mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 09:11:48 +00:00
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
# Conflicts: # src/p_user.c
This commit is contained in:
commit
61b19aff58
70 changed files with 3734 additions and 1813 deletions
63
.circleci/config.yml
Normal file
63
.circleci/config.yml
Normal file
|
@ -0,0 +1,63 @@
|
|||
version: 2
|
||||
jobs:
|
||||
build:
|
||||
working_directory: /root/SRB2
|
||||
docker:
|
||||
- image: debian:jessie
|
||||
environment:
|
||||
CC: ccache gcc -m32
|
||||
PKG_CONFIG_LIBDIR: /usr/lib/i386-linux-gnu/pkgconfig
|
||||
LIBGME_CFLAGS: -I/usr/include
|
||||
LIBGME_LDFLAGS: -lgme
|
||||
CCACHE_COMPRESS: true
|
||||
WFLAGS: -Wno-unsuffixed-float-constants
|
||||
GCC49: true
|
||||
#- image: ubuntu:trusty
|
||||
# environment:
|
||||
# CC: ccache gcc -m32
|
||||
# PKG_CONFIG_LIBDIR: /usr/lib/i386-linux-gnu/pkgconfig
|
||||
# LIBGME_CFLAGS: -I/usr/include
|
||||
# LIBGME_LDFLAGS: -lgme
|
||||
# CCACHE_COMPRESS: true
|
||||
# WFLAGS: -Wno-unsuffixed-float-constants
|
||||
# GCC48: true
|
||||
steps:
|
||||
- run:
|
||||
name: Add i386 arch
|
||||
command: dpkg --add-architecture i386
|
||||
- run:
|
||||
name: Update APT listing
|
||||
command: apt-get -qq update
|
||||
- run:
|
||||
name: Support S3 upload
|
||||
command: apt-get -qq -y install ca-certificates
|
||||
- restore_cache:
|
||||
keys:
|
||||
- v1-SRB2-APT
|
||||
- run:
|
||||
name: Install SDK
|
||||
command: apt-get -qq -y install git build-essential nasm libpng12-dev:i386 libsdl2-mixer-dev:i386 libgme-dev:i386 gettext ccache wget gcc-multilib upx
|
||||
- save_cache:
|
||||
key: v1-SRB2-APT
|
||||
paths:
|
||||
- /var/cache/apt/archives
|
||||
- checkout
|
||||
- run:
|
||||
name: Clean build
|
||||
command: make -C src LINUX=1 clean
|
||||
- restore_cache:
|
||||
keys:
|
||||
- v1-SRB2-{{ .Branch }}-{{ checksum "objs/Linux/SDL/Release/depend.dep" }}
|
||||
- run:
|
||||
name: Compile
|
||||
command: make -C src LINUX=1 ERRORMODE=1 -k
|
||||
- store_artifacts:
|
||||
path: /root/SRB2/bin/Linux/Release/
|
||||
destination: bin
|
||||
- save_cache:
|
||||
key: v1-SRB2-{{ .Branch }}-{{ checksum "objs/Linux/SDL/Release/depend.dep" }}
|
||||
paths:
|
||||
- /root/.ccache
|
||||
|
||||
|
||||
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
[![Build status](https://ci.appveyor.com/api/projects/status/399d4hcw9yy7hg2y?svg=true)](https://ci.appveyor.com/project/STJr/srb2)
|
||||
[![Build status](https://travis-ci.org/STJr/SRB2.svg?branch=master)](https://travis-ci.org/STJr/SRB2)
|
||||
[![CircleCI](https://circleci.com/gh/STJr/SRB2/tree/master.svg?style=svg)](https://circleci.com/gh/STJr/SRB2/tree/master)
|
||||
|
||||
[Sonic Robo Blast 2](https://srb2.org/) is a 3D Sonic the Hedgehog fangame based on a modified version of [Doom Legacy](http://doomlegacy.sourceforge.net/).
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@ before_build:
|
|||
- upx -V
|
||||
- ccache -V
|
||||
- ccache -s
|
||||
- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC53=1 CCACHE=1
|
||||
- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC63=1 CCACHE=1
|
||||
|
||||
build_script:
|
||||
- cmd: mingw32-make.exe %SRB2_MFLAGS% %CONFIGURATION%=1 clean
|
||||
|
|
|
@ -7,6 +7,23 @@
|
|||
# and other things
|
||||
#
|
||||
|
||||
|
||||
ifdef GCC63
|
||||
GCC62=1
|
||||
endif
|
||||
|
||||
ifdef GCC62
|
||||
GCC61=1
|
||||
endif
|
||||
|
||||
ifdef GCC61
|
||||
GCC54=1
|
||||
endif
|
||||
|
||||
ifdef GCC54
|
||||
GCC53=1
|
||||
endif
|
||||
|
||||
ifdef GCC53
|
||||
GCC52=1
|
||||
endif
|
||||
|
@ -164,19 +181,29 @@ ifdef GCC45
|
|||
WFLAGS+=-Wunsuffixed-float-constants
|
||||
endif
|
||||
endif
|
||||
|
||||
ifdef NOLDWARNING
|
||||
LDFLAGS+=-Wl,--as-needed
|
||||
endif
|
||||
|
||||
ifdef ERRORMODE
|
||||
WFLAGS+=-Werror
|
||||
endif
|
||||
|
||||
WFLAGS+=$(OLDWFLAGS)
|
||||
|
||||
ifdef GCC43
|
||||
#WFLAGS+=-Wno-error=clobbered
|
||||
endif
|
||||
ifdef GCC46
|
||||
WFLAGS+=-Wno-error=suggest-attribute=noreturn
|
||||
endif
|
||||
WFLAGS+=$(OLDWFLAGS)
|
||||
ifdef GCC54
|
||||
WFLAGS+=-Wno-logical-op -Wno-error=logical-op
|
||||
endif
|
||||
ifdef GCC61
|
||||
WFLAGS+=-Wno-tautological-compare -Wno-error=tautological-compare
|
||||
endif
|
||||
|
||||
|
||||
#indicate platform and what interface use with
|
||||
|
|
|
@ -212,7 +212,7 @@ boolean B_CheckRespawn(player_t *player)
|
|||
|
||||
// Check if Sonic is busy first.
|
||||
// If he's doing any of these things, he probably doesn't want to see us.
|
||||
if (sonic->player->pflags & (PF_GLIDING|PF_SLIDING|PF_NIGHTSMODE)
|
||||
if (sonic->player->pflags & (PF_GLIDING|PF_SLIDING|PF_BOUNCING)
|
||||
|| (sonic->player->panim != PA_IDLE && sonic->player->panim != PA_WALK)
|
||||
|| (sonic->player->powers[pw_carry]))
|
||||
return false;
|
||||
|
|
|
@ -1165,7 +1165,7 @@ found:
|
|||
if (var == &cv_forceskin)
|
||||
{
|
||||
var->value = R_SkinAvailable(var->string);
|
||||
if (!R_SkinUnlock(var->value))
|
||||
if (!R_SkinUsable(-1, var->value))
|
||||
var->value = -1;
|
||||
}
|
||||
else
|
||||
|
@ -1361,6 +1361,16 @@ static void CV_SetCVar(consvar_t *var, const char *value, boolean stealth)
|
|||
return;
|
||||
}
|
||||
|
||||
if (var == &cv_forceskin)
|
||||
{
|
||||
INT32 skin = R_SkinAvailable(value);
|
||||
if ((stricmp(value, "None")) && ((skin == -1) || !R_SkinUsable(-1, skin)))
|
||||
{
|
||||
CONS_Printf("Please provide a valid skin name (\"None\" disables).\n");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Only add to netcmd buffer if in a netgame, otherwise, just change it.
|
||||
if (netgame || multiplayer)
|
||||
{
|
||||
|
@ -1478,7 +1488,7 @@ void CV_AddValue(consvar_t *var, INT32 increment)
|
|||
else if (newvalue >= numskins)
|
||||
newvalue = -1;
|
||||
} while ((oldvalue != newvalue)
|
||||
&& !(R_SkinUnlock(newvalue)));
|
||||
&& !(R_SkinUsable(-1, newvalue)));
|
||||
}
|
||||
else
|
||||
newvalue = var->value + increment;
|
||||
|
@ -1551,34 +1561,27 @@ void CV_AddValue(consvar_t *var, INT32 increment)
|
|||
if (var == &cv_chooseskin)
|
||||
{
|
||||
// Special case for the chooseskin variable, used only directly from the menu
|
||||
if (increment > 0) // Going up!
|
||||
newvalue = var->value - 1;
|
||||
do
|
||||
{
|
||||
newvalue = var->value - 1;
|
||||
do
|
||||
if (increment > 0) // Going up!
|
||||
{
|
||||
newvalue++;
|
||||
if (newvalue == MAXSKINS)
|
||||
newvalue = 0;
|
||||
} while (var->PossibleValue[newvalue].strvalue == NULL);
|
||||
var->value = newvalue + 1;
|
||||
var->string = var->PossibleValue[newvalue].strvalue;
|
||||
var->func();
|
||||
return;
|
||||
}
|
||||
else if (increment < 0) // Going down!
|
||||
{
|
||||
newvalue = var->value - 1;
|
||||
do
|
||||
}
|
||||
else if (increment < 0) // Going down!
|
||||
{
|
||||
newvalue--;
|
||||
if (newvalue == -1)
|
||||
newvalue = MAXSKINS-1;
|
||||
} while (var->PossibleValue[newvalue].strvalue == NULL);
|
||||
var->value = newvalue + 1;
|
||||
var->string = var->PossibleValue[newvalue].strvalue;
|
||||
var->func();
|
||||
return;
|
||||
}
|
||||
}
|
||||
} while (var->PossibleValue[newvalue].strvalue == NULL);
|
||||
|
||||
var->value = newvalue + 1;
|
||||
var->string = var->PossibleValue[newvalue].strvalue;
|
||||
var->func();
|
||||
return;
|
||||
}
|
||||
#ifdef PARANOIA
|
||||
if (currentindice == -1)
|
||||
|
|
|
@ -528,6 +528,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
|
|||
|
||||
rsp->skincolor = players[i].skincolor;
|
||||
rsp->skin = LONG(players[i].skin);
|
||||
rsp->availabilities = LONG(players[i].availabilities);
|
||||
// Just in case Lua does something like
|
||||
// modify these at runtime
|
||||
rsp->camerascale = (fixed_t)LONG(players[i].camerascale);
|
||||
|
@ -551,7 +552,6 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
|
|||
rsp->playerspinheight = (fixed_t)LONG(players[i].spinheight);
|
||||
|
||||
rsp->speed = (fixed_t)LONG(players[i].speed);
|
||||
rsp->jumping = players[i].jumping;
|
||||
rsp->secondjump = players[i].secondjump;
|
||||
rsp->fly1 = players[i].fly1;
|
||||
rsp->glidetime = (tic_t)LONG(players[i].glidetime);
|
||||
|
@ -657,6 +657,7 @@ static void resynch_read_player(resynch_pak *rsp)
|
|||
|
||||
players[i].skincolor = rsp->skincolor;
|
||||
players[i].skin = LONG(rsp->skin);
|
||||
players[i].availabilities = LONG(rsp->availabilities);
|
||||
// Just in case Lua does something like
|
||||
// modify these at runtime
|
||||
players[i].camerascale = (fixed_t)LONG(rsp->camerascale);
|
||||
|
@ -680,7 +681,6 @@ static void resynch_read_player(resynch_pak *rsp)
|
|||
players[i].spinheight = (fixed_t)LONG(rsp->playerspinheight);
|
||||
|
||||
players[i].speed = (fixed_t)LONG(rsp->speed);
|
||||
players[i].jumping = rsp->jumping;
|
||||
players[i].secondjump = rsp->secondjump;
|
||||
players[i].fly1 = rsp->fly1;
|
||||
players[i].glidetime = (tic_t)LONG(rsp->glidetime);
|
||||
|
@ -1364,6 +1364,7 @@ static boolean SV_SendServerConfig(INT32 node)
|
|||
// which is nice and easy for us to detect
|
||||
memset(netbuffer->u.servercfg.playerskins, 0xFF, sizeof(netbuffer->u.servercfg.playerskins));
|
||||
memset(netbuffer->u.servercfg.playercolor, 0xFF, sizeof(netbuffer->u.servercfg.playercolor));
|
||||
memset(netbuffer->u.servercfg.playeravailabilities, 0xFF, sizeof(netbuffer->u.servercfg.playeravailabilities));
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
|
@ -1371,6 +1372,7 @@ static boolean SV_SendServerConfig(INT32 node)
|
|||
continue;
|
||||
netbuffer->u.servercfg.playerskins[i] = (UINT8)players[i].skin;
|
||||
netbuffer->u.servercfg.playercolor[i] = (UINT8)players[i].skincolor;
|
||||
netbuffer->u.servercfg.playeravailabilities[i] = (UINT32)LONG(players[i].availabilities);
|
||||
}
|
||||
|
||||
memcpy(netbuffer->u.servercfg.server_context, server_context, 8);
|
||||
|
@ -2308,12 +2310,7 @@ static void ResetNode(INT32 node);
|
|||
void CL_ClearPlayer(INT32 playernum)
|
||||
{
|
||||
if (players[playernum].mo)
|
||||
{
|
||||
// Don't leave a NiGHTS ghost!
|
||||
if ((players[playernum].pflags & PF_NIGHTSMODE) && players[playernum].mo->tracer)
|
||||
P_RemoveMobj(players[playernum].mo->tracer);
|
||||
P_RemoveMobj(players[playernum].mo);
|
||||
}
|
||||
memset(&players[playernum], 0, sizeof (player_t));
|
||||
}
|
||||
|
||||
|
@ -3497,10 +3494,12 @@ static void HandlePacketFromAwayNode(SINT8 node)
|
|||
for (j = 0; j < MAXPLAYERS; j++)
|
||||
{
|
||||
if (netbuffer->u.servercfg.playerskins[j] == 0xFF
|
||||
&& netbuffer->u.servercfg.playercolor[j] == 0xFF)
|
||||
&& netbuffer->u.servercfg.playercolor[j] == 0xFF
|
||||
&& netbuffer->u.servercfg.playeravailabilities[j] == 0xFFFFFFFF)
|
||||
continue; // not in game
|
||||
|
||||
playeringame[j] = true;
|
||||
players[j].availabilities = (UINT32)LONG(netbuffer->u.servercfg.playeravailabilities[j]);
|
||||
SetPlayerSkinByNum(j, (INT32)netbuffer->u.servercfg.playerskins[j]);
|
||||
players[j].skincolor = netbuffer->u.servercfg.playercolor[j];
|
||||
}
|
||||
|
|
|
@ -172,6 +172,7 @@ typedef struct
|
|||
|
||||
UINT8 skincolor;
|
||||
INT32 skin;
|
||||
UINT32 availabilities;
|
||||
// Just in case Lua does something like
|
||||
// modify these at runtime
|
||||
fixed_t camerascale;
|
||||
|
@ -195,7 +196,6 @@ typedef struct
|
|||
fixed_t playerspinheight;
|
||||
|
||||
fixed_t speed;
|
||||
UINT8 jumping;
|
||||
UINT8 secondjump;
|
||||
UINT8 fly1;
|
||||
tic_t glidetime;
|
||||
|
@ -284,6 +284,7 @@ typedef struct
|
|||
// 0xFF == not in game; else player skin num
|
||||
UINT8 playerskins[MAXPLAYERS];
|
||||
UINT8 playercolor[MAXPLAYERS];
|
||||
UINT32 playeravailabilities[MAXPLAYERS];
|
||||
|
||||
UINT8 gametype;
|
||||
UINT8 modifiedgame;
|
||||
|
|
|
@ -187,7 +187,7 @@ UINT8 altdown = 0; // 0x1 left, 0x2 right
|
|||
//
|
||||
static inline void D_ModifierKeyResponder(event_t *ev)
|
||||
{
|
||||
if (ev->type == ev_keydown) switch (ev->data1)
|
||||
if (ev->type == ev_keydown || ev->type == ev_console) switch (ev->data1)
|
||||
{
|
||||
case KEY_LSHIFT: shiftdown |= 0x1; return;
|
||||
case KEY_RSHIFT: shiftdown |= 0x2; return;
|
||||
|
|
|
@ -991,12 +991,14 @@ void Command_Droprate(void)
|
|||
packetdroprate = droprate;
|
||||
}
|
||||
|
||||
#ifndef NONET
|
||||
static boolean ShouldDropPacket(void)
|
||||
{
|
||||
return (packetdropquantity[netbuffer->packettype])
|
||||
|| (packetdroprate != 0 && rand() < (RAND_MAX * (packetdroprate / 100.f))) || packetdroprate == 100;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//
|
||||
// HSendPacket
|
||||
|
|
|
@ -1011,7 +1011,7 @@ UINT8 CanChangeSkin(INT32 playernum)
|
|||
return true;
|
||||
|
||||
// Force skin in effect.
|
||||
if (client && (cv_forceskin.value != -1) && !(adminplayer == playernum && serverplayer == -1))
|
||||
if ((cv_forceskin.value != -1) || (mapheaderinfo[gamemap-1] && mapheaderinfo[gamemap-1]->forcecharacter[0] != '\0'))
|
||||
return false;
|
||||
|
||||
// Can change skin in intermission and whatnot.
|
||||
|
@ -1109,6 +1109,8 @@ static void SendNameAndColor(void)
|
|||
if (!Playing())
|
||||
return;
|
||||
|
||||
players[consoleplayer].availabilities = R_GetSkinAvailabilities();
|
||||
|
||||
// If you're not in a netgame, merely update the skin, color, and name.
|
||||
if (!netgame)
|
||||
{
|
||||
|
@ -1127,7 +1129,7 @@ static void SendNameAndColor(void)
|
|||
SetPlayerSkinByNum(consoleplayer, 0);
|
||||
CV_StealthSet(&cv_skin, skins[0].name);
|
||||
}
|
||||
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUnlock(foundskin))
|
||||
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUsable(consoleplayer, foundskin))
|
||||
{
|
||||
boolean notsame;
|
||||
|
||||
|
@ -1174,7 +1176,7 @@ static void SendNameAndColor(void)
|
|||
// check if player has the skin loaded (cv_skin may have
|
||||
// the name of a skin that was available in the previous game)
|
||||
cv_skin.value = R_SkinAvailable(cv_skin.string);
|
||||
if ((cv_skin.value < 0) || !R_SkinUnlock(cv_skin.value))
|
||||
if ((cv_skin.value < 0) || !R_SkinUsable(consoleplayer, cv_skin.value))
|
||||
{
|
||||
CV_StealthSet(&cv_skin, DEFAULTSKIN);
|
||||
cv_skin.value = 0;
|
||||
|
@ -1182,6 +1184,7 @@ static void SendNameAndColor(void)
|
|||
|
||||
// Finally write out the complete packet and send it off.
|
||||
WRITESTRINGN(p, cv_playername.zstring, MAXPLAYERNAME);
|
||||
WRITEUINT32(p, (UINT32)players[consoleplayer].availabilities);
|
||||
WRITEUINT8(p, (UINT8)cv_playercolor.value);
|
||||
WRITEUINT8(p, (UINT8)cv_skin.value);
|
||||
SendNetXCmd(XD_NAMEANDCOLOR, buf, p - buf);
|
||||
|
@ -1224,6 +1227,8 @@ static void SendNameAndColor2(void)
|
|||
if (!Playing())
|
||||
return;
|
||||
|
||||
players[secondplaya].availabilities = R_GetSkinAvailabilities();
|
||||
|
||||
// If you're not in a netgame, merely update the skin, color, and name.
|
||||
if (botingame)
|
||||
{
|
||||
|
@ -1252,7 +1257,7 @@ static void SendNameAndColor2(void)
|
|||
SetPlayerSkinByNum(secondplaya, forcedskin);
|
||||
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
|
||||
}
|
||||
else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1 && R_SkinUnlock(foundskin))
|
||||
else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1 && R_SkinUsable(secondplaya, foundskin))
|
||||
{
|
||||
boolean notsame;
|
||||
|
||||
|
@ -1307,6 +1312,7 @@ static void Got_NameAndColor(UINT8 **cp, INT32 playernum)
|
|||
#endif
|
||||
|
||||
READSTRINGN(*cp, name, MAXPLAYERNAME);
|
||||
p->availabilities = READUINT32(*cp);
|
||||
color = READUINT8(*cp);
|
||||
skin = READUINT8(*cp);
|
||||
|
||||
|
@ -1323,6 +1329,7 @@ static void Got_NameAndColor(UINT8 **cp, INT32 playernum)
|
|||
if (server && (p != &players[consoleplayer] && p != &players[secondarydisplayplayer]))
|
||||
{
|
||||
boolean kick = false;
|
||||
INT32 s;
|
||||
|
||||
// team colors
|
||||
if (G_GametypeHasTeams())
|
||||
|
@ -1337,6 +1344,16 @@ static void Got_NameAndColor(UINT8 **cp, INT32 playernum)
|
|||
if (!p->skincolor)
|
||||
kick = true;
|
||||
|
||||
// availabilities
|
||||
for (s = 0; s < MAXSKINS; s++)
|
||||
{
|
||||
if (!skins[s].availability && (p->availabilities & (1 << s)))
|
||||
{
|
||||
kick = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (kick)
|
||||
{
|
||||
XBOXSTATIC UINT8 buf[2];
|
||||
|
@ -1532,10 +1549,13 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
|
|||
// The supplied data are assumed to be good.
|
||||
I_Assert(delay >= 0 && delay <= 2);
|
||||
|
||||
if (mapnum != -1)
|
||||
CV_SetValue(&cv_nextmap, mapnum);
|
||||
|
||||
CONS_Debug(DBG_GAMELOGIC, "Map change: mapnum=%d gametype=%d ultmode=%d resetplayers=%d delay=%d skipprecutscene=%d\n",
|
||||
mapnum, newgametype, pultmode, resetplayers, delay, skipprecutscene);
|
||||
|
||||
if (netgame || multiplayer)
|
||||
if ((netgame || multiplayer) && !((gametype == newgametype) && (newgametype == GT_COOP)))
|
||||
FLS = false;
|
||||
|
||||
if (delay != 2)
|
||||
|
@ -1701,9 +1721,19 @@ static void Command_Map_f(void)
|
|||
}
|
||||
}
|
||||
|
||||
// Prevent warping to locked levels
|
||||
// ... unless you're in a dedicated server. Yes, technically this means you can view any level by
|
||||
// running a dedicated server and joining it yourself, but that's better than making dedicated server's
|
||||
// lives hell.
|
||||
if (!dedicated && M_MapLocked(newmapnum))
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("You need to unlock this level before you can warp to it!\n"));
|
||||
return;
|
||||
}
|
||||
|
||||
// don't use a gametype the map doesn't support
|
||||
if (cv_debug || COM_CheckParm("-force") || cv_skipmapcheck.value)
|
||||
; // The player wants us to trek on anyway. Do so.
|
||||
fromlevelselect = false; // The player wants us to trek on anyway. Do so.
|
||||
// G_TOLFlag handles both multiplayer gametype and ignores it for !multiplayer
|
||||
// Alternatively, bail if the map header is completely missing anyway.
|
||||
else if (!mapheaderinfo[newmapnum-1]
|
||||
|
@ -1722,19 +1752,10 @@ static void Command_Map_f(void)
|
|||
CONS_Alert(CONS_WARNING, M_GetText("%s doesn't support %s mode!\n(Use -force to override)\n"), mapname, gametypestring);
|
||||
return;
|
||||
}
|
||||
else
|
||||
fromlevelselect = ((netgame || multiplayer) && ((gametype == newgametype) && (newgametype == GT_COOP)));
|
||||
|
||||
// Prevent warping to locked levels
|
||||
// ... unless you're in a dedicated server. Yes, technically this means you can view any level by
|
||||
// running a dedicated server and joining it yourself, but that's better than making dedicated server's
|
||||
// lives hell.
|
||||
if (!dedicated && M_MapLocked(newmapnum))
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("You need to unlock this level before you can warp to it!\n"));
|
||||
return;
|
||||
}
|
||||
|
||||
fromlevelselect = false;
|
||||
D_MapChange(newmapnum, newgametype, false, newresetplayers, 0, false, false);
|
||||
D_MapChange(newmapnum, newgametype, false, newresetplayers, 0, false, fromlevelselect);
|
||||
}
|
||||
|
||||
/** Receives a map command and changes the map.
|
||||
|
@ -1800,17 +1821,14 @@ static void Got_Mapcmd(UINT8 **cp, INT32 playernum)
|
|||
if (demoplayback && !timingdemo)
|
||||
precache = false;
|
||||
|
||||
if (resetplayer)
|
||||
{
|
||||
if (!FLS || (netgame || multiplayer))
|
||||
emeralds = 0;
|
||||
}
|
||||
if (resetplayer && !FLS)
|
||||
emeralds = 0;
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
LUAh_MapChange();
|
||||
#endif
|
||||
|
||||
G_InitNew(ultimatemode, mapname, resetplayer, skipprecutscene);
|
||||
G_InitNew(ultimatemode, mapname, resetplayer, skipprecutscene, FLS);
|
||||
if (demoplayback && !timingdemo)
|
||||
precache = true;
|
||||
CON_ToggleOff();
|
||||
|
@ -4042,13 +4060,6 @@ static void Command_Archivetest_f(void)
|
|||
*/
|
||||
static void ForceSkin_OnChange(void)
|
||||
{
|
||||
if ((server || adminplayer == consoleplayer) && ((cv_forceskin.value == -1 && stricmp(cv_forceskin.string, "None")) || !(R_SkinUnlock(cv_forceskin.value))))
|
||||
{
|
||||
CONS_Printf("Please provide a valid skin name (\"None\" disables).\n");
|
||||
CV_SetValue(&cv_forceskin, -1);
|
||||
return;
|
||||
}
|
||||
|
||||
// NOT in SP, silly!
|
||||
if (!(netgame || multiplayer))
|
||||
return;
|
||||
|
@ -4057,7 +4068,7 @@ static void ForceSkin_OnChange(void)
|
|||
CONS_Printf("The server has lifted the forced skin restrictions.\n");
|
||||
else
|
||||
{
|
||||
CONS_Printf("The server is restricting all players to skin \"%s\".\n",skins[cv_forceskin.value].realname);
|
||||
CONS_Printf("The server is restricting all players to skin \"%s\".\n",skins[cv_forceskin.value].name);
|
||||
ForceAllSkins(cv_forceskin.value);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -32,19 +32,21 @@
|
|||
// Extra abilities/settings for skins (combinable stuff)
|
||||
typedef enum
|
||||
{
|
||||
SF_SUPER = 1, // Can turn super in singleplayer/co-op mode.
|
||||
SF_SUPERANIMS = 1<<1, // If super, use the super sonic animations
|
||||
SF_SUPERSPIN = 1<<2, // Should spin frames be played while super?
|
||||
SF_HIRES = 1<<3, // Draw the sprite 2x as small?
|
||||
SF_SUPER = 1, // Can turn super in singleplayer/co-op mode?
|
||||
SF_NOSUPERSPIN = 1<<1, // Should spin frames be played while super?
|
||||
SF_NOSPINDASHDUST = 1<<2, // Spawn dust particles when charging a spindash?
|
||||
SF_HIRES = 1<<3, // Draw the sprite at different size?
|
||||
SF_NOSKID = 1<<4, // No skid particles etc
|
||||
SF_NOSPEEDADJUST = 1<<5, // Skin-specific version of disablespeedadjust
|
||||
SF_RUNONWATER = 1<<6, // Run on top of water FOFs?
|
||||
SF_NOJUMPSPIN = 1<<7, // SPR2_JUMP defaults to SPR2_SPRG instead of SPR2_SPIN, falling states used, and player height is full when jumping?
|
||||
SF_NOJUMPSPIN = 1<<7, // SPR2_JUMP defaults to SPR2_SPRG instead of SPR2_ROLL, falling states used, and player height is full when jumping?
|
||||
SF_NOJUMPDAMAGE = 1<<8, // Don't damage enemies, etc whilst jumping?
|
||||
SF_STOMPDAMAGE = 1<<9, // Always damage enemies, etc by landing on them, no matter your vunerability?
|
||||
SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc.
|
||||
SF_MACHINE = 1<<10, // Beep boop. Are you a robot?
|
||||
SF_NOSPINDASHDUST = 1<<11, // Don't spawn dust particles when charging a spindash
|
||||
SF_DASHMODE = 1<<11, // Sonic Advance 2 style top speed increase?
|
||||
SF_FASTEDGE = 1<<12, // Faster edge teeter?
|
||||
SF_MULTIABILITY = 1<<13, // Revenge of Final Demo.
|
||||
// free up to and including 1<<31
|
||||
} skinflags_t;
|
||||
|
||||
|
@ -65,7 +67,7 @@ typedef enum
|
|||
CA_JUMPBOOST,
|
||||
CA_AIRDRILL,
|
||||
CA_JUMPTHOK,
|
||||
CA_DASHMODE,
|
||||
CA_BOUNCE,
|
||||
CA_TWINSPIN
|
||||
} charability_t;
|
||||
|
||||
|
@ -74,7 +76,7 @@ typedef enum
|
|||
{
|
||||
CA2_NONE=0,
|
||||
CA2_SPINDASH,
|
||||
CA2_MULTIABILITY,
|
||||
CA2_GUNSLINGER,
|
||||
CA2_MELEE
|
||||
} charability2_t;
|
||||
|
||||
|
@ -118,10 +120,8 @@ typedef enum
|
|||
// Did you get a time-over?
|
||||
PF_TIMEOVER = 1<<10,
|
||||
|
||||
// Ready for Super?
|
||||
PF_SUPERREADY = 1<<11,
|
||||
|
||||
// Character action status
|
||||
PF_STARTJUMP = 1<<11,
|
||||
PF_JUMPED = 1<<12,
|
||||
PF_SPINNING = 1<<13,
|
||||
PF_STARTDASH = 1<<14,
|
||||
|
@ -133,12 +133,11 @@ typedef enum
|
|||
// Sliding (usually in water) like Labyrinth/Oil Ocean
|
||||
PF_SLIDING = 1<<17,
|
||||
|
||||
/*** NIGHTS STUFF ***/
|
||||
// Is the player in NiGHTS mode?
|
||||
PF_NIGHTSMODE = 1<<18,
|
||||
PF_TRANSFERTOCLOSEST = 1<<19,
|
||||
// Bouncing
|
||||
PF_BOUNCING = 1<<18,
|
||||
|
||||
// Spill rings after falling
|
||||
/*** NIGHTS STUFF ***/
|
||||
PF_TRANSFERTOCLOSEST = 1<<19,
|
||||
PF_NIGHTSFALL = 1<<20,
|
||||
PF_DRILLING = 1<<21,
|
||||
PF_SKIDDOWN = 1<<22,
|
||||
|
@ -157,10 +156,10 @@ typedef enum
|
|||
// Used shield ability
|
||||
PF_SHIELDABILITY = 1<<28,
|
||||
|
||||
// Force jump damage?
|
||||
PF_FORCEJUMPDAMAGE = 1<<29
|
||||
// Jump damage?
|
||||
PF_NOJUMPDAMAGE = 1<<29,
|
||||
|
||||
// free up to and including 1<<31
|
||||
// up to 1<<31 is free
|
||||
} pflags_t;
|
||||
|
||||
typedef enum
|
||||
|
@ -171,7 +170,7 @@ typedef enum
|
|||
PA_EDGE,
|
||||
PA_WALK,
|
||||
PA_RUN,
|
||||
PA_PEEL,
|
||||
PA_DASH,
|
||||
PA_PAIN,
|
||||
PA_ROLL,
|
||||
PA_JUMP,
|
||||
|
@ -223,6 +222,10 @@ typedef enum
|
|||
CR_GENERIC,
|
||||
// Tails carry.
|
||||
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,
|
||||
// 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.
|
||||
CR_ZOOMTUBE,
|
||||
CR_ROPEHANG,
|
||||
|
@ -263,9 +266,7 @@ typedef enum
|
|||
pw_nights_helper,
|
||||
pw_nights_linkfreeze,
|
||||
|
||||
//for linedef exec 427
|
||||
pw_nocontrol,
|
||||
pw_ingoop, // In goop
|
||||
pw_nocontrol, //for linedef exec 427
|
||||
|
||||
NUMPOWERS
|
||||
} powertype_t;
|
||||
|
@ -344,6 +345,7 @@ typedef struct player_s
|
|||
UINT8 skincolor;
|
||||
|
||||
INT32 skin;
|
||||
UINT32 availabilities;
|
||||
|
||||
UINT32 score; // player score
|
||||
fixed_t dashspeed; // dashing speed
|
||||
|
@ -381,7 +383,6 @@ typedef struct player_s
|
|||
UINT8 gotcontinue; // Got continue from this stage?
|
||||
|
||||
fixed_t speed; // Player's speed (distance formula of MOMX and MOMY values)
|
||||
UINT8 jumping; // Holding down jump button
|
||||
UINT8 secondjump; // Jump counter
|
||||
|
||||
UINT8 fly1; // Tails flying
|
||||
|
|
153
src/dehacked.c
153
src/dehacked.c
|
@ -432,22 +432,20 @@ static void readAnimTex(MYFILE *f, INT32 num)
|
|||
}
|
||||
*/
|
||||
|
||||
static boolean findFreeSlot(INT32 *num, UINT16 wadnum)
|
||||
static boolean findFreeSlot(INT32 *num)
|
||||
{
|
||||
// Send the character select entry to a free slot.
|
||||
while (*num < 32 && (!(PlayerMenu[*num].status & IT_DISABLED) || description[*num].wadnum == wadnum)) // Will kill hidden characters from other files, but that's okay.
|
||||
while (*num < 32 && (description[*num].used))
|
||||
*num = *num+1;
|
||||
|
||||
// No more free slots. :(
|
||||
if (*num >= 32)
|
||||
return false;
|
||||
|
||||
PlayerMenu[*num].status = IT_CALL;
|
||||
description[*num].wadnum = wadnum;
|
||||
description[*num].picname[0] = '\0'; // Redesign your logo. (See M_DrawSetupChoosePlayerMenu in m_menu.c...)
|
||||
|
||||
// Found one! ^_^
|
||||
return true;
|
||||
return (description[*num].used = true);
|
||||
}
|
||||
|
||||
// Reads a player.
|
||||
|
@ -479,7 +477,7 @@ static void readPlayer(MYFILE *f, INT32 num)
|
|||
{
|
||||
char *playertext = NULL;
|
||||
|
||||
if (!slotfound && (slotfound = findFreeSlot(&num, f->wad)) == false)
|
||||
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
|
||||
goto done;
|
||||
|
||||
for (i = 0; i < MAXLINELEN-3; i++)
|
||||
|
@ -528,7 +526,7 @@ static void readPlayer(MYFILE *f, INT32 num)
|
|||
|
||||
if (fastcmp(word, "PICNAME"))
|
||||
{
|
||||
if (!slotfound && (slotfound = findFreeSlot(&num, f->wad)) == false)
|
||||
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
|
||||
goto done;
|
||||
DEH_WriteUndoline(word, &description[num].picname[0], UNDO_NONE);
|
||||
|
||||
|
@ -536,12 +534,6 @@ static void readPlayer(MYFILE *f, INT32 num)
|
|||
}
|
||||
else if (fastcmp(word, "STATUS"))
|
||||
{
|
||||
// Limit the status to only IT_DISABLED and IT_CALL
|
||||
if (i)
|
||||
i = IT_CALL;
|
||||
else
|
||||
i = IT_DISABLED;
|
||||
|
||||
/*
|
||||
You MAY disable previous entries if you so desire...
|
||||
But try to enable something that's already enabled and you will be sent to a free slot.
|
||||
|
@ -549,15 +541,15 @@ static void readPlayer(MYFILE *f, INT32 num)
|
|||
Because of this, you are allowed to edit any previous entries you like, but only if you
|
||||
signal that you are purposely doing so by disabling and then reenabling the slot.
|
||||
*/
|
||||
if (i != IT_DISABLED && !slotfound && (slotfound = findFreeSlot(&num, f->wad)) == false)
|
||||
if (i && !slotfound && (slotfound = findFreeSlot(&num)) == false)
|
||||
goto done;
|
||||
DEH_WriteUndoline(word, va("%d", PlayerMenu[num].status), UNDO_NONE);
|
||||
PlayerMenu[num].status = (INT16)i;
|
||||
DEH_WriteUndoline(word, va("%d", description[num].used), UNDO_NONE);
|
||||
description[num].used = (!!i);
|
||||
}
|
||||
else if (fastcmp(word, "SKINNAME"))
|
||||
{
|
||||
// Send to free slot.
|
||||
if (!slotfound && (slotfound = findFreeSlot(&num, f->wad)) == false)
|
||||
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
|
||||
goto done;
|
||||
DEH_WriteUndoline(word, description[num].skinname, UNDO_NONE);
|
||||
|
||||
|
@ -1211,6 +1203,12 @@ static void readlevelheader(MYFILE *f, INT32 num)
|
|||
{
|
||||
deh_strlcpy(mapheaderinfo[num-1]->lvlttl, word2,
|
||||
sizeof(mapheaderinfo[num-1]->lvlttl), va("Level header %d: levelname", num));
|
||||
strlcpy(mapheaderinfo[num-1]->selectheading, word2, sizeof(mapheaderinfo[num-1]->selectheading)); // not deh_ so only complains once
|
||||
}
|
||||
else if (fastcmp(word, "SELECTHEADING"))
|
||||
{
|
||||
deh_strlcpy(mapheaderinfo[num-1]->selectheading, word2,
|
||||
sizeof(mapheaderinfo[num-1]->selectheading), va("Level header %d: selectheading", num));
|
||||
}
|
||||
else if (fastcmp(word, "SCRIPTNAME"))
|
||||
{
|
||||
|
@ -1418,6 +1416,13 @@ static void readlevelheader(MYFILE *f, INT32 num)
|
|||
else
|
||||
mapheaderinfo[num-1]->menuflags &= ~LF2_NOVISITNEEDED;
|
||||
}
|
||||
else if (fastcmp(word, "WIDEICON"))
|
||||
{
|
||||
if (i || word2[0] == 'T' || word2[0] == 'Y')
|
||||
mapheaderinfo[num-1]->menuflags |= LF2_WIDEICON;
|
||||
else
|
||||
mapheaderinfo[num-1]->menuflags &= ~LF2_WIDEICON;
|
||||
}
|
||||
else
|
||||
deh_warning("Level header %d: unknown word '%s'", num, word);
|
||||
}
|
||||
|
@ -2277,6 +2282,8 @@ static void reademblemdata(MYFILE *f, INT32 num)
|
|||
emblemlocations[num-1].type = ET_NGRADE;
|
||||
else if (fastcmp(word2, "NTIME"))
|
||||
emblemlocations[num-1].type = ET_NTIME;
|
||||
else if (fastcmp(word2, "MAP"))
|
||||
emblemlocations[num-1].type = ET_MAP;
|
||||
else
|
||||
emblemlocations[num-1].type = (UINT8)value;
|
||||
}
|
||||
|
@ -2898,7 +2905,7 @@ static void readpatch(MYFILE *f, const char *name, UINT16 wad)
|
|||
char *word2;
|
||||
char *tmp;
|
||||
INT32 i = 0, j = 0, value;
|
||||
texpatch_t patch = {0, 0, UINT16_MAX, UINT16_MAX, 0};
|
||||
texpatch_t patch = {0, 0, UINT16_MAX, UINT16_MAX, 0, 255, AST_COPY};
|
||||
|
||||
// Jump to the texture this patch belongs to, which,
|
||||
// coincidentally, is always the last one on the buffer cache.
|
||||
|
@ -3910,12 +3917,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
"S_PLAY_WAIT",
|
||||
"S_PLAY_WALK",
|
||||
"S_PLAY_RUN",
|
||||
"S_PLAY_PEEL",
|
||||
"S_PLAY_DASH",
|
||||
"S_PLAY_PAIN",
|
||||
"S_PLAY_STUN",
|
||||
"S_PLAY_DEAD",
|
||||
"S_PLAY_DRWN",
|
||||
"S_PLAY_SPIN",
|
||||
"S_PLAY_DASH",
|
||||
"S_PLAY_ROLL",
|
||||
"S_PLAY_GASP",
|
||||
"S_PLAY_JUMP",
|
||||
"S_PLAY_SPRING",
|
||||
|
@ -3923,6 +3930,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
"S_PLAY_EDGE",
|
||||
"S_PLAY_RIDE",
|
||||
|
||||
// CA2_SPINDASH
|
||||
"S_PLAY_SPINDASH",
|
||||
|
||||
// CA_FLY/SWIM
|
||||
"S_PLAY_FLY",
|
||||
"S_PLAY_SWIM",
|
||||
|
@ -3933,30 +3943,25 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
"S_PLAY_CLING",
|
||||
"S_PLAY_CLIMB",
|
||||
|
||||
// CA_FLOAT/CA_SLOWFALL
|
||||
"S_PLAY_FLOAT",
|
||||
"S_PLAY_FLOAT_RUN",
|
||||
|
||||
// CA_BOUNCE
|
||||
"S_PLAY_BOUNCE",
|
||||
"S_PLAY_BOUNCE_LANDING",
|
||||
|
||||
// CA2_GUNSLINGER
|
||||
"S_PLAY_FIRE",
|
||||
"S_PLAY_FIRE_FINISH",
|
||||
|
||||
// CA_TWINSPIN
|
||||
"S_PLAY_TWINSPIN",
|
||||
|
||||
// CA2_MELEE
|
||||
"S_PLAY_MELEE",
|
||||
"S_PLAY_MELEE_FINISH",
|
||||
|
||||
// SF_SUPERANIMS
|
||||
"S_PLAY_SUPER_STND",
|
||||
"S_PLAY_SUPER_WALK",
|
||||
"S_PLAY_SUPER_RUN",
|
||||
"S_PLAY_SUPER_PEEL",
|
||||
"S_PLAY_SUPER_PAIN",
|
||||
"S_PLAY_SUPER_STUN",
|
||||
"S_PLAY_SUPER_DEAD",
|
||||
"S_PLAY_SUPER_DRWN",
|
||||
"S_PLAY_SUPER_SPIN",
|
||||
"S_PLAY_SUPER_GASP",
|
||||
"S_PLAY_SUPER_JUMP",
|
||||
"S_PLAY_SUPER_SPRING",
|
||||
"S_PLAY_SUPER_FALL",
|
||||
"S_PLAY_SUPER_EDGE",
|
||||
"S_PLAY_SUPER_RIDE",
|
||||
"S_PLAY_SUPER_FLOAT",
|
||||
"S_PLAY_MELEE_LANDING",
|
||||
|
||||
// SF_SUPER
|
||||
"S_PLAY_SUPERTRANS1",
|
||||
|
@ -3995,7 +4000,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
|
||||
"S_PLAY_NIGHTS_STAND",
|
||||
"S_PLAY_NIGHTS_FLOAT",
|
||||
"S_PLAY_NIGHTS_PAIN",
|
||||
"S_PLAY_NIGHTS_STUN",
|
||||
"S_PLAY_NIGHTS_PULL",
|
||||
"S_PLAY_NIGHTS_ATTACK",
|
||||
|
||||
|
@ -4772,11 +4777,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
"S_METALSONIC_FLOAT",
|
||||
"S_METALSONIC_VECTOR",
|
||||
"S_METALSONIC_STUN",
|
||||
"S_METALSONIC_BLOCK",
|
||||
"S_METALSONIC_RAISE",
|
||||
"S_METALSONIC_GATHER",
|
||||
"S_METALSONIC_DASH",
|
||||
"S_METALSONIC_BOUNCE",
|
||||
"S_METALSONIC_BADBOUNCE",
|
||||
"S_METALSONIC_SHOOT",
|
||||
"S_METALSONIC_PAIN",
|
||||
"S_METALSONIC_DEATH",
|
||||
|
@ -5920,14 +5925,18 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
"S_FOUR2",
|
||||
"S_FIVE2",
|
||||
|
||||
"S_LOCKON1",
|
||||
"S_LOCKON2",
|
||||
|
||||
// Tag Sign
|
||||
"S_TTAG1",
|
||||
"S_TTAG",
|
||||
|
||||
// Got Flag Sign
|
||||
"S_GOTFLAG1",
|
||||
"S_GOTFLAG2",
|
||||
"S_GOTFLAG3",
|
||||
"S_GOTFLAG4",
|
||||
"S_GOTFLAG",
|
||||
"S_GOTREDFLAG",
|
||||
"S_GOTBLUEFLAG",
|
||||
|
||||
"S_CORK",
|
||||
|
||||
// Red Ring
|
||||
"S_RRNG1",
|
||||
|
@ -6718,9 +6727,9 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
|
|||
"MT_SCORE", // score logo
|
||||
"MT_DROWNNUMBERS", // Drowning Timer
|
||||
"MT_GOTEMERALD", // Chaos Emerald (intangible)
|
||||
"MT_LOCKON", // Target
|
||||
"MT_TAG", // Tag Sign
|
||||
"MT_GOTFLAG", // Got Flag sign
|
||||
"MT_GOTFLAG2", // Got Flag sign
|
||||
|
||||
// Ambient Sounds
|
||||
"MT_AWATERA", // Ambient Water Sound 1
|
||||
|
@ -6734,6 +6743,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
|
|||
"MT_RANDOMAMBIENT",
|
||||
"MT_RANDOMAMBIENT2",
|
||||
|
||||
"MT_CORK",
|
||||
|
||||
// Ring Weapons
|
||||
"MT_REDRING",
|
||||
"MT_BOUNCERING",
|
||||
|
@ -6957,10 +6968,8 @@ static const char *const PLAYERFLAG_LIST[] = {
|
|||
// Did you get a time-over?
|
||||
"TIMEOVER",
|
||||
|
||||
// Ready for Super?
|
||||
"SUPERREADY",
|
||||
|
||||
// Character action status
|
||||
"STARTJUMP",
|
||||
"JUMPED",
|
||||
"SPINNING",
|
||||
"STARTDASH",
|
||||
|
@ -6972,12 +6981,11 @@ static const char *const PLAYERFLAG_LIST[] = {
|
|||
// Sliding (usually in water) like Labyrinth/Oil Ocean
|
||||
"SLIDING",
|
||||
|
||||
/*** NIGHTS STUFF ***/
|
||||
// Is the player in NiGHTS mode?
|
||||
"NIGHTSMODE",
|
||||
"TRANSFERTOCLOSEST",
|
||||
// Bouncing
|
||||
"BOUNCING",
|
||||
|
||||
// Spill rings after falling
|
||||
/*** NIGHTS STUFF ***/
|
||||
"TRANSFERTOCLOSEST",
|
||||
"NIGHTSFALL",
|
||||
"DRILLING",
|
||||
"SKIDDOWN",
|
||||
|
@ -6991,7 +6999,7 @@ static const char *const PLAYERFLAG_LIST[] = {
|
|||
"ANALOGMODE", // Analog mode?
|
||||
"CANCARRY", // Can carry?
|
||||
"SHIELDABILITY", // Thokked with shield ability
|
||||
"FORCEJUMPDAMAGE", // Force jump damage
|
||||
"NOJUMPDAMAGE", // No jump damage
|
||||
|
||||
NULL // stop loop here.
|
||||
};
|
||||
|
@ -7141,8 +7149,7 @@ static const char *const POWERS_LIST[] = {
|
|||
"NIGHTS_LINKFREEZE",
|
||||
|
||||
//for linedef exec 427
|
||||
"NOCONTROL",
|
||||
"INGOOP" // In goop
|
||||
"NOCONTROL"
|
||||
};
|
||||
|
||||
static const char *const HUDITEMS_LIST[] = {
|
||||
|
@ -7234,14 +7241,15 @@ struct {
|
|||
|
||||
// Frame settings
|
||||
{"FF_FRAMEMASK",FF_FRAMEMASK},
|
||||
{"FF_VERTICALFLIP",FF_VERTICALFLIP},
|
||||
{"FF_PAPERSPRITE",FF_PAPERSPRITE},
|
||||
{"FF_SPR2SUPER",FF_SPR2SUPER},
|
||||
{"FF_SPR2ENDSTATE",FF_SPR2ENDSTATE},
|
||||
{"FF_SPR2MIDSTART",FF_SPR2MIDSTART},
|
||||
{"FF_ANIMATE",FF_ANIMATE},
|
||||
{"FF_RANDOMANIM",FF_RANDOMANIM},
|
||||
{"FF_GLOBALANIM",FF_GLOBALANIM},
|
||||
{"FF_FULLBRIGHT",FF_FULLBRIGHT},
|
||||
{"FF_VERTICALFLIP",FF_VERTICALFLIP},
|
||||
{"FF_PAPERSPRITE",FF_PAPERSPRITE},
|
||||
{"FF_TRANSMASK",FF_TRANSMASK},
|
||||
{"FF_TRANSSHIFT",FF_TRANSSHIFT},
|
||||
// new preshifted translucency (used in source)
|
||||
|
@ -7304,6 +7312,7 @@ struct {
|
|||
{"LF2_RECORDATTACK",LF2_RECORDATTACK},
|
||||
{"LF2_NIGHTSATTACK",LF2_NIGHTSATTACK},
|
||||
{"LF2_NOVISITNEEDED",LF2_NOVISITNEEDED},
|
||||
{"LF2_WIDEICON",LF2_WIDEICON},
|
||||
|
||||
// NiGHTS grades
|
||||
{"GRADE_F",GRADE_F},
|
||||
|
@ -7365,6 +7374,8 @@ struct {
|
|||
{"CR_NONE",CR_NONE},
|
||||
{"CR_GENERIC",CR_GENERIC},
|
||||
{"CR_PLAYER",CR_PLAYER},
|
||||
{"CR_NIGHTSMODE",CR_NIGHTSMODE},
|
||||
{"CR_BRAKGOOP",CR_BRAKGOOP},
|
||||
{"CR_ZOOMTUBE",CR_ZOOMTUBE},
|
||||
{"CR_ROPEHANG",CR_ROPEHANG},
|
||||
{"CR_MACESPIN",CR_MACESPIN},
|
||||
|
@ -7380,8 +7391,8 @@ struct {
|
|||
|
||||
// Character flags (skinflags_t)
|
||||
{"SF_SUPER",SF_SUPER},
|
||||
{"SF_SUPERANIMS",SF_SUPERANIMS},
|
||||
{"SF_SUPERSPIN",SF_SUPERSPIN},
|
||||
{"SF_NOSUPERSPIN",SF_NOSUPERSPIN},
|
||||
{"SF_NOSPINDASHDUST",SF_NOSPINDASHDUST},
|
||||
{"SF_HIRES",SF_HIRES},
|
||||
{"SF_NOSKID",SF_NOSKID},
|
||||
{"SF_NOSPEEDADJUST",SF_NOSPEEDADJUST},
|
||||
|
@ -7391,7 +7402,9 @@ struct {
|
|||
{"SF_STOMPDAMAGE",SF_STOMPDAMAGE},
|
||||
{"SF_MARIODAMAGE",SF_MARIODAMAGE},
|
||||
{"SF_MACHINE",SF_MACHINE},
|
||||
{"SF_NOSPINDASHDUST",SF_NOSPINDASHDUST},
|
||||
{"SF_DASHMODE",SF_DASHMODE},
|
||||
{"SF_FASTEDGE",SF_FASTEDGE},
|
||||
{"SF_MULTIABILITY",SF_MULTIABILITY},
|
||||
|
||||
// Character abilities!
|
||||
// Primary
|
||||
|
@ -7409,12 +7422,12 @@ struct {
|
|||
{"CA_JUMPBOOST",CA_JUMPBOOST},
|
||||
{"CA_AIRDRILL",CA_AIRDRILL},
|
||||
{"CA_JUMPTHOK",CA_JUMPTHOK},
|
||||
{"CA_DASHMODE",CA_DASHMODE},
|
||||
{"CA_BOUNCE",CA_BOUNCE},
|
||||
{"CA_TWINSPIN",CA_TWINSPIN},
|
||||
// Secondary
|
||||
{"CA2_NONE",CA2_NONE}, // now slot 0!
|
||||
{"CA2_SPINDASH",CA2_SPINDASH},
|
||||
{"CA2_MULTIABILITY",CA2_MULTIABILITY},
|
||||
{"CA2_GUNSLINGER",CA2_GUNSLINGER},
|
||||
{"CA2_MELEE",CA2_MELEE},
|
||||
|
||||
// Sound flags
|
||||
|
@ -7425,7 +7438,12 @@ struct {
|
|||
{"SF_X8AWAYSOUND",SF_X8AWAYSOUND},
|
||||
{"SF_NOINTERRUPT",SF_NOINTERRUPT},
|
||||
{"SF_X2AWAYSOUND",SF_X2AWAYSOUND},
|
||||
|
||||
|
||||
// Map emblem var flags
|
||||
{"ME_ALLEMERALDS",ME_ALLEMERALDS},
|
||||
{"ME_ULTIMATE",ME_ULTIMATE},
|
||||
{"ME_PERFECT",ME_PERFECT},
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
// p_local.h constants
|
||||
{"FLOATSPEED",FLOATSPEED},
|
||||
|
@ -7478,7 +7496,7 @@ struct {
|
|||
{"PA_EDGE",PA_EDGE},
|
||||
{"PA_WALK",PA_WALK},
|
||||
{"PA_RUN",PA_RUN},
|
||||
{"PA_PEEL",PA_PEEL},
|
||||
{"PA_DASH",PA_DASH},
|
||||
{"PA_PAIN",PA_PAIN},
|
||||
{"PA_ROLL",PA_ROLL},
|
||||
{"PA_JUMP",PA_JUMP},
|
||||
|
@ -7667,6 +7685,7 @@ struct {
|
|||
{"V_70TRANS",V_70TRANS},
|
||||
{"V_80TRANS",V_80TRANS},
|
||||
{"V_90TRANS",V_90TRANS},
|
||||
{"V_STATIC",V_STATIC},
|
||||
{"V_HUDTRANSHALF",V_HUDTRANSHALF},
|
||||
{"V_HUDTRANS",V_HUDTRANS},
|
||||
{"V_HUDTRANSDOUBLE",V_HUDTRANSDOUBLE},
|
||||
|
|
|
@ -222,7 +222,7 @@ extern FILE *logstream;
|
|||
// NOTE: it needs more than this to increase the number of players...
|
||||
|
||||
#define MAXPLAYERS 32
|
||||
#define MAXSKINS MAXPLAYERS
|
||||
#define MAXSKINS 32
|
||||
#define PLAYERSMASK (MAXPLAYERS-1)
|
||||
#define MAXPLAYERNAME 21
|
||||
|
||||
|
@ -543,4 +543,7 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
|
|||
/// Experimental attempts at preventing MF_PAPERCOLLISION objects from getting stuck in walls.
|
||||
//#define PAPER_COLLISIONCORRECTION
|
||||
|
||||
/// Hudname padding.
|
||||
#define SKINNAMEPADDING
|
||||
|
||||
#endif // __DOOMDEF__
|
||||
|
|
|
@ -241,6 +241,8 @@ typedef struct
|
|||
UINT8 levelflags; ///< LF_flags: merged eight booleans into one UINT8 for space, see below
|
||||
UINT8 menuflags; ///< LF2_flags: options that affect record attack / nights mode menus
|
||||
|
||||
char selectheading[22]; ///< Level select heading. Allows for controllable grouping.
|
||||
|
||||
// Freed animals stuff.
|
||||
UINT8 numFlickies; ///< Internal. For freed flicky support.
|
||||
mobjtype_t *flickies; ///< List of freeable flickies in this level. Allocated dynamically for space reasons. Be careful.
|
||||
|
@ -267,6 +269,7 @@ typedef struct
|
|||
#define LF2_RECORDATTACK 4 ///< Show this map in Time Attack
|
||||
#define LF2_NIGHTSATTACK 8 ///< Show this map in NiGHTS mode menu
|
||||
#define LF2_NOVISITNEEDED 16 ///< Available in time attack/nights mode without visiting the level
|
||||
#define LF2_WIDEICON 32 ///< If you're in a circumstance where it fits, use a wide map icon
|
||||
|
||||
extern mapheader_t* mapheaderinfo[NUMMAPS];
|
||||
|
||||
|
@ -311,7 +314,7 @@ enum GameType
|
|||
|
||||
NUMGAMETYPES
|
||||
};
|
||||
// If you alter this list, update gametype_cons_t in m_menu.c
|
||||
// If you alter this list, update dehacked.c, and gametype_cons_t and MISC_ChangeGameTypeMenu in m_menu.c
|
||||
|
||||
extern tic_t totalplaytime;
|
||||
|
||||
|
|
56
src/g_game.c
56
src/g_game.c
|
@ -697,8 +697,7 @@ void G_SetNightsRecords(void)
|
|||
free(gpath);
|
||||
|
||||
// If the mare count changed, this will update the score display
|
||||
CV_AddValue(&cv_nextmap, 1);
|
||||
CV_AddValue(&cv_nextmap, -1);
|
||||
Nextmap_OnChange();
|
||||
}
|
||||
|
||||
// for consistency among messages: this modifies the game and removes savemoddata.
|
||||
|
@ -1015,9 +1014,8 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
|
|||
if (cv_analog.value || twodlevel
|
||||
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|
||||
|| (!demoplayback && (player->climbing
|
||||
|| (player->pflags & PF_NIGHTSMODE)
|
||||
|| (player->pflags & PF_SLIDING)
|
||||
|| (player->pflags & PF_FORCESTRAFE)))) // Analog
|
||||
|| (player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
|| (player->pflags & (PF_SLIDING|PF_FORCESTRAFE))))) // Analog
|
||||
forcestrafe = true;
|
||||
if (forcestrafe) // Analog
|
||||
{
|
||||
|
@ -1120,7 +1118,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
|
|||
cmd->buttons |= BT_USE;
|
||||
|
||||
// Camera Controls
|
||||
if (cv_debug || cv_analog.value || demoplayback || objectplacing || player->pflags & PF_NIGHTSMODE)
|
||||
if (cv_debug || cv_analog.value || demoplayback || objectplacing || player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
if (PLAYER1INPUTDOWN(gc_camleft))
|
||||
cmd->buttons |= BT_CAMLEFT;
|
||||
|
@ -1306,9 +1304,8 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
|
|||
if (cv_analog2.value || twodlevel
|
||||
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|
||||
|| player->climbing
|
||||
|| (player->pflags & PF_NIGHTSMODE)
|
||||
|| (player->pflags & PF_SLIDING)
|
||||
|| (player->pflags & PF_FORCESTRAFE)) // Analog
|
||||
|| (player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
|| (player->pflags & (PF_SLIDING|PF_FORCESTRAFE))) // Analog
|
||||
forcestrafe = true;
|
||||
if (forcestrafe) // Analog
|
||||
{
|
||||
|
@ -1408,7 +1405,7 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
|
|||
cmd->buttons |= BT_USE;
|
||||
|
||||
// Camera Controls
|
||||
if (cv_debug || cv_analog2.value || player->pflags & PF_NIGHTSMODE)
|
||||
if (cv_debug || cv_analog2.value || player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
if (PLAYER2INPUTDOWN(gc_camleft))
|
||||
cmd->buttons |= BT_CAMLEFT;
|
||||
|
@ -1566,11 +1563,6 @@ static void Analog_OnChange(void)
|
|||
|
||||
// cameras are not initialized at this point
|
||||
|
||||
if (leveltime > 1)
|
||||
CV_SetValue(&cv_cam_dist, 128);
|
||||
if (cv_analog.value || demoplayback)
|
||||
CV_SetValue(&cv_cam_dist, 192);
|
||||
|
||||
if (!cv_chasecam.value && cv_analog.value) {
|
||||
CV_SetValue(&cv_analog, 0);
|
||||
return;
|
||||
|
@ -1591,11 +1583,6 @@ static void Analog2_OnChange(void)
|
|||
|
||||
// cameras are not initialized at this point
|
||||
|
||||
if (leveltime > 1)
|
||||
CV_SetValue(&cv_cam2_dist, 128);
|
||||
if (cv_analog2.value)
|
||||
CV_SetValue(&cv_cam2_dist, 192);
|
||||
|
||||
if (!cv_chasecam2.value && cv_analog2.value) {
|
||||
CV_SetValue(&cv_analog2, 0);
|
||||
return;
|
||||
|
@ -2082,6 +2069,7 @@ void G_PlayerReborn(INT32 player)
|
|||
UINT8 mare;
|
||||
UINT8 skincolor;
|
||||
INT32 skin;
|
||||
UINT32 availabilities;
|
||||
tic_t jointime;
|
||||
boolean spectator;
|
||||
INT16 bot;
|
||||
|
@ -2106,6 +2094,7 @@ void G_PlayerReborn(INT32 player)
|
|||
|
||||
skincolor = players[player].skincolor;
|
||||
skin = players[player].skin;
|
||||
availabilities = players[player].availabilities;
|
||||
camerascale = players[player].camerascale;
|
||||
shieldscale = players[player].shieldscale;
|
||||
charability = players[player].charability;
|
||||
|
@ -2151,6 +2140,7 @@ void G_PlayerReborn(INT32 player)
|
|||
// save player config truth reborn
|
||||
p->skincolor = skincolor;
|
||||
p->skin = skin;
|
||||
p->availabilities = availabilities;
|
||||
p->camerascale = camerascale;
|
||||
p->shieldscale = shieldscale;
|
||||
p->charability = charability;
|
||||
|
@ -2901,7 +2891,7 @@ static void G_DoCompleted(void)
|
|||
if (nextmap < NUMMAPS && !mapheaderinfo[nextmap])
|
||||
P_AllocMapHeader(nextmap);
|
||||
|
||||
if (skipstats)
|
||||
if (skipstats && !modeattacking) // Don't skip stats if we're in record attack
|
||||
G_AfterIntermission();
|
||||
else
|
||||
{
|
||||
|
@ -3541,7 +3531,7 @@ void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, b
|
|||
// This is the map command interpretation something like Command_Map_f
|
||||
//
|
||||
// called at: map cmd execution, doloadgame, doplaydemo
|
||||
void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean skipprecutscene)
|
||||
void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean skipprecutscene, boolean FLS)
|
||||
{
|
||||
INT32 i;
|
||||
|
||||
|
@ -3571,7 +3561,8 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
|
|||
|
||||
if (netgame || multiplayer)
|
||||
{
|
||||
players[i].lives = cv_startinglives.value;
|
||||
if (!FLS || (players[i].lives < cv_startinglives.value))
|
||||
players[i].lives = cv_startinglives.value;
|
||||
players[i].continues = 0;
|
||||
}
|
||||
else if (pultmode)
|
||||
|
@ -3585,13 +3576,16 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
|
|||
players[i].continues = 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);
|
||||
|
||||
// Clear cheatcodes too, just in case.
|
||||
players[i].pflags &= ~(PF_GODMODE|PF_NOCLIP|PF_INVIS);
|
||||
|
||||
players[i].score = players[i].xtralife = 0;
|
||||
players[i].xtralife = 0;
|
||||
}
|
||||
|
||||
// Reset unlockable triggers
|
||||
|
@ -3920,12 +3914,8 @@ void G_WriteGhostTic(mobj_t *ghost)
|
|||
if (!(demoflags & DF_GHOST))
|
||||
return; // No ghost data to write.
|
||||
|
||||
if (ghost->player && ghost->player->pflags & PF_NIGHTSMODE && ghost->tracer)
|
||||
{
|
||||
// We're talking about the NiGHTS thing, not the normal platforming thing!
|
||||
if (ghost->player && ghost->player->powers[pw_carry] == CR_NIGHTSMODE) // We're talking about the NiGHTS thing, not the normal platforming thing!
|
||||
ziptic |= GZT_NIGHTS;
|
||||
ghost = ghost->tracer;
|
||||
}
|
||||
|
||||
ziptic_p = demo_p++; // the ziptic, written at the end of this function
|
||||
|
||||
|
@ -4107,11 +4097,9 @@ void G_ConsGhostTic(void)
|
|||
demo_p++;
|
||||
if (ziptic & GZT_SPR2)
|
||||
demo_p++;
|
||||
if(ziptic & GZT_NIGHTS) {
|
||||
if (!testmo->player || !(testmo->player->pflags & PF_NIGHTSMODE) || !testmo->tracer)
|
||||
if (ziptic & GZT_NIGHTS) {
|
||||
if (!testmo->player || !(testmo->player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
nightsfail = true;
|
||||
else
|
||||
testmo = testmo->tracer;
|
||||
}
|
||||
|
||||
if (ziptic & GZT_EXTRA)
|
||||
|
@ -5142,7 +5130,7 @@ void G_DoPlayDemo(char *defdemoname)
|
|||
memset(playeringame,0,sizeof(playeringame));
|
||||
playeringame[0] = true;
|
||||
P_SetRandSeed(randseed);
|
||||
G_InitNew(false, G_BuildMapName(gamemap), true, true);
|
||||
G_InitNew(false, G_BuildMapName(gamemap), true, true, false);
|
||||
|
||||
// Set skin
|
||||
SetPlayerSkin(0, skin);
|
||||
|
|
|
@ -89,7 +89,7 @@ void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo);
|
|||
void G_DoReborn(INT32 playernum);
|
||||
void G_PlayerReborn(INT32 player);
|
||||
void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer,
|
||||
boolean skipprecutscene);
|
||||
boolean skipprecutscene, boolean FLS);
|
||||
char *G_BuildMapTitle(INT32 mapnum);
|
||||
|
||||
// XMOD spawning
|
||||
|
|
|
@ -25,10 +25,10 @@ static CV_PossibleValue_t mousesens_cons_t[] = {{1, "MIN"}, {MAXMOUSESENSITIVITY
|
|||
static CV_PossibleValue_t onecontrolperkey_cons_t[] = {{1, "One"}, {2, "Several"}, {0, NULL}};
|
||||
|
||||
// mouse values are used once
|
||||
consvar_t cv_mousesens = {"mousesens", "35", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_mousesens2 = {"mousesens2", "35", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_mouseysens = {"mouseysens", "35", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_mouseysens2 = {"mouseysens2", "35", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_mousesens = {"mousesens", "12", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_mousesens2 = {"mousesens2", "12", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_mouseysens = {"mouseysens", "12", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_mouseysens2 = {"mouseysens2", "12", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_controlperkey = {"controlperkey", "One", CV_SAVE, onecontrolperkey_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
INT32 mousex, mousey;
|
||||
|
@ -1154,10 +1154,8 @@ void G_Controldefault(void)
|
|||
#else
|
||||
void G_Controldefault(void)
|
||||
{
|
||||
gamecontrol[gc_forward ][0] = KEY_UPARROW;
|
||||
gamecontrol[gc_forward ][1] = 'w';
|
||||
gamecontrol[gc_backward ][0] = KEY_DOWNARROW;
|
||||
gamecontrol[gc_backward ][1] = 's';
|
||||
gamecontrol[gc_forward ][0] = 'w';
|
||||
gamecontrol[gc_backward ][0] = 's';
|
||||
gamecontrol[gc_strafeleft ][0] = 'a';
|
||||
gamecontrol[gc_straferight][0] = 'd';
|
||||
gamecontrol[gc_turnleft ][0] = KEY_LEFTARROW;
|
||||
|
@ -1178,19 +1176,18 @@ void G_Controldefault(void)
|
|||
gamecontrol[gc_fire ][1] = KEY_MOUSE1+0;
|
||||
gamecontrol[gc_firenormal ][0] = 'c';
|
||||
gamecontrol[gc_tossflag ][0] = '\'';
|
||||
gamecontrol[gc_use ][0] = 'x';
|
||||
gamecontrol[gc_use ][0] = KEY_LSHIFT;
|
||||
gamecontrol[gc_camtoggle ][0] = 'v';
|
||||
gamecontrol[gc_camleft ][0] = '[';
|
||||
gamecontrol[gc_camright ][0] = ']';
|
||||
gamecontrol[gc_camreset ][0] = 'r';
|
||||
gamecontrol[gc_lookup ][0] = KEY_PGUP;
|
||||
gamecontrol[gc_lookdown ][0] = KEY_PGDN;
|
||||
gamecontrol[gc_lookup ][0] = KEY_UPARROW;
|
||||
gamecontrol[gc_lookdown ][0] = KEY_DOWNARROW;
|
||||
gamecontrol[gc_centerview ][0] = KEY_END;
|
||||
gamecontrol[gc_talkkey ][0] = 't';
|
||||
gamecontrol[gc_teamkey ][0] = 'y';
|
||||
gamecontrol[gc_scores ][0] = KEY_TAB;
|
||||
gamecontrol[gc_jump ][0] = 'z';
|
||||
gamecontrol[gc_jump ][1] = KEY_MOUSE1+1;
|
||||
gamecontrol[gc_jump ][0] = KEY_SPACE;
|
||||
gamecontrol[gc_console ][0] = KEY_CONSOLE;
|
||||
gamecontrol[gc_pause ][0] = KEY_PAUSE;
|
||||
#ifdef WMINPUT
|
||||
|
|
|
@ -152,7 +152,9 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
|
|||
float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f*FIXED_TO_FLOAT(pscale);
|
||||
float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f*FIXED_TO_FLOAT(pscale);
|
||||
|
||||
if (alphalevel >= 10 && alphalevel < 13)
|
||||
if (alphalevel == 12)
|
||||
alphalevel = 0;
|
||||
else if (alphalevel >= 10 && alphalevel < 13)
|
||||
return;
|
||||
|
||||
// make patch ready in hardware cache
|
||||
|
@ -252,7 +254,9 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
|
|||
float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f*FIXED_TO_FLOAT(pscale);
|
||||
float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f*FIXED_TO_FLOAT(pscale);
|
||||
|
||||
if (alphalevel >= 10 && alphalevel < 13)
|
||||
if (alphalevel == 12)
|
||||
alphalevel = 0;
|
||||
else if (alphalevel >= 10 && alphalevel < 13)
|
||||
return;
|
||||
|
||||
// make patch ready in hardware cache
|
||||
|
|
|
@ -404,7 +404,7 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_SPLA
|
||||
&lspr[NOLIGHT], // SPR_SMOK
|
||||
&lspr[NOLIGHT], // SPR_BUBL
|
||||
&lspr[SUPERSPARK_L], // SPR_WZAP
|
||||
&lspr[RINGLIGHT_L], // SPR_WZAP
|
||||
&lspr[SUPERSPARK_L], // SPR_TFOG
|
||||
&lspr[NIGHTSLIGHT_L], // SPR_SEED // Sonic CD flower seed
|
||||
&lspr[NOLIGHT], // SPR_PRTL
|
||||
|
@ -412,9 +412,12 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
// Game Indicators
|
||||
&lspr[NOLIGHT], // SPR_SCOR
|
||||
&lspr[NOLIGHT], // SPR_DRWN
|
||||
&lspr[NOLIGHT], // SPR_LCKN
|
||||
&lspr[NOLIGHT], // SPR_TTAG
|
||||
&lspr[NOLIGHT], // SPR_GFLG
|
||||
|
||||
&lspr[NOLIGHT], // SPR_CORK
|
||||
|
||||
// Ring Weapons
|
||||
&lspr[RINGLIGHT_L], // SPR_RRNG
|
||||
&lspr[RINGLIGHT_L], // SPR_RNGB
|
||||
|
|
|
@ -1836,7 +1836,7 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value)
|
|||
}
|
||||
}
|
||||
|
||||
static inline void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration, UINT32 tics, md2_frame_t *nextframe, FTransform *pos, float scale, UINT8 flipped, UINT8 *color)
|
||||
static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration, UINT32 tics, md2_frame_t *nextframe, FTransform *pos, float scale, UINT8 flipped, UINT8 *color)
|
||||
{
|
||||
INT32 val, count, pindex;
|
||||
GLfloat s, t;
|
||||
|
|
|
@ -198,21 +198,6 @@ void HU_LoadGraphics(void)
|
|||
tny_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
|
||||
}
|
||||
|
||||
// cache the level title font for entire game execution
|
||||
lt_font[0] = (patch_t *)W_CachePatchName("LTFNT039", PU_HUDGFX); /// \note fake start hack
|
||||
|
||||
// Number support
|
||||
lt_font[9] = (patch_t *)W_CachePatchName("LTFNT048", PU_HUDGFX);
|
||||
lt_font[10] = (patch_t *)W_CachePatchName("LTFNT049", PU_HUDGFX);
|
||||
lt_font[11] = (patch_t *)W_CachePatchName("LTFNT050", PU_HUDGFX);
|
||||
lt_font[12] = (patch_t *)W_CachePatchName("LTFNT051", PU_HUDGFX);
|
||||
lt_font[13] = (patch_t *)W_CachePatchName("LTFNT052", PU_HUDGFX);
|
||||
lt_font[14] = (patch_t *)W_CachePatchName("LTFNT053", PU_HUDGFX);
|
||||
lt_font[15] = (patch_t *)W_CachePatchName("LTFNT054", PU_HUDGFX);
|
||||
lt_font[16] = (patch_t *)W_CachePatchName("LTFNT055", PU_HUDGFX);
|
||||
lt_font[17] = (patch_t *)W_CachePatchName("LTFNT056", PU_HUDGFX);
|
||||
lt_font[18] = (patch_t *)W_CachePatchName("LTFNT057", PU_HUDGFX);
|
||||
|
||||
j = LT_FONTSTART;
|
||||
for (i = 0; i < LT_FONTSIZE; i++)
|
||||
{
|
||||
|
@ -1241,9 +1226,9 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
|
|||
}
|
||||
else
|
||||
{
|
||||
if (players[tab[i].num].powers[pw_super])
|
||||
if (players[tab[i].num].powers[pw_super] && players[tab[i].num].mo && (players[tab[i].num].mo->state < &states[S_PLAY_SUPER_TRANS] || players[tab[i].num].mo->state > &states[S_PLAY_SUPER_TRANS9]))
|
||||
{
|
||||
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
|
||||
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo->color, GTC_CACHE);
|
||||
V_DrawSmallMappedPatch (x, y-4, 0, superprefix[players[tab[i].num].skin], colormap);
|
||||
}
|
||||
else
|
||||
|
|
316
src/info.c
316
src/info.c
|
@ -301,9 +301,12 @@ char sprnames[NUMSPRITES + 1][5] =
|
|||
// Game Indicators
|
||||
"SCOR", // Score logo
|
||||
"DRWN", // Drowning Timer
|
||||
"LCKN", // Target
|
||||
"TTAG", // Tag Sign
|
||||
"GFLG", // Got Flag sign
|
||||
|
||||
"CORK",
|
||||
|
||||
// Ring Weapons
|
||||
"RRNG", // Red Ring
|
||||
"RNGB", // Bounce Ring
|
||||
|
@ -390,12 +393,12 @@ char spr2names[NUMPLAYERSPRITES][5] =
|
|||
"WAIT",
|
||||
"WALK",
|
||||
"RUN_",
|
||||
"PEEL",
|
||||
"DASH",
|
||||
"PAIN",
|
||||
"STUN",
|
||||
"DEAD",
|
||||
"DRWN",
|
||||
"SPIN",
|
||||
"DASH",
|
||||
"ROLL",
|
||||
"GASP",
|
||||
"JUMP",
|
||||
"SPNG",
|
||||
|
@ -403,8 +406,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
|
|||
"EDGE",
|
||||
"RIDE",
|
||||
|
||||
"SIGN",
|
||||
"LIFE",
|
||||
"SPIN",
|
||||
|
||||
"FLY_",
|
||||
"SWIM",
|
||||
|
@ -414,32 +416,24 @@ char spr2names[NUMPLAYERSPRITES][5] =
|
|||
"CLNG",
|
||||
"CLMB",
|
||||
|
||||
"FLT_",
|
||||
"FRUN",
|
||||
|
||||
"BNCE",
|
||||
"BLND",
|
||||
|
||||
"FIRE",
|
||||
|
||||
"TWIN",
|
||||
|
||||
"MLEE",
|
||||
"MLEL",
|
||||
|
||||
"TRNS",
|
||||
"SSTD",
|
||||
"SWLK",
|
||||
"SRUN",
|
||||
"SPEE",
|
||||
"SPAN",
|
||||
"SSTN",
|
||||
"SDTH",
|
||||
"SDRN",
|
||||
"SSPN",
|
||||
"SGSP",
|
||||
"SJMP",
|
||||
"SSPG",
|
||||
"SFAL",
|
||||
"SEDG",
|
||||
"SRID",
|
||||
"SFLT",
|
||||
|
||||
"NTRN",
|
||||
"NSTD",
|
||||
"NFLT",
|
||||
"NPAN",
|
||||
"NSTN",
|
||||
"NPUL",
|
||||
"NATK",
|
||||
|
||||
|
@ -469,7 +463,10 @@ char spr2names[NUMPLAYERSPRITES][5] =
|
|||
"DRL9",
|
||||
"DRLA",
|
||||
"DRLB",
|
||||
"DRLC"
|
||||
"DRLC",
|
||||
|
||||
"SIGN",
|
||||
"LIFE"
|
||||
};
|
||||
enum playersprite free_spr2 = SPR2_FIRSTFREESLOT;
|
||||
|
||||
|
@ -503,19 +500,22 @@ state_t states[NUMSTATES] =
|
|||
{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_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN
|
||||
{SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL
|
||||
{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
|
||||
{SPR_PLAY, SPR2_STUN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_FALL}, // S_PLAY_STUN
|
||||
{SPR_PLAY, SPR2_DEAD|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_DEAD
|
||||
{SPR_PLAY, SPR2_DRWN|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_DRWN
|
||||
{SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN
|
||||
{SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH
|
||||
{SPR_PLAY, SPR2_ROLL, 1, {NULL}, 0, 0, S_PLAY_ROLL}, // S_PLAY_ROLL
|
||||
{SPR_PLAY, SPR2_GASP|FF_ANIMATE, 14, {NULL}, 0, 4, S_PLAY_WALK}, // S_PLAY_GASP
|
||||
{SPR_PLAY, SPR2_JUMP, 1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP
|
||||
{SPR_PLAY, SPR2_SPNG, 2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING
|
||||
{SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL
|
||||
{SPR_PLAY, SPR2_EDGE|FF_ANIMATE, -1, {NULL}, 0, 12, S_NULL}, // S_PLAY_EDGE
|
||||
{SPR_PLAY, SPR2_EDGE, 12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE
|
||||
{SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE
|
||||
|
||||
// CA2_SPINDASH
|
||||
{SPR_PLAY, SPR2_SPIN, 2, {NULL}, 0, 0, S_PLAY_SPINDASH}, // S_PLAY_SPINDASH
|
||||
|
||||
// CA_FLY/CA_SWIM
|
||||
{SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY
|
||||
{SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
|
||||
|
@ -526,45 +526,40 @@ state_t states[NUMSTATES] =
|
|||
{SPR_PLAY, SPR2_CLNG|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_CLING
|
||||
{SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB
|
||||
|
||||
// CA_FLOAT/CA_SLOWFALL
|
||||
{SPR_PLAY, SPR2_FLT , 7, {NULL}, 0, 0, S_PLAY_FLOAT}, // S_PLAY_FLOAT
|
||||
{SPR_PLAY, SPR2_FRUN, 7, {NULL}, 0, 0, S_PLAY_FLOAT_RUN}, // S_PLAY_FLOAT_RUN
|
||||
|
||||
// CA_BOUNCE
|
||||
{SPR_PLAY, SPR2_BNCE|FF_ANIMATE, -1, {NULL}, 0, 0, S_NULL}, // S_PLAY_BOUNCE
|
||||
{SPR_PLAY, SPR2_BLND|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_BOUNCE, 0, S_PLAY_BOUNCE_LANDING}, // S_PLAY_BOUNCE_LANDING
|
||||
|
||||
// CA2_GUNSLINGER
|
||||
{SPR_PLAY, SPR2_FIRE|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_FIRE_FINISH, 0, S_PLAY_FIRE}, // S_PLAY_FIRE
|
||||
{SPR_PLAY, SPR2_FIRE, 15, {NULL}, S_PLAY_STND, 0, S_PLAY_STND}, // S_PLAY_FIRE_FINISH
|
||||
|
||||
// CA_TWINSPIN
|
||||
{SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN
|
||||
|
||||
// CA2_MELEE
|
||||
{SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE
|
||||
{SPR_PLAY, SPR2_MLEE, 20, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
|
||||
|
||||
// SF_SUPERANIMS
|
||||
{SPR_PLAY, SPR2_SSTD|FF_ANIMATE, -1, {NULL}, 0, 7, S_NULL}, // S_PLAY_SUPER_STND
|
||||
{SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK
|
||||
{SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN
|
||||
{SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL
|
||||
{SPR_PLAY, SPR2_SPAN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_PAIN
|
||||
{SPR_PLAY, SPR2_SSTN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_STUN
|
||||
{SPR_PLAY, SPR2_SDTH|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_SUPER_DEAD
|
||||
{SPR_PLAY, SPR2_SDRN|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_SUPER_DRWN
|
||||
{SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN
|
||||
{SPR_PLAY, SPR2_SGSP|FF_ANIMATE, 14, {NULL}, 0, 4, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP
|
||||
{SPR_PLAY, SPR2_SJMP, 1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP
|
||||
{SPR_PLAY, SPR2_SSPG, 2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING
|
||||
{SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL
|
||||
{SPR_PLAY, SPR2_SEDG|FF_ANIMATE, -1, {NULL}, 0, 12, S_NULL}, // S_PLAY_SUPER_EDGE
|
||||
{SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE
|
||||
{SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT
|
||||
{SPR_PLAY, SPR2_MLEE, 70, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
|
||||
{SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_MELEE_LANDING
|
||||
|
||||
// SF_SUPER
|
||||
{SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS
|
||||
{SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2
|
||||
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3
|
||||
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4
|
||||
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5
|
||||
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6
|
||||
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7
|
||||
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8
|
||||
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 16, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SUPER_TRANS9
|
||||
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS
|
||||
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2
|
||||
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3
|
||||
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4
|
||||
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5
|
||||
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6
|
||||
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7
|
||||
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8
|
||||
{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 16, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SUPER_TRANS9
|
||||
|
||||
{SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY
|
||||
|
||||
// 1-Up Box Sprites (uses player sprite)
|
||||
// 1-Up box sprites (uses player sprite)
|
||||
{SPR_PLAY, SPR2_LIFE, 2, {NULL}, 0, 16, S_PLAY_BOX2}, // S_PLAY_BOX1
|
||||
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_PLAY_BOX1}, // S_PLAY_BOX2
|
||||
{SPR_PLAY, SPR2_LIFE, 4, {NULL}, 0, 4, S_PLAY_ICON2}, // S_PLAY_ICON1
|
||||
|
@ -575,50 +570,50 @@ state_t states[NUMSTATES] =
|
|||
{SPR_PLAY, SPR2_SIGN, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN
|
||||
|
||||
// NiGHTS Player, transforming
|
||||
{SPR_PLAY, SPR2_NTRN, 4, {A_Scream}, 0, 0, S_PLAY_NIGHTS_TRANS2}, // S_PLAY_NIGHTS_TRANS
|
||||
{SPR_PLAY, SPR2_NTRN, 4, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS3}, // S_PLAY_NIGHTS_TRANS2
|
||||
{SPR_PLAY, SPR2_NTRN|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS4}, // S_PLAY_NIGHTS_TRANS3
|
||||
{SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS5}, // S_PLAY_NIGHTS_TRANS4
|
||||
{SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS6}, // S_PLAY_NIGHTS_TRANS5
|
||||
{SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS7}, // S_PLAY_NIGHTS_TRANS6
|
||||
{SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS8}, // S_PLAY_NIGHTS_TRANS7
|
||||
{SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS9}, // S_PLAY_NIGHTS_TRANS8
|
||||
{SPR_PLAY, SPR2_NTRN, 16, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_TRANS9
|
||||
{SPR_PLAY, SPR2_TRNS, 4, {A_Scream}, 0, 0, S_PLAY_NIGHTS_TRANS2}, // S_PLAY_NIGHTS_TRANS
|
||||
{SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS3}, // S_PLAY_NIGHTS_TRANS2
|
||||
{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS4}, // S_PLAY_NIGHTS_TRANS3
|
||||
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS5}, // S_PLAY_NIGHTS_TRANS4
|
||||
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS6}, // S_PLAY_NIGHTS_TRANS5
|
||||
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS7}, // S_PLAY_NIGHTS_TRANS6
|
||||
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS8}, // S_PLAY_NIGHTS_TRANS7
|
||||
{SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS9}, // S_PLAY_NIGHTS_TRANS8
|
||||
{SPR_PLAY, SPR2_TRNS, 16, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_TRANS9
|
||||
|
||||
// NiGHTS Player, Stand, Floating, Pain, Pull and Attack
|
||||
{SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND
|
||||
{SPR_PLAY, SPR2_NFLT, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_FLOAT
|
||||
{SPR_PLAY, SPR2_NPAN, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_PAIN}, // S_PLAY_NIGHTS_PAIN
|
||||
{SPR_PLAY, SPR2_NPUL, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL
|
||||
// NiGHTS Player, stand, float, pain, pull and attack
|
||||
{SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND
|
||||
{SPR_PLAY, SPR2_NFLT, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_FLOAT
|
||||
{SPR_PLAY, SPR2_NSTN, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_STUN}, // S_PLAY_NIGHTS_STUN
|
||||
{SPR_PLAY, SPR2_NPUL, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL
|
||||
{SPR_PLAY, SPR2_NATK, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_ATTACK}, // S_PLAY_NIGHTS_ATTACK
|
||||
|
||||
// NiGHTS Player, Flying and Drilling
|
||||
{SPR_PLAY, SPR2_NGT0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY0}, // S_PLAY_NIGHTS_FLY0
|
||||
{SPR_PLAY, SPR2_DRL0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL0}, // S_PLAY_NIGHTS_DRILL0
|
||||
{SPR_PLAY, SPR2_NGT1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY1}, // S_PLAY_NIGHTS_FLY1
|
||||
{SPR_PLAY, SPR2_DRL1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL1}, // S_PLAY_NIGHTS_DRILL1
|
||||
{SPR_PLAY, SPR2_NGT2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY2}, // S_PLAY_NIGHTS_FLY2
|
||||
{SPR_PLAY, SPR2_DRL2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL2}, // S_PLAY_NIGHTS_DRILL2
|
||||
{SPR_PLAY, SPR2_NGT3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY3}, // S_PLAY_NIGHTS_FLY3
|
||||
{SPR_PLAY, SPR2_DRL3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL3}, // S_PLAY_NIGHTS_DRILL3
|
||||
{SPR_PLAY, SPR2_NGT4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY4}, // S_PLAY_NIGHTS_FLY4
|
||||
{SPR_PLAY, SPR2_DRL4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL4}, // S_PLAY_NIGHTS_DRILL4
|
||||
{SPR_PLAY, SPR2_NGT5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY5}, // S_PLAY_NIGHTS_FLY5
|
||||
{SPR_PLAY, SPR2_DRL5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL5}, // S_PLAY_NIGHTS_DRILL5
|
||||
{SPR_PLAY, SPR2_NGT6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY6}, // S_PLAY_NIGHTS_FLY6
|
||||
{SPR_PLAY, SPR2_DRL6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL6}, // S_PLAY_NIGHTS_DRILL6
|
||||
{SPR_PLAY, SPR2_NGT7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY7}, // S_PLAY_NIGHTS_FLY7
|
||||
{SPR_PLAY, SPR2_DRL7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL7}, // S_PLAY_NIGHTS_DRILL7
|
||||
{SPR_PLAY, SPR2_NGT8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY8}, // S_PLAY_NIGHTS_FLY8
|
||||
{SPR_PLAY, SPR2_DRL8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL8}, // S_PLAY_NIGHTS_DRILL8
|
||||
{SPR_PLAY, SPR2_NGT9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY9}, // S_PLAY_NIGHTS_FLY9
|
||||
{SPR_PLAY, SPR2_DRL9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL9}, // S_PLAY_NIGHTS_DRILL9
|
||||
{SPR_PLAY, SPR2_NGTA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYA}, // S_PLAY_NIGHTS_FLYA
|
||||
{SPR_PLAY, SPR2_DRLA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLA}, // S_PLAY_NIGHTS_DRILLA
|
||||
{SPR_PLAY, SPR2_NGTB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYB}, // S_PLAY_NIGHTS_FLYB
|
||||
{SPR_PLAY, SPR2_DRLB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLB}, // S_PLAY_NIGHTS_DRILLB
|
||||
{SPR_PLAY, SPR2_NGTC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYC}, // S_PLAY_NIGHTS_FLYC
|
||||
{SPR_PLAY, SPR2_DRLC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLC}, // S_PLAY_NIGHTS_DRILLC
|
||||
// NiGHTS Player, flying and drilling
|
||||
{SPR_PLAY, SPR2_NGT0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY0}, // S_PLAY_NIGHTS_FLY0
|
||||
{SPR_PLAY, SPR2_DRL0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL0}, // S_PLAY_NIGHTS_DRILL0
|
||||
{SPR_PLAY, SPR2_NGT1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY1}, // S_PLAY_NIGHTS_FLY1
|
||||
{SPR_PLAY, SPR2_DRL1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL1}, // S_PLAY_NIGHTS_DRILL1
|
||||
{SPR_PLAY, SPR2_NGT2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY2}, // S_PLAY_NIGHTS_FLY2
|
||||
{SPR_PLAY, SPR2_DRL2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL2}, // S_PLAY_NIGHTS_DRILL2
|
||||
{SPR_PLAY, SPR2_NGT3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY3}, // S_PLAY_NIGHTS_FLY3
|
||||
{SPR_PLAY, SPR2_DRL3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL3}, // S_PLAY_NIGHTS_DRILL3
|
||||
{SPR_PLAY, SPR2_NGT4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY4}, // S_PLAY_NIGHTS_FLY4
|
||||
{SPR_PLAY, SPR2_DRL4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL4}, // S_PLAY_NIGHTS_DRILL4
|
||||
{SPR_PLAY, SPR2_NGT5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY5}, // S_PLAY_NIGHTS_FLY5
|
||||
{SPR_PLAY, SPR2_DRL5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL5}, // S_PLAY_NIGHTS_DRILL5
|
||||
{SPR_PLAY, SPR2_NGT6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY6}, // S_PLAY_NIGHTS_FLY6
|
||||
{SPR_PLAY, SPR2_DRL6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL6}, // S_PLAY_NIGHTS_DRILL6
|
||||
{SPR_PLAY, SPR2_NGT7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY7}, // S_PLAY_NIGHTS_FLY7
|
||||
{SPR_PLAY, SPR2_DRL7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL7}, // S_PLAY_NIGHTS_DRILL7
|
||||
{SPR_PLAY, SPR2_NGT8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY8}, // S_PLAY_NIGHTS_FLY8
|
||||
{SPR_PLAY, SPR2_DRL8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL8}, // S_PLAY_NIGHTS_DRILL8
|
||||
{SPR_PLAY, SPR2_NGT9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY9}, // S_PLAY_NIGHTS_FLY9
|
||||
{SPR_PLAY, SPR2_DRL9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL9}, // S_PLAY_NIGHTS_DRILL9
|
||||
{SPR_PLAY, SPR2_NGTA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYA}, // S_PLAY_NIGHTS_FLYA
|
||||
{SPR_PLAY, SPR2_DRLA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLA}, // S_PLAY_NIGHTS_DRILLA
|
||||
{SPR_PLAY, SPR2_NGTB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYB}, // S_PLAY_NIGHTS_FLYB
|
||||
{SPR_PLAY, SPR2_DRLB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLB}, // S_PLAY_NIGHTS_DRILLB
|
||||
{SPR_PLAY, SPR2_NGTC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYC}, // S_PLAY_NIGHTS_FLYC
|
||||
{SPR_PLAY, SPR2_DRLC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLC}, // S_PLAY_NIGHTS_DRILLC
|
||||
|
||||
// Blue Crawla
|
||||
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
|
||||
|
@ -1369,14 +1364,14 @@ state_t states[NUMSTATES] =
|
|||
{SPR_METL, 4, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_FLOAT
|
||||
{SPR_METL, 12, -1, {NULL}, 0, 0, S_METALSONIC_STUN}, // S_METALSONIC_VECTOR
|
||||
{SPR_METL, 0, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_STUN
|
||||
{SPR_METL, 13, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BLOCK
|
||||
{SPR_METL, 13, 40, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_RAISE
|
||||
{SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_GATHER
|
||||
{SPR_METL, 9, -1, {NULL}, 0, 0, S_METALSONIC_BOUNCE},// S_METALSONIC_DASH
|
||||
{SPR_METL, 15, -1, {NULL}, 0, 0, S_METALSONIC_BOUNCE},// S_METALSONIC_DASH
|
||||
{SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BOUNCE
|
||||
{SPR_METL, 16, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BADBOUNCE
|
||||
{SPR_METL, 13, -1, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_SHOOT
|
||||
{SPR_METL, 11, 40, {A_Pain}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_PAIN
|
||||
{SPR_METL, 0, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_METALSONIC_DEATH
|
||||
{SPR_METL, 11, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_METALSONIC_DEATH
|
||||
{SPR_METL, 3, 4, {NULL}, 0, 0, S_METALSONIC_FLEE2}, // S_METALSONIC_FLEE1
|
||||
{SPR_METL, 4, 4, {A_BossScream}, 0, 0, S_METALSONIC_FLEE3}, // S_METALSONIC_FLEE2
|
||||
{SPR_METL, 5, 4, {NULL}, 0, 0, S_METALSONIC_FLEE4}, // S_METALSONIC_FLEE3
|
||||
|
@ -2535,13 +2530,17 @@ state_t states[NUMSTATES] =
|
|||
{SPR_DRWN, 10, 40, {NULL}, 0, 0, S_NULL}, // S_FOUR2
|
||||
{SPR_DRWN, 11, 40, {NULL}, 0, 0, S_NULL}, // S_FIVE2
|
||||
|
||||
{SPR_TTAG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_TTAG1
|
||||
{SPR_LCKN, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON1
|
||||
{SPR_LCKN, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON2
|
||||
|
||||
{SPR_TTAG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_TTAG
|
||||
|
||||
// CTF Sign
|
||||
{SPR_GFLG, 0, 1, {NULL}, 0, 0, S_GOTFLAG2}, // S_GOTFLAG1
|
||||
{SPR_GFLG, 1, 1, {NULL}, 0, 0, S_NULL}, // S_GOTFLAG2
|
||||
{SPR_GFLG, 0, 1, {NULL}, 0, 0, S_GOTFLAG4}, // S_GOTFLAG3
|
||||
{SPR_GFLG, 2, 1, {NULL}, 0, 0, S_NULL}, // S_GOTFLAG4
|
||||
{SPR_GFLG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_GOTFLAG
|
||||
{SPR_GFLG, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_GOTREDFLAG
|
||||
{SPR_GFLG, 2|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_GOTBLUEFLAG
|
||||
|
||||
{SPR_CORK, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORK
|
||||
|
||||
// Red Rings (thrown)
|
||||
{SPR_RRNG, FF_FULLBRIGHT, 1, {A_ThrownRing}, 0, 0, S_RRNG2}, // S_RRNG1
|
||||
|
@ -3062,7 +3061,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
MT_THOK, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_PLAY_SPIN, // missilestate
|
||||
S_PLAY_ROLL, // missilestate
|
||||
S_PLAY_DEAD, // deathstate
|
||||
S_PLAY_DRWN, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
|
@ -4581,7 +4580,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
30*FRACUNIT, // speed
|
||||
11*FRACUNIT, // radius
|
||||
8*FRACUNIT, // height
|
||||
0, // display offset
|
||||
100, // display offset
|
||||
100, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
|
@ -4952,7 +4951,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_METALSONIC_PAIN, // painstate
|
||||
S_METALSONIC_VECTOR,// painchance
|
||||
sfx_dmpain, // painsound
|
||||
S_METALSONIC_BLOCK, // meleestate
|
||||
S_METALSONIC_BADBOUNCE, // meleestate
|
||||
S_METALSONIC_SHOOT, // missilestate
|
||||
S_METALSONIC_DEATH, // deathstate
|
||||
S_METALSONIC_FLEE1, // xdeathstate
|
||||
|
@ -4961,7 +4960,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
16*FRACUNIT, // radius
|
||||
48*FRACUNIT, // height
|
||||
0, // display offset
|
||||
sfx_mspogo, // mass
|
||||
sfx_s3k5a, // mass
|
||||
3, // damage
|
||||
sfx_mswarp, // activesound
|
||||
MF_NOGRAVITY|MF_BOSS|MF_SLIDEME, // flags
|
||||
|
@ -7127,7 +7126,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_ATTRACT_ICON1, // spawnstate
|
||||
1, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_s3k41, // seesound
|
||||
sfx_attrsg, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
|
@ -12032,7 +12031,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
8, // speed
|
||||
8*FRACUNIT, // radius
|
||||
8*FRACUNIT, // height
|
||||
0, // display offset
|
||||
113, // display offset
|
||||
16, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
|
@ -12059,7 +12058,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
8, // speed
|
||||
8*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
0, // display offset
|
||||
112, // display offset
|
||||
16, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
|
@ -12067,9 +12066,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_TAG
|
||||
{ // MT_LOCKON
|
||||
-1, // doomednum
|
||||
S_TTAG1, // spawnstate
|
||||
S_LOCKON1, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
|
@ -12086,7 +12085,34 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
8, // speed
|
||||
16*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
111, // display offset
|
||||
16, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_TAG
|
||||
-1, // doomednum
|
||||
S_TTAG, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
8, // speed
|
||||
16*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
111, // display offset
|
||||
16, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
|
@ -12096,7 +12122,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
|
||||
{ // MT_GOTFLAG
|
||||
-1, // doomednum
|
||||
S_GOTFLAG1, // spawnstate
|
||||
S_GOTFLAG, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
|
@ -12113,34 +12139,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
8, // speed
|
||||
64*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
16, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_GOTFLAG2
|
||||
-1, // doomednum
|
||||
S_GOTFLAG3, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
8, // speed
|
||||
64*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
111, // display offset
|
||||
16, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
|
@ -12426,6 +12425,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_CORK
|
||||
-1, // doomednum
|
||||
S_CORK, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_corkp, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_SMOKE1, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_corkh, // deathsound
|
||||
60*FRACUNIT, // speed
|
||||
16*FRACUNIT, // radius
|
||||
16*FRACUNIT, // height
|
||||
0, // display offset
|
||||
100, // mass
|
||||
1, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_REDRING
|
||||
-1, // doomednum
|
||||
S_RRNG1, // spawnstate
|
||||
|
|
123
src/info.h
123
src/info.h
|
@ -450,7 +450,7 @@ typedef enum sprite
|
|||
SPR_ARMB, // Armageddon Shield Ring, Back
|
||||
SPR_WIND, // Whirlwind Shield Orb
|
||||
SPR_MAGN, // Attract Shield Orb
|
||||
SPR_ELEM, // Elemental Shield Orb and Fire
|
||||
SPR_ELEM, // Elemental Shield Orb
|
||||
SPR_FORC, // Force Shield Orb
|
||||
SPR_PITY, // Pity Shield Orb
|
||||
SPR_FIRS, // Flame Shield Orb
|
||||
|
@ -507,9 +507,12 @@ typedef enum sprite
|
|||
// Game Indicators
|
||||
SPR_SCOR, // Score logo
|
||||
SPR_DRWN, // Drowning Timer
|
||||
SPR_LCKN, // Target
|
||||
SPR_TTAG, // Tag Sign
|
||||
SPR_GFLG, // Got Flag sign
|
||||
|
||||
SPR_CORK,
|
||||
|
||||
// Ring Weapons
|
||||
SPR_RRNG, // Red Ring
|
||||
SPR_RNGB, // Bounce Ring
|
||||
|
@ -594,21 +597,21 @@ typedef enum sprite
|
|||
NUMSPRITES
|
||||
} spritenum_t;
|
||||
|
||||
// Make sure to be conscious of FF_FRAMEMASK whenever you change this table.
|
||||
// Currently, FF_FRAMEMASK is 0x1ff, or 511 - and NUMSPRITEFREESLOTS is 256.
|
||||
// Since this is zero-based, there can be at most 256 different SPR2_'s without changing that.
|
||||
// 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
|
||||
{
|
||||
SPR2_STND = 0,
|
||||
SPR2_WAIT,
|
||||
SPR2_WALK,
|
||||
SPR2_RUN ,
|
||||
SPR2_PEEL,
|
||||
SPR2_DASH,
|
||||
SPR2_PAIN,
|
||||
SPR2_STUN,
|
||||
SPR2_DEAD,
|
||||
SPR2_DRWN, // drown
|
||||
SPR2_SPIN,
|
||||
SPR2_DASH, // spindash charge
|
||||
SPR2_ROLL,
|
||||
SPR2_GASP,
|
||||
SPR2_JUMP,
|
||||
SPR2_SPNG, // spring
|
||||
|
@ -616,8 +619,7 @@ enum playersprite
|
|||
SPR2_EDGE,
|
||||
SPR2_RIDE,
|
||||
|
||||
SPR2_SIGN, // end sign head
|
||||
SPR2_LIFE, // life monitor icon
|
||||
SPR2_SPIN, // spindash
|
||||
|
||||
SPR2_FLY ,
|
||||
SPR2_SWIM,
|
||||
|
@ -627,36 +629,28 @@ enum playersprite
|
|||
SPR2_CLNG, // cling
|
||||
SPR2_CLMB, // climb
|
||||
|
||||
SPR2_FLT , // float
|
||||
SPR2_FRUN, // float run
|
||||
|
||||
SPR2_BNCE, // bounce
|
||||
SPR2_BLND, // bounce landing
|
||||
|
||||
SPR2_FIRE, // fire
|
||||
|
||||
SPR2_TWIN, // twinspin
|
||||
|
||||
SPR2_MLEE, // melee
|
||||
SPR2_MLEL, // melee land
|
||||
|
||||
SPR2_TRNS, // super transformation
|
||||
SPR2_SSTD, // super stand
|
||||
SPR2_SWLK, // super walk
|
||||
SPR2_SRUN, // super run
|
||||
SPR2_SPEE, // super peelout
|
||||
SPR2_SPAN, // super pain
|
||||
SPR2_SSTN, // super stun
|
||||
SPR2_SDTH, // super death
|
||||
SPR2_SDRN, // super drown
|
||||
SPR2_SSPN, // super spin
|
||||
SPR2_SGSP, // super gasp
|
||||
SPR2_SJMP, // super jump
|
||||
SPR2_SSPG, // super spring
|
||||
SPR2_SFAL, // super fall
|
||||
SPR2_SEDG, // super edge
|
||||
SPR2_SRID, // super ride
|
||||
SPR2_SFLT, // super float
|
||||
SPR2_TRNS, // transformation
|
||||
|
||||
SPR2_NTRN, // NiGHTS transformation
|
||||
SPR2_NSTD, // NiGHTS stand
|
||||
SPR2_NFLT, // NiGHTS float
|
||||
SPR2_NPAN, // NiGHTS pain
|
||||
SPR2_NSTN, // NiGHTS stun
|
||||
SPR2_NPUL, // NiGHTS pull
|
||||
SPR2_NATK, // NiGHTS attack
|
||||
|
||||
// NiGHTS flight.
|
||||
// NiGHTS flight
|
||||
SPR2_NGT0,
|
||||
SPR2_NGT1,
|
||||
SPR2_NGT2,
|
||||
|
@ -671,7 +665,7 @@ enum playersprite
|
|||
SPR2_NGTB,
|
||||
SPR2_NGTC,
|
||||
|
||||
// NiGHTS drill.
|
||||
// NiGHTS drill
|
||||
SPR2_DRL0,
|
||||
SPR2_DRL1,
|
||||
SPR2_DRL2,
|
||||
|
@ -686,8 +680,11 @@ enum playersprite
|
|||
SPR2_DRLB,
|
||||
SPR2_DRLC,
|
||||
|
||||
SPR2_SIGN, // end sign head
|
||||
SPR2_LIFE, // life monitor icon
|
||||
|
||||
SPR2_FIRSTFREESLOT,
|
||||
SPR2_LASTFREESLOT = SPR2_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1,
|
||||
SPR2_LASTFREESLOT = 0x7f,
|
||||
NUMPLAYERSPRITES
|
||||
};
|
||||
|
||||
|
@ -713,19 +710,22 @@ typedef enum state
|
|||
S_PLAY_WAIT,
|
||||
S_PLAY_WALK,
|
||||
S_PLAY_RUN,
|
||||
S_PLAY_PEEL,
|
||||
S_PLAY_DASH,
|
||||
S_PLAY_PAIN,
|
||||
S_PLAY_STUN,
|
||||
S_PLAY_DEAD,
|
||||
S_PLAY_DRWN,
|
||||
S_PLAY_SPIN,
|
||||
S_PLAY_DASH,
|
||||
S_PLAY_ROLL,
|
||||
S_PLAY_GASP,
|
||||
S_PLAY_JUMP, // spin jump
|
||||
S_PLAY_JUMP,
|
||||
S_PLAY_SPRING,
|
||||
S_PLAY_FALL,
|
||||
S_PLAY_EDGE,
|
||||
S_PLAY_RIDE,
|
||||
|
||||
// CA2_SPINDASH
|
||||
S_PLAY_SPINDASH,
|
||||
|
||||
// CA_FLY/SWIM
|
||||
S_PLAY_FLY,
|
||||
S_PLAY_SWIM,
|
||||
|
@ -736,30 +736,25 @@ typedef enum state
|
|||
S_PLAY_CLING,
|
||||
S_PLAY_CLIMB,
|
||||
|
||||
// CA_FLOAT/CA_SLOWFALL
|
||||
S_PLAY_FLOAT,
|
||||
S_PLAY_FLOAT_RUN,
|
||||
|
||||
// CA_BOUNCE
|
||||
S_PLAY_BOUNCE,
|
||||
S_PLAY_BOUNCE_LANDING,
|
||||
|
||||
// CA2_GUNSLINGER
|
||||
S_PLAY_FIRE,
|
||||
S_PLAY_FIRE_FINISH,
|
||||
|
||||
// CA_TWINSPIN
|
||||
S_PLAY_TWINSPIN,
|
||||
|
||||
// CA2_MELEE
|
||||
S_PLAY_MELEE,
|
||||
S_PLAY_MELEE_FINISH,
|
||||
|
||||
// SF_SUPERANIMS
|
||||
S_PLAY_SUPER_STND,
|
||||
S_PLAY_SUPER_WALK,
|
||||
S_PLAY_SUPER_RUN,
|
||||
S_PLAY_SUPER_PEEL,
|
||||
S_PLAY_SUPER_PAIN,
|
||||
S_PLAY_SUPER_STUN,
|
||||
S_PLAY_SUPER_DEAD,
|
||||
S_PLAY_SUPER_DRWN,
|
||||
S_PLAY_SUPER_SPIN,
|
||||
S_PLAY_SUPER_GASP,
|
||||
S_PLAY_SUPER_JUMP, // see note above
|
||||
S_PLAY_SUPER_SPRING,
|
||||
S_PLAY_SUPER_FALL,
|
||||
S_PLAY_SUPER_EDGE,
|
||||
S_PLAY_SUPER_RIDE,
|
||||
S_PLAY_SUPER_FLOAT,
|
||||
S_PLAY_MELEE_LANDING,
|
||||
|
||||
// SF_SUPER
|
||||
S_PLAY_SUPER_TRANS,
|
||||
|
@ -798,7 +793,7 @@ typedef enum state
|
|||
|
||||
S_PLAY_NIGHTS_STAND,
|
||||
S_PLAY_NIGHTS_FLOAT,
|
||||
S_PLAY_NIGHTS_PAIN,
|
||||
S_PLAY_NIGHTS_STUN,
|
||||
S_PLAY_NIGHTS_PULL,
|
||||
S_PLAY_NIGHTS_ATTACK,
|
||||
|
||||
|
@ -1575,11 +1570,11 @@ typedef enum state
|
|||
S_METALSONIC_FLOAT,
|
||||
S_METALSONIC_VECTOR,
|
||||
S_METALSONIC_STUN,
|
||||
S_METALSONIC_BLOCK,
|
||||
S_METALSONIC_RAISE,
|
||||
S_METALSONIC_GATHER,
|
||||
S_METALSONIC_DASH,
|
||||
S_METALSONIC_BOUNCE,
|
||||
S_METALSONIC_BADBOUNCE,
|
||||
S_METALSONIC_SHOOT,
|
||||
S_METALSONIC_PAIN,
|
||||
S_METALSONIC_DEATH,
|
||||
|
@ -2725,14 +2720,18 @@ typedef enum state
|
|||
S_FOUR2,
|
||||
S_FIVE2,
|
||||
|
||||
S_LOCKON1,
|
||||
S_LOCKON2,
|
||||
|
||||
// Tag Sign
|
||||
S_TTAG1,
|
||||
S_TTAG,
|
||||
|
||||
// Got Flag Sign
|
||||
S_GOTFLAG1,
|
||||
S_GOTFLAG2,
|
||||
S_GOTFLAG3,
|
||||
S_GOTFLAG4,
|
||||
S_GOTFLAG,
|
||||
S_GOTREDFLAG,
|
||||
S_GOTBLUEFLAG,
|
||||
|
||||
S_CORK,
|
||||
|
||||
// Red Ring
|
||||
S_RRNG1,
|
||||
|
@ -3542,9 +3541,9 @@ typedef enum mobj_type
|
|||
MT_SCORE, // score logo
|
||||
MT_DROWNNUMBERS, // Drowning Timer
|
||||
MT_GOTEMERALD, // Chaos Emerald (intangible)
|
||||
MT_LOCKON, // Target
|
||||
MT_TAG, // Tag Sign
|
||||
MT_GOTFLAG, // Got Flag sign
|
||||
MT_GOTFLAG2, // Got Flag sign
|
||||
|
||||
// Ambient Sounds
|
||||
MT_AWATERA, // Ambient Water Sound 1
|
||||
|
@ -3558,6 +3557,8 @@ typedef enum mobj_type
|
|||
MT_RANDOMAMBIENT,
|
||||
MT_RANDOMAMBIENT2,
|
||||
|
||||
MT_CORK,
|
||||
|
||||
// Ring Weapons
|
||||
MT_REDRING,
|
||||
MT_BOUNCERING,
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -186,6 +186,9 @@ static int lib_searchBlockmap(lua_State *L)
|
|||
UINT8 funcret = 0;
|
||||
blockmap_func searchFunc;
|
||||
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
|
||||
lua_remove(L, 1); // remove searchtype, stack is now function, mobj, [x1, x2, y1, y2]
|
||||
luaL_checktype(L, 1, LUA_TFUNCTION);
|
||||
|
||||
|
|
|
@ -22,7 +22,10 @@
|
|||
#include "lua_libs.h"
|
||||
#include "lua_hud.h" // hud_running errors
|
||||
|
||||
#define NOHUD if (hud_running) return luaL_error(L, "HUD rendering code should not call this function!");
|
||||
#define NOHUD if (hud_running)\
|
||||
return luaL_error(L, "HUD rendering code should not call this function!");
|
||||
#define INLEVEL if (gamestate != GS_LEVEL)\
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
|
||||
static const char *cvname = NULL;
|
||||
|
||||
|
@ -412,6 +415,7 @@ static int lib_consPrintf(lua_State *L)
|
|||
if (n < 2)
|
||||
return luaL_error(L, "CONS_Printf requires at least two arguments: player and text.");
|
||||
//HUDSAFE
|
||||
INLEVEL
|
||||
plr = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
|
||||
if (!plr)
|
||||
return LUA_ErrInvalid(L, "player_t");
|
||||
|
|
|
@ -45,6 +45,7 @@ enum hook {
|
|||
hook_PlayerSpawn,
|
||||
hook_ShieldSpawn,
|
||||
hook_ShieldSpecial,
|
||||
hook_MobjMoveBlocked,
|
||||
|
||||
hook_MAX // last hook
|
||||
};
|
||||
|
@ -81,5 +82,6 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8
|
|||
#define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
|
||||
#define LUAh_ShieldSpawn(player) LUAh_PlayerHook(player, hook_ShieldSpawn) // Hook for P_SpawnShieldOrb
|
||||
#define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
|
||||
#define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked)
|
||||
|
||||
#endif
|
||||
|
|
|
@ -56,6 +56,7 @@ const char *const hookNames[hook_MAX+1] = {
|
|||
"PlayerSpawn",
|
||||
"ShieldSpawn",
|
||||
"ShieldSpecial",
|
||||
"MobjMoveBlocked",
|
||||
NULL
|
||||
};
|
||||
|
||||
|
@ -126,6 +127,7 @@ static int lib_addHook(lua_State *L)
|
|||
case hook_BossDeath:
|
||||
case hook_MobjRemoved:
|
||||
case hook_HurtMsg:
|
||||
case hook_MobjMoveBlocked:
|
||||
hook.s.mt = MT_NULL;
|
||||
if (lua_isnumber(L, 2))
|
||||
hook.s.mt = lua_tonumber(L, 2);
|
||||
|
@ -184,6 +186,7 @@ static int lib_addHook(lua_State *L)
|
|||
case hook_MobjDeath:
|
||||
case hook_BossDeath:
|
||||
case hook_MobjRemoved:
|
||||
case hook_MobjMoveBlocked:
|
||||
lastp = &mobjhooks[hook.s.mt];
|
||||
break;
|
||||
case hook_JumpSpecial:
|
||||
|
|
129
src/lua_maplib.c
129
src/lua_maplib.c
|
@ -264,12 +264,19 @@ static const char *const bbox_opt[] = {
|
|||
static const char *const array_opt[] ={"iterate",NULL};
|
||||
static const char *const valid_opt[] ={"valid",NULL};
|
||||
|
||||
///////////////////////////////////
|
||||
// sector list iterate functions //
|
||||
///////////////////////////////////
|
||||
|
||||
// iterates through a sector's thinglist!
|
||||
static int lib_iterateSectorThinglist(lua_State *L)
|
||||
{
|
||||
mobj_t *state = NULL;
|
||||
mobj_t *thing = NULL;
|
||||
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
|
||||
if (lua_gettop(L) < 2)
|
||||
return luaL_error(L, "Don't call sector.thinglist() directly, use it as 'for rover in sector.thinglist do <block> end'.");
|
||||
|
||||
|
@ -303,6 +310,9 @@ static int lib_iterateSectorFFloors(lua_State *L)
|
|||
ffloor_t *state = NULL;
|
||||
ffloor_t *ffloor = NULL;
|
||||
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
|
||||
if (lua_gettop(L) < 2)
|
||||
return luaL_error(L, "Don't call sector.ffloors() directly, use it as 'for rover in sector.ffloors do <block> end'.");
|
||||
|
||||
|
@ -338,6 +348,10 @@ static int sector_iterate(lua_State *L)
|
|||
return 3;
|
||||
}
|
||||
|
||||
////////////////////
|
||||
// sector.lines[] //
|
||||
////////////////////
|
||||
|
||||
// sector.lines, i -> sector.lines[i]
|
||||
// sector.lines.valid, for validity checking
|
||||
static int sectorlines_get(lua_State *L)
|
||||
|
@ -399,6 +413,10 @@ static int sectorlines_num(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
//////////////
|
||||
// sector_t //
|
||||
//////////////
|
||||
|
||||
static int sector_get(lua_State *L)
|
||||
{
|
||||
sector_t *sector = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
|
||||
|
@ -540,6 +558,10 @@ static int sector_num(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
/////////////////
|
||||
// subsector_t //
|
||||
/////////////////
|
||||
|
||||
static int subsector_get(lua_State *L)
|
||||
{
|
||||
subsector_t *subsector = *((subsector_t **)luaL_checkudata(L, 1, META_SUBSECTOR));
|
||||
|
@ -579,6 +601,10 @@ static int subsector_num(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
////////////
|
||||
// line_t //
|
||||
////////////
|
||||
|
||||
static int line_get(lua_State *L)
|
||||
{
|
||||
line_t *line = *((line_t **)luaL_checkudata(L, 1, META_LINE));
|
||||
|
@ -676,6 +702,10 @@ static int line_num(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
////////////////////
|
||||
// line.sidenum[] //
|
||||
////////////////////
|
||||
|
||||
static int sidenum_get(lua_State *L)
|
||||
{
|
||||
UINT16 *sidenum = *((UINT16 **)luaL_checkudata(L, 1, META_SIDENUM));
|
||||
|
@ -704,6 +734,10 @@ static int sidenum_get(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
////////////
|
||||
// side_t //
|
||||
////////////
|
||||
|
||||
static int side_get(lua_State *L)
|
||||
{
|
||||
side_t *side = *((side_t **)luaL_checkudata(L, 1, META_SIDE));
|
||||
|
@ -805,6 +839,10 @@ static int side_num(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
//////////////
|
||||
// vertex_t //
|
||||
//////////////
|
||||
|
||||
static int vertex_get(lua_State *L)
|
||||
{
|
||||
vertex_t *vertex = *((vertex_t **)luaL_checkudata(L, 1, META_VERTEX));
|
||||
|
@ -845,6 +883,11 @@ static int vertex_num(lua_State *L)
|
|||
}
|
||||
|
||||
#ifdef HAVE_LUA_SEGS
|
||||
|
||||
///////////
|
||||
// seg_t //
|
||||
///////////
|
||||
|
||||
static int seg_get(lua_State *L)
|
||||
{
|
||||
seg_t *seg = *((seg_t **)luaL_checkudata(L, 1, META_SEG));
|
||||
|
@ -902,6 +945,10 @@ static int seg_num(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
////////////
|
||||
// node_t //
|
||||
////////////
|
||||
|
||||
static int node_get(lua_State *L)
|
||||
{
|
||||
node_t *node = *((node_t **)luaL_checkudata(L, 1, META_NODE));
|
||||
|
@ -949,6 +996,11 @@ static int node_num(lua_State *L)
|
|||
lua_pushinteger(L, node-nodes);
|
||||
return 1;
|
||||
}
|
||||
|
||||
///////////////
|
||||
// node.bbox //
|
||||
///////////////
|
||||
|
||||
/*
|
||||
// node.bbox[i][j]: i = 0 or 1, j = 0 1 2 or 3
|
||||
// NOTE: 2D arrays are NOT double pointers,
|
||||
|
@ -1028,6 +1080,10 @@ static int nodebbox_call(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
/////////////////////
|
||||
// node.children[] //
|
||||
/////////////////////
|
||||
|
||||
// node.children[i]: i = 0 or 1
|
||||
static int nodechildren_get(lua_State *L)
|
||||
{
|
||||
|
@ -1063,6 +1119,10 @@ static int nodechildren_get(lua_State *L)
|
|||
}
|
||||
#endif
|
||||
|
||||
//////////
|
||||
// bbox //
|
||||
//////////
|
||||
|
||||
// bounding box (aka fixed_t array with four elements)
|
||||
// NOTE: may be useful for polyobjects or other things later
|
||||
static int bbox_get(lua_State *L)
|
||||
|
@ -1100,9 +1160,15 @@ static int bbox_get(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
///////////////
|
||||
// sectors[] //
|
||||
///////////////
|
||||
|
||||
static int lib_iterateSectors(lua_State *L)
|
||||
{
|
||||
size_t i = 0;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
if (lua_gettop(L) < 2)
|
||||
return luaL_error(L, "Don't call sectors.iterate() directly, use it as 'for sector in sectors.iterate do <block> end'.");
|
||||
lua_settop(L, 2);
|
||||
|
@ -1120,6 +1186,8 @@ static int lib_iterateSectors(lua_State *L)
|
|||
static int lib_getSector(lua_State *L)
|
||||
{
|
||||
int field;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "You cannot access this outside of a level!");
|
||||
lua_settop(L, 2);
|
||||
lua_remove(L, 1); // dummy userdata table is unused.
|
||||
if (lua_isnumber(L, 1))
|
||||
|
@ -1146,9 +1214,15 @@ static int lib_numsectors(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
//////////////////
|
||||
// subsectors[] //
|
||||
//////////////////
|
||||
|
||||
static int lib_iterateSubsectors(lua_State *L)
|
||||
{
|
||||
size_t i = 0;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
if (lua_gettop(L) < 2)
|
||||
return luaL_error(L, "Don't call subsectors.iterate() directly, use it as 'for subsector in subsectors.iterate do <block> end'.");
|
||||
lua_settop(L, 2);
|
||||
|
@ -1166,6 +1240,8 @@ static int lib_iterateSubsectors(lua_State *L)
|
|||
static int lib_getSubsector(lua_State *L)
|
||||
{
|
||||
int field;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "You cannot access this outside of a level!");
|
||||
lua_settop(L, 2);
|
||||
lua_remove(L, 1); // dummy userdata table is unused.
|
||||
if (lua_isnumber(L, 1))
|
||||
|
@ -1192,9 +1268,15 @@ static int lib_numsubsectors(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
/////////////
|
||||
// lines[] //
|
||||
/////////////
|
||||
|
||||
static int lib_iterateLines(lua_State *L)
|
||||
{
|
||||
size_t i = 0;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
if (lua_gettop(L) < 2)
|
||||
return luaL_error(L, "Don't call lines.iterate() directly, use it as 'for line in lines.iterate do <block> end'.");
|
||||
lua_settop(L, 2);
|
||||
|
@ -1212,6 +1294,8 @@ static int lib_iterateLines(lua_State *L)
|
|||
static int lib_getLine(lua_State *L)
|
||||
{
|
||||
int field;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "You cannot access this outside of a level!");
|
||||
lua_settop(L, 2);
|
||||
lua_remove(L, 1); // dummy userdata table is unused.
|
||||
if (lua_isnumber(L, 1))
|
||||
|
@ -1238,9 +1322,15 @@ static int lib_numlines(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
/////////////
|
||||
// sides[] //
|
||||
/////////////
|
||||
|
||||
static int lib_iterateSides(lua_State *L)
|
||||
{
|
||||
size_t i = 0;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
if (lua_gettop(L) < 2)
|
||||
return luaL_error(L, "Don't call sides.iterate() directly, use it as 'for side in sides.iterate do <block> end'.");
|
||||
lua_settop(L, 2);
|
||||
|
@ -1258,6 +1348,8 @@ static int lib_iterateSides(lua_State *L)
|
|||
static int lib_getSide(lua_State *L)
|
||||
{
|
||||
int field;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "You cannot access this outside of a level!");
|
||||
lua_settop(L, 2);
|
||||
lua_remove(L, 1); // dummy userdata table is unused.
|
||||
if (lua_isnumber(L, 1))
|
||||
|
@ -1284,9 +1376,15 @@ static int lib_numsides(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
////////////////
|
||||
// vertexes[] //
|
||||
////////////////
|
||||
|
||||
static int lib_iterateVertexes(lua_State *L)
|
||||
{
|
||||
size_t i = 0;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
if (lua_gettop(L) < 2)
|
||||
return luaL_error(L, "Don't call vertexes.iterate() directly, use it as 'for vertex in vertexes.iterate do <block> end'.");
|
||||
lua_settop(L, 2);
|
||||
|
@ -1304,6 +1402,8 @@ static int lib_iterateVertexes(lua_State *L)
|
|||
static int lib_getVertex(lua_State *L)
|
||||
{
|
||||
int field;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "You cannot access this outside of a level!");
|
||||
lua_settop(L, 2);
|
||||
lua_remove(L, 1); // dummy userdata table is unused.
|
||||
if (lua_isnumber(L, 1))
|
||||
|
@ -1331,9 +1431,16 @@ static int lib_numvertexes(lua_State *L)
|
|||
}
|
||||
|
||||
#ifdef HAVE_LUA_SEGS
|
||||
|
||||
////////////
|
||||
// segs[] //
|
||||
////////////
|
||||
|
||||
static int lib_iterateSegs(lua_State *L)
|
||||
{
|
||||
size_t i = 0;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
if (lua_gettop(L) < 2)
|
||||
return luaL_error(L, "Don't call segs.iterate() directly, use it as 'for seg in segs.iterate do <block> end'.");
|
||||
lua_settop(L, 2);
|
||||
|
@ -1351,6 +1458,8 @@ static int lib_iterateSegs(lua_State *L)
|
|||
static int lib_getSeg(lua_State *L)
|
||||
{
|
||||
int field;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "You cannot access this outside of a level!");
|
||||
lua_settop(L, 2);
|
||||
lua_remove(L, 1); // dummy userdata table is unused.
|
||||
if (lua_isnumber(L, 1))
|
||||
|
@ -1377,9 +1486,15 @@ static int lib_numsegs(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
/////////////
|
||||
// nodes[] //
|
||||
/////////////
|
||||
|
||||
static int lib_iterateNodes(lua_State *L)
|
||||
{
|
||||
size_t i = 0;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
if (lua_gettop(L) < 2)
|
||||
return luaL_error(L, "Don't call nodes.iterate() directly, use it as 'for node in nodes.iterate do <block> end'.");
|
||||
lua_settop(L, 2);
|
||||
|
@ -1397,6 +1512,8 @@ static int lib_iterateNodes(lua_State *L)
|
|||
static int lib_getNode(lua_State *L)
|
||||
{
|
||||
int field;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "You cannot access this outside of a level!");
|
||||
lua_settop(L, 2);
|
||||
lua_remove(L, 1); // dummy userdata table is unused.
|
||||
if (lua_isnumber(L, 1))
|
||||
|
@ -1424,6 +1541,10 @@ static int lib_numnodes(lua_State *L)
|
|||
}
|
||||
#endif
|
||||
|
||||
//////////////
|
||||
// ffloor_t //
|
||||
//////////////
|
||||
|
||||
static int ffloor_get(lua_State *L)
|
||||
{
|
||||
ffloor_t *ffloor = *((ffloor_t **)luaL_checkudata(L, 1, META_FFLOOR));
|
||||
|
@ -1567,6 +1688,10 @@ static int ffloor_set(lua_State *L)
|
|||
return 0;
|
||||
}
|
||||
|
||||
/////////////////////
|
||||
// mapheaderinfo[] //
|
||||
/////////////////////
|
||||
|
||||
static int lib_getMapheaderinfo(lua_State *L)
|
||||
{
|
||||
// i -> mapheaderinfo[i-1]
|
||||
|
@ -1599,6 +1724,10 @@ static int lib_nummapheaders(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
/////////////////
|
||||
// mapheader_t //
|
||||
/////////////////
|
||||
|
||||
static int mapheaderinfo_get(lua_State *L)
|
||||
{
|
||||
mapheader_t *header = *((mapheader_t **)luaL_checkudata(L, 1, META_MAPHEADER));
|
||||
|
|
|
@ -511,7 +511,8 @@ static int mobj_set(lua_State *L)
|
|||
for (i = 0; i < numskins; i++)
|
||||
if (fastcmp(skins[i].name, skin))
|
||||
{
|
||||
mo->skin = &skins[i];
|
||||
if (!mo->player || R_SkinUsable(mo->player-players, i))
|
||||
mo->skin = &skins[i];
|
||||
return 0;
|
||||
}
|
||||
return luaL_error(L, "mobj.skin '%s' not found!", skin);
|
||||
|
@ -751,6 +752,8 @@ static int mapthing_set(lua_State *L)
|
|||
static int lib_iterateMapthings(lua_State *L)
|
||||
{
|
||||
size_t i = 0;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
if (lua_gettop(L) < 2)
|
||||
return luaL_error(L, "Don't call mapthings.iterate() directly, use it as 'for mapthing in mapthings.iterate do <block> end'.");
|
||||
lua_settop(L, 2);
|
||||
|
@ -768,6 +771,8 @@ static int lib_iterateMapthings(lua_State *L)
|
|||
static int lib_getMapthing(lua_State *L)
|
||||
{
|
||||
int field;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "You cannot access this outside of a level!");
|
||||
lua_settop(L, 2);
|
||||
lua_remove(L, 1); // dummy userdata table is unused.
|
||||
if (lua_isnumber(L, 1))
|
||||
|
|
|
@ -25,6 +25,8 @@
|
|||
static int lib_iteratePlayers(lua_State *L)
|
||||
{
|
||||
INT32 i = -1;
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
if (lua_gettop(L) < 2)
|
||||
{
|
||||
//return luaL_error(L, "Don't call players.iterate() directly, use it as 'for player in players.iterate do <block> end'.");
|
||||
|
@ -51,6 +53,8 @@ static int lib_getPlayer(lua_State *L)
|
|||
{
|
||||
const char *field;
|
||||
// i -> players[i]
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "You cannot access this outside of a level!");
|
||||
if (lua_type(L, 2) == LUA_TNUMBER)
|
||||
{
|
||||
lua_Integer i = luaL_checkinteger(L, 2);
|
||||
|
@ -192,8 +196,6 @@ static int player_get(lua_State *L)
|
|||
lua_pushinteger(L, plr->gotcontinue);
|
||||
else if (fastcmp(field,"speed"))
|
||||
lua_pushfixed(L, plr->speed);
|
||||
else if (fastcmp(field,"jumping"))
|
||||
lua_pushboolean(L, plr->jumping);
|
||||
else if (fastcmp(field,"secondjump"))
|
||||
lua_pushinteger(L, plr->secondjump);
|
||||
else if (fastcmp(field,"fly1"))
|
||||
|
@ -459,8 +461,6 @@ static int player_set(lua_State *L)
|
|||
plr->gotcontinue = (UINT8)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"speed"))
|
||||
plr->speed = luaL_checkfixed(L, 3);
|
||||
else if (fastcmp(field,"jumping"))
|
||||
plr->jumping = luaL_checkboolean(L, 3);
|
||||
else if (fastcmp(field,"secondjump"))
|
||||
plr->secondjump = (UINT8)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"fly1"))
|
||||
|
|
|
@ -29,6 +29,9 @@ static int lib_iterateThinkers(lua_State *L)
|
|||
actionf_p1 searchFunc;
|
||||
const char *searchMeta;
|
||||
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
|
||||
lua_settop(L, 2);
|
||||
lua_remove(L, 1); // remove state now.
|
||||
|
||||
|
@ -84,6 +87,8 @@ static int lib_iterateThinkers(lua_State *L)
|
|||
|
||||
static int lib_startIterate(lua_State *L)
|
||||
{
|
||||
if (gamestate != GS_LEVEL)
|
||||
return luaL_error(L, "This function can only be used in a level!");
|
||||
luaL_checkoption(L, 1, iter_opt[0], iter_opt);
|
||||
lua_pushcfunction(L, lib_iterateThinkers);
|
||||
lua_pushvalue(L, 1);
|
||||
|
|
|
@ -942,7 +942,7 @@ boolean OP_FreezeObjectplace(void)
|
|||
if (!objectplacing)
|
||||
return false;
|
||||
|
||||
if ((maptol & TOL_NIGHTS) && (players[consoleplayer].pflags & PF_NIGHTSMODE))
|
||||
if ((maptol & TOL_NIGHTS) && (players[consoleplayer].powers[pw_carry] == CR_NIGHTSMODE))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
|
@ -1255,7 +1255,7 @@ void Command_ObjectPlace_f(void)
|
|||
{
|
||||
objectplacing = true;
|
||||
|
||||
if ((players[0].pflags & PF_NIGHTSMODE))
|
||||
if ((players[0].powers[pw_carry] == CR_NIGHTSMODE))
|
||||
return;
|
||||
|
||||
if (!COM_CheckParm("-silent"))
|
||||
|
@ -1326,7 +1326,7 @@ void Command_ObjectPlace_f(void)
|
|||
|
||||
// Don't touch the NiGHTS Objectplace stuff.
|
||||
// ... or if the mo mysteriously vanished.
|
||||
if (!players[0].mo || (players[0].pflags & PF_NIGHTSMODE))
|
||||
if (!players[0].mo || (players[0].powers[pw_carry] == CR_NIGHTSMODE))
|
||||
return;
|
||||
|
||||
// If still in dummy state, get out of it.
|
||||
|
|
38
src/m_cond.c
38
src/m_cond.c
|
@ -929,7 +929,7 @@ UINT8 M_CheckLevelEmblems(void)
|
|||
// Update Score, Time, Rings emblems
|
||||
for (i = 0; i < numemblems; ++i)
|
||||
{
|
||||
if (emblemlocations[i].type <= ET_SKIN || emblemlocations[i].collected)
|
||||
if (emblemlocations[i].type <= ET_SKIN || emblemlocations[i].type == ET_MAP || emblemlocations[i].collected)
|
||||
continue;
|
||||
|
||||
levelnum = emblemlocations[i].level;
|
||||
|
@ -963,6 +963,42 @@ UINT8 M_CheckLevelEmblems(void)
|
|||
return somethingUnlocked;
|
||||
}
|
||||
|
||||
UINT8 M_CompletionEmblems(void) // Bah! Duplication sucks, but it's for a separate print when awarding emblems and it's sorta different enough.
|
||||
{
|
||||
INT32 i;
|
||||
INT32 embtype;
|
||||
INT16 levelnum;
|
||||
UINT8 res;
|
||||
UINT8 somethingUnlocked = 0;
|
||||
UINT8 flags;
|
||||
|
||||
for (i = 0; i < numemblems; ++i)
|
||||
{
|
||||
if (emblemlocations[i].type != ET_MAP || emblemlocations[i].collected)
|
||||
continue;
|
||||
|
||||
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;
|
||||
}
|
||||
return somethingUnlocked;
|
||||
}
|
||||
|
||||
// -------------------
|
||||
// Quick unlock checks
|
||||
// -------------------
|
||||
|
|
|
@ -73,6 +73,12 @@ typedef struct
|
|||
#define ET_RINGS 4
|
||||
#define ET_NGRADE 5
|
||||
#define ET_NTIME 6
|
||||
#define ET_MAP 7
|
||||
|
||||
// Map emblem flags
|
||||
#define ME_ALLEMERALDS 1
|
||||
#define ME_ULTIMATE 2
|
||||
#define ME_PERFECT 4
|
||||
|
||||
typedef struct
|
||||
{
|
||||
|
@ -153,6 +159,7 @@ void M_CheckUnlockConditions(void);
|
|||
UINT8 M_UpdateUnlockablesAndExtraEmblems(void);
|
||||
void M_SilentUpdateUnlockablesAndEmblems(void);
|
||||
UINT8 M_CheckLevelEmblems(void);
|
||||
UINT8 M_CompletionEmblems(void);
|
||||
|
||||
// Checking unlockable status
|
||||
UINT8 M_AnySecretUnlocked(void);
|
||||
|
|
1665
src/m_menu.c
1665
src/m_menu.c
File diff suppressed because it is too large
Load diff
39
src/m_menu.h
39
src/m_menu.h
|
@ -66,7 +66,7 @@ void M_StartMessage(const char *string, void *routine, menumessagetype_t itemtyp
|
|||
// Called by linux_x/i_video_xshm.c
|
||||
void M_QuitResponse(INT32 ch);
|
||||
|
||||
// Determines whether to show a level in the list
|
||||
// Determines whether to show a level in the list (platter version does not need to be exposed)
|
||||
boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt);
|
||||
|
||||
|
||||
|
@ -149,8 +149,6 @@ typedef struct menuitem_s
|
|||
UINT8 alphaKey;
|
||||
} menuitem_t;
|
||||
|
||||
extern menuitem_t PlayerMenu[32];
|
||||
|
||||
typedef struct menu_s
|
||||
{
|
||||
const char *menutitlepic;
|
||||
|
@ -174,14 +172,36 @@ extern menu_t SP_LoadDef;
|
|||
// Stuff for customizing the player select screen
|
||||
typedef struct
|
||||
{
|
||||
boolean used;
|
||||
char notes[441];
|
||||
char picname[8];
|
||||
char skinname[SKINNAMESIZE*2+2]; // skin&skin\0
|
||||
UINT16 wadnum; // for duplicate characters
|
||||
UINT8 prev;
|
||||
UINT8 next;
|
||||
} description_t;
|
||||
|
||||
// level select platter
|
||||
typedef struct
|
||||
{
|
||||
char header[22+5]; // mapheader_t lvltttl max length + " ZONE"
|
||||
INT32 maplist[3];
|
||||
char mapnames[3][17+1];
|
||||
boolean mapavailable[4]; // mapavailable[3] == wide or not
|
||||
} levelselectrow_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT8 numrows;
|
||||
levelselectrow_t *rows;
|
||||
} levelselect_t;
|
||||
// experimental level select end
|
||||
|
||||
// descriptions for gametype select screen
|
||||
typedef struct
|
||||
{
|
||||
char notes[441];
|
||||
} gtdesc_t;
|
||||
|
||||
// mode descriptions for video mode menu
|
||||
typedef struct
|
||||
{
|
||||
|
@ -222,6 +242,9 @@ void M_ForceSaveSlotSelected(INT32 sslot);
|
|||
|
||||
void M_CheatActivationResponder(INT32 ch);
|
||||
|
||||
// Level select updating
|
||||
void Nextmap_OnChange(void);
|
||||
|
||||
// Screenshot menu updating
|
||||
void Moviemode_mode_Onchange(void);
|
||||
void Screenshot_option_Onchange(void);
|
||||
|
@ -263,14 +286,14 @@ void Screenshot_option_Onchange(void);
|
|||
NULL\
|
||||
}
|
||||
|
||||
#define MAPICONMENUSTYLE(header, source, prev)\
|
||||
#define MAPPLATTERMENUSTYLE(header, source)\
|
||||
{\
|
||||
header,\
|
||||
sizeof (source)/sizeof (menuitem_t),\
|
||||
prev,\
|
||||
&MainDef,\
|
||||
source,\
|
||||
M_DrawServerMenu,\
|
||||
27,40,\
|
||||
M_DrawLevelPlatterMenu,\
|
||||
0,0,\
|
||||
0,\
|
||||
NULL\
|
||||
}
|
||||
|
|
|
@ -585,7 +585,7 @@ static const char *Newsnapshotfile(const char *pathname, const char *ext)
|
|||
|
||||
i += add * result;
|
||||
|
||||
if (add < 0 || add > 9999)
|
||||
if (i < 0 || i > 9999)
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
|
|
@ -4182,12 +4182,15 @@ void A_SignPlayer(mobj_t *actor)
|
|||
actor->frame += Color_Opposite[actor->target->player->skincolor*2+1];
|
||||
}
|
||||
|
||||
// spawn an overlay of the player's face.
|
||||
ov = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY);
|
||||
P_SetTarget(&ov->target, actor);
|
||||
ov->color = actor->target->player->skincolor;
|
||||
ov->skin = skin;
|
||||
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
|
||||
if (skin->sprites[SPR2_SIGN].numframes)
|
||||
{
|
||||
// spawn an overlay of the player's face.
|
||||
ov = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY);
|
||||
P_SetTarget(&ov->target, actor);
|
||||
ov->color = actor->target->player->skincolor;
|
||||
ov->skin = skin;
|
||||
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
|
||||
}
|
||||
}
|
||||
|
||||
// Function: A_OverlayThink
|
||||
|
@ -4517,7 +4520,7 @@ void A_MinusDigging(mobj_t *actor)
|
|||
|
||||
// If we're close enough to our target, pop out of the ground
|
||||
if (P_AproxDistance(actor->target->x-actor->x, actor->target->y-actor->y) < actor->radius
|
||||
&& abs(actor->target->z - actor->z) < actor->height)
|
||||
&& abs(actor->target->z - actor->z) < 2*actor->height)
|
||||
P_SetMobjState(actor, actor->info->missilestate);
|
||||
|
||||
// Snap to ground
|
||||
|
@ -5611,7 +5614,7 @@ void A_MixUp(mobj_t *actor)
|
|||
// and grab their xyz coords
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE
|
||||
&& !players[i].exiting && !players[i].powers[pw_super])
|
||||
&& !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE)
|
||||
{
|
||||
if ((netgame || multiplayer) && players[i].spectator) // Ignore spectators
|
||||
continue;
|
||||
|
@ -5730,7 +5733,7 @@ void A_MixUp(mobj_t *actor)
|
|||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i] && players[i].playerstate == PST_LIVE
|
||||
&& players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super])
|
||||
&& players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE)
|
||||
{
|
||||
if ((netgame || multiplayer) && players[i].spectator)// Ignore spectators
|
||||
continue;
|
||||
|
@ -5780,7 +5783,7 @@ void A_MixUp(mobj_t *actor)
|
|||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i] && players[i].playerstate == PST_LIVE
|
||||
&& players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super])
|
||||
&& players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE)
|
||||
{
|
||||
if ((netgame || multiplayer) && players[i].spectator)// Ignore spectators
|
||||
continue;
|
||||
|
@ -5810,7 +5813,7 @@ void A_MixUp(mobj_t *actor)
|
|||
if (teleported[i])
|
||||
{
|
||||
if (playeringame[i] && players[i].playerstate == PST_LIVE
|
||||
&& players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super])
|
||||
&& players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE)
|
||||
{
|
||||
if ((netgame || multiplayer) && players[i].spectator)// Ignore spectators
|
||||
continue;
|
||||
|
@ -5952,7 +5955,7 @@ void A_RecyclePowers(mobj_t *actor)
|
|||
|
||||
for (j = 0; j < NUMPOWERS; j++)
|
||||
{
|
||||
if (j == pw_flashing || j == pw_underwater || j == pw_spacetime
|
||||
if (j == pw_flashing || j == pw_underwater || j == pw_spacetime || j == pw_carry
|
||||
|| j == pw_tailsfly || j == pw_extralife || j == pw_nocontrol || j == pw_super)
|
||||
continue;
|
||||
players[recv_pl].powers[j] = powers[send_pl][j];
|
||||
|
@ -8238,7 +8241,7 @@ void A_OrbitNights(mobj_t* actor)
|
|||
#endif
|
||||
|
||||
if (!actor->target || !actor->target->player ||
|
||||
!(actor->target->player->pflags & PF_NIGHTSMODE) || !actor->target->player->nightstime
|
||||
!(actor->target->player->powers[pw_carry] == CR_NIGHTSMODE) || !actor->target->player->nightstime
|
||||
// Also remove this object if they no longer have a NiGHTS helper
|
||||
|| (ishelper && !actor->target->player->powers[pw_nights_helper]))
|
||||
{
|
||||
|
|
|
@ -1776,9 +1776,9 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
|
|||
case MT_SCORE:
|
||||
case MT_DROWNNUMBERS:
|
||||
case MT_GOTEMERALD:
|
||||
case MT_LOCKON:
|
||||
case MT_TAG:
|
||||
case MT_GOTFLAG:
|
||||
case MT_GOTFLAG2:
|
||||
case MT_HOOP:
|
||||
case MT_HOOPCOLLIDE:
|
||||
case MT_NIGHTSCORE:
|
||||
|
|
101
src/p_inter.c
101
src/p_inter.c
|
@ -367,11 +367,11 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
return;
|
||||
}
|
||||
|
||||
if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|
||||
|| ((player->pflags & PF_JUMPED) && (player->pflags & PF_FORCEJUMPDAMAGE || !(player->charflags & SF_NOJUMPSPIN) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|
||||
if (((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|
||||
|| ((player->pflags & PF_JUMPED) && (!(player->pflags & PF_NOJUMPDAMAGE) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|
||||
|| (player->pflags & (PF_SPINNING|PF_GLIDING))
|
||||
|| (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|
||||
|| ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|
||||
|| ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|
||||
|| player->powers[pw_invulnerability] || player->powers[pw_super]
|
||||
|| elementalpierce) // Do you possess the ability to subdue the object?
|
||||
{
|
||||
|
@ -379,9 +379,11 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
{
|
||||
if (elementalpierce == 2)
|
||||
P_DoBubbleBounce(player);
|
||||
else
|
||||
else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
|
||||
toucher->momz = -toucher->momz;
|
||||
}
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
P_DoAbilityBounce(player, false);
|
||||
toucher->momx = -toucher->momx;
|
||||
toucher->momy = -toucher->momy;
|
||||
P_DamageMobj(special, toucher, toucher, 1, 0);
|
||||
|
@ -406,7 +408,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
////////////////////////////////////////////////////////
|
||||
/////ENEMIES!!//////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////
|
||||
if (special->type == MT_GSNAPPER && !(((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|
||||
if (special->type == MT_GSNAPPER && !(((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|
||||
|| player->powers[pw_invulnerability] || player->powers[pw_super] || elementalpierce)
|
||||
&& toucher->z < special->z + special->height && toucher->z + toucher->height > special->z)
|
||||
{
|
||||
|
@ -416,23 +418,30 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
else if (special->type == MT_SHARP
|
||||
&& ((special->state == &states[special->info->xdeathstate]) || (toucher->z > special->z + special->height/2)))
|
||||
{
|
||||
// Cannot hit sharp from above or when red and angry
|
||||
P_DamageMobj(toucher, special, special, 1, 0);
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
{
|
||||
toucher->momz = -toucher->momz;
|
||||
P_DoAbilityBounce(player, false);
|
||||
}
|
||||
else // Cannot hit sharp from above or when red and angry
|
||||
P_DamageMobj(toucher, special, special, 1, 0);
|
||||
}
|
||||
else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|
||||
|| ((player->pflags & PF_JUMPED) && (player->pflags & PF_FORCEJUMPDAMAGE || !(player->charflags & SF_NOJUMPSPIN) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|
||||
else if (((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|
||||
|| ((player->pflags & PF_JUMPED) && (!(player->pflags & PF_NOJUMPDAMAGE) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|
||||
|| (player->pflags & (PF_SPINNING|PF_GLIDING))
|
||||
|| (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|
||||
|| ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|
||||
|| ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|
||||
|| player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object?
|
||||
{
|
||||
if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1))
|
||||
{
|
||||
if (elementalpierce == 2)
|
||||
P_DoBubbleBounce(player);
|
||||
else
|
||||
else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
|
||||
toucher->momz = -toucher->momz;
|
||||
}
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
P_DoAbilityBounce(player, false);
|
||||
|
||||
P_DamageMobj(special, toucher, toucher, 1, 0);
|
||||
}
|
||||
|
@ -756,12 +765,12 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
}
|
||||
else //Initial transformation. Don't allow second chances in special stages!
|
||||
{
|
||||
if (player->pflags & PF_NIGHTSMODE)
|
||||
if (player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
return;
|
||||
|
||||
S_StartSound(toucher, sfx_supert);
|
||||
}
|
||||
if (!(netgame || multiplayer) && !(player->pflags & PF_NIGHTSMODE))
|
||||
if (!(netgame || multiplayer) && !(player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
P_SetTarget(&special->tracer, toucher);
|
||||
P_NightserizePlayer(player, special->health); // Transform!
|
||||
return;
|
||||
|
@ -885,7 +894,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
return;
|
||||
|
||||
// make sure everything is as it should be, THEN take rings from players in special stages
|
||||
if (player->pflags & PF_NIGHTSMODE && !toucher->target)
|
||||
if (player->powers[pw_carry] == CR_NIGHTSMODE && !toucher->target)
|
||||
return;
|
||||
|
||||
if (player->mare != special->threshold) // wrong mare
|
||||
|
@ -923,7 +932,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
if (player->bumpertime < TICRATE/4)
|
||||
{
|
||||
S_StartSound(toucher, special->info->seesound);
|
||||
if (player->pflags & PF_NIGHTSMODE)
|
||||
if (player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
player->bumpertime = TICRATE/2;
|
||||
if (special->threshold > 0)
|
||||
|
@ -979,14 +988,14 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
}
|
||||
return;
|
||||
case MT_NIGHTSSUPERLOOP:
|
||||
if (player->bot || !(player->pflags & PF_NIGHTSMODE))
|
||||
if (player->bot || !(player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
return;
|
||||
if (!G_IsSpecialStage(gamemap))
|
||||
player->powers[pw_nights_superloop] = (UINT16)special->info->speed;
|
||||
else
|
||||
{
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
|
||||
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
|
||||
players[i].powers[pw_nights_superloop] = (UINT16)special->info->speed;
|
||||
if (special->info->deathsound != sfx_None)
|
||||
S_StartSound(NULL, special->info->deathsound);
|
||||
|
@ -1001,14 +1010,14 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
}
|
||||
break;
|
||||
case MT_NIGHTSDRILLREFILL:
|
||||
if (player->bot || !(player->pflags & PF_NIGHTSMODE))
|
||||
if (player->bot || !(player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
return;
|
||||
if (!G_IsSpecialStage(gamemap))
|
||||
player->drillmeter = special->info->speed;
|
||||
else
|
||||
{
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
|
||||
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
|
||||
players[i].drillmeter = special->info->speed;
|
||||
if (special->info->deathsound != sfx_None)
|
||||
S_StartSound(NULL, special->info->deathsound);
|
||||
|
@ -1023,7 +1032,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
}
|
||||
break;
|
||||
case MT_NIGHTSHELPER:
|
||||
if (player->bot || !(player->pflags & PF_NIGHTSMODE))
|
||||
if (player->bot || !(player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
return;
|
||||
if (!G_IsSpecialStage(gamemap))
|
||||
{
|
||||
|
@ -1037,7 +1046,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
{
|
||||
mobj_t *flickyobj;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && players[i].mo && players[i].pflags & PF_NIGHTSMODE) {
|
||||
if (playeringame[i] && players[i].mo && players[i].powers[pw_carry] == CR_NIGHTSMODE) {
|
||||
players[i].powers[pw_nights_helper] = (UINT16)special->info->speed;
|
||||
flickyobj = P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_NIGHTOPIANHELPER);
|
||||
P_SetTarget(&flickyobj->target, players[i].mo);
|
||||
|
@ -1055,7 +1064,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
}
|
||||
break;
|
||||
case MT_NIGHTSEXTRATIME:
|
||||
if (player->bot || !(player->pflags & PF_NIGHTSMODE))
|
||||
if (player->bot || !(player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
return;
|
||||
if (!G_IsSpecialStage(gamemap))
|
||||
{
|
||||
|
@ -1066,7 +1075,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
else
|
||||
{
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
|
||||
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
players[i].nightstime += special->info->speed;
|
||||
players[i].startedtime += special->info->speed;
|
||||
|
@ -1085,7 +1094,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
}
|
||||
break;
|
||||
case MT_NIGHTSLINKFREEZE:
|
||||
if (player->bot || !(player->pflags & PF_NIGHTSMODE))
|
||||
if (player->bot || !(player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
return;
|
||||
if (!G_IsSpecialStage(gamemap))
|
||||
{
|
||||
|
@ -1095,7 +1104,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
else
|
||||
{
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
|
||||
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
players[i].powers[pw_nights_linkfreeze] += (UINT16)special->info->speed;
|
||||
players[i].linktimer = 2*TICRATE;
|
||||
|
@ -1153,7 +1162,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
if (G_IsSpecialStage(gamemap))
|
||||
{
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE)
|
||||
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
|
||||
players[i].drillmeter += TICRATE/2;
|
||||
}
|
||||
else if (player->bot)
|
||||
|
@ -1336,9 +1345,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
toucher->momz = -toucher->momz;
|
||||
if (player->pflags & PF_GLIDING)
|
||||
{
|
||||
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
|
||||
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
|
||||
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
|
||||
}
|
||||
player->homing = 0;
|
||||
|
||||
// Play a bounce sound?
|
||||
S_StartSound(toucher, special->info->painsound);
|
||||
|
@ -1346,7 +1356,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
return;
|
||||
|
||||
case MT_BLACKEGGMAN_GOOPFIRE:
|
||||
if (toucher->state != &states[S_PLAY_PAIN] && !player->powers[pw_flashing])
|
||||
if (!player->powers[pw_flashing])
|
||||
{
|
||||
toucher->momx = 0;
|
||||
toucher->momy = 0;
|
||||
|
@ -1354,13 +1364,8 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
if (toucher->momz != 0)
|
||||
special->momz = toucher->momz;
|
||||
|
||||
player->powers[pw_ingoop] = 2;
|
||||
|
||||
if (player->powers[pw_carry] == CR_GENERIC)
|
||||
{
|
||||
P_SetTarget(&toucher->tracer, NULL);
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
}
|
||||
player->powers[pw_carry] = CR_BRAKGOOP;
|
||||
P_SetTarget(&toucher->tracer, special);
|
||||
|
||||
P_ResetPlayer(player);
|
||||
|
||||
|
@ -1372,8 +1377,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
P_SetMobjState(special->target, special->target->info->raisestate);
|
||||
}
|
||||
}
|
||||
else
|
||||
player->powers[pw_ingoop] = 0;
|
||||
return;
|
||||
case MT_EGGSHIELD:
|
||||
{
|
||||
|
@ -1403,17 +1406,18 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
toucher->momz = -toucher->momz;
|
||||
if (player->pflags & PF_GLIDING)
|
||||
{
|
||||
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
|
||||
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
|
||||
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
|
||||
}
|
||||
player->homing = 0;
|
||||
|
||||
// Play a bounce sound?
|
||||
S_StartSound(toucher, special->info->painsound);
|
||||
return;
|
||||
}
|
||||
else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|
||||
|| ((player->pflags & PF_JUMPED) && (player->pflags & PF_FORCEJUMPDAMAGE || !(player->charflags & SF_NOJUMPSPIN) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|
||||
|| ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|
||||
else if (((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|
||||
|| ((player->pflags & PF_JUMPED) && (!(player->pflags & PF_NOJUMPDAMAGE) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|
||||
|| ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|
||||
|| (player->pflags & (PF_SPINNING|PF_GLIDING))
|
||||
|| player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object?
|
||||
{
|
||||
|
@ -1463,7 +1467,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
{
|
||||
player->powers[pw_carry] = CR_MACESPIN;
|
||||
S_StartSound(toucher, sfx_spin);
|
||||
P_SetPlayerMobjState(toucher, S_PLAY_SPIN);
|
||||
P_SetPlayerMobjState(toucher, S_PLAY_ROLL);
|
||||
}
|
||||
else
|
||||
player->powers[pw_carry] = CR_GENERIC;
|
||||
|
@ -2597,7 +2601,7 @@ static inline void P_NiGHTSDamage(mobj_t *target, mobj_t *source)
|
|||
}
|
||||
|
||||
player->powers[pw_flashing] = flashingtics;
|
||||
P_SetPlayerMobjState(target, S_PLAY_NIGHTS_PAIN);
|
||||
P_SetPlayerMobjState(target, S_PLAY_NIGHTS_STUN);
|
||||
S_StartSound(target, sfx_nghurt);
|
||||
|
||||
if (oldnightstime > 10*TICRATE
|
||||
|
@ -2724,7 +2728,7 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj
|
|||
|
||||
static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
|
||||
{
|
||||
player->pflags &= ~(PF_SLIDING|PF_NIGHTSMODE);
|
||||
player->pflags &= ~PF_SLIDING;
|
||||
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
|
||||
|
@ -2820,10 +2824,7 @@ static inline void P_SuperDamage(player_t *player, mobj_t *inflictor, mobj_t *so
|
|||
|
||||
P_InstaThrust(player->mo, ang, fallbackspeed);
|
||||
|
||||
if (player->charflags & SF_SUPERANIMS)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_STUN);
|
||||
else
|
||||
P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_STUN);
|
||||
|
||||
P_ResetPlayer(player);
|
||||
|
||||
|
@ -3069,7 +3070,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
|
|||
if (player->pflags & PF_GODMODE)
|
||||
return false;
|
||||
|
||||
if (!(target->player->pflags & (PF_NIGHTSMODE|PF_NIGHTSFALL)) && (maptol & TOL_NIGHTS))
|
||||
if (!(target->player->powers[pw_carry] == CR_NIGHTSMODE || target->player->pflags & PF_NIGHTSFALL) && (maptol & TOL_NIGHTS))
|
||||
return false;
|
||||
|
||||
switch (damagetype)
|
||||
|
@ -3091,7 +3092,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
|
|||
}
|
||||
}
|
||||
|
||||
if (player->pflags & PF_NIGHTSMODE) // NiGHTS damage handling
|
||||
if (player->powers[pw_carry] == CR_NIGHTSMODE) // NiGHTS damage handling
|
||||
{
|
||||
if (!force)
|
||||
{
|
||||
|
|
|
@ -130,6 +130,7 @@ void P_ResetCamera(player_t *player, camera_t *thiscam);
|
|||
boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam);
|
||||
void P_SlideCameraMove(camera_t *thiscam);
|
||||
boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled);
|
||||
pflags_t P_GetJumpFlags(player_t *player);
|
||||
boolean P_PlayerInPain(player_t *player);
|
||||
void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
|
||||
void P_ResetPlayer(player_t *player);
|
||||
|
@ -150,11 +151,16 @@ void P_GivePlayerRings(player_t *player, INT32 num_rings);
|
|||
void P_GivePlayerLives(player_t *player, INT32 numlives);
|
||||
UINT8 P_GetNextEmerald(void);
|
||||
void P_GiveEmerald(boolean spawnObj);
|
||||
#if 0
|
||||
void P_ResetScore(player_t *player);
|
||||
#else
|
||||
#define P_ResetScore(player) player->scoreadd = 0
|
||||
#endif
|
||||
boolean P_AutoPause(void);
|
||||
|
||||
void P_DoJumpShield(player_t *player);
|
||||
void P_DoBubbleBounce(player_t *player);
|
||||
void P_DoAbilityBounce(player_t *player, boolean changemomz);
|
||||
void P_BlackOw(player_t *player);
|
||||
void P_ElementalFire(player_t *player, boolean cropcircle);
|
||||
|
||||
|
@ -169,12 +175,16 @@ fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move);
|
|||
fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move);
|
||||
void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move);
|
||||
|
||||
boolean P_LookForEnemies(player_t *player, boolean nonenemies);
|
||||
mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
|
||||
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
|
||||
void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
|
||||
boolean P_SuperReady(player_t *player);
|
||||
void P_DoJump(player_t *player, boolean soundandstate);
|
||||
#if 0
|
||||
boolean P_AnalogMove(player_t *player);
|
||||
#else
|
||||
#define P_AnalogMove(player) (player->pflags & PF_ANALOGMODE)
|
||||
#endif
|
||||
boolean P_TransferToNextMare(player_t *player);
|
||||
UINT8 P_FindLowestMare(void);
|
||||
void P_FindEmerald(void);
|
||||
|
|
90
src/p_map.c
90
src/p_map.c
|
@ -115,7 +115,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
fixed_t offx, offy;
|
||||
fixed_t vertispeed = spring->info->mass;
|
||||
fixed_t horizspeed = spring->info->damage;
|
||||
UINT8 jumping, secondjump;
|
||||
UINT8 secondjump;
|
||||
|
||||
if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
|
||||
return false;
|
||||
|
@ -124,20 +124,25 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
if (object->player && object->player->spectator)
|
||||
return false;
|
||||
|
||||
if (object->player && (object->player->pflags & PF_NIGHTSMODE))
|
||||
if (object->player && (object->player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
{
|
||||
/*Someone want to make these work like bumpers?*/
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef ESLOPE
|
||||
object->standingslope = NULL; // Okay, now we can't return - no launching off at silly angles for you.
|
||||
#endif
|
||||
if (object->player
|
||||
&& ((object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY)
|
||||
|| (object->player->charability2 == CA2_MELEE && object->player->panim == PA_ABILITY2)))
|
||||
{
|
||||
S_StartSound(object, sfx_s3k8b);
|
||||
horizspeed = FixedMul(horizspeed, (4*FRACUNIT)/3);
|
||||
vertispeed = FixedMul(vertispeed, (6*FRACUNIT)/5); // aprox square root of above
|
||||
}
|
||||
|
||||
object->eflags |= MFE_SPRUNG; // apply this flag asap!
|
||||
spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify
|
||||
|
||||
if (horizspeed && vertispeed) // Mimic SA
|
||||
if ((horizspeed && vertispeed) || (object->player && object->player->homing)) // Mimic SA
|
||||
{
|
||||
object->momx = object->momy = 0;
|
||||
P_TryMove(object, spring->x, spring->y, true);
|
||||
|
@ -207,32 +212,36 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
}
|
||||
}
|
||||
|
||||
pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED|PF_SHIELDABILITY); // I still need these.
|
||||
jumping = object->player->jumping;
|
||||
pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_SHIELDABILITY|PF_BOUNCING); // I still need these.
|
||||
secondjump = object->player->secondjump;
|
||||
P_ResetPlayer(object->player);
|
||||
|
||||
if (spring->info->painchance)
|
||||
{
|
||||
object->player->pflags |= PF_JUMPED;
|
||||
object->player->pflags |= P_GetJumpFlags(object->player);
|
||||
P_SetPlayerMobjState(object, S_PLAY_JUMP);
|
||||
}
|
||||
else if (P_MobjFlip(object)*vertispeed > 0)
|
||||
P_SetPlayerMobjState(object, S_PLAY_SPRING);
|
||||
else if (P_MobjFlip(object)*vertispeed < 0)
|
||||
P_SetPlayerMobjState(object, S_PLAY_FALL);
|
||||
else // horizontal spring
|
||||
else if (!vertispeed || (pflags & PF_BOUNCING)) // horizontal spring or bouncing
|
||||
{
|
||||
if (pflags & (PF_JUMPED|PF_SPINNING) && (object->player->panim == PA_ROLL || object->player->panim == PA_JUMP || object->player->panim == PA_FALL))
|
||||
if ((pflags & PF_BOUNCING)
|
||||
|| (pflags & (PF_JUMPED|PF_SPINNING) && (object->player->panim == PA_ROLL || object->player->panim == PA_JUMP || object->player->panim == PA_FALL)))
|
||||
{
|
||||
object->player->pflags |= pflags;
|
||||
object->player->jumping = jumping;
|
||||
object->player->secondjump = secondjump;
|
||||
}
|
||||
else
|
||||
P_SetPlayerMobjState(object, S_PLAY_WALK);
|
||||
}
|
||||
else if (P_MobjFlip(object)*vertispeed > 0)
|
||||
P_SetPlayerMobjState(object, S_PLAY_SPRING);
|
||||
else
|
||||
P_SetPlayerMobjState(object, S_PLAY_FALL);
|
||||
}
|
||||
|
||||
#ifdef ESLOPE
|
||||
object->standingslope = NULL; // Okay, now we know it's not going to be relevant - no launching off at silly angles for you.
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -328,9 +337,6 @@ static void P_DoTailsCarry(player_t *sonic, player_t *tails)
|
|||
if (tails->bot == 1)
|
||||
return;
|
||||
|
||||
if (sonic->pflags & PF_NIGHTSMODE)
|
||||
return;
|
||||
|
||||
if ((sonic->mo->eflags & MFE_VERTICALFLIP) != (tails->mo->eflags & MFE_VERTICALFLIP))
|
||||
return; // Both should be in same gravity
|
||||
|
||||
|
@ -381,6 +387,7 @@ static void P_DoTailsCarry(player_t *sonic, player_t *tails)
|
|||
else {
|
||||
if (sonic-players == consoleplayer && botingame)
|
||||
CV_SetValue(&cv_analog2, true);
|
||||
P_SetTarget(&sonic->mo->tracer, NULL);
|
||||
sonic->powers[pw_carry] = CR_NONE;
|
||||
}
|
||||
}
|
||||
|
@ -464,9 +471,9 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
return true;
|
||||
}
|
||||
|
||||
// CA_DASHMODE users destroy spikes and monitors, CA_TWINSPIN users and CA2_MELEE users destroy spikes.
|
||||
// SF_DASHMODE users destroy spikes and monitors, CA_TWINSPIN users and CA2_MELEE users destroy spikes.
|
||||
if ((tmthing->player)
|
||||
&& (((tmthing->player->charability == CA_DASHMODE) && (tmthing->player->dashmode >= 3*TICRATE)
|
||||
&& (((tmthing->player->charflags & SF_DASHMODE) && (tmthing->player->dashmode >= 3*TICRATE)
|
||||
&& (thing->flags & (MF_MONITOR) || thing->type == MT_SPIKE))
|
||||
|| ((((tmthing->player->charability == CA_TWINSPIN) && (tmthing->player->panim == PA_ABILITY))
|
||||
|| (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2))
|
||||
|
@ -503,7 +510,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
|
||||
// Don't collide with your buddies while NiGHTS-flying.
|
||||
if (tmthing->player && thing->player && (maptol & TOL_NIGHTS)
|
||||
&& ((tmthing->player->pflags & PF_NIGHTSMODE) || (thing->player->pflags & PF_NIGHTSMODE)))
|
||||
&& ((tmthing->player->powers[pw_carry] == CR_NIGHTSMODE) || (thing->player->powers[pw_carry] == CR_NIGHTSMODE)))
|
||||
return true;
|
||||
|
||||
blockdist = thing->radius + tmthing->radius;
|
||||
|
@ -789,7 +796,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
{
|
||||
// Hop on the missile for a ride!
|
||||
thing->player->powers[pw_carry] = CR_GENERIC;
|
||||
thing->player->pflags &= ~PF_JUMPED;
|
||||
thing->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
|
||||
P_SetTarget(&thing->tracer, tmthing);
|
||||
P_SetTarget(&tmthing->target, thing); // Set owner to the player
|
||||
P_SetTarget(&tmthing->tracer, NULL); // Disable homing-ness
|
||||
|
@ -900,7 +907,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
// must be flying in the SAME DIRECTION as the last time you came through.
|
||||
// not (your direction) xor (stored direction)
|
||||
// In other words, you can't u-turn and respawn rings near the drone.
|
||||
if (pl->bonustime && (pl->pflags & PF_NIGHTSMODE) && (INT32)leveltime > droneobj->extravalue2 && (
|
||||
if (pl->bonustime && (pl->powers[pw_carry] == CR_NIGHTSMODE) && (INT32)leveltime > droneobj->extravalue2 && (
|
||||
!(pl->anotherflyangle >= 90 && pl->anotherflyangle <= 270)
|
||||
^ (droneobj->extravalue1 >= 90 && droneobj->extravalue1 <= 270)
|
||||
))
|
||||
|
@ -932,11 +939,13 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
if (tmthing->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (thing->z + thing->height <= tmthing->z + FixedMul(FRACUNIT, tmthing->scale)
|
||||
&& thing->z + thing->height + thing->momz >= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz)
|
||||
&& thing->z + thing->height + thing->momz >= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz
|
||||
&& !(thing->player->charability == CA_BOUNCE && thing->player->panim == PA_ABILITY && thing->eflags & MFE_VERTICALFLIP))
|
||||
P_DamageMobj(thing, tmthing, tmthing, 1, 0);
|
||||
}
|
||||
else if (thing->z >= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale)
|
||||
&& thing->z + thing->momz <= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz)
|
||||
&& thing->z + thing->momz <= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz
|
||||
&& !(thing->player->charability == CA_BOUNCE && thing->player->panim == PA_ABILITY && !(thing->eflags & MFE_VERTICALFLIP)))
|
||||
P_DamageMobj(thing, tmthing, tmthing, 1, 0);
|
||||
}
|
||||
else if (thing->type == MT_SPIKE && thing->flags & MF_SOLID && tmthing->player) // unfortunate player falls into spike?!
|
||||
|
@ -944,11 +953,13 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
if (thing->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (tmthing->z + tmthing->height <= thing->z - FixedMul(FRACUNIT, thing->scale)
|
||||
&& tmthing->z + tmthing->height + tmthing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale))
|
||||
&& tmthing->z + tmthing->height + tmthing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale)
|
||||
&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && tmthing->eflags & MFE_VERTICALFLIP))
|
||||
P_DamageMobj(tmthing, thing, thing, 1, 0);
|
||||
}
|
||||
else if (tmthing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
|
||||
&& tmthing->z + tmthing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale))
|
||||
&& tmthing->z + tmthing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
|
||||
&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && !(tmthing->eflags & MFE_VERTICALFLIP)))
|
||||
P_DamageMobj(tmthing, thing, thing, 1, 0);
|
||||
}
|
||||
|
||||
|
@ -1009,7 +1020,10 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
if (thing->player-players == consoleplayer && botingame)
|
||||
CV_SetValue(&cv_analog2, true);
|
||||
if (thing->player->powers[pw_carry] == CR_PLAYER)
|
||||
{
|
||||
P_SetTarget(&thing->tracer, NULL);
|
||||
thing->player->powers[pw_carry] = CR_NONE;
|
||||
}
|
||||
}
|
||||
|
||||
if (thing->player)
|
||||
|
@ -1067,11 +1081,10 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
if (thing->flags & MF_MONITOR
|
||||
&& (tmthing->player->pflags & (PF_SPINNING|PF_GLIDING)
|
||||
|| ((tmthing->player->pflags & PF_JUMPED)
|
||||
&& (tmthing->player->pflags & PF_FORCEJUMPDAMAGE
|
||||
|| !(tmthing->player->charflags & SF_NOJUMPSPIN)
|
||||
&& (!(tmthing->player->pflags & PF_NOJUMPDAMAGE)
|
||||
|| (tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY)))
|
||||
|| (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2)
|
||||
|| ((tmthing->player->charflags & SF_STOMPDAMAGE)
|
||||
|| ((tmthing->player->charflags & SF_STOMPDAMAGE || tmthing->player->pflags & PF_BOUNCING)
|
||||
&& (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0))
|
||||
|| elementalpierce))
|
||||
{
|
||||
|
@ -1088,11 +1101,15 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
{
|
||||
if (elementalpierce == 2)
|
||||
P_DoBubbleBounce(player);
|
||||
else
|
||||
else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
|
||||
*momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically.
|
||||
}
|
||||
if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough.
|
||||
{
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
P_DoAbilityBounce(player, false);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
*z -= *momz; // to ensure proper collision.
|
||||
}
|
||||
|
@ -1109,11 +1126,10 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
else if (thing->flags & MF_MONITOR && tmthing->player
|
||||
&& (tmthing->player->pflags & (PF_SPINNING|PF_GLIDING)
|
||||
|| ((tmthing->player->pflags & PF_JUMPED)
|
||||
&& (tmthing->player->pflags & PF_FORCEJUMPDAMAGE
|
||||
|| !(tmthing->player->charflags & SF_NOJUMPSPIN)
|
||||
&& (!(tmthing->player->pflags & PF_NOJUMPDAMAGE)
|
||||
|| (tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY)))
|
||||
|| (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2)
|
||||
|| ((tmthing->player->charflags & SF_STOMPDAMAGE)
|
||||
|| ((tmthing->player->charflags & SF_STOMPDAMAGE || tmthing->player->pflags & PF_BOUNCING)
|
||||
&& (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0)))
|
||||
&& !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2)))
|
||||
;
|
||||
|
@ -1516,7 +1532,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
|
|||
else if (thing->type == MT_SKIM && (rover->flags & FF_SWIMMABLE))
|
||||
;
|
||||
else if (!((rover->flags & FF_BLOCKPLAYER && thing->player)
|
||||
|| (rover->flags & FF_BLOCKOTHERS && !thing->player)
|
||||
|| (rover->flags & FF_BLOCKOTHERS && !thing->player)
|
||||
|| rover->flags & FF_QUICKSAND))
|
||||
continue;
|
||||
|
||||
|
@ -2894,7 +2910,7 @@ isblocking:
|
|||
slidemo->player->climbing = 5;
|
||||
}
|
||||
|
||||
slidemo->player->pflags &= ~(PF_GLIDING|PF_SPINNING|PF_JUMPED|PF_THOKKED);
|
||||
slidemo->player->pflags &= ~(PF_GLIDING|PF_SPINNING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED);
|
||||
slidemo->player->glidetime = 0;
|
||||
slidemo->player->secondjump = 0;
|
||||
|
||||
|
|
459
src/p_mobj.c
459
src/p_mobj.c
|
@ -187,32 +187,41 @@ static void P_CyclePlayerMobjState(mobj_t *mobj)
|
|||
|
||||
//
|
||||
// P_GetMobjSprite2
|
||||
// For non-super players, tries each sprite2's immediate predecessor until it finds one with a number of frames or ends up at standing.
|
||||
// For super players, does the same as above - but tries the super equivalent for each sprite2 before the non-super version.
|
||||
//
|
||||
|
||||
UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
|
||||
{
|
||||
player_t *player = mobj->player;
|
||||
skin_t *skin = ((skin_t *)mobj->skin);
|
||||
UINT8 super = (spr2 & FF_SPR2SUPER);
|
||||
|
||||
if (!skin)
|
||||
return 0;
|
||||
|
||||
while ((skin->sprites[spr2].numframes <= 0)
|
||||
while (!(skin->sprites[spr2].numframes)
|
||||
&& spr2 != SPR2_STND)
|
||||
{
|
||||
if (spr2 & FF_SPR2SUPER)
|
||||
{
|
||||
spr2 &= ~FF_SPR2SUPER;
|
||||
continue;
|
||||
}
|
||||
|
||||
switch(spr2)
|
||||
{
|
||||
case SPR2_PEEL:
|
||||
spr2 = SPR2_RUN;
|
||||
break;
|
||||
case SPR2_RUN:
|
||||
spr2 = SPR2_WALK;
|
||||
break;
|
||||
case SPR2_STUN:
|
||||
spr2 = SPR2_PAIN;
|
||||
break;
|
||||
case SPR2_DRWN:
|
||||
spr2 = SPR2_DEAD;
|
||||
break;
|
||||
case SPR2_DASH:
|
||||
spr2 = SPR2_SPIN;
|
||||
case SPR2_SPIN:
|
||||
spr2 = SPR2_ROLL;
|
||||
break;
|
||||
case SPR2_GASP:
|
||||
spr2 = SPR2_SPNG;
|
||||
|
@ -221,7 +230,7 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
|
|||
spr2 = ((player
|
||||
? player->charflags
|
||||
: skin->flags)
|
||||
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_SPIN;
|
||||
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
|
||||
break;
|
||||
case SPR2_SPNG: // spring
|
||||
spr2 = SPR2_FALL;
|
||||
|
@ -233,11 +242,11 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
|
|||
spr2 = SPR2_FALL;
|
||||
break;
|
||||
|
||||
case SPR2_FLY:
|
||||
case SPR2_FLY :
|
||||
spr2 = SPR2_SPNG;
|
||||
break;
|
||||
case SPR2_SWIM:
|
||||
spr2 = SPR2_FLY;
|
||||
spr2 = SPR2_FLY ;
|
||||
break;
|
||||
case SPR2_TIRE:
|
||||
spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
|
||||
|
@ -247,91 +256,59 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
|
|||
spr2 = SPR2_FLY;
|
||||
break;
|
||||
case SPR2_CLMB:
|
||||
spr2 = SPR2_SPIN;
|
||||
spr2 = SPR2_ROLL;
|
||||
break;
|
||||
case SPR2_CLNG:
|
||||
spr2 = SPR2_CLMB;
|
||||
break;
|
||||
|
||||
case SPR2_FLT :
|
||||
spr2 = SPR2_WALK;
|
||||
break;
|
||||
case SPR2_FRUN:
|
||||
spr2 = SPR2_RUN ;
|
||||
break;
|
||||
|
||||
case SPR2_DASH:
|
||||
spr2 = SPR2_FRUN;
|
||||
break;
|
||||
|
||||
case SPR2_BNCE:
|
||||
spr2 = SPR2_FALL;
|
||||
break;
|
||||
case SPR2_BLND:
|
||||
spr2 = SPR2_ROLL;
|
||||
break;
|
||||
|
||||
case SPR2_TWIN:
|
||||
spr2 = SPR2_SPIN;
|
||||
spr2 = SPR2_ROLL;
|
||||
break;
|
||||
|
||||
case SPR2_MLEE:
|
||||
spr2 = SPR2_TWIN;
|
||||
break;
|
||||
|
||||
// Super sprites fallback to regular sprites
|
||||
case SPR2_SWLK:
|
||||
spr2 = SPR2_WALK;
|
||||
break;
|
||||
case SPR2_SRUN:
|
||||
spr2 = SPR2_RUN;
|
||||
break;
|
||||
case SPR2_SPEE:
|
||||
spr2 = SPR2_PEEL;
|
||||
break;
|
||||
case SPR2_SPAN:
|
||||
spr2 = SPR2_PAIN;
|
||||
break;
|
||||
case SPR2_SSTN:
|
||||
spr2 = SPR2_SPAN;
|
||||
break;
|
||||
case SPR2_SDTH:
|
||||
spr2 = SPR2_DEAD;
|
||||
break;
|
||||
case SPR2_SDRN:
|
||||
spr2 = SPR2_DRWN;
|
||||
break;
|
||||
case SPR2_SSPN:
|
||||
spr2 = SPR2_SPIN;
|
||||
break;
|
||||
case SPR2_SGSP:
|
||||
spr2 = SPR2_GASP;
|
||||
break;
|
||||
case SPR2_SJMP:
|
||||
spr2 = ((player
|
||||
? player->charflags
|
||||
: skin->flags)
|
||||
& SF_NOJUMPSPIN) ? SPR2_SSPG : SPR2_SSPN;
|
||||
break;
|
||||
case SPR2_SSPG:
|
||||
spr2 = SPR2_SPNG;
|
||||
break;
|
||||
case SPR2_SFAL:
|
||||
spr2 = SPR2_FALL;
|
||||
break;
|
||||
case SPR2_SEDG:
|
||||
spr2 = SPR2_EDGE;
|
||||
break;
|
||||
case SPR2_SRID:
|
||||
spr2 = SPR2_RIDE;
|
||||
break;
|
||||
case SPR2_SFLT:
|
||||
spr2 = SPR2_SWLK;
|
||||
break;
|
||||
|
||||
// NiGHTS sprites.
|
||||
case SPR2_NTRN:
|
||||
spr2 = SPR2_TRNS;
|
||||
break;
|
||||
case SPR2_NSTD:
|
||||
spr2 = SPR2_SSTD;
|
||||
spr2 = SPR2_STND;
|
||||
super = FF_SPR2SUPER;
|
||||
break;
|
||||
case SPR2_NFLT:
|
||||
spr2 = (skin->flags & SF_SUPERANIMS) ? SPR2_SFLT : SPR2_FALL; // This is skin-exclusive so the default NiGHTS skin changing system plays nice.
|
||||
spr2 = SPR2_FLT ;
|
||||
super = FF_SPR2SUPER;
|
||||
break;
|
||||
case SPR2_NSTN:
|
||||
spr2 = SPR2_STUN;
|
||||
break;
|
||||
case SPR2_NPUL:
|
||||
spr2 = SPR2_NFLT;
|
||||
break;
|
||||
case SPR2_NPAN:
|
||||
spr2 = SPR2_NPUL;
|
||||
spr2 = SPR2_NSTN;
|
||||
break;
|
||||
case SPR2_NATK:
|
||||
spr2 = SPR2_SSPN;
|
||||
spr2 = SPR2_ROLL;
|
||||
super = FF_SPR2SUPER;
|
||||
break;
|
||||
/*case SPR2_NGT0:
|
||||
spr2 = SPR2_STND;
|
||||
spr2 = SPR2_NFLT;
|
||||
break;*/
|
||||
case SPR2_NGT1:
|
||||
case SPR2_NGT7:
|
||||
|
@ -390,7 +367,10 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
|
|||
spr2 = SPR2_STND;
|
||||
break;
|
||||
}
|
||||
|
||||
spr2 |= super;
|
||||
}
|
||||
|
||||
return spr2;
|
||||
}
|
||||
|
||||
|
@ -427,45 +407,17 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
|
|||
else if (state == S_PLAY_SWIM && !(player->mo->eflags & MFE_UNDERWATER))
|
||||
return P_SetPlayerMobjState(player->mo, S_PLAY_FLY);
|
||||
|
||||
// Catch state changes for Super Sonic
|
||||
if (player->powers[pw_super] && (player->charflags & SF_SUPERANIMS))
|
||||
// Catch SF_NOSUPERSPIN jumps for Supers
|
||||
if (player->powers[pw_super] && (player->charflags & SF_NOSUPERSPIN))
|
||||
{
|
||||
switch (state)
|
||||
if (state == S_PLAY_JUMP)
|
||||
{
|
||||
case S_PLAY_STND:
|
||||
case S_PLAY_WAIT:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_STND);
|
||||
case S_PLAY_WALK:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_WALK);
|
||||
case S_PLAY_RUN:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_RUN);
|
||||
case S_PLAY_PEEL:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_PEEL);
|
||||
case S_PLAY_PAIN:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_PAIN);
|
||||
case S_PLAY_DEAD:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_DEAD);
|
||||
case S_PLAY_DRWN:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_DRWN);
|
||||
case S_PLAY_SPIN:
|
||||
if (!(player->charflags & SF_SUPERSPIN))
|
||||
return true;
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_SPIN);
|
||||
case S_PLAY_GASP:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_GASP);
|
||||
case S_PLAY_JUMP:
|
||||
if (!(player->charflags & SF_SUPERSPIN))
|
||||
return true;
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_JUMP);
|
||||
case S_PLAY_SPRING:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_SPRING);
|
||||
case S_PLAY_FALL:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_FALL);
|
||||
case S_PLAY_EDGE:
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_EDGE);
|
||||
default:
|
||||
break;
|
||||
if (player->mo->state-states == S_PLAY_WALK)
|
||||
return P_SetPlayerMobjState(mobj, S_PLAY_FLOAT);
|
||||
return true;
|
||||
}
|
||||
else if (player->mo->state-states == S_PLAY_FLOAT && state == S_PLAY_STND)
|
||||
return true;
|
||||
}
|
||||
// You were in pain state after taking a hit, and you're moving out of pain state now?
|
||||
else if (mobj->state == &states[mobj->info->painstate] && player->powers[pw_flashing] == flashingtics && state != mobj->info->painstate)
|
||||
|
@ -481,61 +433,56 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
|
|||
{
|
||||
case S_PLAY_STND:
|
||||
case S_PLAY_WAIT:
|
||||
case S_PLAY_SUPER_STND:
|
||||
player->panim = PA_IDLE;
|
||||
break;
|
||||
case S_PLAY_EDGE:
|
||||
case S_PLAY_SUPER_EDGE:
|
||||
player->panim = PA_EDGE;
|
||||
break;
|
||||
case S_PLAY_WALK:
|
||||
case S_PLAY_SUPER_WALK:
|
||||
case S_PLAY_SUPER_FLOAT:
|
||||
case S_PLAY_FLOAT:
|
||||
player->panim = PA_WALK;
|
||||
break;
|
||||
case S_PLAY_RUN:
|
||||
case S_PLAY_SUPER_RUN:
|
||||
case S_PLAY_FLOAT_RUN:
|
||||
player->panim = PA_RUN;
|
||||
break;
|
||||
case S_PLAY_PEEL:
|
||||
case S_PLAY_SUPER_PEEL:
|
||||
player->panim = PA_PEEL;
|
||||
case S_PLAY_DASH:
|
||||
player->panim = PA_DASH;
|
||||
break;
|
||||
case S_PLAY_PAIN:
|
||||
case S_PLAY_SUPER_PAIN:
|
||||
case S_PLAY_SUPER_STUN:
|
||||
case S_PLAY_STUN:
|
||||
player->panim = PA_PAIN;
|
||||
break;
|
||||
case S_PLAY_SPIN:
|
||||
//case S_PLAY_DASH: -- everyone can ROLL thanks to zoom tubes...
|
||||
case S_PLAY_SUPER_SPIN:
|
||||
case S_PLAY_ROLL:
|
||||
//case S_PLAY_SPINDASH: -- everyone can ROLL thanks to zoom tubes...
|
||||
player->panim = PA_ROLL;
|
||||
break;
|
||||
case S_PLAY_JUMP:
|
||||
case S_PLAY_SUPER_JUMP:
|
||||
player->panim = PA_JUMP;
|
||||
break;
|
||||
case S_PLAY_SPRING:
|
||||
case S_PLAY_SUPER_SPRING:
|
||||
player->panim = PA_SPRING;
|
||||
break;
|
||||
case S_PLAY_FALL:
|
||||
case S_PLAY_SUPER_FALL:
|
||||
player->panim = PA_FALL;
|
||||
break;
|
||||
case S_PLAY_FLY:
|
||||
case S_PLAY_SWIM:
|
||||
case S_PLAY_GLIDE:
|
||||
case S_PLAY_BOUNCE:
|
||||
case S_PLAY_BOUNCE_LANDING:
|
||||
case S_PLAY_TWINSPIN:
|
||||
player->panim = PA_ABILITY;
|
||||
break;
|
||||
case S_PLAY_DASH: // ...but the act of SPINDASHING is charability2 specific.
|
||||
case S_PLAY_SPINDASH: // ...but the act of SPINDASHING is charability2 specific.
|
||||
case S_PLAY_FIRE:
|
||||
case S_PLAY_FIRE_FINISH:
|
||||
case S_PLAY_MELEE:
|
||||
case S_PLAY_MELEE_FINISH:
|
||||
case S_PLAY_MELEE_LANDING:
|
||||
player->panim = PA_ABILITY2;
|
||||
break;
|
||||
case S_PLAY_RIDE:
|
||||
case S_PLAY_SUPER_RIDE:
|
||||
player->panim = PA_RIDE;
|
||||
break;
|
||||
default:
|
||||
|
@ -562,7 +509,9 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
|
|||
mobj->tics = st->tics;
|
||||
|
||||
// Adjust the player's animation speed to match their velocity.
|
||||
if (!(disableSpeedAdjust || player->charflags & SF_NOSPEEDADJUST))
|
||||
if (player->panim == PA_EDGE && (player->charflags & SF_FASTEDGE))
|
||||
mobj->tics = 2;
|
||||
else if (!(disableSpeedAdjust || player->charflags & SF_NOSPEEDADJUST))
|
||||
{
|
||||
fixed_t speed;// = FixedDiv(player->speed, FixedMul(mobj->scale, player->mo->movefactor));
|
||||
if (player->panim == PA_FALL)
|
||||
|
@ -598,7 +547,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
|
|||
else
|
||||
mobj->tics = 2;
|
||||
}
|
||||
else if (P_IsObjectOnGround(mobj) || player->powers[pw_super]) // Only if on the ground or superflying.
|
||||
else if (P_IsObjectOnGround(mobj) || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) // Only if on the ground or superflying.
|
||||
{
|
||||
if (player->panim == PA_WALK)
|
||||
{
|
||||
|
@ -609,7 +558,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
|
|||
else
|
||||
mobj->tics = 4;
|
||||
}
|
||||
else if ((player->panim == PA_RUN) || (player->panim == PA_PEEL))
|
||||
else if ((player->panim == PA_RUN) || (player->panim == PA_DASH))
|
||||
{
|
||||
if (speed > 52<<FRACBITS)
|
||||
mobj->tics = 1;
|
||||
|
@ -627,7 +576,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
|
|||
UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1;
|
||||
UINT8 numframes;
|
||||
|
||||
UINT8 spr2 = P_GetMobjSprite2(mobj, st->frame & FF_FRAMEMASK);
|
||||
UINT8 spr2 = P_GetMobjSprite2(mobj, (((player->powers[pw_super]) ? FF_SPR2SUPER : 0)|st->frame) & FF_FRAMEMASK);
|
||||
|
||||
if (skin)
|
||||
numframes = skin->sprites[spr2].numframes;
|
||||
|
@ -1646,11 +1595,8 @@ static void P_PlayerFlip(mobj_t *mo)
|
|||
G_GhostAddFlip();
|
||||
// Flip aiming to match!
|
||||
|
||||
if (mo->player->pflags & PF_NIGHTSMODE) // NiGHTS doesn't use flipcam
|
||||
{
|
||||
if (mo->tracer)
|
||||
mo->tracer->eflags ^= MFE_VERTICALFLIP;
|
||||
}
|
||||
if (mo->player->powers[pw_carry] == CR_NIGHTSMODE) // NiGHTS doesn't use flipcam
|
||||
;
|
||||
else if (mo->player->pflags & PF_FLIPCAM)
|
||||
{
|
||||
mo->player->aiming = InvAngle(mo->player->aiming);
|
||||
|
@ -1746,7 +1692,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
|
|||
|| (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly]
|
||||
|| mo->state-states == S_PLAY_FLY_TIRED)))
|
||||
gravityadd = gravityadd/3; // less gravity while flying/gliding
|
||||
if (mo->player->climbing || (mo->player->pflags & PF_NIGHTSMODE))
|
||||
if (mo->player->climbing || (mo->player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
gravityadd = 0;
|
||||
|
||||
if (!(mo->flags2 & MF2_OBJECTFLIP) != !(mo->player->powers[pw_gravityboots])) // negated to turn numeric into bool - would be double negated, but not needed if both would be
|
||||
|
@ -1898,9 +1844,12 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
|
|||
// spinning friction
|
||||
if (player->pflags & PF_SPINNING && (player->rmomx || player->rmomy) && !(player->pflags & PF_STARTDASH))
|
||||
{
|
||||
const fixed_t ns = FixedDiv(549*ORIG_FRICTION,500*FRACUNIT);
|
||||
mo->momx = FixedMul(mo->momx, ns);
|
||||
mo->momy = FixedMul(mo->momy, ns);
|
||||
if (twodlevel || player->mo->flags2 & MF2_TWOD) // Otherwise handled in P_3DMovement
|
||||
{
|
||||
const fixed_t ns = FixedDiv(549*ORIG_FRICTION,500*FRACUNIT);
|
||||
mo->momx = FixedMul(mo->momx, ns);
|
||||
mo->momy = FixedMul(mo->momy, ns);
|
||||
}
|
||||
}
|
||||
else if (abs(player->rmomx) < FixedMul(STOPSPEED, mo->scale)
|
||||
&& abs(player->rmomy) < FixedMul(STOPSPEED, mo->scale)
|
||||
|
@ -2117,7 +2066,8 @@ void P_XYMovement(mobj_t *mo)
|
|||
if (CheckForBustableBlocks && mo->flags & MF_PUSHABLE)
|
||||
P_PushableCheckBustables(mo);
|
||||
|
||||
if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG))
|
||||
if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true)
|
||||
&& !(P_MobjWasRemoved(mo) || mo->eflags & MFE_SPRUNG))
|
||||
{
|
||||
// blocked move
|
||||
moved = false;
|
||||
|
@ -2127,7 +2077,17 @@ void P_XYMovement(mobj_t *mo)
|
|||
B_MoveBlocked(player);
|
||||
}
|
||||
|
||||
if (mo->flags & MF_BOUNCE)
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUAh_MobjMoveBlocked(mo))
|
||||
{
|
||||
if (P_MobjWasRemoved(mo))
|
||||
return;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
if (P_MobjWasRemoved(mo))
|
||||
return;
|
||||
else if (mo->flags & MF_BOUNCE)
|
||||
{
|
||||
P_BounceMove(mo);
|
||||
xmove = ymove = 0;
|
||||
|
@ -2317,7 +2277,7 @@ void P_XYMovement(mobj_t *mo)
|
|||
// Check the gravity status.
|
||||
P_CheckGravity(mo, false);
|
||||
|
||||
if (player && !moved && player->pflags & PF_NIGHTSMODE && mo->target)
|
||||
if (player && !moved && player->powers[pw_carry] == CR_NIGHTSMODE && mo->target)
|
||||
{
|
||||
angle_t fa;
|
||||
|
||||
|
@ -2360,7 +2320,7 @@ void P_XYMovement(mobj_t *mo)
|
|||
if (player && player->homing) // no friction for homing
|
||||
return;
|
||||
|
||||
if (player && player->pflags & PF_NIGHTSMODE)
|
||||
if (player && player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
return; // no friction for NiGHTS players
|
||||
|
||||
#ifdef ESLOPE
|
||||
|
@ -2583,6 +2543,9 @@ boolean P_CheckDeathPitCollide(mobj_t *mo)
|
|||
I_Assert(mo != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(mo));
|
||||
|
||||
if (mo->player && mo->player->pflags & PF_GODMODE)
|
||||
return false;
|
||||
|
||||
if (((mo->z <= mo->subsector->sector->floorheight
|
||||
&& !(mo->eflags & MFE_VERTICALFLIP) && (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
|| (mo->z + mo->height >= mo->subsector->sector->ceilingheight
|
||||
|
@ -3142,7 +3105,7 @@ static void P_PlayerZMovement(mobj_t *mo)
|
|||
else
|
||||
mo->z = mo->floorz;
|
||||
|
||||
if (mo->player->pflags & PF_NIGHTSMODE)
|
||||
if (mo->player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
// bounce off floor if you were flying towards it
|
||||
if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 0 && mo->player->flyangle < 180)
|
||||
|
@ -3250,60 +3213,69 @@ static void P_PlayerZMovement(mobj_t *mo)
|
|||
// aren't pressing any controls.
|
||||
if (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING))
|
||||
{
|
||||
mo->momx = mo->momx/2;
|
||||
mo->momy = mo->momy/2;
|
||||
mo->momx >>= 1;
|
||||
mo->momy >>= 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (mo->health)
|
||||
if (mo->health && !P_CheckDeathPitCollide(mo))
|
||||
{
|
||||
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)
|
||||
else if (mo->player->charability2 == CA2_MELEE && (mo->player->panim == PA_ABILITY2 && mo->state-states != S_PLAY_MELEE_LANDING))
|
||||
{
|
||||
P_InstaThrust(mo, mo->angle, 0);
|
||||
P_SetPlayerMobjState(mo, S_PLAY_STND);
|
||||
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|PF_USEDOWN)) != (PF_SPINNING|PF_USEDOWN)
|
||||
|| mo->player->powers[pw_tailsfly] || mo->state-states == S_PLAY_FLY_TIRED)
|
||||
{
|
||||
if (mo->player->cmomx || mo->player->cmomy)
|
||||
{
|
||||
if (mo->player->charability == CA_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL)
|
||||
P_SetPlayerMobjState(mo, S_PLAY_PEEL);
|
||||
else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
|
||||
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_SUPER_FLOAT))
|
||||
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->charability == CA_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL)
|
||||
P_SetPlayerMobjState(mo, S_PLAY_PEEL);
|
||||
if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN)
|
||||
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_SUPER_FLOAT))
|
||||
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_JUMPED)
|
||||
mo->player->pflags &= ~PF_SPINNING;
|
||||
else if (!(mo->player->pflags & PF_USEDOWN))
|
||||
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))
|
||||
mo->player->pflags &= ~(PF_JUMPED|PF_FORCEJUMPDAMAGE);
|
||||
mo->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
|
||||
|
||||
mo->player->pflags &= ~(PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
|
||||
mo->player->jumping = 0;
|
||||
mo->player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
|
||||
mo->player->secondjump = 0;
|
||||
mo->player->glidetime = 0;
|
||||
mo->player->climbing = 0;
|
||||
|
@ -3337,6 +3309,16 @@ static void P_PlayerZMovement(mobj_t *mo)
|
|||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!(mo->player->pflags & PF_SPINNING))
|
||||
|
@ -3385,7 +3367,7 @@ nightsdone:
|
|||
else
|
||||
mo->z = mo->ceilingz - mo->height;
|
||||
|
||||
if (mo->player->pflags & PF_NIGHTSMODE)
|
||||
if (mo->player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
// bounce off ceiling if you were flying towards it
|
||||
if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 180 && mo->player->flyangle <= 359)
|
||||
|
@ -3598,8 +3580,8 @@ static boolean P_SceneryZMovement(mobj_t *mo)
|
|||
//
|
||||
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover)
|
||||
{
|
||||
if (!(player->pflags & PF_NIGHTSMODE) && !player->homing
|
||||
&& ((player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-*rover->topheight >= player->mo->height)
|
||||
if (!player->powers[pw_carry] && !player->homing
|
||||
&& ((player->powers[pw_super] || player->charflags & SF_RUNONWATER || player->dashmode >= 3*TICRATE) && player->mo->ceilingz-*rover->topheight >= player->mo->height)
|
||||
&& (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale)
|
||||
&& !(player->pflags & PF_SLIDING)
|
||||
&& abs(player->mo->z - *rover->topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
|
||||
|
@ -4004,7 +3986,7 @@ void P_DestroyRobots(void)
|
|||
continue; // not a mobj thinker
|
||||
|
||||
mo = (mobj_t *)think;
|
||||
if (mo->health <= 0 || !(mo->flags & MF_ENEMY || mo->flags & MF_BOSS))
|
||||
if (mo->health <= 0 || !(mo->flags & (MF_ENEMY|MF_BOSS)))
|
||||
continue; // not a valid enemy
|
||||
|
||||
if (mo->type == MT_PLAYER) // Don't chase after other players!
|
||||
|
@ -4027,7 +4009,7 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
|
|||
|| (thiscam == &camera2 && players[secondarydisplayplayer].mo && (players[secondarydisplayplayer].mo->flags2 & MF2_TWOD)))
|
||||
itsatwodlevel = true;
|
||||
|
||||
if (player->pflags & PF_FLIPCAM && !(player->pflags & PF_NIGHTSMODE) && player->mo->eflags & MFE_VERTICALFLIP)
|
||||
if (player->pflags & PF_FLIPCAM && !(player->powers[pw_carry] == CR_NIGHTSMODE) && player->mo->eflags & MFE_VERTICALFLIP)
|
||||
postimg = postimg_flip;
|
||||
else if (player->awayviewtics)
|
||||
{
|
||||
|
@ -4160,6 +4142,9 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
// momentum movement
|
||||
mobj->eflags &= ~MFE_JUSTSTEPPEDDOWN;
|
||||
|
||||
if (mobj->state-states == S_PLAY_BOUNCE_LANDING)
|
||||
goto animonly; // no need for checkposition - doesn't move at ALL
|
||||
|
||||
// Zoom tube
|
||||
if (mobj->tracer)
|
||||
{
|
||||
|
@ -4280,9 +4265,9 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (!(mobj->player->pflags & PF_NIGHTSMODE)) // "jumping" is used for drilling
|
||||
mobj->player->jumping = 0;
|
||||
mobj->player->pflags &= ~PF_JUMPED;
|
||||
if (!(mobj->player->powers[pw_carry] == CR_NIGHTSMODE)) // used for drilling
|
||||
mobj->player->pflags &= ~PF_STARTJUMP;
|
||||
mobj->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
|
||||
if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
|
||||
{
|
||||
mobj->player->secondjump = 0;
|
||||
|
@ -5482,10 +5467,10 @@ static void P_Boss7Thinker(mobj_t *mobj)
|
|||
if (players[i].mo->health <= 0)
|
||||
continue;
|
||||
|
||||
if (players[i].powers[pw_ingoop])
|
||||
if (players[i].powers[pw_carry] == CR_BRAKGOOP)
|
||||
{
|
||||
closestNum = -1;
|
||||
closestdist = 16384*FRACUNIT; // Just in case...
|
||||
closestdist = INT32_MAX; // Just in case...
|
||||
|
||||
// Find waypoint he is closest to
|
||||
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
||||
|
@ -5643,6 +5628,15 @@ static void P_Boss7Thinker(mobj_t *mobj)
|
|||
|
||||
}
|
||||
|
||||
#define vectorise mobj->movedir = ANGLE_11hh - FixedAngle(FixedMul(AngleFixed(ANGLE_11hh), FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS)));\
|
||||
if (P_RandomChance(FRACUNIT/2))\
|
||||
mobj->movedir = InvAngle(mobj->movedir);\
|
||||
mobj->threshold = 6 + (FixedMul(24<<FRACBITS, FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS))>>FRACBITS);\
|
||||
if (mobj->info->activesound)\
|
||||
S_StartSound(mobj, mobj->info->activesound);\
|
||||
if (mobj->info->painchance)\
|
||||
P_SetMobjState(mobj, mobj->info->painchance)
|
||||
|
||||
// Metal Sonic battle boss
|
||||
// You CAN put multiple Metal Sonics in a single map
|
||||
// because I am a totally competent programmer who can do shit right.
|
||||
|
@ -5687,19 +5681,41 @@ static void P_Boss9Thinker(mobj_t *mobj)
|
|||
if (mobj->health <= 0)
|
||||
return;
|
||||
|
||||
if ((statenum_t)(mobj->state-states) == mobj->info->meleestate)
|
||||
{
|
||||
P_InstaThrust(mobj, mobj->angle, -4*FRACUNIT);
|
||||
P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true);
|
||||
mobj->momz -= gravity;
|
||||
if (mobj->z < mobj->watertop)
|
||||
{
|
||||
mobj->watertop = mobj->target->floorz + 32*FRACUNIT;
|
||||
P_SetMobjState(mobj, mobj->info->spawnstate);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ((!mobj->target || !(mobj->target->flags & MF_SHOOTABLE)))
|
||||
{
|
||||
if (mobj->tracer)
|
||||
P_RemoveMobj(mobj->tracer);
|
||||
P_BossTargetPlayer(mobj, false);
|
||||
if (mobj->target && (!P_IsObjectOnGround(mobj->target) || mobj->target->player->pflags & PF_SPINNING))
|
||||
P_SetTarget(&mobj->target, NULL); // Wait for them to hit the ground first
|
||||
if (!mobj->target) // Still no target, aww.
|
||||
{
|
||||
// Reset the boss.
|
||||
if (mobj->tracer)
|
||||
P_RemoveMobj(mobj->tracer);
|
||||
P_SetMobjState(mobj, mobj->info->spawnstate);
|
||||
mobj->fuse = 0;
|
||||
mobj->momx = FixedDiv(mobj->momx, FRACUNIT + (FRACUNIT>>2));
|
||||
mobj->momy = FixedDiv(mobj->momy, FRACUNIT + (FRACUNIT>>2));
|
||||
mobj->momz = FixedDiv(mobj->momz, FRACUNIT + (FRACUNIT>>2));
|
||||
mobj->watertop = mobj->floorz + 32*FRACUNIT;
|
||||
mobj->momz = (mobj->watertop - mobj->z)>>3;
|
||||
mobj->threshold = 0;
|
||||
mobj->movecount = 0;
|
||||
mobj->flags = mobj->info->flags;
|
||||
return;
|
||||
}
|
||||
else if (!mobj->fuse)
|
||||
|
@ -5747,7 +5763,8 @@ static void P_Boss9Thinker(mobj_t *mobj)
|
|||
}
|
||||
if (spawner) {
|
||||
mobj_t *missile = P_SpawnMissile(spawner, mobj, MT_MSGATHER);
|
||||
missile->momz = FixedDiv(missile->momz, 7*FRACUNIT/4);
|
||||
if (mobj->health > mobj->info->damage)
|
||||
missile->momz = FixedDiv(missile->momz, 7*FRACUNIT/5);
|
||||
if (dist == 0)
|
||||
missile->fuse = 0;
|
||||
else
|
||||
|
@ -5759,16 +5776,22 @@ static void P_Boss9Thinker(mobj_t *mobj)
|
|||
|
||||
// Pre-threshold reactiontime stuff for attack phases
|
||||
if (mobj->reactiontime && mobj->movecount == 3) {
|
||||
mobj->reactiontime--;
|
||||
|
||||
if (mobj->movedir == 0 || mobj->movedir == 2) { // Pausing between bounces in the pinball phase
|
||||
if (mobj->target->player->powers[pw_tailsfly]) // Trying to escape, eh?
|
||||
mobj->watertop = mobj->target->z + mobj->target->momz*6; // Readjust your aim. >:3
|
||||
else
|
||||
mobj->watertop = mobj->target->floorz + 16*FRACUNIT;
|
||||
if (!(mobj->threshold%4))
|
||||
|
||||
if (!(mobj->threshold%4)) {
|
||||
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4);
|
||||
if (!mobj->reactiontime)
|
||||
S_StartSound(mobj, sfx_zoom); // zoom!
|
||||
}
|
||||
}
|
||||
// Pausing between energy ball shots
|
||||
mobj->reactiontime--;
|
||||
// else -- Pausing between energy ball shots
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -5840,20 +5863,28 @@ static void P_Boss9Thinker(mobj_t *mobj)
|
|||
P_InstaThrust(mobj, mobj->angle, 30*FRACUNIT);
|
||||
if (!P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true)) { // Hit a wall? Find a direction to bounce
|
||||
mobj->threshold--;
|
||||
if (mobj->threshold) {
|
||||
P_SetMobjState(mobj, mobj->state->nextstate);
|
||||
if (mobj->info->mass)
|
||||
S_StartSound(mobj, mobj->info->mass);
|
||||
if (!(mobj->threshold%4)) { // We've decided to lock onto the player this bounce.
|
||||
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4);
|
||||
mobj->reactiontime = TICRATE; // targetting time
|
||||
} else { // No homing, just use P_BounceMove
|
||||
P_BounceMove(mobj);
|
||||
mobj->angle = R_PointToAngle2(0,0,mobj->momx,mobj->momy);
|
||||
mobj->reactiontime = TICRATE/4; // just a pause before you bounce away
|
||||
}
|
||||
mobj->momx = mobj->momy = 0;
|
||||
P_SetMobjState(mobj, mobj->state->nextstate);
|
||||
if (!mobj->threshold) { // failed bounce!
|
||||
S_StartSound(mobj, sfx_mspogo);
|
||||
P_BounceMove(mobj);
|
||||
mobj->angle = R_PointToAngle2(mobj->momx, mobj->momy,0,0);
|
||||
mobj->momz = 4*FRACUNIT;
|
||||
mobj->flags &= ~MF_PAIN;
|
||||
mobj->fuse = 10*TICRATE;
|
||||
mobj->movecount = 0;
|
||||
P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_CYBRAKDEMON_VILE_EXPLOSION);
|
||||
P_SetMobjState(mobj, mobj->info->meleestate);
|
||||
} else if (!(mobj->threshold%4)) { // We've decided to lock onto the player this bounce.
|
||||
S_StartSound(mobj, sfx_s3k5a);
|
||||
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4);
|
||||
mobj->reactiontime = TICRATE - 5*(mobj->info->damage - mobj->health); // targetting time
|
||||
} else { // No homing, just use P_BounceMove
|
||||
S_StartSound(mobj, sfx_s3kaa); // make the bounces distinct...
|
||||
P_BounceMove(mobj);
|
||||
mobj->angle = R_PointToAngle2(0,0,mobj->momx,mobj->momy);
|
||||
mobj->reactiontime = 1; // TICRATE/4; // just a pause before you bounce away
|
||||
}
|
||||
mobj->momx = mobj->momy = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -5862,8 +5893,9 @@ static void P_Boss9Thinker(mobj_t *mobj)
|
|||
mobj->angle += mobj->movedir;
|
||||
P_InstaThrust(mobj, mobj->angle, -speed);
|
||||
while (!P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true) && tries++ < 16) {
|
||||
mobj->angle += mobj->movedir;
|
||||
P_InstaThrust(mobj, mobj->angle, -speed);
|
||||
S_StartSound(mobj, sfx_mspogo);
|
||||
P_BounceMove(mobj);
|
||||
mobj->angle = R_PointToAngle2(mobj->momx, mobj->momy,0,0);
|
||||
}
|
||||
mobj->momx = mobj->momy = 0;
|
||||
mobj->threshold--;
|
||||
|
@ -5980,9 +6012,9 @@ static void P_Boss9Thinker(mobj_t *mobj)
|
|||
S_StartSound(mobj, mobj->info->seesound);
|
||||
P_SetMobjState(mobj, mobj->info->seestate);
|
||||
if (mobj->movedir == 2)
|
||||
mobj->threshold = 16; // bounce 16 times
|
||||
mobj->threshold = 12; // bounce 12 times
|
||||
else
|
||||
mobj->threshold = 32; // bounce 32 times
|
||||
mobj->threshold = 24; // bounce 24 times
|
||||
mobj->watertop = mobj->target->floorz + 16*FRACUNIT;
|
||||
P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
|
||||
} else {
|
||||
|
@ -6065,14 +6097,7 @@ static void P_Boss9Thinker(mobj_t *mobj)
|
|||
if (danger) {
|
||||
// An incoming attack is detected! What should we do?!
|
||||
// Go into vector form!
|
||||
mobj->movedir = ANGLE_11hh - FixedAngle(FixedMul(AngleFixed(ANGLE_11hh), FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS)));
|
||||
if (P_RandomChance(FRACUNIT/2))
|
||||
mobj->movedir = InvAngle(mobj->movedir);
|
||||
mobj->threshold = 6 + (FixedMul(24<<FRACBITS, FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS))>>FRACBITS);
|
||||
if (mobj->info->activesound)
|
||||
S_StartSound(mobj, mobj->info->activesound);
|
||||
if (mobj->info->painchance)
|
||||
P_SetMobjState(mobj, mobj->info->painchance);
|
||||
vectorise;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -6087,6 +6112,7 @@ static void P_Boss9Thinker(mobj_t *mobj)
|
|||
}
|
||||
}
|
||||
}
|
||||
#undef vectorise
|
||||
|
||||
//
|
||||
// P_GetClosestAxis
|
||||
|
@ -6853,7 +6879,7 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
return;
|
||||
if (/*(mobj->target) -- the following is implicit by P_AddShield
|
||||
&& (mobj->target->player)
|
||||
&& */ (mobj->target->player->homing))
|
||||
&& */ (mobj->target->player->homing) && (mobj->target->player->pflags & PF_SHIELDABILITY))
|
||||
{
|
||||
P_SetMobjState(mobj, mobj->info->painstate);
|
||||
mobj->tics++;
|
||||
|
@ -6988,6 +7014,25 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
return;
|
||||
}
|
||||
break;
|
||||
case MT_LOCKON:
|
||||
if (!mobj->target)
|
||||
{
|
||||
P_RemoveMobj(mobj);
|
||||
return;
|
||||
}
|
||||
mobj->x = mobj->target->x;
|
||||
mobj->y = mobj->target->y;
|
||||
|
||||
mobj->eflags |= (mobj->target->eflags & MFE_VERTICALFLIP);
|
||||
|
||||
mobj->destscale = mobj->target->destscale;
|
||||
P_SetScale(mobj, mobj->target->scale);
|
||||
|
||||
if (!(mobj->eflags & MFE_VERTICALFLIP))
|
||||
mobj->z = mobj->target->z + mobj->target->height + FixedMul((16 + abs((leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale);
|
||||
else
|
||||
mobj->z = mobj->target->z - FixedMul((16 + abs((leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale) - mobj->height;
|
||||
break;
|
||||
case MT_DROWNNUMBERS:
|
||||
if (!mobj->target)
|
||||
{
|
||||
|
@ -7259,7 +7304,6 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
ns = 4 * FRACUNIT;
|
||||
mo2->momx = FixedMul(FINESINE(fa),ns);
|
||||
mo2->momy = FixedMul(FINECOSINE(fa),ns);
|
||||
mo2->angle = fa << ANGLETOFINESHIFT;
|
||||
|
||||
if (P_RandomChance(FRACUNIT/4)) // I filled a spreadsheet trying to get the equivalent chance to the original P_RandomByte hack!
|
||||
S_StartSound(mo2, mobj->info->deathsound);
|
||||
|
@ -7271,6 +7315,7 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
P_SetTarget(&flicky->target, mo2);
|
||||
flicky->momx = mo2->momx;
|
||||
flicky->momy = mo2->momy;
|
||||
flicky->angle = fa << ANGLETOFINESHIFT;
|
||||
}
|
||||
|
||||
mobj->fuse--;
|
||||
|
@ -7602,7 +7647,7 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
}
|
||||
else if (mobj->tracer && mobj->tracer->player)
|
||||
{
|
||||
if (!(mobj->tracer->player->pflags & PF_NIGHTSMODE))
|
||||
if (!(mobj->tracer->player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
{
|
||||
mobj->flags &= ~MF_NOGRAVITY;
|
||||
mobj->flags2 &= ~MF2_DONTDRAW;
|
||||
|
@ -7654,7 +7699,7 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
P_SetTarget(&mobj->target, NULL);
|
||||
}
|
||||
|
||||
if (mobj->tracer->player->pflags & PF_NIGHTSMODE)
|
||||
if (mobj->tracer->player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
if (mobj->tracer->player->bonustime)
|
||||
{
|
||||
|
|
|
@ -35,9 +35,11 @@
|
|||
#pragma interface
|
||||
#endif
|
||||
|
||||
/// \brief Frame flags: only the frame number - 0 to 511 (Frames from 0 to 63, Sprite2 number uses full range)
|
||||
#define FF_FRAMEMASK 0x1ff
|
||||
/// \brief Frame flags: only the frame number - 0 to 256 (Frames from 0 to 63, Sprite2 number uses 0 to 127 plus FF_SPR2SUPER)
|
||||
#define FF_FRAMEMASK 0xff
|
||||
|
||||
/// \brief Frame flags - SPR2: Super sprite2
|
||||
#define FF_SPR2SUPER 0x80
|
||||
/// \brief Frame flags - SPR2: A change of state at the end of Sprite2 animation
|
||||
#define FF_SPR2ENDSTATE 0x1000
|
||||
/// \brief Frame flags - SPR2: 50% of starting in middle of Sprite2 animation
|
||||
|
|
|
@ -153,7 +153,6 @@ static void P_NetArchivePlayers(void)
|
|||
WRITESINT8(save_p, players[i].xtralife);
|
||||
WRITEUINT8(save_p, players[i].gotcontinue);
|
||||
WRITEFIXED(save_p, players[i].speed);
|
||||
WRITEUINT8(save_p, players[i].jumping);
|
||||
WRITEUINT8(save_p, players[i].secondjump);
|
||||
WRITEUINT8(save_p, players[i].fly1);
|
||||
WRITEUINT8(save_p, players[i].scoreadd);
|
||||
|
@ -334,7 +333,6 @@ static void P_NetUnArchivePlayers(void)
|
|||
players[i].xtralife = READSINT8(save_p); // Ring Extra Life counter
|
||||
players[i].gotcontinue = READUINT8(save_p); // got continue from stage
|
||||
players[i].speed = READFIXED(save_p); // Player's speed (distance formula of MOMX and MOMY values)
|
||||
players[i].jumping = READUINT8(save_p); // Jump counter
|
||||
players[i].secondjump = READUINT8(save_p);
|
||||
players[i].fly1 = READUINT8(save_p); // Tails flying
|
||||
players[i].scoreadd = READUINT8(save_p); // Used for multiple enemy attack bonus
|
||||
|
|
|
@ -199,6 +199,8 @@ static void P_ClearSingleMapHeaderInfo(INT16 i)
|
|||
const INT16 num = (INT16)(i-1);
|
||||
DEH_WriteUndoline("LEVELNAME", mapheaderinfo[num]->lvlttl, UNDO_NONE);
|
||||
mapheaderinfo[num]->lvlttl[0] = '\0';
|
||||
DEH_WriteUndoline("SELECTHEADING", mapheaderinfo[num]->selectheading, UNDO_NONE);
|
||||
mapheaderinfo[num]->selectheading[0] = '\0';
|
||||
DEH_WriteUndoline("SUBTITLE", mapheaderinfo[num]->subttl, UNDO_NONE);
|
||||
mapheaderinfo[num]->subttl[0] = '\0';
|
||||
DEH_WriteUndoline("ACT", va("%d", mapheaderinfo[num]->actnum), UNDO_NONE);
|
||||
|
@ -2583,8 +2585,9 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
|
||||
if (!dedicated)
|
||||
{
|
||||
if (!cv_cam_speed.changed)
|
||||
CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);
|
||||
// Salt: CV_ClearChangedFlags() messes with your settings :(
|
||||
/*if (!cv_cam_speed.changed)
|
||||
CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);*/
|
||||
|
||||
if (!cv_chasecam.changed)
|
||||
CV_SetValue(&cv_chasecam, chase);
|
||||
|
@ -2774,8 +2777,6 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i])
|
||||
{
|
||||
players[i].pflags &= ~PF_NIGHTSMODE;
|
||||
|
||||
// Start players with pity shields if possible
|
||||
players[i].pity = -1;
|
||||
|
||||
|
@ -2880,22 +2881,21 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
camera.angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
|
||||
}
|
||||
}
|
||||
|
||||
if (!cv_cam_height.changed)
|
||||
|
||||
// Salt: CV_ClearChangedFlags() messes with your settings :(
|
||||
/*if (!cv_cam_height.changed)
|
||||
CV_Set(&cv_cam_height, cv_cam_height.defaultvalue);
|
||||
|
||||
if (!cv_cam_dist.changed)
|
||||
CV_Set(&cv_cam_dist, cv_cam_dist.defaultvalue);
|
||||
|
||||
if (!cv_cam_rotate.changed)
|
||||
CV_Set(&cv_cam_rotate, cv_cam_rotate.defaultvalue);
|
||||
|
||||
if (!cv_cam2_height.changed)
|
||||
CV_Set(&cv_cam2_height, cv_cam2_height.defaultvalue);
|
||||
|
||||
if (!cv_cam_dist.changed)
|
||||
CV_Set(&cv_cam_dist, cv_cam_dist.defaultvalue);
|
||||
if (!cv_cam2_dist.changed)
|
||||
CV_Set(&cv_cam2_dist, cv_cam2_dist.defaultvalue);
|
||||
CV_Set(&cv_cam2_dist, cv_cam2_dist.defaultvalue);*/
|
||||
|
||||
// Though, I don't think anyone would care about cam_rotate being reset back to the only value that makes sense :P
|
||||
if (!cv_cam_rotate.changed)
|
||||
CV_Set(&cv_cam_rotate, cv_cam_rotate.defaultvalue);
|
||||
if (!cv_cam2_rotate.changed)
|
||||
CV_Set(&cv_cam2_rotate, cv_cam2_rotate.defaultvalue);
|
||||
|
||||
|
|
75
src/p_spec.c
75
src/p_spec.c
|
@ -3111,6 +3111,51 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
}
|
||||
break;
|
||||
|
||||
case 446: // Make block fall remotely (acts like FF_CRUMBLE)
|
||||
{
|
||||
INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
|
||||
INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS);
|
||||
sector_t *sec; // Sector that the FOF is visible in
|
||||
ffloor_t *rover; // FOF that we are going to make fall down
|
||||
player_t *player = NULL; // player that caused FOF to fall
|
||||
boolean respawn = true; // should the fallen FOF respawn?
|
||||
|
||||
if (mo) // NULL check
|
||||
player = mo->player;
|
||||
|
||||
if (line->flags & ML_NOCLIMB) // don't respawn!
|
||||
respawn = false;
|
||||
|
||||
for (secnum = -1; (secnum = P_FindSectorFromTag(sectag, secnum)) >= 0 ;)
|
||||
{
|
||||
sec = sectors + secnum;
|
||||
|
||||
if (!sec->ffloors)
|
||||
{
|
||||
CONS_Debug(DBG_GAMELOGIC, "Line type 446 Executor: Target sector #%d has no FOFs.\n", secnum);
|
||||
return;
|
||||
}
|
||||
|
||||
for (rover = sec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (rover->master->frontsector->tag == foftag)
|
||||
break;
|
||||
}
|
||||
|
||||
if (!rover)
|
||||
{
|
||||
CONS_Debug(DBG_GAMELOGIC, "Line type 446 Executor: Can't find a FOF control sector with tag %d\n", foftag);
|
||||
return;
|
||||
}
|
||||
|
||||
if (line->flags & ML_BLOCKMONSTERS) // FOF flags determine respawn ability instead?
|
||||
respawn = !(rover->flags & FF_NORETURN) ^ !!(line->flags & ML_NOCLIMB); // no climb inverts
|
||||
|
||||
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, respawn);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 450: // Execute Linedef Executor - for recursion
|
||||
P_LinedefExecute(line->tag, mo, NULL);
|
||||
break;
|
||||
|
@ -3530,7 +3575,7 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
|
|||
P_DamageMobj(player->mo, NULL, NULL, 1, 0);
|
||||
break;
|
||||
case 2: // Damage (Water)
|
||||
if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_underwater] || player->pflags & PF_NIGHTSMODE))
|
||||
if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_underwater] || player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_WATER);
|
||||
break;
|
||||
case 3: // Damage (Fire)
|
||||
|
@ -3747,7 +3792,7 @@ DoneSection2:
|
|||
if (!(player->pflags & PF_SPINNING))
|
||||
player->pflags |= PF_SPINNING;
|
||||
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
|
||||
}
|
||||
|
||||
player->powers[pw_flashing] = TICRATE/3;
|
||||
|
@ -3908,7 +3953,7 @@ DoneSection2:
|
|||
if (!(player->pflags & PF_SPINNING) && P_IsObjectOnGround(player->mo) && (player->charability2 == CA2_SPINDASH))
|
||||
{
|
||||
player->pflags |= PF_SPINNING;
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
|
||||
S_StartAttackSound(player->mo, sfx_spin);
|
||||
|
||||
if (abs(player->rmomx) < FixedMul(5*FRACUNIT, player->mo->scale)
|
||||
|
@ -3985,12 +4030,12 @@ DoneSection2:
|
|||
player->powers[pw_carry] = CR_ZOOMTUBE;
|
||||
player->speed = speed;
|
||||
player->pflags |= PF_SPINNING;
|
||||
player->pflags &= ~(PF_JUMPED|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
|
||||
player->climbing = 0;
|
||||
|
||||
if (player->mo->state-states != S_PLAY_SPIN)
|
||||
if (player->mo->state-states != S_PLAY_ROLL)
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
|
||||
S_StartSound(player->mo, sfx_spin);
|
||||
}
|
||||
}
|
||||
|
@ -4065,12 +4110,12 @@ DoneSection2:
|
|||
player->powers[pw_carry] = CR_ZOOMTUBE;
|
||||
player->speed = speed;
|
||||
player->pflags |= PF_SPINNING;
|
||||
player->pflags &= ~(PF_JUMPED|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
|
||||
player->climbing = 0;
|
||||
|
||||
if (player->mo->state-states != S_PLAY_SPIN)
|
||||
if (player->mo->state-states != S_PLAY_ROLL)
|
||||
{
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
|
||||
S_StartSound(player->mo, sfx_spin);
|
||||
}
|
||||
}
|
||||
|
@ -4083,7 +4128,7 @@ DoneSection2:
|
|||
{
|
||||
player->laps++;
|
||||
|
||||
if (player->pflags & PF_NIGHTSMODE)
|
||||
if (player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
player->drillmeter += 48*20;
|
||||
|
||||
if (player->laps >= (UINT8)cv_numlaps.value)
|
||||
|
@ -4373,7 +4418,7 @@ DoneSection2:
|
|||
|
||||
S_StartSound(player->mo, sfx_s3k4a);
|
||||
|
||||
player->pflags &= ~(PF_JUMPED|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
|
||||
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY);
|
||||
player->climbing = 0;
|
||||
P_SetThingPosition(player->mo);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
||||
|
@ -7256,7 +7301,7 @@ static inline boolean PIT_PushThing(mobj_t *thing)
|
|||
return false;
|
||||
|
||||
// Allow this to affect pushable objects at some point?
|
||||
if (thing->player && (!(thing->flags & (MF_NOGRAVITY | MF_NOCLIP)) || thing->player->pflags & PF_NIGHTSMODE))
|
||||
if (thing->player && (!(thing->flags & (MF_NOGRAVITY | MF_NOCLIP)) || thing->player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
{
|
||||
INT32 dist;
|
||||
INT32 speed;
|
||||
|
@ -7287,7 +7332,7 @@ static inline boolean PIT_PushThing(mobj_t *thing)
|
|||
// Written with bits and pieces of P_HomingAttack
|
||||
if ((speed > 0) && (P_CheckSight(thing, tmpusher->source)))
|
||||
{
|
||||
if (!(thing->player->pflags & PF_NIGHTSMODE))
|
||||
if (thing->player->powers[pw_carry] != CR_NIGHTSMODE)
|
||||
{
|
||||
// only push wrt Z if health & 1 (mapthing has ambush flag)
|
||||
if (tmpusher->source->health & 1)
|
||||
|
@ -7616,11 +7661,11 @@ void T_Pusher(pusher_t *p)
|
|||
{
|
||||
if (p->slider && thing->player)
|
||||
{
|
||||
boolean jumped = (thing->player->pflags & PF_JUMPED);
|
||||
pflags_t jumped = (thing->player->pflags & (PF_JUMPED|PF_NOJUMPDAMAGE));
|
||||
P_ResetPlayer (thing->player);
|
||||
|
||||
if (jumped)
|
||||
thing->player->pflags |= PF_JUMPED;
|
||||
thing->player->pflags |= jumped;
|
||||
|
||||
thing->player->pflags |= PF_SLIDING;
|
||||
P_SetPlayerMobjState (thing, thing->info->painstate); // Whee!
|
||||
|
|
|
@ -163,6 +163,7 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
|
|||
if (playeringame[p] && players[p].mo && players[p].powers[pw_carry] == CR_PLAYER && players[p].mo->tracer == thing)
|
||||
{
|
||||
players[p].powers[pw_carry] = CR_NONE;
|
||||
P_SetTarget(&players[p].mo->tracer, NULL);
|
||||
break;
|
||||
}
|
||||
thing->player->cmomx = thing->player->cmomy = 0;
|
||||
|
|
1103
src/p_user.c
1103
src/p_user.c
File diff suppressed because it is too large
Load diff
|
@ -210,7 +210,7 @@ void R_PortalClearClipSegs(INT32 start, INT32 end)
|
|||
//
|
||||
// It assumes that Doom has already ruled out a door being closed because
|
||||
// of front-back closure (e.g. front floor is taller than back ceiling).
|
||||
static inline INT32 R_DoorClosed(void)
|
||||
static INT32 R_DoorClosed(void)
|
||||
{
|
||||
return
|
||||
|
||||
|
|
141
src/r_data.c
141
src/r_data.c
|
@ -141,11 +141,14 @@ static INT32 tidcachelen = 0;
|
|||
// R_DrawColumnInCache
|
||||
// Clip and draw a column from a patch into a cached post.
|
||||
//
|
||||
static inline void R_DrawColumnInCache(column_t *patch, UINT8 *cache, INT32 originy, INT32 cacheheight)
|
||||
static inline void R_DrawColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight)
|
||||
{
|
||||
INT32 count, position;
|
||||
UINT8 *source;
|
||||
INT32 topdelta, prevdelta = -1;
|
||||
INT32 originy = originPatch->originy;
|
||||
|
||||
(void)patchheight; // This parameter is unused
|
||||
|
||||
while (patch->topdelta != 0xff)
|
||||
{
|
||||
|
@ -174,11 +177,16 @@ static inline void R_DrawColumnInCache(column_t *patch, UINT8 *cache, INT32 orig
|
|||
}
|
||||
}
|
||||
|
||||
static inline void R_DrawFlippedColumnInCache(column_t *patch, UINT8 *cache, INT32 originy, INT32 cacheheight, INT32 patchheight)
|
||||
//
|
||||
// R_DrawFlippedColumnInCache
|
||||
// Similar to R_DrawColumnInCache; it draws the column inverted, however.
|
||||
//
|
||||
static inline void R_DrawFlippedColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight)
|
||||
{
|
||||
INT32 count, position;
|
||||
UINT8 *source, *dest;
|
||||
INT32 topdelta, prevdelta = -1;
|
||||
INT32 originy = originPatch->originy;
|
||||
|
||||
while (patch->topdelta != 0xff)
|
||||
{
|
||||
|
@ -212,6 +220,95 @@ static inline void R_DrawFlippedColumnInCache(column_t *patch, UINT8 *cache, INT
|
|||
}
|
||||
}
|
||||
|
||||
//
|
||||
// R_DrawTransColumnInCache
|
||||
// Draws a translucent column into the cache, applying a half-cooked equation to get a proper translucency value (Needs code in R_GenerateTexture()).
|
||||
//
|
||||
static inline void R_DrawTransColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight)
|
||||
{
|
||||
INT32 count, position;
|
||||
UINT8 *source, *dest;
|
||||
UINT8 *mytransmap = transtables + ((8*(originPatch->alpha) + 255/8)/(255 - 255/11) << FF_TRANSSHIFT); // The equation's not exact but it works as intended. I'll call it a day for now.
|
||||
INT32 topdelta, prevdelta = -1;
|
||||
INT32 originy = originPatch->originy;
|
||||
|
||||
(void)patchheight; // This parameter is unused
|
||||
|
||||
while (patch->topdelta != 0xff)
|
||||
{
|
||||
topdelta = patch->topdelta;
|
||||
if (topdelta <= prevdelta)
|
||||
topdelta += prevdelta;
|
||||
prevdelta = topdelta;
|
||||
source = (UINT8 *)patch + 3;
|
||||
count = patch->length;
|
||||
position = originy + topdelta;
|
||||
|
||||
if (position < 0)
|
||||
{
|
||||
count += position;
|
||||
source -= position; // start further down the column
|
||||
position = 0;
|
||||
}
|
||||
|
||||
if (position + count > cacheheight)
|
||||
count = cacheheight - position;
|
||||
|
||||
dest = cache + position;
|
||||
if (count > 0)
|
||||
{
|
||||
for (; dest < cache + position + count; source++, dest++)
|
||||
if (*dest != 0xFF) *dest = *(mytransmap + ((*dest)<<8) + (*source));
|
||||
}
|
||||
|
||||
patch = (column_t *)((UINT8 *)patch + patch->length + 4);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// R_DrawTransColumnInCache
|
||||
// Similar to the one above except that the column is inverted.
|
||||
//
|
||||
static inline void R_DrawTransFlippedColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight)
|
||||
{
|
||||
INT32 count, position;
|
||||
UINT8 *source, *dest;
|
||||
UINT8 *mytransmap = transtables + ((8*(originPatch->alpha) + 255/8)/(255 - 255/11) << FF_TRANSSHIFT); // The equation's not exact but it works as intended. I'll call it a day for now.
|
||||
INT32 topdelta, prevdelta = -1;
|
||||
INT32 originy = originPatch->originy;
|
||||
|
||||
while (patch->topdelta != 0xff)
|
||||
{
|
||||
topdelta = patch->topdelta;
|
||||
if (topdelta <= prevdelta)
|
||||
topdelta += prevdelta;
|
||||
prevdelta = topdelta;
|
||||
topdelta = patchheight-patch->length-topdelta;
|
||||
source = (UINT8 *)patch + 2 + patch->length; // patch + 3 + (patch->length-1)
|
||||
count = patch->length;
|
||||
position = originy + topdelta;
|
||||
|
||||
if (position < 0)
|
||||
{
|
||||
count += position;
|
||||
source += position; // start further UP the column
|
||||
position = 0;
|
||||
}
|
||||
|
||||
if (position + count > cacheheight)
|
||||
count = cacheheight - position;
|
||||
|
||||
dest = cache + position;
|
||||
if (count > 0)
|
||||
{
|
||||
for (; dest < cache + position + count; --source, dest++)
|
||||
if (*dest != 0xFF) *dest = *(mytransmap + ((*dest)<<8) + (*source));
|
||||
}
|
||||
|
||||
patch = (column_t *)((UINT8 *)patch + patch->length + 4);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// R_GenerateTexture
|
||||
//
|
||||
|
@ -324,6 +421,18 @@ static UINT8 *R_GenerateTexture(size_t texnum)
|
|||
// Composite the columns together.
|
||||
for (i = 0, patch = texture->patches; i < texture->patchcount; i++, patch++)
|
||||
{
|
||||
static void (*ColumnDrawerPointer)(column_t *, UINT8 *, texpatch_t *, INT32, INT32); // Column drawing function pointer.
|
||||
if ((patch->style == AST_TRANSLUCENT) && (patch->alpha <= (10*255/11))) // Alpha style set to translucent? Is the alpha small enough for translucency?
|
||||
{
|
||||
if (patch->alpha < 255/11) // Is the patch way too translucent? Don't render then.
|
||||
continue;
|
||||
ColumnDrawerPointer = (patch->flip & 2) ? R_DrawTransFlippedColumnInCache : R_DrawTransColumnInCache;
|
||||
}
|
||||
else
|
||||
{
|
||||
ColumnDrawerPointer = (patch->flip & 2) ? R_DrawFlippedColumnInCache : R_DrawColumnInCache;
|
||||
}
|
||||
|
||||
realpatch = W_CacheLumpNumPwad(patch->wad, patch->lump, PU_CACHE);
|
||||
x1 = patch->originx;
|
||||
width = SHORT(realpatch->width);
|
||||
|
@ -347,10 +456,7 @@ static UINT8 *R_GenerateTexture(size_t texnum)
|
|||
|
||||
// generate column ofset lookup
|
||||
colofs[x] = LONG((x * texture->height) + (texture->width*4));
|
||||
if (patch->flip & 2)
|
||||
R_DrawFlippedColumnInCache(patchcol, block + LONG(colofs[x]), patch->originy, texture->height, height);
|
||||
else
|
||||
R_DrawColumnInCache(patchcol, block + LONG(colofs[x]), patch->originy, texture->height);
|
||||
ColumnDrawerPointer(patchcol, block + LONG(colofs[x]), patch, texture->height, height);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -490,11 +596,11 @@ void R_LoadTextures(void)
|
|||
// Allocate texture column offset table.
|
||||
texturecolumnofs = (void *)((UINT8 *)textures + (numtextures * sizeof(void *)));
|
||||
// Allocate texture referencing cache.
|
||||
texturecache = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 2));
|
||||
texturecache = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 2));
|
||||
// Allocate texture width mask table.
|
||||
texturewidthmask = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 3));
|
||||
// Allocate texture height mask table.
|
||||
textureheight = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 4));
|
||||
textureheight = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 4));
|
||||
// Create translation table for global animation.
|
||||
texturetranslation = Z_Malloc((numtextures + 1) * sizeof(*texturetranslation), PU_STATIC, NULL);
|
||||
|
||||
|
@ -588,6 +694,8 @@ static texpatch_t *R_ParsePatch(boolean actuallyLoadPatch)
|
|||
INT16 patchXPos;
|
||||
INT16 patchYPos;
|
||||
UINT8 flip = 0;
|
||||
UINT8 alpha = 255;
|
||||
enum patchalphastyle style = AST_COPY;
|
||||
texpatch_t *resultPatch = NULL;
|
||||
lumpnum_t patchLumpNum;
|
||||
|
||||
|
@ -703,7 +811,20 @@ static texpatch_t *R_ParsePatch(boolean actuallyLoadPatch)
|
|||
}
|
||||
while (strcmp(texturesToken,"}")!=0)
|
||||
{
|
||||
if (stricmp(texturesToken, "FLIPX")==0)
|
||||
if (stricmp(texturesToken, "ALPHA")==0)
|
||||
{
|
||||
Z_Free(texturesToken);
|
||||
texturesToken = M_GetToken(NULL);
|
||||
alpha = 255*strtof(texturesToken, NULL);
|
||||
}
|
||||
else if (stricmp(texturesToken, "STYLE")==0)
|
||||
{
|
||||
Z_Free(texturesToken);
|
||||
texturesToken = M_GetToken(NULL);
|
||||
if(stricmp(texturesToken, "TRANSLUCENT")==0)
|
||||
style = AST_TRANSLUCENT;
|
||||
}
|
||||
else if (stricmp(texturesToken, "FLIPX")==0)
|
||||
flip |= 1;
|
||||
else if (stricmp(texturesToken, "FLIPY")==0)
|
||||
flip |= 2;
|
||||
|
@ -736,6 +857,8 @@ static texpatch_t *R_ParsePatch(boolean actuallyLoadPatch)
|
|||
resultPatch->lump = patchLumpNum & 65535;
|
||||
resultPatch->wad = patchLumpNum>>16;
|
||||
resultPatch->flip = flip;
|
||||
resultPatch->alpha = alpha;
|
||||
resultPatch->style = style;
|
||||
// Clean up a little after ourselves
|
||||
Z_Free(patchName);
|
||||
// Then return it
|
||||
|
|
|
@ -21,6 +21,9 @@
|
|||
#pragma interface
|
||||
#endif
|
||||
|
||||
// Possible alpha types for a patch.
|
||||
enum patchalphastyle {AST_COPY, AST_TRANSLUCENT}; // , AST_ADD, AST_SUBTRACT, AST_REVERSESUBTRACT, AST_MODULATE, AST_OVERLAY};
|
||||
|
||||
// moved here for r_sky.c (texpatch_t is used)
|
||||
|
||||
// A single patch from a texture definition,
|
||||
|
@ -32,6 +35,8 @@ typedef struct
|
|||
INT16 originx, originy;
|
||||
UINT16 wad, lump;
|
||||
UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
|
||||
UINT8 alpha; // Translucency value
|
||||
enum patchalphastyle style;
|
||||
} texpatch_t;
|
||||
|
||||
// A maptexturedef_t describes a rectangular texture,
|
||||
|
|
14
src/r_draw.c
14
src/r_draw.c
|
@ -194,10 +194,10 @@ const UINT8 Color_Opposite[MAXSKINCOLORS*2] =
|
|||
SKINCOLOR_BROWN,8, // SKINCOLOR_PEACH - ditto
|
||||
SKINCOLOR_PEACH,8, // SKINCOLOR_BROWN - ditto
|
||||
SKINCOLOR_GREEN,5, // SKINCOLOR_RED
|
||||
SKINCOLOR_CYAN,8, // SKINCOLOR_CRIMSON - ditto
|
||||
SKINCOLOR_BLUE,12, // SKINCOLOR_ORANGE
|
||||
SKINCOLOR_CYAN,8, // SKINCOLOR_CRIMSON - ditto
|
||||
SKINCOLOR_BLUE,11, // SKINCOLOR_ORANGE
|
||||
SKINCOLOR_TAN,8, // SKINCOLOR_RUST - ditto
|
||||
SKINCOLOR_LAVENDER,8, // SKINCOLOR_GOLD - ditto
|
||||
SKINCOLOR_LAVENDER,8, // SKINCOLOR_GOLD
|
||||
SKINCOLOR_TEAL,8, // SKINCOLOR_YELLOW - ditto
|
||||
SKINCOLOR_RUST,8, // SKINCOLOR_TAN - ditto
|
||||
SKINCOLOR_MAGENTA,3, // SKINCOLOR_MOSS
|
||||
|
@ -206,15 +206,15 @@ const UINT8 Color_Opposite[MAXSKINCOLORS*2] =
|
|||
SKINCOLOR_PASTEL,8, // SKINCOLOR_EMERALD - ditto
|
||||
SKINCOLOR_ROSY,8, // SKINCOLOR_AQUA - ditto
|
||||
SKINCOLOR_YELLOW,8, // SKINCOLOR_TEAL - ditto
|
||||
SKINCOLOR_CRIMSON,8, // SKINCOLOR_CYAN - ditto
|
||||
SKINCOLOR_CRIMSON,8, // SKINCOLOR_CYAN - ditto
|
||||
SKINCOLOR_ORANGE,9, // SKINCOLOR_BLUE
|
||||
SKINCOLOR_PINK,8, // SKINCOLOR_AZURE - ditto
|
||||
SKINCOLOR_EMERALD,8, // SKINCOLOR_PASTEL - ditto
|
||||
SKINCOLOR_PERIDOT,10, // SKINCOLOR_PURPLE - ditto
|
||||
SKINCOLOR_GOLD,8, // SKINCOLOR_LAVENDER - ditto
|
||||
SKINCOLOR_PERIDOT,10, // SKINCOLOR_PURPLE
|
||||
SKINCOLOR_GOLD,10, // SKINCOLOR_LAVENDER
|
||||
SKINCOLOR_MOSS,8, // SKINCOLOR_MAGENTA - ditto
|
||||
SKINCOLOR_AZURE,8, // SKINCOLOR_PINK - ditto
|
||||
SKINCOLOR_AQUA,14 // SKINCOLOR_ROSY - ditto
|
||||
SKINCOLOR_AQUA,14 // SKINCOLOR_ROSY
|
||||
};
|
||||
|
||||
CV_PossibleValue_t Color_cons_t[MAXSKINCOLORS+1];
|
||||
|
|
|
@ -1000,7 +1000,7 @@ void R_SetupFrame(player_t *player, boolean skybox)
|
|||
chasecam = (cv_chasecam.value != 0);
|
||||
}
|
||||
|
||||
if (player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD)
|
||||
if (player->climbing || (player->powers[pw_carry] == CR_NIGHTSMODE) || player->playerstate == PST_DEAD)
|
||||
chasecam = true; // force chasecam on
|
||||
else if (player->spectator) // no spectator chasecam
|
||||
chasecam = false; // force chasecam off
|
||||
|
|
|
@ -723,10 +723,13 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
|
|||
// Loop through R_DrawMaskedColumn calls
|
||||
static void R_DrawRepeatMaskedColumn(column_t *col)
|
||||
{
|
||||
do {
|
||||
while (sprtopscreen < sprbotscreen) {
|
||||
R_DrawMaskedColumn(col);
|
||||
sprtopscreen += dc_texheight*spryscale;
|
||||
} while (sprtopscreen < sprbotscreen);
|
||||
if ((INT64)sprtopscreen + dc_texheight*spryscale > (INT64)INT32_MAX) // prevent overflow
|
||||
sprtopscreen = INT32_MAX;
|
||||
else
|
||||
sprtopscreen += dc_texheight*spryscale;
|
||||
}
|
||||
}
|
||||
|
||||
static void R_DrawRepeatFlippedMaskedColumn(column_t *col)
|
||||
|
|
|
@ -957,12 +957,18 @@ static void R_DrawPrecipitationVisSprite(vissprite_t *vis)
|
|||
#endif
|
||||
fixed_t frac;
|
||||
patch_t *patch;
|
||||
INT64 overflow_test;
|
||||
|
||||
//Fab : R_InitSprites now sets a wad lump number
|
||||
patch = W_CacheLumpNum(vis->patch, PU_CACHE);
|
||||
if (!patch)
|
||||
return;
|
||||
|
||||
// Check for overflow
|
||||
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
|
||||
if (overflow_test < 0) overflow_test = -overflow_test;
|
||||
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
|
||||
|
||||
if (vis->transmap)
|
||||
{
|
||||
colfunc = fuzzcolfunc;
|
||||
|
@ -1176,7 +1182,7 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
{
|
||||
sprdef = &((skin_t *)thing->skin)->sprites[thing->sprite2];
|
||||
if (rot >= sprdef->numframes) {
|
||||
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid skins[\"%s\"].sprites[SPR2_%s] frame %s\n"), ((skin_t *)thing->skin)->name, spr2names[thing->sprite2], sizeu5(rot));
|
||||
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid skins[\"%s\"].sprites[%sSPR2_%s] frame %s\n"), ((skin_t *)thing->skin)->name, ((thing->sprite2 & FF_SPR2SUPER) ? "FF_SPR2SUPER|": ""), spr2names[(thing->sprite2 & ~FF_SPR2SUPER)], sizeu5(rot));
|
||||
thing->sprite = states[S_UNKNOWN].sprite;
|
||||
thing->frame = states[S_UNKNOWN].frame;
|
||||
sprdef = &sprites[thing->sprite];
|
||||
|
@ -2486,7 +2492,11 @@ static void Sk_SetDefaultValue(skin_t *skin)
|
|||
skin->flags = 0;
|
||||
|
||||
strcpy(skin->realname, "Someone");
|
||||
#ifdef SKINNAMEPADDING
|
||||
strcpy(skin->hudname, " ???");
|
||||
#else
|
||||
strcpy(skin->hudname, "???");
|
||||
#endif
|
||||
strncpy(skin->charsel, "CHRSONIC", 8);
|
||||
strncpy(skin->face, "MISSING", 8);
|
||||
strncpy(skin->superface, "MISSING", 8);
|
||||
|
@ -2548,16 +2558,29 @@ void R_InitSkins(void)
|
|||
numskins = 0;
|
||||
}
|
||||
|
||||
UINT32 R_GetSkinAvailabilities(void)
|
||||
{
|
||||
INT32 s;
|
||||
UINT32 response = 0;
|
||||
|
||||
for (s = 0; s < MAXSKINS; s++)
|
||||
{
|
||||
if (skins[s].availability && unlockables[skins[s].availability - 1].unlocked)
|
||||
response |= (1 << s);
|
||||
}
|
||||
return response;
|
||||
}
|
||||
|
||||
// returns true if available in circumstances, otherwise nope
|
||||
// warning don't use with an invalid skinnum other than -1 which always returns true
|
||||
boolean R_SkinUnlock(INT32 skinnum)
|
||||
boolean R_SkinUsable(INT32 playernum, INT32 skinnum)
|
||||
{
|
||||
return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
|
||||
|| (!skins[skinnum].availability)
|
||||
|| (unlockables[skins[skinnum].availability - 1].unlocked)
|
||||
|| ((playernum != -1) ? (players[playernum].availabilities & (1 << skinnum)) : (unlockables[skins[skinnum].availability - 1].unlocked))
|
||||
|| (modeattacking) // If you have someone else's run you might as well take a look
|
||||
|| (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1.
|
||||
|| (netgame && !(server || adminplayer == consoleplayer) && (cv_forceskin.value == skinnum)) // Force 2.
|
||||
|| (netgame && (cv_forceskin.value == skinnum)) // Force 2.
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -2582,7 +2605,7 @@ void SetPlayerSkin(INT32 playernum, const char *skinname)
|
|||
INT32 i = R_SkinAvailable(skinname);
|
||||
player_t *player = &players[playernum];
|
||||
|
||||
if ((i != -1) && (!P_IsLocalPlayer(player) || R_SkinUnlock(i)))
|
||||
if ((i != -1) && R_SkinUsable(playernum, i))
|
||||
{
|
||||
SetPlayerSkinByNum(playernum, i);
|
||||
return;
|
||||
|
@ -2604,8 +2627,7 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
|
|||
skin_t *skin = &skins[skinnum];
|
||||
UINT8 newcolor = 0;
|
||||
|
||||
if ((skinnum >= 0 && skinnum < numskins) // Make sure it exists!
|
||||
&& (!P_IsLocalPlayer(player) || R_SkinUnlock(skinnum))) // ...but is it allowed? We must always allow external players to change skin. The server should vet that...
|
||||
if (skinnum >= 0 && skinnum < numskins && R_SkinUsable(playernum, skinnum)) // Make sure it exists!
|
||||
{
|
||||
player->skin = skinnum;
|
||||
|
||||
|
@ -2647,7 +2669,7 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
|
|||
|
||||
if (player->mo)
|
||||
{
|
||||
if ((player->pflags & PF_NIGHTSMODE) && (skin->sprites[SPR2_NGT0].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
|
||||
if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (skin->sprites[SPR2_NGT0].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
|
||||
{
|
||||
skin = &skins[DEFAULTNIGHTSSKIN];
|
||||
newcolor = ((skin->flags & SF_SUPER) ? skin->supercolor : skin->prefcolor);
|
||||
|
@ -2657,16 +2679,16 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
|
|||
player->mo->color = newcolor;
|
||||
P_SetScale(player->mo, player->mo->scale);
|
||||
player->mo->radius = FixedMul(skin->radius, player->mo->scale);
|
||||
|
||||
P_SetPlayerMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (skinnum >= 0 && skinnum < numskins)
|
||||
skinnum = 255; // Cheeky emulation.
|
||||
|
||||
if (P_IsLocalPlayer(player))
|
||||
CONS_Alert(CONS_WARNING, M_GetText("Skin %d not found\n"), skinnum);
|
||||
CONS_Alert(CONS_WARNING, M_GetText("Requested skin not found\n"));
|
||||
else if(server || adminplayer == consoleplayer)
|
||||
CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum);
|
||||
CONS_Alert(CONS_WARNING, "Player %d (%s) skin not found\n", playernum, player_names[playernum]);
|
||||
SetPlayerSkinByNum(playernum, 0); // not found put the sonic skin
|
||||
}
|
||||
|
||||
|
@ -2695,6 +2717,12 @@ static UINT16 W_CheckForSkinMarkerInPwad(UINT16 wadid, UINT16 startlump)
|
|||
return INT16_MAX; // not found
|
||||
}
|
||||
|
||||
#ifdef SKINNAMEPADDING
|
||||
#define HUDNAMEWRITE(value) snprintf(skin->hudname, sizeof(skin->hudname), "%5s", value)
|
||||
#else
|
||||
#define HUDNAMEWRITE(value) STRBUFCPY(skin->hudname, value)
|
||||
#endif
|
||||
|
||||
//
|
||||
// Find skin sprites, sounds & optional status bar face, & add them
|
||||
//
|
||||
|
@ -2787,7 +2815,7 @@ void R_AddSkins(UINT16 wadnum)
|
|||
}
|
||||
if (!hudname)
|
||||
{
|
||||
STRBUFCPY(skin->hudname, skin->name);
|
||||
HUDNAMEWRITE(skin->name);
|
||||
strupr(skin->hudname);
|
||||
for (value = skin->hudname; *value; value++)
|
||||
if (*value == '_') *value = ' '; // turn _ into spaces.
|
||||
|
@ -2800,12 +2828,12 @@ void R_AddSkins(UINT16 wadnum)
|
|||
for (value = skin->realname; *value; value++)
|
||||
if (*value == '_') *value = ' '; // turn _ into spaces.
|
||||
if (!hudname)
|
||||
STRBUFCPY(skin->hudname, skin->realname);
|
||||
HUDNAMEWRITE(skin->realname);
|
||||
}
|
||||
else if (!stricmp(stoken, "hudname"))
|
||||
{ // Life icon name (eg. "K.T.E")
|
||||
hudname = true;
|
||||
STRBUFCPY(skin->hudname, value);
|
||||
HUDNAMEWRITE(value);
|
||||
for (value = skin->hudname; *value; value++)
|
||||
if (*value == '_') *value = ' '; // turn _ into spaces.
|
||||
if (!realname)
|
||||
|
@ -2899,8 +2927,8 @@ void R_AddSkins(UINT16 wadnum)
|
|||
// these are uppercase so they can be concatenated with SF_
|
||||
// 1, true, yes are all valid values
|
||||
GETFLAG(SUPER)
|
||||
GETFLAG(SUPERANIMS)
|
||||
GETFLAG(SUPERSPIN)
|
||||
GETFLAG(NOSUPERSPIN)
|
||||
GETFLAG(NOSPINDASHDUST)
|
||||
GETFLAG(HIRES)
|
||||
GETFLAG(NOSKID)
|
||||
GETFLAG(NOSPEEDADJUST)
|
||||
|
@ -2910,7 +2938,9 @@ void R_AddSkins(UINT16 wadnum)
|
|||
GETFLAG(STOMPDAMAGE)
|
||||
GETFLAG(MARIODAMAGE)
|
||||
GETFLAG(MACHINE)
|
||||
GETFLAG(NOSPINDASHDUST)
|
||||
GETFLAG(DASHMODE)
|
||||
GETFLAG(FASTEDGE)
|
||||
GETFLAG(MULTIABILITY)
|
||||
#undef GETFLAG
|
||||
|
||||
else // let's check if it's a sound, otherwise error out
|
||||
|
@ -2956,20 +2986,35 @@ next_token:
|
|||
|
||||
// Add sprites
|
||||
{
|
||||
UINT16 z;
|
||||
UINT16 newlastlump;
|
||||
UINT8 sprite2;
|
||||
|
||||
lump++; // start after S_SKIN
|
||||
lastlump = W_CheckNumForNamePwad("S_END",wadnum,lump); // stop at S_END
|
||||
// old wadding practices die hard -- stop at S_SKIN or S_START if they come before S_END.
|
||||
z = W_CheckNumForNamePwad("S_SKIN",wadnum,lump);
|
||||
if (z < lastlump) lastlump = z;
|
||||
z = W_CheckNumForNamePwad("S_START",wadnum,lump);
|
||||
if (z < lastlump) lastlump = z;
|
||||
|
||||
// load all sprite sets we are aware of.
|
||||
// old wadding practices die hard -- stop at S_SKIN or S_START if they come before S_END.
|
||||
newlastlump = W_CheckNumForNamePwad("S_SKIN",wadnum,lump);
|
||||
if (newlastlump < lastlump) lastlump = newlastlump;
|
||||
newlastlump = W_CheckNumForNamePwad("S_START",wadnum,lump);
|
||||
if (newlastlump < lastlump) lastlump = newlastlump;
|
||||
|
||||
// ...and let's handle super, too
|
||||
newlastlump = W_CheckNumForNamePwad("S_SUPER",wadnum,lump);
|
||||
if (newlastlump < lastlump)
|
||||
{
|
||||
newlastlump++;
|
||||
// load all sprite sets we are aware of... for super!
|
||||
for (sprite2 = 0; sprite2 < free_spr2; sprite2++)
|
||||
R_AddSingleSpriteDef(spr2names[sprite2], &skin->sprites[FF_SPR2SUPER|sprite2], wadnum, newlastlump, lastlump);
|
||||
|
||||
newlastlump--;
|
||||
lastlump = newlastlump; // okay, make the normal sprite set loading end there
|
||||
}
|
||||
|
||||
// load all sprite sets we are aware of... for normal stuff.
|
||||
for (sprite2 = 0; sprite2 < free_spr2; sprite2++)
|
||||
R_AddSingleSpriteDef(spr2names[sprite2], &skin->sprites[sprite2], wadnum, lump, lastlump);
|
||||
|
||||
}
|
||||
|
||||
R_FlushTranslationColormapCache();
|
||||
|
@ -2994,6 +3039,8 @@ next_token:
|
|||
return;
|
||||
}
|
||||
|
||||
#undef HUDNAMEWRITE
|
||||
|
||||
#ifdef DELFILE
|
||||
void R_DelSkins(UINT16 wadnum)
|
||||
{
|
||||
|
|
|
@ -29,8 +29,6 @@
|
|||
#define VISSPRITESPERCHUNK (1 << VISSPRITECHUNKBITS)
|
||||
#define VISSPRITEINDEXMASK (VISSPRITESPERCHUNK - 1)
|
||||
|
||||
#define DEFAULTNIGHTSSKIN 0
|
||||
|
||||
// Constant arrays used for psprite clipping
|
||||
// and initializing clipping.
|
||||
extern INT16 negonearray[MAXVIDWIDTH];
|
||||
|
@ -71,6 +69,7 @@ void R_DrawMasked(void);
|
|||
// should be all lowercase!! S_SKIN processing does a strlwr
|
||||
#define DEFAULTSKIN "sonic"
|
||||
#define DEFAULTSKIN2 "tails" // secondary player
|
||||
#define DEFAULTNIGHTSSKIN 0
|
||||
|
||||
typedef struct
|
||||
{
|
||||
|
@ -118,7 +117,7 @@ typedef struct
|
|||
// specific sounds per skin
|
||||
sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table
|
||||
|
||||
spritedef_t sprites[NUMPLAYERSPRITES];
|
||||
spritedef_t sprites[NUMPLAYERSPRITES*2]; // contains super versions too
|
||||
|
||||
UINT8 availability; // lock?
|
||||
} skin_t;
|
||||
|
@ -204,7 +203,8 @@ extern skin_t skins[MAXSKINS + 1];
|
|||
|
||||
void SetPlayerSkin(INT32 playernum,const char *skinname);
|
||||
void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002
|
||||
boolean R_SkinUnlock(INT32 skinnum);
|
||||
boolean R_SkinUsable(INT32 playernum, INT32 skinnum);
|
||||
UINT32 R_GetSkinAvailabilities(void);
|
||||
INT32 R_SkinAvailable(const char *name);
|
||||
void R_AddSkins(UINT16 wadnum);
|
||||
|
||||
|
|
|
@ -611,6 +611,7 @@ void S_StartSound(const void *origin, sfxenum_t sfx_id)
|
|||
case sfx_forcsg:
|
||||
case sfx_elemsg:
|
||||
case sfx_armasg:
|
||||
case sfx_attrsg:
|
||||
case sfx_s3k3e:
|
||||
case sfx_s3k3f:
|
||||
case sfx_s3k41:
|
||||
|
|
|
@ -909,7 +909,7 @@ static inline boolean I_SkipFrame(void)
|
|||
case GS_LEVEL:
|
||||
if (!paused)
|
||||
return false;
|
||||
case GS_TIMEATTACK:
|
||||
//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
|
||||
case GS_WAITINGPLAYERS:
|
||||
return skip; // Skip odd frames
|
||||
default:
|
||||
|
|
|
@ -1311,7 +1311,7 @@ static inline boolean I_SkipFrame(void)
|
|||
case GS_LEVEL:
|
||||
if (!paused)
|
||||
return false;
|
||||
case GS_TIMEATTACK:
|
||||
//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
|
||||
case GS_WAITINGPLAYERS:
|
||||
return skip; // Skip odd frames
|
||||
default:
|
||||
|
|
|
@ -170,6 +170,7 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"forcsg", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Force GET!
|
||||
{"elemsg", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Elemental GET!
|
||||
{"armasg", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Armaggeddon GET!
|
||||
{"attrsg", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Attract GET!
|
||||
{"shldls", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // You LOSE!
|
||||
{"spdpad", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"spkdth", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
|
@ -188,6 +189,8 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"mswarp", false, 60, 16, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"mspogo", false, 60, 8, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"boingf", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"corkp", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
{"corkh", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
|
||||
// Menu, interface
|
||||
{"chchng", false, 120, 0, -1, NULL, 0, -1, -1, LUMPERROR},
|
||||
|
|
|
@ -233,6 +233,7 @@ typedef enum
|
|||
sfx_forcsg,
|
||||
sfx_elemsg,
|
||||
sfx_armasg,
|
||||
sfx_attrsg,
|
||||
sfx_shldls,
|
||||
sfx_spdpad,
|
||||
sfx_spkdth,
|
||||
|
@ -251,6 +252,8 @@ typedef enum
|
|||
sfx_mswarp,
|
||||
sfx_mspogo,
|
||||
sfx_boingf,
|
||||
sfx_corkp,
|
||||
sfx_corkh,
|
||||
|
||||
// Menu, interface
|
||||
sfx_chchng,
|
||||
|
|
|
@ -67,7 +67,7 @@ static patch_t *sborings;
|
|||
static patch_t *sboover;
|
||||
static patch_t *timeover;
|
||||
static patch_t *stlivex;
|
||||
static patch_t *rrings;
|
||||
static patch_t *sboredrings;
|
||||
static patch_t *getall; // Special Stage HUD
|
||||
static patch_t *timeup; // Special Stage HUD
|
||||
static patch_t *hunthoming[6];
|
||||
|
@ -143,7 +143,7 @@ hudinfo_t hudinfo[NUMHUDITEMS] =
|
|||
{ 16, 10}, // HUD_SCORE
|
||||
{ 128, 10}, // HUD_SCORENUM
|
||||
|
||||
{ 17, 26}, // HUD_TIME
|
||||
{ 16, 26}, // HUD_TIME
|
||||
{ 136, 10}, // HUD_TIMESPLIT
|
||||
{ 88, 26}, // HUD_MINUTES
|
||||
{ 188, 10}, // HUD_MINUTESSPLIT
|
||||
|
@ -251,16 +251,19 @@ void ST_LoadGraphics(void)
|
|||
// but load them in R_AddSkins, that gets called
|
||||
// first anyway
|
||||
// cache the status bar overlay icons (fullscreen mode)
|
||||
sborings = W_CachePatchName("SBORINGS", PU_HUDGFX);
|
||||
sboscore = W_CachePatchName("SBOSCORE", PU_HUDGFX);
|
||||
|
||||
// Prefix "STT" is whitelisted (doesn't trigger ISGAMEMODIFIED), btw
|
||||
sborings = W_CachePatchName("STTRINGS", PU_HUDGFX);
|
||||
sboredrings = W_CachePatchName("STTRRING", PU_HUDGFX);
|
||||
sboscore = W_CachePatchName("STTSCORE", PU_HUDGFX);
|
||||
sbotime = W_CachePatchName("STTTIME", PU_HUDGFX); // Time logo
|
||||
sbocolon = W_CachePatchName("STTCOLON", PU_HUDGFX); // Colon for time
|
||||
sboperiod = W_CachePatchName("STTPERIO", PU_HUDGFX); // Period for time centiseconds
|
||||
|
||||
sboover = W_CachePatchName("SBOOVER", PU_HUDGFX);
|
||||
timeover = W_CachePatchName("TIMEOVER", PU_HUDGFX);
|
||||
stlivex = W_CachePatchName("STLIVEX", PU_HUDGFX);
|
||||
livesback = W_CachePatchName("STLIVEBK", PU_HUDGFX);
|
||||
rrings = W_CachePatchName("RRINGS", PU_HUDGFX);
|
||||
sbotime = W_CachePatchName("SBOTIME", PU_HUDGFX); // Time logo
|
||||
sbocolon = W_CachePatchName("SBOCOLON", PU_HUDGFX); // Colon for time
|
||||
sboperiod = W_CachePatchName("SBOPERIO", PU_HUDGFX); // Period for time centiseconds
|
||||
nrec_timer = W_CachePatchName("NGRTIMER", PU_HUDGFX); // Timer for NiGHTS
|
||||
getall = W_CachePatchName("GETALL", PU_HUDGFX); // Special Stage HUD
|
||||
timeup = W_CachePatchName("TIMEUP", PU_HUDGFX); // Special Stage HUD
|
||||
|
@ -578,16 +581,16 @@ static void ST_drawDebugInfo(void)
|
|||
{
|
||||
V_DrawRightAlignedString(320, height - 104, V_MONOSPACE, va("SHIELD: %5x", stplyr->powers[pw_shield]));
|
||||
V_DrawRightAlignedString(320, height - 96, V_MONOSPACE, va("SCALE: %5d%%", (stplyr->mo->scale*100)/FRACUNIT));
|
||||
V_DrawRightAlignedString(320, height - 88, V_MONOSPACE, va("DASH: %3d/%3d", stplyr->dashspeed>>FRACBITS, stplyr->maxdash>>FRACBITS));
|
||||
V_DrawRightAlignedString(320, height - 88, V_MONOSPACE, va("CARRY: %5x", stplyr->powers[pw_carry]));
|
||||
V_DrawRightAlignedString(320, height - 80, V_MONOSPACE, va("AIR: %4d, %3d", stplyr->powers[pw_underwater], stplyr->powers[pw_spacetime]));
|
||||
|
||||
// Flags
|
||||
V_DrawRightAlignedString(304-92, height - 72, V_MONOSPACE, "PF:");
|
||||
V_DrawString(304-90, height - 72, (stplyr->jumping) ? V_GREENMAP : V_REDMAP, "JM");
|
||||
V_DrawString(304-90, height - 72, (stplyr->pflags & PF_STARTJUMP) ? V_GREENMAP : V_REDMAP, "SJ");
|
||||
V_DrawString(304-72, height - 72, (stplyr->pflags & PF_JUMPED) ? V_GREENMAP : V_REDMAP, "JD");
|
||||
V_DrawString(304-54, height - 72, (stplyr->pflags & PF_SPINNING) ? V_GREENMAP : V_REDMAP, "SP");
|
||||
V_DrawString(304-36, height - 72, (stplyr->pflags & PF_STARTDASH) ? V_GREENMAP : V_REDMAP, "ST");
|
||||
V_DrawString(304-18, height - 72, (stplyr->pflags & PF_THOKKED) ? V_GREENMAP : V_REDMAP, "TH");
|
||||
V_DrawString(304-18, height - 72, (stplyr->pflags & PF_THOKKED) ? V_GREENMAP : V_REDMAP, "TH");
|
||||
V_DrawString(304, height - 72, (stplyr->pflags & PF_SHIELDABILITY) ? V_GREENMAP : V_REDMAP, "SH");
|
||||
|
||||
V_DrawRightAlignedString(320, height - 64, V_MONOSPACE, va("CEILZ: %6d", stplyr->mo->ceilingz>>FRACBITS));
|
||||
|
@ -681,7 +684,7 @@ static inline void ST_drawRings(void)
|
|||
{
|
||||
INT32 ringnum = max(stplyr->rings, 0);
|
||||
|
||||
ST_DrawPatchFromHudWS(HUD_RINGS, ((stplyr->rings <= 0 && leveltime/5 & 1) ? rrings : sborings));
|
||||
ST_DrawPatchFromHudWS(HUD_RINGS, ((stplyr->rings <= 0 && leveltime/5 & 1) ? sboredrings : sborings));
|
||||
|
||||
if (objectplacing)
|
||||
ringnum = op_currentdoomednum;
|
||||
|
@ -714,7 +717,7 @@ static void ST_drawLives(void)
|
|||
// skincolor face/super
|
||||
UINT8 *colormap = R_GetTranslationColormap(stplyr->skin, stplyr->mo->color, GTC_CACHE);
|
||||
patch_t *face = faceprefix[stplyr->skin];
|
||||
if (stplyr->powers[pw_super] || stplyr->pflags & PF_NIGHTSMODE)
|
||||
if ((stplyr->powers[pw_super] && (stplyr->mo->state < &states[S_PLAY_SUPER_TRANS] || stplyr->mo->state > &states[S_PLAY_SUPER_TRANS9])) || (stplyr->powers[pw_carry] == CR_NIGHTSMODE && skins[stplyr->skin].flags & SF_SUPER))
|
||||
face = superprefix[stplyr->skin];
|
||||
V_DrawSmallMappedPatch(hudinfo[HUD_LIVESPIC].x, hudinfo[HUD_LIVESPIC].y + (v_splitflag ? -12 : 0),
|
||||
V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_HUDTRANS|v_splitflag,face, colormap);
|
||||
|
@ -1077,7 +1080,7 @@ static void ST_drawNiGHTSHUD(void)
|
|||
#ifdef HAVE_BLUA
|
||||
LUA_HudEnabled(hud_nightsdrill) &&
|
||||
#endif
|
||||
stplyr->pflags & PF_NIGHTSMODE)
|
||||
stplyr->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
INT32 locx, locy;
|
||||
INT32 dfill;
|
||||
|
@ -1163,7 +1166,7 @@ static void ST_drawNiGHTSHUD(void)
|
|||
INT32 i;
|
||||
total_ringcount = 0;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] /*&& players[i].pflags & PF_NIGHTSMODE*/ && players[i].rings)
|
||||
if (playeringame[i] /*&& players[i].powers[pw_carry] == CR_NIGHTSMODE*/ && players[i].rings)
|
||||
total_ringcount += players[i].rings;
|
||||
}
|
||||
else
|
||||
|
@ -1296,7 +1299,7 @@ static void ST_drawNiGHTSHUD(void)
|
|||
tic_t lowest_time = stplyr->nightstime;
|
||||
INT32 i;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && players[i].pflags & PF_NIGHTSMODE && players[i].nightstime < lowest_time)
|
||||
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE && players[i].nightstime < lowest_time)
|
||||
lowest_time = players[i].nightstime;
|
||||
realnightstime = lowest_time/TICRATE;
|
||||
}
|
||||
|
@ -1483,14 +1486,30 @@ static void ST_drawMatchHUD(void)
|
|||
|
||||
static inline void ST_drawRaceHUD(void)
|
||||
{
|
||||
if (leveltime > TICRATE && leveltime <= 2*TICRATE)
|
||||
V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(race3->width))/2), (INT32)(SCY(BASEVIDHEIGHT/2)), V_NOSCALESTART, race3);
|
||||
else if (leveltime > 2*TICRATE && leveltime <= 3*TICRATE)
|
||||
V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(race2->width))/2), (INT32)(SCY(BASEVIDHEIGHT/2)), V_NOSCALESTART, race2);
|
||||
else if (leveltime > 3*TICRATE && leveltime <= 4*TICRATE)
|
||||
V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(race1->width))/2), (INT32)(SCY(BASEVIDHEIGHT/2)), V_NOSCALESTART, race1);
|
||||
else if (leveltime > 4*TICRATE && leveltime <= 5*TICRATE)
|
||||
V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(racego->width))/2), (INT32)(SCY(BASEVIDHEIGHT/2)), V_NOSCALESTART, racego);
|
||||
if (leveltime >= TICRATE && leveltime < 5*TICRATE)
|
||||
{
|
||||
INT32 height = (BASEVIDHEIGHT/2);
|
||||
INT32 bounce = (leveltime % TICRATE);
|
||||
patch_t *racenum;
|
||||
switch (leveltime/TICRATE)
|
||||
{
|
||||
case 1:
|
||||
racenum = race3;
|
||||
break;
|
||||
case 2:
|
||||
racenum = race2;
|
||||
break;
|
||||
case 3:
|
||||
racenum = race1;
|
||||
break;
|
||||
default:
|
||||
racenum = racego;
|
||||
break;
|
||||
}
|
||||
if (bounce < 3)
|
||||
height -= (2 - bounce);
|
||||
V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(racenum->width))/2), (INT32)(SCY(height)), V_NOSCALESTART, racenum);
|
||||
}
|
||||
|
||||
if (circuitmap)
|
||||
{
|
||||
|
|
|
@ -325,6 +325,13 @@ static inline UINT8 transmappedpdraw(const UINT8 *dest, const UINT8 *source, fix
|
|||
{
|
||||
return *(v_translevel + (((*(v_colormap + source[ofs>>FRACBITS]))<<8)&0xff00) + (*dest&0xff));
|
||||
}
|
||||
static inline UINT8 staticpdraw(const UINT8 *dest, const UINT8 *source, fixed_t ofs)
|
||||
{
|
||||
UINT8 val = source[ofs>>FRACBITS];
|
||||
(void)dest;
|
||||
if (val < 7) return val;
|
||||
return M_RandomKey(7+1)+(val-7);//M_RandomByte();
|
||||
}
|
||||
|
||||
// Draws a patch scaled to arbitrary size.
|
||||
void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t *patch, const UINT8 *colormap)
|
||||
|
@ -356,22 +363,30 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t
|
|||
patchdrawfunc = standardpdraw;
|
||||
|
||||
v_translevel = NULL;
|
||||
if ((alphalevel = ((scrn & V_ALPHAMASK) >> V_ALPHASHIFT)))
|
||||
if ((alphalevel = ((scrn & V_ALPHAMASK) >> V_ALPHASHIFT)) == 12) // static
|
||||
{
|
||||
if (alphalevel == 13)
|
||||
alphalevel = hudminusalpha[cv_translucenthud.value];
|
||||
else if (alphalevel == 14)
|
||||
alphalevel = 10 - cv_translucenthud.value;
|
||||
else if (alphalevel == 15)
|
||||
alphalevel = hudplusalpha[cv_translucenthud.value];
|
||||
|
||||
if (alphalevel >= 10)
|
||||
return; // invis
|
||||
alphalevel = 0;
|
||||
patchdrawfunc = staticpdraw;
|
||||
}
|
||||
if (alphalevel)
|
||||
else
|
||||
{
|
||||
v_translevel = transtables + ((alphalevel-1)<<FF_TRANSSHIFT);
|
||||
patchdrawfunc = translucentpdraw;
|
||||
if (alphalevel)
|
||||
{
|
||||
if (alphalevel == 13)
|
||||
alphalevel = hudminusalpha[cv_translucenthud.value];
|
||||
else if (alphalevel == 14)
|
||||
alphalevel = 10 - cv_translucenthud.value;
|
||||
else if (alphalevel == 15)
|
||||
alphalevel = hudplusalpha[cv_translucenthud.value];
|
||||
|
||||
if (alphalevel >= 10)
|
||||
return; // invis
|
||||
}
|
||||
if (alphalevel)
|
||||
{
|
||||
v_translevel = transtables + ((alphalevel-1)<<FF_TRANSSHIFT);
|
||||
patchdrawfunc = translucentpdraw;
|
||||
}
|
||||
}
|
||||
|
||||
v_colormap = NULL;
|
||||
|
|
|
@ -90,6 +90,7 @@ extern RGBA_t *pLocalPalette;
|
|||
#define V_70TRANS 0x00070000
|
||||
#define V_80TRANS 0x00080000 // used to be V_8020TRANS
|
||||
#define V_90TRANS 0x00090000
|
||||
#define V_STATIC 0x000C0000 // ogl unsupported kthnxbai
|
||||
#define V_HUDTRANSHALF 0x000D0000
|
||||
#define V_HUDTRANS 0x000E0000 // draw the hud translucent
|
||||
#define V_HUDTRANSDOUBLE 0x000F0000
|
||||
|
|
28
src/w_wad.c
28
src/w_wad.c
|
@ -1215,15 +1215,25 @@ int W_VerifyNMUSlumps(const char *filename)
|
|||
// ENDOOM text and palette lumps
|
||||
lumpchecklist_t NMUSlist[] =
|
||||
{
|
||||
{"D_", 2},
|
||||
{"O_", 2},
|
||||
{"DS", 2},
|
||||
{"ENDOOM", 6},
|
||||
{"PLAYPAL", 7},
|
||||
{"COLORMAP", 8},
|
||||
{"PAL", 3},
|
||||
{"CLM", 3},
|
||||
{"TRANS", 5},
|
||||
{"D_", 2}, // MIDI music
|
||||
{"O_", 2}, // Digital music
|
||||
{"DS", 2}, // Sound effects
|
||||
|
||||
{"ENDOOM", 6}, // ENDOOM text lump
|
||||
|
||||
{"PLAYPAL", 7}, // Palette changes
|
||||
{"PAL", 3}, // Palette changes
|
||||
{"COLORMAP", 8}, // Colormap changes
|
||||
{"CLM", 3}, // Colormap changes
|
||||
{"TRANS", 5}, // Translucency map changes
|
||||
|
||||
{"LTFNT", 5}, // Level title font changes
|
||||
{"TTL", 3}, // Act number changes
|
||||
{"STCFN", 5}, // Console font changes
|
||||
{"TNYFN", 5}, // Tiny console font changes
|
||||
{"STT", 3}, // Acceptable HUD changes (Score Time Rings)
|
||||
{"YB_", 3}, // Intermission graphics, goes with the above
|
||||
|
||||
{NULL, 0},
|
||||
};
|
||||
return W_VerifyFile(filename, NMUSlist, false);
|
||||
|
|
|
@ -322,7 +322,7 @@ static inline boolean I_SkipFrame(void)
|
|||
case GS_LEVEL:
|
||||
if (!paused)
|
||||
return false;
|
||||
case GS_TIMEATTACK:
|
||||
//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
|
||||
#ifndef CLIENT_LOADINGSCREEN
|
||||
case GS_WAITINGPLAYERS:
|
||||
#endif
|
||||
|
|
|
@ -900,8 +900,7 @@ static void Y_UpdateRecordReplays(void)
|
|||
CONS_Printf(M_GetText("\x82" "Earned %hu emblem%s for Record Attack records.\n"), (UINT16)earnedEmblems, earnedEmblems > 1 ? "s" : "");
|
||||
|
||||
// Update timeattack menu's replay availability.
|
||||
CV_AddValue(&cv_nextmap, 1);
|
||||
CV_AddValue(&cv_nextmap, -1);
|
||||
Nextmap_OnChange();
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -912,7 +911,8 @@ static void Y_UpdateRecordReplays(void)
|
|||
void Y_StartIntermission(void)
|
||||
{
|
||||
INT32 i;
|
||||
|
||||
UINT8 completionEmblems = M_CompletionEmblems();
|
||||
|
||||
intertic = -1;
|
||||
|
||||
#ifdef PARANOIA
|
||||
|
@ -1007,6 +1007,9 @@ void Y_StartIntermission(void)
|
|||
|
||||
if (modeattacking == ATTACKING_RECORD)
|
||||
Y_UpdateRecordReplays();
|
||||
|
||||
if (completionEmblems)
|
||||
CONS_Printf(M_GetText("\x82" "Earned %hu emblem%s for level completion.\n"), (UINT16)completionEmblems, completionEmblems > 1 ? "s" : "");
|
||||
}
|
||||
|
||||
for (i = 0; i < 4; ++i)
|
||||
|
@ -1106,6 +1109,10 @@ void Y_StartIntermission(void)
|
|||
{
|
||||
if (!stagefailed)
|
||||
mapvisited[gamemap-1] |= MV_BEATEN;
|
||||
|
||||
// all emeralds/ultimate/perfect emblems won't be possible in ss, oh well?
|
||||
if (completionEmblems)
|
||||
CONS_Printf(M_GetText("\x82" "Earned %hu emblem%s for level completion.\n"), (UINT16)completionEmblems, completionEmblems > 1 ? "s" : "");
|
||||
}
|
||||
|
||||
// give out ring bonuses
|
||||
|
|
Loading…
Reference in a new issue