false; - // Ignore IT players shooting each other, unless friendlyfire is on. - if ((player->pflags & PF_TAGIT && !((cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) && - source && source->player && source->player->pflags & PF_TAGIT))) - return false; - // Don't allow any damage before the round starts. if (leveltime <= hidetime * TICRATE) return false; + // Ignore IT players shooting each other, unless friendlyfire is on. + if ((player->pflags & PF_TAGIT && !((cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) && + source && source->player && source->player->pflags & PF_TAGIT))) + { + if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK)) + { + if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers. + { + P_SwitchShield(player, SH_PINK); + S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound); + } + } + return false; + } + // Don't allow players on the same team to hurt one another, // unless cv_friendlyfire is on. if (!(cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) && (player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT)) { - if (!(inflictor->flags & MF_FIRE)) + if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK)) + { + if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers. + { + P_SwitchShield(player, SH_PINK); + S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound); + } + } + else if (!(inflictor->flags & MF_FIRE)) P_GivePlayerRings(player, 1); if (inflictor->flags2 & MF2_BOUNCERING) inflictor->fuse = 0; // bounce ring disappears at -1 not 0 return false; } + if (inflictor->type == MT_LHRT) + return false; + // The tag occurs so long as you aren't shooting another tagger with friendlyfire on. if (source->player->pflags & PF_TAGIT && !(player->pflags & PF_TAGIT)) { @@ -2981,7 +3039,17 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj // In COOP/RACE, you can't hurt other players unless cv_friendlyfire is on if (!cv_friendlyfire.value && (G_PlatformGametype())) + { + if (gametype == GT_COOP && inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK)) // co-op only + { + if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers. + { + P_SwitchShield(player, SH_PINK); + S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound); + } + } return false; + } } // Tag handling @@ -2995,7 +3063,15 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj // unless cv_friendlyfire is on. if (!cv_friendlyfire.value && target->player->ctfteam == source->player->ctfteam) { - if (!(inflictor->flags & MF_FIRE)) + if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK)) + { + if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers. + { + P_SwitchShield(player, SH_PINK); + S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound); + } + } + else if (!(inflictor->flags & MF_FIRE)) P_GivePlayerRings(target->player, 1); if (inflictor->flags2 & MF2_BOUNCERING) inflictor->fuse = 0; // bounce ring disappears at -1 not 0 @@ -3004,6 +3080,9 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj } } + if (inflictor->type == MT_LHRT) + return false; + // Add pity. if (!player->powers[pw_flashing] && !player->powers[pw_invulnerability] && !player->powers[pw_super] && source->player->score > player->score) @@ -3576,7 +3655,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings) { INT32 i; mobj_t *mo; - angle_t fa; + angle_t fa, va; fixed_t ns; fixed_t z; boolean nightsreplace = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)); @@ -3598,6 +3677,11 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings) // Spill weapons first P_PlayerWeaponPanelOrAmmoBurst(player); + if (abs(player->mo->momx) > player->mo->scale || abs(player->mo->momy) > player->mo->scale) + va = R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0)>>ANGLETOFINESHIFT; + else + va = player->mo->angle>>ANGLETOFINESHIFT; + for (i = 0; i < num_rings; i++) { INT32 objType = mobjinfo[MT_RING].reactiontime; @@ -3619,7 +3703,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings) P_SetScale(mo, player->mo->scale); // Angle offset by player angle, then slightly offset by amount of rings - fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT) - ((num_rings-1)*FINEANGLES/32)) & FINEMASK; + fa = ((i*FINEANGLES/16) + va - ((num_rings-1)*FINEANGLES/32)) & FINEMASK; // 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. diff --git a/src/p_lights.c b/src/p_lights.c index 67ec55e80..8459d9ea0 100644 --- a/src/p_lights.c +++ b/src/p_lights.c @@ -76,7 +76,7 @@ fireflicker_t *P_SpawnAdjustableFireFlicker(sector_t *minsector, sector_t *maxse P_RemoveLighting(maxsector); // out with the old, in with the new flick = Z_Calloc(sizeof (*flick), PU_LEVSPEC, NULL); - P_AddThinker(&flick->thinker); + P_AddThinker(THINK_MAIN, &flick->thinker); flick->thinker.function.acp1 = (actionf_p1)T_FireFlicker; flick->sector = maxsector; @@ -155,7 +155,7 @@ void P_SpawnLightningFlash(sector_t *sector) flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL); - P_AddThinker(&flash->thinker); + P_AddThinker(THINK_MAIN, &flash->thinker); flash->thinker.function.acp1 = (actionf_p1)T_LightningFlash; flash->sector = sector; @@ -214,7 +214,7 @@ strobe_t *P_SpawnAdjustableStrobeFlash(sector_t *minsector, sector_t *maxsector, P_RemoveLighting(maxsector); // out with the old, in with the new flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL); - P_AddThinker(&flash->thinker); + P_AddThinker(THINK_MAIN, &flash->thinker); flash->sector = maxsector; flash->darktime = darktime; @@ -289,7 +289,7 @@ glow_t *P_SpawnAdjustableGlowingLight(sector_t *minsector, sector_t *maxsector, P_RemoveLighting(maxsector); // out with the old, in with the new g = Z_Calloc(sizeof (*g), PU_LEVSPEC, NULL); - P_AddThinker(&g->thinker); + P_AddThinker(THINK_MAIN, &g->thinker); g->sector = maxsector; g->minlight = minsector->lightlevel; @@ -349,7 +349,7 @@ void P_FadeLightBySector(sector_t *sector, INT32 destvalue, INT32 speed, boolean ll->thinker.function.acp1 = (actionf_p1)T_LightFade; sector->lightingdata = ll; // set it to the lightlevel_t - P_AddThinker(&ll->thinker); // add thinker + P_AddThinker(THINK_MAIN, &ll->thinker); // add thinker ll->sector = sector; ll->sourcelevel = sector->lightlevel; diff --git a/src/p_local.h b/src/p_local.h index 2149a95bf..3c62d6277 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -61,15 +61,21 @@ #define P_GetPlayerHeight(player) FixedMul(player->height, player->mo->scale) #define P_GetPlayerSpinHeight(player) FixedMul(player->spinheight, player->mo->scale) -// -// P_TICK -// - -// both the head and tail of the thinker list -extern thinker_t thinkercap; +typedef enum +{ + THINK_POLYOBJ, + THINK_MAIN, + THINK_MOBJ, +#ifdef ESLOPE + THINK_DYNSLOPE, +#endif + THINK_PRECIP, + NUM_THINKERLISTS +} thinklistnum_t; /**< Thinker lists. */ +extern thinker_t thlist[]; void P_InitThinkers(void); -void P_AddThinker(thinker_t *thinker); +void P_AddThinker(const thinklistnum_t n, thinker_t *thinker); void P_RemoveThinker(thinker_t *thinker); // @@ -128,6 +134,7 @@ pflags_t P_GetJumpFlags(player_t *player); boolean P_PlayerInPain(player_t *player); void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor); void P_ResetPlayer(player_t *player); +boolean P_PlayerCanDamage(player_t *player, mobj_t *thing); boolean P_IsLocalPlayer(player_t *player); boolean P_IsObjectInGoop(mobj_t *mo); @@ -135,7 +142,7 @@ 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); +boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff); void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative); void P_RestoreMusic(player_t *player); @@ -158,6 +165,7 @@ boolean P_AutoPause(void); void P_DoJumpShield(player_t *player); void P_DoBubbleBounce(player_t *player); void P_DoAbilityBounce(player_t *player, boolean changemomz); +void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type); void P_BlackOw(player_t *player); void P_ElementalFire(player_t *player, boolean cropcircle); @@ -174,7 +182,7 @@ void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move); mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet); void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius); -void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user +boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user boolean P_SuperReady(player_t *player); void P_DoJump(player_t *player, boolean soundandstate); #if 0 diff --git a/src/p_map.c b/src/p_map.c index abd4174d6..6beca92f1 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -135,6 +135,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) fixed_t vertispeed = spring->info->mass; fixed_t horizspeed = spring->info->damage; boolean final = false; + UINT8 strong = 0; // Object was already sprung this tic if (object->eflags & MFE_SPRUNG) @@ -148,6 +149,14 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) if (!spring->health || !object->health) return false; + if (object->player) + { + if (object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY) + strong = 1; + else if (object->player->charability2 == CA2_MELEE && object->player->panim == PA_ABILITY2) + strong = 2; + } + if (spring->info->painchance == -1) // Pinball bumper mode. { // The first of the entirely different spring modes! @@ -188,6 +197,9 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) { fixed_t playervelocity; + if (strong) + vertispeed <<= 1; + if (!(object->player->pflags & PF_THOKKED) && !(object->player->homing) && ((playervelocity = FixedDiv(9*FixedHypot(object->player->speed, object->momz), 10< vertispeed)) vertispeed = playervelocity; @@ -260,11 +272,8 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) return false; } - if (object->player - && ((object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY) - || (object->player->charability2 == CA2_MELEE && object->player->panim == PA_ABILITY2))) + if (strong) { - S_StartSound(object, sfx_s3k8b); if (horizspeed) horizspeed = FixedMul(horizspeed, (4*FRACUNIT)/3); if (vertispeed) @@ -333,7 +342,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) if (horizspeed) { object->player->drawangle = spring->angle; - if (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0) + if (vertispeed || (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0)) { object->angle = spring->angle; @@ -399,6 +408,12 @@ springstate: P_AddPlayerScore(object->player, 10); spring->reactiontime--; } + + if (strong) + { + P_TwinSpinRejuvenate(object->player, (strong == 1 ? object->player->thokitem : object->player->revitem)); + S_StartSound(object, sfx_sprong); // strong spring. sprong. + } } return final; @@ -710,6 +725,27 @@ static boolean PIT_CheckThing(mobj_t *thing) return true; } + // vectorise metal - done in a special case as at this point neither has the right flags for touching + if (thing->type == MT_METALSONIC_BATTLE + && (tmthing->flags & MF_MISSILE) + && tmthing->target != thing + && thing->state == &states[thing->info->spawnstate]) + { + blockdist = thing->radius + tmthing->radius; + + if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist) + return true; // didn't hit it + + if (tmthing->z > thing->z + thing->height) + return true; // overhead + if (tmthing->z + tmthing->height < thing->z) + return true; // underneath + + thing->flags2 |= MF2_CLASSICPUSH; + + return true; + } + if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING))) return true; @@ -1153,7 +1189,7 @@ static boolean PIT_CheckThing(mobj_t *thing) tmthing->y = thing->y; P_SetThingPosition(tmthing); } - else if (!(tmthing->type == MT_SHELL && thing->player)) // player collision handled in touchspecial + else if (!(tmthing->type == MT_SHELL && thing->player)) // player collision handled in touchspecial for shell { UINT8 damagetype = tmthing->info->mass; if (!damagetype && tmthing->flags & MF_FIRE) // BURN! @@ -1482,51 +1518,45 @@ static boolean PIT_CheckThing(mobj_t *thing) } // Monitor? else if (thing->flags & MF_MONITOR - && !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2))) + && !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2)) + && (!(thing->flags & MF_SOLID) || P_PlayerCanDamage(tmthing->player, thing))) { - // 0 = none, 1 = elemental pierce, 2 = bubble bounce - UINT8 elementalpierce = (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (tmthing->player->pflags & PF_SHIELDABILITY) - ? (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2) - : 0); - if (!(thing->flags & MF_SOLID) - || tmthing->player->pflags & (PF_SPINNING|PF_GLIDING) - || ((tmthing->player->pflags & PF_JUMPED) - && (!(tmthing->player->pflags & PF_NOJUMPDAMAGE) - || (tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY))) - || (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2) - || ((tmthing->player->charflags & SF_STOMPDAMAGE || tmthing->player->pflags & PF_BOUNCING) - && (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0)) - || elementalpierce) + if (thing->z - thing->scale <= tmthing->z + tmthing->height + && thing->z + thing->height + thing->scale >= tmthing->z) { - if (thing->z - thing->scale <= tmthing->z + tmthing->height - && thing->z + thing->height + thing->scale >= tmthing->z) + player_t *player = tmthing->player; + // 0 = none, 1 = elemental pierce, 2 = bubble bounce + UINT8 elementalpierce = (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY) + ? (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2) + : 0); + SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed. + fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;; + fixed_t *z = &tmthing->z; // aau. + // Going down? Then bounce back up. + if (P_DamageMobj(thing, tmthing, tmthing, 1, 0) // break the monitor + && (flipval*(*momz) < 0) // monitor is on the floor and you're going down, or on the ceiling and you're going up + && (elementalpierce != 1)) // you're not piercing through the monitor... { - player_t *player = tmthing->player; - SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed. - fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;; - fixed_t *z = &tmthing->z; // aau. - // Going down? Then bounce back up. - if (P_DamageMobj(thing, tmthing, tmthing, 1, 0) // break the monitor - && (flipval*(*momz) < 0) // monitor is on the floor and you're going down, or on the ceiling and you're going up - && (elementalpierce != 1)) // you're not piercing through the monitor... + if (elementalpierce == 2) + P_DoBubbleBounce(player); + else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)) { - if (elementalpierce == 2) - P_DoBubbleBounce(player); - else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)) - *momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically. + *momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically. + if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY) + P_TwinSpinRejuvenate(player, player->thokitem); } - if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough. - { - if (player->pflags & PF_BOUNCING) - P_DoAbilityBounce(player, false); - return false; - } - else - *z -= *momz; // to ensure proper collision. } - - return true; + if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough. + { + if (player->pflags & PF_BOUNCING) + P_DoAbilityBounce(player, false); + return false; + } + else + *z -= *momz; // to ensure proper collision. } + + return true; } } @@ -1778,7 +1808,7 @@ static boolean PIT_CheckLine(line_t *ld) { tmceilingz = opentop; ceilingline = ld; - tmceilingrover = NULL; + tmceilingrover = openceilingrover; #ifdef ESLOPE tmceilingslope = opentopslope; #endif @@ -1787,7 +1817,7 @@ static boolean PIT_CheckLine(line_t *ld) if (openbottom > tmfloorz) { tmfloorz = openbottom; - tmfloorrover = NULL; + tmfloorrover = openfloorrover; #ifdef ESLOPE tmfloorslope = openbottomslope; #endif @@ -2059,6 +2089,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y) #ifdef ESLOPE tmfloorslope = NULL; #endif + tmfloorrover = NULL; } if (polybottom < tmceilingz && abs(delta1) >= abs(delta2)) { @@ -2066,6 +2097,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y) #ifdef ESLOPE tmceilingslope = NULL; #endif + tmceilingrover = NULL; } } plink = (polymaplink_t *)(plink->link.next); @@ -2790,7 +2822,7 @@ boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y) static boolean P_ThingHeightClip(mobj_t *thing) { boolean floormoved; - fixed_t oldfloorz = thing->floorz; + fixed_t oldfloorz = thing->floorz, oldz = thing->z; ffloor_t *oldfloorrover = thing->floorrover; ffloor_t *oldceilingrover = thing->ceilingrover; boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz); @@ -2849,6 +2881,12 @@ static boolean P_ThingHeightClip(mobj_t *thing) thing->z = thing->ceilingz - thing->height; } + if (thing->z != oldz) + { + if (thing->player) + P_PlayerHitFloor(thing->player, false); + } + // debug: be sure it falls to the floor thing->eflags &= ~MFE_ONGROUND; @@ -4003,7 +4041,7 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush) thinker_t *think; elevator_t *crumbler; - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_MAIN].next; think != &thlist[THINK_MAIN]; think = think->next) { if (think->function.acp1 != (actionf_p1)T_StartCrumble) continue; @@ -4049,6 +4087,7 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush) boolean P_CheckSector(sector_t *sector, boolean crunch) { msecnode_t *n; + size_t i; nofit = false; crushchange = crunch; @@ -4063,9 +4102,57 @@ boolean P_CheckSector(sector_t *sector, boolean crunch) // First, let's see if anything will keep it from crushing. + + // Sal: This stupid function chain is required to fix polyobjects not being able to crush. + // Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead + validcount++; + + for (i = 0; i < sector->linecount; i++) + { + if (sector->lines[i]->polyobj) + { + polyobj_t *po = sector->lines[i]->polyobj; + if (po->validcount == validcount) + continue; // skip if already checked + if (!(po->flags & POF_SOLID)) + continue; + if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector + { + INT32 x, y; + po->validcount = validcount; + + for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y) + { + for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x) + { + mobj_t *mo; + + if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight) + continue; + + mo = blocklinks[y * bmapwidth + x]; + + for (; mo; mo = mo->bnext) + { + // Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect + + if (!P_MobjTouchingPolyobj(po, mo)) + continue; + + if (!PIT_ChangeSector(mo, false)) + { + nofit = true; + return nofit; + } + } + } + } + } + } + } + if (sector->numattached) { - size_t i; sector_t *sec; for (i = 0; i < sector->numattached; i++) { @@ -4125,9 +4212,53 @@ boolean P_CheckSector(sector_t *sector, boolean crunch) } while (n); // repeat from scratch until all things left are marked valid // Nothing blocked us, so lets crush for real! + + // Sal: This stupid function chain is required to fix polyobjects not being able to crush. + // Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead + validcount++; + + for (i = 0; i < sector->linecount; i++) + { + if (sector->lines[i]->polyobj) + { + polyobj_t *po = sector->lines[i]->polyobj; + if (po->validcount == validcount) + continue; // skip if already checked + if (!(po->flags & POF_SOLID)) + continue; + if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector + { + INT32 x, y; + po->validcount = validcount; + + for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y) + { + for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x) + { + mobj_t *mo; + + if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight) + continue; + + mo = blocklinks[y * bmapwidth + x]; + + for (; mo; mo = mo->bnext) + { + // Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect + + if (!P_MobjTouchingPolyobj(po, mo)) + continue; + + PIT_ChangeSector(mo, true); + return nofit; + } + } + } + } + } + } if (sector->numattached) { - size_t i; sector_t *sec; for (i = 0; i < sector->numattached; i++) { diff --git a/src/p_maputl.c b/src/p_maputl.c index 1be57399c..740797fb0 100644 --- a/src/p_maputl.c +++ b/src/p_maputl.c @@ -311,6 +311,7 @@ fixed_t opentop, openbottom, openrange, lowfloor, highceiling; #ifdef ESLOPE pslope_t *opentopslope, *openbottomslope; #endif +ffloor_t *openfloorrover, *openceilingrover; // P_CameraLineOpening // P_LineOpening, but for camera @@ -517,6 +518,8 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) I_Assert(front != NULL); I_Assert(back != NULL); + openfloorrover = openceilingrover = NULL; + { // Set open and high/low values here fixed_t frontheight, backheight; @@ -641,6 +644,8 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) pslope_t *ceilingslope = opentopslope; pslope_t *floorslope = openbottomslope; #endif + ffloor_t *floorrover = NULL; + ffloor_t *ceilingrover = NULL; // Check for frontsector's fake floors for (rover = front->ffloors; rover; rover = rover->next) @@ -668,6 +673,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) #ifdef ESLOPE ceilingslope = *rover->b_slope; #endif + ceilingrover = rover; } else if (bottomheight < highestceiling) highestceiling = bottomheight; @@ -680,6 +686,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) #ifdef ESLOPE floorslope = *rover->t_slope; #endif + floorrover = rover; } else if (topheight > lowestfloor) lowestfloor = topheight; @@ -712,6 +719,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) #ifdef ESLOPE ceilingslope = *rover->b_slope; #endif + ceilingrover = rover; } else if (bottomheight < highestceiling) highestceiling = bottomheight; @@ -724,6 +732,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) #ifdef ESLOPE floorslope = *rover->t_slope; #endif + floorrover = rover; } else if (topheight > lowestfloor) lowestfloor = topheight; @@ -743,6 +752,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) #ifdef ESLOPE ceilingslope = NULL; #endif + ceilingrover = NULL; } else if (polysec->floorheight < highestceiling && delta1 >= delta2) highestceiling = polysec->floorheight; @@ -752,6 +762,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) #ifdef ESLOPE floorslope = NULL; #endif + floorrover = NULL; } else if (polysec->ceilingheight > lowestfloor && delta1 < delta2) lowestfloor = polysec->ceilingheight; @@ -765,6 +776,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) #ifdef ESLOPE openbottomslope = floorslope; #endif + openfloorrover = floorrover; } if (lowestceiling < opentop) { @@ -772,6 +784,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) #ifdef ESLOPE opentopslope = ceilingslope; #endif + openceilingrover = ceilingrover; } if (lowestfloor > lowfloor) @@ -1093,7 +1106,10 @@ boolean P_BlockThingsIterator(INT32 x, INT32 y, boolean (*func)(mobj_t *)) { P_SetTarget(&bnext, mobj->bnext); // We want to note our reference to bnext here incase it is MF_NOTHINK and gets removed! if (!func(mobj)) + { + P_SetTarget(&bnext, NULL); return false; + } if (P_MobjWasRemoved(tmthing) // func just popped our tmthing, cannot continue. || (bnext && P_MobjWasRemoved(bnext))) // func just broke blockmap chain, cannot continue. { diff --git a/src/p_maputl.h b/src/p_maputl.h index 1fcb68d4c..5042817c5 100644 --- a/src/p_maputl.h +++ b/src/p_maputl.h @@ -58,6 +58,7 @@ extern fixed_t opentop, openbottom, openrange, lowfloor, highceiling; #ifdef ESLOPE extern pslope_t *opentopslope, *openbottomslope; #endif +extern ffloor_t *openfloorrover, *openceilingrover; void P_LineOpening(line_t *plinedef, mobj_t *mobj); diff --git a/src/p_mobj.c b/src/p_mobj.c index c8ba239eb..8c74fd76e 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -281,6 +281,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) player->panim = PA_FALL; break; case S_PLAY_FLY: + case S_PLAY_FLY_TIRED: case S_PLAY_SWIM: case S_PLAY_GLIDE: case S_PLAY_BOUNCE: @@ -713,10 +714,10 @@ void P_EmeraldManager(void) spawnpoints[i] = NULL; } - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { - if (think->function.acp1 != (actionf_p1)P_MobjThinker) - continue; // not a mobj thinker + if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; mo = (mobj_t *)think; @@ -1509,8 +1510,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo) if (mo->player) { if ((mo->player->pflags & PF_GLIDING) - || (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly] - || mo->state-states == S_PLAY_FLY_TIRED))) + || (mo->player->charability == CA_FLY && mo->player->panim == PA_ABILITY)) gravityadd = gravityadd/3; // less gravity while flying/gliding if (mo->player->climbing || (mo->player->powers[pw_carry] == CR_NIGHTSMODE)) gravityadd = 0; @@ -1784,7 +1784,7 @@ static void P_PushableCheckBustables(mobj_t *mo) continue; } - EV_CrumbleChain(node->m_sector, rover); + EV_CrumbleChain(NULL, rover); // node->m_sector // Run a linedef executor?? if (rover->master->flags & ML_EFFECT5) @@ -3047,7 +3047,7 @@ static void P_PlayerZMovement(mobj_t *mo) } } - clipmomz = P_PlayerHitFloor(mo->player); + clipmomz = P_PlayerHitFloor(mo->player, true); if (!(mo->player->pflags & PF_SPINNING) && mo->player->powers[pw_carry] != CR_NIGHTSMODE) mo->player->pflags &= ~PF_STARTDASH; @@ -3129,7 +3129,7 @@ nightsdone: { // DO THE MARIO! if (rover->flags & FF_SHATTERBOTTOM) // Brick block! - EV_CrumbleChain(node->m_sector, rover); + EV_CrumbleChain(NULL, rover); // node->m_sector else // Question block! EV_MarioBlock(rover, node->m_sector, mo); } @@ -3396,11 +3396,7 @@ void P_MobjCheckWater(mobj_t *mobj) if (!((p->powers[pw_super]) || (p->powers[pw_invulnerability]))) { boolean electric = !!(p->powers[pw_shield] & SH_PROTECTELECTRIC); -#define SH_OP (SH_PROTECTFIRE|SH_PROTECTWATER|SH_PROTECTELECTRIC) - if ((p->powers[pw_shield] & SH_OP) == SH_OP) // No. - P_KillMobj(mobj, NULL, NULL, DMG_INSTAKILL); -#undef SH_OP - else if (electric || ((p->powers[pw_shield] & SH_PROTECTFIRE) && !(p->powers[pw_shield] & SH_PROTECTWATER))) + if (electric || ((p->powers[pw_shield] & SH_PROTECTFIRE) && !(p->powers[pw_shield] & SH_PROTECTWATER))) { // Water removes electric and non-water fire shields... P_FlashPal(p, electric @@ -3699,10 +3695,10 @@ void P_DestroyRobots(void) mobj_t *mo; thinker_t *think; - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { - if (think->function.acp1 != (actionf_p1)P_MobjThinker) - continue; // not a mobj thinker + if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; mo = (mobj_t *)think; if (mo->health <= 0 || !(mo->flags & (MF_ENEMY|MF_BOSS))) @@ -4384,6 +4380,8 @@ static void P_Boss3Thinker(mobj_t *mobj) } if (mobj->health <= 0) + return; + /* { mobj->movecount = 0; mobj->reactiontime = 0; @@ -4396,157 +4394,110 @@ static void P_Boss3Thinker(mobj_t *mobj) mobj->momz = mobj->info->speed; return; } - } + else + { + mobj->flags |= MF_NOGRAVITY|MF_NOCLIP; + mobj->flags |= MF_NOCLIPHEIGHT; + mobj->threshold = -1; + return; + } + }*/ - if (mobj->reactiontime) // Shock mode + if (mobj->reactiontime) // At the bottom of the water { UINT32 i; + SINT8 curpath = mobj->threshold; + + // Choose one of the paths you're not already on + mobj->threshold = P_RandomKey(8-1); + if (mobj->threshold >= curpath) + mobj->threshold++; if (mobj->state != &states[mobj->info->spawnstate]) P_SetMobjState(mobj, mobj->info->spawnstate); mobj->reactiontime--; - if (!mobj->reactiontime) - { - ffloor_t *rover; - - // Shock the water - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || players[i].spectator) - continue; - - if (!players[i].mo) - continue; - - if (players[i].mo->health <= 0) - continue; - - if (players[i].mo->eflags & MFE_UNDERWATER) - P_DamageMobj(players[i].mo, mobj, mobj, 1, 0); - } - - // Make the water flash - for (i = 0; i < numsectors; i++) - { - if (!sectors[i].ffloors) - continue; - - for (rover = sectors[i].ffloors; rover; rover = rover->next) - { - if (!(rover->flags & FF_EXISTS)) - continue; - - if (!(rover->flags & FF_SWIMMABLE)) - continue; - - P_SpawnLightningFlash(rover->master->frontsector); - break; - } - } - - if ((UINT32)mobj->extravalue1 + TICRATE*2 < leveltime) - { - mobj->extravalue1 = (INT32)leveltime; - S_StartSound(0, sfx_buzz1); - } - - // If in the center, check to make sure - // none of the players are in the water - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || players[i].spectator) - continue; - - if (!players[i].mo || players[i].bot) - continue; - - if (players[i].mo->health <= 0) - continue; - - if (players[i].mo->eflags & MFE_UNDERWATER) - { // Stay put - mobj->reactiontime = 2*TICRATE; - return; - } - } - } if (!mobj->reactiontime && mobj->health <= mobj->info->damage) { // Spawn pinch dummies from the center when we're leaving it. thinker_t *th; mobj_t *mo2; mobj_t *dummy; - SINT8 way = mobj->threshold - 1; // 0 through 4. - SINT8 way2; + SINT8 way0 = mobj->threshold; // 0 through 4. + SINT8 way1, way2; i = 0; // reset i to 0 so we can check how many clones we've removed // scan the thinkers to make sure all the old pinch dummies are gone before making new ones // this can happen if the boss was hurt earlier than expected - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2->type == (mobjtype_t)mobj->info->mass && mo2->tracer == mobj) - { - P_RemoveMobj(mo2); - i++; - } - if (i == 2) // we've already removed 2 of these, let's stop now + if (mo2->type != (mobjtype_t)mobj->info->mass) + continue; + if (mo2->tracer != mobj) + continue; + + P_RemoveMobj(mo2); + if (++i == 2) // we've already removed 2 of these, let's stop now break; } - way = (way + P_RandomRange(1,3)) % 5; // dummy 1 at one of the first three options after eggmobile + way1 = P_RandomKey(8-2); + if (way1 >= curpath) + way1++; + if (way1 >= way0) + { + way1++; + if (way1 == curpath) + way1++; + } + dummy = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->mass); dummy->angle = mobj->angle; - dummy->threshold = way + 1; - dummy->tracer = mobj; + dummy->threshold = way1; + P_SetTarget(&dummy->tracer, mobj); + dummy->movefactor = mobj->movefactor; + dummy->cusval = mobj->cusval; + + way2 = P_RandomKey(8-3); + if (way2 >= curpath) + way2++; + if (way2 >= way0) + { + way2++; + if (way2 == curpath) + way2++; + } + if (way2 >= way1) + { + way2++; + if (way2 == curpath || way2 == way0) + way2++; + } - do - way2 = (way + P_RandomRange(1,3)) % 5; // dummy 2 has to be careful, - while (way2 == mobj->threshold - 1); // to make sure it doesn't try to go the Eggman Way if dummy 1 rolled high. dummy = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->mass); dummy->angle = mobj->angle; - dummy->threshold = way2 + 1; - dummy->tracer = mobj; + dummy->threshold = way2; + P_SetTarget(&dummy->tracer, mobj); + dummy->movefactor = mobj->movefactor; + dummy->cusval = mobj->cusval; - CONS_Debug(DBG_GAMELOGIC, "Eggman path %d - Dummy selected paths %d and %d\n", mobj->threshold, way + 1, dummy->threshold); - P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); + CONS_Debug(DBG_GAMELOGIC, "Eggman path %d - Dummy selected paths %d and %d\n", way0, way1, way2); + P_LinedefExecute(LE_PINCHPHASE+(mobj->cusval*LE_PARAMWIDTH), mobj, NULL); } } else if (mobj->movecount) // Firing mode { - UINT32 i; - // look for a new target P_BossTargetPlayer(mobj, false); if (!mobj->target || !mobj->target->player) return; - // Are there any players underwater? If so, shock them! - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || players[i].spectator) - continue; - - if (!players[i].mo || players[i].bot) - continue; - - if (players[i].mo->health <= 0) - continue; - - if (players[i].mo->eflags & MFE_UNDERWATER) - { - mobj->movecount = 0; - P_SetMobjState(mobj, mobj->info->spawnstate); - return; - } - } - // Always face your target. A_FaceTarget(mobj); @@ -4561,9 +4512,7 @@ static void P_Boss3Thinker(mobj_t *mobj) } else if (mobj->threshold >= 0) // Traveling mode { - thinker_t *th; - mobj_t *mo2; - fixed_t dist, dist2; + fixed_t dist = 0; fixed_t speed; P_SetTarget(&mobj->target, NULL); @@ -4572,97 +4521,112 @@ static void P_Boss3Thinker(mobj_t *mobj) && !(mobj->flags2 & MF2_FRET)) P_SetMobjState(mobj, mobj->info->spawnstate); - // scan the thinkers - // to find a point that matches - // the number - for (th = thinkercap.next; th != &thinkercap; th = th->next) + if (!(mobj->flags2 & MF2_STRONGBOX)) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; + thinker_t *th; + mobj_t *mo2; - mo2 = (mobj_t *)th; - if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && mo2->spawnpoint->angle == mobj->threshold) + P_SetTarget(&mobj->tracer, NULL); + + // scan the thinkers + // to find a point that matches + // the number + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - P_SetTarget(&mobj->target, mo2); + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + + mo2 = (mobj_t *)th; + if (mo2->type != MT_BOSS3WAYPOINT) + continue; + if (!mo2->spawnpoint) + continue; + if (mo2->spawnpoint->angle != mobj->threshold) + continue; + if (mo2->spawnpoint->extrainfo != mobj->cusval) + continue; + + P_SetTarget(&mobj->tracer, mo2); break; } } - if (!mobj->target) // Should NEVER happen + if (!mobj->tracer) // Should NEVER happen { - CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 was unable to find specified waypoint: %d\n", mobj->threshold); + CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 was unable to find specified waypoint: %d, %d\n", mobj->threshold, mobj->cusval); return; } - dist = P_AproxDistance(P_AproxDistance(mobj->target->x - mobj->x, mobj->target->y - mobj->y), mobj->target->z - mobj->z); - - if (dist < 1) - dist = 1; - if ((mobj->movedir) || (mobj->health <= mobj->info->damage)) speed = mobj->info->speed * 2; else speed = mobj->info->speed; - mobj->momx = FixedMul(FixedDiv(mobj->target->x - mobj->x, dist), speed); - mobj->momy = FixedMul(FixedDiv(mobj->target->y - mobj->y, dist), speed); - mobj->momz = FixedMul(FixedDiv(mobj->target->z - mobj->z, dist), speed); - - if (mobj->momx != 0 || mobj->momy != 0) - mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy); - - dist2 = P_AproxDistance(P_AproxDistance(mobj->target->x - (mobj->x + mobj->momx), mobj->target->y - (mobj->y + mobj->momy)), mobj->target->z - (mobj->z + mobj->momz)); - - if (dist2 < 1) - dist2 = 1; - - if ((dist >> FRACBITS) <= (dist2 >> FRACBITS)) + if (mobj->tracer->x == mobj->x && mobj->tracer->y == mobj->y) { - // If further away, set XYZ of mobj to waypoint location + // apply ambush for old routing, otherwise whack a mole only + dist = P_AproxDistance(P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y), mobj->tracer->z + mobj->movefactor - mobj->z); + + if (dist < 1) + dist = 1; + + mobj->momx = FixedMul(FixedDiv(mobj->tracer->x - mobj->x, dist), speed); + mobj->momy = FixedMul(FixedDiv(mobj->tracer->y - mobj->y, dist), speed); + mobj->momz = FixedMul(FixedDiv(mobj->tracer->z + mobj->movefactor - mobj->z, dist), speed); + + if (mobj->momx != 0 || mobj->momy != 0) + mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy); + } + + if (dist <= speed) + { + // If distance to point is less than travel in that frame, set XYZ of mobj to waypoint location P_UnsetThingPosition(mobj); - mobj->x = mobj->target->x; - mobj->y = mobj->target->y; - mobj->z = mobj->target->z; + mobj->x = mobj->tracer->x; + mobj->y = mobj->tracer->y; + mobj->z = mobj->tracer->z + mobj->movefactor; mobj->momx = mobj->momy = mobj->momz = 0; P_SetThingPosition(mobj); - if (mobj->threshold == 0) + if (!mobj->movefactor) // to firing mode { - mobj->reactiontime = 1; // Bzzt! Shock the water! - mobj->movedir = 0; + UINT8 i; + angle_t ang = 0; - if (mobj->health <= 0) + mobj->movecount = mobj->health+1; + mobj->movefactor = -512*FRACUNIT; + + // shock the water! + for (i = 0; i < 64; i++) { - mobj->flags |= MF_NOGRAVITY|MF_NOCLIP; - mobj->flags |= MF_NOCLIPHEIGHT; - mobj->threshold = -1; - return; + mobj_t *shock = P_SpawnMobjFromMobj(mobj, 0, 0, 4*FRACUNIT, MT_SHOCK); + P_SetTarget(&shock->target, mobj); + P_InstaThrust(shock, ang, shock->info->speed); + P_CheckMissileSpawn(shock); + ang += (ANGLE_MAX/64); } + S_StartSound(mobj, sfx_fizzle); } - - // Set to next waypoint in sequence - if (mobj->target->spawnpoint) + else if (mobj->flags2 & (MF2_STRONGBOX|MF2_CLASSICPUSH)) // just hit the bottom of your tube { - // From the center point, choose one of the five paths - if (mobj->target->spawnpoint->angle == 0) - mobj->threshold = P_RandomRange(1,5); - else - mobj->threshold = mobj->target->spawnpoint->extrainfo; - - // If the deaf flag is set, go into firing mode - if (mobj->target->spawnpoint->options & MTF_AMBUSH) - mobj->movecount = mobj->health+1; + mobj->flags2 &= ~(MF2_STRONGBOX|MF2_CLASSICPUSH); + mobj->reactiontime = 1; // spawn pinch dummies + mobj->movedir = 0; + } + else // just shifted to another tube + { + mobj->flags2 |= MF2_STRONGBOX; + if (mobj->health > 0) + mobj->movefactor = 0; } - else // This should never happen, as well - CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 waypoint has no spawnpoint associated with it.\n"); } } } // Move Boss4's sectors by delta. -static boolean P_Boss4MoveCage(fixed_t delta) +static boolean P_Boss4MoveCage(mobj_t *mobj, fixed_t delta) { - const UINT16 tag = 65534; + const UINT16 tag = 65534 + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0); INT32 snum; sector_t *sector; for (snum = sectors[tag%numsectors].firsttag; snum != -1; snum = sector->nexttag) @@ -4682,7 +4646,7 @@ static void P_Boss4MoveSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz) { INT32 s; mobj_t *base = mobj, *seg; - fixed_t dist, bz = mobj->watertop+(16<watertop+(8<tracer)) { for (seg = base, dist = 172*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 124*FRACUNIT, --s) @@ -4692,26 +4656,44 @@ static void P_Boss4MoveSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz) } // Pull them closer. -static void P_Boss4PinchSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz) +static void P_Boss4PinchSpikeballs(mobj_t *mobj, angle_t angle, fixed_t dz) { INT32 s; mobj_t *base = mobj, *seg; - fixed_t dist, bz = mobj->watertop+(16<tracer)) + fixed_t originx, originy, workx, worky, dx, dy, bz = mobj->watertop+(8<spawnpoint) { - for (seg = base, dist = 112*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 132*FRACUNIT, --s) + originx = mobj->spawnpoint->x << FRACBITS; + originy = mobj->spawnpoint->y << FRACBITS; + } + else + { + originx = mobj->x; + originy = mobj->y; + } + + dz /= 9; + + while ((base = base->tracer)) // there are 10 per spoke, remember that + { + dx = (originx + P_ReturnThrustX(mobj, angle, (9*132)<x)/9; + dy = (originy + P_ReturnThrustY(mobj, angle, (9*132)<y)/9; + workx = mobj->x + P_ReturnThrustX(mobj, angle, (112)<y + P_ReturnThrustY(mobj, angle, (112)<hnext, --s) { - seg->z = bz + FixedMul(fz, FixedDiv(s<x + P_ReturnThrustX(mobj, angle, dist), mobj->y + P_ReturnThrustY(mobj, angle, dist), true); + seg->z = bz + (dz*(9-s)); + P_TryMove(seg, workx + (dx*s), worky + (dy*s), true); } angle += ANGLE_MAX/3; } } // Destroy cage FOFs. -static void P_Boss4DestroyCage(void) +static void P_Boss4DestroyCage(mobj_t *mobj) { - const UINT16 tag = 65534; + const UINT16 tag = 65534 + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0); INT32 snum, next; size_t a; sector_t *sector, *rsec; @@ -4774,9 +4756,11 @@ static void P_Boss4PopSpikeballs(mobj_t *mobj) // static void P_Boss4Thinker(mobj_t *mobj) { + fixed_t movespeed = 0; + if ((statenum_t)(mobj->state-states) == mobj->info->spawnstate) { - if (mobj->health > mobj->info->damage || mobj->movedir == 4) + if (mobj->flags2 & MF2_FRET && (mobj->health > mobj->info->damage)) mobj->flags2 &= ~MF2_FRET; mobj->reactiontime = 0; // Drop the cage immediately. } @@ -4786,12 +4770,50 @@ static void P_Boss4Thinker(mobj_t *mobj) { if (mobj->tracer) // need to clean up! { - P_Boss4DestroyCage(); // Just in case pinch phase was skipped. + P_Boss4DestroyCage(mobj); // Just in case pinch phase was skipped. P_Boss4PopSpikeballs(mobj); } return; } + if (mobj->movedir) // only not during init + { + INT32 oldmovecount = mobj->movecount; + if (mobj->movedir == 3) // pinch start + movespeed = -(210<<(FRACBITS>>1)); + else if (mobj->movedir > 3) // pinch + { + movespeed = 420<<(FRACBITS>>1); + movespeed += (420*(mobj->info->damage-mobj->health)<<(FRACBITS>>1)); + if (mobj->movedir == 4) + movespeed = -movespeed; + } + else // normal + { + movespeed = 170<<(FRACBITS>>1); + movespeed += ((50*(mobj->info->spawnhealth-mobj->health))<<(FRACBITS>>1)); + if (mobj->movedir == 2) + movespeed = -movespeed; + if (mobj->movefactor) + movespeed /= 2; + else if (mobj->threshold) + { + // 1 -> 1.5 second timer + INT32 maxtimer = TICRATE+(TICRATE*(mobj->info->spawnhealth-mobj->health)/10); + if (maxtimer < 1) + maxtimer = 1; + maxtimer = ((mobj->threshold*movespeed)/(2*maxtimer)); + movespeed -= maxtimer; + } + } + + mobj->movecount += movespeed + 360*FRACUNIT; + mobj->movecount %= 360*FRACUNIT; + + if (((oldmovecount>>FRACBITS)%120 >= 60) && !((mobj->movecount>>FRACBITS)%120 >= 60)) + S_StartSound(NULL, sfx_mswing); + } + // movedir == battle stage: // 0: initialization // 1: phase 1 forward @@ -4822,17 +4844,17 @@ static void P_Boss4Thinker(mobj_t *mobj) P_SetTarget(&seg->target, mobj); for (i = 0; i < 9; i++) { - seg->hnext = P_SpawnMobj(mobj->x, mobj->y, z, MT_EGGMOBILE4_MACE); - seg->hnext->hprev = seg; + P_SetTarget(&seg->hnext, P_SpawnMobj(mobj->x, mobj->y, z, MT_EGGMOBILE4_MACE)); + P_SetTarget(&seg->hnext->hprev, seg); seg = seg->hnext; } } // Move the cage up to the sky. mobj->movecount = 800*FRACUNIT; - if (!P_Boss4MoveCage(mobj->movecount)) + if (!P_Boss4MoveCage(mobj, mobj->movecount)) { mobj->movecount = 0; - mobj->threshold = 3*TICRATE; + //mobj->threshold = 3*TICRATE; mobj->extravalue1 = 1; mobj->movedir++; // We don't have a cage, just continue. } @@ -4844,17 +4866,13 @@ static void P_Boss4Thinker(mobj_t *mobj) fixed_t oldz = mobj->movecount; mobj->threshold -= 5*FRACUNIT; mobj->movecount += mobj->threshold; - if (mobj->movecount < 0) - mobj->movecount = 0; - P_Boss4MoveCage(mobj->movecount - oldz); - P_Boss4MoveSpikeballs(mobj, 0, mobj->movecount); - if (mobj->movecount == 0) + if (mobj->movecount <= 0) { - mobj->threshold = 3*TICRATE; - mobj->extravalue1 = 1; - P_LinedefExecute(LE_BOSS4DROP, mobj, NULL); + mobj->movecount = 0; mobj->movedir++; // Initialization complete, next phase! } + P_Boss4MoveCage(mobj, mobj->movecount - oldz); + P_Boss4MoveSpikeballs(mobj, 0, mobj->movecount); } return; } @@ -4868,17 +4886,18 @@ static void P_Boss4Thinker(mobj_t *mobj) case 3: { fixed_t z; - if (mobj->z < mobj->watertop+(512<z < mobj->watertop+(400<momz = 8*FRACUNIT; else { - mobj->momz = 0; + mobj->momz = mobj->movefactor = 0; + mobj->threshold = 1110<movedir++; } - mobj->movecount += 400<<(FRACBITS>>1); - mobj->movecount %= 360*FRACUNIT; + z = mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2; - if (z < 0) // We haven't risen high enough to pull the spikeballs along yet + if (z < (8<movecount), 0); // So don't pull the spikeballs along yet. else P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), z); @@ -4886,18 +4905,32 @@ static void P_Boss4Thinker(mobj_t *mobj) } // Pinch phase! case 4: + case 5: { - if (mobj->z < (mobj->watertop + ((512+128*(mobj->info->damage-mobj->health))<momz = 8*FRACUNIT; - else - mobj->momz = 0; - mobj->movecount += (800+800*(mobj->info->damage-mobj->health))<<(FRACBITS>>1); - mobj->movecount %= 360*FRACUNIT; + mobj->angle -= FixedAngle(movespeed/8); + + if (mobj->movefactor != mobj->threshold) + { + if (mobj->threshold - mobj->movefactor < FRACUNIT) + { + mobj->movefactor = mobj->threshold; + mobj->flags2 &= ~MF2_FRET; + } + else + mobj->movefactor += (mobj->threshold - mobj->movefactor)/8; + } + + if (mobj->spawnpoint) + P_TryMove(mobj, + (mobj->spawnpoint->x<angle, mobj->movefactor), + (mobj->spawnpoint->y<angle, mobj->movefactor), + true); + P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2); if (!mobj->target || !mobj->target->health) P_SupermanLook4Players(mobj); - A_FaceTarget(mobj); + //A_FaceTarget(mobj); return; } @@ -4917,10 +4950,23 @@ static void P_Boss4Thinker(mobj_t *mobj) if (mobj->reactiontime == 1) { fixed_t oldz = mobj->movefactor; - mobj->movefactor += 8*FRACUNIT; - if (mobj->movefactor > 128*FRACUNIT) - mobj->movefactor = 128*FRACUNIT; - P_Boss4MoveCage(mobj->movefactor - oldz); + if (mobj->movefactor != 128*FRACUNIT) + { + if (mobj->movefactor < 128*FRACUNIT) + { + mobj->movefactor += 8*FRACUNIT; + if (!oldz) + { + // 5 -> 2.5 second timer + mobj->threshold = 5*TICRATE-(TICRATE*(mobj->info->spawnhealth-mobj->health)/2); + if (mobj->threshold < 1) + mobj->threshold = 1; + } + } + else + mobj->movefactor = 128*FRACUNIT; + P_Boss4MoveCage(mobj, mobj->movefactor - oldz); + } } // Drop the cage! else if (mobj->movefactor) @@ -4929,64 +4975,38 @@ static void P_Boss4Thinker(mobj_t *mobj) mobj->movefactor -= 4*FRACUNIT; if (mobj->movefactor < 0) mobj->movefactor = 0; - P_Boss4MoveCage(mobj->movefactor - oldz); + P_Boss4MoveCage(mobj, mobj->movefactor - oldz); if (!mobj->movefactor) { if (mobj->health <= mobj->info->damage) { // Proceed to pinch phase! - P_Boss4DestroyCage(); + P_Boss4DestroyCage(mobj); mobj->movedir = 3; - P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); + P_LinedefExecute(LE_PINCHPHASE + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0), mobj, NULL); + P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), 0); + var1 = 3; + A_BossJetFume(mobj); return; } - P_LinedefExecute(LE_BOSS4DROP, mobj, NULL); + P_LinedefExecute(LE_BOSS4DROP - (mobj->info->spawnhealth-mobj->health) + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0), mobj, NULL); + // 1 -> 1.5 second timer + mobj->threshold = TICRATE+(TICRATE*(mobj->info->spawnhealth-mobj->health)/10); + if (mobj->threshold < 1) + mobj->threshold = 1; } } - { - fixed_t movespeed = 170<<(FRACBITS>>1); - if (mobj->reactiontime == 2) - movespeed *= 3; - if (mobj->movedir == 2) - mobj->movecount -= movespeed; - else - mobj->movecount += movespeed; - } - mobj->movecount %= 360*FRACUNIT; P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->movefactor); // Check for attacks, always tick the timer even while animating!! - if (!(mobj->flags2 & MF2_FRET) // but pause for pain so we don't interrupt pinch phase, eep! - && mobj->threshold-- == 0) + if (mobj->threshold) { - // 5 -> 2.5 second timer - mobj->threshold = 5*TICRATE-(TICRATE/2)*(mobj->info->spawnhealth-mobj->health); - if (mobj->threshold < 1) - mobj->threshold = 1; - - if (mobj->extravalue1-- == 0) - { - P_SetMobjState(mobj, mobj->info->raisestate); - mobj->extravalue1 = 3; - } - else + if (!(mobj->flags2 & MF2_FRET) && !(--mobj->threshold)) // but pause for pain so we don't interrupt pinch phase, eep! { if (mobj->reactiontime == 1) // Cage is raised? - mobj->reactiontime = 0; // Drop it! - switch(P_RandomKey(10)) { - // Telegraph Right (Speed Up!!) - case 1: - case 3: - case 4: - case 5: - case 6: - P_SetMobjState(mobj, mobj->info->missilestate); - break; - // Telegraph Left (Reverse Direction) - default: - P_SetMobjState(mobj, mobj->info->meleestate); - break; + P_SetMobjState(mobj, mobj->info->spawnstate); + mobj->reactiontime = 0; // Drop it! } } } @@ -4998,13 +5018,11 @@ static void P_Boss4Thinker(mobj_t *mobj) // Map allows us to get killed despite cage being down? if (mobj->health <= mobj->info->damage) { // Proceed to pinch phase! - P_Boss4DestroyCage(); - // spawn jet's flame now you're flying upwards - // tracer is already used, so if this ever gets reached again we've got problems + P_Boss4DestroyCage(mobj); + mobj->movedir = 3; + P_LinedefExecute(LE_PINCHPHASE + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0), mobj, NULL); var1 = 3; A_BossJetFume(mobj); - mobj->movedir = 3; - P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); return; } @@ -5218,6 +5236,7 @@ static void P_Boss7Thinker(mobj_t *mobj) INT32 i; boolean foundgoop = false; INT32 closestNum; + UINT8 extrainfo = (mobj->spawnpoint ? mobj->spawnpoint->extrainfo : 0); // Looks for players in goop. If you find one, try to jump on him. for (i = 0; i < MAXPLAYERS; i++) @@ -5237,23 +5256,29 @@ static void P_Boss7Thinker(mobj_t *mobj) closestdist = INT32_MAX; // Just in case... // Find waypoint he is closest to - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint) - { - dist = P_AproxDistance(players[i].mo->x - mo2->x, players[i].mo->y - mo2->y); + if (mo2->type != MT_BOSS3WAYPOINT) + continue; + if (!mo2->spawnpoint) + continue; + if (mo2->spawnpoint->extrainfo != extrainfo) + continue; + if (mobj->health <= mobj->info->damage && !(mo2->spawnpoint->options & 7)) + continue; // don't jump to center - if (closestNum == -1 || dist < closestdist) - { - closestNum = (mo2->spawnpoint->options & 7); - closestdist = dist; - foundgoop = true; - } - } + dist = P_AproxDistance(players[i].mo->x - mo2->x, players[i].mo->y - mo2->y); + + if (!(closestNum == -1 || dist < closestdist)) + continue; + + closestNum = (mo2->spawnpoint->options & 7); + closestdist = dist; + foundgoop = true; } waypointNum = closestNum; break; @@ -5262,17 +5287,14 @@ static void P_Boss7Thinker(mobj_t *mobj) if (!foundgoop) { - if (mobj->z > 1056*FRACUNIT) - waypointNum = 0; - else + // Don't jump to the center when health is low. + // Force the player to beat you with missiles. + if (mobj->z <= 1056*FRACUNIT || mobj->health <= mobj->info->damage) waypointNum = 1 + P_RandomKey(4); + else + waypointNum = 0; } - // Don't jump to the center when health is low. - // Force the player to beat you with missiles. - if (mobj->health <= mobj->info->damage && waypointNum == 0) - waypointNum = 1 + P_RandomKey(4); - if (mobj->tracer && mobj->tracer->type == MT_BOSS3WAYPOINT && mobj->tracer->spawnpoint && (mobj->tracer->spawnpoint->options & 7) == waypointNum) { @@ -5281,28 +5303,31 @@ static void P_Boss7Thinker(mobj_t *mobj) else waypointNum--; - waypointNum %= 5; - - if (waypointNum < 0) - waypointNum = 0; + if (mobj->health <= mobj->info->damage) + waypointNum = ((waypointNum + 3) % 4) + 1; // plus four to avoid modulo being negative, minus one to avoid waypoint #0 + else + waypointNum = ((waypointNum + 5) % 5); } - if (waypointNum == 0 && mobj->health <= mobj->info->damage) - waypointNum = 1 + (P_RandomFixed() & 1); - // scan the thinkers to find // the waypoint to use - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && (mo2->spawnpoint->options & 7) == waypointNum) - { - hitspot = mo2; - break; - } + if (mo2->type != MT_BOSS3WAYPOINT) + continue; + if (!mo2->spawnpoint) + continue; + if ((mo2->spawnpoint->options & 7) != waypointNum) + continue; + if (mo2->spawnpoint->extrainfo != extrainfo) + continue; + + hitspot = mo2; + break; } if (hitspot == NULL) @@ -5399,7 +5424,8 @@ static void P_Boss7Thinker(mobj_t *mobj) if (mobj->info->activesound)\ S_StartSound(mobj, mobj->info->activesound);\ if (mobj->info->painchance)\ - P_SetMobjState(mobj, mobj->info->painchance) + P_SetMobjState(mobj, mobj->info->painchance);\ + mobj->flags2 &= ~MF2_INVERTAIMABLE;\ // Metal Sonic battle boss // You CAN put multiple Metal Sonics in a single map @@ -5424,19 +5450,19 @@ static void P_Boss9Thinker(mobj_t *mobj) // Run through the thinkers ONCE and find all of the MT_BOSS9GATHERPOINT in the map. // Build a hoop linked list of 'em! - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_BOSS9GATHERPOINT) { if (last) - last->hnext = mo2; + P_SetTarget(&last->hnext, mo2); else - mobj->hnext = mo2; - mo2->hprev = last; + P_SetTarget(&mobj->hnext, mo2); + P_SetTarget(&mo2->hprev, last); last = mo2; } } @@ -5488,27 +5514,17 @@ static void P_Boss9Thinker(mobj_t *mobj) // AI goes here. { - boolean danger = true; angle_t angle; - if (mobj->threshold) + if (mobj->threshold || mobj->movecount) mobj->momz = (mobj->watertop-mobj->z)/16; // Float to your desired position FASTER else mobj->momz = (mobj->watertop-mobj->z)/40; // Float to your desired position - if (mobj->movecount == 2) { + if (mobj->movecount == 2) + { mobj_t *spawner; fixed_t dist = 0; - angle = 0x06000000*leveltime; - - // Alter your energy bubble's size/position - if (mobj->health > 3) { - mobj->tracer->destscale = FRACUNIT + (4*TICRATE - mobj->fuse)*(FRACUNIT/2)/TICRATE + FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT),FRACUNIT/2); - P_SetScale(mobj->tracer, mobj->tracer->destscale); - P_TeleportMove(mobj->tracer, mobj->x, mobj->y, mobj->z + mobj->height/2 - mobj->tracer->height/2); - mobj->tracer->momx = mobj->momx; - mobj->tracer->momy = mobj->momy; - mobj->tracer->momz = mobj->momz; - } + angle = 0x06000000*leveltime; // wtf? // Face your target P_BossTargetPlayer(mobj, true); @@ -5519,27 +5535,150 @@ static void P_Boss9Thinker(mobj_t *mobj) else mobj->angle -= InvAngle(angle)/8; + // Alter your energy bubble's size/position + if (mobj->health > 3) + { + mobj->tracer->destscale = FRACUNIT + (4*TICRATE - mobj->fuse)*(FRACUNIT/2)/TICRATE + FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT),FRACUNIT/2); + P_SetScale(mobj->tracer, mobj->tracer->destscale); + } + else + mobj->tracer->frame &= ~FF_TRANSMASK; // this causes a flicker but honestly i like it this way + P_TeleportMove(mobj->tracer, mobj->x, mobj->y, mobj->z + mobj->height/2 - mobj->tracer->height/2); + mobj->tracer->momx = mobj->momx; + mobj->tracer->momy = mobj->momy; + mobj->tracer->momz = mobj->momz; + + // Firin' mah lazors - INDICATOR + if (mobj->fuse > TICRATE/2) + { + tic_t shoottime, worktime, calctime; + shoottime = (TICRATE/((mobj->extravalue1 == 3) ? 8 : 4)); + shoottime += (shoottime>>1); + worktime = shoottime*(mobj->threshold/2); + calctime = mobj->fuse-(TICRATE/2); + + if (calctime <= worktime && (calctime % shoottime == 0)) + { + mobj_t *missile; + + missile = P_SpawnMissile(mobj, mobj->target, MT_MSGATHER); + S_StopSound(missile); + if (mobj->extravalue1 >= 2) + P_SetScale(missile, FRACUNIT>>1); + missile->destscale = missile->scale>>1; + missile->fuse = TICRATE/2; + missile->scalespeed = abs(missile->destscale - missile->scale)/missile->fuse; + missile->z -= missile->height/2; + missile->momx *= -1; + missile->momy *= -1; + missile->momz *= -1; + + if (mobj->extravalue1 == 2) + { + UINT8 i; + mobj_t *spread; + for (i = 0; i < 5; i++) + { + if (i == 2) + continue; + spread = P_SpawnMobj(missile->x, missile->y, missile->z, missile->type); + spread->angle = missile->angle+(ANGLE_11hh/2)*(i-2); + P_InstaThrust(spread,spread->angle,-spread->info->speed); + spread->momz = missile->momz; + P_SetScale(spread, missile->scale); + spread->destscale = missile->destscale; + spread->scalespeed = missile->scalespeed; + spread->fuse = missile->fuse; + P_UnsetThingPosition(spread); + spread->x -= spread->fuse*spread->momx; + spread->y -= spread->fuse*spread->momy; + spread->z -= spread->fuse*spread->momz; + P_SetThingPosition(spread); + } + P_InstaThrust(missile,missile->angle,-missile->info->speed); + } + else if (mobj->extravalue1 >= 3) + { + UINT8 i; + mobj_t *spread; + mobj->target->z -= (4*missile->height); + for (i = 0; i < 5; i++) + { + if (i != 2) + { + spread = P_SpawnMissile(mobj, mobj->target, missile->type); + P_SetScale(spread, missile->scale); + spread->destscale = missile->destscale; + spread->fuse = missile->fuse; + spread->z -= spread->height/2; + spread->momx *= -1; + spread->momy *= -1; + spread->momz *= -1; + P_UnsetThingPosition(spread); + spread->x -= spread->fuse*spread->momx; + spread->y -= spread->fuse*spread->momy; + spread->z -= spread->fuse*spread->momz; + P_SetThingPosition(spread); + } + mobj->target->z += missile->height*2; + } + mobj->target->z -= (6*missile->height); + } + + P_UnsetThingPosition(missile); + missile->x -= missile->fuse*missile->momx; + missile->y -= missile->fuse*missile->momy; + missile->z -= missile->fuse*missile->momz; + P_SetThingPosition(missile); + + S_StartSound(mobj, sfx_s3kb3); + } + } + + // up... + mobj->z += mobj->height/2; + // Spawn energy particles - for (spawner = mobj->hnext; spawner; spawner = spawner->hnext) { + for (spawner = mobj->hnext; spawner; spawner = spawner->hnext) + { dist = P_AproxDistance(spawner->x - mobj->x, spawner->y - mobj->y); if (P_RandomRange(1,(dist>>FRACBITS)/16) == 1) break; } - if (spawner) { + if (spawner) + { mobj_t *missile = P_SpawnMissile(spawner, mobj, MT_MSGATHER); - if (mobj->health > mobj->info->damage) - missile->momz = FixedDiv(missile->momz, 7*FRACUNIT/5); + if (dist == 0) missile->fuse = 0; else missile->fuse = (dist/P_AproxDistance(missile->momx, missile->momy)); + if (missile->fuse > mobj->fuse) P_RemoveMobj(missile); + + if (mobj->health > mobj->info->damage) + { + P_SetScale(missile, FRACUNIT/2); + missile->color = SKINCOLOR_GOLD; // sonic cd electric power + } + else + { + P_SetScale(missile, FRACUNIT/4); + missile->color = SKINCOLOR_MAGENTA; // sonic OVA/4 purple power + } + missile->destscale = missile->scale*2; + missile->scalespeed = abs(missile->scale - missile->destscale)/missile->fuse; + missile->colorized = true; } + + // ...then down. easier than changing the missile's momz after-the-fact + mobj->z -= mobj->height/2; } // Pre-threshold reactiontime stuff for attack phases - if (mobj->reactiontime && mobj->movecount == 3) { + if (mobj->reactiontime && mobj->movecount == 3) + { mobj->reactiontime--; if (mobj->movedir == 0 || mobj->movedir == 2) { // Pausing between bounces in the pinball phase @@ -5560,13 +5699,15 @@ static void P_Boss9Thinker(mobj_t *mobj) } // threshold is used for attacks/maneuvers. - if (mobj->threshold) { + if (mobj->threshold && mobj->movecount != 2) { fixed_t speed = 20*FRACUNIT + FixedMul(40*FRACUNIT, FixedDiv((mobj->info->spawnhealth - mobj->health)<info->spawnhealth<movecount == 3 && mobj->movedir == 1) { - if (!(mobj->threshold&1)) { + if (mobj->movecount == 3 && mobj->movedir == 1) + { + if (!(mobj->threshold & 1)) + { mobj_t *missile; if (mobj->info->seesound) S_StartSound(mobj, mobj->info->seesound); @@ -5578,18 +5719,20 @@ static void P_Boss9Thinker(mobj_t *mobj) A_FaceTarget(mobj); missile = P_SpawnMissile(mobj, mobj->target, mobj->info->speed); - if (mobj->extravalue1 == 2 || mobj->extravalue1 == 3) { + if (mobj->extravalue1 >= 2) + { missile->destscale = FRACUNIT>>1; P_SetScale(missile, missile->destscale); } missile->fuse = 3*TICRATE; missile->z -= missile->height/2; - if (mobj->extravalue1 == 2) { - int i; + if (mobj->extravalue1 == 2) + { + UINT8 i; mobj_t *spread; - missile->flags |= MF_MISSILE; - for (i = 0; i < 5; i++) { + for (i = 0; i < 5; i++) + { if (i == 2) continue; spread = P_SpawnMobj(missile->x, missile->y, missile->z, missile->type); @@ -5598,11 +5741,32 @@ static void P_Boss9Thinker(mobj_t *mobj) spread->momz = missile->momz; spread->destscale = FRACUNIT>>1; P_SetScale(spread, spread->destscale); - spread->fuse = 3*TICRATE; + spread->fuse = missile->fuse; } - missile->flags &= ~MF_MISSILE; + P_InstaThrust(missile,missile->angle,missile->info->speed); } - } else { + else if (mobj->extravalue1 >= 3) + { + UINT8 i; + mobj_t *spread; + mobj->target->z -= (2*missile->height); + for (i = 0; i < 5; i++) + { + if (i != 2) + { + spread = P_SpawnMissile(mobj, mobj->target, missile->type); + spread->destscale = FRACUNIT>>1; + P_SetScale(spread, spread->destscale); + spread->fuse = missile->fuse; + spread->z -= spread->height/2; + } + mobj->target->z += missile->height; + } + mobj->target->z -= (3*missile->height); + } + } + else + { P_SetMobjState(mobj, mobj->state->nextstate); if (mobj->extravalue1 == 3) mobj->reactiontime = TICRATE/8; @@ -5616,7 +5780,8 @@ static void P_Boss9Thinker(mobj_t *mobj) P_SpawnGhostMobj(mobj); // Pinball attack! - if (mobj->movecount == 3 && (mobj->movedir == 0 || mobj->movedir == 2)) { + if (mobj->movecount == 3 && (mobj->movedir == 0 || mobj->movedir == 2)) + { if ((statenum_t)(mobj->state-states) != mobj->info->seestate) P_SetMobjState(mobj, mobj->info->seestate); if (mobj->movedir == 0) // mobj health == 1 @@ -5625,7 +5790,8 @@ static void P_Boss9Thinker(mobj_t *mobj) P_InstaThrust(mobj, mobj->angle, 22*FRACUNIT); else // mobj health == 2 P_InstaThrust(mobj, mobj->angle, 30*FRACUNIT); - if (!P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true)) { // Hit a wall? Find a direction to bounce + if (!P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true)) + { // Hit a wall? Find a direction to bounce mobj->threshold--; P_SetMobjState(mobj, mobj->state->nextstate); if (!mobj->threshold) { // failed bounce! @@ -5638,11 +5804,15 @@ static void P_Boss9Thinker(mobj_t *mobj) mobj->movecount = 0; P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_CYBRAKDEMON_VILE_EXPLOSION); P_SetMobjState(mobj, mobj->info->meleestate); - } else if (!(mobj->threshold%4)) { // We've decided to lock onto the player this bounce. + } + else if (!(mobj->threshold%4)) + { // We've decided to lock onto the player this bounce. S_StartSound(mobj, sfx_s3k5a); mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4); mobj->reactiontime = TICRATE - 5*(mobj->info->damage - mobj->health); // targetting time - } else { // No homing, just use P_BounceMove + } + else + { // No homing, just use P_BounceMove S_StartSound(mobj, sfx_s3kaa); // make the bounces distinct... P_BounceMove(mobj); mobj->angle = R_PointToAngle2(0,0,mobj->momx,mobj->momy); @@ -5656,7 +5826,8 @@ static void P_Boss9Thinker(mobj_t *mobj) // Vector form dodge! mobj->angle += mobj->movedir; P_InstaThrust(mobj, mobj->angle, -speed); - while (!P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true) && tries++ < 16) { + while (!P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true) && tries++ < 16) + { S_StartSound(mobj, sfx_mspogo); P_BounceMove(mobj); mobj->angle = R_PointToAngle2(mobj->momx, mobj->momy,0,0); @@ -5713,7 +5884,7 @@ static void P_Boss9Thinker(mobj_t *mobj) if (mobj->flags2 & MF2_FRET) return; - if (mobj->state == &states[mobj->info->raisestate]) + if (mobj->movecount == 1 || mobj->movecount == 2) { // Charging energy if (mobj->momx != 0 || mobj->momy != 0) { // Apply the air breaks if (abs(mobj->momx)+abs(mobj->momy) < FRACUNIT) @@ -5721,11 +5892,13 @@ static void P_Boss9Thinker(mobj_t *mobj) else P_Thrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), -6*FRACUNIT/8); } - return; + if (mobj->state == states+mobj->info->raisestate) + return; } if (mobj->fuse == 0) { + mobj->flags2 &= ~MF2_INVERTAIMABLE; // It's time to attack! What are we gonna do?! switch(mobj->movecount) { @@ -5733,6 +5906,7 @@ static void P_Boss9Thinker(mobj_t *mobj) default: // Fly up and prepare for an attack! // We have to charge up first, so let's go up into the air + S_StartSound(mobj, sfx_beflap); P_SetMobjState(mobj, mobj->info->raisestate); if (mobj->floorz >= mobj->target->floorz) mobj->watertop = mobj->floorz + 256*FRACUNIT; @@ -5740,33 +5914,70 @@ static void P_Boss9Thinker(mobj_t *mobj) mobj->watertop = mobj->target->floorz + 256*FRACUNIT; break; - case 1: { + case 1: // Okay, we're up? Good, time to gather energy... if (mobj->health > mobj->info->damage) { // No more bubble if we're broken (pinch phase) mobj_t *shield = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_MSSHIELD_FRONT); P_SetTarget(&mobj->tracer, shield); P_SetTarget(&shield->target, mobj); + + // Attack 2: Energy shot! + switch (mobj->health) + { + case 8: // shoot once + default: + mobj->extravalue1 = 0; + mobj->threshold = 2; + break; + case 7: // spread shot (vertical) + mobj->extravalue1 = 4; + mobj->threshold = 2; + break; + case 6: // three shots + mobj->extravalue1 = 1; + mobj->threshold = 3*2; + break; + case 5: // spread shot (horizontal) + mobj->extravalue1 = 2; + mobj->threshold = 2; + break; + case 4: // machine gun + mobj->extravalue1 = 3; + mobj->threshold = 5*2; + break; + } } else - P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); + { + mobj_t *shield = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_MSSHIELD_FRONT); + P_SetTarget(&mobj->tracer, shield); + P_SetTarget(&shield->target, mobj); + shield->height -= 20*FRACUNIT; // different offset... + shield->color = SKINCOLOR_MAGENTA; + shield->colorized = true; + P_SetMobjState(shield, S_FIRS1); + //P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); -- why does this happen twice? see case 2... + } mobj->fuse = 4*TICRATE; mobj->flags |= MF_PAIN; if (mobj->info->attacksound) S_StartSound(mobj, mobj->info->attacksound); A_FaceTarget(mobj); + break; - } case 2: + { // We're all charged and ready now! Unleash the fury!! - if (mobj->health > mobj->info->damage) + mobj_t *removemobj = mobj->tracer; + S_StopSound(mobj); + P_SetTarget(&mobj->tracer, mobj->hnext); + P_RemoveMobj(removemobj); + if (mobj->health <= mobj->info->damage) { - mobj_t *removemobj = mobj->tracer; - P_SetTarget(&mobj->tracer, mobj->hnext); - P_RemoveMobj(removemobj); - } - if (mobj->health <= mobj->info->damage) { + mobj_t *whoosh; + // Attack 1: Pinball dash! if (mobj->health == 1) mobj->movedir = 0; @@ -5781,35 +5992,26 @@ static void P_Boss9Thinker(mobj_t *mobj) mobj->threshold = 24; // bounce 24 times mobj->watertop = mobj->target->floorz + 16*FRACUNIT; P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); - } else { + + whoosh = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_GHOST); // done here so the offset is correct + whoosh->frame = FF_FULLBRIGHT; + whoosh->sprite = SPR_ARMA; + whoosh->destscale = whoosh->scale<<1; + whoosh->scalespeed = FixedMul(whoosh->scalespeed, whoosh->scale); + whoosh->height = 38*whoosh->scale; + whoosh->fuse = 10; + whoosh->color = SKINCOLOR_MAGENTA; + whoosh->colorized = true; + whoosh->flags |= MF_NOCLIPHEIGHT; + } + else + { // Attack 2: Energy shot! mobj->movedir = 1; - - if (mobj->health >= 8) - mobj->extravalue1 = 0; - else if (mobj->health >= 5) - mobj->extravalue1 = 2; - else if (mobj->health >= 4) - mobj->extravalue1 = 1; - else - mobj->extravalue1 = 3; - - switch(mobj->extravalue1) { - case 0: // shoot once - case 2: // spread-shot - default: - mobj->threshold = 2; - break; - case 1: // shoot 3 times - mobj->threshold = 3*2; - break; - case 3: // shoot like a goddamn machinegun - mobj->threshold = 8*2; - break; - } + // looking for the number of things to fire? that's done in case 1 now } break; - + } case 3: // Return to idle. mobj->watertop = mobj->target->floorz + 32*FRACUNIT; @@ -5840,38 +6042,44 @@ static void P_Boss9Thinker(mobj_t *mobj) mobj->angle -= InvAngle(angle)/8; //A_FaceTarget(mobj); - // Check if we're being attacked - if (!(mobj->target->player->pflags & (PF_JUMPED|PF_SPINNING) - || mobj->target->player->powers[pw_tailsfly] - || mobj->target->player->powers[pw_invulnerability] - || mobj->target->player->powers[pw_super])) - danger = false; - if (mobj->target->x+mobj->target->radius+abs(mobj->target->momx*2) < mobj->x-mobj->radius) - danger = false; - if (mobj->target->x-mobj->target->radius-abs(mobj->target->momx*2) > mobj->x+mobj->radius) - danger = false; - if (mobj->target->y+mobj->target->radius+abs(mobj->target->momy*2) < mobj->y-mobj->radius) - danger = false; - if (mobj->target->y-mobj->target->radius-abs(mobj->target->momy*2) > mobj->y+mobj->radius) - danger = false; - if (mobj->target->z+mobj->target->height+mobj->target->momz*2 < mobj->z) - danger = false; - if (mobj->target->z+mobj->target->momz*2 > mobj->z+mobj->height) - danger = false; - if (danger) { - // An incoming attack is detected! What should we do?! - // Go into vector form! - vectorise; - return; + if (mobj->flags2 & MF2_CLASSICPUSH) + mobj->flags2 &= ~MF2_CLASSICPUSH; // a missile caught us in PIT_CheckThing! + else + { + // Check if we're being attacked + if (!mobj->target || !mobj->target->player || !P_PlayerCanDamage(mobj->target->player, mobj)) + goto nodanger; + if (mobj->target->x+mobj->target->radius+abs(mobj->target->momx*2) < mobj->x-mobj->radius) + goto nodanger; + if (mobj->target->x-mobj->target->radius-abs(mobj->target->momx*2) > mobj->x+mobj->radius) + goto nodanger; + if (mobj->target->y+mobj->target->radius+abs(mobj->target->momy*2) < mobj->y-mobj->radius) + goto nodanger; + if (mobj->target->y-mobj->target->radius-abs(mobj->target->momy*2) > mobj->y+mobj->radius) + goto nodanger; + if (mobj->target->z+mobj->target->height+mobj->target->momz*2 < mobj->z) + goto nodanger; + if (mobj->target->z+mobj->target->momz*2 > mobj->z+mobj->height) + goto nodanger; } + // An incoming attack is detected! What should we do?! + // Go into vector form! + vectorise; + return; +nodanger: + + mobj->flags2 |= MF2_INVERTAIMABLE; + // Move normally: Approach the player using normal thrust and simulated friction. dist = P_AproxDistance(mobj->x-mobj->target->x, mobj->y-mobj->target->y); P_Thrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), -3*FRACUNIT/8); - if (dist < 64*FRACUNIT) + if (dist < 64*FRACUNIT && !(mobj->target->player && mobj->target->player->homing)) P_Thrust(mobj, mobj->angle, -4*FRACUNIT); else if (dist > 180*FRACUNIT) P_Thrust(mobj, mobj->angle, FRACUNIT); + else + P_Thrust(mobj, mobj->angle + ANGLE_90, FINECOSINE((((angle_t)(leveltime*ANG1))>>ANGLETOFINESHIFT) & FINEMASK)>>1); mobj->momz += P_AproxDistance(mobj->momx, mobj->momy)/12; // Move up higher the faster you're going. } } @@ -5890,9 +6098,9 @@ mobj_t *P_GetClosestAxis(mobj_t *source) fixed_t dist1, dist2 = 0; // scan the thinkers to find the closest axis point - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -6591,7 +6799,7 @@ void P_RunOverlays(void) { angle_t viewingangle; - if (players[displayplayer].awayviewtics) + if (players[displayplayer].awayviewtics && players[displayplayer].awayviewmobj != NULL && !P_MobjWasRemoved(players[displayplayer].awayviewmobj)) viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y); else if (!camera.chase && players[displayplayer].mo) viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].mo->x, players[displayplayer].mo->y); @@ -6664,12 +6872,14 @@ static void P_RemoveOverlay(mobj_t *thing) { mobj_t *mo; for (mo = overlaycap; mo; mo = mo->hnext) - if (mo->hnext == thing) - { - P_SetTarget(&mo->hnext, thing->hnext); - P_SetTarget(&thing->hnext, NULL); - return; - } + { + if (mo->hnext != thing) + continue; + + P_SetTarget(&mo->hnext, thing->hnext); + P_SetTarget(&thing->hnext, NULL); + return; + } } void A_BossDeath(mobj_t *mo); @@ -6801,6 +7011,9 @@ void P_MobjThinker(mobj_t *mobj) if (mobj->flags & MF_NOTHINK) return; + if ((mobj->flags & MF_BOSS) && mobj->spawnpoint && (bossdisabled & (1<spawnpoint->extrainfo))) + return; + // Remove dead target/tracer. if (mobj->target && P_MobjWasRemoved(mobj->target)) P_SetTarget(&mobj->target, NULL); @@ -7170,6 +7383,9 @@ void P_MobjThinker(mobj_t *mobj) P_RemoveMobj(mobj); return; } + + mobj->flags2 &= ~MF2_DONTDRAW; + mobj->x = mobj->target->x; mobj->y = mobj->target->y; @@ -7183,6 +7399,17 @@ void P_MobjThinker(mobj_t *mobj) else mobj->z = mobj->target->z - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale) - mobj->height; break; + case MT_LOCKONINF: + if (!(mobj->flags2 & MF2_STRONGBOX)) + { + mobj->threshold = mobj->z; + mobj->flags2 |= MF2_STRONGBOX; + } + if (!(mobj->eflags & MFE_VERTICALFLIP)) + mobj->z = mobj->threshold + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale); + else + mobj->z = mobj->threshold - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale); + break; case MT_DROWNNUMBERS: if (!mobj->target) { @@ -7333,6 +7560,7 @@ void P_MobjThinker(mobj_t *mobj) case MT_ROCKCRUMBLE15: case MT_ROCKCRUMBLE16: case MT_WOODDEBRIS: + case MT_BRICKDEBRIS: if (mobj->z <= P_FloorzAtPos(mobj->x, mobj->y, mobj->z, mobj->height) && mobj->state != &states[mobj->info->deathstate]) { @@ -7520,6 +7748,34 @@ void P_MobjThinker(mobj_t *mobj) return; } break; + case MT_FAKEMOBILE: + if (mobj->scale == mobj->destscale) + { + if (!mobj->fuse) + { + S_StartSound(mobj, sfx_s3k77); + mobj->flags2 |= MF2_DONTDRAW; + mobj->fuse = TICRATE; + } + return; + } + if (!mobj->reactiontime) + { + if (P_RandomChance(FRACUNIT/2)) + mobj->movefactor = FRACUNIT; + else + mobj->movefactor = -FRACUNIT; + if (P_RandomChance(FRACUNIT/2)) + mobj->movedir = ANG20; + else + mobj->movedir = -ANG20; + mobj->reactiontime = 5; + } + mobj->momz += mobj->movefactor; + mobj->angle += mobj->movedir; + P_InstaThrust(mobj, mobj->angle, -mobj->info->speed); + mobj->reactiontime--; + break; case MT_EGGSHIELD: mobj->flags2 ^= MF2_DONTDRAW; break; @@ -7826,7 +8082,8 @@ void P_MobjThinker(mobj_t *mobj) mobj->tracer->z += mobj->height; } break; - case MT_WAVINGFLAG: + case MT_WAVINGFLAG1: + case MT_WAVINGFLAG2: { fixed_t base = (leveltime<<(FRACBITS+1)); mobj_t *seg = mobj->tracer, *prev = mobj; @@ -7921,6 +8178,10 @@ void P_MobjThinker(mobj_t *mobj) } } break; + case MT_LHRT: + mobj->momx = FixedMul(mobj->momx, mobj->extravalue2); + mobj->momy = FixedMul(mobj->momy, mobj->extravalue2); + break; case MT_EGGCAPSULE: if (!mobj->reactiontime) { @@ -8084,7 +8345,166 @@ void P_MobjThinker(mobj_t *mobj) P_UnsetThingPosition(mobj); mobj->x = mobj->target->x; mobj->y = mobj->target->y; - mobj->z = mobj->target->z - FixedMul(50*FRACUNIT, mobj->target->scale); + mobj->z = mobj->target->z - 50*mobj->target->scale; + mobj->floorz = mobj->z; + mobj->ceilingz = mobj->z+mobj->height; + P_SetThingPosition(mobj); + } + break; + case MT_EGGROBO1: +#define SPECTATORRADIUS (96*mobj->scale) + { + if (!(mobj->flags2 & MF2_STRONGBOX)) + { + mobj->cusval = mobj->x; // eat my SOCs, p_mobj.h warning, we have lua now + mobj->cvmem = mobj->y; // ditto + mobj->movedir = mobj->angle; + mobj->threshold = P_MobjFlip(mobj)*10*mobj->scale; + if (mobj->threshold < 0) + mobj->threshold += (mobj->ceilingz - mobj->height); + else + mobj->threshold += mobj->floorz; + var1 = 4; + A_BossJetFume(mobj); + mobj->flags2 |= MF2_STRONGBOX; + } + + if (mobj->state == &states[mobj->info->deathstate]) // todo: make map actually set health to 0 for these + { + if (mobj->movecount) + { + if (!(--mobj->movecount)) + S_StartSound(mobj, mobj->info->deathsound); + } + else + { + mobj->momz += P_MobjFlip(mobj)*mobj->scale; + if (mobj->momz > 0) + { + if (mobj->z + mobj->momz > mobj->ceilingz + (1000<z + mobj->height + mobj->momz < mobj->floorz - (1000<z = mobj->threshold + FixedMul(FINESINE(((leveltime + mobj->movecount)*ANG2>>(ANGLETOFINESHIFT-2)) & FINEMASK), 8*mobj->scale); + if (mobj->state != &states[mobj->info->meleestate]) + { + boolean didmove = false; + + if (mobj->state == &states[mobj->info->spawnstate]) + { + UINT8 i; + fixed_t dist = INT32_MAX; + + for (i = 0; i < MAXPLAYERS; i++) + { + fixed_t compdist; + if (!playeringame[i]) + continue; + if (players[i].spectator) + continue; + if (!players[i].mo) + continue; + if (!players[i].mo->health) + continue; + if (P_PlayerInPain(&players[i])) + continue; + if (players[i].mo->z > mobj->z + mobj->height + 8*mobj->scale) + continue; + if (players[i].mo->z + players[i].mo->height < mobj->z - 8*mobj->scale) + continue; + compdist = P_AproxDistance( + players[i].mo->x + players[i].mo->momx - mobj->cusval, + players[i].mo->y + players[i].mo->momy - mobj->cvmem); + if (compdist >= dist) + continue; + dist = compdist; + P_SetTarget(&mobj->target, players[i].mo); + } + + if (dist < (SPECTATORRADIUS<<1)) + { + didmove = true; + mobj->frame = 3 + ((leveltime & 2)>>1); + mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); + + if (P_AproxDistance( + mobj->x - mobj->cusval, + mobj->y - mobj->cvmem) + < mobj->scale) + S_StartSound(mobj, mobj->info->seesound); + + P_TeleportMove(mobj, + (15*(mobj->x>>4)) + (mobj->cusval>>4) + P_ReturnThrustX(mobj, mobj->angle, SPECTATORRADIUS>>4), + (15*(mobj->y>>4)) + (mobj->cvmem>>4) + P_ReturnThrustY(mobj, mobj->angle, SPECTATORRADIUS>>4), + mobj->z); + } + else + { + angle_t diff = (mobj->movedir - mobj->angle); + if (diff > ANGLE_180) + diff = InvAngle(InvAngle(diff)/8); + else + diff /= 8; + mobj->angle += diff; + + dist = FINECOSINE(((leveltime + mobj->movecount)*ANG2>>(ANGLETOFINESHIFT-2)) & FINEMASK); + + if (abs(dist) < FRACUNIT/2) + mobj->frame = 0; + else + mobj->frame = (dist > 0) ? 1 : 2; + } + } + + if (!didmove) + { + if (P_AproxDistance( + mobj->x - mobj->cusval, + mobj->y - mobj->cvmem) + < mobj->scale) + P_TeleportMove(mobj, + mobj->cusval, + mobj->cvmem, + mobj->z); + else + P_TeleportMove(mobj, + (15*(mobj->x>>4)) + (mobj->cusval>>4), + (15*(mobj->y>>4)) + (mobj->cvmem>>4), + mobj->z); + } + } + } + } + break; +#undef SPECTATORRADIUS + case MT_EGGROBO1JET: + { + if (!mobj->target || P_MobjWasRemoved(mobj->target) // if you have no target + || (mobj->target->health <= 0)) // or your target isn't a boss and it's popped now + { // then remove yourself as well! + P_RemoveMobj(mobj); + return; + } + + mobj->flags2 ^= MF2_DONTDRAW; + + P_UnsetThingPosition(mobj); + mobj->x = mobj->target->x + P_ReturnThrustX(mobj, mobj->target->angle+ANGLE_90, mobj->movefactor*mobj->target->scale) - P_ReturnThrustX(mobj, mobj->target->angle, 19*mobj->target->scale); + mobj->y = mobj->target->y + P_ReturnThrustY(mobj, mobj->target->angle+ANGLE_90, mobj->movefactor*mobj->target->scale) - P_ReturnThrustY(mobj, mobj->target->angle, 19*mobj->target->scale); + mobj->z = mobj->target->z; + if (mobj->target->eflags & MFE_VERTICALFLIP) + mobj->z += (mobj->target->height - mobj->height); mobj->floorz = mobj->z; mobj->ceilingz = mobj->z+mobj->height; P_SetThingPosition(mobj); @@ -8718,6 +9138,9 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: P_SetMobjState(mobj, mobj->info->deathstate); break; + case MT_LHRT: + P_KillMobj(mobj, NULL, NULL, 0); + break; case MT_BLUEFLAG: case MT_REDFLAG: if (mobj->spawnpoint) @@ -9074,6 +9497,7 @@ void P_SceneryThinker(mobj_t *mobj) mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) { const mobjinfo_t *info = &mobjinfo[type]; + SINT8 sc = -1; state_t *st; mobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL); @@ -9184,6 +9608,9 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) case MT_ALTVIEWMAN: if (titlemapinaction) mobj->flags &= ~MF_NOTHINK; break; + case MT_LOCKONINF: + P_SetScale(mobj, (mobj->destscale = 3*mobj->scale)); + break; case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: mobj->fuse = mobj->info->painchance; break; @@ -9259,15 +9686,14 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) case MT_BIGMINE: mobj->extravalue1 = FixedHypot(mobj->x, mobj->y)>>FRACBITS; break; - case MT_WAVINGFLAG: + case MT_WAVINGFLAG1: + case MT_WAVINGFLAG2: { mobj_t *prev = mobj, *cur; UINT8 i; - mobj->destscale <<= 2; - P_SetScale(mobj, mobj->destscale); for (i = 0; i <= 16; i++) // probably should be < but staying authentic to the Lua version { - cur = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_WAVINGFLAGSEG); + cur = P_SpawnMobjFromMobj(mobj, 0, 0, 0, ((mobj->type == MT_WAVINGFLAG1) ? MT_WAVINGFLAGSEG1 : MT_WAVINGFLAGSEG2));; P_SetTarget(&prev->tracer, cur); cur->extravalue1 = i; prev = cur; @@ -9278,12 +9704,19 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) // Special condition for the 2nd boss. mobj->watertop = mobj->info->speed; break; + case MT_EGGMOBILE3: + mobj->movefactor = -512*FRACUNIT; + mobj->flags2 |= MF2_CLASSICPUSH; + break; case MT_FLICKY_08: mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_AQUA); break; case MT_BALLOON: mobj->color = SKINCOLOR_RED; break; + case MT_EGGROBO1: + mobj->movecount = P_RandomKey(13); + mobj->color = SKINCOLOR_RUBY + P_RandomKey(MAXSKINCOLORS - SKINCOLOR_RUBY); case MT_HIVEELEMENTAL: mobj->extravalue1 = 5; break; @@ -9330,6 +9763,13 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) if (nummaprings >= 0) nummaprings++; break; + case MT_METALSONIC_BATTLE: + case MT_METALSONIC_RACE: + sc = 3; + break; + case MT_FANG: + sc = 4; + break; case MT_CORK: mobj->flags2 |= MF2_SUPERFIRE; break; @@ -9347,15 +9787,32 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) mobj->momx = 1; //stack hack break; case MT_MINECARTEND: - mobj->tracer = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_MINECARTENDSOLID); + P_SetTarget(&mobj->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_MINECARTENDSOLID)); mobj->tracer->angle = mobj->angle + ANGLE_90; break; default: break; } + if (sc != -1) + { + UINT8 i; + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i] || players[i].spectator) + continue; + + if (players[i].skin == sc) + { + mobj->color = SKINCOLOR_SILVER; + mobj->colorized = true; + break; + } + } + } + if (!(mobj->flags & MF_NOTHINK)) - P_AddThinker(&mobj->thinker); + P_AddThinker(THINK_MOBJ, &mobj->thinker); // Call action functions when the state is set if (st->action.acp1 && (mobj->flags & MF_RUNSPAWNFUNC)) @@ -9430,7 +9887,7 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype mobj->momz = mobjinfo[type].speed; mobj->thinker.function.acp1 = (actionf_p1)P_NullPrecipThinker; - P_AddThinker(&mobj->thinker); + P_AddThinker(THINK_PRECIP, &mobj->thinker); CalculatePrecipFloor(mobj); @@ -9539,37 +9996,28 @@ void P_RemoveMobj(mobj_t *mobj) P_SetTarget(&mobj->hnext, P_SetTarget(&mobj->hprev, NULL)); - // free block // DBG: set everything in mobj_t to 0xFF instead of leaving it. debug memory error. - if (mobj->flags & MF_NOTHINK && !mobj->thinker.next) +#ifdef SCRAMBLE_REMOVED + // Invalidate mobj_t data to cause crashes if accessed! + memset((UINT8 *)mobj + sizeof(thinker_t), 0xff, sizeof(mobj_t) - sizeof(thinker_t)); +#endif + + // free block + if (!mobj->thinker.next) { // Uh-oh, the mobj doesn't think, P_RemoveThinker would never go through! + INT32 prevreferences; if (!mobj->thinker.references) { -#ifdef SCRAMBLE_REMOVED - // Invalidate mobj_t data to cause crashes if accessed! - memset(mobj, 0xff, sizeof(mobj_t)); -#endif - Z_Free(mobj); // No refrences? Can be removed immediately! :D - } - else - { // Add thinker just to delay removing it until refrences are gone. - mobj->flags &= ~MF_NOTHINK; - P_AddThinker((thinker_t *)mobj); -#ifdef SCRAMBLE_REMOVED - // Invalidate mobj_t data to cause crashes if accessed! - memset((UINT8 *)mobj + sizeof(thinker_t), 0xff, sizeof(mobj_t) - sizeof(thinker_t)); -#endif - P_RemoveThinker((thinker_t *)mobj); + Z_Free(mobj); // No refrrences? Can be removed immediately! :D + return; } + + prevreferences = mobj->thinker.references; + P_AddThinker(THINK_MOBJ, (thinker_t *)mobj); + mobj->thinker.references = prevreferences; } - else - { -#ifdef SCRAMBLE_REMOVED - // Invalidate mobj_t data to cause crashes if accessed! - memset((UINT8 *)mobj + sizeof(thinker_t), 0xff, sizeof(mobj_t) - sizeof(thinker_t)); -#endif - P_RemoveThinker((thinker_t *)mobj); - } + + P_RemoveThinker((thinker_t *)mobj); } // This does not need to be added to Lua. @@ -9629,7 +10077,7 @@ void P_SpawnPrecipitation(void) subsector_t *precipsector = NULL; precipmobj_t *rainmo = NULL; - if (dedicated || /*!cv_precipdensity*/!cv_drawdist_precip.value || curWeather == PRECIP_NONE) + if (dedicated || !(cv_drawdist_precip.value) || curWeather == PRECIP_NONE) return; // Use the blockmap to narrow down our placing patterns @@ -9638,50 +10086,47 @@ void P_SpawnPrecipitation(void) basex = bmaporgx + (i % bmapwidth) * MAPBLOCKSIZE; basey = bmaporgy + (i / bmapwidth) * MAPBLOCKSIZE; - //for (j = 0; j < cv_precipdensity.value; ++j) -- density is 1 for us always + x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<>3); + y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<>3); + + precipsector = R_IsPointInSubsector(x, y); + + // No sector? Stop wasting time, + // move on to the next entry in the blockmap + if (!precipsector) + continue; + + // Exists, but is too small for reasonable precipitation. + if (!(precipsector->sector->floorheight <= precipsector->sector->ceilingheight - (32<sector->ceilingheight; + + if (curWeather == PRECIP_SNOW) { - x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<>3); - y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<>3); - - precipsector = R_IsPointInSubsector(x, y); - - // No sector? Stop wasting time, - // move on to the next entry in the blockmap - if (!precipsector) - break; - - // Exists, but is too small for reasonable precipitation. - if (!(precipsector->sector->floorheight <= precipsector->sector->ceilingheight - (32<sector->ceilingpic != skyflatnum) continue; - // Don't set height yet... - height = precipsector->sector->ceilingheight; - - if (curWeather == PRECIP_SNOW) - { - // Not in a sector with visible sky -- exception for NiGHTS. - if (!(maptol & TOL_NIGHTS) && precipsector->sector->ceilingpic != skyflatnum) - continue; - - rainmo = P_SpawnSnowMobj(x, y, height, MT_SNOWFLAKE); - mrand = M_RandomByte(); - if (mrand < 64) - P_SetPrecipMobjState(rainmo, S_SNOW3); - else if (mrand < 144) - P_SetPrecipMobjState(rainmo, S_SNOW2); - } - else // everything else. - { - // Not in a sector with visible sky. - if (precipsector->sector->ceilingpic != skyflatnum) - continue; - - rainmo = P_SpawnRainMobj(x, y, height, MT_RAIN); - } - - // Randomly assign a height, now that floorz is set. - rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<sector->ceilingpic != skyflatnum) + continue; + + rainmo = P_SpawnRainMobj(x, y, height, MT_RAIN); + } + + // Randomly assign a height, now that floorz is set. + rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<x << FRACBITS; y = mthing->y << FRACBITS; - angle = FixedAngle(mthing->angle*FRACUNIT); + angle = FixedAngle(mthing->angle<extrainfo] = mobj; break; + case MT_EGGSTATUE: + if (tutorialmode != (mthing->options & MTF_OBJECTSPECIAL)) + { + mobj->color = SKINCOLOR_GOLD; + mobj->colorized = true; + } + case MT_EGGMOBILE3: + mobj->cusval = mthing->extrainfo; + break; case MT_FAN: if (mthing->options & MTF_OBJECTSPECIAL) { @@ -11316,13 +11770,14 @@ ML_EFFECT5 : Don't stop thinking when too far away P_SpawnMobjFromMobj(mobj, -1*FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_270; } break; - case MT_CEZPOLE: + case MT_CEZPOLE1: + case MT_CEZPOLE2: { // Spawn the banner angle_t mobjangle = FixedAngle(mthing->angle<angle = mobjangle + ANGLE_90; + 0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2))->angle = mobjangle + ANGLE_90; } break; case MT_HHZTREE_TOP: @@ -11398,9 +11853,9 @@ ML_EFFECT5 : Don't stop thinking when too far away mobj->health = (mthing->angle / 360) + 1; // See if other starposts exist in this level that have the same value. - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -11546,6 +12001,15 @@ ML_EFFECT5 : Don't stop thinking when too far away if (i == MT_YELLOWDIAG || i == MT_REDDIAG) mobj->angle += ANGLE_22h; + if (i == MT_YELLOWHORIZ || i == MT_REDHORIZ || i == MT_BLUEHORIZ) + { + if (mthing->options & MTF_OBJECTFLIP) + mobj->z -= 16*FRACUNIT; + else + mobj->z += 16*FRACUNIT; + } + + if (mobj->flags & MF_NIGHTSITEM) { // Spawn already displayed @@ -11573,6 +12037,9 @@ ML_EFFECT5 : Don't stop thinking when too far away if (mthing->options & MTF_OBJECTSPECIAL) { + if (i == MT_YELLOWDIAG || i == MT_REDDIAG) + mobj->flags |= MF_NOGRAVITY; + if ((mobj->flags & MF_MONITOR) && mobj->info->speed != 0) { // flag for strong/weak random boxes @@ -11706,11 +12173,11 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) // Link all the sprites in the hoop together if (nextmobj) { - mobj->hprev = nextmobj; - mobj->hprev->hnext = mobj; + P_SetTarget(&mobj->hprev, nextmobj); + P_SetTarget(&mobj->hprev->hnext, mobj); } else - mobj->hprev = mobj->hnext = NULL; + P_SetTarget(&mobj->hprev, P_SetTarget(&mobj->hnext, NULL)); nextmobj = mobj; } @@ -11736,9 +12203,9 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) mobj->z -= mobj->height/2; // Link all the collision sprites together. - mobj->hnext = NULL; - mobj->hprev = nextmobj; - mobj->hprev->hnext = mobj; + P_SetTarget(&mobj->hnext, NULL); + P_SetTarget(&mobj->hprev, nextmobj); + P_SetTarget(&mobj->hprev->hnext, mobj); nextmobj = mobj; } @@ -11763,9 +12230,9 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) mobj->z -= mobj->height/2; // Link all the collision sprites together. - mobj->hnext = NULL; - mobj->hprev = nextmobj; - mobj->hprev->hnext = mobj; + P_SetTarget(&mobj->hnext, NULL); + P_SetTarget(&mobj->hprev, nextmobj); + P_SetTarget(&mobj->hprev->hnext, mobj); nextmobj = mobj; } @@ -11848,11 +12315,11 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) // Link all the sprites in the hoop together if (nextmobj) { - mobj->hprev = nextmobj; - mobj->hprev->hnext = mobj; + P_SetTarget(&mobj->hprev, nextmobj); + P_SetTarget(&mobj->hprev->hnext, mobj); } else - mobj->hprev = mobj->hnext = NULL; + P_SetTarget(&mobj->hprev, P_SetTarget(&mobj->hnext, NULL)); nextmobj = mobj; } @@ -11889,9 +12356,9 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) mobj->z -= mobj->height/2; // Link all the collision sprites together. - mobj->hnext = NULL; - mobj->hprev = nextmobj; - mobj->hprev->hnext = mobj; + P_SetTarget(&mobj->hnext, NULL); + P_SetTarget(&mobj->hprev, nextmobj); + P_SetTarget(&mobj->hprev->hnext, mobj); nextmobj = mobj; } @@ -11916,28 +12383,33 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) if (nightsreplace) ringthing = MT_NIGHTSSTAR; + if (mthing->options & MTF_OBJECTFLIP) + { + z = ( +#ifdef ESLOPE + sec->c_slope ? P_GetZAt(sec->c_slope, x, y) : +#endif + sec->ceilingheight) - mobjinfo[ringthing].height; + if (mthing->options >> ZSHIFT) + z -= ((mthing->options >> ZSHIFT) << FRACBITS); + } + else + { + z = ( +#ifdef ESLOPE + sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : +#endif + sec->floorheight); + if (mthing->options >> ZSHIFT) + z += ((mthing->options >> ZSHIFT) << FRACBITS); + } + for (r = 1; r <= 5; r++) { if (mthing->options & MTF_OBJECTFLIP) - { - z = ( -#ifdef ESLOPE - sec->c_slope ? P_GetZAt(sec->c_slope, x, y) : -#endif - sec->ceilingheight) - mobjinfo[ringthing].height - dist*r; - if (mthing->options >> ZSHIFT) - z -= ((mthing->options >> ZSHIFT) << FRACBITS); - } + z -= dist; else - { - z = ( -#ifdef ESLOPE - sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : -#endif - sec->floorheight) + dist*r; - if (mthing->options >> ZSHIFT) - z += ((mthing->options >> ZSHIFT) << FRACBITS); - } + z += dist; mobj = P_SpawnMobj(x, y, z, ringthing); @@ -11971,31 +12443,36 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) closestangle = FixedAngle(mthing->angle*FRACUNIT); fa = (closestangle >> ANGLETOFINESHIFT); + if (mthing->options & MTF_OBJECTFLIP) + { + z = ( +#ifdef ESLOPE + sec->c_slope ? P_GetZAt(sec->c_slope, x, y) : +#endif + sec->ceilingheight) - mobjinfo[ringthing].height; + if (mthing->options >> ZSHIFT) + z -= ((mthing->options >> ZSHIFT) << FRACBITS); + } + else + { + z = ( +#ifdef ESLOPE + sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : +#endif + sec->floorheight); + if (mthing->options >> ZSHIFT) + z += ((mthing->options >> ZSHIFT) << FRACBITS); + } + for (r = 1; r <= iterations; r++) { x += FixedMul(64*FRACUNIT, FINECOSINE(fa)); y += FixedMul(64*FRACUNIT, FINESINE(fa)); if (mthing->options & MTF_OBJECTFLIP) - { - z = ( -#ifdef ESLOPE - sec->c_slope ? P_GetZAt(sec->c_slope, x, y) : -#endif - sec->ceilingheight) - mobjinfo[ringthing].height - 64*FRACUNIT*r; - if (mthing->options >> ZSHIFT) - z -= ((mthing->options >> ZSHIFT) << FRACBITS); - } + z -= 64*FRACUNIT; else - { - z = ( -#ifdef ESLOPE - sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : -#endif - sec->floorheight) + 64*FRACUNIT*r; - if (mthing->options >> ZSHIFT) - z += ((mthing->options >> ZSHIFT) << FRACBITS); - } + z += 64*FRACUNIT; mobj = P_SpawnMobj(x, y, z, ringthing); diff --git a/src/p_mobj.h b/src/p_mobj.h index 936be3bb0..77791f928 100644 --- a/src/p_mobj.h +++ b/src/p_mobj.h @@ -371,6 +371,8 @@ typedef struct mobj_s struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?) #endif + boolean colorized; // Whether the mobj uses the rainbow colormap + // WARNING: New fields must be added separately to savegame and Lua. } mobj_t; @@ -468,4 +470,5 @@ extern INT32 numhuntemeralds; extern boolean runemeraldmanager; extern UINT16 emeraldspawndelay; extern INT32 numstarposts; +extern UINT16 bossdisabled; #endif diff --git a/src/p_polyobj.c b/src/p_polyobj.c index dfa9906ba..040bdca2a 100644 --- a/src/p_polyobj.c +++ b/src/p_polyobj.c @@ -146,16 +146,6 @@ FUNCINLINE static ATTRINLINE void Polyobj_vecSub2(vertex_t *dst, vertex_t *v1, v dst->y = v1->y - v2->y; } -// Add the polyobject's thinker to the thinker list -// Unlike P_AddThinker, this adds it to the front of the list instead of the back, so that carrying physics can work right. -Red -FUNCINLINE static ATTRINLINE void PolyObj_AddThinker(thinker_t *th) -{ - thinkercap.next->prev = th; - th->next = thinkercap.next; - th->prev = &thinkercap; - thinkercap.next = th; -} - // // P_PointInsidePolyobj // @@ -1505,6 +1495,7 @@ void Polyobj_InitLevel(void) mqueue_t anchorqueue; mobjqitem_t *qitem; INT32 i, numAnchors = 0; + mobj_t *mo; M_QueueInit(&spawnqueue); M_QueueInit(&anchorqueue); @@ -1518,31 +1509,31 @@ void Polyobj_InitLevel(void) // run down the thinker list, count the number of spawn points, and save // the mobj_t pointers on a queue for use below. - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 == (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + + mo = (mobj_t *)th; + + if (mo->info->doomednum == POLYOBJ_SPAWN_DOOMEDNUM || + mo->info->doomednum == POLYOBJ_SPAWNCRUSH_DOOMEDNUM) { - mobj_t *mo = (mobj_t *)th; + ++numPolyObjects; - if (mo->info->doomednum == POLYOBJ_SPAWN_DOOMEDNUM || - mo->info->doomednum == POLYOBJ_SPAWNCRUSH_DOOMEDNUM) - { - ++numPolyObjects; + qitem = malloc(sizeof(mobjqitem_t)); + memset(qitem, 0, sizeof(mobjqitem_t)); + qitem->mo = mo; + M_QueueInsert(&(qitem->mqitem), &spawnqueue); + } + else if (mo->info->doomednum == POLYOBJ_ANCHOR_DOOMEDNUM) + { + ++numAnchors; - qitem = malloc(sizeof(mobjqitem_t)); - memset(qitem, 0, sizeof(mobjqitem_t)); - qitem->mo = mo; - M_QueueInsert(&(qitem->mqitem), &spawnqueue); - } - else if (mo->info->doomednum == POLYOBJ_ANCHOR_DOOMEDNUM) - { - ++numAnchors; - - qitem = malloc(sizeof(mobjqitem_t)); - memset(qitem, 0, sizeof(mobjqitem_t)); - qitem->mo = mo; - M_QueueInsert(&(qitem->mqitem), &anchorqueue); - } + qitem = malloc(sizeof(mobjqitem_t)); + memset(qitem, 0, sizeof(mobjqitem_t)); + qitem->mo = mo; + M_QueueInsert(&(qitem->mqitem), &anchorqueue); } } @@ -1657,7 +1648,7 @@ void T_PolyObjRotate(polyrotate_t *th) #else { CONS_Debug(DBG_POLYOBJ, "T_PolyObjRotate: thinker with invalid id %d removed.\n", th->polyObjNum); - P_RemoveThinkerDelayed(&th->thinker); + P_RemoveThinker(&th->thinker); return; } #endif @@ -1742,7 +1733,7 @@ void T_PolyObjMove(polymove_t *th) #else { CONS_Debug(DBG_POLYOBJ, "T_PolyObjMove: thinker with invalid id %d removed.\n", th->polyObjNum); - P_RemoveThinkerDelayed(&th->thinker); + P_RemoveThinker(&th->thinker); return; } #endif @@ -1815,7 +1806,7 @@ void T_PolyObjWaypoint(polywaypoint_t *th) #else { CONS_Debug(DBG_POLYOBJ, "T_PolyObjWaypoint: thinker with invalid id %d removed.", th->polyObjNum); - P_RemoveThinkerDelayed(&th->thinker); + P_RemoveThinker(&th->thinker); return; } #endif @@ -1826,9 +1817,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th) // Find out target first. // We redo this each tic to make savegame compatibility easier. - for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next) + for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next) { - if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)wp; @@ -1882,7 +1873,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th) po->lines[0]->backsector->floorheight = target->z - amtz; po->lines[0]->backsector->ceilingheight = target->z + amtz; // Sal: Remember to check your sectors! - P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); + // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap + // updating objects in the front one too just added teleporting to ground bugs P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // Apply action to mirroring polyobjects as well start = 0; @@ -1896,7 +1888,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th) po->lines[0]->backsector->floorheight += diffz; // move up/down by same amount as the parent did po->lines[0]->backsector->ceilingheight += diffz; // Sal: Remember to check your sectors! - P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); + // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap + // updating objects in the front one too just added teleporting to ground bugs P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); } @@ -1907,9 +1900,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th) CONS_Debug(DBG_POLYOBJ, "Looking for next waypoint...\n"); // Find next waypoint - for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next) + for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next) { - if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)wp; @@ -1917,8 +1910,85 @@ void T_PolyObjWaypoint(polywaypoint_t *th) if (mo2->type != MT_TUBEWAYPOINT) continue; - if (mo2->threshold == th->sequence) + if (mo2->threshold != th->sequence) + continue; + + if (th->direction == -1) { + if (mo2->health == target->health - 1) + { + waypoint = mo2; + break; + } + } + else + { + if (mo2->health == target->health + 1) + { + waypoint = mo2; + break; + } + } + } + + if (!waypoint && th->wrap) // If specified, wrap waypoints + { + if (!th->continuous) + { + th->wrap = 0; + th->stophere = true; + } + + for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next) + { + if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + + mo2 = (mobj_t *)wp; + + if (mo2->type != MT_TUBEWAYPOINT) + continue; + + if (mo2->threshold != th->sequence) + continue; + + if (th->direction == -1) + { + if (waypoint == NULL) + waypoint = mo2; + else if (mo2->health > waypoint->health) + waypoint = mo2; + } + else + { + if (mo2->health == 0) + { + waypoint = mo2; + break; + } + } + } + } + else if (!waypoint && th->comeback) // Come back to the start + { + th->direction = -th->direction; + + if (!th->continuous) + th->comeback = false; + + for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next) + { + if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + + mo2 = (mobj_t *)wp; + + if (mo2->type != MT_TUBEWAYPOINT) + continue; + + if (mo2->threshold != th->sequence) + continue; + if (th->direction == -1) { if (mo2->health == target->health - 1) @@ -1937,83 +2007,6 @@ void T_PolyObjWaypoint(polywaypoint_t *th) } } } - - if (!waypoint && th->wrap) // If specified, wrap waypoints - { - if (!th->continuous) - { - th->wrap = 0; - th->stophere = true; - } - - for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next) - { - if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker - continue; - - mo2 = (mobj_t *)wp; - - if (mo2->type != MT_TUBEWAYPOINT) - continue; - - if (mo2->threshold == th->sequence) - { - if (th->direction == -1) - { - if (waypoint == NULL) - waypoint = mo2; - else if (mo2->health > waypoint->health) - waypoint = mo2; - } - else - { - if (mo2->health == 0) - { - waypoint = mo2; - break; - } - } - } - } - } - else if (!waypoint && th->comeback) // Come back to the start - { - th->direction = -th->direction; - - if (!th->continuous) - th->comeback = false; - - for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next) - { - if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker - continue; - - mo2 = (mobj_t *)wp; - - if (mo2->type != MT_TUBEWAYPOINT) - continue; - - if (mo2->threshold == th->sequence) - { - if (th->direction == -1) - { - if (mo2->health == target->health - 1) - { - waypoint = mo2; - break; - } - } - else - { - if (mo2->health == target->health + 1) - { - waypoint = mo2; - break; - } - } - } - } - } } if (waypoint) @@ -2059,8 +2052,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th) po->lines[0]->backsector->floorheight += momz; po->lines[0]->backsector->ceilingheight += momz; // Sal: Remember to check your sectors! - P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // frontsector is NEEDED for crushing - P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // backsector may not be necessary, but just in case + // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap + // updating objects in the front one too just added teleporting to ground bugs + P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // Apply action to mirroring polyobjects as well start = 0; @@ -2074,7 +2068,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th) po->lines[0]->backsector->floorheight += momz; po->lines[0]->backsector->ceilingheight += momz; // Sal: Remember to check your sectors! - P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); + // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap + // updating objects in the front one too just added teleporting to ground bugs P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); } } @@ -2089,7 +2084,7 @@ void T_PolyDoorSlide(polyslidedoor_t *th) #else { CONS_Debug(DBG_POLYOBJ, "T_PolyDoorSlide: thinker with invalid id %d removed.\n", th->polyObjNum); - P_RemoveThinkerDelayed(&th->thinker); + P_RemoveThinker(&th->thinker); return; } #endif @@ -2194,7 +2189,7 @@ void T_PolyDoorSwing(polyswingdoor_t *th) #else { CONS_Debug(DBG_POLYOBJ, "T_PolyDoorSwing: thinker with invalid id %d removed.\n", th->polyObjNum); - P_RemoveThinkerDelayed(&th->thinker); + P_RemoveThinker(&th->thinker); return; } #endif @@ -2293,7 +2288,7 @@ void T_PolyObjDisplace(polydisplace_t *th) #else { CONS_Debug(DBG_POLYOBJ, "T_PolyObjDisplace: thinker with invalid id %d removed.\n", th->polyObjNum); - P_RemoveThinkerDelayed(&th->thinker); + P_RemoveThinker(&th->thinker); return; } #endif @@ -2333,7 +2328,7 @@ void T_PolyObjRotDisplace(polyrotdisplace_t *th) #else { CONS_Debug(DBG_POLYOBJ, "T_PolyObjRotDisplace: thinker with invalid id %d removed.\n", th->polyObjNum); - P_RemoveThinkerDelayed(&th->thinker); + P_RemoveThinker(&th->thinker); return; } #endif @@ -2390,7 +2385,7 @@ INT32 EV_DoPolyObjRotate(polyrotdata_t *prdata) // create a new thinker th = Z_Malloc(sizeof(polyrotate_t), PU_LEVSPEC, NULL); th->thinker.function.acp1 = (actionf_p1)T_PolyObjRotate; - PolyObj_AddThinker(&th->thinker); + P_AddThinker(THINK_POLYOBJ, &th->thinker); po->thinker = &th->thinker; // set fields @@ -2455,7 +2450,7 @@ INT32 EV_DoPolyObjMove(polymovedata_t *pmdata) // create a new thinker th = Z_Malloc(sizeof(polymove_t), PU_LEVSPEC, NULL); th->thinker.function.acp1 = (actionf_p1)T_PolyObjMove; - PolyObj_AddThinker(&th->thinker); + P_AddThinker(THINK_POLYOBJ, &th->thinker); po->thinker = &th->thinker; // set fields @@ -2516,7 +2511,7 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata) // create a new thinker th = Z_Malloc(sizeof(polywaypoint_t), PU_LEVSPEC, NULL); th->thinker.function.acp1 = (actionf_p1)T_PolyObjWaypoint; - PolyObj_AddThinker(&th->thinker); + P_AddThinker(THINK_POLYOBJ, &th->thinker); po->thinker = &th->thinker; // set fields @@ -2534,9 +2529,9 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata) th->stophere = false; // Find the first waypoint we need to use - for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next) + for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next) { - if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)wp; @@ -2544,31 +2539,31 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata) if (mo2->type != MT_TUBEWAYPOINT) continue; - if (mo2->threshold == th->sequence) + if (mo2->threshold != th->sequence) + continue; + + if (th->direction == -1) // highest waypoint # { - if (th->direction == -1) // highest waypoint # + if (mo2->health == 0) + last = mo2; + else { - if (mo2->health == 0) - last = mo2; - else - { - if (first == NULL) - first = mo2; - else if (mo2->health > first->health) - first = mo2; - } - } - else // waypoint 0 - { - if (mo2->health == 0) + if (first == NULL) first = mo2; - else - { - if (last == NULL) - last = mo2; - else if (mo2->health > last->health) - last = mo2; - } + else if (mo2->health > first->health) + first = mo2; + } + } + else // waypoint 0 + { + if (mo2->health == 0) + first = mo2; + else + { + if (last == NULL) + last = mo2; + else if (mo2->health > last->health) + last = mo2; } } } @@ -2605,9 +2600,9 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata) // Find the actual target movement waypoint target = first; - /*for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next) + /*for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next) { - if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)wp; @@ -2615,23 +2610,23 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata) if (mo2->type != MT_TUBEWAYPOINT) continue; - if (mo2->threshold == th->sequence) + if (mo2->threshold != th->sequence) + continue; + + if (th->direction == -1) // highest waypoint # { - if (th->direction == -1) // highest waypoint # + if (mo2->health == first->health - 1) { - if (mo2->health == first->health - 1) - { - target = mo2; - break; - } + target = mo2; + break; } - else // waypoint 0 + } + else // waypoint 0 + { + if (mo2->health == first->health + 1) { - if (mo2->health == first->health + 1) - { - target = mo2; - break; - } + target = mo2; + break; } } }*/ @@ -2662,7 +2657,7 @@ static void Polyobj_doSlideDoor(polyobj_t *po, polydoordata_t *doordata) // allocate and add a new slide door thinker th = Z_Malloc(sizeof(polyslidedoor_t), PU_LEVSPEC, NULL); th->thinker.function.acp1 = (actionf_p1)T_PolyDoorSlide; - PolyObj_AddThinker(&th->thinker); + P_AddThinker(THINK_POLYOBJ, &th->thinker); // point the polyobject to this thinker po->thinker = &th->thinker; @@ -2710,7 +2705,7 @@ static void Polyobj_doSwingDoor(polyobj_t *po, polydoordata_t *doordata) // allocate and add a new swing door thinker th = Z_Malloc(sizeof(polyswingdoor_t), PU_LEVSPEC, NULL); th->thinker.function.acp1 = (actionf_p1)T_PolyDoorSwing; - PolyObj_AddThinker(&th->thinker); + P_AddThinker(THINK_POLYOBJ, &th->thinker); // point the polyobject to this thinker po->thinker = &th->thinker; @@ -2792,7 +2787,7 @@ INT32 EV_DoPolyObjDisplace(polydisplacedata_t *prdata) // create a new thinker th = Z_Malloc(sizeof(polydisplace_t), PU_LEVSPEC, NULL); th->thinker.function.acp1 = (actionf_p1)T_PolyObjDisplace; - PolyObj_AddThinker(&th->thinker); + P_AddThinker(THINK_POLYOBJ, &th->thinker); po->thinker = &th->thinker; // set fields @@ -2838,7 +2833,7 @@ INT32 EV_DoPolyObjRotDisplace(polyrotdisplacedata_t *prdata) // create a new thinker th = Z_Malloc(sizeof(polyrotdisplace_t), PU_LEVSPEC, NULL); th->thinker.function.acp1 = (actionf_p1)T_PolyObjRotDisplace; - PolyObj_AddThinker(&th->thinker); + P_AddThinker(THINK_POLYOBJ, &th->thinker); po->thinker = &th->thinker; // set fields @@ -2875,7 +2870,7 @@ void T_PolyObjFlag(polymove_t *th) #else { CONS_Debug(DBG_POLYOBJ, "T_PolyObjFlag: thinker with invalid id %d removed.\n", th->polyObjNum); - P_RemoveThinkerDelayed(&th->thinker); + P_RemoveThinker(&th->thinker); return; } #endif @@ -2939,7 +2934,7 @@ INT32 EV_DoPolyObjFlag(line_t *pfdata) // create a new thinker th = Z_Malloc(sizeof(polymove_t), PU_LEVSPEC, NULL); th->thinker.function.acp1 = (actionf_p1)T_PolyObjFlag; - PolyObj_AddThinker(&th->thinker); + P_AddThinker(THINK_POLYOBJ, &th->thinker); po->thinker = &th->thinker; // set fields @@ -2978,7 +2973,7 @@ void T_PolyObjFade(polyfade_t *th) #else { CONS_Debug(DBG_POLYOBJ, "T_PolyObjFade: thinker with invalid id %d removed.\n", th->polyObjNum); - P_RemoveThinkerDelayed(&th->thinker); + P_RemoveThinker(&th->thinker); return; } #endif @@ -3089,7 +3084,7 @@ INT32 EV_DoPolyObjFade(polyfadedata_t *pfdata) // create a new thinker th = Z_Malloc(sizeof(polyfade_t), PU_LEVSPEC, NULL); th->thinker.function.acp1 = (actionf_p1)T_PolyObjFade; - PolyObj_AddThinker(&th->thinker); + P_AddThinker(THINK_POLYOBJ, &th->thinker); po->thinker = &th->thinker; // set fields diff --git a/src/p_saveg.c b/src/p_saveg.c index 0d58387b9..24b68b971 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -1262,12 +1262,11 @@ typedef enum MD2_HNEXT = 1<<7, MD2_HPREV = 1<<8, MD2_FLOORROVER = 1<<9, -#ifdef ESLOPE MD2_CEILINGROVER = 1<<10, - MD2_SLOPE = 1<<11 -#else - MD2_CEILINGROVER = 1<<10 +#ifdef ESLOPE + MD2_SLOPE = 1<<11, #endif + MD2_COLORIZED = 1<<12, } mobj_diff2_t; typedef enum @@ -1304,6 +1303,10 @@ typedef enum tc_fade, tc_fadecolormap, tc_planedisplace, +#ifdef ESLOPE + tc_dynslopeline, + tc_dynslopevert, +#endif // ESLOPE #ifdef POLYOBJECTS tc_polyrotate, // haleyjd 03/26/06: polyobjects tc_polymove, @@ -1342,6 +1345,14 @@ static inline UINT32 SavePlayer(const player_t *player) return 0xFFFFFFFF; } +#ifdef ESLOPE +static UINT32 SaveSlope(const pslope_t *slope) +{ + if (slope) return (UINT32)(slope->id); + return 0xFFFFFFFF; +} +#endif // ESLOPE + // // SaveMobjThinker // @@ -1473,6 +1484,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) if (mobj->standingslope) diff2 |= MD2_SLOPE; #endif + if (mobj->colorized) + diff2 |= MD2_COLORIZED; if (diff2 != 0) diff |= MD_MORE; @@ -1635,6 +1648,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) if (diff2 & MD2_SLOPE) WRITEUINT16(save_p, mobj->standingslope->id); #endif + if (diff2 & MD2_COLORIZED) + WRITEUINT8(save_p, mobj->colorized); WRITEUINT32(save_p, mobj->mobjnum); } @@ -1979,6 +1994,23 @@ static void SavePlaneDisplaceThinker(const thinker_t *th, const UINT8 type) WRITEFIXED(save_p, ht->speed); WRITEUINT8(save_p, ht->type); } +#ifdef ESLOPE +/// Save a dynamic slope thinker. +static inline void SaveDynamicSlopeThinker(const thinker_t *th, const UINT8 type) +{ + const dynplanethink_t* ht = (const void*)th; + + WRITEUINT8(save_p, type); + WRITEUINT8(save_p, ht->type); + WRITEUINT32(save_p, SaveSlope(ht->slope)); + WRITEUINT32(save_p, SaveLine(ht->sourceline)); + WRITEFIXED(save_p, ht->extent); + + WRITEMEM(save_p, ht->tags, sizeof(ht->tags)); + WRITEMEM(save_p, ht->vex, sizeof(ht->vex)); +} +#endif // ESLOPE + #ifdef POLYOBJECTS // @@ -2135,236 +2167,252 @@ static inline void SaveWhatThinker(const thinker_t *th, const UINT8 type) static void P_NetArchiveThinkers(void) { const thinker_t *th; - UINT32 numsaved = 0; + UINT32 i; WRITEUINT32(save_p, ARCHIVEBLOCK_THINKERS); - // save off the current thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (i = 0; i < NUM_THINKERLISTS; i++) { - if (!(th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed - || th->function.acp1 == (actionf_p1)P_NullPrecipThinker)) - numsaved++; + UINT32 numsaved = 0; + // save off the current thinkers + for (th = thlist[i].next; th != &thlist[i]; th = th->next) + { + if (!(th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed + || th->function.acp1 == (actionf_p1)P_NullPrecipThinker)) + numsaved++; - if (th->function.acp1 == (actionf_p1)P_MobjThinker) - { - SaveMobjThinker(th, tc_mobj); - continue; - } -#ifdef PARANOIA - else if (th->function.acp1 == (actionf_p1)P_NullPrecipThinker); -#endif - else if (th->function.acp1 == (actionf_p1)T_MoveCeiling) - { - SaveCeilingThinker(th, tc_ceiling); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_CrushCeiling) - { - SaveCeilingThinker(th, tc_crushceiling); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_MoveFloor) - { - SaveFloormoveThinker(th, tc_floor); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_LightningFlash) - { - SaveLightflashThinker(th, tc_flash); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_StrobeFlash) - { - SaveStrobeThinker(th, tc_strobe); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_Glow) - { - SaveGlowThinker(th, tc_glow); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_FireFlicker) - { - SaveFireflickerThinker(th, tc_fireflicker); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_MoveElevator) - { - SaveElevatorThinker(th, tc_elevator); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_ContinuousFalling) - { - SaveSpecialLevelThinker(th, tc_continuousfalling); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_ThwompSector) - { - SaveSpecialLevelThinker(th, tc_thwomp); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_NoEnemiesSector) - { - SaveSpecialLevelThinker(th, tc_noenemies); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_EachTimeThinker) - { - SaveSpecialLevelThinker(th, tc_eachtime); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_RaiseSector) - { - SaveSpecialLevelThinker(th, tc_raisesector); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_CameraScanner) - { - SaveElevatorThinker(th, tc_camerascanner); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_Scroll) - { - SaveScrollThinker(th, tc_scroll); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_Friction) - { - SaveFrictionThinker(th, tc_friction); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_Pusher) - { - SavePusherThinker(th, tc_pusher); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_BounceCheese) - { - SaveSpecialLevelThinker(th, tc_bouncecheese); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_StartCrumble) - { - SaveElevatorThinker(th, tc_startcrumble); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_MarioBlock) - { - SaveSpecialLevelThinker(th, tc_marioblock); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_MarioBlockChecker) - { - SaveSpecialLevelThinker(th, tc_marioblockchecker); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_SpikeSector) - { - SaveSpecialLevelThinker(th, tc_spikesector); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_FloatSector) - { - SaveSpecialLevelThinker(th, tc_floatsector); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_BridgeThinker) - { - SaveSpecialLevelThinker(th, tc_bridgethinker); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_LaserFlash) - { - SaveLaserThinker(th, tc_laserflash); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_LightFade) - { - SaveLightlevelThinker(th, tc_lightfade); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_ExecutorDelay) - { - SaveExecutorThinker(th, tc_executor); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_Disappear) - { - SaveDisappearThinker(th, tc_disappear); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_Fade) - { - SaveFadeThinker(th, tc_fade); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_FadeColormap) - { - SaveFadeColormapThinker(th, tc_fadecolormap); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_PlaneDisplace) - { - SavePlaneDisplaceThinker(th, tc_planedisplace); - continue; - } + if (th->function.acp1 == (actionf_p1)P_MobjThinker) + { + SaveMobjThinker(th, tc_mobj); + continue; + } + #ifdef PARANOIA + else if (th->function.acp1 == (actionf_p1)P_NullPrecipThinker); + #endif + else if (th->function.acp1 == (actionf_p1)T_MoveCeiling) + { + SaveCeilingThinker(th, tc_ceiling); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_CrushCeiling) + { + SaveCeilingThinker(th, tc_crushceiling); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_MoveFloor) + { + SaveFloormoveThinker(th, tc_floor); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_LightningFlash) + { + SaveLightflashThinker(th, tc_flash); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_StrobeFlash) + { + SaveStrobeThinker(th, tc_strobe); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_Glow) + { + SaveGlowThinker(th, tc_glow); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_FireFlicker) + { + SaveFireflickerThinker(th, tc_fireflicker); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_MoveElevator) + { + SaveElevatorThinker(th, tc_elevator); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_ContinuousFalling) + { + SaveSpecialLevelThinker(th, tc_continuousfalling); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_ThwompSector) + { + SaveSpecialLevelThinker(th, tc_thwomp); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_NoEnemiesSector) + { + SaveSpecialLevelThinker(th, tc_noenemies); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_EachTimeThinker) + { + SaveSpecialLevelThinker(th, tc_eachtime); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_RaiseSector) + { + SaveSpecialLevelThinker(th, tc_raisesector); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_CameraScanner) + { + SaveElevatorThinker(th, tc_camerascanner); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_Scroll) + { + SaveScrollThinker(th, tc_scroll); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_Friction) + { + SaveFrictionThinker(th, tc_friction); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_Pusher) + { + SavePusherThinker(th, tc_pusher); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_BounceCheese) + { + SaveSpecialLevelThinker(th, tc_bouncecheese); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_StartCrumble) + { + SaveElevatorThinker(th, tc_startcrumble); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_MarioBlock) + { + SaveSpecialLevelThinker(th, tc_marioblock); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_MarioBlockChecker) + { + SaveSpecialLevelThinker(th, tc_marioblockchecker); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_SpikeSector) + { + SaveSpecialLevelThinker(th, tc_spikesector); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_FloatSector) + { + SaveSpecialLevelThinker(th, tc_floatsector); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_BridgeThinker) + { + SaveSpecialLevelThinker(th, tc_bridgethinker); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_LaserFlash) + { + SaveLaserThinker(th, tc_laserflash); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_LightFade) + { + SaveLightlevelThinker(th, tc_lightfade); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_ExecutorDelay) + { + SaveExecutorThinker(th, tc_executor); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_Disappear) + { + SaveDisappearThinker(th, tc_disappear); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_Fade) + { + SaveFadeThinker(th, tc_fade); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_FadeColormap) + { + SaveFadeColormapThinker(th, tc_fadecolormap); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_PlaneDisplace) + { + SavePlaneDisplaceThinker(th, tc_planedisplace); + continue; + } #ifdef POLYOBJECTS - else if (th->function.acp1 == (actionf_p1)T_PolyObjRotate) - { - SavePolyrotatetThinker(th, tc_polyrotate); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_PolyObjMove) - { - SavePolymoveThinker(th, tc_polymove); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_PolyObjWaypoint) - { - SavePolywaypointThinker(th, tc_polywaypoint); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_PolyDoorSlide) - { - SavePolyslidedoorThinker(th, tc_polyslidedoor); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_PolyDoorSwing) - { - SavePolyswingdoorThinker(th, tc_polyswingdoor); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_PolyObjFlag) - { - SavePolymoveThinker(th, tc_polyflag); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_PolyObjDisplace) - { - SavePolydisplaceThinker(th, tc_polydisplace); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_PolyObjRotDisplace) - { - SavePolyrotdisplaceThinker(th, tc_polyrotdisplace); - continue; - } - else if (th->function.acp1 == (actionf_p1)T_PolyObjFade) - { - SavePolyfadeThinker(th, tc_polyfade); - continue; - } + else if (th->function.acp1 == (actionf_p1)T_PolyObjRotate) + { + SavePolyrotatetThinker(th, tc_polyrotate); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_PolyObjMove) + { + SavePolymoveThinker(th, tc_polymove); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_PolyObjWaypoint) + { + SavePolywaypointThinker(th, tc_polywaypoint); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_PolyDoorSlide) + { + SavePolyslidedoorThinker(th, tc_polyslidedoor); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_PolyDoorSwing) + { + SavePolyswingdoorThinker(th, tc_polyswingdoor); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_PolyObjFlag) + { + SavePolymoveThinker(th, tc_polyflag); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_PolyObjDisplace) + { + SavePolydisplaceThinker(th, tc_polydisplace); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_PolyObjRotDisplace) + { + SavePolyrotdisplaceThinker(th, tc_polyrotdisplace); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_PolyObjFade) + { + SavePolyfadeThinker(th, tc_polyfade); + continue; + } #endif +#ifdef ESLOPE + else if (th->function.acp1 == (actionf_p1)T_DynamicSlopeLine) + { + SaveDynamicSlopeThinker(th, tc_dynslopeline); + continue; + } + else if (th->function.acp1 == (actionf_p1)T_DynamicSlopeVert) + { + SaveDynamicSlopeThinker(th, tc_dynslopevert); + continue; + } +#endif // ESLOPE #ifdef PARANOIA - else if (th->function.acv != P_RemoveThinkerDelayed) // wait garbage collection - I_Error("unknown thinker type %p", th->function.acp1); + else if (th->function.acp1 != P_RemoveThinkerDelayed) // wait garbage collection + I_Error("unknown thinker type %p", th->function.acp1); #endif + } + + CONS_Debug(DBG_NETPLAY, "%u thinkers saved in list %d\n", numsaved, i); + + WRITEUINT8(save_p, tc_end); } - - CONS_Debug(DBG_NETPLAY, "%u thinkers saved\n", numsaved); - - WRITEUINT8(save_p, tc_end); } // Now save the pointers, tracer and target, but at load time we must @@ -2376,14 +2424,16 @@ mobj_t *P_FindNewPosition(UINT32 oldposition) thinker_t *th; mobj_t *mobj; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mobj = (mobj_t *)th; - if (mobj->mobjnum == oldposition) - return mobj; + if (mobj->mobjnum != oldposition) + continue; + + return mobj; } CONS_Debug(DBG_GAMELOGIC, "mobj not found\n"); return NULL; @@ -2413,12 +2463,26 @@ static inline player_t *LoadPlayer(UINT32 player) return &players[player]; } +#ifdef ESLOPE +static inline pslope_t *LoadSlope(UINT32 slopeid) +{ + pslope_t *p = slopelist; + if (slopeid > slopecount) return NULL; + do + { + if (p->id == slopeid) + return p; + } while ((p = p->next)); + return NULL; +} +#endif // ESLOPE + // // LoadMobjThinker // // Loads a mobj_t from a save game // -static void LoadMobjThinker(actionf_p1 thinker) +static thinker_t* LoadMobjThinker(actionf_p1 thinker) { thinker_t *next; mobj_t *mobj; @@ -2479,7 +2543,7 @@ static void LoadMobjThinker(actionf_p1 thinker) if (mapthings[spawnpointnum].type == 1705 || mapthings[spawnpointnum].type == 1713) // NiGHTS Hoop special case { P_SpawnHoopsAndRings(&mapthings[spawnpointnum], false); - return; + return NULL; } mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL); @@ -2660,7 +2724,8 @@ static void LoadMobjThinker(actionf_p1 thinker) if (diff2 & MD2_SLOPE) mobj->standingslope = P_SlopeById(READUINT16(save_p)); #endif - + if (diff2 & MD2_COLORIZED) + mobj->colorized = READUINT8(save_p); if (diff & MD_REDFLAG) { @@ -2686,9 +2751,9 @@ static void LoadMobjThinker(actionf_p1 thinker) mobj->player->viewz = mobj->player->mo->z + mobj->player->viewheight; } - P_AddThinker(&mobj->thinker); - mobj->info = (mobjinfo_t *)next; // temporarily, set when leave this function + + return &mobj->thinker; } // @@ -2702,7 +2767,7 @@ static void LoadMobjThinker(actionf_p1 thinker) // 2 - Ceiling Only // 3 - Both // -static void LoadSpecialLevelThinker(actionf_p1 thinker, UINT8 floorOrCeiling) +static thinker_t* LoadSpecialLevelThinker(actionf_p1 thinker, UINT8 floorOrCeiling) { levelspecthink_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); size_t i; @@ -2723,7 +2788,7 @@ static void LoadSpecialLevelThinker(actionf_p1 thinker, UINT8 floorOrCeiling) ht->sector->floordata = ht; } - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -2731,7 +2796,7 @@ static void LoadSpecialLevelThinker(actionf_p1 thinker, UINT8 floorOrCeiling) // // Loads a ceiling_t from a save game // -static void LoadCeilingThinker(actionf_p1 thinker) +static thinker_t* LoadCeilingThinker(actionf_p1 thinker) { ceiling_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2752,7 +2817,7 @@ static void LoadCeilingThinker(actionf_p1 thinker) ht->sourceline = READFIXED(save_p); if (ht->sector) ht->sector->ceilingdata = ht; - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -2760,7 +2825,7 @@ static void LoadCeilingThinker(actionf_p1 thinker) // // Loads a floormove_t from a save game // -static void LoadFloormoveThinker(actionf_p1 thinker) +static thinker_t* LoadFloormoveThinker(actionf_p1 thinker) { floormove_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2776,7 +2841,7 @@ static void LoadFloormoveThinker(actionf_p1 thinker) ht->delaytimer = READFIXED(save_p); if (ht->sector) ht->sector->floordata = ht; - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -2784,7 +2849,7 @@ static void LoadFloormoveThinker(actionf_p1 thinker) // // Loads a lightflash_t from a save game // -static void LoadLightflashThinker(actionf_p1 thinker) +static thinker_t* LoadLightflashThinker(actionf_p1 thinker) { lightflash_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2793,7 +2858,7 @@ static void LoadLightflashThinker(actionf_p1 thinker) ht->minlight = READINT32(save_p); if (ht->sector) ht->sector->lightingdata = ht; - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -2801,7 +2866,7 @@ static void LoadLightflashThinker(actionf_p1 thinker) // // Loads a strobe_t from a save game // -static void LoadStrobeThinker(actionf_p1 thinker) +static thinker_t* LoadStrobeThinker(actionf_p1 thinker) { strobe_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2813,7 +2878,7 @@ static void LoadStrobeThinker(actionf_p1 thinker) ht->brighttime = READINT32(save_p); if (ht->sector) ht->sector->lightingdata = ht; - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -2821,7 +2886,7 @@ static void LoadStrobeThinker(actionf_p1 thinker) // // Loads a glow_t from a save game // -static void LoadGlowThinker(actionf_p1 thinker) +static thinker_t* LoadGlowThinker(actionf_p1 thinker) { glow_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2832,14 +2897,14 @@ static void LoadGlowThinker(actionf_p1 thinker) ht->speed = READINT32(save_p); if (ht->sector) ht->sector->lightingdata = ht; - P_AddThinker(&ht->thinker); + return &ht->thinker; } // // LoadFireflickerThinker // // Loads a fireflicker_t from a save game // -static void LoadFireflickerThinker(actionf_p1 thinker) +static thinker_t* LoadFireflickerThinker(actionf_p1 thinker) { fireflicker_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2850,14 +2915,14 @@ static void LoadFireflickerThinker(actionf_p1 thinker) ht->minlight = READINT32(save_p); if (ht->sector) ht->sector->lightingdata = ht; - P_AddThinker(&ht->thinker); + return &ht->thinker; } // // LoadElevatorThinker // // Loads a elevator_t from a save game // -static void LoadElevatorThinker(actionf_p1 thinker, UINT8 floorOrCeiling) +static thinker_t* LoadElevatorThinker(actionf_p1 thinker, UINT8 floorOrCeiling) { elevator_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2887,7 +2952,7 @@ static void LoadElevatorThinker(actionf_p1 thinker, UINT8 floorOrCeiling) ht->sector->floordata = ht; } - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -2895,7 +2960,7 @@ static void LoadElevatorThinker(actionf_p1 thinker, UINT8 floorOrCeiling) // // Loads a scroll_t from a save game // -static void LoadScrollThinker(actionf_p1 thinker) +static thinker_t* LoadScrollThinker(actionf_p1 thinker) { scroll_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2909,7 +2974,7 @@ static void LoadScrollThinker(actionf_p1 thinker) ht->accel = READINT32(save_p); ht->exclusive = READINT32(save_p); ht->type = READUINT8(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -2917,7 +2982,7 @@ static void LoadScrollThinker(actionf_p1 thinker) // // Loads a friction_t from a save game // -static inline void LoadFrictionThinker(actionf_p1 thinker) +static inline thinker_t* LoadFrictionThinker(actionf_p1 thinker) { friction_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2926,7 +2991,7 @@ static inline void LoadFrictionThinker(actionf_p1 thinker) ht->affectee = READINT32(save_p); ht->referrer = READINT32(save_p); ht->roverfriction = READUINT8(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -2934,7 +2999,7 @@ static inline void LoadFrictionThinker(actionf_p1 thinker) // // Loads a pusher_t from a save game // -static void LoadPusherThinker(actionf_p1 thinker) +static thinker_t* LoadPusherThinker(actionf_p1 thinker) { pusher_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2952,7 +3017,7 @@ static void LoadPusherThinker(actionf_p1 thinker) ht->exclusive = READINT32(save_p); ht->slider = READINT32(save_p); ht->source = P_GetPushThing(ht->affectee); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -2960,7 +3025,7 @@ static void LoadPusherThinker(actionf_p1 thinker) // // Loads a laserthink_t from a save game // -static inline void LoadLaserThinker(actionf_p1 thinker) +static inline thinker_t* LoadLaserThinker(actionf_p1 thinker) { laserthink_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ffloor_t *rover = NULL; @@ -2972,7 +3037,7 @@ static inline void LoadLaserThinker(actionf_p1 thinker) if (rover->secnum == (size_t)(ht->sec - sectors) && rover->master == ht->sourceline) ht->ffloor = rover; - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -2980,7 +3045,7 @@ static inline void LoadLaserThinker(actionf_p1 thinker) // // Loads a lightlevel_t from a save game // -static inline void LoadLightlevelThinker(actionf_p1 thinker) +static inline thinker_t* LoadLightlevelThinker(actionf_p1 thinker) { lightlevel_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -2992,7 +3057,7 @@ static inline void LoadLightlevelThinker(actionf_p1 thinker) ht->timer = READINT32(save_p); if (ht->sector) ht->sector->lightingdata = ht; - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -3000,7 +3065,7 @@ static inline void LoadLightlevelThinker(actionf_p1 thinker) // // Loads a executor_t from a save game // -static inline void LoadExecutorThinker(actionf_p1 thinker) +static inline thinker_t* LoadExecutorThinker(actionf_p1 thinker) { executor_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -3008,7 +3073,7 @@ static inline void LoadExecutorThinker(actionf_p1 thinker) ht->caller = LoadMobj(READUINT32(save_p)); ht->sector = LoadSector(READUINT32(save_p)); ht->timer = READINT32(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -3016,7 +3081,7 @@ static inline void LoadExecutorThinker(actionf_p1 thinker) // // Loads a disappear_t thinker // -static inline void LoadDisappearThinker(actionf_p1 thinker) +static inline thinker_t* LoadDisappearThinker(actionf_p1 thinker) { disappear_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -3027,7 +3092,7 @@ static inline void LoadDisappearThinker(actionf_p1 thinker) ht->affectee = READINT32(save_p); ht->sourceline = READINT32(save_p); ht->exists = READINT32(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -3035,7 +3100,7 @@ static inline void LoadDisappearThinker(actionf_p1 thinker) // // Loads a fade_t thinker // -static inline void LoadFadeThinker(actionf_p1 thinker) +static inline thinker_t* LoadFadeThinker(actionf_p1 thinker) { sector_t *ss; fade_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); @@ -3074,14 +3139,14 @@ static inline void LoadFadeThinker(actionf_p1 thinker) j++; } } - P_AddThinker(&ht->thinker); + return &ht->thinker; } // LoadFadeColormapThinker // // Loads a fadecolormap_t from a save game // -static inline void LoadFadeColormapThinker(actionf_p1 thinker) +static inline thinker_t* LoadFadeColormapThinker(actionf_p1 thinker) { fadecolormap_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -3093,7 +3158,7 @@ static inline void LoadFadeColormapThinker(actionf_p1 thinker) ht->timer = READINT32(save_p); if (ht->sector) ht->sector->fadecolormapdata = ht; - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -3101,18 +3166,36 @@ static inline void LoadFadeColormapThinker(actionf_p1 thinker) // // Loads a planedisplace_t thinker // -static inline void LoadPlaneDisplaceThinker(actionf_p1 thinker) +static inline thinker_t* LoadPlaneDisplaceThinker(actionf_p1 thinker) { planedisplace_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; + ht->affectee = READINT32(save_p); ht->control = READINT32(save_p); ht->last_height = READFIXED(save_p); ht->speed = READFIXED(save_p); ht->type = READUINT8(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } +#ifdef ESLOPE +/// Save a dynamic slope thinker. +static inline thinker_t* LoadDynamicSlopeThinker(actionf_p1 thinker) +{ + dynplanethink_t* ht = Z_Malloc(sizeof(*ht), PU_LEVSPEC, NULL); + ht->thinker.function.acp1 = thinker; + + ht->type = READUINT8(save_p); + ht->slope = LoadSlope(READUINT32(save_p)); + ht->sourceline = LoadLine(READUINT32(save_p)); + ht->extent = READFIXED(save_p); + READMEM(save_p, ht->tags, sizeof(ht->tags)); + READMEM(save_p, ht->vex, sizeof(ht->vex)); + return &ht->thinker; +} +#endif // ESLOPE + #ifdef POLYOBJECTS // @@ -3120,14 +3203,14 @@ static inline void LoadPlaneDisplaceThinker(actionf_p1 thinker) // // Loads a polyrotate_t thinker // -static inline void LoadPolyrotatetThinker(actionf_p1 thinker) +static inline thinker_t* LoadPolyrotatetThinker(actionf_p1 thinker) { polyrotate_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; ht->polyObjNum = READINT32(save_p); ht->speed = READINT32(save_p); ht->distance = READINT32(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -3135,7 +3218,7 @@ static inline void LoadPolyrotatetThinker(actionf_p1 thinker) // // Loads a polymovet_t thinker // -static void LoadPolymoveThinker(actionf_p1 thinker) +static thinker_t* LoadPolymoveThinker(actionf_p1 thinker) { polymove_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -3145,7 +3228,7 @@ static void LoadPolymoveThinker(actionf_p1 thinker) ht->momy = READFIXED(save_p); ht->distance = READINT32(save_p); ht->angle = READANGLE(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -3153,7 +3236,7 @@ static void LoadPolymoveThinker(actionf_p1 thinker) // // Loads a polywaypoint_t thinker // -static inline void LoadPolywaypointThinker(actionf_p1 thinker) +static inline thinker_t* LoadPolywaypointThinker(actionf_p1 thinker) { polywaypoint_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -3169,7 +3252,7 @@ static inline void LoadPolywaypointThinker(actionf_p1 thinker) ht->diffx = READFIXED(save_p); ht->diffy = READFIXED(save_p); ht->diffz = READFIXED(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -3177,7 +3260,7 @@ static inline void LoadPolywaypointThinker(actionf_p1 thinker) // // loads a polyslidedoor_t thinker // -static inline void LoadPolyslidedoorThinker(actionf_p1 thinker) +static inline thinker_t* LoadPolyslidedoorThinker(actionf_p1 thinker) { polyslidedoor_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -3194,7 +3277,7 @@ static inline void LoadPolyslidedoorThinker(actionf_p1 thinker) ht->momx = READFIXED(save_p); ht->momy = READFIXED(save_p); ht->closing = READUINT8(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -3202,7 +3285,7 @@ static inline void LoadPolyslidedoorThinker(actionf_p1 thinker) // // Loads a polyswingdoor_t thinker // -static inline void LoadPolyswingdoorThinker(actionf_p1 thinker) +static inline thinker_t* LoadPolyswingdoorThinker(actionf_p1 thinker) { polyswingdoor_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -3214,7 +3297,7 @@ static inline void LoadPolyswingdoorThinker(actionf_p1 thinker) ht->initDistance = READINT32(save_p); ht->distance = READINT32(save_p); ht->closing = READUINT8(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -3222,7 +3305,7 @@ static inline void LoadPolyswingdoorThinker(actionf_p1 thinker) // // Loads a polydisplace_t thinker // -static inline void LoadPolydisplaceThinker(actionf_p1 thinker) +static inline thinker_t* LoadPolydisplaceThinker(actionf_p1 thinker) { polydisplace_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -3231,10 +3314,10 @@ static inline void LoadPolydisplaceThinker(actionf_p1 thinker) ht->dx = READFIXED(save_p); ht->dy = READFIXED(save_p); ht->oldHeights = READFIXED(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } -static inline void LoadPolyrotdisplaceThinker(actionf_p1 thinker) +static inline thinker_t* LoadPolyrotdisplaceThinker(actionf_p1 thinker) { polyrotdisplace_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -3243,7 +3326,7 @@ static inline void LoadPolyrotdisplaceThinker(actionf_p1 thinker) ht->rotscale = READFIXED(save_p); ht->turnobjs = READUINT8(save_p); ht->oldHeights = READFIXED(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } // @@ -3251,7 +3334,7 @@ static inline void LoadPolyrotdisplaceThinker(actionf_p1 thinker) // // Loads a polyfadet_t thinker // -static void LoadPolyfadeThinker(actionf_p1 thinker) +static thinker_t* LoadPolyfadeThinker(actionf_p1 thinker) { polyfade_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL); ht->thinker.function.acp1 = thinker; @@ -3263,7 +3346,7 @@ static void LoadPolyfadeThinker(actionf_p1 thinker) ht->ticbased = (boolean)READUINT8(save_p); ht->duration = READINT32(save_p); ht->timer = READINT32(save_p); - P_AddThinker(&ht->thinker); + return &ht->thinker; } #endif @@ -3296,15 +3379,18 @@ static void P_NetUnArchiveThinkers(void) I_Error("Bad $$$.sav at archive block Thinkers"); // remove all the current thinkers - currentthinker = thinkercap.next; - for (currentthinker = thinkercap.next; currentthinker != &thinkercap; currentthinker = next) + for (i = 0; i < NUM_THINKERLISTS; i++) { - next = currentthinker->next; + currentthinker = thlist[i].next; + for (currentthinker = thlist[i].next; currentthinker != &thlist[i]; currentthinker = next) + { + next = currentthinker->next; - if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker) - P_RemoveSavegameMobj((mobj_t *)currentthinker); // item isn't saved, don't remove it - else - Z_Free(currentthinker); + if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker) + P_RemoveSavegameMobj((mobj_t *)currentthinker); // item isn't saved, don't remove it + else + Z_Free(currentthinker); + } } // we don't want the removed mobjs to come back @@ -3318,203 +3404,219 @@ static void P_NetUnArchiveThinkers(void) } // read in saved thinkers - for (;;) + for (i = 0; i < NUM_THINKERLISTS; i++) { - tclass = READUINT8(save_p); - - if (tclass == tc_end) - break; // leave the saved thinker reading loop - numloaded++; - - switch (tclass) + for (;;) { - case tc_mobj: - LoadMobjThinker((actionf_p1)P_MobjThinker); - break; + thinker_t* th = NULL; + tclass = READUINT8(save_p); - case tc_ceiling: - LoadCeilingThinker((actionf_p1)T_MoveCeiling); - break; + if (tclass == tc_end) + break; // leave the saved thinker reading loop + numloaded++; - case tc_crushceiling: - LoadCeilingThinker((actionf_p1)T_CrushCeiling); - break; + switch (tclass) + { + case tc_mobj: + th = LoadMobjThinker((actionf_p1)P_MobjThinker); + break; - case tc_floor: - LoadFloormoveThinker((actionf_p1)T_MoveFloor); - break; + case tc_ceiling: + th = LoadCeilingThinker((actionf_p1)T_MoveCeiling); + break; - case tc_flash: - LoadLightflashThinker((actionf_p1)T_LightningFlash); - break; + case tc_crushceiling: + th = LoadCeilingThinker((actionf_p1)T_CrushCeiling); + break; - case tc_strobe: - LoadStrobeThinker((actionf_p1)T_StrobeFlash); - break; + case tc_floor: + th = LoadFloormoveThinker((actionf_p1)T_MoveFloor); + break; - case tc_glow: - LoadGlowThinker((actionf_p1)T_Glow); - break; + case tc_flash: + th = LoadLightflashThinker((actionf_p1)T_LightningFlash); + break; - case tc_fireflicker: - LoadFireflickerThinker((actionf_p1)T_FireFlicker); - break; + case tc_strobe: + th = LoadStrobeThinker((actionf_p1)T_StrobeFlash); + break; - case tc_elevator: - LoadElevatorThinker((actionf_p1)T_MoveElevator, 3); - break; + case tc_glow: + th = LoadGlowThinker((actionf_p1)T_Glow); + break; - case tc_continuousfalling: - LoadSpecialLevelThinker((actionf_p1)T_ContinuousFalling, 3); - break; + case tc_fireflicker: + th = LoadFireflickerThinker((actionf_p1)T_FireFlicker); + break; - case tc_thwomp: - LoadSpecialLevelThinker((actionf_p1)T_ThwompSector, 3); - break; + case tc_elevator: + th = LoadElevatorThinker((actionf_p1)T_MoveElevator, 3); + break; - case tc_noenemies: - LoadSpecialLevelThinker((actionf_p1)T_NoEnemiesSector, 0); - break; + case tc_continuousfalling: + th = LoadSpecialLevelThinker((actionf_p1)T_ContinuousFalling, 3); + break; - case tc_eachtime: - LoadSpecialLevelThinker((actionf_p1)T_EachTimeThinker, 0); - break; + case tc_thwomp: + th = LoadSpecialLevelThinker((actionf_p1)T_ThwompSector, 3); + break; - case tc_raisesector: - LoadSpecialLevelThinker((actionf_p1)T_RaiseSector, 0); - break; + case tc_noenemies: + th = LoadSpecialLevelThinker((actionf_p1)T_NoEnemiesSector, 0); + break; - /// \todo rewrite all the code that uses an elevator_t but isn't an elevator - /// \note working on it! - case tc_camerascanner: - LoadElevatorThinker((actionf_p1)T_CameraScanner, 0); - break; + case tc_eachtime: + th = LoadSpecialLevelThinker((actionf_p1)T_EachTimeThinker, 0); + break; - case tc_bouncecheese: - LoadSpecialLevelThinker((actionf_p1)T_BounceCheese, 2); - break; + case tc_raisesector: + th = LoadSpecialLevelThinker((actionf_p1)T_RaiseSector, 0); + break; - case tc_startcrumble: - LoadElevatorThinker((actionf_p1)T_StartCrumble, 1); - break; + /// \todo rewrite all the code that uses an elevator_t but isn't an elevator + /// \note working on it! + case tc_camerascanner: + th = LoadElevatorThinker((actionf_p1)T_CameraScanner, 0); + break; - case tc_marioblock: - LoadSpecialLevelThinker((actionf_p1)T_MarioBlock, 3); - break; + case tc_bouncecheese: + th = LoadSpecialLevelThinker((actionf_p1)T_BounceCheese, 2); + break; - case tc_marioblockchecker: - LoadSpecialLevelThinker((actionf_p1)T_MarioBlockChecker, 0); - break; + case tc_startcrumble: + th = LoadElevatorThinker((actionf_p1)T_StartCrumble, 1); + break; - case tc_spikesector: - LoadSpecialLevelThinker((actionf_p1)T_SpikeSector, 0); - break; + case tc_marioblock: + th = LoadSpecialLevelThinker((actionf_p1)T_MarioBlock, 3); + break; - case tc_floatsector: - LoadSpecialLevelThinker((actionf_p1)T_FloatSector, 0); - break; + case tc_marioblockchecker: + th = LoadSpecialLevelThinker((actionf_p1)T_MarioBlockChecker, 0); + break; - case tc_bridgethinker: - LoadSpecialLevelThinker((actionf_p1)T_BridgeThinker, 3); - break; + case tc_spikesector: + th = LoadSpecialLevelThinker((actionf_p1)T_SpikeSector, 0); + break; - case tc_laserflash: - LoadLaserThinker((actionf_p1)T_LaserFlash); - break; + case tc_floatsector: + th = LoadSpecialLevelThinker((actionf_p1)T_FloatSector, 0); + break; - case tc_lightfade: - LoadLightlevelThinker((actionf_p1)T_LightFade); - break; + case tc_bridgethinker: + th = LoadSpecialLevelThinker((actionf_p1)T_BridgeThinker, 3); + break; - case tc_executor: - LoadExecutorThinker((actionf_p1)T_ExecutorDelay); - restoreNum = true; - break; + case tc_laserflash: + th = LoadLaserThinker((actionf_p1)T_LaserFlash); + break; - case tc_disappear: - LoadDisappearThinker((actionf_p1)T_Disappear); - break; + case tc_lightfade: + th = LoadLightlevelThinker((actionf_p1)T_LightFade); + break; - case tc_fade: - LoadFadeThinker((actionf_p1)T_Fade); - break; + case tc_executor: + th = LoadExecutorThinker((actionf_p1)T_ExecutorDelay); + restoreNum = true; + break; - case tc_fadecolormap: - LoadFadeColormapThinker((actionf_p1)T_FadeColormap); - break; + case tc_disappear: + th = LoadDisappearThinker((actionf_p1)T_Disappear); + break; - case tc_planedisplace: - LoadPlaneDisplaceThinker((actionf_p1)T_PlaneDisplace); - break; + case tc_fade: + th = LoadFadeThinker((actionf_p1)T_Fade); + break; + + case tc_fadecolormap: + th = LoadFadeColormapThinker((actionf_p1)T_FadeColormap); + break; + + case tc_planedisplace: + th = LoadPlaneDisplaceThinker((actionf_p1)T_PlaneDisplace); + break; #ifdef POLYOBJECTS - case tc_polyrotate: - LoadPolyrotatetThinker((actionf_p1)T_PolyObjRotate); - break; + case tc_polyrotate: + th = LoadPolyrotatetThinker((actionf_p1)T_PolyObjRotate); + break; - case tc_polymove: - LoadPolymoveThinker((actionf_p1)T_PolyObjMove); - break; + case tc_polymove: + th = LoadPolymoveThinker((actionf_p1)T_PolyObjMove); + break; - case tc_polywaypoint: - LoadPolywaypointThinker((actionf_p1)T_PolyObjWaypoint); - break; + case tc_polywaypoint: + th = LoadPolywaypointThinker((actionf_p1)T_PolyObjWaypoint); + break; - case tc_polyslidedoor: - LoadPolyslidedoorThinker((actionf_p1)T_PolyDoorSlide); - break; + case tc_polyslidedoor: + th = LoadPolyslidedoorThinker((actionf_p1)T_PolyDoorSlide); + break; - case tc_polyswingdoor: - LoadPolyswingdoorThinker((actionf_p1)T_PolyDoorSwing); - break; + case tc_polyswingdoor: + th = LoadPolyswingdoorThinker((actionf_p1)T_PolyDoorSwing); + break; - case tc_polyflag: - LoadPolymoveThinker((actionf_p1)T_PolyObjFlag); - break; + case tc_polyflag: + th = LoadPolymoveThinker((actionf_p1)T_PolyObjFlag); + break; - case tc_polydisplace: - LoadPolydisplaceThinker((actionf_p1)T_PolyObjDisplace); - break; + case tc_polydisplace: + th = LoadPolydisplaceThinker((actionf_p1)T_PolyObjDisplace); + break; - case tc_polyrotdisplace: - LoadPolyrotdisplaceThinker((actionf_p1)T_PolyObjRotDisplace); - break; + case tc_polyrotdisplace: + th = LoadPolyrotdisplaceThinker((actionf_p1)T_PolyObjRotDisplace); + break; - case tc_polyfade: - LoadPolyfadeThinker((actionf_p1)T_PolyObjFade); - break; + case tc_polyfade: + th = LoadPolyfadeThinker((actionf_p1)T_PolyObjFade); + break; #endif - case tc_scroll: - LoadScrollThinker((actionf_p1)T_Scroll); - break; +#ifdef ESLOPE + case tc_dynslopeline: + th = LoadDynamicSlopeThinker((actionf_p1)T_DynamicSlopeLine); + break; - case tc_friction: - LoadFrictionThinker((actionf_p1)T_Friction); - break; + case tc_dynslopevert: + th = LoadDynamicSlopeThinker((actionf_p1)T_DynamicSlopeVert); + break; +#endif // ESLOPE - case tc_pusher: - LoadPusherThinker((actionf_p1)T_Pusher); - break; + case tc_scroll: + th = LoadScrollThinker((actionf_p1)T_Scroll); + break; - default: - I_Error("P_UnarchiveSpecials: Unknown tclass %d in savegame", tclass); + case tc_friction: + th = LoadFrictionThinker((actionf_p1)T_Friction); + break; + + case tc_pusher: + th = LoadPusherThinker((actionf_p1)T_Pusher); + break; + + default: + I_Error("P_UnarchiveSpecials: Unknown tclass %d in savegame", tclass); + } + if (th) + P_AddThinker(i, th); } - } - CONS_Debug(DBG_NETPLAY, "%u thinkers loaded\n", numloaded); + CONS_Debug(DBG_NETPLAY, "%u thinkers loaded in list %d\n", numloaded, i); + } if (restoreNum) { executor_t *delay = NULL; UINT32 mobjnum; - for (currentthinker = thinkercap.next; currentthinker != &thinkercap; - currentthinker = currentthinker->next) + for (currentthinker = thlist[i].next; currentthinker != &thlist[i]; + currentthinker = currentthinker->next) { - if (currentthinker->function.acp1 == (actionf_p1)T_ExecutorDelay) - { - delay = (void *)currentthinker; - if ((mobjnum = (UINT32)(size_t)delay->caller)) - delay->caller = P_FindNewPosition(mobjnum); - } + if (currentthinker->function.acp1 != (actionf_p1)T_ExecutorDelay) + continue; + delay = (void *)currentthinker; + if (!(mobjnum = (UINT32)(size_t)delay->caller)) + continue; + delay->caller = P_FindNewPosition(mobjnum); } } } @@ -3622,14 +3724,14 @@ static inline void P_FinishMobjs(void) mobj_t *mobj; // put info field there real value - for (currentthinker = thinkercap.next; currentthinker != &thinkercap; + for (currentthinker = thlist[THINK_MOBJ].next; currentthinker != &thlist[THINK_MOBJ]; currentthinker = currentthinker->next) { - if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker) - { - mobj = (mobj_t *)currentthinker; - mobj->info = &mobjinfo[mobj->type]; - } + if (currentthinker->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + + mobj = (mobj_t *)currentthinker; + mobj->info = &mobjinfo[mobj->type]; } } @@ -3640,86 +3742,86 @@ static void P_RelinkPointers(void) UINT32 temp; // use info field (value = oldposition) to relink mobjs - for (currentthinker = thinkercap.next; currentthinker != &thinkercap; + for (currentthinker = thlist[THINK_MOBJ].next; currentthinker != &thlist[THINK_MOBJ]; currentthinker = currentthinker->next) { - if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker) + if (currentthinker->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + + mobj = (mobj_t *)currentthinker; + + if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER) + continue; + + if (mobj->tracer) { - mobj = (mobj_t *)currentthinker; - - if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER) - continue; - - if (mobj->tracer) - { - temp = (UINT32)(size_t)mobj->tracer; - mobj->tracer = NULL; - if (!P_SetTarget(&mobj->tracer, P_FindNewPosition(temp))) - CONS_Debug(DBG_GAMELOGIC, "tracer not found on %d\n", mobj->type); - } - if (mobj->target) - { - temp = (UINT32)(size_t)mobj->target; - mobj->target = NULL; - if (!P_SetTarget(&mobj->target, P_FindNewPosition(temp))) - CONS_Debug(DBG_GAMELOGIC, "target not found on %d\n", mobj->type); - } - if (mobj->hnext) - { - temp = (UINT32)(size_t)mobj->hnext; - mobj->hnext = NULL; - if (!(mobj->hnext = P_FindNewPosition(temp))) - CONS_Debug(DBG_GAMELOGIC, "hnext not found on %d\n", mobj->type); - } - if (mobj->hprev) - { - temp = (UINT32)(size_t)mobj->hprev; - mobj->hprev = NULL; - if (!(mobj->hprev = P_FindNewPosition(temp))) - CONS_Debug(DBG_GAMELOGIC, "hprev not found on %d\n", mobj->type); - } - if (mobj->player && mobj->player->capsule) - { - temp = (UINT32)(size_t)mobj->player->capsule; - mobj->player->capsule = NULL; - if (!P_SetTarget(&mobj->player->capsule, P_FindNewPosition(temp))) - CONS_Debug(DBG_GAMELOGIC, "capsule not found on %d\n", mobj->type); - } - if (mobj->player && mobj->player->axis1) - { - temp = (UINT32)(size_t)mobj->player->axis1; - mobj->player->axis1 = NULL; - if (!P_SetTarget(&mobj->player->axis1, P_FindNewPosition(temp))) - CONS_Debug(DBG_GAMELOGIC, "axis1 not found on %d\n", mobj->type); - } - if (mobj->player && mobj->player->axis2) - { - temp = (UINT32)(size_t)mobj->player->axis2; - mobj->player->axis2 = NULL; - if (!P_SetTarget(&mobj->player->axis2, P_FindNewPosition(temp))) - CONS_Debug(DBG_GAMELOGIC, "axis2 not found on %d\n", mobj->type); - } - if (mobj->player && mobj->player->awayviewmobj) - { - temp = (UINT32)(size_t)mobj->player->awayviewmobj; - mobj->player->awayviewmobj = NULL; - if (!P_SetTarget(&mobj->player->awayviewmobj, P_FindNewPosition(temp))) - CONS_Debug(DBG_GAMELOGIC, "awayviewmobj not found on %d\n", mobj->type); - } - if (mobj->player && mobj->player->followmobj) - { - temp = (UINT32)(size_t)mobj->player->followmobj; - mobj->player->followmobj = NULL; - if (!P_SetTarget(&mobj->player->followmobj, P_FindNewPosition(temp))) - CONS_Debug(DBG_GAMELOGIC, "followmobj not found on %d\n", mobj->type); - } - if (mobj->player && mobj->player->drone) - { - temp = (UINT32)(size_t)mobj->player->drone; - mobj->player->drone = NULL; - if (!P_SetTarget(&mobj->player->drone, P_FindNewPosition(temp))) - CONS_Debug(DBG_GAMELOGIC, "drone not found on %d\n", mobj->type); - } + temp = (UINT32)(size_t)mobj->tracer; + mobj->tracer = NULL; + if (!P_SetTarget(&mobj->tracer, P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "tracer not found on %d\n", mobj->type); + } + if (mobj->target) + { + temp = (UINT32)(size_t)mobj->target; + mobj->target = NULL; + if (!P_SetTarget(&mobj->target, P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "target not found on %d\n", mobj->type); + } + if (mobj->hnext) + { + temp = (UINT32)(size_t)mobj->hnext; + mobj->hnext = NULL; + if (!(mobj->hnext = P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "hnext not found on %d\n", mobj->type); + } + if (mobj->hprev) + { + temp = (UINT32)(size_t)mobj->hprev; + mobj->hprev = NULL; + if (!(mobj->hprev = P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "hprev not found on %d\n", mobj->type); + } + if (mobj->player && mobj->player->capsule) + { + temp = (UINT32)(size_t)mobj->player->capsule; + mobj->player->capsule = NULL; + if (!P_SetTarget(&mobj->player->capsule, P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "capsule not found on %d\n", mobj->type); + } + if (mobj->player && mobj->player->axis1) + { + temp = (UINT32)(size_t)mobj->player->axis1; + mobj->player->axis1 = NULL; + if (!P_SetTarget(&mobj->player->axis1, P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "axis1 not found on %d\n", mobj->type); + } + if (mobj->player && mobj->player->axis2) + { + temp = (UINT32)(size_t)mobj->player->axis2; + mobj->player->axis2 = NULL; + if (!P_SetTarget(&mobj->player->axis2, P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "axis2 not found on %d\n", mobj->type); + } + if (mobj->player && mobj->player->awayviewmobj) + { + temp = (UINT32)(size_t)mobj->player->awayviewmobj; + mobj->player->awayviewmobj = NULL; + if (!P_SetTarget(&mobj->player->awayviewmobj, P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "awayviewmobj not found on %d\n", mobj->type); + } + if (mobj->player && mobj->player->followmobj) + { + temp = (UINT32)(size_t)mobj->player->followmobj; + mobj->player->followmobj = NULL; + if (!P_SetTarget(&mobj->player->followmobj, P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "followmobj not found on %d\n", mobj->type); + } + if (mobj->player && mobj->player->drone) + { + temp = (UINT32)(size_t)mobj->player->drone; + mobj->player->drone = NULL; + if (!P_SetTarget(&mobj->player->drone, P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "drone not found on %d\n", mobj->type); } } } @@ -3888,6 +3990,7 @@ static void P_NetArchiveMisc(void) WRITEUINT32(save_p, leveltime); WRITEUINT32(save_p, ssspheres); WRITEINT16(save_p, lastmap); + WRITEUINT16(save_p, bossdisabled); WRITEUINT16(save_p, emeralds); WRITEUINT8(save_p, stagefailed); @@ -3965,6 +4068,7 @@ static inline boolean P_NetUnArchiveMisc(void) leveltime = READUINT32(save_p); ssspheres = READUINT32(save_p); lastmap = READINT16(save_p); + bossdisabled = READUINT16(save_p); emeralds = READUINT16(save_p); stagefailed = READUINT8(save_p); @@ -4021,15 +4125,15 @@ void P_SaveNetGame(void) P_NetArchiveMisc(); // Assign the mobjnumber for pointer tracking - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 == (actionf_p1)P_MobjThinker) - { - mobj = (mobj_t *)th; - if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER) - continue; - mobj->mobjnum = i++; - } + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + + mobj = (mobj_t *)th; + if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER) + continue; + mobj->mobjnum = i++; } P_NetArchivePlayers(); diff --git a/src/p_setup.c b/src/p_setup.c index 82713c3cb..a089e0a8f 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -102,6 +102,7 @@ line_t *lines; side_t *sides; mapthing_t *mapthings; INT32 numstarposts; +UINT16 bossdisabled; boolean levelloading; UINT8 levelfadecol; @@ -815,9 +816,9 @@ void P_ReloadRings(void) mapthing_t *mt = mapthings; // scan the thinkers to find rings/spheres/hoops to unset - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)th; @@ -859,12 +860,7 @@ void P_ReloadRings(void) mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS) ->sector->floorheight>>FRACBITS); - P_SpawnHoopsAndRings(mt, -#ifdef MANIASPHERES - true); -#else - !G_IsSpecialStage(gamemap)); // prevent flashing spheres in special stages -#endif + P_SpawnHoopsAndRings(mt, true); } } for (i = 0; i < numHoops; i++) @@ -878,15 +874,10 @@ void P_SwitchSpheresBonusMode(boolean bonustime) mobj_t *mo; thinker_t *th; -#ifndef MANIASPHERES - if (G_IsSpecialStage(gamemap)) // prevent flashing spheres in special stages - return; -#endif - // scan the thinkers to find spheres to switch - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)th; @@ -1288,6 +1279,9 @@ static void P_LoadLineDefs2(void) // Compile linedef 'text' from both sidedefs 'text' for appropriate specials. switch(ld->special) { + case 331: // Trigger linedef executor: Skin - Continuous + case 332: // Trigger linedef executor: Skin - Each time + case 333: // Trigger linedef executor: Skin - Once case 443: // Calls a named Lua function if (sides[ld->sidenum[0]].text) { @@ -1498,6 +1492,9 @@ static void P_LoadRawSideDefs2(void *data) break; } + case 331: // Trigger linedef executor: Skin - Continuous + case 332: // Trigger linedef executor: Skin - Each time + case 333: // Trigger linedef executor: Skin - Once case 443: // Calls a named Lua function case 459: // Control text prompt (named tag) { @@ -2209,7 +2206,7 @@ static void P_LevelInitStuff(void) ssspheres = timeinmap = 0; // special stage - stagefailed = false; + stagefailed = true; // assume failed unless proven otherwise - P_GiveEmerald or emerald touchspecial // Reset temporary record data memset(&ntemprecords, 0, sizeof(nightsdata_t)); @@ -2228,7 +2225,7 @@ static void P_LevelInitStuff(void) } } - countdown = countdown2 = 0; + countdown = countdown2 = exitfadestarted = 0; for (i = 0; i < MAXPLAYERS; i++) { @@ -2284,7 +2281,6 @@ static void P_LevelInitStuff(void) void P_LoadThingsOnly(void) { // Search through all the thinkers. - mobj_t *mo; thinker_t *think; INT32 i, viewid = -1, centerid = -1; // for skyboxes @@ -2299,15 +2295,11 @@ void P_LoadThingsOnly(void) } - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { - if (think->function.acp1 != (actionf_p1)P_MobjThinker) - continue; // not a mobj thinker - - mo = (mobj_t *)think; - - if (mo) - P_RemoveMobj(mo); + if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + P_RemoveMobj((mobj_t *)think); } P_LevelInitStuff(); @@ -2880,7 +2872,10 @@ boolean P_SetupLevel(boolean skipprecip) // reset the player starts for (i = 0; i < MAXPLAYERS; i++) - playerstarts[i] = NULL; + playerstarts[i] = bluectfstarts[i] = redctfstarts[i] = NULL; + + for (i = 0; i < MAX_DM_STARTS; i++) + deathmatchstarts[i] = NULL; for (i = 0; i < 2; i++) skyboxmo[i] = NULL; @@ -2916,7 +2911,10 @@ boolean P_SetupLevel(boolean skipprecip) // reset the player starts for (i = 0; i < MAXPLAYERS; i++) - playerstarts[i] = NULL; + playerstarts[i] = bluectfstarts[i] = redctfstarts[i] = NULL; + + for (i = 0; i < MAX_DM_STARTS; i++) + deathmatchstarts[i] = NULL; for (i = 0; i < 2; i++) skyboxmo[i] = NULL; @@ -2934,7 +2932,7 @@ boolean P_SetupLevel(boolean skipprecip) P_InitSpecials(); #ifdef ESLOPE - P_ResetDynamicSlopes(); + P_ResetDynamicSlopes(fromnetsave); #endif P_LoadThings(loademblems); @@ -3132,7 +3130,7 @@ boolean P_SetupLevel(boolean skipprecip) R_PrecacheLevel(); nextmapoverride = 0; - skipstats = false; + skipstats = 0; if (!(netgame || multiplayer) && (!modifiedgame || savemoddata)) mapvisited[gamemap-1] |= MV_VISITED; @@ -3443,13 +3441,13 @@ boolean P_AddWadFile(const char *wadfilename) ST_UnloadGraphics(); HU_LoadGraphics(); ST_LoadGraphics(); - ST_ReloadSkinFaceGraphics(); // // look for skins // R_AddSkins(wadnum); // faB: wadfile index in wadfiles[] R_PatchSkins(wadnum); // toast: PATCH PATCH + ST_ReloadSkinFaceGraphics(); // // search for maps diff --git a/src/p_slopes.c b/src/p_slopes.c index 3cdbd687e..d6080c15d 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -25,68 +25,66 @@ #ifdef ESLOPE -static pslope_t *slopelist = NULL; -static UINT16 slopecount = 0; +pslope_t *slopelist = NULL; +UINT16 slopecount = 0; // Calculate line normal void P_CalculateSlopeNormal(pslope_t *slope) { slope->normal.z = FINECOSINE(slope->zangle>>ANGLETOFINESHIFT); - slope->normal.x = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x); - slope->normal.y = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y); + slope->normal.x = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x); + slope->normal.y = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y); } -// With a vertex slope that has its vertices set, configure relevant slope info -static void P_ReconfigureVertexSlope(pslope_t *slope) +/// Setup slope via 3 vertexes. +static void ReconfigureViaVertexes (pslope_t *slope, const vector3_t v1, const vector3_t v2, const vector3_t v3) { vector3_t vec1, vec2; - // Set slope normal - vec1.x = (slope->vertices[1]->x - slope->vertices[0]->x) << FRACBITS; - vec1.y = (slope->vertices[1]->y - slope->vertices[0]->y) << FRACBITS; - vec1.z = (slope->vertices[1]->z - slope->vertices[0]->z) << FRACBITS; + // Set origin. + FV3_Copy(&slope->o, &v1); - vec2.x = (slope->vertices[2]->x - slope->vertices[0]->x) << FRACBITS; - vec2.y = (slope->vertices[2]->y - slope->vertices[0]->y) << FRACBITS; - vec2.z = (slope->vertices[2]->z - slope->vertices[0]->z) << FRACBITS; + // Get slope's normal. + FV3_SubEx(&v2, &v1, &vec1); + FV3_SubEx(&v3, &v1, &vec2); - // ugggggggh fixed-point maaaaaaath - slope->extent = max( - max(max(abs(vec1.x), abs(vec1.y)), abs(vec1.z)), - max(max(abs(vec2.x), abs(vec2.y)), abs(vec2.z)) - ) >> (FRACBITS+5); - vec1.x /= slope->extent; - vec1.y /= slope->extent; - vec1.z /= slope->extent; - vec2.x /= slope->extent; - vec2.y /= slope->extent; - vec2.z /= slope->extent; + // Set some defaults for a non-sloped "slope" + if (vec1.z == 0 && vec2.z == 0) + { + /// \todo Fix fully flat cases. - FV3_Cross(&vec1, &vec2, &slope->normal); - - slope->extent = R_PointToDist2(0, 0, R_PointToDist2(0, 0, slope->normal.x, slope->normal.y), slope->normal.z); - if (slope->normal.z < 0) - slope->extent = -slope->extent; - - slope->normal.x = FixedDiv(slope->normal.x, slope->extent); - slope->normal.y = FixedDiv(slope->normal.y, slope->extent); - slope->normal.z = FixedDiv(slope->normal.z, slope->extent); - - // Set origin - slope->o.x = slope->vertices[0]->x << FRACBITS; - slope->o.y = slope->vertices[0]->y << FRACBITS; - slope->o.z = slope->vertices[0]->z << FRACBITS; - - if (slope->normal.x == 0 && slope->normal.y == 0) { // Set some defaults for a non-sloped "slope" slope->zangle = slope->xydirection = 0; slope->zdelta = slope->d.x = slope->d.y = 0; - } else { + } + else + { + /// \note Using fixed point for vectorial products easily leads to overflows so we work around by downscaling them. + fixed_t m = max( + max(max(abs(vec1.x), abs(vec1.y)), abs(vec1.z)), + max(max(abs(vec2.x), abs(vec2.y)), abs(vec2.z)) + ) >> 5; // shifting right by 5 is good enough. + + FV3_Cross( + FV3_Divide(&vec1, m), + FV3_Divide(&vec2, m), + &slope->normal + ); + + // NOTE: FV3_Magnitude() doesn't work properly in some cases, and chaining FixedHypot() seems to give worse results. + m = R_PointToDist2(0, 0, R_PointToDist2(0, 0, slope->normal.x, slope->normal.y), slope->normal.z); + + // Invert normal if it's facing down. + if (slope->normal.z < 0) + m = -m; + + FV3_Divide(&slope->normal, m); + // Get direction vector - slope->extent = R_PointToDist2(0, 0, slope->normal.x, slope->normal.y); - slope->d.x = -FixedDiv(slope->normal.x, slope->extent); - slope->d.y = -FixedDiv(slope->normal.y, slope->extent); + m = FixedHypot(slope->normal.x, slope->normal.y); + slope->d.x = -FixedDiv(slope->normal.x, m); + slope->d.y = -FixedDiv(slope->normal.y, m); // Z delta - slope->zdelta = FixedDiv(slope->extent, slope->normal.z); + slope->zdelta = FixedDiv(m, slope->normal.z); // Get angles slope->xydirection = R_PointToAngle2(0, 0, slope->d.x, slope->d.y)+ANGLE_180; @@ -94,88 +92,95 @@ static void P_ReconfigureVertexSlope(pslope_t *slope) } } -// Recalculate dynamic slopes -void P_RunDynamicSlopes(void) { - pslope_t *slope; +/// Recalculate dynamic slopes. +void T_DynamicSlopeLine (dynplanethink_t* th) +{ + pslope_t* slope = th->slope; + line_t* srcline = th->sourceline; - for (slope = slopelist; slope; slope = slope->next) { - fixed_t zdelta; + fixed_t zdelta; - if (slope->flags & SL_NODYNAMIC) - continue; + switch(th->type) { + case DP_FRONTFLOOR: + zdelta = srcline->backsector->floorheight - srcline->frontsector->floorheight; + slope->o.z = srcline->frontsector->floorheight; + break; - switch(slope->refpos) { - case 1: // front floor - zdelta = slope->sourceline->backsector->floorheight - slope->sourceline->frontsector->floorheight; - slope->o.z = slope->sourceline->frontsector->floorheight; - break; - case 2: // front ceiling - zdelta = slope->sourceline->backsector->ceilingheight - slope->sourceline->frontsector->ceilingheight; - slope->o.z = slope->sourceline->frontsector->ceilingheight; - break; - case 3: // back floor - zdelta = slope->sourceline->frontsector->floorheight - slope->sourceline->backsector->floorheight; - slope->o.z = slope->sourceline->backsector->floorheight; - break; - case 4: // back ceiling - zdelta = slope->sourceline->frontsector->ceilingheight - slope->sourceline->backsector->ceilingheight; - slope->o.z = slope->sourceline->backsector->ceilingheight; - break; - case 5: // vertices - { - mapthing_t *mt; - size_t i; - INT32 l; - line_t *line; + case DP_FRONTCEIL: + zdelta = srcline->backsector->ceilingheight - srcline->frontsector->ceilingheight; + slope->o.z = srcline->frontsector->ceilingheight; + break; - for (i = 0; i < 3; i++) { - mt = slope->vertices[i]; - l = P_FindSpecialLineFromTag(799, mt->angle, -1); - if (l != -1) { - line = &lines[l]; - mt->z = line->frontsector->floorheight >> FRACBITS; - } - } + case DP_BACKFLOOR: + zdelta = srcline->frontsector->floorheight - srcline->backsector->floorheight; + slope->o.z = srcline->backsector->floorheight; + break; - P_ReconfigureVertexSlope(slope); - } - continue; // TODO + case DP_BACKCEIL: + zdelta = srcline->frontsector->ceilingheight - srcline->backsector->ceilingheight; + slope->o.z = srcline->backsector->ceilingheight; + break; - default: - I_Error("P_RunDynamicSlopes: slope has invalid type!"); - } + default: + return; + } - if (slope->zdelta != FixedDiv(zdelta, slope->extent)) { - slope->zdelta = FixedDiv(zdelta, slope->extent); - slope->zangle = R_PointToAngle2(0, 0, slope->extent, -zdelta); - P_CalculateSlopeNormal(slope); - } + if (slope->zdelta != FixedDiv(zdelta, th->extent)) { + slope->zdelta = FixedDiv(zdelta, th->extent); + slope->zangle = R_PointToAngle2(0, 0, th->extent, -zdelta); + P_CalculateSlopeNormal(slope); } } -// -// P_MakeSlope -// -// Alocates and fill the contents of a slope structure. -// -static pslope_t *P_MakeSlope(const vector3_t *o, const vector2_t *d, - const fixed_t zdelta, UINT8 flags) +/// Mapthing-defined +void T_DynamicSlopeVert (dynplanethink_t* th) { - pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL); - memset(ret, 0, sizeof(*ret)); + pslope_t* slope = th->slope; - ret->o.x = o->x; - ret->o.y = o->y; - ret->o.z = o->z; + size_t i; + INT32 l; - ret->d.x = d->x; - ret->d.y = d->y; + for (i = 0; i < 3; i++) { + l = P_FindSpecialLineFromTag(799, th->tags[i], -1); + if (l != -1) { + th->vex[i].z = lines[l].frontsector->floorheight; + } + else + th->vex[i].z = 0; + } - ret->zdelta = zdelta; + ReconfigureViaVertexes(slope, th->vex[0], th->vex[1], th->vex[2]); +} +static inline void P_AddDynSlopeThinker (pslope_t* slope, dynplanetype_t type, line_t* sourceline, fixed_t extent, const INT16 tags[3], const vector3_t vx[3]) +{ + dynplanethink_t* th = Z_Calloc(sizeof (*th), PU_LEVSPEC, NULL); + switch (type) + { + case DP_VERTEX: + th->thinker.function.acp1 = (actionf_p1)T_DynamicSlopeVert; + memcpy(th->tags, tags, sizeof(th->tags)); + memcpy(th->vex, vx, sizeof(th->vex)); + break; + default: + th->thinker.function.acp1 = (actionf_p1)T_DynamicSlopeLine; + th->sourceline = sourceline; + th->extent = extent; + } + + th->slope = slope; + th->type = type; + + P_AddThinker(THINK_DYNSLOPE, &th->thinker); +} + + +/// Create a new slope and add it to the slope list. +static inline pslope_t* Slope_Add (const UINT8 flags) +{ + pslope_t *ret = Z_Calloc(sizeof(pslope_t), PU_LEVEL, NULL); ret->flags = flags; - // Add to the slope list ret->next = slopelist; slopelist = ret; @@ -185,13 +190,24 @@ static pslope_t *P_MakeSlope(const vector3_t *o, const vector2_t *d, return ret; } -// -// P_GetExtent -// -// Returns the distance to the first line within the sector that -// is intersected by a line parallel to the plane normal with the point (ox, oy) -// -static fixed_t P_GetExtent(sector_t *sector, line_t *line) +/// Alocates and fill the contents of a slope structure. +static pslope_t *MakeViaVectors(const vector3_t *o, const vector2_t *d, + const fixed_t zdelta, UINT8 flags) +{ + pslope_t *ret = Slope_Add(flags); + + FV3_Copy(&ret->o, o); + FV2_Copy(&ret->d, d); + + ret->zdelta = zdelta; + + ret->flags = flags; + + return ret; +} + +/// Get furthest perpendicular distance from all vertexes in a sector for a given line. +static fixed_t GetExtent(sector_t *sector, line_t *line) { // ZDoom code reference: v3float_t = vertex_t fixed_t fardist = -FRACUNIT; @@ -224,14 +240,8 @@ static fixed_t P_GetExtent(sector_t *sector, line_t *line) return fardist; } - -// -// P_SpawnSlope_Line -// -// Creates one or more slopes based on the given line type and front/back -// sectors. -// -void P_SpawnSlope_Line(int linenum) +/// Creates one or more slopes based on the given line type and front/back sectors. +static void line_SpawnViaLine(const int linenum, const boolean spawnthinker) { // With dynamic slopes, it's fine to just leave this function as normal, // because checking to see if a slope had changed will waste more memory than @@ -249,12 +259,10 @@ void P_SpawnSlope_Line(int linenum) boolean backceil = (special == 711 || special == 712 || special == 703); UINT8 flags = 0; // Slope flags - if (line->flags & ML_NOSONIC) + if (line->flags & ML_NETONLY) flags |= SL_NOPHYSICS; - if (!(line->flags & ML_NOTAILS)) - flags |= SL_NODYNAMIC; - if (line->flags & ML_NOKNUX) - flags |= SL_ANCHORVERTEX; + if (line->flags & ML_NONET) + flags |= SL_DYNAMIC; if(!frontfloor && !backfloor && !frontceil && !backceil) { @@ -274,6 +282,7 @@ void P_SpawnSlope_Line(int linenum) ny = -FixedDiv(line->dx, len); } + // Set origin to line's center. origin.x = line->v1->x + (line->v2->x - line->v1->x)/2; origin.y = line->v1->y + (line->v2->y - line->v1->y)/2; @@ -286,7 +295,7 @@ void P_SpawnSlope_Line(int linenum) direction.x = nx; direction.y = ny; - extent = P_GetExtent(line->frontsector, line); + extent = GetExtent(line->frontsector, line); if(extent < 0) { @@ -304,104 +313,43 @@ void P_SpawnSlope_Line(int linenum) if(frontfloor) { - fixed_t highest, lowest; - size_t l; point.z = line->frontsector->floorheight; // Startz dz = FixedDiv(origin.z - point.z, extent); // Destinationz // In P_SpawnSlopeLine the origin is the centerpoint of the sourcelinedef fslope = line->frontsector->f_slope = - P_MakeSlope(&point, &direction, dz, flags); - - // Set up some shit - fslope->extent = extent; - fslope->refpos = 1; + MakeViaVectors(&point, &direction, dz, flags); // Now remember that f_slope IS a vector // fslope->o = origin 3D point 1 of the vector // fslope->d = destination 3D point 2 of the vector // fslope->normal is a 3D line perpendicular to the 3D vector - // Sync the linedata of the line that started this slope - // TODO: Anything special for control sector based slopes later? - fslope->sourceline = line; - - // To find the real highz/lowz of a slope, you need to check all the vertexes - // in the slope's sector with P_GetZAt to get the REAL lowz & highz - // Although these slopes are set by floorheights the ANGLE is what a slope is, - // so technically any slope can extend on forever (they are just bound by sectors) - // *You can use sourceline as a reference to see if two slopes really are the same - - // Default points for high and low - highest = point.z > origin.z ? point.z : origin.z; - lowest = point.z < origin.z ? point.z : origin.z; - - // Now check to see what the REAL high and low points of the slope inside the sector - // TODO: Is this really needed outside of FOFs? -Red - - for (l = 0; l < line->frontsector->linecount; l++) - { - fixed_t height = P_GetZAt(line->frontsector->f_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y); - - if (height > highest) - highest = height; - - if (height < lowest) - lowest = height; - } - - // Sets extra clipping data for the frontsector's slope - fslope->highz = highest; - fslope->lowz = lowest; - fslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z); fslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y); P_CalculateSlopeNormal(fslope); + + if (spawnthinker && (flags & SL_DYNAMIC)) + P_AddDynSlopeThinker(fslope, DP_FRONTFLOOR, line, extent, NULL, NULL); } if(frontceil) { - fixed_t highest, lowest; - size_t l; origin.z = line->backsector->ceilingheight; point.z = line->frontsector->ceilingheight; dz = FixedDiv(origin.z - point.z, extent); cslope = line->frontsector->c_slope = - P_MakeSlope(&point, &direction, dz, flags); - - // Set up some shit - cslope->extent = extent; - cslope->refpos = 2; - - // Sync the linedata of the line that started this slope - // TODO: Anything special for control sector based slopes later? - cslope->sourceline = line; - - // Remember the way the slope is formed - highest = point.z > origin.z ? point.z : origin.z; - lowest = point.z < origin.z ? point.z : origin.z; - - for (l = 0; l < line->frontsector->linecount; l++) - { - fixed_t height = P_GetZAt(line->frontsector->c_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y); - - if (height > highest) - highest = height; - - if (height < lowest) - lowest = height; - } - - // This line special sets extra clipping data for the frontsector's slope - cslope->highz = highest; - cslope->lowz = lowest; + MakeViaVectors(&point, &direction, dz, flags); cslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z); cslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y); P_CalculateSlopeNormal(cslope); + + if (spawnthinker && (flags & SL_DYNAMIC)) + P_AddDynSlopeThinker(cslope, DP_FRONTCEIL, line, extent, NULL, NULL); } } if(backfloor || backceil) @@ -413,7 +361,7 @@ void P_SpawnSlope_Line(int linenum) direction.x = -nx; direction.y = -ny; - extent = P_GetExtent(line->backsector, line); + extent = GetExtent(line->backsector, line); if(extent < 0) { @@ -429,88 +377,36 @@ void P_SpawnSlope_Line(int linenum) if(backfloor) { - fixed_t highest, lowest; - size_t l; point.z = line->backsector->floorheight; dz = FixedDiv(origin.z - point.z, extent); fslope = line->backsector->f_slope = - P_MakeSlope(&point, &direction, dz, flags); - - // Set up some shit - fslope->extent = extent; - fslope->refpos = 3; - - // Sync the linedata of the line that started this slope - // TODO: Anything special for control sector based slopes later? - fslope->sourceline = line; - - // Remember the way the slope is formed - highest = point.z > origin.z ? point.z : origin.z; - lowest = point.z < origin.z ? point.z : origin.z; - - for (l = 0; l < line->backsector->linecount; l++) - { - fixed_t height = P_GetZAt(line->backsector->f_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y); - - if (height > highest) - highest = height; - - if (height < lowest) - lowest = height; - } - - // This line special sets extra clipping data for the frontsector's slope - fslope->highz = highest; - fslope->lowz = lowest; + MakeViaVectors(&point, &direction, dz, flags); fslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z); fslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y); P_CalculateSlopeNormal(fslope); + + if (spawnthinker && (flags & SL_DYNAMIC)) + P_AddDynSlopeThinker(fslope, DP_BACKFLOOR, line, extent, NULL, NULL); } if(backceil) { - fixed_t highest, lowest; - size_t l; origin.z = line->frontsector->ceilingheight; point.z = line->backsector->ceilingheight; dz = FixedDiv(origin.z - point.z, extent); cslope = line->backsector->c_slope = - P_MakeSlope(&point, &direction, dz, flags); - - // Set up some shit - cslope->extent = extent; - cslope->refpos = 4; - - // Sync the linedata of the line that started this slope - // TODO: Anything special for control sector based slopes later? - cslope->sourceline = line; - - // Remember the way the slope is formed - highest = point.z > origin.z ? point.z : origin.z; - lowest = point.z < origin.z ? point.z : origin.z; - - for (l = 0; l < line->backsector->linecount; l++) - { - fixed_t height = P_GetZAt(line->backsector->c_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y); - - if (height > highest) - highest = height; - - if (height < lowest) - lowest = height; - } - - // This line special sets extra clipping data for the backsector's slope - cslope->highz = highest; - cslope->lowz = lowest; + MakeViaVectors(&point, &direction, dz, flags); cslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z); cslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y); P_CalculateSlopeNormal(cslope); + + if (spawnthinker && (flags & SL_DYNAMIC)) + P_AddDynSlopeThinker(cslope, DP_BACKCEIL, line, extent, NULL, NULL); } } @@ -518,63 +414,99 @@ void P_SpawnSlope_Line(int linenum) return; } -// -// P_NewVertexSlope -// -// Creates a new slope from three vertices with the specified IDs -// -static pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flags) +/// Creates a new slope from three mapthings with the specified IDs +static pslope_t *MakeViaMapthings(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flags, const boolean spawnthinker) { size_t i; - mapthing_t *mt = mapthings; + mapthing_t* mt = mapthings; + mapthing_t* vertices[3] = {0}; + INT16 tags[3] = {tag1, tag2, tag3}; - pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL); - memset(ret, 0, sizeof(*ret)); - - // Start by setting flags - ret->flags = flags; - - // Now set up the vertex list - ret->vertices = Z_Malloc(3*sizeof(mapthing_t), PU_LEVEL, NULL); - memset(ret->vertices, 0, 3*sizeof(mapthing_t)); + vector3_t vx[3]; + pslope_t* ret = Slope_Add(flags); // And... look for the vertices in question. for (i = 0; i < nummapthings; i++, mt++) { if (mt->type != 750) // Haha, I'm hijacking the old Chaos Spawn thingtype for something! continue; - if (!ret->vertices[0] && mt->angle == tag1) - ret->vertices[0] = mt; - else if (!ret->vertices[1] && mt->angle == tag2) - ret->vertices[1] = mt; - else if (!ret->vertices[2] && mt->angle == tag3) - ret->vertices[2] = mt; + if (!vertices[0] && mt->angle == tag1) + vertices[0] = mt; + else if (!vertices[1] && mt->angle == tag2) + vertices[1] = mt; + else if (!vertices[2] && mt->angle == tag3) + vertices[2] = mt; } // Now set heights for each vertex, because they haven't been set yet for (i = 0; i < 3; i++) { - mt = ret->vertices[i]; + mt = vertices[i]; if (!mt) // If a vertex wasn't found, it's game over. There's nothing you can do to recover (except maybe try and kill the slope instead - TODO?) - I_Error("P_NewVertexSlope: Slope vertex %s (for linedef tag %d) not found!", sizeu1(i), tag1); + I_Error("MakeViaMapthings: Slope vertex %s (for linedef tag %d) not found!", sizeu1(i), tag1); + vx[i].x = mt->x << FRACBITS; + vx[i].y = mt->y << FRACBITS; if (mt->extrainfo) - mt->z = mt->options; + vx[i].z = mt->options << FRACBITS; else - mt->z = (R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector->floorheight >> FRACBITS) + (mt->options >> ZSHIFT); + vx[i].z = (R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector->floorheight) + ((mt->options >> ZSHIFT) << FRACBITS); } - P_ReconfigureVertexSlope(ret); - ret->refpos = 5; + ReconfigureViaVertexes(ret, vx[0], vx[1], vx[2]); - // Add to the slope list - ret->next = slopelist; - slopelist = ret; - - slopecount++; - ret->id = slopecount; + if (spawnthinker && (flags & SL_DYNAMIC)) + P_AddDynSlopeThinker(ret, DP_VERTEX, NULL, 0, tags, vx); return ret; } +/// Create vertex based slopes. +static void line_SpawnViaVertexes(const int linenum, const boolean spawnthinker) +{ + line_t *line = lines + linenum; + side_t *side; + pslope_t **slopetoset; + UINT16 tag1, tag2, tag3; + + UINT8 flags = 0; + if (line->flags & ML_NETONLY) + flags |= SL_NOPHYSICS; + if (line->flags & ML_NONET) + flags |= SL_DYNAMIC; + + switch(line->special) + { + case 704: + slopetoset = &line->frontsector->f_slope; + side = &sides[line->sidenum[0]]; + break; + case 705: + slopetoset = &line->frontsector->c_slope; + side = &sides[line->sidenum[0]]; + break; + case 714: + slopetoset = &line->backsector->f_slope; + side = &sides[line->sidenum[1]]; + break; + case 715: + slopetoset = &line->backsector->c_slope; + side = &sides[line->sidenum[1]]; + default: + return; + } + + if (line->flags & ML_EFFECT6) + { + tag1 = line->tag; + tag2 = side->textureoffset >> FRACBITS; + tag3 = side->rowoffset >> FRACBITS; + } + else + tag1 = tag2 = tag3 = line->tag; + + *slopetoset = MakeViaMapthings(tag1, tag2, tag3, flags, spawnthinker); + + side->sector->hasslope = true; +} // @@ -620,56 +552,20 @@ pslope_t *P_SlopeById(UINT16 id) return ret; } -// Reset the dynamic slopes pointer, and read all of the fancy schmancy slopes -void P_ResetDynamicSlopes(void) { +/// Reset slopes and read them from special lines. +void P_ResetDynamicSlopes(const UINT32 fromsave) { size_t i; -#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning - boolean warned = false; -#endif + + boolean spawnthinkers = !(boolean)fromsave; slopelist = NULL; slopecount = 0; - // We'll handle copy slopes later, after all the tag lists have been made. - // Yes, this means copied slopes won't affect things' spawning heights. Too bad for you. + /// Generates line special-defined slopes. for (i = 0; i < numlines; i++) { switch (lines[i].special) { -#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning -#define WARNME if (!warned) {warned = true; CONS_Alert(CONS_WARNING, "This level uses old slope specials.\nA conversion will be needed before 2.2's release.\n");} - case 386: - case 387: - case 388: - lines[i].special += 700-386; - WARNME - P_SpawnSlope_Line(i); - break; - - case 389: - case 390: - case 391: - case 392: - lines[i].special += 710-389; - WARNME - P_SpawnSlope_Line(i); - break; - - case 393: - lines[i].special = 703; - WARNME - P_SpawnSlope_Line(i); - break; - - case 394: - case 395: - case 396: - lines[i].special += 720-394; - WARNME - break; - -#endif - case 700: case 701: case 702: @@ -678,63 +574,35 @@ void P_ResetDynamicSlopes(void) { case 711: case 712: case 713: - P_SpawnSlope_Line(i); + line_SpawnViaLine(i, spawnthinkers); break; case 704: case 705: case 714: case 715: - { - pslope_t **slopetoset; - size_t which = lines[i].special; - - UINT8 flags = SL_VERTEXSLOPE; - if (lines[i].flags & ML_NOSONIC) - flags |= SL_NOPHYSICS; - if (!(lines[i].flags & ML_NOTAILS)) - flags |= SL_NODYNAMIC; - - if (which == 704) - { - slopetoset = &lines[i].frontsector->f_slope; - which = 0; - } - else if (which == 705) - { - slopetoset = &lines[i].frontsector->c_slope; - which = 0; - } - else if (which == 714) - { - slopetoset = &lines[i].backsector->f_slope; - which = 1; - } - else // 715 - { - slopetoset = &lines[i].backsector->c_slope; - which = 1; - } - - if (lines[i].flags & ML_NOKNUX) - *slopetoset = P_NewVertexSlope(lines[i].tag, sides[lines[i].sidenum[which]].textureoffset >> FRACBITS, - sides[lines[i].sidenum[which]].rowoffset >> FRACBITS, flags); - else - *slopetoset = P_NewVertexSlope(lines[i].tag, lines[i].tag, lines[i].tag, flags); - - sides[lines[i].sidenum[which]].sector->hasslope = true; - } + line_SpawnViaVertexes(i, spawnthinkers); break; default: break; } } + + /// Copies slopes from tagged sectors via line specials. + /// \note Doesn't actually copy, but instead they share the same pointers. + for (i = 0; i < numlines; i++) + switch (lines[i].special) + { + case 720: + case 721: + case 722: + P_CopySectorSlope(&lines[i]); + default: + break; + } } - - - // ============================================================================ // // Various utilities related to slopes diff --git a/src/p_slopes.h b/src/p_slopes.h index b802ec25f..8f9e7d61e 100644 --- a/src/p_slopes.h +++ b/src/p_slopes.h @@ -13,14 +13,17 @@ #ifndef P_SLOPES_H__ #define P_SLOPES_H__ +#include "m_fixed.h" // Vectors + #ifdef ESLOPE + +extern pslope_t *slopelist; +extern UINT16 slopecount; + +void P_LinkSlopeThinkers (void); + void P_CalculateSlopeNormal(pslope_t *slope); -void P_ResetDynamicSlopes(void); -void P_RunDynamicSlopes(void); -// P_SpawnSlope_Line -// Creates one or more slopes based on the given line type and front/back -// sectors. -void P_SpawnSlope_Line(int linenum); +void P_ResetDynamicSlopes(const UINT32 fromsave); // // P_CopySectorSlope @@ -42,7 +45,34 @@ fixed_t P_GetWallTransferMomZ(mobj_t *mo, pslope_t *slope); void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope); void P_ButteredSlope(mobj_t *mo); -#endif -// EOF +/// Dynamic plane type enum for the thinker. Will have a different functionality depending on this. +typedef enum { + DP_FRONTFLOOR, + DP_FRONTCEIL, + DP_BACKFLOOR, + DP_BACKCEIL, + DP_VERTEX +} dynplanetype_t; + +/// Permit slopes to be dynamically altered through a thinker. +typedef struct +{ + thinker_t thinker; + + pslope_t* slope; + dynplanetype_t type; + + // Used by line slopes. + line_t* sourceline; + fixed_t extent; + + // Used by mapthing vertex slopes. + INT16 tags[3]; + vector3_t vex[3]; +} dynplanethink_t; + +void T_DynamicSlopeLine (dynplanethink_t* th); +void T_DynamicSlopeVert (dynplanethink_t* th); #endif // #ifdef ESLOPE +#endif // #ifndef P_SLOPES_H__ diff --git a/src/p_spec.c b/src/p_spec.c index 4bb03ca1a..23ab04fc7 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -36,6 +36,7 @@ #include "m_cond.h" //unlock triggers #include "lua_hook.h" // LUAh_LinedefExecute #include "f_finale.h" // control text prompt +#include "r_things.h" // skins #ifdef HW3SOUND #include "hardware/hw3sound.h" @@ -98,7 +99,6 @@ typedef struct thinker_t **thinkers; } thinkerlist_t; -static void P_SearchForDisableLinedefs(void); static void P_SpawnScrollers(void); static void P_SpawnFriction(void); static void P_SpawnPushers(void); @@ -1644,7 +1644,7 @@ static void P_AddExecutorDelay(line_t *line, mobj_t *mobj, sector_t *sector) e->sector = sector; e->timer = (line->backsector->ceilingheight>>FRACBITS)+(line->backsector->floorheight>>FRACBITS); P_SetTarget(&e->caller, mobj); // Use P_SetTarget to make sure the mobj doesn't get freed while we're delaying. - P_AddThinker(&e->thinker); + P_AddThinker(THINK_MAIN, &e->thinker); } /** Used by P_RunTriggerLinedef to check a NiGHTS trigger linedef's conditions @@ -2008,7 +2008,12 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller if (!P_CheckNightsTriggerLine(triggerline, actor)) return false; break; - + case 331: // continuous + case 332: // each time + case 333: // once + if (!(actor && actor->player && ((stricmp(triggerline->text, skins[actor->player->skin].name) == 0) ^ ((triggerline->flags & ML_NOCLIMB) == ML_NOCLIMB)))) + return false; + break; default: break; } @@ -2141,6 +2146,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller || specialtype == 326 // DeNightserize - Once || specialtype == 328 // Nights lap - Once || specialtype == 330 // Nights Bonus Time - Once + || specialtype == 333 // Skin - Once || specialtype == 399) // Level Load triggerline->special = 0; // Clear it out @@ -2181,7 +2187,8 @@ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller) || lines[masterline].special == 306 // Character ability - Each time || lines[masterline].special == 310 // CTF Red team - Each time || lines[masterline].special == 312 // CTF Blue team - Each time - || lines[masterline].special == 322) // Trigger on X calls - Each Time + || lines[masterline].special == 322 // Trigger on X calls - Each Time + || lines[masterline].special == 332)// Skin - Each time continue; if (lines[masterline].special < 300 @@ -2253,7 +2260,7 @@ void P_SwitchWeather(INT32 weathernum) thinker_t *think; precipmobj_t *precipmobj; - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_PRECIP].next; think != &thlist[THINK_PRECIP]; think = think->next) { if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker) continue; // not a precipmobj thinker @@ -2269,7 +2276,7 @@ void P_SwitchWeather(INT32 weathernum) precipmobj_t *precipmobj; state_t *st; - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_PRECIP].next; think != &thlist[THINK_PRECIP]; think = think->next) { if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker) continue; // not a precipmobj thinker @@ -3144,7 +3151,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) scroll_t *scroller; thinker_t *th; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next) { if (th->function.acp1 != (actionf_p1)T_Scroll) continue; @@ -3382,7 +3389,10 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) // if flags changed, reset sector's light list if (rover->flags != oldflags) + { sec->moved = true; + P_RecalcPrecipInSector(sec); + } } } @@ -3544,6 +3554,29 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) } break; + case 449: // Enable bosses with parameter + { + INT32 bossid = sides[line->sidenum[0]].textureoffset>>FRACBITS; + if (bossid & ~15) // if any bits other than first 16 are set + { + CONS_Alert(CONS_WARNING, + M_GetText("Boss enable linedef (tag %d) has an invalid texture x offset.\nConsider changing it or removing it entirely.\n"), + line->tag); + break; + } + if (line->flags & ML_NOCLIMB) + { + bossdisabled |= (1<tag, mo, NULL); break; @@ -3908,6 +3941,18 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) } break; + case 460: // Award rings + { + INT16 rings = (sides[line->sidenum[0]].textureoffset>>FRACBITS); + INT32 delay = (sides[line->sidenum[0]].rowoffset>>FRACBITS); + if (mo && mo->player) + { + if (delay <= 0 || !(leveltime % delay)) + P_GivePlayerRings(mo->player, rings); + } + } + break; + #ifdef POLYOBJECTS case 480: // Polyobj_DoorSlide case 481: // Polyobj_DoorSwing @@ -3980,10 +4025,10 @@ void P_SetupSignExit(player_t *player) // didn't find any signposts in the exit sector. // spin all signposts in the level then. - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { - if (think->function.acp1 != (actionf_p1)P_MobjThinker) - continue; // not a mobj thinker + if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; thing = (mobj_t *)think; if (thing->type != MT_SIGN) @@ -4010,23 +4055,18 @@ boolean P_IsFlagAtBase(mobjtype_t flag) { thinker_t *think; mobj_t *mo; - INT32 specialnum = 0; + INT32 specialnum = (flag == MT_REDFLAG) ? 3 : 4; - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { - if (think->function.acp1 != (actionf_p1)P_MobjThinker) - continue; // not a mobj thinker + if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; mo = (mobj_t *)think; if (mo->type != flag) continue; - if (mo->type == MT_REDFLAG) - specialnum = 3; - else if (mo->type == MT_BLUEFLAG) - specialnum = 4; - if (GETSECSPECIAL(mo->subsector->sector->special, 4) == specialnum) return true; else if (mo->subsector->sector->ffloors) // Check the 3D floors @@ -4041,9 +4081,11 @@ boolean P_IsFlagAtBase(mobjtype_t flag) if (GETSECSPECIAL(rover->master->frontsector->special, 4) != specialnum) continue; - if (mo->z <= P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector) - && mo->z >= P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector)) - return true; + if (!(mo->z <= P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector) + && mo->z >= P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))) + continue; + + return true; } } } @@ -4445,14 +4487,14 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers // Find the center of the Eggtrap and release all the pretty animals! // The chimps are my friends.. heeheeheheehehee..... - LouisJM - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; - mo2 = (mobj_t *)th; - if (mo2->type == MT_EGGTRAP) - P_KillMobj(mo2, NULL, player->mo, 0); + if (mo2->type != MT_EGGTRAP) + continue; + P_KillMobj(mo2, NULL, player->mo, 0); } // clear the special so you can't push the button twice. @@ -4594,7 +4636,10 @@ DoneSection2: if (player->bot) break; if (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap) && player->nightstime > 6) + { player->nightstime = 6; // Just let P_Ticker take care of the rest. + return; + } // Exit (for FOF exits; others are handled in P_PlayerThink in p_user.c) { @@ -4617,7 +4662,7 @@ DoneSection2: nextmapoverride = (INT16)(lines[lineindex].frontsector->floorheight>>FRACBITS); if (lines[lineindex].flags & ML_NOCLIMB) - skipstats = true; + skipstats = 1; } } break; @@ -4751,19 +4796,22 @@ DoneSection2: // scan the thinkers // to find the first waypoint - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2->type == MT_TUBEWAYPOINT && mo2->threshold == sequence - && mo2->health == 0) - { - waypoint = mo2; - break; - } + if (mo2->type != MT_TUBEWAYPOINT) + continue; + if (mo2->threshold != sequence) + continue; + if (mo2->health != 0) + continue; + + waypoint = mo2; + break; } if (!waypoint) @@ -4830,20 +4878,22 @@ DoneSection2: // scan the thinkers // to find the last waypoint - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2->type == MT_TUBEWAYPOINT && mo2->threshold == sequence) - { - if (!waypoint) - waypoint = mo2; - else if (mo2->health > waypoint->health) - waypoint = mo2; - } + if (mo2->type != MT_TUBEWAYPOINT) + continue; + if (mo2->threshold != sequence) + continue; + + if (!waypoint) + waypoint = mo2; + else if (mo2->health > waypoint->health) + waypoint = mo2; } if (!waypoint) @@ -4982,9 +5032,9 @@ DoneSection2: // scan the thinkers // to find the first waypoint - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -5020,9 +5070,9 @@ DoneSection2: } // Find waypoint before this one (waypointlow) - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -5047,9 +5097,9 @@ DoneSection2: } // Find waypoint after this one (waypointhigh) - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -5566,11 +5616,6 @@ void P_UpdateSpecials(void) // POINT LIMIT P_CheckPointLimit(); -#ifdef ESLOPE - // Dynamic slopeness - P_RunDynamicSlopes(); -#endif - // ANIMATE TEXTURES for (anim = anims; anim < lastanim; anim++) { @@ -5640,26 +5685,26 @@ ffloor_t *P_GetFFloorByID(sector_t *sec, UINT16 id) /** Adds a newly formed 3Dfloor structure to a sector's ffloors list. * * \param sec Target sector. - * \param ffloor Newly formed 3Dfloor structure. + * \param fflr Newly formed 3Dfloor structure. * \sa P_AddFakeFloor */ -static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *ffloor) +static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *fflr) { ffloor_t *rover; if (!sec->ffloors) { - sec->ffloors = ffloor; - ffloor->next = 0; - ffloor->prev = 0; + sec->ffloors = fflr; + fflr->next = 0; + fflr->prev = 0; return; } for (rover = sec->ffloors; rover->next; rover = rover->next); - rover->next = ffloor; - ffloor->prev = rover; - ffloor->next = 0; + rover->next = fflr; + fflr->prev = rover; + fflr->next = 0; } /** Adds a 3Dfloor. @@ -5674,7 +5719,7 @@ static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *ffloor) */ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, ffloortype_e flags, thinkerlist_t *secthinkers) { - ffloor_t *ffloor; + ffloor_t *fflr; thinker_t *th; friction_t *f; pusher_t *p; @@ -5684,8 +5729,8 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f if (sec == sec2) return NULL; //Don't need a fake floor on a control sector. - if ((ffloor = (P_GetFFloorBySec(sec, sec2)))) - return ffloor; // If this ffloor already exists, return it + if ((fflr = (P_GetFFloorBySec(sec, sec2)))) + return fflr; // If this ffloor already exists, return it if (sec2->ceilingheight < sec2->floorheight) { @@ -5724,27 +5769,27 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f } // Add the floor - ffloor = Z_Calloc(sizeof (*ffloor), PU_LEVEL, NULL); - ffloor->secnum = sec2 - sectors; - ffloor->target = sec; - ffloor->bottomheight = &sec2->floorheight; - ffloor->bottompic = &sec2->floorpic; - ffloor->bottomxoffs = &sec2->floor_xoffs; - ffloor->bottomyoffs = &sec2->floor_yoffs; - ffloor->bottomangle = &sec2->floorpic_angle; + fflr = Z_Calloc(sizeof (*fflr), PU_LEVEL, NULL); + fflr->secnum = sec2 - sectors; + fflr->target = sec; + fflr->bottomheight = &sec2->floorheight; + fflr->bottompic = &sec2->floorpic; + fflr->bottomxoffs = &sec2->floor_xoffs; + fflr->bottomyoffs = &sec2->floor_yoffs; + fflr->bottomangle = &sec2->floorpic_angle; // Add the ceiling - ffloor->topheight = &sec2->ceilingheight; - ffloor->toppic = &sec2->ceilingpic; - ffloor->toplightlevel = &sec2->lightlevel; - ffloor->topxoffs = &sec2->ceiling_xoffs; - ffloor->topyoffs = &sec2->ceiling_yoffs; - ffloor->topangle = &sec2->ceilingpic_angle; + fflr->topheight = &sec2->ceilingheight; + fflr->toppic = &sec2->ceilingpic; + fflr->toplightlevel = &sec2->lightlevel; + fflr->topxoffs = &sec2->ceiling_xoffs; + fflr->topyoffs = &sec2->ceiling_yoffs; + fflr->topangle = &sec2->ceilingpic_angle; #ifdef ESLOPE // Add slopes - ffloor->t_slope = &sec2->c_slope; - ffloor->b_slope = &sec2->f_slope; + fflr->t_slope = &sec2->c_slope; + fflr->b_slope = &sec2->f_slope; // mark the target sector as having slopes, if the FOF has any of its own // (this fixes FOF slopes glitching initially at level load in software mode) if (sec2->hasslope) @@ -5757,10 +5802,10 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f if ((flags & FF_SOLID) && (master->flags & ML_EFFECT2)) // Block all BUT player flags &= ~FF_BLOCKPLAYER; - ffloor->spawnflags = ffloor->flags = flags; - ffloor->master = master; - ffloor->norender = INFTICS; - ffloor->fadingdata = NULL; + fflr->spawnflags = fflr->flags = flags; + fflr->master = master; + fflr->norender = INFTICS; + fflr->fadingdata = NULL; // Scan the thinkers to check for special conditions applying to this FOF. // If we have thinkers sorted by sector, just check the relevant ones; @@ -5770,7 +5815,7 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f // Just initialise both of these to placate the compiler. i = 0; - th = thinkercap.next; + th = thlist[THINK_MAIN].next; for(;;) { @@ -5780,7 +5825,7 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f th = secthinkers[sec2num].thinkers[i]; else break; } - else if (th == &thinkercap) + else if (th == &thlist[THINK_MAIN]) break; // Should this FOF have spikeness? @@ -5816,14 +5861,14 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f if (flags & FF_TRANSLUCENT) { if (sides[master->sidenum[0]].toptexture > 0) - ffloor->alpha = sides[master->sidenum[0]].toptexture; // for future reference, "#0" is 1, and "#255" is 256. Be warned + fflr->alpha = sides[master->sidenum[0]].toptexture; // for future reference, "#0" is 1, and "#255" is 256. Be warned else - ffloor->alpha = 0x80; + fflr->alpha = 0x80; } else - ffloor->alpha = 0xff; + fflr->alpha = 0xff; - ffloor->spawnalpha = ffloor->alpha; // save for netgames + fflr->spawnalpha = fflr->alpha; // save for netgames if (flags & FF_QUICKSAND) CheckForQuicksand = true; @@ -5847,9 +5892,9 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f CheckForFloatBob = true; } - P_AddFFloorToList(sec, ffloor); + P_AddFFloorToList(sec, fflr); - return ffloor; + return fflr; } // @@ -5870,7 +5915,7 @@ static void P_AddSpikeThinker(sector_t *sec, INT32 referrer) // create and initialize new thinker spikes = Z_Calloc(sizeof (*spikes), PU_LEVSPEC, NULL); - P_AddThinker(&spikes->thinker); + P_AddThinker(THINK_MAIN, &spikes->thinker); spikes->thinker.function.acp1 = (actionf_p1)T_SpikeSector; @@ -5892,7 +5937,7 @@ static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline) // create and initialize new thinker floater = Z_Calloc(sizeof (*floater), PU_LEVSPEC, NULL); - P_AddThinker(&floater->thinker); + P_AddThinker(THINK_MAIN, &floater->thinker); floater->thinker.function.acp1 = (actionf_p1)T_FloatSector; @@ -5916,7 +5961,7 @@ static inline void P_AddBridgeThinker(line_t *sourceline, sector_t *sec) // create an initialize new thinker bridge = Z_Calloc(sizeof (*bridge), PU_LEVSPEC, NULL); - P_AddThinker(&bridge->thinker); + P_AddThinker(THINK_MAIN, &bridge->thinker); bridge->thinker.function.acp1 = (actionf_p1)T_BridgeThinker; @@ -5952,7 +5997,7 @@ static void P_AddPlaneDisplaceThinker(INT32 type, fixed_t speed, INT32 control, // create and initialize new displacement thinker displace = Z_Calloc(sizeof (*displace), PU_LEVSPEC, NULL); - P_AddThinker(&displace->thinker); + P_AddThinker(THINK_MAIN, &displace->thinker); displace->thinker.function.acp1 = (actionf_p1)T_PlaneDisplace; displace->affectee = affectee; @@ -5979,7 +6024,7 @@ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline) // create and initialize new elevator thinker block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL); - P_AddThinker(&block->thinker); + P_AddThinker(THINK_MAIN, &block->thinker); block->thinker.function.acp1 = (actionf_p1)T_MarioBlockChecker; block->sourceline = sourceline; @@ -6008,7 +6053,7 @@ static void P_AddRaiseThinker(sector_t *sec, line_t *sourceline) levelspecthink_t *raise; raise = Z_Calloc(sizeof (*raise), PU_LEVSPEC, NULL); - P_AddThinker(&raise->thinker); + P_AddThinker(THINK_MAIN, &raise->thinker); raise->thinker.function.acp1 = (actionf_p1)T_RaiseSector; @@ -6047,7 +6092,7 @@ static void P_AddOldAirbob(sector_t *sec, line_t *sourceline, boolean noadjust) levelspecthink_t *airbob; airbob = Z_Calloc(sizeof (*airbob), PU_LEVSPEC, NULL); - P_AddThinker(&airbob->thinker); + P_AddThinker(THINK_MAIN, &airbob->thinker); airbob->thinker.function.acp1 = (actionf_p1)T_RaiseSector; @@ -6108,7 +6153,7 @@ static inline void P_AddThwompThinker(sector_t *sec, sector_t *actionsector, lin // create and initialize new elevator thinker thwomp = Z_Calloc(sizeof (*thwomp), PU_LEVSPEC, NULL); - P_AddThinker(&thwomp->thinker); + P_AddThinker(THINK_MAIN, &thwomp->thinker); thwomp->thinker.function.acp1 = (actionf_p1)T_ThwompSector; @@ -6144,7 +6189,7 @@ static inline void P_AddNoEnemiesThinker(sector_t *sec, line_t *sourceline) // create and initialize new thinker nobaddies = Z_Calloc(sizeof (*nobaddies), PU_LEVSPEC, NULL); - P_AddThinker(&nobaddies->thinker); + P_AddThinker(THINK_MAIN, &nobaddies->thinker); nobaddies->thinker.function.acp1 = (actionf_p1)T_NoEnemiesSector; @@ -6160,13 +6205,13 @@ static inline void P_AddNoEnemiesThinker(sector_t *sec, line_t *sourceline) * \sa P_SpawnSpecials, T_EachTimeThinker * \author SSNTails */ -static inline void P_AddEachTimeThinker(sector_t *sec, line_t *sourceline) +static void P_AddEachTimeThinker(sector_t *sec, line_t *sourceline) { levelspecthink_t *eachtime; // create and initialize new thinker eachtime = Z_Calloc(sizeof (*eachtime), PU_LEVSPEC, NULL); - P_AddThinker(&eachtime->thinker); + P_AddThinker(THINK_MAIN, &eachtime->thinker); eachtime->thinker.function.acp1 = (actionf_p1)T_EachTimeThinker; @@ -6188,7 +6233,7 @@ static inline void P_AddCameraScanner(sector_t *sourcesec, sector_t *actionsecto // create and initialize new elevator thinker elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); - P_AddThinker(&elevator->thinker); + P_AddThinker(THINK_MAIN, &elevator->thinker); elevator->thinker.function.acp1 = (actionf_p1)T_CameraScanner; elevator->type = elevateBounce; @@ -6212,30 +6257,30 @@ void T_LaserFlash(laserthink_t *flash) msecnode_t *node; mobj_t *thing; sector_t *sourcesec; - ffloor_t *ffloor = flash->ffloor; + ffloor_t *fflr = flash->ffloor; sector_t *sector = flash->sector; fixed_t top, bottom; - if (!ffloor || !(ffloor->flags & FF_EXISTS)) + if (!fflr || !(fflr->flags & FF_EXISTS)) return; if (leveltime & 2) - //ffloor->flags |= FF_RENDERALL; - ffloor->alpha = 0xB0; + //fflr->flags |= FF_RENDERALL; + fflr->alpha = 0xB0; else - //ffloor->flags &= ~FF_RENDERALL; - ffloor->alpha = 0x90; + //fflr->flags &= ~FF_RENDERALL; + fflr->alpha = 0x90; - sourcesec = ffloor->master->frontsector; // Less to type! + sourcesec = fflr->master->frontsector; // Less to type! #ifdef ESLOPE - top = (*ffloor->t_slope) ? P_GetZAt(*ffloor->t_slope, sector->soundorg.x, sector->soundorg.y) - : *ffloor->topheight; - bottom = (*ffloor->b_slope) ? P_GetZAt(*ffloor->b_slope, sector->soundorg.x, sector->soundorg.y) - : *ffloor->bottomheight; + top = (*fflr->t_slope) ? P_GetZAt(*fflr->t_slope, sector->soundorg.x, sector->soundorg.y) + : *fflr->topheight; + bottom = (*fflr->b_slope) ? P_GetZAt(*fflr->b_slope, sector->soundorg.x, sector->soundorg.y) + : *fflr->bottomheight; sector->soundorg.z = (top + bottom)/2; #else - sector->soundorg.z = (*ffloor->topheight + *ffloor->bottomheight)/2; + sector->soundorg.z = (*fflr->topheight + *fflr->bottomheight)/2; #endif S_StartSound(§or->soundorg, sfx_laser); @@ -6244,7 +6289,7 @@ void T_LaserFlash(laserthink_t *flash) { thing = node->m_thing; - if ((ffloor->master->flags & ML_EFFECT1) + if ((fflr->master->flags & ML_EFFECT1) && thing->flags & MF_BOSS) continue; // Don't hurt bosses @@ -6268,7 +6313,7 @@ void T_LaserFlash(laserthink_t *flash) /** Adds a laser thinker to a 3Dfloor. * - * \param ffloor 3Dfloor to turn into a laser block. + * \param fflr 3Dfloor to turn into a laser block. * \param sector Target sector. * \param secthkiners Lists of thinkers sorted by sector. May be NULL. * \sa T_LaserFlash @@ -6277,17 +6322,17 @@ void T_LaserFlash(laserthink_t *flash) static inline void EV_AddLaserThinker(sector_t *sec, sector_t *sec2, line_t *line, thinkerlist_t *secthinkers) { laserthink_t *flash; - ffloor_t *ffloor = P_AddFakeFloor(sec, sec2, line, laserflags, secthinkers); + ffloor_t *fflr = P_AddFakeFloor(sec, sec2, line, laserflags, secthinkers); - if (!ffloor) + if (!fflr) return; flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL); - P_AddThinker(&flash->thinker); + P_AddThinker(THINK_MAIN, &flash->thinker); flash->thinker.function.acp1 = (actionf_p1)T_LaserFlash; - flash->ffloor = ffloor; + flash->ffloor = fflr; flash->sector = sec; // For finding mobjs flash->sec = sec2; flash->sourceline = line; @@ -6351,7 +6396,7 @@ void P_InitSpecials(void) static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flatangle, fixed_t xoffs, fixed_t yoffs) { - if (!(master->flags & ML_NOSONIC)) // Modify floor flat alignment unless NOSONIC flag is set + if (!(master->flags & ML_NETONLY)) // Modify floor flat alignment unless ML_NETONLY flag is set { sector->spawn_flrpic_angle = sector->floorpic_angle = flatangle; sector->floor_xoffs += xoffs; @@ -6361,7 +6406,7 @@ static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flata sector->spawn_flr_yoffs = sector->floor_yoffs; } - if (!(master->flags & ML_NOTAILS)) // Modify ceiling flat alignment unless NOTAILS flag is set + if (!(master->flags & ML_NONET)) // Modify ceiling flat alignment unless ML_NONET flag is set { sector->spawn_ceilpic_angle = sector->ceilingpic_angle = flatangle; sector->ceiling_xoffs += xoffs; @@ -6394,6 +6439,9 @@ void P_SpawnSpecials(INT32 fromnetsave) // but currently isn't. (void)fromnetsave; + // yep, we do this here - "bossdisabled" is considered an apparatus of specials. + bossdisabled = 0; + // Init special SECTORs. sector = sectors; for (i = 0; i < numsectors; i++, sector++) @@ -6442,8 +6490,6 @@ void P_SpawnSpecials(INT32 fromnetsave) } } - P_SearchForDisableLinedefs(); // Disable linedefs are now allowed to disable *any* line - P_SpawnScrollers(); // Add generalized scrollers P_SpawnFriction(); // Friction model using linedefs P_SpawnPushers(); // Pusher model using linedefs @@ -6453,7 +6499,7 @@ void P_SpawnSpecials(INT32 fromnetsave) secthinkers = Z_Calloc(numsectors * sizeof(thinkerlist_t), PU_STATIC, NULL); // Firstly, find out how many there are in each sector - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next) { if (th->function.acp1 == (actionf_p1)T_SpikeSector) secthinkers[((levelspecthink_t *)th)->sector - sectors].count++; @@ -6473,7 +6519,7 @@ void P_SpawnSpecials(INT32 fromnetsave) } // Finally, populate the lists. - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next) { size_t secnum = (size_t)-1; @@ -6492,28 +6538,22 @@ void P_SpawnSpecials(INT32 fromnetsave) // Init line EFFECTs for (i = 0; i < numlines; i++) { - if (lines[i].special != 7) // This is a hack. I can at least hope nobody wants to prevent flat alignment with arbitrary skin setups... + if (lines[i].special != 7) // This is a hack. I can at least hope nobody wants to prevent flat alignment in netgames... { // set line specials to 0 here too, same reason as above if (netgame || multiplayer) { - // future: nonet flag? - } - else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY) - { - lines[i].special = 0; - continue; - } - else - { - if ((players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC)) - || (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS)) - || (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX))) + if (lines[i].flags & ML_NONET) { lines[i].special = 0; continue; } } + else if (lines[i].flags & ML_NETONLY) + { + lines[i].special = 0; + continue; + } } switch (lines[i].special) @@ -6552,20 +6592,14 @@ void P_SpawnSpecials(INT32 fromnetsave) P_AddCameraScanner(§ors[sec], §ors[s], R_PointToAngle2(lines[i].v2->x, lines[i].v2->y, lines[i].v1->x, lines[i].v1->y)); break; -#ifdef PARANOIA - case 6: // Disable tags if level not cleared - I_Error("Failed to catch a disable linedef"); - break; -#endif - case 7: // Flat alignment - redone by toast - if ((lines[i].flags & (ML_NOSONIC|ML_NOTAILS)) != (ML_NOSONIC|ML_NOTAILS)) // If you can do something... + if ((lines[i].flags & (ML_NETONLY|ML_NONET)) != (ML_NETONLY|ML_NONET)) // If you can do something... { angle_t flatangle = InvAngle(R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y)); fixed_t xoffs; fixed_t yoffs; - if (lines[i].flags & ML_NOKNUX) // Set offset through x and y texture offsets if NOKNUX flag is set + if (lines[i].flags & ML_EFFECT6) // Set offset through x and y texture offsets if ML_EFFECT6 flag is set { xoffs = sides[lines[i].sidenum[0]].textureoffset; yoffs = sides[lines[i].sidenum[0]].rowoffset; @@ -7204,6 +7238,7 @@ void P_SpawnSpecials(INT32 fromnetsave) case 301: case 310: case 312: + case 332: sec = sides[*lines[i].sidenum].sector - sectors; P_AddEachTimeThinker(§ors[sec], &lines[i]); break; @@ -7252,6 +7287,11 @@ void P_SpawnSpecials(INT32 fromnetsave) case 330: break; + // Skin trigger executors + case 331: + case 333: + break; + case 399: // Linedef execute on map load // This is handled in P_RunLevelLoadExecutors. break; @@ -7290,6 +7330,24 @@ void P_SpawnSpecials(INT32 fromnetsave) case 431: break; + case 449: // Enable bosses with parameter + { + INT32 bossid = sides[*lines[i].sidenum].textureoffset>>FRACBITS; + if (bossid & ~15) // if any bits other than first 16 are set + { + CONS_Alert(CONS_WARNING, + M_GetText("Boss enable linedef (tag %d) has an invalid texture x offset.\nConsider changing it or removing it entirely.\n"), + lines[i].tag); + break; + } + if (!(lines[i].flags & ML_NOCLIMB)) + { + bossdisabled |= (1<control = control) != -1) s->last_height = sectors[control].floorheight + sectors[control].ceilingheight; s->affectee = affectee; - P_AddThinker(&s->thinker); + P_AddThinker(THINK_MAIN, &s->thinker); } /** Initializes the scrollers. @@ -7869,7 +7919,7 @@ static void Add_MasterDisappearer(tic_t appeartime, tic_t disappeartime, tic_t o d->exists = true; d->timer = 1; - P_AddThinker(&d->thinker); + P_AddThinker(THINK_MAIN, &d->thinker); } /** Makes a FOF appear/disappear @@ -7916,6 +7966,7 @@ void T_Disappear(disappear_t *d) } } sectors[s].moved = true; + P_RecalcPrecipInSector(§ors[s]); } if (d->exists) @@ -8264,7 +8315,7 @@ static void P_AddFakeFloorFader(ffloor_t *rover, size_t sectornum, size_t ffloor d->ffloornum = (UINT32)ffloornum; d->alpha = d->sourcevalue = rover->alpha; - d->destvalue = max(1, min(256, relative ? rover->alpha + destvalue : destvalue)); // ffloor->alpha is 1-256 + d->destvalue = max(1, min(256, relative ? rover->alpha + destvalue : destvalue)); // rover->alpha is 1-256 if (ticbased) { @@ -8358,7 +8409,7 @@ static void P_AddFakeFloorFader(ffloor_t *rover, size_t sectornum, size_t ffloor FixedFloor(FixedDiv(abs(d->destvalue - d->alpha), d->speed))/FRACUNIT); } - P_AddThinker(&d->thinker); + P_AddThinker(THINK_MAIN, &d->thinker); } /** Makes a FOF fade @@ -8428,7 +8479,7 @@ static void Add_ColormapFader(sector_t *sector, extracolormap_t *source_exc, ext } sector->fadecolormapdata = d; - P_AddThinker(&d->thinker); // add thinker + P_AddThinker(THINK_MAIN, &d->thinker); } void T_FadeColormap(fadecolormap_t *d) @@ -8547,7 +8598,7 @@ static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 else f->roverfriction = false; - P_AddThinker(&f->thinker); + P_AddThinker(THINK_MAIN, &f->thinker); } /** Applies friction to all things in a sector. @@ -8713,7 +8764,7 @@ static void Add_Pusher(pushertype_e type, fixed_t x_mag, fixed_t y_mag, mobj_t * p->z = p->source->z; } p->affectee = affectee; - P_AddThinker(&p->thinker); + P_AddThinker(THINK_MAIN, &p->thinker); } @@ -9214,40 +9265,4 @@ static void P_SpawnPushers(void) Add_Pusher(p_downwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; } -} - -static void P_SearchForDisableLinedefs(void) -{ - size_t i; - INT32 j; - - // Look for disable linedefs - for (i = 0; i < numlines; i++) - { - if (lines[i].special == 6) - { - // Remove special - // Do *not* remove tag. That would mess with the tag lists - // that P_InitTagLists literally just created! - lines[i].special = 0; - - // Ability flags can disable disable linedefs now, lol - if (netgame || multiplayer) - { - // future: nonet flag? - } - else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY) - continue; // Net-only never triggers in single player - else if (players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC)) - continue; - else if (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS)) - continue; - else if (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX)) - continue; - - // Disable any linedef specials with our tag. - for (j = -1; (j = P_FindLineFromLineTag(&lines[i], j)) >= 0;) - lines[j].special = 0; - } - } -} +} \ No newline at end of file diff --git a/src/p_tick.c b/src/p_tick.c index 6f7c96ead..cfdd54eb2 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -35,8 +35,8 @@ tic_t leveltime; // but the first element must be thinker_t. // -// Both the head and tail of the thinker list. -thinker_t thinkercap; +// The entries will behave like both the head and tail of the lists. +thinker_t thlist[NUM_THINKERLISTS]; void Command_Numthinkers_f(void) { @@ -44,6 +44,9 @@ void Command_Numthinkers_f(void) INT32 count = 0; actionf_p1 action; thinker_t *think; + thinklistnum_t start = 0; + thinklistnum_t end = NUM_THINKERLISTS - 1; + thinklistnum_t i; if (gamestate != GS_LEVEL) { @@ -70,6 +73,7 @@ void Command_Numthinkers_f(void) switch (num) { case 1: + start = end = THINK_MOBJ; action = (actionf_p1)P_MobjThinker; CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker"); break; @@ -82,14 +86,17 @@ void Command_Numthinkers_f(void) CONS_Printf(M_GetText("Number of %s: "), "P_SnowThinker"); break;*/ case 2: + start = end = THINK_PRECIP; action = (actionf_p1)P_NullPrecipThinker; CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker"); break; case 3: + start = end = THINK_MAIN; action = (actionf_p1)T_Friction; CONS_Printf(M_GetText("Number of %s: "), "T_Friction"); break; case 4: + start = end = THINK_MAIN; action = (actionf_p1)T_Pusher; CONS_Printf(M_GetText("Number of %s: "), "T_Pusher"); break; @@ -102,12 +109,15 @@ void Command_Numthinkers_f(void) return; } - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (i = start; i <= end; i++) { - if (think->function.acp1 != action) - continue; + for (think = thlist[i].next; think != &thlist[i]; think = think->next) + { + if (think->function.acp1 != action) + continue; - count++; + count++; + } } CONS_Printf("%d\n", count); @@ -139,9 +149,9 @@ void Command_CountMobjs_f(void) count = 0; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; if (((mobj_t *)th)->type == i) @@ -159,9 +169,9 @@ void Command_CountMobjs_f(void) { count = 0; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; if (((mobj_t *)th)->type == i) @@ -178,19 +188,22 @@ void Command_CountMobjs_f(void) // void P_InitThinkers(void) { - thinkercap.prev = thinkercap.next = &thinkercap; + UINT8 i; + for (i = 0; i < NUM_THINKERLISTS; i++) + thlist[i].prev = thlist[i].next = &thlist[i]; } -// -// P_AddThinker // Adds a new thinker at the end of the list. -// -void P_AddThinker(thinker_t *thinker) +void P_AddThinker(const thinklistnum_t n, thinker_t *thinker) { - thinkercap.prev->next = thinker; - thinker->next = &thinkercap; - thinker->prev = thinkercap.prev; - thinkercap.prev = thinker; +#ifdef PARANOIA + I_Assert(n >= 0 && n < NUM_THINKERLISTS); +#endif + + thlist[n].prev->next = thinker; + thinker->next = &thlist[n]; + thinker->prev = thlist[n].prev; + thlist[n].prev = thinker; thinker->references = 0; // killough 11/98: init reference counter to 0 } @@ -213,22 +226,33 @@ static thinker_t *currentthinker; // remove it, and set currentthinker to one node preceeding it, so // that the next step in P_RunThinkers() will get its successor. // -void P_RemoveThinkerDelayed(void *pthinker) +void P_RemoveThinkerDelayed(thinker_t *thinker) { - thinker_t *thinker = pthinker; - if (!thinker->references) + thinker_t *next; +#ifdef PARANOIA +#define BEENAROUNDBIT (0x40000000) // has to be sufficiently high that it's unlikely to happen in regular gameplay. If you change this, pay attention to the bit pattern of INT32_MIN. + if (thinker->references & ~BEENAROUNDBIT) { - { - /* Remove from main thinker list */ - thinker_t *next = thinker->next; - /* Note that currentthinker is guaranteed to point to us, - * and since we're freeing our memory, we had better change that. So - * point it to thinker->prev, so the iterator will correctly move on to - * thinker->prev->next = thinker->next */ - (next->prev = currentthinker = thinker->prev)->next = next; - } - Z_Free(thinker); + if (thinker->references & BEENAROUNDBIT) // Usually gets cleared up in one frame; what's going on here, then? + CONS_Printf("Number of potentially faulty references: %d\n", (thinker->references & ~BEENAROUNDBIT)); + thinker->references |= BEENAROUNDBIT; + return; } +#undef BEENAROUNDBIT +#else + if (thinker->references) + return; +#endif + + /* Remove from main thinker list */ + next = thinker->next; + /* Note that currentthinker is guaranteed to point to us, + * and since we're freeing our memory, we had better change that. So + * point it to thinker->prev, so the iterator will correctly move on to + * thinker->prev->next = thinker->next */ + (next->prev = currentthinker = thinker->prev)->next = next; + + Z_Free(thinker); } // @@ -248,7 +272,7 @@ void P_RemoveThinker(thinker_t *thinker) #ifdef HAVE_BLUA LUA_InvalidateUserdata(thinker); #endif - thinker->function.acp1 = P_RemoveThinkerDelayed; + thinker->function.acp1 = (actionf_p1)P_RemoveThinkerDelayed; } /* @@ -296,11 +320,18 @@ if ((*mop = targ) != NULL) // Set new target and if non-NULL, increase its count // static inline void P_RunThinkers(void) { - for (currentthinker = thinkercap.next; currentthinker != &thinkercap; currentthinker = currentthinker->next) + size_t i; + for (i = 0; i < NUM_THINKERLISTS; i++) { - if (currentthinker->function.acp1) + for (currentthinker = thlist[i].next; currentthinker != &thlist[i]; currentthinker = currentthinker->next) + { +#ifdef PARANOIA + I_Assert(currentthinker->function.acp1 != NULL) +#endif currentthinker->function.acp1(currentthinker); + } } + } // @@ -487,10 +518,7 @@ static inline void P_DoSpecialStageStuff(void) } } else - { sstimer = 0; - stagefailed = true; - } } } diff --git a/src/p_tick.h b/src/p_tick.h index 169c54c8e..8551ccc76 100644 --- a/src/p_tick.h +++ b/src/p_tick.h @@ -27,7 +27,7 @@ void Command_CountMobjs_f(void); void P_Ticker(boolean run); void P_PreTicker(INT32 frames); void P_DoTeamscrambling(void); -void P_RemoveThinkerDelayed(void *pthinker); //killed +void P_RemoveThinkerDelayed(thinker_t *thinker); //killed mobj_t *P_SetTarget(mobj_t **mo, mobj_t *target); // killough 11/98 #endif diff --git a/src/p_user.c b/src/p_user.c index 54ca6c78c..e14e922ac 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -302,15 +302,39 @@ void P_GiveEmerald(boolean spawnObj) S_StartSound(NULL, sfx_cgot); // Got the emerald! emeralds |= (1 << em); + stagefailed = false; - if (spawnObj && playeringame[consoleplayer]) + if (spawnObj) { // The Chaos Emerald begins to orbit us! - // Only give it to ONE person! - mobj_t *emmo = P_SpawnMobjFromMobj(players[consoleplayer].mo, 0, 0, players[consoleplayer].mo->height, MT_GOTEMERALD); - P_SetTarget(&emmo->target, players[consoleplayer].mo); - P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em); - P_SetTarget(&players[consoleplayer].mo->tracer, emmo); + // Only visibly give it to ONE person! + UINT8 i, pnum = ((playeringame[consoleplayer]) && (!players[consoleplayer].spectator) && (players[consoleplayer].mo)) ? consoleplayer : 255; + for (i = 0; i < MAXPLAYERS; i++) + { + mobj_t *emmo; + if (!playeringame[i]) + continue; + if (players[i].spectator) + continue; + if (!players[i].mo) + continue; + + emmo = P_SpawnMobjFromMobj(players[i].mo, 0, 0, players[i].mo->height, MT_GOTEMERALD); + P_SetTarget(&emmo->target, players[i].mo); + P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em); + P_SetTarget(&players[i].mo->tracer, emmo); + + if (pnum == 255) + { + i = pnum; + continue; + } + + if (i == pnum) + continue; + + emmo->flags2 |= MF2_DONTDRAW; + } } } @@ -343,14 +367,18 @@ UINT8 P_FindLowestMare(void) // scan the thinkers // to find the egg capsule with the lowest mare - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2->type == MT_EGGCAPSULE && mo2->health > 0) + if (mo2->type != MT_EGGCAPSULE) + continue; + if (mo2->health <= 0) + continue; + { const UINT8 threshold = (UINT8)mo2->threshold; if (mare == 255) @@ -392,34 +420,34 @@ boolean P_TransferToNextMare(player_t *player) // scan the thinkers // to find the closest axis point - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2->type == MT_AXIS) - { - if (mo2->threshold == mare) - { - if (closestaxis == NULL) - { - closestaxis = mo2; - lowestaxisnum = mo2->health; - dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y)-mo2->radius; - } - else if (mo2->health < lowestaxisnum) - { - dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y)-mo2->radius; + if (mo2->type != MT_AXIS) + continue; - if (dist1 < dist2) - { - closestaxis = mo2; - lowestaxisnum = mo2->health; - dist2 = dist1; - } - } + if (mo2->threshold != mare) + continue; + + if (closestaxis == NULL) + { + closestaxis = mo2; + lowestaxisnum = mo2->health; + dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius; + } + else if (mo2->health < lowestaxisnum) + { + dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius; + + if (dist1 < dist2) + { + closestaxis = mo2; + lowestaxisnum = mo2->health; + dist2 = dist1; } } } @@ -443,9 +471,9 @@ static mobj_t *P_FindAxis(INT32 mare, INT32 axisnum) // scan the thinkers // to find the closest axis point - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -454,11 +482,13 @@ static mobj_t *P_FindAxis(INT32 mare, INT32 axisnum) if (!(mo2->flags2 & MF2_AXIS)) return NULL; - if (mo2->type == MT_AXIS) - { - if (mo2->health == axisnum && mo2->threshold == mare) - return mo2; - } + if (mo2->type != MT_AXIS) + continue; + if (mo2->health != axisnum) + continue; + if (mo2->threshold != mare) + continue; + return mo2; } return NULL; @@ -476,9 +506,9 @@ static mobj_t *P_FindAxisTransfer(INT32 mare, INT32 axisnum, mobjtype_t type) // scan the thinkers // to find the closest axis point - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -487,11 +517,13 @@ static mobj_t *P_FindAxisTransfer(INT32 mare, INT32 axisnum, mobjtype_t type) if (!(mo2->flags2 & MF2_AXIS)) return NULL; - if (mo2->type == type) - { - if (mo2->health == axisnum && mo2->threshold == mare) - return mo2; - } + if (mo2->type != type) + continue; + if (mo2->health != axisnum) + continue; + if (mo2->threshold != mare) + continue; + return mo2; } return NULL; @@ -515,32 +547,33 @@ void P_TransferToAxis(player_t *player, INT32 axisnum) // scan the thinkers // to find the closest axis point - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2->type == MT_AXIS) - { - if (mo2->health == axisnum && mo2->threshold == mare) - { - if (closestaxis == NULL) - { - closestaxis = mo2; - dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y)-mo2->radius; - } - else - { - dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y)-mo2->radius; + if (mo2->type != MT_AXIS) + continue; + if (mo2->health != axisnum) + continue; + if (mo2->threshold != mare) + continue; - if (dist1 < dist2) - { - closestaxis = mo2; - dist2 = dist1; - } - } + if (closestaxis == NULL) + { + closestaxis = mo2; + dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius; + } + else + { + dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius; + + if (dist1 < dist2) + { + closestaxis = mo2; + dist2 = dist1; } } } @@ -588,7 +621,7 @@ static void P_DeNightserizePlayer(player_t *player) player->mo->skin = &skins[player->skin]; player->followitem = skins[player->skin].followitem; player->mo->color = player->skincolor; - G_GhostAddColor(GHC_NORMAL); + G_GhostAddColor(GHC_RETURNSKIN); // Restore aiming angle if (player == &players[consoleplayer]) @@ -606,7 +639,6 @@ static void P_DeNightserizePlayer(player_t *player) if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE) players[i].nightstime = 1; // force everyone else to fall too. player->exiting = 3*TICRATE; - stagefailed = true; // NIGHT OVER // If you screwed up, kiss your score and ring bonus goodbye. // But only do this in special stage (and instakill!) In regular stages, wait til we hit the ground. @@ -615,9 +647,9 @@ static void P_DeNightserizePlayer(player_t *player) } // Check to see if the player should be killed. - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -707,6 +739,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime) if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback)) player->mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor; player->followitem = skins[DEFAULTNIGHTSSKIN].followitem; + G_GhostAddColor(GHC_NIGHTSSKIN); } player->nightstime = player->startedtime = player->lapstartedtime = nighttime*TICRATE; @@ -866,6 +899,9 @@ boolean P_PlayerInPain(player_t *player) if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate] && player->powers[pw_flashing]) return true; + if (player->mo->state == &states[S_PLAY_STUN]) + return true; + return false; } @@ -977,6 +1013,68 @@ void P_ResetPlayer(player_t *player) CV_SetValue(&cv_analog2, true); } +// P_PlayerCanDamage +// +// Can player do damage? +// +boolean P_PlayerCanDamage(player_t *player, mobj_t *thing) +{ + if (!player->mo || player->spectator || !thing || P_MobjWasRemoved(thing)) + return false; + +#ifdef HAVE_BLUA + { + UINT8 shouldCollide = LUAh_PlayerCanDamage(player, thing); + if (P_MobjWasRemoved(thing)) + return false; // removed??? + if (shouldCollide == 1) + return true; // force yes + else if (shouldCollide == 2) + return false; // force no + } +#endif + + // Invinc/super. Not for Monitors. + if (!(thing->flags & MF_MONITOR) && (player->powers[pw_invulnerability] || player->powers[pw_super])) + return true; + + // NiGHTS drill. Wasn't originally for monitors, but that's more an oversight being corrected than anything else. + if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING)) + return true; + + // Jumping. + if ((player->pflags & PF_JUMPED) + && (!(player->pflags & PF_NOJUMPDAMAGE) + || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) + return true; + + // Spinning. + if (player->pflags & PF_SPINNING) + return true; + + // From the front. + if (((player->pflags & PF_GLIDING) || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)) + && (player->drawangle - R_PointToAngle2(player->mo->x - player->mo->momx, player->mo->y - player->mo->momy, thing->x, thing->y) + + ANGLE_90) < ANGLE_180) + return true; + + // From the top/bottom. + if (P_MobjFlip(player->mo)*(player->mo->z - (thing->z + thing->height/2)) > 0) + { + if ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(player->mo)*player->mo->momz < 0)) + return true; + } + else if (player->charability == CA_FLY && player->panim == PA_ABILITY) + return true; + + // Shield stomp. + if (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY)) + return true; + + return false; +} + + + // // P_GivePlayerRings // @@ -1551,6 +1649,7 @@ void P_SpawnShieldOrb(player_t *player) orbtype = MT_ARMAGEDDON_ORB; break; case SH_PITY: + case SH_PINK: // PITY IN PINK orbtype = MT_PITY_ORB; break; case SH_FLAMEAURA: @@ -1567,9 +1666,9 @@ void P_SpawnShieldOrb(player_t *player) } // blaze through the thinkers to see if an orb already exists! - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; shieldobj = (mobj_t *)th; @@ -1581,7 +1680,13 @@ void P_SpawnShieldOrb(player_t *player) shieldobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, orbtype); shieldobj->flags2 |= MF2_SHIELD; P_SetTarget(&shieldobj->target, player->mo); - shieldobj->color = (UINT8)shieldobj->info->painchance; + if ((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK) + { + shieldobj->color = SKINCOLOR_PINK; + shieldobj->colorized = true; + } + else + shieldobj->color = (UINT8)shieldobj->info->painchance; shieldobj->threshold = (player->powers[pw_shield] & SH_FORCE) ? SH_FORCE : (player->powers[pw_shield] & SH_NOSTACK); if (shieldobj->info->seestate) @@ -1687,6 +1792,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj) } ghost->color = mobj->color; + ghost->colorized = mobj->colorized; // alternatively, "true" for sonic advance style colourisation ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle); ghost->sprite = mobj->sprite; @@ -1729,6 +1835,9 @@ void P_SpawnThokMobj(player_t *player) if (player->spectator) return; + if (!type) + return; + if (type == MT_GHOST) mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us else @@ -1789,6 +1898,9 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type) if (player->spectator) return; + if (!type) + return; + if (type == MT_GHOST) mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us else @@ -1919,7 +2031,7 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space // // Handles player hitting floor surface. // Returns whether to clip momz. -boolean P_PlayerHitFloor(player_t *player) +boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) { boolean clipmomz; @@ -1927,57 +2039,104 @@ boolean P_PlayerHitFloor(player_t *player) 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))) + if (dorollstuff) { - player->pflags |= PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); - S_StartSound(player->mo, sfx_spin); + 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; } - else - { - player->pflags &= ~PF_SPINNING; - if (player->pflags & PF_GLIDING) // ground gliding + if (player->pflags & PF_GLIDING) // ground gliding + { + if (dorollstuff) { 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)) + else + player->pflags &= ~PF_GLIDING; + } + else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) + { + if (player->mo->state-states != S_PLAY_MELEE_LANDING) { + mobjtype_t type = player->revitem; 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; + + // hearticles + if (type) + { + UINT8 i = 0; + angle_t throwang = -(2*ANG30); + fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale); + fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale); + fixed_t zo = 6*player->mo->scale; + fixed_t mu = FixedMul(player->maxdash, player->mo->scale); + fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy); + fixed_t ev; + mobj_t *missile = NULL; + if (mu2 < mu) + mu2 = mu; + ev = (50*FRACUNIT - (mu/25))/50; + while (i < 5) + { + missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type); + P_SetTarget(&missile->target, player->mo); + missile->angle = throwang + player->drawangle; + P_Thrust(missile, player->drawangle + ANGLE_90, + P_ReturnThrustY(missile, throwang, mu)); // side to side component + P_Thrust(missile, player->drawangle, mu2); // forward component + P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true); + missile->momz += player->mo->pmomz; + missile->fuse = TICRATE/2; + missile->extravalue2 = ev; + + i++; + throwang += ANG30; + } + if (mobjinfo[type].seesound && missile) + S_StartSound(missile, missile->info->seesound); + } } - else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING) + } + else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2) + ; + 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->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->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); } } @@ -2197,7 +2356,7 @@ static void P_CheckBustableBlocks(player_t *player) //if (metalrecording) // G_RecordBustup(rover); - EV_CrumbleChain(node->m_sector, rover); + EV_CrumbleChain(NULL, rover); // node->m_sector // Run a linedef executor?? if (rover->master->flags & ML_EFFECT5) @@ -2414,7 +2573,7 @@ static void P_CheckQuicksand(player_t *player) player->mo->z = ceilingheight - player->mo->height; if (player->mo->momz <= 0) - P_PlayerHitFloor(player); + P_PlayerHitFloor(player, false); } else { @@ -2426,7 +2585,7 @@ static void P_CheckQuicksand(player_t *player) player->mo->z = floorheight; if (player->mo->momz >= 0) - P_PlayerHitFloor(player); + P_PlayerHitFloor(player, false); } friction = abs(rover->master->v1->y - rover->master->v2->y)>>6; @@ -3057,7 +3216,7 @@ static void P_DoClimbing(player_t *player) angle_t sideangle; fixed_t dx, dy; - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_MAIN].next; think != &thlist[THINK_MAIN]; think = think->next) { if (think->function.acp1 != (actionf_p1)T_Scroll) continue; @@ -3532,7 +3691,8 @@ static void P_DoTeeter(player_t *player) if (teeter) // only bother with objects as a last resort if you were already teetering { mobj_t *oldtmthing = tmthing; - tmthing = teeterer = player->mo; + teeterer = player->mo; + P_SetTarget(&tmthing, teeterer); teeterxl = teeterxh = player->mo->x; teeteryl = teeteryh = player->mo->y; couldteeter = false; @@ -3546,7 +3706,7 @@ static void P_DoTeeter(player_t *player) } teeterdone: teeter = solidteeter; - tmthing = oldtmthing; // restore old tmthing, goodness knows what the game does with this before mobj thinkers + P_SetTarget(&tmthing, oldtmthing); // restore old tmthing, goodness knows what the game does with this before mobj thinkers } } if (teeter) @@ -4221,7 +4381,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) 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 - visual->target = lockon; + P_SetTarget(&visual->target, lockon); } } if ((cmd->buttons & BT_USE) && !(player->pflags & PF_USEDOWN)) @@ -4286,9 +4446,17 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) { player->mo->z += P_MobjFlip(player->mo); P_SetObjectMomZ(player->mo, player->mindash, false); + if (P_MobjFlip(player->mo)*player->mo->pmomz > 0) + player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump. + else + player->mo->pmomz = 0; if (player->mo->eflags & MFE_UNDERWATER) player->mo->momz >>= 1; +#if 0 if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale)) +#else + if (player->speed < FixedMul(player->maxdash, player->mo->scale)) +#endif { player->drawangle = player->mo->angle; P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale)); @@ -4362,6 +4530,7 @@ void P_DoJumpShield(player_t *player) P_InstaThrust(spark, travelangle + i*(ANGLE_MAX/numangles), FixedMul(4*FRACUNIT, spark->scale)); if (i % 2) P_SetObjectMomZ(spark, -4*FRACUNIT, false); + spark->fuse = 18; } #undef limitangle #undef numangles @@ -4422,6 +4591,57 @@ void P_DoAbilityBounce(player_t *player, boolean changemomz) player->pflags |= PF_BOUNCING|PF_THOKKED; } +// +// P_TwinSpinRejuvenate +// +// CA_TWINSPIN landing handling +// +void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type) +{ + fixed_t actionspd; + angle_t movang, ang, fa; + fixed_t v, h; + UINT8 i; + + if (!player->mo || !type) + return; + + actionspd = FixedMul(player->actionspd, player->mo->scale); + + fa = (R_PointToAngle2(0, 0, player->mo->momz, FixedHypot(player->mo->momx, player->mo->momy))>>ANGLETOFINESHIFT) & FINEMASK; + movang = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); + ang = 0; + + v = FixedMul(actionspd, FINESINE(fa)); + h = actionspd - FixedMul(actionspd, FINECOSINE(fa)); + + // hearticles + for (i = 0; i <= 7; i++) + { + fixed_t side = actionspd - FixedMul(h, abs(FINESINE((ang>>ANGLETOFINESHIFT) & FINEMASK))); + fixed_t xo = P_ReturnThrustX(NULL, ang + movang, side); + fixed_t yo = P_ReturnThrustY(NULL, ang + movang, side); + fixed_t zo = -FixedMul(FINECOSINE(((ang>>ANGLETOFINESHIFT) & FINEMASK)), v); + mobj_t *missile = P_SpawnMobjFromMobj(player->mo, + xo, + yo, + player->mo->height/2 + zo, + type); + P_SetTarget(&missile->target, player->mo); + P_SetScale(missile, (missile->destscale >>= 1)); + missile->angle = ang + movang; + missile->fuse = TICRATE/2; + missile->extravalue2 = (99*FRACUNIT)/100; + missile->momx = xo; + missile->momy = yo; + missile->momz = zo; + + ang += ANGLE_45; + } + + player->pflags &= ~PF_THOKKED; +} + // // P_Telekinesis // @@ -4438,9 +4658,9 @@ void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range) if (player->powers[pw_super]) // increase range when super range *= 2; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -4491,7 +4711,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) 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 - visual->target = lockon; + P_SetTarget(&visual->target, lockon); } } @@ -4637,10 +4857,10 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) player->mo->momx /= 2; player->mo->momy /= 2; } - else if (player->charability == CA_HOMINGTHOK) + if (player->charability == CA_HOMINGTHOK) { - player->mo->momx /= 3; - player->mo->momy /= 3; + player->mo->momx /= 2; + player->mo->momy /= 2; } if (player->charability == CA_HOMINGTHOK) @@ -5635,9 +5855,9 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags2 & MF2_AMBUSH ? -1 : 1); // Find next waypoint - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -5645,24 +5865,24 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad // Axis things are only at beginning of list. if (!(mo2->flags2 & MF2_AXIS)) break; + if (!(mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE)) + continue; + if (mo2->threshold != sequence) + continue; - if ((mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE) - && mo2->threshold == sequence) + if (player->pflags & PF_TRANSFERTOCLOSEST) { - if (player->pflags & PF_TRANSFERTOCLOSEST) - { - if (mo2->health == player->axis1->health) - transfer1 = mo2; - else if (mo2->health == player->axis2->health) - transfer2 = mo2; - } - else - { - if (mo2->health == player->mo->target->health) - transfer1 = mo2; - else if (mo2->health == player->mo->target->health + 1) - transfer2 = mo2; - } + if (mo2->health == player->axis1->health) + transfer1 = mo2; + else if (mo2->health == player->axis2->health) + transfer2 = mo2; + } + else + { + if (mo2->health == player->mo->target->health) + transfer1 = mo2; + else if (mo2->health == player->mo->target->health + 1) + transfer2 = mo2; } } @@ -5671,9 +5891,9 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad // Look for a wrapper point. if (!transfer1) { - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -5681,27 +5901,28 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad // Axis things are only at beginning of list. if (!(mo2->flags2 & MF2_AXIS)) break; + if (!(mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE)) + continue; + if (mo2->threshold != sequence) + continue; - if (mo2->threshold == sequence && (mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE)) + if (!transfer1) { - if (!transfer1) - { - transfer1 = mo2; - transfer1last = true; - } - else if (mo2->health > transfer1->health) - { - transfer1 = mo2; - transfer1last = true; - } + transfer1 = mo2; + transfer1last = true; + } + else if (mo2->health > transfer1->health) + { + transfer1 = mo2; + transfer1last = true; } } } if (!transfer2) { - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -5709,19 +5930,20 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad // Axis things are only at beginning of list. if (!(mo2->flags2 & MF2_AXIS)) break; + if (!(mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE)) + continue; + if (mo2->threshold != sequence) + continue; - if (mo2->threshold == sequence && (mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE)) + if (!transfer2) { - if (!transfer2) - { - transfer2 = mo2; - transfer2last = true; - } - else if (mo2->health > transfer2->health) - { - transfer2 = mo2; - transfer2last = true; - } + transfer2 = mo2; + transfer2last = true; + } + else if (mo2->health > transfer2->health) + { + transfer2 = mo2; + transfer2last = true; } } } @@ -6406,36 +6628,34 @@ static void P_NiGHTSMovement(player_t *player) // scan the thinkers // to find the closest axis point - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2->type == MT_AXIS) - { - if (mo2->threshold == player->mare) - { - if (closestaxis == NULL) - { - closestaxis = mo2; - dist2 = R_PointToDist2(newx, newy, mo2->x, mo2->y)-mo2->radius; - } - else - { - dist1 = R_PointToDist2(newx, newy, mo2->x, mo2->y)-mo2->radius; + if (mo2->type != MT_AXIS) + continue; + if (mo2->threshold != player->mare) + continue; - if (dist1 < dist2) - { - closestaxis = mo2; - dist2 = dist1; - } - } + if (closestaxis == NULL) + { + closestaxis = mo2; + dist2 = R_PointToDist2(newx, newy, mo2->x, mo2->y) - mo2->radius; + } + else + { + dist1 = R_PointToDist2(newx, newy, mo2->x, mo2->y) - mo2->radius; + + if (dist1 < dist2) + { + closestaxis = mo2; + dist2 = dist1; } } } - P_SetTarget(&player->mo->target, closestaxis); } @@ -7216,9 +7436,9 @@ static void P_MovePlayer(player_t *player) thinker_t *th; mobj_t *mo2; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -7724,7 +7944,7 @@ static void P_MovePlayer(player_t *player) 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 - visual->target = lockon; + P_SetTarget(&visual->target, lockon); P_SetMobjStateNF(visual, visual->info->spawnstate+1); } } @@ -7757,7 +7977,7 @@ static void P_MovePlayer(player_t *player) if (!(player->pflags & (PF_USEDOWN|PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player is not holding down BT_USE, or having used an ability previously && (!(player->powers[pw_shield] & SH_NOSTACK) || !(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX))) // thokked is optional if you're bubblewrapped/turning super { - // Force shield activation + // Force stop if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE) { player->pflags |= PF_THOKKED|PF_SHIELDABILITY; @@ -7773,17 +7993,17 @@ static void P_MovePlayer(player_t *player) if (P_SuperReady(player)) P_DoSuperTransformation(player, false); break; - // Whirlwind/Thundercoin shield activation + // Whirlwind jump/Thunder jump case SH_WHIRLWIND: case SH_THUNDERCOIN: P_DoJumpShield(player); break; - // Armageddon shield activation + // Armageddon pow case SH_ARMAGEDDON: player->pflags |= PF_THOKKED|PF_SHIELDABILITY; P_BlackOw(player); break; - // Attract shield activation + // Attraction blast case SH_ATTRACT: player->pflags |= PF_THOKKED|PF_SHIELDABILITY; player->homing = 2; @@ -7792,13 +8012,14 @@ static void P_MovePlayer(player_t *player) { player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y); player->pflags &= ~PF_NOJUMPDAMAGE; + P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_s3k40); player->homing = 3*TICRATE; } else S_StartSound(player->mo, sfx_s3ka6); break; - // Elemental/Bubblewrap shield activation + // Elemental stomp/Bubble bounce case SH_ELEMENTAL: case SH_BUBBLEWRAP: player->pflags |= PF_THOKKED|PF_SHIELDABILITY; @@ -7812,7 +8033,7 @@ static void P_MovePlayer(player_t *player) ? sfx_s3k43 : sfx_s3k44); break; - // Flame shield activation + // Flame burst 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)); @@ -7833,8 +8054,7 @@ static void P_MovePlayer(player_t *player) { if (player->homing && player->mo->tracer) { - P_HomingAttack(player->mo, player->mo->tracer); - if (player->mo->tracer->health <= 0 || (player->mo->tracer->flags2 & MF2_FRET)) + if (!P_HomingAttack(player->mo, player->mo->tracer)) { P_SetObjectMomZ(player->mo, 6*FRACUNIT, false); if (player->mo->eflags & MFE_UNDERWATER) @@ -7853,10 +8073,9 @@ static void P_MovePlayer(player_t *player) if (player->homing && player->mo->tracer) { P_SpawnThokMobj(player); - P_HomingAttack(player->mo, player->mo->tracer); // But if you don't, then stop homing. - if (player->mo->tracer->health <= 0 || (player->mo->tracer->flags2 & MF2_FRET)) + if (!P_HomingAttack(player->mo, player->mo->tracer)) { if (player->mo->eflags & MFE_UNDERWATER) P_SetObjectMomZ(player->mo, FixedDiv(457*FRACUNIT,72*FRACUNIT), false); @@ -8124,9 +8343,9 @@ static void P_DoZoomTube(player_t *player) CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n"); // Find next waypoint - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -8134,15 +8353,17 @@ static void P_DoZoomTube(player_t *player) if (mo2->type != MT_TUBEWAYPOINT) continue; - if (mo2->threshold == sequence) - { - if ((reverse && mo2->health == player->mo->tracer->health - 1) - || (!reverse && mo2->health == player->mo->tracer->health + 1)) - { - waypoint = mo2; - break; - } - } + if (mo2->threshold != sequence) + continue; + + if (reverse && mo2->health != player->mo->tracer->health - 1) + continue; + + if (!reverse && mo2->health != player->mo->tracer->health + 1) + continue; + + waypoint = mo2; + break; } if (waypoint) @@ -8258,9 +8479,9 @@ static void P_DoRopeHang(player_t *player) CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n"); // Find next waypoint - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -8268,14 +8489,14 @@ static void P_DoRopeHang(player_t *player) if (mo2->type != MT_TUBEWAYPOINT) continue; - if (mo2->threshold == sequence) - { - if (mo2->health == player->mo->tracer->health + 1) - { - waypoint = mo2; - break; - } - } + if (mo2->threshold != sequence) + continue; + + if (mo2->health != player->mo->tracer->health + 1) + continue; + + waypoint = mo2; + break; } if (!(player->mo->tracer->flags & MF_SLIDEME) && !waypoint) @@ -8283,9 +8504,9 @@ static void P_DoRopeHang(player_t *player) CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, wrapping to start...\n"); // Wrap around back to first waypoint - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -8293,14 +8514,14 @@ static void P_DoRopeHang(player_t *player) if (mo2->type != MT_TUBEWAYPOINT) continue; - if (mo2->threshold == sequence) - { - if (mo2->health == 0) - { - waypoint = mo2; - break; - } - } + if (mo2->threshold != sequence) + continue; + + if (mo2->health != 0) + continue; + + waypoint = mo2; + break; } } @@ -8347,25 +8568,22 @@ static void P_DoRopeHang(player_t *player) static void P_NukeAllPlayers(player_t *player) { mobj_t *mo; - thinker_t *think; + UINT8 i; - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (i = 0; i < MAXPLAYERS; i++) { - if (think->function.acp1 != (actionf_p1)P_MobjThinker) - continue; // not a mobj thinker - - mo = (mobj_t *)think; - - if (!mo->player) + if (!playeringame[i]) + continue; + if (players[i].spectator) + continue; + if (!players[i].mo) + continue; + if (players[i].mo == player->mo) + continue; + if (players[i].mo->health <= 0) continue; - if (mo->health <= 0) // dead - continue; - - if (mo == player->mo) - continue; - - P_DamageMobj(mo, player->mo, player->mo, 1, 0); + P_DamageMobj(players[i].mo, player->mo, player->mo, 1, 0); } CONS_Printf(M_GetText("%s caused a world of pain.\n"), player_names[player-players]); @@ -8397,10 +8615,10 @@ void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius) } } - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { - if (think->function.acp1 != (actionf_p1)P_MobjThinker) - continue; // not a mobj thinker + if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; mo = (mobj_t *)think; @@ -8448,13 +8666,13 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet) const angle_t span = (bullet ? ANG30 : ANGLE_90); fixed_t dist, closestdist = 0; - for (think = thinkercap.next; think != &thinkercap; think = think->next) + for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { - if (think->function.acp1 != (actionf_p1)P_MobjThinker) - continue; // not a mobj thinker + if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; mo = (mobj_t *)think; - if (!(mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR|MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag + if (!((mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) && (mo->flags & MF_SHOOTABLE)) || (mo->flags & MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag continue; // not a valid target if (mo->health <= 0) // dead @@ -8466,9 +8684,6 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet) if (mo->flags2 & MF2_FRET) continue; - if ((mo->flags & (MF_ENEMY|MF_BOSS)) && !(mo->flags & MF_SHOOTABLE)) // don't aim at something you can't shoot at anyway (see Egg Guard or Minus) - continue; - if (!nonenemies && mo->flags & (MF_MONITOR|MF_SPRING)) continue; @@ -8522,17 +8737,23 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet) return closestmo; } -void P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target +boolean P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target { fixed_t zdist; fixed_t dist; fixed_t ns = 0; if (!enemy) - return; + return false; - if (!(enemy->health)) - return; + if (!enemy->health) + return false; + + if (enemy->flags2 & MF2_FRET) + return false; + + if (!(enemy->flags & (MF_SHOOTABLE|MF_SPRING)) == !(enemy->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag + return false; // change angle source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y); @@ -8575,6 +8796,8 @@ void P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target source->momx = FixedMul(FixedDiv(enemy->x - source->x, dist), ns); source->momy = FixedMul(FixedDiv(enemy->y - source->y, dist), ns); source->momz = FixedMul(FixedDiv(zdist, dist), ns); + + return true; } // Search for emeralds @@ -8587,9 +8810,9 @@ void P_FindEmerald(void) // scan the remaining thinkers // to find all emeralds - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -9744,12 +9967,12 @@ void P_DoPityCheck(player_t *player) // Apply pity shield if available. if ((player->pity >= 3 || player->pity < 0) && player->powers[pw_shield] == SH_NONE) { + P_SwitchShield(player, SH_PITY); + if (player->pity > 0) S_StartSound(player->mo, mobjinfo[MT_PITY_ICON].seesound); player->pity = 0; - player->powers[pw_shield] = SH_PITY; - P_SpawnShieldOrb(player); } } @@ -9815,9 +10038,9 @@ static mobj_t *P_GetAxis(INT32 num) thinker_t *th; mobj_t *mobj; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mobj = (mobj_t *)th; @@ -9832,6 +10055,7 @@ static mobj_t *P_GetAxis(INT32 num) return mobj; } + CONS_Alert(CONS_WARNING, "P_GetAxis: Track segment %d is missing!\n", num); return NULL; } @@ -10232,14 +10456,8 @@ void P_PlayerThink(player_t *player) if (player->flashcount) player->flashcount--; - // Re-fixed by Jimita (11-12-2018) - if (player->awayviewtics) - { + if (player->awayviewtics && player->awayviewtics != -1) player->awayviewtics--; - if (!player->awayviewtics) - player->awayviewtics = -1; - // The timer might've reached zero, but we'll run the remote view camera anyway by setting it to -1. - } /// \note do this in the cheat code if (player->pflags & PF_NOCLIP) @@ -10312,6 +10530,44 @@ void P_PlayerThink(player_t *player) if (player->exiting && countdown2) player->exiting = 5; + // Same check as below, just at 1 second before + // so we can fade music + if (!exitfadestarted && + player->exiting > 0 && player->exiting <= 1*TICRATE && + (!multiplayer || gametype == GT_COOP ? !mapheaderinfo[gamemap-1]->musinterfadeout : true) && + // don't fade if we're fading during intermission. follows Y_StartIntermission intertype = int_coop + (gametype == GT_RACE || gametype == GT_COMPETITION ? countdown2 == 0 : true) && // don't fade on timeout + player->lives > 0 && // don't fade on game over (competition) + P_IsLocalPlayer(player)) + { + if (cv_playersforexit.value) + { + INT32 i; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i] || players[i].spectator || players[i].bot) + continue; + if (players[i].lives <= 0) + continue; + + if (!players[i].exiting || players[i].exiting > 1*TICRATE) + break; + } + + if (i == MAXPLAYERS) + { + exitfadestarted = true; + S_FadeOutStopMusic(1*MUSICRATE); + } + } + else + { + exitfadestarted = true; + S_FadeOutStopMusic(1*MUSICRATE); + } + } + if (player->exiting == 2 || countdown2 == 2) { if (cv_playersforexit.value) // Count to be sure everyone's exited @@ -10424,9 +10680,9 @@ void P_PlayerThink(player_t *player) fixed_t y = player->mo->y; fixed_t z = player->mo->z; - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; @@ -11231,9 +11487,6 @@ void P_PlayerAfterThink(player_t *player) } } - if (player->awayviewtics < 0) - player->awayviewtics = 0; - // spectator invisibility and nogravity. if ((netgame || multiplayer) && player->spectator) { @@ -11428,7 +11681,6 @@ void P_PlayerAfterThink(player_t *player) player->followmobj->threshold = player->mo->z; player->followmobj->movecount = player->panim; player->followmobj->angle = horizangle; - player->followmobj->scale = player->mo->scale; P_SetScale(player->followmobj, player->mo->scale); player->followmobj->destscale = player->mo->destscale; player->followmobj->radius = player->mo->radius; diff --git a/src/r_data.c b/src/r_data.c index 838bc160c..6889bddde 100644 --- a/src/r_data.c +++ b/src/r_data.c @@ -578,16 +578,7 @@ void R_LoadTextures(void) // but the alternative is to spend a ton of time checking and re-checking all previous entries just to skip any potentially patched textures. for (w = 0, numtextures = 0; w < numwadfiles; w++) { - if (wadfiles[w]->type == RET_PK3) - { - texstart = W_CheckNumForFolderStartPK3("textures/", (UINT16)w, 0); - texend = W_CheckNumForFolderEndPK3("textures/", (UINT16)w, texstart); - } - else - { - texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0) + 1; - texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0); - } + // Count the textures from TEXTURES lumps texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0); while (texturesLumpPos != INT16_MAX) @@ -596,18 +587,43 @@ void R_LoadTextures(void) texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, texturesLumpPos + 1); } - // Add all the textures between TX_START and TX_END - if (texstart != INT16_MAX && texend != INT16_MAX) + // Count single-patch textures + + if (wadfiles[w]->type == RET_PK3) + { + texstart = W_CheckNumForFolderStartPK3("textures/", (UINT16)w, 0); + texend = W_CheckNumForFolderEndPK3("textures/", (UINT16)w, texstart); + } + else + { + texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0); + texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0); + } + + if (texstart == INT16_MAX || texend == INT16_MAX) + continue; + + texstart++; // Do not count the first marker + + // PK3s have subfolders, so we can't just make a simple sum + if (wadfiles[w]->type == RET_PK3) + { + for (j = texstart; j < texend; j++) + { + if (!W_IsLumpFolder((UINT16)w, j)) // Check if lump is a folder; if not, then count it + numtextures++; + } + } + else // Add all the textures between TX_START and TX_END { numtextures += (UINT32)(texend - texstart); } - - // If no textures found by this point, bomb out - if (!numtextures && w == (numwadfiles - 1)) - { - I_Error("No textures detected in any WADs!\n"); - } } + + // If no textures found by this point, bomb out + if (!numtextures) + I_Error("No textures detected in any WADs!\n"); + // Allocate memory and initialize to 0 for all the textures we are initialising. // There are actually 5 buffers allocated in one for convenience. textures = Z_Calloc((numtextures * sizeof(void *)) * 5, PU_STATIC, NULL); @@ -642,7 +658,7 @@ void R_LoadTextures(void) } else { - texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0) + 1; + texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0); texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0); texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0); if (texturesLumpPos != INT16_MAX) @@ -652,9 +668,16 @@ void R_LoadTextures(void) if (texstart == INT16_MAX || texend == INT16_MAX) continue; + texstart++; // Do not count the first marker + // Work through each lump between the markers in the WAD. - for (j = 0; j < (texend - texstart); i++, j++) + for (j = 0; j < (texend - texstart); j++) { + if (wadfiles[w]->type == RET_PK3) + { + if (W_IsLumpFolder((UINT16)w, texstart + j)) // Check if lump is a folder + continue; // If it is then SKIP IT + } patchlump = W_CacheLumpNumPwad((UINT16)w, texstart + j, PU_CACHE); //CONS_Printf("\n\"%s\" is a single patch, dimensions %d x %d",W_CheckNameForNumPwad((UINT16)w,texstart+j),patchlump->width, patchlump->height); @@ -684,6 +707,7 @@ void R_LoadTextures(void) texturewidthmask[i] = k - 1; textureheight[i] = texture->height << FRACBITS; + i++; } } } @@ -1293,14 +1317,23 @@ void R_ReInitColormaps(UINT16 num) { char colormap[9] = "COLORMAP"; lumpnum_t lump; + const lumpnum_t basecolormaplump = W_GetNumForName(colormap); if (num > 0 && num <= 10000) snprintf(colormap, 8, "CLM%04u", num-1); // Load in the light tables, now 64k aligned for smokie... lump = W_GetNumForName(colormap); if (lump == LUMPERROR) - lump = W_GetNumForName("COLORMAP"); - W_ReadLump(lump, colormaps); + lump = basecolormaplump; + else + { + if (W_LumpLength(lump) != W_LumpLength(basecolormaplump)) + { + CONS_Alert(CONS_WARNING, "%s lump size does not match COLORMAP, results may be unexpected.\n", colormap); + } + } + + W_ReadLumpHeader(lump, colormaps, W_LumpLength(basecolormaplump), 0U); // Init Boom colormaps. R_ClearColormaps(); @@ -2242,8 +2275,8 @@ void R_PrecacheLevel(void) spritepresent = calloc(numsprites, sizeof (*spritepresent)); if (spritepresent == NULL) I_Error("%s: Out of memory looking up sprites", "R_PrecacheLevel"); - for (th = thinkercap.next; th != &thinkercap; th = th->next) - if (th->function.acp1 == (actionf_p1)P_MobjThinker) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) + if (th->function.acp1 != (actionf_p1)P_RemoveThinkerDelayed) spritepresent[((mobj_t *)th)->sprite] = 1; spritememory = 0; diff --git a/src/r_defs.h b/src/r_defs.h index e7315b35c..def7b46f3 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -237,46 +237,27 @@ typedef struct linechain_s // Slopes #ifdef ESLOPE typedef enum { - SL_NOPHYSICS = 1, // Don't do momentum adjustment with this slope - SL_NODYNAMIC = 1<<1, // Slope will never need to move during the level, so don't fuss with recalculating it - SL_ANCHORVERTEX = 1<<2, // Slope is using a Slope Vertex Thing to anchor its position - SL_VERTEXSLOPE = 1<<3, // Slope is built from three Slope Vertex Things + SL_NOPHYSICS = 1, /// This plane will have no physics applied besides the positioning. + SL_DYNAMIC = 1<<1, /// This plane slope will be assigned a thinker to make it dynamic. } slopeflags_t; typedef struct pslope_s { UINT16 id; // The number of the slope, mostly used for netgame syncing purposes + struct pslope_s *next; // Make a linked list of dynamic slopes, for easy reference later - // --- Information used in clipping/projection --- - // Origin vector for the plane - vector3_t o; + // The plane's definition. + vector3_t o; /// Plane origin. + vector3_t normal; /// Plane normal. - // 2-Dimentional vector (x, y) normalized. Used to determine distance from - // the origin in 2d mapspace. (Basically a thrust of FRACUNIT in xydirection angle) - vector2_t d; - - // The rate at which z changes based on distance from the origin plane. - fixed_t zdelta; - - // The normal of the slope; will always point upward, and thus be inverted on ceilings. I think it's only needed for physics? -Red - vector3_t normal; - - // For comparing when a slope should be rendered - fixed_t lowz; - fixed_t highz; + vector2_t d; /// Precomputed normalized projection of the normal over XY. + fixed_t zdelta; /// Precomputed Z unit increase per XY unit. // This values only check and must be updated if the slope itself is modified - angle_t zangle; // Angle of the plane going up from the ground (not mesured in degrees) - angle_t xydirection; // The direction the slope is facing (north, west, south, etc.) - - struct line_s *sourceline; // The line that generated the slope - fixed_t extent; // Distance value used for recalculating zdelta - UINT8 refpos; // 1=front floor 2=front ceiling 3=back floor 4=back ceiling (used for dynamic sloping) + angle_t zangle; /// Precomputed angle of the plane going up from the ground (not measured in degrees). + angle_t xydirection;/// Precomputed angle of the normal's projection on the XY plane. UINT8 flags; // Slope options - mapthing_t **vertices; // List should be three long for slopes made by vertex things, or one long for slopes using one vertex thing to anchor - - struct pslope_s *next; // Make a linked list of dynamic slopes, for easy reference later } pslope_t; #endif diff --git a/src/r_draw.c b/src/r_draw.c index 13ac691d5..f8e435624 100644 --- a/src/r_draw.c +++ b/src/r_draw.c @@ -126,10 +126,12 @@ UINT32 nflatxshift, nflatyshift, nflatshiftup, nflatmask; #define BOSS_TT_CACHE_INDEX (MAXSKINS + 1) #define METALSONIC_TT_CACHE_INDEX (MAXSKINS + 2) #define ALLWHITE_TT_CACHE_INDEX (MAXSKINS + 3) +#define RAINBOW_TT_CACHE_INDEX (MAXSKINS + 4) +#define BLINK_TT_CACHE_INDEX (MAXSKINS + 5) #define DEFAULT_STARTTRANSCOLOR 96 #define NUM_PALETTE_ENTRIES 256 -static UINT8** translationtablecache[MAXSKINS + 4] = {NULL}; +static UINT8** translationtablecache[MAXSKINS + 6] = {NULL}; const UINT8 Color_Index[MAXTRANSLATIONS-1][16] = { // {0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff}, // SKINCOLOR_NONE @@ -457,17 +459,82 @@ void R_InitTranslationTables(void) \return void */ + +// Define for getting accurate color brightness readings according to how the human eye sees them. +// https://en.wikipedia.org/wiki/Relative_luminance +// 0.2126 to red +// 0.7152 to green +// 0.0722 to blue +// (See this same define in hw_md2.c!) +#define SETBRIGHTNESS(brightness,r,g,b) \ + brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3) + +/** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power... stolen from kart, with permission + + \param dest_colormap colormap to populate + \param skincolor translation color +*/ +static void R_RainbowColormap(UINT8 *dest_colormap, UINT8 skincolor) +{ + INT32 i; + RGBA_t color; + UINT8 brightness; + INT32 j; + UINT8 colorbrightnesses[16]; + UINT16 brightdif; + INT32 temp; + + // first generate the brightness of all the colours of that skincolour + for (i = 0; i < 16; i++) + { + color = V_GetColor(Color_Index[skincolor-1][i]); + SETBRIGHTNESS(colorbrightnesses[i], color.s.red, color.s.green, color.s.blue); + } + + // next, for every colour in the palette, choose the transcolor that has the closest brightness + for (i = 0; i < NUM_PALETTE_ENTRIES; i++) + { + if (i == 0 || i == 31) // pure black and pure white don't change + { + dest_colormap[i] = (UINT8)i; + continue; + } + color = V_GetColor(i); + SETBRIGHTNESS(brightness, color.s.red, color.s.green, color.s.blue); + brightdif = 256; + for (j = 0; j < 16; j++) + { + temp = abs((INT16)brightness - (INT16)colorbrightnesses[j]); + if (temp < brightdif) + { + brightdif = (UINT16)temp; + dest_colormap[i] = Color_Index[skincolor-1][j]; + } + } + } +} + +#undef SETBRIGHTNESS + static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color) { INT32 i, starttranscolor, skinramplength; // Handle a couple of simple special cases - if (skinnum == TC_BOSS || skinnum == TC_ALLWHITE || skinnum == TC_METALSONIC || color == SKINCOLOR_NONE) + if (skinnum == TC_BOSS + || skinnum == TC_ALLWHITE + || skinnum == TC_METALSONIC + || skinnum == TC_BLINK + || color == SKINCOLOR_NONE) { - for (i = 0; i < NUM_PALETTE_ENTRIES; i++) + if (skinnum == TC_ALLWHITE) + memset(dest_colormap, 0, NUM_PALETTE_ENTRIES * sizeof(UINT8)); + else if (skinnum == TC_BLINK && color != SKINCOLOR_NONE) + memset(dest_colormap, Color_Index[color-1][3], NUM_PALETTE_ENTRIES * sizeof(UINT8)); + else { - if (skinnum == TC_ALLWHITE) dest_colormap[i] = 0; - else dest_colormap[i] = (UINT8)i; + for (i = 0; i < NUM_PALETTE_ENTRIES; i++) + dest_colormap[i] = (UINT8)i; } // White! @@ -478,6 +545,11 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U return; } + else if (skinnum == TC_RAINBOW) + { + R_RainbowColormap(dest_colormap, color); + return; + } if (color >= MAXTRANSLATIONS) I_Error("Invalid skin color #%hu.", (UINT16)color); @@ -522,6 +594,8 @@ UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags) else if (skinnum == TC_BOSS) skintableindex = BOSS_TT_CACHE_INDEX; else if (skinnum == TC_METALSONIC) skintableindex = METALSONIC_TT_CACHE_INDEX; else if (skinnum == TC_ALLWHITE) skintableindex = ALLWHITE_TT_CACHE_INDEX; + else if (skinnum == TC_RAINBOW) skintableindex = RAINBOW_TT_CACHE_INDEX; + else if (skinnum == TC_BLINK) skintableindex = BLINK_TT_CACHE_INDEX; else skintableindex = skinnum; if (flags & GTC_CACHE) diff --git a/src/r_draw.h b/src/r_draw.h index 0c04fee2a..82498eb11 100644 --- a/src/r_draw.h +++ b/src/r_draw.h @@ -105,6 +105,8 @@ extern lumpnum_t viewborderlump[8]; #define TC_BOSS -2 #define TC_METALSONIC -3 // For Metal Sonic battle #define TC_ALLWHITE -4 // For Cy-Brak-demon +#define TC_RAINBOW -5 // For single colour +#define TC_BLINK -6 // For item blinking, according to kart // Initialize color translation tables, for player rendering etc. void R_InitTranslationTables(void); diff --git a/src/r_things.c b/src/r_things.c index 50ee8e6ef..71e4c0214 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -486,7 +486,11 @@ void R_InitSprites(void) // it can be is do before loading config for skin cvar possible value R_InitSkins(); for (i = 0; i < numwadfiles; i++) + { R_AddSkins((UINT16)i); + R_PatchSkins((UINT16)i); + } + ST_ReloadSkinFaceGraphics(); // // check if all sprites have frames @@ -719,11 +723,11 @@ static void R_DrawVisSprite(vissprite_t *vis) colfunc = basecolfunc; // hack: this isn't resetting properly somewhere. dc_colormap = vis->colormap; - if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" + if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash" { // translate certain pixels to white colfunc = transcolfunc; - if (vis->mobj->type == MT_CYBRAKDEMON) + if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized) dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE); else if (vis->mobj->type == MT_METALSONIC_BATTLE) dc_translation = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE); @@ -734,7 +738,9 @@ static void R_DrawVisSprite(vissprite_t *vis) { colfunc = transtransfunc; dc_transmap = vis->transmap; - if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_> + if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized) + dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE); + else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_> { size_t skinnum = (skin_t*)vis->mobj->skin-skins; dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE); @@ -753,7 +759,9 @@ static void R_DrawVisSprite(vissprite_t *vis) colfunc = transcolfunc; // New colormap stuff for skins Tails 06-07-2002 - if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player! + if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized) + dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE); + else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player! { size_t skinnum = (skin_t*)vis->mobj->skin-skins; dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE); @@ -2442,8 +2450,10 @@ static void R_DrawMaskedList (drawnode_t* head) void R_DrawMasked(maskcount_t* masks, UINT8 nummasks) { - drawnode_t heads[nummasks]; /**< Drawnode lists; as many as number of views/portals. */ - INT8 i; + drawnode_t *heads; /**< Drawnode lists; as many as number of views/portals. */ + SINT8 i; + + heads = calloc(nummasks, sizeof(drawnode_t)); for (i = 0; i < nummasks; i++) { @@ -2470,6 +2480,8 @@ void R_DrawMasked(maskcount_t* masks, UINT8 nummasks) R_DrawMaskedList(&heads[nummasks - 1]); R_ClearDrawNodes(&heads[nummasks - 1]); } + + free(heads); } // ========================================================================== @@ -2499,6 +2511,9 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player) if (!skin) return 0; + if ((spr2 & ~FF_SPR2SUPER) >= free_spr2) + return 0; + while (!(skin->sprites[spr2].numframes) && spr2 != SPR2_STND && ++i < 32) // recursion limiter @@ -2521,8 +2536,10 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player) & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL; break; case SPR2_TIRE: - spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; - break; + spr2 = ((player + ? player->charability + : skin->ability) + == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; // Use the handy list, that's what it's there for! default: @@ -2533,6 +2550,9 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player) spr2 |= super; } + if (i >= 32) // probably an infinite loop... + return 0; + return spr2; } @@ -2552,9 +2572,6 @@ static void Sk_SetDefaultValue(skin_t *skin) strcpy(skin->realname, "Someone"); strcpy(skin->hudname, "???"); - strncpy(skin->charsel, "CHRSONIC", 9); - strncpy(skin->face, "MISSING", 8); - strncpy(skin->superface, "MISSING", 8); skin->starttranscolor = 96; skin->prefcolor = SKINCOLOR_GREEN; @@ -2700,6 +2717,9 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum) player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem; player->followitem = skin->followitem; + if (((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK) && (player->revitem == MT_LHRT || player->spinitem == MT_LHRT || player->thokitem == MT_LHRT)) // Healers can't keep their buff. + player->powers[pw_shield] &= SH_STACK; + player->actionspd = skin->actionspd; player->mindash = skin->mindash; player->maxdash = skin->maxdash; @@ -2981,7 +3001,7 @@ void R_AddSkins(UINT16 wadnum) char *value; size_t size; skin_t *skin; - boolean hudname, realname, superface; + boolean hudname, realname; // // search for all skin markers in pwad @@ -3011,7 +3031,7 @@ void R_AddSkins(UINT16 wadnum) skin = &skins[numskins]; Sk_SetDefaultValue(skin); skin->wadnum = wadnum; - hudname = realname = superface = false; + hudname = realname = false; // parse stoken = strtok (buf2, "\r\n= "); while (stoken) @@ -3087,24 +3107,6 @@ void R_AddSkins(UINT16 wadnum) if (!realname) STRBUFCPY(skin->realname, skin->hudname); } - else if (!stricmp(stoken, "charsel")) - { - strupr(value); - strncpy(skin->charsel, value, sizeof skin->charsel); - } - else if (!stricmp(stoken, "face")) - { - strupr(value); - strncpy(skin->face, value, sizeof skin->face); - if (!superface) - strncpy(skin->superface, value, sizeof skin->superface); - } - else if (!stricmp(stoken, "superface")) - { - superface = true; - strupr(value); - strncpy(skin->superface, value, sizeof skin->superface); - } else if (!stricmp(stoken, "availability")) { skin->availability = atoi(value); @@ -3123,6 +3125,7 @@ next_token: // Add sprites R_LoadSkinSprites(wadnum, &lump, &lastlump, skin); + //ST_LoadFaceGraphics(numskins); -- nah let's do this elsewhere R_FlushTranslationColormapCache(); @@ -3133,9 +3136,6 @@ next_token: skin_cons_t[numskins].strvalue = skin->name; #endif - // add face graphics - ST_LoadFaceGraphics(skin->face, skin->superface, numskins); - #ifdef HWRENDER if (rendermode == render_opengl) HWR_AddPlayerMD2(numskins); @@ -3258,6 +3258,9 @@ next_token: // Patch sprites R_LoadSkinSprites(wadnum, &lump, &lastlump, skin); + //ST_LoadFaceGraphics(skinnum); -- nah let's do this elsewhere + + R_FlushTranslationColormapCache(); if (!skin->availability) // Safe to print... CONS_Printf(M_GetText("Patched skin '%s'\n"), skin->name); diff --git a/src/r_things.h b/src/r_things.h index d287df832..9c3d16ab0 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -88,7 +88,6 @@ typedef struct char realname[SKINNAMESIZE+1]; // Display name for level completion. char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long) - char charsel[9], face[9], superface[9]; // Arbitrarily named patch lumps UINT8 ability; // ability definition UINT8 ability2; // secondary ability definition diff --git a/src/s_sound.c b/src/s_sound.c index c7dda5fef..cb803259e 100644 --- a/src/s_sound.c +++ b/src/s_sound.c @@ -519,6 +519,7 @@ void S_StartCaption(sfxenum_t sfx_id, INT32 cnum, UINT16 lifespan) void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume) { INT32 sep, pitch, priority, cnum; + const sfxenum_t actual_id = sfx_id; sfxinfo_t *sfx; const mobj_t *origin = (const mobj_t *)origin_p; @@ -657,7 +658,7 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume) #endif // Handle closed caption input. - S_StartCaption(sfx_id, cnum, MAXCAPTIONTICS); + S_StartCaption(actual_id, cnum, MAXCAPTIONTICS); // Assigns the handle to one of the channels in the // mix/output buffer. @@ -710,7 +711,7 @@ dontplay: #endif // Handle closed caption input. - S_StartCaption(sfx_id, cnum, MAXCAPTIONTICS); + S_StartCaption(actual_id, cnum, MAXCAPTIONTICS); // Assigns the handle to one of the channels in the // mix/output buffer. @@ -1683,7 +1684,17 @@ void S_StopMusic(void) if (cv_closedcaptioning.value) { if (closedcaptions[0].s-S_sfx == sfx_None) - closedcaptions[0].t = CAPTIONFADETICS; + { + if (gamestate != wipegamestate) + { + closedcaptions[0].c = NULL; + closedcaptions[0].s = NULL; + closedcaptions[0].t = 0; + closedcaptions[0].b = 0; + } + else + closedcaptions[0].t = CAPTIONFADETICS; + } } } @@ -1989,8 +2000,10 @@ void GameMIDIMusic_OnChange(void) } } +#ifdef HAVE_OPENMPT void ModFilter_OnChange(void) { if (openmpt_mhandle) openmpt_module_set_render_param(openmpt_mhandle, OPENMPT_MODULE_RENDER_INTERPOLATIONFILTER_LENGTH, cv_modfilter.value); -} \ No newline at end of file +} +#endif \ No newline at end of file diff --git a/src/screen.c b/src/screen.c index ac7878c4a..fc3f5b8e8 100644 --- a/src/screen.c +++ b/src/screen.c @@ -438,7 +438,9 @@ void SCR_ClosedCaptions(void) if (gamestate == GS_LEVEL) { - if (splitscreen) + if (promptactive) + basey -= 28; + else if (splitscreen) basey -= 8; else if ((modeattacking == ATTACKING_NIGHTS) || (!(maptol & TOL_NIGHTS) diff --git a/src/sdl/Srb2SDL-vc10.vcxproj b/src/sdl/Srb2SDL-vc10.vcxproj index d05a0d324..72c38b3dc 100644 --- a/src/sdl/Srb2SDL-vc10.vcxproj +++ b/src/sdl/Srb2SDL-vc10.vcxproj @@ -277,6 +277,7 @@ + @@ -430,6 +431,7 @@ + diff --git a/src/sdl/Srb2SDL-vc10.vcxproj.filters b/src/sdl/Srb2SDL-vc10.vcxproj.filters index ca6bd38d2..9e442000f 100644 --- a/src/sdl/Srb2SDL-vc10.vcxproj.filters +++ b/src/sdl/Srb2SDL-vc10.vcxproj.filters @@ -453,6 +453,9 @@ Hw_Hardware + + R_Rend + @@ -894,6 +897,10 @@ Hw_Hardware + + + R_Rend + diff --git a/src/sdl/mixer_sound.c b/src/sdl/mixer_sound.c index 3932d23d3..7bf67559c 100644 --- a/src/sdl/mixer_sound.c +++ b/src/sdl/mixer_sound.c @@ -108,14 +108,16 @@ static UINT16 current_track; #endif #ifdef HAVE_OPENMPT -int mod_err = OPENMPT_ERROR_OK; +static int mod_err = OPENMPT_ERROR_OK; static const char *mod_err_str; static UINT16 current_subsong; +static size_t probesize; +static int result; #endif static void var_cleanup(void) { - loop_point = song_length = 0.0f; + song_length = loop_point = 0.0f; music_bytes = fading_source = fading_target =\ fading_timer = fading_duration = 0; @@ -388,7 +390,7 @@ void *I_GetSfx(sfxinfo_t *sfx) gme_track_info(emu, &info, 0); len = (info->play_length * 441 / 10) << 2; - mem = malloc(len); + mem = Z_Malloc(len, PU_SOUND, 0); gme_play(emu, len >> 1, mem); gme_free_info(info); gme_delete(emu); @@ -461,7 +463,7 @@ void *I_GetSfx(sfxinfo_t *sfx) gme_track_info(emu, &info, 0); len = (info->play_length * 441 / 10) << 2; - mem = malloc(len); + mem = Z_Malloc(len, PU_SOUND, 0); gme_play(emu, len >> 1, mem); gme_free_info(info); gme_delete(emu); @@ -1112,6 +1114,36 @@ boolean I_LoadSong(char *data, size_t len) } #endif +#ifdef HAVE_OPENMPT + /* + If the size of the data to be checked is bigger than the recommended size (> 2048) + Let's just set the probe size to the recommended size + Otherwise let's give it the full data size + */ + + if (len > openmpt_probe_file_header_get_recommended_size()) + probesize = openmpt_probe_file_header_get_recommended_size(); + else + probesize = len; + + result = openmpt_probe_file_header(OPENMPT_PROBE_FILE_HEADER_FLAGS_DEFAULT, data, probesize, len, NULL, NULL, NULL, NULL, NULL, NULL); + + if (result == OPENMPT_PROBE_FILE_HEADER_RESULT_SUCCESS) // We only cared if it succeeded, continue on if not. + { + openmpt_mhandle = openmpt_module_create_from_memory2(data, len, NULL, NULL, NULL, NULL, NULL, NULL, NULL); + if (!openmpt_mhandle) // Failed to create module handle? Show error and return! + { + mod_err = openmpt_module_error_get_last(openmpt_mhandle); + mod_err_str = openmpt_error_string(mod_err); + CONS_Alert(CONS_ERROR, "openmpt_module_create_from_memory2: %s\n", mod_err_str); + return false; + } + else + return true; // All good and we're ready for music playback! + } +#endif + + // Let's see if Mixer is able to load this. rw = SDL_RWFromMem(data, len); if (rw != NULL) { @@ -1123,40 +1155,6 @@ boolean I_LoadSong(char *data, size_t len) return false; } -#ifdef HAVE_OPENMPT - switch(Mix_GetMusicType(music)) - { - case MUS_MODPLUG: - case MUS_MOD: - openmpt_mhandle = openmpt_module_create_from_memory2(data, len, NULL, NULL, NULL, NULL, NULL, NULL, NULL); - if (!openmpt_mhandle) - { - mod_err = openmpt_module_error_get_last(openmpt_mhandle); - mod_err_str = openmpt_error_string(mod_err); - CONS_Alert(CONS_ERROR, "openmpt_module_create_from_memory2: %s\n", mod_err_str); - Mix_FreeMusic(music); - music = NULL; - return false; - } - else - { - Mix_FreeMusic(music); - music = NULL; - return true; - } - break; - case MUS_WAV: - case MUS_MID: - case MUS_OGG: - case MUS_MP3: - case MUS_FLAC: - Mix_HookMusic(NULL, NULL); - break; - default: - break; - } -#endif - // Find the OGG loop point. loop_point = 0.0f; song_length = 0.0f; diff --git a/src/sounds.c b/src/sounds.c index 56de4a9c5..11ba1e0bc 100644 --- a/src/sounds.c +++ b/src/sounds.c @@ -137,7 +137,7 @@ sfxinfo_t S_sfx[NUMSFX] = // Game objects, etc {"appear", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Appearing platform"}, - {"bkpoof", false, 70, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Armageddon explosion"}, + {"bkpoof", false, 70, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Armageddon pow"}, {"bnce1", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bounce"}, // Boing! {"bnce2", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Scatter"}, // Boing! {"cannon", false, 64, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Powerful shot"}, @@ -197,6 +197,8 @@ sfxinfo_t S_sfx[NUMSFX] = {"corkh", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork hit"}, {"bowl", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bowling"}, {"chuchu", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Train horn"}, + {"bsnipe", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Home-run smash"}, + {"sprong", false, 112, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Power spring"}, // Menu, interface {"chchng", false, 120, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Score"}, @@ -303,7 +305,7 @@ sfxinfo_t S_sfx[NUMSFX] = {"s3k3e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flame Shield"}, {"s3k3f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bubble Shield"}, {"s3k40", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Attraction blast"}, - {"s3k41", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Lightning Shield"}, + {"s3k41", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Thunder Shield"}, {"s3k42", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Twinspin"}, {"s3k43", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flame burst"}, {"s3k44", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bubble bounce"}, @@ -334,7 +336,7 @@ sfxinfo_t S_sfx[NUMSFX] = {"s3k5d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Heavy hit"}, {"s3k5e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing laser"}, {"s3k5f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Crusher stomp"}, - {"s3k60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying away"}, + {"s3k60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Accelerating"}, {"s3k61", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Drilling"}, {"s3k62", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Jump"}, {"s3k63", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Starpost"}, @@ -430,8 +432,8 @@ sfxinfo_t S_sfx[NUMSFX] = {"s3kbcl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // long version of previous {"s3kbds", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying fortress"}, {"s3kbdl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying fortress"}, // ditto - {"s3kbes", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying away"}, - {"s3kbel", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying away"}, // ditto + {"s3kbes", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying"}, + {"s3kbel", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying"}, // ditto {"s3kbfs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turbine"}, {"s3kbfl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turbine"}, // ditto {"s3kc0s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turbine"}, diff --git a/src/sounds.h b/src/sounds.h index 475309121..20f89d9fb 100644 --- a/src/sounds.h +++ b/src/sounds.h @@ -263,6 +263,8 @@ typedef enum sfx_corkh, sfx_bowl, sfx_chuchu, + sfx_bsnipe, + sfx_sprong, // Menu, interface sfx_chchng, diff --git a/src/st_stuff.c b/src/st_stuff.c index f0f40ed32..aefb4c53c 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -95,6 +95,7 @@ static patch_t *ringshield; static patch_t *watershield; static patch_t *bombshield; static patch_t *pityshield; +static patch_t *pinkshield; static patch_t *flameshield; static patch_t *bubbleshield; static patch_t *thundershield; @@ -109,6 +110,7 @@ static patch_t *orngstat; static patch_t *redstat; static patch_t *yelstat; static patch_t *nbracket; +static patch_t *nring; static patch_t *nhud[12]; static patch_t *nsshud; static patch_t *nbon[12]; @@ -225,7 +227,7 @@ void ST_doPaletteStuff(void) void ST_UnloadGraphics(void) { - Z_FreeTags(PU_HUDGFX, PU_HUDGFX); + Z_FreeTag(PU_HUDGFX); } void ST_LoadGraphics(void) @@ -285,6 +287,7 @@ void ST_LoadGraphics(void) watershield = W_CachePatchName("TVELICON", PU_HUDGFX); bombshield = W_CachePatchName("TVARICON", PU_HUDGFX); pityshield = W_CachePatchName("TVPIICON", PU_HUDGFX); + pinkshield = W_CachePatchName("TVPPICON", PU_HUDGFX); flameshield = W_CachePatchName("TVFLICON", PU_HUDGFX); bubbleshield = W_CachePatchName("TVBBICON", PU_HUDGFX); thundershield = W_CachePatchName("TVZPICON", PU_HUDGFX); @@ -309,6 +312,7 @@ void ST_LoadGraphics(void) redstat = W_CachePatchName("REDSTAT", PU_HUDGFX); yelstat = W_CachePatchName("YELSTAT", PU_HUDGFX); nbracket = W_CachePatchName("NBRACKET", PU_HUDGFX); + nring = W_CachePatchName("NRNG1", PU_HUDGFX); for (i = 0; i < 12; ++i) { nhud[i] = W_CachePatchName(va("NHUD%d", i+1), PU_HUDGFX); @@ -339,10 +343,24 @@ void ST_LoadGraphics(void) } // made separate so that skins code can reload custom face graphics -void ST_LoadFaceGraphics(char *facestr, char *superstr, INT32 skinnum) +void ST_LoadFaceGraphics(INT32 skinnum) { - faceprefix[skinnum] = W_CachePatchName(facestr, PU_HUDGFX); - superprefix[skinnum] = W_CachePatchName(superstr, PU_HUDGFX); + if (skins[skinnum].sprites[SPR2_XTRA].numframes) + { + spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA]; + spriteframe_t *sprframe = &sprdef->spriteframes[0]; + faceprefix[skinnum] = W_CachePatchNum(sprframe->lumppat[0], PU_HUDGFX); + if (skins[skinnum].sprites[(SPR2_XTRA|FF_SPR2SUPER)].numframes) + { + sprdef = &skins[skinnum].sprites[SPR2_XTRA|FF_SPR2SUPER]; + sprframe = &sprdef->spriteframes[0]; + superprefix[skinnum] = W_CachePatchNum(sprframe->lumppat[0], PU_HUDGFX); + } + else + superprefix[skinnum] = faceprefix[skinnum]; // not manually freed, okay to set to same pointer + } + else + faceprefix[skinnum] = superprefix[skinnum] = W_CachePatchName("MISSING", PU_HUDGFX); // ditto facefreed[skinnum] = false; } @@ -351,7 +369,7 @@ void ST_ReloadSkinFaceGraphics(void) INT32 i; for (i = 0; i < numskins; i++) - ST_LoadFaceGraphics(skins[i].face, skins[i].superface, i); + ST_LoadFaceGraphics(i); } static inline void ST_InitData(void) @@ -1250,6 +1268,7 @@ static void ST_drawPowerupHUD(void) case SH_ARMAGEDDON: p = bombshield; break; case SH_ATTRACT: p = ringshield; break; case SH_PITY: p = pityshield; break; + case SH_PINK: p = pinkshield; break; case SH_FLAMEAURA: p = flameshield; break; case SH_BUBBLEWRAP: p = bubbleshield; break; case SH_THUNDERCOIN: p = thundershield; break; @@ -1542,7 +1561,7 @@ static void ST_drawNiGHTSLink(void) static void ST_drawNiGHTSHUD(void) { INT32 origamount; - INT32 total_spherecount; + INT32 total_spherecount, total_ringcount; const boolean oldspecialstage = (G_IsSpecialStage(gamemap) && !(maptol & TOL_NIGHTS)); // Drill meter @@ -1614,33 +1633,28 @@ static void ST_drawNiGHTSHUD(void) #endif ST_DrawTopLeftOverlayPatch(16, 8, nbracket); if (G_IsSpecialStage(gamemap)) -#ifdef MANIASPHERES ST_DrawTopLeftOverlayPatch(24, 16, ( - (stplyr->bonustime && (leveltime & 4)) ? nssbon : nsshud)); -#else - ST_DrawTopLeftOverlayPatch(24, 16, (nsshud)); -#endif + (stplyr->bonustime && (leveltime & 4) && (states[S_BLUESPHEREBONUS].frame & FF_ANIMATE)) ? nssbon : nsshud)); else ST_DrawTopLeftOverlayPatch(24, 16, *(((stplyr->bonustime) ? nbon : nhud)+((leveltime/2)%12))); if (G_IsSpecialStage(gamemap)) { INT32 i; - total_spherecount = 0; + total_spherecount = total_ringcount = 0; for (i = 0; i < MAXPLAYERS; i++) - if (playeringame[i] /*&& players[i].powers[pw_carry] == CR_NIGHTSMODE*/ && players[i].spheres) - total_spherecount += players[i].spheres; + { + if (!playeringame[i]) + continue; + total_spherecount += players[i].spheres; + total_ringcount += players[i].rings; + } } else - total_spherecount = stplyr->spheres; - - /*if (oldspecialstage) { - if (total_spherecount < ssspheres) - total_spherecount = ssspheres - total_spherecount; - else - total_spherecount = 0; - }*/ + total_spherecount = stplyr->spheres; + total_ringcount = stplyr->spheres; + } if (stplyr->capsule) { @@ -1728,6 +1742,27 @@ static void ST_drawNiGHTSHUD(void) else ST_DrawTopLeftOverlayPatch(40, 8 + 5, narrow[8]); + if (oldspecialstage) + { + // invert for s3k style junk + total_spherecount = ssspheres - total_spherecount; + if (total_spherecount < 0) + total_spherecount = 0; + + if (nummaprings > 0) // don't count down if there ISN'T a valid maximum number of rings, like sonic 3 + { + total_ringcount = nummaprings - total_ringcount; + if (total_ringcount < 0) + total_ringcount = 0; + } + + // now rings! you know, for that perfect bonus. + V_DrawScaledPatch(272, 8, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, nbracket); + V_DrawScaledPatch(280, 16+1, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, nring); + V_DrawScaledPatch(280, 8+5, V_FLIP|V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, narrow[8]); + V_DrawTallNum(272, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, total_ringcount); + } + if (total_spherecount >= 100) V_DrawTallNum((total_spherecount >= 1000) ? 76 : 72, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, total_spherecount); else @@ -2303,31 +2338,33 @@ static void ST_doItemFinderIconsAndSound(void) return; // Scan thinkers to find emblem mobj with these ids - for (th = thinkercap.next; th != &thinkercap; th = th->next) + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; + mo2 = (mobj_t *)th; - if (mo2->type == MT_EMBLEM) + if (mo2->type != MT_EMBLEM) + continue; + + if (!(mo2->flags & MF_SPECIAL)) + continue; + + for (i = 0; i < stemblems; ++i) { - if (!(mo2->flags & MF_SPECIAL)) - continue; - - for (i = 0; i < stemblems; ++i) + if (mo2->health == emblems[i] + 1) { - if (mo2->health == emblems[i]+1) - { - soffset = (i * 20) - ((stemblems-1) * 10); + soffset = (i * 20) - ((stemblems - 1) * 10); - newinterval = ST_drawEmeraldHuntIcon(mo2, itemhoming, soffset); - if (newinterval && (!interval || newinterval < interval)) - interval = newinterval; + newinterval = ST_drawEmeraldHuntIcon(mo2, itemhoming, soffset); + if (newinterval && (!interval || newinterval < interval)) + interval = newinterval; - break; - } + break; } } + } if (!(P_AutoPause() || paused) && interval > 0 && leveltime && leveltime % interval == 0) diff --git a/src/st_stuff.h b/src/st_stuff.h index aca4e60d2..40574f46c 100644 --- a/src/st_stuff.h +++ b/src/st_stuff.h @@ -42,7 +42,7 @@ void ST_UnloadGraphics(void); void ST_LoadGraphics(void); // face load graphics, called when skin changes -void ST_LoadFaceGraphics(char *facestr, char *superstr, INT32 playernum); +void ST_LoadFaceGraphics(INT32 playernum); void ST_ReloadSkinFaceGraphics(void); void ST_doPaletteStuff(void); diff --git a/src/v_video.c b/src/v_video.c index df342e74b..85f22eccb 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -309,12 +309,14 @@ static boolean InitCube(void) return true; } +#ifdef BACKWARDSCOMPATCORRECTION /* So it turns out that the way gamma was implemented previously, the default colour profile of the game was messed up. Since this bad decision has been around for a long time, and the intent is to keep the base game looking the same, I'm not gonna be the one to remove this base modification. toast 20/04/17 +... welp yes i am (27/07/19, see the ifdef around it) */ const UINT8 correctiontable[256] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16, @@ -333,6 +335,7 @@ const UINT8 correctiontable[256] = 208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, 224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, 240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255}; +#endif // keep a copy of the palette so that we can get the RGB value for a color index at any time. static void LoadPalette(const char *lumpname) @@ -351,12 +354,18 @@ static void LoadPalette(const char *lumpname) pal = W_CacheLumpNum(lumpnum, PU_CACHE); for (i = 0; i < palsize; i++) { +#ifdef BACKWARDSCOMPATCORRECTION pMasterPalette[i].s.red = pLocalPalette[i].s.red = correctiontable[*pal++]; pMasterPalette[i].s.green = pLocalPalette[i].s.green = correctiontable[*pal++]; pMasterPalette[i].s.blue = pLocalPalette[i].s.blue = correctiontable[*pal++]; +#else + pMasterPalette[i].s.red = pLocalPalette[i].s.red = *pal++; + pMasterPalette[i].s.green = pLocalPalette[i].s.green = *pal++; + pMasterPalette[i].s.blue = pLocalPalette[i].s.blue = *pal++; +#endif pMasterPalette[i].s.alpha = pLocalPalette[i].s.alpha = 0xFF; - // lerp of colour cubing! + // lerp of colour cubing! if you want, make it smoother yourself if (cube) { float working[4][3]; @@ -732,12 +741,15 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t // Center it if necessary if (!(scrn & V_SCALEPATCHMASK)) { - // if it's meant to cover the whole screen, black out the rest + // if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT) if (x == 0 && SHORT(patch->width) == BASEVIDWIDTH && y == 0 && SHORT(patch->height) == BASEVIDHEIGHT) { column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0])); - source = (const UINT8 *)(column) + 3; - V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); + if (!column->topdelta) + { + source = (const UINT8 *)(column) + 3; + V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, source[0]); + } } if (vid.width != BASEVIDWIDTH * dupx) @@ -984,12 +996,7 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_ if (!(scrn & V_SCALEPATCHMASK)) { // 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) - { - column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0])); - source = (const UINT8 *)(column) + 3; - V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); - } + // no the patch is cropped do not do this ever if (vid.width != BASEVIDWIDTH * dupx) { @@ -1349,13 +1356,16 @@ static UINT32 V_GetHWConsBackColor(void) // THANK YOU MPC!!! +// and thanks toaster for cleaning it up. void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) { UINT8 *dest; - INT32 u, v; + const UINT8 *deststop; + INT32 u; UINT8 *fadetable; UINT32 alphalevel = 0; + UINT8 perplayershuffle = 0; if (rendermode == render_none) return; @@ -1369,16 +1379,91 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) } #endif + if ((alphalevel = ((c & V_ALPHAMASK) >> V_ALPHASHIFT))) + { + if (alphalevel == 13) + alphalevel = hudminusalpha[cv_translucenthud.value]; + else if (alphalevel == 14) + alphalevel = 10 - cv_translucenthud.value; + else if (alphalevel == 15) + alphalevel = hudplusalpha[cv_translucenthud.value]; + + if (alphalevel >= 10) + return; // invis + } + + if (splitscreen && (c & V_PERPLAYER)) + { + fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1; + h >>= 1; + y >>= 1; +#ifdef QUADS + if (splitscreen > 1) // 3 or 4 players + { + fixed_t adjustx = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1; + w >>= 1; + x >>= 1; + if (stplyr == &players[displayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 4; + c &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; + } + else if (stplyr == &players[secondarydisplayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 8; + x += adjustx; + c &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; + } + else if (stplyr == &players[thirddisplayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 4; + y += adjusty; + c &= ~V_SNAPTOTOP|V_SNAPTORIGHT; + } + else //if (stplyr == &players[fourthdisplayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 8; + x += adjustx; + y += adjusty; + c &= ~V_SNAPTOTOP|V_SNAPTOLEFT; + } + } + else +#endif + // 2 players + { + if (stplyr == &players[displayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + c &= ~V_SNAPTOBOTTOM; + } + else //if (stplyr == &players[secondarydisplayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + y += adjusty; + c &= ~V_SNAPTOTOP; + } + } + } + if (!(c & V_NOSCALESTART)) { INT32 dupx = vid.dupx, dupy = vid.dupy; - if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) - { // Clear the entire screen, from dest to deststop. Yes, this really works. - memset(screens[0], (UINT8)(c&255), vid.width * vid.height * vid.bpp); - return; - } - x *= dupx; y *= dupy; w *= dupx; @@ -1393,6 +1478,10 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) x += (vid.width - (BASEVIDWIDTH * dupx)); else if (!(c & V_SNAPTOLEFT)) x += (vid.width - (BASEVIDWIDTH * dupx)) / 2; + if (perplayershuffle & 4) + x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4; + else if (perplayershuffle & 8) + x += (vid.width - (BASEVIDWIDTH * dupx)) / 4; } if (vid.height != BASEVIDHEIGHT * dupy) { @@ -1401,6 +1490,10 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) y += (vid.height - (BASEVIDHEIGHT * dupy)); else if (!(c & V_SNAPTOTOP)) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2; + if (perplayershuffle & 1) + y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4; + else if (perplayershuffle & 2) + y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4; } } @@ -1423,34 +1516,206 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) h = vid.height-y; dest = screens[0] + y*vid.width + x; - - if ((alphalevel = ((c & V_ALPHAMASK) >> V_ALPHASHIFT))) - { - if (alphalevel == 13) - alphalevel = hudminusalpha[cv_translucenthud.value]; - else if (alphalevel == 14) - alphalevel = 10 - cv_translucenthud.value; - else if (alphalevel == 15) - alphalevel = hudplusalpha[cv_translucenthud.value]; - - if (alphalevel >= 10) - return; // invis - } + deststop = screens[0] + vid.rowbytes * vid.height; c &= 255; // Jimita (12-04-2018) - w = min(w, vid.width); - h = min(h, vid.height); - fadetable = ((UINT8 *)transtables + ((alphalevel-1)<= 0) && dest < deststop; dest += vid.width) { - if (!alphalevel) - dest[u] = consolebgmap[dest[u]]; - else + u = 0; + while (u < w) + { dest[u] = fadetable[consolebgmap[dest[u]]]; + u++; + } } + } + else + { + for (;(--h >= 0) && dest < deststop; dest += vid.width) + { + u = 0; + while (u < w) + { + dest[u] = consolebgmap[dest[u]]; + u++; + } + } + } +} + +// +// If color is 0x00 to 0xFF, draw transtable (strength range 0-9). +// Else, use COLORMAP lump (strength range 0-31). +// c is not color, it is for flags only. transparency flags will be ignored. +// IF YOU ARE NOT CAREFUL, THIS CAN AND WILL CRASH! +// I have kept the safety checks for strength out of this function; +// I don't trust Lua users with it, so it doesn't matter. +// +void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, UINT8 strength) +{ + UINT8 *dest; + const UINT8 *deststop; + INT32 u; + UINT8 *fadetable; + UINT8 perplayershuffle = 0; + + if (rendermode == render_none) + return; + +#ifdef HWRENDER + if (rendermode != render_soft && rendermode != render_none) + { + // ughhhhh please can someone else do this? thanks ~toast 25/7/19 in 38 degrees centigrade w/o AC + HWR_DrawFadeFill(x, y, w, h, c, color, strength); // toast two days later - left above comment in 'cause it's funny + return; + } +#endif + + if (splitscreen && (c & V_PERPLAYER)) + { + fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1; + h >>= 1; + y >>= 1; +#ifdef QUADS + if (splitscreen > 1) // 3 or 4 players + { + fixed_t adjustx = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1; + w >>= 1; + x >>= 1; + if (stplyr == &players[displayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 4; + c &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; + } + else if (stplyr == &players[secondarydisplayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 8; + x += adjustx; + c &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; + } + else if (stplyr == &players[thirddisplayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 4; + y += adjusty; + c &= ~V_SNAPTOTOP|V_SNAPTORIGHT; + } + else //if (stplyr == &players[fourthdisplayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) + perplayershuffle |= 8; + x += adjustx; + y += adjusty; + c &= ~V_SNAPTOTOP|V_SNAPTOLEFT; + } + } + else +#endif + // 2 players + { + if (stplyr == &players[displayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 1; + c &= ~V_SNAPTOBOTTOM; + } + else //if (stplyr == &players[secondarydisplayplayer]) + { + if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) + perplayershuffle |= 2; + y += adjusty; + c &= ~V_SNAPTOTOP; + } + } + } + + if (!(c & V_NOSCALESTART)) + { + INT32 dupx = vid.dupx, dupy = vid.dupy; + + x *= dupx; + y *= dupy; + w *= dupx; + h *= dupy; + + // Center it if necessary + if (vid.width != BASEVIDWIDTH * dupx) + { + // dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx, + // so center this imaginary screen + if (c & V_SNAPTORIGHT) + x += (vid.width - (BASEVIDWIDTH * dupx)); + else if (!(c & V_SNAPTOLEFT)) + x += (vid.width - (BASEVIDWIDTH * dupx)) / 2; + if (perplayershuffle & 4) + x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4; + else if (perplayershuffle & 8) + x += (vid.width - (BASEVIDWIDTH * dupx)) / 4; + } + if (vid.height != BASEVIDHEIGHT * dupy) + { + // same thing here + if (c & V_SNAPTOBOTTOM) + y += (vid.height - (BASEVIDHEIGHT * dupy)); + else if (!(c & V_SNAPTOTOP)) + y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2; + if (perplayershuffle & 1) + y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4; + else if (perplayershuffle & 2) + y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4; + } + } + + if (x >= vid.width || y >= vid.height) + return; // off the screen + if (x < 0) { + w += x; + x = 0; + } + if (y < 0) { + h += y; + y = 0; + } + + if (w <= 0 || h <= 0) + return; // zero width/height wouldn't draw anything + if (x + w > vid.width) + w = vid.width-x; + if (y + h > vid.height) + h = vid.height-y; + + dest = screens[0] + y*vid.width + x; + deststop = screens[0] + vid.rowbytes * vid.height; + + c &= 255; + + fadetable = ((color & 0xFF00) // Color is not palette index? + ? ((UINT8 *)colormaps + strength*256) // Do COLORMAP fade. + : ((UINT8 *)transtables + ((9-strength)<= 0) && dest < deststop; dest += vid.width) + { + u = 0; + while (u < w) + { + dest[u] = fadetable[dest[u]]; + u++; + } + } } // diff --git a/src/v_video.h b/src/v_video.h index 43748692e..7eb990295 100644 --- a/src/v_video.h +++ b/src/v_video.h @@ -158,6 +158,8 @@ void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum); // fade down the screen buffer before drawing the menu over void V_DrawFadeScreen(UINT16 color, UINT8 strength); +// available to lua over my dead body, which will probably happen in this heat +void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, UINT8 strength); void V_DrawFadeConsBack(INT32 plines); void V_DrawPromptBack(INT32 boxheight, INT32 color); diff --git a/src/w_wad.c b/src/w_wad.c index 82ef21d7f..d02ce9ce6 100644 --- a/src/w_wad.c +++ b/src/w_wad.c @@ -162,9 +162,15 @@ FILE *W_OpenWadFile(const char **filename, boolean useerrors) { FILE *handle; - strncpy(filenamebuf, *filename, MAX_WADPATH); - filenamebuf[MAX_WADPATH - 1] = '\0'; - *filename = filenamebuf; + // Officially, strncpy should not have overlapping buffers, since W_VerifyNMUSlumps is called after this, and it + // changes filename to point at filenamebuf, it would technically be doing that. I doubt any issue will occur since + // they point to the same location, but it's better to be safe and this is a simple change. + if (filenamebuf != *filename) + { + strncpy(filenamebuf, *filename, MAX_WADPATH); + filenamebuf[MAX_WADPATH - 1] = '\0'; + *filename = filenamebuf; + } // open wad file if ((handle = fopen(*filename, "rb")) == NULL) @@ -1133,6 +1139,22 @@ boolean W_IsLumpWad(lumpnum_t lumpnum) return false; // WADs should never be inside non-PK3s as far as SRB2 is concerned } +// +// W_IsLumpFolder +// Is the lump a folder? (in a PK3 obviously) +// +boolean W_IsLumpFolder(UINT16 wad, UINT16 lump) +{ + if (wadfiles[wad]->type == RET_PK3) + { + const char *name = wadfiles[wad]->lumpinfo[lump].name2; + + return (name[strlen(name)-1] == '/'); // folders end in '/' + } + + return false; // non-PK3s don't have folders +} + #ifdef HAVE_ZLIB /* report a zlib or i/o error */ void zerr(int ret) diff --git a/src/w_wad.h b/src/w_wad.h index 8ffcc1d03..651738850 100644 --- a/src/w_wad.h +++ b/src/w_wad.h @@ -151,6 +151,7 @@ size_t W_LumpLengthPwad(UINT16 wad, UINT16 lump); size_t W_LumpLength(lumpnum_t lumpnum); boolean W_IsLumpWad(lumpnum_t lumpnum); // for loading maps from WADs in PK3s +boolean W_IsLumpFolder(UINT16 wad, UINT16 lump); // for detecting folder "lumps" #ifdef HAVE_ZLIB void zerr(int ret); // zlib error checking diff --git a/src/win32/Srb2win-vc10.vcxproj b/src/win32/Srb2win-vc10.vcxproj index acab2507a..c0fe8eda9 100644 --- a/src/win32/Srb2win-vc10.vcxproj +++ b/src/win32/Srb2win-vc10.vcxproj @@ -293,6 +293,7 @@ + @@ -443,6 +444,7 @@ + diff --git a/src/win32/Srb2win-vc10.vcxproj.filters b/src/win32/Srb2win-vc10.vcxproj.filters index c21cedb8a..93806e395 100644 --- a/src/win32/Srb2win-vc10.vcxproj.filters +++ b/src/win32/Srb2win-vc10.vcxproj.filters @@ -456,6 +456,10 @@ Hw_Hardware + + + R_Rend + @@ -857,6 +861,10 @@ Hw_Hardware + + + R_Rend + diff --git a/src/y_inter.c b/src/y_inter.c index 992193964..975902ab0 100644 --- a/src/y_inter.c +++ b/src/y_inter.c @@ -86,8 +86,8 @@ typedef union INT32 passedx3; INT32 passedx4; - y_bonus_t bonus; - patch_t *bonuspatch; + y_bonus_t bonuses[2]; + patch_t *bonuspatches[2]; patch_t *pscore; // SCORE UINT32 score; // fake score @@ -326,34 +326,36 @@ void Y_IntermissionDrawer(void) // draw the header if (intertic <= 2*TICRATE) animatetic = 0; - else if (!animatetic && data.spec.bonus.points == 0 && data.spec.passed3[0] != '\0') + else if (!animatetic && data.spec.bonuses[0].points == 0 && data.spec.bonuses[1].points == 0 && data.spec.passed3[0] != '\0') animatetic = intertic + TICRATE; if (animatetic && (tic_t)intertic >= animatetic) { const INT32 scradjust = (vid.width/vid.dupx)>>3; // 40 for BASEVIDWIDTH INT32 animatetimer = (intertic - animatetic); - if (animatetimer <= 14) + if (animatetimer <= 16) { - xoffset1 = -(animatetimer * scradjust); - xoffset2 = -((animatetimer-2) * scradjust); - xoffset3 = -((animatetimer-4) * scradjust); - xoffset4 = -((animatetimer-6) * scradjust); - xoffset5 = -((animatetimer-8) * scradjust); + xoffset1 = -(animatetimer * scradjust); + xoffset2 = -((animatetimer- 2) * scradjust); + xoffset3 = -((animatetimer- 4) * scradjust); + xoffset4 = -((animatetimer- 6) * scradjust); + xoffset5 = -((animatetimer- 8) * scradjust); + xoffset6 = -((animatetimer-10) * scradjust); if (xoffset2 > 0) xoffset2 = 0; if (xoffset3 > 0) xoffset3 = 0; if (xoffset4 > 0) xoffset4 = 0; if (xoffset5 > 0) xoffset5 = 0; + if (xoffset6 > 0) xoffset6 = 0; } - else if (animatetimer < 32) + else if (animatetimer < 34) { drawsection = 1; - xoffset1 = (22-animatetimer) * scradjust; - xoffset2 = (24-animatetimer) * scradjust; - xoffset3 = (26-animatetimer) * scradjust; - xoffset4 = (28-animatetimer) * scradjust; - xoffset5 = (30-animatetimer) * scradjust; - xoffset6 = (32-animatetimer) * scradjust; + xoffset1 = (24-animatetimer) * scradjust; + xoffset2 = (26-animatetimer) * scradjust; + xoffset3 = (28-animatetimer) * scradjust; + xoffset4 = (30-animatetimer) * scradjust; + xoffset5 = (32-animatetimer) * scradjust; + xoffset6 = (34-animatetimer) * scradjust; if (xoffset1 < 0) xoffset1 = 0; if (xoffset2 < 0) xoffset2 = 0; if (xoffset3 < 0) xoffset3 = 0; @@ -370,9 +372,9 @@ void Y_IntermissionDrawer(void) if (drawsection == 1) { - const char *ringtext = "\x86" "50 RINGS, NO SHIELD"; - const char *tut1text = "\x86" "PRESS " "\x82" "SPIN"; - const char *tut2text = "\x86" "MID-" "\x82" "JUMP"; + const char *ringtext = "\x82" "50 RINGS, NO SHIELD"; + const char *tut1text = "\x82" "PRESS " "\x80" "SPIN"; + const char *tut2text = "\x82" "MID-" "\x80" "JUMP"; ttheight = 16; V_DrawLevelTitle(data.spec.passedx1 + xoffset1, ttheight, 0, data.spec.passed1); ttheight += V_LevelNameHeight(data.spec.passed3) + 2; @@ -389,6 +391,7 @@ void Y_IntermissionDrawer(void) } else { + INT32 yoffset = 0; if (data.spec.passed1[0] != '\0') { ttheight = 24; @@ -402,22 +405,31 @@ void Y_IntermissionDrawer(void) V_DrawLevelTitle(data.spec.passedx2 + xoffset1, ttheight, 0, data.spec.passed2); } - V_DrawScaledPatch(152 + xoffset3, 108, 0, data.spec.bonuspatch); - V_DrawTallNum(BASEVIDWIDTH + xoffset3 - 68, 109, 0, data.spec.bonus.points); - V_DrawScaledPatch(152 + xoffset4, 124, 0, data.spec.pscore); - V_DrawTallNum(BASEVIDWIDTH + xoffset4 - 68, 125, 0, data.spec.score); + V_DrawScaledPatch(152 + xoffset3, 108, 0, data.spec.bonuspatches[0]); + V_DrawTallNum(BASEVIDWIDTH + xoffset3 - 68, 109, 0, data.spec.bonuses[0].points); + if (data.spec.bonuses[1].display) + { + V_DrawScaledPatch(152 + xoffset4, 124, 0, data.spec.bonuspatches[1]); + V_DrawTallNum(BASEVIDWIDTH + xoffset4 - 68, 125, 0, data.spec.bonuses[1].points); + yoffset = 16; + // hack; pass the buck along... + xoffset4 = xoffset5; + xoffset5 = xoffset6; + } + V_DrawScaledPatch(152 + xoffset4, 124+yoffset, 0, data.spec.pscore); + V_DrawTallNum(BASEVIDWIDTH + xoffset4 - 68, 125+yoffset, 0, data.spec.score); // Draw continues! if (!multiplayer /* && (data.spec.continues & 0x80) */) // Always draw outside of netplay { UINT8 continues = data.spec.continues & 0x7F; - V_DrawScaledPatch(152 + xoffset5, 150, 0, data.spec.pcontinues); + V_DrawScaledPatch(152 + xoffset5, 150+yoffset, 0, data.spec.pcontinues); for (i = 0; i < continues; ++i) { if ((data.spec.continues & 0x80) && i == continues-1 && (endtic < 0 || intertic%20 < 10)) break; - V_DrawContinueIcon(246 + xoffset5 - (i*12), 162, 0, *data.spec.playerchar, *data.spec.playercolor); + V_DrawContinueIcon(246 + xoffset5 - (i*12), 162+yoffset, 0, *data.spec.playerchar, *data.spec.playercolor); } } } @@ -904,7 +916,7 @@ void Y_Ticker(void) { INT32 i; UINT32 oldscore = data.spec.score; - boolean skip = false, super = false; + boolean skip = false, super = false, anybonuses = false; if (!intertic) // first time only { @@ -946,16 +958,26 @@ void Y_Ticker(void) return; } - // ring bonus counts down by 222 each tic - data.spec.bonus.points -= 222; - data.spec.score += 222; - if (data.spec.bonus.points < 0 || skip == true) // went too far + // bonuses count down by 222 each tic + for (i = 0; i < 2; ++i) { - data.spec.score += data.spec.bonus.points; - data.spec.bonus.points = 0; + if (!data.spec.bonuses[i].points) + continue; + + data.spec.bonuses[i].points -= 222; + data.spec.score += 222; + if (data.spec.bonuses[i].points < 0 || skip == true) // too far? + { + data.spec.score += data.spec.bonuses[i].points; + data.spec.bonuses[i].points = 0; + } + if (data.spec.score > MAXSCORE) + data.spec.score = MAXSCORE; + if (data.spec.bonuses[i].points > 0) + anybonuses = true; } - if (!data.spec.bonus.points) + if (!anybonuses) { tallydonetic = intertic; if (!((data.spec.continues & 0x80) || (super && ALL7EMERALDS(emeralds)))) // don't set endtic yet! @@ -1301,7 +1323,9 @@ void Y_StartIntermission(void) // give out ring bonuses Y_AwardSpecialStageBonus(); - data.spec.bonuspatch = W_CachePatchName(data.spec.bonus.patch, PU_STATIC); + for (i = 0; i < 2; ++i) + data.spec.bonuspatches[i] = W_CachePatchName(data.spec.bonuses[i].patch, PU_STATIC); + data.spec.pscore = W_CachePatchName("YB_SCORE", PU_STATIC); data.spec.pcontinues = W_CachePatchName("YB_CONTI", PU_STATIC); @@ -1831,7 +1855,7 @@ static void Y_SetPerfectBonus(player_t *player, y_bonus_t *bstruct) memset(bstruct, 0, sizeof(y_bonus_t)); strncpy(bstruct->patch, "YB_PERFE", sizeof(bstruct->patch)); - if (data.coop.gotperfbonus == -1) + if (intertype != int_coop || data.coop.gotperfbonus == -1) { INT32 sharedringtotal = 0; for (i = 0; i < MAXPLAYERS; i++) @@ -1840,15 +1864,33 @@ static void Y_SetPerfectBonus(player_t *player, y_bonus_t *bstruct) sharedringtotal += players[i].rings; } if (!sharedringtotal || nummaprings == -1 || sharedringtotal < nummaprings) - data.coop.gotperfbonus = 0; + bstruct->display = false; else - data.coop.gotperfbonus = 1; + { + bstruct->display = true; + bstruct->points = 50000; + } } - if (!data.coop.gotperfbonus) + if (intertype != int_coop) return; + data.coop.gotperfbonus = (bstruct->display ? 1 : 0); +} + +static void Y_SetSpecialRingBonus(player_t *player, y_bonus_t *bstruct) +{ + INT32 i, sharedringtotal = 0; + + (void)player; + strncpy(bstruct->patch, "YB_RING", sizeof(bstruct->patch)); bstruct->display = true; - bstruct->points = 50000; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) continue; + sharedringtotal += players[i].rings; + } + bstruct->points = max(0, (sharedringtotal) * 100); } // This list can be extended in the future with SOC/Lua, perhaps. @@ -1953,23 +1995,33 @@ static void Y_AwardCoopBonuses(void) static void Y_AwardSpecialStageBonus(void) { INT32 i, oldscore, ptlives; - y_bonus_t localbonus; + y_bonus_t localbonuses[2]; data.spec.score = players[consoleplayer].score; - memset(&data.spec.bonus, 0, sizeof(data.spec.bonus)); - data.spec.bonuspatch = NULL; + memset(data.spec.bonuses, 0, sizeof(data.spec.bonuses)); + memset(data.spec.bonuspatches, 0, sizeof(data.coop.bonuspatches)); for (i = 0; i < MAXPLAYERS; i++) { oldscore = players[i].score; if (!playeringame[i] || players[i].lives < 1) // not active or game over - Y_SetNullBonus(&players[i], &localbonus); - else if (maptol & TOL_NIGHTS) // Mare score instead of Rings - Y_SetNightsBonus(&players[i], &localbonus); + { + Y_SetNullBonus(&players[i], &localbonuses[0]); + Y_SetNullBonus(&players[i], &localbonuses[1]); + } + else if (maptol & TOL_NIGHTS) // NiGHTS bonus score instead of Rings + { + Y_SetNightsBonus(&players[i], &localbonuses[0]); + Y_SetNullBonus(&players[i], &localbonuses[1]); + } else - Y_SetRingBonus(&players[i], &localbonus); - players[i].score += localbonus.points; + { + Y_SetSpecialRingBonus(&players[i], &localbonuses[0]); + Y_SetPerfectBonus(&players[i], &localbonuses[1]); + } + players[i].score += localbonuses[0].points; + players[i].score += localbonuses[1].points; if (players[i].score > MAXSCORE) players[i].score = MAXSCORE; @@ -1982,7 +2034,7 @@ static void Y_AwardSpecialStageBonus(void) if (i == consoleplayer) { data.spec.gotlife = (((netgame || multiplayer) && gametype == GT_COOP && cv_cooplives.value == 0) ? 0 : ptlives); - M_Memcpy(&data.spec.bonus, &localbonus, sizeof(data.spec.bonus)); + M_Memcpy(&data.spec.bonuses, &localbonuses, sizeof(data.spec.bonuses)); // Continues related data.spec.continues = min(players[i].continues, 8); @@ -2057,7 +2109,8 @@ static void Y_UnloadData(void) // unload the special stage patches //UNLOAD(data.spec.cemerald); //UNLOAD(data.spec.nowsuper); - UNLOAD(data.spec.bonuspatch); + UNLOAD(data.spec.bonuspatches[1]); + UNLOAD(data.spec.bonuspatches[0]); UNLOAD(data.spec.pscore); UNLOAD(data.spec.pcontinues); break;