Merge branch 'master' into FileManagement

This commit is contained in:
Alam Ed Arias 2017-10-07 16:06:10 -04:00
commit 602fbd356a
126 changed files with 2403 additions and 1557 deletions

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@ -58,6 +58,3 @@ jobs:
key: v1-SRB2-{{ .Branch }}-{{ checksum "objs/Linux/SDL/Release/depend.dep" }}
paths:
- /root/.ccache

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@ -100,6 +100,21 @@ matrix:
compiler: gcc-6
env: WFLAGS="-Wno-tautological-compare"
#gcc-6 (Ubuntu 6.1.1-3ubuntu11~14.04.1) 6.1.1 20160511
- os: linux
addons:
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- p7zip-full
- gcc-7
compiler: gcc-7
env: WFLAGS="-Wno-tautological-compare -Wno-error=implicit-fallthrough -Wimplicit-fallthrough=3"
#gcc-7 (Ubuntu 7.2.0-1ubuntu1~14.04) 7.2.0 20170802
- os: linux
compiler: clang
#clang version 3.5.0 (tags/RELEASE_350/final)
@ -162,6 +177,51 @@ matrix:
- clang-3.8
compiler: clang-3.8
#clang version 3.8.1-svn271127-1~exp1 (branches/release_38)
- os: linux
addons:
apt:
sources:
- llvm-toolchain-precise-3.9
- ubuntu-toolchain-r-test
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- p7zip-full
- clang-3.9
compiler: clang-3.9
#clang version 3.9.X
# - os: linux
# addons:
# apt:
# sources:
# - llvm-toolchain-precise-4.0
# - ubuntu-toolchain-r-test
# packages:
# - libsdl2-mixer-dev
# - libpng-dev
# - libgl1-mesa-dev
# - libgme-dev
# - p7zip-full
# - clang-4.0
# compiler: clang-4.0
# #clang version 4.0.X
# - os: linux
# addons:
# apt:
# sources:
# - llvm-toolchain-precise-5.0
# - ubuntu-toolchain-r-test
# packages:
# - libsdl2-mixer-dev
# - libpng-dev
# - libgl1-mesa-dev
# - libgme-dev
# - p7zip-full
# - clang-5.0
# compiler: clang-5.0
# #clang version 5.0.X
# - os: osx
# osx_image: beta-xcode6.1
# #Apple LLVM version 6.0 (clang-600.0.54) (based on LLVM 3.5svn)
@ -192,6 +252,9 @@ matrix:
- compiler: clang-3.6
- compiler: clang-3.7
- compiler: clang-3.8
- compiler: clang-3.9
- compiler: clang-4.0
- compiler: clang-5.0
cache:
apt: true
@ -219,9 +282,9 @@ before_script:
before_install:
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then brew update ; fi
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then brew install sdl2_mixer game-music-emu p7zip; fi
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then brew install sdl2 sdl2_mixer game-music-emu p7zip; fi
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then brew install cmake||true; fi
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then curl -O -L https://www.libsdl.org/release/SDL2-2.0.4.dmg; hdiutil attach SDL2-2.0.4.dmg; sudo cp -a /Volumes/SDL2/SDL2.framework /Library/Frameworks/; fi
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then curl -O -L https://www.libsdl.org/release/SDL2-2.0.6.dmg; hdiutil attach SDL2-2.0.6.dmg; sudo cp -a /Volumes/SDL2/SDL2.framework /Library/Frameworks/; fi
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then curl -O -L https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-2.0.1.dmg; hdiutil attach SDL2_mixer-2.0.1.dmg; sudo cp -a /Volumes/SDL2_mixer/SDL2_mixer.framework /Library/Frameworks/; fi
- mkdir -p $HOME/srb2_cache

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@ -209,7 +209,13 @@ LIBS+=-lm
endif
ifdef SDL
include sdl/Makefile.cfg
#SDL 2.0
ifndef SDL12
include sdl/Makefile.cfg
#SDL 1.2
else
include sdl12/Makefile.cfg
endif #ifndef SDL12
endif #ifdef SDL
ifdef DISTCC

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@ -7,6 +7,21 @@
# and other things
#
ifdef GCC80
GCC72=1
endif
ifdef GCC72
GCC71=1
endif
ifdef GCC71
GCC64=1
endif
ifdef GCC64
GCC64=1
endif
ifdef GCC63
GCC62=1
@ -322,22 +337,24 @@ ifdef MINGW64
BIN:=$(BIN)/Mingw64
else
ifdef WII
INTERFACE=sdl
INTERFACE=sdl12
NONX86=1
STATIC=1
PREFIX?=powerpc-eabi
SDL=1
SDL12=1
SDLMAIN=1
OBJDIR:=$(OBJDIR)/Wii
BIN:=$(BIN)/Wii
NOUPX=1
else
ifdef PS3N
INTERFACE=sdl
INTERFACE=sdl12
NONX86=1
STATIC=1
PREFIX?=ppu
SDL=1
SDL12=1
# unsure?
#SDLMAIN=1
# can't compile SDL_mixer for ps3...
@ -352,34 +369,38 @@ ifdef MINGW
BIN:=$(BIN)/Mingw
else
ifdef XBOX
INTERFACE=sdl
INTERFACE=sdl12
NASMFORMAT=win32
PREFIX?=/usr/local/openxdk/bin/i386-pc-xbox
SDL=1
SDL12=1
OBJDIR:=$(OBJDIR)/XBOX
BIN:=$(BIN)/XBOX
else
ifdef PSP
INTERFACE=sdl
INTERFACE=sdl12
NONX86=1
SDL=1
SDL12=1
OBJDIR:=$(OBJDIR)/PSP
BIN:=$(BIN)/PSP
NOUPX=1
else
ifdef DC
INTERFACE=sdl
INTERFACE=sdl12
NONX86=1
SDL=1
SDL12=1
OBJDIR:=$(OBJDIR)/DC
BIN:=$(BIN)/DC
NOUPX=1
else
ifdef WINCE
INTERFACE=sdl
INTERFACE=sdl12
NONX86=1
PREFIX?=arm-wince-pe
SDL=1
SDL12=1
OBJDIR:=$(OBJDIR)/WinCE
BIN:=$(BIN)/WinCE
else
@ -404,6 +425,12 @@ endif
endif
endif
ifdef GP2X
ifdef SDL
SDL12=1
endif
endif
ifdef ARCHNAME
OBJDIR:=$(OBJDIR)/$(ARCHNAME)
BIN:=$(BIN)/$(ARCHNAME)
@ -437,7 +464,13 @@ OBJDUMP_OPTS?=--wide --source --line-numbers
LD=$(CC)
ifdef SDL
# SDL 2.0
ifndef SDL12
INTERFACE=sdl
# SDL 1.2
else
INTERFACE=sdl12
endif
OBJDIR:=$(OBJDIR)/SDL
endif

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@ -271,6 +271,12 @@ void B_RespawnBot(INT32 playernum)
player->powers[pw_spacetime] = sonic->player->powers[pw_spacetime];
player->powers[pw_gravityboots] = sonic->player->powers[pw_gravityboots];
player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol];
player->acceleration = sonic->player->acceleration;
player->accelstart = sonic->player->accelstart;
player->thrustfactor = sonic->player->thrustfactor;
player->normalspeed = sonic->player->normalspeed;
player->pflags |= PF_AUTOBRAKE;
player->pflags &= ~PF_DIRECTIONCHAR;
P_TeleportMove(tails, x, y, z);
if (player->charability == CA_FLY)

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@ -412,7 +412,7 @@ static Instruction symbexec (const Proto *pt, int lastpc, int reg) {
case OP_FORLOOP:
case OP_FORPREP:
checkreg(pt, a+3);
/* go through */
/* FALLTHRU */
case OP_JMP: {
int dest = pc+1+b;
/* not full check and jump is forward and do not skip `lastpc'? */

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@ -306,11 +306,12 @@ static void read_string (LexState *ls, int del, SemInfo *seminfo) {
save_and_next(ls); /* skip $ */
seminfo->ts = luaX_newstring(ls, luaZ_buffer(ls->buff) + 1,
luaZ_bufflen(ls->buff) - 2);
ls->refstr++; /* expect '\' anytime soon */
ls->refstr++; /* expect '\' anytime soon */
lua_assert(ls->lookahead.token == TK_EOS);
ls->lookahead.token = TK_CONCAT;
return;
}
ls->lookahead.token = TK_CONCAT;
return;
}
/* FALLTHRU */
default: {
if (!isdigit(ls->current))
save_and_next(ls); /* handles \\, \", \', and \? */
@ -340,7 +341,8 @@ static void read_string (LexState *ls, int del, SemInfo *seminfo) {
};
switch (i) {
case 4: save( ls, (c>>8) & 0xff ); // pass-through..
case 4: save( ls, (c>>8) & 0xff );
/* FALLTHRU */
case 2: save( ls, c&0xff );
break;
case 5:
@ -350,7 +352,7 @@ static void read_string (LexState *ls, int del, SemInfo *seminfo) {
}
continue;
// "\u0000".."\x10FFFF": UTF-8 encoded Unicode
// "\u0000".."\x10FFFF": UTF-8 encoded Unicode
//
// Note that although codes are entered like this (must have min. four digit,
// just to tease you!) the actual outcome in the string will vary between
@ -482,20 +484,22 @@ static int llex (LexState *ls, SemInfo *seminfo) {
else if (sep == -1) return '[';
else luaX_lexerror(ls, "invalid long string delimiter", TK_STRING);
}
/* FALLTHRU */
case '=': {
next(ls);
if (ls->current != '=') return '=';
else { next(ls); return TK_EQ; }
}
/* FALLTHRU */
case '<': {
next(ls);
if (ls->current == '<') { next(ls); return TK_SHL; }
if (ls->current == '<') { next(ls); return TK_SHL; }
if (ls->current != '=') return '<';
else { next(ls); return TK_LE; }
}
case '>': {
next(ls);
if (ls->current == '>') { next(ls); return TK_SHR; }
if (ls->current == '>') { next(ls); return TK_SHR; }
if (ls->current != '=') return '>';
else { next(ls); return TK_GE; }
}
@ -547,9 +551,10 @@ static int llex (LexState *ls, SemInfo *seminfo) {
}
case '\\': if (ls->refstr) {
ls->refstr--;
ls->current = '"'; /* whacky! */
return TK_CONCAT;
ls->current = '"'; /* whacky! */
return TK_CONCAT;
}
/* FALLTHRU */
default: {
if (isspace(ls->current)) {
lua_assert(!currIsNewline(ls));

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@ -478,6 +478,7 @@ static TValue *newkey (lua_State *L, Table *t, const TValue *key) {
return luaH_getnum(t, k); /* use specialized version */
/* else go through */
}
/* FALLTHRU */
default: {
Node *n = mainposition(t, key);
do { /* check whether `key' is somewhere in the chain */

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@ -1189,7 +1189,10 @@ finish:
CONS_Printf(M_GetText("%s set to %s\n"), var->name, var->string);
var->flags &= ~CV_SHOWMODIFONETIME;
}
DEBFILE(va("%s set to %s\n", var->name, var->string));
else // display message in debug file only
{
DEBFILE(va("%s set to %s\n", var->name, var->string));
}
var->flags |= CV_MODIFIED;
// raise 'on change' code
#ifdef HAVE_BLUA

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@ -51,7 +51,7 @@
#endif
#ifdef _XBOX
#include "sdl/SRB2XBOX/xboxhelp.h"
#include "sdl12/SRB2XBOX/xboxhelp.h"
#endif
//
@ -1903,6 +1903,7 @@ static boolean CL_ServerConnectionTicker(boolean viams, const char *tmpsave, tic
break; // exit the case
cl_mode = CL_ASKJOIN; // don't break case continue to cljoin request now
/* FALLTHRU */
case CL_ASKJOIN:
CL_LoadServerFiles();
@ -2253,7 +2254,8 @@ static void Command_connect(void)
CONS_Printf(M_GetText(
"Connect <serveraddress> (port): connect to a server\n"
"Connect ANY: connect to the first lan server found\n"
"Connect SELF: connect to your own server.\n"));
//"Connect SELF: connect to your own server.\n"
));
return;
}
@ -2267,7 +2269,7 @@ static void Command_connect(void)
// we don't request a restart unless the filelist differs
server = false;
/*
if (!stricmp(COM_Argv(1), "self"))
{
servernode = 0;
@ -2276,6 +2278,7 @@ static void Command_connect(void)
//SV_SpawnServer();
}
else
*/
{
// used in menu to connect to a server in the list
if (netgame && !stricmp(COM_Argv(1), "node"))
@ -2299,10 +2302,13 @@ static void Command_connect(void)
if (!stricmp(COM_Argv(1), "any"))
servernode = BROADCASTADDR;
else if (I_NetMakeNodewPort && COM_Argc() >= 3)
servernode = I_NetMakeNodewPort(COM_Argv(1), COM_Argv(2));
else if (I_NetMakeNodewPort)
servernode = I_NetMakeNode(COM_Argv(1));
{
if (COM_Argc() >= 3) // address AND port
servernode = I_NetMakeNodewPort(COM_Argv(1), COM_Argv(2));
else // address only, or address:port
servernode = I_NetMakeNode(COM_Argv(1));
}
else
{
CONS_Alert(CONS_ERROR, M_GetText("There is no server identification with this network driver\n"));
@ -3097,11 +3103,15 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
secondarydisplayplayer = newplayernum;
DEBFILE("spawning me\n");
// Apply player flags as soon as possible!
players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE);
if (cv_flipcam.value)
players[newplayernum].pflags |= PF_FLIPCAM;
if (cv_analog.value)
players[newplayernum].pflags |= PF_ANALOGMODE;
if (cv_directionchar.value)
players[newplayernum].pflags |= PF_DIRECTIONCHAR;
if (cv_autobrake.value)
players[newplayernum].pflags |= PF_AUTOBRAKE;
}
else
{
@ -3110,11 +3120,15 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
if (botingame)
players[newplayernum].bot = 1;
// Same goes for player 2 when relevant
players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE);
if (cv_flipcam2.value)
players[newplayernum].pflags |= PF_FLIPCAM;
if (cv_analog2.value)
players[newplayernum].pflags |= PF_ANALOGMODE;
if (cv_directionchar2.value)
players[newplayernum].pflags |= PF_DIRECTIONCHAR;
if (cv_autobrake2.value)
players[newplayernum].pflags |= PF_AUTOBRAKE;
}
D_SendPlayerConfig();
addedtogame = true;
@ -3622,6 +3636,7 @@ static void HandlePacketFromAwayNode(SINT8 node)
// Do not remove my own server (we have just get a out of order packet)
if (node == servernode)
break;
/* FALLTHRU */
default:
DEBFILE(va("unknown packet received (%d) from unknown host\n",netbuffer->packettype));
@ -3778,6 +3793,7 @@ FILESTAMP
break;
case PT_TEXTCMD2: // splitscreen special
netconsole = nodetoplayer2[node];
/* FALLTHRU */
case PT_TEXTCMD:
if (client)
break;
@ -4132,7 +4148,10 @@ static INT16 Consistancy(void)
#ifdef MOBJCONSISTANCY
if (!thinkercap.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)
@ -4201,6 +4220,8 @@ static INT16 Consistancy(void)
}
#endif
DEBFILE(va("Consistancy = %u\n", (ret & 0xFFFF)));
return (INT16)(ret & 0xFFFF);
}

View file

@ -83,7 +83,7 @@ int snprintf(char *str, size_t n, const char *fmt, ...);
#endif
#ifdef _XBOX
#include "sdl/SRB2XBOX/xboxhelp.h"
#include "sdl12/SRB2XBOX/xboxhelp.h"
#endif
#ifdef HWRENDER
@ -301,7 +301,7 @@ static void D_Display(void)
if (rendermode != render_none)
{
// Fade to black first
if (gamestate != GS_LEVEL // fades to black on its own timing, always
if (!(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)) // fades to black on its own timing, always
&& wipedefs[wipedefindex] != UINT8_MAX)
{
F_WipeStartScreen();
@ -317,6 +317,12 @@ static void D_Display(void)
// do buffered drawing
switch (gamestate)
{
case GS_TITLESCREEN:
if (!titlemapinaction) {
F_TitleScreenDrawer();
break;
}
// Intentional fall-through
case GS_LEVEL:
if (!gametic)
break;
@ -365,10 +371,6 @@ static void D_Display(void)
HU_Drawer();
break;
case GS_TITLESCREEN:
F_TitleScreenDrawer();
break;
case GS_WAITINGPLAYERS:
// The clientconnect drawer is independent...
case GS_DEDICATEDSERVER:
@ -378,9 +380,10 @@ static void D_Display(void)
// clean up border stuff
// see if the border needs to be initially drawn
if (gamestate == GS_LEVEL)
if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction))
{
// draw the view directly
if (!automapactive && !dedicated && cv_renderview.value)
{
if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
@ -438,9 +441,13 @@ static void D_Display(void)
lastdraw = false;
}
ST_Drawer();
HU_Drawer();
if (gamestate == GS_LEVEL)
{
ST_Drawer();
HU_Drawer();
}
else
F_TitleScreenDrawer();
}
// change gamma if needed
@ -680,6 +687,9 @@ void D_AdvanceDemo(void)
void D_StartTitle(void)
{
INT32 i;
S_StopMusic();
if (netgame)
{
if (gametype == GT_COOP)
@ -1341,6 +1351,19 @@ void D_SRB2Main(void)
ultimatemode = true;
}
// rei/miru: bootmap (Idea: starts the game on a predefined map)
if (bootmap && !(M_CheckParm("-warp") && M_IsNextParm()))
{
pstartmap = bootmap;
if (pstartmap < 1 || pstartmap > NUMMAPS)
I_Error("Cannot warp to map %d (out of range)\n", pstartmap);
else
{
autostart = true;
}
}
if (autostart || netgame || M_CheckParm("+connect") || M_CheckParm("-connect"))
{
gameaction = ga_nothing;

View file

@ -1030,6 +1030,7 @@ boolean HSendPacket(INT32 node, boolean reliable, UINT8 acknum, size_t packetlen
#endif
return false;
}
netbuffer->ack = netbuffer->ackreturn = 0; // don't hold over values from last packet sent/received
M_Memcpy(&reboundstore[rebound_head], netbuffer,
doomcom->datalength);
reboundsize[rebound_head] = doomcom->datalength;
@ -1365,7 +1366,7 @@ boolean D_CheckNetGame(void)
#else
if (M_CheckParm("-debugfile"))
{
char filename[20];
char filename[21];
INT32 k = doomcom->consoleplayer - 1;
if (M_IsNextParm())
k = atoi(M_GetNextParm()) - 1;

View file

@ -771,6 +771,12 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_useranalog);
CV_RegisterVar(&cv_useranalog2);
// deez New User eXperiences
CV_RegisterVar(&cv_directionchar);
CV_RegisterVar(&cv_directionchar2);
CV_RegisterVar(&cv_autobrake);
CV_RegisterVar(&cv_autobrake2);
// s_sound.c
CV_RegisterVar(&cv_soundvolume);
CV_RegisterVar(&cv_closedcaptioning);
@ -1433,6 +1439,10 @@ void SendWeaponPref(void)
buf[0] |= 1;
if (players[consoleplayer].pflags & PF_ANALOGMODE)
buf[0] |= 2;
if (players[consoleplayer].pflags & PF_DIRECTIONCHAR)
buf[0] |= 4;
if (players[consoleplayer].pflags & PF_AUTOBRAKE)
buf[0] |= 8;
SendNetXCmd(XD_WEAPONPREF, buf, 1);
}
@ -1445,6 +1455,10 @@ void SendWeaponPref2(void)
buf[0] |= 1;
if (players[secondarydisplayplayer].pflags & PF_ANALOGMODE)
buf[0] |= 2;
if (players[secondarydisplayplayer].pflags & PF_DIRECTIONCHAR)
buf[0] |= 4;
if (players[secondarydisplayplayer].pflags & PF_AUTOBRAKE)
buf[0] |= 8;
SendNetXCmd2(XD_WEAPONPREF, buf, 1);
}
@ -1452,11 +1466,15 @@ static void Got_WeaponPref(UINT8 **cp,INT32 playernum)
{
UINT8 prefs = READUINT8(*cp);
players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE);
if (prefs & 1)
players[playernum].pflags |= PF_FLIPCAM;
if (prefs & 2)
players[playernum].pflags |= PF_ANALOGMODE;
if (prefs & 4)
players[playernum].pflags |= PF_DIRECTIONCHAR;
if (prefs & 8)
players[playernum].pflags |= PF_AUTOBRAKE;
}
void D_SendPlayerConfig(void)
@ -2508,7 +2526,7 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
error = true;
break;
}
//fall down
/* FALLTHRU */
case GT_TAG:
switch (NetPacket.packet.newteam)
{
@ -2572,12 +2590,12 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
{
players[playernum].spectator = true;
players[playernum].pflags &= ~PF_TAGIT;
players[playernum].pflags &= ~PF_TAGGED;
players[playernum].pflags &= ~PF_GAMETYPEOVER;
}
else if (NetPacket.packet.newteam != 3) // .newteam == 1 or 2.
{
players[playernum].spectator = false;
players[playernum].pflags &= ~PF_TAGGED;//Just in case.
players[playernum].pflags &= ~PF_GAMETYPEOVER; //Just in case.
if (NetPacket.packet.newteam == 1) //Make the player IT.
players[playernum].pflags |= PF_TAGIT;

View file

@ -98,66 +98,58 @@ typedef enum
//
typedef enum
{
// Flip camera angle with gravity flip prefrence.
PF_FLIPCAM = 1,
// Cvars
PF_FLIPCAM = 1, // Flip camera angle with gravity flip prefrence.
PF_ANALOGMODE = 1<<1, // Analog mode?
PF_DIRECTIONCHAR = 1<<2, // Directional character sprites?
PF_AUTOBRAKE = 1<<3, // Autobrake?
// Cheats
PF_GODMODE = 1<<1,
PF_NOCLIP = 1<<2,
PF_INVIS = 1<<3,
PF_GODMODE = 1<<4,
PF_NOCLIP = 1<<5,
PF_INVIS = 1<<6,
// True if button down last tic.
PF_ATTACKDOWN = 1<<4,
PF_USEDOWN = 1<<5,
PF_JUMPDOWN = 1<<6,
PF_WPNDOWN = 1<<7,
PF_ATTACKDOWN = 1<<7,
PF_USEDOWN = 1<<8,
PF_JUMPDOWN = 1<<9,
PF_WPNDOWN = 1<<10,
// Unmoving states
PF_STASIS = 1<<8, // Player is not allowed to move
PF_JUMPSTASIS = 1<<9, // and that includes jumping.
PF_STASIS = 1<<11, // Player is not allowed to move
PF_JUMPSTASIS = 1<<12, // and that includes jumping.
PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS,
// Did you get a time-over?
PF_TIMEOVER = 1<<10,
// Applying autobrake?
PF_APPLYAUTOBRAKE = 1<<13,
// Character action status
PF_STARTJUMP = 1<<11,
PF_JUMPED = 1<<12,
PF_SPINNING = 1<<13,
PF_STARTDASH = 1<<14,
PF_THOKKED = 1<<15,
PF_STARTJUMP = 1<<14,
PF_JUMPED = 1<<15,
PF_NOJUMPDAMAGE = 1<<16,
// Are you gliding?
PF_GLIDING = 1<<16,
PF_SPINNING = 1<<17,
PF_STARTDASH = 1<<18,
PF_THOKKED = 1<<19,
PF_SHIELDABILITY = 1<<20,
PF_GLIDING = 1<<21,
PF_BOUNCING = 1<<22,
// Sliding (usually in water) like Labyrinth/Oil Ocean
PF_SLIDING = 1<<17,
PF_SLIDING = 1<<23,
// Bouncing
PF_BOUNCING = 1<<18,
// NiGHTS stuff
PF_TRANSFERTOCLOSEST = 1<<24,
PF_DRILLING = 1<<25,
/*** NIGHTS STUFF ***/
PF_TRANSFERTOCLOSEST = 1<<19,
PF_NIGHTSFALL = 1<<20,
PF_DRILLING = 1<<21,
PF_SKIDDOWN = 1<<22,
/*** TAG STUFF ***/
PF_TAGGED = 1<<23, // Player has been tagged and awaits the next round in hide and seek.
PF_TAGIT = 1<<24, // The player is it! For Tag Mode
// Gametype-specific stuff
PF_GAMETYPEOVER = 1<<26, // Race time over, or H&S out-of-game
PF_TAGIT = 1<<27, // The player is it! For Tag Mode
/*** misc ***/
PF_FORCESTRAFE = 1<<25, // Turning inputs are translated into strafing inputs
PF_ANALOGMODE = 1<<26, // Analog mode?
// Can carry another player?
PF_CANCARRY = 1<<27,
// Used shield ability
PF_SHIELDABILITY = 1<<28,
// Jump damage?
PF_NOJUMPDAMAGE = 1<<29,
PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
PF_CANCARRY = 1<<29, // Can carry another player?
// up to 1<<31 is free
} pflags_t;
@ -234,6 +226,7 @@ typedef enum
CR_PLAYER,
// NiGHTS mode. Not technically a CARRYING, but doesn't stack with any of the others, so might as well go here.
CR_NIGHTSMODE,
CR_NIGHTSFALL,
// Old Brak sucks hard, but this gimmick could be used for something better, so we might as well continue supporting it.
CR_BRAKGOOP,
// Specific level gimmicks.
@ -254,6 +247,7 @@ typedef enum
pw_underwater, // underwater timer
pw_spacetime, // In space, no one can hear you spin!
pw_extralife, // Extra Life timer
pw_pushing,
pw_super, // Are you super?
pw_gravityboots, // gravity boots
@ -326,6 +320,9 @@ typedef struct player_s
// It is updated with cmd->aiming.
angle_t aiming;
// fun thing for player sprite
angle_t drawangle;
// player's ring count
INT32 rings;

View file

@ -11,6 +11,7 @@
/// \brief Load dehacked file and change tables and text
#include "doomdef.h"
#include "d_main.h" // for srb2home
#include "g_game.h"
#include "sounds.h"
#include "info.h"
@ -64,6 +65,7 @@ memset(used_spr,0,sizeof(UINT8) * ((NUMSPRITEFREESLOTS / 8) + 1));\
static mobjtype_t get_mobjtype(const char *word);
static statenum_t get_state(const char *word);
static spritenum_t get_sprite(const char *word);
static playersprite_t get_sprite2(const char *word);
static sfxenum_t get_sfx(const char *word);
#ifdef MUSICSLOT_COMPATIBILITY
static UINT16 get_mus(const char *word, UINT8 dehacked_mode);
@ -77,6 +79,8 @@ boolean deh_loaded = false;
static int dbg_line;
static boolean gamedataadded = false;
static boolean titlechanged = false;
static boolean introchanged = false;
ATTRINLINE static FUNCINLINE char myfget_color(MYFILE *f)
{
@ -769,6 +773,49 @@ static void readspritelight(MYFILE *f, INT32 num)
}
#endif // HWRENDER
static void readsprite2(MYFILE *f, INT32 num)
{
char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL);
char *word, *word2;
char *tmp;
do
{
if (myfgets(s, MAXLINELEN, f))
{
if (s[0] == '\n')
break;
tmp = strchr(s, '#');
if (tmp)
*tmp = '\0';
if (s == tmp)
continue; // Skip comment lines, but don't break.
word = strtok(s, " ");
if (word)
strupr(word);
else
break;
word2 = strtok(NULL, " = ");
if (word2)
strupr(word2);
else
break;
if (word2[strlen(word2)-1] == '\n')
word2[strlen(word2)-1] = '\0';
if (fastcmp(word, "DEFAULT"))
spr2defaults[num] = get_number(word2);
else
deh_warning("Sprite2 %s: unknown word '%s'", spr2names[num], word);
}
} while (!myfeof(f)); // finish when the line is empty
Z_Free(s);
}
static const struct {
const char *name;
const UINT16 flag;
@ -2667,14 +2714,36 @@ static void readmaincfg(MYFILE *f)
// range check, you morons.
if (introtoplay > 128)
introtoplay = 128;
introchanged = true;
}
else if (fastcmp(word, "LOOPTITLE"))
{
looptitle = (boolean)(value || word2[0] == 'T' || word2[0] == 'Y');
titlechanged = true;
}
else if (fastcmp(word, "TITLEMAP"))
{
// Support using the actual map name,
// i.e., Level AB, Level FZ, etc.
// Convert to map number
if (word2[0] >= 'A' && word2[0] <= 'Z')
value = M_MapNumber(word2[0], word2[1]);
else
value = get_number(word2);
titlemap = (INT16)value;
titlechanged = true;
}
else if (fastcmp(word, "HIDETITLEPICS"))
{
hidetitlepics = (boolean)(value || word2[0] == 'T' || word2[0] == 'Y');
titlechanged = true;
}
else if (fastcmp(word, "TITLESCROLLSPEED"))
{
titlescrollspeed = get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "CREDITSCUTSCENE"))
{
@ -2690,14 +2759,17 @@ static void readmaincfg(MYFILE *f)
else if (fastcmp(word, "NUMDEMOS"))
{
numDemos = (UINT8)get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "DEMODELAYTIME"))
{
demoDelayTime = get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "DEMOIDLETIME"))
{
demoIdleTime = get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "USE1UPSOUND"))
{
@ -2729,16 +2801,35 @@ static void readmaincfg(MYFILE *f)
strncpy(savegamename, timeattackfolder, sizeof (timeattackfolder));
strlcat(savegamename, "%u.ssg", sizeof(savegamename));
// can't use sprintf since there is %u in savegamename
strcatbf(savegamename, srb2home, PATHSEP);
gamedataadded = true;
titlechanged = true;
}
else if (fastcmp(word, "RESETDATA"))
{
P_ResetData(value);
titlechanged = true;
}
else if (fastcmp(word, "CUSTOMVERSION"))
{
strlcpy(customversionstring, word2, sizeof (customversionstring));
//titlechanged = true;
}
else if (fastcmp(word, "BOOTMAP"))
{
// Support using the actual map name,
// i.e., Level AB, Level FZ, etc.
// Convert to map number
if (word2[0] >= 'A' && word2[0] <= 'Z')
value = M_MapNumber(word2[0], word2[1]);
else
value = get_number(word2);
bootmap = (INT16)value;
//titlechanged = true;
}
else
deh_warning("Maincfg: unknown word '%s'", word);
@ -2935,7 +3026,7 @@ static void DEH_LoadDehackedFile(MYFILE *f)
deh_num_warning = 0;
gamedataadded = false;
gamedataadded = titlechanged = introchanged = false;
// it doesn't test the version of SRB2 and version of dehacked file
dbg_line = -1; // start at -1 so the first line is 0.
@ -3020,9 +3111,21 @@ static void DEH_LoadDehackedFile(MYFILE *f)
ignorelines(f);
}
}
else if (fastcmp(word, "SPRITE2"))
{
if (i == 0 && word2[0] != '0') // If word2 isn't a number
i = get_sprite2(word2); // find a sprite by name
if (i < (INT32)free_spr2 && i >= (INT32)SPR2_FIRSTFREESLOT)
readsprite2(f, i);
else
{
deh_warning("Sprite2 number %d out of range (%d - %d)", i, SPR2_FIRSTFREESLOT, free_spr2-1);
ignorelines(f);
}
}
#ifdef HWRENDER
else if (fastcmp(word, "LIGHT"))
{
#ifdef HWRENDER
// TODO: Read lights by name
if (i > 0 && i < NUMLIGHTS)
readlight(f, i);
@ -3031,22 +3134,20 @@ static void DEH_LoadDehackedFile(MYFILE *f)
deh_warning("Light number %d out of range (1 - %d)", i, NUMLIGHTS-1);
ignorelines(f);
}
#endif
}
else if (fastcmp(word, "SPRITE"))
{
#ifdef HWRENDER
if (i == 0 && word2[0] != '0') // If word2 isn't a number
i = get_sprite(word2); // find a sprite by name
if (i < NUMSPRITES && i >= 0)
if (i < NUMSPRITES && i > 0)
readspritelight(f, i);
else
{
deh_warning("Sprite number %d out of range (0 - %d)", i, NUMSPRITES-1);
ignorelines(f);
}
#endif
}
#endif
else if (fastcmp(word, "LEVEL"))
{
// Support using the actual map name,
@ -3236,6 +3337,14 @@ static void DEH_LoadDehackedFile(MYFILE *f)
if (gamedataadded)
G_LoadGameData();
if (gamestate == GS_TITLESCREEN)
{
if (introchanged)
COM_BufAddText("playintro");
else if (titlechanged)
COM_BufAddText("exitgame"); // Command_ExitGame_f() but delayed
}
dbg_line = -1;
if (deh_num_warning)
{
@ -3302,6 +3411,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PLAY_STND",
"S_PLAY_WAIT",
"S_PLAY_WALK",
"S_PLAY_SKID",
"S_PLAY_RUN",
"S_PLAY_DASH",
"S_PLAY_PAIN",
@ -6422,8 +6532,12 @@ static const char *const MAPTHINGFLAG_LIST[4] = {
#endif
static const char *const PLAYERFLAG_LIST[] = {
// Flip camera angle with gravity flip prefrence.
"FLIPCAM",
// Cvars
"FLIPCAM", // Flip camera angle with gravity flip prefrence.
"ANALOGMODE", // Analog mode?
"DIRECTIONCHAR", // Directional character sprites?
"AUTOBRAKE", // Autobrake?
// Cheats
"GODMODE",
@ -6441,41 +6555,36 @@ static const char *const PLAYERFLAG_LIST[] = {
"JUMPSTASIS", // and that includes jumping.
// (we don't include FULLSTASIS here I guess because it's just those two together...?)
// Did you get a time-over?
"TIMEOVER",
// Applying autobrake?
"APPLYAUTOBRAKE",
// Character action status
"STARTJUMP",
"JUMPED",
"NOJUMPDAMAGE",
"SPINNING",
"STARTDASH",
"THOKKED",
// Are you gliding?
"THOKKED",
"SHIELDABILITY",
"GLIDING",
"BOUNCING",
// Sliding (usually in water) like Labyrinth/Oil Ocean
"SLIDING",
// Bouncing
"BOUNCING",
/*** NIGHTS STUFF ***/
// NiGHTS stuff
"TRANSFERTOCLOSEST",
"NIGHTSFALL",
"DRILLING",
"SKIDDOWN",
/*** TAG STUFF ***/
"TAGGED", // Player has been tagged and awaits the next round in hide and seek.
// Gametype-specific stuff
"GAMETYPEOVER", // Race time over, or H&S out-of-game
"TAGIT", // The player is it! For Tag Mode
/*** misc ***/
"FORCESTRAFE", // Translate turn inputs into strafe inputs
"ANALOGMODE", // Analog mode?
"CANCARRY", // Can carry?
"SHIELDABILITY", // Thokked with shield ability
"NOJUMPDAMAGE", // No jump damage
NULL // stop loop here.
};
@ -6641,6 +6750,7 @@ static const char *const POWERS_LIST[] = {
"UNDERWATER", // underwater timer
"SPACETIME", // In space, no one can hear you spin!
"EXTRALIFE", // Extra Life timer
"PUSHING",
"SUPER", // Are you super?
"GRAVITYBOOTS", // gravity boots
@ -6891,6 +7001,7 @@ struct {
{"CR_GENERIC",CR_GENERIC},
{"CR_PLAYER",CR_PLAYER},
{"CR_NIGHTSMODE",CR_NIGHTSMODE},
{"CR_NIGHTSFALL",CR_NIGHTSFALL},
{"CR_BRAKGOOP",CR_BRAKGOOP},
{"CR_ZOOMTUBE",CR_ZOOMTUBE},
{"CR_ROPEHANG",CR_ROPEHANG},
@ -6963,7 +7074,7 @@ struct {
{"ME_ALLEMERALDS",ME_ALLEMERALDS},
{"ME_ULTIMATE",ME_ULTIMATE},
{"ME_PERFECT",ME_PERFECT},
#ifdef HAVE_BLUA
// p_local.h constants
{"FLOATSPEED",FLOATSPEED},
@ -7290,6 +7401,20 @@ static spritenum_t get_sprite(const char *word)
return SPR_NULL;
}
static playersprite_t get_sprite2(const char *word)
{ // Returns the value of SPR2_ enumerations
playersprite_t i;
if (*word >= '0' && *word <= '9')
return atoi(word);
if (fastncmp("SPR2_",word,5))
word += 5; // take off the SPR2_
for (i = 0; i < NUMPLAYERSPRITES; i++)
if (!spr2names[i][4] && memcmp(word,spr2names[i],4)==0)
return i;
deh_warning("Couldn't find sprite named 'SPR2_%s'",word);
return SPR2_STND;
}
static sfxenum_t get_sfx(const char *word)
{ // Returns the value of SFX_ enumerations
sfxenum_t i;
@ -7735,7 +7860,7 @@ static inline int lib_freeslot(lua_State *L)
else if (fastcmp(type, "SPR2"))
{
// Search if we already have an SPR2 by that name...
enum playersprite i;
playersprite_t i;
for (i = SPR2_FIRSTFREESLOT; i < free_spr2; i++)
if (memcmp(spr2names[i],word,4) == 0)
break;
@ -7914,7 +8039,7 @@ static inline int lib_getenum(lua_State *L)
if (mathlib) return luaL_error(L, "sprite '%s' could not be found.\n", word);
return 0;
}
else if (fastncmp("SPR2_",word,4)) {
else if (fastncmp("SPR2_",word,5)) {
p = word+5;
for (i = 0; i < (fixed_t)free_spr2; i++)
if (!spr2names[i][4])
@ -8119,6 +8244,12 @@ static inline int lib_getenum(lua_State *L)
} else if (fastcmp(word,"paused")) {
lua_pushboolean(L, paused);
return 1;
} else if (fastcmp(word,"titlemap")) {
lua_pushinteger(L, titlemap);
return 1;
} else if (fastcmp(word,"titlemapinaction")) {
lua_pushboolean(L, (titlemapinaction != TITLEMAP_OFF));
return 1;
} else if (fastcmp(word,"gametype")) {
lua_pushinteger(L, gametype);
return 1;

View file

@ -45,6 +45,10 @@ extern INT32 cursaveslot;
extern INT16 lastmaploaded;
extern boolean gamecomplete;
#define maxgameovers 13
extern UINT8 numgameovers;
extern SINT8 startinglivesbalance[maxgameovers+1];
#define PRECIP_NONE 0
#define PRECIP_STORM 1
#define PRECIP_SNOW 2
@ -125,6 +129,10 @@ extern INT16 spstage_start;
extern INT16 sstage_start;
extern INT16 sstage_end;
extern INT16 titlemap;
extern boolean hidetitlepics;
extern INT16 bootmap; //bootmap for loading a map on startup
extern boolean looptitle;
extern boolean useNightsSS;

View file

@ -31,11 +31,18 @@
#include "m_random.h"
#include "y_inter.h"
#include "m_cond.h"
#include "p_local.h"
#include "p_setup.h"
#ifdef HAVE_BLUA
#include "lua_hud.h"
#endif
// Stage of animation:
// 0 = text, 1 = art screen
static INT32 finalecount;
INT32 titlescrollspeed = 80;
UINT8 titlemapinaction = TITLEMAP_OFF;
static INT32 timetonext; // Delay between screen changes
static INT32 continuetime; // Short delay when continuing
@ -217,17 +224,19 @@ static void F_SkyScroll(INT32 scrollspeed)
{
INT32 scrolled, x, mx, fakedwidth;
patch_t *pat;
INT16 patwidth;
pat = W_CachePatchName("TITLESKY", PU_CACHE);
animtimer = ((finalecount*scrollspeed)/16) % SHORT(pat->width);
patwidth = SHORT(pat->width);
animtimer = ((finalecount*scrollspeed)/16 + patwidth) % patwidth;
fakedwidth = vid.width / vid.dupx;
if (rendermode == render_soft)
{ // if only hardware rendering could be this elegant and complete
scrolled = (SHORT(pat->width) - animtimer) - 1;
for (x = 0, mx = scrolled; x < fakedwidth; x++, mx = (mx+1)%SHORT(pat->width))
scrolled = (patwidth - animtimer) - 1;
for (x = 0, mx = scrolled; x < fakedwidth; x++, mx = (mx+1)%patwidth)
F_DrawPatchCol(x, pat, mx);
}
#ifdef HWRENDER
@ -235,8 +244,8 @@ static void F_SkyScroll(INT32 scrollspeed)
{ // if only software rendering could be this simple and retarded
scrolled = animtimer;
if (scrolled > 0)
V_DrawScaledPatch(scrolled - SHORT(pat->width), 0, 0, pat);
for (x = 0; x < fakedwidth; x += SHORT(pat->width))
V_DrawScaledPatch(scrolled - patwidth, 0, 0, pat);
for (x = 0; x < fakedwidth; x += patwidth)
V_DrawScaledPatch(x + scrolled, 0, 0, pat);
}
#endif
@ -278,6 +287,8 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset
void F_StartIntro(void)
{
S_StopMusic();
if (introtoplay)
{
if (!cutscenes[introtoplay - 1])
@ -998,7 +1009,7 @@ static const char *credits[] = {
"",
"\1Sprite Artists",
"Odi \"Iceman404\" Atunzu",
"Victor \"VAdaPEGA\" Ara\x1Fjo", // Araújo -- sorry for our limited font! D:
"Victor \"VAdaPEGA\" Ara\x1Fjo", // Araújo -- sorry for our limited font! D:
"Jim \"MotorRoach\" DeMello",
"Desmond \"Blade\" DesJardins",
"Sherman \"CoatRack\" DesJardins",
@ -1114,7 +1125,7 @@ void F_StartCredits(void)
M_ClearMenus(true);
// Save the second we enter the credits
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot >= 0)
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot > 0)
G_SaveGame((UINT32)cursaveslot);
if (creditscutscene)
@ -1252,7 +1263,7 @@ static boolean drawemblem = false, drawchaosemblem = false;
void F_StartGameEvaluation(void)
{
// Credits option in secrets menu
if (cursaveslot == -2)
if (cursaveslot == -1)
{
F_StartGameEnd();
return;
@ -1266,7 +1277,7 @@ void F_StartGameEvaluation(void)
// Save the second we enter the evaluation
// We need to do this again! Remember, it's possible a mod designed skipped
// the credits sequence!
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot >= 0)
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot > 0)
G_SaveGame((UINT32)cursaveslot);
gameaction = ga_nothing;
@ -1415,17 +1426,72 @@ void F_GameEndTicker(void)
// ==============
void F_StartTitleScreen(void)
{
S_ChangeMusicInternal("_title", looptitle);
if (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS)
finalecount = 0;
else
wipegamestate = GS_TITLESCREEN;
if (titlemap)
{
mapthing_t *startpos;
gamestate_t prevwipegamestate = wipegamestate;
titlemapinaction = TITLEMAP_LOADING;
gamemap = titlemap;
if (!mapheaderinfo[gamemap-1])
P_AllocMapHeader(gamemap-1);
maptol = mapheaderinfo[gamemap-1]->typeoflevel;
globalweather = mapheaderinfo[gamemap-1]->weather;
G_DoLoadLevel(true);
if (!titlemap)
return;
players[displayplayer].playerstate = PST_DEAD; // Don't spawn the player in dummy (I'm still a filthy cheater)
// Set Default Position
if (playerstarts[0])
startpos = playerstarts[0];
else if (deathmatchstarts[0])
startpos = deathmatchstarts[0];
else
startpos = NULL;
if (startpos)
{
camera.x = startpos->x << FRACBITS;
camera.y = startpos->y << FRACBITS;
camera.subsector = R_PointInSubsector(camera.x, camera.y);
camera.z = camera.subsector->sector->floorheight + ((startpos->options >> ZSHIFT) << FRACBITS);
camera.angle = (startpos->angle % 360)*ANG1;
camera.aiming = 0;
}
else
{
camera.x = camera.y = camera.z = camera.angle = camera.aiming = 0;
camera.subsector = NULL; // toast is filthy too
}
camera.chase = true;
camera.height = 0;
wipegamestate = prevwipegamestate;
}
else
{
titlemapinaction = TITLEMAP_OFF;
gamemap = 1; // g_game.c
CON_ClearHUD();
}
G_SetGamestate(GS_TITLESCREEN);
CON_ClearHUD();
// IWAD dependent stuff.
S_ChangeMusicInternal("_title", looptitle);
animtimer = 0;
demoDelayLeft = demoDelayTime;
@ -1455,12 +1521,21 @@ void F_TitleScreenDrawer(void)
return; // We likely came here from retrying. Don't do a damn thing.
// Draw that sky!
F_SkyScroll(titlescrollspeed);
if (!titlemapinaction)
F_SkyScroll(titlescrollspeed);
// Don't draw outside of the title screewn, or if the patch isn't there.
if (!ttwing || (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS))
return;
// rei|miru: use title pics?
if (hidetitlepics)
#ifdef HAVE_BLUA
goto luahook;
#else
return;
#endif
V_DrawScaledPatch(30, 14, 0, ttwing);
if (finalecount < 57)
@ -1497,6 +1572,11 @@ void F_TitleScreenDrawer(void)
}
V_DrawScaledPatch(48, 142, 0,ttbanner);
#ifdef HAVE_BLUA
luahook:
LUAh_TitleHUD();
#endif
}
// (no longer) De-Demo'd Title Screen
@ -1509,6 +1589,46 @@ void F_TitleScreenTicker(boolean run)
if (gameaction != ga_nothing || gamestate != GS_TITLESCREEN)
return;
// Execute the titlemap camera settings
if (titlemapinaction)
{
thinker_t *th;
mobj_t *mo2;
mobj_t *cameraref = NULL;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)th;
if (!mo2)
continue;
if (mo2->type != MT_ALTVIEWMAN)
continue;
cameraref = mo2;
break;
}
if (cameraref)
{
camera.x = cameraref->x;
camera.y = cameraref->y;
camera.z = cameraref->z;
camera.angle = cameraref->angle;
camera.aiming = cameraref->cusval;
camera.subsector = cameraref->subsector;
}
else
{
// Default behavior: Do a lil' camera spin if a title map is loaded;
camera.angle += titlescrollspeed*ANG1/64;
}
}
// no demos to play? or, are they disabled?
if (!cv_rollingdemos.value || !numDemos)
return;

View file

@ -62,6 +62,15 @@ void F_ContinueDrawer(void);
extern INT32 titlescrollspeed;
typedef enum
{
TITLEMAP_OFF = 0,
TITLEMAP_LOADING,
TITLEMAP_RUNNING
} titlemap_enum;
extern UINT8 titlemapinaction;
//
// WIPE
//

View file

@ -94,7 +94,7 @@ static fixed_t paldiv = 0;
* \return fademask_t for lump
*/
static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
static char lumpname[9] = "FADEmmss";
static char lumpname[10] = "FADEmmss";
static fademask_t fm = {NULL,0,0,0,0,0};
lumpnum_t lumpnum;
UINT8 *lump, *mask;

View file

@ -22,7 +22,7 @@
#include <windows.h>
#endif
#ifdef _WIN32_WCE
#include "sdl/SRB2CE/cehelp.h"
#include "sdl12/SRB2CE/cehelp.h"
#else
#include <sys/stat.h>
#endif

View file

@ -76,11 +76,14 @@ INT16 gamemap = 1;
INT16 maptol;
UINT8 globalweather = 0;
INT32 curWeather = PRECIP_NONE;
INT32 cursaveslot = -1; // Auto-save 1p savegame slot
INT32 cursaveslot = 0; // Auto-save 1p savegame slot
//INT16 lastmapsaved = 0; // Last map we auto-saved at
INT16 lastmaploaded = 0; // Last map the game loaded
boolean gamecomplete = false;
UINT8 numgameovers = 0; // for startinglives balance
SINT8 startinglivesbalance[maxgameovers+1] = {3, 5, 7, 9, 12, 15, 20, 25, 30, 40, 50, 75, 99, 0x7F};
UINT16 mainwads = 0;
boolean modifiedgame; // Set if homebrew PWAD stuff has been added.
boolean savemoddata = false;
@ -121,6 +124,10 @@ INT16 spstage_start;
INT16 sstage_start;
INT16 sstage_end;
INT16 titlemap = 0;
boolean hidetitlepics = false;
INT16 bootmap; //bootmap for loading a map on startup
boolean looptitle = false;
boolean useNightsSS = false;
@ -286,6 +293,10 @@ static void UserAnalog_OnChange(void);
static void UserAnalog2_OnChange(void);
static void Analog_OnChange(void);
static void Analog2_OnChange(void);
static void DirectionChar_OnChange(void);
static void DirectionChar2_OnChange(void);
static void AutoBrake_OnChange(void);
static void AutoBrake2_OnChange(void);
void SendWeaponPref(void);
void SendWeaponPref2(void);
@ -368,6 +379,14 @@ consvar_t cv_useranalog = {"useranalog", "Off", CV_SAVE|CV_CALL, CV_OnOff, UserA
consvar_t cv_useranalog2 = {"useranalog2", "Off", CV_SAVE|CV_CALL, CV_OnOff, UserAnalog2_OnChange, 0, NULL, NULL, 0, 0, NULL};
#endif
static CV_PossibleValue_t directionchar_cons_t[] = {{0, "Camera"}, {1, "Movement"}, {0, NULL}};
// deez New User eXperiences
consvar_t cv_directionchar = {"directionchar", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_directionchar2 = {"directionchar2", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar2_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_autobrake = {"autobrake", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_autobrake2 = {"autobrake2", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake2_OnChange, 0, NULL, NULL, 0, 0, NULL};
typedef enum
{
AXISNONE = 0,
@ -728,7 +747,7 @@ void G_SetGameModified(boolean silent)
*/
const char *G_BuildMapName(INT32 map)
{
static char mapname[9] = "MAPXX"; // internal map name (wad resource name)
static char mapname[10] = "MAPXX"; // internal map name (wad resource name)
I_Assert(map > 0);
I_Assert(map <= NUMMAPS);
@ -1615,6 +1634,46 @@ static void Analog2_OnChange(void)
SendWeaponPref2();
}
static void DirectionChar_OnChange(void)
{
if (cv_directionchar.value)
players[consoleplayer].pflags |= PF_DIRECTIONCHAR;
else
players[consoleplayer].pflags &= ~PF_DIRECTIONCHAR;
SendWeaponPref();
}
static void DirectionChar2_OnChange(void)
{
if (cv_directionchar2.value)
players[secondarydisplayplayer].pflags |= PF_DIRECTIONCHAR;
else
players[secondarydisplayplayer].pflags &= ~PF_DIRECTIONCHAR;
SendWeaponPref2();
}
static void AutoBrake_OnChange(void)
{
if (cv_autobrake.value)
players[consoleplayer].pflags |= PF_AUTOBRAKE;
else
players[consoleplayer].pflags &= ~PF_AUTOBRAKE;
SendWeaponPref();
}
static void AutoBrake2_OnChange(void)
{
if (cv_autobrake2.value)
players[secondarydisplayplayer].pflags |= PF_AUTOBRAKE;
else
players[secondarydisplayplayer].pflags &= ~PF_AUTOBRAKE;
SendWeaponPref2();
}
//
// G_DoLoadLevel
//
@ -1633,6 +1692,21 @@ void G_DoLoadLevel(boolean resetplayer)
if (gamestate == GS_INTERMISSION)
Y_EndIntermission();
// cleanup
if (titlemapinaction == TITLEMAP_LOADING)
{
if (W_CheckNumForName(G_BuildMapName(gamemap)) == LUMPERROR)
{
titlemap = 0; // let's not infinite recursion ok
Command_ExitGame_f();
return;
}
titlemapinaction = TITLEMAP_RUNNING;
}
else
titlemapinaction = TITLEMAP_OFF;
G_SetGamestate(GS_LEVEL);
for (i = 0; i < MAXPLAYERS; i++)
@ -1642,7 +1716,7 @@ void G_DoLoadLevel(boolean resetplayer)
}
// Setup the level.
if (!P_SetupLevel(false))
if (!P_SetupLevel(false)) // this never returns false?
{
// fail so reset game stuff
Command_ExitGame_f();
@ -1991,6 +2065,8 @@ void G_Ticker(boolean run)
break;
case GS_TITLESCREEN:
if (titlemapinaction) P_Ticker(run); // then intentionally fall through
/* FALLTHRU */
case GS_WAITINGPLAYERS:
F_TitleScreenTicker(run);
break;
@ -2103,7 +2179,7 @@ void G_PlayerReborn(INT32 player)
jointime = players[player].jointime;
spectator = players[player].spectator;
outofcoop = players[player].outofcoop;
pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_ANALOGMODE));
pflags = (players[player].pflags & (PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE|PF_TAGIT|PF_GAMETYPEOVER));
// As long as we're not in multiplayer, carry over cheatcodes from map to map
if (!(netgame || multiplayer))
@ -3129,8 +3205,11 @@ static void G_DoContinued(void)
tokenlist = 0;
token = 0;
if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && (!modifiedgame || savemoddata) && cursaveslot > 0)
G_SaveGameOver((UINT32)cursaveslot, true);
// Reset # of lives
pl->lives = (ultimatemode) ? 1 : 3;
pl->lives = (ultimatemode) ? 1 : startinglivesbalance[numgameovers];
D_MapChange(gamemap, gametype, ultimatemode, false, 0, false, false);
@ -3469,59 +3548,6 @@ void G_SaveGameData(void)
#define VERSIONSIZE 16
#ifdef SAVEGAMES_OTHERVERSIONS
static INT16 startonmapnum = 0;
//
// User wants to load a savegame from a different version?
//
static void M_ForceLoadGameResponse(INT32 ch)
{
if (ch != 'y' && ch != KEY_ENTER)
{
//refused
Z_Free(savebuffer);
save_p = savebuffer = NULL;
startonmapnum = 0;
M_SetupNextMenu(&SP_LoadDef);
return;
}
// pick up where we left off.
save_p += VERSIONSIZE;
if (!P_LoadGame(startonmapnum))
{
M_ClearMenus(true); // so ESC backs out to title
M_StartMessage(M_GetText("Savegame file corrupted\n\nPress ESC\n"), NULL, MM_NOTHING);
Command_ExitGame_f();
Z_Free(savebuffer);
save_p = savebuffer = NULL;
startonmapnum = 0;
// no cheating!
memset(&savedata, 0, sizeof(savedata));
return;
}
// done
Z_Free(savebuffer);
save_p = savebuffer = NULL;
startonmapnum = 0;
//set cursaveslot to -1 so nothing gets saved.
cursaveslot = -1;
displayplayer = consoleplayer;
multiplayer = splitscreen = false;
if (setsizeneeded)
R_ExecuteSetViewSize();
M_ClearMenus(true);
CON_ToggleOff();
}
#endif
//
// G_InitFromSavegame
// Can be called by the startup code or the menu task.
@ -3614,13 +3640,13 @@ void G_LoadGame(UINT32 slot, INT16 mapoverride)
// G_SaveGame
// Saves your game.
//
void G_SaveGame(UINT32 savegameslot)
void G_SaveGame(UINT32 slot)
{
boolean saved;
char savename[256] = "";
const char *backup;
sprintf(savename, savegamename, savegameslot);
sprintf(savename, savegamename, slot);
backup = va("%s",savename);
// save during evaluation or credits? game's over, folks!
@ -3656,9 +3682,91 @@ void G_SaveGame(UINT32 savegameslot)
if (cv_debug && saved)
CONS_Printf(M_GetText("Game saved.\n"));
else if (!saved)
CONS_Alert(CONS_ERROR, M_GetText("Error while writing to %s for save slot %u, base: %s\n"), backup, savegameslot, savegamename);
CONS_Alert(CONS_ERROR, M_GetText("Error while writing to %s for save slot %u, base: %s\n"), backup, slot, savegamename);
}
#define BADSAVE goto cleanup;
#define CHECKPOS if (save_p >= end_p) BADSAVE
void G_SaveGameOver(UINT32 slot, boolean modifylives)
{
boolean saved = false;
size_t length;
char vcheck[VERSIONSIZE];
char savename[255];
const char *backup;
sprintf(savename, savegamename, slot);
backup = va("%s",savename);
length = FIL_ReadFile(savename, &savebuffer);
if (!length)
{
CONS_Printf(M_GetText("Couldn't read file %s\n"), savename);
return;
}
{
char temp[sizeof(timeattackfolder)];
UINT8 *end_p = savebuffer + length;
UINT8 *lives_p;
SINT8 pllives;
save_p = savebuffer;
// Version check
memset(vcheck, 0, sizeof (vcheck));
sprintf(vcheck, "version %d", VERSION);
if (strcmp((const char *)save_p, (const char *)vcheck)) BADSAVE
save_p += VERSIONSIZE;
// P_UnArchiveMisc()
(void)READINT16(save_p);
CHECKPOS
(void)READUINT16(save_p); // emeralds
CHECKPOS
READSTRINGN(save_p, temp, sizeof(temp)); // mod it belongs to
if (strcmp(temp, timeattackfolder)) BADSAVE
// P_UnArchivePlayer()
CHECKPOS
(void)READUINT16(save_p);
CHECKPOS
WRITEUINT8(save_p, numgameovers);
CHECKPOS
lives_p = save_p;
pllives = READSINT8(save_p); // lives
CHECKPOS
if (modifylives && pllives < startinglivesbalance[numgameovers])
{
pllives = startinglivesbalance[numgameovers];
WRITESINT8(lives_p, pllives);
}
(void)READINT32(save_p); // Score
CHECKPOS
(void)READINT32(save_p); // continues
// File end marker check
CHECKPOS
if (READUINT8(save_p) != 0x1d) BADSAVE;
// done
saved = FIL_WriteFile(backup, savebuffer, length);
}
cleanup:
if (cv_debug && saved)
CONS_Printf(M_GetText("Game saved.\n"));
else if (!saved)
CONS_Alert(CONS_ERROR, M_GetText("Error while writing to %s for save slot %u, base: %s\n"), backup, slot, savegamename);
Z_Free(savebuffer);
save_p = savebuffer = NULL;
}
#undef CHECKPOS
#undef BADSAVE
//
// G_DeferedInitNew
// Can be called by the startup code or the menu task,
@ -3666,7 +3774,7 @@ void G_SaveGame(UINT32 savegameslot)
//
void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, boolean SSSG, boolean FLS)
{
UINT8 color = 0;
UINT8 color = skins[pickedchar].prefcolor;
paused = false;
if (demoplayback)
@ -3678,10 +3786,8 @@ void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, b
if (savedata.lives > 0)
{
color = savedata.skincolor;
botskin = savedata.botskin;
botcolor = savedata.botcolor;
botingame = (botskin != 0);
if ((botingame = ((botskin = savedata.botskin) != 0)))
botcolor = skins[botskin-1].prefcolor;
}
else if (splitscreen != SSSG)
{
@ -3689,8 +3795,7 @@ void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, b
SplitScreen_OnChange();
}
if (!color)
color = skins[pickedchar].prefcolor;
color = skins[pickedchar].prefcolor;
SetPlayerSkinByNum(consoleplayer, pickedchar);
CV_StealthSet(&cv_skin, skins[pickedchar].name);
CV_StealthSetValue(&cv_playercolor, color);
@ -3722,7 +3827,7 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
if (resetplayer)
{
// Clear a bunch of variables
tokenlist = token = sstimer = redscore = bluescore = lastmap = 0;
numgameovers = tokenlist = token = sstimer = redscore = bluescore = lastmap = 0;
countdown = countdown2 = 0;
for (i = 0; i < MAXPLAYERS; i++)
@ -3737,22 +3842,17 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
players[i].lives = cv_startinglives.value;
players[i].continues = 0;
}
else if (pultmode)
{
players[i].lives = 1;
players[i].continues = 0;
}
else
{
players[i].lives = 3;
players[i].continues = 1;
players[i].lives = (pultmode) ? 1 : startinglivesbalance[0];
players[i].continues = (pultmode) ? 0 : 1;
}
if (!((netgame || multiplayer) && (FLS)))
players[i].score = 0;
// The latter two should clear by themselves, but just in case
players[i].pflags &= ~(PF_TAGIT|PF_TAGGED|PF_FULLSTASIS);
players[i].pflags &= ~(PF_TAGIT|PF_GAMETYPEOVER|PF_FULLSTASIS);
// Clear cheatcodes too, just in case.
players[i].pflags &= ~(PF_GODMODE|PF_NOCLIP|PF_INVIS);

View file

@ -59,6 +59,8 @@ extern consvar_t cv_invertmouse, cv_alwaysfreelook, cv_mousemove;
extern consvar_t cv_invertmouse2, cv_alwaysfreelook2, cv_mousemove2;
extern consvar_t cv_useranalog, cv_useranalog2;
extern consvar_t cv_analog, cv_analog2;
extern consvar_t cv_directionchar, cv_directionchar2;
extern consvar_t cv_autobrake, cv_autobrake2;
extern consvar_t cv_sideaxis,cv_turnaxis,cv_moveaxis,cv_lookaxis,cv_fireaxis,cv_firenaxis;
extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_fireaxis2,cv_firenaxis2;
extern consvar_t cv_ghost_bestscore, cv_ghost_besttime, cv_ghost_bestrings, cv_ghost_last, cv_ghost_guest;
@ -116,6 +118,8 @@ void G_SaveGameData(void);
void G_SaveGame(UINT32 slot);
void G_SaveGameOver(UINT32 slot, boolean modifylives);
// Only called by startup code.
void G_RecordDemo(const char *name);
void G_RecordMetal(void);

View file

@ -64,7 +64,7 @@ typedef struct GLMipmap_s GLMipmap_t;
//
struct GLTexture_s
{
GLMipmap_t mipmap;
GLMipmap_t mipmap;
float scaleX; //used for scaling textures on walls
float scaleY;
};
@ -88,7 +88,7 @@ struct GLPatch_s
UINT16 wadnum; // the software patch lump num for when the hardware patch
UINT16 lumpnum; // was flushed, and we need to re-create it
GLMipmap_t mipmap;
} ATTRPACK;
};
typedef struct GLPatch_s GLPatch_t;
#endif //_HWR_DATA_

View file

@ -4753,8 +4753,6 @@ static polyplaneinfo_t *polyplaneinfo = NULL;
#ifndef SORTING
size_t numfloors = 0;
#else
//static floorinfo_t *floorinfo = NULL;
//static size_t numfloors = 0;
//Hurdler: 3D water sutffs
typedef struct gr_drawnode_s
{
@ -5241,7 +5239,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
// Note: DO NOT do this in software mode version, it actually
// makes papersprites look WORSE there (I know, I've tried)
// Monster Iestyn - 13/05/17
ang = dup_viewangle - thing->angle;
ang = dup_viewangle - (thing->player ? thing->player->drawangle : thing->angle);
ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT));
ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT));
@ -5252,7 +5250,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
}
}
else if (sprframe->rotate != SRF_SINGLE)
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle);
if (sprframe->rotate == SRF_SINGLE)
{

View file

@ -46,8 +46,7 @@ void HWR_SetViewSize(void);
void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option);
void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t scale, INT32 option, const UINT8 *colormap);
void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t scale, INT32 option, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h);
void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, INT32 option, fixed_t scale, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h);
void HWR_MakePatch (const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap);
void HWR_MakePatch(const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap);
void HWR_CreatePlanePolygons(INT32 bspnum);
void HWR_CreateStaticLightmaps(INT32 bspnum);
void HWR_PrepLevelCache(size_t pnumtextures);
@ -104,13 +103,4 @@ extern float gr_viewwindowx, gr_basewindowcentery;
extern fixed_t *hwbbox;
extern FTransform atransform;
typedef struct
{
wallVert3D floorVerts[4];
FSurfaceInfo Surf;
INT32 texnum;
INT32 blend;
INT32 drawcount;
} floorinfo_t;
#endif

View file

@ -28,6 +28,7 @@
#include "../doomdef.h"
#include "../doomstat.h"
#include "../fastcmp.h"
#ifdef HWRENDER
#include "hw_drv.h"
@ -265,6 +266,9 @@ static void md2_freeModel (md2_model_t *model)
free(model->frames);
}
if (model->spr2frames)
free(model->spr2frames);
if (model->glCommandBuffer)
free(model->glCommandBuffer);
@ -395,6 +399,39 @@ static md2_model_t *md2_readModel(const char *filename)
}
strcpy(model->frames[i].name, frame->name);
if (frame->name[0] == 'S')
{
boolean super;
if ((super = (fastncmp("UPER", frame->name+1, 4))) // SUPER
|| fastncmp("PR2_", frame->name+1, 4)) // SPR2_
{
UINT8 spr2;
for (spr2 = 0; spr2 < free_spr2; spr2++)
if (fastncmp(frame->name+5,spr2names[spr2],3)
&& ((frame->name[8] == spr2names[spr2][3])
|| (frame->name[8] == '.' && spr2names[spr2][3] == '_')))
break;
if (spr2 < free_spr2)
{
if (!model->spr2frames)
{
model->spr2frames = calloc(sizeof (size_t), 2*NUMPLAYERSPRITES*2);
if (!model->spr2frames)
{
md2_freeModel (model);
fclose(file);
return 0;
}
}
if (super)
spr2 |= FF_SPR2SUPER;
if (model->spr2frames[spr2*2 + 1]++ == 0) // numspr2frames
model->spr2frames[spr2*2] = i; // starting frame
CONS_Debug(DBG_RENDER, "frame %s, sprite2 %s - starting frame %s, number of frames %s\n", frame->name, spr2names[spr2 & ~FF_SPR2SUPER], sizeu1(model->spr2frames[spr2*2]), sizeu2(model->spr2frames[spr2*2 + 1]));
}
}
}
for (j = 0; j < model->header.numVertices; j++)
{
model->frames[i].vertices[j].vertex[0] = (float) ((INT32) frame->alias_vertices[j].vertex[0]) * frame->scale[0] + frame->translate[0];
@ -1078,6 +1115,51 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, con
res?
run?
*/
static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *player)
{
UINT8 super = 0, i = 0;
if (!md2 || !skin)
return 0;
while (!(md2->model->spr2frames[spr2*2 + 1])
&& spr2 != SPR2_STND
&& ++i != 32) // recursion limiter
{
if (spr2 & FF_SPR2SUPER)
{
super = FF_SPR2SUPER;
spr2 &= ~FF_SPR2SUPER;
continue;
}
switch(spr2)
{
// Normal special cases.
case SPR2_JUMP:
spr2 = ((player
? player->charflags
: skin->flags)
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
break;
case SPR2_TIRE:
spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
break;
// Use the handy list, that's what it's there for!
default:
spr2 = spr2defaults[spr2];
break;
}
spr2 |= super;
}
return spr2;
}
#define NORMALFOG 0x00000000
#define FADEFOG 0x19000000
void HWR_DrawMD2(gr_vissprite_t *spr)
@ -1225,31 +1307,70 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
tics = spr->mobj->anim_duration;
}
//FIXME: this is not yet correct
frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->header.numFrames;
buff = md2->model->glCommandBuffer;
curr = &md2->model->frames[frame];
if (cv_grmd2.value == 1)
#define INTERPOLERATION_LIMIT TICRATE/4
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY && md2->model->spr2frames)
{
// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
if (spr->mobj->frame & FF_ANIMATE)
UINT8 spr2 = P_GetModelSprite2(md2, spr->mobj->skin, spr->mobj->sprite2, spr->mobj->player);
UINT8 mod = md2->model->spr2frames[spr2*2 + 1] ? md2->model->spr2frames[spr2*2 + 1] : md2->model->header.numFrames;
if (mod > ((skin_t *)spr->mobj->skin)->sprites[spr2].numframes)
mod = ((skin_t *)spr->mobj->skin)->sprites[spr2].numframes;
//FIXME: this is not yet correct
frame = (spr->mobj->frame & FF_FRAMEMASK);
if (frame >= mod)
frame = 0;
buff = md2->model->glCommandBuffer;
curr = &md2->model->frames[md2->model->spr2frames[spr2*2] + frame];
if (cv_grmd2.value == 1 && tics <= INTERPOLERATION_LIMIT)
{
UINT32 nextframe = (spr->mobj->frame & FF_FRAMEMASK) + 1;
if (nextframe >= (UINT32)spr->mobj->state->var1)
nextframe = (spr->mobj->state->frame & FF_FRAMEMASK);
nextframe %= md2->model->header.numFrames;
next = &md2->model->frames[nextframe];
}
else
{
if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL
&& !(spr->mobj->player && spr->mobj->state->nextstate == S_PLAY_WAIT && spr->mobj->state == &states[S_PLAY_STND]))
if (durs > INTERPOLERATION_LIMIT)
durs = INTERPOLERATION_LIMIT;
if (spr->mobj->frame & FF_ANIMATE
|| (spr->mobj->state->nextstate != S_NULL
&& states[spr->mobj->state->nextstate].sprite == spr->mobj->sprite
&& (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) == spr->mobj->sprite2))
{
const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames;
next = &md2->model->frames[nextframe];
if (++frame >= mod)
frame = 0;
if (frame || !(spr->mobj->state->frame & FF_SPR2ENDSTATE))
next = &md2->model->frames[md2->model->spr2frames[spr2*2] + frame];
}
}
}
else
{
//FIXME: this is not yet correct
frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->header.numFrames;
buff = md2->model->glCommandBuffer;
curr = &md2->model->frames[frame];
if (cv_grmd2.value == 1 && tics <= INTERPOLERATION_LIMIT)
{
if (durs > INTERPOLERATION_LIMIT)
durs = INTERPOLERATION_LIMIT;
// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
if (spr->mobj->frame & FF_ANIMATE)
{
UINT32 nextframe = (spr->mobj->frame & FF_FRAMEMASK) + 1;
if (nextframe >= (UINT32)spr->mobj->state->var1)
nextframe = (spr->mobj->state->frame & FF_FRAMEMASK);
nextframe %= md2->model->header.numFrames;
next = &md2->model->frames[nextframe];
}
else
{
if (spr->mobj->state->nextstate != S_NULL
&& states[spr->mobj->state->nextstate].sprite == spr->mobj->sprite)
{
const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames;
next = &md2->model->frames[nextframe];
}
}
}
}
#undef INTERPOLERATION_LIMIT
//Hurdler: it seems there is still a small problem with mobj angle
p.x = FIXED_TO_FLOAT(spr->mobj->x);
@ -1269,7 +1390,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
if (sprframe->rotate)
{
const fixed_t anglef = AngleFixed(spr->mobj->angle);
const fixed_t anglef = AngleFixed((spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle));
p.angley = FIXED_TO_FLOAT(anglef);
}
else

View file

@ -22,6 +22,7 @@
#define _HW_MD2_H_
#include "hw_glob.h"
#include "../info.h"
// magic number "IDP2" or 844121161
#define MD2_IDENT (INT32)(('2' << 24) + ('P' << 16) + ('D' << 8) + 'I')
@ -111,7 +112,8 @@ typedef struct
md2_textureCoordinate_t *texCoords;
md2_triangle_t *triangles;
md2_frame_t *frames;
INT32 *glCommandBuffer;
size_t *spr2frames; // size_t spr2frames[2*NUMPLAYERSPRITES][2];
INT32 *glCommandBuffer;
} ATTRPACK md2_model_t;
#if defined(_MSC_VER)

View file

@ -83,6 +83,7 @@ patch_t *rmatcico;
patch_t *bmatcico;
patch_t *tagico;
patch_t *tallminus;
patch_t *tallinfin;
//-------------------------------------------
// coop hud
@ -235,6 +236,7 @@ void HU_LoadGraphics(void)
// minus for negative tallnums
tallminus = (patch_t *)W_CachePatchName("STTMINUS", PU_HUDGFX);
tallinfin = (patch_t *)W_CachePatchName("STTINFIN", PU_HUDGFX);
// cache the crosshairs, don't bother to know which one is being used,
// just cache all 3, they're so small anyway.
@ -1250,7 +1252,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
}
}
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3))) //show lives
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3)) && (players[tab[i].num].lives != 0x7f)) //show lives
V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|(greycheck ? V_60TRANS : 0), va("%dx", players[tab[i].num].lives));
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
{
@ -1388,7 +1390,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
| (greycheck ? V_TRANSLUCENT : 0)
| V_ALLOWLOWERCASE, name);
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3))) //show lives
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3)) && (players[tab[i].num].lives != 0x7f)) //show lives
V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE, va("%dx", players[tab[i].num].lives));
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
V_DrawSmallScaledPatch(x-28, y-4, 0, tagico);

View file

@ -71,6 +71,7 @@ extern patch_t *rmatcico;
extern patch_t *bmatcico;
extern patch_t *tagico;
extern patch_t *tallminus;
extern patch_t *tallinfin;
extern patch_t *tokenicon;
// set true when entering a chat message

View file

@ -97,7 +97,7 @@
#include <time.h>
#ifdef _arch_dreamcast
#include "sdl/SRB2DC/dchelp.h"
#include "sdl12/SRB2DC/dchelp.h"
#endif
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
@ -192,7 +192,7 @@ static UINT8 UPNP_support = TRUE;
#define close closesocket
#ifdef _WIN32_WCE
#include "sdl/SRB2CE/cehelp.h"
#include "sdl12/SRB2CE/cehelp.h"
#endif
#endif

View file

@ -405,6 +405,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
"STND",
"WAIT",
"WALK",
"SKID",
"RUN_",
"DASH",
"PAIN",
@ -481,7 +482,89 @@ char spr2names[NUMPLAYERSPRITES][5] =
"SIGN",
"LIFE"
};
enum playersprite free_spr2 = SPR2_FIRSTFREESLOT;
playersprite_t free_spr2 = SPR2_FIRSTFREESLOT;
playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
0, // SPR2_STND,
0, // SPR2_WAIT,
0, // SPR2_WALK,
SPR2_WALK, // SPR2_SKID,
SPR2_WALK, // SPR2_RUN ,
SPR2_FRUN, // SPR2_DASH,
0, // SPR2_PAIN,
SPR2_PAIN, // SPR2_STUN,
SPR2_PAIN, // SPR2_DEAD,
SPR2_DEAD, // SPR2_DRWN,
0, // SPR2_ROLL,
SPR2_SPNG, // SPR2_GASP,
0, // SPR2_JUMP, (conditional)
SPR2_FALL, // SPR2_SPNG,
SPR2_WALK, // SPR2_FALL,
0, // SPR2_EDGE,
SPR2_FALL, // SPR2_RIDE,
SPR2_ROLL, // SPR2_SPIN,
SPR2_SPNG, // SPR2_FLY ,
SPR2_FLY , // SPR2_SWIM,
0, // SPR2_TIRE, (conditional)
SPR2_FLY , // SPR2_GLID,
SPR2_CLMB, // SPR2_CLNG,
SPR2_ROLL, // SPR2_CLMB,
SPR2_WALK, // SPR2_FLT ,
SPR2_RUN , // SPR2_FRUN,
SPR2_FALL, // SPR2_BNCE,
SPR2_ROLL, // SPR2_BLND,
0, // SPR2_FIRE,
SPR2_ROLL, // SPR2_TWIN,
SPR2_TWIN, // SPR2_MLEE,
0, // SPR2_MLEL,
0, // SPR2_TRNS,
FF_SPR2SUPER|SPR2_STND, // SPR2_NSTD,
FF_SPR2SUPER|SPR2_FLT , // SPR2_NFLT,
FF_SPR2SUPER|SPR2_STUN, // SPR2_NSTN,
SPR2_NSTN, // SPR2_NPUL,
FF_SPR2SUPER|SPR2_ROLL, // SPR2_NATK,
0, // SPR2_NGT0, (should never be referenced)
SPR2_NGT0, // SPR2_NGT1,
SPR2_NGT1, // SPR2_NGT2,
SPR2_NGT2, // SPR2_NGT3,
SPR2_NGT3, // SPR2_NGT4,
SPR2_NGT4, // SPR2_NGT5,
SPR2_NGT5, // SPR2_NGT6,
SPR2_NGT0, // SPR2_NGT7,
SPR2_NGT7, // SPR2_NGT8,
SPR2_NGT8, // SPR2_NGT9,
SPR2_NGT9, // SPR2_NGTA,
SPR2_NGTA, // SPR2_NGTB,
SPR2_NGTB, // SPR2_NGTC,
SPR2_NGT0, // SPR2_DRL0,
SPR2_NGT1, // SPR2_DRL1,
SPR2_NGT2, // SPR2_DRL2,
SPR2_NGT3, // SPR2_DRL3,
SPR2_NGT4, // SPR2_DRL4,
SPR2_NGT5, // SPR2_DRL5,
SPR2_NGT6, // SPR2_DRL6,
SPR2_NGT7, // SPR2_DRL7,
SPR2_NGT8, // SPR2_DRL8,
SPR2_NGT9, // SPR2_DRL9,
SPR2_NGTA, // SPR2_DRLA,
SPR2_NGTB, // SPR2_DRLB,
SPR2_NGTC, // SPR2_DRLC,
0, // SPR2_SIGN,
0, // SPR2_LIFE
};
// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
state_t states[NUMSTATES] =
@ -512,6 +595,7 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_STND|FF_ANIMATE, 105, {NULL}, 0, 7, S_PLAY_WAIT}, // S_PLAY_STND
{SPR_PLAY, SPR2_WAIT|FF_ANIMATE, -1, {NULL}, 0, 16, S_NULL}, // S_PLAY_WAIT
{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK
{SPR_PLAY, SPR2_SKID, 1, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SKID
{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN
{SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH
{SPR_PLAY, SPR2_PAIN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_FALL}, // S_PLAY_PAIN

View file

@ -604,11 +604,12 @@ typedef enum sprite
// Make sure to be conscious of FF_FRAMEMASK and the fact sprite2 is stored as a UINT8 whenever you change this table.
// Currently, FF_FRAMEMASK is 0xff, or 255 - but the second half is used by FF_SPR2SUPER, so the limitation is 0x7f.
// Since this is zero-based, there can be at most 128 different SPR2_'s without changing that.
enum playersprite
typedef enum playersprite
{
SPR2_STND = 0,
SPR2_WAIT,
SPR2_WALK,
SPR2_SKID,
SPR2_RUN ,
SPR2_DASH,
SPR2_PAIN,
@ -690,7 +691,7 @@ enum playersprite
SPR2_FIRSTFREESLOT,
SPR2_LASTFREESLOT = 0x7f,
NUMPLAYERSPRITES
};
} playersprite_t;
typedef enum state
{
@ -713,6 +714,7 @@ typedef enum state
S_PLAY_STND,
S_PLAY_WAIT,
S_PLAY_WALK,
S_PLAY_SKID,
S_PLAY_RUN,
S_PLAY_DASH,
S_PLAY_PAIN,
@ -3193,8 +3195,9 @@ typedef struct
extern state_t states[NUMSTATES];
extern char sprnames[NUMSPRITES + 1][5];
extern char spr2names[NUMPLAYERSPRITES][5];
extern playersprite_t spr2defaults[NUMPLAYERSPRITES];
extern state_t *astate;
extern enum playersprite free_spr2;
extern playersprite_t free_spr2;
typedef enum mobj_type
{

View file

@ -135,7 +135,7 @@ static const struct {
};
// goes through the above list and returns the utype string for the userdata type
// returns "unknown" instead if we couldn't find the right userdata type
// returns "unknown" instead if we couldn't find the right userdata type
static const char *GetUserdataUType(lua_State *L)
{
UINT8 i;
@ -462,6 +462,8 @@ static int lib_pSpawnLockOn(lua_State *L)
return LUA_ErrInvalid(L, "mobj_t");
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (state >= NUMSTATES)
return luaL_error(L, "state %d out of range (0 - %d)", state, NUMSTATES-1);
if (P_IsLocalPlayer(player)) // Only display it on your own view.
{
mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker

View file

@ -254,7 +254,7 @@ static int lib_searchBlockmap(lua_State *L)
if (P_MobjWasRemoved(mobj)){ // ...unless the original object was removed
lua_pushboolean(L, false); // in which case we have to stop now regardless
return 1;
}
}
}
lua_pushboolean(L, retval);
return 1;

View file

@ -42,3 +42,4 @@ boolean LUA_HudEnabled(enum hud option);
void LUAh_GameHUD(player_t *stplyr);
void LUAh_ScoresHUD(void);
void LUAh_TitleHUD(void);

View file

@ -88,11 +88,13 @@ static const char *const patch_opt[] = {
enum hudhook {
hudhook_game = 0,
hudhook_scores
hudhook_scores,
hudhook_title
};
static const char *const hudhook_opt[] = {
"game",
"scores",
"title",
NULL};
// alignment types for v.drawString
@ -808,6 +810,9 @@ int LUA_HudLib(lua_State *L)
lua_newtable(L);
lua_rawseti(L, -2, 3); // HUD[2] = scores rendering functions array
lua_newtable(L);
lua_rawseti(L, -2, 4); // HUD[3] = title rendering functions array
lua_setfield(L, LUA_REGISTRYINDEX, "HUD");
luaL_newmetatable(L, META_HUDINFO);
@ -920,4 +925,29 @@ void LUAh_ScoresHUD(void)
hud_running = false;
}
void LUAh_TitleHUD(void)
{
if (!gL || !(hudAvailable & (1<<hudhook_title)))
return;
hud_running = true;
lua_pop(gL, -1);
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 4); // HUD[4] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
I_Assert(lua_istable(gL, -1));
lua_remove(gL, -3); // pop HUD
lua_pushnil(gL);
while (lua_next(gL, -3) != 0) {
lua_pushvalue(gL, -3); // graphics library (HUD[1])
LUA_Call(gL, 1);
}
lua_pop(gL, -1);
hud_running = false;
}
#endif

View file

@ -127,6 +127,78 @@ static int lib_getSpr2name(lua_State *L)
return 0;
}
static int lib_getSpr2default(lua_State *L)
{
UINT32 i;
lua_remove(L, 1); // don't care about spr2defaults[] dummy userdata.
if (lua_isnumber(L, 1))
i = lua_tonumber(L, 1);
else if (lua_isstring(L, 1))
{
const char *name = lua_tostring(L, 1);
for (i = 0; i < free_spr2; i++)
if (fastcmp(name, spr2names[i]))
break;
}
else
return luaL_error(L, "spr2defaults[] invalid index");
if (i >= free_spr2)
return 0;
lua_pushinteger(L, spr2defaults[i]);
return 1;
}
static int lib_setSpr2default(lua_State *L)
{
UINT32 i;
UINT8 j = 0;
lua_remove(L, 1); // don't care about spr2defaults[] dummy userdata.
if (lua_isnumber(L, 1))
i = lua_tonumber(L, 1);
else if (lua_isstring(L, 1))
{
const char *name = lua_tostring(L, 1);
for (i = 0; i < free_spr2; i++)
{
if (fastcmp(name, spr2names[i]))
break;
}
if (i == free_spr2)
return luaL_error(L, "spr2defaults[] invalid index");
}
else
return luaL_error(L, "spr2defaults[] invalid index");
if (i < SPR2_FIRSTFREESLOT || i >= free_spr2)
return luaL_error(L, "spr2defaults[] index %d out of range (%d - %d)", i, SPR2_FIRSTFREESLOT, free_spr2-1);
if (lua_isnumber(L, 2))
j = lua_tonumber(L, 2);
else if (lua_isstring(L, 2))
{
const char *name = lua_tostring(L, 2);
for (j = 0; j < free_spr2; j++)
{
if (fastcmp(name, spr2names[j]))
break;
}
if (j == free_spr2)
return luaL_error(L, "spr2defaults[] invalid index");
}
if (j >= free_spr2)
j = 0; // return luaL_error(L, "spr2defaults[] set %d out of range (%d - %d)", j, 0, free_spr2-1);
spr2defaults[i] = j;
return 0;
}
static int lib_spr2namelen(lua_State *L)
{
lua_pushinteger(L, free_spr2);
@ -984,6 +1056,19 @@ int LUA_InfoLib(lua_State *L)
lua_setmetatable(L, -2);
lua_setglobal(L, "spr2names");
lua_newuserdata(L, 0);
lua_createtable(L, 0, 2);
lua_pushcfunction(L, lib_getSpr2default);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, lib_setSpr2default);
lua_setfield(L, -2, "__newindex");
lua_pushcfunction(L, lib_spr2namelen);
lua_setfield(L, -2, "__len");
lua_setmetatable(L, -2);
lua_setglobal(L, "spr2defaults");
lua_newuserdata(L, 0);
lua_createtable(L, 0, 2);
lua_pushcfunction(L, lib_getState);

View file

@ -126,6 +126,8 @@ static int player_get(lua_State *L)
lua_pushfixed(L, plr->bob);
else if (fastcmp(field,"aiming"))
lua_pushangle(L, plr->aiming);
else if (fastcmp(field,"drawangle"))
lua_pushangle(L, plr->drawangle);
else if (fastcmp(field,"rings"))
lua_pushinteger(L, plr->rings);
else if (fastcmp(field,"pity"))
@ -386,6 +388,8 @@ static int player_set(lua_State *L)
else if (plr == &players[secondarydisplayplayer])
localaiming2 = plr->aiming;
}
else if (fastcmp(field,"drawangle"))
plr->drawangle = luaL_checkangle(L, 3);
else if (fastcmp(field,"rings"))
plr->rings = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"pity"))

View file

@ -61,7 +61,7 @@ static UINT8 cheatf_ultimate(void)
if (menuactive && (currentMenu != &MainDef && currentMenu != &SP_LoadDef))
return 0; // Only on the main menu, or the save select!
S_StartSound(0, sfx_itemup);
BwehHehHe();
ultimate_selectable = (!ultimate_selectable);
// If on the save select, move to what is now Ultimate Mode!
@ -1093,7 +1093,7 @@ void OP_ObjectplaceMovement(player_t *player)
ticcmd_t *cmd = &player->cmd;
if (!player->climbing && (netgame || !cv_analog.value || (player->pflags & PF_SPINNING)))
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
player->drawangle = player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
ticruned++;
if (!(cmd->angleturn & TICCMD_RECEIVED))

View file

@ -980,18 +980,18 @@ UINT8 M_CompletionEmblems(void) // Bah! Duplication sucks, but it's for a separa
levelnum = emblemlocations[i].level;
embtype = emblemlocations[i].var;
flags = MV_BEATEN;
if (embtype & ME_ALLEMERALDS)
flags |= MV_ALLEMERALDS;
if (embtype & ME_ULTIMATE)
flags |= MV_ULTIMATE;
if (embtype & ME_PERFECT)
flags |= MV_PERFECT;
res = ((mapvisited[levelnum - 1] & flags) == flags);
emblemlocations[i].collected = res;
if (res)
++somethingUnlocked;

View file

@ -20,9 +20,10 @@
#include <stdlib.h>
#endif
#ifdef _WIN32_WCE
#include "sdl/SRB2CE/cehelp.h"
#endif
// Was this just for the #define USEASM?
//#ifdef _WIN32_WCE
//#include "sdl12/SRB2CE/cehelp.h"
//#endif
/*!
\brief bits of the fraction

File diff suppressed because it is too large Load diff

View file

@ -215,18 +215,14 @@ typedef struct
// savegame struct for save game menu
typedef struct
{
char playername[32];
char levelname[32];
UINT8 actnum;
UINT8 skincolor;
UINT8 skinnum;
UINT8 botskin;
UINT8 botcolor;
UINT8 numemeralds;
UINT8 numgameovers;
INT32 lives;
INT32 continues;
INT32 gamemap;
UINT8 netgame;
} saveinfo_t;
extern description_t description[32];
@ -238,7 +234,9 @@ extern INT16 startmap;
extern INT32 ultimate_selectable;
#define MAXSAVEGAMES 31 //note: last save game is "no save"
#define NOSAVESLOT MAXSAVEGAMES-1 //slot where Play Without Saving appears
#define NOSAVESLOT 0 //slot where Play Without Saving appears
#define BwehHehHe() S_StartSound(NULL, sfx_bewar1+M_RandomKey(4)) // Bweh heh he
void M_ForceSaveSlotSelected(INT32 sslot);

View file

@ -1086,7 +1086,7 @@ void M_StartMovie(void)
moviemode = M_StartMovieGIF(pathname);
break;
}
// fall thru
/* FALLTHRU */
case MM_APNG:
moviemode = M_StartMovieAPNG(pathname);
break;

View file

@ -65,7 +65,7 @@
#endif
#ifdef _arch_dreamcast
#include "sdl/SRB2DC/dchelp.h"
#include "sdl12/SRB2DC/dchelp.h"
#endif
#include <sys/time.h> // timeval,... (TIMEOUT)
@ -92,7 +92,7 @@
#include "m_misc.h" // GetRevisionString()
#ifdef _WIN32_WCE
#include "sdl/SRB2CE/cehelp.h"
#include "sdl12/SRB2CE/cehelp.h"
#endif
#include "i_addrinfo.h"

View file

@ -79,7 +79,7 @@ void T_MoveCeiling(ceiling_t *ceiling)
P_LinedefExecute((INT16)(ceiling->texture + INT16_MAX + 2), NULL, NULL);
if (ceiling->texture > -1) // flat changing
ceiling->sector->ceilingpic = ceiling->texture;
// don't break
/* FALLTHRU */
case raiseToHighest:
// case raiseCeilingByLine:
case moveCeilingByFrontTexture:
@ -182,6 +182,7 @@ void T_MoveCeiling(ceiling_t *ceiling)
// except generalized ones, reset speed, start back up
case crushAndRaise:
ceiling->speed = CEILSPEED;
/* FALLTHRU */
case fastCrushAndRaise:
ceiling->direction = 1;
break;
@ -200,6 +201,7 @@ void T_MoveCeiling(ceiling_t *ceiling)
if (ceiling->texture > -1) // flat changing
ceiling->sector->ceilingpic = ceiling->texture;
// don't break
/* FALLTHRU */
// in all other cases, just remove the active ceiling
case lowerAndCrush:
@ -427,6 +429,7 @@ INT32 EV_DoCeiling(line_t *line, ceiling_e type)
case crushAndRaise:
ceiling->crush = true;
ceiling->topheight = sec->ceilingheight;
/* FALLTHRU */
case lowerAndCrush:
ceiling->bottomheight = sec->floorheight;
ceiling->bottomheight += 4*FRACUNIT;

View file

@ -4644,6 +4644,7 @@ void A_CapeChase(mobj_t *actor)
fixed_t foffsetx, foffsety, boffsetx, boffsety;
INT32 locvar1 = var1;
INT32 locvar2 = var2;
angle_t angle;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_CapeChase", actor))
return;
@ -4665,11 +4666,13 @@ void A_CapeChase(mobj_t *actor)
return;
}
foffsetx = P_ReturnThrustX(chaser, chaser->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
foffsety = P_ReturnThrustY(chaser, chaser->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
angle = (chaser->player ? chaser->player->drawangle : chaser->angle);
boffsetx = P_ReturnThrustX(chaser, chaser->angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
boffsety = P_ReturnThrustY(chaser, chaser->angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
foffsetx = P_ReturnThrustX(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
foffsety = P_ReturnThrustY(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale));
boffsetx = P_ReturnThrustX(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
boffsety = P_ReturnThrustY(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale));
P_UnsetThingPosition(actor);
actor->x = chaser->x + foffsetx + boffsetx;
@ -4686,7 +4689,7 @@ void A_CapeChase(mobj_t *actor)
actor->flags2 &= ~MF2_OBJECTFLIP;
actor->z = chaser->z + FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale);
}
actor->angle = chaser->angle;
actor->angle = angle;
P_SetThingPosition(actor);
}
@ -4821,9 +4824,11 @@ void A_UnidusBall(mobj_t *actor)
case 0: // at least one frame where not dashing
if (!skull) ++actor->extravalue2;
else break;
/* FALLTHRU */
case 1: // at least one frame where ARE dashing
if (skull) ++actor->extravalue2;
else break;
/* FALLTHRU */
case 2: // not dashing again?
if (skull) break;
// launch.
@ -6062,7 +6067,7 @@ void A_Boss7Chase(mobj_t *actor)
break;
}
actor->threshold++;
// fall into...
/* FALLTHRU */
case 1: // Chaingun Goop
A_FaceTarget(actor);
P_SetMobjState(actor, S_BLACKEGG_SHOOT1);
@ -10184,7 +10189,7 @@ void A_FlickyAim(mobj_t *actor)
{
angle_t posvar;
fixed_t chasevar, chasex, chasey;
if (flickyhitwall)
actor->movedir *= -1;

View file

@ -316,6 +316,7 @@ void T_MoveFloor(floormove_t *movefloor)
case moveFloorByFrontSector:
if (movefloor->texture < -1) // chained linedef executing
P_LinedefExecute((INT16)(movefloor->texture + INT16_MAX + 2), NULL, NULL);
/* FALLTHRU */
case instantMoveFloorByFrontSector:
if (movefloor->texture > -1) // flat changing
movefloor->sector->floorpic = movefloor->texture;
@ -364,6 +365,7 @@ void T_MoveFloor(floormove_t *movefloor)
case moveFloorByFrontSector:
if (movefloor->texture < -1) // chained linedef executing
P_LinedefExecute((INT16)(movefloor->texture + INT16_MAX + 2), NULL, NULL);
/* FALLTHRU */
case instantMoveFloorByFrontSector:
if (movefloor->texture > -1) // flat changing
movefloor->sector->floorpic = movefloor->texture;

View file

@ -483,9 +483,11 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
case MT_REDTEAMRING:
if (player->ctfteam != 1)
return;
/* FALLTHRU */
case MT_BLUETEAMRING: // Yes, I'm lazy. Oh well, deal with it.
if (special->type == MT_BLUETEAMRING && player->ctfteam != 2)
return;
/* FALLTHRU */
case MT_RING:
case MT_FLINGRING:
if (!(P_CanPickupItem(player, false)))
@ -1532,30 +1534,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_SetMobjState(special, special->info->deathstate);
return;
case MT_SPECIALSPIKEBALL:
if (!(!useNightsSS && G_IsSpecialStage(gamemap))) // Only for old special stages
{
P_DamageMobj(toucher, special, special, 1, 0);
return;
}
if (player->powers[pw_invulnerability] || player->powers[pw_flashing]
|| player->powers[pw_super])
return;
if (player->powers[pw_shield] || player->bot) //If One-Hit Shield
{
P_RemoveShield(player);
S_StartSound(toucher, sfx_shldls); // Ba-Dum! Shield loss.
}
if (!useNightsSS && G_IsSpecialStage(gamemap)) // Only for old special stages
P_SpecialStageDamage(player, special, NULL);
else
{
P_PlayRinglossSound(toucher);
if (player->rings >= 10)
player->rings -= 10;
else
player->rings = 0;
}
P_DoPlayerPain(player, special, NULL);
P_DamageMobj(toucher, special, special, 1, 0);
return;
case MT_EGGMOBILE2_POGO:
// sanity checks
@ -1871,7 +1853,7 @@ void P_CheckTimeLimit(void)
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator
|| (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT))
|| (players[i].pflags & PF_GAMETYPEOVER) || (players[i].pflags & PF_TAGIT))
continue;
CONS_Printf(M_GetText("%s received double points for surviving the round.\n"), player_names[i]);
@ -2018,7 +2000,7 @@ void P_CheckSurvivors(void)
spectators++;
else if (players[i].pflags & PF_TAGIT)
taggers++;
else if (!(players[i].pflags & PF_TAGGED))
else if (!(players[i].pflags & PF_GAMETYPEOVER))
{
survivorarray[survivors] = i;
survivors++;
@ -2259,7 +2241,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
if ((target->player->lives <= 1) && (netgame || multiplayer) && (gametype == GT_COOP) && (cv_cooplives.value == 0))
;
else if (!target->player->bot && !target->player->spectator && !G_IsSpecialStage(gamemap)
else if (!target->player->bot && !target->player->spectator && !G_IsSpecialStage(gamemap) && (target->player->lives != 0x7f)
&& G_GametypeUsesLives())
{
target->player->lives -= 1; // Lose a life Tails 03-11-2000
@ -2289,6 +2271,13 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
S_StopMusic(); // Stop the Music! Tails 03-14-2000
S_ChangeMusicInternal("_gover", false); // Yousa dead now, Okieday? Tails 03-14-2000
}
if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && numgameovers < maxgameovers)
{
numgameovers++;
if ((!modifiedgame || savemoddata) && cursaveslot > 0)
G_SaveGameOver((UINT32)cursaveslot, (target->player->continues <= 0));
}
}
}
target->player->playerstate = PST_DEAD;
@ -2325,7 +2314,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
}
else
{
if (!(target->player->pflags & PF_TAGGED))
if (!(target->player->pflags & PF_GAMETYPEOVER))
{
//otherwise, increment the tagger's score.
//in hide and seek, suiciding players are counted as found.
@ -2337,7 +2326,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
P_AddPlayerScore(&players[w], 100);
}
target->player->pflags |= PF_TAGGED;
target->player->pflags |= PF_GAMETYPEOVER;
CONS_Printf(M_GetText("%s was found!\n"), player_names[target->player-players]);
P_CheckSurvivors();
}
@ -2793,7 +2782,7 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou
}
else
{
player->pflags |= PF_TAGGED; //in hide and seek, the player is tagged and stays stationary.
player->pflags |= PF_GAMETYPEOVER; //in hide and seek, the player is tagged and stays stationary.
CONS_Printf(M_GetText("%s was found!\n"), player_names[player-players]); // Tell everyone who is it!
}
@ -2979,7 +2968,17 @@ void P_RemoveShield(player_t *player)
else
player->powers[pw_shield] &= SH_STACK;
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_NONE)
else if (player->powers[pw_shield] & SH_NOSTACK)
{ // First layer shields
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON) // Give them what's coming to them!
{
P_BlackOw(player); // BAM!
player->pflags |= PF_JUMPDOWN;
}
else
player->powers[pw_shield] &= SH_STACK;
}
else
{ // Second layer shields
if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->powers[pw_super] || (mariomode && player->powers[pw_invulnerability])))
{
@ -2988,13 +2987,6 @@ void P_RemoveShield(player_t *player)
}
player->powers[pw_shield] = SH_NONE;
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON) // Give them what's coming to them!
{
P_BlackOw(player); // BAM!
player->pflags |= PF_JUMPDOWN;
}
else
player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK;
}
static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
@ -3064,6 +3056,38 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN
player->rings = 0;
}
//
// P_SpecialStageDamage
//
// Do old special stage-style damaging
// Removes 10 rings from the player, or knocks off their shield if they have one.
// If they don't have anything, just knock the player back anyway (this doesn't kill them).
//
void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source)
{
if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super])
return;
if (player->powers[pw_shield] || player->bot) //If One-Hit Shield
{
P_RemoveShield(player);
S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss.
}
else
{
P_PlayRinglossSound(player->mo);
if (player->rings >= 10)
player->rings -= 10;
else
player->rings = 0;
}
P_DoPlayerPain(player, inflictor, source);
if (gametype == GT_CTF && player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))
P_PlayerFlagBurst(player, false);
}
/** Damages an object, which may or may not be a player.
* For melee attacks, source and inflictor are the same.
*
@ -3208,7 +3232,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
if (player->pflags & PF_GODMODE)
return false;
if (!(target->player->powers[pw_carry] == CR_NIGHTSMODE || target->player->pflags & PF_NIGHTSFALL) && (maptol & TOL_NIGHTS))
if ((maptol & TOL_NIGHTS) && target->player->powers[pw_carry] != CR_NIGHTSMODE && target->player->powers[pw_carry] != CR_NIGHTSFALL)
return false;
switch (damagetype)
@ -3368,7 +3392,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
P_SetMobjState(target, target->info->meleestate); // go to pinch pain state
break;
}
// fallthrough
/* FALLTHRU */
default:
P_SetMobjState(target, target->info->painstate);
break;
@ -3409,7 +3433,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
if (player->rings <= 0)
num_rings = 0;
if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL))
if (num_rings > 32 && player->powers[pw_carry] != CR_NIGHTSFALL)
num_rings = 32;
if (player->powers[pw_emeralds])
@ -3441,7 +3465,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
// Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2.
// Technically a non-SA way of spilling rings. They just so happen to be a little similar.
if (player->pflags & PF_NIGHTSFALL)
if (player->powers[pw_carry] == CR_NIGHTSFALL)
{
ns = FixedMul(((i*FRACUNIT)/16)+2*FRACUNIT, mo->scale);
mo->momx = FixedMul(FINECOSINE(fa),ns);
@ -3481,13 +3505,13 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
}
if (player->mo->eflags & MFE_VERTICALFLIP)
mo->momz *= -1;
if (P_IsObjectOnGround(player->mo))
player->powers[pw_carry] = CR_NONE;
}
player->losstime += 10*TICRATE;
if (P_IsObjectOnGround(player->mo))
player->pflags &= ~PF_NIGHTSFALL;
return;
}

View file

@ -140,6 +140,7 @@ boolean P_IsObjectOnGround(mobj_t *mo);
boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
boolean P_InSpaceSector(mobj_t *mo);
boolean P_InQuicksand(mobj_t *mo);
boolean P_PlayerHitFloor(player_t *player);
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
void P_RestoreMusic(player_t *player);
@ -417,6 +418,7 @@ void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duratio
void P_ForceConstant(const BasicFF_t *FFInfo);
void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End);
void P_RemoveShield(player_t *player);
void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source);
boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c

View file

@ -195,16 +195,20 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (spring->flags & MF_ENEMY) // Spring shells
P_SetTarget(&spring->target, object);
if (horizspeed && object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0)
if (horizspeed)
{
object->angle = spring->angle;
if (!demoplayback || P_AnalogMove(object->player))
object->player->drawangle = spring->angle;
if (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0)
{
if (object->player == &players[consoleplayer])
localangle = spring->angle;
else if (object->player == &players[secondarydisplayplayer])
localangle2 = spring->angle;
object->angle = spring->angle;
if (!demoplayback || P_AnalogMove(object->player))
{
if (object->player == &players[consoleplayer])
localangle = spring->angle;
else if (object->player == &players[secondarydisplayplayer])
localangle2 = spring->angle;
}
}
}

View file

@ -34,6 +34,7 @@
#ifdef ESLOPE
#include "p_slopes.h"
#endif
#include "f_finale.h"
// protos.
static CV_PossibleValue_t viewheight_cons_t[] = {{16, "MIN"}, {56, "MAX"}, {0, NULL}};
@ -250,6 +251,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
player->panim = PA_EDGE;
break;
case S_PLAY_WALK:
case S_PLAY_SKID:
case S_PLAY_FLOAT:
player->panim = PA_WALK;
break;
@ -1964,6 +1966,8 @@ void P_XYMovement(mobj_t *mo)
#endif
P_SlideMove(mo);
if (player)
player->powers[pw_pushing] = 3;
xmove = ymove = 0;
#ifdef ESLOPE
@ -3040,110 +3044,9 @@ static void P_PlayerZMovement(mobj_t *mo)
}
}
if (mo->health && !mo->player->spectator && !P_CheckDeathPitCollide(mo))
{
if ((mo->player->charability2 == CA2_SPINDASH) && !(mo->player->pflags & PF_THOKKED) && (mo->player->cmd.buttons & BT_USE) && (FixedHypot(mo->momx, mo->momy) > (5*mo->scale)))
{
mo->player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(mo, S_PLAY_ROLL);
S_StartSound(mo, sfx_spin);
}
else
mo->player->pflags &= ~PF_SPINNING;
if (mo->player->pflags & PF_GLIDING) // ground gliding
{
mo->player->skidtime = TICRATE;
mo->tics = -1;
}
else if (mo->player->charability2 == CA2_MELEE && (mo->player->panim == PA_ABILITY2 && mo->state-states != S_PLAY_MELEE_LANDING))
{
P_SetPlayerMobjState(mo, S_PLAY_MELEE_LANDING);
mo->tics = (mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(mo->movefactor)))>>FRACBITS;
S_StartSound(mo, sfx_s3k8b);
mo->player->pflags |= PF_FULLSTASIS;
}
else if (mo->player->pflags & PF_JUMPED || !(mo->player->pflags & PF_SPINNING)
|| mo->player->powers[pw_tailsfly] || mo->state-states == S_PLAY_FLY_TIRED)
{
if (mo->player->cmomx || mo->player->cmomy)
{
if (mo->player->charflags & SF_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_DASH)
P_SetPlayerMobjState(mo, S_PLAY_DASH);
else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale)
&& (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(mo, S_PLAY_RUN);
else if ((mo->player->rmomx || mo->player->rmomy)
&& (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(mo, S_PLAY_WALK);
else if (!mo->player->rmomx && !mo->player->rmomy && mo->player->panim != PA_IDLE)
P_SetPlayerMobjState(mo, S_PLAY_STND);
}
else
{
if (mo->player->charflags & SF_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_DASH)
P_SetPlayerMobjState(mo, S_PLAY_DASH);
else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale)
&& (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(mo, S_PLAY_RUN);
else if ((mo->momx || mo->momy)
&& (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(mo, S_PLAY_WALK);
else if (!mo->momx && !mo->momy && mo->player->panim != PA_IDLE)
P_SetPlayerMobjState(mo, S_PLAY_STND);
}
}
if (!(mo->player->pflags & PF_GLIDING))
mo->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
mo->player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
mo->player->secondjump = 0;
mo->player->glidetime = 0;
mo->player->climbing = 0;
mo->player->powers[pw_tailsfly] = 0;
if (mo->player->pflags & PF_SHIELDABILITY)
{
mo->player->pflags &= ~PF_SHIELDABILITY;
if ((mo->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
{
if (mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
S_StartSound(mo, sfx_s3k4c);
else // create a fire pattern on the ground
{
S_StartSound(mo, sfx_s3k47);
P_ElementalFire(mo->player, true);
}
P_SetObjectMomZ(mo,
(mo->eflags & MFE_UNDERWATER)
? 6*FRACUNIT/5
: 5*FRACUNIT/2,
false);
P_SetPlayerMobjState(mo, S_PLAY_FALL);
mo->momx = mo->momy = 0;
clipmomz = false;
}
else if ((mo->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
{
P_DoBubbleBounce(mo->player);
clipmomz = false;
}
}
if (mo->player->pflags & PF_BOUNCING)
{
P_MobjCheckWater(mo);
mo->momz *= -1;
P_DoAbilityBounce(mo->player, true);
if (mo->player->scoreadd)
mo->player->scoreadd--;
clipmomz = false;
}
}
clipmomz = P_PlayerHitFloor(mo->player);
}
if (!(mo->player->pflags & PF_SPINNING))
if (!(mo->player->pflags & PF_SPINNING) && mo->player->powers[pw_carry] != CR_NIGHTSMODE)
mo->player->pflags &= ~PF_STARTDASH;
if (clipmomz)
@ -6878,6 +6781,7 @@ void P_MobjThinker(mobj_t *mobj)
whoosh->momz = mobj->target->momz; // Stay reasonably centered for a few frames
mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
}
/* FALLTHRU */
case MT_FLAMEAURA_ORB:
if (!(mobj->flags2 & MF2_SHIELD))
return;
@ -7365,7 +7269,7 @@ void P_MobjThinker(mobj_t *mobj)
break;
case MT_AQUABUZZ:
P_MobjCheckWater(mobj); // solely for MFE_UNDERWATER for A_FlickySpawn
// no break here on purpose
/* FALLTHRU */
case MT_BIGAIRMINE:
{
if (mobj->tracer && mobj->tracer->player && mobj->tracer->health > 0
@ -7849,7 +7753,7 @@ void P_MobjThinker(mobj_t *mobj)
else
mobj->z = mobj->floorz;
}
// THERE IS NO BREAK HERE ON PURPOSE
/* FALLTHRU */
default:
// check mobj against possible water content, before movement code
P_MobjCheckWater(mobj);
@ -8415,6 +8319,9 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
#endif
switch (mobj->type)
{
case MT_ALTVIEWMAN:
if (titlemapinaction) mobj->flags &= ~MF_NOTHINK;
break;
case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE:
mobj->fuse = mobj->info->mass;
break;
@ -8883,6 +8790,7 @@ void P_PrecipitationEffects(void)
{
case PRECIP_RAIN: // no lightning or thunder whatsoever
sounds_thunder = false;
/* FALLTHRU */
case PRECIP_STORM_NOSTRIKES: // no lightning strikes specifically
effects_lightning = false;
break;
@ -9199,6 +9107,7 @@ void P_AfterPlayerSpawn(INT32 playernum)
}
SV_SpawnPlayer(playernum, mobj->x, mobj->y, mobj->angle);
p->drawangle = mobj->angle;
if (camera.chase)
{
@ -11404,4 +11313,4 @@ mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zo
newmobj->destscale = mobj->destscale;
P_SetScale(newmobj, mobj->scale);
return newmobj;
}
}

View file

@ -64,22 +64,16 @@ typedef enum
static inline void P_ArchivePlayer(void)
{
const player_t *player = &players[consoleplayer];
INT32 pllives = player->lives;
if (pllives < 3) // Bump up to 3 lives if the player
pllives = 3; // has less than that.
WRITEUINT8(save_p, player->skincolor);
WRITEUINT8(save_p, player->skin);
INT16 skininfo = player->skin + (botskin<<5);
SINT8 pllives = player->lives;
if (pllives < startinglivesbalance[numgameovers]) // Bump up to 3 lives if the player
pllives = startinglivesbalance[numgameovers]; // has less than that.
WRITEUINT16(save_p, skininfo);
WRITEUINT8(save_p, numgameovers);
WRITESINT8(save_p, pllives);
WRITEUINT32(save_p, player->score);
WRITEINT32(save_p, pllives);
WRITEINT32(save_p, player->continues);
if (botskin)
{
WRITEUINT8(save_p, botskin);
WRITEUINT8(save_p, botcolor);
}
}
//
@ -87,22 +81,14 @@ static inline void P_ArchivePlayer(void)
//
static inline void P_UnArchivePlayer(void)
{
savedata.skincolor = READUINT8(save_p);
savedata.skin = READUINT8(save_p);
INT16 skininfo = READUINT16(save_p);
savedata.skin = skininfo & ((1<<5) - 1);
savedata.botskin = skininfo >> 5;
savedata.score = READINT32(save_p);
savedata.lives = READINT32(save_p);
savedata.numgameovers = READUINT8(save_p);
savedata.lives = READSINT8(save_p);
savedata.score = READUINT32(save_p);
savedata.continues = READINT32(save_p);
if (savedata.botcolor)
{
savedata.botskin = READUINT8(save_p);
if (savedata.botskin-1 >= numskins)
savedata.botskin = 0;
savedata.botcolor = READUINT8(save_p);
}
else
savedata.botskin = 0;
}
//
@ -126,6 +112,7 @@ static void P_NetArchivePlayers(void)
// no longer send ticcmds, player name, skin, or color
WRITEANGLE(save_p, players[i].aiming);
WRITEANGLE(save_p, players[i].drawangle);
WRITEANGLE(save_p, players[i].awayviewaiming);
WRITEINT32(save_p, players[i].awayviewtics);
WRITEINT32(save_p, players[i].rings);
@ -305,6 +292,7 @@ static void P_NetUnArchivePlayers(void)
// (that data is handled in the server config now)
players[i].aiming = READANGLE(save_p);
players[i].drawangle = READANGLE(save_p);
players[i].awayviewaiming = READANGLE(save_p);
players[i].awayviewtics = READINT32(save_p);
players[i].rings = READINT32(save_p);
@ -1682,12 +1670,18 @@ static inline void SaveWhatThinker(const thinker_t *th, const UINT8 type)
static void P_NetArchiveThinkers(void)
{
const thinker_t *th;
UINT32 numsaved = 0;
WRITEUINT32(save_p, ARCHIVEBLOCK_THINKERS);
// save off the current thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (!(th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed
|| th->function.acp1 == (actionf_p1)P_RainThinker
|| th->function.acp1 == (actionf_p1)P_SnowThinker))
numsaved++;
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
{
SaveMobjThinker(th, tc_mobj);
@ -1881,6 +1875,8 @@ static void P_NetArchiveThinkers(void)
#endif
}
CONS_Debug(DBG_NETPLAY, "%u thinkers saved\n", numsaved);
WRITEUINT8(save_p, tc_end);
}
@ -2668,6 +2664,7 @@ static void P_NetUnArchiveThinkers(void)
UINT8 tclass;
UINT8 restoreNum = false;
UINT32 i;
UINT32 numloaded = 0;
if (READUINT32(save_p) != ARCHIVEBLOCK_THINKERS)
I_Error("Bad $$$.sav at archive block Thinkers");
@ -2701,6 +2698,7 @@ static void P_NetUnArchiveThinkers(void)
if (tclass == tc_end)
break; // leave the saved thinker reading loop
numloaded++;
switch (tclass)
{
@ -2856,6 +2854,8 @@ static void P_NetUnArchiveThinkers(void)
}
}
CONS_Debug(DBG_NETPLAY, "%u thinkers loaded\n", numloaded);
if (restoreNum)
{
executor_t *delay = NULL;
@ -3162,7 +3162,7 @@ static inline void P_ArchiveMisc(void)
//lastmapsaved = gamemap;
lastmaploaded = gamemap;
WRITEUINT16(save_p, (botskin ? (emeralds|(1<<10)) : emeralds)+357);
WRITEUINT16(save_p, emeralds+357);
WRITESTRINGN(save_p, timeattackfolder, sizeof(timeattackfolder));
}
@ -3192,9 +3192,6 @@ static inline void P_UnArchiveSPGame(INT16 mapoverride)
token = 0;
savedata.emeralds = READUINT16(save_p)-357;
if (savedata.emeralds & (1<<10))
savedata.botcolor = 0xFF;
savedata.emeralds &= 0xff;
READSTRINGN(save_p, testname, sizeof(testname));

View file

@ -30,14 +30,13 @@ mobj_t *P_FindNewPosition(UINT32 oldposition);
typedef struct
{
UINT8 skincolor;
UINT8 skin;
UINT8 botskin;
UINT8 botcolor;
INT32 score;
INT32 lives;
INT32 continues;
UINT16 emeralds;
UINT8 numgameovers;
} savedata_t;
extern savedata_t savedata;

View file

@ -2285,7 +2285,7 @@ static void P_LevelInitStuff(void)
players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0;
players[i].rings = 0;
players[i].aiming = 0;
players[i].pflags &= ~PF_TIMEOVER;
players[i].pflags &= ~PF_GAMETYPEOVER;
players[i].losstime = 0;
players[i].timeshit = 0;
@ -2710,7 +2710,9 @@ boolean P_SetupLevel(boolean skipprecip)
// As oddly named as this is, this handles music only.
// We should be fine starting it here.
S_Start();
/// ... as long as this isn't a titlemap transition, that is
if (!titlemapinaction)
S_Start();
// Let's fade to black here
// But only if we didn't do the special stage wipe
@ -2724,7 +2726,7 @@ boolean P_SetupLevel(boolean skipprecip)
}
// Print "SPEEDING OFF TO [ZONE] [ACT 1]..."
if (rendermode != render_none)
if (!titlemapinaction && rendermode != render_none)
{
// Don't include these in the fade!
char tx[64];
@ -3110,19 +3112,19 @@ boolean P_SetupLevel(boolean skipprecip)
P_RunCachedActions();
if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking || players[consoleplayer].lives <= 0)
&& (!modifiedgame || savemoddata) && cursaveslot >= 0 && CanSaveLevel(gamemap))
&& (!modifiedgame || savemoddata) && cursaveslot > 0 && CanSaveLevel(gamemap))
G_SaveGame((UINT32)cursaveslot);
lastmaploaded = gamemap; // HAS to be set after saving!!
if (savedata.lives > 0)
{
numgameovers = savedata.numgameovers;
players[consoleplayer].continues = savedata.continues;
players[consoleplayer].lives = savedata.lives;
players[consoleplayer].score = savedata.score;
botskin = savedata.botskin;
botcolor = savedata.botcolor;
botingame = (savedata.botskin != 0);
if ((botingame = ((botskin = savedata.botskin) != 0)))
botcolor = skins[botskin-1].prefcolor;
emeralds = savedata.emeralds;
savedata.lives = 0;
}
@ -3404,8 +3406,8 @@ boolean P_AddWadFile(const char *wadfilename, char **firstmapname)
ST_Start();
// Prevent savefile cheating
if (cursaveslot >= 0)
cursaveslot = -1;
if (cursaveslot > 0)
cursaveslot = 0;
if (replacedcurrentmap && gamestate == GS_LEVEL && (netgame || multiplayer))
{

View file

@ -3663,31 +3663,14 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
S_StartSound(player->mo, sfx_itemup);
}
break;
case 11: // Special Stage Damage - Kind of like a mini-P_DamageMobj()
if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super] || player->exiting || player->bot)
case 11: // Special Stage Damage
if (player->exiting || player->bot) // Don't do anything for bots or players who have just finished
break;
if (!(player->powers[pw_shield] || player->rings > 0)) // Don't do anything if no shield or rings anyway
break;
if (player->powers[pw_shield])
{
P_RemoveShield(player);
S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss.
}
else if (player->rings > 0)
{
P_PlayRinglossSound(player->mo);
if (player->rings >= 10)
player->rings -= 10;
else
player->rings = 0;
}
P_DoPlayerPain(player, NULL, NULL); // this does basically everything that was here before
if (gametype == GT_CTF && player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))
P_PlayerFlagBurst(player, false);
P_SpecialStageDamage(player, NULL, NULL);
break;
case 12: // Space Countdown
if (!(player->powers[pw_shield] & SH_PROTECTWATER) && !player->powers[pw_spacetime])
@ -3763,6 +3746,7 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
goto DoneSection2;
}
}
/* FALLTHRU */
case 4: // Linedef executor that doesn't require touching floor
case 5: // Linedef executor
case 6: // Linedef executor (7 Emeralds)
@ -4123,7 +4107,7 @@ DoneSection2:
player->powers[pw_carry] = CR_ZOOMTUBE;
player->speed = speed;
player->pflags |= PF_SPINNING;
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY);
player->climbing = 0;
if (player->mo->state-states != S_PLAY_ROLL)
@ -4203,7 +4187,7 @@ DoneSection2:
player->powers[pw_carry] = CR_ZOOMTUBE;
player->speed = speed;
player->pflags |= PF_SPINNING;
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY);
player->climbing = 0;
if (player->mo->state-states != S_PLAY_ROLL)
@ -4511,7 +4495,7 @@ DoneSection2:
S_StartSound(player->mo, sfx_s3k4a);
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY);
player->climbing = 0;
P_SetThingPosition(player->mo);
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
@ -4805,6 +4789,8 @@ static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector)
// requires touching floor.
break;
}
/* FALLTHRU */
case 1: // Starpost activator
case 5: // Fan sector
case 6: // Super Sonic Transform
@ -5961,6 +5947,8 @@ void P_SpawnSpecials(INT32 fromnetsave)
EV_DoFloor(&lines[i], bounceFloor);
if (lines[i].special == 54)
break;
/* FALLTHRU */
case 55: // New super cool and awesome moving ceiling type
if (lines[i].backsector)
EV_DoCeiling(&lines[i], bounceCeiling);
@ -5972,7 +5960,8 @@ void P_SpawnSpecials(INT32 fromnetsave)
EV_DoFloor(&lines[i], bounceFloorCrush);
if (lines[i].special == 57)
break; //only move the floor
break; //only move the floor
/* FALLTHRU */
case 58: // New super cool and awesome moving ceiling crush type
if (lines[i].backsector)
@ -7060,6 +7049,7 @@ static void P_SpawnScrollers(void)
Add_Scroller(sc_ceiling, -dx, dy, control, s, accel, l->flags & ML_NOCLIMB);
if (special != 533)
break;
/* FALLTHRU */
case 523: // carry objects on ceiling
dx = FixedMul(dx, CARRYFACTOR);
@ -7074,6 +7064,7 @@ static void P_SpawnScrollers(void)
Add_Scroller(sc_floor, -dx, dy, control, s, accel, l->flags & ML_NOCLIMB);
if (special != 530)
break;
/* FALLTHRU */
case 520: // carry objects on floor
dx = FixedMul(dx, CARRYFACTOR);

View file

@ -533,7 +533,7 @@ static inline void P_DoTagStuff(void)
for (i=0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator && players[i].playerstate == PST_LIVE
&& !(players[i].pflags & (PF_TAGIT|PF_TAGGED)))
&& !(players[i].pflags & (PF_TAGIT|PF_GAMETYPEOVER)))
//points given is the number of participating players divided by two.
P_AddPlayerScore(&players[i], participants/2);
}

View file

@ -165,7 +165,7 @@ fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move)
boolean P_AutoPause(void)
{
// Don't pause even on menu-up or focus-lost in netgames or record attack
if (netgame || modeattacking)
if (netgame || modeattacking || gamestate == GS_TITLESCREEN)
return false;
return (menuactive || window_notinfocus);
@ -576,7 +576,7 @@ static void P_DeNightserizePlayer(player_t *player)
thinker_t *th;
mobj_t *mo2;
player->powers[pw_carry] = CR_NONE;
player->powers[pw_carry] = CR_NIGHTSFALL;
player->powers[pw_underwater] = 0;
player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
@ -603,7 +603,6 @@ static void P_DeNightserizePlayer(player_t *player)
player->marescore = 0;
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
player->pflags |= PF_NIGHTSFALL;
// If in a special stage, add some preliminary exit time.
if (G_IsSpecialStage(gamemap))
@ -857,12 +856,13 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale);
}
player->drawangle = ang + ANGLE_180;
P_InstaThrust(player->mo, ang, fallbackspeed);
}
// Point penalty for hitting a hazard during tag.
// Discourages players from intentionally hurting themselves to avoid being tagged.
if (gametype == GT_TAG && (!(player->pflags & PF_TAGGED) && !(player->pflags & PF_TAGIT)))
if (gametype == GT_TAG && (!(player->pflags & PF_GAMETYPEOVER) && !(player->pflags & PF_TAGIT)))
{
if (player->score >= 50)
player->score -= 50;
@ -884,7 +884,7 @@ void P_ResetPlayer(player_t *player)
{
player->pflags &= ~(PF_SPINNING|PF_STARTDASH|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY|PF_BOUNCING);
if (!(player->powers[pw_carry] == CR_NIGHTSMODE || player->powers[pw_carry] == CR_BRAKGOOP))
if (!(player->powers[pw_carry] == CR_NIGHTSMODE || player->powers[pw_carry] == CR_NIGHTSFALL || player->powers[pw_carry] == CR_BRAKGOOP))
player->powers[pw_carry] = CR_NONE;
player->secondjump = 0;
@ -950,6 +950,8 @@ void P_GivePlayerRings(player_t *player, INT32 num_rings)
//
void P_GivePlayerLives(player_t *player, INT32 numlives)
{
if (player->lives == 0x7f) return;
player->lives += numlives;
if (player->lives > 99)
@ -1153,7 +1155,9 @@ void P_PlayLivesJingle(player_t *player)
if (player && !P_IsLocalPlayer(player))
return;
if (gametype == GT_COOP && (netgame || multiplayer) && cv_cooplives.value == 0)
if ((player && player->lives == 0x7f)
|| (!player && &players[consoleplayer] && players[consoleplayer].lives == 0x7f)
|| (gametype == GT_COOP && (netgame || multiplayer) && cv_cooplives.value == 0))
S_StartSound(NULL, sfx_lose);
else if (use1upSound)
S_StartSound(NULL, sfx_oneup);
@ -1562,7 +1566,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
ghost->color = mobj->color;
ghost->angle = mobj->angle;
ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle);
ghost->sprite = mobj->sprite;
ghost->sprite2 = mobj->sprite2;
ghost->frame = mobj->frame;
@ -1612,7 +1616,7 @@ void P_SpawnThokMobj(player_t *player)
mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
// set to player's angle, just in case
mobj->angle = player->mo->angle;
mobj->angle = player->drawangle;
// color and skin
mobj->color = player->mo->color;
@ -1672,7 +1676,7 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type)
mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
// set to player's angle, just in case
mobj->angle = player->mo->angle;
mobj->angle = player->drawangle;
// color and skin
mobj->color = player->mo->color;
@ -1777,6 +1781,122 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
return false; // No vacuum here, Captain!
}
//
// P_PlayerHitFloor
//
// Handles player hitting floor surface.
// Returns whether to clip momz.
boolean P_PlayerHitFloor(player_t *player)
{
boolean clipmomz;
I_Assert(player->mo != NULL);
if ((clipmomz = !(P_CheckDeathPitCollide(player->mo))) && player->mo->health && !player->spectator)
{
if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale)))
{
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
}
else
player->pflags &= ~PF_SPINNING;
if (player->pflags & PF_GLIDING) // ground gliding
{
player->skidtime = TICRATE;
player->mo->tics = -1;
}
else if (player->charability2 == CA2_MELEE && (player->panim == PA_ABILITY2 && player->mo->state-states != S_PLAY_MELEE_LANDING))
{
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_s3k8b);
player->pflags |= PF_FULLSTASIS;
}
else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING)
|| player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED)
{
if (player->cmomx || player->cmomy)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->rmomx || player->rmomy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
else
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->mo->momx || player->mo->momy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
}
if (!(player->pflags & PF_GLIDING))
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
player->secondjump = 0;
player->glidetime = 0;
player->climbing = 0;
player->powers[pw_tailsfly] = 0;
if (player->pflags & PF_SHIELDABILITY)
{
player->pflags &= ~PF_SHIELDABILITY;
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
{
if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
S_StartSound(player->mo, sfx_s3k4c);
else // create a fire pattern on the ground
{
S_StartSound(player->mo, sfx_s3k47);
P_ElementalFire(player, true);
}
P_SetObjectMomZ(player->mo,
(player->mo->eflags & MFE_UNDERWATER)
? 6*FRACUNIT/5
: 5*FRACUNIT/2,
false);
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
player->mo->momx = player->mo->momy = 0;
clipmomz = false;
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
{
P_DoBubbleBounce(player);
clipmomz = false;
}
}
if (player->pflags & PF_BOUNCING)
{
P_MobjCheckWater(player->mo);
player->mo->momz *= -1;
P_DoAbilityBounce(player, true);
if (player->scoreadd)
player->scoreadd--;
clipmomz = false;
}
}
return clipmomz;
}
boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
{
sector_t *sector = mo->subsector->sector;
@ -2152,6 +2272,9 @@ static void P_CheckQuicksand(player_t *player)
if (player->mo->z + player->mo->height >= ceilingheight)
player->mo->z = ceilingheight - player->mo->height;
if (player->mo->momz <= 0)
P_PlayerHitFloor(player);
}
else
{
@ -2161,6 +2284,9 @@ static void P_CheckQuicksand(player_t *player)
if (player->mo->z <= floorheight)
player->mo->z = floorheight;
if (player->mo->momz >= 0)
P_PlayerHitFloor(player);
}
friction = abs(rover->master->v1->y - rover->master->v2->y)>>6;
@ -3667,7 +3793,7 @@ void P_DoJump(player_t *player, boolean soundandstate)
else
player->mo->momz = 15*(FRACUNIT/4);
player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing.
player->drawangle = player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing.
if (!demoplayback || P_AnalogMove(player))
{
@ -3825,7 +3951,7 @@ static void P_DoSpinDashDust(player_t *player)
prandom[2] = P_RandomFixed()<<3; // P_RandomByte()<<11
P_SetObjectMomZ(particle, player->dashspeed/50 + prandom[0], false);
P_InstaThrust(particle,
player->mo->angle + (prandom[1]*ANG1),
player->drawangle + (prandom[1]*ANG1),
-FixedMul(player->dashspeed/12 + FRACUNIT + prandom[2], player->mo->scale));
P_TryMove(particle, particle->x+particle->momx, particle->y+particle->momy, true);
}
@ -3980,6 +4106,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
bullet->momy >>= 1;
}
}
player->drawangle = player->mo->angle;
#undef zpos
P_SetTarget(&player->mo->tracer, NULL);
@ -4015,7 +4142,10 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz >>= 1;
if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale))
{
player->drawangle = player->mo->angle;
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
}
player->mo->momx += player->cmomx;
player->mo->momy += player->cmomy;
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE);
@ -4280,6 +4410,8 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->normalspeed, player->mo->scale)*(80-player->flyangle - (player->actionspd>>FRACBITS)/2)/80);
else
P_InstaThrust(player->mo, player->mo->angle, ((FixedMul(player->normalspeed - player->actionspd/4, player->mo->scale))*2)/3);
player->drawangle = player->mo->angle;
}
}
}
@ -4353,6 +4485,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
}
P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
player->drawangle = player->mo->angle;
if (maptol & TOL_2D)
{
@ -4370,6 +4503,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockon));
if (lockon)
{
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y);
player->homing = 3*TICRATE;
}
@ -6274,7 +6408,7 @@ static void P_NiGHTSMovement(player_t *player)
&& ((cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)
|| (cmd->buttons & BT_USE)))
{
if (!(player->pflags & PF_SKIDDOWN))
if (!(player->pflags & PF_STARTDASH))
S_StartSound(player->mo, sfx_ngskid);
// You can tap the button to only slow down a bit,
@ -6292,10 +6426,10 @@ static void P_NiGHTSMovement(player_t *player)
}
}
player->pflags |= PF_SKIDDOWN;
player->pflags |= PF_STARTDASH;
}
else
player->pflags &= ~PF_SKIDDOWN;
player->pflags &= ~PF_STARTDASH;
{
const angle_t fa = (FixedAngle(player->flyangle*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
@ -6674,8 +6808,8 @@ static void P_SkidStuff(player_t *player)
// If your push angle is more than this close to a full 180 degrees, trigger a skid.
if (dang > ANGLE_157h)
{
if (player->panim != PA_WALK)
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
if (player->mo->state-states != S_PLAY_SKID)
P_SetPlayerMobjState(player->mo, S_PLAY_SKID);
player->mo->tics = player->skidtime = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_skid);
}
@ -6741,7 +6875,7 @@ static void P_MovePlayer(player_t *player)
if (!(player->pflags & PF_TAGIT))
{
forcestasis = true;
if (player->pflags & PF_TAGGED) // Already hit.
if (player->pflags & PF_GAMETYPEOVER) // Already hit.
player->powers[pw_flashing] = 5;
}
}
@ -6811,8 +6945,7 @@ static void P_MovePlayer(player_t *player)
P_CheckQuicksand(player);
return;
}
if (player->pflags & PF_NIGHTSFALL && P_IsObjectOnGround(player->mo))
else if (player->powers[pw_carry] == CR_NIGHTSFALL && P_IsObjectOnGround(player->mo))
{
if (G_IsSpecialStage(gamemap))
{
@ -6824,7 +6957,7 @@ static void P_MovePlayer(player_t *player)
}
else if (player->rings > 0)
P_DamageMobj(player->mo, NULL, NULL, 1, 0);
player->pflags &= ~PF_NIGHTSFALL;
player->powers[pw_carry] = CR_NONE;
}
}
@ -6917,8 +7050,6 @@ static void P_MovePlayer(player_t *player)
if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
//////////////////
//GAMEPLAY STUFF//
//////////////////
@ -7186,7 +7317,7 @@ static void P_MovePlayer(player_t *player)
////////////////////////////
// If the player isn't on the ground, make sure they aren't in a "starting dash" position.
if (!onground)
if (!onground && player->powers[pw_carry] != CR_NIGHTSMODE)
{
player->pflags &= ~PF_STARTDASH;
player->dashspeed = 0;
@ -7203,7 +7334,7 @@ static void P_MovePlayer(player_t *player)
P_DoJumpStuff(player, cmd);
// If you're not spinning, you'd better not be spindashing!
if (!(player->pflags & PF_SPINNING))
if (!(player->pflags & PF_SPINNING) && player->powers[pw_carry] != CR_NIGHTSMODE)
player->pflags &= ~PF_STARTDASH;
//////////////////
@ -7365,6 +7496,7 @@ static void P_MovePlayer(player_t *player)
case SH_FLAMEAURA:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale));
player->drawangle = player->mo->angle;
S_StartSound(player->mo, sfx_s3k43);
default:
break;
@ -7418,6 +7550,8 @@ static void P_MovePlayer(player_t *player)
if (!(player->mo->tracer->flags & MF_BOSS))
player->pflags &= ~PF_THOKKED;
// P_SetPlayerMobjState(player->mo, S_PLAY_SPRING); -- Speed didn't like it, RIP
}
}
@ -8084,12 +8218,16 @@ void P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target
// change angle
source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y);
if (source->player && (!demoplayback || P_AnalogMove(source->player)))
if (source->player)
{
if (source->player == &players[consoleplayer])
localangle = source->angle;
else if (source->player == &players[secondarydisplayplayer])
localangle2 = source->angle;
source->player->drawangle = source->angle;
if (!demoplayback || P_AnalogMove(source->player))
{
if (source->player == &players[consoleplayer])
localangle = source->angle;
else if (source->player == &players[secondarydisplayplayer])
localangle2 = source->angle;
}
}
// change slope
@ -8160,7 +8298,8 @@ boolean P_GetLives(player_t *player)
INT32 i, maxlivesplayer = -1, livescheck = 1;
if (!(netgame || multiplayer)
|| (gametype != GT_COOP)
|| (cv_cooplives.value == 1))
|| (cv_cooplives.value == 1)
|| (player->lives == 0x7f))
return true;
if ((cv_cooplives.value == 2 || cv_cooplives.value == 0) && player->lives > 0)
@ -8187,7 +8326,8 @@ boolean P_GetLives(player_t *player)
{
if (cv_cooplives.value == 2 && (P_IsLocalPlayer(player) || P_IsLocalPlayer(&players[maxlivesplayer])))
S_StartSound(NULL, sfx_jshard); // placeholder
players[maxlivesplayer].lives--;
if (players[maxlivesplayer].lives != 0x7f)
players[maxlivesplayer].lives--;
player->lives++;
if (player->lives < 1)
player->lives = 1;
@ -8379,7 +8519,7 @@ static void P_DeathThink(player_t *player)
if (gametype == GT_RACE || gametype == GT_COMPETITION || (gametype == GT_COOP && (multiplayer || netgame)))
{
// Keep time rolling in race mode
if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_TIMEOVER))
if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER))
{
if (gametype == GT_RACE || gametype == GT_COMPETITION)
{
@ -8679,7 +8819,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
// x1.2 dist for analog
if (P_AnalogMove(player))
dist = FixedMul(dist, 6*FRACUNIT/5);
if (player->climbing || player->exiting || player->playerstate == PST_DEAD || (player->powers[pw_carry] == CR_ROPEHANG || player->powers[pw_carry] == CR_GENERIC || player->powers[pw_carry] == CR_MACESPIN))
dist <<= 1;
}
@ -9404,7 +9544,7 @@ void P_PlayerThink(player_t *player)
if (netgame && player->mo->health > 0)
CONS_Printf(M_GetText("%s ran out of time.\n"), player_names[player-players]);
player->pflags |= PF_TIMEOVER;
player->pflags |= PF_GAMETYPEOVER;
if (player->powers[pw_carry] == CR_NIGHTSMODE)
{
@ -9603,6 +9743,136 @@ void P_PlayerThink(player_t *player)
if (!player->mo)
return; // P_MovePlayer removed player->mo.
// deez New User eXperiences.
{
// Directionchar!
// Camera angle stuff.
if (player->exiting) // no control, no modification
;
else if (!(player->pflags & PF_DIRECTIONCHAR)
|| (player->climbing // stuff where the direction is forced at all times
|| (player->pflags & PF_GLIDING))
|| (player->powers[pw_carry] == CR_NIGHTSMODE)
|| (P_AnalogMove(player) || twodlevel || player->mo->flags2 & MF2_TWOD) // keep things synchronised up there, since the camera IS seperate from player motion when that happens
|| G_RingSlingerGametype()) // no firing rings in directions your player isn't aiming
player->drawangle = player->mo->angle;
else if (P_PlayerInPain(player))
;
else if (player->powers[pw_carry] && player->mo->tracer) // carry
{
switch (player->powers[pw_carry])
{
case CR_PLAYER:
player->drawangle = (player->mo->tracer->player ? player->mo->tracer->player->drawangle : player->mo->tracer->angle);
break;
/* -- in case we wanted to have the camera freely movable during zoom tubes
case CR_ZOOMTUBE:*/
case CR_ROPEHANG:
if (player->mo->momx || player->mo->momy)
{
player->drawangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
break;
}
/* FALLTHRU */
default:
player->drawangle = player->mo->angle;
break;
}
}
else if ((player->skidtime > (TICRATE/2 - 2) || ((player->pflags & (PF_SPINNING|PF_STARTDASH)) == PF_SPINNING)) && (abs(player->rmomx) > 5*player->mo->scale || abs(player->rmomy) > 5*player->mo->scale)) // spin/skid force
player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
else if (((player->charability2 == CA2_GUNSLINGER || player->charability2 == CA2_MELEE) && player->panim == PA_ABILITY2) || player->pflags & PF_STASIS || player->skidtime)
;
else
{
angle_t diff;
UINT8 factor;
if (player->pflags & PF_SLIDING)
{
#if 0 // fun hydrocity style horizontal spin
if (player->mo->eflags & MFE_TOUCHWATER || player->powers[pw_flashing] > (flashingtics/4)*3)
{
diff = (player->mo->angle - player->drawangle);
factor = 4;
}
else
{
diff = factor = 0;
player->drawangle += ANGLE_22h;
}
#else
diff = (player->mo->angle - player->drawangle);
factor = 4;
#endif
}
else if (player->pflags & PF_STARTDASH)
{
diff = (player->mo->angle - player->drawangle);
factor = 4;
}
else if (cmd->forwardmove || cmd->sidemove) // only when you're pressing movement keys
{
diff = ((player->mo->angle + R_PointToAngle2(0, 0, cmd->forwardmove<<FRACBITS, -cmd->sidemove<<FRACBITS)) - player->drawangle);
factor = 4;
}
else if (player->rmomx || player->rmomy)
diff = factor = 0;
else
{
diff = (player->mo->angle - player->drawangle);
factor = 8;
}
if (diff)
{
if (diff > ANGLE_180)
diff = InvAngle(InvAngle(diff)/factor);
else
diff /= factor;
player->drawangle += diff;
}
}
// Autobrake!
{
boolean currentlyonground = P_IsObjectOnGround(player->mo);
if (!player->powers[pw_carry]
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
&& !(cmd->forwardmove || cmd->sidemove)
&& (player->rmomx || player->rmomy))
{
fixed_t acceleration = (player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration) * player->thrustfactor * 20;
angle_t moveAngle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
if (!currentlyonground)
acceleration /= 2;
if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration...
acceleration = FixedMul(acceleration<<FRACBITS, player->mo->movefactor)>>FRACBITS;
P_Thrust(player->mo, moveAngle, -acceleration);
}
if (!(player->pflags & PF_AUTOBRAKE)
|| player->powers[pw_carry]
|| player->panim == PA_SPRING
|| player->panim == PA_PAIN
|| !player->mo->health
|| player->climbing
|| player->pflags & (PF_SPINNING|PF_SLIDING))
player->pflags &= ~PF_APPLYAUTOBRAKE;
else if (currentlyonground)
player->pflags |= PF_APPLYAUTOBRAKE;
}
}
if (player->powers[pw_pushing])
player->powers[pw_pushing]--;
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
// Unset statis flags after moving.
// In other words, if you manually set stasis via code,
// it lasts for one tic.

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